public override void Deserialize(BigEndianReader reader)
 {
     var limit = reader.ReadUShort();
     StatedElements = new StatedElement[limit];
     for (int i = 0; i < limit; i++)
     {
         StatedElements[i] = new StatedElement();
         StatedElements[i].Deserialize(reader);
     }
 }
 public MapComplementaryInformationsDataMessage(short subAreaId, int mapId, sbyte subareaAlignmentSide, HouseInformations[] houses, GameRolePlayActorInformations[] actors, InteractiveElement[] interactiveElements, StatedElement[] statedElements, MapObstacle[] obstacles, FightCommonInformations[] fights)
 {
     SubAreaId = subAreaId;
     MapId = mapId;
     SubareaAlignmentSide = subareaAlignmentSide;
     Houses = houses;
     Actors = actors;
     InteractiveElements = interactiveElements;
     StatedElements = statedElements;
     Obstacles = obstacles;
     Fights = fights;
 }
 public override void Deserialize(BigEndianReader reader)
 {
     SubAreaId = reader.ReadShort();
     MapId = reader.ReadInt();
     SubareaAlignmentSide = reader.ReadSByte();
     var limit = reader.ReadUShort();
     Houses = new HouseInformations[limit];
     for (int i = 0; i < limit; i++)
     {
         Houses[i] = Types.ProtocolTypeManager.GetInstance<HouseInformations>(reader.ReadShort());
         Houses[i].Deserialize(reader);
     }
     limit = reader.ReadUShort();
     Actors = new GameRolePlayActorInformations[limit];
     for (int i = 0; i < limit; i++)
     {
         Actors[i] = Types.ProtocolTypeManager.GetInstance<GameRolePlayActorInformations>(reader.ReadShort());
         Actors[i].Deserialize(reader);
     }
     limit = reader.ReadUShort();
     InteractiveElements = new InteractiveElement[limit];
     for (int i = 0; i < limit; i++)
     {
         InteractiveElements[i] = Types.ProtocolTypeManager.GetInstance<InteractiveElement>(reader.ReadShort());
         InteractiveElements[i].Deserialize(reader);
     }
     limit = reader.ReadUShort();
     StatedElements = new StatedElement[limit];
     for (int i = 0; i < limit; i++)
     {
         StatedElements[i] = new StatedElement();
         StatedElements[i].Deserialize(reader);
     }
     limit = reader.ReadUShort();
     Obstacles = new MapObstacle[limit];
     for (int i = 0; i < limit; i++)
     {
         Obstacles[i] = new MapObstacle();
         Obstacles[i].Deserialize(reader);
     }
     limit = reader.ReadUShort();
     Fights = new FightCommonInformations[limit];
     for (int i = 0; i < limit; i++)
     {
         Fights[i] = new FightCommonInformations();
         Fights[i].Deserialize(reader);
     }
 }
 public MapComplementaryInformationsWithCoordsMessage(short subAreaId, int mapId, sbyte subareaAlignmentSide, HouseInformations[] houses, GameRolePlayActorInformations[] actors, InteractiveElement[] interactiveElements, StatedElement[] statedElements, MapObstacle[] obstacles, FightCommonInformations[] fights, short worldX, short worldY)
     : base(subAreaId, mapId, subareaAlignmentSide, houses, actors, interactiveElements, statedElements, obstacles, fights)
 {
     WorldX = worldX;
     WorldY = worldY;
 }
 public override void Deserialize(BigEndianReader reader)
 {
     StatedElement = new StatedElement();
     StatedElement.Deserialize(reader);
 }
 public StatedElementUpdatedMessage(StatedElement statedElement)
 {
     StatedElement = statedElement;
 }
 public StatedMapUpdateMessage(StatedElement[] statedElements)
 {
     StatedElements = statedElements;
 }
 public MapComplementaryInformationsDataInHouseMessage(short subAreaId, int mapId, sbyte subareaAlignmentSide, HouseInformations[] houses, GameRolePlayActorInformations[] actors, InteractiveElement[] interactiveElements, StatedElement[] statedElements, MapObstacle[] obstacles, FightCommonInformations[] fights, HouseInformationsInside currentHouse)
     : base(subAreaId, mapId, subareaAlignmentSide, houses, actors, interactiveElements, statedElements, obstacles, fights)
 {
     CurrentHouse = currentHouse;
 }