internal override void GetNames(MSB1 msb, Entries entries) { base.GetNames(msb, entries); CollisionName = MSB.FindName(msb.Parts.Collisions, CollisionIndex); }
internal virtual void GetNames(MSB1 msb, Entries entries) { ModelName = MSB.FindName(entries.Models, ModelIndex); }
internal override void GetNames(MSB1 msb, Entries entries) { base.GetNames(msb, entries); ObjActPartName = MSB.FindName(entries.Parts, ObjActPartIndex); }
internal void GetNames(Entries entries) { Name = MSB.FindName(entries.BoneNames, NameIndex); }
internal override void GetNames(MSB1 msb, Entries entries) { base.GetNames(msb, entries); NavmeshRegionName = MSB.FindName(entries.Regions, NavmeshRegionIndex); }
internal virtual void GetNames(MSB1 msb, Entries entries) { PartName = MSB.FindName(entries.Parts, PartIndex); RegionName = MSB.FindName(entries.Regions, RegionIndex); }
// Pretty ugly to use MSBS type directly, but this shape is currently only used // in Sekiro so it'll stay until Elden Ring internal void GetNames(MSBS.Entries entries) { RegionName = MSB.FindName(entries.Regions, RegionIndex); }
internal override void GetNames(MSB1 msb, Entries entries) { base.GetNames(msb, entries); SpawnPointName = MSB.FindName(entries.Regions, SpawnPointIndex); }
internal override void GetNames(MSB3 msb, Entries entries) { base.GetNames(msb, entries); PartName2 = MSB.FindName(entries.Parts, PartIndex2); }
internal virtual void GetNames(MSB3 msb, Entries entries) { PartName = MSB.FindName(entries.Parts, PartIndex); PointName = MSB.FindName(entries.Regions, PointIndex); }
internal override void GetNames(MSB3 msb, Entries entries) { base.GetNames(msb, entries); TreasurePartName = MSB.FindName(entries.Parts, TreasurePartIndex); }
internal override void GetNames(Entries entries) { base.GetNames(entries); WindAreaName = MSB.FindName(entries.Regions, WindAreaIndex); }
internal virtual void GetNames(MSB3 msb, Entries entries) { ActivationPartName = MSB.FindName(entries.Parts, ActivationPartIndex); }