/// <summary> /// Load the RM2 chunk /// </summary> /// <param name="Path">Path to load from</param> public void LoadRM2(string Path) { if (System.IO.File.Exists(Path)) { System.IO.FileStream File = new System.IO.FileStream(Path, System.IO.FileMode.Open, System.IO.FileAccess.Read); System.IO.BinaryReader Reader = new System.IO.BinaryReader(File); Header = Reader.ReadUInt32(); Records = (int)Reader.ReadUInt32(); Size = Reader.ReadUInt32(); Array.Resize(ref Item, Records); for (int i = 0; i <= Records - 1; i++) { uint Offset = Reader.ReadUInt32(); uint Size = Reader.ReadUInt32(); uint ID = Reader.ReadUInt32(); uint Pos = (uint)File.Position; switch (ID) { case object _ when 0 <= ID && ID <= 7: { InstanceInfoSection InstInfo = new InstanceInfoSection(); InstInfo.Size = Size; InstInfo.Offset = Offset; InstInfo.Base = 0; InstInfo.ID = ID; InstInfo.Load(ref File, ref Reader); Item[i] = InstInfo; break; } case 10: { CodeSection Code = new CodeSection(); Code.Size = Size; Code.Offset = Offset; Code.Base = 0; Code.ID = ID; Code.Load(ref File, ref Reader); Item[i] = Code; break; } case 11: { GraphicsSection Graphics = new GraphicsSection(); Graphics.Size = Size; Graphics.Offset = Offset; Graphics.Base = 0; Graphics.ID = ID; Graphics.Load(ref File, ref Reader); Item[i] = Graphics; break; } case 9: { GeoData GD = new GeoData(); GD.Size = Size; GD.Offset = Offset; GD.Base = 0; GD.ID = ID; GD.Load(ref File, ref Reader); Item[i] = GD; break; } default: { BaseItem UItem = new BaseItem(); UItem.Size = Size; UItem.Offset = Offset; UItem.Base = 0; UItem.ID = ID; UItem.Load(ref File, ref Reader); Item[i] = UItem; break; } } File.Position = Pos; } Reader.Close(); File.Close(); } }
/// <summary> /// Create new RM2 chunk /// </summary> public void NewRM2() { Array.Resize(ref Item, 12); Records = 12; Item[0] = new GraphicsSection(); Item[0].ID = 11; Item[0].Records = 9; Array.Resize(ref Item[0]._Item, 9); for (int i = 0; i <= 8; i++) { switch (i) { case 0: { Item[0][i] = new Textures(); break; } case 1: { Item[0][i] = new Materials(); break; } case 2: { Item[0][i] = new Models(); break; } case 3: { Item[0][i] = new GCs(); break; } case 4: { Item[0][i] = new ID4Models(); break; } case 5: { Item[0][i] = new BaseSection(); break; } case 6: { Item[0][i] = new GCs(); break; } case 7: { Item[0][i] = new BaseSection(); break; } case 8: { Item[0][i] = new BaseSection(); break; } } Item[0][i].ID = (uint)i; } Array.Resize(ref Item, 12); Item[1] = new CodeSection(); Item[1].ID = 10; Item[1].Records = 13; Array.Resize(ref Item[1]._Item, 13); for (int i = 0; i <= 12; i++) { switch (i) { case 0: { Item[1][i] = new GameObjects(); break; } case 1: { Item[1][i] = new Scripts(); break; } case 2: { Item[1][i] = new Animations(); break; } case 3: { Item[1][i] = new OGIs(); break; } case 4: { Item[1][i] = new BaseSection(); break; } case 5: { Item[1][i] = new SoundDescriptions(); break; } case 6: { Item[1][i] = new Sound(); break; } case 7: case 8: case 9: case 10: case 11: case 12: { Item[1][i] = new SoundbankDescriptions(); break; } } Item[1][i].ID = (uint)i; } Item[2] = new BaseItem(); Item[2].ID = 8; Item[3] = new GeoData(); Item[3].ID = 9; for (int j = 4; j <= 11; j++) { Item[j] = new InstanceInfoSection(); Item[j].ID = (uint)j - 4; Item[j].Records = 9; Array.Resize(ref Item[j]._Item, 9); for (int i = 0; i <= 8; i++) { switch (i) { case 0: { Item[j][i] = new BaseSection(); break; } case 1: { Item[j][i] = new Behaviors(); break; } case 2: { Item[j][i] = new FuckingShits(); break; } case 3: { Item[j][i] = new Positions(); break; } case 4: { Item[j][i] = new Paths(); break; } case 5: { Item[j][i] = new SurfaceBehaviours(); break; } case 6: { Item[j][i] = new Instances(); break; } case 7: { Item[j][i] = new Triggers(); break; } case 8: { Item[j][i] = new BaseSection(); break; } } Item[j][i].ID = (uint)i; } } Recalculate(); }