public override void Parse(GameBitBuffer buffer)
 {
     Field0 = buffer.ReadInt(32);
     Field1 = buffer.ReadInt(32);
     Time = buffer.ReadInt(32);
     Time2 = buffer.ReadInt(32);
     Field4 = buffer.ReadInt(32);
     Field5 = buffer.ReadInt(32);
     Field6 = new IVector2D();
     Field6.Parse(buffer);
 }
 public override void Parse(GameBitBuffer buffer)
 {
     Field0 = buffer.ReadInt(32);
     dwWidth = buffer.ReadInt(32);
     dwHeight = buffer.ReadInt(32);
     dwFaceCount = buffer.ReadInt(32);
     dwMipMapLevelMax = buffer.ReadInt(32);
     Field5 = new SerializeData[60];
     for(int i = 0;i < _Field5.Length;i++)
     {
         _Field5[i] = new SerializeData();
         _Field5[i].Parse(buffer);
     }
     Field6 = buffer.ReadInt(32);
     Field7 = buffer.ReadInt(32);
     Field8 = buffer.ReadCharArray(256);
     serImageFileIDs = new SerializeData();
     serImageFileIDs.Parse(buffer);
     //still checking variablearrays
     this.ImageFileIDs = new List<ImageFileID>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _ImageFileIDs.Count; loop12++)
     {
         _ImageFileIDs[loop12] = new ImageFileID();
         _ImageFileIDs[loop12].Parse(buffer);
     }
     serFrame = new SerializeData();
     serFrame.Parse(buffer);
     //still checking variablearrays
     this.Frame = new List<TexFrame>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _Frame.Count; loop12++)
     {
         _Frame[loop12] = new TexFrame();
         _Frame[loop12].Parse(buffer);
     }
     Field13 = new IVector2D();
     Field13.Parse(buffer);
     Field14 = buffer.ReadInt(32);
     Field15 = buffer.ReadInt(32);
     Field16 = buffer.ReadInt(32);
     Field17 = buffer.ReadInt(32);
     Field18 = buffer.ReadInt(32);
     Field19 = buffer.ReadInt(32);
     Field20 = buffer.ReadInt64(64);
     Field21 = buffer.ReadInt(32);
     Field22 = (byte)buffer.ReadInt(8);
     Field23 = (byte)buffer.ReadInt(8);
     Field24 = (byte)buffer.ReadInt(8);
 }
 public override void Parse(GameBitBuffer buffer)
 {
     Cellz = buffer.ReadInt(32);
     Cell = new IVector2D();
     Cell.Parse(buffer);
     SNOLevelAreas = new int[4];
     for(int i = 0;i < _SNOLevelAreas.Length;i++) _SNOLevelAreas[i] = buffer.ReadInt(32);
     SNOPrevWorld = buffer.ReadInt(32);
     Field4 = buffer.ReadInt(32);
     SNOPrevLevelArea = buffer.ReadInt(32);
     SNONextWorld = buffer.ReadInt(32);
     Field7 = buffer.ReadInt(32);
     SNONextLevelArea = buffer.ReadInt(32);
     SNOMusic = buffer.ReadInt(32);
     SNOCombatMusic = buffer.ReadInt(32);
     SNOAmbient = buffer.ReadInt(32);
     SNOReverb = buffer.ReadInt(32);
     SNOWeather = buffer.ReadInt(32);
     SNOPresetWorld = buffer.ReadInt(32);
     Field15 = buffer.ReadInt(32);
     Field16 = buffer.ReadInt(32);
     Field17 = buffer.ReadInt(32);
     ClusterID = buffer.ReadInt(32);
     SceneCachedValues = new SceneCachedValues();
     SceneCachedValues.Parse(buffer);
 }
 public override void Parse(GameBitBuffer buffer)
 {
     Field0 = buffer.ReadInt(32);
     serNavCells = new SerializeData();
     serNavCells.Parse(buffer);
     //still checking variablearrays
     this.NavCells = new List<NavCell>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _NavCells.Count; loop12++)
     {
         _NavCells[loop12] = new NavCell();
         _NavCells[loop12].Parse(buffer);
     }
     NeightbourCount = buffer.ReadInt(32);
     serNavCellNeighbors = new SerializeData();
     serNavCellNeighbors.Parse(buffer);
     //still checking variablearrays
     this.NavCellNeighbors = new List<NavCellLookup>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _NavCellNeighbors.Count; loop12++)
     {
         _NavCellNeighbors[loop12] = new NavCellLookup();
         _NavCellNeighbors[loop12].Parse(buffer);
     }
     Field6 = buffer.ReadFloat32();
     Field7 = buffer.ReadFloat32();
     Field8 = buffer.ReadInt(32);
     Field9 = new IVector2D();
     Field9.Parse(buffer);
     serGridSquares = new SerializeData();
     serGridSquares.Parse(buffer);
     //still checking variablearrays
     this.GridSquares = new List<NavGridSquare>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _GridSquares.Count; loop12++)
     {
         _GridSquares[loop12] = new NavGridSquare();
         _GridSquares[loop12].Parse(buffer);
     }
     Field12 = buffer.ReadInt(32);
     serCellLookups = new SerializeData();
     serCellLookups.Parse(buffer);
     //still checking variablearrays
     this.CellLookups = new List<NavCellLookup>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _CellLookups.Count; loop12++)
     {
         _CellLookups[loop12] = new NavCellLookup();
         _CellLookups[loop12].Parse(buffer);
     }
     BorderDataCount = buffer.ReadInt(32);
     serBorderData = new SerializeData();
     serBorderData.Parse(buffer);
     //still checking variablearrays
     this.BorderData = new List<NavCellBorderData>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _BorderData.Count; loop12++)
     {
         _BorderData[loop12] = new NavCellBorderData();
         _BorderData[loop12].Parse(buffer);
     }
 }
 public override void Parse(GameBitBuffer buffer)
 {
     OwnerID = buffer.ReadInt(32);
     EquipmentSlot = buffer.ReadInt(5) + (-1);
     InventoryLocation = new IVector2D();
     InventoryLocation.Parse(buffer);
 }
 public override void Parse(GameBitBuffer buffer)
 {
     Field0 = buffer.ReadInt(2);
     Field1 = buffer.ReadInt(32);
     Field2 = buffer.ReadInt(32);
     Field3 = new IVector2D();
     Field3.Parse(buffer);
     serTiles = new SerializeData();
     serTiles.Parse(buffer);
     //still checking variablearrays
     this.Tiles = new List<CustomTileCell>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _Tiles.Count; loop12++)
     {
         _Tiles[loop12] = new CustomTileCell();
         _Tiles[loop12].Parse(buffer);
     }
 }