public void Parse(GameBitBuffer buffer)
 {
     Field0 = buffer.ReadInt(32);
     Field1 = buffer.ReadInt(4);
     snoAppearance = buffer.ReadInt(32);
     snoPhysMesh = buffer.ReadInt(32);
     Field4 = new AxialCylinder();
     Field4.Parse(buffer);
     Field5 = new Sphere();
     Field5.Parse(buffer);
     aabbBounds = new AABB();
     aabbBounds.Parse(buffer);
     serTagMap = new SerializeData();
     serTagMap.Parse(buffer);
     hTagMap = new DT_TAGMAP();
     hTagMap.Parse(buffer);
     snoAnimSet = buffer.ReadInt(32);
     snoMonster = buffer.ReadInt(32);
     serMsgTriggeredEvents = new SerializeData();
     serMsgTriggeredEvents.Parse(buffer);
     Field12 = buffer.ReadInt(32);
     Field13 = new DT_VARIABLEARRAY();
     Field13.Parse(buffer);
     Field14 = new Vector3D();
     Field14.Parse(buffer);
     Field15 = new WeightedLook[8];
     for(int i = 0;i < _Field15.Length;i++)
     {
         _Field15[i] = new WeightedLook();
         _Field15[i].Parse(buffer);
     }
     snoPhysics = buffer.ReadInt(32);
     Field17 = buffer.ReadInt(32);
     Field18 = buffer.ReadInt(32);
     Field19 = buffer.ReadFloat32();
     Field20 = buffer.ReadFloat32();
     Field21 = buffer.ReadFloat32();
     Field22 = new ActorCollisionData();
     Field22.Parse(buffer);
     Field23 = new InventoryImages[5];
     for(int i = 0;i < _Field23.Length;i++)
     {
         _Field23[i] = new InventoryImages();
         _Field23[i].Parse(buffer);
     }
     Field24 = buffer.ReadInt(32);
     Field25 = new DT_CSTRING();
     Field25.Parse(buffer);
     serVOCastingNotes = new SerializeData();
     serVOCastingNotes.Parse(buffer);
     Field27 = new DT_CSTRING();
     Field27.Parse(buffer);
     serVORole = new SerializeData();
     serVORole.Parse(buffer);
 }
Esempio n. 2
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        public override void Draw(SpriteBatch spriteBatch)
        {
            ScreenService.Instance.GraphicsDevice.Viewport = ScreenService.Instance.DefaultScreenCamera.CurrentViewport;
            spriteBatch.Begin(
                SpriteSortMode.FrontToBack, // this is also the order for building the screen.
                null,
                SamplerState.PointClamp,
                null,
                null,
                null,
                ScreenService.Instance.DefaultScreenCamera.TransformMatrix);
            base.Draw(spriteBatch);

            if (!Images.Any())
            {
                Messages.Add("no image received from server");
            }
            foreach (var img in Images.ToList())
            {
                img.Draw(spriteBatch);
            }

            if (!InventoryImages.Any())
            {
                Messages.Add("no inventory image received from server");
            }
            foreach (var img in InventoryImages.ToList())
            {
                img.Draw(spriteBatch);
            }

            MultiplayerText.Draw(spriteBatch);
            HealthImage.Draw(spriteBatch);
            SpeedImage.Draw(spriteBatch);
            StrenghImage.Draw(spriteBatch);
            DialogImage.Draw(spriteBatch);
            CursorImage.Draw(spriteBatch);

            //LerpMouseImage.Draw(spriteBatch);

            if (InfoWindow?.IsVisible == true)
            {
                InfoWindow?.Draw(spriteBatch);
            }

            if (DialogWindow?.IsVisible == true)
            {
                DialogWindow?.Draw(spriteBatch);
            }

            if (InventoryWindow?.IsVisible == true)
            {
                InventoryWindow.Draw(spriteBatch);
            }

            if (CharacterWindow?.IsVisible == true)
            {
                MoneyCount.Draw(spriteBatch);
                CharacterWindow?.Draw(spriteBatch);
            }

            if (CharacterWindow?.IsVisible == true)
            {
                CharacterWindow?.Draw(spriteBatch);
            }

            if (ChatWindow?.IsVisible == true)
            {
                ChatWindow?.Draw(spriteBatch);
            }

            spriteBatch.End();
        }