public void Serialize(Rayman1Serializer s) { num_level = s.DoAt(Rayman1Pointer.num_level, () => s.Serialize(num_level, name: nameof(num_level))); num_world = s.DoAt(Rayman1Pointer.num_world, () => s.Serialize(num_world, name: nameof(num_world))); num_level_choice = s.DoAt(Rayman1Pointer.num_level_choice, () => s.Serialize(num_level_choice, name: nameof(num_level_choice))); num_world_choice = s.DoAt(Rayman1Pointer.num_world_choice, () => s.Serialize(num_world_choice, name: nameof(num_world_choice))); new_level = s.DoAt(Rayman1Pointer.new_level, () => s.Serialize(new_level, name: nameof(new_level))); new_world = s.DoAt(Rayman1Pointer.new_world, () => s.Serialize(new_world, name: nameof(new_world))); fin_du_jeu = s.DoAt(Rayman1Pointer.fin_du_jeu, () => s.Serialize(fin_du_jeu, name: nameof(fin_du_jeu))); menuEtape = s.DoAt(Rayman1Pointer.menuEtape, () => s.Serialize(menuEtape, name: nameof(menuEtape))); ModeDemo = s.DoAt(Rayman1Pointer.ModeDemo, () => s.Serialize(ModeDemo, name: nameof(ModeDemo))); dead_time = s.DoAt(Rayman1Pointer.dead_time, () => s.Serialize(dead_time, name: nameof(dead_time))); PROC_EXIT = s.DoAt(Rayman1Pointer.PROC_EXIT, () => s.Serialize(PROC_EXIT, name: nameof(PROC_EXIT))); ray_mode = s.DoAt(Rayman1Pointer.ray_mode, () => s.Serialize(ray_mode, name: nameof(ray_mode))); RAY_MODE_SPEED = s.DoAt(Rayman1Pointer.RAY_MODE_SPEED, () => s.Serialize(RAY_MODE_SPEED, name: nameof(RAY_MODE_SPEED))); RayEvts = s.DoAt(Rayman1Pointer.RayEvts, () => s.Serialize(RayEvts, name: nameof(RayEvts))); h_scroll_speed = s.DoAt(Rayman1Pointer.h_scroll_speed, () => s.Serialize(h_scroll_speed, name: nameof(h_scroll_speed))); v_scroll_speed = s.DoAt(Rayman1Pointer.v_scroll_speed, () => s.Serialize(v_scroll_speed, name: nameof(v_scroll_speed))); status_bar = s.DoAt(Rayman1Pointer.status_bar, () => s.SerializeObject(status_bar, name: nameof(status_bar))); actobj = s.DoAt(Rayman1Pointer.actobj, () => s.SerializeArray(actobj, 112, name: nameof(actobj))); level_objCount = s.DoAt(Rayman1Pointer.level_objCount, () => s.Serialize(level_objCount, name: nameof(level_objCount))); Pointer_level_obj = s.DoAt(Rayman1Pointer.level_obj, () => s.SerializeObject(Pointer_level_obj, name: nameof(Pointer_level_obj))); level_obj = s.DoAt(Pointer_level_obj, () => s.SerializeObjectArray(level_obj, level_objCount, x => x.EngineVersion = s.EngineVersion, name: nameof(level_obj))); xmap = s.DoAt(Rayman1Pointer.xmap, () => s.Serialize(xmap, name: nameof(xmap))); ymap = s.DoAt(Rayman1Pointer.ymap, () => s.Serialize(ymap, name: nameof(ymap))); mp = s.DoAt(Rayman1Pointer.mp, () => s.SerializeObject(mp, name: nameof(mp))); }
protected GameVersion_Rayman1(Action <string> addLogAction, IBizHawkAPI api, Dictionary <Rayman1Pointer, long> pointerTable, Rayman1EngineVersion EngineVersion) { // Set properties AddLogAction = addLogAction; API = api; Serializer = new Rayman1Serializer(api.Mem, pointerTable, EngineVersion); Data = new Rayman1Data(); }