/// <summary>
        /// Determines whether the specified <see cref="DIS.OpenDIS.Enumerations.EntityState.Appearance.SensorEmitterAppearance"/> instance is equal to this instance.
        /// </summary>
        /// <param name="other">The <see cref="DIS.OpenDIS.Enumerations.EntityState.Appearance.SensorEmitterAppearance"/> instance to compare with this instance.</param>
        /// <returns>
        ///     <c>true</c> if the specified <see cref="DIS.OpenDIS.Enumerations.EntityState.Appearance.SensorEmitterAppearance"/> is equal to this instance; otherwise, <c>false</c>.
        /// </returns>
        public bool Equals(SensorEmitterAppearance other)
        {
            // If parameter is null return false (cast to object to prevent recursive loop!)
            if ((object)other == null)
            {
                return(false);
            }

            return
                (this.PaintScheme == other.PaintScheme &&
                 this.Mobility == other.Mobility &&
                 this.Mission == other.Mission &&
                 this.Damage == other.Damage &&
                 this.Smoke == other.Smoke &&
                 this.TrailingEffects == other.TrailingEffects &&
                 this.Lights == other.Lights &&
                 this.Flaming == other.Flaming &&
                 this.Antenna == other.Antenna &&
                 this.CamouflageType == other.CamouflageType &&
                 this.Concealed == other.Concealed &&
                 this.FrozenStatus == other.FrozenStatus &&
                 this.PowerPlantStatus == other.PowerPlantStatus &&
                 this.State == other.State &&
                 this.Tent == other.Tent &&
                 this.BlackoutLights == other.BlackoutLights &&
                 this.InteriorLights == other.InteriorLights);
        }
        /// <summary>
        /// Creates the <see cref="DIS.OpenDIS.Enumerations.EntityState.Appearance.SensorEmitterAppearance"/> instance from the uint value.
        /// </summary>
        /// <param name="value">The uint value which represents the <see cref="DIS.OpenDIS.Enumerations.EntityState.Appearance.SensorEmitterAppearance"/> instance.</param>
        /// <returns>The <see cref="DIS.OpenDIS.Enumerations.EntityState.Appearance.SensorEmitterAppearance"/> instance, represented by the uint value.</returns>
        public static SensorEmitterAppearance FromUInt32(uint value)
        {
            SensorEmitterAppearance ps = new SensorEmitterAppearance();

            uint mask0     = 0x0001;
            byte shift0    = 0;
            uint newValue0 = (value & mask0) >> shift0;

            ps.PaintScheme = (SensorEmitterAppearance.PaintSchemeValue)newValue0;

            uint mask1     = 0x0002;
            byte shift1    = 1;
            uint newValue1 = (value & mask1) >> shift1;

            ps.Mobility = (SensorEmitterAppearance.MobilityValue)newValue1;

            uint mask2     = 0x0004;
            byte shift2    = 2;
            uint newValue2 = (value & mask2) >> shift2;

            ps.Mission = (SensorEmitterAppearance.MissionValue)newValue2;

            uint mask3     = 0x0018;
            byte shift3    = 3;
            uint newValue3 = (value & mask3) >> shift3;

            ps.Damage = (SensorEmitterAppearance.DamageValue)newValue3;

            uint mask4     = 0x0060;
            byte shift4    = 5;
            uint newValue4 = (value & mask4) >> shift4;

            ps.Smoke = (SensorEmitterAppearance.SmokeValue)newValue4;

            uint mask5     = 0x0180;
            byte shift5    = 7;
            uint newValue5 = (value & mask5) >> shift5;

            ps.TrailingEffects = (SensorEmitterAppearance.TrailingEffectsValue)newValue5;

            uint mask7     = 0x1000;
            byte shift7    = 12;
            uint newValue7 = (value & mask7) >> shift7;

            ps.Lights = (SensorEmitterAppearance.LightsValue)newValue7;

            uint mask9     = 0x8000;
            byte shift9    = 15;
            uint newValue9 = (value & mask9) >> shift9;

            ps.Flaming = (SensorEmitterAppearance.FlamingValue)newValue9;

            uint mask10     = 0x10000;
            byte shift10    = 16;
            uint newValue10 = (value & mask10) >> shift10;

            ps.Antenna = (SensorEmitterAppearance.AntennaValue)newValue10;

            uint mask11     = 0x60000;
            byte shift11    = 17;
            uint newValue11 = (value & mask11) >> shift11;

            ps.CamouflageType = (SensorEmitterAppearance.CamouflageTypeValue)newValue11;

            uint mask12     = 0x80000;
            byte shift12    = 19;
            uint newValue12 = (value & mask12) >> shift12;

            ps.Concealed = (SensorEmitterAppearance.ConcealedValue)newValue12;

            uint mask14     = 0x200000;
            byte shift14    = 21;
            uint newValue14 = (value & mask14) >> shift14;

            ps.FrozenStatus = (SensorEmitterAppearance.FrozenStatusValue)newValue14;

            uint mask15     = 0x400000;
            byte shift15    = 22;
            uint newValue15 = (value & mask15) >> shift15;

            ps.PowerPlantStatus = (SensorEmitterAppearance.PowerPlantStatusValue)newValue15;

            uint mask16     = 0x800000;
            byte shift16    = 23;
            uint newValue16 = (value & mask16) >> shift16;

            ps.State = (SensorEmitterAppearance.StateValue)newValue16;

            uint mask17     = 0x1000000;
            byte shift17    = 24;
            uint newValue17 = (value & mask17) >> shift17;

            ps.Tent = (SensorEmitterAppearance.TentValue)newValue17;

            uint mask19     = 0x4000000;
            byte shift19    = 26;
            uint newValue19 = (value & mask19) >> shift19;

            ps.BlackoutLights = (SensorEmitterAppearance.BlackoutLightsValue)newValue19;

            uint mask21     = 0x20000000;
            byte shift21    = 29;
            uint newValue21 = (value & mask21) >> shift21;

            ps.InteriorLights = (SensorEmitterAppearance.InteriorLightsValue)newValue21;

            return(ps);
        }