/// <summary>
        /// Creates the <see cref="OpenDis.Enumerations.EntityState.Appearance.CulturalAppearance"/> instance from the uint value.
        /// </summary>
        /// <param name="value">The uint value which represents the <see cref="OpenDis.Enumerations.EntityState.Appearance.CulturalAppearance"/> instance.</param>
        /// <returns>The <see cref="OpenDis.Enumerations.EntityState.Appearance.CulturalAppearance"/> instance, represented by the uint value.</returns>
        public static CulturalAppearance FromUInt32(uint value)
        {
            CulturalAppearance ps = new CulturalAppearance();

            uint mask1     = 0x0018;
            byte shift1    = 3;
            uint newValue1 = (value & mask1) >> shift1;

            ps.Damage = (CulturalAppearance.DamageValue)newValue1;

            uint mask2     = 0x0060;
            byte shift2    = 5;
            uint newValue2 = (value & mask2) >> shift2;

            ps.Smoke = (CulturalAppearance.SmokeValue)newValue2;

            uint mask4     = 0x8000;
            byte shift4    = 15;
            uint newValue4 = (value & mask4) >> shift4;

            ps.Flaming = (CulturalAppearance.FlamingValue)newValue4;

            uint mask6     = 0x200000;
            byte shift6    = 21;
            uint newValue6 = (value & mask6) >> shift6;

            ps.FrozenStatus = (CulturalAppearance.FrozenStatusValue)newValue6;

            uint mask7     = 0x400000;
            byte shift7    = 22;
            uint newValue7 = (value & mask7) >> shift7;

            ps.InternalHeatStatus = (CulturalAppearance.InternalHeatStatusValue)newValue7;

            uint mask8     = 0x800000;
            byte shift8    = 23;
            uint newValue8 = (value & mask8) >> shift8;

            ps.State = (CulturalAppearance.StateValue)newValue8;

            uint mask10     = 0x10000000;
            byte shift10    = 28;
            uint newValue10 = (value & mask10) >> shift10;

            ps.ExteriorLights = (CulturalAppearance.ExteriorLightsValue)newValue10;

            uint mask11     = 0x20000000;
            byte shift11    = 29;
            uint newValue11 = (value & mask11) >> shift11;

            ps.InteriorLights = (CulturalAppearance.InteriorLightsValue)newValue11;

            uint mask13     = 0x80000000;
            byte shift13    = 31;
            uint newValue13 = (value & mask13) >> shift13;

            ps.MaskedCloaked = (CulturalAppearance.MaskedCloakedValue)newValue13;

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

            return
                (this.Damage == other.Damage &&
                 this.Smoke == other.Smoke &&
                 this.Flaming == other.Flaming &&
                 this.FrozenStatus == other.FrozenStatus &&
                 this.InternalHeatStatus == other.InternalHeatStatus &&
                 this.State == other.State &&
                 this.ExteriorLights == other.ExteriorLights &&
                 this.InteriorLights == other.InteriorLights &&
                 this.MaskedCloaked == other.MaskedCloaked);
        }
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        /// <summary>
        /// Determines whether the specified <see cref="OpenDis.Enumerations.EntityState.Appearance.CulturalAppearance"/> instance is equal to this instance.
        /// </summary>
        /// <param name="other">The <see cref="OpenDis.Enumerations.EntityState.Appearance.CulturalAppearance"/> instance to compare with this instance.</param>
        /// <returns>
        /// 	<c>true</c> if the specified <see cref="OpenDis.Enumerations.EntityState.Appearance.CulturalAppearance"/> is equal to this instance; otherwise, <c>false</c>.
        /// </returns>
        public bool Equals(CulturalAppearance other)
        {
            // If parameter is null return false (cast to object to prevent recursive loop!)
            if ((object)other == null)
            {
                return false;
            }

            return
                this.Damage == other.Damage &&
                this.Smoke == other.Smoke &&
                this.Flaming == other.Flaming &&
                this.FrozenStatus == other.FrozenStatus &&
                this.InternalHeatStatus == other.InternalHeatStatus &&
                this.State == other.State &&
                this.ExteriorLights == other.ExteriorLights &&
                this.InteriorLights == other.InteriorLights &&
                this.MaskedCloaked == other.MaskedCloaked;
        }
Esempio n. 4
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        /// <summary>
        /// Creates the <see cref="OpenDis.Enumerations.EntityState.Appearance.CulturalAppearance"/> instance from the uint value.
        /// </summary>
        /// <param name="value">The uint value which represents the <see cref="OpenDis.Enumerations.EntityState.Appearance.CulturalAppearance"/> instance.</param>
        /// <returns>The <see cref="OpenDis.Enumerations.EntityState.Appearance.CulturalAppearance"/> instance, represented by the uint value.</returns>
        public static CulturalAppearance FromUInt32(uint value)
        {
            CulturalAppearance ps = new CulturalAppearance();

            uint mask1 = 0x0018;
            byte shift1 = 3;
            uint newValue1 = value & mask1 >> shift1;
            ps.Damage = (CulturalAppearance.DamageValue)newValue1;

            uint mask2 = 0x0060;
            byte shift2 = 5;
            uint newValue2 = value & mask2 >> shift2;
            ps.Smoke = (CulturalAppearance.SmokeValue)newValue2;

            uint mask4 = 0x8000;
            byte shift4 = 15;
            uint newValue4 = value & mask4 >> shift4;
            ps.Flaming = (CulturalAppearance.FlamingValue)newValue4;

            uint mask6 = 0x200000;
            byte shift6 = 21;
            uint newValue6 = value & mask6 >> shift6;
            ps.FrozenStatus = (CulturalAppearance.FrozenStatusValue)newValue6;

            uint mask7 = 0x400000;
            byte shift7 = 22;
            uint newValue7 = value & mask7 >> shift7;
            ps.InternalHeatStatus = (CulturalAppearance.InternalHeatStatusValue)newValue7;

            uint mask8 = 0x800000;
            byte shift8 = 23;
            uint newValue8 = value & mask8 >> shift8;
            ps.State = (CulturalAppearance.StateValue)newValue8;

            uint mask10 = 0x10000000;
            byte shift10 = 28;
            uint newValue10 = value & mask10 >> shift10;
            ps.ExteriorLights = (CulturalAppearance.ExteriorLightsValue)newValue10;

            uint mask11 = 0x20000000;
            byte shift11 = 29;
            uint newValue11 = value & mask11 >> shift11;
            ps.InteriorLights = (CulturalAppearance.InteriorLightsValue)newValue11;

            uint mask13 = 0x80000000;
            byte shift13 = 31;
            uint newValue13 = value & mask13 >> shift13;
            ps.MaskedCloaked = (CulturalAppearance.MaskedCloakedValue)newValue13;

            return ps;
        }