internal void GetIndices(MSBD msb, Entries entries) { foreach (Part part in entries.Parts) { part.GetIndices(msb, entries); } }
internal override void GetIndices(MSBD msb, Entries entries) { base.GetIndices(msb, entries); CollisionIndex = MSB.FindIndex(entries.Parts, CollisionName); MovePointIndices = new short[MovePointNames.Length]; for (int i = 0; i < MovePointNames.Length; i++) { MovePointIndices[i] = (short)MSB.FindIndex(entries.Regions, MovePointNames[i]); } }
internal virtual void GetIndices(MSBD msb, Entries entries) { ModelIndex = MSB.FindIndex(entries.Models, ModelName); }
internal virtual void GetNames(MSBD msb, Entries entries) { ModelName = MSB.FindName(entries.Models, ModelIndex); }
internal override void GetIndices(MSBD msb, Entries entries) { base.GetIndices(msb, entries); CollisionIndex = MSB.FindIndex(msb.Parts.Collisions, CollisionName); }
internal override void GetNames(MSBD msb, Entries entries) { base.GetNames(msb, entries); CollisionName = MSB.FindName(msb.Parts.Collisions, CollisionIndex); }
internal override void GetIndices(MSBD msb, Entries entries) { base.GetIndices(msb, entries); SpawnPointIndices = MSB.FindIndices(entries.Regions, SpawnPointNames); SpawnPartIndices = MSB.FindIndices(entries.Parts, SpawnPartNames); }
internal override void GetIndices(MSBD msb, Entries entries) { base.GetIndices(msb, entries); TreasurePartIndex = MSB.FindIndex(entries.Parts, TreasurePartName); }
internal override void GetNames(MSBD msb, Entries entries) { base.GetNames(msb, entries); TreasurePartName = MSB.FindName(entries.Parts, TreasurePartIndex); }
internal virtual void GetIndices(MSBD msb, Entries entries) { PartIndex = MSB.FindIndex(entries.Parts, PartName); RegionIndex = MSB.FindIndex(entries.Regions, RegionName); }
internal virtual void GetNames(MSBD msb, Entries entries) { PartName = MSB.FindName(entries.Parts, PartIndex); RegionName = MSB.FindName(entries.Regions, RegionIndex); }