/// <summary> /// Returns a list of every event in the order they'll be written. /// </summary> public override List <Event> GetEntries() { return(SFUtil.ConcatAll <Event>( Lights, Sounds, SFX, Wind, Treasures, Generators, Messages, ObjActs, SpawnPoints, MapOffsets, Navmeshes, Environments, PseudoMultiplayers)); }
public override List <Event> GetEntries() { return(SFUtil.ConcatAll <Event>( Treasures, Generators, ObjActs, MapOffsets, WalkRoutes, GroupTours, Event17s, Event18s, Event20s, Event21s, PartsGroups, Event23s, AutoDrawGroups, Others)); }
/// <summary> /// Returns every region in the order they will be written. /// </summary> public override List <Region> GetEntries() { return(SFUtil.ConcatAll <Region>( InvasionPoints, EnvironmentMapPoints, Sounds, SFX, WindSFX, SpawnPoints, Messages, WalkRoutes, Unk12s, WarpPoints, ActivationAreas, Events, Unk00s, EnvironmentMapEffectBoxes, WindAreas, MufflingBoxes, MufflingPortals, General)); }
/// <summary> /// Returns every region in the order they will be written. /// </summary> public override List <Region> GetEntries() { return(SFUtil.ConcatAll <Region>( InvasionPoints, EnvironmentMapPoints, Sounds, SFX, WindSFX, SpawnPoints, Messages, PatrolRoutes, MovementPoints, WarpPoints, ActivationAreas, Events, Logic, EnvironmentMapEffectBoxes, WindAreas, MufflingBoxes, MufflingPortals, Others)); }
public override List <Region> GetEntries() { return(SFUtil.ConcatAll <Region>( InvasionPoints, EnvironmentMapPoints, Sounds, SFXs, WindSFXs, SpawnPoints, WalkRoutes, WarpPoints, ActivationAreas, Events, Region0s, EnvironmentMapEffectBoxes, WindAreas, MufflingBoxes, MufflingPortals, Region23s, Region24s, PartsGroups, AutoDrawGroups, Others)); }
/// <summary> /// Returns every Part in the order they'll be written. /// </summary> public override List <Part> GetEntries() { return(SFUtil.ConcatAll <Part>( MapPieces, Objects, Enemies, Players, Collisions, Protobosses, Navmeshes, DummyObjects, DummyEnemies, ConnectCollisions)); }
/// <summary> /// Returns every Event in the order they'll be written. /// </summary> public override List <Event> GetEntries() { return(SFUtil.ConcatAll <Event>( Treasures, Generators, ObjActs, MapOffsets, PseudoMultiplayers, WalkRoutes, GroupTours, Others)); }
/// <summary> /// Returns every model in the order they will be written. /// </summary> public override List <Model> GetEntries() { return(SFUtil.ConcatAll <Model>( MapPieces, Objects, Enemies, Items, Players, Collisions, Navmeshes, DummyObjects, DummyEnemies, Others)); }
/// <summary> /// Returns every Model in the order they'll be written. /// </summary> public override List <Model> GetEntries() { return(SFUtil.ConcatAll( MapPieces, Objects, Collisions, Navmeshes)); }
/// <summary> /// Returns every Model in the order they will be written. /// </summary> public override List <Model> GetEntries() { return(SFUtil.ConcatAll <Model>( MapPieces, Objects, Enemies, Players, Collisions)); }
/// <summary> /// Returns every Part in the order they'll be written. /// </summary> /// <returns></returns> public override List <Part> GetEntries() { return(SFUtil.ConcatAll <Part>( MapPieces, Objects, Collisions, Navmeshes, ConnectCollisions)); }
/// <summary> /// Returns every Region in the order they'll be written. /// </summary> public override List <Region> GetEntries() { return(SFUtil.ConcatAll <Region>( Region0s, Lights, StartPoints, Sounds, SFXs, Winds, EnvLights, Fogs)); }
/// <summary> /// Returns every Event in the order they'll be written. /// </summary> public override List <Event> GetEntries() { return(SFUtil.ConcatAll <Event>( Lights, Shadows, Fogs, BGColors, MapOffsets, Warps, CheapModes)); }
/// <summary> /// Returns every Event in the order they'll be written. /// </summary> public override List <Event> GetEntries() { return(SFUtil.ConcatAll <Event>( Treasures, Generators, ObjActs, MapOffsets, PseudoMultiplayers, PatrolInfo, PlatoonInfo, Others)); }
/// <summary> /// Returns every Route in the order they will be written. /// </summary> public override List <Route> GetEntries() { return(SFUtil.ConcatAll <Route>( MufflingPortalLinks, MufflingBoxLinks)); }
/// <summary> /// Returns a list of every event in the order they'll be written. /// </summary> public override List <Event> GetEntries() { return(SFUtil.ConcatAll <Event>( Lights, Sounds, SFX, Wind, Treasures, Generators, Messages)); }