public void EncodeValue(GameBitBuffer buffer) { switch (Attribute.EncodingType) { case GameAttributeEncoding.Int: buffer.WriteInt(Attribute.BitCount, Int); break; case GameAttributeEncoding.IntMinMax: buffer.WriteInt(Attribute.BitCount, Int - Attribute.Min); break; case GameAttributeEncoding.Float16: buffer.WriteFloat16(Float); break; case GameAttributeEncoding.Float16Or32: if (Float >= 65536.0f || -65536.0f >= Float) { buffer.WriteBool(false); buffer.WriteFloat32(Float); } else { buffer.WriteBool(true); buffer.WriteFloat16(Float); } break; default: throw new Exception("bad voodoo"); } }
public override void Encode(GameBitBuffer buffer) { buffer.WriteInt(32, snoQuest); buffer.WriteInt(32, snoLevelArea); buffer.WriteInt(32, Field2); buffer.WriteBool(Field3); buffer.WriteBool(Field4); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteInt(32, snoQuest); buffer.WriteInt(32, snoLevelArea); buffer.WriteInt(32, StepID); buffer.WriteBool(Field3); buffer.WriteBool(Failed); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteInt(32, Field0); Field1.Encode(buffer); buffer.WriteBool(Field2.HasValue); if (Field2.HasValue) { buffer.WriteBool(Field2.Value); } }
public override void Encode(GameBitBuffer buffer) { buffer.WriteInt(32, Field0); Field1.Encode(buffer); buffer.WriteFloat32(Field2); buffer.WriteBool(Field3); buffer.WriteInt(25, Field4); buffer.WriteBool(Field5.HasValue); if (Field5.HasValue) { buffer.WriteInt(16, Field5.Value); } }
public override void Encode(GameBitBuffer buffer) { buffer.WriteInt(32, ActorId); Position.Encode(buffer); buffer.WriteFloat32(Angle); buffer.WriteBool(Field3); buffer.WriteInt(25, Field4); buffer.WriteBool(Field5.HasValue); if (Field5.HasValue) { buffer.WriteInt(16, Field5.Value); } }
public override void Encode(GameBitBuffer buffer) { buffer.WriteCharArray(512, Field0); buffer.WriteBool(Field1.HasValue); if (Field1.HasValue) { buffer.WriteInt(32, Field1.Value); } buffer.WriteBool(Field2.HasValue); if (Field2.HasValue) { buffer.WriteInt(32, Field2.Value); } }
public override void Encode(GameBitBuffer buffer) { buffer.WriteInt(32, ActorId); buffer.WriteBool(Position != null); if (Position != null) { Position.Encode(buffer); } buffer.WriteBool(Angle.HasValue); if (Angle.HasValue) { buffer.WriteFloat32(Angle.Value); } buffer.WriteBool(TurnImmediately.HasValue); if (TurnImmediately.HasValue) { buffer.WriteBool(TurnImmediately.Value); } buffer.WriteBool(Speed.HasValue); if (Speed.HasValue) { buffer.WriteFloat32(Speed.Value); } buffer.WriteBool(Field5.HasValue); if (Field5.HasValue) { buffer.WriteInt(25, Field5.Value); } buffer.WriteBool(AnimationTag.HasValue); if (AnimationTag.HasValue) { buffer.WriteInt(21, AnimationTag.Value - (-1)); } buffer.WriteBool(Field7.HasValue); if (Field7.HasValue) { buffer.WriteInt(32, Field7.Value); } buffer.WriteBool(Field8.HasValue); if (Field8.HasValue) { buffer.WriteInt(32, Field8.Value); } buffer.WriteBool(Field9.HasValue); if (Field9.HasValue) { buffer.WriteInt(16, Field9.Value); } }
public override void Encode(GameBitBuffer buffer) { buffer.WriteInt(32, Field0); buffer.WriteInt(32, Field1); Field2.Encode(buffer); buffer.WriteBool(Field3.HasValue); if (Field3.HasValue) { buffer.WriteInt(4, Field3.Value - (-1)); } buffer.WriteInt(32, Field4); buffer.WriteBool(Field5.HasValue); if (Field5.HasValue) { buffer.WriteFloat32(Field5.Value); } buffer.WriteInt(4, Field6); buffer.WriteInt(6, Field7); buffer.WriteBool(Field8.HasValue); if (Field8.HasValue) { buffer.WriteInt(32, Field8.Value); } buffer.WriteBool(Field9.HasValue); if (Field9.HasValue) { buffer.WriteInt(32, Field9.Value); } buffer.WriteBool(Field10.HasValue); if (Field10.HasValue) { buffer.WriteInt(32, Field10.Value); } buffer.WriteBool(Field11.HasValue); if (Field11.HasValue) { buffer.WriteInt(32, Field11.Value); } buffer.WriteBool(Field12.HasValue); if (Field12.HasValue) { buffer.WriteInt(32, Field12.Value); } buffer.WriteBool(Field13.HasValue); if (Field13.HasValue) { buffer.WriteFloat32(Field13.Value); } buffer.WriteBool(Field14.HasValue); if (Field14.HasValue) { buffer.WriteFloat32(Field14.Value); } }
public override void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, ActorID); buffer.WriteUInt(32, HitDealer); buffer.WriteInt(3, Field2 - (-1)); buffer.WriteBool(Field3); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteInt(32, Field0); Field1.Encode(buffer); buffer.WriteInt(32, Field2); buffer.WriteInt(32, Field3); buffer.WriteInt(32, m_snoStringList); buffer.WriteInt(32, Field5); buffer.WriteBool(Field6); buffer.WriteBool(Field7); buffer.WriteBool(Field8); buffer.WriteFloat32(Field9); buffer.WriteFloat32(Field10); buffer.WriteFloat32(Field11); buffer.WriteInt(32, Field12); }
public void Encode(GameBitBuffer buffer) { buffer.WriteBool(Field0); buffer.WriteInt(32, snoAffixStringList); buffer.WriteInt(32, Field2); buffer.WriteInt(32, Field3); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteInt(32, Field0); Field1.Encode(buffer); buffer.WriteInt(32, Field2); buffer.WriteInt(32, m_snoStringList); buffer.WriteInt(32, Field4); buffer.WriteFloat32(Field5); buffer.WriteFloat32(Field6); buffer.WriteFloat32(Field7); buffer.WriteInt(32, Field8); buffer.WriteBool(Field9); buffer.WriteBool(Field10); buffer.WriteBool(Field11); buffer.WriteInt(32, Field12); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteInt(2, HirelingIndex); buffer.WriteBool(Field1); buffer.WriteInt(32, Field2); buffer.WriteInt(7, Level); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteInt(2, Field0); buffer.WriteBool(Field1); buffer.WriteInt(32, Field2); buffer.WriteInt(7, Field3); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteInt(2, Field0); buffer.WriteInt(32, Field1); buffer.WriteInt(32, Field2); buffer.WriteBool(Field3); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteInt(32, Field0); Field1.Encode(buffer); buffer.WriteFloat32(Field2); buffer.WriteBool(Field3); buffer.WriteInt(24, Field4); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, ChunkID); buffer.WriteInt(32, SceneSNO); Transform.Encode(buffer); buffer.WriteUInt(32, WorldID); buffer.WriteBool(MiniMapVisibility); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteInt(32, Field0); Field1.Encode(buffer); buffer.WriteFloat32(Field2); buffer.WriteBool(Field3); buffer.WriteInt(25, Field4); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteInt(32, PowerSNO); buffer.WriteBool(Field1 != null); if (Field1 != null) { Field1.Encode(buffer); } }
public override void Encode(GameBitBuffer buffer) { buffer.WriteInt(32, snoPower); buffer.WriteBool(Field1 != null); if (Field1 != null) { Field1.Encode(buffer); } }
public void Encode(GameBitBuffer buffer) { buffer.WriteBool(Field0.HasValue); if (Field0.HasValue) { buffer.WriteInt(20, Field0.Value); } buffer.WriteInt(10, Attribute.Id); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteInt(32, ActorId); buffer.WriteBool(Position != null); if (Position != null) { Position.Encode(buffer); } buffer.WriteBool(Angle.HasValue); if (Angle.HasValue) { buffer.WriteFloat32(Angle.Value); } buffer.WriteBool(TurnImmediately.HasValue); if (TurnImmediately.HasValue) { buffer.WriteBool(TurnImmediately.Value); } buffer.WriteBool(Speed.HasValue); if (Speed.HasValue) { buffer.WriteFloat32(Speed.Value); } buffer.WriteBool(Field5.HasValue); if (Field5.HasValue) { buffer.WriteInt(25, Field5.Value); } buffer.WriteBool(AnimationTag.HasValue); if (AnimationTag.HasValue) { buffer.WriteInt(21, AnimationTag.Value - (-1)); } buffer.WriteBool(Field7.HasValue); if (Field7.HasValue) { buffer.WriteInt(32, Field7.Value); } buffer.WriteBool(Field8.HasValue); if (Field8.HasValue) { buffer.WriteInt(32, Field8.Value); } }
public override void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, ActorId); buffer.WriteInt(7, (int)Effect - (-1)); buffer.WriteBool(OptionalParameter.HasValue); if (OptionalParameter.HasValue) { buffer.WriteInt(32, OptionalParameter.Value); } }
public override void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, ActorID); buffer.WriteInt(7, Field1 - (-1)); buffer.WriteBool(Field2.HasValue); if (Field2.HasValue) { buffer.WriteInt(32, Field2.Value); } }
public override void Encode(GameBitBuffer buffer) { buffer.WriteInt(32, ActorId); buffer.WriteInt(7, (int)EffectOpcode - (-1)); buffer.WriteBool(Position != null); if (Position != null) { Position.Encode(buffer); } }
public void Encode(GameBitBuffer buffer) { buffer.WriteInt(32, SNOConversation); buffer.WriteInt(32, Field1); buffer.WriteBool(Field2); buffer.WriteBool(Field3); buffer.WriteInt(32, LineID); buffer.WriteInt(32, (int)Speaker); buffer.WriteInt(32, Field5); buffer.WriteInt(32, (int)TextClass); buffer.WriteInt(32, (int)Gender); buffer.WriteInt(32, (int)AudioClass); buffer.WriteInt(32, SNOSpeakerActor); buffer.WriteCharArray(49, Name); buffer.WriteInt(32, Field11); buffer.WriteInt(32, AnimationTag); buffer.WriteInt(32, Duration); buffer.WriteInt(32, Id); buffer.WriteInt(32, Field15); }
public override void Encode(GameBitBuffer buffer) { Place.Encode(buffer); buffer.WriteInt(32, Count); buffer.WriteBool(Field2.HasValue); if (Field2.HasValue) { buffer.WriteInt(32, Field2.Value); } buffer.WriteInt(6, Field3); }
public override void Encode(GameBitBuffer buffer) { Place.Encode(buffer); buffer.WriteInt(32, Amount); buffer.WriteBool(OptionalGoldAmount.HasValue); if (OptionalGoldAmount.HasValue) { buffer.WriteInt(32, OptionalGoldAmount.Value); } buffer.WriteInt(6, (int)Type); }
public void Encode(GameBitBuffer buffer) { buffer.WriteBool(Field0); buffer.WriteInt(32, Field1); buffer.WriteInt(32, Field2); buffer.WriteInt(32, Field3); buffer.WriteInt(32, Field4); buffer.WriteInt(32, Field5); for (int i = 0; i < Field6.Length; i++) buffer.WriteInt(32, Field6[i]); for (int i = 0; i < Field7.Length; i++) buffer.WriteInt(32, Field7[i]); }
public void Encode(GameBitBuffer buffer) { buffer.WriteInt(2, Field0); buffer.WriteInt(32, Field1); buffer.WriteInt(7, Field2); buffer.WriteInt(32, Field3); buffer.WriteBool(Field4); buffer.WriteInt(32, Field5); buffer.WriteInt(32, Field6); buffer.WriteInt(32, Field7); buffer.WriteInt(32, Field8); }
public void Encode(GameBitBuffer buffer) { buffer.WriteInt(2, HirelingIndex); buffer.WriteInt(32, Field1); buffer.WriteInt(7, Level); buffer.WriteInt(32, Field3); buffer.WriteBool(Field4); buffer.WriteInt(32, Skill1SNOId); buffer.WriteInt(32, Skill2SNOId); buffer.WriteInt(32, Skill3SNOId); buffer.WriteInt(32, Skill4SNOId); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteInt(32, Field0); buffer.WriteBool(Field1 != null); if (Field1 != null) { Field1.Encode(buffer); } buffer.WriteBool(Field2.HasValue); if (Field2.HasValue) { buffer.WriteFloat32(Field2.Value); } buffer.WriteBool(Field3.HasValue); if (Field3.HasValue) { buffer.WriteBool(Field3.Value); } buffer.WriteBool(Field4.HasValue); if (Field4.HasValue) { buffer.WriteFloat32(Field4.Value); } buffer.WriteBool(Field5.HasValue); if (Field5.HasValue) { buffer.WriteInt(24, Field5.Value); } buffer.WriteBool(Field6.HasValue); if (Field6.HasValue) { buffer.WriteInt(21, Field6.Value - (-1)); } buffer.WriteBool(Field7.HasValue); if (Field7.HasValue) { buffer.WriteInt(32, Field7.Value); } }
public override void Encode(GameBitBuffer buffer) { buffer.WriteInt(32, ActorId); buffer.WriteBool(Position != null); if (Position != null) { Position.Encode(buffer); } buffer.WriteBool(Angle.HasValue); if (Angle.HasValue) { buffer.WriteFloat32(Angle.Value); } buffer.WriteBool(Field3.HasValue); if (Field3.HasValue) { buffer.WriteBool(Field3.Value); } buffer.WriteBool(Field4.HasValue); if (Field4.HasValue) { buffer.WriteFloat32(Field4.Value); } buffer.WriteBool(Field5.HasValue); if (Field5.HasValue) { buffer.WriteInt(24, Field5.Value); } buffer.WriteBool(Field6.HasValue); if (Field6.HasValue) { buffer.WriteInt(21, Field6.Value - (-1)); } buffer.WriteBool(Field7.HasValue); if (Field7.HasValue) { buffer.WriteInt(32, Field7.Value); } }
public override void Encode(GameBitBuffer buffer) { buffer.WriteInt(2, Field0 - (-1)); buffer.WriteInt(32, Field1); Field2.Encode(buffer); buffer.WriteInt(32, snoPower); buffer.WriteInt(32, Field4); buffer.WriteInt(2, Field5); buffer.WriteBool(Field6 != null); if (Field6 != null) { Field6.Encode(buffer); } }
public override void Encode(GameBitBuffer buffer) { buffer.WriteInt(3, Field0 - (-1)); buffer.WriteUInt(32, TargetID); Field2.Encode(buffer); buffer.WriteInt(32, PowerSNO); buffer.WriteInt(32, Field4); buffer.WriteInt(2, Field5); buffer.WriteBool(Field6 != null); if (Field6 != null) { Field6.Encode(buffer); } }
public override void Encode(GameBitBuffer buffer) { buffer.WriteInt(3, PlayerIndex); buffer.WriteCharArray(128, Field1); buffer.WriteCharArray(101, ToonName); buffer.WriteInt(5, Field3 - (-1)); buffer.WriteInt(3, Field4 - (-1)); buffer.WriteInt(32, snoActorPortrait); buffer.WriteInt(7, Field6); StateData.Encode(buffer); buffer.WriteBool(Field8); buffer.WriteInt(32, Field9); buffer.WriteUInt(32, ActorID); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteInt(3, Field0); buffer.WriteCharArray(128, Field1); buffer.WriteCharArray(101, ToonName); buffer.WriteInt(5, Field3 - (-1)); buffer.WriteInt(3, Field4 - (-1)); buffer.WriteInt(32, snoActorPortrait); buffer.WriteInt(7, Field6); Field7.Encode(buffer); buffer.WriteBool(Field8); buffer.WriteInt(32, Field9); buffer.WriteInt(32, Field10); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteInt(32, dynamicId); buffer.WriteCharArray(49, ToonName); buffer.WriteInt(5, Field3 - (-1)); buffer.WriteInt(3, Field4 - (-1)); buffer.WriteInt(32, snoActorPortrait); buffer.WriteInt(7, Level); //StateData.Encode(buffer); buffer.WriteBool(IsMainPlayer); buffer.WriteInt(32, Field9); buffer.WriteInt(32, SNO); buffer.WriteInt(32, ActorID); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteInt(32, Field0); buffer.WriteInt(32, Field1); buffer.WriteInt(5, Field2); buffer.WriteInt(2, Field3 - (-1)); buffer.WriteBool(Field4 != null); if (Field4 != null) { Field4.Encode(buffer); } buffer.WriteBool(Field5 != null); if (Field5 != null) { Field5.Encode(buffer); } Field6.Encode(buffer); buffer.WriteInt(32, Field7); buffer.WriteInt(32, Field8); buffer.WriteInt(4, Field9 - (-1)); buffer.WriteInt(8, Field10); buffer.WriteBool(Field11.HasValue); if (Field11.HasValue) { buffer.WriteInt(32, Field11.Value); } buffer.WriteBool(Field12.HasValue); if (Field12.HasValue) { buffer.WriteInt(32, Field12.Value); } buffer.WriteBool(Field13.HasValue); if (Field13.HasValue) { buffer.WriteInt(32, Field13.Value); } }
public override void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, ActorID); buffer.WriteInt(32, ActorSNOId); buffer.WriteInt(5, Field2); buffer.WriteInt(2, Field3 - (-1)); buffer.WriteBool(WorldLocation != null); if (WorldLocation != null) { WorldLocation.Encode(buffer); } buffer.WriteBool(InventoryLocation != null); if (InventoryLocation != null) { InventoryLocation.Encode(buffer); } GBHandle.Encode(buffer); buffer.WriteInt(32, Field7); buffer.WriteInt(32, NameSNOId); buffer.WriteInt(4, Quality - (-1)); buffer.WriteInt(8, Field10); buffer.WriteBool(Field11.HasValue); if (Field11.HasValue) { buffer.WriteInt(32, Field11.Value); } buffer.WriteBool(MarkerSetSNO.HasValue); if (MarkerSetSNO.HasValue) { buffer.WriteInt(32, MarkerSetSNO.Value); } buffer.WriteBool(MarkerSetIndex.HasValue); if (MarkerSetIndex.HasValue) { buffer.WriteInt(32, MarkerSetIndex.Value); } }
public override void Encode(GameBitBuffer buffer) { buffer.WriteCharArray(33, Field0); buffer.WriteInt(3, Field1 - (-1)); buffer.WriteInt(32, Field2); buffer.WriteInt(32, Field3); buffer.WriteInt(32, Field4); buffer.WriteBool(Field5); buffer.WriteInt(32, Field6); buffer.WriteInt(16, Field7); buffer.WriteInt(3, Field8 - (1)); buffer.WriteInt(32, Field9); buffer.WriteInt(32, Field10); buffer.WriteInt(16, Field11); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteInt(3, PlayerIndex); ToonId.Encode(buffer); GameAccountId.Encode(buffer); buffer.WriteCharArray(49, ToonName); buffer.WriteInt(5, Field3 - (-1)); buffer.WriteInt(3, Field4 - (-1)); buffer.WriteInt(32, snoActorPortrait); buffer.WriteInt(7, Field6); StateData.Encode(buffer); buffer.WriteBool(Field8); buffer.WriteInt(32, Field9); buffer.WriteUInt(32, ActorID); }