public override void Encode(GameBitBuffer buffer) { buffer.WriteInt(32, Field0); buffer.WriteInt(32, Field1); buffer.WriteInt(32, Field2); buffer.WriteInt(32, Field3); buffer.WriteFloat32(Field4); buffer.WriteFloat32(Field5); buffer.WriteInt(32, Field6); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteInt(32, Tick); buffer.WriteInt(4, Field1); Position.Encode(buffer); buffer.WriteFloat32(Angle); buffer.WriteFloat32(Speed); buffer.WriteInt(32, AnimationTag); buffer.WriteInt(21, Field6 - (-1)); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteInt(32, ActorId); Start.Encode(buffer); Velocity.Encode(buffer); buffer.WriteInt(24, Field3); buffer.WriteInt(21, FlyingAnimationTagID - (-1)); buffer.WriteInt(21, LandingAnimationTagID - (-1)); buffer.WriteFloat32(Field6); buffer.WriteInt(32, Field7); buffer.WriteFloat32(Field8); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteInt(32, Field0); Field1.Encode(buffer); Field2.Encode(buffer); buffer.WriteInt(24, Field3); buffer.WriteInt(21, Field4 - (-1)); buffer.WriteInt(21, Field5 - (-1)); buffer.WriteFloat32(Field6); buffer.WriteInt(32, Field7); buffer.WriteFloat32(Field8); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteInt(32, Tick); buffer.WriteInt(4, Field1); Position.Encode(buffer); buffer.WriteFloat32(Angle); buffer.WriteFloat32(Speed); buffer.WriteInt(32, Field5); buffer.WriteInt(21, AnimationTag - (-1)); if(Field7.HasValue) buffer.WriteInt(32, Field7.Value); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteInt(32, ActorId); Start.Encode(buffer); Velocity.Encode(buffer); buffer.WriteInt(25, Field3); buffer.WriteInt(21, FlyingAnimationTagID - (-1)); buffer.WriteInt(21, LandingAnimationTagID - (-1)); buffer.WriteFloat32(Gravity); buffer.WriteInt(32, PowerSNO); buffer.WriteFloat32(Bounce); buffer.WriteFloat32(DestinationZ); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteInt(32, Field0); buffer.WriteInt(32, Field1); buffer.WriteInt(32, Field2); Field3.Encode(buffer); Field4.Encode(buffer); buffer.WriteFloat32(Field5); buffer.WriteFloat32(Field6); buffer.WriteInt(32, Field7); Field8.Encode(buffer); buffer.WriteCharArray(128, Field9); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteInt(32, Tick); buffer.WriteInt(4, Field1); Position.Encode(buffer); buffer.WriteFloat32(Angle); buffer.WriteFloat32(Speed); buffer.WriteInt(32, Field5); buffer.WriteInt(21, AnimationTag - (-1)); 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(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 void Encode(GameBitBuffer buffer) { buffer.WriteInt(32, Duration); buffer.WriteInt(32, AnimationSNO); buffer.WriteInt(32, PermutationIndex); buffer.WriteFloat32(Speed); }
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.WriteInt(32, Field0); serVertices.Encode(buffer); Field2.Encode(buffer); buffer.WriteInt(32, Field3); serTriangles.Encode(buffer); Field5.Encode(buffer); buffer.WriteInt(32, Field6); serPlanes.Encode(buffer); Field8.Encode(buffer); Field9.Encode(buffer); Field10.Encode(buffer); buffer.WriteFloat32(Field11); buffer.WriteFloat32(Field12); }
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 void Encode(GameBitBuffer buffer) { buffer.WriteInt(32, Field0); buffer.WriteInt(32, Field1); buffer.WriteInt(32, Field2); buffer.WriteFloat32(Field3); }
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, ActorId); buffer.WriteFloat32(Scale); Position.Encode(buffer); Orientation.Encode(buffer); buffer.WriteInt(32, MapId); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, ActorID); buffer.WriteInt(4, Field1); buffer.WriteFloat32(Field2); buffer.WriteInt(2, tAnim.Length); for (int i = 0; i < tAnim.Length; i++) { tAnim[i].Encode(buffer); } }
public void Encode(GameBitBuffer buffer) { buffer.WriteFloat32(Scale); Position.Encode(buffer); lookAt.Encode(buffer); Orientation.Encode(buffer); buffer.WriteInt(32, WorldID); }
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, Field0); buffer.WriteInt(4, Field1); buffer.WriteInt(32, Field2); buffer.WriteInt(32, Field3); Field4.Encode(buffer); buffer.WriteFloat32(Field5); Field6.Encode(buffer); buffer.WriteInt(32, Field7); buffer.WriteInt(32, Field8); buffer.WriteInt(32, Field9); buffer.WriteInt(32, Field10); buffer.WriteInt(32, Field11); buffer.WriteFloat32(Field12); buffer.WriteFloat32(Field13); Field14.Encode(buffer); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteInt(32, Field0); buffer.WriteBool(Position != null); if (Position != null) { Position.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); 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.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(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); } }
public void Encode(GameBitBuffer buffer) { buffer.WriteFloat32(Scale); Transform.Encode(buffer); buffer.WriteUInt(32, WorldID); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, ActorId); buffer.WriteFloat32(Angle); buffer.WriteBool(TurnImmediately); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, ActorID); buffer.WriteFloat32(Number); buffer.WriteInt(6, (int)Type); }
public void Encode(GameBitBuffer buffer) { buffer.WriteFloat32(Amount); Axis.Encode(buffer); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteInt(32, SNOWorld); buffer.WriteFloat32(Field1); buffer.WriteFloat32(Field2); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteInt(32, Field0); buffer.WriteInt(4, Field1); Field2.Encode(buffer); buffer.WriteFloat32(Field3); buffer.WriteFloat32(Field4); buffer.WriteInt(32, Field5); buffer.WriteInt(21, Field6 - (-1)); if(Field7.HasValue) buffer.WriteInt(32, Field7.Value); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteInt(32, snoQuest); buffer.WriteInt(32, Field1); buffer.WriteFloat32(Field2); }
public void Encode(GameBitBuffer buffer) { Field0.Encode(buffer); buffer.WriteFloat32(Field1); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteInt(32, Field0); buffer.WriteInt(4, Field1); buffer.WriteFloat32(Field2); buffer.WriteInt(2, _tAnim.Length); for(int i = 0;i < _tAnim.Length;i++) _tAnim[i].Encode(buffer); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteInt(32, Field0); if(Field1 != null) Field1.Encode(buffer); if(Field2.HasValue) buffer.WriteFloat32(Field2.Value); if(Field3.HasValue) buffer.WriteBool(Field3.Value); if(Field4.HasValue) buffer.WriteFloat32(Field4.Value); if(Field5.HasValue) buffer.WriteInt(25, Field5.Value); if(Field6.HasValue) buffer.WriteInt(21, Field6.Value - (-1)); if(Field7.HasValue) buffer.WriteInt(32, Field7.Value); if(Field8.HasValue) buffer.WriteInt(32, Field8.Value); 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.WriteInt(32, ActorID); buffer.WriteFloat32(Amount); }
public override void Encode(GameBitBuffer buffer) { //buffer.WriteInt(32, Field0); buffer.WriteFloat32(Field0); }
/// <summary> /// Encodes Quaternion to given GameBitBuffer. /// </summary> /// <param name="buffer">The GameBitBuffer to write.</param> public void Encode(GameBitBuffer buffer) { buffer.WriteFloat32(W); Vector3D.Encode(buffer); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, ActorID); buffer.WriteFloat32(Angle); buffer.WriteBool(Field2); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteFloat32(Field0); buffer.WriteBool(Field1); buffer.WriteFloat32(Field2); }
/// <summary> /// Encodes Vector3D to given GameBitBuffer. /// </summary> /// <param name="buffer">The GameBitBuffer to write.</param> public void Encode(GameBitBuffer buffer) { buffer.WriteFloat32(X); buffer.WriteFloat32(Y); buffer.WriteFloat32(Z); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteFloat32(Field0); buffer.WriteFloat32(Field1); }
public static void Encode(this Vector3 vector3, GameBitBuffer buffer) { buffer.WriteFloat32(vector3.x); buffer.WriteFloat32(vector3.y); buffer.WriteFloat32(vector3.z); }