public void Parse(GameBitBuffer buffer) { Field0 = new Quaternion(); Field0.Parse(buffer); Field1 = new Vector3D(); Field1.Parse(buffer); }
public override void Parse(GameBitBuffer buffer) { Field0 = new Vector3D(); Field0.Parse(buffer); Field1 = buffer.ReadInt(32); Field2 = buffer.ReadInt(32); }
public override void Parse(GameBitBuffer buffer) { Field0 = buffer.ReadInt(32); if (buffer.ReadBool()) { Field1 = new Vector3D(); Field1.Parse(buffer); } if (buffer.ReadBool()) { Field2 = buffer.ReadFloat32(); } if (buffer.ReadBool()) { Field3 = buffer.ReadBool(); } if (buffer.ReadBool()) { Field4 = buffer.ReadFloat32(); } if (buffer.ReadBool()) { Field5 = buffer.ReadInt(24); } if (buffer.ReadBool()) { Field6 = buffer.ReadInt(21) + (-1); } if (buffer.ReadBool()) { Field7 = buffer.ReadInt(32); } }
public float Distance(Vector3D v) { return (float)Math.Sqrt(((v.Field0 - Field0) * (v.Field0 - Field0)) + ((v.Field1 - Field1) * (v.Field1 - Field1)) + ((v.Field2 - Field2) * (v.Field2 - Field2))); }
public void Parse(GameBitBuffer buffer) { Field0 = new Quaternion(); Field0.Parse(buffer); ReferencePoint = new Vector3D(); ReferencePoint.Parse(buffer); }
public override void Parse(GameBitBuffer buffer) { Field0 = buffer.ReadInt(32); Field1 = new Vector3D(); Field1.Parse(buffer); Field2 = buffer.ReadInt(24); Field3 = buffer.ReadInt(21) + (-1); Field4 = buffer.ReadInt(32); }
public override void Parse(GameBitBuffer buffer) { Field0 = buffer.ReadInt(32); Field1 = new Vector3D(); Field1.Parse(buffer); Field2 = new Vector3D(); Field2.Parse(buffer); Field3 = buffer.ReadInt(32); Field4 = buffer.ReadInt(32); Field5 = buffer.ReadInt(32); Field6 = new DPathSinData(); Field6.Parse(buffer); }
public override void Parse(GameBitBuffer buffer) { Field0 = buffer.ReadInt(32); Field1 = buffer.ReadInt(32); Field2 = buffer.ReadInt(32); Field3 = new Vector3D(); Field3.Parse(buffer); Field4 = new Vector3D(); Field4.Parse(buffer); Field5 = buffer.ReadFloat32(); Field6 = buffer.ReadFloat32(); Field7 = buffer.ReadInt(32); Field8 = new RGBAColor(); Field8.Parse(buffer); Field9 = buffer.ReadCharArray(128); }
public override void Parse(GameBitBuffer buffer) { Field0 = buffer.ReadInt(32); Field1 = buffer.ReadInt(4); Field2 = buffer.ReadInt(32); Field3 = buffer.ReadInt(32); Field4 = new Vector3D(); Field4.Parse(buffer); Field5 = buffer.ReadFloat32(); Field6 = new Vector3D(); Field6.Parse(buffer); Field7 = buffer.ReadInt(32); Field8 = buffer.ReadInt(32); Field9 = buffer.ReadInt(32); Field10 = buffer.ReadInt(32); Field11 = buffer.ReadInt(32); Field12 = buffer.ReadFloat32(); Field13 = buffer.ReadFloat32(); Field14 = new DPathSinData(); Field14.Parse(buffer); }
public void Parse(GameBitBuffer buffer) { Field0 = buffer.ReadFloat32(); Field1 = new Vector3D(); Field1.Parse(buffer); }
public bool ParseFrom(int worldId, string line) { var data = line.Split(' '); if (int.Parse(data[2]) == 0) return false; //skip inventory using items as their use is unknown this.WorldId = worldId; this.Id = int.Parse(data[4]); this.SnoId = int.Parse(data[5]); this.Field2 = int.Parse(data[6]); this.Field3 = int.Parse(data[7]); if (int.Parse(data[2]) > 0) { this.Scale = float.Parse(data[8], System.Globalization.CultureInfo.InvariantCulture); this.RotationAmount = float.Parse(data[12], System.Globalization.CultureInfo.InvariantCulture); this.RotationAxis = new Vector3D() { X = float.Parse(data[9], System.Globalization.CultureInfo.InvariantCulture), Y = float.Parse(data[10], System.Globalization.CultureInfo.InvariantCulture), Z = float.Parse(data[11], System.Globalization.CultureInfo.InvariantCulture), }; this.Position = new Vector3D() { X = float.Parse(data[13], System.Globalization.CultureInfo.InvariantCulture), Y = float.Parse(data[14], System.Globalization.CultureInfo.InvariantCulture), Z = float.Parse(data[15], System.Globalization.CultureInfo.InvariantCulture), }; } // data[14] = world_id if (int.Parse(data[3]) > 0) { this.InventoryLocationData = new InventoryLocationMessageData() { Field0 = int.Parse(data[17]), Field1 = int.Parse(data[18]), Field2 = new IVector2D() { Field0 = int.Parse(data[19]), Field1 = int.Parse(data[20]), } }; } this.GBHandle = new GBHandle() { Field0 = int.Parse(data[21]), Field1 = int.Parse(data[22]), }; this.Field7 = int.Parse(data[23]); this.Field8 = int.Parse(data[24]); this.Field9 = int.Parse(data[25]); this.Field10 = byte.Parse(data[26]); return true; }
public float DotProduct(Vector3D v) { return Field0 * v.Field0 + Field1 * v.Field1 + Field2 * v.Field2; }
public void Parse(GameBitBuffer buffer) { Amount = buffer.ReadFloat32(); Axis = new Vector3D(); Axis.Parse(buffer); }