/// <summary> /// Creates the <see cref="OpenDis.Enumerations.EntityState.Appearance.LandPlatformAppearance"/> instance from the uint value. /// </summary> /// <param name="value">The uint value which represents the <see cref="OpenDis.Enumerations.EntityState.Appearance.LandPlatformAppearance"/> instance.</param> /// <returns>The <see cref="OpenDis.Enumerations.EntityState.Appearance.LandPlatformAppearance"/> instance, represented by the uint value.</returns> public static LandPlatformAppearance FromUInt32(uint value) { LandPlatformAppearance ps = new LandPlatformAppearance(); uint mask0 = 0x0001; byte shift0 = 0; uint newValue0 = value & mask0 >> shift0; ps.PaintScheme = (LandPlatformAppearance.PaintSchemeValue)newValue0; uint mask1 = 0x0002; byte shift1 = 1; uint newValue1 = value & mask1 >> shift1; ps.Mobility = (LandPlatformAppearance.MobilityValue)newValue1; uint mask2 = 0x0004; byte shift2 = 2; uint newValue2 = value & mask2 >> shift2; ps.FirePower = (LandPlatformAppearance.FirePowerValue)newValue2; uint mask3 = 0x0018; byte shift3 = 3; uint newValue3 = value & mask3 >> shift3; ps.Damage = (LandPlatformAppearance.DamageValue)newValue3; uint mask4 = 0x0060; byte shift4 = 5; uint newValue4 = value & mask4 >> shift4; ps.Smoke = (LandPlatformAppearance.SmokeValue)newValue4; uint mask5 = 0x0180; byte shift5 = 7; uint newValue5 = value & mask5 >> shift5; ps.TrailingEffects = (LandPlatformAppearance.TrailingEffectsValue)newValue5; uint mask6 = 0x0e00; byte shift6 = 9; uint newValue6 = value & mask6 >> shift6; ps.Hatch = (LandPlatformAppearance.HatchValue)newValue6; uint mask7 = 0x1000; byte shift7 = 12; uint newValue7 = value & mask7 >> shift7; ps.HeadLights = (LandPlatformAppearance.HeadLightsValue)newValue7; uint mask8 = 0x2000; byte shift8 = 13; uint newValue8 = value & mask8 >> shift8; ps.TailLights = (LandPlatformAppearance.TailLightsValue)newValue8; uint mask9 = 0x4000; byte shift9 = 14; uint newValue9 = value & mask9 >> shift9; ps.BrakeLights = (LandPlatformAppearance.BrakeLightsValue)newValue9; uint mask10 = 0x8000; byte shift10 = 15; uint newValue10 = value & mask10 >> shift10; ps.Flaming = (LandPlatformAppearance.FlamingValue)newValue10; uint mask11 = 0x10000; byte shift11 = 16; uint newValue11 = value & mask11 >> shift11; ps.Launcher = (LandPlatformAppearance.LauncherValue)newValue11; uint mask12 = 0x60000; byte shift12 = 17; uint newValue12 = value & mask12 >> shift12; ps.CamouflageType = (LandPlatformAppearance.CamouflageTypeValue)newValue12; uint mask13 = 0x80000; byte shift13 = 19; uint newValue13 = value & mask13 >> shift13; ps.Concealed = (LandPlatformAppearance.ConcealedValue)newValue13; uint mask15 = 0x200000; byte shift15 = 21; uint newValue15 = value & mask15 >> shift15; ps.FrozenStatus = (LandPlatformAppearance.FrozenStatusValue)newValue15; uint mask16 = 0x400000; byte shift16 = 22; uint newValue16 = value & mask16 >> shift16; ps.PowerPlantStatus = (LandPlatformAppearance.PowerPlantStatusValue)newValue16; uint mask17 = 0x800000; byte shift17 = 23; uint newValue17 = value & mask17 >> shift17; ps.State = (LandPlatformAppearance.StateValue)newValue17; uint mask18 = 0x1000000; byte shift18 = 24; uint newValue18 = value & mask18 >> shift18; ps.Tent = (LandPlatformAppearance.TentValue)newValue18; uint mask19 = 0x2000000; byte shift19 = 25; uint newValue19 = value & mask19 >> shift19; ps.Ramp = (LandPlatformAppearance.RampValue)newValue19; uint mask20 = 0x4000000; byte shift20 = 26; uint newValue20 = value & mask20 >> shift20; ps.BlackoutLights = (LandPlatformAppearance.BlackoutLightsValue)newValue20; uint mask21 = 0x8000000; byte shift21 = 27; uint newValue21 = value & mask21 >> shift21; ps.BlackoutBrakeLights = (LandPlatformAppearance.BlackoutBrakeLightsValue)newValue21; uint mask22 = 0x10000000; byte shift22 = 28; uint newValue22 = value & mask22 >> shift22; ps.SpotLights = (LandPlatformAppearance.SpotLightsValue)newValue22; uint mask23 = 0x20000000; byte shift23 = 29; uint newValue23 = value & mask23 >> shift23; ps.InteriorLights = (LandPlatformAppearance.InteriorLightsValue)newValue23; uint mask24 = 0x40000000; byte shift24 = 30; uint newValue24 = value & mask24 >> shift24; ps.SurrenderState = (LandPlatformAppearance.SurrenderStateValue)newValue24; uint mask25 = 0x80000000; byte shift25 = 31; uint newValue25 = value & mask25 >> shift25; ps.MaskedCloaked = (LandPlatformAppearance.MaskedCloakedValue)newValue25; return ps; }
/// <summary> /// Determines whether the specified <see cref="OpenDis.Enumerations.EntityState.Appearance.LandPlatformAppearance"/> instance is equal to this instance. /// </summary> /// <param name="other">The <see cref="OpenDis.Enumerations.EntityState.Appearance.LandPlatformAppearance"/> instance to compare with this instance.</param> /// <returns> /// <c>true</c> if the specified <see cref="OpenDis.Enumerations.EntityState.Appearance.LandPlatformAppearance"/> is equal to this instance; otherwise, <c>false</c>. /// </returns> public bool Equals(LandPlatformAppearance other) { // If parameter is null return false (cast to object to prevent recursive loop!) if ((object)other == null) { return false; } return this.PaintScheme == other.PaintScheme && this.Mobility == other.Mobility && this.FirePower == other.FirePower && this.Damage == other.Damage && this.Smoke == other.Smoke && this.TrailingEffects == other.TrailingEffects && this.Hatch == other.Hatch && this.HeadLights == other.HeadLights && this.TailLights == other.TailLights && this.BrakeLights == other.BrakeLights && this.Flaming == other.Flaming && this.Launcher == other.Launcher && this.CamouflageType == other.CamouflageType && this.Concealed == other.Concealed && this.FrozenStatus == other.FrozenStatus && this.PowerPlantStatus == other.PowerPlantStatus && this.State == other.State && this.Tent == other.Tent && this.Ramp == other.Ramp && this.BlackoutLights == other.BlackoutLights && this.BlackoutBrakeLights == other.BlackoutBrakeLights && this.SpotLights == other.SpotLights && this.InteriorLights == other.InteriorLights && this.SurrenderState == other.SurrenderState && this.MaskedCloaked == other.MaskedCloaked; }