/// <summary> /// Creates the <see cref="OpenDis.Enumerations.EntityState.Appearance.MunitionAppearance"/> instance from the uint value. /// </summary> /// <param name="value">The uint value which represents the <see cref="OpenDis.Enumerations.EntityState.Appearance.MunitionAppearance"/> instance.</param> /// <returns>The <see cref="OpenDis.Enumerations.EntityState.Appearance.MunitionAppearance"/> instance, represented by the uint value.</returns> public static MunitionAppearance FromUInt32(uint value) { MunitionAppearance ps = new MunitionAppearance(); uint mask1 = 0x0018; byte shift1 = 3; uint newValue1 = (value & mask1) >> shift1; ps.Damage = (MunitionAppearance.DamageValue)newValue1; uint mask2 = 0x0060; byte shift2 = 5; uint newValue2 = (value & mask2) >> shift2; ps.Smoke = (MunitionAppearance.SmokeValue)newValue2; uint mask3 = 0x0180; byte shift3 = 7; uint newValue3 = (value & mask3) >> shift3; ps.TrailingEffects = (MunitionAppearance.TrailingEffectsValue)newValue3; uint mask5 = 0x8000; byte shift5 = 15; uint newValue5 = (value & mask5) >> shift5; ps.Flaming = (MunitionAppearance.FlamingValue)newValue5; uint mask6 = 0x10000; byte shift6 = 16; uint newValue6 = (value & mask6) >> shift6; ps.LaunchFlash = (MunitionAppearance.LaunchFlashValue)newValue6; uint mask8 = 0x200000; byte shift8 = 21; uint newValue8 = (value & mask8) >> shift8; ps.FrozenStatus = (MunitionAppearance.FrozenStatusValue)newValue8; uint mask9 = 0x400000; byte shift9 = 22; uint newValue9 = (value & mask9) >> shift9; ps.PowerPlantStatus = (MunitionAppearance.PowerPlantStatusValue)newValue9; uint mask10 = 0x800000; byte shift10 = 23; uint newValue10 = (value & mask10) >> shift10; ps.State = (MunitionAppearance.StateValue)newValue10; uint mask12 = 0x80000000; byte shift12 = 31; uint newValue12 = (value & mask12) >> shift12; ps.MaskedCloaked = (MunitionAppearance.MaskedCloakedValue)newValue12; return(ps); }
/// <summary> /// Determines whether the specified <see cref="OpenDis.Enumerations.EntityState.Appearance.MunitionAppearance"/> instance is equal to this instance. /// </summary> /// <param name="other">The <see cref="OpenDis.Enumerations.EntityState.Appearance.MunitionAppearance"/> instance to compare with this instance.</param> /// <returns> /// <c>true</c> if the specified <see cref="OpenDis.Enumerations.EntityState.Appearance.MunitionAppearance"/> is equal to this instance; otherwise, <c>false</c>. /// </returns> public bool Equals(MunitionAppearance other) { // If parameter is null return false (cast to object to prevent recursive loop!) if ((object)other == null) { return(false); } return (this.Damage == other.Damage && this.Smoke == other.Smoke && this.TrailingEffects == other.TrailingEffects && this.Flaming == other.Flaming && this.LaunchFlash == other.LaunchFlash && this.FrozenStatus == other.FrozenStatus && this.PowerPlantStatus == other.PowerPlantStatus && this.State == other.State && this.MaskedCloaked == other.MaskedCloaked); }
/// <summary> /// Determines whether the specified <see cref="OpenDis.Enumerations.EntityState.Appearance.MunitionAppearance"/> instance is equal to this instance. /// </summary> /// <param name="other">The <see cref="OpenDis.Enumerations.EntityState.Appearance.MunitionAppearance"/> instance to compare with this instance.</param> /// <returns> /// <c>true</c> if the specified <see cref="OpenDis.Enumerations.EntityState.Appearance.MunitionAppearance"/> is equal to this instance; otherwise, <c>false</c>. /// </returns> public bool Equals(MunitionAppearance other) { // If parameter is null return false (cast to object to prevent recursive loop!) if ((object)other == null) { return false; } return this.Damage == other.Damage && this.Smoke == other.Smoke && this.TrailingEffects == other.TrailingEffects && this.Flaming == other.Flaming && this.LaunchFlash == other.LaunchFlash && this.FrozenStatus == other.FrozenStatus && this.PowerPlantStatus == other.PowerPlantStatus && this.State == other.State && this.MaskedCloaked == other.MaskedCloaked; }
/// <summary> /// Creates the <see cref="OpenDis.Enumerations.EntityState.Appearance.MunitionAppearance"/> instance from the uint value. /// </summary> /// <param name="value">The uint value which represents the <see cref="OpenDis.Enumerations.EntityState.Appearance.MunitionAppearance"/> instance.</param> /// <returns>The <see cref="OpenDis.Enumerations.EntityState.Appearance.MunitionAppearance"/> instance, represented by the uint value.</returns> public static MunitionAppearance FromUInt32(uint value) { MunitionAppearance ps = new MunitionAppearance(); uint mask1 = 0x0018; byte shift1 = 3; uint newValue1 = value & mask1 >> shift1; ps.Damage = (MunitionAppearance.DamageValue)newValue1; uint mask2 = 0x0060; byte shift2 = 5; uint newValue2 = value & mask2 >> shift2; ps.Smoke = (MunitionAppearance.SmokeValue)newValue2; uint mask3 = 0x0180; byte shift3 = 7; uint newValue3 = value & mask3 >> shift3; ps.TrailingEffects = (MunitionAppearance.TrailingEffectsValue)newValue3; uint mask5 = 0x8000; byte shift5 = 15; uint newValue5 = value & mask5 >> shift5; ps.Flaming = (MunitionAppearance.FlamingValue)newValue5; uint mask6 = 0x10000; byte shift6 = 16; uint newValue6 = value & mask6 >> shift6; ps.LaunchFlash = (MunitionAppearance.LaunchFlashValue)newValue6; uint mask8 = 0x200000; byte shift8 = 21; uint newValue8 = value & mask8 >> shift8; ps.FrozenStatus = (MunitionAppearance.FrozenStatusValue)newValue8; uint mask9 = 0x400000; byte shift9 = 22; uint newValue9 = value & mask9 >> shift9; ps.PowerPlantStatus = (MunitionAppearance.PowerPlantStatusValue)newValue9; uint mask10 = 0x800000; byte shift10 = 23; uint newValue10 = value & mask10 >> shift10; ps.State = (MunitionAppearance.StateValue)newValue10; uint mask12 = 0x80000000; byte shift12 = 31; uint newValue12 = value & mask12 >> shift12; ps.MaskedCloaked = (MunitionAppearance.MaskedCloakedValue)newValue12; return ps; }