public override void Parse(GameBitBuffer buffer) { Field0 = buffer.ReadInt(32); Field1 = new Matrix4x4(); Field1.Parse(buffer); Field2 = buffer.ReadFloat32(); Field3 = buffer.ReadFloat32(); Field4 = buffer.ReadFloat32(); Field5 = buffer.ReadFloat32(); Field6 = buffer.ReadFloat32(); Field7 = buffer.ReadFloat32(); Field8 = buffer.ReadFloat32(); Field9 = buffer.ReadFloat32(); Field10 = buffer.ReadFloat32(); Field11 = buffer.ReadFloat32(); Field12 = buffer.ReadFloat32(); Field13 = buffer.ReadFloat32(); Field14 = buffer.ReadFloat32(); Field15 = buffer.ReadFloat32(); Field16 = buffer.ReadFloat32(); Field17 = buffer.ReadFloat32(); Field18 = buffer.ReadFloat32(); Field19 = buffer.ReadInt(32); Field20 = buffer.ReadInt(32); Field21 = buffer.ReadInt(32); Field22 = buffer.ReadInt(32); Field23 = new FrameAnim(); Field23.Parse(buffer); Field24 = buffer.ReadInt(32); }
public override void Parse(GameBitBuffer buffer) { Field0 = buffer.ReadInt(32); Field1 = buffer.ReadInt(32); Field2 = new FrameAnim(); Field2.Parse(buffer); snoSound = buffer.ReadInt(32); Field4 = buffer.ReadInt(32); serFrames = new SerializeData(); serFrames.Parse(buffer); //still checking variablearrays this.Frames = new List<Anim2DFrame>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _Frames.Count; loop12++) { _Frames[loop12] = new Anim2DFrame(); _Frames[loop12].Parse(buffer); } }