public VehiclesStruct Parse_Vehicles() { VehiclesStruct Vehicles = new VehiclesStruct(); Vehicles.MammothTanks = Read_32Bits(); Vehicles.HeavyTanks = Read_32Bits(); Vehicles.MediumTanks = Read_32Bits(); Vehicles.LightTanks = Read_32Bits(); Vehicles.APCs = Read_32Bits(); Vehicles.MineLayers = Read_32Bits(); Vehicles.Rangers = Read_32Bits(); Vehicles.OreTrucks = Read_32Bits(); Vehicles.Artilleries = Read_32Bits(); Vehicles.MobileRadarJammers = Read_32Bits(); Vehicles.MobileGapGenerators = Read_32Bits(); Vehicles.MCVs = Read_32Bits(); Vehicles.V2RocketLaunchers = Read_32Bits(); Vehicles.SupplyTrucks = Read_32Bits(); Vehicles.ANT1s = Read_32Bits(); Vehicles.ANT2s = Read_32Bits(); Vehicles.ANT3s = Read_32Bits(); Vehicles.ChronoTanks = Read_32Bits(); Vehicles.TeslaTanks = Read_32Bits(); Vehicles.MADTanks = Read_32Bits(); Vehicles.DemoTrucks = Read_32Bits(); Vehicles.PhaseTransports = Read_32Bits(); return(Vehicles); }
public void Parse_Vehicles_Stuff(string ID, ref VehiclesStruct[] VehArray) { int PlayerNum = Get_Player_Number_From_ID(ID); this.Read_32Bits(); // Read garbage VehiclesStruct Vehicles = Parse_Vehicles(); VehArray[PlayerNum - 1] = Vehicles; }