예제 #1
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ActorID);
     for (int i = 0; i < Field1.Length; i++) buffer.WriteUInt(32, Field1[i]);
     PlayLineParams.Encode(buffer);
     buffer.WriteInt(32, Duration);
 }
예제 #2
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, UsedItem);
     buffer.WriteInt(3, Field1 - (-1));
     buffer.WriteUInt(32, UsedOnItem);
     Location.Encode(buffer);
 }
예제 #3
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ActorID);
     buffer.WriteUInt(32, HitDealer);
     buffer.WriteInt(3, Field2 - (-1));
     buffer.WriteBool(Field3);
 }
예제 #4
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ChunkID);
     buffer.WriteInt(32, SceneSNO);
     Transform.Encode(buffer);
     buffer.WriteUInt(32, WorldID);
     buffer.WriteInt(3, MiniMapVisibility);
 }
예제 #5
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, WorldID);
     SceneSpec.Encode(buffer);
     buffer.WriteUInt(32, ChunkID);
     buffer.WriteInt(32, SceneSNO);
     Transform.Encode(buffer);
     buffer.WriteUInt(32, ParentChunkID);
     buffer.WriteInt(32, SceneGroupSNO);
     buffer.WriteInt(9, arAppliedLabels.Length);
     for (int i = 0; i < arAppliedLabels.Length; i++) buffer.WriteInt(32, arAppliedLabels[i]);
 }
예제 #6
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ActorID);
     buffer.WriteInt(2, Field1);
     buffer.WriteInt(6, aAffixGBIDs.Length);
     for (int i = 0; i < aAffixGBIDs.Length; i++) buffer.WriteInt(32, aAffixGBIDs[i]);
 }
예제 #7
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파일: InvLoc.cs 프로젝트: loonbg/mooege
 public void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, OwnerID);
     buffer.WriteInt(5, EquipmentSlot - (-1));
     buffer.WriteInt(32, Column);
     buffer.WriteInt(32, Row);
 }
예제 #8
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ActorID);
     buffer.WriteInt(4, atKeyVals.Length);
     for (int i = 0; i < atKeyVals.Length; i++) { atKeyVals[i].Encode(buffer); }
     for (int i = 0; i < atKeyVals.Length; i++) { atKeyVals[i].EncodeValue(buffer); }
 }
예제 #9
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ActorID);
     buffer.WriteInt(5, tNPCInteraction.Length);
     for (int i = 0; i < tNPCInteraction.Length; i++) { tNPCInteraction[i].Encode(buffer); }
     buffer.WriteInt(2, (int)Type);
 }
예제 #10
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(3, Field0);
     buffer.WriteInt(5, Field1);
     buffer.WriteUInt(32, PetId);
     buffer.WriteInt(5, Field3 - (-1));
 }
예제 #11
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ActorID);
     buffer.WriteInt(4, Field1);
     buffer.WriteFloat32(Field2);
     buffer.WriteInt(2, tAnim.Length);
     for (int i = 0; i < tAnim.Length; i++) { tAnim[i].Encode(buffer); }
 }
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ItemID);
     buffer.WriteInt(32, Field1);
     buffer.WriteInt(5, DestEquipmentSlot - (-1));
     buffer.WriteInt(32, DestRowStart);
     buffer.WriteInt(32, DestRowEnd);
 }
예제 #13
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ItemID);
     if (InventoryLocation != null)
     {
         InventoryLocation.Encode(buffer);
     }
     buffer.WriteInt(32, Field2);
 }
예제 #14
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ActorId);
     buffer.WriteInt(7, (int)Effect - (-1));
     buffer.WriteBool(OptionalParameter.HasValue);
     if (OptionalParameter.HasValue)
     {
         buffer.WriteInt(32, OptionalParameter.Value);
     }
 }
예제 #15
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ActorID);
     buffer.WriteInt(7, Field1 - (-1));
     buffer.WriteBool(Field2.HasValue);
     if (Field2.HasValue)
     {
         buffer.WriteInt(32, Field2.Value);
     }
 }
예제 #16
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, WorldID);
     buffer.WriteInt(32, WorldSNO);
     buffer.WriteInt(32, Field2);
     buffer.WriteInt(32, Field3);
     buffer.WriteInt(32, Field4);
     buffer.WriteInt(32, Field5);
     buffer.WriteInt(32, Field6);
     buffer.WriteInt(32, Field7);
 }
예제 #17
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(3, PlayerIndex);
     buffer.WriteCharArray(128, Field1);
     buffer.WriteCharArray(101, ToonName);
     buffer.WriteInt(5, Field3 - (-1));
     buffer.WriteInt(3, Field4 - (-1));
     buffer.WriteInt(32, snoActorPortrait);
     buffer.WriteInt(7, Field6);
     StateData.Encode(buffer);
     buffer.WriteBool(Field8);
     buffer.WriteInt(32, Field9);
     buffer.WriteUInt(32, ActorID);
 }
예제 #18
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(3, Field0 - (-1));
     buffer.WriteUInt(32, TargetID);
     Field2.Encode(buffer);
     buffer.WriteInt(32, PowerSNO);
     buffer.WriteInt(32, Field4);
     buffer.WriteInt(2, Field5);
     buffer.WriteBool(Field6 != null);
     if (Field6 != null)
     {
         Field6.Encode(buffer);
     }
 }
예제 #19
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ActorID);
     buffer.WriteInt(32, ActorSNO);
     buffer.WriteInt(5, Field2);
     buffer.WriteInt(2, Field3 - (-1));
     buffer.WriteBool(WorldLocation != null);
     if (WorldLocation != null)
     {
         WorldLocation.Encode(buffer);
     }
     buffer.WriteBool(InventoryLocation != null);
     if (InventoryLocation != null)
     {
         InventoryLocation.Encode(buffer);
     }
     GBHandle.Encode(buffer);
     buffer.WriteInt(32, Field7);
     buffer.WriteInt(32, Field8);
     buffer.WriteInt(4, Field9 - (-1));
     buffer.WriteInt(8, Field10);
     buffer.WriteBool(Field11.HasValue);
     if (Field11.HasValue)
     {
         buffer.WriteInt(32, Field11.Value);
     }
     buffer.WriteBool(Field12.HasValue);
     if (Field12.HasValue)
     {
         buffer.WriteInt(32, Field12.Value);
     }
     buffer.WriteBool(Field13.HasValue);
     if (Field13.HasValue)
     {
         buffer.WriteInt(32, Field13.Value);
     }
 }
예제 #20
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ActorID);
     EquipmentList.Encode(buffer);
 }
예제 #21
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ItemID);
     buffer.WriteInt(3, (int)Reason);
 }
예제 #22
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, WorldID);
     buffer.WriteBool(Field1);
 }
예제 #23
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ItemID);
 }
예제 #24
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ActorID);
     buffer.WriteInt(32, AnimationSNO);
 }
예제 #25
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, PlayerID);
     buffer.WriteInt(3, Field1);
 }
예제 #26
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 public void Encode(GameBitBuffer buffer)
 {
     Position.Encode(buffer);
     buffer.WriteUInt(32, WorldID);
 }
예제 #27
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 public void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, OwnerID);
     buffer.WriteInt(5, EquipmentSlot - (-1));
     InventoryLocation.Encode(buffer);
 }
예제 #28
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ItemId);
 }
예제 #29
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, EffectSNOId.Value);
     buffer.WriteUInt(32, ActorID);
     buffer.WriteUInt(32, TargetID);
 }
예제 #30
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ActorID);
 }
예제 #31
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ActorID);
     buffer.WriteInt(12, CollFlags);
 }
예제 #32
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ActorId);
     buffer.WriteFloat32(Angle);
     buffer.WriteBool(Immediately);
 }
예제 #33
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 public void Encode(GameBitBuffer buffer)
 {
     buffer.WriteFloat32(Scale);
     Transform.Encode(buffer);
     buffer.WriteUInt(32, WorldID);
 }
예제 #34
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ActorID);
     buffer.WriteFloat32(Number);
     buffer.WriteInt(6, (int)Type);
 }
예제 #35
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ActorID);
     Field1.Encode(buffer);
     Field1.EncodeValue(buffer);
 }
예제 #36
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ActorID);
     buffer.WriteFloat32(Number);
     buffer.WriteInt(6, (int)Type);
 }
예제 #37
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, WorldID);
     buffer.WriteUInt(32, SceneID);
 }
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, HirelingID);
     buffer.WriteInt(32, PowerSNOId);
 }
예제 #39
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ActorId);
 }
예제 #40
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ActorId);
     buffer.WriteInt(3, PlayerIndex);
 }
예제 #41
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ActorId);
     buffer.WriteFloat32(Angle);
     buffer.WriteBool(TurnImmediately);
 }
예제 #42
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ActorID);
     Destination.Encode(buffer);
 }
예제 #43
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ActorID);
     buffer.WriteInt(32, ActorSNOId);
     buffer.WriteInt(6, Field2);
     buffer.WriteInt(2, Field3 - (-1));
     buffer.WriteBool(WorldLocation != null);
     if (WorldLocation != null)
     {
         WorldLocation.Encode(buffer);
     }
     buffer.WriteBool(InventoryLocation != null);
     if (InventoryLocation != null)
     {
         InventoryLocation.Encode(buffer);
     }
     GBHandle.Encode(buffer);
     buffer.WriteInt(32, Field7);
     buffer.WriteInt(32, NameSNOId);
     buffer.WriteInt(4, Quality - (-1));
     buffer.WriteInt(8, Field10);
     buffer.WriteBool(Field11.HasValue);
     if (Field11.HasValue)
     {
         buffer.WriteInt(32, Field11.Value);
     }
     buffer.WriteBool(MarkerSetSNO.HasValue);
     if (MarkerSetSNO.HasValue)
     {
         buffer.WriteInt(32, MarkerSetSNO.Value);
     }
     buffer.WriteBool(MarkerSetIndex.HasValue);
     if (MarkerSetIndex.HasValue)
     {
         buffer.WriteInt(32, MarkerSetIndex.Value);
     }
 }
예제 #44
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ItemID);
     Location.Encode(buffer);
 }
예제 #45
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 public override void Encode(GameBitBuffer buffer)
 {
     EnterPosition.Encode(buffer);
     buffer.WriteUInt(32, WorldID);
     buffer.WriteInt(32, WorldSNO);
 }
예제 #46
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, FromID);
     buffer.WriteUInt(32, ToID);
     buffer.WriteUInt64(64, Amount);
 }
예제 #47
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ActorID);
     buffer.WriteFloat32(Angle);
     buffer.WriteBool(Field2);
 }
예제 #48
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ActorID);
     buffer.WriteInt(32, Group1Hash);
     buffer.WriteInt(32, Group2Hash);
 }
예제 #49
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 public override void Encode(GameBitBuffer buffer)
 {
     Position.Encode(buffer);
     buffer.WriteUInt(32, WorldID);
     buffer.WriteInt(32, WorldSNO);
 }
예제 #50
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, HirelingId);
 }
예제 #51
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ActorID);
     Field1.Encode(buffer);
     Field1.EncodeValue(buffer);
 }
예제 #52
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, EffectSNOId.Value);
     buffer.WriteUInt(32, ActorID);
     buffer.WriteUInt(32, TargetID);
 }