public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._R); stream.Serialize(ref this._G); stream.Serialize(ref this._B); stream.Serialize(ref this._A); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._LevelName); stream.Serialize(ref this._Credits); stream.Serialize(ref this._XP); stream.Serialize(ref this._Items); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._SecondsSinceMidnight); stream.Serialize(ref this._Day); stream.Serialize(ref this._Month); stream.Serialize(ref this._Year); }
public void Serialize(Unreal.ISerializer stream) { stream.SerializeEnum(ref this._CombatAppearance); stream.Serialize(ref this._CasualId); stream.Serialize(ref this._FullBodyId); stream.Serialize(ref this._TorsoId); stream.Serialize(ref this._ShoulderId); stream.Serialize(ref this._ArmId); stream.Serialize(ref this._LegId); stream.Serialize(ref this._SpecId); stream.Serialize(ref this._Tint1Id); stream.Serialize(ref this._Tint2Id); stream.Serialize(ref this._Tint3Id); stream.Serialize(ref this._PatternId); stream.Serialize(ref this._PatternColorId); stream.Serialize(ref this._HelmetId); stream.Serialize(ref this._HasMorphHead); if (this._HasMorphHead == true) { stream.Serialize(ref this._MorphHead); } stream.Serialize(ref this._EmissiveId, s => s.Version < 55, () => 0); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._MarkerOwnerPath); stream.Serialize(ref this._MarkerOffset); stream.Serialize(ref this._MarkerLabel); stream.Serialize(ref this._BoneToAttachTo); stream.SerializeEnum(ref this._MarkerIconType); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._ClassName); stream.Serialize(ref this._AmmoUsedCount); stream.Serialize(ref this._AmmoTotal); stream.Serialize(ref this._CurrentWeapon); stream.Serialize(ref this._WasLastWeapon); stream.Serialize(ref this._AmmoPowerName, s => s.Version < 17, () => null); stream.Serialize(ref this._AmmoPowerSourceTag, s => s.Version < 59, () => null); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._Tag); stream.Serialize(ref this._Powers); stream.Serialize(ref this._CharacterLevel); stream.Serialize(ref this._TalentPoints); stream.Serialize(ref this._LoadoutWeapons, s => s.Version < 23, () => new Loadout()); stream.Serialize(ref this._MappedPower, s => s.Version < 29, () => null); stream.Serialize(ref this._WeaponMods, s => s.Version < 45, () => new List<WeaponMod>()); stream.Serialize(ref this._Grenades, s => s.Version < 59, () => 0); stream.Serialize(ref this._Weapons, s => s.Version < 59, () => new List<Weapon>()); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._Name); stream.Serialize(ref this._CurrentRank); stream.Serialize(ref this._EvolvedChoice0, s => s.Version < 30, () => 0); stream.Serialize(ref this._EvolvedChoice1, s => s.Version < 30, () => 0); stream.Serialize(ref this._EvolvedChoice2, s => s.Version < 31, () => 0); stream.Serialize(ref this._EvolvedChoice3, s => s.Version < 31, () => 0); stream.Serialize(ref this._EvolvedChoice4, s => s.Version < 31, () => 0); stream.Serialize(ref this._EvolvedChoice5, s => s.Version < 31, () => 0); stream.Serialize(ref this._ClassName); stream.Serialize(ref this._WheelDisplayIndex); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._HairMesh); stream.Serialize(ref this._AccessoryMeshes); stream.Serialize(ref this._MorphFeatures); stream.Serialize(ref this._OffsetBones); stream.Serialize(ref this._Lod0Vertices); stream.Serialize(ref this._Lod1Vertices); stream.Serialize(ref this._Lod2Vertices); stream.Serialize(ref this._Lod3Vertices); stream.Serialize(ref this._ScalarParameters); stream.Serialize(ref this._VectorParameters); stream.Serialize(ref this._TextureParameters); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._Name); stream.Serialize(ref this._Value); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._WeaponClassName); stream.Serialize(ref this._WeaponModClassNames); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._Name); stream.Serialize(ref this._ShouldBeLoaded); stream.Serialize(ref this._ShouldBeVisible); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._PawnName); stream.Serialize(ref this._PowerName, s => s.Version < 30, () => null); stream.Serialize(ref this._PowerId, s => s.Version >= 30, () => 0); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._Pitch); stream.Serialize(ref this._Yaw); stream.Serialize(ref this._Roll); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._Guid); stream.Serialize(ref this._CurrentState); stream.Serialize(ref this._OldState); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._IsFemale); stream.Serialize(ref this._ClassName); stream.Serialize(ref this._IsCombatPawn, s => s.Version < 37, () => true); stream.Serialize(ref this._IsInjuredPawn, s => s.Version < 48, () => false); stream.Serialize(ref this._UseCasualAppearance, s => s.Version < 48, () => false); stream.Serialize(ref this._Level); stream.Serialize(ref this._CurrentXP); stream.Serialize(ref this._FirstName); stream.Serialize(ref this._LastName); stream.SerializeEnum(ref this._Origin); stream.SerializeEnum(ref this._Notoriety); stream.Serialize(ref this._TalentPoints); stream.Serialize(ref this._MappedPower1); stream.Serialize(ref this._MappedPower2); stream.Serialize(ref this._MappedPower3); stream.Serialize(ref this._Appearance); stream.Serialize(ref this._Powers); stream.Serialize(ref this._GAWAssets, s => s.Version < 38, () => new List<GAWAsset>()); stream.Serialize(ref this._Weapons); stream.Serialize(ref this._WeaponMods, s => s.Version < 32, () => new List<WeaponMod>()); stream.Serialize(ref this._LoadoutWeapons, s => s.Version < 18, () => new Loadout()); stream.Serialize(ref this._PrimaryWeapon, s => s.Version < 41, () => null); stream.Serialize(ref this._SecondaryWeapon, s => s.Version < 41, () => null); stream.Serialize(ref this._LoadoutWeaponGroups, s => s.Version < 33, () => new List<int>()); stream.Serialize(ref this._HotKeys, s => s.Version < 19, () => new List<HotKey>()); stream.Serialize(ref this._CurrentHealth, s => s.Version < 44, () => 0.0f); stream.Serialize(ref this._Credits); stream.Serialize(ref this._Medigel); stream.Serialize(ref this._Eezo); stream.Serialize(ref this._Iridium); stream.Serialize(ref this._Palladium); stream.Serialize(ref this._Platinum); stream.Serialize(ref this._Probes); stream.Serialize(ref this._CurrentFuel); stream.Serialize(ref this._Grenades, s => s.Version < 54, () => 0); if (stream.Version >= 25) { stream.Serialize(ref this._FaceCode); } else { throw new NotSupportedException(); } stream.Serialize(ref this._ClassFriendlyName, s => s.Version < 26, () => 0); stream.Serialize(ref this._Guid, s => s.Version < 42, () => Guid.Empty); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._Id); stream.Serialize(ref this._ReaperAlertLevel); stream.Serialize(ref this._ReapersDetected, s => s.Version < 58, () => false); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._Id); stream.Serialize(ref this._Visited); stream.Serialize(ref this._Probes); stream.Serialize(ref this._ShowAsScanned, s => s.Version < 51, () => false); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._X); stream.Serialize(ref this._Y); stream.Serialize(ref this._Z); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._Name); stream.Serialize(ref this._IsActive); }
// for the propertygrid stuff public void Serialize(Unreal.ISerializer stream) { throw new NotSupportedException(); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._Id); stream.Serialize(ref this._Strength); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._Planets); stream.Serialize(ref this._Systems, s => s.Version < 51, () => new List<System>()); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._Feature); stream.Serialize(ref this._Offset); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._Guid); stream.Serialize(ref this._IsDestroyed); stream.Serialize(ref this._IsDeactivated); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._ModuleId); stream.Serialize(ref this._Name); stream.Serialize(ref this._CanonicalName, s => s.Version < 50, () => null); }