예제 #1
0
 public override void Write_(Moonfish.Guerilla.QueueableBinaryWriter queueableBinaryWriter)
 {
     base.Write_(queueableBinaryWriter);
     queueableBinaryWriter.Write(this.ParentFolder);
     queueableBinaryWriter.Write(this.Name);
 }
 public override void Write_(Moonfish.Guerilla.QueueableBinaryWriter queueableBinaryWriter)
 {
     base.Write_(queueableBinaryWriter);
     queueableBinaryWriter.Write(this.DamageEffectMarkerName);
 }
        public override void Write_(Moonfish.Guerilla.QueueableBinaryWriter queueableBinaryWriter)
        {
            base.Write_(queueableBinaryWriter);
            queueableBinaryWriter.Write(this.Name);
            queueableBinaryWriter.Write(this.Material);
            queueableBinaryWriter.Write(((short)(this.PolyhedraFlags)));
            queueableBinaryWriter.Write(this.RelativeMassScale);
            queueableBinaryWriter.Write(this.Friction);
            queueableBinaryWriter.Write(this.Restitution);
            queueableBinaryWriter.Write(this.Volume);
            queueableBinaryWriter.Write(this.Mass);
            queueableBinaryWriter.Write(this.fieldskip);
            queueableBinaryWriter.Write(this.Phantom);
            queueableBinaryWriter.Write(this.fieldskip0);
            queueableBinaryWriter.Write(this.Size);
            queueableBinaryWriter.Write(this.Count);
            queueableBinaryWriter.Write(this.fieldskip1);
            queueableBinaryWriter.Write(this.Radius);
            queueableBinaryWriter.Write(this.AabbHalfExtents);
            queueableBinaryWriter.Write(this.fieldskip2);
            queueableBinaryWriter.Write(this.AabbCenter);
            queueableBinaryWriter.Write(this.fieldskip3);
            queueableBinaryWriter.Write(this.fieldskip4);
            queueableBinaryWriter.Write(this.FourVectorsSize);
            queueableBinaryWriter.Write(this.FourVectorsCapacity);
            queueableBinaryWriter.Write(this.NumVertices);
            int i;

            for (i = 0; (i < 3); i = (i + 1))
            {
                this.FourVectorsStorage00[i].Write_(queueableBinaryWriter);
            }
            queueableBinaryWriter.Write(this.fieldskip5);
            queueableBinaryWriter.Write(this.PlaneEquationsSize);
            queueableBinaryWriter.Write(this.PlaneEquationsCapacity);
            queueableBinaryWriter.Write(this.fieldskip6);
        }
 public override void Write_(Moonfish.Guerilla.QueueableBinaryWriter queueableBinaryWriter)
 {
     base.Write_(queueableBinaryWriter);
     queueableBinaryWriter.Write(((int)(this.CameraTrackFlags)));
     queueableBinaryWriter.WritePointer(this.ControlPoints);
 }
예제 #5
0
 public override void Write_(Moonfish.Guerilla.QueueableBinaryWriter queueableBinaryWriter)
 {
     base.Write_(queueableBinaryWriter);
     queueableBinaryWriter.Write(((int)(this.LightFlags)));
     queueableBinaryWriter.Write(((short)(this.Type)));
     queueableBinaryWriter.Write(this.fieldpad);
     queueableBinaryWriter.Write(this.SizeModifer);
     queueableBinaryWriter.Write(this.ShadowQualityBias);
     queueableBinaryWriter.Write(((short)(this.ShadowTapBias)));
     queueableBinaryWriter.Write(this.fieldpad0);
     queueableBinaryWriter.Write(this.Radius);
     queueableBinaryWriter.Write(this.SpecularRadius);
     queueableBinaryWriter.Write(this.NearWidth);
     queueableBinaryWriter.Write(this.HeightStretch);
     queueableBinaryWriter.Write(this.FieldOfView);
     queueableBinaryWriter.Write(this.FalloffDistance);
     queueableBinaryWriter.Write(this.CutoffDistance);
     queueableBinaryWriter.Write(((int)(this.LightInterpolationFlags)));
     queueableBinaryWriter.Write(this.BloomBounds);
     queueableBinaryWriter.Write(this.SpecularLowerBound);
     queueableBinaryWriter.Write(this.SpecularUpperBound);
     queueableBinaryWriter.Write(this.DiffuseLowerBound);
     queueableBinaryWriter.Write(this.DiffuseUpperBound);
     queueableBinaryWriter.Write(this.BrightnessBounds);
     queueableBinaryWriter.Write(this.GelMap);
     queueableBinaryWriter.Write(((short)(this.SpecularMask)));
     queueableBinaryWriter.Write(this.fieldpad1);
     queueableBinaryWriter.Write(this.fieldpad2);
     queueableBinaryWriter.Write(((short)(this.FalloffFunction)));
     queueableBinaryWriter.Write(((short)(this.DiffuseContrast)));
     queueableBinaryWriter.Write(((short)(this.SpecularContrast)));
     queueableBinaryWriter.Write(((short)(this.FalloffGeometry)));
     queueableBinaryWriter.Write(this.LensFlare);
     queueableBinaryWriter.Write(this.BoundingRadius);
     queueableBinaryWriter.Write(this.LightVolume);
     queueableBinaryWriter.Write(((short)(this.DefaultLightmapSetting)));
     queueableBinaryWriter.Write(this.fieldpad3);
     queueableBinaryWriter.Write(this.LightmapHalfLife);
     queueableBinaryWriter.Write(this.LightmapLightScale);
     queueableBinaryWriter.Write(this.Duration);
     queueableBinaryWriter.Write(this.fieldpad4);
     queueableBinaryWriter.Write(((short)(this.LightLightFalloffFunction)));
     queueableBinaryWriter.Write(((short)(this.IlluminationFade)));
     queueableBinaryWriter.Write(((short)(this.ShadowFade)));
     queueableBinaryWriter.Write(((short)(this.SpecularFade)));
     queueableBinaryWriter.Write(this.fieldpad5);
     queueableBinaryWriter.Write(((int)(this.LightLightFlags0)));
     queueableBinaryWriter.WritePointer(this.BrightnessAnimation);
     queueableBinaryWriter.WritePointer(this.ColorAnimation);
     queueableBinaryWriter.WritePointer(this.GelAnimation);
     queueableBinaryWriter.Write(this.Shader);
 }
예제 #6
0
 public override void Write_(Moonfish.Guerilla.QueueableBinaryWriter queueableBinaryWriter)
 {
     base.Write_(queueableBinaryWriter);
     queueableBinaryWriter.Write(this.Unused);
     queueableBinaryWriter.Write(this.fieldpad);
     queueableBinaryWriter.Write(this.WalkingSpeed);
     queueableBinaryWriter.Write(this.fieldpad0);
     queueableBinaryWriter.Write(this.RunForward);
     queueableBinaryWriter.Write(this.RunBackward);
     queueableBinaryWriter.Write(this.RunSideways);
     queueableBinaryWriter.Write(this.RunAcceleration);
     queueableBinaryWriter.Write(this.SneakForward);
     queueableBinaryWriter.Write(this.SneakBackward);
     queueableBinaryWriter.Write(this.SneakSideways);
     queueableBinaryWriter.Write(this.SneakAcceleration);
     queueableBinaryWriter.Write(this.AirborneAcceleration);
     queueableBinaryWriter.Write(this.fieldpad1);
     queueableBinaryWriter.Write(this.GrenadeOrigin);
     queueableBinaryWriter.Write(this.fieldpad2);
     queueableBinaryWriter.Write(this.StunMovementPenalty);
     queueableBinaryWriter.Write(this.StunTurningPenalty);
     queueableBinaryWriter.Write(this.StunJumpingPenalty);
     queueableBinaryWriter.Write(this.MinimumStunTime);
     queueableBinaryWriter.Write(this.MaximumStunTime);
     queueableBinaryWriter.Write(this.fieldpad3);
     queueableBinaryWriter.Write(this.FirstPersonIdleTime);
     queueableBinaryWriter.Write(this.FirstPersonSkipFraction);
     queueableBinaryWriter.Write(this.fieldpad4);
     queueableBinaryWriter.Write(this.CoopRespawnEffect);
     queueableBinaryWriter.Write(this.BinocularsZoomCount);
     queueableBinaryWriter.Write(this.BinocularsZoomRange);
     queueableBinaryWriter.Write(this.BinocularsZoomInSound);
     queueableBinaryWriter.Write(this.BinocularsZoomOutSound);
     queueableBinaryWriter.Write(this.fieldpad5);
     queueableBinaryWriter.Write(this.ActiveCamouflageOn);
     queueableBinaryWriter.Write(this.ActiveCamouflageOff);
     queueableBinaryWriter.Write(this.ActiveCamouflageError);
     queueableBinaryWriter.Write(this.ActiveCamouflageReady);
     queueableBinaryWriter.Write(this.FlashlightOn);
     queueableBinaryWriter.Write(this.FlashlightOff);
     queueableBinaryWriter.Write(this.IceCream);
 }
예제 #7
0
 public override void Write_(Moonfish.Guerilla.QueueableBinaryWriter queueableBinaryWriter)
 {
     base.Write_(queueableBinaryWriter);
     queueableBinaryWriter.Write(((int)(this.UserHintPolygonFlags)));
     queueableBinaryWriter.WritePointer(this.Points);
 }
예제 #8
0
 public override void Write_(Moonfish.Guerilla.QueueableBinaryWriter queueableBinaryWriter)
 {
     base.Write_(queueableBinaryWriter);
     queueableBinaryWriter.Write(this.FIRSTPaletteColor);
     queueableBinaryWriter.Write(this.fieldskip);
 }
예제 #9
0
 public override void Write_(Moonfish.Guerilla.QueueableBinaryWriter queueableBinaryWriter)
 {
     base.Write_(queueableBinaryWriter);
     queueableBinaryWriter.Write(this.ChildHud);
     queueableBinaryWriter.Write(((short)(this.WeaponHudInterfaceFlags)));
     queueableBinaryWriter.Write(this.fieldpad);
     queueableBinaryWriter.Write(this.InventoryAmmoCutoff);
     queueableBinaryWriter.Write(this.LoadedAmmoCutoff);
     queueableBinaryWriter.Write(this.HeatCutoff);
     queueableBinaryWriter.Write(this.AgeCutoff);
     queueableBinaryWriter.Write(this.fieldpad0);
     queueableBinaryWriter.Write(((short)(this.Anchor)));
     queueableBinaryWriter.Write(this.fieldpad1);
     queueableBinaryWriter.Write(this.fieldpad2);
     queueableBinaryWriter.WritePointer(this.StaticElements);
     queueableBinaryWriter.WritePointer(this.MeterElements);
     queueableBinaryWriter.WritePointer(this.NumberElements);
     queueableBinaryWriter.WritePointer(this.Crosshairs);
     queueableBinaryWriter.WritePointer(this.OverlayElements);
     queueableBinaryWriter.Write(this.fieldpad3);
     queueableBinaryWriter.WritePointer(this.GNullBlock);
     queueableBinaryWriter.WritePointer(this.ScreenEffect);
     queueableBinaryWriter.Write(this.fieldpad4);
     queueableBinaryWriter.Write(this.SequenceIndex);
     queueableBinaryWriter.Write(this.WidthOffset);
     queueableBinaryWriter.Write(this.OffsetFromReferenceCorner);
     queueableBinaryWriter.Write(this.OverrideIconColor);
     queueableBinaryWriter.Write(this.FrameRate030);
     queueableBinaryWriter.Write(((byte)(this.WeaponHudInterfaceWeaponHudInterfaceFlags0)));
     queueableBinaryWriter.Write(this.TextIndex);
     queueableBinaryWriter.Write(this.fieldpad5);
 }
예제 #10
0
 public override void Write_(Moonfish.Guerilla.QueueableBinaryWriter queueableBinaryWriter)
 {
     base.Write_(queueableBinaryWriter);
     queueableBinaryWriter.WritePointer(this.PointSets);
     queueableBinaryWriter.Write(this.fieldpad);
 }
 public override void Write_(Moonfish.Guerilla.QueueableBinaryWriter queueableBinaryWriter)
 {
     base.Write_(queueableBinaryWriter);
     queueableBinaryWriter.Write(this.HalfscreenScreenEffect);
     queueableBinaryWriter.Write(this.QuarterscreenScreenEffect);
 }
예제 #12
0
 public override void Write_(Moonfish.Guerilla.QueueableBinaryWriter queueableBinaryWriter)
 {
     base.Write_(queueableBinaryWriter);
     queueableBinaryWriter.Write(((int)(this.ItemItemFlags)));
     queueableBinaryWriter.Write(this.OLDMessageIndex);
     queueableBinaryWriter.Write(this.SortOrder);
     queueableBinaryWriter.Write(this.MultiplayerOngroundScale);
     queueableBinaryWriter.Write(this.CampaignOngroundScale);
     queueableBinaryWriter.Write(this.PickupMessage);
     queueableBinaryWriter.Write(this.SwapMessage);
     queueableBinaryWriter.Write(this.PickupOrDualMsg);
     queueableBinaryWriter.Write(this.SwapOrDualMsg);
     queueableBinaryWriter.Write(this.DualonlyMsg);
     queueableBinaryWriter.Write(this.PickedUpMsg);
     queueableBinaryWriter.Write(this.SingluarQuantityMsg);
     queueableBinaryWriter.Write(this.PluralQuantityMsg);
     queueableBinaryWriter.Write(this.SwitchtoMsg);
     queueableBinaryWriter.Write(this.SwitchtoFromAiMsg);
     queueableBinaryWriter.Write(this.UNUSED);
     queueableBinaryWriter.Write(this.CollisionSound);
     queueableBinaryWriter.WritePointer(this.PredictedBitmaps);
     queueableBinaryWriter.Write(this.DetonationDamageEffect);
     queueableBinaryWriter.Write(this.DetonationDelay);
     queueableBinaryWriter.Write(this.DetonatingEffect);
     queueableBinaryWriter.Write(this.DetonationEffect);
 }
예제 #13
0
 public override void Write_(Moonfish.Guerilla.QueueableBinaryWriter queueableBinaryWriter)
 {
     base.Write_(queueableBinaryWriter);
     queueableBinaryWriter.Write(this.Name);
     queueableBinaryWriter.Write(((short)(this.CombatStatusDecayOptions)));
     queueableBinaryWriter.Write(this.fieldpad);
     queueableBinaryWriter.Write(((short)(this.Attitude)));
     queueableBinaryWriter.Write(this.fieldpad0);
     queueableBinaryWriter.Write(((byte)(this.EngageAttitude)));
     queueableBinaryWriter.Write(((byte)(this.EvasionAttitude)));
     queueableBinaryWriter.Write(((byte)(this.CoverAttitude)));
     queueableBinaryWriter.Write(((byte)(this.SearchAttitude)));
     queueableBinaryWriter.Write(((byte)(this.PresearchAttitude)));
     queueableBinaryWriter.Write(((byte)(this.RetreatAttitude)));
     queueableBinaryWriter.Write(((byte)(this.ChargeAttitude)));
     queueableBinaryWriter.Write(((byte)(this.ReadyAttitude)));
     queueableBinaryWriter.Write(((byte)(this.IdleAttitude)));
     queueableBinaryWriter.Write(((byte)(this.WeaponAttitude)));
     queueableBinaryWriter.Write(((byte)(this.SwarmAttitude)));
     queueableBinaryWriter.Write(this.fieldpad1);
     queueableBinaryWriter.Write(((int)(this.StyleStyleControl)));
     queueableBinaryWriter.Write(((int)(this.StyleBehaviors1)));
     queueableBinaryWriter.Write(((int)(this.StyleBehaviors2)));
     queueableBinaryWriter.Write(((int)(this.StyleBehaviors3)));
     queueableBinaryWriter.Write(((int)(this.StyleBehaviors4)));
     queueableBinaryWriter.Write(((int)(this.StyleBehaviors5)));
     queueableBinaryWriter.WritePointer(this.SpecialMovement);
     queueableBinaryWriter.WritePointer(this.BehaviorList);
 }
예제 #14
0
 public override void Write_(Moonfish.Guerilla.QueueableBinaryWriter queueableBinaryWriter)
 {
     base.Write_(queueableBinaryWriter);
     queueableBinaryWriter.Write(this.fieldskip);
     queueableBinaryWriter.Write(this.ExternIndex);
 }
 public override void Write_(Moonfish.Guerilla.QueueableBinaryWriter queueableBinaryWriter)
 {
     base.Write_(queueableBinaryWriter);
     queueableBinaryWriter.Write(this.Name);
     queueableBinaryWriter.WritePointer(this.Overrides);
 }
 public override void Write_(Moonfish.Guerilla.QueueableBinaryWriter queueableBinaryWriter)
 {
     base.Write_(queueableBinaryWriter);
     queueableBinaryWriter.Write(this.Vocalization);
     queueableBinaryWriter.Write(this.ParentVocalization);
     queueableBinaryWriter.Write(this.ParentIndex);
     queueableBinaryWriter.Write(((short)(this.Priority)));
     queueableBinaryWriter.Write(((int)(this.VocalizationDefinitions4Flags)));
     queueableBinaryWriter.Write(((short)(this.GlanceBehavior)));
     queueableBinaryWriter.Write(((short)(this.GlanceRecipientBehavior)));
     queueableBinaryWriter.Write(((short)(this.PerceptionType)));
     queueableBinaryWriter.Write(((short)(this.MaxCombatStatus)));
     queueableBinaryWriter.Write(((short)(this.AnimationImpulse)));
     queueableBinaryWriter.Write(((short)(this.OverlapPriority)));
     queueableBinaryWriter.Write(this.SoundRepetitionDelay);
     queueableBinaryWriter.Write(this.AllowableQueueDelay);
     queueableBinaryWriter.Write(this.PreVocDelay);
     queueableBinaryWriter.Write(this.NotificationDelay);
     queueableBinaryWriter.Write(this.PostVocDelay);
     queueableBinaryWriter.Write(this.RepeatDelay);
     queueableBinaryWriter.Write(this.Weight);
     queueableBinaryWriter.Write(this.SpeakerFreezeTime);
     queueableBinaryWriter.Write(this.ListenerFreezeTime);
     queueableBinaryWriter.Write(((short)(this.SpeakerEmotion)));
     queueableBinaryWriter.Write(((short)(this.ListenerEmotion)));
     queueableBinaryWriter.Write(this.PlayerSkipFraction);
     queueableBinaryWriter.Write(this.SkipFraction);
     queueableBinaryWriter.Write(this.SampleLine);
     queueableBinaryWriter.WritePointer(this.Reponses);
     queueableBinaryWriter.WritePointer(this.Children);
 }
 public override void Write_(Moonfish.Guerilla.QueueableBinaryWriter queueableBinaryWriter)
 {
     base.Write_(queueableBinaryWriter);
     queueableBinaryWriter.Write(((int)(this.BipedLockOnDataStructFlags)));
     queueableBinaryWriter.Write(this.LockOnDistance);
 }
예제 #18
0
 public override void Write_(Moonfish.Guerilla.QueueableBinaryWriter queueableBinaryWriter)
 {
     base.Write_(queueableBinaryWriter);
     queueableBinaryWriter.Write(this.NodeRefOrSectorRef);
 }
        public override void Write_(Moonfish.Guerilla.QueueableBinaryWriter queueableBinaryWriter)
        {
            base.Write_(queueableBinaryWriter);
            queueableBinaryWriter.Write(((short)(this.Type)));
            queueableBinaryWriter.Write(((short)(this.GlobalGeometryPartNewFlags)));
            queueableBinaryWriter.Write(this.Material);
            queueableBinaryWriter.Write(this.StripStartIndex);
            queueableBinaryWriter.Write(this.StripLength);
            queueableBinaryWriter.Write(this.FirstSubpartIndex);
            queueableBinaryWriter.Write(this.SubpartCount);
            queueableBinaryWriter.Write(this.MaxNodesVertex);
            queueableBinaryWriter.Write(this.ContributingCompoundNodeCount);
            queueableBinaryWriter.Write(this.Position);
            int i;

            for (i = 0; (i < 4); i = (i + 1))
            {
                this.NodeIndices00[i].Write_(queueableBinaryWriter);
            }
            for (i = 0; (i < 3); i = (i + 1))
            {
                this.NodeWeights00[i].Write_(queueableBinaryWriter);
            }
            queueableBinaryWriter.Write(this.LodMipmapMagicNumber);
            queueableBinaryWriter.Write(this.fieldskip);
        }
예제 #20
0
 public override void Write_(Moonfish.Guerilla.QueueableBinaryWriter queueableBinaryWriter)
 {
     base.Write_(queueableBinaryWriter);
     queueableBinaryWriter.Write(((short)(this.ContrailFlags)));
     queueableBinaryWriter.Write(((short)(this.ContrailScaleFlags)));
     queueableBinaryWriter.Write(this.PointGenerationRate);
     queueableBinaryWriter.Write(this.PointVelocity);
     queueableBinaryWriter.Write(this.PointVelocityConeAngle);
     queueableBinaryWriter.Write(this.InheritedVelocityFraction);
     queueableBinaryWriter.Write(((short)(this.RenderType)));
     queueableBinaryWriter.Write(this.fieldpad);
     queueableBinaryWriter.Write(this.TextureRepeatsU);
     queueableBinaryWriter.Write(this.TextureRepeatsV);
     queueableBinaryWriter.Write(this.TextureAnimationU);
     queueableBinaryWriter.Write(this.TextureAnimationV);
     queueableBinaryWriter.Write(this.AnimationRate);
     queueableBinaryWriter.Write(this.Bitmap);
     queueableBinaryWriter.Write(this.FirstSequenceIndex);
     queueableBinaryWriter.Write(this.SequenceCount);
     queueableBinaryWriter.Write(this.fieldpad0);
     queueableBinaryWriter.Write(((short)(this.ContrailShaderFlags)));
     queueableBinaryWriter.Write(((short)(this.FramebufferBlendFunction)));
     queueableBinaryWriter.Write(((short)(this.FramebufferFadeMode)));
     queueableBinaryWriter.Write(((short)(this.ContrailMapFlags)));
     queueableBinaryWriter.Write(this.fieldpad1);
     queueableBinaryWriter.Write(this.Bitmap0);
     queueableBinaryWriter.Write(((short)(this.Anchor)));
     queueableBinaryWriter.Write(((short)(this.ContrailContrailFlags0)));
     queueableBinaryWriter.Write(this.fieldpad2);
     queueableBinaryWriter.Write(((short)(this.UanimationFunction)));
     queueableBinaryWriter.Write(this.UanimationPeriod);
     queueableBinaryWriter.Write(this.UanimationPhase);
     queueableBinaryWriter.Write(this.UanimationScale);
     queueableBinaryWriter.Write(this.fieldpad3);
     queueableBinaryWriter.Write(((short)(this.VanimationFunction)));
     queueableBinaryWriter.Write(this.VanimationPeriod);
     queueableBinaryWriter.Write(this.VanimationPhase);
     queueableBinaryWriter.Write(this.VanimationScale);
     queueableBinaryWriter.Write(this.fieldpad4);
     queueableBinaryWriter.Write(((short)(this.RotationanimationFunction)));
     queueableBinaryWriter.Write(this.RotationanimationPeriod);
     queueableBinaryWriter.Write(this.RotationanimationPhase);
     queueableBinaryWriter.Write(this.RotationanimationScale);
     queueableBinaryWriter.Write(this.RotationanimationCenter);
     queueableBinaryWriter.Write(this.fieldpad5);
     queueableBinaryWriter.Write(this.ZspriteRadiusScale);
     queueableBinaryWriter.Write(this.fieldpad6);
     queueableBinaryWriter.WritePointer(this.PointStates);
 }
예제 #21
0
 public override void Write_(Moonfish.Guerilla.QueueableBinaryWriter queueableBinaryWriter)
 {
     base.Write_(queueableBinaryWriter);
     queueableBinaryWriter.Write(this.ConnectionIndex);
 }
예제 #22
0
 public override void Write_(Moonfish.Guerilla.QueueableBinaryWriter queueableBinaryWriter)
 {
     base.Write_(queueableBinaryWriter);
     queueableBinaryWriter.Write(this.Texture0);
     queueableBinaryWriter.Write(this.Texture1);
     queueableBinaryWriter.Write(this.Texture2);
     queueableBinaryWriter.Write(this.PlatePositions0);
     queueableBinaryWriter.Write(this.PlatePositions1);
     queueableBinaryWriter.Write(this.PlatePositions2);
     queueableBinaryWriter.Write(this.MoveSpeed0);
     queueableBinaryWriter.Write(this.MoveSpeed1);
     queueableBinaryWriter.Write(this.MoveSpeed2);
     queueableBinaryWriter.Write(this.TextureScale0);
     queueableBinaryWriter.Write(this.TextureScale1);
     queueableBinaryWriter.Write(this.TextureScale2);
     queueableBinaryWriter.Write(this.Jitter0);
     queueableBinaryWriter.Write(this.Jitter1);
     queueableBinaryWriter.Write(this.Jitter2);
     queueableBinaryWriter.Write(this.PlateZNear);
     queueableBinaryWriter.Write(this.PlateZFar);
     queueableBinaryWriter.Write(this.DepthBlendZNear);
     queueableBinaryWriter.Write(this.DepthBlendZFar);
     queueableBinaryWriter.Write(this.Opacity0);
     queueableBinaryWriter.Write(this.Opacity1);
     queueableBinaryWriter.Write(this.Opacity2);
     queueableBinaryWriter.Write(((int)(this.GlobalWeatherBackgroundPlateFlags)));
     queueableBinaryWriter.Write(this.TintColor0);
     queueableBinaryWriter.Write(this.TintColor1);
     queueableBinaryWriter.Write(this.TintColor2);
     queueableBinaryWriter.Write(this.Mass1);
     queueableBinaryWriter.Write(this.Mass2);
     queueableBinaryWriter.Write(this.Mass3);
     queueableBinaryWriter.Write(this.fieldpad);
 }
예제 #23
0
 public override void Write_(Moonfish.Guerilla.QueueableBinaryWriter queueableBinaryWriter)
 {
     base.Write_(queueableBinaryWriter);
     queueableBinaryWriter.Write(this.Radius);
     queueableBinaryWriter.Write(this.MomentScale);
     queueableBinaryWriter.Write(this.Mass);
     queueableBinaryWriter.Write(this.CenterOfMass);
     queueableBinaryWriter.Write(this.Density);
     queueableBinaryWriter.Write(this.GravityScale);
     queueableBinaryWriter.Write(this.GroundFriction);
     queueableBinaryWriter.Write(this.GroundDepth);
     queueableBinaryWriter.Write(this.GroundDampFraction);
     queueableBinaryWriter.Write(this.GroundNormalK1);
     queueableBinaryWriter.Write(this.GroundNormalK0);
     queueableBinaryWriter.Write(this.fieldpad);
     queueableBinaryWriter.Write(this.WaterFriction);
     queueableBinaryWriter.Write(this.WaterDepth);
     queueableBinaryWriter.Write(this.WaterDensity);
     queueableBinaryWriter.Write(this.fieldpad0);
     queueableBinaryWriter.Write(this.AirFriction);
     queueableBinaryWriter.Write(this.fieldpad1);
     queueableBinaryWriter.Write(this.XxMoment);
     queueableBinaryWriter.Write(this.YyMoment);
     queueableBinaryWriter.Write(this.ZzMoment);
     queueableBinaryWriter.WritePointer(this.InertialMatrixAndInverse);
     queueableBinaryWriter.WritePointer(this.PoweredMassPoints);
     queueableBinaryWriter.WritePointer(this.MassPoints);
 }
예제 #24
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 public override void Write_(Moonfish.Guerilla.QueueableBinaryWriter queueableBinaryWriter)
 {
     base.Write_(queueableBinaryWriter);
     queueableBinaryWriter.Write(this.Pass);
     this.Implementations.Write_(queueableBinaryWriter);
 }
예제 #25
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 public override void Write_(Moonfish.Guerilla.QueueableBinaryWriter queueableBinaryWriter)
 {
     base.Write_(queueableBinaryWriter);
     queueableBinaryWriter.Write(this.ParameterIndex);
     queueableBinaryWriter.Write(this.Color);
 }
예제 #26
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 public override void Write_(Moonfish.Guerilla.QueueableBinaryWriter queueableBinaryWriter)
 {
     base.Write_(queueableBinaryWriter);
     queueableBinaryWriter.Write(this.BitmapIndex);
     queueableBinaryWriter.Write(this.AnimatedParameterIndex);
 }
 public override void Write_(Moonfish.Guerilla.QueueableBinaryWriter queueableBinaryWriter)
 {
     base.Write_(queueableBinaryWriter);
     queueableBinaryWriter.Write(this.fieldpad);
     queueableBinaryWriter.Write(this.HarmfulFallingDistance);
     queueableBinaryWriter.Write(this.FallingDamage);
     queueableBinaryWriter.Write(this.fieldpad0);
     queueableBinaryWriter.Write(this.MaximumFallingDistance);
     queueableBinaryWriter.Write(this.DistanceDamage);
     queueableBinaryWriter.Write(this.VehicleEnvironemtnCollisionDamageEffect);
     queueableBinaryWriter.Write(this.VehicleKilledUnitDamageEffect);
     queueableBinaryWriter.Write(this.VehicleCollisionDamage);
     queueableBinaryWriter.Write(this.FlamingDeathDamage);
     queueableBinaryWriter.Write(this.fieldpad1);
 }
 public override void Write_(Moonfish.Guerilla.QueueableBinaryWriter queueableBinaryWriter)
 {
     base.Write_(queueableBinaryWriter);
     queueableBinaryWriter.Write(this.InteriorClusterIndex);
 }
예제 #29
0
 public override void Write_(Moonfish.Guerilla.QueueableBinaryWriter queueableBinaryWriter)
 {
     base.Write_(queueableBinaryWriter);
     queueableBinaryWriter.Write(this.Sky);
 }
 public override void Write_(Moonfish.Guerilla.QueueableBinaryWriter queueableBinaryWriter)
 {
     base.Write_(queueableBinaryWriter);
     queueableBinaryWriter.Write(this.MarkerName);
     queueableBinaryWriter.Write(((int)(this.FrictionPointDefinitionFlags)));
     queueableBinaryWriter.Write(this.FractionOfTotalMass);
     queueableBinaryWriter.Write(this.Radius);
     queueableBinaryWriter.Write(this.DamagedRadius);
     queueableBinaryWriter.Write(((short)(this.FrictionType)));
     queueableBinaryWriter.Write(this.fieldpad);
     queueableBinaryWriter.Write(this.MovingFrictionVelocityDiff);
     queueableBinaryWriter.Write(this.EbrakeMovingFriction);
     queueableBinaryWriter.Write(this.EbrakeFriction);
     queueableBinaryWriter.Write(this.EbrakeMovingFrictionVelDiff);
     queueableBinaryWriter.Write(this.fieldpad0);
     queueableBinaryWriter.Write(this.CollisionGlobalMaterialName);
     queueableBinaryWriter.Write(this.fieldpad1);
     queueableBinaryWriter.Write(((short)(this.ModelStateDestroyed)));
     queueableBinaryWriter.Write(this.RegionName);
     queueableBinaryWriter.Write(this.fieldpad2);
 }