public void Parse(GameBitBuffer buffer) { fCastsShadows = buffer.ReadInt(32); eType = buffer.ReadInt(32); wp = new Vector3D(); wp.Parse(buffer); wv = new Vector3D(); wv.Parse(buffer); wdRadius = buffer.ReadFloat32(); eAttenType = buffer.ReadInt(32); ... something to fix here :D GenerateFixedArrayParseBitBuffer(D3TypeDescriptor.DT_FIXEDARRAY) flAttenNearStart = buffer.ReadFloat32(); flAttenNearEnd = buffer.ReadFloat32(); flAttenFarStart = buffer.ReadFloat32(); flAttenFarEnd = buffer.ReadFloat32(); aHotspot = buffer.ReadInt(32); aFalloff = buffer.ReadInt(32); rgbavalDiffuse = new RGBAColorValue(); rgbavalDiffuse.Parse(buffer); }
public void Parse(GameBitBuffer buffer) { Field0 = new RGBAColorValue(); Field0.Parse(buffer); Field1 = new RGBAColorValue(); Field1.Parse(buffer); Field2 = new RGBAColorValue(); Field2.Parse(buffer); Field3 = new RGBAColorValue(); Field3.Parse(buffer); Field4 = buffer.ReadFloat32(); Field5 = buffer.ReadInt(32); }