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);
 }