예제 #1
0
 public void Encode(GameBitBuffer buffer)
 {
     buffer.WriteFloat32(Field0);
     Field1.Encode(buffer);
 }
예제 #2
0
 public void EncodeValue(GameBitBuffer buffer)
 {
     switch (Attribute.EncodingType)
     {
         case GameAttributeEncoding.Int:
             buffer.WriteInt(Attribute.BitCount, Int);
             break;
         case GameAttributeEncoding.IntMinMax:
             buffer.WriteInt(Attribute.BitCount, Int - Attribute.Min);
             break;
         case GameAttributeEncoding.Float16:
             buffer.WriteFloat16(Float);
             break;
         case GameAttributeEncoding.Float16Or32:
             if (Float >= 65536.0f || -65536.0f >= Float)
             {
                 buffer.WriteBool(false);
                 buffer.WriteFloat32(Float);
             }
             else
             {
                 buffer.WriteBool(true);
                 buffer.WriteFloat16(Float);
             }
             break;
         default:
             throw new Exception("bad voodoo");
     }
 }
예제 #3
0
 public void Encode(GameBitBuffer buffer)
 {
     buffer.WriteFloat32(Field0);
     buffer.WriteFloat32(Field1);
     buffer.WriteFloat32(Field2);
     buffer.WriteFloat32(Field3);
     buffer.WriteFloat32(Field4);
     buffer.WriteFloat32(Field5);
 }
예제 #4
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteFloat32(Field0);
     buffer.WriteFloat32(Field1);
 }
예제 #5
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, Field0);
     buffer.WriteInt(32, Field1);
     buffer.WriteInt(32, Field2);
     Field3.Encode(buffer);
     Field4.Encode(buffer);
     buffer.WriteFloat32(Field5);
     buffer.WriteFloat32(Field6);
     buffer.WriteInt(32, Field7);
     Field8.Encode(buffer);
     buffer.WriteCharArray(128, Field9);
 }
예제 #6
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, Field0);
     Field1.Encode(buffer);
     buffer.WriteInt(32, Field2);
     buffer.WriteInt(32, m_snoStringList);
     buffer.WriteInt(32, Field4);
     buffer.WriteFloat32(Field5);
     buffer.WriteFloat32(Field6);
     buffer.WriteFloat32(Field7);
     buffer.WriteInt(32, Field8);
     buffer.WriteBool(Field9);
     buffer.WriteBool(Field10);
     buffer.WriteBool(Field11);
     buffer.WriteInt(32, Field12);
 }
예제 #7
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, Field0);
     buffer.WriteBool(Field1);
     buffer.WriteFloat32(Field2);
 }
예제 #8
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, Field0);
     buffer.WriteInt(32, Field1);
     Field2.Encode(buffer);
     buffer.WriteBool(Field3.HasValue);
     if (Field3.HasValue)
     {
         buffer.WriteInt(4, Field3.Value - (-1));
     }
     buffer.WriteInt(32, Field4);
     buffer.WriteBool(Field5.HasValue);
     if (Field5.HasValue)
     {
         buffer.WriteFloat32(Field5.Value);
     }
     buffer.WriteInt(4, Field6);
     buffer.WriteInt(6, Field7);
     buffer.WriteBool(Field8.HasValue);
     if (Field8.HasValue)
     {
         buffer.WriteInt(32, Field8.Value);
     }
     buffer.WriteBool(Field9.HasValue);
     if (Field9.HasValue)
     {
         buffer.WriteInt(32, Field9.Value);
     }
     buffer.WriteBool(Field10.HasValue);
     if (Field10.HasValue)
     {
         buffer.WriteInt(32, Field10.Value);
     }
     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.WriteFloat32(Field13.Value);
     }
     buffer.WriteBool(Field14.HasValue);
     if (Field14.HasValue)
     {
         buffer.WriteFloat32(Field14.Value);
     }
 }
예제 #9
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, Field0);
     buffer.WriteInt(4, Field1);
     buffer.WriteInt(32, Field2);
     buffer.WriteInt(32, Field3);
     Field4.Encode(buffer);
     buffer.WriteFloat32(Field5);
     Field6.Encode(buffer);
     buffer.WriteInt(32, Field7);
     buffer.WriteInt(32, Field8);
     buffer.WriteInt(32, Field9);
     buffer.WriteInt(32, Field10);
     buffer.WriteInt(32, Field11);
     buffer.WriteFloat32(Field12);
     buffer.WriteFloat32(Field13);
     Field14.Encode(buffer);
 }
예제 #10
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, Field0);
     Field1.Encode(buffer);
     Field2.Encode(buffer);
     buffer.WriteInt(24, Field3);
     buffer.WriteInt(21, Field4 - (-1));
     buffer.WriteInt(21, Field5 - (-1));
     buffer.WriteFloat32(Field6);
     buffer.WriteInt(32, Field7);
     buffer.WriteFloat32(Field8);
 }
예제 #11
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, Field0);
     buffer.WriteBool(Field1 != null);
     if (Field1 != null)
     {
         Field1.Encode(buffer);
     }
     buffer.WriteBool(Field2.HasValue);
     if (Field2.HasValue)
     {
         buffer.WriteFloat32(Field2.Value);
     }
     buffer.WriteBool(Field3.HasValue);
     if (Field3.HasValue)
     {
         buffer.WriteBool(Field3.Value);
     }
     buffer.WriteBool(Field4.HasValue);
     if (Field4.HasValue)
     {
         buffer.WriteFloat32(Field4.Value);
     }
     buffer.WriteBool(Field5.HasValue);
     if (Field5.HasValue)
     {
         buffer.WriteInt(24, Field5.Value);
     }
     buffer.WriteBool(Field6.HasValue);
     if (Field6.HasValue)
     {
         buffer.WriteInt(21, Field6.Value - (-1));
     }
     buffer.WriteBool(Field7.HasValue);
     if (Field7.HasValue)
     {
         buffer.WriteInt(32, Field7.Value);
     }
 }
예제 #12
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, Field0);
     buffer.WriteInt(4, Field1);
     buffer.WriteFloat32(Field2);
     buffer.WriteInt(2, tAnim.Length);
     for (int i = 0; i < tAnim.Length; i++) { tAnim[i].Encode(buffer); }
 }