/// <summary> /// Encodes RGBAColor to given GameBitBuffer. /// </summary> /// <param name="buffer">The GameBitBuffer to write.</param> public void Encode(GameBitBuffer buffer) { buffer.WriteInt(8, Red); buffer.WriteInt(8, Green); buffer.WriteInt(8, Blue); buffer.WriteInt(8, Alpha); }
/// <summary> /// Encodes SceneCachedValues to given GameBitBuffer. /// </summary> /// <param name="buffer">The GameBitBuffer to write.</param> public void Encode(GameBitBuffer buffer) { buffer.WriteInt(32, Unknown1); buffer.WriteInt(32, Unknown2); buffer.WriteInt(32, Unknown3); AABB1.Encode(buffer); AABB2.Encode(buffer); for (int i = 0; i < Unknown4.Length; i++) buffer.WriteInt(32, Unknown4[i]); buffer.WriteInt(32, Unknown5); }
/// <summary> /// Encodes Vector2D to given GameBitBuffer. /// </summary> /// <param name="buffer">The GameBitBuffer to write.</param> public void Encode(GameBitBuffer buffer) { buffer.WriteInt(32, X); buffer.WriteInt(32, Y); }
/// <summary> /// Encodes SNOName to given GameBitBuffer. /// </summary> /// <param name="buffer">The GameBitBuffer to write.</param> public void Encode(GameBitBuffer buffer) { buffer.WriteInt(32, (int)Group); buffer.WriteInt(32, SNOId); }
/// <summary> /// Encodes SceneSpecification to given GameBitBuffer. /// </summary> /// <param name="buffer">The GameBitBuffer to write.</param> public void Encode(GameBitBuffer buffer) { buffer.WriteInt(32, CellZ); Cell.Encode(buffer); for (int i = 0; i < SNOLevelAreas.Length; i++) buffer.WriteInt(32, SNOLevelAreas[i]); buffer.WriteInt(32, SNOPrevWorld); buffer.WriteInt(32, Unknown1); buffer.WriteInt(32, SNOPrevLevelArea); buffer.WriteInt(32, SNONextWorld); buffer.WriteInt(32, Unknown2); buffer.WriteInt(32, SNONextLevelArea); buffer.WriteInt(32, SNOMusic); buffer.WriteInt(32, SNOCombatMusic); buffer.WriteInt(32, SNOAmbient); buffer.WriteInt(32, SNOReverb); buffer.WriteInt(32, SNOWeather); buffer.WriteInt(32, SNOPresetWorld); buffer.WriteInt(32, Unknown3); buffer.WriteInt(32, Unknown4); buffer.WriteInt(32, Unknown5); buffer.WriteInt(32, ClusterID); SceneCachedValues.Encode(buffer); }