internal override void GetIndices(MSBS msb, Entries entries) { base.GetIndices(msb, entries); Event21PartIndices = new int[Event21PartNames.Length]; for (int i = 0; i < Event21PartNames.Length; i++) { Event21PartIndices[i] = GetIndex(entries.Parts, Event21PartNames[i]); } }
internal override void GetIndices(MSBS msb, Entries entries) { base.GetIndices(msb, entries); GroupPartIndices = new int[GroupPartNames.Length]; for (int i = 0; i < GroupPartNames.Length; i++) { GroupPartIndices[i] = GetIndex(entries.Parts, GroupPartNames[i]); } }
internal override void GetIndices(MSBS msb, Entries entries) { base.GetIndices(msb, entries); EnemyIndices = new int[EnemyNames.Length]; for (int i = 0; i < EnemyNames.Length; i++) { EnemyIndices[i] = GetIndex(msb.Parts.Enemies, EnemyNames[i]); } }
internal override void GetIndices(MSBS msb, Entries entries) { base.GetIndices(msb, entries); WalkRegionIndices = new short[WalkRegionNames.Length]; for (int i = 0; i < WalkRegionNames.Length; i++) { WalkRegionIndices[i] = (short)MSB.FindIndex(entries.Regions, WalkRegionNames[i]); } foreach (WREntry wrEntry in WREntries) { wrEntry.GetIndices(entries); } }
internal override void GetIndices(MSBS msb, Entries entries) { base.GetIndices(msb, entries); SpawnRegionIndices = new int[SpawnRegionNames.Length]; for (int i = 0; i < SpawnRegionNames.Length; i++) { SpawnRegionIndices[i] = GetIndex(entries.Regions, SpawnRegionNames[i]); } SpawnPartIndices = new int[SpawnPartNames.Length]; for (int i = 0; i < SpawnPartNames.Length; i++) { SpawnPartIndices[i] = GetIndex(entries.Parts, SpawnPartNames[i]); } }
internal override void GetIndices(MSBS msb, Entries entries) { base.GetIndices(msb, entries); ObjActPartIndex = MSB.FindIndex(entries.Parts, ObjActPartName); }
internal override void GetNames(MSBS msb, Entries entries) { base.GetNames(msb, entries); ObjActPartName = MSB.FindName(entries.Parts, ObjActPartIndex); }
internal override void GetIndices(MSBS msb, Entries entries) { base.GetIndices(msb, entries); SpawnRegionIndices = MSB.FindIndices(entries.Regions, SpawnRegionNames); SpawnPartIndices = MSB.FindIndices(entries.Parts, SpawnPartNames); }
internal virtual void GetIndices(MSBS msb, Entries entries) { PartIndex = MSB.FindIndex(entries.Parts, PartName); RegionIndex = MSB.FindIndex(entries.Regions, RegionName); }
internal virtual void GetNames(MSBS msb, Entries entries) { PartName = MSB.FindName(entries.Parts, PartIndex); RegionName = MSB.FindName(entries.Regions, RegionIndex); }
internal override void GetIndices(MSBS msb, Entries entries) { base.GetIndices(msb, entries); EnemyIndices = MSB.FindIndices(msb.Parts.Enemies, EnemyNames); }
internal override void GetIndices(MSBS msb, Entries entries) { base.GetIndices(msb, entries); Event21PartIndices = MSB.FindIndices(entries.Parts, Event21PartNames); }
internal override void GetNames(MSBS msb, Entries entries) { base.GetNames(msb, entries); GroupPartNames = MSB.FindNames(entries.Parts, GroupPartIndices); }
internal override void GetIndices(MSBS msb, Entries entries) { base.GetIndices(msb, entries); TreasurePartIndex = GetIndex(entries.Parts, TreasurePartName); }
internal override void GetNames(MSBS msb, Entries entries) { base.GetNames(msb, entries); TreasurePartName = FindName(entries.Parts, TreasurePartIndex); }