public override void Parse(GameBitBuffer buffer) { Field0 = buffer.ReadCharArray(64); Field1 = buffer.ReadInt(32); Field2 = new AABB(); Field2.Parse(buffer); wsBounds = new Sphere(); wsBounds.Parse(buffer); Field4 = new PRSTransform(); Field4.Parse(buffer); Field5 = new PRSTransform(); Field5.Parse(buffer); Field6 = new PRSTransform(); Field6.Parse(buffer); Field7 = buffer.ReadInt(32); serShapes = new SerializeData(); serShapes.Parse(buffer); //still checking variablearrays this.Shapes = new List<CollisionShape>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _Shapes.Count; loop12++) { _Shapes[loop12] = new CollisionShape(); _Shapes[loop12].Parse(buffer); } serConstraint = new SerializeData(); serConstraint.Parse(buffer); //still checking variablearrays this.Constraint = new List<ConstraintParameters>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _Constraint.Count; loop12++) { _Constraint[loop12] = new ConstraintParameters(); _Constraint[loop12].Parse(buffer); } snoParticleSystem = buffer.ReadInt(32); }
public override void Parse(GameBitBuffer buffer) { dwFlags = buffer.ReadInt(32); nBoneCount = buffer.ReadInt(32); serBoneStructure = new SerializeData(); serBoneStructure.Parse(buffer); //still checking variablearrays this.BoneStructure = new List<BoneStructure>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _BoneStructure.Count; loop12++) { _BoneStructure[loop12] = new BoneStructure(); _BoneStructure[loop12].Parse(buffer); } Field4 = new LookAtData(); Field4.Parse(buffer); Field5 = buffer.ReadInt(32); serBonePulses = new SerializeData(); serBonePulses.Parse(buffer); //still checking variablearrays this.BonePulses = new List<BonePulseData>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _BonePulses.Count; loop12++) { _BonePulses[loop12] = new BonePulseData(); _BonePulses[loop12].Parse(buffer); } Field8 = new GeoSet[2]; for(int i = 0;i < _Field8.Length;i++) { _Field8[i] = new GeoSet(); _Field8[i].Parse(buffer); } Field9 = new Sphere(); Field9.Parse(buffer); nCollisionCapsuleCount = buffer.ReadInt(32); serCollisionCapsules = new SerializeData(); serCollisionCapsules.Parse(buffer); //still checking variablearrays this.CollisionCapsules = new List<CollisionCapsule>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _CollisionCapsules.Count; loop12++) { _CollisionCapsules[loop12] = new CollisionCapsule(); _CollisionCapsules[loop12].Parse(buffer); } nHardpointCount = buffer.ReadInt(32); serHardpoints = new SerializeData(); serHardpoints.Parse(buffer); //still checking variablearrays this.Hardpoints = new List<Hardpoint>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _Hardpoints.Count; loop12++) { _Hardpoints[loop12] = new Hardpoint(); _Hardpoints[loop12].Parse(buffer); } Field16 = new Vector3D(); Field16.Parse(buffer); tOctreeVisualMesh = new Octree(); tOctreeVisualMesh.Parse(buffer); aabbBounds = new AABB(); aabbBounds.Parse(buffer); Field19 = buffer.ReadCharArray(256); Field20 = buffer.ReadCharArray(256); Field21 = buffer.ReadCharArray(256); Field22 = buffer.ReadCharArray(256); Field23 = buffer.ReadInt(32); Field24 = buffer.ReadFloat32(); Field25 = buffer.ReadInt(32); nLoopConstraintCount = buffer.ReadInt(32); serLoopConstraints = new SerializeData(); serLoopConstraints.Parse(buffer); //still checking variablearrays this.LoopConstraints = new List<ConstraintParameters>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _LoopConstraints.Count; loop12++) { _LoopConstraints[loop12] = new ConstraintParameters(); _LoopConstraints[loop12].Parse(buffer); } uRagdollDegrade = buffer.ReadInt(32); }
public override void Parse(GameBitBuffer buffer) { Field0 = buffer.ReadInt(32); nVertCount = buffer.ReadInt(32); serVertList = new SerializeData(); serVertList.Parse(buffer); //still checking variablearrays this.VertList = new List<FatVertex>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _VertList.Count; loop12++) { _VertList[loop12] = new FatVertex(); _VertList[loop12].Parse(buffer); } serInfluenceList = new SerializeData(); serInfluenceList.Parse(buffer); //still checking variablearrays this.InfluenceList = new List<VertInfluences>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _InfluenceList.Count; loop12++) { _InfluenceList[loop12] = new VertInfluences(); _InfluenceList[loop12].Parse(buffer); } nIndexCount = buffer.ReadInt(32); serIndexList = new SerializeData(); serIndexList.Parse(buffer); //still checking variablearrays this.IndexList = new List<ushort>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _IndexList.Count; loop12++) { _IndexList[loop12] = (ushort)buffer.ReadInt(0); } serClothStructure = new SerializeData(); serClothStructure.Parse(buffer); //still checking variablearrays this.ClothStructure = new List<ClothStructure>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _ClothStructure.Count; loop12++) { _ClothStructure[loop12] = new ClothStructure(); _ClothStructure[loop12].Parse(buffer); } snoSurface = buffer.ReadInt(32); Field12 = buffer.ReadInt(32); Field13 = buffer.ReadFloat32(); Field14 = buffer.ReadCharArray(128); Field15 = buffer.ReadCharArray(128); aabbBounds = new AABB(); aabbBounds.Parse(buffer); nShapeCount = buffer.ReadInt(32); serShapes = new SerializeData(); serShapes.Parse(buffer); //still checking variablearrays this.Shapes = new List<CollisionShape>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _Shapes.Count; loop12++) { _Shapes[loop12] = new CollisionShape(); _Shapes[loop12].Parse(buffer); } }
public override void Parse(GameBitBuffer buffer) { Field0 = buffer.ReadInt(32); Field1 = buffer.ReadInt(32); Field2 = buffer.ReadInt(32); AABB1 = new AABB(); AABB1.Parse(buffer); AABB2 = new AABB(); AABB2.Parse(buffer); Field5 = new int[4]; for(int i = 0;i < _Field5.Length;i++) _Field5[i] = buffer.ReadInt(32); Field6 = buffer.ReadInt(32); }
public override void Parse(GameBitBuffer buffer) { Field0 = buffer.ReadInt(32); SNOAppearance = buffer.ReadInt(32); SNOPhysMesh = buffer.ReadInt(32); AABBBounds = new AABB(); AABBBounds.Parse(buffer); AABBMarkerSetBounds = new AABB(); AABBMarkerSetBounds.Parse(buffer); Field5 = new NavMeshDef(); Field5.Parse(buffer); serExclusions = new SerializeData(); serExclusions.Parse(buffer); //still checking variablearrays this.Exclusions = new List<int>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _Exclusions.Count; loop12++) { _Exclusions[loop12] = buffer.ReadInt(0); } serInclusions = new SerializeData(); serInclusions.Parse(buffer); //still checking variablearrays this.Inclusions = new List<int>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _Inclusions.Count; loop12++) { _Inclusions[loop12] = buffer.ReadInt(0); } serMarkerSets = new SerializeData(); serMarkerSets.Parse(buffer); //still checking variablearrays this.MarkerSets = new List<int>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _MarkerSets.Count; loop12++) { _MarkerSets[loop12] = buffer.ReadInt(0); } Field12 = new LookLink(); Field12.Parse(buffer); Field13 = buffer.ReadInt(32); serMsgTriggeredEvents = new SerializeData(); serMsgTriggeredEvents.Parse(buffer); //still checking variablearrays this.MsgTriggeredEvents = new List<MsgTriggeredEvent>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _MsgTriggeredEvents.Count; loop12++) { _MsgTriggeredEvents[loop12] = new MsgTriggeredEvent(); _MsgTriggeredEvents[loop12].Parse(buffer); } tNavZoneDef = new NavZoneDefinition(); tNavZoneDef.Parse(buffer); }
public override void Parse(GameBitBuffer buffer) { ColFlags = new ActorCollisionFlags(); ColFlags.Parse(buffer); Field1 = buffer.ReadInt(32); Cylinder = new AxialCylinder(); Cylinder.Parse(buffer); AABB = new AABB(); AABB.Parse(buffer); Field4 = buffer.ReadFloat32(); }
public override void Parse(GameBitBuffer buffer) { Field0 = buffer.ReadInt(32); Type = buffer.ReadInt(4); ApperanceSNO = buffer.ReadInt(32); PhysMeshSNO = buffer.ReadInt(32); Cylinder = new AxialCylinder(); Cylinder.Parse(buffer); Sphere = new Sphere(); Sphere.Parse(buffer); AABBBounds = new AABB(); AABBBounds.Parse(buffer); serTagMap = new SerializeData(); serTagMap.Parse(buffer); TagMap = new DT_TAGMAP(); TagMap.Parse(buffer); AnimSetSNO = buffer.ReadInt(32); MonsterSNO = buffer.ReadInt(32); Field11 = buffer.ReadInt(32); serMsgTriggeredEvents = new SerializeData(); serMsgTriggeredEvents.Parse(buffer); //still checking variablearrays this.MsgTriggeredEvents = new List<MsgTriggeredEvent>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _MsgTriggeredEvents.Count; loop12++) { _MsgTriggeredEvents[loop12] = new MsgTriggeredEvent(); _MsgTriggeredEvents[loop12].Parse(buffer); } V0 = new Vector3D(); V0.Parse(buffer); Looks = new WeightedLook[8]; for(int i = 0;i < _Looks.Length;i++) { _Looks[i] = new WeightedLook(); _Looks[i].Parse(buffer); } PhysicsSNO = buffer.ReadInt(32); Field17 = buffer.ReadInt(32); Field18 = buffer.ReadInt(32); Field19 = buffer.ReadFloat32(); Field20 = buffer.ReadFloat32(); Field21 = buffer.ReadFloat32(); ActorCollisionData = new ActorCollisionData(); ActorCollisionData.Parse(buffer); InventoryImages = new InventoryImages[5]; for(int i = 0;i < _InventoryImages.Length;i++) { _InventoryImages[i] = new InventoryImages(); _InventoryImages[i].Parse(buffer); } Field24 = buffer.ReadInt(32); serVOCastingNotes = new SerializeData(); serVOCastingNotes.Parse(buffer); throw new Exception("DT_CSTRING in network packets not implemented."); serVORole = new SerializeData(); serVORole.Parse(buffer); throw new Exception("DT_CSTRING in network packets not implemented."); }
public override void Parse(GameBitBuffer buffer) { serMarkers = new SerializeData(); serMarkers.Parse(buffer); //still checking variablearrays this.Markers = new List<Marker>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _Markers.Count; loop12++) { _Markers[loop12] = new Marker(); _Markers[loop12].Parse(buffer); } serNoSpawns = new SerializeData(); serNoSpawns.Parse(buffer); //still checking variablearrays this.NoSpawns = new List<Circle>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _NoSpawns.Count; loop12++) { _NoSpawns[loop12] = new Circle(); _NoSpawns[loop12].Parse(buffer); } Field4 = buffer.ReadInt(32); AABB = new AABB(); AABB.Parse(buffer); FileName = buffer.ReadCharArray(256); NLabel = buffer.ReadInt(32); SpecialIndexCount = buffer.ReadInt(32); serSpecialIndexList = new SerializeData(); serSpecialIndexList.Parse(buffer); //still checking variablearrays this.SpecialIndexList = new List<ushort>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _SpecialIndexList.Count; loop12++) { _SpecialIndexList[loop12] = (ushort)buffer.ReadInt(0); } }