public override void Parse(GameBitBuffer buffer) { serDRLGParams = new SerializeData(); serDRLGParams.Parse(buffer); //still checking variablearrays this.DRLGParams = new List<DRLGParams>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _DRLGParams.Count; loop12++) { _DRLGParams[loop12] = new DRLGParams(); _DRLGParams[loop12].Parse(buffer); } serSceneParams = new SerializeData(); serSceneParams.Parse(buffer); //still checking variablearrays this.SceneParams = new List<SceneParams>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _SceneParams.Count; loop12++) { _SceneParams[loop12] = new SceneParams(); _SceneParams[loop12].Parse(buffer); } Field4 = new LabelRuleSet(); Field4.Parse(buffer); Field5 = buffer.ReadInt(32); Field6 = new SceneClusterSet(); Field6.Parse(buffer); arNavMeshFuncs = new int[4]; for(int i = 0;i < _arNavMeshFuncs.Length;i++) _arNavMeshFuncs[i] = buffer.ReadInt(32); snoScript = buffer.ReadInt(32); Field9 = buffer.ReadInt(32); }