public override void Parse(GameBitBuffer buffer) { Field0 = buffer.ReadInt(32); TriggerConditions = new TriggerConditions(); TriggerConditions.Parse(buffer); Field2 = buffer.ReadInt(32); Field3 = new SNOName(); Field3.Parse(buffer); Field4 = buffer.ReadInt(32); Field5 = buffer.ReadInt(32); HardPointLinks = new HardpointLink[2]; for(int i = 0;i < _HardPointLinks.Length;i++) { _HardPointLinks[i] = new HardpointLink(); _HardPointLinks[i].Parse(buffer); } LookLink = new LookLink(); LookLink.Parse(buffer); ConstraintLink = new ConstraintLink(); ConstraintLink.Parse(buffer); Field9 = buffer.ReadInt(32); Field10 = buffer.ReadFloat32(); Field11 = buffer.ReadInt(32); Field12 = buffer.ReadInt(32); Field13 = buffer.ReadInt(32); Field14 = buffer.ReadInt(32); Field15 = buffer.ReadInt(32); Field16 = buffer.ReadFloat32(); Field17 = buffer.ReadFloat32(); Field18 = buffer.ReadInt(32); Field19 = buffer.ReadInt(32); Field20 = buffer.ReadFloat32(); Field21 = buffer.ReadInt(32); Velocity = buffer.ReadFloat32(); Ticks1 = buffer.ReadInt(32); RuneType = buffer.ReadInt(32); UseRuneType = buffer.ReadInt(32); Color1 = new RGBAColor(); Color1.Parse(buffer); Field27 = buffer.ReadInt(32); Color2 = new RGBAColor(); Color2.Parse(buffer); Field29 = buffer.ReadInt(32); }
public override void Parse(GameBitBuffer buffer) { LookLink = new LookLink(); LookLink.Parse(buffer); Field1 = 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); }