public override void Parse(GameBitBuffer buffer) { Field0 = new dmFloat3(); Field0.Parse(buffer); Field1 = buffer.ReadFloat32(); }
public override void Parse(GameBitBuffer buffer) { Field0 = new dmFloat3(); Field0.Parse(buffer); serVertices = new SerializeData(); serVertices.Parse(buffer); //still checking variablearrays this.Vertices = new List<dmFloat3>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _Vertices.Count; loop12++) { _Vertices[loop12] = new dmFloat3(); _Vertices[loop12].Parse(buffer); } serPlanes = new SerializeData(); serPlanes.Parse(buffer); //still checking variablearrays this.Planes = new List<dmPlane>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _Planes.Count; loop12++) { _Planes[loop12] = new dmPlane(); _Planes[loop12].Parse(buffer); } serSubEdges = new SerializeData(); serSubEdges.Parse(buffer); //still checking variablearrays this.SubEdges = new List<dmSubEdge>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _SubEdges.Count; loop12++) { _SubEdges[loop12] = new dmSubEdge(); _SubEdges[loop12].Parse(buffer); } serFaceSubEdges = new SerializeData(); serFaceSubEdges.Parse(buffer); //still checking variablearrays this.FaceSubEdges = new List<byte>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _FaceSubEdges.Count; loop12++) { _FaceSubEdges[loop12] = (byte)buffer.ReadInt(0); } Field9 = buffer.ReadInt(32); Field10 = buffer.ReadInt(32); Field11 = buffer.ReadInt(32); Field12 = buffer.ReadFloat32(); Field13 = buffer.ReadFloat32(); }
public override void Parse(GameBitBuffer buffer) { Field0 = new dmFloat3(); Field0.Parse(buffer); Field1 = new dmFloat3(); Field1.Parse(buffer); Field2 = new dmFloat3(); Field2.Parse(buffer); DominoNodeCount = buffer.ReadInt(32); serDominoVertices = new SerializeData(); serDominoVertices.Parse(buffer); //still checking variablearrays this.DominoVertices = new List<dmFloat3>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _DominoVertices.Count; loop12++) { _DominoVertices[loop12] = new dmFloat3(); _DominoVertices[loop12].Parse(buffer); } Field6 = buffer.ReadInt(32); serDominoTriangles = new SerializeData(); serDominoTriangles.Parse(buffer); //still checking variablearrays this.DominoTriangles = new List<dmMeshTriangle>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _DominoTriangles.Count; loop12++) { _DominoTriangles[loop12] = new dmMeshTriangle(); _DominoTriangles[loop12].Parse(buffer); } Field9 = buffer.ReadInt(32); serDominoEdges = new SerializeData(); serDominoEdges.Parse(buffer); //still checking variablearrays this.DominoEdges = new List<dmMeshEdge>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _DominoEdges.Count; loop12++) { _DominoEdges[loop12] = new dmMeshEdge(); _DominoEdges[loop12].Parse(buffer); } Field12 = buffer.ReadInt(32); serDominoNodes = new SerializeData(); serDominoNodes.Parse(buffer); //still checking variablearrays this.DominoNodes = new List<dmMeshNode>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _DominoNodes.Count; loop12++) { _DominoNodes[loop12] = new dmMeshNode(); _DominoNodes[loop12].Parse(buffer); } Field15 = buffer.ReadInt(32); Field16 = buffer.ReadInt(32); Field17 = buffer.ReadInt(32); Field18 = buffer.ReadInt(32); }