public static LandSurf Read(StreamReader data, StreamWriter outputData, bool write = true) { LandSurf obj = new LandSurf(); obj.HasPalShift = Utils.readAndWriteUInt32(data, outputData, write); // This is always 0 if (obj.HasPalShift == 1) { // PalShift.Read would go here, if it ever actually existed...which it doesn't. } else { obj.texMerge = TexMerge.Read(data, outputData, write); } return(obj); }
public static LandSurf Read(byte[] buffer, StreamReader data, StreamWriter outputData, bool write = true) { LandSurf obj = new LandSurf(); obj.HasPalShift = Utils.ReadAndWriteUInt32(buffer, data, outputData, write); // This is always 0 if (obj.HasPalShift == 1) { // PalShift.Read would go here, if it ever actually existed...which it doesn't. // PalShift is used in software rendering in pre-ToD versions } else { obj.texMerge = TexMerge.Read(buffer, data, outputData, write); } return(obj); }
public static TerrainDesc Read(StreamReader data, StreamWriter outputData, bool write = true) { TerrainDesc obj = new TerrainDesc(); uint num_terrain_types = Utils.readAndWriteUInt32(data, outputData, write); obj.TerrainTypes = new List <TerrainType>(); for (uint i = 0; i < num_terrain_types; i++) { obj.TerrainTypes.Add(TerrainType.Read(data, outputData, write)); } //TerrainType BarrenRock = TerrainType.Read(data, outputData, false); //TerrainType Grassland = TerrainType.Read(data, outputData, false); //TerrainType Ice = TerrainType.Read(data, outputData, false); //TerrainType LushGrass = TerrainType.Read(data, outputData, false); //TerrainType MarshSparseSwamp = TerrainType.Read(data, outputData, false); //TerrainType MudRichDirt = TerrainType.Read(data, outputData, false); //TerrainType ObsidianPlain = TerrainType.Read(data, outputData, false); //TerrainType PackedDirt = TerrainType.Read(data, outputData, false); //TerrainType PatchyDirt = TerrainType.Read(data, outputData, false); //TerrainType PatchyGrassland = TerrainType.Read(data, outputData, false); //TerrainType SandYellow = TerrainType.Read(data, outputData, false); //TerrainType SandGrey = TerrainType.Read(data, outputData, false); //TerrainType SandRockStrewn = TerrainType.Read(data, outputData, false); //TerrainType SedimentaryRock = TerrainType.Read(data, outputData, false); //TerrainType SemiBarrenRock = TerrainType.Read(data, outputData, false); //TerrainType Snow = TerrainType.Read(data, outputData, false); //TerrainType WaterRunning = TerrainType.Read(data, outputData, false); //TerrainType WaterStandingFresh = TerrainType.Read(data, outputData, false); //TerrainType WaterShallowSea = TerrainType.Read(data, outputData, false); //TerrainType WaterShallowStillSea = TerrainType.Read(data, outputData, false); //TerrainType WaterDeepSea = TerrainType.Read(data, outputData, false); //TerrainType Forestfloor = TerrainType.Read(data, outputData, false); //TerrainType FauxWaterRunning = TerrainType.Read(data, outputData, false); //TerrainType SeaSlime = TerrainType.Read(data, outputData, false); //TerrainType Argila = TerrainType.Read(data, outputData, false); //TerrainType Volcano1 = TerrainType.Read(data, outputData, false); //TerrainType Volcano2 = TerrainType.Read(data, outputData, false); //TerrainType BlueIce = TerrainType.Read(data, outputData, false); //TerrainType Moss = TerrainType.Read(data, outputData, false); //TerrainType DarkMoss = TerrainType.Read(data, outputData, false); //TerrainType olthoi = TerrainType.Read(data, outputData, false); //TerrainType DesolateLands = TerrainType.Read(data, outputData, false); ////BarrenRock = Snow; ////Grassland = Snow; ////LushGrass = Snow; ////PatchyDirt = Snow; ////PatchyGrassland = Snow; ////Forestfloor = Snow; //BarrenRock.Write(outputData); //Grassland.Write(outputData); //Ice.Write(outputData); //LushGrass.Write(outputData); //MarshSparseSwamp.Write(outputData); //MudRichDirt.Write(outputData); //ObsidianPlain.Write(outputData); //PackedDirt.Write(outputData); //PatchyDirt.Write(outputData); //PatchyGrassland.Write(outputData); //SandYellow.Write(outputData); //SandGrey.Write(outputData); //SandRockStrewn.Write(outputData); //SedimentaryRock.Write(outputData); //SemiBarrenRock.Write(outputData); //Snow.Write(outputData); //WaterRunning.Write(outputData); //WaterStandingFresh.Write(outputData); //WaterShallowSea.Write(outputData); //WaterShallowStillSea.Write(outputData); //WaterDeepSea.Write(outputData); //Forestfloor.Write(outputData); //FauxWaterRunning.Write(outputData); //SeaSlime.Write(outputData); //Argila.Write(outputData); //Volcano1.Write(outputData); //Volcano2.Write(outputData); //BlueIce.Write(outputData); //Moss.Write(outputData); //DarkMoss.Write(outputData); //olthoi.Write(outputData); //DesolateLands.Write(outputData); obj.LandSurfaces = LandSurf.Read(data, outputData, write); return(obj); }