/// <summary>
        /// Creates the <see cref="OpenDis.Enumerations.EntityState.Appearance.LandPlatformAppearance"/> instance from the uint value.
        /// </summary>
        /// <param name="value">The uint value which represents the <see cref="OpenDis.Enumerations.EntityState.Appearance.LandPlatformAppearance"/> instance.</param>
        /// <returns>The <see cref="OpenDis.Enumerations.EntityState.Appearance.LandPlatformAppearance"/> instance, represented by the uint value.</returns>
        public static LandPlatformAppearance FromUInt32(uint value)
        {
            LandPlatformAppearance ps = new LandPlatformAppearance();

            uint mask0 = 0x0001;
            byte shift0 = 0;
            uint newValue0 = value & mask0 >> shift0;
            ps.PaintScheme = (LandPlatformAppearance.PaintSchemeValue)newValue0;

            uint mask1 = 0x0002;
            byte shift1 = 1;
            uint newValue1 = value & mask1 >> shift1;
            ps.Mobility = (LandPlatformAppearance.MobilityValue)newValue1;

            uint mask2 = 0x0004;
            byte shift2 = 2;
            uint newValue2 = value & mask2 >> shift2;
            ps.FirePower = (LandPlatformAppearance.FirePowerValue)newValue2;

            uint mask3 = 0x0018;
            byte shift3 = 3;
            uint newValue3 = value & mask3 >> shift3;
            ps.Damage = (LandPlatformAppearance.DamageValue)newValue3;

            uint mask4 = 0x0060;
            byte shift4 = 5;
            uint newValue4 = value & mask4 >> shift4;
            ps.Smoke = (LandPlatformAppearance.SmokeValue)newValue4;

            uint mask5 = 0x0180;
            byte shift5 = 7;
            uint newValue5 = value & mask5 >> shift5;
            ps.TrailingEffects = (LandPlatformAppearance.TrailingEffectsValue)newValue5;

            uint mask6 = 0x0e00;
            byte shift6 = 9;
            uint newValue6 = value & mask6 >> shift6;
            ps.Hatch = (LandPlatformAppearance.HatchValue)newValue6;

            uint mask7 = 0x1000;
            byte shift7 = 12;
            uint newValue7 = value & mask7 >> shift7;
            ps.HeadLights = (LandPlatformAppearance.HeadLightsValue)newValue7;

            uint mask8 = 0x2000;
            byte shift8 = 13;
            uint newValue8 = value & mask8 >> shift8;
            ps.TailLights = (LandPlatformAppearance.TailLightsValue)newValue8;

            uint mask9 = 0x4000;
            byte shift9 = 14;
            uint newValue9 = value & mask9 >> shift9;
            ps.BrakeLights = (LandPlatformAppearance.BrakeLightsValue)newValue9;

            uint mask10 = 0x8000;
            byte shift10 = 15;
            uint newValue10 = value & mask10 >> shift10;
            ps.Flaming = (LandPlatformAppearance.FlamingValue)newValue10;

            uint mask11 = 0x10000;
            byte shift11 = 16;
            uint newValue11 = value & mask11 >> shift11;
            ps.Launcher = (LandPlatformAppearance.LauncherValue)newValue11;

            uint mask12 = 0x60000;
            byte shift12 = 17;
            uint newValue12 = value & mask12 >> shift12;
            ps.CamouflageType = (LandPlatformAppearance.CamouflageTypeValue)newValue12;

            uint mask13 = 0x80000;
            byte shift13 = 19;
            uint newValue13 = value & mask13 >> shift13;
            ps.Concealed = (LandPlatformAppearance.ConcealedValue)newValue13;

            uint mask15 = 0x200000;
            byte shift15 = 21;
            uint newValue15 = value & mask15 >> shift15;
            ps.FrozenStatus = (LandPlatformAppearance.FrozenStatusValue)newValue15;

            uint mask16 = 0x400000;
            byte shift16 = 22;
            uint newValue16 = value & mask16 >> shift16;
            ps.PowerPlantStatus = (LandPlatformAppearance.PowerPlantStatusValue)newValue16;

            uint mask17 = 0x800000;
            byte shift17 = 23;
            uint newValue17 = value & mask17 >> shift17;
            ps.State = (LandPlatformAppearance.StateValue)newValue17;

            uint mask18 = 0x1000000;
            byte shift18 = 24;
            uint newValue18 = value & mask18 >> shift18;
            ps.Tent = (LandPlatformAppearance.TentValue)newValue18;

            uint mask19 = 0x2000000;
            byte shift19 = 25;
            uint newValue19 = value & mask19 >> shift19;
            ps.Ramp = (LandPlatformAppearance.RampValue)newValue19;

            uint mask20 = 0x4000000;
            byte shift20 = 26;
            uint newValue20 = value & mask20 >> shift20;
            ps.BlackoutLights = (LandPlatformAppearance.BlackoutLightsValue)newValue20;

            uint mask21 = 0x8000000;
            byte shift21 = 27;
            uint newValue21 = value & mask21 >> shift21;
            ps.BlackoutBrakeLights = (LandPlatformAppearance.BlackoutBrakeLightsValue)newValue21;

            uint mask22 = 0x10000000;
            byte shift22 = 28;
            uint newValue22 = value & mask22 >> shift22;
            ps.SpotLights = (LandPlatformAppearance.SpotLightsValue)newValue22;

            uint mask23 = 0x20000000;
            byte shift23 = 29;
            uint newValue23 = value & mask23 >> shift23;
            ps.InteriorLights = (LandPlatformAppearance.InteriorLightsValue)newValue23;

            uint mask24 = 0x40000000;
            byte shift24 = 30;
            uint newValue24 = value & mask24 >> shift24;
            ps.SurrenderState = (LandPlatformAppearance.SurrenderStateValue)newValue24;

            uint mask25 = 0x80000000;
            byte shift25 = 31;
            uint newValue25 = value & mask25 >> shift25;
            ps.MaskedCloaked = (LandPlatformAppearance.MaskedCloakedValue)newValue25;

            return ps;
        }
        /// <summary>
        /// Determines whether the specified <see cref="OpenDis.Enumerations.EntityState.Appearance.LandPlatformAppearance"/> instance is equal to this instance.
        /// </summary>
        /// <param name="other">The <see cref="OpenDis.Enumerations.EntityState.Appearance.LandPlatformAppearance"/> instance to compare with this instance.</param>
        /// <returns>
        /// 	<c>true</c> if the specified <see cref="OpenDis.Enumerations.EntityState.Appearance.LandPlatformAppearance"/> is equal to this instance; otherwise, <c>false</c>.
        /// </returns>
        public bool Equals(LandPlatformAppearance other)
        {
            // If parameter is null return false (cast to object to prevent recursive loop!)
            if ((object)other == null)
            {
                return false;
            }

            return
                this.PaintScheme == other.PaintScheme &&
                this.Mobility == other.Mobility &&
                this.FirePower == other.FirePower &&
                this.Damage == other.Damage &&
                this.Smoke == other.Smoke &&
                this.TrailingEffects == other.TrailingEffects &&
                this.Hatch == other.Hatch &&
                this.HeadLights == other.HeadLights &&
                this.TailLights == other.TailLights &&
                this.BrakeLights == other.BrakeLights &&
                this.Flaming == other.Flaming &&
                this.Launcher == other.Launcher &&
                this.CamouflageType == other.CamouflageType &&
                this.Concealed == other.Concealed &&
                this.FrozenStatus == other.FrozenStatus &&
                this.PowerPlantStatus == other.PowerPlantStatus &&
                this.State == other.State &&
                this.Tent == other.Tent &&
                this.Ramp == other.Ramp &&
                this.BlackoutLights == other.BlackoutLights &&
                this.BlackoutBrakeLights == other.BlackoutBrakeLights &&
                this.SpotLights == other.SpotLights &&
                this.InteriorLights == other.InteriorLights &&
                this.SurrenderState == other.SurrenderState &&
                this.MaskedCloaked == other.MaskedCloaked;
        }