/// <summary>
        /// Determines whether the specified <see cref="OpenDis.Enumerations.EntityState.Appearance.LifeFormAppearance"/> instance is equal to this instance.
        /// </summary>
        /// <param name="other">The <see cref="OpenDis.Enumerations.EntityState.Appearance.LifeFormAppearance"/> instance to compare with this instance.</param>
        /// <returns>
        ///     <c>true</c> if the specified <see cref="OpenDis.Enumerations.EntityState.Appearance.LifeFormAppearance"/> is equal to this instance; otherwise, <c>false</c>.
        /// </returns>
        public bool Equals(LifeFormAppearance 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.Health == other.Health &&
                 this.Compliance == other.Compliance &&
                 this.FlashLights == other.FlashLights &&
                 this.LifeFormState == other.LifeFormState &&
                 this.FrozenStatus == other.FrozenStatus &&
                 this.State == other.State &&
                 this.Weapon1 == other.Weapon1 &&
                 this.Weapon2 == other.Weapon2 &&
                 this.CamouflageType == other.CamouflageType &&
                 this.ConcealedStationary == other.ConcealedStationary &&
                 this.ConcealedMovement == other.ConcealedMovement);
        }
Exemplo n.º 2
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        /// <summary>
        /// Determines whether the specified <see cref="OpenDis.Enumerations.EntityState.Appearance.LifeFormAppearance"/> instance is equal to this instance.
        /// </summary>
        /// <param name="other">The <see cref="OpenDis.Enumerations.EntityState.Appearance.LifeFormAppearance"/> instance to compare with this instance.</param>
        /// <returns>
        /// 	<c>true</c> if the specified <see cref="OpenDis.Enumerations.EntityState.Appearance.LifeFormAppearance"/> is equal to this instance; otherwise, <c>false</c>.
        /// </returns>
        public bool Equals(LifeFormAppearance 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.Health == other.Health &&
                this.Compliance == other.Compliance &&
                this.FlashLights == other.FlashLights &&
                this.LifeFormState == other.LifeFormState &&
                this.FrozenStatus == other.FrozenStatus &&
                this.State == other.State &&
                this.Weapon1 == other.Weapon1 &&
                this.Weapon2 == other.Weapon2 &&
                this.CamouflageType == other.CamouflageType &&
                this.ConcealedStationary == other.ConcealedStationary &&
                this.ConcealedMovement == other.ConcealedMovement;
        }
        /// <summary>
        /// Creates the <see cref="OpenDis.Enumerations.EntityState.Appearance.LifeFormAppearance"/> instance from the uint value.
        /// </summary>
        /// <param name="value">The uint value which represents the <see cref="OpenDis.Enumerations.EntityState.Appearance.LifeFormAppearance"/> instance.</param>
        /// <returns>The <see cref="OpenDis.Enumerations.EntityState.Appearance.LifeFormAppearance"/> instance, represented by the uint value.</returns>
        public static LifeFormAppearance FromUInt32(uint value)
        {
            LifeFormAppearance ps = new LifeFormAppearance();

            uint mask0     = 0x0001;
            byte shift0    = 0;
            uint newValue0 = value & mask0 >> shift0;

            ps.PaintScheme = (LifeFormAppearance.PaintSchemeValue)newValue0;

            uint mask2     = 0x0018;
            byte shift2    = 3;
            uint newValue2 = value & mask2 >> shift2;

            ps.Health = (LifeFormAppearance.HealthValue)newValue2;

            uint mask3     = 0x01e0;
            byte shift3    = 5;
            uint newValue3 = value & mask3 >> shift3;

            ps.Compliance = (LifeFormAppearance.ComplianceValue)newValue3;

            uint mask5     = 0x1000;
            byte shift5    = 12;
            uint newValue5 = value & mask5 >> shift5;

            ps.FlashLights = (LifeFormAppearance.FlashLightsValue)newValue5;

            uint mask7     = 0xf0000;
            byte shift7    = 16;
            uint newValue7 = value & mask7 >> shift7;

            ps.LifeFormState = (LifeFormAppearance.LifeFormStateValue)newValue7;

            uint mask9     = 0x200000;
            byte shift9    = 21;
            uint newValue9 = value & mask9 >> shift9;

            ps.FrozenStatus = (LifeFormAppearance.FrozenStatusValue)newValue9;

            uint mask11     = 0x800000;
            byte shift11    = 23;
            uint newValue11 = value & mask11 >> shift11;

            ps.State = (LifeFormAppearance.StateValue)newValue11;

            uint mask12     = 0x3000000;
            byte shift12    = 24;
            uint newValue12 = value & mask12 >> shift12;

            ps.Weapon1 = (LifeFormAppearance.Weapon1Value)newValue12;

            uint mask13     = 0xc000000;
            byte shift13    = 26;
            uint newValue13 = value & mask13 >> shift13;

            ps.Weapon2 = (LifeFormAppearance.Weapon2Value)newValue13;

            uint mask14     = 0x30000000;
            byte shift14    = 28;
            uint newValue14 = value & mask14 >> shift14;

            ps.CamouflageType = (LifeFormAppearance.CamouflageTypeValue)newValue14;

            uint mask15     = 0x40000000;
            byte shift15    = 30;
            uint newValue15 = value & mask15 >> shift15;

            ps.ConcealedStationary = (LifeFormAppearance.ConcealedStationaryValue)newValue15;

            uint mask16     = 0x80000000;
            byte shift16    = 31;
            uint newValue16 = value & mask16 >> shift16;

            ps.ConcealedMovement = (LifeFormAppearance.ConcealedMovementValue)newValue16;

            return(ps);
        }
Exemplo n.º 4
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        /// <summary>
        /// Creates the <see cref="OpenDis.Enumerations.EntityState.Appearance.LifeFormAppearance"/> instance from the uint value.
        /// </summary>
        /// <param name="value">The uint value which represents the <see cref="OpenDis.Enumerations.EntityState.Appearance.LifeFormAppearance"/> instance.</param>
        /// <returns>The <see cref="OpenDis.Enumerations.EntityState.Appearance.LifeFormAppearance"/> instance, represented by the uint value.</returns>
        public static LifeFormAppearance FromUInt32(uint value)
        {
            LifeFormAppearance ps = new LifeFormAppearance();

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

            uint mask2 = 0x0018;
            byte shift2 = 3;
            uint newValue2 = value & mask2 >> shift2;
            ps.Health = (LifeFormAppearance.HealthValue)newValue2;

            uint mask3 = 0x01e0;
            byte shift3 = 5;
            uint newValue3 = value & mask3 >> shift3;
            ps.Compliance = (LifeFormAppearance.ComplianceValue)newValue3;

            uint mask5 = 0x1000;
            byte shift5 = 12;
            uint newValue5 = value & mask5 >> shift5;
            ps.FlashLights = (LifeFormAppearance.FlashLightsValue)newValue5;

            uint mask7 = 0xf0000;
            byte shift7 = 16;
            uint newValue7 = value & mask7 >> shift7;
            ps.LifeFormState = (LifeFormAppearance.LifeFormStateValue)newValue7;

            uint mask9 = 0x200000;
            byte shift9 = 21;
            uint newValue9 = value & mask9 >> shift9;
            ps.FrozenStatus = (LifeFormAppearance.FrozenStatusValue)newValue9;

            uint mask11 = 0x800000;
            byte shift11 = 23;
            uint newValue11 = value & mask11 >> shift11;
            ps.State = (LifeFormAppearance.StateValue)newValue11;

            uint mask12 = 0x3000000;
            byte shift12 = 24;
            uint newValue12 = value & mask12 >> shift12;
            ps.Weapon1 = (LifeFormAppearance.Weapon1Value)newValue12;

            uint mask13 = 0xc000000;
            byte shift13 = 26;
            uint newValue13 = value & mask13 >> shift13;
            ps.Weapon2 = (LifeFormAppearance.Weapon2Value)newValue13;

            uint mask14 = 0x30000000;
            byte shift14 = 28;
            uint newValue14 = value & mask14 >> shift14;
            ps.CamouflageType = (LifeFormAppearance.CamouflageTypeValue)newValue14;

            uint mask15 = 0x40000000;
            byte shift15 = 30;
            uint newValue15 = value & mask15 >> shift15;
            ps.ConcealedStationary = (LifeFormAppearance.ConcealedStationaryValue)newValue15;

            uint mask16 = 0x80000000;
            byte shift16 = 31;
            uint newValue16 = value & mask16 >> shift16;
            ps.ConcealedMovement = (LifeFormAppearance.ConcealedMovementValue)newValue16;

            return ps;
        }