public void Parse(GameBitBuffer buffer) { Field0 = buffer.ReadInt(32); serVertices = new SerializeData(); serVertices.Parse(buffer); Field2 = new DT_VARIABLEARRAY(); Field2.Parse(buffer); Field3 = buffer.ReadInt(32); serTriangles = new SerializeData(); serTriangles.Parse(buffer); Field5 = new DT_VARIABLEARRAY(); Field5.Parse(buffer); Field6 = buffer.ReadInt(32); serPlanes = new SerializeData(); serPlanes.Parse(buffer); Field8 = new DT_VARIABLEARRAY(); Field8.Parse(buffer); Field9 = new Matrix3x3(); Field9.Parse(buffer); Field10 = new Vector3D(); Field10.Parse(buffer); Field11 = buffer.ReadFloat32(); Field12 = buffer.ReadFloat32(); }
public void Parse(GameBitBuffer buffer) { Field0 = buffer.ReadInt(32); Field1 = buffer.ReadInt(32); Field2 = new FrameAnim(); Field2.Parse(buffer); snoSound = buffer.ReadInt(32); Field4 = buffer.ReadInt(32); serFrames = new SerializeData(); serFrames.Parse(buffer); Field6 = new DT_VARIABLEARRAY(); Field6.Parse(buffer); }
public void Parse(GameBitBuffer buffer) { Field0 = buffer.ReadCharArray(128); Field1 = new LabelCondition(); Field1.Parse(buffer); Field2 = buffer.ReadInt(32); Field3 = buffer.ReadInt(32); Field4 = new DT_VARIABLEARRAY(); Field4.Parse(buffer); serEntries = new SerializeData(); serEntries.Parse(buffer); }
public void Parse(GameBitBuffer buffer) { Field0 = new DT_VARIABLEARRAY(); Field0.Parse(buffer); serEntry = new SerializeData(); serEntry.Parse(buffer); Field2 = buffer.ReadCharArray(80); Field3 = buffer.ReadCharArray(256); }
public void Parse(GameBitBuffer buffer) { snoScene = buffer.ReadInt(32); Field1 = buffer.ReadInt(32); Field2 = buffer.ReadInt(32); Field3 = new DT_VARIABLEARRAY(); Field3.Parse(buffer); serLabels = new SerializeData(); serLabels.Parse(buffer); }
public void Parse(GameBitBuffer buffer) { Field0 = buffer.ReadInt(32); serVertices = new SerializeData(); serVertices.Parse(buffer); Field2 = new DT_VARIABLEARRAY(); Field2.Parse(buffer); Field3 = buffer.ReadInt(32); serFaces = new SerializeData(); serFaces.Parse(buffer); Field5 = new DT_VARIABLEARRAY(); Field5.Parse(buffer); Field6 = buffer.ReadInt(32); serStaples = new SerializeData(); serStaples.Parse(buffer); Field8 = new DT_VARIABLEARRAY(); Field8.Parse(buffer); Field9 = buffer.ReadInt(32); serDistanceConstraints = new SerializeData(); serDistanceConstraints.Parse(buffer); Field11 = new DT_VARIABLEARRAY(); Field11.Parse(buffer); Field12 = buffer.ReadInt(32); serBendingConstraints = new SerializeData(); serBendingConstraints.Parse(buffer); Field14 = new DT_VARIABLEARRAY(); Field14.Parse(buffer); Field15 = buffer.ReadInt(32); Field16 = buffer.ReadFloat32(); }
public void Parse(GameBitBuffer buffer) { Field0 = buffer.ReadInt(32); serSubObjects = new SerializeData(); serSubObjects.Parse(buffer); Field2 = new DT_VARIABLEARRAY(); Field2.Parse(buffer); }
public void Parse(GameBitBuffer buffer) { Field0 = buffer.ReadCharArray(64); Field1 = buffer.ReadInt(32); Field2 = new AABB(); Field2.Parse(buffer); wsBounds = new Sphere(); wsBounds.Parse(buffer); Field4 = new PRSTransform(); Field4.Parse(buffer); Field5 = new PRSTransform(); Field5.Parse(buffer); Field6 = new PRSTransform(); Field6.Parse(buffer); Field7 = buffer.ReadInt(32); serShapes = new SerializeData(); serShapes.Parse(buffer); Field9 = new DT_VARIABLEARRAY(); Field9.Parse(buffer); serConstraint = new SerializeData(); serConstraint.Parse(buffer); Field11 = new DT_VARIABLEARRAY(); Field11.Parse(buffer); snoParticleSystem = buffer.ReadInt(32); }
public void Parse(GameBitBuffer buffer) { serSoundSamples = new SerializeData(); serSoundSamples.Parse(buffer); Field1 = buffer.ReadInt(32); Field2 = new DT_VARIABLEARRAY(); Field2.Parse(buffer); serSampleTimestamps = new SerializeData(); serSampleTimestamps.Parse(buffer); Field4 = new DT_VARIABLEARRAY(); Field4.Parse(buffer); Field5 = buffer.ReadInt(32); }
public void Parse(GameBitBuffer buffer) { Field0 = buffer.ReadInt(32); serInt32Elements = new SerializeData(); serInt32Elements.Parse(buffer); Field2 = new DT_VARIABLEARRAY(); Field2.Parse(buffer); Field3 = buffer.ReadInt(32); serFloatElements = new SerializeData(); serFloatElements.Parse(buffer); Field5 = new DT_VARIABLEARRAY(); Field5.Parse(buffer); Field6 = buffer.ReadInt(32); serVector2DElements = new SerializeData(); serVector2DElements.Parse(buffer); Field8 = new DT_VARIABLEARRAY(); Field8.Parse(buffer); Field9 = buffer.ReadInt(32); serAnimationDescriptions = new SerializeData(); serAnimationDescriptions.Parse(buffer); Field11 = new DT_VARIABLEARRAY(); Field11.Parse(buffer); Field12 = buffer.ReadInt(32); serAnimationBindings = new SerializeData(); serAnimationBindings.Parse(buffer); Field14 = new DT_VARIABLEARRAY(); Field14.Parse(buffer); }
public void Parse(GameBitBuffer buffer) { Field0 = buffer.ReadInt(32); serStringElements = new SerializeData(); serStringElements.Parse(buffer); Field2 = new DT_VARIABLEARRAY(); Field2.Parse(buffer); Field3 = buffer.ReadInt(32); serInt32Elements = new SerializeData(); serInt32Elements.Parse(buffer); Field5 = new DT_VARIABLEARRAY(); Field5.Parse(buffer); Field6 = buffer.ReadInt(32); serFloat32Elements = new SerializeData(); serFloat32Elements.Parse(buffer); Field8 = new DT_VARIABLEARRAY(); Field8.Parse(buffer); }
public void Parse(GameBitBuffer buffer) { Field0 = buffer.ReadInt64(64); Field1 = buffer.ReadCharArray(512); Field2 = new DataElements(); Field2.Parse(buffer); Field3 = buffer.ReadInt(32); serChildSpecs = new SerializeData(); serChildSpecs.Parse(buffer); Field5 = new DT_VARIABLEARRAY(); Field5.Parse(buffer); }
public void Parse(GameBitBuffer buffer) { Field0 = buffer.ReadCharArray(256); Field1 = buffer.ReadCharArray(256); Field2 = buffer.ReadInt(32); dwNumControls = buffer.ReadInt(32); serControlList = new SerializeData(); serControlList.Parse(buffer); Field5 = new DT_VARIABLEARRAY(); Field5.Parse(buffer); dwNumStyles = buffer.ReadInt(32); serStyleList = new SerializeData(); serStyleList.Parse(buffer); Field8 = new DT_VARIABLEARRAY(); Field8.Parse(buffer); Field9 = new DataElements(); Field9.Parse(buffer); }
public void Parse(GameBitBuffer buffer) { Field0 = buffer.ReadInt(32); Field1 = buffer.ReadInt(32); Field2 = new RenderParams(); Field2.Parse(buffer); Field3 = buffer.ReadInt(32); Field4 = new TextureStageParams[16]; for(int i = 0;i < _Field4.Length;i++) { _Field4[i] = new TextureStageParams(); _Field4[i].Parse(buffer); } Field5 = buffer.ReadInt(32); Field6 = buffer.ReadCharArray(256); Field7 = buffer.ReadCharArray(64); Field8 = buffer.ReadCharArray(64); serTagMap = new SerializeData(); serTagMap.Parse(buffer); hTagMap = new DT_TAGMAP(); hTagMap.Parse(buffer); }
public void Parse(GameBitBuffer buffer) { Field0 = buffer.ReadInt(32); Field1 = buffer.ReadInt(32); serPasses = new SerializeData(); serPasses.Parse(buffer); Field3 = new DT_VARIABLEARRAY(); Field3.Parse(buffer); Field4 = buffer.ReadCharArray(256); }
public void Parse(GameBitBuffer buffer) { Field0 = buffer.ReadInt(32); snoCloth = buffer.ReadInt(32); serTagMap = new SerializeData(); serTagMap.Parse(buffer); hTagMap = new DT_TAGMAP(); hTagMap.Parse(buffer); Field4 = new UberMaterial(); Field4.Parse(buffer); snoMaterial = buffer.ReadInt(32); }
public void Parse(GameBitBuffer buffer) { dwFlags = buffer.ReadInt(32); nBoneCount = buffer.ReadInt(32); serBoneStructure = new SerializeData(); serBoneStructure.Parse(buffer); Field3 = new DT_VARIABLEARRAY(); Field3.Parse(buffer); Field4 = new LookAtData(); Field4.Parse(buffer); Field5 = buffer.ReadInt(32); Field6 = new DT_VARIABLEARRAY(); Field6.Parse(buffer); serBonePulses = new SerializeData(); serBonePulses.Parse(buffer); Field8 = new GeoSet[2]; for(int i = 0;i < _Field8.Length;i++) { _Field8[i] = new GeoSet(); _Field8[i].Parse(buffer); } Field9 = new Sphere(); Field9.Parse(buffer); nCollisionCapsuleCount = buffer.ReadInt(32); serCollisionCapsules = new SerializeData(); serCollisionCapsules.Parse(buffer); Field12 = new DT_VARIABLEARRAY(); Field12.Parse(buffer); nHardpointCount = buffer.ReadInt(32); serHardpoints = new SerializeData(); serHardpoints.Parse(buffer); Field15 = new DT_VARIABLEARRAY(); Field15.Parse(buffer); Field16 = new Vector3D(); Field16.Parse(buffer); tOctreeVisualMesh = new Octree(); tOctreeVisualMesh.Parse(buffer); aabbBounds = new AABB(); aabbBounds.Parse(buffer); nLoopConstraintCount = buffer.ReadInt(32); serLoopConstraints = new SerializeData(); serLoopConstraints.Parse(buffer); Field21 = new DT_VARIABLEARRAY(); Field21.Parse(buffer); uRagdollDegrade = buffer.ReadInt(32); Field23 = buffer.ReadCharArray(256); Field24 = buffer.ReadCharArray(256); Field25 = buffer.ReadCharArray(256); Field26 = buffer.ReadCharArray(256); Field27 = buffer.ReadInt(32); Field28 = buffer.ReadFloat32(); Field29 = buffer.ReadInt(32); }
public void Parse(GameBitBuffer buffer) { Field0 = buffer.ReadCharArray(129); Field1 = buffer.ReadCharArray(256); Field2 = buffer.ReadCharArray(256); Field3 = buffer.ReadBool(); Field4 = buffer.ReadBool(); Field5 = buffer.ReadInt(32); Field6 = buffer.ReadInt(32); Field7 = buffer.ReadInt(32); eFormat = buffer.ReadInt(32); serSamples = new SerializeData(); serSamples.Parse(buffer); }
public void Parse(GameBitBuffer buffer) { Field0 = buffer.ReadInt(32); Field1 = buffer.ReadInt(32); Field2 = buffer.ReadInt(32); Field3 = buffer.ReadInt(32); Field4 = buffer.ReadFloat32(); Field5 = buffer.ReadFloat32(); Field6 = buffer.ReadFloat32(); serPolytope = new SerializeData(); serPolytope.Parse(buffer); Field8 = new DT_VARIABLEARRAY(); Field8.Parse(buffer); Field9 = new Vector3D(); Field9.Parse(buffer); Field10 = new Vector3D(); Field10.Parse(buffer); Field11 = buffer.ReadFloat32(); }
public void Parse(GameBitBuffer buffer) { Field0 = buffer.ReadInt(32); Field1 = buffer.ReadInt(32); Field2 = buffer.ReadFloat32(); Field3 = buffer.ReadFloat32(); Field4 = buffer.ReadFloat32(); Field5 = buffer.ReadInt(32); Field6 = buffer.ReadFloat32(); Field7 = buffer.ReadFloat32(); Field8 = buffer.ReadFloat32(); Field9 = buffer.ReadFloat32(); Field10 = buffer.ReadFloat32(); Field11 = buffer.ReadFloat32(); Field12 = buffer.ReadFloat32(); serPermutations = new SerializeData(); serPermutations.Parse(buffer); Field14 = buffer.ReadInt(32); Field15 = new DT_VARIABLEARRAY(); Field15.Parse(buffer); Field16 = buffer.ReadInt(32); Field17 = buffer.ReadInt(32); Field18 = new DT_VARIABLEARRAY(); Field18.Parse(buffer); serDspEffects = new SerializeData(); serDspEffects.Parse(buffer); Field20 = buffer.ReadInt(32); }
public void Parse(GameBitBuffer buffer) { Field0 = buffer.ReadInt(32); nVertCount = buffer.ReadInt(32); serVertList = new SerializeData(); serVertList.Parse(buffer); Field3 = new DT_VARIABLEARRAY(); Field3.Parse(buffer); serInfluenceList = new SerializeData(); serInfluenceList.Parse(buffer); Field5 = new DT_VARIABLEARRAY(); Field5.Parse(buffer); nIndexCount = buffer.ReadInt(32); serIndexList = new SerializeData(); serIndexList.Parse(buffer); Field8 = new DT_VARIABLEARRAY(); Field8.Parse(buffer); serClothStructure = new SerializeData(); serClothStructure.Parse(buffer); Field10 = new DT_VARIABLEARRAY(); Field10.Parse(buffer); snoSurface = buffer.ReadInt(32); Field12 = buffer.ReadInt(32); Field13 = buffer.ReadFloat32(); Field14 = buffer.ReadCharArray(128); Field15 = buffer.ReadCharArray(128); aabbBounds = new AABB(); aabbBounds.Parse(buffer); nShapeCount = buffer.ReadInt(32); serShapes = new SerializeData(); serShapes.Parse(buffer); Field19 = new DT_VARIABLEARRAY(); Field19.Parse(buffer); }
public void Parse(GameBitBuffer buffer) { nMaxNodes = buffer.ReadInt(32); nMaxLeaves = buffer.ReadInt(32); nMaxPrimitives = buffer.ReadInt(32); nNodeCount = buffer.ReadInt(32); nLeafCount = buffer.ReadInt(32); nPrimitiveCount = buffer.ReadInt(32); serNodes = new SerializeData(); serNodes.Parse(buffer); Field7 = new DT_VARIABLEARRAY(); Field7.Parse(buffer); serLeaves = new SerializeData(); serLeaves.Parse(buffer); Field9 = new DT_VARIABLEARRAY(); Field9.Parse(buffer); serPrimitives = new SerializeData(); serPrimitives.Parse(buffer); Field11 = new DT_VARIABLEARRAY(); Field11.Parse(buffer); }
public void Parse(GameBitBuffer buffer) { Field0 = buffer.ReadCharArray(128); Field1 = buffer.ReadInt(32); Field2 = buffer.ReadInt(32); Field3 = new DT_VARIABLEARRAY(); Field3.Parse(buffer); serSubSceneGroups = new SerializeData(); serSubSceneGroups.Parse(buffer); Field5 = new SubSceneGroup(); Field5.Parse(buffer); }
public void Parse(GameBitBuffer buffer) { Field0 = buffer.ReadInt(32); Field1 = buffer.ReadFloat32(); Field2 = buffer.ReadInt(32); Field3 = buffer.ReadInt(32); serPlaylistEntries = new SerializeData(); serPlaylistEntries.Parse(buffer); Field5 = buffer.ReadInt(32); Field6 = new DT_VARIABLEARRAY(); Field6.Parse(buffer); Field7 = new RandomMusicSoundParams[2]; for(int i = 0;i < _Field7.Length;i++) { _Field7[i] = new RandomMusicSoundParams(); _Field7[i].Parse(buffer); } }
public void Parse(GameBitBuffer buffer) { serBuffFilterPowers = new SerializeData(); serBuffFilterPowers.Parse(buffer); arBuffFilterPowers = new DT_VARIABLEARRAY(); arBuffFilterPowers.Parse(buffer); }
public void Parse(GameBitBuffer buffer) { Field0 = buffer.ReadInt(32); Field1 = buffer.ReadInt(32); Field2 = buffer.ReadFloat32(); Field3 = buffer.ReadFloat32(); Field4 = buffer.ReadFloat32(); Field5 = buffer.ReadFloat32(); Field6 = buffer.ReadFloat32(); Field7 = buffer.ReadFloat32(); Field8 = new UberMaterial(); Field8.Parse(buffer); snoPhysics = buffer.ReadInt(32); Field10 = buffer.ReadInt(32); Field11 = buffer.ReadInt(32); Field12 = buffer.ReadInt(32); Field13 = buffer.ReadInt(32); Field14 = new ColorPath(); Field14.Parse(buffer); Field15 = new ColorPath(); Field15.Parse(buffer); Field16 = new FloatPath(); Field16.Parse(buffer); Field17 = new FloatPath(); Field17.Parse(buffer); Field18 = new FloatPath(); Field18.Parse(buffer); Field19 = new FloatPath(); Field19.Parse(buffer); Field20 = new FloatPath(); Field20.Parse(buffer); Field21 = new FloatPath(); Field21.Parse(buffer); Field22 = new FloatPath(); Field22.Parse(buffer); Field23 = new FloatPath(); Field23.Parse(buffer); Field24 = new FloatPath(); Field24.Parse(buffer); Field25 = new FloatPath(); Field25.Parse(buffer); Field26 = new VectorPath(); Field26.Parse(buffer); Field27 = new VelocityPath(); Field27.Parse(buffer); Field28 = buffer.ReadFloat32(); Field29 = buffer.ReadFloat32(); Field30 = new FloatPath(); Field30.Parse(buffer); Field31 = new FloatPath(); Field31.Parse(buffer); Field32 = new FloatPath(); Field32.Parse(buffer); Field33 = new FloatPath(); Field33.Parse(buffer); Field34 = new FloatPath(); Field34.Parse(buffer); serMsgTriggeredEvents = new SerializeData(); serMsgTriggeredEvents.Parse(buffer); Field36 = buffer.ReadInt(32); Field37 = new DT_VARIABLEARRAY(); Field37.Parse(buffer); }
public void Parse(GameBitBuffer buffer) { Field0 = buffer.ReadInt(32); Field1 = new DT_VARIABLEARRAY(); Field1.Parse(buffer); serRules = new SerializeData(); serRules.Parse(buffer); }
public void Parse(GameBitBuffer buffer) { Field0 = new Structure(); Field0.Parse(buffer); Field1 = buffer.ReadInt(32); Field2 = buffer.ReadInt(32); serAppearanceMaterials = new SerializeData(); serAppearanceMaterials.Parse(buffer); Field4 = new DT_VARIABLEARRAY(); Field4.Parse(buffer); serAppearanceLooks = new SerializeData(); serAppearanceLooks.Parse(buffer); Field6 = new DT_VARIABLEARRAY(); Field6.Parse(buffer); nStaticLightCount = buffer.ReadInt(32); serStaticLights = new SerializeData(); serStaticLights.Parse(buffer); Field9 = new DT_VARIABLEARRAY(); Field9.Parse(buffer); Field10 = buffer.ReadInt(32); Field11 = buffer.ReadInt(32); Field12 = buffer.ReadInt(32); Field13 = buffer.ReadInt(32); Field14 = buffer.ReadInt(32); Field15 = buffer.ReadInt(32); Field16 = buffer.ReadInt(32); Field17 = buffer.ReadFloat32(); Field18 = buffer.ReadInt(32); Field19 = buffer.ReadInt(32); Field20 = buffer.ReadInt64(64); Field21 = buffer.ReadInt(32); }
public void Parse(GameBitBuffer buffer) { Field0 = new InterpolationPathHeader(); Field0.Parse(buffer); Field1 = new DT_VARIABLEARRAY(); Field1.Parse(buffer); serNodes = new SerializeData(); serNodes.Parse(buffer); }
public void Parse(GameBitBuffer buffer) { Field0 = buffer.ReadCharArray(128); serSOAs = new SerializeData(); serSOAs.Parse(buffer); Field2 = new DT_VARIABLEARRAY(); Field2.Parse(buffer); }