public VehiclesStruct Parse_Vehicles()
        {
            VehiclesStruct Vehicles = new VehiclesStruct();

            Vehicles.MammothTanks        = Read_32Bits();
            Vehicles.HeavyTanks          = Read_32Bits();
            Vehicles.MediumTanks         = Read_32Bits();
            Vehicles.LightTanks          = Read_32Bits();
            Vehicles.APCs                = Read_32Bits();
            Vehicles.MineLayers          = Read_32Bits();
            Vehicles.Rangers             = Read_32Bits();
            Vehicles.OreTrucks           = Read_32Bits();
            Vehicles.Artilleries         = Read_32Bits();
            Vehicles.MobileRadarJammers  = Read_32Bits();
            Vehicles.MobileGapGenerators = Read_32Bits();
            Vehicles.MCVs                = Read_32Bits();
            Vehicles.V2RocketLaunchers   = Read_32Bits();
            Vehicles.SupplyTrucks        = Read_32Bits();
            Vehicles.ANT1s               = Read_32Bits();
            Vehicles.ANT2s               = Read_32Bits();
            Vehicles.ANT3s               = Read_32Bits();
            Vehicles.ChronoTanks         = Read_32Bits();
            Vehicles.TeslaTanks          = Read_32Bits();
            Vehicles.MADTanks            = Read_32Bits();
            Vehicles.DemoTrucks          = Read_32Bits();
            Vehicles.PhaseTransports     = Read_32Bits();

            return(Vehicles);
        }
        public void Parse_Vehicles_Stuff(string ID, ref VehiclesStruct[] VehArray)
        {
            int PlayerNum = Get_Player_Number_From_ID(ID);

            this.Read_32Bits(); // Read garbage

            VehiclesStruct Vehicles = Parse_Vehicles();

            VehArray[PlayerNum - 1] = Vehicles;
        }