public override void Parse(GameBitBuffer buffer)
 {
     ActorID = buffer.ReadUInt(32);
     atKeyVals = new NetAttributeKeyValue[buffer.ReadInt(4)];
     for (int i = 0; i < atKeyVals.Length; i++) { atKeyVals[i] = new NetAttributeKeyValue(); atKeyVals[i].Parse(buffer); }
     for (int i = 0; i < atKeyVals.Length; i++) { atKeyVals[i].ParseValue(buffer); }
 }
示例#2
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, Field0);
     buffer.WriteCharArray(128, Field1);
     buffer.WriteCharArray(49, Field2);
     buffer.WriteInt(4, Field3 - (2));
 }
示例#3
0
 public override void Parse(GameBitBuffer buffer)
 {
     ActorID = buffer.ReadUInt(32);
     Field1 = new NetAttributeKeyValue();
     Field1.Parse(buffer);
     Field1.ParseValue(buffer);
 }
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ActorID);
     buffer.WriteInt(4, atKeyVals.Length);
     for (int i = 0; i < atKeyVals.Length; i++) { atKeyVals[i].Encode(buffer); }
     for (int i = 0; i < atKeyVals.Length; i++) { atKeyVals[i].EncodeValue(buffer); }
 }
示例#5
0
 public override void Parse(GameBitBuffer buffer)
 {
     Field0 = buffer.ReadInt(32);
     Field1 = buffer.ReadCharArray(128);
     Field2 = buffer.ReadCharArray(49);
     Field3 = buffer.ReadInt(4) + (2);
 }
示例#6
0
 public override void Parse(GameBitBuffer buffer)
 {
     Field0 = new Vector3D();
     Field0.Parse(buffer);
     Field1 = buffer.ReadInt(32);
     Field2 = buffer.ReadInt(32);
 }
示例#7
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteCharArray(512, Field0);
     buffer.WriteInt(4, Field1 - (-1));
     Field2.Encode(buffer);
     buffer.WriteInt(32, Field3);
 }
示例#8
0
 public void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, Field0);
     buffer.WriteInt(5, Field1);
     buffer.WriteInt(4, Field2);
     buffer.WriteInt(5, Field3 - (-1));
 }
示例#9
0
 public override void Parse(GameBitBuffer buffer)
 {
     Field0 = buffer.ReadInt(32);
     Field1 = buffer.ReadInt(32);
     Field2 = buffer.ReadInt(5);
     Field3 = buffer.ReadInt(2) + (-1);
     if (buffer.ReadBool())
     {
         Field4 = new WorldLocationMessageData();
         Field4.Parse(buffer);
     }
     if (buffer.ReadBool())
     {
         Field5 = new InventoryLocationMessageData();
         Field5.Parse(buffer);
     }
     Field6 = new GBHandle();
     Field6.Parse(buffer);
     Field7 = buffer.ReadInt(32);
     Field8 = buffer.ReadInt(32);
     Field9 = buffer.ReadInt(4) + (-1);
     Field10 = (byte)buffer.ReadInt(8);
     if (buffer.ReadBool())
     {
         Field11 = buffer.ReadInt(32);
     }
     if (buffer.ReadBool())
     {
         Field12 = buffer.ReadInt(32);
     }
     if (buffer.ReadBool())
     {
         Field13 = buffer.ReadInt(32);
     }
 }
示例#10
0
文件: RGBAColor.cs 项目: Tareg/mooege
 public void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(8, Field0);
     buffer.WriteInt(8, Field1);
     buffer.WriteInt(8, Field2);
     buffer.WriteInt(8, Field3);
 }
示例#11
0
 public void Parse(GameBitBuffer buffer)
 {
     Field0 = buffer.ReadInt(32);
     Field1 = buffer.ReadInt(5);
     Field2 = buffer.ReadInt(4);
     Field3 = buffer.ReadInt(5) + (-1);
 }
示例#12
0
 public void Parse(GameBitBuffer buffer)
 {
     Field0 = buffer.ReadInt(32);
     Field1 = new IVector2D();
     Field1.Parse(buffer);
     arSnoLevelAreas = new int /* sno */[4];
     for (int i = 0; i < arSnoLevelAreas.Length; i++) arSnoLevelAreas[i] = buffer.ReadInt(32);
     snoPrevWorld = buffer.ReadInt(32);
     Field4 = buffer.ReadInt(32);
     snoPrevLevelArea = buffer.ReadInt(32);
     snoNextWorld = buffer.ReadInt(32);
     Field7 = buffer.ReadInt(32);
     snoNextLevelArea = buffer.ReadInt(32);
     snoMusic = buffer.ReadInt(32);
     snoCombatMusic = buffer.ReadInt(32);
     snoAmbient = buffer.ReadInt(32);
     snoReverb = buffer.ReadInt(32);
     snoWeather = buffer.ReadInt(32);
     snoPresetWorld = buffer.ReadInt(32);
     Field15 = buffer.ReadInt(32);
     Field16 = buffer.ReadInt(32);
     Field17 = buffer.ReadInt(32);
     Field18 = buffer.ReadInt(32);
     tCachedValues = new SceneCachedValues();
     tCachedValues.Parse(buffer);
 }
示例#13
0
文件: RGBAColor.cs 项目: Tareg/mooege
 public void Parse(GameBitBuffer buffer)
 {
     Field0 = (byte) buffer.ReadInt(8);
     Field1 = (byte) buffer.ReadInt(8);
     Field2 = (byte) buffer.ReadInt(8);
     Field3 = (byte) buffer.ReadInt(8);
 }
示例#14
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ActorID);
     buffer.WriteInt(2, Field1);
     buffer.WriteInt(6, aAffixGBIDs.Length);
     for (int i = 0; i < aAffixGBIDs.Length; i++) buffer.WriteInt(32, aAffixGBIDs[i]);
 }
 public override void Parse(GameBitBuffer buffer)
 {
     ActorId = buffer.ReadInt(32);
     if (buffer.ReadBool())
     {
         Position = new Vector3D();
         Position.Parse(buffer);
     }
     if (buffer.ReadBool())
     {
         Angle = buffer.ReadFloat32();
     }
     if (buffer.ReadBool())
     {
         TurnImmediately = buffer.ReadBool();
     }
     if (buffer.ReadBool())
     {
         Speed = buffer.ReadFloat32();
     }
     if (buffer.ReadBool())
     {
         Field5 = buffer.ReadInt(25);
     }
     if (buffer.ReadBool())
     {
         AnimationTag = buffer.ReadInt(21) + (-1);
     }
     if (buffer.ReadBool())
     {
         Field7 = buffer.ReadInt(32);
     }
 }
示例#16
0
 public override void Parse(GameBitBuffer buffer)
 {
     Field0 = new WorldPlace();
     Field0.Parse(buffer);
     Field1 = buffer.ReadInt(2);
     Field2 = buffer.ReadInt(32);
 }
示例#17
0
 public override void Parse(GameBitBuffer buffer)
 {
     ActorID = buffer.ReadUInt(32);
     Field1 = buffer.ReadInt(2);
     aAffixGBIDs = new int /* gbid */[buffer.ReadInt(6)];
     for (int i = 0; i < aAffixGBIDs.Length; i++) aAffixGBIDs[i] = buffer.ReadInt(32);
 }
示例#18
0
 public override void Parse(GameBitBuffer buffer)
 {
     ActorID = buffer.ReadUInt(32);
     tNPCInteraction = new NPCInteraction[buffer.ReadInt(5)];
     for (int i = 0; i < tNPCInteraction.Length; i++) { tNPCInteraction[i] = new NPCInteraction(); tNPCInteraction[i].Parse(buffer); }
     Type = (NPCInteractOptionsType) buffer.ReadInt(2);
 }
示例#19
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ActorID);
     buffer.WriteInt(5, tNPCInteraction.Length);
     for (int i = 0; i < tNPCInteraction.Length; i++) { tNPCInteraction[i].Encode(buffer); }
     buffer.WriteInt(2, (int)Type);
 }
示例#20
0
 public void Encode(GameBitBuffer buffer)
 {
     for (int i = 0; i < Field0.Length; i++)
     {
         Field0[i].Encode(buffer);
     }
 }
示例#21
0
 public override void Parse(GameBitBuffer buffer)
 {
     EnterPosition = new Vector3D();
     EnterPosition.Parse(buffer);
     WorldID = buffer.ReadUInt(32);
     WorldSNO = buffer.ReadInt(32);
 }
示例#22
0
 public override void Parse(GameBitBuffer buffer)
 {
     ActorID = buffer.ReadUInt(32);
     ActorSNOId = buffer.ReadInt(32);
     Field2 = buffer.ReadInt(6);
     Field3 = buffer.ReadInt(2) + (-1);
     if (buffer.ReadBool())
     {
         WorldLocation = new WorldLocationMessageData();
         WorldLocation.Parse(buffer);
     }
     if (buffer.ReadBool())
     {
         InventoryLocation = new InventoryLocationMessageData();
         InventoryLocation.Parse(buffer);
     }
     GBHandle = new GBHandle();
     GBHandle.Parse(buffer);
     Field7 = buffer.ReadInt(32);
     NameSNOId = buffer.ReadInt(32);
     Quality = buffer.ReadInt(4) + (-1);
     Field10 = (byte)buffer.ReadInt(8);
     if (buffer.ReadBool())
     {
         Field11 = buffer.ReadInt(32);
     }
     if (buffer.ReadBool())
     {
         MarkerSetSNO = buffer.ReadInt(32);
     }
     if (buffer.ReadBool())
     {
         MarkerSetIndex = buffer.ReadInt(32);
     }
 }
示例#23
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(2, Field0);
     buffer.WriteInt(32, Field1);
     buffer.WriteInt(32, Field2);
     buffer.WriteBool(Field3);
 }
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, Field0);
     buffer.WriteInt(32, Field1);
     buffer.WriteInt(5, Field2);
     Field3.Encode(buffer);
 }
示例#25
0
 public override void Parse(GameBitBuffer buffer)
 {
     Field0 = buffer.ReadInt(2);
     Field1 = buffer.ReadInt(32);
     Field2 = buffer.ReadInt(32);
     Field3 = buffer.ReadBool();
 }
示例#26
0
 public void Parse(GameBitBuffer buffer)
 {
     Field0 = buffer.ReadFloat32();
     Field1 = new PRTransform();
     Field1.Parse(buffer);
     Field2 = buffer.ReadInt(32);
 }
示例#27
0
 public void Parse(GameBitBuffer buffer)
 {
     HotBarButtons = new HotbarButtonData[9];
     for (int i = 0; i < HotBarButtons.Length; i++)
     {
         HotBarButtons[i] = new HotbarButtonData();
         HotBarButtons[i].Parse(buffer);
     }
     SkilKeyMappings = new SkillKeyMapping[15];
     for (int i = 0; i < SkilKeyMappings.Length; i++)
     {
         SkilKeyMappings[i] = new SkillKeyMapping();
         SkilKeyMappings[i].Parse(buffer);
     }
     Field2 = buffer.ReadInt(32);
     Field3 = buffer.ReadInt(32);
     Field4 = new HirelingSavedData();
     Field4.Parse(buffer);
     Field5 = buffer.ReadInt(32);
     LearnedLore = new LearnedLore();
     LearnedLore.Parse(buffer);
     snoActiveSkills = new int /* sno */[6];
     for (int i = 0; i < snoActiveSkills.Length; i++) snoActiveSkills[i] = buffer.ReadInt(32);
     snoTraits = new int /* sno */[3];
     for (int i = 0; i < snoTraits.Length; i++) snoTraits[i] = buffer.ReadInt(32);
     Field9 = new SavePointData();
     Field9.Parse(buffer);
     m_SeenTutorials = new int /* sno */[64];
     for (int i = 0; i < m_SeenTutorials.Length; i++) m_SeenTutorials[i] = buffer.ReadInt(32);
 }
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, RopeSNO);
     buffer.WriteInt(32, StartSourceActorId);
     buffer.WriteInt(5, Field2);
     EndPosition.Encode(buffer);
 }
示例#29
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 public void EncodeValue(GameBitBuffer buffer)
 {
     switch (Attribute.EncodingType)
     {
         case GameAttributeEncoding.Int:
             buffer.WriteInt(Attribute.BitCount, Int);
             break;
         case GameAttributeEncoding.IntMinMax:
             buffer.WriteInt(Attribute.BitCount, Int - Attribute.Min.Value);
             break;
         case GameAttributeEncoding.Float16:
             buffer.WriteFloat16(Float);
             break;
         case GameAttributeEncoding.Float16Or32:
             if (Float >= 65536.0f || -65536.0f >= Float)
             {
                 buffer.WriteBool(false);
                 buffer.WriteFloat32(Float);
             }
             else
             {
                 buffer.WriteBool(true);
                 buffer.WriteFloat16(Float);
             }
             break;
         default:
             throw new Exception("bad voodoo");
     }
 }
示例#30
0
 public void Encode(GameBitBuffer buffer)
 {
     for (int i = 0; i < Equipments.Length; i++)
     {
         Equipments[i].Encode(buffer);
     }
 }
示例#31
0
 public override void Parse(GameBitBuffer buffer)
 {
     ActorID      = buffer.ReadUInt(32);
     AnimationSNO = buffer.ReadInt(32);
 }
示例#32
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, Field0);
     buffer.WriteInt(32, Field1);
 }
示例#33
0
 public override void Parse(GameBitBuffer buffer)
 {
     Field0 = buffer.ReadInt(32);
     Field1 = buffer.ReadInt(32);
 }
示例#34
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteBool(Field0);
     buffer.WriteBool(Field1);
     buffer.WriteBool(Field2);
 }
示例#35
0
 public override void Parse(GameBitBuffer buffer)
 {
     Field0 = buffer.ReadBool();
     Field1 = buffer.ReadBool();
     Field2 = buffer.ReadBool();
 }
示例#36
0
 public void Parse(GameBitBuffer buffer)
 {
     Field0 = buffer.ReadInt(32);
     Field1 = buffer.ReadInt(32);
     Field2 = buffer.ReadInt(32);
 }
示例#37
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ActorID);
     buffer.WriteInt(32, AnimationSNO);
 }
示例#38
0
 public override void Parse(GameBitBuffer buffer)
 {
     ItemID = buffer.ReadInt(32);
 }
示例#39
0
 public override void Parse(GameBitBuffer buffer)
 {
     snoLevelArea = buffer.ReadInt(32);
     Field1       = buffer.ReadInt(32);
 }
示例#40
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, ItemID);
 }
示例#41
0
 public override void Parse(GameBitBuffer buffer)
 {
     Field0 = new ActiveEvent();
     Field0.Parse(buffer);
 }
示例#42
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, snoLevelArea);
     buffer.WriteInt(32, Field1);
 }
示例#43
0
 public void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, snoTimedEvent);
     buffer.WriteInt(32, Field1);
     buffer.WriteInt(32, Field2);
 }
示例#44
0
 public override void Encode(GameBitBuffer buffer)
 {
     Field0.Encode(buffer);
 }
示例#45
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(2, Field0);
     buffer.WriteInt(4, Field1 - (-1));
     buffer.WriteCharArray(512, Field2);
 }
示例#46
0
 public override void Parse(GameBitBuffer buffer)
 {
     Field0 = buffer.ReadInt(32);
     Field1 = new GBHandle();
     Field1.Parse(buffer);
 }
示例#47
0
 public void Encode(GameBitBuffer buffer)
 {
     buffer.WriteFloat32(Scale);
     Transform.Encode(buffer);
     buffer.WriteUInt(32, WorldID);
 }
示例#48
0
 public void Parse(GameBitBuffer buffer)
 {
     snoTimedEvent = buffer.ReadInt(32);
     Field1        = buffer.ReadInt(32);
     Field2        = buffer.ReadInt(32);
 }
示例#49
0
 public override void Parse(GameBitBuffer buffer)
 {
     Field0 = buffer.ReadInt(4);
     Field1 = buffer.ReadFloat32();
 }
示例#50
0
 public override void Parse(GameBitBuffer buffer)
 {
     Field0 = buffer.ReadInt(2);
     Field1 = buffer.ReadInt(4) + (-1);
     Field2 = buffer.ReadCharArray(512);
 }
 public override void Parse(GameBitBuffer buffer)
 {
     CrafterData = CrafterData.ParseFrom(buffer.ReadBlob(32));
 }
示例#52
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(4, Field0);
     buffer.WriteFloat32(Field1);
 }
示例#53
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ArtisanID);
 }
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteBlob(32, CrafterData.ToByteArray());
 }
示例#55
0
 public void Parse(GameBitBuffer buffer)
 {
     Field0 = new Vector3D();
     Field0.Parse(buffer);
     Field1 = buffer.ReadInt(32);
 }
示例#56
0
 /// <summary>
 /// Encodes PRTransform to given GameBitBuffer.
 /// </summary>
 /// <param name="buffer">The GameBitBuffer to write.</param>
 public void Encode(GameBitBuffer buffer)
 {
     Quaternion.Encode(buffer);
     Vector3D.Encode(buffer);
 }
 public override void Encode(GameBitBuffer buffer)
 {
     Field0.Encode(buffer);
     Field1.Encode(buffer);
     buffer.WriteInt(5, Field2 - (-1));
 }
示例#58
0
 public override void Parse(GameBitBuffer buffer)
 {
     ArtisanID = buffer.ReadUInt(32);
 }
示例#59
0
 public void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, snoSkill);
     buffer.WriteInt(3, snoRune - (-1));
 }
示例#60
0
 public void Encode(GameBitBuffer buffer)
 {
     Field0.Encode(buffer);
     buffer.WriteInt(32, Field1);
 }