public override void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, ActorID); for (int i = 0; i < Field1.Length; i++) buffer.WriteUInt(32, Field1[i]); PlayLineParams.Encode(buffer); buffer.WriteInt(32, Duration); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, UsedItem); buffer.WriteInt(3, Field1 - (-1)); buffer.WriteUInt(32, UsedOnItem); Location.Encode(buffer); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, ActorID); buffer.WriteUInt(32, HitDealer); buffer.WriteInt(3, Field2 - (-1)); buffer.WriteBool(Field3); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, ChunkID); buffer.WriteInt(32, SceneSNO); Transform.Encode(buffer); buffer.WriteUInt(32, WorldID); buffer.WriteInt(3, MiniMapVisibility); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, WorldID); SceneSpec.Encode(buffer); buffer.WriteUInt(32, ChunkID); buffer.WriteInt(32, SceneSNO); Transform.Encode(buffer); buffer.WriteUInt(32, ParentChunkID); buffer.WriteInt(32, SceneGroupSNO); buffer.WriteInt(9, arAppliedLabels.Length); for (int i = 0; i < arAppliedLabels.Length; i++) buffer.WriteInt(32, arAppliedLabels[i]); }
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 void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, OwnerID); buffer.WriteInt(5, EquipmentSlot - (-1)); buffer.WriteInt(32, Column); buffer.WriteInt(32, Row); }
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); } }
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); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteInt(3, Field0); buffer.WriteInt(5, Field1); buffer.WriteUInt(32, PetId); buffer.WriteInt(5, Field3 - (-1)); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, ActorID); buffer.WriteInt(4, Field1); buffer.WriteFloat32(Field2); buffer.WriteInt(2, tAnim.Length); for (int i = 0; i < tAnim.Length; i++) { tAnim[i].Encode(buffer); } }
public override void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, ItemID); buffer.WriteInt(32, Field1); buffer.WriteInt(5, DestEquipmentSlot - (-1)); buffer.WriteInt(32, DestRowStart); buffer.WriteInt(32, DestRowEnd); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, ItemID); if (InventoryLocation != null) { InventoryLocation.Encode(buffer); } buffer.WriteInt(32, Field2); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, ActorId); buffer.WriteInt(7, (int)Effect - (-1)); buffer.WriteBool(OptionalParameter.HasValue); if (OptionalParameter.HasValue) { buffer.WriteInt(32, OptionalParameter.Value); } }
public override void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, ActorID); buffer.WriteInt(7, Field1 - (-1)); buffer.WriteBool(Field2.HasValue); if (Field2.HasValue) { buffer.WriteInt(32, Field2.Value); } }
public override void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, WorldID); buffer.WriteInt(32, WorldSNO); buffer.WriteInt(32, Field2); buffer.WriteInt(32, Field3); buffer.WriteInt(32, Field4); buffer.WriteInt(32, Field5); buffer.WriteInt(32, Field6); buffer.WriteInt(32, Field7); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteInt(3, PlayerIndex); buffer.WriteCharArray(128, Field1); buffer.WriteCharArray(101, ToonName); buffer.WriteInt(5, Field3 - (-1)); buffer.WriteInt(3, Field4 - (-1)); buffer.WriteInt(32, snoActorPortrait); buffer.WriteInt(7, Field6); StateData.Encode(buffer); buffer.WriteBool(Field8); buffer.WriteInt(32, Field9); buffer.WriteUInt(32, ActorID); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteInt(3, Field0 - (-1)); buffer.WriteUInt(32, TargetID); Field2.Encode(buffer); buffer.WriteInt(32, PowerSNO); buffer.WriteInt(32, Field4); buffer.WriteInt(2, Field5); buffer.WriteBool(Field6 != null); if (Field6 != null) { Field6.Encode(buffer); } }
public override void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, ActorID); buffer.WriteInt(32, ActorSNO); buffer.WriteInt(5, Field2); buffer.WriteInt(2, Field3 - (-1)); buffer.WriteBool(WorldLocation != null); if (WorldLocation != null) { WorldLocation.Encode(buffer); } buffer.WriteBool(InventoryLocation != null); if (InventoryLocation != null) { InventoryLocation.Encode(buffer); } GBHandle.Encode(buffer); buffer.WriteInt(32, Field7); buffer.WriteInt(32, Field8); buffer.WriteInt(4, Field9 - (-1)); buffer.WriteInt(8, Field10); buffer.WriteBool(Field11.HasValue); if (Field11.HasValue) { buffer.WriteInt(32, Field11.Value); } buffer.WriteBool(Field12.HasValue); if (Field12.HasValue) { buffer.WriteInt(32, Field12.Value); } buffer.WriteBool(Field13.HasValue); if (Field13.HasValue) { buffer.WriteInt(32, Field13.Value); } }
public override void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, ActorID); EquipmentList.Encode(buffer); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, ItemID); buffer.WriteInt(3, (int)Reason); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, WorldID); buffer.WriteBool(Field1); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, ItemID); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, ActorID); buffer.WriteInt(32, AnimationSNO); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, PlayerID); buffer.WriteInt(3, Field1); }
public void Encode(GameBitBuffer buffer) { Position.Encode(buffer); buffer.WriteUInt(32, WorldID); }
public void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, OwnerID); buffer.WriteInt(5, EquipmentSlot - (-1)); InventoryLocation.Encode(buffer); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, ItemId); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteInt(32, EffectSNOId.Value); buffer.WriteUInt(32, ActorID); buffer.WriteUInt(32, TargetID); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, ActorID); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, ActorID); buffer.WriteInt(12, CollFlags); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, ActorId); buffer.WriteFloat32(Angle); buffer.WriteBool(Immediately); }
public void Encode(GameBitBuffer buffer) { buffer.WriteFloat32(Scale); Transform.Encode(buffer); buffer.WriteUInt(32, WorldID); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, ActorID); buffer.WriteFloat32(Number); buffer.WriteInt(6, (int)Type); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, ActorID); Field1.Encode(buffer); Field1.EncodeValue(buffer); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, WorldID); buffer.WriteUInt(32, SceneID); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, HirelingID); buffer.WriteInt(32, PowerSNOId); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, ActorId); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, ActorId); buffer.WriteInt(3, PlayerIndex); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, ActorId); buffer.WriteFloat32(Angle); buffer.WriteBool(TurnImmediately); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, ActorID); Destination.Encode(buffer); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, ActorID); buffer.WriteInt(32, ActorSNOId); buffer.WriteInt(6, Field2); buffer.WriteInt(2, Field3 - (-1)); buffer.WriteBool(WorldLocation != null); if (WorldLocation != null) { WorldLocation.Encode(buffer); } buffer.WriteBool(InventoryLocation != null); if (InventoryLocation != null) { InventoryLocation.Encode(buffer); } GBHandle.Encode(buffer); buffer.WriteInt(32, Field7); buffer.WriteInt(32, NameSNOId); buffer.WriteInt(4, Quality - (-1)); buffer.WriteInt(8, Field10); buffer.WriteBool(Field11.HasValue); if (Field11.HasValue) { buffer.WriteInt(32, Field11.Value); } buffer.WriteBool(MarkerSetSNO.HasValue); if (MarkerSetSNO.HasValue) { buffer.WriteInt(32, MarkerSetSNO.Value); } buffer.WriteBool(MarkerSetIndex.HasValue); if (MarkerSetIndex.HasValue) { buffer.WriteInt(32, MarkerSetIndex.Value); } }
public override void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, ItemID); Location.Encode(buffer); }
public override void Encode(GameBitBuffer buffer) { EnterPosition.Encode(buffer); buffer.WriteUInt(32, WorldID); buffer.WriteInt(32, WorldSNO); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, FromID); buffer.WriteUInt(32, ToID); buffer.WriteUInt64(64, Amount); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, ActorID); buffer.WriteFloat32(Angle); buffer.WriteBool(Field2); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, ActorID); buffer.WriteInt(32, Group1Hash); buffer.WriteInt(32, Group2Hash); }
public override void Encode(GameBitBuffer buffer) { Position.Encode(buffer); buffer.WriteUInt(32, WorldID); buffer.WriteInt(32, WorldSNO); }
public override void Encode(GameBitBuffer buffer) { buffer.WriteUInt(32, HirelingId); }