private void ReadParticlePoints(BinaryReader Reader) { int ParticleCount = Reader.ReadInt32(); for (int i = 0; i < ParticleCount; i++) { DrawShipParticlePoint s = new DrawShipParticlePoint(); s.Position = Vector3.Transform(SaveHelper.ReadVector3() * 100, ModelTransformMatrix); s.Layer = Reader.ReadInt32(); s.CinematicDelay = Reader.ReadInt32(); s.GameDelay = Reader.ReadInt32(); s.ParticleType = Reader.ReadInt32(); s.MaxVelocity = Vector3.Transform(SaveHelper.ReadVector3() * 100, ModelTransformMatrix); s.MinVelocity = Vector3.Transform(SaveHelper.ReadVector3() * 100, ModelTransformMatrix); s.MinColor = SaveHelper.ReadVector4(); s.MaxColor = SaveHelper.ReadVector4(); s.MinSize = Reader.ReadSingle() / ShipScale * 100; s.MaxSize = Reader.ReadSingle() / ShipScale * 100; s.CinematicOnly = Reader.ReadBoolean(); if (!ParticlePoints.ContainsKey(s.Layer)) { ParticlePoints.Add(s.Layer, new LinkedList <DrawShipParticlePoint>()); } ParticlePoints[s.Layer].AddLast(s); } }
private void ReadWeaponPoints(BinaryReader Reader) { int WeaponCount = Reader.ReadInt32(); WeaponPoints = new DrawShipWeaponPoint[WeaponCount]; for (int i = 0; i < WeaponCount; i++) { DrawShipWeaponPoint s = new DrawShipWeaponPoint(); WeaponPoints[i] = s; s.Position = Vector3.Transform(SaveHelper.ReadVector3() * 100, ModelTransformMatrix); s.Layer = Reader.ReadInt32(); } }
public static void DummyRead(BinaryReader Reader) { SaveHelper.ReadVector3(); }
public override void Read(BinaryReader Reader) { set(SaveHelper.ReadVector3()); base.Read(Reader); }