示例#1
0
        public RevealSceneMessage(string[] data, int f0)
        {
            Id = 0x0034;
            WorldID = f0;//0x772E0000; //int.Parse(data[0]),
            SceneSpec = new SceneSpecification()
            {
                Field0 = int.Parse(data[1]),
                Field1 = new IVector2D()
                {
                    Field0 = int.Parse(data[2]),
                    Field1 = int.Parse(data[3]),
                },
                arSnoLevelAreas = new int[4] { int.Parse(data[4]), int.Parse(data[5]), int.Parse(data[6]), int.Parse(data[7]), },
                snoPrevWorld = int.Parse(data[8]),
                Field4 = int.Parse(data[9]),
                snoPrevLevelArea = int.Parse(data[10]),
                snoNextWorld = int.Parse(data[11]),
                Field7 = int.Parse(data[12]),
                snoNextLevelArea = int.Parse(data[13]),
                snoMusic = int.Parse(data[14]),
                snoCombatMusic = int.Parse(data[15]),
                snoAmbient = int.Parse(data[16]),
                snoReverb = int.Parse(data[17]),
                snoWeather = int.Parse(data[18]),
                snoPresetWorld = int.Parse(data[19]),
                Field15 = int.Parse(data[20]),
                Field16 = int.Parse(data[21]),
                Field17 = int.Parse(data[22]),
                Field18 = int.Parse(data[23]),
                tCachedValues = new SceneCachedValues()
                {
                    Field0 = int.Parse(data[24]),
                    Field1 = int.Parse(data[25]),
                    Field2 = int.Parse(data[26]),
                    Field3 = new AABB()
                    {
                        Field0 = new Vector3D()
                        {
                            Field0 = float.Parse(data[27], System.Globalization.CultureInfo.InvariantCulture),
                            Field1 = float.Parse(data[28], System.Globalization.CultureInfo.InvariantCulture),
                            Field2 = float.Parse(data[29], System.Globalization.CultureInfo.InvariantCulture),
                        },
                        Field1 = new Vector3D()
                        {
                            Field0 = float.Parse(data[30], System.Globalization.CultureInfo.InvariantCulture),
                            Field1 = float.Parse(data[31], System.Globalization.CultureInfo.InvariantCulture),
                            Field2 = float.Parse(data[32], System.Globalization.CultureInfo.InvariantCulture),
                        },
                    },
                    Field4 = new AABB()
                    {
                        Field0 = new Vector3D()
                        {
                            Field0 = float.Parse(data[33], System.Globalization.CultureInfo.InvariantCulture),
                            Field1 = float.Parse(data[34], System.Globalization.CultureInfo.InvariantCulture),
                            Field2 = float.Parse(data[35], System.Globalization.CultureInfo.InvariantCulture),
                        },
                        Field1 = new Vector3D()
                        {
                            Field0 = float.Parse(data[36], System.Globalization.CultureInfo.InvariantCulture),
                            Field1 = float.Parse(data[37], System.Globalization.CultureInfo.InvariantCulture),
                            Field2 = float.Parse(data[38], System.Globalization.CultureInfo.InvariantCulture),
                        },
                    },
                    Field5 = new int[4] { int.Parse(data[39]), int.Parse(data[40]), int.Parse(data[41]), int.Parse(data[42]), },
                    Field6 = int.Parse(data[43]),
                },
            };
            ChunkID = int.Parse(data[44]);
            snoScene = int.Parse(data[45]);
            Position = new PRTransform()
            {
                Field0 = new Quaternion()
                {
                    Field0 = float.Parse(data[49],System.Globalization.CultureInfo.InvariantCulture),
                    Field1 = new Vector3D()
                    {
                        Field0 = float.Parse(data[46],System.Globalization.CultureInfo.InvariantCulture),
                        Field1 = float.Parse(data[47],System.Globalization.CultureInfo.InvariantCulture),
                        Field2 = float.Parse(data[48],System.Globalization.CultureInfo.InvariantCulture),
                    },
                },
                Field1 = new Vector3D()
                {
                    Field0 = float.Parse(data[50], System.Globalization.CultureInfo.InvariantCulture),
                    Field1 = float.Parse(data[51], System.Globalization.CultureInfo.InvariantCulture),
                    Field2 = float.Parse(data[52], System.Globalization.CultureInfo.InvariantCulture),
                },
            };

            ParentChunkID = int.Parse(data[53]);
            snoSceneGroup = int.Parse(data[54]);
            arAppliedLabels = new int[0];
        }
示例#2
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 public void Parse(GameBitBuffer buffer)
 {
     Field0 = buffer.ReadFloat32();
     Field1 = new PRTransform();
     Field1.Parse(buffer);
     Field2 = buffer.ReadInt(32);
 }
示例#3
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 public override void Parse(GameBitBuffer buffer)
 {
     WorldID = buffer.ReadInt(32);
     SceneSpec = new SceneSpecification();
     SceneSpec.Parse(buffer);
     ChunkID = buffer.ReadInt(32);
     snoScene = buffer.ReadInt(32);
     Position = new PRTransform();
     Position.Parse(buffer);
     ParentChunkID = buffer.ReadInt(32);
     snoSceneGroup = buffer.ReadInt(32);
     arAppliedLabels = new int /* gbid */[buffer.ReadInt(9)];
     for (int i = 0; i < arAppliedLabels.Length; i++) arAppliedLabels[i] = buffer.ReadInt(32);
 }
示例#4
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 public MapRevealSceneMessage(string[] data2, int f3)
 {
     Id = 0x0044;
     ChunkID = int.Parse(data2[0]);
     snoScene = int.Parse(data2[1]);
     Field2 = new PRTransform()
     {
         Field0 = new Quaternion()
         {
             Field0 = float.Parse(data2[5],System.Globalization.CultureInfo.InvariantCulture),
             Field1 = new Vector3D()
             {
                 Field0 = float.Parse(data2[2],System.Globalization.CultureInfo.InvariantCulture),
                 Field1 = float.Parse(data2[3],System.Globalization.CultureInfo.InvariantCulture),
                 Field2 = float.Parse(data2[4],System.Globalization.CultureInfo.InvariantCulture),
             },
         },
         Field1 = new Vector3D()
         {
             Field0 = float.Parse(data2[6], System.Globalization.CultureInfo.InvariantCulture),
             Field1 = float.Parse(data2[7], System.Globalization.CultureInfo.InvariantCulture),
             Field2 = float.Parse(data2[8], System.Globalization.CultureInfo.InvariantCulture),
         },
     };
     Field3 = f3;//int.Parse(data2[9]),
     MiniMapVisibility = int.Parse(data2[10]);
 }
示例#5
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 public override void Parse(GameBitBuffer buffer)
 {
     ChunkID = buffer.ReadInt(32);
     snoScene = buffer.ReadInt(32);
     Field2 = new PRTransform();
     Field2.Parse(buffer);
     Field3 = buffer.ReadInt(32);
     MiniMapVisibility = buffer.ReadInt(3);
 }
示例#6
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 public override void Parse(GameBitBuffer buffer)
 {
     Field0 = buffer.ReadInt(32);
     Field1 = new SceneSpecification();
     Field1.Parse(buffer);
     Field2 = buffer.ReadInt(32);
     snoScene = buffer.ReadInt(32);
     Field4 = new PRTransform();
     Field4.Parse(buffer);
     Field5 = buffer.ReadInt(32);
     snoSceneGroup = buffer.ReadInt(32);
     arAppliedLabels = new int /* gbid */[buffer.ReadInt(9)];
     for (int i = 0; i < arAppliedLabels.Length; i++) arAppliedLabels[i] = buffer.ReadInt(32);
 }
示例#7
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 public override void Parse(GameBitBuffer buffer)
 {
     Field0 = buffer.ReadInt(32);
     snoScene = buffer.ReadInt(32);
     Field2 = new PRTransform();
     Field2.Parse(buffer);
     Field3 = buffer.ReadInt(32);
     Field4 = buffer.ReadInt(3);
 }