public Vector2D InventoryLocation; // Row, column public void Parse(GameBitBuffer buffer) { OwnerID = buffer.ReadUInt(32); EquipmentSlot = buffer.ReadInt(5) + (-1); InventoryLocation = new Vector2D(); InventoryLocation.Parse(buffer); }
/// <summary> /// Parses SceneSpecification from given GameBitBuffer. /// </summary> /// <param name="buffer">The GameBitBuffer to parse from.</param> public void Parse(GameBitBuffer buffer) { CellZ = buffer.ReadInt(32); Cell = new Vector2D(); Cell.Parse(buffer); SNOLevelAreas = new int /* sno */[4]; for (int i = 0; i < SNOLevelAreas.Length; i++) SNOLevelAreas[i] = buffer.ReadInt(32); SNOPrevWorld = buffer.ReadInt(32); Unknown1 = buffer.ReadInt(32); SNOPrevLevelArea = buffer.ReadInt(32); SNONextWorld = buffer.ReadInt(32); Unknown2 = 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); Unknown3 = buffer.ReadInt(32); Unknown4 = buffer.ReadInt(32); Unknown5 = buffer.ReadInt(32); ClusterID = buffer.ReadInt(32); SceneCachedValues = new SceneCachedValues(); SceneCachedValues.Parse(buffer); }