public override void Parse(GameBitBuffer buffer) { Field0 = buffer.ReadInt(32); Field1 = buffer.ReadInt(32); Time = buffer.ReadInt(32); Time2 = buffer.ReadInt(32); Field4 = buffer.ReadInt(32); Field5 = buffer.ReadInt(32); Field6 = new IVector2D(); Field6.Parse(buffer); }
public override void Parse(GameBitBuffer buffer) { Field0 = buffer.ReadInt(32); dwWidth = buffer.ReadInt(32); dwHeight = buffer.ReadInt(32); dwFaceCount = buffer.ReadInt(32); dwMipMapLevelMax = buffer.ReadInt(32); Field5 = new SerializeData[60]; for(int i = 0;i < _Field5.Length;i++) { _Field5[i] = new SerializeData(); _Field5[i].Parse(buffer); } Field6 = buffer.ReadInt(32); Field7 = buffer.ReadInt(32); Field8 = buffer.ReadCharArray(256); serImageFileIDs = new SerializeData(); serImageFileIDs.Parse(buffer); //still checking variablearrays this.ImageFileIDs = new List<ImageFileID>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _ImageFileIDs.Count; loop12++) { _ImageFileIDs[loop12] = new ImageFileID(); _ImageFileIDs[loop12].Parse(buffer); } serFrame = new SerializeData(); serFrame.Parse(buffer); //still checking variablearrays this.Frame = new List<TexFrame>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _Frame.Count; loop12++) { _Frame[loop12] = new TexFrame(); _Frame[loop12].Parse(buffer); } Field13 = new IVector2D(); Field13.Parse(buffer); Field14 = buffer.ReadInt(32); Field15 = buffer.ReadInt(32); Field16 = buffer.ReadInt(32); Field17 = buffer.ReadInt(32); Field18 = buffer.ReadInt(32); Field19 = buffer.ReadInt(32); Field20 = buffer.ReadInt64(64); Field21 = buffer.ReadInt(32); Field22 = (byte)buffer.ReadInt(8); Field23 = (byte)buffer.ReadInt(8); Field24 = (byte)buffer.ReadInt(8); }
public override void Parse(GameBitBuffer buffer) { Cellz = buffer.ReadInt(32); Cell = new IVector2D(); Cell.Parse(buffer); SNOLevelAreas = new int[4]; for(int i = 0;i < _SNOLevelAreas.Length;i++) _SNOLevelAreas[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); ClusterID = buffer.ReadInt(32); SceneCachedValues = new SceneCachedValues(); SceneCachedValues.Parse(buffer); }
public override void Parse(GameBitBuffer buffer) { Field0 = buffer.ReadInt(32); serNavCells = new SerializeData(); serNavCells.Parse(buffer); //still checking variablearrays this.NavCells = new List<NavCell>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _NavCells.Count; loop12++) { _NavCells[loop12] = new NavCell(); _NavCells[loop12].Parse(buffer); } NeightbourCount = buffer.ReadInt(32); serNavCellNeighbors = new SerializeData(); serNavCellNeighbors.Parse(buffer); //still checking variablearrays this.NavCellNeighbors = new List<NavCellLookup>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _NavCellNeighbors.Count; loop12++) { _NavCellNeighbors[loop12] = new NavCellLookup(); _NavCellNeighbors[loop12].Parse(buffer); } Field6 = buffer.ReadFloat32(); Field7 = buffer.ReadFloat32(); Field8 = buffer.ReadInt(32); Field9 = new IVector2D(); Field9.Parse(buffer); serGridSquares = new SerializeData(); serGridSquares.Parse(buffer); //still checking variablearrays this.GridSquares = new List<NavGridSquare>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _GridSquares.Count; loop12++) { _GridSquares[loop12] = new NavGridSquare(); _GridSquares[loop12].Parse(buffer); } Field12 = buffer.ReadInt(32); serCellLookups = new SerializeData(); serCellLookups.Parse(buffer); //still checking variablearrays this.CellLookups = new List<NavCellLookup>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _CellLookups.Count; loop12++) { _CellLookups[loop12] = new NavCellLookup(); _CellLookups[loop12].Parse(buffer); } BorderDataCount = buffer.ReadInt(32); serBorderData = new SerializeData(); serBorderData.Parse(buffer); //still checking variablearrays this.BorderData = new List<NavCellBorderData>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _BorderData.Count; loop12++) { _BorderData[loop12] = new NavCellBorderData(); _BorderData[loop12].Parse(buffer); } }
public override void Parse(GameBitBuffer buffer) { OwnerID = buffer.ReadInt(32); EquipmentSlot = buffer.ReadInt(5) + (-1); InventoryLocation = new IVector2D(); InventoryLocation.Parse(buffer); }
public override void Parse(GameBitBuffer buffer) { Field0 = buffer.ReadInt(2); Field1 = buffer.ReadInt(32); Field2 = buffer.ReadInt(32); Field3 = new IVector2D(); Field3.Parse(buffer); serTiles = new SerializeData(); serTiles.Parse(buffer); //still checking variablearrays this.Tiles = new List<CustomTileCell>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _Tiles.Count; loop12++) { _Tiles[loop12] = new CustomTileCell(); _Tiles[loop12].Parse(buffer); } }