public override void Parse(GameBitBuffer buffer)
 {
     serDRLGParams = new SerializeData();
     serDRLGParams.Parse(buffer);
     //still checking variablearrays
     this.DRLGParams = new List<DRLGParams>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _DRLGParams.Count; loop12++)
     {
         _DRLGParams[loop12] = new DRLGParams();
         _DRLGParams[loop12].Parse(buffer);
     }
     serSceneParams = new SerializeData();
     serSceneParams.Parse(buffer);
     //still checking variablearrays
     this.SceneParams = new List<SceneParams>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _SceneParams.Count; loop12++)
     {
         _SceneParams[loop12] = new SceneParams();
         _SceneParams[loop12].Parse(buffer);
     }
     Field4 = new LabelRuleSet();
     Field4.Parse(buffer);
     Field5 = buffer.ReadInt(32);
     Field6 = new SceneClusterSet();
     Field6.Parse(buffer);
     arNavMeshFuncs = new int[4];
     for(int i = 0;i < _arNavMeshFuncs.Length;i++) _arNavMeshFuncs[i] = buffer.ReadInt(32);
     snoScript = buffer.ReadInt(32);
     Field9 = buffer.ReadInt(32);
 }