public override void Parse(GameBitBuffer buffer) { Field0 = new Material2(); Field0.Parse(buffer); snoShaderMap = buffer.ReadInt(32); serMatTexList = new SerializeData(); serMatTexList.Parse(buffer); //still checking variablearrays this.MatTexList = new List<MaterialTextureEntry>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _MatTexList.Count; loop12++) { _MatTexList[loop12] = new MaterialTextureEntry(); _MatTexList[loop12].Parse(buffer); } }
public void FileRead(MpqFileStream stream, long offset) { stream.Position = offset + 4; Field0 = new Material2(); Field0.FileRead(stream, stream.Position); stream.Position = offset + 0; snoShaderMap = stream.ReadValueS32(); stream.Position = offset + 76; serMatTexList = new SerializeData(); serMatTexList.FileRead(stream, stream.Position); stream.Position = offset + 88; //still checking variablearrays MatTexList = new List<MaterialTextureEntry>(); for(int i = 0; i < (int)(serMatTexList.Field1 / 184); i++) { stream.Position = serMatTexList.Field0 + 16 + (184*i) ; MaterialTextureEntry temp12_MatTexList; temp12_MatTexList = new MaterialTextureEntry(); temp12_MatTexList.FileRead(stream, stream.Position); _MatTexList.Add(temp12_MatTexList); } }