public override void Parse(GameBitBuffer buffer) { Field0 = new VelocityVector3D(); Field0.Parse(buffer); Field1 = new VelocityVector3D(); Field1.Parse(buffer); Field2 = buffer.ReadFloat32(); }
public override void Parse(GameBitBuffer buffer) { Field0 = buffer.ReadInt(32); AnimName = buffer.ReadCharArray(65); Velocity = buffer.ReadFloat32(); Field3 = buffer.ReadFloat32(); Field4 = buffer.ReadFloat32(); Field5 = buffer.ReadFloat32(); Field6 = buffer.ReadFloat32(); Time1 = buffer.ReadInt(32); Time2 = buffer.ReadInt(32); Field9 = buffer.ReadFloat32(); Field10 = buffer.ReadFloat32(); Field11 = buffer.ReadFloat32(); Field12 = buffer.ReadFloat32(); Field13 = buffer.ReadInt(32); BoneNameCount = buffer.ReadInt(32); serBoneNames = new SerializeData(); serBoneNames.Parse(buffer); //still checking variablearrays this.BoneNames = new List<BoneName>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _BoneNames.Count; loop12++) { _BoneNames[loop12] = new BoneName(); _BoneNames[loop12].Parse(buffer); } KeyframePosCount = buffer.ReadInt(32); serTranslationCurves = new SerializeData(); serTranslationCurves.Parse(buffer); //still checking variablearrays this.TranslationCurves = new List<TranslationCurve>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _TranslationCurves.Count; loop12++) { _TranslationCurves[loop12] = new TranslationCurve(); _TranslationCurves[loop12].Parse(buffer); } serRotationCurves = new SerializeData(); serRotationCurves.Parse(buffer); //still checking variablearrays this.RotationCurves = new List<RotationCurve>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _RotationCurves.Count; loop12++) { _RotationCurves[loop12] = new RotationCurve(); _RotationCurves[loop12].Parse(buffer); } serScaleCurves = new SerializeData(); serScaleCurves.Parse(buffer); //still checking variablearrays this.ScaleCurves = new List<ScaleCurve>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _ScaleCurves.Count; loop12++) { _ScaleCurves[loop12] = new ScaleCurve(); _ScaleCurves[loop12].Parse(buffer); } Field24 = buffer.ReadFloat32(); Field25 = buffer.ReadFloat32(); Field26 = buffer.ReadFloat32(); Field27 = buffer.ReadFloat32(); Field28 = new Vector3D(); Field28.Parse(buffer); Field29 = new Vector3D(); Field29.Parse(buffer); Field30 = new Vector3D(); Field30.Parse(buffer); Field31 = new Vector3D(); Field31.Parse(buffer); Field32 = buffer.ReadFloat32(); KeyedAttachmentsCount = buffer.ReadInt(32); serKeyedAttachments = new SerializeData(); serKeyedAttachments.Parse(buffer); //still checking variablearrays this.KeyedAttachments = new List<KeyframedAttachment>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _KeyedAttachments.Count; loop12++) { _KeyedAttachments[loop12] = new KeyframedAttachment(); _KeyedAttachments[loop12].Parse(buffer); } serKeyframePosList = new SerializeData(); serKeyframePosList.Parse(buffer); //still checking variablearrays this.KeyframePosList = new List<Vector3D>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _KeyframePosList.Count; loop12++) { _KeyframePosList[loop12] = new Vector3D(); _KeyframePosList[loop12].Parse(buffer); } serNonlinearOffset = new SerializeData(); serNonlinearOffset.Parse(buffer); //still checking variablearrays this.NonlinearOffset = new List<Vector3D>( buffer.ReadInt(0) ); for(int loop12 = 0; loop12 < _NonlinearOffset.Count; loop12++) { _NonlinearOffset[loop12] = new Vector3D(); _NonlinearOffset[loop12].Parse(buffer); } Velocity3D = new VelocityVector3D(); Velocity3D.Parse(buffer); Link = new HardpointLink(); Link.Parse(buffer); Field42 = buffer.ReadCharArray(256); Field43 = buffer.ReadCharArray(256); }