public void Parse_Buildings_Stuff(string ID, ref BuildingsStruct[] BuildingsArray) { int PlayerNum = Get_Player_Number_From_ID(ID); this.Read_32Bits(); // Read garbage BuildingsStruct Buildings = Parse_Buildings(); BuildingsArray[PlayerNum - 1] = Buildings; }
public BuildingsStruct Parse_Buildings() { BuildingsStruct Buildings = new BuildingsStruct(); Buildings.AlliedTechCenters = Read_32Bits(); Buildings.IronCurtains = Read_32Bits(); Buildings.WarFactories = Read_32Bits(); Buildings.Chronospheres = Read_32Bits(); Buildings.Pillboxes = Read_32Bits(); Buildings.CameoPillboxes = Read_32Bits(); Buildings.RadarDomes = Read_32Bits(); Buildings.GapGenerators = Read_32Bits(); Buildings.Turrets = Read_32Bits(); Buildings.AAGuns = Read_32Bits(); Buildings.FlameTowers = Read_32Bits(); Buildings.ConstructionYards = Read_32Bits(); Buildings.Refineries = Read_32Bits(); Buildings.OreSilos = Read_32Bits(); Buildings.Helipads = Read_32Bits(); Buildings.SamSites = Read_32Bits(); Buildings.Airfields = Read_32Bits(); Buildings.PowerPlants = Read_32Bits(); Buildings.AdvancedPowerPlants = Read_32Bits(); Buildings.SovietTechCenters = Read_32Bits(); Buildings.Hospitals = Read_32Bits(); Buildings.SovietBarracks = Read_32Bits(); Buildings.AlliesBarracks = Read_32Bits(); Buildings.Kennels = Read_32Bits(); Buildings.ServiceDepots = Read_32Bits(); Buildings.BIOResearchFacilities = Read_32Bits(); Buildings.TechnologyCenters = Read_32Bits(); Buildings.Shipyards = Read_32Bits(); Buildings.Subpens = Read_32Bits(); Buildings.MissileSilos = Read_32Bits(); Buildings.ForwardCommandPosts = Read_32Bits(); Buildings.TeslaCoils = Read_32Bits(); Buildings.FakeWarFactories = Read_32Bits(); Buildings.FakeConstructionYards = Read_32Bits(); Buildings.FakeShipyards = Read_32Bits(); Buildings.FakeSubpens = Read_32Bits(); Buildings.FakeRadarDomes = Read_32Bits(); Buildings.Sandbags = Read_32Bits(); Buildings.ChainLinkFences = Read_32Bits(); Buildings.ConcreteWalls = Read_32Bits(); Buildings.BarbwireFences = Read_32Bits(); Buildings.WoodenFences = Read_32Bits(); Buildings.WireFences = Read_32Bits(); Buildings.AntiTankMines = Read_32Bits(); Buildings.AntiPersonnelMines = Read_32Bits(); Buildings.V1s = Read_32Bits(); Buildings.V2s = Read_32Bits(); Buildings.V3s = Read_32Bits(); Buildings.V4s = Read_32Bits(); Buildings.V5s = Read_32Bits(); Buildings.V6s = Read_32Bits(); Buildings.V7s = Read_32Bits(); Buildings.V8s = Read_32Bits(); Buildings.V9s = Read_32Bits(); Buildings.V10s = Read_32Bits(); Buildings.V11s = Read_32Bits(); Buildings.V12s = Read_32Bits(); Buildings.V13s = Read_32Bits(); Buildings.V14s = Read_32Bits(); Buildings.V15s = Read_32Bits(); Buildings.V16s = Read_32Bits(); Buildings.V17s = Read_32Bits(); Buildings.V18s = Read_32Bits(); Buildings.V19s = Read_32Bits(); Buildings.V20s = Read_32Bits(); Buildings.V21s = Read_32Bits(); Buildings.V22s = Read_32Bits(); Buildings.V23s = Read_32Bits(); Buildings.V24s = Read_32Bits(); Buildings.V25s = Read_32Bits(); Buildings.V26s = Read_32Bits(); Buildings.V27s = Read_32Bits(); Buildings.V28s = Read_32Bits(); Buildings.V29s = Read_32Bits(); Buildings.V30s = Read_32Bits(); Buildings.V31s = Read_32Bits(); Buildings.V32s = Read_32Bits(); Buildings.V33s = Read_32Bits(); Buildings.V34s = Read_32Bits(); Buildings.V35s = Read_32Bits(); Buildings.V36s = Read_32Bits(); Buildings.V37s = Read_32Bits(); Buildings.Barrels = Read_32Bits(); Buildings.BarrelsGroups = Read_32Bits(); Buildings.AntQueens = Read_32Bits(); Buildings.Larva1s = Read_32Bits(); Buildings.Larva2s = Read_32Bits(); return(Buildings); }