public function serial(MemStream $s) { $s->serial_short($this->OverdoseTimer); $s->serial_short($this->ConsumptionTime); $s->serial_uint32($nbItems); $s->serial_int_string($this->Properties, $nbItems); }
public function serial(MemStream $s) { $s->serial_uint32($this->Skill); $s->serial_string($this->SkillCode); $s->serial_short($this->MaxSkillValue); $s->serial_short($this->StageType); $s->serial_uint32($this->ParentSkill); $s->serial_short($nbChildSkills); $s->serial_uint32($this->ChildSkills, $nbChildSkills); }
public function serial(MemStream $s) { $s->serial_uint32($nbItems); $s->serial_uint32($this->UsedSkills, $nbItems); $s->serial_uint32($this->BrickFamily); $s->serial_byte($this->IndexInFamily); $s->serial_byte($this->Level); $s->serial_string($this->sTmp); $s->serial_string($this->Icon, 4); $s->serial_sint32($this->IconColor, 4); $s->serial_sint32($this->SabrinaCost); $s->serial_float($this->SabrinaRelativeCost); $s->serial_uint32($nbItems); $s->serial_short($this->MandatoryFamilies, $nbItems); $s->serial_uint32($nbItems); $s->serial_short($this->OptionalFamilies, $nbItems); $s->serial_uint32($nbItems); $s->serial_short($this->ParameterFamilies, $nbItems); $s->serial_uint32($nbItems); $s->serial_short($this->CreditFamilies, $nbItems); $s->serial_string($this->ForbiddenDef); $s->serial_string($this->ForbiddenExclude); $this->FaberPlan = new CFaberPlan(); $this->FaberPlan->serial($s); $this->Properties = array(); $s->serial_uint32($nbItems); for ($nb = 0; $nb < $nbItems; $nb++) { $row = new \stdClass(); $s->serial_string($row->Text); $this->Properties[] = $row; } $s->serial_byte($this->MinCastTime); $s->serial_byte($this->MaxCastTime); $s->serial_byte($this->MinRange); $s->serial_byte($this->MaxRange); $s->serial_uint64($this->BrickRequiredFlags); $s->serial_uint32($this->SPCost); $s->serial_uint32($this->ActionNature); $this->RequiredSkills = array(); $s->serial_uint32($nbItems); for ($nb = 0; $nb < $nbItems; $nb++) { $row = new CRequiredSkill(); $row->serial($s); $this->RequiredSkills[] = $row; } $s->serial_uint32($nbItems); $s->serial_uint32($this->RequiredBricks, $nbItems); $s->serial_byte($this->AvoidCyclic); $s->serial_byte($this->UsableWithEmptyHands); $s->serial_uint32($this->CivRestriction); $s->serial_sint32($this->FactionIndex); $s->serial_sint32($this->MinFameValue); $s->serial_uint32($this->MagicResistType); }
/** * @param MemStream $s */ public function serial(MemStream $s) { $s->serial_uint32($this->Ecosystem); $s->serial_uint32($this->MpCategory); $s->serial_uint32($this->HarvestSkill); $s->serial_uint32($this->Family); $s->serial_uint64($this->ItemPartBF); $s->serial_byte($this->UsedAsCraftRequirement); $s->serial_byte($this->MpColor); $s->serial_short($this->StatEnergy); }
public function serial(MemStream $s) { $s->serial_byte($this->Gender); $s->serial_uint32($this->Race); $s->serial_string($this->SkelFilename); $s->serial_string($this->AnimSetBaseName); $s->serial_string($this->Automaton); $s->serial_float($this->Scale); $s->serial_uint32($this->SoundFamily); $s->serial_uint32($this->SoundVariation); $s->serial_string($this->LodCharacterName); $s->serial_float($this->LodCharacterDistance); $s->serial_byte($this->Selectable); $s->serial_byte($this->Talkable); $s->serial_byte($this->Attackable); $s->serial_byte($this->Givable); $s->serial_byte($this->Mountable); $s->serial_byte($this->Turn); $s->serial_byte($this->SelectableBySpace); $s->serial_uint32($this->HLState); $s->serial_float($this->CharacterScalePos); $s->serial_float($this->NamePosZLow); $s->serial_float($this->NamePosZNormal); $s->serial_float($this->NamePosZHigh); $s->serial_string($this->Fame); // CEquipment::serial() $eq = function (&$row) use($s) { $row = new \stdClass(); $s->serial_string($row->Item); $s->serial_byte($row->Texture); $s->serial_byte($row->Color); $s->serial_string($row->BindPoint); }; $eq($this->Body); $eq($this->Legs); $eq($this->Arms); $eq($this->Hands); $eq($this->Feet); $eq($this->Head); $eq($this->Face); $eq($this->ObjectInRightHand); $eq($this->ObjectInLeftHand); $s->serial_byte($this->HairColor); $s->serial_byte($this->Skin); $s->serial_byte($this->EyesColor); $s->serial_float($this->DistToFront); $s->serial_float($this->DistToBack); $s->serial_float($this->DistToSide); $s->serial_float($this->ColRadius); $s->serial_float($this->ColHeight); $s->serial_float($this->ColLength); $s->serial_float($this->ColWidth); $s->serial_float($this->MaxSpeed); $s->serial_float($this->ClipRadius); $s->serial_float($this->ClipHeight); $s->serial_uint32($nbItems); $s->serial_string($this->AlternativeClothes, $nbItems); $this->HairItemList = array(); $s->serial_uint32($nbItems); for ($nb = 0; $nb < $nbItems; $nb++) { $eq($this->HairItemList[$nb]); } $this->GroundFX = array(); $s->serial_uint32($nbItems); for ($nb = 0; $nb < $nbItems; $nb++) { $row = new \stdClass(); $s->serial_uint32($row->GroundID); $s->Serial_string($row->FXName); $this->GroundFX[] = $row; } $s->serial_byte($this->DisplayOSD); $s->serial_string($this->StaticFX); $this->BodyToBone = new \stdClass(); $s->serial_string($this->BodyToBone->Head); $s->serial_string($this->BodyToBone->Chest); $s->serial_string($this->BodyToBone->LeftArm); $s->serial_string($this->BodyToBone->RightArm); $s->serial_string($this->BodyToBone->LeftHand); $s->serial_string($this->BodyToBone->RightHand); $s->serial_string($this->BodyToBone->LeftLeg); $s->serial_string($this->BodyToBone->RightLeg); $s->serial_string($this->BodyToBone->LeftFoot); $s->serial_string($this->BodyToBone->RightFoot); $s->serial_uint32($nbItems); $s->serial_string($this->AttackLists, $nbItems); // bot object flags $s->serial_byte($this->DisplayInRadar); $s->serial_byte($this->DisplayOSDName); $s->serial_byte($this->DisplayOSDBars); $s->serial_byte($this->DisplayOSDForceOver); $s->serial_byte($this->Traversable); $s->serial_byte($this->RegionForce); $s->serial_byte($this->ForceLevel); $s->serial_short($this->Level); $this->ProjectileCastRay = array(); $s->serial_uint32($nbItems); for ($nb = 0; $nb < $nbItems; $nb++) { $row = new \stdClass(); $s->serial_float($row->Origin, 3); $s->serial_float($row->Pos, 3); $this->ProjectileCastRay[] = $row; } $s->serial_byte($this->R2Npc); }