using static BurnOutSharp.Models.Compression.MSZIP.Constants; namespace BurnOutSharp.Compression.MSZIP { /// public class State { /// /// Current offset within the window /// public uint WindowPosition; /// /// Bit buffer /// public uint BitBuffer; /// /// Bits in bit buffer /// public uint BitCount; /// /// Literal/length and distance code lengths /// public uint[] Lengths = new uint[288 + 32]; /// /// Bit length count table /// public uint[] Counts = new uint[ZIPBMAX + 1]; /// /// Memory for l[-1..ZIPBMAX-1] /// public int[] LengthMemory = new int[ZIPBMAX + 1]; /// /// Table stack /// public HuffmanNode[] TableStack = new HuffmanNode[ZIPBMAX]; /// /// Values in order of bit length /// public uint[] Values = new uint[ZIPN_MAX]; /// /// Bit offsets, then code stack /// public uint[] BitOffsets = new uint[ZIPBMAX + 1]; /// byte* public int InputPosition; } }