mirror of
https://github.com/SabreTools/BinaryObjectScanner.git
synced 2026-02-11 13:45:25 +00:00
545 lines
20 KiB
C#
545 lines
20 KiB
C#
using System.Collections.Generic;
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using System.IO;
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using System.Text;
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using BinaryObjectScanner.Models.NCF;
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using BinaryObjectScanner.Utilities;
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namespace BinaryObjectScanner.Builders
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{
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public static class NCF
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{
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#region Byte Data
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/// <summary>
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/// Parse a byte array into a Half-Life No Cache
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/// </summary>
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/// <param name="data">Byte array to parse</param>
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/// <param name="offset">Offset into the byte array</param>
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/// <returns>Filled Half-Life No Cache on success, null on error</returns>
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public static Models.NCF.File ParseFile(byte[] data, int offset)
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{
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// If the data is invalid
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if (data == null)
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return null;
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// If the offset is out of bounds
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if (offset < 0 || offset >= data.Length)
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return null;
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// Create a memory stream and parse that
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MemoryStream dataStream = new MemoryStream(data, offset, data.Length - offset);
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return ParseFile(dataStream);
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}
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#endregion
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#region Stream Data
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/// <summary>
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/// Parse a Stream into a Half-Life No Cache
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/// </summary>
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/// <param name="data">Stream to parse</param>
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/// <returns>Filled Half-Life No Cache on success, null on error</returns>
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public static Models.NCF.File ParseFile(Stream data)
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{
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// If the data is invalid
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if (data == null || data.Length == 0 || !data.CanSeek || !data.CanRead)
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return null;
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// If the offset is out of bounds
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if (data.Position < 0 || data.Position >= data.Length)
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return null;
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// Cache the current offset
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long initialOffset = data.Position;
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// Create a new Half-Life No Cache to fill
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var file = new Models.NCF.File();
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#region Header
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// Try to parse the header
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var header = ParseHeader(data);
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if (header == null)
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return null;
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// Set the no cache header
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file.Header = header;
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#endregion
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// Cache the current offset
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initialOffset = data.Position;
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#region Directory Header
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// Try to parse the directory header
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var directoryHeader = ParseDirectoryHeader(data);
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if (directoryHeader == null)
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return null;
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// Set the game cache directory header
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file.DirectoryHeader = directoryHeader;
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#endregion
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#region Directory Entries
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// Create the directory entry array
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file.DirectoryEntries = new DirectoryEntry[directoryHeader.ItemCount];
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// Try to parse the directory entries
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for (int i = 0; i < directoryHeader.ItemCount; i++)
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{
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var directoryEntry = ParseDirectoryEntry(data);
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file.DirectoryEntries[i] = directoryEntry;
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}
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#endregion
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#region Directory Names
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if (directoryHeader.NameSize > 0)
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{
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// Get the current offset for adjustment
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long directoryNamesStart = data.Position;
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// Get the ending offset
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long directoryNamesEnd = data.Position + directoryHeader.NameSize;
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// Create the string dictionary
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file.DirectoryNames = new Dictionary<long, string>();
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// Loop and read the null-terminated strings
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while (data.Position < directoryNamesEnd)
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{
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long nameOffset = data.Position - directoryNamesStart;
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string directoryName = data.ReadString(Encoding.ASCII);
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if (data.Position > directoryNamesEnd)
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{
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data.Seek(-directoryName.Length, SeekOrigin.Current);
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byte[] endingData = data.ReadBytes((int)(directoryNamesEnd - data.Position));
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if (endingData != null)
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directoryName = Encoding.ASCII.GetString(endingData);
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else
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directoryName = null;
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}
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file.DirectoryNames[nameOffset] = directoryName;
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}
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// Loop and assign to entries
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foreach (var directoryEntry in file.DirectoryEntries)
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{
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directoryEntry.Name = file.DirectoryNames[directoryEntry.NameOffset];
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}
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}
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#endregion
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#region Directory Info 1 Entries
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// Create the directory info 1 entry array
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file.DirectoryInfo1Entries = new DirectoryInfo1Entry[directoryHeader.Info1Count];
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// Try to parse the directory info 1 entries
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for (int i = 0; i < directoryHeader.Info1Count; i++)
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{
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var directoryInfo1Entry = ParseDirectoryInfo1Entry(data);
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file.DirectoryInfo1Entries[i] = directoryInfo1Entry;
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}
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#endregion
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#region Directory Info 2 Entries
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// Create the directory info 2 entry array
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file.DirectoryInfo2Entries = new DirectoryInfo2Entry[directoryHeader.ItemCount];
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// Try to parse the directory info 2 entries
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for (int i = 0; i < directoryHeader.ItemCount; i++)
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{
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var directoryInfo2Entry = ParseDirectoryInfo2Entry(data);
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file.DirectoryInfo2Entries[i] = directoryInfo2Entry;
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}
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#endregion
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#region Directory Copy Entries
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// Create the directory copy entry array
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file.DirectoryCopyEntries = new DirectoryCopyEntry[directoryHeader.CopyCount];
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// Try to parse the directory copy entries
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for (int i = 0; i < directoryHeader.CopyCount; i++)
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{
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var directoryCopyEntry = ParseDirectoryCopyEntry(data);
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file.DirectoryCopyEntries[i] = directoryCopyEntry;
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}
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#endregion
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#region Directory Local Entries
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// Create the directory local entry array
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file.DirectoryLocalEntries = new DirectoryLocalEntry[directoryHeader.LocalCount];
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// Try to parse the directory local entries
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for (int i = 0; i < directoryHeader.LocalCount; i++)
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{
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var directoryLocalEntry = ParseDirectoryLocalEntry(data);
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file.DirectoryLocalEntries[i] = directoryLocalEntry;
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}
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#endregion
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// Seek to end of directory section, just in case
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data.Seek(initialOffset + directoryHeader.DirectorySize, SeekOrigin.Begin);
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#region Unknown Header
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// Try to parse the unknown header
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var unknownHeader = ParseUnknownHeader(data);
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if (unknownHeader == null)
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return null;
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// Set the game cache unknown header
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file.UnknownHeader = unknownHeader;
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#endregion
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#region Unknown Entries
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// Create the unknown entry array
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file.UnknownEntries = new UnknownEntry[directoryHeader.ItemCount];
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// Try to parse the unknown entries
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for (int i = 0; i < directoryHeader.ItemCount; i++)
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{
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var unknownEntry = ParseUnknownEntry(data);
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file.UnknownEntries[i] = unknownEntry;
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}
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#endregion
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#region Checksum Header
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// Try to parse the checksum header
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var checksumHeader = ParseChecksumHeader(data);
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if (checksumHeader == null)
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return null;
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// Set the game cache checksum header
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file.ChecksumHeader = checksumHeader;
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#endregion
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// Cache the current offset
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initialOffset = data.Position;
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#region Checksum Map Header
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// Try to parse the checksum map header
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var checksumMapHeader = ParseChecksumMapHeader(data);
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if (checksumMapHeader == null)
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return null;
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// Set the game cache checksum map header
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file.ChecksumMapHeader = checksumMapHeader;
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#endregion
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#region Checksum Map Entries
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// Create the checksum map entry array
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file.ChecksumMapEntries = new ChecksumMapEntry[checksumMapHeader.ItemCount];
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// Try to parse the checksum map entries
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for (int i = 0; i < checksumMapHeader.ItemCount; i++)
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{
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var checksumMapEntry = ParseChecksumMapEntry(data);
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file.ChecksumMapEntries[i] = checksumMapEntry;
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}
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#endregion
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#region Checksum Entries
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// Create the checksum entry array
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file.ChecksumEntries = new ChecksumEntry[checksumMapHeader.ChecksumCount];
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// Try to parse the checksum entries
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for (int i = 0; i < checksumMapHeader.ChecksumCount; i++)
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{
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var checksumEntry = ParseChecksumEntry(data);
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file.ChecksumEntries[i] = checksumEntry;
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}
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#endregion
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// Seek to end of checksum section, just in case
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data.Seek(initialOffset + checksumHeader.ChecksumSize, SeekOrigin.Begin);
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return file;
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}
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/// <summary>
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/// Parse a Stream into a Half-Life No Cache header
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/// </summary>
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/// <param name="data">Stream to parse</param>
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/// <returns>Filled Half-Life No Cache header on success, null on error</returns>
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private static Header ParseHeader(Stream data)
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{
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// TODO: Use marshalling here instead of building
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Header header = new Header();
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header.Dummy0 = data.ReadUInt32();
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if (header.Dummy0 != 0x00000001)
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return null;
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header.MajorVersion = data.ReadUInt32();
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if (header.MajorVersion != 0x00000002)
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return null;
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header.MinorVersion = data.ReadUInt32();
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if (header.MinorVersion != 1)
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return null;
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header.CacheID = data.ReadUInt32();
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header.LastVersionPlayed = data.ReadUInt32();
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header.Dummy1 = data.ReadUInt32();
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header.Dummy2 = data.ReadUInt32();
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header.FileSize = data.ReadUInt32();
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header.BlockSize = data.ReadUInt32();
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header.BlockCount = data.ReadUInt32();
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header.Dummy3 = data.ReadUInt32();
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return header;
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}
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/// <summary>
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/// Parse a Stream into a Half-Life No Cache directory header
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/// </summary>
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/// <param name="data">Stream to parse</param>
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/// <returns>Filled Half-Life No Cache directory header on success, null on error</returns>
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private static DirectoryHeader ParseDirectoryHeader(Stream data)
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{
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// TODO: Use marshalling here instead of building
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DirectoryHeader directoryHeader = new DirectoryHeader();
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directoryHeader.Dummy0 = data.ReadUInt32();
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if (directoryHeader.Dummy0 != 0x00000004)
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return null;
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directoryHeader.CacheID = data.ReadUInt32();
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directoryHeader.LastVersionPlayed = data.ReadUInt32();
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directoryHeader.ItemCount = data.ReadUInt32();
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directoryHeader.FileCount = data.ReadUInt32();
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directoryHeader.ChecksumDataLength = data.ReadUInt32();
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directoryHeader.DirectorySize = data.ReadUInt32();
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directoryHeader.NameSize = data.ReadUInt32();
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directoryHeader.Info1Count = data.ReadUInt32();
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directoryHeader.CopyCount = data.ReadUInt32();
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directoryHeader.LocalCount = data.ReadUInt32();
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directoryHeader.Dummy1 = data.ReadUInt32();
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directoryHeader.Dummy2 = data.ReadUInt32();
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directoryHeader.Checksum = data.ReadUInt32();
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return directoryHeader;
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}
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/// <summary>
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/// Parse a Stream into a Half-Life No Cache directory entry
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/// </summary>
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/// <param name="data">Stream to parse</param>
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/// <returns>Filled Half-Life No Cache directory entry on success, null on error</returns>
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private static DirectoryEntry ParseDirectoryEntry(Stream data)
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{
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// TODO: Use marshalling here instead of building
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DirectoryEntry directoryEntry = new DirectoryEntry();
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directoryEntry.NameOffset = data.ReadUInt32();
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directoryEntry.ItemSize = data.ReadUInt32();
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directoryEntry.ChecksumIndex = data.ReadUInt32();
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directoryEntry.DirectoryFlags = (HL_NCF_FLAG)data.ReadUInt32();
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directoryEntry.ParentIndex = data.ReadUInt32();
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directoryEntry.NextIndex = data.ReadUInt32();
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directoryEntry.FirstIndex = data.ReadUInt32();
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return directoryEntry;
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}
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/// <summary>
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/// Parse a Stream into a Half-Life No Cache directory info 1 entry
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/// </summary>
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/// <param name="data">Stream to parse</param>
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/// <returns>Filled Half-Life No Cache directory info 1 entry on success, null on error</returns>
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private static DirectoryInfo1Entry ParseDirectoryInfo1Entry(Stream data)
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{
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// TODO: Use marshalling here instead of building
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DirectoryInfo1Entry directoryInfo1Entry = new DirectoryInfo1Entry();
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directoryInfo1Entry.Dummy0 = data.ReadUInt32();
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return directoryInfo1Entry;
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}
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/// <summary>
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/// Parse a Stream into a Half-Life No Cache directory info 2 entry
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/// </summary>
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/// <param name="data">Stream to parse</param>
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/// <returns>Filled Half-Life No Cache directory info 2 entry on success, null on error</returns>
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private static DirectoryInfo2Entry ParseDirectoryInfo2Entry(Stream data)
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{
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// TODO: Use marshalling here instead of building
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DirectoryInfo2Entry directoryInfo2Entry = new DirectoryInfo2Entry();
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directoryInfo2Entry.Dummy0 = data.ReadUInt32();
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return directoryInfo2Entry;
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}
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/// <summary>
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/// Parse a Stream into a Half-Life No Cache directory copy entry
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/// </summary>
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/// <param name="data">Stream to parse</param>
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/// <returns>Filled Half-Life No Cache directory copy entry on success, null on error</returns>
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private static DirectoryCopyEntry ParseDirectoryCopyEntry(Stream data)
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{
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// TODO: Use marshalling here instead of building
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DirectoryCopyEntry directoryCopyEntry = new DirectoryCopyEntry();
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directoryCopyEntry.DirectoryIndex = data.ReadUInt32();
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return directoryCopyEntry;
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}
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/// <summary>
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/// Parse a Stream into a Half-Life No Cache directory local entry
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/// </summary>
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/// <param name="data">Stream to parse</param>
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/// <returns>Filled Half-Life No Cache directory local entry on success, null on error</returns>
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private static DirectoryLocalEntry ParseDirectoryLocalEntry(Stream data)
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{
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// TODO: Use marshalling here instead of building
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DirectoryLocalEntry directoryLocalEntry = new DirectoryLocalEntry();
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directoryLocalEntry.DirectoryIndex = data.ReadUInt32();
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return directoryLocalEntry;
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}
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/// <summary>
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/// Parse a Stream into a Half-Life No Cache unknown header
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/// </summary>
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/// <param name="data">Stream to parse</param>
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/// <returns>Filled Half-Life No Cache unknown header on success, null on error</returns>
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private static UnknownHeader ParseUnknownHeader(Stream data)
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{
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// TODO: Use marshalling here instead of building
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UnknownHeader unknownHeader = new UnknownHeader();
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unknownHeader.Dummy0 = data.ReadUInt32();
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if (unknownHeader.Dummy0 != 0x00000001)
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return null;
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unknownHeader.Dummy1 = data.ReadUInt32();
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if (unknownHeader.Dummy1 != 0x00000000)
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return null;
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return unknownHeader;
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}
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/// <summary>
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/// Parse a Stream into a Half-Life No Cache unknown entry
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/// </summary>
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/// <param name="data">Stream to parse</param>
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/// <returns>Filled Half-Life No Cacheunknown entry on success, null on error</returns>
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private static UnknownEntry ParseUnknownEntry(Stream data)
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{
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// TODO: Use marshalling here instead of building
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UnknownEntry unknownEntry = new UnknownEntry();
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unknownEntry.Dummy0 = data.ReadUInt32();
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return unknownEntry;
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}
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/// <summary>
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/// Parse a Stream into a Half-Life No Cache checksum header
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/// </summary>
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/// <param name="data">Stream to parse</param>
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/// <returns>Filled Half-Life No Cache checksum header on success, null on error</returns>
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private static ChecksumHeader ParseChecksumHeader(Stream data)
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{
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// TODO: Use marshalling here instead of building
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ChecksumHeader checksumHeader = new ChecksumHeader();
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checksumHeader.Dummy0 = data.ReadUInt32();
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if (checksumHeader.Dummy0 != 0x00000001)
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return null;
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checksumHeader.ChecksumSize = data.ReadUInt32();
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return checksumHeader;
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}
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/// <summary>
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/// Parse a Stream into a Half-Life No Cache checksum map header
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/// </summary>
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/// <param name="data">Stream to parse</param>
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/// <returns>Filled Half-Life No Cache checksum map header on success, null on error</returns>
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private static ChecksumMapHeader ParseChecksumMapHeader(Stream data)
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{
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// TODO: Use marshalling here instead of building
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ChecksumMapHeader checksumMapHeader = new ChecksumMapHeader();
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checksumMapHeader.Dummy0 = data.ReadUInt32();
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if (checksumMapHeader.Dummy0 != 0x14893721)
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return null;
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checksumMapHeader.Dummy1 = data.ReadUInt32();
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if (checksumMapHeader.Dummy1 != 0x00000001)
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return null;
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checksumMapHeader.ItemCount = data.ReadUInt32();
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checksumMapHeader.ChecksumCount = data.ReadUInt32();
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return checksumMapHeader;
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}
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/// <summary>
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/// Parse a Stream into a Half-Life No Cache checksum map entry
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/// </summary>
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/// <param name="data">Stream to parse</param>
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/// <returns>Filled Half-Life No Cache checksum map entry on success, null on error</returns>
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private static ChecksumMapEntry ParseChecksumMapEntry(Stream data)
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{
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// TODO: Use marshalling here instead of building
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ChecksumMapEntry checksumMapEntry = new ChecksumMapEntry();
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checksumMapEntry.ChecksumCount = data.ReadUInt32();
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checksumMapEntry.FirstChecksumIndex = data.ReadUInt32();
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return checksumMapEntry;
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}
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/// <summary>
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/// Parse a Stream into a Half-Life No Cache checksum entry
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/// </summary>
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/// <param name="data">Stream to parse</param>
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/// <returns>Filled Half-Life No Cache checksum entry on success, null on error</returns>
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private static ChecksumEntry ParseChecksumEntry(Stream data)
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{
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// TODO: Use marshalling here instead of building
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ChecksumEntry checksumEntry = new ChecksumEntry();
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checksumEntry.Checksum = data.ReadUInt32();
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return checksumEntry;
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}
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#endregion
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}
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}
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