Table of Contents

Class SceneLivingDef

Namespace
WoWLib.Formats.WDL.Chunks
Assembly
WoWLib.dll

One scene-living (world) definition (an MSLD record, The War Within+): a time-windowed scene schedule.

public class SceneLivingDef : IDisposable
Inheritance
SceneLivingDef
Implements
Inherited Members

Constructors

SceneLivingDef()

public SceneLivingDef()

SceneLivingDef(uint, uint, uint, uint, uint, uint, uint, uint)

public SceneLivingDef(uint unk0, uint unk1, uint unk2, uint unk3, uint timeStart0, uint timeStart1, uint timeEnd0, uint timeEnd1)

Parameters

unk0 uint
unk1 uint
unk2 uint
unk3 uint
timeStart0 uint
timeStart1 uint
timeEnd0 uint
timeEnd1 uint

SceneLivingDef(SceneLivingDef)

Copy-construct: a deep copy of other (the C++ copy constructor).

public SceneLivingDef(SceneLivingDef other)

Parameters

other SceneLivingDef

Properties

TimeEnd0

Window end (first pair value).

public uint TimeEnd0 { get; set; }

Property Value

uint

TimeEnd1

Window end (second pair value).

public uint TimeEnd1 { get; set; }

Property Value

uint

TimeStart0

Window start (first pair value).

public uint TimeStart0 { get; set; }

Property Value

uint

TimeStart1

Window start (second pair value).

public uint TimeStart1 { get; set; }

Property Value

uint

Unk0

Unknown.

public uint Unk0 { get; set; }

Property Value

uint

Unk1

Unknown.

public uint Unk1 { get; set; }

Property Value

uint

Unk2

Unknown.

public uint Unk2 { get; set; }

Property Value

uint

Unk3

Unknown.

public uint Unk3 { get; set; }

Property Value

uint

Methods

Dispose()

Release the native object now. Optional: the finalizer releases it on collection anyway - dispose (or using) when you want native memory back promptly.

public virtual void Dispose()