mirror of
https://github.com/tiennm99/try-netty.git
synced 2026-05-20 07:27:07 +00:00
576 lines
14 KiB
JavaScript
576 lines
14 KiB
JavaScript
// automatically generated by the FlatBuffers compiler, do not modify
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/**
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* @const
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* @namespace
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*/
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var MyGame = MyGame || {};
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/**
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* @const
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* @namespace
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*/
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MyGame.Sample = MyGame.Sample || {};
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/**
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* @enum {number}
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*/
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MyGame.Sample.Color = {
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Red: 0,
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Green: 1,
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Blue: 2
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};
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/**
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* @enum {string}
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*/
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MyGame.Sample.ColorName = {
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'0': 'Red',
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'1': 'Green',
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'2': 'Blue'
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};
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/**
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* @enum {number}
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*/
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MyGame.Sample.Equipment = {
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NONE: 0,
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Weapon: 1
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};
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/**
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* @enum {string}
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*/
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MyGame.Sample.EquipmentName = {
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'0': 'NONE',
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'1': 'Weapon'
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};
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/**
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* @constructor
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*/
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MyGame.Sample.Vec3 = function() {
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/**
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* @type {flatbuffers.ByteBuffer}
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*/
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this.bb = null;
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/**
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* @type {number}
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*/
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this.bb_pos = 0;
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};
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/**
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* @param {number} i
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* @param {flatbuffers.ByteBuffer} bb
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* @returns {MyGame.Sample.Vec3}
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*/
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MyGame.Sample.Vec3.prototype.__init = function(i, bb) {
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this.bb_pos = i;
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this.bb = bb;
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return this;
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};
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/**
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* @returns {number}
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*/
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MyGame.Sample.Vec3.prototype.x = function() {
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return this.bb.readFloat32(this.bb_pos);
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};
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/**
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* @returns {number}
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*/
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MyGame.Sample.Vec3.prototype.y = function() {
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return this.bb.readFloat32(this.bb_pos + 4);
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};
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/**
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* @returns {number}
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*/
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MyGame.Sample.Vec3.prototype.z = function() {
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return this.bb.readFloat32(this.bb_pos + 8);
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};
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/**
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* @param {flatbuffers.Builder} builder
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* @param {number} x
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* @param {number} y
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* @param {number} z
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* @returns {flatbuffers.Offset}
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*/
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MyGame.Sample.Vec3.createVec3 = function(builder, x, y, z) {
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builder.prep(4, 12);
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builder.writeFloat32(z);
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builder.writeFloat32(y);
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builder.writeFloat32(x);
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return builder.offset();
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};
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/**
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* @constructor
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*/
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MyGame.Sample.Monster = function() {
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/**
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* @type {flatbuffers.ByteBuffer}
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*/
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this.bb = null;
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/**
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* @type {number}
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*/
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this.bb_pos = 0;
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};
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/**
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* @param {number} i
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* @param {flatbuffers.ByteBuffer} bb
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* @returns {MyGame.Sample.Monster}
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*/
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MyGame.Sample.Monster.prototype.__init = function(i, bb) {
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this.bb_pos = i;
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this.bb = bb;
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return this;
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};
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/**
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* @param {flatbuffers.ByteBuffer} bb
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* @param {MyGame.Sample.Monster=} obj
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* @returns {MyGame.Sample.Monster}
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*/
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MyGame.Sample.Monster.getRootAsMonster = function(bb, obj) {
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return (obj || new MyGame.Sample.Monster).__init(bb.readInt32(bb.position()) + bb.position(), bb);
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};
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/**
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* @param {flatbuffers.ByteBuffer} bb
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* @param {MyGame.Sample.Monster=} obj
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* @returns {MyGame.Sample.Monster}
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*/
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MyGame.Sample.Monster.getSizePrefixedRootAsMonster = function(bb, obj) {
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bb.setPosition(bb.position() + flatbuffers.SIZE_PREFIX_LENGTH);
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return (obj || new MyGame.Sample.Monster).__init(bb.readInt32(bb.position()) + bb.position(), bb);
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};
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/**
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* @param {MyGame.Sample.Vec3=} obj
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* @returns {MyGame.Sample.Vec3|null}
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*/
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MyGame.Sample.Monster.prototype.pos = function(obj) {
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var offset = this.bb.__offset(this.bb_pos, 4);
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return offset ? (obj || new MyGame.Sample.Vec3).__init(this.bb_pos + offset, this.bb) : null;
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};
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/**
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* @returns {number}
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*/
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MyGame.Sample.Monster.prototype.mana = function() {
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var offset = this.bb.__offset(this.bb_pos, 6);
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return offset ? this.bb.readInt16(this.bb_pos + offset) : 150;
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};
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/**
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* @returns {number}
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*/
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MyGame.Sample.Monster.prototype.hp = function() {
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var offset = this.bb.__offset(this.bb_pos, 8);
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return offset ? this.bb.readInt16(this.bb_pos + offset) : 100;
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};
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/**
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* @param {flatbuffers.Encoding=} optionalEncoding
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* @returns {string|Uint8Array|null}
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*/
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MyGame.Sample.Monster.prototype.name = function(optionalEncoding) {
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var offset = this.bb.__offset(this.bb_pos, 10);
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return offset ? this.bb.__string(this.bb_pos + offset, optionalEncoding) : null;
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};
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/**
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* @param {number} index
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* @returns {number}
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*/
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MyGame.Sample.Monster.prototype.inventory = function(index) {
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var offset = this.bb.__offset(this.bb_pos, 14);
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return offset ? this.bb.readUint8(this.bb.__vector(this.bb_pos + offset) + index) : 0;
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};
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/**
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* @returns {number}
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*/
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MyGame.Sample.Monster.prototype.inventoryLength = function() {
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var offset = this.bb.__offset(this.bb_pos, 14);
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return offset ? this.bb.__vector_len(this.bb_pos + offset) : 0;
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};
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/**
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* @returns {Uint8Array}
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*/
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MyGame.Sample.Monster.prototype.inventoryArray = function() {
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var offset = this.bb.__offset(this.bb_pos, 14);
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return offset ? new Uint8Array(this.bb.bytes().buffer, this.bb.bytes().byteOffset + this.bb.__vector(this.bb_pos + offset), this.bb.__vector_len(this.bb_pos + offset)) : null;
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};
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/**
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* @returns {MyGame.Sample.Color}
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*/
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MyGame.Sample.Monster.prototype.color = function() {
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var offset = this.bb.__offset(this.bb_pos, 16);
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return offset ? /** @type {MyGame.Sample.Color} */ (this.bb.readInt8(this.bb_pos + offset)) : MyGame.Sample.Color.Blue;
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};
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/**
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* @param {number} index
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* @param {MyGame.Sample.Weapon=} obj
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* @returns {MyGame.Sample.Weapon}
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*/
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MyGame.Sample.Monster.prototype.weapons = function(index, obj) {
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var offset = this.bb.__offset(this.bb_pos, 18);
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return offset ? (obj || new MyGame.Sample.Weapon).__init(this.bb.__indirect(this.bb.__vector(this.bb_pos + offset) + index * 4), this.bb) : null;
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};
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/**
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* @returns {number}
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*/
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MyGame.Sample.Monster.prototype.weaponsLength = function() {
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var offset = this.bb.__offset(this.bb_pos, 18);
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return offset ? this.bb.__vector_len(this.bb_pos + offset) : 0;
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};
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/**
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* @returns {MyGame.Sample.Equipment}
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*/
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MyGame.Sample.Monster.prototype.equippedType = function() {
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var offset = this.bb.__offset(this.bb_pos, 20);
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return offset ? /** @type {MyGame.Sample.Equipment} */ (this.bb.readUint8(this.bb_pos + offset)) : MyGame.Sample.Equipment.NONE;
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};
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/**
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* @param {flatbuffers.Table} obj
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* @returns {?flatbuffers.Table}
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*/
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MyGame.Sample.Monster.prototype.equipped = function(obj) {
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var offset = this.bb.__offset(this.bb_pos, 22);
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return offset ? this.bb.__union(obj, this.bb_pos + offset) : null;
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};
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/**
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* @param {number} index
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* @param {MyGame.Sample.Vec3=} obj
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* @returns {MyGame.Sample.Vec3}
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*/
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MyGame.Sample.Monster.prototype.path = function(index, obj) {
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var offset = this.bb.__offset(this.bb_pos, 24);
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return offset ? (obj || new MyGame.Sample.Vec3).__init(this.bb.__vector(this.bb_pos + offset) + index * 12, this.bb) : null;
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};
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/**
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* @returns {number}
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*/
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MyGame.Sample.Monster.prototype.pathLength = function() {
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var offset = this.bb.__offset(this.bb_pos, 24);
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return offset ? this.bb.__vector_len(this.bb_pos + offset) : 0;
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};
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/**
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* @param {flatbuffers.Builder} builder
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*/
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MyGame.Sample.Monster.startMonster = function(builder) {
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builder.startObject(11);
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};
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/**
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* @param {flatbuffers.Builder} builder
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* @param {flatbuffers.Offset} posOffset
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*/
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MyGame.Sample.Monster.addPos = function(builder, posOffset) {
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builder.addFieldStruct(0, posOffset, 0);
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};
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/**
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* @param {flatbuffers.Builder} builder
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* @param {number} mana
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*/
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MyGame.Sample.Monster.addMana = function(builder, mana) {
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builder.addFieldInt16(1, mana, 150);
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};
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/**
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* @param {flatbuffers.Builder} builder
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* @param {number} hp
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*/
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MyGame.Sample.Monster.addHp = function(builder, hp) {
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builder.addFieldInt16(2, hp, 100);
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};
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/**
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* @param {flatbuffers.Builder} builder
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* @param {flatbuffers.Offset} nameOffset
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*/
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MyGame.Sample.Monster.addName = function(builder, nameOffset) {
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builder.addFieldOffset(3, nameOffset, 0);
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};
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/**
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* @param {flatbuffers.Builder} builder
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* @param {flatbuffers.Offset} inventoryOffset
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*/
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MyGame.Sample.Monster.addInventory = function(builder, inventoryOffset) {
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builder.addFieldOffset(5, inventoryOffset, 0);
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};
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/**
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* @param {flatbuffers.Builder} builder
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* @param {Array.<number>} data
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* @returns {flatbuffers.Offset}
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*/
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MyGame.Sample.Monster.createInventoryVector = function(builder, data) {
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builder.startVector(1, data.length, 1);
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for (var i = data.length - 1; i >= 0; i--) {
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builder.addInt8(data[i]);
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}
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return builder.endVector();
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};
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/**
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* @param {flatbuffers.Builder} builder
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* @param {number} numElems
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*/
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MyGame.Sample.Monster.startInventoryVector = function(builder, numElems) {
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builder.startVector(1, numElems, 1);
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};
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/**
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* @param {flatbuffers.Builder} builder
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* @param {MyGame.Sample.Color} color
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*/
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MyGame.Sample.Monster.addColor = function(builder, color) {
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builder.addFieldInt8(6, color, MyGame.Sample.Color.Blue);
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};
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/**
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* @param {flatbuffers.Builder} builder
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* @param {flatbuffers.Offset} weaponsOffset
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*/
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MyGame.Sample.Monster.addWeapons = function(builder, weaponsOffset) {
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builder.addFieldOffset(7, weaponsOffset, 0);
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};
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/**
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* @param {flatbuffers.Builder} builder
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* @param {Array.<flatbuffers.Offset>} data
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* @returns {flatbuffers.Offset}
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*/
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MyGame.Sample.Monster.createWeaponsVector = function(builder, data) {
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builder.startVector(4, data.length, 4);
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for (var i = data.length - 1; i >= 0; i--) {
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builder.addOffset(data[i]);
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}
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return builder.endVector();
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};
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/**
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* @param {flatbuffers.Builder} builder
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* @param {number} numElems
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*/
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MyGame.Sample.Monster.startWeaponsVector = function(builder, numElems) {
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builder.startVector(4, numElems, 4);
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};
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/**
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* @param {flatbuffers.Builder} builder
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* @param {MyGame.Sample.Equipment} equippedType
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*/
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MyGame.Sample.Monster.addEquippedType = function(builder, equippedType) {
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builder.addFieldInt8(8, equippedType, MyGame.Sample.Equipment.NONE);
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};
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/**
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* @param {flatbuffers.Builder} builder
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* @param {flatbuffers.Offset} equippedOffset
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*/
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MyGame.Sample.Monster.addEquipped = function(builder, equippedOffset) {
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builder.addFieldOffset(9, equippedOffset, 0);
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};
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/**
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* @param {flatbuffers.Builder} builder
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* @param {flatbuffers.Offset} pathOffset
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*/
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MyGame.Sample.Monster.addPath = function(builder, pathOffset) {
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builder.addFieldOffset(10, pathOffset, 0);
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};
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/**
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* @param {flatbuffers.Builder} builder
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* @param {number} numElems
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*/
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MyGame.Sample.Monster.startPathVector = function(builder, numElems) {
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builder.startVector(12, numElems, 4);
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};
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/**
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* @param {flatbuffers.Builder} builder
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* @returns {flatbuffers.Offset}
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*/
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MyGame.Sample.Monster.endMonster = function(builder) {
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var offset = builder.endObject();
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return offset;
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};
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/**
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* @param {flatbuffers.Builder} builder
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* @param {flatbuffers.Offset} offset
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*/
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MyGame.Sample.Monster.finishMonsterBuffer = function(builder, offset) {
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builder.finish(offset);
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};
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/**
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* @param {flatbuffers.Builder} builder
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* @param {flatbuffers.Offset} offset
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*/
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MyGame.Sample.Monster.finishSizePrefixedMonsterBuffer = function(builder, offset) {
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builder.finish(offset, undefined, true);
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};
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/**
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* @param {flatbuffers.Builder} builder
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* @param {flatbuffers.Offset} posOffset
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* @param {number} mana
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* @param {number} hp
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* @param {flatbuffers.Offset} nameOffset
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* @param {flatbuffers.Offset} inventoryOffset
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* @param {MyGame.Sample.Color} color
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* @param {flatbuffers.Offset} weaponsOffset
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* @param {MyGame.Sample.Equipment} equippedType
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* @param {flatbuffers.Offset} equippedOffset
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* @param {flatbuffers.Offset} pathOffset
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* @returns {flatbuffers.Offset}
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*/
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MyGame.Sample.Monster.createMonster = function(builder, posOffset, mana, hp, nameOffset, inventoryOffset, color, weaponsOffset, equippedType, equippedOffset, pathOffset) {
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MyGame.Sample.Monster.startMonster(builder);
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MyGame.Sample.Monster.addPos(builder, posOffset);
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MyGame.Sample.Monster.addMana(builder, mana);
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MyGame.Sample.Monster.addHp(builder, hp);
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MyGame.Sample.Monster.addName(builder, nameOffset);
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MyGame.Sample.Monster.addInventory(builder, inventoryOffset);
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MyGame.Sample.Monster.addColor(builder, color);
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MyGame.Sample.Monster.addWeapons(builder, weaponsOffset);
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MyGame.Sample.Monster.addEquippedType(builder, equippedType);
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MyGame.Sample.Monster.addEquipped(builder, equippedOffset);
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MyGame.Sample.Monster.addPath(builder, pathOffset);
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return MyGame.Sample.Monster.endMonster(builder);
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}
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/**
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* @constructor
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*/
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MyGame.Sample.Weapon = function() {
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/**
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* @type {flatbuffers.ByteBuffer}
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*/
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this.bb = null;
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/**
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* @type {number}
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*/
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this.bb_pos = 0;
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};
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/**
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* @param {number} i
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* @param {flatbuffers.ByteBuffer} bb
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* @returns {MyGame.Sample.Weapon}
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*/
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MyGame.Sample.Weapon.prototype.__init = function(i, bb) {
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this.bb_pos = i;
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this.bb = bb;
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return this;
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};
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/**
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* @param {flatbuffers.ByteBuffer} bb
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* @param {MyGame.Sample.Weapon=} obj
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* @returns {MyGame.Sample.Weapon}
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*/
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MyGame.Sample.Weapon.getRootAsWeapon = function(bb, obj) {
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return (obj || new MyGame.Sample.Weapon).__init(bb.readInt32(bb.position()) + bb.position(), bb);
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};
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/**
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* @param {flatbuffers.ByteBuffer} bb
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* @param {MyGame.Sample.Weapon=} obj
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* @returns {MyGame.Sample.Weapon}
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*/
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MyGame.Sample.Weapon.getSizePrefixedRootAsWeapon = function(bb, obj) {
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bb.setPosition(bb.position() + flatbuffers.SIZE_PREFIX_LENGTH);
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return (obj || new MyGame.Sample.Weapon).__init(bb.readInt32(bb.position()) + bb.position(), bb);
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};
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/**
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* @param {flatbuffers.Encoding=} optionalEncoding
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* @returns {string|Uint8Array|null}
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*/
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MyGame.Sample.Weapon.prototype.name = function(optionalEncoding) {
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var offset = this.bb.__offset(this.bb_pos, 4);
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return offset ? this.bb.__string(this.bb_pos + offset, optionalEncoding) : null;
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};
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/**
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* @returns {number}
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*/
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MyGame.Sample.Weapon.prototype.damage = function() {
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|
var offset = this.bb.__offset(this.bb_pos, 6);
|
|
return offset ? this.bb.readInt16(this.bb_pos + offset) : 0;
|
|
};
|
|
|
|
/**
|
|
* @param {flatbuffers.Builder} builder
|
|
*/
|
|
MyGame.Sample.Weapon.startWeapon = function(builder) {
|
|
builder.startObject(2);
|
|
};
|
|
|
|
/**
|
|
* @param {flatbuffers.Builder} builder
|
|
* @param {flatbuffers.Offset} nameOffset
|
|
*/
|
|
MyGame.Sample.Weapon.addName = function(builder, nameOffset) {
|
|
builder.addFieldOffset(0, nameOffset, 0);
|
|
};
|
|
|
|
/**
|
|
* @param {flatbuffers.Builder} builder
|
|
* @param {number} damage
|
|
*/
|
|
MyGame.Sample.Weapon.addDamage = function(builder, damage) {
|
|
builder.addFieldInt16(1, damage, 0);
|
|
};
|
|
|
|
/**
|
|
* @param {flatbuffers.Builder} builder
|
|
* @returns {flatbuffers.Offset}
|
|
*/
|
|
MyGame.Sample.Weapon.endWeapon = function(builder) {
|
|
var offset = builder.endObject();
|
|
return offset;
|
|
};
|
|
|
|
/**
|
|
* @param {flatbuffers.Builder} builder
|
|
* @param {flatbuffers.Offset} nameOffset
|
|
* @param {number} damage
|
|
* @returns {flatbuffers.Offset}
|
|
*/
|
|
MyGame.Sample.Weapon.createWeapon = function(builder, nameOffset, damage) {
|
|
MyGame.Sample.Weapon.startWeapon(builder);
|
|
MyGame.Sample.Weapon.addName(builder, nameOffset);
|
|
MyGame.Sample.Weapon.addDamage(builder, damage);
|
|
return MyGame.Sample.Weapon.endWeapon(builder);
|
|
}
|
|
|
|
// Exports for Node.js and RequireJS
|
|
this.MyGame = MyGame;
|