Lines Matching refs:__vector
960 return offset ? this.bb!.readUint8(this.bb!.__vector(this.bb_pos + offset) + index) : 0;
976 …t8Array(this.bb!.bytes().buffer, this.bb!.bytes().byteOffset + this.bb!.__vector(this.bb_pos + off…
1026 …return offset ? (obj || new MyGame.Example.Test()).__init(this.bb!.__vector(this.bb_pos + offset) …
1046 …return offset ? this.bb!.__string(this.bb!.__vector(this.bb_pos + offset) + index * 4, optionalEnc…
1067 …bj || new MyGame.Example.Monster()).__init(this.bb!.__indirect(this.bb!.__vector(this.bb_pos + off…
1093 return offset ? this.bb!.readUint8(this.bb!.__vector(this.bb_pos + offset) + index) : 0;
1109 …t8Array(this.bb!.bytes().buffer, this.bb!.bytes().byteOffset + this.bb!.__vector(this.bb_pos + off…
1334 return offset ? !!this.bb!.readInt8(this.bb!.__vector(this.bb_pos + offset) + index) : false;
1350 …t8Array(this.bb!.bytes().buffer, this.bb!.bytes().byteOffset + this.bb!.__vector(this.bb_pos + off…
1431 …return offset ? this.bb!.__string(this.bb!.__vector(this.bb_pos + offset) + index * 4, optionalEnc…
1449 …return offset ? (obj || new MyGame.Example.Ability()).__init(this.bb!.__vector(this.bb_pos + offse…
1466 return offset ? this.bb!.readUint8(this.bb!.__vector(this.bb_pos + offset) + index) : 0;
1482 …t8Array(this.bb!.bytes().buffer, this.bb!.bytes().byteOffset + this.bb!.__vector(this.bb_pos + off…
1492 …return offset ? (obj || new MyGame.Example.Test()).__init(this.bb!.__vector(this.bb_pos + offset) …
1509 …return offset ? this.bb!.readInt64(this.bb!.__vector(this.bb_pos + offset) + index * 8) : this.bb!…
1526 return offset ? this.bb!.readFloat64(this.bb!.__vector(this.bb_pos + offset) + index * 8) : 0;
1542 …64Array(this.bb!.bytes().buffer, this.bb!.bytes().byteOffset + this.bb!.__vector(this.bb_pos + off…
1561 …|| new MyGame.Example.Referrable()).__init(this.bb!.__indirect(this.bb!.__vector(this.bb_pos + off…
1601 …return offset ? this.bb!.readUint64(this.bb!.__vector(this.bb_pos + offset) + index * 8) : this.bb…
1619 …|| new MyGame.Example.Referrable()).__init(this.bb!.__indirect(this.bb!.__vector(this.bb_pos + off…
1659 …return offset ? this.bb!.readUint64(this.bb!.__vector(this.bb_pos + offset) + index * 8) : this.bb…
1699 …return offset ? this.bb!.readUint64(this.bb!.__vector(this.bb_pos + offset) + index * 8) : this.bb…
1750 …return offset ? /** */ (this.bb!.readUint8(this.bb!.__vector(this.bb_pos + offset) + index)) : /*…
1766 …t8Array(this.bb!.bytes().buffer, this.bb!.bytes().byteOffset + this.bb!.__vector(this.bb_pos + off…
2876 return offset ? this.bb!.readInt8(this.bb!.__vector(this.bb_pos + offset) + index) : 0;
2892 …t8Array(this.bb!.bytes().buffer, this.bb!.bytes().byteOffset + this.bb!.__vector(this.bb_pos + off…
2901 return offset ? this.bb!.readFloat64(this.bb!.__vector(this.bb_pos + offset) + index * 8) : 0;
2917 …64Array(this.bb!.bytes().buffer, this.bb!.bytes().byteOffset + this.bb!.__vector(this.bb_pos + off…