public int Initialize(s_cache_language_pack lang_pack, int tag_data_offset, int handle) { languagePack = lang_pack; tagDataOffset = tag_data_offset; DecodeHandle(handle); PredictRequiredStringDataSize(); return(tag_data_offset + tagDataSize); }
public int Initialize(s_cache_language_pack lang_pack, int tag_data_offset, int handle) { languagePack = lang_pack; tagDataOffset = tag_data_offset; DecodeHandle(handle); PredictRequiredStringDataSize(); return tag_data_offset + tagDataSize; }
public globals_group() : base(83) { Add(new TI.Pad(172)); Add(/*language = */ new TI.Enum(TI.FieldType.LongEnum)); Add(/*havok cleanup resources = */ new TI.Block<havok_cleanup_resources_block>(this, 1)); Add(/*collision damage = */ new TI.Block<collision_damage_block>(this, 1)); Add(/*sound globals = */ new TI.Block<sound_globals_block>(this, 1)); Add(/*ai globals = */ new TI.Block<ai_globals_block>(this, 1)); Add(/*damage table = */ new TI.Block<game_globals_damage_block>(this, 1)); Add(/* = */ new TI.Block<TI.g_null_block>(this, 0)); Add(/*sounds = */ new TI.Block<sound_block>(this, 2)); Add(/*camera = */ new TI.Block<camera_block>(this, 1)); Add(/*player control = */ new TI.Block<player_control_block>(this, 1)); Add(/*difficulty = */ new TI.Block<difficulty_block>(this, 1)); Add(/*grenades = */ new TI.Block<grenades_block>(this, 2)); Add(/*rasterizer data = */ new TI.Block<rasterizer_data_block>(this, 1)); Add(/*interface tags = */ new TI.Block<interface_tag_references>(this, 1)); Add(/*@weapon list (update _weapon_list enum in game_globals.h) = */ new TI.Block<cheat_weapons_block>(this, 20)); Add(/*@cheat powerups = */ new TI.Block<cheat_powerups_block>(this, 20)); Add(/*@multiplayer information = */ new TI.Block<multiplayer_information_block>(this, 1)); Add(/*@player information = */ new TI.Block<player_information_block>(this, 1)); Add(/*@player representation = */ new TI.Block<player_representation_block>(this, 4)); Add(/*falling damage = */ new TI.Block<falling_damage_block>(this, 1)); Add(/*old materials = */ new TI.Block<old_materials_block>(this, 33)); Add(/*materials = */ new TI.Block<materials_block>(this, 256)); Add(/*multiplayer UI = */ new TI.Block<multiplayer_ui_block>(this, 1)); Add(/*profile colors = */ new TI.Block<multiplayer_color_block>(this, 32)); Add(/*multiplayer globals = */ new TI.TagReference(this, TagGroups.mulg)); Add(/*runtime level data = */ new TI.Block<runtime_levels_definition_block>(this, 1)); Add(/*ui level data = */ new TI.Block<ui_levels_definition_block>(this, 1)); Add(/*default global lighting = */ new TI.TagReference(this, TagGroups.gldf)); // the following was added after the alpha //Add(new TI.Pad(252)); English = new s_cache_language_pack(this); Japanese = new s_cache_language_pack(this); German = new s_cache_language_pack(this); French = new s_cache_language_pack(this); Spanish = new s_cache_language_pack(this); Italian = new s_cache_language_pack(this); Korean = new s_cache_language_pack(this); Chinese = new s_cache_language_pack(this); Portuguese = new s_cache_language_pack(this); }