Exemple #1
0
            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);
            }
Exemple #2
0
			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;
			}
Exemple #3
0
		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);
		}