public shader_transparent_plasma_group() : base(25) { Add(new TI.Pad(2 + 2)); Add(IntensitySource = new TI.Enum()); Add(new TI.Pad(2)); Add(IntensityExponent = new TI.Real()); Add(OffsetSource = new TI.Enum()); Add(new TI.Pad(2)); Add(OffsetAmount = new TI.Real()); Add(OffsetExponent = new TI.Real()); Add(new TI.Pad(32)); Add(PerpendicularBrightness = TI.Real.Fraction); Add(PerpendicularTintColor = new TI.RealColor()); Add(ParallelBrightness = TI.Real.Fraction); Add(ParallelTintColor = new TI.RealColor()); Add(ParallelTintColorSource = new TI.Enum()); Add(new TI.Pad(2 + 32 + 2 + 2 + 16 + 4 + 4)); Add(PrimaryAnimationPeriod = new TI.Real()); Add(PrimaryAnimationDirection = new TI.RealVector3D()); Add(PrimaryNoiseMapScale = new TI.Real()); Add(PrimaryNoiseMap = new TI.TagReference(this, TagGroups.bitm)); Add(new TI.Pad(32 + 4)); Add(SecondaryAnimationPeriod = new TI.Real()); Add(SecondaryAnimationDirection = new TI.RealVector3D()); Add(SecondaryNoiseMapScale = new TI.Real()); Add(SecondaryNoiseMap = new TI.TagReference(this, TagGroups.bitm)); Add(new TI.Pad(32)); }
public structure_bsp_instanced_geometry_instances_block() : base(20) { Add(Scale = new TI.Real()); Add(Forward = new TI.RealVector3D()); Add(Left = new TI.RealVector3D()); Add(Up = new TI.RealVector3D()); Add(Position = new TI.RealPoint3D()); Add(InstanceDefinition = new TI.BlockIndex()); // 1 structure_bsp_instanced_geometry_definition_block Add(/*Flags = */ new TI.Flags(TI.FieldType.WordFlags)); Add(new TI.BlockIndex()); // index to sbsp->0x350 Add(new TI.Pad(2 + // only seen this as zero, assuming its pad 4)); // only seen this as zero, assuming its the pad from h2 //Add(new TI.Skip(12 + 4 + 4)); // +4 more than h2. this is all 'real' data, not sure if its actually the same as h2 Add(new TI.Real()); Add(new TI.Real()); Add(new TI.Real()); Add(new TI.Real()); Add(new TI.Real()); Add(/*Name = */ new TI.StringId()); Add(/*Pathfinding Policy = */ new TI.Enum()); Add(/*Lightmapping Policy = */ new TI.Enum()); Add(new TI.Real()); Add(TI.UnknownPad.BlockHalo3); // [0x70] (pretty sure this is havok related, see offset 0x6) Add(TI.UnknownPad.BlockHalo3); // ?? }
public structure_bsp_material_block() : base(28) { Add(Shader = new TI.TagReference(this, TagGroups.shdr)); Add(ShaderPermutation = new TI.ShortInteger()); Add(Flags = new TI.Flags(TI.FieldType.WordFlags)); Add(Surfaces = new TI.BlockIndex(TI.FieldType.LongBlockIndex)); Add(SurfaceCount = new TI.LongInteger()); Add(Centroid = new TI.RealPoint3D()); Add(AmbientColor = new TI.RealColor()); Add(DistantLightCount = new TI.ShortInteger()); Add(new TI.Pad(2)); Add(DistantLightColor1 = new TI.RealColor()); Add(DistantLightDirection1 = new TI.RealVector3D()); Add(DistantLightColor2 = new TI.RealColor()); Add(DistantLightDirection2 = new TI.RealVector3D()); Add(new TI.Pad(12)); Add(ReflectionTint = new TI.RealColor(TI.FieldType.RealArgbColor)); Add(ShadowVector = new TI.RealVector3D()); Add(ShadowColor = new TI.RealColor()); Add(Plane = new TI.RealPlane3D()); Add(BreakableSurface = new TI.ShortInteger()); Add(new TI.Pad(2 + 4)); Add(VerticesCount = new TI.LongInteger()); Add(VerticesStartIndex = new TI.LongInteger()); Add(new TI.Pad(8 + 4)); Add(LightmapVerticesCount = new TI.LongInteger()); Add(LightmapVerticesStartIndex = new TI.LongInteger()); Add(new TI.Pad(8)); Add(UncompressedVertices = new TI.Data(this, TI.DataType.Vertex)); Add(CompressedVertices = new TI.Data(this, TI.DataType.VertexCompressed)); }
public effect_particles_block() : base(27) { Add(CreatIn1 = new TI.Enum()); Add(CreatIn2 = new TI.Enum()); Add(Create = new TI.Enum()); Add(new TI.Pad(2)); Add(Location = new TI.BlockIndex()); Add(new TI.Pad(2)); Add(RelativeDirection = new TI.RealEulerAngles2D()); Add(RelativeOffset = new TI.RealVector3D()); Add(new TI.Pad(12 + 40)); Add(ParticleType = new TI.TagReference(this, TagGroups.part)); Add(Flags = new TI.Flags()); Add(DistributionFunction = new TI.Enum()); Add(new TI.Pad(2)); Add(CreateCount = new TI.ShortIntegerBounds()); Add(DistributionRadius = new TI.RealBounds()); Add(new TI.Pad(12)); Add(VelocityBounds = new TI.RealBounds()); Add(VelocityConeAngle = new TI.Real(TI.FieldType.Angle)); Add(AngularVelocityBounds = new TI.RealBounds(TI.FieldType.AngleBounds)); Add(new TI.Pad(8)); Add(Radius = new TI.RealBounds()); Add(new TI.Pad(8)); Add(TintLowerBound = new TI.RealColor(TI.FieldType.RealArgbColor)); Add(TintUpperBound = new TI.RealColor(TI.FieldType.RealArgbColor)); Add(new TI.Pad(16)); Add(ScaleModiferA = new TI.Flags()); Add(ScaleModifierB = new TI.Flags()); }
public sprite_vertices_block() : base(5) { Add(Position = new TI.RealPoint3D()); Add(Offset = new TI.RealVector3D()); Add(Axis = new TI.RealVector3D()); Add(Texcoord = new TI.RealPoint2D()); Add(Color = new TI.Color(TI.FieldType.RgbColor)); }
protected unit_group(int field_count) : base(field_count + 54) { Add(UnitFlags = new TI.Flags()); Add(DefaultTeam = new TI.Enum()); Add(ConstantSoundVolume = new TI.Enum()); Add(RiderDamageFraction = new TI.Real()); Add(IntegratedLightToggle = new TI.TagReference(this, TagGroups.effe)); Add(AinUnit = new TI.Enum()); Add(BinUnit = new TI.Enum()); Add(CinUnit = new TI.Enum()); Add(DinUnit = new TI.Enum()); Add(CameraFieldOfView = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(CameraStiffness = new TI.Real()); Add(CameraMarkerName = new TI.String()); Add(CameraSubmergedMarkerName = new TI.String()); Add(PitchAutoLevel = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(PitchRange = new TI.RealBounds(BlamLib.TagInterface.FieldType.AngleBounds)); Add(CameraTracks = new TI.Block <unit_camera_track_block>(this, 2)); Add(SeatAccelerationScale = new TI.RealVector3D()); Add(new TI.Pad(12)); Add(SoftPingThreshold = new TI.Real()); Add(SoftPingInterruptTime = new TI.Real()); Add(HardPingThreshold = new TI.Real()); Add(HardPingInterruptTime = new TI.Real()); Add(HardDeathThreshold = new TI.Real()); Add(FeignDeathThreshold = new TI.Real()); Add(FeignDeathTime = new TI.Real()); Add(DistOfEvadeAnim = new TI.Real()); Add(DistOfDiveAnim = new TI.Real()); Add(new TI.Pad(4)); Add(StunnedMovementThreshold = new TI.Real()); Add(FeignDeathChance = new TI.Real()); Add(FeignRepeatChance = new TI.Real()); Add(SpawnedActor = new TI.TagReference(this, TagGroups.actv)); Add(SpawnedActorCount = new TI.ShortIntegerBounds()); Add(SpawnedVelocity = new TI.Real()); Add(AimingVelocityMax = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(AimingAccelerationMax = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(CasualAimingModifier = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction)); Add(LookingVelocityMaximum = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(LookingAccelerationMax = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(new TI.Pad(8)); Add(AiVehicleRadius = new TI.Real()); Add(AiDangerRadius = new TI.Real()); Add(MeleeDamage = new TI.TagReference(this, TagGroups.jpt_)); Add(MotionSensorBlipSize = new TI.Enum()); Add(new TI.Pad(2 + 12)); Add(NewHudInterfaces = new TI.Block <unit_hud_reference_block>(this, 2)); Add(DialogueVariants = new TI.Block <dialogue_variant_block>(this, 16)); Add(GrenadeVelocity = new TI.Real()); Add(GrenadeType = new TI.Enum()); Add(GrenadeCount = new TI.ShortInteger()); Add(new TI.Pad(4)); Add(PoweredSeats = new TI.Block <powered_seat_block>(this, 2)); Add(Weapons = new TI.Block <unit_weapon_block>(this, 4)); Add(Seats = new TI.Block <unit_seat_block>(this, 16)); }
public model_vertex_uncompressed_block() : base(9) { Add(Position = new TI.RealPoint3D()); Add(Normal = new TI.RealVector3D()); Add(Binormal = new TI.RealVector3D()); Add(Tangent = new TI.RealVector3D()); Add(TextureCoords = new TI.RealPoint2D()); Add(NodeIndex1 = new TI.ShortInteger()); Add(NodeIndex2 = new TI.ShortInteger()); Add(NodeWeight1 = new TI.Real()); Add(NodeWeight2 = new TI.Real()); }
public animation_graph_node_block() : base(9) { Add(Name = new TI.String()); Add(NextSiblingNodeIndex = new TI.BlockIndex()); Add(FirstChildNodeIndex = new TI.BlockIndex()); Add(ParentNodeIndex = new TI.BlockIndex()); Add(new TI.Pad(2)); Add(NodeJointFlags = new TI.Flags()); Add(BaseVector = new TI.RealVector3D()); Add(VectorRange = new TI.Real()); Add(new TI.Pad(4)); }
public lightning_marker_block() : base(10) { Add(AttachmentMarker = new TI.String()); Add(Flags = new TI.Flags(BlamLib.TagInterface.FieldType.WordFlags)); Add(new TI.Pad(2)); Add(OctavesToNextMarker = new TI.ShortInteger()); Add(new TI.Pad(2 + 76)); Add(RandomPositionBounds = new TI.RealVector3D()); Add(RandomJitter = new TI.Real()); Add(Thickness = new TI.Real()); Add(Tint = new TI.RealColor(BlamLib.TagInterface.FieldType.RealArgbColor)); Add(new TI.Pad(76)); }
public structure_bsp_weather_palette_block() : base(11) { Add(Name = new TI.String()); Add(ParticleSystem = new TI.TagReference(this, TagGroups.rain)); Add(new TI.Pad(4)); Add(ParticleSystemScaleFunction = new TI.String()); Add(new TI.Pad(44)); Add(Wind = new TI.TagReference(this, TagGroups.wind)); Add(WindDirection = new TI.RealVector3D()); Add(WindMagnitude = new TI.Real()); Add(new TI.Pad(4)); Add(WindScaleFunction = new TI.String()); Add(new TI.Pad(44)); }
public render_model_node_block() { Add(Name = new TI.StringId()); Add(ParentNode = new TI.BlockIndex()); // 1 render_model_node_block Add(FirstChildNode = new TI.BlockIndex()); // 1 render_model_node_block Add(NextSiblingNode = new TI.BlockIndex()); // 1 render_model_node_block Add(ImportNodeIndex = new TI.ShortInteger()); Add(DefaultTranslation = new TI.RealPoint3D()); Add(DefaultRotation = new TI.RealQuaternion()); Add(InverseForward = new TI.RealVector3D()); Add(InverseLeft = new TI.RealVector3D()); Add(InverseUp = new TI.RealVector3D()); Add(InversePosition = new TI.RealPoint3D()); Add(InverseScale = new TI.Real()); Add(DistFromParent = new TI.Real()); }
public mass_point_block() : base(17) { Add(Name = new TI.String()); Add(Flags = new TI.Flags()); Add(PoweredMassPoint = new TI.BlockIndex(TI.FieldType.ShortBlockIndex)); Add(ModelNode = new TI.ShortInteger()); Add(RelativeMass = new TI.Real()); Add(Mass = new TI.Real()); Add(RelativeDensity = new TI.Real()); Add(Density = new TI.Real()); Add(Position = new TI.RealPoint3D()); Add(Forward = new TI.RealVector3D()); Add(Up = new TI.RealVector3D()); Add(FrictionType = new TI.Enum()); Add(new TI.Pad(2)); Add(FrictionParallelScale = new TI.Real()); Add(FrictionPerpendicularScale = new TI.Real()); Add(Radius = new TI.Real()); Add(new TI.Pad(20)); }
public unit_seat_block() : base(21) { Add(Flags = new TI.Flags()); Add(Label = new TI.String()); Add(MarkerName = new TI.String()); Add(new TI.Pad(32)); Add(AccelerationScale = new TI.RealVector3D()); Add(new TI.Pad(12)); Add(YawRate = new TI.Real()); Add(PitchRate = new TI.Real()); Add(CameraMarkerName = new TI.String()); Add(CameraSugmergedMarkerName = new TI.String()); Add(PitchAutoLevel = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(PitchRange = new TI.RealBounds(BlamLib.TagInterface.FieldType.AngleBounds)); Add(CameraTracks = new TI.Block <unit_camera_track_block>(this, 2)); Add(UnitHudInterface = new TI.Block <unit_hud_reference_block>(this, 2)); Add(new TI.Pad(4)); Add(HudTextMessageIndex = new TI.ShortInteger()); Add(new TI.Pad(2)); Add(YawMin = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(YawMax = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(BuiltInGunner = new TI.TagReference(this, TagGroups.actv)); Add(new TI.Pad(20)); }
public structure_bsp_instanced_geometry_instances_block() : base(20) { Add(Scale = new TI.Real()); Add(Forward = new TI.RealVector3D()); Add(Left = new TI.RealVector3D()); Add(Up = new TI.RealVector3D()); Add(Position = new TI.RealPoint3D()); Add(InstanceDefinition = new TI.BlockIndex()); // 1 structure_bsp_instanced_geometry_definition_block Add(/*Flags = */ new TI.Flags(TI.FieldType.WordFlags)); Add(new TI.BlockIndex()); // index to sbsp->0x350 Add(new TI.Pad(2 + // only seen this as zero, assuming its pad 4)); // only seen this as zero, assuming its the pad from h2 //Add(new TI.Skip(12 + 4 + 4)); // +4 more than h2. this is all 'real' data, not sure if its actually the same as h2 Add(new TI.Real()); Add(new TI.Real()); Add(new TI.Real()); Add(new TI.Real()); Add(new TI.Real()); Add(/*Name = */ new TI.StringId()); Add(/*Pathfinding Policy = */ new TI.Enum()); Add(/*Lightmapping Policy = */ new TI.Enum()); Add(new TI.Real()); Add(TI.UnknownPad.BlockHalo3); // [0x70] (pretty sure this is havok related, see offset 0x6) Add(TI.UnknownPad.BlockHalo3); // ?? }
public global_geometry_section_raw_vertex_block() : base(global_geometry_raw_point.kFieldCount + 10) { Point = new global_geometry_raw_point(this); // 0x0 Add(Texcoord = new TI.RealPoint2D()); // 0x44 Add(Normal = new TI.RealVector3D()); // 0x4C Add(Binormal = new TI.RealVector3D()); // 0x58 Add(Tangent = new TI.RealVector3D()); // 0x6C Add(AnisotropicBinormal = new TI.RealVector3D()); // 0x78 Add(SecondaryTexcoord = new TI.RealPoint2D()); // 0x84 Add(PrimaryLightmapColor = new TI.RealColor()); // 0x8C Add(PrimaryLightmapTexcoord = new TI.RealPoint2D()); // 0x98 Add(PrimaryLightmapIncidentDirection = new TI.RealVector3D()); // 0xA0 // Future Secondary LM Color, Texcoord and Incident Direction? Add(new TI.Pad(12 + 8 + 12)); }
public render_lighting_struct() : base(10) { Add(Ambient = new TI.RealColor()); Add(ShadowDirection = new TI.RealVector3D()); Add(LightingAccuracy = new TI.Real()); Add(ShadowOpacity = new TI.Real()); Add(PrimaryDirectionColor = new TI.RealColor()); Add(PrimaryDirection = new TI.RealVector3D()); Add(SecondaryDirectionColor = new TI.RealColor()); Add(SecondaryDirection = new TI.RealVector3D()); Add(ShIndex = new TI.ShortInteger()); Add(new TI.Pad(2)); }
public structure_bsp_group() : base(52) { Add(LightmapBitmaps = new TI.TagReference(this, TagGroups.bitm)); Add(VehicleFloor = new TI.Real()); Add(VehicleCeiling = new TI.Real()); Add(new TI.Pad(20)); Add(DefaultAmbientColor = new TI.RealColor()); Add(new TI.Pad(4)); Add(DefaultDistantLight0Color = new TI.RealColor()); Add(DefaultDistantLight0ColorDirection = new TI.RealVector3D()); Add(DefaultDistantLight1Color = new TI.RealColor()); Add(DefaultDistantLightColor1Direction = new TI.RealVector3D()); Add(new TI.Pad(12)); Add(DefaultReflectionTint = new TI.RealColor(BlamLib.TagInterface.FieldType.RealArgbColor)); Add(DefaultShadowVector = new TI.RealVector3D()); Add(DefaultShadowColor = new TI.RealColor()); Add(new TI.Pad(4)); Add(CollisionMaterials = new TI.Block <structure_collision_materials_block>(this, 512)); Add(CollisionBsp = new TI.Block <collision_bsp_block>(this, 1)); Add(Nodes = new TI.Block <structure_bsp_node_block>(this, 131072)); Add(WorldBoundsX = new TI.RealBounds()); Add(WorldBoundsY = new TI.RealBounds()); Add(WorldBoundsZ = new TI.RealBounds()); Add(Leaves = new TI.Block <structure_bsp_leaf_block>(this, 65536)); Add(LeafSurfaces = new TI.Block <structure_bsp_surface_reference_block>(this, 262144)); Add(Surfaces = new TI.Block <structure_bsp_surface_block>(this, 131072)); Add(Lightmaps = new TI.Block <structure_bsp_lightmap_block>(this, 128)); Add(new TI.Pad(12)); Add(LensFlares = new TI.Block <structure_bsp_lens_flare_block>(this, 256)); Add(LensFlareMarkers = new TI.Block <structure_bsp_lens_flare_marker_block>(this, 65536)); Add(Clusters = new TI.Block <structure_bsp_cluster_block>(this, 8192)); Add(ClusterData = new TI.Data(this)); Add(ClusterPortals = new TI.Block <structure_bsp_cluster_portal_block>(this, 512)); Add(new TI.Pad(12)); Add(BreakableSurfaces = new TI.Block <structure_bsp_breakable_surface_block>(this, 256)); Add(FogPlanes = new TI.Block <structure_bsp_fog_plane_block>(this, 32)); Add(FogRegions = new TI.Block <structure_bsp_fog_region_block>(this, 32)); Add(FogPalette = new TI.Block <structure_bsp_fog_palette_block>(this, 32)); Add(new TI.Pad(24)); Add(WeatherPalette = new TI.Block <structure_bsp_weather_palette_block>(this, 32)); Add(WeatherPolyhedra = new TI.Block <structure_bsp_weather_polyhedron_block>(this, 32)); Add(new TI.Pad(24)); Add(PathfindingSurfaces = new TI.Block <field_block <TI.ByteInteger> >(this, 131072)); Add(PathfindingEdges = new TI.Block <field_block <TI.ByteInteger> >(this, 262144)); Add(BackgroundSoundPalette = new TI.Block <structure_bsp_background_sound_palette_block>(this, 64)); Add(SoundEnvironmentPalette = new TI.Block <structure_bsp_sound_environment_palette_block>(this, 64)); Add(SoundPASData = new TI.Data(this)); Add(new TI.Pad(24)); Add(Markers = new TI.Block <structure_bsp_marker_block>(this, 1024)); Add(DetailObjects = new TI.Block <structure_bsp_detail_object_data_block>(this, 1)); Add(RuntimeDecals = new TI.Block <structure_bsp_runtime_decal_block>(this, 6144)); Add(new TI.Pad(8 + // leaf_map 4)); // tag_block*, sizeof(0xC) Add(LeafMapLeaves = new TI.Block <global_map_leaf_block>(this, 65536)); Add(LeafMapPortals = new TI.Block <global_leaf_portal_block>(this, 524288)); }
public lightmap_bucket_raw_vertex_block() : base(2) { Add(PrimaryLightmapColor = new TI.RealColor()); Add(PrimaryLightmapIncidentDirection = new TI.RealVector3D()); }
public actor_variant_group() : base(90) { Add(Flags = new TI.Flags()); Add(ActorDefinition = new TI.TagReference(this, TagGroups.actr)); Add(Unit = new TI.TagReference(this, TagGroups.unit)); Add(MajorVariant = new TI.TagReference(this, TagGroups.actv)); Add(new TI.Pad(24)); #region movement switching Add(MovementType = new TI.Enum()); Add(new TI.Pad(2)); Add(InitialCrouchChance = new TI.Real()); Add(CrouchTime = new TI.RealBounds()); Add(RunTime = new TI.RealBounds()); #endregion #region ranged combat Add(Weapon = new TI.TagReference(this, TagGroups.weap)); Add(MaxFiringDist = new TI.Real()); Add(RateOfFire = new TI.Real()); Add(ProjectileError = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(FirstBurstDelayTime = new TI.RealBounds()); Add(NewTargetFiringPatternTime = new TI.Real()); Add(SurpriseDelayTime = new TI.Real()); Add(SurpriseFireWildyTime = new TI.Real()); Add(DeathFireWildlyChance = new TI.Real()); Add(DeathFireWildlyTime = new TI.Real()); Add(DesiredCombatRange = new TI.RealBounds()); Add(CustomStandGunOffset = new TI.RealVector3D()); Add(CustomCrouchGunOffset = new TI.RealVector3D()); Add(TargetTracking = new TI.Real()); Add(TargetLeading = new TI.Real()); Add(WeaponDamageModifier = new TI.Real()); Add(DamagePerSecond = new TI.Real()); #endregion #region burst geometry Add(BurstOriginRadius = new TI.Real()); Add(BurstOriginAngle = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(BurstReturnLength = new TI.RealBounds()); Add(BurstReturnAngle = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(BurstDuration = new TI.RealBounds()); Add(BurstSepartion = new TI.RealBounds()); Add(BurstAngularVelocity = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(new TI.Pad(4)); Add(SpecialDamageModifier = new TI.Real()); Add(SpecialProjectileError = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); #endregion #region firing patterns Add(NewTargetBurstDuration = new TI.Real()); Add(NewTargetBurstSeperation = new TI.Real()); Add(NewTargetRateOfFire = new TI.Real()); Add(NewTargetProjectileError = new TI.Real()); Add(new TI.Pad(8)); Add(MovingBurstDuration = new TI.Real()); Add(MovingBurstSeperation = new TI.Real()); Add(MovingRateOfFire = new TI.Real()); Add(MovingProjectileError = new TI.Real()); Add(new TI.Pad(8)); Add(BerserkBurstDuration = new TI.Real()); Add(BerserkBurstSeperation = new TI.Real()); Add(BerserkRateOfFire = new TI.Real()); Add(BerserkProjectileError = new TI.Real()); Add(new TI.Pad(8)); #endregion #region special-case firing properties Add(SuperBallisticRange = new TI.Real()); Add(BombardmentRange = new TI.Real()); Add(ModifiedVisionRange = new TI.Real()); Add(SpecialFireMode = new TI.Enum()); Add(SpecialFireSituation = new TI.Enum()); Add(SpecialFireChance = new TI.Real()); Add(SpecialFireDelay = new TI.Real()); #endregion #region berserking and melee Add(MeleeRange = new TI.Real()); Add(MeleeAbortRange = new TI.Real()); Add(BerserkFiringRange = new TI.RealBounds()); Add(BerserkMeleeRange = new TI.Real()); Add(BerserkMeleeAbortRange = new TI.Real()); Add(new TI.Pad(8)); #endregion #region grenades Add(GrenadeType = new TI.Enum()); Add(TrajectoryType = new TI.Enum()); Add(GrenadeStimulus = new TI.Enum()); Add(MinEnemyCount = new TI.ShortInteger()); Add(EnemyRadius = new TI.Real()); Add(new TI.Pad(4)); Add(GrenadeVelocity = new TI.Real()); Add(GrenadeRanges = new TI.RealBounds()); Add(CollateralDamageRadius = new TI.Real()); Add(GrenadeChance = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction)); Add(GrenadeCheckTime = new TI.Real()); Add(EncounterGrenadeTimeout = new TI.Real()); Add(new TI.Pad(20)); #endregion #region items Add(Equipment = new TI.TagReference(this, TagGroups.eqip)); Add(GrenadeCount = new TI.ShortIntegerBounds()); Add(DontDropGrenadesChance = new TI.Real()); Add(DropWeaponLoaded = new TI.RealBounds()); Add(DropWeaponAmmo = new TI.ShortIntegerBounds()); Add(new TI.Pad(12 + 16)); #endregion #region unit Add(BodyVitality = new TI.Real()); Add(ShieldVitality = new TI.Real()); Add(ShieldSappingRadius = new TI.Real()); Add(ForcedShaderPermutation = new TI.ShortInteger()); Add(new TI.Pad(2 + 16 + 12)); #endregion Add(ChangeColors = new TI.Block <actor_variant_change_colors_block>(this, 4)); }
public actor_variant_group() : base(90) { Add(Flags = new TI.Flags()); Add(ActorDefinition = new TI.TagReference(this, TagGroups.actr)); Add(Unit = new TI.TagReference(this, TagGroups.unit)); Add(MajorVariant = new TI.TagReference(this, TagGroups.actv)); Add(new TI.Pad(24)); #region movement switching Add(MovementType = new TI.Enum()); Add(new TI.Pad(2)); Add(InitialCrouchChance = new TI.Real()); Add(CrouchTime = new TI.RealBounds()); Add(RunTime = new TI.RealBounds()); #endregion #region ranged combat Add(Weapon = new TI.TagReference(this, TagGroups.weap)); Add(MaxFiringDist = new TI.Real()); Add(RateOfFire = new TI.Real()); Add(ProjectileError = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(FirstBurstDelayTime = new TI.RealBounds()); Add(NewTargetFiringPatternTime = new TI.Real()); Add(SurpriseDelayTime = new TI.Real()); Add(SurpriseFireWildyTime = new TI.Real()); Add(DeathFireWildlyChance = new TI.Real()); Add(DeathFireWildlyTime = new TI.Real()); Add(DesiredCombatRange = new TI.RealBounds()); Add(CustomStandGunOffset = new TI.RealVector3D()); Add(CustomCrouchGunOffset = new TI.RealVector3D()); Add(TargetTracking = new TI.Real()); Add(TargetLeading = new TI.Real()); Add(WeaponDamageModifier = new TI.Real()); Add(DamagePerSecond = new TI.Real()); #endregion #region burst geometry Add(BurstOriginRadius = new TI.Real()); Add(BurstOriginAngle = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(BurstReturnLength = new TI.RealBounds()); Add(BurstReturnAngle = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(BurstDuration = new TI.RealBounds()); Add(BurstSepartion = new TI.RealBounds()); Add(BurstAngularVelocity = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(new TI.Pad(4)); Add(SpecialDamageModifier = new TI.Real()); Add(SpecialProjectileError = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); #endregion #region firing patterns Add(NewTargetBurstDuration = new TI.Real()); Add(NewTargetBurstSeperation = new TI.Real()); Add(NewTargetRateOfFire = new TI.Real()); Add(NewTargetProjectileError = new TI.Real()); Add(new TI.Pad(8)); Add(MovingBurstDuration = new TI.Real()); Add(MovingBurstSeperation = new TI.Real()); Add(MovingRateOfFire = new TI.Real()); Add(MovingProjectileError = new TI.Real()); Add(new TI.Pad(8)); Add(BerserkBurstDuration = new TI.Real()); Add(BerserkBurstSeperation = new TI.Real()); Add(BerserkRateOfFire = new TI.Real()); Add(BerserkProjectileError = new TI.Real()); Add(new TI.Pad(8)); #endregion #region special-case firing properties Add(SuperBallisticRange = new TI.Real()); Add(BombardmentRange = new TI.Real()); Add(ModifiedVisionRange = new TI.Real()); Add(SpecialFireMode = new TI.Enum()); Add(SpecialFireSituation = new TI.Enum()); Add(SpecialFireChance = new TI.Real()); Add(SpecialFireDelay = new TI.Real()); #endregion #region berserking and melee Add(MeleeRange = new TI.Real()); Add(MeleeAbortRange = new TI.Real()); Add(BerserkFiringRange = new TI.RealBounds()); Add(BerserkMeleeRange = new TI.Real()); Add(BerserkMeleeAbortRange = new TI.Real()); Add(new TI.Pad(8)); #endregion #region grenades Add(GrenadeType = new TI.Enum()); Add(TrajectoryType = new TI.Enum()); Add(GrenadeStimulus = new TI.Enum()); Add(MinEnemyCount = new TI.ShortInteger()); Add(EnemyRadius = new TI.Real()); Add(new TI.Pad(4)); Add(GrenadeVelocity = new TI.Real()); Add(GrenadeRanges = new TI.RealBounds()); Add(CollateralDamageRadius = new TI.Real()); Add(GrenadeChance = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction)); Add(GrenadeCheckTime = new TI.Real()); Add(EncounterGrenadeTimeout = new TI.Real()); Add(new TI.Pad(20)); #endregion #region items Add(Equipment = new TI.TagReference(this, TagGroups.eqip)); Add(GrenadeCount = new TI.ShortIntegerBounds()); Add(DontDropGrenadesChance = new TI.Real()); Add(DropWeaponLoaded = new TI.RealBounds()); Add(DropWeaponAmmo = new TI.ShortIntegerBounds()); Add(new TI.Pad(12 + 16)); #endregion #region unit Add(BodyVitality = new TI.Real()); Add(ShieldVitality = new TI.Real()); Add(ShieldSappingRadius = new TI.Real()); Add(ForcedShaderPermutation = new TI.ShortInteger()); Add(new TI.Pad(2 + 16 + 12)); #endregion Add(ChangeColors = new TI.Block<actor_variant_change_colors_block>(this, 4)); }
public inertial_matrix_block() : base(3) { Add(Mat1 = new TI.RealVector3D()); Add(Mat2 = new TI.RealVector3D()); Add(Mat3 = new TI.RealVector3D()); }
public structure_bsp_group() : base(52) { Add(LightmapBitmaps = new TI.TagReference(this, TagGroups.bitm)); Add(VehicleFloor = new TI.Real()); Add(VehicleCeiling = new TI.Real()); Add(new TI.Pad(20)); Add(DefaultAmbientColor = new TI.RealColor()); Add(new TI.Pad(4)); Add(DefaultDistantLight0Color = new TI.RealColor()); Add(DefaultDistantLight0ColorDirection = new TI.RealVector3D()); Add(DefaultDistantLight1Color = new TI.RealColor()); Add(DefaultDistantLightColor1Direction = new TI.RealVector3D()); Add(new TI.Pad(12)); Add(DefaultReflectionTint = new TI.RealColor(BlamLib.TagInterface.FieldType.RealArgbColor)); Add(DefaultShadowVector = new TI.RealVector3D()); Add(DefaultShadowColor = new TI.RealColor()); Add(new TI.Pad(4)); Add(CollisionMaterials = new TI.Block<structure_collision_materials_block>(this, 512)); Add(CollisionBsp = new TI.Block<collision_bsp_block>(this, 1)); Add(Nodes = new TI.Block<structure_bsp_node_block>(this, 131072)); Add(WorldBoundsX = new TI.RealBounds()); Add(WorldBoundsY = new TI.RealBounds()); Add(WorldBoundsZ = new TI.RealBounds()); Add(Leaves = new TI.Block<structure_bsp_leaf_block>(this, 65536)); Add(LeafSurfaces = new TI.Block<structure_bsp_surface_reference_block>(this, 262144)); Add(Surfaces = new TI.Block<structure_bsp_surface_block>(this, 131072)); Add(Lightmaps = new TI.Block<structure_bsp_lightmap_block>(this, 128)); Add(new TI.Pad(12)); Add(LensFlares = new TI.Block<structure_bsp_lens_flare_block>(this, 256)); Add(LensFlareMarkers = new TI.Block<structure_bsp_lens_flare_marker_block>(this, 65536)); Add(Clusters = new TI.Block<structure_bsp_cluster_block>(this, 8192)); Add(ClusterData = new TI.Data(this)); Add(ClusterPortals = new TI.Block<structure_bsp_cluster_portal_block>(this, 512)); Add(new TI.Pad(12)); Add(BreakableSurfaces = new TI.Block<structure_bsp_breakable_surface_block>(this, 256)); Add(FogPlanes = new TI.Block<structure_bsp_fog_plane_block>(this, 32)); Add(FogRegions = new TI.Block<structure_bsp_fog_region_block>(this, 32)); Add(FogPalette = new TI.Block<structure_bsp_fog_palette_block>(this, 32)); Add(new TI.Pad(24)); Add(WeatherPalette = new TI.Block<structure_bsp_weather_palette_block>(this, 32)); Add(WeatherPolyhedra = new TI.Block<structure_bsp_weather_polyhedron_block>(this, 32)); Add(new TI.Pad(24)); Add(PathfindingSurfaces = new TI.Block<field_block<TI.ByteInteger>>(this, 131072)); Add(PathfindingEdges = new TI.Block<field_block<TI.ByteInteger>>(this, 262144)); Add(BackgroundSoundPalette = new TI.Block<structure_bsp_background_sound_palette_block>(this, 64)); Add(SoundEnvironmentPalette = new TI.Block<structure_bsp_sound_environment_palette_block>(this, 64)); Add(SoundPASData = new TI.Data(this)); Add(new TI.Pad(24)); Add(Markers = new TI.Block<structure_bsp_marker_block>(this, 1024)); Add(DetailObjects = new TI.Block<structure_bsp_detail_object_data_block>(this, 1)); Add(RuntimeDecals = new TI.Block<structure_bsp_runtime_decal_block>(this, 6144)); Add(new TI.Pad(8 + // leaf_map 4)); // tag_block*, sizeof(0xC) Add(LeafMapLeaves = new TI.Block<global_map_leaf_block>(this, 65536)); Add(LeafMapPortals = new TI.Block<global_leaf_portal_block>(this, 524288)); }
public actor_group() : base(124) { Add(Flags = new TI.Flags()); Add(MoreFlags = new TI.Flags()); Add(new TI.Pad(12)); Add(Type = new TI.Enum()); Add(new TI.Pad(2)); #region perception Add(MaxVisionDist = new TI.Real()); Add(CentralVisionAngle = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(MaxVisionAngle = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(new TI.Pad(4)); Add(PeripheralVisionAngle = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(PeripheralDist = new TI.Real()); Add(new TI.Pad(4)); Add(StandingGunOffset = new TI.RealVector3D()); Add(CrouchingGunOffset = new TI.RealVector3D()); Add(HearingDist = new TI.Real()); Add(NoticeProjectileChance = new TI.Real()); Add(NoticeVehicleChance = new TI.Real()); Add(new TI.Pad(8)); Add(CombatPerceptionTime = new TI.Real()); Add(GuardPerceptionTime = new TI.Real()); Add(NonCombatPerceptionTime = new TI.Real()); Add(new TI.Pad(12 + 8)); #endregion #region movement Add(DiveIntoCoverChance = new TI.Real()); Add(EmergeFromCoverChance = new TI.Real()); Add(DiveFromGrenadeChance = new TI.Real()); Add(PathfindingRadius = new TI.Real()); Add(GlassIgnoranceChance = new TI.Real()); Add(StationaryMovementDist = new TI.Real()); Add(FreeFlyingSidestep = new TI.Real()); Add(BeginMovingAngle = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(new TI.Pad(4)); #endregion #region looking Add(MaxAimingDeviation = new TI.RealEulerAngles2D()); Add(MaxLookingDeviation = new TI.RealEulerAngles2D()); Add(NonCombatLookDeltaL = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(NonCombatLookDeltaR = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(CombatLookDeltaL = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(CombatLookDeltaR = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(IdleAimingRange = new TI.RealEulerAngles2D()); Add(IdleLookingRange = new TI.RealEulerAngles2D()); Add(EventLookTimeModifier = new TI.RealBounds()); Add(NonCombatIdleFacing = new TI.RealBounds()); Add(NonCombatIdleAiming = new TI.RealBounds()); Add(NonCombatIdleLooking = new TI.RealBounds()); Add(GuardIdleFacing = new TI.RealBounds()); Add(GuardIdleAiming = new TI.RealBounds()); Add(GuardIdleLooking = new TI.RealBounds()); Add(CombatIdleFacing = new TI.RealBounds()); Add(CombatIdleAiming = new TI.RealBounds()); Add(CombatIdleLooking = new TI.RealBounds()); Add(new TI.Pad(8 + 16)); #endregion Add(DoNotUseWeapon = new TI.TagReference(this, TagGroups.weap)); Add(new TI.Pad(268)); Add(DoNotUseProjectile = new TI.TagReference(this, TagGroups.proj)); #region unopposable Add(UnreachableDangerTrigger = new TI.Enum()); Add(VehicleDangerTrigger = new TI.Enum()); Add(PlayerDangerTrigger = new TI.Enum()); Add(new TI.Pad(2)); Add(DangerTriggerTime = new TI.RealBounds()); Add(FriendsKilledTrigger = new TI.ShortInteger()); Add(FriendsRetreatingTrigger = new TI.ShortInteger()); Add(new TI.Pad(12)); Add(RetreatTime = new TI.RealBounds()); Add(new TI.Pad(8)); #endregion #region panic Add(CoveringTime = new TI.RealBounds()); Add(FriendKilledPanicChance = new TI.Real()); Add(LeaderType = new TI.Enum()); Add(new TI.Pad(2)); Add(LeaderKilledPanicChance = new TI.Real()); Add(PanicDamageThreshold = new TI.Real()); Add(SurpriseDist = new TI.Real()); Add(new TI.Pad(28)); #endregion #region defensive Add(HideBehindCoverTime = new TI.RealBounds()); Add(HideTagerNotVisibleTime = new TI.Real()); Add(HideShieldFraction = new TI.Real()); Add(AttackShieldFraction = new TI.Real()); Add(PursueShieldFraction = new TI.Real()); Add(new TI.Pad(16)); Add(DefensiveCrouchType = new TI.Enum()); Add(new TI.Pad(2)); Add(AttackingCrouchThreshold = new TI.Real()); Add(DefendingCrouchThreshold = new TI.Real()); Add(MinStandTime = new TI.Real()); Add(MinCrouchTime = new TI.Real()); Add(DefendingHideTime = new TI.Real()); Add(AttackingEvasionThreshold = new TI.Real()); Add(DefendingEvasionThreshold = new TI.Real()); Add(EvasionSeekCoverChance = new TI.Real()); Add(EvasionDelayTime = new TI.Real()); Add(MaxSeekCoverDist = new TI.Real()); Add(CoverDamageThreshold = new TI.Real()); Add(StalkingDiscoveryTime = new TI.Real()); Add(StalkingMaxDist = new TI.Real()); Add(StationaryFacingAngle = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(ChangeFacingStandTime = new TI.Real()); Add(new TI.Pad(4)); #endregion #region pursuit Add(UncoverDelayTimer = new TI.RealBounds()); Add(TargetSearchTime = new TI.RealBounds()); Add(PursuitPositionTime = new TI.RealBounds()); Add(NumPositionsCoord = new TI.ShortInteger()); Add(NumPositionsNormal = new TI.ShortInteger()); Add(new TI.Pad(32)); #endregion #region berserk Add(MeleeAttackDelay = new TI.Real()); Add(MeleeFudgeFactor = new TI.Real()); Add(MeleeChargeTime = new TI.Real()); Add(MeleeLeapRange = new TI.RealBounds()); Add(MeleeLeapVelocity = new TI.Real()); Add(MeleeLeapChance = new TI.Real()); Add(MeleeLeapBallistic = new TI.Real()); Add(BerserkDamageAmount = new TI.Real()); Add(BerserkDamageThreshold = new TI.Real()); Add(BerserkProximity = new TI.Real()); Add(SuicideSensingDist = new TI.Real()); Add(BerserkGrenadeChance = new TI.Real()); Add(new TI.Pad(12)); #endregion #region firing positions Add(GuardPositionTIme = new TI.RealBounds()); Add(CombatPositionTime = new TI.RealBounds()); Add(OldPositionAvoidDist = new TI.Real()); Add(FriendAvoidDist = new TI.Real()); Add(new TI.Pad(40)); #endregion #region communication Add(NoncombatIdleSpeechTime = new TI.RealBounds()); Add(CombatIdleSpechTime = new TI.RealBounds()); Add(new TI.Pad(48 + 128)); #endregion Add(DoNotUseMajorUpgrade = new TI.TagReference(this, TagGroups.actr)); Add(new TI.Pad(48)); }
public structure_bsp_weather_palette_block() : base(11) { Add(Name = new TI.String()); Add(ParticleSystem = new TI.TagReference(this, TagGroups.rain)); Add(new TI.Pad(4)); Add(ParticleSystemScaleFunction = new TI.String()); Add(new TI.Pad(44)); Add(Wind = new TI.TagReference(this, TagGroups.wind)); Add(WindDirection = new TI.RealVector3D()); Add(WindMagnitude = new TI.Real()); Add(new TI.Pad(4)); Add(WindScaleFunction = new TI.String()); Add(new TI.Pad(44)); }
public structure_bsp_material_block() : base(28) { Add(Shader = new TI.TagReference(this, TagGroups.shdr)); Add(ShaderPermutation = new TI.ShortInteger()); Add(Flags = new TI.Flags(TI.FieldType.WordFlags)); Add(Surfaces = new TI.BlockIndex(TI.FieldType.LongBlockIndex)); Add(SurfaceCount = new TI.LongInteger()); Add(Centroid = new TI.RealPoint3D()); Add(AmbientColor = new TI.RealColor()); Add(DistantLightCount = new TI.ShortInteger()); Add(new TI.Pad(2)); Add(DistantLightColor1 = new TI.RealColor()); Add(DistantLightDirection1 = new TI.RealVector3D()); Add(DistantLightColor2 = new TI.RealColor()); Add(DistantLightDirection2 = new TI.RealVector3D()); Add(new TI.Pad(12)); Add(ReflectionTint = new TI.RealColor(TI.FieldType.RealArgbColor)); Add(ShadowVector = new TI.RealVector3D()); Add(ShadowColor = new TI.RealColor()); Add(Plane = new TI.RealPlane3D()); Add(BreakableSurface = new TI.ShortInteger()); Add(new TI.Pad(2 + 4)); Add(VerticesCount = new TI.LongInteger()); Add(VerticesStartIndex = new TI.LongInteger()); Add(new TI.Pad(8 + 4)); Add(LightmapVerticesCount = new TI.LongInteger()); Add(LightmapVerticesStartIndex = new TI.LongInteger()); Add(new TI.Pad(8)); Add(UncompressedVertices = new TI.Data(this, TI.DataType.Vertex)); Add(CompressedVertices = new TI.Data(this, TI.DataType.VertexCompressed)); }
public render_model_node_block() : base(13) { Add(Name = new TI.StringId(true)); Add(ParentNode = new TI.BlockIndex()); // 1 render_model_node_block Add(FirstChildNode = new TI.BlockIndex()); // 1 render_model_node_block Add(NextSiblingNode = new TI.BlockIndex()); // 1 render_model_node_block Add(ImportNodeIndex = new TI.ShortInteger()); Add(DefaultTranslation = new TI.RealPoint3D()); Add(DefaultRotation = new TI.RealQuaternion()); Add(InverseForward = new TI.RealVector3D()); Add(InverseLeft = new TI.RealVector3D()); Add(InverseUp = new TI.RealVector3D()); Add(InversePosition = new TI.RealPoint3D()); Add(InverseScale = new TI.Real()); Add(DistFromParent = new TI.Real()); }
public shader_transparent_plasma_group() : base(25) { Add(new TI.Pad(2 + 2)); Add(IntensitySource = new TI.Enum()); Add(new TI.Pad(2)); Add(IntensityExponent = new TI.Real()); Add(OffsetSource = new TI.Enum()); Add(new TI.Pad(2)); Add(OffsetAmount = new TI.Real()); Add(OffsetExponent = new TI.Real()); Add(new TI.Pad(32)); Add(PerpendicularBrightness = TI.Real.Fraction); Add(PerpendicularTintColor = new TI.RealColor()); Add(ParallelBrightness = TI.Real.Fraction); Add(ParallelTintColor = new TI.RealColor()); Add(ParallelTintColorSource = new TI.Enum()); Add(new TI.Pad(2 + 32 + 2 + 2 + 16 + 4 + 4)); Add(PrimaryAnimationPeriod = new TI.Real()); Add(PrimaryAnimationDirection = new TI.RealVector3D()); Add(PrimaryNoiseMapScale = new TI.Real()); Add(PrimaryNoiseMap = new TI.TagReference(this, TagGroups.bitm)); Add(new TI.Pad(32 + 4)); Add(SecondaryAnimationPeriod = new TI.Real()); Add(SecondaryAnimationDirection = new TI.RealVector3D()); Add(SecondaryNoiseMapScale = new TI.Real()); Add(SecondaryNoiseMap = new TI.TagReference(this, TagGroups.bitm)); Add(new TI.Pad(32)); }
/// <summary> /// Copy constructor /// </summary> /// <param name="value">field to copy</param> public RealVector3D(RealVector3D value) : this() { I = value.I; J = value.J; K = value.K; }
public camera_track_control_point_block() : base(3) { Add(Position = new TI.RealVector3D()); Add(Orientation = new TI.RealQuaternion()); Add(new TI.Pad(32)); }
public node_data(TI.Definition parent) { parent.Add(Scale = new TI.Real()); parent.Add(Forward = new TI.RealVector3D()); parent.Add(Left = new TI.RealVector3D()); parent.Add(Up = new TI.RealVector3D()); parent.Add(Position = new TI.RealPoint3D()); }
public mass_point_block() : base(17) { Add(Name = new TI.String()); Add(Flags = new TI.Flags()); Add(PoweredMassPoint = new TI.BlockIndex(TI.FieldType.ShortBlockIndex)); Add(ModelNode = new TI.ShortInteger()); Add(RelativeMass = new TI.Real()); Add(Mass = new TI.Real()); Add(RelativeDensity = new TI.Real()); Add(Density = new TI.Real()); Add(Position = new TI.RealPoint3D()); Add(Forward = new TI.RealVector3D()); Add(Up = new TI.RealVector3D()); Add(FrictionType = new TI.Enum()); Add(new TI.Pad(2)); Add(FrictionParallelScale = new TI.Real()); Add(FrictionPerpendicularScale = new TI.Real()); Add(Radius = new TI.Real()); Add(new TI.Pad(20)); }
protected unit_group(int field_count) : base(field_count + 54) { Add(UnitFlags = new TI.Flags()); Add(DefaultTeam = new TI.Enum()); Add(ConstantSoundVolume = new TI.Enum()); Add(RiderDamageFraction = new TI.Real()); Add(IntegratedLightToggle = new TI.TagReference(this, TagGroups.effe)); Add(AinUnit = new TI.Enum()); Add(BinUnit = new TI.Enum()); Add(CinUnit = new TI.Enum()); Add(DinUnit = new TI.Enum()); Add(CameraFieldOfView = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(CameraStiffness = new TI.Real()); Add(CameraMarkerName = new TI.String()); Add(CameraSubmergedMarkerName = new TI.String()); Add(PitchAutoLevel = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(PitchRange = new TI.RealBounds(BlamLib.TagInterface.FieldType.AngleBounds)); Add(CameraTracks = new TI.Block<unit_camera_track_block>(this, 2)); Add(SeatAccelerationScale = new TI.RealVector3D()); Add(new TI.Pad(12)); Add(SoftPingThreshold = new TI.Real()); Add(SoftPingInterruptTime = new TI.Real()); Add(HardPingThreshold = new TI.Real()); Add(HardPingInterruptTime = new TI.Real()); Add(HardDeathThreshold = new TI.Real()); Add(FeignDeathThreshold = new TI.Real()); Add(FeignDeathTime = new TI.Real()); Add(DistOfEvadeAnim = new TI.Real()); Add(DistOfDiveAnim = new TI.Real()); Add(new TI.Pad(4)); Add(StunnedMovementThreshold = new TI.Real()); Add(FeignDeathChance = new TI.Real()); Add(FeignRepeatChance = new TI.Real()); Add(SpawnedActor = new TI.TagReference(this, TagGroups.actv)); Add(SpawnedActorCount = new TI.ShortIntegerBounds()); Add(SpawnedVelocity = new TI.Real()); Add(AimingVelocityMax = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(AimingAccelerationMax = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(CasualAimingModifier = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction)); Add(LookingVelocityMaximum = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(LookingAccelerationMax = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(new TI.Pad(8)); Add(AiVehicleRadius = new TI.Real()); Add(AiDangerRadius = new TI.Real()); Add(MeleeDamage = new TI.TagReference(this, TagGroups.jpt_)); Add(MotionSensorBlipSize = new TI.Enum()); Add(new TI.Pad(2 + 12)); Add(NewHudInterfaces = new TI.Block<unit_hud_reference_block>(this, 2)); Add(DialogueVariants = new TI.Block<dialogue_variant_block>(this, 16)); Add(GrenadeVelocity = new TI.Real()); Add(GrenadeType = new TI.Enum()); Add(GrenadeCount = new TI.ShortInteger()); Add(new TI.Pad(4)); Add(PoweredSeats = new TI.Block<powered_seat_block>(this, 2)); Add(Weapons = new TI.Block<unit_weapon_block>(this, 4)); Add(Seats = new TI.Block<unit_seat_block>(this, 16)); }
public actor_group() : base(124) { Add(Flags = new TI.Flags()); Add(MoreFlags = new TI.Flags()); Add(new TI.Pad(12)); Add(Type = new TI.Enum()); Add(new TI.Pad(2)); #region perception Add(MaxVisionDist = new TI.Real()); Add(CentralVisionAngle = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(MaxVisionAngle = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(new TI.Pad(4)); Add(PeripheralVisionAngle = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(PeripheralDist = new TI.Real()); Add(new TI.Pad(4)); Add(StandingGunOffset = new TI.RealVector3D()); Add(CrouchingGunOffset = new TI.RealVector3D()); Add(HearingDist = new TI.Real()); Add(NoticeProjectileChance = new TI.Real()); Add(NoticeVehicleChance = new TI.Real()); Add(new TI.Pad(8)); Add(CombatPerceptionTime = new TI.Real()); Add(GuardPerceptionTime = new TI.Real()); Add(NonCombatPerceptionTime = new TI.Real()); Add(new TI.Pad(12 + 8)); #endregion #region movement Add(DiveIntoCoverChance = new TI.Real()); Add(EmergeFromCoverChance = new TI.Real()); Add(DiveFromGrenadeChance = new TI.Real()); Add(PathfindingRadius = new TI.Real()); Add(GlassIgnoranceChance = new TI.Real()); Add(StationaryMovementDist = new TI.Real()); Add(FreeFlyingSidestep = new TI.Real()); Add(BeginMovingAngle = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(new TI.Pad(4)); #endregion #region looking Add(MaxAimingDeviation = new TI.RealEulerAngles2D()); Add(MaxLookingDeviation = new TI.RealEulerAngles2D()); Add(NonCombatLookDeltaL = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(NonCombatLookDeltaR = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(CombatLookDeltaL = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(CombatLookDeltaR = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(IdleAimingRange = new TI.RealEulerAngles2D()); Add(IdleLookingRange = new TI.RealEulerAngles2D()); Add(EventLookTimeModifier = new TI.RealBounds()); Add(NonCombatIdleFacing = new TI.RealBounds()); Add(NonCombatIdleAiming = new TI.RealBounds()); Add(NonCombatIdleLooking = new TI.RealBounds()); Add(GuardIdleFacing = new TI.RealBounds()); Add(GuardIdleAiming = new TI.RealBounds()); Add(GuardIdleLooking = new TI.RealBounds()); Add(CombatIdleFacing = new TI.RealBounds()); Add(CombatIdleAiming = new TI.RealBounds()); Add(CombatIdleLooking = new TI.RealBounds()); Add(new TI.Pad(8 + 16)); #endregion Add(DoNotUseWeapon = new TI.TagReference(this, TagGroups.weap)); Add(new TI.Pad(268)); Add(DoNotUseProjectile = new TI.TagReference(this, TagGroups.proj)); #region unopposable Add(UnreachableDangerTrigger = new TI.Enum()); Add(VehicleDangerTrigger = new TI.Enum()); Add(PlayerDangerTrigger = new TI.Enum()); Add(new TI.Pad(2)); Add(DangerTriggerTime = new TI.RealBounds()); Add(FriendsKilledTrigger = new TI.ShortInteger()); Add(FriendsRetreatingTrigger = new TI.ShortInteger()); Add(new TI.Pad(12)); Add(RetreatTime = new TI.RealBounds()); Add(new TI.Pad(8)); #endregion #region panic Add(CoveringTime = new TI.RealBounds()); Add(FriendKilledPanicChance = new TI.Real()); Add(LeaderType = new TI.Enum()); Add(new TI.Pad(2)); Add(LeaderKilledPanicChance = new TI.Real()); Add(PanicDamageThreshold = new TI.Real()); Add(SurpriseDist = new TI.Real()); Add(new TI.Pad(28)); #endregion #region defensive Add(HideBehindCoverTime = new TI.RealBounds()); Add(HideTagerNotVisibleTime = new TI.Real()); Add(HideShieldFraction = new TI.Real()); Add(AttackShieldFraction = new TI.Real()); Add(PursueShieldFraction = new TI.Real()); Add(new TI.Pad(16)); Add(DefensiveCrouchType = new TI.Enum()); Add(new TI.Pad(2)); Add(AttackingCrouchThreshold = new TI.Real()); Add(DefendingCrouchThreshold = new TI.Real()); Add(MinStandTime = new TI.Real()); Add(MinCrouchTime = new TI.Real()); Add(DefendingHideTime = new TI.Real()); Add(AttackingEvasionThreshold = new TI.Real()); Add(DefendingEvasionThreshold = new TI.Real()); Add(EvasionSeekCoverChance = new TI.Real()); Add(EvasionDelayTime = new TI.Real()); Add(MaxSeekCoverDist = new TI.Real()); Add(CoverDamageThreshold = new TI.Real()); Add(StalkingDiscoveryTime = new TI.Real()); Add(StalkingMaxDist = new TI.Real()); Add(StationaryFacingAngle = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(ChangeFacingStandTime = new TI.Real()); Add(new TI.Pad(4)); #endregion #region pursuit Add(UncoverDelayTimer = new TI.RealBounds()); Add(TargetSearchTime = new TI.RealBounds()); Add(PursuitPositionTime = new TI.RealBounds()); Add(NumPositionsCoord = new TI.ShortInteger()); Add(NumPositionsNormal = new TI.ShortInteger()); Add(new TI.Pad(32)); #endregion #region berserk Add(MeleeAttackDelay = new TI.Real()); Add(MeleeFudgeFactor = new TI.Real()); Add(MeleeChargeTime = new TI.Real()); Add(MeleeLeapRange = new TI.RealBounds()); Add(MeleeLeapVelocity = new TI.Real()); Add(MeleeLeapChance = new TI.Real()); Add(MeleeLeapBallistic = new TI.Real()); Add(BerserkDamageAmount = new TI.Real()); Add(BerserkDamageThreshold = new TI.Real()); Add(BerserkProximity = new TI.Real()); Add(SuicideSensingDist = new TI.Real()); Add(BerserkGrenadeChance = new TI.Real()); Add(new TI.Pad(12)); #endregion #region firing positions Add(GuardPositionTIme = new TI.RealBounds()); Add(CombatPositionTime = new TI.RealBounds()); Add(OldPositionAvoidDist = new TI.Real()); Add(FriendAvoidDist = new TI.Real()); Add(new TI.Pad(40)); #endregion #region communication Add(NoncombatIdleSpeechTime = new TI.RealBounds()); Add(CombatIdleSpechTime = new TI.RealBounds()); Add(new TI.Pad(48 + 128)); #endregion Add(DoNotUseMajorUpgrade = new TI.TagReference(this, TagGroups.actr)); Add(new TI.Pad(48)); }
public animation_graph_node_block() : base(9) { Add(Name = new TI.String()); Add(NextSiblingNodeIndex = new TI.BlockIndex()); Add(FirstChildNodeIndex = new TI.BlockIndex()); Add(ParentNodeIndex = new TI.BlockIndex()); Add(new TI.Pad(2)); Add(NodeJointFlags = new TI.Flags()); Add(BaseVector = new TI.RealVector3D()); Add(VectorRange = new TI.Real()); Add(new TI.Pad(4)); }
public structure_bsp_instanced_geometry_instances_block() : base(13) { Add(Scale = new TI.Real()); Add(Forward = new TI.RealVector3D()); Add(Left = new TI.RealVector3D()); Add(Up = new TI.RealVector3D()); Add(Position = new TI.RealPoint3D()); Add(InstanceDefinition = new TI.BlockIndex()); // 1 structure_bsp_instanced_geometry_definition_block Add(/*Flags = */ new TI.Flags(TI.FieldType.WordFlags)); Add(new TI.Pad(4)); Add(new TI.Skip(12 + 4)); Add(/*Checksum = */ new TI.LongInteger()); Add(/*Name = */ new TI.StringId()); Add(/*Pathfinding Policy = */ new TI.Enum()); Add(/*Lightmapping Policy = */ new TI.Enum()); }
public model_vertex_uncompressed_block() : base(9) { Add(Position = new TI.RealPoint3D()); Add(Normal = new TI.RealVector3D()); Add(Binormal = new TI.RealVector3D()); Add(Tangent = new TI.RealVector3D()); Add(TextureCoords = new TI.RealPoint2D()); Add(NodeIndex1 = new TI.ShortInteger()); Add(NodeIndex2 = new TI.ShortInteger()); Add(NodeWeight1 = new TI.Real()); Add(NodeWeight2 = new TI.Real()); }
public lightning_marker_block() : base(10) { Add(AttachmentMarker = new TI.String()); Add(Flags = new TI.Flags(BlamLib.TagInterface.FieldType.WordFlags)); Add(new TI.Pad(2)); Add(OctavesToNextMarker = new TI.ShortInteger()); Add(new TI.Pad(2 + 76)); Add(RandomPositionBounds = new TI.RealVector3D()); Add(RandomJitter = new TI.Real()); Add(Thickness = new TI.Real()); Add(Tint = new TI.RealColor(BlamLib.TagInterface.FieldType.RealArgbColor)); Add(new TI.Pad(76)); }
public camera_track_control_point_block() : base(3) { Add(Position = new TI.RealVector3D()); Add(Orientation = new TI.RealQuaternion()); Add(new TI.Pad(32)); }
public effect_particles_block() : base(27) { Add(CreatIn1 = new TI.Enum()); Add(CreatIn2 = new TI.Enum()); Add(Create = new TI.Enum()); Add(new TI.Pad(2)); Add(Location = new TI.BlockIndex()); Add(new TI.Pad(2)); Add(RelativeDirection = new TI.RealEulerAngles2D()); Add(RelativeOffset = new TI.RealVector3D()); Add(new TI.Pad(12 + 40)); Add(ParticleType = new TI.TagReference(this, TagGroups.part)); Add(Flags = new TI.Flags()); Add(DistributionFunction = new TI.Enum()); Add(new TI.Pad(2)); Add(CreateCount = new TI.ShortIntegerBounds()); Add(DistributionRadius = new TI.RealBounds()); Add(new TI.Pad(12)); Add(VelocityBounds = new TI.RealBounds()); Add(VelocityConeAngle = new TI.Real(TI.FieldType.Angle)); Add(AngularVelocityBounds = new TI.RealBounds(TI.FieldType.AngleBounds)); Add(new TI.Pad(8)); Add(Radius = new TI.RealBounds()); Add(new TI.Pad(8)); Add(TintLowerBound = new TI.RealColor(TI.FieldType.RealArgbColor)); Add(TintUpperBound = new TI.RealColor(TI.FieldType.RealArgbColor)); Add(new TI.Pad(16)); Add(ScaleModiferA = new TI.Flags()); Add(ScaleModifierB = new TI.Flags()); }
public inertial_matrix_block() : base(3) { Add(Mat1 = new TI.RealVector3D()); Add(Mat2 = new TI.RealVector3D()); Add(Mat3 = new TI.RealVector3D()); }
public unit_seat_block() : base(21) { Add(Flags = new TI.Flags()); Add(Label = new TI.String()); Add(MarkerName = new TI.String()); Add(new TI.Pad(32)); Add(AccelerationScale = new TI.RealVector3D()); Add(new TI.Pad(12)); Add(YawRate = new TI.Real()); Add(PitchRate = new TI.Real()); Add(CameraMarkerName = new TI.String()); Add(CameraSugmergedMarkerName = new TI.String()); Add(PitchAutoLevel = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(PitchRange = new TI.RealBounds(BlamLib.TagInterface.FieldType.AngleBounds)); Add(CameraTracks = new TI.Block<unit_camera_track_block>(this, 2)); Add(UnitHudInterface = new TI.Block<unit_hud_reference_block>(this, 2)); Add(new TI.Pad(4)); Add(HudTextMessageIndex = new TI.ShortInteger()); Add(new TI.Pad(2)); Add(YawMin = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(YawMax = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(BuiltInGunner = new TI.TagReference(this, TagGroups.actv)); Add(new TI.Pad(20)); }
public mass_distribution_data(TI.Definition parent) { parent.Add(CenterOfMass = new TI.RealVector3D()); parent.Add(new TI.Skip(4)); parent.Add(InertiaTensorI = new TI.RealVector3D()); parent.Add(new TI.Skip(4)); parent.Add(InertiaTensorJ = new TI.RealVector3D()); parent.Add(new TI.Skip(4)); parent.Add(InertiaTensorK = new TI.RealVector3D()); parent.Add(new TI.Skip(4)); }