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 wind_group() : base(6) { Add(Velocity = new TI.RealBounds()); Add(VariationArea = new TI.RealEulerAngles2D()); Add(LocalVariationWeight = new TI.Real()); Add(LocalVariationRate = new TI.Real()); Add(Damping = new TI.Real()); Add(new TI.Pad(36)); }
public antenna_vertex_block() : base(9) { Add(SpringStrengthCoefficent = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction)); Add(new TI.Pad(24)); Add(Angles = new TI.RealEulerAngles2D()); Add(Length = new TI.Real()); Add(SequenceIndex = new TI.ShortInteger()); Add(new TI.Pad(2)); Add(Color = new TI.RealColor(BlamLib.TagInterface.FieldType.RealArgbColor)); Add(LodColor = new TI.RealColor(BlamLib.TagInterface.FieldType.RealArgbColor)); Add(new TI.Pad(40 + 12)); }
public sky_light_block() : base(10) { Add(LensFlare = new TI.TagReference(this, TagGroups.lens)); Add(LensFlareMarkerName = new TI.String()); Add(new TI.Pad(28)); Add(Flags = new TI.Flags()); Add(Color = new TI.RealColor(TI.FieldType.RealRgbColor)); Add(Power = new TI.Real()); Add(TestDistance = new TI.Real()); Add(new TI.Pad(4)); Add(Direction = new TI.RealEulerAngles2D()); Add(Diameter = new TI.Real(TI.FieldType.Angle)); }
public particle_system_emitter_definition_block() : base(14) { Add(/*particle physics = */ new TI.TagReference(this, TagGroups.pmov)); Add(/*particle emission rate = */ new TI.Struct<particle_property_scalar_struct_new>(this)); Add(/*particle lifespan = */ new TI.Struct<particle_property_scalar_struct_new>(this)); Add(/*particle velocity = */ new TI.Struct<particle_property_scalar_struct_new>(this)); Add(/*particle angular velocity = */ new TI.Struct<particle_property_scalar_struct_new>(this)); Add(/*particle size = */ new TI.Struct<particle_property_scalar_struct_new>(this)); Add(/*particle tint = */ new TI.Struct<particle_property_color_struct_new>(this)); Add(/*particle alpha = */ new TI.Struct<particle_property_scalar_struct_new>(this)); Add(/*emission shape = */ new TI.Enum(TI.FieldType.LongEnum)); Add(/*emission radius = */ new TI.Struct<particle_property_scalar_struct_new>(this)); Add(/*emission angle = */ new TI.Struct<particle_property_scalar_struct_new>(this)); Add(TranslationalOffset = new TI.RealPoint3D()); Add(RelativeDirection = new TI.RealEulerAngles2D()); Add(new TI.Pad(8)); }
public scenario_cutscene_flag_block() : base(5) { Add(new TI.Pad(4)); Add(Name = new TI.String()); Add(Position = new TI.RealPoint3D()); Add(Facing = new TI.RealEulerAngles2D()); Add(new TI.Pad(36)); }
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)); }
/// <summary> /// Copy constructor /// </summary> /// <param name="value">field to copy</param> public RealEulerAngles2D(RealEulerAngles2D value) : this() { Y = value.Y; P = value.P; }