public sound_gestalt_pitch_range_parameters_block() : base(4) { Add(NaturalPitch = new TI.ShortInteger()); Add(BendBounds = new TI.ShortIntegerBounds()); Add(MaxGainPitchBounds = new TI.ShortIntegerBounds()); Add(Unknown0A = new TI.ShortIntegerBounds()); // TODO: UNKNOWN FIELD }
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()); }
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 sound_pitch_range_block() : base(7) { Add(Name = new TI.StringId()); Add(NaturalPitch = new TI.ShortInteger()); Add(new TI.Pad(2)); Add(BendBounds = new TI.ShortIntegerBounds()); Add(PitchBounds = new TI.ShortIntegerBounds()); Add(new TI.Pad(4)); Add(Permutations = new TI.Block <sound_permutations_block>(this, 32)); }
public trigger_firing_effect_block() : base(8) { Add(ShotCount = new TI.ShortIntegerBounds()); Add(new TI.Pad(32)); Add(FiringEffect = new TI.TagReference(this)); Add(MisfireEffect = new TI.TagReference(this)); Add(EmptyEffect = new TI.TagReference(this)); Add(FiringDamage = new TI.TagReference(this, TagGroups.jpt_)); Add(MisfireDamage = new TI.TagReference(this, TagGroups.jpt_)); Add(EmtpyDamage = new TI.TagReference(this, TagGroups.jpt_)); }
public sound_playback_parameters_struct() : base(14) { Add(MinDist = new TI.Real()); Add(MaxDist = new TI.Real()); Add(SkipFraction = new TI.Real(TI.FieldType.RealFraction)); Add(MaxBendPerSec = new TI.Real()); Add(GainBase = new TI.Real()); Add(GainVariance = new TI.Real()); Add(RandomPitchBounds = new TI.ShortIntegerBounds()); Add(InnerConeAngle = new TI.Real(TI.FieldType.Angle)); Add(OuterConeAngle = new TI.Real(TI.FieldType.Angle)); Add(OuterConeGain = new TI.Real()); Add(Flags = new TI.Flags()); Add(Azimuth = new TI.Real(TI.FieldType.Angle)); Add(PositionalGain = new TI.Real()); Add(FirstPersonGain = new TI.Real()); }
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 sound_gestalt_pitch_range_parameters_block() : base(3) { Add(NaturalPitch = new TI.ShortInteger()); Add(BendBounds = new TI.ShortIntegerBounds()); Add(MaxGainPitchBounds = new TI.ShortIntegerBounds()); }
public sound_scale_modifiers_struct() : base(3) { Add(GainModifier = new TI.RealBounds()); Add(PitchModifier = new TI.ShortIntegerBounds()); Add(SkipFractionModifier = new TI.RealBounds(TI.FieldType.RealFractionBounds)); }
public sound_pitch_range_block() : base(7) { Add(Name = new TI.StringId()); Add(NaturalPitch = new TI.ShortInteger()); Add(new TI.Pad(2)); Add(BendBounds = new TI.ShortIntegerBounds()); Add(PitchBounds = new TI.ShortIntegerBounds()); Add(new TI.Pad(4)); Add(Permutations = new TI.Block<sound_permutations_block>(this, 32)); }
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)); }
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)); }
/// <summary> /// Copy constructor /// </summary> /// <param name="value">field to copy</param> public ShortIntegerBounds(ShortIntegerBounds value) : this() { this.Lower = value.Lower; this.Upper = value.Upper; }
public sound_scale_modifiers_struct() { Add(GainModifier = new TI.RealBounds()); Add(PitchModifier = new TI.ShortIntegerBounds()); Add(SkipFractionModifier = new TI.RealBounds(TI.FieldType.RealFractionBounds)); }