public render_method_definition_group() { Add(Options = new TI.TagReference(this, TagGroups.rmop)); // tag block [0x18] [categories] // string id // tag block [0x1C] [options] // string id // tag reference [rmop] // unknown [0x8] // unknown [0x8] // tag block [0x10] // word // word (enum?) // tag block [0x4] // word // word // tag block [0x10] // word // unknown [0xE] Add(PixelShader = new TI.TagReference(this, TagGroups.glps)); Add(VertexShader = new TI.TagReference(this, TagGroups.glvs)); Add(new TI.UnknownPad( 4 + // only seen this be 0 or 1 as a dword 4));// never seen this used }
public sound_group() : base(26) { Add(Flags = new TI.Flags()); Add(Class = new TI.Enum()); Add(SampleRate = new TI.Enum()); Add(Distance = new TI.RealBounds()); Add(SkipFraction = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction)); Add(RandomPitchBounds = new TI.RealBounds()); Add(InnerConeAngle = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(OuterConeAngle = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(OuterConeGain = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction)); Add(GainModifier = new TI.Real()); Add(MaxBendPerSecond = new TI.Real()); Add(new TI.Pad(12)); Add(SkipFractionModifier1 = new TI.Real()); Add(GainModifier1 = new TI.Real()); Add(PitchModifier1 = new TI.Real()); Add(new TI.Pad(12)); Add(SkipFractionModifier2 = new TI.Real()); Add(GainModifier2 = new TI.Real()); Add(PitchModifier2 = new TI.Real()); Add(new TI.Pad(12)); Add(Encoding = new TI.Enum()); Add(Compression = new TI.Enum()); Add(PromotionSound = new TI.TagReference(this, TagGroups.snd_)); Add(PromotionCount = new TI.ShortInteger()); Add(new TI.Pad(2 + 20)); Add(PitchRanges = new TI.Block<sound_pitch_range_block>(this, 8)); }
public contrail_group() : base(19) { Add(Flags = new TI.Flags(BlamLib.TagInterface.FieldType.WordFlags)); Add(ScaleFlags = new TI.Flags(BlamLib.TagInterface.FieldType.WordFlags)); Add(PointGenerationRate = new TI.Real()); Add(PointVelocity = new TI.RealBounds()); Add(PointVelocityConeAngle = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(InheritedVelocityFraction = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction)); Add(RenderType = new TI.Enum()); Add(new TI.Pad(2)); Add(TextureRepeatsU = new TI.Real()); Add(TextureRepeatsV = new TI.Real()); Add(TextureAnimationU = new TI.Real()); Add(TextureAnimationV = new TI.Real()); Add(AnimationRate = new TI.Real()); Add(Bitmap = new TI.TagReference(this, TagGroups.bitm)); Add(FirstSequenceIndex = new TI.ShortInteger()); Add(SequenceCount = new TI.ShortInteger()); Add(new TI.Pad(64)); // Map is 'Secondary Map' Add(ShaderMap = new TI.Struct<shader_map_struct>(this)); Add(PointStates = new TI.Block<contrail_point_states_block>(this, 16)); }
public megalogamengine_sounds_group() : base(kNumberOfSounds) { Sounds = new TI.TagReference[kNumberOfSounds]; for (int x = 0; x < Sounds.Length; x++) { Add(Sounds[x] = new TI.TagReference(this, TagGroups.snd_)); } }
public structure_bsp_background_sound_palette_block() : base(5) { Add(Name = new TI.String()); Add(BackgroundSound = new TI.TagReference(this, TagGroups.lsnd)); Add(new TI.Pad(4)); Add(ScaleFunction = new TI.String()); Add(new TI.Pad(32)); }
public structure_bsp_fog_palette_block() : base(5) { Add(Name = new TI.String()); Add(Fog = new TI.TagReference(this, TagGroups.fog_)); Add(new TI.Pad(4)); Add(FogScaleFunction = new TI.String()); Add(new TI.Pad(52)); }
public breakable_surface_group() : base(5) { Add(MaximumVitality = new TI.Real()); Add(Effect = new TI.TagReference(this, TagGroups.effe)); Add(Sound = new TI.TagReference(this, TagGroups.snd_)); Add(ParticleEffects = new TI.Block<particle_system_definition_block_new>(this, 32)); Add(ParticleDensity = new TI.Real()); }
public equipment_group() : base(5) { Add(PowerupType = new TI.Enum()); Add(GrenadeType = new TI.Enum()); Add(PowerupTime = new TI.Real()); Add(PickupSound = new TI.TagReference(this, TagGroups.snd_)); Add(new TI.Pad(144)); // probably padding for 9 tag references }
public conditional_widget_reference_block() : base(5) { Add(WidgetTag = new TI.TagReference(this, TagGroups.DeLa)); Add(Name = new TI.String()); Add(Flags = new TI.Flags()); Add(CustomControllerIndex = new TI.ShortInteger()); Add(new TI.Pad(26)); }
public object_attachment_block() : base(6) { Add(Type = new TI.TagReference(this)); Add(Marker = new TI.String()); Add(PrimaryScale = new TI.Enum()); Add(SecondaryScale = new TI.Enum()); Add(ChangeColor = new TI.Enum()); Add(new TI.Pad(2 + 16)); }
public unknown_4_block() : base(6) { Add(Settings = new TI.TagReference(this, TagGroups.goof)); Add(Template = new TI.TagReference(this, TagGroups.goof)); Add(Unknown20 = new TI.Enum(TI.FieldType.LongEnum)); Add(Title = new TI.StringId()); Add(Description = new TI.StringId()); Add(ValuePairs = new TI.TagReference(this, TagGroups.sily)); }
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 event_handler_references_block() : base(6) { Add(Flags = new TI.Flags()); Add(EventType = new TI.Enum()); Add(Function = new TI.Enum()); Add(WidgetTag = new TI.TagReference(this, TagGroups.DeLa)); Add(SoundEffect = new TI.TagReference(this, TagGroups.snd_)); Add(Script = new TI.String()); }
public grenades_block() : base(6) { Add(MaxCount = new TI.ShortInteger()); Add(new TI.Pad(2)); Add(ThrowingEffect = new TI.TagReference(this, TagGroups.effe)); Add(HudInterface = new TI.TagReference(this, TagGroups.grhi)); Add(Equipment = new TI.TagReference(this, TagGroups.eqip)); Add(Projectile = new TI.TagReference(this, TagGroups.proj)); }
public scenario_structure_bsps_block() : base(4) { // Offset to this bsp's scenario_structure_bsps_header Add(Offset = new TI.LongInteger()); Add(Size = new TI.LongInteger()); Add(Data = new TI.Skip(4 // address + 4)); // pad Add(StructureBsp = new TI.TagReference(this, TagGroups.sbsp)); }
public character_vehicle_block() : base(53) { Add(Unit = new TI.TagReference(this, TagGroups.unit)); Add(Style = new TI.TagReference(this, TagGroups.styl)); Add(new TI.UselessPad(32)); Add(VehicleFlags = new TI.Flags()); Add(new TI.UselessPad(8)); Add(AiPathfindingRadius = new TI.Real()); Add(AiDestinationRadius = new TI.Real()); Add(AiDecelerationDistanceWorldUnits = new TI.Real()); Add(new TI.UselessPad(8)); Add(AiTurningRadius = new TI.Real()); Add(AiInnerTurningRadius(< tr) = new TI.Real()); Add(AiIdealTurningRadius(> tr) = new TI.Real()); Add(new TI.UselessPad(8)); Add(AiBansheeSteeringMaximum = new TI.Real(TI.FieldType.Angle)); Add(AiMaxSteeringAngle = new TI.Real()); Add(AiMaxSteeringDelta = new TI.Real()); Add(AiOverSteeringScale = new TI.Real()); Add(AiOverSteeringBounds = new TI.RealBounds(TI.FieldType.AngleBounds)); Add(AiSideslipDistance = new TI.Real()); Add(AiAvoidanceDistance = new TI.Real()); Add(AiMinUrgency = new TI.Real()); Add(new TI.UselessPad(4)); Add(AiThrottleMaximum = new TI.Real()); Add(AiGoalMinThrottleScale = new TI.Real()); Add(AiTurnMinThrottleScale = new TI.Real()); Add(AiDirectionMinThrottleScale = new TI.Real()); Add(AiAccelerationScale = new TI.Real()); Add(AiThrottleBlend = new TI.Real()); Add(TheoreticalMaxSpeed = new TI.Real()); Add(ErrorScale = new TI.Real()); Add(new TI.UselessPad(8)); Add(AiAllowableAimDeviationAngle = new TI.Real(TI.FieldType.Angle)); Add(new TI.UselessPad(12)); Add(AiChargeTightAngleDistance = new TI.Real()); Add(AiChargeTightAngle = new TI.Real()); Add(AiChargeRepeatTimeout = new TI.Real()); Add(AiChargeLook - aheadTime = new TI.Real()); Add(AiChargeConsiderDistance = new TI.Real()); Add(AiChargeAbortDistance = new TI.Real()); Add(new TI.UselessPad(4)); Add(VehicleRamTimeout = new TI.Real()); Add(RamParalysisTime = new TI.Real()); Add(new TI.UselessPad(4)); Add(AiCoverDamageThreshold = new TI.Real()); Add(AiCoverMinDistance = new TI.Real()); Add(AiCoverTime = new TI.Real()); Add(AiCoverMinBoostDistance = new TI.Real()); Add(TurtlingRecentDamageThreshold = new TI.Real()); Add(TurtlingMintime = new TI.Real()); Add(TurtlingTimeout = new TI.Real()); Add(new TI.UselessPad(8)); Add(obstacleignoresize = new TI.Enum()); Add(new TI.Pad(2)); }
public global_shader_parameter_block() : base(7) { /*0x00*/Add(Name = new TI.StringId()); /*0x04*/Add(Type = new TI.Enum()); /*0x06*/Add(RuntimeFlags = new TI.Flags(TI.FieldType.WordFlags)); // was Pad /*0x08*/Add(Bitmap = new TI.TagReference(this, TagGroups.bitm)); /*0x18*/Add(ConstValue = new TI.Real()); /*0x1C*/Add(ConstColor = new TI.RealColor()); /*0x28*/Add(AnimationProperties = new TI.Block<shader_animation_property_block>(this, 14)); }
public detail_object_collection_group() : base(7) { Add(CollectionType = new TI.Enum()); Add(new TI.Pad(2)); Add(GlobalZOffset = new TI.Real()); Add(new TI.Pad(44)); Add(SpritePlate = new TI.TagReference(this, TagGroups.bitm)); Add(Types = new TI.Block <detail_object_type_block>(this, 16)); Add(new TI.Pad(48)); }
public child_widget_reference_block() : base(7) { Add(WidgetTag = new TI.TagReference(this, TagGroups.DeLa)); Add(Name = new TI.String()); Add(Flags = new TI.Flags()); Add(CustomControllerIndex = new TI.ShortInteger()); Add(VerticalOffset = new TI.ShortInteger()); Add(HorizontalOffset = new TI.ShortInteger()); Add(new TI.Pad(22)); }
public device_control_group() : base(7) { Add(Type = new TI.Enum()); Add(TriggersWhen = new TI.Enum()); Add(CallValue = new TI.Real()); Add(new TI.Pad(80)); Add(On = new TI.TagReference(this)); Add(Off = new TI.TagReference(this)); Add(Deny = new TI.TagReference(this)); }
public weapon_hud_overlays_block() : base(7) { Add(StateAttachedTo = new TI.Enum()); Add(new TI.Pad(2)); Add(CanUseOnMapType = new TI.Enum()); Add(new TI.Pad(2 + 28)); Add(Bitmap = new TI.TagReference(this, TagGroups.bitm)); Add(Overlays = new TI.Block <weapon_hud_overlay_block>(this, 16)); Add(new TI.Pad(40)); }
public weapon_hud_crosshair_block() : base(7) { Add(CrosshairType = new TI.Enum()); Add(new TI.Pad(2)); Add(CanUseOnMapType = new TI.Enum()); Add(new TI.Pad(2 + 28)); Add(Bitmap = new TI.TagReference(this, TagGroups.bitm)); Add(Overlays = new TI.Block <weapon_hud_crosshair_item_block>(this, 16)); Add(new TI.Pad(40)); }
public damage_regions_block() : base(7) { Add(Name = new TI.String()); Add(Flags = new TI.Flags()); Add(new TI.Pad(4)); Add(DamageThreshold = new TI.Real()); Add(new TI.Pad(12)); Add(DestroyedEffect = new TI.TagReference(this, TagGroups.effe)); Add(Permutations = new TI.Block <damage_permutations_block>(this, 32)); }
public unknown_18_block() : base(8) { Add(SuppressedIncident = new TI.TagReference(this, TagGroups.sigd)); Add(Unknown10 = new TI.LongInteger()); Add(Unknown14 = new TI.LongInteger()); // unknown Add(Unknown18 = new TI.StringId()); Add(Unknown1C = new TI.LongInteger()); // unknown Add(CuiScreen = new TI.TagReference(this, TagGroups.cusc)); Add(SoundResponse = new TI.TagReference(this, TagGroups.sgrp)); Add(Unknown40 = new TI.LongInteger()); // unknown }
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 contrail_point_states_block() : base(8) { Add(Duration = new TI.RealBounds()); Add(TransitionDuration = new TI.RealBounds()); Add(Physics = new TI.TagReference(this, TagGroups.phys)); Add(new TI.Pad(32)); Add(Width = new TI.Real()); Add(ColorLowerBound = new TI.RealColor(BlamLib.TagInterface.FieldType.RealArgbColor)); Add(ColorUpperBound = new TI.RealColor(BlamLib.TagInterface.FieldType.RealArgbColor)); Add(ScaleFlags = new TI.Flags()); }
public hud_number_group() : base(8) { Add(DigitsBitmap = new TI.TagReference(this, TagGroups.bitm)); Add(BitmapDigitWidth = new TI.ByteInteger()); Add(ScreenDigitWidth = new TI.ByteInteger()); Add(XOffset = new TI.ByteInteger()); Add(YOffset = new TI.ByteInteger()); Add(DecimalPointWidth = new TI.ByteInteger()); Add(ColonWidth = new TI.ByteInteger()); Add(new TI.Pad(2 + 76)); }
public sound_looping_group() : base(8) { Add(Flags = new TI.Flags()); Add(DetailSoundPeriodWhenZero = new TI.Real()); Add(new TI.Pad(8)); Add(DetailSoundPeriodWhenOne = new TI.Real()); Add(new TI.Pad(8 + 16)); Add(ContinuousDamageEffect = new TI.TagReference(this, TagGroups.cdmg)); Add(Tracks = new TI.Block <looping_sound_track_block>(this, 4)); Add(DetailSounds = new TI.Block <looping_sound_detail_block>(this, 32)); }
public looping_sound_detail_block() : base(8) { Add(Sound = new TI.TagReference(this, TagGroups.snd_)); Add(RandomPeriodBounds = new TI.RealBounds()); Add(Gain = new TI.Real()); Add(Flags = new TI.Flags()); Add(new TI.Pad(48)); Add(YawBounds = new TI.RealBounds(BlamLib.TagInterface.FieldType.AngleBounds)); Add(PitchBounds = new TI.RealBounds(BlamLib.TagInterface.FieldType.AngleBounds)); Add(DistBounds = new TI.RealBounds()); }
public first_person_interface_block() : base(9) { Add(FirstPersionHands = new TI.TagReference(this, TagGroups.mod2)); Add(BaseBitmap = new TI.TagReference(this, TagGroups.bitm)); Add(ShieldMeter = new TI.TagReference(this, TagGroups.metr)); Add(ShieldMeterOrigin = new TI.Point2D()); Add(BodyMeter = new TI.TagReference(this, TagGroups.metr)); Add(BodyMeterOrigin = new TI.Point2D()); Add(NightVisionTurnOnEffect = new TI.TagReference(this, TagGroups.effe)); Add(NightVisionTurnOffEffect = new TI.TagReference(this, TagGroups.effe)); Add(new TI.Pad(88)); }
public unknown_30_block() : base(3) { Add(Unknown0 = new TI.LongInteger()); // unknown Add(Block4 = new TI.Block <unknown_4_block>(this, 0)); Add(Unknown10 = new TI.LongInteger()); Add(Unknown14 = new TI.LongInteger()); // unknown Add(Unknown18 = new TI.StringId()); Add(Unknown1C = new TI.LongInteger()); // unknown Add(CuiScreen = new TI.TagReference(this, TagGroups.cusc)); Add(Unknown30 = new TI.TagReference(this)); Add(Unknown44 = new TI.LongInteger()); // unknown }
public antenna_group() : base(9) { Add(AttachmentMarkerName = new TI.String()); Add(Bitmaps = new TI.TagReference(this, TagGroups.bitm)); Add(Physics = new TI.TagReference(this, TagGroups.phys)); Add(new TI.Pad(80)); Add(SpringStrenthCoefficent = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction)); Add(FalloffPixels = new TI.Real()); Add(CutoffPixels = new TI.Real()); Add(new TI.Pad(40)); Add(Vertices = new TI.Block<antenna_vertex_block>(this, 20)); }
public preferences_network_game_group() : base(9) { Add(Name = new TI.String()); Add(PrimaryColor = new TI.RealColor()); Add(SecondaryColor = new TI.RealColor()); Add(Pattern = new TI.TagReference(this, TagGroups.bitm)); Add(PatternBitmapIndex = new TI.ShortInteger()); Add(new TI.Pad(2)); Add(Decal = new TI.TagReference(this, TagGroups.bitm)); Add(DecalBitmapIndex = new TI.ShortInteger()); Add(new TI.Pad(2 + 800)); }
public antenna_group() : base(9) { Add(AttachmentMarkerName = new TI.String()); Add(Bitmaps = new TI.TagReference(this, TagGroups.bitm)); Add(Physics = new TI.TagReference(this, TagGroups.phys)); Add(new TI.Pad(80)); Add(SpringStrenthCoefficent = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction)); Add(FalloffPixels = new TI.Real()); Add(CutoffPixels = new TI.Real()); Add(new TI.Pad(40)); Add(Vertices = new TI.Block <antenna_vertex_block>(this, 20)); }
public shader_transparent_generic_group() : base(6) { Add(Radiosity = new TI.Struct <shader_radiosity_properties_struct>(this)); Add(LensFlareSpacing = new TI.Real()); Add(LensFlare = new TI.TagReference(this, TagGroups.lens)); Add(ExtraLayers = new TI.Block <field_block <TI.TagReference> >(this, 4)); Add(Maps = new TI.Block <shader_transparent_generic_map_block>(this, 4)); Add(Stages = new TI.Block <shader_transparent_generic_stage_block>(this, 7)); //ExtraLayers.Definition.Value.ResetReferenceGroupTag(TagGroups.shdr); }
public shader_effect_group() : base(8) { // 1 << 0 - nonlinear or linear Add(Flags = TI.Flags.Byte); Add(TI.Pad.Byte); Add(FrameBufferFunction = new TI.Struct <shader_frame_buffer_function_struct>(this)); Add(new TI.UnknownPad(32)); Add(Bitmap = new TI.TagReference(this, TagGroups.bitm)); // pretty sure it's a bitm Add(new TI.Enum()); // value judges vertex shader permutation Add(TI.Pad.Word); Add(Animation = new TI.Struct <shader_animation_struct>(this)); }
public shader_transparent_generic_map_block() : base(10) { Add(Flags = TI.Flags.Word); Add(new TI.Pad(2)); Add(MapUScale = new TI.Real()); Add(MapVScale = new TI.Real()); Add(MapUOffset = new TI.Real()); Add(MapVOffset = new TI.Real()); Add(MapRotation = new TI.Real()); Add(MipmapBias = TI.Real.Fraction); Add(Map = new TI.TagReference(this, TagGroups.bitm)); Add(Animation = new TI.Struct <shader_animation_struct>(this)); }
public scenario_structure_bsp_reference_block() { Add(StructureBsp = new TI.TagReference(this, TagGroups.sbsp)); Add(Design = new TI.TagReference(this, TagGroups.sddt)); Add(LightingInfo = new TI.TagReference(this, TagGroups.stli)); Add(new TI.Skip( 4 + // may be a index 16 + 1 + 1 + // index to 2nd tag block in scenario 2 + // index 4 )); Add(Cubemap = new TI.TagReference(this, TagGroups.bitm)); Add(Wind = new TI.TagReference(this, TagGroups.wind)); Add(new TI.Pad(4)); }
public global_hud_interface_element_struct() : base(14) { Add(AnchorOffset = new TI.Point2D()); Add(WidthScale = new TI.Real()); Add(HeightScale = new TI.Real()); Add(ScalingFlags = new TI.Flags(BlamLib.TagInterface.FieldType.WordFlags)); Add(new TI.Pad(2 + 20)); Add(Bitmap = new TI.TagReference(this, TagGroups.bitm)); Add(DefaultColor = new TI.Color()); Add(FlashingColor = new TI.Color()); Add(FlashPeriod = new TI.Real()); Add(FlashDelay = new TI.Real()); Add(NumberOfFlashes = new TI.ShortInteger()); Add(FlashFlags = new TI.Flags(BlamLib.TagInterface.FieldType.WordFlags)); Add(FlashLength = new TI.Real()); Add(DisabledColor = new TI.Color()); // i think the 4 byte padding that follows this should be here... }
public shader_map_struct() : base(13) { Add(new TI.Pad(40)); Add(ShaderFlags = TI.Flags.Word); Add(FramebufferBlendFunction = new TI.Enum()); Add(FramebufferFadeMode = new TI.Enum()); Add(ShaderMapFlags = TI.Flags.Word); Add(new TI.Pad(28)); Add(MapBitmap = new TI.TagReference(this, TagGroups.bitm)); Add(MapAnchor = new TI.Enum()); Add(MapFlags = TI.Flags.Word); Add(MapAnimation = new TI.Struct<shader_animation_struct>(this)); // 28 Add(new TI.Pad(4)); Add(ZSpriteRadiusScale = new TI.Real()); Add(new TI.Pad(20)); }
public global_hud_meter_struct() : base(20) { Add(AnchorOffset = new TI.Point2D()); Add(WidthScale = new TI.Real()); Add(HeightScale = new TI.Real()); Add(ScalingFlags = new TI.Flags(BlamLib.TagInterface.FieldType.WordFlags)); Add(new TI.Pad(2 + 20)); Add(Bitmap = new TI.TagReference(this, TagGroups.bitm)); Add(ColorAtMeterMin = new TI.Color(BlamLib.TagInterface.FieldType.RgbColor)); Add(ColorAtMeterMax = new TI.Color(BlamLib.TagInterface.FieldType.RgbColor)); Add(FlashColor = new TI.Color(BlamLib.TagInterface.FieldType.RgbColor)); Add(EmptyColor = new TI.Color()); Add(Flags = new TI.Flags(BlamLib.TagInterface.FieldType.ByteFlags)); Add(MinMeterValue = new TI.ByteInteger()); Add(SequenceIndex = new TI.ShortInteger()); Add(AlphaMul = new TI.ByteInteger()); Add(AlphaBias = new TI.ByteInteger()); Add(ValueScale = new TI.ShortInteger()); Add(Opacity = new TI.Real()); Add(Translucency = new TI.Real()); Add(DisabledColor = new TI.Color()); Add(new TI.Pad(16)); }
public scenario_group() : base(69) { Add(DontUse = new TI.TagReference(this, TagGroups.sbsp)); Add(WontUse = new TI.TagReference(this, TagGroups.sbsp)); Add(CantUse = new TI.TagReference(this, TagGroups.sky_)); Add(Skies = new TI.Block<field_block<TI.TagReference>>(this, 8)); Add(Type = new TI.Enum()); Add(Flags = new TI.Flags(BlamLib.TagInterface.FieldType.WordFlags)); Add(TI.Pad.BlockHalo1); // child scenarios, tag block data wasn't removed in stubbs for some reason Add(LocalNorth = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(new TI.Pad(20 + 136)); Add(PredictedResources = new TI.Block<predicted_resource_block>(this, 1024)); Add(Functions = new TI.Block<scenario_function_block>(this, 32)); Add(EditorData = new TI.Data(this)); Add(Comments = new TI.Block<editor_comment_block>(this, 1024)); Add(new TI.Pad(224)); Add(ObjectNames = new TI.Block<scenario_object_names_block>(this, 512)); Add(Scenery = new TI.Block<scenario_scenery_block>(this, 2000)); Add(SceneryPalette = new TI.Block<scenario_object_palette_block>(this, 100)); Add(Bipeds = new TI.Block<scenario_biped_block>(this, 128)); Add(BipedPalette = new TI.Block<scenario_object_palette_block>(this, 100)); Add(Vehicles = new TI.Block<scenario_vehicle_block>(this, 80)); Add(VehiclePalette = new TI.Block<scenario_object_palette_block>(this, 100)); // silly bungie, why would u want to have up to 100 vehicle types to choose from when you could only possibly choose 80 of them? Add(Equipment = new TI.Block<scenario_equipment_block>(this, 256)); Add(EquipmentPalette = new TI.Block<scenario_object_palette_block>(this, 100)); Add(Weapons = new TI.Block<scenario_weapon_block>(this, 128)); Add(WeaponsPalette = new TI.Block<scenario_object_palette_block>(this, 100)); Add(DeviceGroups = new TI.Block<device_group_block>(this, 128)); Add(Machines = new TI.Block<scenario_machine_block>(this, 400)); Add(MachinesPalette = new TI.Block<scenario_object_palette_block>(this, 100)); Add(Controls = new TI.Block<scenario_control_block>(this, 100)); Add(ControlsPalette = new TI.Block<scenario_object_palette_block>(this, 100)); Add(LightFixtures = new TI.Block<scenario_light_fixture_block>(this, 500)); Add(LightFixturesPalette = new TI.Block<scenario_object_palette_block>(this, 100)); Add(SoundScenery = new TI.Block<scenario_sound_scenery_block>(this, 256)); Add(SoundSceneryPalette = new TI.Block<scenario_object_palette_block>(this, 100)); Add(new TI.Pad(84)); Add(PlayerStartingProfile = new TI.Block<scenario_profiles_block>(this, 256)); Add(PlayerStartingLocations = new TI.Block<scenario_players_block>(this, 256)); Add(TriggerVolumes = new TI.Block<scenario_trigger_volume_block>(this, 256)); Add(RecordedAnimations = new TI.Block<recorded_animation_block>(this, 1024)); Add(NetgameFlags = new TI.Block<scenario_netgame_flags_block>(this, 200)); Add(NetgameEquipment = new TI.Block<scenario_netgame_equipment_block>(this, 200)); Add(StartingEquipment = new TI.Block<scenario_starting_equipment_block>(this, 200)); Add(BspSwitchTriggerVolumes = new TI.Block<scenario_bsp_switch_trigger_volume_block>(this, 256)); Add(Decals = new TI.Block<scenario_decals_block>(this, 65536)); Add(DecalPalette = new TI.Block<field_block<TI.TagReference>>(this, 128)); Add(DetailObjectCollectionPalette = new TI.Block<field_block<TI.TagReference>>(this, 32)); Add(new TI.Pad(84)); Add(ActorPalette = new TI.Block<field_block<TI.TagReference>>(this, 64)); Add(Encounters = new TI.Block<encounter_block>(this, 128)); Add(CommandLists = new TI.Block<ai_command_list_block>(this, 256)); Add(AiAnimationReferences = new TI.Block<ai_animation_reference_block>(this, 128)); Add(AiScriptReferences = new TI.Block<ai_script_reference_block>(this, 128)); Add(AiRecordingReferences = new TI.Block<ai_recording_reference_block>(this, 128)); Add(AiConverstaions = new TI.Block<ai_conversation_block>(this, 128)); Add(ScriptSyntaxData = new TI.Data(this, BlamLib.TagInterface.DataType.ScriptNode)); Add(ScriptStringData = new TI.Data(this)); Add(Scripts = new TI.Block<hs_scripts_block>(this, 512)); Add(Globals = new TI.Block<hs_globals_block>(this, 128)); Add(References = new TI.Block<hs_references_block>(this, 256)); Add(SourceFiles = new TI.Block<hs_source_files_block>(this, 8)); Add(new TI.Pad(24)); Add(CutsceneFlags = new TI.Block<scenario_cutscene_flag_block>(this, 512)); Add(CutsceneCameraPoints = new TI.Block<scenario_cutscene_camera_point_block>(this, 512)); Add(CutsceneTitles = new TI.Block<scenario_cutscene_title_block>(this, 64)); Add(new TI.Pad(108)); Add(CustomObjectNames = new TI.TagReference(this, TagGroups.ustr)); Add(IngameHelpText = new TI.TagReference(this, TagGroups.ustr)); Add(HudMessages = new TI.TagReference(this, TagGroups.hmt_)); Add(StructureBsps = new TI.Block<scenario_structure_bsps_block>(this, 16)); //Skies.Definition.Value.ResetReferenceGroupTag(TagGroups.sky_); //SceneryPalette.Definition.Name.ResetReferenceGroupTag(TagGroups.scen); //BipedPalette.Definition.Name.ResetReferenceGroupTag(TagGroups.bipd); //VehiclePalette.Definition.Name.ResetReferenceGroupTag(TagGroups.vehi); //EquipmentPalette.Definition.Name.ResetReferenceGroupTag(TagGroups.eqip); //WeaponsPalette.Definition.Name.ResetReferenceGroupTag(TagGroups.weap); //MachinesPalette.Definition.Name.ResetReferenceGroupTag(TagGroups.mach); //ControlsPalette.Definition.Name.ResetReferenceGroupTag(TagGroups.ctrl); //LightFixturesPalette.Definition.Name.ResetReferenceGroupTag(TagGroups.lifi); //SoundSceneryPalette.Definition.Name.ResetReferenceGroupTag(TagGroups.ssce); //DecalPalette.Definition.Value.ResetReferenceGroupTag(TagGroups.deca); //ActorPalette.Definition.Value.ResetReferenceGroupTag(TagGroups.actr); //DetailObjectCollectionPalette.ResetReferenceGroupTag(TagGroups.dobc); }
public weapon_hud_interface_group() : base(27) { Add(ChildHud = new TI.TagReference(this, TagGroups.wphi)); Add(FlashCutoffFlags = new TI.Flags(BlamLib.TagInterface.FieldType.WordFlags)); Add(new TI.Pad(2)); Add(TotalAmmoCutoff = new TI.ShortInteger()); Add(LoadedAmmoCutoff = new TI.ShortInteger()); Add(HeatCutoff = new TI.ShortInteger()); Add(AgeCutoff = new TI.ShortInteger()); Add(new TI.Pad(32)); Add(Anchor = new TI.Enum()); Add(new TI.Pad(2 + 32)); Add(StaticElements = new TI.Block<weapon_hud_static_block>(this, 16)); Add(MeterElements = new TI.Block<weapon_hud_meter_block>(this, 16)); Add(NumberElements = new TI.Block<weapon_hud_number_block>(this, 16)); Add(Crosshairs = new TI.Block<weapon_hud_crosshair_block>(this, 19)); Add(OverlayElements = new TI.Block<weapon_hud_overlays_block>(this, 16)); Add(PostprocessedUsedCrosshairStatesFlags = new TI.Flags()); Add(new TI.Pad(12)); // g_null_block, so we just pad it Add(ScreenEffect = new TI.Block<global_hud_screen_effect_definition>(this, 1)); Add(new TI.Pad(132)); Add(SequenceIndex = new TI.ShortInteger()); Add(WidthOffset = new TI.ShortInteger()); Add(OffsetFromReferenceCorner = new TI.Point2D()); Add(OverrideIconColor = new TI.Color()); Add(FrameRate = new TI.ByteInteger()); Add(Flags = new TI.Flags(BlamLib.TagInterface.FieldType.ByteFlags)); Add(TextIndex = new TI.ShortInteger()); Add(new TI.Pad(48)); }
public scenario_starting_equipment_block() : base(13) { Add(Flags = new TI.Flags()); Add(Type0 = new TI.Enum()); Add(Type1 = new TI.Enum()); Add(Type2 = new TI.Enum()); Add(Type3 = new TI.Enum()); Add(new TI.Pad(48)); Add(ItemCollection1 = new TI.TagReference(this, TagGroups.itmc)); Add(ItemCollection2 = new TI.TagReference(this, TagGroups.itmc)); Add(ItemCollection3 = new TI.TagReference(this, TagGroups.itmc)); Add(ItemCollection4 = new TI.TagReference(this, TagGroups.itmc)); Add(ItemCollection5 = new TI.TagReference(this, TagGroups.itmc)); Add(ItemCollection6 = new TI.TagReference(this, TagGroups.itmc)); Add(new TI.Pad(48)); }
public scenario_netgame_equipment_block() : base(12) { Add(Flags = new TI.Flags()); Add(Type0 = new TI.Enum()); Add(Type1 = new TI.Enum()); Add(Type2 = new TI.Enum()); Add(Type3 = new TI.Enum()); Add(TeamIndex = new TI.ShortInteger()); Add(SpawnTime = new TI.ShortInteger()); Add(new TI.Pad(48)); Add(Position = new TI.RealPoint3D()); Add(Facing = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(ItemCollection = new TI.TagReference(this, TagGroups.itmc)); Add(new TI.Pad(48)); }
public scenario_netgame_flags_block() : base(6) { Add(Position = new TI.RealPoint3D()); Add(Facing = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(Type = new TI.Enum()); Add(TeamIndex = new TI.ShortInteger()); Add(WeaponGroup = new TI.TagReference(this, TagGroups.itmc)); Add(new TI.Pad(112)); }
public scenario_profiles_block() : base(14) { Add(Name = new TI.String()); Add(StartingHealthMod = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction)); Add(StartingShieldMod = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction)); Add(PrimaryWeapon = new TI.TagReference(this, TagGroups.weap)); Add(PrimaryRoundsLoaded = new TI.ShortInteger()); Add(PrimaryRoundsTotal = new TI.ShortInteger()); Add(SecondaryWeapon = new TI.TagReference(this, TagGroups.weap)); Add(SecondaryRoundsLoaded = new TI.ShortInteger()); Add(SecondaryRoundsTotal = new TI.ShortInteger()); Add(StartingFrags = new TI.ByteInteger()); Add(StartingPlasmas = new TI.ByteInteger()); Add(StartingUnknownFrags = new TI.ByteInteger()); Add(StartingUnknownPlasmas = new TI.ByteInteger()); Add(new TI.Pad(20)); }
public scenario_object_palette_block() : base(2) { Add(Name = new TI.TagReference(this, TagGroups.obje)); Add(new TI.Pad(32)); }
public hud_globals_group() : base(58) { Add(Anchor = new TI.Enum()); Add(new TI.Pad(2 + 32)); Add(AnchorOffset = new TI.Point2D()); Add(WidthScale = new TI.Real()); Add(HeightScale = new TI.Real()); Add(ScalingFlags = new TI.Flags(BlamLib.TagInterface.FieldType.WordFlags)); Add(new TI.Pad(2 + 20)); Add(SinglePlayerFont = new TI.TagReference(this, TagGroups.font)); Add(MultiPlayerFont = new TI.TagReference(this, TagGroups.font)); Add(UpTime = new TI.Real()); Add(FadeTime = new TI.Real()); Add(IconColor = new TI.RealColor(BlamLib.TagInterface.FieldType.RealArgbColor)); Add(TextColor = new TI.RealColor(BlamLib.TagInterface.FieldType.RealArgbColor)); Add(TextSpacing = new TI.Real()); Add(ItemMessageText = new TI.TagReference(this, TagGroups.ustr)); Add(IconBitmap = new TI.TagReference(this, TagGroups.bitm)); Add(AlternateIconText = new TI.TagReference(this, TagGroups.ustr)); Add(ButtonIcons = new TI.Block<hud_button_icon_block>(this, 18)); Add(HelpText = new TI.Struct<global_hud_color_struct>(this)); Add(new TI.Pad(4)); Add(HudMessages = new TI.TagReference(this, TagGroups.hmt_)); Add(Objective = new TI.Struct<global_hud_color_struct>(this)); Add(ObjectiveUptimeTicks = new TI.ShortInteger()); Add(ObjectiveFadeTicks = new TI.ShortInteger()); Add(WaypointOffsetTop = new TI.Real()); Add(WaypointOffsetBottom = new TI.Real()); Add(WaypointOffsetLeft = new TI.Real()); Add(WaypointOffsetRight = new TI.Real()); Add(new TI.Pad(32)); Add(WaypointArrowBitmap = new TI.TagReference(this, TagGroups.bitm)); Add(WaypointArrows = new TI.Block<hud_waypoint_arrow_block>(this, 16)); Add(new TI.Pad(80)); Add(HudScaleInMultiplayer = new TI.Real()); Add(new TI.Pad(256)); Add(DefaultWeaponHud = new TI.TagReference(this, TagGroups.wphi)); Add(MotionSensorRange = new TI.Real()); Add(MotionSensorVelocitySensitivity = new TI.Real()); Add(MotionSensorScale = new TI.Real()); Add(DefaultChapterTitleBounds = new TI.Rectangle2D()); Add(new TI.Pad(44)); Add(HudDamageIndicatorOffsets = new TI.Rectangle2D()); Add(new TI.Pad(32)); Add(IndicatorBitmap = new TI.TagReference(this, TagGroups.bitm)); Add(HudDamageIndicatorSequenceIndex = new TI.ShortInteger()); Add(HudDamageIndicatorMpSequenceIndex = new TI.ShortInteger()); Add(HudDamageIndicatorColor = new TI.Color()); Add(new TI.Pad(16)); Add(HudTimerWarning = new TI.Struct<global_hud_color_struct>(this)); Add(new TI.Pad(4)); Add(HudTimerDone = new TI.Struct<global_hud_color_struct>(this)); Add(new TI.Pad(4 + 40)); Add(CarnageReportBitmap = new TI.TagReference(this, TagGroups.bitm)); Add(LoadingBeginText = new TI.ShortInteger()); Add(LoadingEndText = new TI.ShortInteger()); Add(CheckpointBeginText = new TI.ShortInteger()); Add(CheckpointEndText = new TI.ShortInteger()); Add(CheckpointSound = new TI.TagReference(this, TagGroups.snd_)); Add(new TI.Pad(96)); }
public weapon_hud_overlays_block() : base(7) { Add(StateAttachedTo = new TI.Enum()); Add(new TI.Pad(2)); Add(CanUseOnMapType = new TI.Enum()); Add(new TI.Pad(2 + 28)); Add(Bitmap = new TI.TagReference(this, TagGroups.bitm)); Add(Overlays = new TI.Block<weapon_hud_overlay_block>(this, 16)); Add(new TI.Pad(40)); }
public hs_references_block() : base(2) { Add(new TI.Pad(24)); Add(Reference = new TI.TagReference(this)); }
public ai_conversation_line_block() : base(13) { Add(Flags = new TI.Flags(BlamLib.TagInterface.FieldType.WordFlags)); Add(Participant = new TI.BlockIndex()); Add(Addressee = new TI.Enum()); Add(AddresseeParticipant = new TI.BlockIndex()); Add(TI.Pad.DWord); Add(LineDelayTime = new TI.Real()); Add(new TI.Pad(12)); Add(Variant1 = new TI.TagReference(this, TagGroups.snd_)); Add(Variant2 = new TI.TagReference(this, TagGroups.snd_)); Add(Variant3 = new TI.TagReference(this, TagGroups.snd_)); Add(Variant4 = new TI.TagReference(this, TagGroups.snd_)); Add(Variant5 = new TI.TagReference(this, TagGroups.snd_)); Add(Variant6 = new TI.TagReference(this, TagGroups.snd_)); }
public ai_animation_reference_block() : base(3) { Add(Name = new TI.String()); Add(Animation = new TI.TagReference(this, TagGroups.antr)); Add(new TI.Pad(12)); }
public meter_group() : base(16) { Add(Flags = new TI.Flags()); Add(StencilBitmap = new TI.TagReference(this, TagGroups.bitm)); Add(SourceBitmap = new TI.TagReference(this, TagGroups.bitm)); Add(StencilSequenceIndex = new TI.ShortInteger()); Add(SourceSequenceIndex = new TI.ShortInteger()); Add(new TI.Pad(16 + 4)); Add(InterpolateColors = new TI.Enum()); Add(AnchorColors = new TI.Enum()); Add(new TI.Pad(8)); Add(EmptyColor = new TI.RealColor(TI.FieldType.RealArgbColor)); Add(FullColor = new TI.RealColor(TI.FieldType.RealArgbColor)); Add(new TI.Pad(20)); Add(UnmaskDist = new TI.Real()); Add(MaskDist = new TI.Real()); Add(new TI.Pad(20)); Add(EncodedStencil = new TI.Data(this)); }
public character_group() : base(38) { Add(Flags = new TI.Flags()); Add(new TI.UselessPad(24)); Add(ParentCharacter = new TI.TagReference(this, TagGroups.char_)); Add(Unit = new TI.TagReference(this, TagGroups.unit)); Add(Creature = new TI.TagReference(this, TagGroups.crea)); Add(Style = new TI.TagReference(this, TagGroups.styl)); Add(new TI.UselessPad(16)); Add(MajorCharacter = new TI.TagReference(this, TagGroups.char_)); Add(new TI.UselessPad(12)); Add(Variants = new TI.Block<character_variants_block>(this, 64)); Add(new TI.UselessPad(36)); Add(GeneralProperties = new TI.Block<character_general_block>(this, 1)); Add(VitalityProperties = new TI.Block<character_vitality_block>(this, 1)); Add(PlacementProperties = new TI.Block<character_placement_block>(this, 1)); Add(PerceptionProperties = new TI.Block<character_perception_block>(this, 4)); Add(LookProperties = new TI.Block<character_look_block>(this, 1)); Add(MovementProperties = new TI.Block<character_movement_block>(this, 1)); Add(SwarmProperties = new TI.Block<character_swarm_block>(this, 3)); Add(new TI.UselessPad(36)); Add(ReadyProperties = new TI.Block<character_ready_block>(this, 3)); Add(EngageProperties = new TI.Block<character_engage_block>(this, 3)); Add(/*charge properties = */ new TI.Block<character_charge_block>(this, 3)); Add(/*evasion properties = */ new TI.Block<character_evasion_block>(this, 3)); Add(/*cover properties = */ new TI.Block<character_cover_block>(this, 3)); Add(/*retreat properties = */ new TI.Block<character_retreat_block>(this, 3)); Add(/*search properties = */ new TI.Block<character_search_block>(this, 3)); Add(/*pre-search properties = */ new TI.Block<character_presearch_block>(this, 3)); Add(/*idle properties = */ new TI.Block<character_idle_block>(this, 3)); Add(/*vocalization properties = */ new TI.Block<character_vocalization_block>(this, 1)); Add(/*boarding properties = */ new TI.Block<character_boarding_block>(this, 1)); Add(new TI.UselessPad(12)); Add(/*boss properties = */ new TI.Block<character_boss_block>(this, 1)); Add(/*weapons properties = */ new TI.Block<character_weapons_block>(this, 100)); Add(/*firing pattern properties = */ new TI.Block<character_firing_pattern_properties_block>(this, 100)); Add(new TI.UselessPad(24)); Add(/*grenades properties = */ new TI.Block<character_grenades_block>(this, 10)); Add(new TI.UselessPad(24)); Add(/*vehicle properties = */ new TI.Block<character_vehicle_block>(this, 100)); }
public scenario_child_scenario_block() : base(2) { Add(Child = new TI.TagReference(this, TagGroups.scnr)); Add(TI.Pad.ReferenceHalo1); }