Пример #1
0
 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());
 }
Пример #2
0
 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));
 }
Пример #3
0
			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 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));
 }
Пример #5
0
 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));
 }
Пример #6
0
			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));
			}
Пример #7
0
			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));
			}
Пример #8
0
        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));
        }
Пример #9
0
			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));
			}
Пример #10
0
		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));
		}
Пример #11
0
		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));
		}
Пример #12
0
				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());
				}
Пример #13
0
		/// <summary>
		/// Copy constructor
		/// </summary>
		/// <param name="value">field to copy</param>
		public RealEulerAngles2D(RealEulerAngles2D value) :	this()								{ Y = value.Y; P = value.P; }