Пример #1
0
 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
 }
Пример #2
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 #3
0
 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));
 }
Пример #4
0
 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));
 }
Пример #5
0
 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_));
 }
Пример #6
0
 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());
 }
Пример #7
0
		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());
		}
Пример #8
0
		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));
		}
Пример #9
0
		public sound_gestalt_pitch_range_parameters_block() : base(3)
		{
			Add(NaturalPitch = new TI.ShortInteger());
			Add(BendBounds = new TI.ShortIntegerBounds());
			Add(MaxGainPitchBounds = new TI.ShortIntegerBounds());
		}
Пример #10
0
		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));
		}
Пример #11
0
		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));
		}
Пример #12
0
        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));
        }
Пример #13
0
		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));
		}
Пример #14
0
				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_));
				}
Пример #15
0
		/// <summary>
		/// Copy constructor
		/// </summary>
		/// <param name="value">field to copy</param>
		public ShortIntegerBounds(ShortIntegerBounds value) :	this()						{ this.Lower = value.Lower; this.Upper = value.Upper; }
Пример #16
0
 public sound_gestalt_pitch_range_parameters_block() : base(3)
 {
     Add(NaturalPitch       = new TI.ShortInteger());
     Add(BendBounds         = new TI.ShortIntegerBounds());
     Add(MaxGainPitchBounds = new TI.ShortIntegerBounds());
 }
Пример #17
0
		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
		}
Пример #18
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 #19
0
 public sound_scale_modifiers_struct()
 {
     Add(GainModifier         = new TI.RealBounds());
     Add(PitchModifier        = new TI.ShortIntegerBounds());
     Add(SkipFractionModifier = new TI.RealBounds(TI.FieldType.RealFractionBounds));
 }