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 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 vertex_shader_group() : base(4) { Add(Platform = new TI.Enum()); Add(new TI.Pad(2)); Add(GeometryClassifications = new TI.Block<vertex_shader_classification_block>(this, (int)GeometryClassifcationNames.Count)); Add(OutputSwizzles = new TI.LongInteger()); }
public cache_file_sound_group() : base(17) { // 0x0 Add(Flags = new TI.Flags(TI.FieldType.WordFlags)); Add(SoundClass = new TI.Enum(TI.FieldType.ByteEnum)); Add(SampleRate = new TI.Enum(TI.FieldType.ByteEnum)); // 0x4 Add(Encoding = new TI.Enum(TI.FieldType.ByteEnum)); Add(CodecIndex = new TI.ByteInteger()); Add(PlaybackIndex = new TI.ShortInteger()); // 0x8 Add(Unknown08 = new TI.ShortInteger()); // TODO: UNKNOWN FIELD, index to something, but doesn't seem to be in the sound gestalt Add(Unknown0A = new TI.ShortInteger()); // TODO: UNKNOWN FIELD, maybe an index to the first block in the sound gestalt? or not a index... // 0xC Add(FirstPitchRangeIndex = new TI.ShortInteger()); Add(PitchRangeIndex = new TI.ByteInteger()); Add(ScaleIndex = new TI.ByteInteger()); // 0x10 Add(PromotionIndex = new TI.ByteInteger()); Add(CustomPlaybackIndex = new TI.ByteInteger()); Add(ExtraInfoIndex = new TI.ShortInteger()); // 0x14 Add(Unknown14 = new TI.LongInteger()); // TODO: UNKNOWN FIELD // 0x18 Add(ResourceIndex = new TI.LongInteger()); // 0x1C Add(MaximumPlayTime = new TI.LongInteger()); }
//public TI.ShortInteger LowDetailMipmapCount; #endregion #region Ctor public bitmap_data_block() : base(14) { Add(Signature = new TI.Tag()); Add(Width = new TI.ShortInteger()); Add(Height = new TI.ShortInteger()); Add(Depth = new TI.ByteInteger()); Add(MoreFlags = new TI.Flags(BlamLib.TagInterface.FieldType.ByteFlags)); Add(Type = new TI.Enum()); Add(Format = new TI.Enum()); Add(Flags = new TI.Flags(BlamLib.TagInterface.FieldType.WordFlags)); Add(RegistrationPoint = new TI.Point2D()); Add(MipmapCount = new TI.ByteInteger()); Add(new TI.Skip(1 + //LowDetailMipmapCount? 1 + // (just interleaved?) resource index 1)); // //Add(LowDetailMipmapCount = new TI.ShortInteger()); Add(PixelsOffset = new TI.LongInteger()); Add(new TI.Skip(4 + // pixels size 4 + 4)); Add(new TI.LongInteger()); Add(new TI.Skip(4)); }
public bitmap_group() : base(21) { Add(Type = new TI.Enum()); Add(Format = new TI.Enum()); Add(Usage = new TI.Enum()); Add(Flags = new TI.Flags(BlamLib.TagInterface.FieldType.WordFlags)); Add(DetailFadeFactor = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction)); Add(SharpenAmount = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction)); Add(BumpHeight = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction)); Add(SpriteBudgetSize = new TI.Enum()); Add(SpriteBudgetCount = new TI.ShortInteger()); Add(ColorPlateWidth = new TI.ShortInteger()); Add(ColorPlateHeight = new TI.ShortInteger()); Add(CompressedColorPlateData = new TI.Data(this)); Add(ProcessedPixelData = new TI.Data(this, BlamLib.TagInterface.DataType.Bitmap)); Add(BlurFilterSize = new TI.Real()); Add(AlphaBias = new TI.Real()); Add(MipmapCount = new TI.ShortInteger()); Add(SpriteUsage = new TI.Enum()); Add(SpriteSpacing = new TI.ShortInteger()); Add(new TI.Pad(2)); Add(Sequences = new TI.Block<bitmap_group_sequence_block>(this, 256)); Add(Bitmaps = new TI.Block<bitmap_data_block>(this, 2048)); }
public hs_scripts_block() : base(5) { Add(Name = new TI.StringId()); Add(ScriptType = new TI.Enum()); Add(ReturnType = new TI.Enum()); Add(RootExpressionIndex = new TI.LongInteger()); Add(Parameters = new TI.Block<H3.hs_scripts_block.hs_scripts_parameters_block>(this, 0)); }
public shader_animation_function_struct() : base(5) { Add(Source = new TI.Enum()); Add(Function = new TI.Enum()); Add(Period = new TI.Real()); Add(Phase = new TI.Real()); Add(Scale = new TI.Real()); }
public shader_animation_property_block() : base(6) { Add(Type = new TI.Enum()); Add(TI.Pad.Word); Add(InputName = new TI.StringId()); Add(RangeName = new TI.StringId()); Add(TimePeriod = new TI.Real()); Add(Function = new TI.Struct<mapping_function>(this)); }
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 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 sandbox_text_value_pair_reference_block() { Add(Flags = new TI.Flags(TI.FieldType.ByteFlags)); Add(Type = new TI.Enum(TI.FieldType.ByteEnum)); Add(TI.Pad.Word); Add(Integer = new TI.LongInteger()); Add(StringId = new TI.StringId()); Add(Name = new TI.StringId()); Add(Description = new TI.StringId()); }
public TI.LongInteger Offset; // ResourcePtr public geometry_block_resource_block() : base(8) { Add(Type = new TI.Enum(TI.FieldType.ByteEnum)); Add(AlignmentBit = new TI.ByteInteger()); Add(FieldOffset = new TI.ShortInteger()); Add(PrimaryLocater = new TI.ShortInteger()); Add(SecondaryLocater = new TI.ShortInteger()); Add(Size = new TI.LongInteger()); Add(Offset = new TI.LongInteger()); }
public shader_color_function_struct() : base(7) { Add(OnColor = new TI.RealColor()); Add(OffColor = new TI.RealColor()); Add(AnimationFunction = new TI.Enum()); Add(TI.Pad.Word); Add(AnimationPeriod = new TI.Real()); Add(AnimationPhase = new TI.Real()); Add(new TI.Pad(24)); }
public sound_permutations_block() : base(9) { Add(Name = new TI.String()); Add(SkipFraction = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction)); Add(Gain = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction)); Add(Compression = new TI.Enum()); Add(NextPermutationIndex = new TI.ShortInteger()); Add(new TI.Pad(20)); Add(Samples = new TI.Data(this, BlamLib.TagInterface.DataType.Sound)); Add(Mouth = new TI.Data(this)); Add(SubtitleData = new TI.Data(this)); }
public damage_camera_effect_struct() : base(12) { Add(new TI.Pad(4 + 12)); Add(ShakeDuration = new TI.Real()); Add(ShakeFalloffFunction = new TI.Enum()); Add(TI.Pad.Word); Add(RandomTranslation = new TI.Real()); Add(RandomRotation = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(new TI.Pad(12)); Add(WobbleFunction = new TI.Enum()); Add(TI.Pad.Word); Add(WobblePeriod = new TI.Real()); Add(WobbleWeight = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction)); Add(new TI.Pad(4 + 20 + 8)); }
public damage_data_struct() : base(14) { Add(SideEffect = new TI.Enum()); Add(Category = new TI.Enum()); Add(Flags = new TI.Flags()); Add(AOECoreRadius = new TI.Real()); // not exposed for continuous_damage_effect Add(DamageLowerBound = new TI.Real()); Add(DamageUpperBound = new TI.RealBounds()); Add(VehiclePassThroughPenalty = new TI.Real()); Add(ActiveCamoDamage = new TI.Real()); // not exposed for continuous_damage_effect Add(Stun = new TI.Real()); Add(MaxStun = new TI.Real()); Add(StunTime = new TI.Real()); Add(TI.Pad.DWord); Add(InstantaneousAcceleration = new TI.Real()); Add(new TI.Pad(4 + 4)); // useless padding }
public bitmap_data_block() : base(14) { Add(Signature = new TI.Tag()); Add(Width = new TI.ShortInteger()); Add(Height = new TI.ShortInteger()); Add(Depth = new TI.ShortInteger()); Add(Type = new TI.Enum()); Add(Format = new TI.Enum()); Add(Flags = new TI.Flags(BlamLib.TagInterface.FieldType.WordFlags)); Add(RegistrationPoint = new TI.Point2D()); Add(MipmapCount = new TI.ShortInteger()); Add(new TI.Pad(2)); Add(PixelsOffset = new TI.LongInteger()); Add(new TI.Skip(12)); Add(HardwareFormat = new TI.LongInteger()); Add(BaseAddress = new TI.LongInteger()); }
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 ui_widget_definition_group() : base(33) { Add(WidgetType = new TI.Enum()); Add(ControllerIndex = new TI.Enum()); Add(Name = new TI.String()); Add(Bounds = new TI.Rectangle2D()); Add(Flags = new TI.Flags()); Add(MillisecondsToAutoClose = new TI.LongInteger()); Add(MillisecondsAutoCloseFadeTime = new TI.LongInteger()); Add(BackgroundBitmap = new TI.TagReference(this, TagGroups.bitm)); Add(GameDataInputs = new TI.Block <game_data_input_references_block>(this, 64)); Add(EventHandlers = new TI.Block <event_handler_references_block>(this, 32)); Add(SearchAndReplaceFunctions = new TI.Block <search_and_replace_reference_block>(this, 32)); Add(new TI.Pad(128)); Add(TextBoxLabel = new TI.TagReference(this, TagGroups.ustr)); Add(TextBoxFont = new TI.TagReference(this, TagGroups.font)); Add(TextBoxColor = new TI.RealColor(TI.FieldType.RealArgbColor)); Add(TextBoxJustification = new TI.Enum()); Add(TextBoxFlags = new TI.Flags()); Add(new TI.Pad(12)); Add(TextBoxStringListIndex = new TI.ShortInteger()); Add(TextBoxHorizOffset = new TI.ShortInteger()); Add(TextBoxVertOffset = new TI.ShortInteger()); Add(new TI.Pad(26 + 2)); Add(ListItemsFlags = new TI.Flags()); Add(SpinnerListHeaderBitmap = new TI.TagReference(this, TagGroups.bitm)); Add(SpinnerListFooterBitmap = new TI.TagReference(this, TagGroups.bitm)); Add(SpinnerListHeaderBounds = new TI.Rectangle2D()); Add(SpinnerListFooterBounds = new TI.Rectangle2D()); Add(new TI.Pad(32)); Add(ColumnListExtendedDescriptionWidget = new TI.TagReference(this, TagGroups.DeLa)); Add(new TI.Pad(32 + 256)); Add(ConditionalWidgets = new TI.Block <conditional_widget_reference_block>(this, 32)); Add(new TI.Pad(128 + 128)); Add(ChildWidgets = new TI.Block <child_widget_reference_block>(this, 32)); }
protected item_group(int field_count) : base(field_count + 17) { Add(ItemFlags = new TI.Flags()); Add(MessageIndex = new TI.ShortInteger()); Add(SortOrder = new TI.ShortInteger()); Add(Scale = new TI.Real()); Add(HudMessageValueScale = new TI.ShortInteger()); Add(new TI.Pad(2 + 16)); Add(AinDevice = new TI.Enum()); Add(BinDevice = new TI.Enum()); Add(CinDevice = new TI.Enum()); Add(DinDevice = new TI.Enum()); Add(new TI.Pad(164)); Add(MaterialEffects = new TI.TagReference(this, TagGroups.foot)); Add(CollisionSound = new TI.TagReference(this, TagGroups.snd_)); Add(new TI.Pad(120)); Add(DetonationDelay = new TI.RealBounds()); Add(DetonatingEffect = new TI.TagReference(this, TagGroups.effe)); Add(DetonationEffect = new TI.TagReference(this, TagGroups.effe)); }
public lens_flare_group() : base(20) { Add(FalloffAngle = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(CutoffAngle = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(new TI.Pad(8)); Add(OcclusionRadius = new TI.Real()); Add(OcclusionOffsetDirection = new TI.Enum()); Add(new TI.Pad(2)); Add(NearFadeDist = new TI.Real()); Add(FarFadeDist = new TI.Real()); Add(Bitmap = new TI.TagReference(this, TagGroups.bitm)); Add(Flags = new TI.Flags(BlamLib.TagInterface.FieldType.WordFlags)); Add(new TI.Pad(2 + 76)); Add(RotationFunction = new TI.Enum()); Add(new TI.Pad(2)); Add(RotationFunctionScale = new TI.Real()); Add(new TI.Pad(24)); Add(HorizScale = new TI.Real()); Add(VertScale = new TI.Real()); Add(new TI.Pad(28)); Add(Reflections = new TI.Block <lens_flare_reflection_block>(this, 32)); Add(new TI.Pad(32)); }
public shader_transparent_meter_group() : base(18) { Add(Flags = TI.Flags.Word); Add(new TI.Pad(2 + 32)); Add(Map = new TI.TagReference(this, TagGroups.bitm)); Add(new TI.Pad(32)); Add(GradientMinColor = new TI.RealColor()); Add(GradientMaxColor = new TI.RealColor()); Add(BackgroundColor = new TI.RealColor()); Add(FlashColor = new TI.RealColor()); Add(TintColor = new TI.RealColor()); Add(MeterTransparency = TI.Real.Fraction); Add(BackgroundTransparency = TI.Real.Fraction); Add(new TI.Pad(24)); Add(MeterBrightnessSource = new TI.Enum()); Add(FlashBrightnessSource = new TI.Enum()); Add(ValueSource = new TI.Enum()); Add(GradientSource = new TI.Enum()); Add(FlashExtensionSource = new TI.Enum()); Add(new TI.Pad(2 + 32)); }
public projectile_group() : base(31) { Add(Flags = new TI.Flags()); Add(DetonationTimerStarts = new TI.Enum()); Add(ImpactNoise = new TI.Enum()); Add(AinProjectile = new TI.Enum()); Add(BinProjectile = new TI.Enum()); Add(CinProjectile = new TI.Enum()); Add(DinProjectile = new TI.Enum()); Add(SuperDetonation = new TI.TagReference(this, TagGroups.effe)); Add(AiPerceptionRadius = new TI.Real()); Add(CollisionRadius = new TI.Real()); Add(ArmingTime = new TI.Real()); Add(DangerRadius = new TI.Real()); Add(Effect = new TI.TagReference(this, TagGroups.effe)); Add(Timer = new TI.RealBounds()); Add(MinVelocity = new TI.Real()); Add(MaxRange = new TI.Real()); Add(AirGravityScale = new TI.Real()); Add(AirDamageRange = new TI.RealBounds()); Add(WaterGravityScale = new TI.Real()); Add(WaterDamageRange = new TI.RealBounds()); Add(InitialVelocity = new TI.Real()); Add(FinalVelocity = new TI.Real()); Add(GuidedAngularVelocity = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(DetonationNoise = new TI.Enum()); Add(new TI.Pad(2)); Add(DetonationStarted = new TI.TagReference(this, TagGroups.effe)); Add(FlybySound = new TI.TagReference(this, TagGroups.snd_)); Add(AttachedDetonationDamage = new TI.TagReference(this, TagGroups.jpt_)); Add(ImpactDamage = new TI.TagReference(this, TagGroups.jpt_)); Add(new TI.Pad(12)); Add(MaterialResponses = new TI.Block <projectile_material_response_block>(this, 33)); }
public object_function_block() : base(21) { Add(Flags = new TI.Flags()); Add(Period = new TI.Real()); Add(ScalePeriodBy = new TI.Enum()); Add(Function = new TI.Enum()); Add(ScaleFunctionBy = new TI.Enum()); Add(WobbleFunction = new TI.Enum()); Add(WobblePeriod = new TI.Real()); Add(WobbleMagnitude = new TI.Real()); Add(SquareWaveThreshold = new TI.Real(TI.FieldType.RealFraction)); Add(StepCount = new TI.ShortInteger()); Add(MapTo = new TI.Enum()); Add(SawtoothCount = new TI.ShortInteger()); Add(_Add = new TI.Enum()); Add(ScaleResultBy = new TI.Enum()); Add(BoundsMode = new TI.Enum()); Add(Bounds = new TI.RealBounds(BlamLib.TagInterface.FieldType.RealFractionBounds)); Add(new TI.Pad(4 + 2)); Add(TurnoffWith = new TI.BlockIndex()); Add(ScaleBy = new TI.Real()); Add(new TI.Pad(252 + 16)); Add(Usage = new TI.String()); }
public lens_flare_reflection_block() : base(21) { Add(Flags = new TI.Flags(BlamLib.TagInterface.FieldType.WordFlags)); Add(new TI.Pad(2)); Add(BitmapIndex = new TI.ShortInteger()); Add(new TI.Pad(2 + 20)); Add(Position = new TI.Real()); Add(RotationOffset = new TI.Real()); Add(new TI.Pad(4)); Add(Radius = new TI.RealBounds()); Add(RadiusScaledBy = new TI.Enum()); Add(new TI.Pad(2)); Add(Brightness = new TI.RealBounds()); Add(BrightnessScaledBy = new TI.Enum()); Add(new TI.Pad(2)); Add(TintColor = new TI.RealColor(BlamLib.TagInterface.FieldType.RealArgbColor)); Add(ColorLowerBound = new TI.RealColor(BlamLib.TagInterface.FieldType.RealArgbColor)); Add(ColorUpperBound = new TI.RealColor(BlamLib.TagInterface.FieldType.RealArgbColor)); Add(AnimFlags = new TI.Flags(BlamLib.TagInterface.FieldType.WordFlags)); Add(AnimFunction = new TI.Enum()); Add(AnimPeriod = new TI.Real()); Add(AnimPhase = new TI.Real()); Add(new TI.Pad(4)); }
public scenario_players_block() : base(9) { Add(Position = new TI.RealPoint3D()); Add(Facing = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(TeamIndex = new TI.ShortInteger()); Add(BspIndex = new TI.ShortInteger()); Add(Type0 = new TI.Enum()); Add(Type1 = new TI.Enum()); Add(Type2 = new TI.Enum()); Add(Type3 = new TI.Enum()); Add(new TI.Pad(24)); }
public scenario_function_block() : base(20) { Add(Flags = new TI.Flags()); Add(Name = new TI.String()); Add(Period = new TI.Real()); Add(ScalePeriodBy = new TI.BlockIndex()); Add(Function = new TI.Enum()); Add(ScalePeriodBy = new TI.BlockIndex()); Add(WobbleFunction = new TI.Enum()); Add(WobblePeriod = new TI.Real()); Add(WobbleMagnitude = new TI.Real()); Add(SquareWaveThreshold = new TI.Real()); Add(StepCount = new TI.ShortInteger()); Add(MapTo = new TI.Enum()); Add(SawtoothCount = new TI.ShortInteger()); Add(TI.Pad.Word); Add(ScaleResultBy = new TI.BlockIndex()); Add(BoundsMode = new TI.Enum()); Add(Bounds = new TI.Real(BlamLib.TagInterface.FieldType.RealFractionBounds)); Add(new TI.Pad(4 + 2)); Add(TurnoffWith = new TI.BlockIndex()); Add(new TI.Pad(16*2)); }
public game_data_input_references_block() : base(2) { Add(Function = new TI.Enum()); Add(new TI.Pad(2 + 32)); }
public text_value_pair_definition_group() { Add(Parameter = new TI.Enum(TI.FieldType.LongEnum)); // 0x26C options, last 0x15 are templated options and can't be get\set Add(Title = new TI.StringId()); Add(Description = new TI.StringId()); Add(Values = new TI.Block<text_value_pair_reference_block>(this, 32)); }
public TI.Flags Flags; // Channel mask? public sound_gestalt_platform_codec_block() : base(3) { Add(Unknown00 = new TI.Enum(TI.FieldType.ByteEnum)); Add(Type = new TI.Enum(TI.FieldType.ByteEnum)); Add(Flags = new TI.Flags(TI.FieldType.ByteFlags)); }
public search_and_replace_reference_block() : base(2) { Add(SearchString = new TI.String()); Add(ReplaceFunction = new TI.Enum()); }
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 unit_hud_interface_group() : base(55) { Add(Anchor = new TI.Enum()); Add(new TI.Pad(2 + 32)); #region HudBackgroundAnchor Add(HudBackground = new TI.Struct <global_hud_interface_element_struct>(this)); Add(new TI.Pad(4)); Add(HudBackgroundSequenceIndex = new TI.ShortInteger()); Add(new TI.Pad(2)); Add(HudBackgroundMultitexOverlay = new TI.Block <global_hud_multitexture_overlay_definition>(this, 30)); Add(new TI.Pad(4)); #endregion #region ShieldPanelBackground Add(ShieldPanelBackground = new TI.Struct <global_hud_interface_element_struct>(this)); Add(new TI.Pad(4)); Add(ShieldPanelBackgroundSequenceIndex = new TI.ShortInteger()); Add(new TI.Pad(2)); Add(ShieldPanelBackgroundMultitexOverlay = new TI.Block <global_hud_multitexture_overlay_definition>(this, 30)); Add(new TI.Pad(4)); #endregion #region ShieldPanelMeter Add(ShieldPanelMeter = new TI.Struct <global_hud_meter_struct>(this)); Add(ShieldPanelMeterOverchargeMinColor = new TI.Color(BlamLib.TagInterface.FieldType.RgbColor)); Add(ShieldPanelMeterOverchargeMaxColor = new TI.Color(BlamLib.TagInterface.FieldType.RgbColor)); Add(ShieldPanelMeterOverchargeFlashColor = new TI.Color(BlamLib.TagInterface.FieldType.RgbColor)); Add(ShieldPanelMeterOverchargeEmptyColor = new TI.Color(BlamLib.TagInterface.FieldType.RgbColor)); Add(new TI.Pad(16)); #endregion #region HealthPanelBackground Add(HealthPanelBackground = new TI.Struct <global_hud_interface_element_struct>(this)); Add(new TI.Pad(4)); Add(HealthPanelBackgroundSequenceIndex = new TI.ShortInteger()); Add(new TI.Pad(2)); Add(HealthPanelBackgroundMultitexOverlay = new TI.Block <global_hud_multitexture_overlay_definition>(this, 30)); Add(new TI.Pad(4)); #endregion #region HealthPanelMeter Add(HealthPanelMeter = new TI.Struct <global_hud_meter_struct>(this)); Add(HealthPanelMeterMediumHealthLeftColor = new TI.Color(BlamLib.TagInterface.FieldType.RgbColor)); Add(HealthPanelMeterMaxColorHealthFractionCutoff = new TI.Real()); Add(HealthPanelMeterMinColorHealthFractionCutoff = new TI.Real()); Add(new TI.Pad(20)); #endregion #region MotionSensorBackground Add(MotionSensorBackground = new TI.Struct <global_hud_interface_element_struct>(this)); Add(new TI.Pad(4)); Add(MotionSensorBackgroundSequenceIndex = new TI.ShortInteger()); Add(new TI.Pad(2)); Add(MotionSensorBackgroundMultitexOverlay = new TI.Block <global_hud_multitexture_overlay_definition>(this, 30)); Add(new TI.Pad(4)); #endregion #region MotionSensorForeground Add(MotionSensorForeground = new TI.Struct <global_hud_interface_element_struct>(this)); Add(new TI.Pad(4)); Add(MotionSensorForegroundSequenceIndex = new TI.ShortInteger()); Add(new TI.Pad(2)); Add(MotionSensorForegroundMultitexOverlay = new TI.Block <global_hud_multitexture_overlay_definition>(this, 30)); Add(new TI.Pad(4 + 32)); #endregion Add(MotionSensorCenterAnchorOffset = new TI.Point2D()); Add(MotionSensorCenterWidthScale = new TI.Real()); Add(MotionSensorCenterHeightScale = new TI.Real()); Add(MotionSensorCenterScalingFlags = new TI.Flags(BlamLib.TagInterface.FieldType.WordFlags)); Add(new TI.Pad(2 + 20)); Add(AuxilaryOverlaysAnchor = new TI.Enum()); Add(new TI.Pad(2 + 32)); Add(AuxilaryOverlays = new TI.Block <unit_hud_auxilary_overlay_block>(this, 16)); Add(new TI.Pad(16)); Add(Sounds = new TI.Block <global_hud_sound_block>(this, 12)); Add(Meters = new TI.Block <unit_hud_auxilary_panel_block>(this, 16)); Add(new TI.Pad(356 + 48)); }
public scenario_group() { Add(Type = new TI.Enum()); Add(Flags = TI.Flags.Word); Add(TI.UnknownPad.DWord); Add(/*map id = */ MapId.SkipField); // id used for mapinfo files Add(new TI.Skip(4)); Add(new TI.UnknownPad(4 + 4)); Add(/*LocalNorth =*/ new TI.Real(TI.FieldType.Angle)); Add(new TI.UnknownPad(20)); Add(/*SandboxBuget =*/ new TI.Real()); Add(TI.UnknownPad.DWord); Add(/*performance throttle = */ new TI.TagReference(this, TagGroups.gptd)); Add(TI.UnknownPad.BlockHalo3); // tag block [0xAC] StructureBsps Add(TI.UnknownPad.BlockHalo3); // tag block [0x20] structure designs // tag reference [sddt] // tag reference [????] Add(TI.UnknownPad.ReferenceHalo3); Add(TI.UnknownPad.ReferenceHalo3); Add(TI.UnknownPad.BlockHalo3); // tag block [0x30] Skies // tag reference [scen] (sky) // unknown 0xC bytes (tag block?) // tag reference [????] // short // short // TOOD: finish up from here Add(new TI.UnknownPad(0x3A0)); #region scripting and cinematics Add(HsStringData = new TI.Data(this)); // 0x430, NOTE: stored in memory region 3 Add(HsScripts = new TI.Block <hs_scripts_block>(this, 1024)); Add(HsGlobals = new TI.Block <H3.hs_globals_block>(this, 256)); Add(/*References =*/ new TI.Block <H3.hs_references_block>(this, 512)); Add(/*SourceFiles =*/ new TI.Block <H2.hs_source_files_block>(this, 8)); Add(/*ScriptingData =*/ new TI.Block <cs_script_data_block>(this, 1)); Add(/*CutsceneFlags =*/ new TI.Block <H3.scenario_cutscene_flag_block>(this, 512)); Add(/*CutsceneCameraPoints =*/ new TI.Block <H3.scenario_cutscene_camera_point_block>(this, 512)); Add(/*CutsceneTitles =*/ new TI.Block <scenario_cutscene_title_block>(this, 128)); // 0x4A4 Add(/*CustomObjectNames =*/ new TI.TagReference(this, TagGroups.unic)); Add(/*ChapterTitleText =*/ new TI.TagReference(this, TagGroups.unic)); Add(/*ScenarioResources =*/ new TI.Block <H3.scenario_resources_block>(this, 1)); Add(/*HsUnitSeats =*/ new TI.Block <hs_unit_seat_block>(this, 65536)); Add(TI.UnknownPad.BlockHalo3); // tag block [0x4] // short // short Add(TI.UnknownPad.BlockHalo3); // tag block [0x?]? // 0x4F4 Add(TI.UnknownPad.BlockHalo3); // tag block [0x30] this is physics related ata // dword // tag block H3.mopp_code_block // dword // tag_reference? // real? // real // real Add(TI.UnknownPad.BlockHalo3); // tag block [0x?]? Add(TI.UnknownPad.BlockHalo3); // tag block [0x?]? Add(/*HsScriptDatums =*/ new TI.Block <H3.syntax_datum_block>(this, 0)); #endregion Add(TI.UnknownPad.BlockHalo3); // tag block [0x?] Orders Add(TI.UnknownPad.BlockHalo3); // tag block [0x?] Triggers Add(TI.UnknownPad.BlockHalo3); // tag block [0x?] BackgroundSoundPalette Add(TI.UnknownPad.BlockHalo3); // tag block [0x?] SoundEnvironmentPalette Add(TI.UnknownPad.BlockHalo3); // tag block [0x?] WeatherPalette Add(TI.UnknownPad.BlockHalo3); // tag block [0x?]? Add(TI.UnknownPad.BlockHalo3); // tag block [0x54] ScenarioClusterData // this is scenario_cluster_data_block but with an extra dword of data right after the tag reference version_construct_add_unnamed_array(); Add(TI.UnknownPad.BlockHalo3); // SpawnData? // 0x604 Add(/*SoundEffectCollection = */ new TI.TagReference(this, TagGroups.sfx_)); Add(TI.UnknownPad.BlockHalo3); // tag block [0xD8] Crates Add(/*CratesPalette = */ new TI.Block <H3.scenario_crate_palette_block>(this, 256)); Add(TI.UnknownPad.BlockHalo3); // tag block [0x10] Flocks palette // tag reference Add(TI.UnknownPad.BlockHalo3); // tag block [0x?] Flocks Add(/*Subtitles = */ new TI.TagReference(this, TagGroups.unic)); // Creatures & CreaturesPalette should be in one of these blocks Add(TI.UnknownPad.BlockHalo3); Add(TI.UnknownPad.BlockHalo3); Add(TI.UnknownPad.BlockHalo3); Add(/*EditorFolders = */ new TI.Block <H3.g_scenario_editor_folder_block>(this, 32767)); Add(/*TerritoryLocationNames = */ new TI.TagReference(this, TagGroups.unic)); Add(new TI.Pad(8)); Add(TI.UnknownPad.BlockHalo3); // tag block [0x?] MissionDialogue Add(/*Objectives = */ new TI.TagReference(this, TagGroups.unic)); Add(/*? = */ new TI.TagReference(this, TagGroups.sirp)); Add(TI.UnknownPad.BlockHalo3); // tag block [0x?]? Add(/*Camere fx settings = */ new TI.TagReference(this, TagGroups.cfxs)); Add(/*? = */ new TI.TagReference(this, TagGroups.sefc)); Add(/*? = */ new TI.TagReference(this, TagGroups.ssao)); Add(/*sky parameters= */ new TI.TagReference(this, TagGroups.skya)); Add(/*atmosphere globals = */ new TI.TagReference(this, TagGroups.atgf)); Add(/*GlobalLighting = */ new TI.TagReference(this, TagGroups.chmt)); Add(/*lightmap = */ new TI.TagReference(this, TagGroups.sLdT)); Add(/*performance throttles = */ new TI.TagReference(this, TagGroups.perf)); Add(TI.UnknownPad.BlockHalo3); // tag block [0x?] Add(TI.UnknownPad.BlockHalo3); // tag block [0x?] Add(TI.UnknownPad.BlockHalo3); // tag block [0x?] Add(TI.UnknownPad.BlockHalo3); // tag block [0x?] Add(TI.UnknownPad.BlockHalo3); // tag block [0x?]? Add(TI.UnknownPad.BlockHalo3); // tag block [0x?]? Add(TI.UnknownPad.BlockHalo3); // tag block [0x?]? Add(TI.UnknownPad.BlockHalo3); // tag block [0x?] Add(TI.UnknownPad.BlockHalo3); // tag block [0x?]? Add(TI.UnknownPad.BlockHalo3); // tag block [0x?]? Add(TI.UnknownPad.BlockHalo3); // tag block [0x?] Add(TI.UnknownPad.BlockHalo3); // tag block [0x?] Add(TI.UnknownPad.BlockHalo3); // tag block [0x?] Add(TI.UnknownPad.BlockHalo3); // tag block [0x?]? Add(TI.UnknownPad.BlockHalo3); // tag block [0x?]? Add(TI.UnknownPad.BlockHalo3); // tag block [0x?]? Add(TI.UnknownPad.BlockHalo3); // tag block [0x?] Add(TI.UnknownPad.ReferenceHalo3); Add(TI.UnknownPad.BlockHalo3); // tag block [0x?] Add(TI.UnknownPad.ReferenceHalo3); Add(TI.UnknownPad.ReferenceHalo3); Add(TI.UnknownPad.ReferenceHalo3); }
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 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)); }
public multiplayer_variant_settings_interface_definition_0_block() : base(2) { Add(Name = new TI.StringId()); Add(SettingCategory = new TI.Enum(TI.FieldType.LongEnum)); Add(Options = new TI.Block <unknown_4_block>(this, 0)); }
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_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 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 hs_scripts_block() : base(5) { Add(Name = new TI.String()); Add(ScriptType = new TI.Enum()); Add(ReturnType = new TI.Enum()); Add(RootExpressionIndex = new TI.LongInteger()); Add(new TI.Pad(52)); }
public hs_globals_block() : base(5) { Add(Name = new TI.String()); Add(Type = new TI.Enum()); Add(new TI.Pad(2 + 4)); Add(InitExpressionIndex = new TI.LongInteger()); Add(new TI.Pad(48)); }
public shader_environment_group() : base(54) { Add(Flags = TI.Flags.Word); Add(Type = new TI.Enum()); Add(LensFlareSpacing = new TI.Real()); Add(LensFlare = new TI.TagReference(this, TagGroups.lens)); Add(ShaderExtension = new TI.Block <shader_environment_extension_block>(this, 1)); Add(new TI.Pad(32)); Add(DiffuseFlags = TI.Flags.Word); Add(new TI.Pad(2 + 24)); Add(BaseMap = new TI.TagReference(this, TagGroups.bitm)); Add(new TI.Pad(24)); Add(DetailMapFunctions = new TI.Enum()); Add(new TI.Pad(2)); Add(PrimaryDetailMapScale = new TI.Real()); Add(PrimaryDetailMap = new TI.TagReference(this, TagGroups.bitm)); Add(SecondaryDetailMapScale = new TI.Real()); Add(SecondaryDetailMap = new TI.TagReference(this, TagGroups.bitm)); Add(new TI.Pad(24)); Add(MicroDetailMapFunction = new TI.Enum()); Add(new TI.Pad(2)); Add(MicroDetailMapScale = new TI.Real()); Add(MicroDetailMap = new TI.TagReference(this, TagGroups.bitm)); Add(MaterialColor = new TI.RealColor()); Add(new TI.Pad(12)); Add(BumpMapScale = new TI.Real()); Add(BumpMap = new TI.TagReference(this, TagGroups.bitm)); Add(new TI.Pad(8 + 16)); Add(UAnimation = new TI.Struct <shader_texture_animation_function_struct>(this)); Add(VAnimation = new TI.Struct <shader_texture_animation_function_struct>(this)); Add(new TI.Pad(24)); Add(SelfIlluminationFlags = TI.Flags.Word); Add(new TI.Pad(2 + 24)); Add(PrimaryAnimation = new TI.Struct <shader_color_function_struct>(this)); Add(SecondaryAnimation = new TI.Struct <shader_color_function_struct>(this)); Add(PlasmaAnimation = new TI.Struct <shader_color_function_struct>(this)); Add(MapScale = new TI.Real()); Add(Map = new TI.TagReference(this, TagGroups.bitm)); Add(new TI.Pad(24)); Add(SpecularFlags = TI.Flags.Word); Add(new TI.Pad(2 + 16)); Add(Brightness = TI.Real.Fraction); Add(new TI.Pad(20)); Add(PerpendicularColor = new TI.RealColor()); Add(ParallelColor = new TI.RealColor()); Add(new TI.Pad(16)); Add(ReflectionFlags = TI.Flags.Word); Add(ReflectionType = new TI.Enum()); Add(LightmapBrightnessScale = TI.Real.Fraction); Add(new TI.Pad(28)); Add(PerpendicularBrightness = TI.Real.Fraction); Add(ParallelBrightness = TI.Real.Fraction); Add(new TI.Pad(16 + 8 + 16)); Add(ReflectionCubeMap = new TI.TagReference(this, TagGroups.bitm)); Add(new TI.Pad(16)); }
public scenario_cutscene_title_block() : base(14) { Add(new TI.Pad(4)); Add(Name = new TI.String()); Add(new TI.Pad(4)); Add(TextBounds = new TI.Rectangle2D()); Add(StringIndex = new TI.ShortInteger()); // TODO: really an enum for text_style // 0 = plain // 1 = bold // 2 = italic // 3 = condense // 4 = underline Add(TextStyle = new TI.Enum()); Add(Justification = new TI.Enum()); Add(new TI.Pad(2 + 4)); Add(TextColor = new TI.Color()); Add(ShadowColor = new TI.Color()); Add(FadeInTime = new TI.Real()); Add(UpTime = new TI.Real()); Add(FadeOutTIme = new TI.Real()); Add(new TI.Pad(16)); }
public scenario_group() { Add(Type = new TI.Enum()); Add(Flags = TI.Flags.Word); Add(/*map id = */ MapId.SkipField); // id used for mapinfo files Add(new TI.Skip(4)); Add(SandboxBuget = new TI.Real()); Add(StructureBsps = new TI.Block <H3.scenario_structure_bsp_reference_block>(this, 16)); // ODST: Add(ScenarioPda = new BlamLib.TagInterface.TagReference(this, TagGroups.spda)); Add(TI.UnknownPad.BlockHalo3); // tag block [0x?] Add(/*DontUse = */ new TI.TagReference(this, Halo3.TagGroups.sbsp)); // Its a tag reference here, but IDK if its for THIS exactly... Add(Skies = new TI.Block <H3.scenario_sky_reference_block>(this, 32)); Add(TI.UnknownPad.BlockHalo3); // tag block [0x2C], see Halo3 Add(TI.UnknownPad.BlockHalo3); // tag block [0x64], see Halo3 Add(TI.UnknownPad.BlockHalo3); // tag block [0x24], see Halo3 Add(TI.UnknownPad.BlockHalo3); // tag block [0xC], see Halo3 // ODST: Add(TI.UnknownPad.BlockHalo3); // tag block [0x4], campaign players // string id [player model name] // player #<element_index> uses this player model Add(new TI.UnknownPad(0x44)); // unknown [0x44] #region scenario objects Add(ObjectNames = new TI.Block <H3.scenario_object_names_block>(this, 0)); // I'm sure the max is now over 640... Add(TI.UnknownPad.BlockHalo3); // tag block [0xB4] Scenery Add(SceneryPalette = new TI.Block <H3.scenario_scenery_palette_block>(this, 0)); // I'm sure the max is now over 256... Add(TI.UnknownPad.BlockHalo3); // tag block [0x74] Bipeds Add(BipedsPalette = new TI.Block <H3.scenario_biped_palette_block>(this, 0)); // '' Add(TI.UnknownPad.BlockHalo3); // tag block [0xA8] Vehicles Add(VehiclePalette = new TI.Block <H3.scenario_vehicle_palette_block>(this, 0)); // '' Add(TI.UnknownPad.BlockHalo3); // tag block [0x8C] Equipment Add(EquipmentPalette = new TI.Block <H3.scenario_equipment_palette_block>(this, 0)); // '' Add(TI.UnknownPad.BlockHalo3); // tag block [0xA8] Weapons Add(WeaponPalette = new TI.Block <H3.scenario_weapon_palette_block>(this, 0)); // '' Add(TI.UnknownPad.BlockHalo3); // tag block [0x28] Device groups Add(TI.UnknownPad.BlockHalo3); // tag block [0x88] Machines Add(MachinePalette = new TI.Block <H3.scenario_machine_palette_block>(this, 0)); // '' Add(TI.UnknownPad.BlockHalo3); // tag block [0x78] Terminals Add(TerminalPalette = new TI.Block <H3.scenario_terminal_palette_block>(this, 0)); // '' // ODST: Add(TI.UnknownPad.BlockHalo3); // tag block [0xB8] Arg Devices Add(ArgDevicesPalette = new TI.Block <scenario_arg_device_palette_block>(this, 0)); // '' Add(TI.UnknownPad.BlockHalo3); // tag block [0x7C] Controls Add(ControlPalette = new TI.Block <H3.scenario_control_palette_block>(this, 0)); // '' Add(TI.UnknownPad.BlockHalo3); // tag block [0x70] Sound Scenery Add(SoundSceneryPalette = new TI.Block <H3.scenario_sound_scenery_palette_block>(this, 0)); // '' Add(TI.UnknownPad.BlockHalo3); // tag block [0x84] Giants Add(GiantsPalette = new TI.Block <H3.scenario_giant_palette_block>(this, 0)); // '' Add(TI.UnknownPad.BlockHalo3); // tag block [0x54] Effect Scenery Add(EffectSceneryPalette = new TI.Block <H3.scenario_effect_scenery_palette_block>(this, 0)); // '' Add(TI.UnknownPad.BlockHalo3); // tag block [0x70] Light Volumes Add(LightVolumesPalette = new TI.Block <H3.scenario_light_palette_block>(this, 0)); // '' #endregion Add(/*Sandbox vehicles = */ new TI.Block <H3.scenario_sandbox_vehicle_settings_block>(this, 0)); // 0x228 Add(/*Sandbox weapons = */ new TI.Block <H3.scenario_sandbox_weapon_settings_block>(this, 0)); Add(/*Sandbox equipment = */ new TI.Block <H3.scenario_sandbox_equipment_settings_block>(this, 0)); Add(/*Sandbox scenery = */ new TI.Block <H3.scenario_sandbox_scenery_settings_block>(this, 0)); Add(/*Sandbox teleporters = */ new TI.Block <H3.scenario_sandbox_teleporter_settings_block>(this, 0)); Add(/*Sandbox netgame flags = */ new TI.Block <H3.scenario_sandbox_netpoint_settings_block>(this, 0)); Add(/*Sandbox spawns = */ new TI.Block <H3.scenario_sandbox_spawn_settings_block>(this, 0)); Add(TI.UnknownPad.BlockHalo3); // 0x27C tag block [0xC], see Halo3 Add(/*PlayerStartingProfile = */ new TI.Block <H3.scenario_group.scenario_profiles_block>(this, 256)); Add(/*PlayerStartingLocations = */ new TI.Block <H3.scenario_group.scenario_players_block>(this, 256)); Add(/*KillTriggerVolumes = */ new TI.Block <H3.scenario_trigger_volume_block>(this, 256)); // 0x260 Add(TI.UnknownPad.BlockHalo3); // tag block [0x?] // recorded animations? Add(TI.UnknownPad.BlockHalo3); // tag block [0x10], see Halo3 Add(TI.UnknownPad.BlockHalo3); // tag block [0x?] Add(TI.UnknownPad.BlockHalo3); // tag block [0x?] Add(TI.UnknownPad.BlockHalo3); // tag block [0x?] Add(TI.UnknownPad.BlockHalo3); // tag block [0x?] Add(TI.UnknownPad.BlockHalo3); // tag block [0x?] Add(TI.UnknownPad.BlockHalo3); // tag block [0x?] Add(TI.UnknownPad.BlockHalo3); // tag block [0x?] Add(TI.UnknownPad.BlockHalo3); // tag block [0x?] Add(TI.UnknownPad.BlockHalo3); // tag block [0x?] Add(TI.UnknownPad.BlockHalo3); // tag block [0x?] Add(TI.UnknownPad.BlockHalo3); // tag block [0x?] Add(TI.UnknownPad.BlockHalo3); // tag block [0x?] Add(TI.UnknownPad.BlockHalo3); // tag block [0x?] Add(TI.UnknownPad.BlockHalo3); // tag block [0x?] Add(TI.UnknownPad.BlockHalo3); // tag block [0x?] Add(TI.UnknownPad.BlockHalo3); // tag block [0x?] Add(TI.UnknownPad.BlockHalo3); // tag block [0x?] Add(TI.UnknownPad.BlockHalo3); // tag block [0x24] scenario_decal_systems_block 65536 Add(/*DecalSystems = */ new TI.Block <H3.scenario_decal_system_palette_block>(this, 128)); Add(TI.UnknownPad.BlockHalo3); // tag block [0x?] Add(TI.UnknownPad.BlockHalo3); // tag block [0x?] Add(/*SquadGroups = */ new TI.Block <H3.squad_groups_block>(this, 100)); Add(TI.UnknownPad.BlockHalo3); // squads, see Halo3 Add(/*Zones = */ new TI.Block <zone_block>(this, 128)); // ODST: I think this new block was added AFTER what I'm thinking may be 'Mission Scenes' Add(TI.UnknownPad.BlockHalo3); // tag block [0x?] // Mission Scenes? Add(TI.UnknownPad.BlockHalo3); // tag block [0x?] Add(/*CharacterPalette = */ new TI.Block <H3.character_palette_block>(this, 64)); Add(TI.UnknownPad.BlockHalo3); // tag block [0x?] Add(TI.UnknownPad.BlockHalo3); // tag block [0x6C], see Halo3 Add(TI.UnknownPad.BlockHalo3); // tag block [0x?], see Halo3 #region scripting and cinematics Add(HsStringData = new TI.Data(this)); // 0x42C Add(HsScripts = new TI.Block <H3.hs_scripts_block>(this, 1024)); Add(HsGlobals = new TI.Block <H3.hs_globals_block>(this, 256)); Add(References = new TI.Block <H3.hs_references_block>(this, 512)); Add(SourceFiles = new TI.Block <H2.hs_source_files_block>(this, 8)); Add(ScriptingData = new TI.Block <H2.cs_script_data_block>(this, 1)); Add(CutsceneFlags = new TI.Block <H3.scenario_cutscene_flag_block>(this, 512)); Add(CutsceneCameraPoints = new TI.Block <H3.scenario_cutscene_camera_point_block>(this, 512)); Add(TI.UnknownPad.BlockHalo3); // tag block [0x?] Add(CutsceneTitles = new TI.Block<scenario_cutscene_title_block>(this, 128)); Add(CustomObjectNames = new TI.TagReference(this, Halo3.TagGroups.unic)); Add(ChapterTitleText = new TI.TagReference(this, Halo3.TagGroups.unic)); Add(ScenarioResources = new TI.Block <H3.scenario_resources_block>(this, 1)); Add(HsUnitSeats = new TI.Block <H3.hs_unit_seat_block>(this, 65536)); Add(TI.UnknownPad.BlockHalo3); // tag block [0x2] Add(ScenarioKillTriggers = new TI.Block <H3.scenario_kill_trigger_volumes_block>(this, 256)); // 0x498 Add(HsScriptDatums = new TI.Block <H3.syntax_datum_block>(this, 36864)); #endregion Add(TI.UnknownPad.BlockHalo3); // tag block [0x?] Orders Add(TI.UnknownPad.BlockHalo3); // tag block [0x?] Triggers Add(/*BackgroundSoundPalette = */ new TI.Block <H3.structure_bsp_background_sound_palette_block>(this, 64)); Add(TI.UnknownPad.BlockHalo3); // tag block [0x?] SoundEnvironmentPalette Add(TI.UnknownPad.BlockHalo3); // tag block [0x?] WeatherPalette Add(TI.UnknownPad.BlockHalo3); // tag block [0x?]? version_construct_add_unnamed_null_blocks(); Add(/*ScenarioClusterData = */ new TI.Block <H3.scenario_cluster_data_block>(this, 16)); Add(TI.UnknownPad.BlockHalo3); // tag block [0x?]? version_construct_add_unnamed_array(); // 0x618 // crate: 0x634, 0x640, 0xB0 // creature: 0x674, 0x680, 0x54 }
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 predicted_resource_block() : base(3) { Add(Type = new TI.Enum()); Add(ResourceIndex = new TI.ShortInteger()); Add(TagIndex = new TI.LongInteger()); }
public weapon_group() : base(67) { Add(Flags = new TI.Flags()); Add(Label = new TI.String()); Add(SecondaryTriggerMode = new TI.Enum()); Add(MaxAltShotsLoaded = new TI.ShortInteger()); Add(AinWeapon = new TI.Enum()); Add(BinWeapon = new TI.Enum()); Add(CinWeapon = new TI.Enum()); Add(DinWeapon = new TI.Enum()); Add(ReadyTime = new TI.Real()); Add(ReadyEffect = new TI.TagReference(this)); Add(HeatRecoveryThreshold = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction)); Add(OverheatedThreshold = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction)); Add(HeatDetonationThreshold = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction)); Add(HeatDetonationFraction = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction)); Add(HeatLossPerSecond = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction)); Add(HeatIllumination = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction)); Add(new TI.Pad(16)); Add(Overheated = new TI.TagReference(this)); Add(Detonation = new TI.TagReference(this)); Add(PlayerMeleeDamage = new TI.TagReference(this, TagGroups.jpt_)); Add(PlayerMeleeResponse = new TI.TagReference(this, TagGroups.jpt_)); Add(new TI.Pad(8)); Add(ActorFiringParameters = new TI.TagReference(this, TagGroups.actv)); Add(NearRecticleRange = new TI.Real()); Add(FarReticleRange = new TI.Real()); Add(IntersectionRecticleRange = new TI.Real()); Add(new TI.Pad(2)); Add(MagnificationLevel = new TI.ShortInteger()); Add(MagnificationRange = new TI.RealBounds()); Add(AutoaimAngle = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(AutoaimRange = new TI.Real()); Add(MagnetismAngle = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(MagnetismRange = new TI.Real()); Add(DeviationAngle = new TI.Real(BlamLib.TagInterface.FieldType.Angle)); Add(new TI.Pad(4)); Add(MovementPenalized = new TI.Enum()); Add(new TI.Pad(2)); Add(ForwardMovementPenalty = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction)); Add(SidewaysMovementPenalty = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction)); Add(new TI.Pad(4)); Add(MinTargetRange = new TI.Real()); Add(LookingTimeModifier = new TI.Real()); Add(new TI.Pad(4)); Add(LightPowerOnTime = new TI.Real()); Add(LightPowerOffTime = new TI.Real()); Add(LightPowerOnEffect = new TI.TagReference(this)); Add(LightPowerOffEffect = new TI.TagReference(this)); Add(AgeHeatRecoveryPenalty = new TI.Real()); Add(AgeRateOfFirePenalty = new TI.Real()); Add(AgeMisfireStart = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction)); Add(AgeMisfireChance = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction)); Add(new TI.Pad(12)); Add(FirstPersonModel = new TI.TagReference(this, TagGroups.mode)); Add(FirstPersonAnimations = new TI.TagReference(this, TagGroups.ant_)); Add(new TI.Pad(4)); Add(HudInterface = new TI.TagReference(this, TagGroups.wphi)); Add(PickupSound = new TI.TagReference(this, TagGroups.snd_)); Add(ZoomInSound = new TI.TagReference(this, TagGroups.snd_)); Add(ZoomOutSound = new TI.TagReference(this, TagGroups.snd_)); Add(new TI.Pad(12)); Add(ActiveCamoDing = new TI.Real()); Add(ActiveCamoRegrowth = new TI.Real()); Add(new TI.Pad(12 + 2)); Add(WeaponType = new TI.Enum()); Add(PredictedResourcesWeapon = new TI.Block <predicted_resource_block>(this, 1024)); Add(Magazines = new TI.Block <magazines_block>(this, 2)); Add(Triggers = new TI.Block <triggers_block>(this, 2)); }