示例#1
0
		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));
		}
示例#2
0
			public model_markers_block() : base(4)
			{
				Add(Name = new TI.String());
				Add(MagicIdentifer = new TI.ShortInteger());
				Add(new TI.Pad(2 + 16));
				Add(Instances = new TI.Block<model_marker_instance_block>(this, 32));
			}
示例#3
0
		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());
		}
示例#4
0
			public bitmap_group_sequence_block()
			{
				Add(Name = new TI.String());
				Add(FirstBitmapIndex = new TI.BlockIndex());
				Add(BitmapCount = new TI.ShortInteger());
				Add(new TI.Pad(16));
				Add(Sprites = new TI.Block<bitmap_group_sprite_block>(this, 64));
			}
示例#5
0
文件: Bsp.cs 项目: CodeAsm/open-sauce
		public breakable_surface_group() : base(5)
		{
			Add(MaximumVitality = new TI.Real());
			Add(Effect = new TI.TagReference(this, TagGroups.effe));
			Add(Sound = new TI.TagReference(this, TagGroups.snd_));
			Add(ParticleEffects = new TI.Block<particle_system_definition_block_new>(this, 32));
			Add(ParticleDensity = new TI.Real());
		}
示例#6
0
			public sound_pitch_range_block() : base(6)
			{
				Add(Name = new TI.String());
				Add(NaturalPitch = new TI.Real());
				Add(BendBounds = new TI.RealBounds());
				Add(ActualPermutationCount = new TI.ShortInteger());
				Add(new TI.Pad(2 + 12));
				Add(Permutations = new TI.Block<sound_permutations_block>(this, 256));
			}
示例#7
0
		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));
		}
示例#8
0
		public antenna_group() : base(9)
		{
			Add(AttachmentMarkerName = new TI.String());
			Add(Bitmaps = new TI.TagReference(this, TagGroups.bitm));
			Add(Physics = new TI.TagReference(this, TagGroups.phys));
			Add(new TI.Pad(80));
			Add(SpringStrenthCoefficent = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction));
			Add(FalloffPixels = new TI.Real());
			Add(CutoffPixels = new TI.Real());
			Add(new TI.Pad(40));
			Add(Vertices = new TI.Block<antenna_vertex_block>(this, 20));
		}
示例#9
0
文件: UI.cs 项目: CodeAsm/open-sauce
			public sandbox_text_value_pair_value_block()
			{
				Add(Name = new TI.StringId());
				Add(Values = new TI.Block<sandbox_text_value_pair_reference_block>(this, 32));
			}
示例#10
0
文件: AI.cs 项目: CodeAsm/open-sauce
		public character_group() : base(38)
		{
			Add(Flags = new TI.Flags());
			Add(new TI.UselessPad(24));
			Add(ParentCharacter = new TI.TagReference(this, TagGroups.char_));
			Add(Unit = new TI.TagReference(this, TagGroups.unit));
			Add(Creature = new TI.TagReference(this, TagGroups.crea));
			Add(Style = new TI.TagReference(this, TagGroups.styl));
			Add(new TI.UselessPad(16));
			Add(MajorCharacter = new TI.TagReference(this, TagGroups.char_));
			Add(new TI.UselessPad(12));
			Add(Variants = new TI.Block<character_variants_block>(this, 64));
			Add(new TI.UselessPad(36));
			Add(GeneralProperties = new TI.Block<character_general_block>(this, 1));
			Add(VitalityProperties = new TI.Block<character_vitality_block>(this, 1));
			Add(PlacementProperties = new TI.Block<character_placement_block>(this, 1));
			Add(PerceptionProperties = new TI.Block<character_perception_block>(this, 4));
			Add(LookProperties = new TI.Block<character_look_block>(this, 1));
			Add(MovementProperties = new TI.Block<character_movement_block>(this, 1));
			Add(SwarmProperties = new TI.Block<character_swarm_block>(this, 3));
			Add(new TI.UselessPad(36));
			Add(ReadyProperties = new TI.Block<character_ready_block>(this, 3));
			Add(EngageProperties = new TI.Block<character_engage_block>(this, 3));
			Add(/*charge properties = */ new TI.Block<character_charge_block>(this, 3));
			Add(/*evasion properties = */ new TI.Block<character_evasion_block>(this, 3));
			Add(/*cover properties = */ new TI.Block<character_cover_block>(this, 3));
			Add(/*retreat properties = */ new TI.Block<character_retreat_block>(this, 3));
			Add(/*search properties = */ new TI.Block<character_search_block>(this, 3));
			Add(/*pre-search properties = */ new TI.Block<character_presearch_block>(this, 3));
			Add(/*idle properties = */ new TI.Block<character_idle_block>(this, 3));
			Add(/*vocalization properties = */ new TI.Block<character_vocalization_block>(this, 1));
			Add(/*boarding properties = */ new TI.Block<character_boarding_block>(this, 1));
			Add(new TI.UselessPad(12));
			Add(/*boss properties = */ new TI.Block<character_boss_block>(this, 1));
			Add(/*weapons properties = */ new TI.Block<character_weapons_block>(this, 100));
			Add(/*firing pattern properties = */ new TI.Block<character_firing_pattern_properties_block>(this, 100));
			Add(new TI.UselessPad(24));
			Add(/*grenades properties = */ new TI.Block<character_grenades_block>(this, 10));
			Add(new TI.UselessPad(24));
			Add(/*vehicle properties = */ new TI.Block<character_vehicle_block>(this, 100));
		}
示例#11
0
文件: AI.cs 项目: CodeAsm/open-sauce
		public ai_dialogue_globals_group() : base(5)
		{
			Add(Vocalizations = new TI.Block<vocalization_definitions_block_0>(this, 500));
			Add(Patterns = new TI.Block<vocalization_patterns_block>(this, 1000));
			Add(new TI.Pad(12));
			Add(DialogueData = new TI.Block<dialogue_data_block>(this, 200));
			Add(InvoluntaryData = new TI.Block<involuntary_data_block>(this, 100));
		}
示例#12
0
文件: Bsp.cs 项目: CodeAsm/open-sauce
		public scenario_structure_bsp_group()
		{
			Add(new TI.UnknownPad(12));
				// dword (structure checksum?)
				// long?
				// dword
			Add(TI.UnknownPad.BlockHalo3); // [0x28]
				// unknown [0x10] (seems when this is zero, the first tag block is filled with NONE, and the second isnt even used)
				// tag block [0x4]
					// long
				// tag block [0x16]
					// long
					// real_point3d
			Add(TI.UnknownPad.BlockHalo3); // [0x4]
				// long (pretty sure block index)
			Add(CollisionMaterials = new TI.Block<structure_collision_materials_block>(this, 512));
			Add(TI.UnknownPad.BlockHalo3); // tag block [0x1], Cluster Data?
			Add(/*World Bounds x = */ new TI.RealBounds());
			Add(/*World Bounds y = */ new TI.RealBounds());
			Add(/*World Bounds z = */ new TI.RealBounds());
			Add(TI.UnknownPad.BlockHalo3); // tag block [0x4]
				// short
				// short
			// 0x60
			Add(TI.UnknownPad.BlockHalo3); // [0x4] Surface References?
				// short
				// short // sound enviorn palette ref?
			Add(ClusterPortals = new TI.Block<structure_bsp_cluster_portal_block>(this, 512));
			Add(TI.UnknownPad.BlockHalo3); // ??
			Add(TI.UnknownPad.BlockHalo3); // [0x8] // fog related
				// string id
				// short
				// short
			Add(TI.UnknownPad.BlockHalo3); // camera fx
				// string id (name)
				// reference (cfxs, settings)
				// byte (enum?)
				// unknown [3]
				// real
				// dword (real?)
				// real
				// real
				// real
				// dword (real?)
			Add(TI.UnknownPad.BlockHalo3); // ?? Weather Polyhedra?
			// 0xA8
			Add(TI.UnknownPad.BlockHalo3); // [0x34] Detail Objects (pretty sure)
				// unknown [0x34] (only seen it as zeros)
			Add(Clusters = new TI.Block<structure_bsp_cluster_block>(this, 512));
			// 0xC0
			Add(Materials = new TI.Block<global_geometry_material_block>(this, 1024));
			Add(/*Sky Owner Cluster = */ new TI.Block<structure_bsp_sky_owner_cluster_block>(this, 32));
			Add(TI.UnknownPad.BlockHalo3); // conveyor surfaces
			Add(TI.UnknownPad.BlockHalo3); // breakable surfaces
			// 0xF0
			Add(/*Pathfinding Data = */ new TI.Block<pathfinding_data_block>(this, 16));
			Add(TI.UnknownPad.BlockHalo3); // pathfinding edges
			Add(/*Sound Environment Palette = */ new TI.Block<structure_bsp_sound_environment_palette_block>(this, 64));
			// 0x114
			Add(new TI.UnknownPad(44)); // 1 tag data, 2 tag blocks but idk the order
			Add(/*Markers = */ new TI.Block<structure_bsp_marker_block>(this, 1024));
			Add(TI.UnknownPad.BlockHalo3); // ?? Runtime Decals?
			Add(TI.UnknownPad.BlockHalo3); // [0x2]
				// short (block index?)
				// short (i think this is a index too)
			Add(/*Compression Infos = */ new TI.Block<global_geometry_compression_info_block>(this, 0));
			// 0x170
			Add(/*Environment Object Palette = */ new TI.Block<structure_bsp_environment_object_palette_block>(this, 100));
			Add(/*Environment Objects = */ new TI.Block<structure_bsp_environment_object_block>(this, 16384));
			Add(TI.UnknownPad.BlockHalo3); // Old Lightmaps
			Add(new TI.Pad(4));
			Add(TI.UnknownPad.BlockHalo3); // Old Leaf Map Leaves
			Add(TI.UnknownPad.BlockHalo3); // Old Leaf Map Connections
			// 0x1B0
			Add(InstancedGeometryInstances = new TI.Block<structure_bsp_instanced_geometry_instances_block>(this, 1024));
			Add(/*Decorator Palette = */ new TI.Block<structure_decorator_palette_block>(this, 0));
			Add(TI.UnknownPad.DWord);
			Add(new TI.UnknownPad(120));
			Add(BspRenderResourcesIndex = new TI.LongInteger()); // resource id (render_geometry_api_resource_definition)
			Add(TI.UnknownPad.DWord);
			// 0x24C
			Add(TI.UnknownPad.BlockHalo3); // structure_bsp_sound_cluster_block (Ambience Sound Clusters?)
			Add(TI.UnknownPad.BlockHalo3); // structure_bsp_sound_cluster_block (Reverb Sound Clusters?)
			Add(TI.UnknownPad.BlockHalo3); // structure_bsp_sound_cluster_block (? Sound Clusters)
			// 0x270
			Add(/*Transparent Planes = */ new TI.Block<transparent_planes_block>(this, 32768));
			Add(TI.UnknownPad.BlockHalo3); // breakable_surface_key_table_block?
			Add(/*structure_physics = */ new TI.Struct<global_structure_physics_struct>(this));
			Add(TI.UnknownPad.BlockHalo3); // [0x20] (i think this may be cluster related)
				// short (block index)
				// byte
				// byte
				// long
				// real bounds[3] (xyz bounds)
			Add(new TI.UnknownPad(24));
			Add(TI.UnknownPad.DWord);
			
			// 0x2E4
			Add(TI.UnknownPad.BlockHalo3); // tag block [0x4C] render_model_section_block
			Add(TI.UnknownPad.BlockHalo3); // tag block [0x2C] global_geometry_compression_info_block
			Add(TI.UnknownPad.BlockHalo3); // tag block [0x30]
				// unknown [0x10]
				// real[4] (might be a hkVector4 or just a real_point3d + real)
				// long (might byte 4 byte indexers)
				// real
				// real
				// real
			Add(TI.UnknownPad.BlockHalo3); // tag block [0x18] functions
				// string id (input)
				// mapping_function
			Add(TI.UnknownPad.BlockHalo3); // tag block [0x?]
			Add(TI.UnknownPad.BlockHalo3); // tag block [0x20] (count matches render_model_section_block)
				// tag data
			Add(TI.UnknownPad.BlockHalo3); // ?
			Add(TI.UnknownPad.BlockHalo3); // ? (should be a 0xC block)
			Add(TI.UnknownPad.BlockHalo3); // ?
			// 0x350
			Add(TI.UnknownPad.BlockHalo3); // tag block [0x10]
			// 0x35C
			Add(new TI.UnknownPad(8 + 12));
				// resource id (will point to a null item, render_geometry_api_resource_definition)
				// dword
				// tag block

			Add(TI.UnknownPad.BlockHalo3); // tag block? maybe this points to the structure_bsp_tag_resources block data in the zone tag
			
			Add(BspTagResourcesIndex = new TI.LongInteger()); // resource id (structure_bsp_tag_resources)
			Add(TI.Pad.DWord);
			
			Add(TI.Pad.DWord);
		}
示例#13
0
文件: Bsp.cs 项目: CodeAsm/open-sauce
			public structure_bsp_tag_resources() : base(2)
			{
				Add(BspCollision = new TI.Block<global_collision_bsp_block>(this, 1));
				Add(InstancedGeometryDefinitions = new TI.Block<structure_bsp_instanced_geometry_definition_block>(this, 0));
			}
示例#14
0
文件: Bsp.cs 项目: CodeAsm/open-sauce
		public structure_bsp_cluster_block() : base()
		{
			Add(BoundsX = new TI.RealBounds());
			Add(BoundsY = new TI.RealBounds());
			Add(BoundsZ = new TI.RealBounds());
			Add(ScenarioSkyIndex = new TI.ByteInteger());
			Add(MediaIndex = new TI.ByteInteger());
			Add(ScenarioVisibleSkyIndex = new TI.ByteInteger());
			Add(ScenarioAtmosphericFogIndex = new TI.ByteInteger());
			Add(new TI.ShortInteger());
			Add(new TI.ShortInteger());
			Add(BackgroundSound = new TI.BlockIndex()); // 1 structure_bsp_background_sound_palette_block
			Add(SoundEnvironment = new TI.BlockIndex()); // 1 structure_bsp_sound_environment_palette_block
			Add(Weather = new TI.BlockIndex()); // 1 structure_bsp_weather_palette_block
			Add(new TI.ShortInteger()); // TransitionStructureBsp?
			Add(new TI.ShortInteger()); // block index?
			Add(new TI.BlockIndex()); // doesnt seem to be to anything in the actual bsp data
			Add(new TI.ShortInteger()); // flags?
			Add(new TI.Flags(TI.FieldType.WordFlags));
			Add(TI.UnknownPad.BlockHalo3); // ??
			Add(TI.UnknownPad.BlockHalo3); // [0x2]
			Add(new TI.UnknownPad(4 + 20)); // '20' starts a hkShapeContainer object
			Add(new TI.TagReference(this, TagGroups.sbsp));
			Add(new TI.UnknownPad(32));
			Add(CollisionMoppCode = new TI.Block<mopp_code_block>(this, 0));
			Add(TI.UnknownPad.DWord);
			Add(TI.UnknownPad.BlockHalo3); // [0x4]
			// 0xAC
			Add(TI.UnknownPad.BlockHalo3); // [0x30]
				// short (count, w/e the elements are they are sizeof(0x10))
				// short (or two bytes)
				// long offset
				// real_point3d
				// real[4]
				// real_point3d
			Add(TI.UnknownPad.BlockHalo3); // ??
			Add(TI.UnknownPad.BlockHalo3); // [0x4]
				// short
				// short
			Add(TI.UnknownPad.BlockHalo3); // [0x10]
				// real_point3d
				// short
				// short
		}
示例#15
0
		public sound_gestalt_extra_info_block() : base(2)
		{
			Add(EncodedPermutationSection = new TI.Block<sound_encoded_dialogue_section_block>(this, 1));
			Add(GeometryBlockInfo = new TI.Struct<geometry_block_info_struct>(this));
		}
示例#16
0
文件: Bsp.cs 项目: CodeAsm/open-sauce
		public pathfinding_data_block() : base(13)
		{
			Add(Sectors = new TI.Block<sector_block>(this, 65534));
			Add(Links = new TI.Block<sector_link_block>(this, 262144));
			Add(Refs = new TI.Block<ref_block>(this, 131072));
			Add(Bsp2dNodes = new TI.Block<sector_bsp2d_nodes_block>(this, 131072));
			// no more surface flags block
			Add(Vertices = new TI.Block<sector_vertex_block>(this, 65535));
			Add(ObjectRefs = new TI.Block<environment_object_refs>(this, 2000)); // i think max is just 1 now?
			Add(PathfindingHints = new TI.Block<pathfinding_hints_block>(this, 32767));
			Add(InstancedGeometryRefs = new TI.Block<instanced_geometry_reference_block>(this, 1024));
			Add(StructureChecksum = new TI.LongInteger());
			Add(TI.UnknownPad.BlockHalo3); // ??
			Add(TI.UnknownPad.BlockHalo3); // ??
			Add(TI.UnknownPad.BlockHalo3); // [0xC]
				// tag block [0x4] long
			Add(new TI.UnknownPad(28)); // maybe 2 tag blocks plus 1 dword?
		}
示例#17
0
文件: Bsp.cs 项目: CodeAsm/open-sauce
		public global_structure_physics_struct() : base(6)
		{
			Add(MoppCode = new TI.Block<mopp_code_block>(this, 0));
			Add(new TI.Pad(4));
			Add(/*MoppBoundsMin =*/ new TI.RealPoint3D());
			Add(/*MoppBoundsMax =*/ new TI.RealPoint3D());
			Add(MoppCode2 = new TI.Block<mopp_code_block>(this, 0));
		}
示例#18
0
		public sound_cache_file_gestalt_group() : base(11)
		{
			/*0x00*/Add(Playbacks = new TI.Block<sound_gestalt_playback_block>(this, 32767));
			/*0x0C*/Add(Scales = new TI.Block<sound_gestalt_scale_block>(this, 32767));
			/*0x18*/Add(ImportNames = new TI.Block<CT.sound_gestalt_import_names_block>(this, 32767));
			/*0x24*/Add(PitchRangeParameters = new TI.Block<sound_gestalt_pitch_range_parameters_block>(this, 32767));
			/*0x30*/Add(PitchRanges = new TI.Block<sound_gestalt_pitch_ranges_block>(this, 32767));
			/*0x3C*/Add(Permutations = new TI.Block<sound_gestalt_permutations_block>(this, 32767));
			/*0x48*/Add(CustomPlaybacks = new TI.Block<sound_gestalt_custom_playback_block>(this, 32767));
			/*0x54*/Add(RuntimePermutationFlags = new TI.Block<CT.sound_gestalt_runtime_permutation_bit_vector_block>(this, 32767));
			/*0x60*/Add(Chunks = new TI.Block<sound_permutation_chunk_block>(this, 32767));
			/*0x6C*/Add(Promotions = new TI.Block<sound_gestalt_promotions_block>(this, 32767));
			/*0x78*/Add(ExtraInfos = new TI.Block<sound_gestalt_extra_info_block>(this, 32767));
		}
示例#19
0
文件: Bsp.cs 项目: CodeAsm/open-sauce
			public structure_bsp_instanced_geometry_definition_block()
			{
				Add(Unknown00 = new TI.LongInteger());
				Add(BoundingSphereCenter = new TI.RealPoint3D());
				Add(BoundingSphereRadis = new TI.Real());
				Add(CollisionInfo = new TI.Struct<global_collision_bsp_struct>(this));

				// collision_bsp_physics_struct
				Add(/*bsps = */ new TI.Block<global_collision_bsp_block>(this, 0));
				Add(new TI.Block<mopp_code_block>(this, 0));
				Add(TI.UnknownPad.BlockHalo3); // [0x?] (physics related)

				Add(Unknown98 = new TI.Block<block_98>(this, 0));
				Add(UnknownA4 = new TI.Block<block_A4>(this, 0));
				Add(UnknownB0 = new TI.ShortInteger());
				Add(UnknownB2 = new TI.ShortInteger());
				Add(UnknownB4 = new TI.Real());
			}
示例#20
0
		public sound_classes_group() : base(1)
		{
			Add(SoundClasses = new TI.Block<sound_class_block>(this, 54));
		}
示例#21
0
文件: Bsp.cs 项目: CodeAsm/open-sauce
			public structure_bsp_tag_resources_odst() : base(4)
			{
				Add(BspCollision = new TI.Block<global_collision_bsp_block>(this, 1));
				Add(TI.UnknownPad.BlockHalo3); // [0x?]
				Add(InstancedGeometryDefinitions = new TI.Block<structure_bsp_instanced_geometry_definition_block>(this, 0));
				Add(TI.UnknownPad.BlockHalo3); // [0x?]
			}
示例#22
0
				public squads_block() : base(31)
				{
					Add(Name = new TI.String());
					Add(ActorType = new TI.BlockIndex());
					Add(Platoon = new TI.BlockIndex());
					Add(InitialState = new TI.Enum());
					Add(ReturnState = new TI.Enum());
					Add(Flags = new TI.Flags());
					Add(UniqueLeaderType = new TI.Enum());
					Add(new TI.Pad(2 + 28 + 2));
					Add(ManeuverToSquad = new TI.BlockIndex());
					Add(SquadDelayTimer = new TI.Real());
					Add(Attacking = new TI.Flags());
					Add(AttackingSearch = new TI.Flags());
					Add(AttackingGuard = new TI.Flags());
					Add(Defending = new TI.Flags());
					Add(DefendingSearch = new TI.Flags());
					Add(DefendingGuard = new TI.Flags());
					Add(Pursuing = new TI.Flags());
					Add(new TI.Pad(4 + 8));
					Add(NormalDiffCount = new TI.ShortInteger());
					Add(InsaneDiffCount = new TI.ShortInteger());
					Add(MajorUpgrade = new TI.Enum());
					Add(new TI.Pad(2));
					Add(RespawnMinActors = new TI.ShortInteger());
					Add(RespawnMaxActors = new TI.ShortInteger());
					Add(RespawnTotal = new TI.ShortInteger());
					Add(new TI.Pad(2));
					Add(RespawnDelay = new TI.RealBounds());
					Add(new TI.Pad(48));
					Add(MovePositions = new TI.Block<move_positions_block>(this, 32));
					Add(StartingLocations = new TI.Block<actor_starting_locations_block>(this, 32));
					Add(new TI.Pad(12));
				}
示例#23
0
文件: Bsp.cs 项目: CodeAsm/open-sauce
		public structure_design_group() : base(6)
		{
			Add(new TI.LongInteger()); // flags?
			Add(MoppCode = new TI.Block<mopp_code_block>(this, 0)); // may be for soft ceilings?
			Add(SoftCeilings = new TI.Block<structure_design_soft_ceiling_block>(this, 0));

			// water physics
			Add(new TI.Block<mopp_code_block>(this, 0)); // only seen instanced when water physics present
			Add(TI.UnknownPad.BlockHalo3); // [0x4] water physics names
				// string id name
			Add(TI.UnknownPad.BlockHalo3); // [0x2C]
				// short (either self indexing or index to water physics names. money is on the later)
				// word (maybe flags, only seen as zero)
				// real
				// real
				// real
				// dword
				// tag block [0x10]
					// real 4d (i think this may be a hkVector4D due to 'w's usage)
				// tag block ??
		}
示例#24
0
			public encounter_block() : base(12)
			{
				Add(Name = new TI.String());
				Add(Flags = new TI.Flags());
				Add(TeamIndex = new TI.Enum());
				Add(new TI.Skip(2));
				Add(SearchBehavoir = new TI.Enum());
				Add(ManualBspIndex = new TI.ShortInteger());
				Add(RespawnDelay = new TI.RealBounds());
				Add(new TI.Pad(76));
				Add(Squads = new TI.Block<squads_block>(this, 64));
				Add(Platoons = new TI.Block<platoons_block>(this, 32));
				Add(FiringPositions = new TI.Block<firing_positions_block>(this, 512));
				Add(PlayerStartingLocations = new TI.Block<scenario_players_block>(this, 256));
			}
示例#25
0
文件: AI.cs 项目: CodeAsm/open-sauce
		public ai_mission_dialogue_group() : base(1)
		{
			Add(Lines = new TI.Block<mission_dialogue_lines_block>(this, 500));
		}
示例#26
0
			public ai_command_list_block() : base(8)
			{
				Add(Name = new TI.String());
				Add(Flags = new TI.Flags());
				Add(new TI.Pad(8));
				Add(ManualBspIndex = new TI.ShortInteger());
				Add(new TI.Pad(2));
				Add(Commands = new TI.Block<ai_command_block>(this, 64));
				Add(Points = new TI.Block<ai_command_point_block>(this, 64));
				Add(new TI.Pad(24));
			}
示例#27
0
文件: UI.cs 项目: CodeAsm/open-sauce
		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));
		}
示例#28
0
			public ai_conversation_block() : base(9)
			{
				Add(Name = new TI.String());
				Add(Flags = new TI.Flags(BlamLib.TagInterface.FieldType.WordFlags));
				Add(new TI.Pad(2));
				Add(TriggerDistance = new TI.Real());
				Add(RunToPlayerDist = new TI.Real());
				Add(new TI.Pad(36));
				Add(Participants = new TI.Block<ai_conversation_participant_block>(this, 8));
				Add(Lines = new TI.Block<ai_conversation_line_block>(this, 32));
				Add(new TI.Pad(12));
			}
示例#29
0
文件: UI.cs 项目: CodeAsm/open-sauce
		public sandbox_text_value_pair_definition_group()
		{
			Add(Values = new TI.Block<sandbox_text_value_pair_value_block>(this, 32));
		}
示例#30
0
		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);
		}