/// <summary> /// This method constructs the ModuleInfo object. /// </summary> private void Construct() { // Create our property schema, filling it in with the properties we // manipulate. This is not a complete schema, it is only for the // properties considered 'interesting'. properties = new GffSchemaCollection(); properties.Add(new GffFieldSchema("onacquireitem", "Mod_OnAcquirItem", GffFieldType.ResRef)); properties.Add(new GffFieldSchema("onactivateitem", "Mod_OnActvtItem", GffFieldType.ResRef)); properties.Add(new GffFieldSchema("oncliententer", "Mod_OnClientEntr", GffFieldType.ResRef)); properties.Add(new GffFieldSchema("onclientleave", "Mod_OnClientLeav", GffFieldType.ResRef)); properties.Add(new GffFieldSchema("oncutsceneabort", "Mod_OnCutsnAbort", GffFieldType.ResRef)); properties.Add(new GffFieldSchema("onheartbeat", "Mod_OnHeartbeat", GffFieldType.ResRef)); properties.Add(new GffFieldSchema("onmoduleload", "Mod_OnModLoad", GffFieldType.ResRef)); properties.Add(new GffFieldSchema("onmodulestart", "Mod_OnModStart", GffFieldType.ResRef)); properties.Add(new GffFieldSchema("onplayerchat", "Mod_OnPlrChat", GffFieldType.ResRef)); properties.Add(new GffFieldSchema("onplayerdeath", "Mod_OnPlrDeath", GffFieldType.ResRef)); properties.Add(new GffFieldSchema("onplayerdying", "Mod_OnPlrDying", GffFieldType.ResRef)); properties.Add(new GffFieldSchema("onplayerequipitem", "Mod_OnPlrEqItm", GffFieldType.ResRef)); properties.Add(new GffFieldSchema("onplayerlevelup", "Mod_OnPlrLvlUp", GffFieldType.ResRef)); properties.Add(new GffFieldSchema("onplayerrest", "Mod_OnPlrRest", GffFieldType.ResRef)); properties.Add(new GffFieldSchema("onplayerunequipitem", "Mod_OnPlrUnEqItm", GffFieldType.ResRef)); properties.Add(new GffFieldSchema("onplayerrespawn", "Mod_OnSpawnBtnDn", GffFieldType.ResRef)); properties.Add(new GffFieldSchema("onunaquireitem", "Mod_OnUnAqreItem", GffFieldType.ResRef)); properties.Add(new GffFieldSchema("onuserdefined", "Mod_OnUsrDefined", GffFieldType.ResRef)); properties.Add(new GffFieldSchema("customtlk", "Mod_CustomTlk", GffFieldType.ExoString)); // This field is not part of the bioware schema for a module info file, we add it to keep // track of what HIFs have been installed on a module. The value is a string with // the following format "HIF;Version;HIF;Version;...". We make it a string instead of // a list because a list would require us to assign a structure ID, and worry about // BioWare using the ID later. properties.Add(new GffFieldSchema("installedhifs", "InstalledHIFs", GffFieldType.ExoString)); // These properties aren't exposed out to the user, so we don't give them real names, we just // use the tag as the ui name. properties.Add(new GffFieldSchema("Mod_Area_list", "Mod_Area_list", GffFieldType.List)); properties.Add(new GffFieldSchema("Mod_HakList", "Mod_HakList", GffFieldType.List)); properties.Add(new GffFieldSchema("Mod_CacheNSSList", "Mod_CacheNSSList", GffFieldType.List)); }
/// <summary> /// Class constructor /// </summary> /// <param name="uiName">Display name of the field</param> /// <param name="label">Tag of the field</param> /// <param name="type">Data type of the field</param> /// <param name="structureID">Structure ID of the field, only meaningful /// for lists and structures</param> /// <param name="children">Schema for the structure's child fields</param> public GffFieldSchema(string uiName, string tag, GffFieldType type, uint structID, GffSchemaCollection children) { this.uiName = uiName; this.tag = tag; this.type = type; this.structID = structID; this.children = children; }