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https://github.com/Laupetin/OpenAssetTools.git
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Add Fx asset for IW4
This commit is contained in:
parent
9108add01d
commit
24195be273
@ -29,7 +29,7 @@ ZoneCode.Assets = {
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"LocalizeEntry",
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"LocalizeEntry",
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-- "WeaponCompleteDef",
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-- "WeaponCompleteDef",
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-- "SndDriverGlobals",
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-- "SndDriverGlobals",
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-- "FxEffectDef",
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"FxEffectDef",
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-- "FxImpactTable",
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-- "FxImpactTable",
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"RawFile",
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"RawFile",
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"StringTable",
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"StringTable",
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@ -29,7 +29,7 @@ asset menuDef_t ASSET_TYPE_MENU;
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asset LocalizeEntry ASSET_TYPE_LOCALIZE_ENTRY;
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asset LocalizeEntry ASSET_TYPE_LOCALIZE_ENTRY;
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// asset WeaponCompleteDef ASSET_TYPE_WEAPON;
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// asset WeaponCompleteDef ASSET_TYPE_WEAPON;
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// asset SndDriverGlobals ASSET_TYPE_SNDDRIVER_GLOBALS;
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// asset SndDriverGlobals ASSET_TYPE_SNDDRIVER_GLOBALS;
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// asset FxEffectDef ASSET_TYPE_FX;
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asset FxEffectDef ASSET_TYPE_FX;
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// asset FxImpactTable ASSET_TYPE_IMPACT_FX;
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// asset FxImpactTable ASSET_TYPE_IMPACT_FX;
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asset RawFile ASSET_TYPE_RAWFILE;
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asset RawFile ASSET_TYPE_RAWFILE;
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asset StringTable ASSET_TYPE_STRINGTABLE;
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asset StringTable ASSET_TYPE_STRINGTABLE;
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@ -566,6 +566,56 @@ use StringList;
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set count strings totalStrings;
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set count strings totalStrings;
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set string strings;
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set string strings;
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// =========================================
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// FxEffectDef
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// =========================================
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use FxEffectDef;
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set string name;
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set name name;
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set count elemDefs elemDefCountEmission + elemDefCountLooping + elemDefCountOneShot;
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// FxElemDef
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use FxElemDef;
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set count velSamples velIntervalCount + 1;
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set count visSamples visStateIntervalCount + 1;
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// FxElemDefVisuals
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use FxElemDefVisuals;
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set condition markArray FxElemDef::elemType == FX_ELEM_TYPE_DECAL;
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set count markArray FxElemDef::visualCount;
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set condition array FxElemDef::visualCount > 1;
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set count array FxElemDef::visualCount;
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// FxElemVisuals
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use FxElemVisuals;
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set condition anonymous never;
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set condition model FxElemDef::elemType == FX_ELEM_TYPE_MODEL;
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set condition effectDef FxElemDef::elemType == FX_ELEM_TYPE_RUNNER;
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set condition soundName FxElemDef::elemType == FX_ELEM_TYPE_SOUND;
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set string soundName;
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set condition material FxElemDef::elemType == FX_ELEM_TYPE_SPRITE_BILLBOARD
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|| FxElemDef::elemType == FX_ELEM_TYPE_SPRITE_ORIENTED
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|| FxElemDef::elemType == FX_ELEM_TYPE_TAIL
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|| FxElemDef::elemType == FX_ELEM_TYPE_TRAIL
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|| FxElemDef::elemType == FX_ELEM_TYPE_CLOUD
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|| FxElemDef::elemType == FX_ELEM_TYPE_SPARK_CLOUD
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|| FxElemDef::elemType == FX_ELEM_TYPE_SPARK_FOUNTAIN;
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// FxEffectDefRef
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use FxEffectDefRef;
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set condition handle never;
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set string name;
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// FxElemExtendedDefPtr
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use FxElemExtendedDefPtr;
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set condition trailDef FxElemDef::elemType == FX_ELEM_TYPE_TRAIL;
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set condition sparkFountainDef FxElemDef::elemType == FX_ELEM_TYPE_SPARK_FOUNTAIN;
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// FxTrailDef
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use FxTrailDef;
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set count verts vertCount;
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set count inds indCount;
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// =========================================
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// =========================================
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// RawFile
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// RawFile
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// =========================================
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// =========================================
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@ -130,7 +130,7 @@ GameAssetPoolIW4::GameAssetPoolIW4(const int priority)
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m_localize = nullptr;
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m_localize = nullptr;
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// m_weapon = nullptr;
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// m_weapon = nullptr;
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// m_snd_driver_globals = nullptr;
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// m_snd_driver_globals = nullptr;
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// m_fx = nullptr;
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m_fx = nullptr;
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// m_fx_impact_table = nullptr;
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// m_fx_impact_table = nullptr;
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m_raw_file = nullptr;
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m_raw_file = nullptr;
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m_string_table = nullptr;
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m_string_table = nullptr;
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@ -183,7 +183,7 @@ void GameAssetPoolIW4::InitPoolStatic(const asset_type_t type, const size_t capa
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CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon, WeaponCompleteDef);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon, WeaponCompleteDef);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, SndDriverGlobals);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, SndDriverGlobals);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
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@ -243,7 +243,7 @@ void GameAssetPoolIW4::InitPoolDynamic(const asset_type_t type)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon, WeaponCompleteDef);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon, WeaponCompleteDef);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, SndDriverGlobals);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, SndDriverGlobals);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
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@ -312,7 +312,7 @@ XAssetInfoGeneric* GameAssetPoolIW4::AddAsset(asset_type_t type, std::string nam
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CASE_ADD_TO_POOL(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, localize);
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CASE_ADD_TO_POOL(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, localize);
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// CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON, m_weapon, weapon);
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// CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON, m_weapon, weapon);
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// CASE_ADD_TO_POOL(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, sndDriverGlobals);
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// CASE_ADD_TO_POOL(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, sndDriverGlobals);
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// CASE_ADD_TO_POOL(ASSET_TYPE_FX, m_fx, fx);
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CASE_ADD_TO_POOL(ASSET_TYPE_FX, m_fx, fx);
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// CASE_ADD_TO_POOL(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, impactFx);
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// CASE_ADD_TO_POOL(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, impactFx);
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CASE_ADD_TO_POOL(ASSET_TYPE_RAWFILE, m_raw_file, rawfile);
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CASE_ADD_TO_POOL(ASSET_TYPE_RAWFILE, m_raw_file, rawfile);
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CASE_ADD_TO_POOL(ASSET_TYPE_STRINGTABLE, m_string_table, stringTable);
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CASE_ADD_TO_POOL(ASSET_TYPE_STRINGTABLE, m_string_table, stringTable);
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@ -372,7 +372,7 @@ XAssetInfoGeneric* GameAssetPoolIW4::GetAsset(const asset_type_t type, std::stri
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CASE_GET_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, m_localize);
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CASE_GET_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, m_localize);
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// CASE_GET_ASSET(ASSET_TYPE_WEAPON, m_weapon);
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// CASE_GET_ASSET(ASSET_TYPE_WEAPON, m_weapon);
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// CASE_GET_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals);
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// CASE_GET_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals);
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// CASE_GET_ASSET(ASSET_TYPE_FX, m_fx);
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CASE_GET_ASSET(ASSET_TYPE_FX, m_fx);
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// CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table);
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// CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table);
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CASE_GET_ASSET(ASSET_TYPE_RAWFILE, m_raw_file);
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CASE_GET_ASSET(ASSET_TYPE_RAWFILE, m_raw_file);
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CASE_GET_ASSET(ASSET_TYPE_STRINGTABLE, m_string_table);
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CASE_GET_ASSET(ASSET_TYPE_STRINGTABLE, m_string_table);
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@ -42,7 +42,7 @@ public:
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std::unique_ptr<AssetPool<IW4::LocalizeEntry>> m_localize;
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std::unique_ptr<AssetPool<IW4::LocalizeEntry>> m_localize;
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// std::unique_ptr<AssetPool<IW4::WeaponCompleteDef>> m_weapon;
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// std::unique_ptr<AssetPool<IW4::WeaponCompleteDef>> m_weapon;
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// std::unique_ptr<AssetPool<IW4::SndDriverGlobals>> m_snd_driver_globals;
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// std::unique_ptr<AssetPool<IW4::SndDriverGlobals>> m_snd_driver_globals;
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// std::unique_ptr<AssetPool<IW4::FxEffectDef>> m_fx;
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std::unique_ptr<AssetPool<IW4::FxEffectDef>> m_fx;
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// std::unique_ptr<AssetPool<IW4::FxImpactTable>> m_fx_impact_table;
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// std::unique_ptr<AssetPool<IW4::FxImpactTable>> m_fx_impact_table;
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std::unique_ptr<AssetPool<IW4::RawFile>> m_raw_file;
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std::unique_ptr<AssetPool<IW4::RawFile>> m_raw_file;
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std::unique_ptr<AssetPool<IW4::StringTable>> m_string_table;
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std::unique_ptr<AssetPool<IW4::StringTable>> m_string_table;
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@ -101,11 +101,10 @@ namespace IW4
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struct LocalizeEntry;
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struct LocalizeEntry;
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// struct WeaponCompleteDef;
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// struct WeaponCompleteDef;
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// struct SndDriverGlobals;
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// struct SndDriverGlobals;
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// struct FxEffectDef;
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struct FxEffectDef;
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// struct FxImpactTable;
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// struct FxImpactTable;
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struct RawFile;
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struct RawFile;
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struct StringTable;
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struct StringTable;
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// struct LeaderboardDef;
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// struct LeaderboardDef;
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// struct StructuredDataDefSet;
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// struct StructuredDataDefSet;
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// struct TracerDef;
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// struct TracerDef;
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@ -142,7 +141,7 @@ namespace IW4
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LocalizeEntry* localize;
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LocalizeEntry* localize;
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// WeaponCompleteDef* weapon;
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// WeaponCompleteDef* weapon;
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// SndDriverGlobals* sndDriverGlobals;
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// SndDriverGlobals* sndDriverGlobals;
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// FxEffectDef* fx;
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FxEffectDef* fx;
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// FxImpactTable* impactFx;
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// FxImpactTable* impactFx;
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RawFile* rawfile;
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RawFile* rawfile;
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StringTable* stringTable;
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StringTable* stringTable;
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@ -1399,6 +1398,221 @@ namespace IW4
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menuDef_t** menus;
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menuDef_t** menus;
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};
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};
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enum FxElemType
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{
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FX_ELEM_TYPE_SPRITE_BILLBOARD = 0x0,
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FX_ELEM_TYPE_SPRITE_ORIENTED = 0x1,
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FX_ELEM_TYPE_TAIL = 0x2,
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FX_ELEM_TYPE_TRAIL = 0x3,
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FX_ELEM_TYPE_CLOUD = 0x4,
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FX_ELEM_TYPE_SPARK_CLOUD = 0x5,
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FX_ELEM_TYPE_SPARK_FOUNTAIN = 0x6,
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FX_ELEM_TYPE_MODEL = 0x7,
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FX_ELEM_TYPE_OMNI_LIGHT = 0x8,
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FX_ELEM_TYPE_SPOT_LIGHT = 0x9,
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FX_ELEM_TYPE_SOUND = 0xA,
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FX_ELEM_TYPE_DECAL = 0xB,
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FX_ELEM_TYPE_RUNNER = 0xC,
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FX_ELEM_TYPE_COUNT = 0xD,
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FX_ELEM_TYPE_LAST_SPRITE = 0x3,
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FX_ELEM_TYPE_LAST_DRAWN = 0x9,
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};
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struct FxIntRange
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{
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int base;
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int amplitude;
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};
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struct FxSpawnDefOneShot
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{
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FxIntRange count;
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};
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struct FxSpawnDefLooping
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{
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int intervalMsec;
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int count;
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};
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union FxSpawnDef
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{
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FxSpawnDefLooping looping;
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FxSpawnDefOneShot oneShot;
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};
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struct FxFloatRange
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{
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float base;
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float amplitude;
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};
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struct FxElemAtlas
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{
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char behavior;
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char index;
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char fps;
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char loopCount;
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char colIndexBits;
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char rowIndexBits;
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__int16 entryCount;
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};
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struct FxElemVec3Range
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{
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float base[3];
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float amplitude[3];
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};
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struct FxElemVelStateInFrame
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{
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FxElemVec3Range velocity;
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FxElemVec3Range totalDelta;
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};
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struct FxElemVelStateSample
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{
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FxElemVelStateInFrame local;
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FxElemVelStateInFrame world;
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};
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struct FxElemVisualState
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{
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char color[4];
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float rotationDelta;
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float rotationTotal;
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float size[2];
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float scale;
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};
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struct FxElemVisStateSample
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{
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FxElemVisualState base;
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FxElemVisualState amplitude;
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};
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union FxEffectDefRef
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{
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FxEffectDef* handle;
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const char* name;
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};
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union FxElemVisuals
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{
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const void* anonymous;
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Material* material;
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XModel* model;
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FxEffectDefRef effectDef;
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const char* soundName;
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};
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struct FxElemMarkVisuals
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{
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Material* materials[2];
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};
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union FxElemDefVisuals
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{
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FxElemMarkVisuals* markArray;
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FxElemVisuals* array;
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FxElemVisuals instance;
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};
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struct FxTrailVertex
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{
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float pos[2];
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float normal[2];
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float texCoord;
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};
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struct FxTrailDef
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{
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int scrollTimeMsec;
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int repeatDist;
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float invSplitDist;
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float invSplitArcDist;
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float invSplitTime;
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int vertCount;
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FxTrailVertex* verts;
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int indCount;
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unsigned __int16* inds;
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};
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struct FxSparkFountainDef
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{
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float gravity;
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float bounceFrac;
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float bounceRand;
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float sparkSpacing;
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float sparkLength;
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int sparkCount;
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float loopTime;
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float velMin;
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float velMax;
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||||||
|
float velConeFrac;
|
||||||
|
float restSpeed;
|
||||||
|
float boostTime;
|
||||||
|
float boostFactor;
|
||||||
|
};
|
||||||
|
|
||||||
|
union FxElemExtendedDefPtr
|
||||||
|
{
|
||||||
|
FxTrailDef* trailDef;
|
||||||
|
FxSparkFountainDef* sparkFountainDef;
|
||||||
|
char* unknownDef;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct FxElemDef
|
||||||
|
{
|
||||||
|
int flags;
|
||||||
|
FxSpawnDef spawn;
|
||||||
|
FxFloatRange spawnRange;
|
||||||
|
FxFloatRange fadeInRange;
|
||||||
|
FxFloatRange fadeOutRange;
|
||||||
|
float spawnFrustumCullRadius;
|
||||||
|
FxIntRange spawnDelayMsec;
|
||||||
|
FxIntRange lifeSpanMsec;
|
||||||
|
FxFloatRange spawnOrigin[3];
|
||||||
|
FxFloatRange spawnOffsetRadius;
|
||||||
|
FxFloatRange spawnOffsetHeight;
|
||||||
|
FxFloatRange spawnAngles[3];
|
||||||
|
FxFloatRange angularVelocity[3];
|
||||||
|
FxFloatRange initialRotation;
|
||||||
|
FxFloatRange gravity;
|
||||||
|
FxFloatRange reflectionFactor;
|
||||||
|
FxElemAtlas atlas;
|
||||||
|
char elemType;
|
||||||
|
char visualCount;
|
||||||
|
char velIntervalCount;
|
||||||
|
char visStateIntervalCount;
|
||||||
|
FxElemVelStateSample* velSamples;
|
||||||
|
FxElemVisStateSample* visSamples;
|
||||||
|
FxElemDefVisuals visuals;
|
||||||
|
Bounds collBounds;
|
||||||
|
FxEffectDefRef effectOnImpact;
|
||||||
|
FxEffectDefRef effectOnDeath;
|
||||||
|
FxEffectDefRef effectEmitted;
|
||||||
|
FxFloatRange emitDist;
|
||||||
|
FxFloatRange emitDistVariance;
|
||||||
|
FxElemExtendedDefPtr extended;
|
||||||
|
char sortOrder;
|
||||||
|
char lightingFrac;
|
||||||
|
char useItemClip;
|
||||||
|
char fadeInfo;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct FxEffectDef
|
||||||
|
{
|
||||||
|
const char* name;
|
||||||
|
int flags;
|
||||||
|
int totalSize;
|
||||||
|
int msecLoopingLife;
|
||||||
|
int elemDefCountLooping;
|
||||||
|
int elemDefCountOneShot;
|
||||||
|
int elemDefCountEmission;
|
||||||
|
FxElemDef* elemDefs;
|
||||||
|
};
|
||||||
|
|
||||||
#ifndef __zonecodegenerator
|
#ifndef __zonecodegenerator
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
|
@ -8,7 +8,7 @@
|
|||||||
//#include "Game/IW4/XAssets/clipmap_t/clipmap_t_load_db.h"
|
//#include "Game/IW4/XAssets/clipmap_t/clipmap_t_load_db.h"
|
||||||
//#include "Game/IW4/XAssets/comworld/comworld_load_db.h"
|
//#include "Game/IW4/XAssets/comworld/comworld_load_db.h"
|
||||||
//#include "Game/IW4/XAssets/font_s/font_s_load_db.h"
|
//#include "Game/IW4/XAssets/font_s/font_s_load_db.h"
|
||||||
//#include "Game/IW4/XAssets/fxeffectdef/fxeffectdef_load_db.h"
|
#include "Game/IW4/XAssets/fxeffectdef/fxeffectdef_load_db.h"
|
||||||
//#include "Game/IW4/XAssets/fximpacttable/fximpacttable_load_db.h"
|
//#include "Game/IW4/XAssets/fximpacttable/fximpacttable_load_db.h"
|
||||||
//#include "Game/IW4/XAssets/fxworld/fxworld_load_db.h"
|
//#include "Game/IW4/XAssets/fxworld/fxworld_load_db.h"
|
||||||
//#include "Game/IW4/XAssets/gameworldmp/gameworldmp_load_db.h"
|
//#include "Game/IW4/XAssets/gameworldmp/gameworldmp_load_db.h"
|
||||||
@ -131,7 +131,7 @@ void ContentLoaderIW4::LoadXAsset(const bool atStreamStart)
|
|||||||
LOAD_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize);
|
LOAD_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize);
|
||||||
// LOAD_ASSET(ASSET_TYPE_WEAPON, WeaponCompleteDef, weapon);
|
// LOAD_ASSET(ASSET_TYPE_WEAPON, WeaponCompleteDef, weapon);
|
||||||
SKIP_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals);
|
SKIP_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals);
|
||||||
// LOAD_ASSET(ASSET_TYPE_FX, FxEffectDef, fx);
|
LOAD_ASSET(ASSET_TYPE_FX, FxEffectDef, fx);
|
||||||
// LOAD_ASSET(ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx);
|
// LOAD_ASSET(ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx);
|
||||||
LOAD_ASSET(ASSET_TYPE_RAWFILE, RawFile, rawfile);
|
LOAD_ASSET(ASSET_TYPE_RAWFILE, RawFile, rawfile);
|
||||||
LOAD_ASSET(ASSET_TYPE_STRINGTABLE, StringTable, stringTable);
|
LOAD_ASSET(ASSET_TYPE_STRINGTABLE, StringTable, stringTable);
|
||||||
|
Loading…
x
Reference in New Issue
Block a user