Add OBJ_MAP definition
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@ -29,6 +29,7 @@
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#include "db_files/chunks/MAPISRC.hexpat"
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#include "db_files/chunks/MAPISRC.hexpat"
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#include "db_files/chunks/Mission_GameSysEAX.hexpat"
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#include "db_files/chunks/Mission_GameSysEAX.hexpat"
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#include "db_files/chunks/MultiBrush.hexpat"
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#include "db_files/chunks/MultiBrush.hexpat"
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#include "db_files/chunks/OBJ_MAP.hexpat"
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#include "db_files/chunks/RENDPARAMS.hexpat"
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#include "db_files/chunks/RENDPARAMS.hexpat"
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#include "db_files/chunks/ROOM_DB.hexpat"
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#include "db_files/chunks/ROOM_DB.hexpat"
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#include "db_files/chunks/ROOM_EAX.hexpat"
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#include "db_files/chunks/ROOM_EAX.hexpat"
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@ -10,6 +10,7 @@ FileHeader file_header @ 0x0;
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TableOfContents toc @ file_header.toc_offset;
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TableOfContents toc @ file_header.toc_offset;
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TOCEntry brlist_toc = get_toc_entry(toc, "BRLIST");
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TOCEntry brlist_toc = get_toc_entry(toc, "BRLIST");
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TOCEntry objmap_toc = get_toc_entry(toc, "OBJ_MAP");
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TOCEntry scrmodules_toc = get_toc_entry(toc, "ScrModules");
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TOCEntry scrmodules_toc = get_toc_entry(toc, "ScrModules");
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Chunk<AiRoomDb::ChunkData> ai_room_db @ get_offset(toc, "AI_ROOM_DB");
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Chunk<AiRoomDb::ChunkData> ai_room_db @ get_offset(toc, "AI_ROOM_DB");
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@ -44,6 +45,7 @@ Chunk<HotRegions> hot_regions @ get_offset(toc, "HotRegions");
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Chunk<MapISrc> map_i_src @ get_offset(toc, "MAPISRC");
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Chunk<MapISrc> map_i_src @ get_offset(toc, "MAPISRC");
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Chunk<AccousticsProperty> mission_eax @ get_offset(toc, "MissionEAX");
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Chunk<AccousticsProperty> mission_eax @ get_offset(toc, "MissionEAX");
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Chunk<MultiBrush> multibrush @ get_offset(toc, "MultiBrush");
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Chunk<MultiBrush> multibrush @ get_offset(toc, "MultiBrush");
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Chunk<ObjMap> obj_map @ get_offset(toc, "OBJ_MAP");
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Chunk<RendParams> rend_params @ get_offset(toc, "RENDPARAMS");
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Chunk<RendParams> rend_params @ get_offset(toc, "RENDPARAMS");
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Chunk<RoomDb> room_db @ get_offset(toc, "ROOM_DB");
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Chunk<RoomDb> room_db @ get_offset(toc, "ROOM_DB");
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Chunk<RoomEax> room_eax @ get_offset(toc, "ROOM_EAX");
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Chunk<RoomEax> room_eax @ get_offset(toc, "ROOM_EAX");
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@ -0,0 +1,13 @@
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#pragma once
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struct ObjMapElement {
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s32 value;
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s32 name_len;
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if (name_len != -1) {
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char name[name_len];
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}
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};
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struct ObjMap {
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ObjMapElement objects[while($ < objmap_toc.offset + objmap_toc.size)];
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};
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