Add property chunk pattern
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				|  | @ -30,6 +30,7 @@ | ||||||
| #include "db_files/chunks/Mission_GameSysEAX.hexpat" | #include "db_files/chunks/Mission_GameSysEAX.hexpat" | ||||||
| #include "db_files/chunks/MultiBrush.hexpat" | #include "db_files/chunks/MultiBrush.hexpat" | ||||||
| #include "db_files/chunks/OBJ_MAP.hexpat" | #include "db_files/chunks/OBJ_MAP.hexpat" | ||||||
|  | #include "db_files/chunks/P$_.hexpat" | ||||||
| #include "db_files/chunks/RENDPARAMS.hexpat" | #include "db_files/chunks/RENDPARAMS.hexpat" | ||||||
| #include "db_files/chunks/ROOM_DB.hexpat" | #include "db_files/chunks/ROOM_DB.hexpat" | ||||||
| #include "db_files/chunks/ROOM_EAX.hexpat" | #include "db_files/chunks/ROOM_EAX.hexpat" | ||||||
|  |  | ||||||
|  | @ -60,3 +60,6 @@ Chunk<TexturePatchDatabase> texture_patch_database @ get_offset(toc, "TXTPAT_DB" | ||||||
| Chunk<WaterBanks> water_banks @ get_offset(toc, "WATERBANKS"); | Chunk<WaterBanks> water_banks @ get_offset(toc, "WATERBANKS"); | ||||||
| Chunk<WeatherVar> weather_var @ get_offset(toc, "WEATHERVAR"); | Chunk<WeatherVar> weather_var @ get_offset(toc, "WEATHERVAR"); | ||||||
| Chunk<WrExt> world_rep @ get_offset(toc, "WREXT"); | Chunk<WrExt> world_rep @ get_offset(toc, "WREXT"); | ||||||
|  | 
 | ||||||
|  | // TODO: Have a nice function for doing all of these? | ||||||
|  | Chunk<PropertyMap> p_model_name @ get_offset(toc, "P$ModelName"); | ||||||
|  | @ -0,0 +1,14 @@ | ||||||
|  | #pragma once | ||||||
|  | 
 | ||||||
|  | #include "Common.hexpat" | ||||||
|  | 
 | ||||||
|  | struct ObjectProperty { | ||||||
|  |     s32 obj_id; | ||||||
|  |     u32 data_size; | ||||||
|  |     u8 data[data_size]; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | struct PropertyMap { | ||||||
|  |     u32 max = get_end(toc, parent.header.name); | ||||||
|  |     ObjectProperty props[while($ < max)]; | ||||||
|  | }; | ||||||
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