Add LM_PARAM chunk
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4abe815220
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96bca0fac7
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@ -28,6 +28,7 @@
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#include "db_files/chunks/HotRegions.hexpat"
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#include "db_files/chunks/HotRegions.hexpat"
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#include "db_files/chunks/L$_.hexpat"
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#include "db_files/chunks/L$_.hexpat"
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#include "db_files/chunks/LD$_.hexpat"
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#include "db_files/chunks/LD$_.hexpat"
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#include "db_files/chunks/LM_PARAM.hexpat"
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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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@ -66,6 +66,7 @@ struct TOCEntry {
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("FOGZONEVAR"): Chunk<FogZoneVar> fog_zone_var @ offset;
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("FOGZONEVAR"): Chunk<FogZoneVar> fog_zone_var @ offset;
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("GameSysEAX"): Chunk<AccousticsProperty> gamesys_eax @ offset;
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("GameSysEAX"): Chunk<AccousticsProperty> gamesys_eax @ offset;
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("HotRegions"): Chunk<HotRegions> hot_regions @ offset;
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("HotRegions"): Chunk<HotRegions> hot_regions @ offset;
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("LM_PARAM"): Chunk<LmParams> lm_params @ offset;
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("MAPISRC"): Chunk<MapISrc> map_i_src @ offset;
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("MAPISRC"): Chunk<MapISrc> map_i_src @ offset;
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("MissionEAX"): Chunk<AccousticsProperty> mission_eax @ offset;
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("MissionEAX"): Chunk<AccousticsProperty> mission_eax @ offset;
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("MultiBrush"): Chunk<MultiBrush> multibrush @ offset;
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("MultiBrush"): Chunk<MultiBrush> multibrush @ offset;
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@ -92,11 +93,9 @@ struct TOCEntry {
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}
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}
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else if (std::string::starts_with(name, "LD$")) {
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else if (std::string::starts_with(name, "LD$")) {
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Chunk<LinkDataChunk> link_data @ offset [[name(name)]];
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Chunk<LinkDataChunk> link_data @ offset [[name(name)]];
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// std::print("LD: {}", name);
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}
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}
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else if (std::string::starts_with(name, "L$")) {
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else if (std::string::starts_with(name, "L$")) {
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Chunk<LinkMap> link_chunk @ offset [[name(name)]];
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Chunk<LinkMap> link_chunk @ offset [[name(name)]];
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// std::print("L: {}", name);
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}
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}
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else {
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else {
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std::print("Didn't load chunk: {}", name);
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std::print("Didn't load chunk: {}", name);
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@ -0,0 +1,17 @@
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#pragma once
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#include "Common.hexpat"
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struct LmParams {
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u32 unknown1; // I think this is struct size (seemingly always 36)
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float attenuation;
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float saturation;
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u32 shadow_type; // TODO: Enum
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u32 softness; // TODO: Enum
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float center_weight;
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u32 depth_mode; // TODO: Enum (16, 32, 32-2x)
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bool lightmapped_water;
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padding[3];
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s32 lightmap_scale;
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u32 animlight_cutoff;
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};
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