Add more property data definitions
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@ -140,4 +140,151 @@ public class PropRenderType : Property
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base.Read(reader);
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base.Read(reader);
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mode = (Mode)reader.ReadUInt32();
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mode = (Mode)reader.ReadUInt32();
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}
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}
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}
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}
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public class PropSlayResult : Property
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{
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public enum Effect
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{
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Normal, NoEffect, Terminate, Destroy,
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}
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public Effect effect;
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public override void Read(BinaryReader reader)
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{
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base.Read(reader);
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effect = (Effect)reader.ReadUInt32();
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}
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}
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public class PropInventoryType : Property
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{
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public enum Slot
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{
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Junk, Item, Weapon,
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}
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public Slot type;
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public override void Read(BinaryReader reader)
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{
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base.Read(reader);
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type = (Slot)reader.ReadUInt32();
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}
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}
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public class PropCollisionType : Property
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{
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public bool Bounce;
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public bool DestroyOnImpact;
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public bool SlayOnImpact;
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public bool NoCollisionSound;
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public bool NoResult;
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public bool FullCollisionSound;
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public override void Read(BinaryReader reader)
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{
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base.Read(reader);
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var flags = reader.ReadUInt32();
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Bounce = (flags & 0x1) != 0;
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DestroyOnImpact = (flags & (0x1 << 1)) != 0;
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SlayOnImpact = (flags & (0x1 << 2)) != 0;
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NoCollisionSound = (flags & (0x1 << 3)) != 0;
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NoResult = (flags & (0x1 << 4)) != 0;
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FullCollisionSound = (flags & (0x1 << 5)) != 0;
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}
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}
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public class PropPosition : Property
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{
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public Vector3 Location;
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public Vector3 Rotation;
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public override void Read(BinaryReader reader)
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{
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base.Read(reader);
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Location = reader.ReadVec3();
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reader.ReadBytes(4); // Runtime Cell/Hint in editor
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Rotation = reader.ReadRotation();
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}
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}
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public class PropLight : Property
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{
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public float Brightness;
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public Vector3 Offset;
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public float Radius;
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public float InnerRadius;
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public bool QuadLit;
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public override void Read(BinaryReader reader)
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{
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base.Read(reader);
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Brightness = reader.ReadSingle();
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Offset = reader.ReadVec3();
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Radius = reader.ReadSingle();
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QuadLit = reader.ReadBoolean();
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reader.ReadBytes(3);
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InnerRadius = reader.ReadSingle();
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}
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}
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public class PropLightColor : Property
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{
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public float Hue;
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public float Saturation;
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public override void Read(BinaryReader reader)
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{
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base.Read(reader);
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Hue = reader.ReadSingle();
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Saturation = reader.ReadSingle();
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}
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}
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public class PropSpotlight : Property
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{
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public float InnerAngle;
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public float OuterAngle;
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public override void Read(BinaryReader reader)
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{
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base.Read(reader);
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InnerAngle = reader.ReadSingle();
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OuterAngle = reader.ReadSingle();
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reader.ReadBytes(4); // Z is unused
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}
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}
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public class PropSpotlightAndAmbient : Property
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{
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public float InnerAngle;
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public float OuterAngle;
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public float SpotBrightness;
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public override void Read(BinaryReader reader)
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{
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base.Read(reader);
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InnerAngle = reader.ReadSingle();
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OuterAngle = reader.ReadSingle();
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SpotBrightness = reader.ReadSingle();
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}
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}
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// TODO: Work out what this property actually does
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public class PropLightBasedAlpha : Property
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{
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public bool Enabled;
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public Vector2 AlphaRange;
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public Vector2 LightRange;
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public override void Read(BinaryReader reader)
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{
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base.Read(reader);
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Enabled = reader.ReadBoolean();
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reader.ReadBytes(3);
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AlphaRange = reader.ReadVec2();
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LightRange = new Vector2(reader.ReadInt32(), reader.ReadInt32());
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}
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}
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