Exemplo n.º 1
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def read_prop_instance_v15(file):
    prop = read_prop_instance_common(file)
    strange_number = int8(file)
    bool1(file)
    bool1(file)

    return prop
Exemplo n.º 2
0
def read_particle_instance_v6(file):
    particle = read_particle_instnace_common(file)
    particle.pdlc_mask = int8(file)
    particle.autoplay = bool1(file)
    particle.visible_in_shroud = bool1(file)

    return particle
Exemplo n.º 3
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def read_point_light_v6(file):
    point_light = read_point_light_common(file)
    point_light.flags = {"lf_relative": bool1(file)}
    point_light.height_mode = string(file)
    point_light.flags["light_probes_only"] = bool1(file)
    point_light.pdlc_mask = int8(file)

    return point_light
Exemplo n.º 4
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def read_composite_scene_v7(file):
    composite_scene = read_composite_scene_common(file)
    composite_scene.pdlc_mask = int8(file)
    composite_scene.flags = {}
    composite_scene.flags["autoplay"] = bool1(file)
    composite_scene.flags["visible_in_shroud"] = bool1(file)
    composite_scene.flags["no_culling"] = bool1(file)

    return composite_scene
Exemplo n.º 5
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def read_playable_area_v3(file):
    playable_area = PlayableArea()
    playable_area.min_x = float4(file)
    playable_area.min_y = float4(file)
    playable_area.max_x = float4(file)
    playable_area.max_y = float4(file)
    playable_area.has_been_set = bool1(file)
    valid_location_flags_version = int2(file)
    playable_area.flags = {}
    playable_area.flags["valid_north"] = bool1(file)
    playable_area.flags["valid_south"] = bool1(file)
    playable_area.flags["valid_east"] = bool1(file)
    playable_area.flags["valid_west"] = bool1(file)

    return playable_area
Exemplo n.º 6
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def read_sound_shape_common(file):
    sound_shape = SoundShape()
    sound_shape.key = string(file)
    sound_shape.type = string(file)
    points = int4(file)
    sound_shape.points = []
    for j in range(points):
        point = Point3D(float4(file), float4(file), float4(file))
        sound_shape.points.append(point)
    sound_shape.inner_radius = float4(file)
    sound_shape.outer_radius = float4(file)
    sound_shape.inner_cube = Cube(float4(file), float4(file), float4(file),
                                  float4(file), float4(file), float4(file))
    sound_shape.outer_cube = Cube(float4(file), float4(file), float4(file),
                                  float4(file), float4(file), float4(file))
    river_nodes_amount = int4(file)
    sound_shape.river_nodes = []
    for i in range(river_nodes_amount):
        river_node_version = int2(file)
        sound_shape.river_nodes.append(
            river_node_versions.get_reader(river_node_version)(file))
    sound_shape.clamp_to_surface = bool1(file)
    sound_shape.height_mode = string(file)
    sound_shape.campaign_type_mask = int4(file)

    return sound_shape
Exemplo n.º 7
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def read_light_probe_v2(file):
    light_probe = LightProbe()
    light_probe.position = Point3D(float4(file), float4(file), float4(file))
    light_probe.radius = float4(file)
    light_probe.is_primary = bool1(file)
    light_probe.height_mode = string(file)

    return light_probe
def read_building_property_v4(file):
    building_property = BuildingProperty()
    # seems to be empty string building_id
    building_property.building_id = string(file)
    building_property.starting_damage_unary = float4(file)
    building_property.flags = {}
    # i am not sure about next 4 bytes, but probably they are on_fire, start_disabled, weak_point, ai_breachable
    building_property.flags["on_fire"] = bool1(file)
    building_property.flags["start_disabled"] = bool1(file)
    building_property.flags["weak_point"] = bool1(file)
    building_property.flags["ai_breachable"] = bool1(file)
    building_property.flags["indestructible"] = bool1(file)
    # next byte is probably dockable
    building_property.flags["dockable"] = bool1(file)
    building_property.flags["toggleable"] = bool1(file)
    # next 2 bytes are  probably lite and clamp_to_surface
    building_property.flags["lite"] = bool1(file)
    building_property.flags["clamp_to_surface"] = bool1(file)
    building_property.flags["cast_shadows"] = bool1(file)

    return building_property
Exemplo n.º 9
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def read_deployment_zone_region(file):
    deployment_zone_region = DeploymentZoneRegion()

    boundary_list_amount = int4(file)
    deployment_zone_region.boundary_list = []
    for i in range(boundary_list_amount):
        boundary_version = int2(file)
        deployment_zone_region.boundary_list.append(read_boundary_list(file))
    deployment_zone_region.orientation = float4(file)
    deployment_zone_region.snap_facing = bool1(file)
    deployment_zone_region.id = int4(file)

    return deployment_zone_region
Exemplo n.º 10
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def read_particle_flags(file):
    assert_version('PARTICLE_EMITTER->flags', 2, int2(file))
    return {
        'allow_in_outfield': bool1(file),
        'clamp_to_surface': bool1(file),
        'clamp_to_water_surface': bool1(file),
        'spring': bool1(file),
        'summer': bool1(file),
        'autumn': bool1(file),
        'winter': bool1(file)
    }
Exemplo n.º 11
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def read_spot_light_common(file):
    spot_light = SpotLight()
    spot_light.position = Point3D(float4(file), float4(file), float4(file))
    spot_light.end = (float4(file), float4(file), float4(file), float4(file))
    spot_light.length = float4(file)
    spot_light.inner_angle = float4(file)
    spot_light.outer_angle = float4(file)
    spot_light.colour = ColourRGB(float4(file), float4(file), float4(file))
    spot_light.falloff = float4(file)
    spot_light.gobo = string(file)
    spot_light.flags = {"volumetric": bool1(file)}
    spot_light.height_mode = string(file)

    return spot_light
Exemplo n.º 12
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def read_prop_instance_common(file):
    prop = Prop()
    prop.key_index = int2(file)
    file.read(2)  # TODO
    prop.transform = read_transform_n_x_m(file, 4, 3)
    prop.decal = bool1(file)
    file.read(7)  # flags from logic_decal to animated
    prop.decal_parallax_scale = float4(file)
    # print('Decal parallax: ', prop.decal_parallax_scale)
    prop.decal_tiling = float4(file)
    # print('Decal tiling: ', prop.decal_tiling)
    decal_override_gbuffer_normal = bool1(file)
    prop.flags = read_flags(file)
    prop.flags["decal_override_gbuffer_normal"] = decal_override_gbuffer_normal
    prop.flags["visible_in_shroud"] = bool1(file)
    prop.flags["decal_apply_to_terrain"] = bool1(file)
    prop.flags["decal_apply_to_gbuffer_objects"] = bool1(file)
    prop.flags["decal_render_above_snow"] = bool1(file)
    prop.height_mode = string(file)

    return prop