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Update SDL files in plSDL to match the copies in Scripts
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@@ -1,3 +1,44 @@ | ||
# /*==LICENSE==* | ||
# | ||
# CyanWorlds.com Engine - MMOG client, server and tools | ||
# Copyright (C) 2011 Cyan Worlds, Inc. | ||
# | ||
# This program is free software: you can redistribute it and/or modify | ||
# it under the terms of the GNU General Public License as published by | ||
# the Free Software Foundation, either version 3 of the License, or | ||
# (at your option) any later version. | ||
# | ||
# This program is distributed in the hope that it will be useful, | ||
# but WITHOUT ANY WARRANTY; without even the implied warranty of | ||
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | ||
# GNU General Public License for more details. | ||
# | ||
# You should have received a copy of the GNU General Public License | ||
# along with this program. If not, see <http://www.gnu.org/licenses/>. | ||
# | ||
# Additional permissions under GNU GPL version 3 section 7 | ||
# | ||
# If you modify this Program, or any covered work, by linking or | ||
# combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, | ||
# NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent | ||
# JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK | ||
# (or a modified version of those libraries), | ||
# containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, | ||
# PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG | ||
# JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the | ||
# licensors of this Program grant you additional | ||
# permission to convey the resulting work. Corresponding Source for a | ||
# non-source form of such a combination shall include the source code for | ||
# the parts of OpenSSL and IJG JPEG Library used as well as that of the covered | ||
# work. | ||
# | ||
# You can contact Cyan Worlds, Inc. by email [email protected] | ||
# or by snail mail at: | ||
# Cyan Worlds, Inc. | ||
# 14617 N Newport Hwy | ||
# Mead, WA 99021 | ||
# | ||
# *==LICENSE==*/ | ||
#=============================================== | ||
# Changing an SDL record? Be sure to leave the | ||
# legacy record intact and make changes in | ||
|
@@ -13,30 +54,18 @@ | |
# | ||
# Defines the state of an animation controller | ||
# | ||
|
||
STATEDESC AnimTimeConvert | ||
{ | ||
VERSION 5 | ||
VAR INT flags[1] DEFAULT=0 | ||
VAR FLOAT lastStateAnimTime[1] DEFAULT=0 | ||
VAR FLOAT loopEnd[1] DEFAULT=0 | ||
VAR FLOAT loopBegin[1] DEFAULT=0 | ||
VAR FLOAT speed[1] DEFAULT=1 | ||
VAR CREATABLE speedEaseCurve[1] | ||
VAR BYTE currentEaseCurve[1] DEFAULT=0 # 0=nil, 1=easeIn, 2=easeOut, 3=speed | ||
VAR TIME currentEaseBeginWorldTime[1] DEFAULT=0 | ||
VAR TIME lastStateChange[1] DEFAULT=0 | ||
} | ||
STATEDESC AnimTimeConvert | ||
{ | ||
VERSION 6 | ||
VAR INT flags[1] DEFAULT=0 | ||
VAR FLOAT lastStateAnimTime[1] DEFAULT=0 | ||
VAR FLOAT loopEnd[1] DEFAULT=0 | ||
VAR FLOAT loopBegin[1] DEFAULT=0 | ||
VAR FLOAT speed[1] DEFAULT=1 | ||
VAR BYTE currentEaseCurve[1] DEFAULT=0 # 0=nil, 1=easeIn, 2=easeOut, 3=speed | ||
VAR TIME currentEaseBeginWorldTime[1] DEFAULT=0 | ||
VAR TIME lastStateChange[1] DEFAULT=0 | ||
VERSION 6 | ||
VAR INT flags[1] DEFAULT=0 | ||
VAR FLOAT lastStateAnimTime[1] DEFAULT=0 | ||
VAR FLOAT loopEnd[1] DEFAULT=0 | ||
VAR FLOAT loopBegin[1] DEFAULT=0 | ||
VAR FLOAT speed[1] DEFAULT=1 | ||
VAR BYTE currentEaseCurve[1] DEFAULT=0 # 0=nil, 1=easeIn, 2=easeOut, 3=speed | ||
VAR TIME currentEaseBeginWorldTime[1] DEFAULT=0 | ||
VAR TIME lastStateChange[1] DEFAULT=0 | ||
} | ||
|
||
# | ||
|
@@ -45,9 +74,9 @@ STATEDESC AnimTimeConvert | |
# | ||
STATEDESC AGMaster | ||
{ | ||
VERSION 5 | ||
VAR $AnimTimeConvert atcs[] # variable length list | ||
VAR BYTE blends[] | ||
VERSION 5 | ||
VAR $AnimTimeConvert atcs[] # variable length list | ||
VAR BYTE blends[] | ||
} | ||
|
||
# | ||
|
@@ -56,17 +85,17 @@ STATEDESC AGMaster | |
# | ||
STATEDESC Layer | ||
{ | ||
VERSION 6 | ||
VAR $AnimTimeConvert atc[1] | ||
VERSION 6 | ||
VAR $AnimTimeConvert atc[1] | ||
|
||
VAR INT passThruChannels[1] DEFAULT=0 | ||
VAR FLOAT transform[] # Size will be 0 or 16, depending on whether we own the channel | ||
VAR INT passThruChannels[1] DEFAULT=0 | ||
VAR FLOAT transform[] # Size will be 0 or 16, depending on whether we own the channel | ||
|
||
VAR BYTE channelData[] # A byte array for the channels below. Its size | ||
# will depend on the layer's fOwnedChannels. | ||
#VAR RGB8 preshadeColor[1] DEFAULT=(1,1,1) | ||
#VAR RGB8 runtimeColor[1] DEFAULT=(1,1,1) | ||
#VAR RGB8 ambientColor[1] DEFAULT=(1,1,1) | ||
#VAR BYTE opacity[1] DEFAULT=255 | ||
VAR BYTE channelData[] # A byte array for the channels below. Its size | ||
# will depend on the layer's fOwnedChannels. | ||
#VAR RGB8 preshadeColor[1] DEFAULT=(1,1,1) | ||
#VAR RGB8 runtimeColor[1] DEFAULT=(1,1,1) | ||
#VAR RGB8 ambientColor[1] DEFAULT=(1,1,1) | ||
#VAR BYTE opacity[1] DEFAULT=255 | ||
} | ||
|
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Original file line number | Diff line number | Diff line change |
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@@ -1,3 +1,44 @@ | ||
# /*==LICENSE==* | ||
# | ||
# CyanWorlds.com Engine - MMOG client, server and tools | ||
# Copyright (C) 2011 Cyan Worlds, Inc. | ||
# | ||
# This program is free software: you can redistribute it and/or modify | ||
# it under the terms of the GNU General Public License as published by | ||
# the Free Software Foundation, either version 3 of the License, or | ||
# (at your option) any later version. | ||
# | ||
# This program is distributed in the hope that it will be useful, | ||
# but WITHOUT ANY WARRANTY; without even the implied warranty of | ||
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | ||
# GNU General Public License for more details. | ||
# | ||
# You should have received a copy of the GNU General Public License | ||
# along with this program. If not, see <http://www.gnu.org/licenses/>. | ||
# | ||
# Additional permissions under GNU GPL version 3 section 7 | ||
# | ||
# If you modify this Program, or any covered work, by linking or | ||
# combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, | ||
# NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent | ||
# JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK | ||
# (or a modified version of those libraries), | ||
# containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, | ||
# PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG | ||
# JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the | ||
# licensors of this Program grant you additional | ||
# permission to convey the resulting work. Corresponding Source for a | ||
# non-source form of such a combination shall include the source code for | ||
# the parts of OpenSSL and IJG JPEG Library used as well as that of the covered | ||
# work. | ||
# | ||
# You can contact Cyan Worlds, Inc. by email [email protected] | ||
# or by snail mail at: | ||
# Cyan Worlds, Inc. | ||
# 14617 N Newport Hwy | ||
# Mead, WA 99021 | ||
# | ||
# *==LICENSE==*/ | ||
#=============================================== | ||
# Changing an SDL record? Be sure to leave the | ||
# legacy record intact and make changes in | ||
|
@@ -12,139 +53,104 @@ | |
# | ||
# Defines a standard anim stage (used by the genericBrain) | ||
# | ||
|
||
STATEDESC standardStage | ||
{ | ||
VERSION 2 | ||
VAR STRING32 name[1] | ||
VAR SHORT numLoops[1] DEFAULT=0 # -1=loopForever | ||
VAR BYTE forward[1] DEFAULT=0 # 0=none, 1=kbd, 2=auto | ||
VAR BYTE backward[1] DEFAULT=0 # 0=none, 1=kbd | ||
VAR BYTE stageAdvance[1] DEFAULT=0 # 0=none, 1=auto | ||
VAR BYTE stageRegress[1] DEFAULT=0 # 0=none, 1=auto | ||
VAR BOOL notifyEnter[1] DEFAULT=false | ||
VAR BOOL notifyLoop[1] DEFAULT=false | ||
VAR BOOL notifyStageAdvance[1] DEFAULT=false | ||
VAR BOOL notifyStageRegress[1] DEFAULT=false | ||
VAR BOOL useGlobalCoords[1] DEFAULT=false | ||
VAR FLOAT localTime[1] DEFAULT=0 | ||
VAR FLOAT length[1] DEFAULT=0 | ||
VAR SHORT currentLoop[1] DEFAULT=0 | ||
VAR BOOL isAttached[1] DEFAULT=false | ||
} | ||
STATEDESC standardStage | ||
{ | ||
VERSION 3 | ||
VAR STRING32 name[1] | ||
VAR SHORT numLoops[1] DEFAULT=0 # -1=loopForever | ||
VAR BYTE forward[1] DEFAULT=0 # 0=none, 1=kbd, 2=auto | ||
VAR BYTE backward[1] DEFAULT=0 # 0=none, 1=kbd | ||
VAR BYTE stageAdvance[1] DEFAULT=0 # 0=none, 1=auto | ||
VAR BYTE stageRegress[1] DEFAULT=0 # 0=none, 1=auto | ||
VAR BOOL notifyEnter[1] DEFAULT=false | ||
VAR BOOL notifyLoop[1] DEFAULT=false | ||
VAR BOOL notifyStageAdvance[1] DEFAULT=false | ||
VAR BOOL notifyStageRegress[1] DEFAULT=false | ||
VAR BOOL useGlobalCoords[1] DEFAULT=false | ||
VAR FLOAT localTime[1] DEFAULT=0 | ||
VAR SHORT currentLoop[1] DEFAULT=0 | ||
VAR BOOL isAttached[1] DEFAULT=false | ||
VERSION 3 | ||
VAR STRING32 name[1] | ||
VAR SHORT numLoops[1] DEFAULT=0 # -1=loopForever | ||
VAR BYTE forward[1] DEFAULT=0 # 0=none, 1=kbd, 2=auto | ||
VAR BYTE backward[1] DEFAULT=0 # 0=none, 1=kbd | ||
VAR BYTE stageAdvance[1] DEFAULT=0 # 0=none, 1=auto | ||
VAR BYTE stageRegress[1] DEFAULT=0 # 0=none, 1=auto | ||
VAR BOOL notifyEnter[1] DEFAULT=false | ||
VAR BOOL notifyLoop[1] DEFAULT=false | ||
VAR BOOL notifyStageAdvance[1] DEFAULT=false | ||
VAR BOOL notifyStageRegress[1] DEFAULT=false | ||
VAR BOOL useGlobalCoords[1] DEFAULT=false | ||
VAR FLOAT localTime[1] DEFAULT=0 | ||
VAR SHORT currentLoop[1] DEFAULT=0 | ||
VAR BOOL isAttached[1] DEFAULT=false | ||
} | ||
|
||
# | ||
# State for the plAvBrainGeneric | ||
# | ||
STATEDESC genericBrain | ||
STATEDESC genericBrain | ||
{ | ||
VERSION 3 | ||
VAR BOOL noBrain[1] DEFAULT=true # set if not a brain | ||
VAR $standardStage stages[] | ||
VAR BYTE currentStage[1] DEFAULT=0 | ||
VAR BOOL freezePhysicalAtEnd[1] DEFAULT=false | ||
VAR PLKEY callbackRcvr[1] | ||
VAR BOOL movingForward[1] DEFAULT=true | ||
VAR BYTE exitFlags[1] DEFAULT=0 | ||
VAR BYTE type[1] # could be byte | ||
VAR BYTE mode[1] # could be byte | ||
VAR FLOAT fadeIn[1] DEFAULT=1.0 | ||
VAR FLOAT fadeOut[1] DEFAULT=1.0 | ||
VAR BYTE moveMode[1] # could be byte | ||
VAR BYTE bodyUsage[1] # could be byte | ||
VERSION 3 | ||
VAR BOOL noBrain[1] DEFAULT=true # set if not a brain | ||
VAR $standardStage stages[] | ||
VAR BYTE currentStage[1] DEFAULT=0 | ||
VAR BOOL freezePhysicalAtEnd[1] DEFAULT=false | ||
VAR PLKEY callbackRcvr[1] | ||
VAR BOOL movingForward[1] DEFAULT=true | ||
VAR BYTE exitFlags[1] DEFAULT=0 | ||
VAR BYTE type[1] # could be byte | ||
VAR BYTE mode[1] # could be byte | ||
VAR FLOAT fadeIn[1] DEFAULT=1.0 | ||
VAR FLOAT fadeOut[1] DEFAULT=1.0 | ||
VAR BYTE moveMode[1] # could be byte | ||
VAR BYTE bodyUsage[1] # could be byte | ||
} | ||
|
||
# | ||
# State for the plAvBrainClimb | ||
# | ||
STATEDESC climbBrain | ||
{ | ||
VERSION 1 | ||
VAR INT curMode[1] | ||
VAR INT nextMode[1] | ||
VAR INT allowedDirections[1] | ||
VAR INT allowedDismounts[1] | ||
VAR FLOAT vertProbeLength[1] | ||
VAR FLOAT horizProbeLength[1] | ||
VAR BOOL curStageAttached[1] | ||
VAR INT curStage[1] | ||
VAR FLOAT curStageTime[1] | ||
VAR FLOAT curStageStrength[1] | ||
VAR BOOL exitStageAttached[1] | ||
VAR INT exitStage[1] | ||
VAR FLOAT exitStageTime[1] | ||
VAR BOOL exitStageStrength[1] | ||
VERSION 1 | ||
VAR INT curMode[1] | ||
VAR INT nextMode[1] | ||
VAR INT allowedDirections[1] | ||
VAR INT allowedDismounts[1] | ||
VAR FLOAT vertProbeLength[1] | ||
VAR FLOAT horizProbeLength[1] | ||
VAR BOOL curStageAttached[1] | ||
VAR INT curStage[1] | ||
VAR FLOAT curStageTime[1] | ||
VAR FLOAT curStageStrength[1] | ||
VAR BOOL exitStageAttached[1] | ||
VAR INT exitStage[1] | ||
VAR FLOAT exitStageTime[1] | ||
VAR BOOL exitStageStrength[1] | ||
} | ||
|
||
STATEDESC driveBrain | ||
{ | ||
VERSION 1 | ||
VAR INT unUsed[1] | ||
VERSION 1 | ||
VAR INT unUsed[1] | ||
} | ||
|
||
# | ||
# A pseudo-union structure. It looks like it contains several varying-length | ||
# arrays, but in reality only one of them has anything in it, and only one | ||
# brain at that. | ||
STATEDESC brainUnion | ||
STATEDESC brainUnion | ||
{ | ||
VERSION 1 | ||
VAR $genericBrain fGenericBrain[] | ||
VAR $climbBrain fClimbBrain[] | ||
VAR $driveBrain fDriveBrain[] | ||
VERSION 1 | ||
VAR $genericBrain fGenericBrain[] | ||
VAR $climbBrain fClimbBrain[] | ||
VAR $driveBrain fDriveBrain[] | ||
} | ||
|
||
# | ||
# The base block contains state for the plAvBrainHuman (which all avatars must have) | ||
# and a variable-length state of brains of varying type. | ||
# | ||
STATEDESC avatar | ||
{ | ||
VERSION 5 | ||
VAR $brainUnion brainStack[] | ||
VAR BYTE invisibilityLevel[1] DEFAULT=0 # 0 means visible, >0 is CCR level of invisibility | ||
} | ||
|
||
STATEDESC avatar | ||
{ | ||
VERSION 6 | ||
VAR $brainUnion brainStack[] | ||
VAR BYTE invisibilityLevel[1] DEFAULT=0 # 0 means visible, >0 is CCR level of invisibility | ||
|
||
VAR POINT3 position[1] DEFAULT=(0,0,0) | ||
VAR FLOAT rotation[1] DEFAULT=0.0 | ||
VAR PLKEY subworld[1] | ||
} | ||
|
||
STATEDESC avatar | ||
{ | ||
VERSION 7 | ||
VAR $brainUnion brainStack[] | ||
VAR BYTE invisibilityLevel[1] DEFAULT=0 # 0 means visible, >0 is CCR level of invisibility | ||
VERSION 7 | ||
VAR $brainUnion brainStack[] | ||
VAR BYTE invisibilityLevel[1] DEFAULT=0 # 0 means visible, >0 is CCR level of invisibility | ||
} | ||
|
||
STATEDESC avatarPhysical | ||
{ | ||
VERSION 1 | ||
VERSION 1 | ||
|
||
VAR POINT3 position[1] DEFAULT=(0,0,0) | ||
VAR FLOAT rotation[1] DEFAULT=0.0 | ||
VAR PLKEY subworld[1] | ||
VAR POINT3 position[1] DEFAULT=(0,0,0) | ||
VAR FLOAT rotation[1] DEFAULT=0.0 | ||
VAR PLKEY subworld[1] | ||
} |
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