XPlor/definitions/cod/font.xscript
njohnson 0fa26e5256 Expand Call of Duty XScript definitions
Add new asset type definitions:
- GfxWorld and related structures (cells, lights, probes)
- Menu system (menudef, itemdef, windowdef, listboxdef)
- Sound system (soundalias, soundfile, speakermap, sndcurve)
- D3D resources (vertex/index buffers)
- Font glyphs and expression entries

Update existing definitions with improved field annotations
and UI display properties.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-07 16:36:40 -05:00

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type font [display="Font"]
{
i32 name_ptr [ui, readonly, display="Name Ptr"];
i32 pixel_height [ui, readonly, display="Pixel Height"];
i32 glyph_count [ui, readonly, display="Glyph Count"];
i32 material_ptr [ui, readonly, display="Material Ptr"];
i32 glow_material_ptr [ui, readonly, display="Glow Material Ptr"];
i32 glyphs_ptr [ui, readonly, display="Glyphs Ptr"];
// Parse inline name
if (name_ptr == -1) {
name = cstring() [ui, readonly, display="Name"];
_name = name;
}
// Parse inline material
if (material_ptr == -1) {
material = parse_here("material");
}
// Parse inline glow material
if (glow_material_ptr == -1) {
glow_material = parse_here("material");
}
// Parse inline glyphs
if (glyphs_ptr == -1 && glyph_count > 0) {
glyphs = 0;
repeat(glyph_count) {
_glyph = parse_here("glyph");
glyphs = push("glyphs", _glyph);
}
}
}