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>
29 lines
967 B
Plaintext
29 lines
967 B
Plaintext
type expressionentry [display="Expression Entry"]
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{
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// expressionEntry struct from IW3_Assets.h
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// Total: 12 bytes (int type + 8 byte union)
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// int type - EET_OPERATOR(0) or EET_OPERAND(1)
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i32 entry_type [ui, readonly, display="Type"];
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// entryInternalData union - 8 bytes
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// If type == 0 (operator): int op (4 bytes) + 4 padding
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// If type == 1 (operand): Operand struct (dataType + internals = 8 bytes)
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if (entry_type == 0) {
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// Operator - just an int
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i32 op_code [ui, readonly, display="Op Code"];
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i32 _padding [ui, readonly];
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} else {
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// Operand - dataType (4) + value union (4)
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// dataType: 0=INT, 1=FLOAT, 2=STRING
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i32 data_type [ui, readonly, display="Data Type"];
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i32 value_raw [ui, readonly, display="Value/Ptr"];
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// If data_type == 2 (STRING) and value is -1, string is inline
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if (data_type == 2 && value_raw == -1) {
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string_val = cstring() [ui, readonly, display="String Value"];
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}
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}
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}
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