XPlor/definitions/cod/gfxlight.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 gfxlight [display="GFX Light"]
{
u8 light_type [ui, readonly, display="Type"];
u8 can_use_shadow_map [ui, readonly, display="Can Use Shadow Map"];
skip(2); // padding
// Color (3 floats)
color = read(12) [ui, readonly, display="Color RGB"];
// Direction (3 floats)
dir = read(12) [ui, readonly, display="Direction"];
// Origin (3 floats)
origin = read(12) [ui, readonly, display="Origin"];
// Other params
radius = read(4) [ui, readonly, display="Radius"];
cos_half_fov_outer = read(4) [ui, readonly, display="Cos Half FOV Outer"];
cos_half_fov_inner = read(4) [ui, readonly, display="Cos Half FOV Inner"];
i32 exponent [ui, readonly, display="Exponent"];
u32 spot_shadow_index [ui, readonly, display="Spot Shadow Index"];
i32 def_ptr [ui, readonly, display="Def Ptr"];
if (def_ptr == -1) {
def = parse_here("gfxlightdef");
}
}