XPlor/definitions/cod/sunflare.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 sunflare [display="Sun Flare"]
{
u8 has_valid_data [ui, readonly, display="Has Valid Data"];
skip(3); // padding
i32 sprite_material_ptr [ui, readonly, display="Sprite Material Ptr"];
i32 flare_material_ptr [ui, readonly, display="Flare Material Ptr"];
// Sprite/flare params (floats)
sprite_size = read(4) [ui, readonly, display="Sprite Size"];
flare_min_size = read(4) [ui, readonly, display="Flare Min Size"];
flare_min_dot = read(4) [ui, readonly, display="Flare Min Dot"];
flare_max_size = read(4) [ui, readonly, display="Flare Max Size"];
flare_max_dot = read(4) [ui, readonly, display="Flare Max Dot"];
flare_max_alpha = read(4) [ui, readonly, display="Flare Max Alpha"];
i32 flare_fade_in_time [ui, readonly, display="Flare Fade In Time"];
i32 flare_fade_out_time [ui, readonly, display="Flare Fade Out Time"];
// Blind params
blind_min_dot = read(4) [ui, readonly, display="Blind Min Dot"];
blind_max_dot = read(4) [ui, readonly, display="Blind Max Dot"];
blind_max_darken = read(4) [ui, readonly, display="Blind Max Darken"];
i32 blind_fade_in_time [ui, readonly, display="Blind Fade In Time"];
i32 blind_fade_out_time [ui, readonly, display="Blind Fade Out Time"];
// Glare params
glare_min_dot = read(4) [ui, readonly, display="Glare Min Dot"];
glare_max_dot = read(4) [ui, readonly, display="Glare Max Dot"];
glare_max_lighten = read(4) [ui, readonly, display="Glare Max Lighten"];
i32 glare_fade_in_time [ui, readonly, display="Glare Fade In Time"];
i32 glare_fade_out_time [ui, readonly, display="Glare Fade Out Time"];
// Sun FX position (3 floats)
sun_fx_position = read(12) [ui, readonly, display="Sun FX Position"];
// Parse materials if inline
if (sprite_material_ptr == -1) {
sprite_material = parse_here("material");
}
if (flare_material_ptr == -1) {
flare_material = parse_here("material");
}
}