OpenAssetTools/src/Common/Game/T6/InfoString/PhysConstraintsFields.h

85 lines
6.2 KiB
C++

#pragma once
#include "Game/T6/T6.h"
namespace T6
{
inline cspField_t phys_constraints_fields[]
{
{"c1_type", offsetof(PhysConstraints, data[0].type), CFT_TYPE},
{"c1_bone1_name", offsetof(PhysConstraints, data[0].target_bone1), CSPFT_STRING},
{"c1_bone2_name", offsetof(PhysConstraints, data[0].target_bone2), CSPFT_STRING},
{"c1_offsetX", offsetof(PhysConstraints, data[0].offset.x), CSPFT_FLOAT},
{"c1_offsetY", offsetof(PhysConstraints, data[0].offset.y), CSPFT_FLOAT},
{"c1_offsetZ", offsetof(PhysConstraints, data[0].offset.z), CSPFT_FLOAT},
{"c1_timeout", offsetof(PhysConstraints, data[0].timeout), CSPFT_INT},
{"c1_min_health", offsetof(PhysConstraints, data[0].min_health), CSPFT_INT},
{"c1_max_health", offsetof(PhysConstraints, data[0].max_health), CSPFT_INT},
{"c1_damp", offsetof(PhysConstraints, data[0].damp), CSPFT_FLOAT},
{"c1_power", offsetof(PhysConstraints, data[0].power), CSPFT_FLOAT},
{"c1_spin_scale", offsetof(PhysConstraints, data[0].spin_scale), CSPFT_FLOAT},
{"c1_shakescalex", offsetof(PhysConstraints, data[0].scale.x), CSPFT_FLOAT},
{"c1_shakescaley", offsetof(PhysConstraints, data[0].scale.y), CSPFT_FLOAT},
{"c1_shakescalez", offsetof(PhysConstraints, data[0].scale.z), CSPFT_FLOAT},
{"c1_min_angle", offsetof(PhysConstraints, data[0].minAngle), CSPFT_FLOAT},
{"c1_max_angle", offsetof(PhysConstraints, data[0].maxAngle), CSPFT_FLOAT},
{"c1_yaw", offsetof(PhysConstraints, data[0].scale.y), CSPFT_FLOAT},
{"c1_pitch", offsetof(PhysConstraints, data[0].scale.x), CSPFT_FLOAT},
{"c2_type", offsetof(PhysConstraints, data[1].type), CFT_TYPE},
{"c2_bone1_name", offsetof(PhysConstraints, data[1].target_bone1), CSPFT_STRING},
{"c2_bone2_name", offsetof(PhysConstraints, data[1].target_bone2), CSPFT_STRING},
{"c2_offsetX", offsetof(PhysConstraints, data[1].offset.x), CSPFT_FLOAT},
{"c2_offsetY", offsetof(PhysConstraints, data[1].offset.y), CSPFT_FLOAT},
{"c2_offsetZ", offsetof(PhysConstraints, data[1].offset.z), CSPFT_FLOAT},
{"c2_timeout", offsetof(PhysConstraints, data[1].timeout), CSPFT_INT},
{"c2_min_health", offsetof(PhysConstraints, data[1].min_health), CSPFT_INT},
{"c2_max_health", offsetof(PhysConstraints, data[1].max_health), CSPFT_INT},
{"c2_damp", offsetof(PhysConstraints, data[1].damp), CSPFT_FLOAT},
{"c2_power", offsetof(PhysConstraints, data[1].power), CSPFT_FLOAT},
{"c2_spin_scale", offsetof(PhysConstraints, data[1].spin_scale), CSPFT_FLOAT},
{"c2_shakescalex", offsetof(PhysConstraints, data[1].scale.x), CSPFT_FLOAT},
{"c2_shakescaley", offsetof(PhysConstraints, data[1].scale.y), CSPFT_FLOAT},
{"c2_shakescalez", offsetof(PhysConstraints, data[1].scale.z), CSPFT_FLOAT},
{"c2_min_angle", offsetof(PhysConstraints, data[1].minAngle), CSPFT_FLOAT},
{"c2_max_angle", offsetof(PhysConstraints, data[1].maxAngle), CSPFT_FLOAT},
{"c2_yaw", offsetof(PhysConstraints, data[1].scale.y), CSPFT_FLOAT},
{"c2_pitch", offsetof(PhysConstraints, data[1].scale.x), CSPFT_FLOAT},
{"c3_type", offsetof(PhysConstraints, data[2].type), CFT_TYPE},
{"c3_bone1_name", offsetof(PhysConstraints, data[2].target_bone1), CSPFT_STRING},
{"c3_bone2_name", offsetof(PhysConstraints, data[2].target_bone2), CSPFT_STRING},
{"c3_offsetX", offsetof(PhysConstraints, data[2].offset.x), CSPFT_FLOAT},
{"c3_offsetY", offsetof(PhysConstraints, data[2].offset.y), CSPFT_FLOAT},
{"c3_offsetZ", offsetof(PhysConstraints, data[2].offset.z), CSPFT_FLOAT},
{"c3_timeout", offsetof(PhysConstraints, data[2].timeout), CSPFT_INT},
{"c3_min_health", offsetof(PhysConstraints, data[2].min_health), CSPFT_INT},
{"c3_max_health", offsetof(PhysConstraints, data[2].max_health), CSPFT_INT},
{"c3_damp", offsetof(PhysConstraints, data[2].damp), CSPFT_FLOAT},
{"c3_power", offsetof(PhysConstraints, data[2].power), CSPFT_FLOAT},
{"c3_spin_scale", offsetof(PhysConstraints, data[2].spin_scale), CSPFT_FLOAT},
{"c3_shakescalex", offsetof(PhysConstraints, data[2].scale.x), CSPFT_FLOAT},
{"c3_shakescaley", offsetof(PhysConstraints, data[2].scale.y), CSPFT_FLOAT},
{"c3_shakescalez", offsetof(PhysConstraints, data[2].scale.z), CSPFT_FLOAT},
{"c3_min_angle", offsetof(PhysConstraints, data[2].minAngle), CSPFT_FLOAT},
{"c3_max_angle", offsetof(PhysConstraints, data[2].maxAngle), CSPFT_FLOAT},
{"c3_yaw", offsetof(PhysConstraints, data[2].scale.y), CSPFT_FLOAT},
{"c3_pitch", offsetof(PhysConstraints, data[2].scale.x), CSPFT_FLOAT},
{"c4_type", offsetof(PhysConstraints, data[3].type), CFT_TYPE},
{"c4_bone1_name", offsetof(PhysConstraints, data[3].target_bone1), CSPFT_STRING},
{"c4_bone2_name", offsetof(PhysConstraints, data[3].target_bone2), CSPFT_STRING},
{"c4_offsetX", offsetof(PhysConstraints, data[3].offset.x), CSPFT_FLOAT},
{"c4_offsetY", offsetof(PhysConstraints, data[3].offset.y), CSPFT_FLOAT},
{"c4_offsetZ", offsetof(PhysConstraints, data[3].offset.z), CSPFT_FLOAT},
{"c4_timeout", offsetof(PhysConstraints, data[3].timeout), CSPFT_INT},
{"c4_min_health", offsetof(PhysConstraints, data[3].min_health), CSPFT_INT},
{"c4_max_health", offsetof(PhysConstraints, data[3].max_health), CSPFT_INT},
{"c4_damp", offsetof(PhysConstraints, data[3].damp), CSPFT_FLOAT},
{"c4_power", offsetof(PhysConstraints, data[3].power), CSPFT_FLOAT},
{"c4_spin_scale", offsetof(PhysConstraints, data[3].spin_scale), CSPFT_FLOAT},
{"c4_shakescalex", offsetof(PhysConstraints, data[3].scale.x), CSPFT_FLOAT},
{"c4_shakescaley", offsetof(PhysConstraints, data[3].scale.y), CSPFT_FLOAT},
{"c4_shakescalez", offsetof(PhysConstraints, data[3].scale.z), CSPFT_FLOAT},
{"c4_min_angle", offsetof(PhysConstraints, data[3].minAngle), CSPFT_FLOAT},
{"c4_max_angle", offsetof(PhysConstraints, data[3].maxAngle), CSPFT_FLOAT},
{"c4_yaw", offsetof(PhysConstraints, data[3].scale.y), CSPFT_FLOAT},
{"c4_pitch", offsetof(PhysConstraints, data[3].scale.x), CSPFT_FLOAT},
};
}