Tweak loader for MP1

This commit is contained in:
Aruki 2018-12-27 20:16:39 -07:00
parent d6340dced9
commit 7588200c26
37 changed files with 3780 additions and 65 deletions

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@ -248,7 +248,10 @@ HEADERS += \
Resource/Script/CGameTemplate.h \
Resource/Script/NPropertyMap.h \
Resource/Script/NGameList.h \
Resource/StringTable/ELanguage.h
Resource/StringTable/ELanguage.h \
Tweaks/CTweakManager.h \
Tweaks/CTweakData.h \
Tweaks/CTweakLoader.h
# Source Files
SOURCES += \
@ -360,7 +363,9 @@ SOURCES += \
Resource/Script/CGameTemplate.cpp \
Resource/Script/NPropertyMap.cpp \
Resource/Script/NGameList.cpp \
Resource/StringTable/CStringTable.cpp
Resource/StringTable/CStringTable.cpp \
Tweaks/CTweakManager.cpp \
Tweaks/CTweakLoader.cpp
# Codegen
CODEGEN_DIR = $$EXTERNALS_DIR/CodeGen

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@ -10,16 +10,12 @@ CGameProject::~CGameProject()
{
ASSERT(!mpResourceStore->IsCacheDirty());
if (gpResourceStore == mpResourceStore)
if (gpResourceStore == mpResourceStore.get())
gpResourceStore = nullptr;
}
for (uint32 iPkg = 0; iPkg < mPackages.size(); iPkg++)
delete mPackages[iPkg];
delete mpAudioManager;
delete mpGameInfo;
delete mpResourceStore;
}
bool CGameProject::Save()
@ -200,7 +196,7 @@ CGameProject* CGameProject::CreateProjectForExport(
pProj->mProjectRoot = rkProjRootDir;
pProj->mProjectRoot.Replace("\\", "/");
pProj->mpResourceStore = new CResourceStore(pProj);
pProj->mpResourceStore = std::make_unique<CResourceStore>(pProj);
pProj->mpGameInfo->LoadGameInfo(Game);
return pProj;
}
@ -234,7 +230,7 @@ CGameProject* CGameProject::LoadProject(const TString& rkProjPath, IProgressNoti
{
// Load resource database
pProgress->Report("Loading resource database");
pProj->mpResourceStore = new CResourceStore(pProj);
pProj->mpResourceStore = std::make_unique<CResourceStore>(pProj);
LoadSuccess = pProj->mpResourceStore->LoadDatabaseCache();
// Validate resource database
@ -268,5 +264,6 @@ CGameProject* CGameProject::LoadProject(const TString& rkProjPath, IProgressNoti
pProj->mProjFileLock.Lock(ProjPath);
pProj->mpGameInfo->LoadGameInfo(pProj->mGame);
pProj->mpAudioManager->LoadAssets();
pProj->mpTweakManager->LoadTweaks();
return pProj;
}

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@ -7,6 +7,7 @@
#include "Core/CAudioManager.h"
#include "Core/IProgressNotifier.h"
#include "Core/Resource/Script/CGameTemplate.h"
#include "Core/Tweaks/CTweakManager.h"
#include <Common/CAssetID.h>
#include <Common/EGame.h>
#include <Common/FileUtil.h>
@ -34,9 +35,10 @@ class CGameProject
TString mProjectRoot;
std::vector<CPackage*> mPackages;
CResourceStore *mpResourceStore;
CGameInfo *mpGameInfo;
CAudioManager *mpAudioManager;
std::unique_ptr<CResourceStore> mpResourceStore;
std::unique_ptr<CGameInfo> mpGameInfo;
std::unique_ptr<CAudioManager> mpAudioManager;
std::unique_ptr<CTweakManager> mpTweakManager;
// Keep file handle open for the .prj file to prevent users from opening the same project
// in multiple instances of PWE
@ -51,14 +53,14 @@ class CGameProject
, mBuildVersion(0.f)
, mpResourceStore(nullptr)
{
mpGameInfo = new CGameInfo();
mpAudioManager = new CAudioManager(this);
mpGameInfo = std::make_unique<CGameInfo>();
mpAudioManager = std::make_unique<CAudioManager>(this);
mpTweakManager = std::make_unique<CTweakManager>(this);
}
public:
~CGameProject();
bool Save();
bool Serialize(IArchive& rArc);
bool BuildISO(const TString& rkIsoPath, IProgressNotifier *pProgress);
@ -95,9 +97,10 @@ public:
inline uint32 NumPackages() const { return mPackages.size(); }
inline CPackage* PackageByIndex(uint32 Index) const { return mPackages[Index]; }
inline void AddPackage(CPackage *pPackage) { mPackages.push_back(pPackage); }
inline CResourceStore* ResourceStore() const { return mpResourceStore; }
inline CGameInfo* GameInfo() const { return mpGameInfo; }
inline CAudioManager* AudioManager() const { return mpAudioManager; }
inline CResourceStore* ResourceStore() const { return mpResourceStore.get(); }
inline CGameInfo* GameInfo() const { return mpGameInfo.get(); }
inline CAudioManager* AudioManager() const { return mpAudioManager.get(); }
inline CTweakManager* TweakManager() const { return mpTweakManager.get(); }
inline EGame Game() const { return mGame; }
inline ERegion Region() const { return mRegion; }
inline TString GameID() const { return mGameID; }

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@ -388,7 +388,7 @@ void CResTypeInfo::CResTypeInfoFactory::InitTypes()
pType->mCanHaveDependencies = false;
}
{
CResTypeInfo *pType = new CResTypeInfo(EResourceType::Tweak, "Tweak Data", "ctwk");
CResTypeInfo *pType = new CResTypeInfo(EResourceType::Tweaks, "Tweak Data", "ctwk");
AddExtension(pType, "CTWK", EGame::PrimeDemo, EGame::Prime);
pType->mCanHaveDependencies = false;
}

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@ -66,7 +66,7 @@ enum class EResourceType
StringList,
StringTable,
Texture,
Tweak,
Tweaks,
UserEvaluatorData,
Video,
World,

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@ -22,6 +22,8 @@
#include "CUnsupportedParticleLoader.h"
#include "CWorldLoader.h"
#include "Core/Tweaks/CTweakLoader.h"
#include "Core/Resource/Resources.h"
// Static helper class to allow spawning resources based on an EResType
@ -97,6 +99,7 @@ public:
case EResourceType::StringList: pRes = CAudioGroupLoader::LoadSTLC(rInput, pEntry); break;
case EResourceType::StringTable: pRes = CStringLoader::LoadSTRG(rInput, pEntry); break;
case EResourceType::Texture: pRes = CTextureDecoder::LoadTXTR(rInput, pEntry); break;
case EResourceType::Tweaks: pRes = CTweakLoader::LoadCTWK(rInput, pEntry); break;
case EResourceType::World: pRes = CWorldLoader::LoadMLVL(rInput, pEntry); break;
case EResourceType::StateMachine:

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@ -15,13 +15,13 @@
CScriptLoader::CScriptLoader()
: mpObj(nullptr)
, mpArrayItemData(nullptr)
, mpCurrentData(nullptr)
{
}
void CScriptLoader::ReadProperty(IProperty *pProp, uint32 Size, IInputStream& rSCLY)
{
void* pData = (mpArrayItemData ? mpArrayItemData : mpObj->mPropertyData.data());
void* pData = (mpCurrentData ? mpCurrentData : mpObj->mPropertyData.data());
switch (pProp->Type())
{
@ -237,7 +237,7 @@ void CScriptLoader::ReadProperty(IProperty *pProp, uint32 Size, IInputStream& rS
int Count = rSCLY.ReadLong();
pArray->Resize(pData, Count);
void* pOldArrayItemData = mpArrayItemData;
void* pOldData = mpCurrentData;
// Make sure the array archetype is atomic... non-atomic array archetypes is not supported
// because arrays can only have one possible archetype so having property IDs here wouldn't make sense
@ -257,11 +257,11 @@ void CScriptLoader::ReadProperty(IProperty *pProp, uint32 Size, IInputStream& rS
* migrated to Sequence properties eventually, so there isn't really any good reason to spend a lot of effort refactoring
* things to make this cleaner
*/
mpArrayItemData = pArray->ItemPointer(pData, ElementIdx);
mpCurrentData = pArray->ItemPointer(pData, ElementIdx);
ReadProperty(pArray->ItemArchetype(), 0, rSCLY);
}
mpArrayItemData = pOldArrayItemData;
mpCurrentData = pOldData;
break;
}
@ -505,3 +505,20 @@ CScriptObject* CScriptLoader::LoadInstance(IInputStream& rSCLY, CGameArea *pArea
else
return Loader.LoadObjectMP2(rSCLY);
}
void CScriptLoader::LoadStructData(IInputStream& rInput, CStructRef InStruct)
{
if (!rInput.IsValid()) return;
CScriptLoader Loader;
Loader.mVersion = InStruct.Property()->Game();
Loader.mpGameTemplate = NGameList::GetGameTemplate(Loader.mVersion);
Loader.mpArea = nullptr;
Loader.mpLayer = nullptr;
Loader.mpCurrentData = InStruct.DataPointer();
if (Loader.mVersion <= EGame::Prime)
Loader.LoadStructMP1(rInput, InStruct.Property());
else
Loader.LoadStructMP2(rInput, InStruct.Property());
}

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@ -15,8 +15,8 @@ class CScriptLoader
CGameArea* mpArea;
CGameTemplate *mpGameTemplate;
// Current array item pointer
void* mpArrayItemData;
// Current data pointer
void* mpCurrentData;
CScriptLoader();
void ReadProperty(IProperty* pProp, uint32 Size, IInputStream& rSCLY);
@ -32,6 +32,7 @@ class CScriptLoader
public:
static CScriptLayer* LoadLayer(IInputStream& rSCLY, CGameArea *pArea, EGame Version);
static CScriptObject* LoadInstance(IInputStream& rSCLY, CGameArea *pArea, CScriptLayer *pLayer, EGame Version, bool ForceReturnsFormat);
static void LoadStructData(IInputStream& rInput, CStructRef InStruct);
};
#endif // CSCRIPTLOADER_H

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@ -13,6 +13,7 @@ void CGameTemplate::Serialize(IArchive& Arc)
{
Arc << SerialParameter("ScriptObjects", mScriptTemplates)
<< SerialParameter("PropertyArchetypes", mPropertyTemplates)
<< SerialParameter("MiscTemplates", mMiscTemplates)
<< SerialParameter("States", mStates)
<< SerialParameter("Messages", mMessages);
}
@ -51,6 +52,13 @@ void CGameTemplate::Load(const TString& kFilePath)
Internal_LoadPropertyTemplate(Iter->second);
}
}
for (auto Iter = mMiscTemplates.begin(); Iter != mMiscTemplates.end(); Iter++)
{
SScriptTemplatePath& MiscPath = Iter->second;
TString AbsPath = gkGameRoot + MiscPath.Path;
MiscPath.pTemplate = std::make_shared<CScriptTemplate>(this, -1, AbsPath);
}
}
void CGameTemplate::Save()
@ -118,6 +126,16 @@ void CGameTemplate::SaveGameTemplates(bool ForceAll /*= false*/)
}
}
}
for (auto Iter = mMiscTemplates.begin(); Iter != mMiscTemplates.end(); Iter++)
{
SScriptTemplatePath& Path = Iter->second;
if( Path.pTemplate )
{
Path.pTemplate->Save(ForceAll);
}
}
}
uint32 CGameTemplate::GameVersion(TString VersionName)
@ -286,6 +304,21 @@ bool CGameTemplate::RenamePropertyArchetype(const TString& kTypeName, const TStr
return false;
}
CScriptTemplate* CGameTemplate::FindMiscTemplate(const TString& kTemplateName)
{
auto Iter = mMiscTemplates.find(kTemplateName);
if (Iter == mMiscTemplates.end())
{
return nullptr;
}
else
{
SScriptTemplatePath& Path = Iter->second;
return Path.pTemplate.get();
}
}
TString CGameTemplate::GetGameDirectory() const
{
return mSourceFile.GetFileDirectory();

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@ -35,54 +35,23 @@ struct SObjId
}
};
/** Struct holding a reference to a script object template */
struct SScriptTemplatePath
/** Struct holding a reference to a template */
template<typename TemplateT>
struct TTemplatePath
{
/** File path to the template file, relative to the game directory */
TString Path;
/** Template in memory */
std::shared_ptr<CScriptTemplate> pTemplate;
std::shared_ptr<TemplateT> pTemplate;
/** Constructor */
SScriptTemplatePath()
TTemplatePath()
{}
SScriptTemplatePath(const TString& kInPath, CScriptTemplate* pInTemplate)
TTemplatePath(const TString& kInPath, TemplateT* pInTemplate)
: Path(kInPath)
, pTemplate( std::shared_ptr<CScriptTemplate>(pInTemplate) )
{}
/** Serializer */
void Serialize(IArchive& Arc)
{
if (Arc.FileVersion() == 0)
{
Arc << SerialParameter("Path", Path, SH_Attribute);
}
else
{
Arc.SerializePrimitive(Path, 0);
}
}
};
/** Struct holding a reference to a property template */
struct SPropertyTemplatePath
{
/** File path to the template file, relative to the game directory */
TString Path;
/** Template in memory */
std::shared_ptr<IProperty> pTemplate;
/** Constructor */
SPropertyTemplatePath()
{}
SPropertyTemplatePath(const TString& kInPath, IProperty* pInTemplate)
: Path(kInPath)
, pTemplate( std::shared_ptr<IProperty>(pInTemplate) )
, pTemplate( std::shared_ptr<TemplateT>(pInTemplate) )
{}
/** Serializer */
@ -92,6 +61,9 @@ struct SPropertyTemplatePath
}
};
typedef TTemplatePath<CScriptTemplate> SScriptTemplatePath;
typedef TTemplatePath<IProperty> SPropertyTemplatePath;
/** CGameTemplate - Per-game template data */
class CGameTemplate
{
@ -103,6 +75,7 @@ class CGameTemplate
/** Template arrays */
std::map<SObjId, SScriptTemplatePath> mScriptTemplates;
std::map<TString, SPropertyTemplatePath> mPropertyTemplates;
std::map<TString, SScriptTemplatePath> mMiscTemplates;
std::map<SObjId, TString> mStates;
std::map<SObjId, TString> mMessages;
@ -130,6 +103,7 @@ public:
IProperty* FindPropertyArchetype(const TString& kTypeName);
TString GetPropertyArchetypeFilePath(const TString& kTypeName);
bool RenamePropertyArchetype(const TString& kTypeName, const TString& kNewTypeName);
CScriptTemplate* FindMiscTemplate(const TString& kTemplateName);
TString GetGameDirectory() const;
// Inline Accessors

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@ -91,6 +91,7 @@ void IProperty::Serialize(IArchive& rArc)
// The archetype must exist, or else the template file is malformed.
ASSERT(pArchetype != nullptr);
ASSERT(pArchetype->Type() == Type());
InitFromArchetype(pArchetype);
}

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@ -0,0 +1,40 @@
#ifndef CTWEAKDATA_H
#define CTWEAKDATA_H
#include "Core/Resource/CResource.h"
#include "Core/Resource/Script/CScriptTemplate.h"
#include "Core/Resource/Script/Property/TPropertyRef.h"
/** Tweak data assets for MP1 */
class CTweakData : public CResource
{
DECLARE_RESOURCE_TYPE(Tweaks)
/** Script template specifying tweak data layout */
CScriptTemplate* mpTemplate;
/** Tweak data */
std::vector<uint8> mTweakData;
public:
CTweakData(CScriptTemplate* pTemplate, CResourceEntry* pEntry = 0)
: mpTemplate(pTemplate)
, CResource(pEntry)
{
CStructProperty* pProperties = pTemplate->Properties();
mTweakData.resize(pProperties->DataSize());
pProperties->Construct(mTweakData.data());
}
inline CScriptTemplate* TweakTemplate() const
{
return mpTemplate;
}
inline CStructRef TweakData() const
{
return CStructRef((void*) mTweakData.data(), mpTemplate->Properties());
}
};
#endif // CTWEAKDATA_H

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@ -0,0 +1,54 @@
#include "CTweakLoader.h"
#include "Core/Resource/Factory/CScriptLoader.h"
#include "Core/Resource/Script/NGameList.h"
CTweakData* CTweakLoader::LoadCTWK(IInputStream& CTWK, CResourceEntry* pEntry)
{
// Find the correct template based on the asset ID.
static const std::unordered_map<uint, const char*> skIdToTemplateName =
{
{ 0x1D180D7C, "TweakParticle" },
{ 0x264A4972, "TweakPlayer" },
{ 0x33B3323A, "TweakGunRes" },
{ 0x39AD28D3, "TweakCameraBob" },
{ 0x3FAEC012, "TweakPlayerControls", },
{ 0x5ED56350, "TweakBall", },
{ 0x5F24EFF8, "TweakSlideShow", },
{ 0x6907A32D, "TweakPlayerGun", },
{ 0x85CA11E9, "TweakPlayerRes", },
{ 0x94C76ECD, "TweakTargeting", },
{ 0x953A7C63, "TweakGame", },
{ 0xC9954E56, "TweakGuiColors", },
{ 0xE66A4F86, "TweakAutoMapper", },
{ 0xED2E48A9, "TweakGui", },
{ 0xF1ED8FD7, "TweakPlayerControls", }
};
auto Find = skIdToTemplateName.find( pEntry->ID().ToLong() );
ASSERT( Find != skIdToTemplateName.end() );
const char* pkTemplateName = Find->second;
// Fetch template
CGameTemplate* pGameTemplate = NGameList::GetGameTemplate( pEntry->Game() );
ASSERT( pGameTemplate != nullptr );
CScriptTemplate* pTweakTemplate = pGameTemplate->FindMiscTemplate(pkTemplateName);
ASSERT( pTweakTemplate != nullptr );
// Load tweak data
CTweakData* pTweakData = new CTweakData(pTweakTemplate, pEntry);
CScriptLoader::LoadStructData( CTWK, pTweakData->TweakData() );
// Verify
if (!CTWK.EoF() && CTWK.PeekShort() != -1)
{
errorf("%s: unread property data, tweak template may be malformed (%d bytes left)", *CTWK.GetSourceString(), CTWK.Size() - CTWK.Tell());
}
return pTweakData;
}
void CTweakLoader::LoadNTWK(IInputStream& NTWK, std::vector<CTweakData*>& OutTweaks)
{
// Unimplemented
}

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@ -0,0 +1,18 @@
#ifndef CTWEAKLOADER_H
#define CTWEAKLOADER_H
#include "CTweakData.h"
/** Class responsible for loading tweak data */
class CTweakLoader
{
/** Private constructor */
CTweakLoader() {}
public:
/** Loader entry point */
static CTweakData* LoadCTWK(IInputStream& CTWK, CResourceEntry* pEntry);
static void LoadNTWK(IInputStream& NTWK, std::vector<CTweakData*>& OutTweaks);
};
#endif // CTWEAKLOADER_H

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@ -0,0 +1,33 @@
#include "CTweakManager.h"
#include "Core/GameProject/CGameProject.h"
#include "Core/GameProject/CResourceIterator.h"
CTweakManager::CTweakManager(CGameProject* pInProject)
: mpProject(pInProject)
{
}
void CTweakManager::LoadTweaks()
{
// MP1 - Load all tweak assets into memory
if (mpProject->Game() <= EGame::Prime)
{
for (TResourceIterator<EResourceType::Tweaks> It(mpProject->ResourceStore()); It; ++It)
{
CTweakData* pTweaks = (CTweakData*) It->Load();
mTweakObjects.push_back(pTweaks);
}
}
// MP2+ - Not supported, but tweaks are stored in Standard.ntwk
else
{
}
}
void CTweakManager::SaveTweaks()
{
// In MP1, to save an individual tweak asset, just call Tweak->Entry()->Save()
// In MP2+, call this function.
//@todo
}

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@ -0,0 +1,27 @@
#ifndef CTWEAKMANAGER_H
#define CTWEAKMANAGER_H
#include "CTweakData.h"
/** Class responsible for managing game tweak data, including saving/loading and providing access */
class CTweakManager
{
/** Project */
CGameProject* mpProject;
/** All tweak resources in the current game */
std::vector< TResPtr<CTweakData> > mTweakObjects;
public:
CTweakManager(CGameProject* pInProject);
void LoadTweaks();
void SaveTweaks();
// Accessors
inline const std::vector< TResPtr<CTweakData> >& TweakObjects() const
{
return mTweakObjects;
}
};
#endif // CTWEAKMANAGER_H

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@ -0,0 +1,31 @@
<?xml version="1.0" encoding="UTF-8"?>
<PropertyTemplate ArchiveVer="4" Game="Prime">
<PropertyArchetype Type="Choice">
<Name>ControllerMapping</Name>
<Values>
<Element Name="None" ID="0x0"/>
<Element Name="LeftStickUp" ID="0x1"/>
<Element Name="LeftStickDown" ID="0x2"/>
<Element Name="LeftStickLeft" ID="0x3"/>
<Element Name="LeftStickRight" ID="0x4"/>
<Element Name="RightStickUp" ID="0x5"/>
<Element Name="RightStickDown" ID="0x6"/>
<Element Name="RightStickLeft" ID="0x7"/>
<Element Name="RightStickRight" ID="0x8"/>
<Element Name="LeftTrigger" ID="0x9"/>
<Element Name="RightTrigger" ID="0xA"/>
<Element Name="DPadUp" ID="0xB"/>
<Element Name="DPadDown" ID="0xC"/>
<Element Name="DPadLeft" ID="0xD"/>
<Element Name="DPadRight" ID="0xE"/>
<Element Name="AButton" ID="0xF"/>
<Element Name="BButton" ID="0x10"/>
<Element Name="XButton" ID="0x11"/>
<Element Name="YButton" ID="0x12"/>
<Element Name="ZButton" ID="0x13"/>
<Element Name="LeftTriggerPress" ID="0x14"/>
<Element Name="RightTriggerPress" ID="0x15"/>
<Element Name="Start" ID="0x16"/>
</Values>
</PropertyArchetype>
</PropertyTemplate>

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@ -0,0 +1,14 @@
<?xml version="1.0" encoding="UTF-8"?>
<PropertyTemplate ArchiveVer="4" Game="Prime">
<PropertyArchetype Type="Choice">
<Name>HelmetVisMode</Name>
<Values>
<Element Name="ReducedUpdate" ID="0x0"/>
<Element Name="NotVisible" ID="0x1"/>
<Element Name="Deco" ID="0x2"/>
<Element Name="HelmetDeco" ID="0x3"/>
<Element Name="GlowHelmetDeco" ID="0x4"/>
<Element Name="HelmetOnly" ID="0x5"/>
</Values>
</PropertyArchetype>
</PropertyTemplate>

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@ -0,0 +1,12 @@
<?xml version="1.0" encoding="UTF-8"?>
<PropertyTemplate ArchiveVer="4" Game="Prime">
<PropertyArchetype Type="Choice">
<Name>HudVisMode</Name>
<Values>
<Element Name="One" ID="0x0"/>
<Element Name="Two" ID="0x1"/>
<Element Name="Three" ID="0x2"/>
<Element Name="Four" ID="0x3"/>
</Values>
</PropertyArchetype>
</PropertyTemplate>

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@ -519,6 +519,10 @@
<Key>BeamCombos</Key>
<Value Path="Structs/BeamCombos.xml"/>
</Element>
<Element>
<Key>BeamInfo</Key>
<Value Path="Structs/BeamInfo.xml"/>
</Element>
<Element>
<Key>BehaveChance</Key>
<Value Path="Structs/BehaveChance.xml"/>
@ -539,6 +543,10 @@
<Key>ChargedBeams</Key>
<Value Path="Structs/ChargedBeams.xml"/>
</Element>
<Element>
<Key>ControllerMapping</Key>
<Value Path="Enums/ControllerMapping.xml"/>
</Element>
<Element>
<Key>DamageInfo</Key>
<Value Path="Structs/DamageInfo.xml"/>
@ -547,6 +555,10 @@
<Key>DamageVulnerability</Key>
<Value Path="Structs/DamageVulnerability.xml"/>
</Element>
<Element>
<Key>EnergyBarColors</Key>
<Value Path="Structs/EnergyBarColors.xml"/>
</Element>
<Element>
<Key>FlareDef</Key>
<Value Path="Structs/FlareDef.xml"/>
@ -571,6 +583,14 @@
<Key>HealthInfo</Key>
<Value Path="Structs/HealthInfo.xml"/>
</Element>
<Element>
<Key>HelmetVisMode</Key>
<Value Path="Enums/HelmetVisMode.xml"/>
</Element>
<Element>
<Key>HudVisMode</Key>
<Value Path="Enums/HudVisMode.xml"/>
</Element>
<Element>
<Key>IntBool</Key>
<Value Path="Structs/IntBool.xml"/>
@ -663,6 +683,10 @@
<Key>ScriptBeamStruct</Key>
<Value Path="Structs/ScriptBeamStruct.xml"/>
</Element>
<Element>
<Key>ShotParam</Key>
<Value Path="Structs/ShotParam.xml"/>
</Element>
<Element>
<Key>SpindleCameraStruct</Key>
<Value Path="Structs/SpindleCameraStruct.xml"/>
@ -684,6 +708,64 @@
<Value Path="Enums/WeaponType.xml"/>
</Element>
</PropertyArchetypes>
<MiscTemplates>
<Element>
<Key>TweakAutoMapper</Key>
<Value Path="Misc/TweakAutoMapper.xml"/>
</Element>
<Element>
<Key>TweakBall</Key>
<Value Path="Misc/TweakBall.xml"/>
</Element>
<Element>
<Key>TweakCameraBob</Key>
<Value Path="Misc/TweakCameraBob.xml"/>
</Element>
<Element>
<Key>TweakGame</Key>
<Value Path="Misc/TweakGame.xml"/>
</Element>
<Element>
<Key>TweakGui</Key>
<Value Path="Misc/TweakGui.xml"/>
</Element>
<Element>
<Key>TweakGuiColors</Key>
<Value Path="Misc/TweakGuiColors.xml"/>
</Element>
<Element>
<Key>TweakGunRes</Key>
<Value Path="Misc/TweakGunRes.xml"/>
</Element>
<Element>
<Key>TweakParticle</Key>
<Value Path="Misc/TweakParticle.xml"/>
</Element>
<Element>
<Key>TweakPlayer</Key>
<Value Path="Misc/TweakPlayer.xml"/>
</Element>
<Element>
<Key>TweakPlayerControls</Key>
<Value Path="Misc/TweakPlayerControls.xml"/>
</Element>
<Element>
<Key>TweakPlayerGun</Key>
<Value Path="Misc/TweakPlayerGun.xml"/>
</Element>
<Element>
<Key>TweakPlayerRes</Key>
<Value Path="Misc/TweakPlayerRes.xml"/>
</Element>
<Element>
<Key>TweakSlideShow</Key>
<Value Path="Misc/TweakSlideShow.xml"/>
</Element>
<Element>
<Key>TweakTargeting</Key>
<Value Path="Misc/TweakTargeting.xml"/>
</Element>
</MiscTemplates>
<States>
<Element>
<Key>0x0</Key>

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@ -0,0 +1,213 @@
<?xml version="1.0" encoding="UTF-8"?>
<ScriptObject ArchiveVer="4" Game="Prime">
<Properties Type="Struct">
<Name>TweakAutoMapper</Name>
<Atomic>true</Atomic>
<SubProperties>
<Element Type="Bool" ID="0x0">
<Name>ShowOneMiniMapArea</Name>
</Element>
<Element Type="Bool" ID="0x1">
<Name>Unknown</Name>
</Element>
<Element Type="Bool" ID="0x2">
<Name>ScaleMoveSpeedWithCameraDistance</Name>
</Element>
<Element Type="Float" ID="0x3">
<Name>CameraDistance</Name>
</Element>
<Element Type="Float" ID="0x4">
<Name>MinCameraDistance</Name>
</Element>
<Element Type="Float" ID="0x5">
<Name>MaxCameraDistance</Name>
</Element>
<Element Type="Float" ID="0x6">
<Name>MinCameraRotationX</Name>
</Element>
<Element Type="Float" ID="0x7">
<Name>MaxCameraRotationX</Name>
</Element>
<Element Type="Float" ID="0x8">
<Name>CameraAngle</Name>
</Element>
<Element Type="Float" ID="0x9">
<Name>Unknown</Name>
</Element>
<Element Type="Color" ID="0xA">
<Name>AutoMapperWidgetColor</Name>
</Element>
<Element Type="Float" ID="0xB">
<Name>MiniMapCameraDistance</Name>
</Element>
<Element Type="Float" ID="0xC">
<Name>MiniMapCameraAngleX</Name>
</Element>
<Element Type="Float" ID="0xD">
<Name>MiniMapCameraAngle</Name>
</Element>
<Element Type="Float" ID="0xE">
<Name>Unknown</Name>
</Element>
<Element Type="Color" ID="0xF">
<Name>AutoMapperWidgetColorMiniMap</Name>
</Element>
<Element Type="Color" ID="0x10">
<Name>VisitedSurfaceColor</Name>
</Element>
<Element Type="Color" ID="0x11">
<Name>VisitedOutlineColor</Name>
</Element>
<Element Type="Color" ID="0x12">
<Name>UnvisitedSurfaceColor</Name>
</Element>
<Element Type="Color" ID="0x13">
<Name>UnvisitedOutlineColor</Name>
</Element>
<Element Type="Color" ID="0x14">
<Name>VisitedAndSelectedSurfaceColor</Name>
</Element>
<Element Type="Color" ID="0x15">
<Name>VisitedAndSelectedOutlineColor</Name>
</Element>
<Element Type="Float" ID="0x16">
<Name>MapSurfaceNormColorLinear</Name>
</Element>
<Element Type="Float" ID="0x17">
<Name>MapSurfaceNormColorConstant</Name>
</Element>
<Element Type="Float" ID="0x18">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x19">
<Name>OpenMapScreenTime</Name>
</Element>
<Element Type="Float" ID="0x1A">
<Name>CloseMapScreenTime</Name>
</Element>
<Element Type="Float" ID="0x1B">
<Name>HintPanTime</Name>
</Element>
<Element Type="Float" ID="0x1C">
<Name>ZoomUnitsPerFrame</Name>
</Element>
<Element Type="Float" ID="0x1D">
<Name>RotateDegreesPerFrame</Name>
</Element>
<Element Type="Float" ID="0x1E">
<Name>CameraMoveSpeed</Name>
</Element>
<Element Type="Color" ID="0x1F">
<Name>UnvisitedAndSelectedSurfaceColor</Name>
</Element>
<Element Type="Color" ID="0x20">
<Name>UnvisitedAndSelectedOutlineColor</Name>
</Element>
<Element Type="Float" ID="0x21">
<Name>MiniMapOpacityVisited</Name>
</Element>
<Element Type="Float" ID="0x22">
<Name>MapOpacityVisited</Name>
</Element>
<Element Type="Float" ID="0x23">
<Name>MiniMapOutlineOpacityVisited</Name>
</Element>
<Element Type="Float" ID="0x24">
<Name>MapOutlineOpacityVisited</Name>
</Element>
<Element Type="Float" ID="0x25">
<Name>MiniMapOpacityUnvisited</Name>
</Element>
<Element Type="Float" ID="0x26">
<Name>MapOpacityUnvisited</Name>
</Element>
<Element Type="Float" ID="0x27">
<Name>MiniMapOutlineOpacityUnvisited</Name>
</Element>
<Element Type="Float" ID="0x28">
<Name>MapOutlineOpacityUnvisited</Name>
</Element>
<Element Type="Float" ID="0x29">
<Name>DoorOriginX</Name>
</Element>
<Element Type="Float" ID="0x2A">
<Name>DoorOriginY</Name>
</Element>
<Element Type="Float" ID="0x2B">
<Name>DoorOriginZ</Name>
</Element>
<Element Type="Float" ID="0x2C">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x2D">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x2E">
<Name>MiniMapViewportWidth</Name>
</Element>
<Element Type="Float" ID="0x2F">
<Name>MiniMapViewportHeight</Name>
</Element>
<Element Type="Float" ID="0x30">
<Name>MiniMapCameraDistanceScale</Name>
</Element>
<Element Type="Float" ID="0x31">
<Name>MapPlaneScaleX</Name>
</Element>
<Element Type="Float" ID="0x32">
<Name>MapPlaneScaleZ</Name>
</Element>
<Element Type="Bool" ID="0x33">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x34">
<Name>UniverseCameraDistance</Name>
</Element>
<Element Type="Float" ID="0x35">
<Name>MinUniverseCameraDistance</Name>
</Element>
<Element Type="Float" ID="0x36">
<Name>MaxUniverseCameraDistance</Name>
</Element>
<Element Type="Float" ID="0x37">
<Name>UniverseTransitionTime</Name>
</Element>
<Element Type="Float" ID="0x38">
<Name>CameraPanUnitsPerFrame</Name>
</Element>
<Element Type="Float" ID="0x39">
<Name>AutoMapperScaleX</Name>
</Element>
<Element Type="Float" ID="0x3A">
<Name>AutoMapperScaleZ</Name>
</Element>
<Element Type="Float" ID="0x3B">
<Name>CameraVerticalOffset</Name>
</Element>
<Element Type="Color" ID="0x3C">
<Name>MiniMapSamusModColor</Name>
</Element>
<Element Type="Color" ID="0x3D">
<Name>AreaFlashPulseColor</Name>
</Element>
<Element Type="Color" ID="0x3E">
<Name>Unknown</Name>
</Element>
<Element Type="Color" ID="0x3F">
<Name>Unknown</Name>
</Element>
<Element Type="Array" ID="0x40">
<Name>DoorColors</Name>
<ItemArchetype Type="Color" ID="0x0">
<Name>Color</Name>
</ItemArchetype>
</Element>
<Element Type="Color" ID="0x41">
<Name>DoorBorderColor</Name>
</Element>
<Element Type="Color" ID="0x42">
<Name>OpenedDoorColor</Name>
</Element>
</SubProperties>
</Properties>
</ScriptObject>

View File

@ -0,0 +1,333 @@
<?xml version="1.0" encoding="UTF-8"?>
<ScriptObject ArchiveVer="4" Game="Prime">
<Properties Type="Struct">
<Name>TweakBall</Name>
<Atomic>true</Atomic>
<SubProperties>
<Element Type="Float" ID="0x0">
<Name>TranslationAcceleration0</Name>
</Element>
<Element Type="Float" ID="0x1">
<Name>TranslationAcceleration1</Name>
</Element>
<Element Type="Float" ID="0x2">
<Name>TranslationAcceleration2</Name>
</Element>
<Element Type="Float" ID="0x3">
<Name>TranslationAcceleration3</Name>
</Element>
<Element Type="Float" ID="0x4">
<Name>TranslationAcceleration4</Name>
</Element>
<Element Type="Float" ID="0x5">
<Name>TranslationAcceleration5</Name>
</Element>
<Element Type="Float" ID="0x6">
<Name>TranslationAcceleration6</Name>
</Element>
<Element Type="Float" ID="0x7">
<Name>TranslationAcceleration7</Name>
</Element>
<Element Type="Float" ID="0x8">
<Name>TranslationFriction0</Name>
</Element>
<Element Type="Float" ID="0x9">
<Name>TranslationFriction1</Name>
</Element>
<Element Type="Float" ID="0xA">
<Name>TranslationFriction2</Name>
</Element>
<Element Type="Float" ID="0xB">
<Name>TranslationFriction3</Name>
</Element>
<Element Type="Float" ID="0xC">
<Name>TranslationFriction4</Name>
</Element>
<Element Type="Float" ID="0xD">
<Name>TranslationFriction5</Name>
</Element>
<Element Type="Float" ID="0xE">
<Name>TranslationFriction6</Name>
</Element>
<Element Type="Float" ID="0xF">
<Name>TranslationFriction7</Name>
</Element>
<Element Type="Float" ID="0x10">
<Name>TranslationMaxSpeed0</Name>
</Element>
<Element Type="Float" ID="0x11">
<Name>TranslationMaxSpeed1</Name>
</Element>
<Element Type="Float" ID="0x12">
<Name>TranslationMaxSpeed2</Name>
</Element>
<Element Type="Float" ID="0x13">
<Name>TranslationMaxSpeed3</Name>
</Element>
<Element Type="Float" ID="0x14">
<Name>TranslationMaxSpeed4</Name>
</Element>
<Element Type="Float" ID="0x15">
<Name>TranslationMaxSpeed5</Name>
</Element>
<Element Type="Float" ID="0x16">
<Name>TranslationMaxSpeed6</Name>
</Element>
<Element Type="Float" ID="0x17">
<Name>TranslationMaxSpeed7</Name>
</Element>
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<Name>Unknown</Name>
</Element>
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<Name>Unknown</Name>
</Element>
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<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x1B">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x1C">
<Name>BallForwardBrakingAcceleration0</Name>
</Element>
<Element Type="Float" ID="0x1D">
<Name>BallForwardBrakingAcceleration1</Name>
</Element>
<Element Type="Float" ID="0x1E">
<Name>BallForwardBrakingAcceleration2</Name>
</Element>
<Element Type="Float" ID="0x1F">
<Name>BallForwardBrakingAcceleration3</Name>
</Element>
<Element Type="Float" ID="0x20">
<Name>BallForwardBrakingAcceleration4</Name>
</Element>
<Element Type="Float" ID="0x21">
<Name>BallForwardBrakingAcceleration5</Name>
</Element>
<Element Type="Float" ID="0x22">
<Name>BallForwardBrakingAcceleration6</Name>
</Element>
<Element Type="Float" ID="0x23">
<Name>BallForwardBrakingAcceleration7</Name>
</Element>
<Element Type="Float" ID="0x24">
<Name>BallGravity</Name>
</Element>
<Element Type="Float" ID="0x25">
<Name>BallUnderwaterGravity</Name>
</Element>
<Element Type="Float" ID="0x26">
<Name>Unknown</Name>
</Element>
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<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x28">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x29">
<Name>MinimumAlignmentSpeed</Name>
</Element>
<Element Type="Float" ID="0x2A">
<Name>Tireness</Name>
</Element>
<Element Type="Float" ID="0x2B">
<Name>MaxLeanAngle</Name>
</Element>
<Element Type="Float" ID="0x2C">
<Name>TireToMarbleThresholdSpeed</Name>
</Element>
<Element Type="Float" ID="0x2D">
<Name>MarbleToTireThresholdSpeed</Name>
</Element>
<Element Type="Float" ID="0x2E">
<Name>ForceToLeanGain</Name>
</Element>
<Element Type="Float" ID="0x2F">
<Name>LeanTrackingGain</Name>
</Element>
<Element Type="Float" ID="0x30">
<Name>BallCameraRotationSpeed</Name>
</Element>
<Element Type="Vector" ID="0x31">
<Name>BallCameraOffset</Name>
</Element>
<Element Type="Float" ID="0x32">
<Name>BallCameraMinSpeedDistance</Name>
</Element>
<Element Type="Float" ID="0x33">
<Name>BallCameraMaxSpeedDistance</Name>
</Element>
<Element Type="Float" ID="0x34">
<Name>BallCameraBackwardsDistance</Name>
</Element>
<Element Type="Float" ID="0x35">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x36">
<Name>BallCameraSpringConstant</Name>
</Element>
<Element Type="Float" ID="0x37">
<Name>BallCameraSpringMax</Name>
</Element>
<Element Type="Float" ID="0x38">
<Name>BallCameraSpringTardis</Name>
</Element>
<Element Type="Float" ID="0x39">
<Name>BallCameraCentroidSpringConstant</Name>
</Element>
<Element Type="Float" ID="0x3A">
<Name>BallCameraCentroidSpringMax</Name>
</Element>
<Element Type="Float" ID="0x3B">
<Name>BallCameraCentroidSpringTardis</Name>
</Element>
<Element Type="Float" ID="0x3C">
<Name>BallCameraCentroidDistanceSpringConstant</Name>
</Element>
<Element Type="Float" ID="0x3D">
<Name>BallCameraCentroidDistanceSpringMax</Name>
</Element>
<Element Type="Float" ID="0x3E">
<Name>BallCameraCentroidDistanceSpringTardis</Name>
</Element>
<Element Type="Float" ID="0x3F">
<Name>BallCameraLookAtSpringConstant</Name>
</Element>
<Element Type="Float" ID="0x40">
<Name>BallCameraLookAtSpringMax</Name>
</Element>
<Element Type="Float" ID="0x41">
<Name>BallCameraLookAtSpringTardis</Name>
</Element>
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<Name>Unknown</Name>
</Element>
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<Name>Unknown</Name>
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<Name>Unknown</Name>
</Element>
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<Name>Unknown</Name>
</Element>
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<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x47">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x48">
<Name>ConservativeDoorCameraDistance</Name>
</Element>
<Element Type="Float" ID="0x49">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x4A">
<Name>BallCameraChaseElevation</Name>
</Element>
<Element Type="Float" ID="0x4B">
<Name>BallCameraChaseDampenAngle</Name>
</Element>
<Element Type="Float" ID="0x4C">
<Name>BallCameraChaseDistance</Name>
</Element>
<Element Type="Float" ID="0x4D">
<Name>BallCameraChaseYawSpeed</Name>
</Element>
<Element Type="Float" ID="0x4E">
<Name>BallCameraChaseAnglePerSecond</Name>
</Element>
<Element Type="Vector" ID="0x4F">
<Name>BallCameraChaseLookAtOffset</Name>
</Element>
<Element Type="Float" ID="0x50">
<Name>BallCameraChaseSpringConstant</Name>
</Element>
<Element Type="Float" ID="0x51">
<Name>BallCameraChaseSpringMax</Name>
</Element>
<Element Type="Float" ID="0x52">
<Name>BallCameraChaseSpringTardis</Name>
</Element>
<Element Type="Float" ID="0x53">
<Name>BallCameraBoostElevation</Name>
</Element>
<Element Type="Float" ID="0x54">
<Name>BallCameraBoostDampenAngle</Name>
</Element>
<Element Type="Float" ID="0x55">
<Name>BallCameraBoostDistance</Name>
</Element>
<Element Type="Float" ID="0x56">
<Name>BallCameraBoostYawSpeed</Name>
</Element>
<Element Type="Float" ID="0x57">
<Name>BallCameraBoostAnglePerSecond</Name>
</Element>
<Element Type="Vector" ID="0x58">
<Name>BallCameraBoostLookAtOffset</Name>
</Element>
<Element Type="Float" ID="0x59">
<Name>BallCameraBoostSpringConstant</Name>
</Element>
<Element Type="Float" ID="0x5A">
<Name>BallCameraBoostSpringMax</Name>
</Element>
<Element Type="Float" ID="0x5B">
<Name>BallCameraBoostSpringTardis</Name>
</Element>
<Element Type="Float" ID="0x5C">
<Name>BallCameraControlDistance</Name>
</Element>
<Element Type="Float" ID="0x5D">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x5E">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x5F">
<Name>LeftStickDivisor</Name>
</Element>
<Element Type="Float" ID="0x60">
<Name>RightStickDivisor</Name>
</Element>
<Element Type="Float" ID="0x61">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x62">
<Name>BallTouchRadius</Name>
</Element>
<Element Type="Float" ID="0x63">
<Name>BoostBallDrainTime</Name>
</Element>
<Element Type="Float" ID="0x64">
<Name>BoostBallMinChargeTime</Name>
</Element>
<Element Type="Float" ID="0x65">
<Name>BoostBallMinRelativeSpeedForDamage</Name>
</Element>
<Element Type="Float" ID="0x66">
<Name>BoostBallChargeTime0</Name>
</Element>
<Element Type="Float" ID="0x67">
<Name>BoostBallChargeTime1</Name>
</Element>
<Element Type="Float" ID="0x68">
<Name>BoostBallMaxChargeTime</Name>
</Element>
<Element Type="Float" ID="0x69">
<Name>BoostBallIncrementalSpeed0</Name>
</Element>
<Element Type="Float" ID="0x6A">
<Name>BoostBallIncrementalSpeed1</Name>
</Element>
<Element Type="Float" ID="0x6B">
<Name>BoostBallIncrementalSpeed2</Name>
</Element>
</SubProperties>
</Properties>
</ScriptObject>

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@ -0,0 +1,51 @@
<?xml version="1.0" encoding="UTF-8"?>
<ScriptObject ArchiveVer="4" Game="Prime">
<Properties Type="Struct">
<Name>TweakCameraBob</Name>
<Atomic>true</Atomic>
<SubProperties>
<Element Type="Float" ID="0x0">
<Name>CameraBobExtentX</Name>
</Element>
<Element Type="Float" ID="0x1">
<Name>CameraBobExtentY</Name>
</Element>
<Element Type="Float" ID="0x2">
<Name>CameraBobPeriod</Name>
</Element>
<Element Type="Float" ID="0x3">
<Name>OrbitScale</Name>
</Element>
<Element Type="Float" ID="0x4">
<Name>MaxOrbitScale</Name>
</Element>
<Element Type="Float" ID="0x5">
<Name>SlowSpeedPeriodScale</Name>
</Element>
<Element Type="Float" ID="0x6">
<Name>TargetMagnitudeTrackingRate</Name>
</Element>
<Element Type="Float" ID="0x7">
<Name>LandingBobSpringConstant</Name>
</Element>
<Element Type="Float" ID="0x8">
<Name>ViewWanderRadius</Name>
</Element>
<Element Type="Float" ID="0x9">
<Name>ViewWanderSpeedMin</Name>
</Element>
<Element Type="Float" ID="0xA">
<Name>ViewWanderSpeedMax</Name>
</Element>
<Element Type="Float" ID="0xB">
<Name>ViewWanderRollVariation</Name>
</Element>
<Element Type="Float" ID="0xC">
<Name>GunBobMagnitude</Name>
</Element>
<Element Type="Float" ID="0xD">
<Name>HelmetBobMagnitude</Name>
</Element>
</SubProperties>
</Properties>
</ScriptObject>

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@ -0,0 +1,75 @@
<?xml version="1.0" encoding="UTF-8"?>
<ScriptObject ArchiveVer="4" Game="Prime">
<Properties Type="Struct">
<Name>TweakGame</Name>
<Atomic>true</Atomic>
<SubProperties>
<Element Type="String" ID="0x0">
<Name>WorldPackagePrefix</Name>
</Element>
<Element Type="String" ID="0x1">
<Name>RuinsArea</Name>
</Element>
<Element Type="Float" ID="0x2">
<Name>FieldOfView</Name>
</Element>
<Element Type="Bool" ID="0x3">
<Name>Unknown</Name>
</Element>
<Element Type="Bool" ID="0x4">
<Name>Unknown</Name>
</Element>
<Element Type="Bool" ID="0x5">
<Name>Unknown</Name>
</Element>
<Element Type="Bool" ID="0x6">
<Name>DisableSplashScreens</Name>
</Element>
<Element Type="Float" ID="0x7">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x8">
<Name>PressStartDelay</Name>
</Element>
<Element Type="Float" ID="0x9">
<Name>WavecapIntensityNormal</Name>
</Element>
<Element Type="Float" ID="0xA">
<Name>WavecapIntensityPoison</Name>
</Element>
<Element Type="Float" ID="0xB">
<Name>WavecapIntensityLava</Name>
</Element>
<Element Type="Float" ID="0xC">
<Name>RippleIntensityNormal</Name>
</Element>
<Element Type="Float" ID="0xD">
<Name>RippleIntensityPoison</Name>
</Element>
<Element Type="Float" ID="0xE">
<Name>RippleIntensityLava</Name>
</Element>
<Element Type="Float" ID="0xF">
<Name>FluidEnvBumpScale</Name>
</Element>
<Element Type="Float" ID="0x10">
<Name>UnderwaterFogDistanceBase</Name>
</Element>
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<Name>UnderwaterFogDistanceRange</Name>
</Element>
<Element Type="Float" ID="0x12">
<Name>GravitySuitUnderwaterFogDistanceBase</Name>
</Element>
<Element Type="Float" ID="0x13">
<Name>GravitySuitUnderwaterFogDistanceRange</Name>
</Element>
<Element Type="Float" ID="0x14">
<Name>HardModeDamageMultiplier</Name>
</Element>
<Element Type="Float" ID="0x15">
<Name>HardModeWeaponMultiplier</Name>
</Element>
</SubProperties>
</Properties>
</ScriptObject>

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@ -0,0 +1,530 @@
<?xml version="1.0" encoding="UTF-8"?>
<ScriptObject ArchiveVer="4" Game="Prime">
<Properties Type="Struct">
<Name>TweakGui</Name>
<Atomic>true</Atomic>
<SubProperties>
<Element Type="Bool" ID="0x0">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x1">
<Name>MapAlphaInterp</Name>
</Element>
<Element Type="Float" ID="0x2">
<Name>PauseBlurFactor</Name>
</Element>
<Element Type="Float" ID="0x3">
<Name>RadarXYRadius</Name>
</Element>
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<Name>Unknown</Name>
</Element>
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<Name>Unknown</Name>
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<Name>Unknown</Name>
</Element>
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<Name>RadarZRadius</Name>
</Element>
<Element Type="Float" ID="0x9">
<Name>RadarZCloseRadius</Name>
</Element>
<Element Type="Float" ID="0xA">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0xB">
<Name>EnergyBarFilledSpeed</Name>
</Element>
<Element Type="Float" ID="0xC">
<Name>EnergyBarShadowSpeed</Name>
</Element>
<Element Type="Float" ID="0xD">
<Name>EnergyBarDrainDelay</Name>
</Element>
<Element Type="Bool" ID="0xE">
<Name>EnergyBarAlwaysResetDelay</Name>
</Element>
<Element Type="Float" ID="0xF">
<Name>HudDamagePracticalsGainConstant</Name>
</Element>
<Element Type="Float" ID="0x10">
<Name>HudDamagePracticalsGainLinear</Name>
</Element>
<Element Type="Float" ID="0x11">
<Name>HudDamagePracticalsInitConstant</Name>
</Element>
<Element Type="Float" ID="0x12">
<Name>HudDamagePracticalsInitLinear</Name>
</Element>
<Element Type="Float" ID="0x13">
<Name>HudDamageLightSpotAngle</Name>
</Element>
<Element Type="Float" ID="0x14">
<Name>DamageLightAngleC</Name>
</Element>
<Element Type="Float" ID="0x15">
<Name>DamageLightAngleL</Name>
</Element>
<Element Type="Float" ID="0x16">
<Name>DamageLightAngleQ</Name>
</Element>
<Element Type="Vector" ID="0x17">
<Name>DamageLightPreTranslate</Name>
</Element>
<Element Type="Vector" ID="0x18">
<Name>DamageLightCenterTranslate</Name>
</Element>
<Element Type="Float" ID="0x19">
<Name>DamageLightXfXAngle</Name>
</Element>
<Element Type="Float" ID="0x1A">
<Name>DamageLightXfZAngle</Name>
</Element>
<Element Type="Float" ID="0x1B">
<Name>HudDecoShakeTranslateVelConstant</Name>
</Element>
<Element Type="Float" ID="0x1C">
<Name>HudDecoShakeTranslateVelLinear</Name>
</Element>
<Element Type="Float" ID="0x1D">
<Name>MaxDecoDamageShakeTranslate</Name>
</Element>
<Element Type="Float" ID="0x1E">
<Name>DecoDamageShakeDeceleration</Name>
</Element>
<Element Type="Float" ID="0x1F">
<Name>DecoShakeGainConstant</Name>
</Element>
<Element Type="Float" ID="0x20">
<Name>DecoShakeGainLinear</Name>
</Element>
<Element Type="Float" ID="0x21">
<Name>DecoShakeInitConstant</Name>
</Element>
<Element Type="Float" ID="0x22">
<Name>DecoShakeInitLinear</Name>
</Element>
<Element Type="Float" ID="0x23">
<Name>MaxDecoDamageShakeRotate</Name>
</Element>
<Element Type="Int" ID="0x24">
<Name>HudCameraFoVTweak</Name>
</Element>
<Element Type="Int" ID="0x25">
<Name>HudCameraYTweak</Name>
</Element>
<Element Type="Int" ID="0x26">
<Name>HudCameraZTweak</Name>
</Element>
<Element Type="Float" ID="0x27">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x28">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x29">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x2A">
<Name>BeamVisorMenuAnimTime</Name>
</Element>
<Element Type="Float" ID="0x2B">
<Name>VisorBeamMenuItemActiveScale</Name>
</Element>
<Element Type="Float" ID="0x2C">
<Name>VisorBeamMenuItemInactiveScale</Name>
</Element>
<Element Type="Float" ID="0x2D">
<Name>VisorBeamMenuItemTranslate</Name>
</Element>
<Element Type="Float" ID="0x2E">
<Name>Unknown</Name>
</Element>
<Element Type="Int" ID="0x2F">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x30">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x31">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x32">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x33">
<Name>ThreatRange</Name>
</Element>
<Element Type="Float" ID="0x34">
<Name>RadarScopeCoordRadius</Name>
</Element>
<Element Type="Float" ID="0x35">
<Name>RadarPlayerPaintRadius</Name>
</Element>
<Element Type="Float" ID="0x36">
<Name>RadarEnemyPaintRadius</Name>
</Element>
<Element Type="Float" ID="0x37">
<Name>MissileArrowVisTime</Name>
</Element>
<Element Type="Choice" ID="0x38" Archetype="HudVisMode"/>
<Element Type="Choice" ID="0x39" Archetype="HelmetVisMode"/>
<Element Type="Int" ID="0x3A">
<Name>EnableAutoMapper</Name>
</Element>
<Element Type="Int" ID="0x3B">
<Name>Unknown</Name>
</Element>
<Element Type="Int" ID="0x3C">
<Name>EnableTargetingManager</Name>
</Element>
<Element Type="Int" ID="0x3D">
<Name>EnablePlayerVisor</Name>
</Element>
<Element Type="Float" ID="0x3E">
<Name>ThreatWarningFraction</Name>
</Element>
<Element Type="Float" ID="0x3F">
<Name>MissileWarningFraction</Name>
</Element>
<Element Type="Float" ID="0x40">
<Name>FreeLookFadeTime</Name>
</Element>
<Element Type="Float" ID="0x41">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x42">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x43">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x44">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x45">
<Name>FreeLookSfxPitchScale</Name>
</Element>
<Element Type="Bool" ID="0x46">
<Name>NoAbsoluteFreeLookSfxPitch</Name>
</Element>
<Element Type="Float" ID="0x47">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x48">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x49">
<Name>FaceReflectionOrthoWidth</Name>
</Element>
<Element Type="Float" ID="0x4A">
<Name>FaceReflectionOrthoHeight</Name>
</Element>
<Element Type="Float" ID="0x4B">
<Name>FaceReflectionDistance</Name>
</Element>
<Element Type="Float" ID="0x4C">
<Name>FaceReflectionHeight</Name>
</Element>
<Element Type="Float" ID="0x4D">
<Name>FaceReflectionAspect</Name>
</Element>
<Element Type="String" ID="0x4E">
<Name>Unknown</Name>
</Element>
<Element Type="String" ID="0x4F">
<Name>Unknown</Name>
</Element>
<Element Type="String" ID="0x50">
<Name>Unknown</Name>
</Element>
<Element Type="String" ID="0x51">
<Name>Unknown</Name>
</Element>
<Element Type="String" ID="0x52">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x53">
<Name>MissileWarningPulseTime</Name>
</Element>
<Element Type="Float" ID="0x54">
<Name>ExplosionLightFalloffMultConstant</Name>
</Element>
<Element Type="Float" ID="0x55">
<Name>ExplosionLightFalloffMultLinear</Name>
</Element>
<Element Type="Float" ID="0x56">
<Name>ExplosionLightFalloffMultQuadratic</Name>
</Element>
<Element Type="Float" ID="0x57">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x58">
<Name>HudDamagePeakFactor</Name>
</Element>
<Element Type="Float" ID="0x59">
<Name>HudDamageFilterGainConstant</Name>
</Element>
<Element Type="Float" ID="0x5A">
<Name>HudDamageFilterGainLinear</Name>
</Element>
<Element Type="Float" ID="0x5B">
<Name>HudDamageFilterInitConstant</Name>
</Element>
<Element Type="Float" ID="0x5C">
<Name>HudDamageFilterInitLinear</Name>
</Element>
<Element Type="Float" ID="0x5D">
<Name>EnergyDrainModPeriod</Name>
</Element>
<Element Type="Bool" ID="0x5E">
<Name>EnergyDrainSinusoidalPulse</Name>
</Element>
<Element Type="Bool" ID="0x5F">
<Name>EnergyDrainFilterAdditive</Name>
</Element>
<Element Type="Float" ID="0x60">
<Name>HudDamagePulseDuration</Name>
</Element>
<Element Type="Float" ID="0x61">
<Name>HudDamageColorGain</Name>
</Element>
<Element Type="Float" ID="0x62">
<Name>HudDecoShakeTranslateGain</Name>
</Element>
<Element Type="Float" ID="0x63">
<Name>HudLagOffsetScale</Name>
</Element>
<Element Type="Float" ID="0x64">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x65">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x66">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x67">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x68">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x69">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x6A">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x6B">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x6C">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x6D">
<Name>ScanSidesAngle</Name>
</Element>
<Element Type="Float" ID="0x6E">
<Name>ScanSidesXScale</Name>
</Element>
<Element Type="Float" ID="0x6F">
<Name>ScanSidesPositionEnd</Name>
</Element>
<Element Type="Float" ID="0x70">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x71">
<Name>ScanSidesDuration</Name>
</Element>
<Element Type="Float" ID="0x72">
<Name>ScanSidesStartTime</Name>
</Element>
<Element Type="Float" ID="0x73">
<Name>ScanDataDotRadius</Name>
</Element>
<Element Type="Float" ID="0x74">
<Name>ScanDataDotPosRandMag</Name>
</Element>
<Element Type="Float" ID="0x75">
<Name>ScanDataDotSeekDurationMin</Name>
</Element>
<Element Type="Float" ID="0x76">
<Name>ScanDataDotSeekDurationMax</Name>
</Element>
<Element Type="Float" ID="0x77">
<Name>ScanDataDotHoldDurationMin</Name>
</Element>
<Element Type="Float" ID="0x78">
<Name>ScanDataDotHoldDurationMax</Name>
</Element>
<Element Type="Float" ID="0x79">
<Name>ScanAppearanceDuration</Name>
</Element>
<Element Type="Float" ID="0x7A">
<Name>ScanPaneFlashFactor</Name>
</Element>
<Element Type="Float" ID="0x7B">
<Name>ScanPaneFadeInTime</Name>
</Element>
<Element Type="Float" ID="0x7C">
<Name>ScanPaneFadeOutTime</Name>
</Element>
<Element Type="Float" ID="0x7D">
<Name>BallViewportYReduction</Name>
</Element>
<Element Type="Float" ID="0x7E">
<Name>ScanWindowIdleWidth</Name>
</Element>
<Element Type="Float" ID="0x7F">
<Name>ScanWindowIdleHeight</Name>
</Element>
<Element Type="Float" ID="0x80">
<Name>ScanWindowActiveWidth</Name>
</Element>
<Element Type="Float" ID="0x81">
<Name>ScanWindowActiveHeight</Name>
</Element>
<Element Type="Float" ID="0x82">
<Name>ScanWindowMagnification</Name>
</Element>
<Element Type="Float" ID="0x83">
<Name>ScanWindowScanningAspect</Name>
</Element>
<Element Type="Float" ID="0x84">
<Name>ScanSidesPositionStart</Name>
</Element>
<Element Type="Bool" ID="0x85">
<Name>ShowAutoMapperInMorphball</Name>
</Element>
<Element Type="Float" ID="0x86">
<Name>WorldTransManagerCharsPerSfx</Name>
</Element>
<Element Type="Int" ID="0x87">
<Name>XRayFogMode</Name>
</Element>
<Element Type="Float" ID="0x88">
<Name>XRayFogNearZ</Name>
</Element>
<Element Type="Float" ID="0x89">
<Name>XRayFogFarZ</Name>
</Element>
<Element Type="Color" ID="0x8A">
<Name>XRayFogColor</Name>
</Element>
<Element Type="Float" ID="0x8B">
<Name>ThermalVisorLevel</Name>
</Element>
<Element Type="Color" ID="0x8C">
<Name>ThermalVisorColor</Name>
</Element>
<Element Type="Color" ID="0x8D">
<Name>HudLightAddPerVisor0</Name>
</Element>
<Element Type="Color" ID="0x8E">
<Name>HudLightAddPerVisor1</Name>
</Element>
<Element Type="Color" ID="0x8F">
<Name>HudLightAddPerVisor2</Name>
</Element>
<Element Type="Color" ID="0x90">
<Name>HudLightAddPerVisor3</Name>
</Element>
<Element Type="Color" ID="0x91">
<Name>HudLightMultiplyPerVisor0</Name>
</Element>
<Element Type="Color" ID="0x92">
<Name>HudLightMultiplyPerVisor1</Name>
</Element>
<Element Type="Color" ID="0x93">
<Name>HudLightMultiplyPerVisor2</Name>
</Element>
<Element Type="Color" ID="0x94">
<Name>HudLightMultiplyPerVisor3</Name>
</Element>
<Element Type="Color" ID="0x95">
<Name>HudReflectivityLightColor</Name>
</Element>
<Element Type="Float" ID="0x96">
<Name>HudLightAttMulConstant</Name>
</Element>
<Element Type="Float" ID="0x97">
<Name>HudLightAttMulLinear</Name>
</Element>
<Element Type="Float" ID="0x98">
<Name>HudLightAttMulQuadratic</Name>
</Element>
<Element Type="Array" ID="0x99">
<Name>ScanSpeeds</Name>
<ItemArchetype Type="Int" ID="0x0">
<Name>ScanSpeed</Name>
</ItemArchetype>
</Element>
<Element Type="String" ID="0x9A">
<Name>Unknown</Name>
</Element>
<Element Type="String" ID="0x9B">
<Name>Unknown</Name>
</Element>
<Element Type="String" ID="0x9C">
<Name>Unknown</Name>
</Element>
<Element Type="Color" ID="0x9D">
<Name>Unknown</Name>
</Element>
<Element Type="Color" ID="0x9E">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x9F">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0xA0">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0xA1">
<Name>Unknown</Name>
</Element>
<Element Type="String" ID="0xA2">
<Name>Unknown</Name>
</Element>
<Element Type="String" ID="0xA3">
<Name>Unknown</Name>
</Element>
<Element Type="String" ID="0xA4">
<Name>Unknown</Name>
</Element>
<Element Type="Color" ID="0xA5">
<Name>Unknown</Name>
</Element>
<Element Type="Color" ID="0xA6">
<Name>Unknown</Name>
</Element>
<Element Type="Color" ID="0xA7">
<Name>Unknown</Name>
</Element>
<Element Type="Color" ID="0xA8">
<Name>Unknown</Name>
</Element>
<Element Type="Color" ID="0xA9">
<Name>Unknown</Name>
</Element>
<Element Type="Color" ID="0xAA">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0xAB">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0xAC">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0xAD">
<Name>Unknown</Name>
</Element>
</SubProperties>
</Properties>
</ScriptObject>

View File

@ -0,0 +1,349 @@
<?xml version="1.0" encoding="UTF-8"?>
<ScriptObject ArchiveVer="4" Game="Prime">
<Properties Type="Struct">
<Name>TweakGuiColors</Name>
<Atomic>true</Atomic>
<SubProperties>
<Element Type="Color" ID="0x0">
<Name>PauseBlurFilterColor</Name>
</Element>
<Element Type="Color" ID="0x1">
<Name>RadarStuffColor</Name>
</Element>
<Element Type="Color" ID="0x2">
<Name>RadarPlayerPaintColor</Name>
</Element>
<Element Type="Color" ID="0x3">
<Name>RadarEnemyPaintColor</Name>
</Element>
<Element Type="Color" ID="0x4">
<Name>HudMessageFillColor</Name>
</Element>
<Element Type="Color" ID="0x5">
<Name>HudMessageOutlineColor</Name>
</Element>
<Element Type="Color" ID="0x6">
<Name>HudFrameColor</Name>
</Element>
<Element Type="Color" ID="0x7">
<Name>Unknown</Name>
</Element>
<Element Type="Color" ID="0x8">
<Name>Unknown</Name>
</Element>
<Element Type="Color" ID="0x9">
<Name>MissileIconActiveColor</Name>
</Element>
<Element Type="Color" ID="0xA">
<Name>VisorBeamMenuItemActive</Name>
</Element>
<Element Type="Color" ID="0xB">
<Name>VisorBeamMenuColorInactive</Name>
</Element>
<Element Type="Color" ID="0xC">
<Name>EnergyBarFilledLowEnergy</Name>
</Element>
<Element Type="Color" ID="0xD">
<Name>EnergyBarShadowLowEnergy</Name>
</Element>
<Element Type="Color" ID="0xE">
<Name>EnergyBarEmptyLowEnergy</Name>
</Element>
<Element Type="Color" ID="0xF">
<Name>HudDamageLightColor</Name>
</Element>
<Element Type="Color" ID="0x10">
<Name>Unknown</Name>
</Element>
<Element Type="Color" ID="0x11">
<Name>Unknown</Name>
</Element>
<Element Type="Color" ID="0x12">
<Name>VisorMenuTextFont</Name>
</Element>
<Element Type="Color" ID="0x13">
<Name>VisorMenuTextOutline</Name>
</Element>
<Element Type="Color" ID="0x14">
<Name>BeamMenuTextFont</Name>
</Element>
<Element Type="Color" ID="0x15">
<Name>BeamMenuTextOutline</Name>
</Element>
<Element Type="Color" ID="0x16">
<Name>EnergyWarningFont</Name>
</Element>
<Element Type="Color" ID="0x17">
<Name>ThreatWarningFont</Name>
</Element>
<Element Type="Color" ID="0x18">
<Name>MissileWarningFont</Name>
</Element>
<Element Type="Color" ID="0x19">
<Name>ThreatBarFilled</Name>
</Element>
<Element Type="Color" ID="0x1A">
<Name>ThreatBarShadow</Name>
</Element>
<Element Type="Color" ID="0x1B">
<Name>ThreatBarEmpty</Name>
</Element>
<Element Type="Color" ID="0x1C">
<Name>MissileBarFilled</Name>
</Element>
<Element Type="Color" ID="0x1D">
<Name>MissileBarShadow</Name>
</Element>
<Element Type="Color" ID="0x1E">
<Name>MissileBarEmpty</Name>
</Element>
<Element Type="Color" ID="0x1F">
<Name>ThreatIconColor</Name>
</Element>
<Element Type="Color" ID="0x20">
<Name>Unknown</Name>
</Element>
<Element Type="Color" ID="0x21">
<Name>TickDecoColor</Name>
</Element>
<Element Type="Color" ID="0x22">
<Name>HelmetLightColor</Name>
</Element>
<Element Type="Color" ID="0x23">
<Name>ThreatIconSafeColor</Name>
</Element>
<Element Type="Color" ID="0x24">
<Name>MissileIconColorInactive</Name>
</Element>
<Element Type="Color" ID="0x25">
<Name>MissileIconColorChargedCanAlt</Name>
</Element>
<Element Type="Color" ID="0x26">
<Name>MissileIconChargedNoAlt</Name>
</Element>
<Element Type="Color" ID="0x27">
<Name>MissileIconColorDepleteAlt</Name>
</Element>
<Element Type="Color" ID="0x28">
<Name>Unknown</Name>
</Element>
<Element Type="Color" ID="0x29">
<Name>Unknown</Name>
</Element>
<Element Type="Color" ID="0x2A">
<Name>Unknown</Name>
</Element>
<Element Type="Color" ID="0x2B">
<Name>VisorBeamMenuLozColor</Name>
</Element>
<Element Type="Color" ID="0x2C">
<Name>EnergyWarningOutline</Name>
</Element>
<Element Type="Color" ID="0x2D">
<Name>ThreatWarningOutline</Name>
</Element>
<Element Type="Color" ID="0x2E">
<Name>MissileWarningOutline</Name>
</Element>
<Element Type="Color" ID="0x2F">
<Name>Unknown</Name>
</Element>
<Element Type="Color" ID="0x30">
<Name>DamageAmbientColor</Name>
</Element>
<Element Type="Color" ID="0x31">
<Name>ScanFrameInactiveColor</Name>
</Element>
<Element Type="Color" ID="0x32">
<Name>ScanFrameActiveColor</Name>
</Element>
<Element Type="Color" ID="0x33">
<Name>ScanFrameImpulseColor</Name>
</Element>
<Element Type="Color" ID="0x34">
<Name>ScanVisorHudLightMultiply</Name>
</Element>
<Element Type="Color" ID="0x35">
<Name>ScanVisorScreenDimColor</Name>
</Element>
<Element Type="Color" ID="0x36">
<Name>ThermalVisorHudLightMultiply</Name>
</Element>
<Element Type="Color" ID="0x37">
<Name>EnergyDrainFilterColor</Name>
</Element>
<Element Type="Color" ID="0x38">
<Name>DamageAmbientPulseColor</Name>
</Element>
<Element Type="Color" ID="0x39">
<Name>EnergyBarFlashColor</Name>
</Element>
<Element Type="Color" ID="0x3A">
<Name>Unknown</Name>
</Element>
<Element Type="Color" ID="0x3B">
<Name>Unknown</Name>
</Element>
<Element Type="Color" ID="0x3C">
<Name>Unknown</Name>
</Element>
<Element Type="Color" ID="0x3D">
<Name>Unknown</Name>
</Element>
<Element Type="Color" ID="0x3E">
<Name>Unknown</Name>
</Element>
<Element Type="Color" ID="0x3F">
<Name>XRayEnergyDecoColor</Name>
</Element>
<Element Type="Color" ID="0x40">
<Name>Unknown</Name>
</Element>
<Element Type="Color" ID="0x41">
<Name>Unknown</Name>
</Element>
<Element Type="Color" ID="0x42">
<Name>Unknown</Name>
</Element>
<Element Type="Color" ID="0x43">
<Name>Unknown</Name>
</Element>
<Element Type="Color" ID="0x44">
<Name>Unknown</Name>
</Element>
<Element Type="Color" ID="0x45">
<Name>Unknown</Name>
</Element>
<Element Type="Color" ID="0x46">
<Name>Unknown</Name>
</Element>
<Element Type="Color" ID="0x47">
<Name>Unknown</Name>
</Element>
<Element Type="Color" ID="0x48">
<Name>Unknown</Name>
</Element>
<Element Type="Color" ID="0x49">
<Name>Unknown</Name>
</Element>
<Element Type="Color" ID="0x4A">
<Name>Unknown</Name>
</Element>
<Element Type="Color" ID="0x4B">
<Name>Unknown</Name>
</Element>
<Element Type="Color" ID="0x4C">
<Name>Unknown</Name>
</Element>
<Element Type="Color" ID="0x4D">
<Name>ScanDataDotColor</Name>
</Element>
<Element Type="Color" ID="0x4E">
<Name>PowerBombDigitAvailableFont</Name>
</Element>
<Element Type="Color" ID="0x4F">
<Name>PowerBombDigitAvailableOutline</Name>
</Element>
<Element Type="Color" ID="0x50">
<Name>Unknown</Name>
</Element>
<Element Type="Color" ID="0x51">
<Name>BallBombFilled</Name>
</Element>
<Element Type="Color" ID="0x52">
<Name>BallBombEmpty</Name>
</Element>
<Element Type="Color" ID="0x53">
<Name>PowerBombIconAvailable</Name>
</Element>
<Element Type="Color" ID="0x54">
<Name>Unknown</Name>
</Element>
<Element Type="Color" ID="0x55">
<Name>BallEnergyDeco</Name>
</Element>
<Element Type="Color" ID="0x56">
<Name>BallBombDeco</Name>
</Element>
<Element Type="Color" ID="0x57">
<Name>PowerBombDigitDepletedFont</Name>
</Element>
<Element Type="Color" ID="0x58">
<Name>PowerBombDigitDepletedOutline</Name>
</Element>
<Element Type="Color" ID="0x59">
<Name>PowerBombIconUnavailable</Name>
</Element>
<Element Type="Color" ID="0x5A">
<Name>Unknown</Name>
</Element>
<Element Type="Color" ID="0x5B">
<Name>Unknown</Name>
</Element>
<Element Type="Color" ID="0x5C">
<Name>ScanDisplayImagePaneColor</Name>
</Element>
<Element Type="Color" ID="0x5D">
<Name>Unknown</Name>
</Element>
<Element Type="Color" ID="0x5E">
<Name>ThreatIconWarningColor</Name>
</Element>
<Element Type="Color" ID="0x5F">
<Name>HudCounterFill</Name>
</Element>
<Element Type="Color" ID="0x60">
<Name>HudCounterOutline</Name>
</Element>
<Element Type="Color" ID="0x61">
<Name>ScanIconCriticalColor</Name>
</Element>
<Element Type="Color" ID="0x62">
<Name>ScanIconCriticalDimColor</Name>
</Element>
<Element Type="Color" ID="0x63">
<Name>ScanIconNoncriticalColor</Name>
</Element>
<Element Type="Color" ID="0x64">
<Name>ScanIconNoncriticalDimColor</Name>
</Element>
<Element Type="Color" ID="0x65">
<Name>ScanReticuleColor</Name>
</Element>
<Element Type="Color" ID="0x66">
<Name>ThreatDigitsFont</Name>
</Element>
<Element Type="Color" ID="0x67">
<Name>ThreatDigitsOutline</Name>
</Element>
<Element Type="Color" ID="0x68">
<Name>MissileDigitsFont</Name>
</Element>
<Element Type="Color" ID="0x69">
<Name>MissileDigitsOutline</Name>
</Element>
<Element Type="Color" ID="0x6A">
<Name>ThermalDecoColor</Name>
</Element>
<Element Type="Color" ID="0x6B">
<Name>ThermalDecoOutlinesColor</Name>
</Element>
<Element Type="Color" ID="0x6C">
<Name>Unknown</Name>
</Element>
<Element Type="Color" ID="0x6D">
<Name>ThermalLockColor</Name>
</Element>
<Element Type="Color" ID="0x6E">
<Name>PauseItemAmber</Name>
</Element>
<Element Type="Color" ID="0x6F">
<Name>PauseItemBlue</Name>
</Element>
<Element Type="Array" ID="0x70">
<Name>EnergyBarColorsPerVisor</Name>
<ItemArchetype Type="Struct" Archetype="EnergyBarColors"/>
</Element>
</SubProperties>
</Properties>
</ScriptObject>

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@ -0,0 +1,135 @@
<?xml version="1.0" encoding="UTF-8"?>
<ScriptObject ArchiveVer="4" Game="Prime">
<Properties Type="Struct">
<Name>TweakGunRes</Name>
<Atomic>true</Atomic>
<SubProperties>
<Element Type="String" ID="0x0">
<Name>GunMotion</Name>
</Element>
<Element Type="String" ID="0x1">
<Name>GrappleArm</Name>
</Element>
<Element Type="String" ID="0x2">
<Name>RightHand</Name>
</Element>
<Element Type="String" ID="0x3">
<Name>PowerBeam</Name>
</Element>
<Element Type="String" ID="0x4">
<Name>IceBeam</Name>
</Element>
<Element Type="String" ID="0x5">
<Name>WaveBeam</Name>
</Element>
<Element Type="String" ID="0x6">
<Name>PlasmaBeam</Name>
</Element>
<Element Type="String" ID="0x7">
<Name>PhazonBeam</Name>
</Element>
<Element Type="String" ID="0x8">
<Name>HoloTransition</Name>
</Element>
<Element Type="String" ID="0x9">
<Name>BombSet</Name>
</Element>
<Element Type="String" ID="0xA">
<Name>BombExplode</Name>
</Element>
<Element Type="String" ID="0xB">
<Name>PowerBombExplode</Name>
</Element>
<Element Type="String" ID="0xC">
<Name>PowerBeamWeapon</Name>
</Element>
<Element Type="String" ID="0xD">
<Name>PowerChargeWeapon</Name>
</Element>
<Element Type="String" ID="0xE">
<Name>IceBeamWeapon</Name>
</Element>
<Element Type="String" ID="0xF">
<Name>IceChargeWeapon</Name>
</Element>
<Element Type="String" ID="0x10">
<Name>WaveBeamWeapon</Name>
</Element>
<Element Type="String" ID="0x11">
<Name>WaveChargeWeapon</Name>
</Element>
<Element Type="String" ID="0x12">
<Name>PlasmaBeamWeapon</Name>
</Element>
<Element Type="String" ID="0x13">
<Name>PlasmaChargeWeapon</Name>
</Element>
<Element Type="String" ID="0x14">
<Name>PhazonBeamWeapon</Name>
</Element>
<Element Type="String" ID="0x15">
<Name>PhazonChargeWeapon</Name>
</Element>
<Element Type="String" ID="0x16">
<Name>PowerMuzzle</Name>
</Element>
<Element Type="String" ID="0x17">
<Name>IceMuzzle</Name>
</Element>
<Element Type="String" ID="0x18">
<Name>WaveMuzzle</Name>
</Element>
<Element Type="String" ID="0x19">
<Name>PlasmaMuzzle</Name>
</Element>
<Element Type="String" ID="0x1A">
<Name>PhazonMuzzle</Name>
</Element>
<Element Type="String" ID="0x1B">
<Name>PowerCharge</Name>
</Element>
<Element Type="String" ID="0x1C">
<Name>IceCharge</Name>
</Element>
<Element Type="String" ID="0x1D">
<Name>WaveCharge</Name>
</Element>
<Element Type="String" ID="0x1E">
<Name>PlasmaCharge</Name>
</Element>
<Element Type="String" ID="0x1F">
<Name>PhazonCharge</Name>
</Element>
<Element Type="String" ID="0x20">
<Name>PowerAuxMuzzle</Name>
</Element>
<Element Type="String" ID="0x21">
<Name>IceAuxMuzzle</Name>
</Element>
<Element Type="String" ID="0x22">
<Name>WaveAuxMuzzle</Name>
</Element>
<Element Type="String" ID="0x23">
<Name>PlasmaAuxMuzzle</Name>
</Element>
<Element Type="String" ID="0x24">
<Name>PhazonAuxMuzzle</Name>
</Element>
<Element Type="String" ID="0x25">
<Name>GrappleSegment</Name>
</Element>
<Element Type="String" ID="0x26">
<Name>GrappleClaw</Name>
</Element>
<Element Type="String" ID="0x27">
<Name>GrappleHit</Name>
</Element>
<Element Type="String" ID="0x28">
<Name>GrappleMuzzle</Name>
</Element>
<Element Type="String" ID="0x29">
<Name>GrappleSwoosh</Name>
</Element>
</SubProperties>
</Properties>
</ScriptObject>

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@ -0,0 +1,18 @@
<?xml version="1.0" encoding="UTF-8"?>
<ScriptObject ArchiveVer="4" Game="Prime">
<Properties Type="Struct">
<Name>TweakParticle</Name>
<Atomic>true</Atomic>
<SubProperties>
<Element Type="String" ID="0x0">
<Name>Particle</Name>
</Element>
<Element Type="String" ID="0x1">
<Name>PowerBeam</Name>
</Element>
<Element Type="String" ID="0x2">
<Name>GenThrust</Name>
</Element>
</SubProperties>
</Properties>
</ScriptObject>

View File

@ -0,0 +1,663 @@
<?xml version="1.0" encoding="UTF-8"?>
<ScriptObject ArchiveVer="4" Game="Prime">
<Properties Type="Struct">
<Name>TweakPlayer</Name>
<Atomic>true</Atomic>
<SubProperties>
<Element Type="Float" ID="0x0">
<Name>MaxTranslationalAcceleration0</Name>
</Element>
<Element Type="Float" ID="0x1">
<Name>MaxTranslationalAcceleration1</Name>
</Element>
<Element Type="Float" ID="0x2">
<Name>MaxTranslationalAcceleration2</Name>
</Element>
<Element Type="Float" ID="0x3">
<Name>MaxTranslationalAcceleration3</Name>
</Element>
<Element Type="Float" ID="0x4">
<Name>MaxTranslationalAcceleration4</Name>
</Element>
<Element Type="Float" ID="0x5">
<Name>MaxTranslationalAcceleration5</Name>
</Element>
<Element Type="Float" ID="0x6">
<Name>MaxTranslationalAcceleration6</Name>
</Element>
<Element Type="Float" ID="0x7">
<Name>MaxTranslationalAcceleration7</Name>
</Element>
<Element Type="Float" ID="0x8">
<Name>MaxRotationalAcceleration0</Name>
</Element>
<Element Type="Float" ID="0x9">
<Name>MaxRotationalAcceleration1</Name>
</Element>
<Element Type="Float" ID="0xA">
<Name>MaxRotationalAcceleration2</Name>
</Element>
<Element Type="Float" ID="0xB">
<Name>MaxRotationalAcceleration3</Name>
</Element>
<Element Type="Float" ID="0xC">
<Name>MaxRotationalAcceleration4</Name>
</Element>
<Element Type="Float" ID="0xD">
<Name>MaxRotationalAcceleration5</Name>
</Element>
<Element Type="Float" ID="0xE">
<Name>MaxRotationalAcceleration6</Name>
</Element>
<Element Type="Float" ID="0xF">
<Name>MaxRotationalAcceleration7</Name>
</Element>
<Element Type="Float" ID="0x10">
<Name>TranslationFriction0</Name>
</Element>
<Element Type="Float" ID="0x11">
<Name>TranslationFriction1</Name>
</Element>
<Element Type="Float" ID="0x12">
<Name>TranslationFriction2</Name>
</Element>
<Element Type="Float" ID="0x13">
<Name>TranslationFriction3</Name>
</Element>
<Element Type="Float" ID="0x14">
<Name>TranslationFriction4</Name>
</Element>
<Element Type="Float" ID="0x15">
<Name>TranslationFriction5</Name>
</Element>
<Element Type="Float" ID="0x16">
<Name>TranslationFriction6</Name>
</Element>
<Element Type="Float" ID="0x17">
<Name>TranslationFriction7</Name>
</Element>
<Element Type="Float" ID="0x18">
<Name>RotationFriction0</Name>
</Element>
<Element Type="Float" ID="0x19">
<Name>RotationFriction1</Name>
</Element>
<Element Type="Float" ID="0x1A">
<Name>RotationFriction2</Name>
</Element>
<Element Type="Float" ID="0x1B">
<Name>RotationFriction3</Name>
</Element>
<Element Type="Float" ID="0x1C">
<Name>RotationFriction4</Name>
</Element>
<Element Type="Float" ID="0x1D">
<Name>RotationFriction5</Name>
</Element>
<Element Type="Float" ID="0x1E">
<Name>RotationFriction6</Name>
</Element>
<Element Type="Float" ID="0x1F">
<Name>RotationFriction7</Name>
</Element>
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<Name>RotationMaxSpeed0</Name>
</Element>
<Element Type="Float" ID="0x21">
<Name>RotationMaxSpeed1</Name>
</Element>
<Element Type="Float" ID="0x22">
<Name>RotationMaxSpeed2</Name>
</Element>
<Element Type="Float" ID="0x23">
<Name>RotationMaxSpeed3</Name>
</Element>
<Element Type="Float" ID="0x24">
<Name>RotationMaxSpeed4</Name>
</Element>
<Element Type="Float" ID="0x25">
<Name>RotationMaxSpeed5</Name>
</Element>
<Element Type="Float" ID="0x26">
<Name>RotationMaxSpeed6</Name>
</Element>
<Element Type="Float" ID="0x27">
<Name>RotationMaxSpeed7</Name>
</Element>
<Element Type="Float" ID="0x28">
<Name>TranslationMaxSpeed0</Name>
</Element>
<Element Type="Float" ID="0x29">
<Name>TranslationMaxSpeed1</Name>
</Element>
<Element Type="Float" ID="0x2A">
<Name>TranslationMaxSpeed2</Name>
</Element>
<Element Type="Float" ID="0x2B">
<Name>TranslationMaxSpeed3</Name>
</Element>
<Element Type="Float" ID="0x2C">
<Name>TranslationMaxSpeed4</Name>
</Element>
<Element Type="Float" ID="0x2D">
<Name>TranslationMaxSpeed5</Name>
</Element>
<Element Type="Float" ID="0x2E">
<Name>TranslationMaxSpeed6</Name>
</Element>
<Element Type="Float" ID="0x2F">
<Name>TranslationMaxSpeed7</Name>
</Element>
<Element Type="Float" ID="0x30">
<Name>NormalGravityAccel</Name>
</Element>
<Element Type="Float" ID="0x31">
<Name>FluidGravityAccel</Name>
</Element>
<Element Type="Float" ID="0x32">
<Name>VerticalJumpAccel</Name>
</Element>
<Element Type="Float" ID="0x33">
<Name>HorizontalJumpAccel</Name>
</Element>
<Element Type="Float" ID="0x34">
<Name>VerticalDoubleJumpAccel</Name>
</Element>
<Element Type="Float" ID="0x35">
<Name>HorizontalDoubleJumpAccel</Name>
</Element>
<Element Type="Float" ID="0x36">
<Name>WaterJumpFactor</Name>
</Element>
<Element Type="Float" ID="0x37">
<Name>WaterBallJumpFactor</Name>
</Element>
<Element Type="Float" ID="0x38">
<Name>LavaJumpFactor</Name>
</Element>
<Element Type="Float" ID="0x39">
<Name>LavaBallJumpFactor</Name>
</Element>
<Element Type="Float" ID="0x3A">
<Name>PhazonJumpFactor</Name>
</Element>
<Element Type="Float" ID="0x3B">
<Name>PhazonBallJumpFactor</Name>
</Element>
<Element Type="Float" ID="0x3C">
<Name>AllowedJumpTime</Name>
</Element>
<Element Type="Float" ID="0x3D">
<Name>AllowedDoubleJumpTime</Name>
</Element>
<Element Type="Float" ID="0x3E">
<Name>MinDoubleJumpWindow</Name>
</Element>
<Element Type="Float" ID="0x3F">
<Name>MaxDoubleJumpWindow</Name>
</Element>
<Element Type="Float" ID="0x40">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x41">
<Name>MinJumpTime</Name>
</Element>
<Element Type="Float" ID="0x42">
<Name>MinDoubleJumpTime</Name>
</Element>
<Element Type="Float" ID="0x43">
<Name>AllowedLedgeTime</Name>
</Element>
<Element Type="Float" ID="0x44">
<Name>DoubleJumpImpulse</Name>
</Element>
<Element Type="Float" ID="0x45">
<Name>BackwardsForceMultiplier</Name>
</Element>
<Element Type="Float" ID="0x46">
<Name>BombJumpRadius</Name>
</Element>
<Element Type="Float" ID="0x47">
<Name>BombJumpHeight</Name>
</Element>
<Element Type="Float" ID="0x48">
<Name>EyeOffset</Name>
</Element>
<Element Type="Float" ID="0x49">
<Name>TurnSpeedMultiplier</Name>
</Element>
<Element Type="Float" ID="0x4A">
<Name>FreeLookTurnSpeedMultiplier</Name>
</Element>
<Element Type="Float" ID="0x4B">
<Name>HorizontalFreeLookAngleVel</Name>
</Element>
<Element Type="Float" ID="0x4C">
<Name>VerticalFreeLookAngleVel</Name>
</Element>
<Element Type="Float" ID="0x4D">
<Name>FreeLookSpeed</Name>
</Element>
<Element Type="Float" ID="0x4E">
<Name>FreeLookSnapSpeed</Name>
</Element>
<Element Type="Float" ID="0x4F">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x50">
<Name>FreeLookCenteredThresholdAngle</Name>
</Element>
<Element Type="Float" ID="0x51">
<Name>FreeLookCenteredTime</Name>
</Element>
<Element Type="Float" ID="0x52">
<Name>FreeLookDampenFactor</Name>
</Element>
<Element Type="Float" ID="0x53">
<Name>LeftDiv</Name>
</Element>
<Element Type="Float" ID="0x54">
<Name>RightDiv</Name>
</Element>
<Element Type="Bool" ID="0x55">
<Name>FreeLookTurnsPlayer</Name>
</Element>
<Element Type="Bool" ID="0x56">
<Name>Unknown</Name>
</Element>
<Element Type="Bool" ID="0x57">
<Name>Unknown</Name>
</Element>
<Element Type="Bool" ID="0x58">
<Name>MoveDuringFreeLook</Name>
</Element>
<Element Type="Bool" ID="0x59">
<Name>HoldButtonsForFreeLook</Name>
</Element>
<Element Type="Bool" ID="0x5A">
<Name>TwoButtonsForFreeLook</Name>
</Element>
<Element Type="Bool" ID="0x5B">
<Name>Unknown</Name>
</Element>
<Element Type="Bool" ID="0x5C">
<Name>Unknown</Name>
</Element>
<Element Type="Bool" ID="0x5D">
<Name>Unknown</Name>
</Element>
<Element Type="Bool" ID="0x5E">
<Name>AimWhenOrbitingPoint</Name>
</Element>
<Element Type="Bool" ID="0x5F">
<Name>StayInFreeLookWhileFiring</Name>
</Element>
<Element Type="Bool" ID="0x60">
<Name>Unknown</Name>
</Element>
<Element Type="Bool" ID="0x61">
<Name>Unknown</Name>
</Element>
<Element Type="Bool" ID="0x62">
<Name>OrbitFixedOffset</Name>
</Element>
<Element Type="Bool" ID="0x63">
<Name>GunButtonTogglesHolster</Name>
</Element>
<Element Type="Bool" ID="0x64">
<Name>GunNotFiringTogglesHolster</Name>
</Element>
<Element Type="Bool" ID="0x65">
<Name>FallingDoubleJump</Name>
</Element>
<Element Type="Bool" ID="0x66">
<Name>ImpulseDoubleJump</Name>
</Element>
<Element Type="Bool" ID="0x67">
<Name>FiringCancelsCameraPitch</Name>
</Element>
<Element Type="Bool" ID="0x68">
<Name>AssistedAimingIgnoreHorizontal</Name>
</Element>
<Element Type="Bool" ID="0x69">
<Name>AssistedAimingIgnoreVertical</Name>
</Element>
<Element Type="Float" ID="0x6A">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x6B">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x6C">
<Name>AimMaxDistance</Name>
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<Element Type="Float" ID="0x6D">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x6E">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x6F">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x70">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x71">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x72">
<Name>AimThresholdDistance</Name>
</Element>
<Element Type="Float" ID="0x73">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x74">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x75">
<Name>AimBoxWidth</Name>
</Element>
<Element Type="Float" ID="0x76">
<Name>AimBoxHeight</Name>
</Element>
<Element Type="Float" ID="0x77">
<Name>AimTargetTimer</Name>
</Element>
<Element Type="Float" ID="0x78">
<Name>AimAssistHorizontalAngle</Name>
</Element>
<Element Type="Float" ID="0x79">
<Name>AimAssistVerticalAngle</Name>
</Element>
<Element Type="Float" ID="0x7A">
<Name>OrbitMinDistance0</Name>
</Element>
<Element Type="Float" ID="0x7B">
<Name>OrbitNormalDistance0</Name>
</Element>
<Element Type="Float" ID="0x7C">
<Name>OrbitMaxDistance0</Name>
</Element>
<Element Type="Float" ID="0x7D">
<Name>OrbitMinDistance1</Name>
</Element>
<Element Type="Float" ID="0x7E">
<Name>OrbitNormalDistance1</Name>
</Element>
<Element Type="Float" ID="0x7F">
<Name>OrbitMaxDistance1</Name>
</Element>
<Element Type="Float" ID="0x80">
<Name>OrbitMinDistance2</Name>
</Element>
<Element Type="Float" ID="0x81">
<Name>OrbitNormalDistance2</Name>
</Element>
<Element Type="Float" ID="0x82">
<Name>OrbitMaxDistance2</Name>
</Element>
<Element Type="Float" ID="0x83">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x84">
<Name>OrbitModeTimer</Name>
</Element>
<Element Type="Float" ID="0x85">
<Name>OrbitCameraSpeed</Name>
</Element>
<Element Type="Float" ID="0x86">
<Name>OrbitUpperAngle</Name>
</Element>
<Element Type="Float" ID="0x87">
<Name>OrbitLowerAngle</Name>
</Element>
<Element Type="Float" ID="0x88">
<Name>OrbitHorizAngle</Name>
</Element>
<Element Type="Float" ID="0x89">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x8A">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x8B">
<Name>OrbitMaxTargetDistance</Name>
</Element>
<Element Type="Float" ID="0x8C">
<Name>OrbitMaxLockDistance</Name>
</Element>
<Element Type="Float" ID="0x8D">
<Name>OrbitDistanceThreshold</Name>
</Element>
<Element Type="Int" ID="0x8E">
<Name>OrbitScreenBoxHalfExtentX0</Name>
</Element>
<Element Type="Int" ID="0x8F">
<Name>OrbitScreenBoxHalfExtentY0</Name>
</Element>
<Element Type="Int" ID="0x90">
<Name>OrbitScreenBoxCenterX0</Name>
</Element>
<Element Type="Int" ID="0x91">
<Name>OrbitScreenBoxCenterY0</Name>
</Element>
<Element Type="Int" ID="0x92">
<Name>OrbitZoneIdealX0</Name>
</Element>
<Element Type="Int" ID="0x93">
<Name>OrbitZoneIdealY0</Name>
</Element>
<Element Type="Int" ID="0x94">
<Name>OrbitScreenBoxHalfExtentX1</Name>
</Element>
<Element Type="Int" ID="0x95">
<Name>OrbitScreenBoxHalfExtentY1</Name>
</Element>
<Element Type="Int" ID="0x96">
<Name>OrbitScreenBoxCenterX1</Name>
</Element>
<Element Type="Int" ID="0x97">
<Name>OrbitScreenBoxCenterY1</Name>
</Element>
<Element Type="Int" ID="0x98">
<Name>OrbitZoneIdealX1</Name>
</Element>
<Element Type="Int" ID="0x99">
<Name>OrbitZoneIdealY1</Name>
</Element>
<Element Type="Float" ID="0x9A">
<Name>OrbitNearX</Name>
</Element>
<Element Type="Float" ID="0x9B">
<Name>OrbitNearZ</Name>
</Element>
<Element Type="Float" ID="0x9C">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x9D">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x9E">
<Name>OrbitFixedOffsetZDiff</Name>
</Element>
<Element Type="Float" ID="0x9F">
<Name>OrbitZRange</Name>
</Element>
<Element Type="Float" ID="0xA0">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0xA1">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0xA2">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0xA3">
<Name>OrbitPreventionTime</Name>
</Element>
<Element Type="Bool" ID="0xA4">
<Name>DashEnabled</Name>
</Element>
<Element Type="Bool" ID="0xA5">
<Name>DashOnButtonRelease</Name>
</Element>
<Element Type="Float" ID="0xA6">
<Name>DashButtonHoldCancelTime</Name>
</Element>
<Element Type="Float" ID="0xA7">
<Name>DashStrafeInputThreshold</Name>
</Element>
<Element Type="Float" ID="0xA8">
<Name>SidewaysDoubleJumpImpulse</Name>
</Element>
<Element Type="Float" ID="0xA9">
<Name>SidewaysVerticalDoubleJumpAccel</Name>
</Element>
<Element Type="Float" ID="0xAA">
<Name>SidewaysHorizontalDoubleJumpAccel</Name>
</Element>
<Element Type="Float" ID="0xAB">
<Name>ScanningRange</Name>
</Element>
<Element Type="Bool" ID="0xAC">
<Name>ScanRetention</Name>
</Element>
<Element Type="Bool" ID="0xAD">
<Name>ScanFreezesGame</Name>
</Element>
<Element Type="Bool" ID="0xAE">
<Name>OrbitWhileScanning</Name>
</Element>
<Element Type="Float" ID="0xAF">
<Name>ScanMaxTargetDistance</Name>
</Element>
<Element Type="Float" ID="0xB0">
<Name>ScanMaxLockDistance</Name>
</Element>
<Element Type="Float" ID="0xB1">
<Name>OrbitDistanceMax</Name>
</Element>
<Element Type="Float" ID="0xB2">
<Name>GrappleSwingLength</Name>
</Element>
<Element Type="Float" ID="0xB3">
<Name>GrappleSwingPeriod</Name>
</Element>
<Element Type="Float" ID="0xB4">
<Name>GrapplePullSpeedMin</Name>
</Element>
<Element Type="Float" ID="0xB5">
<Name>GrappleCameraSpeed</Name>
</Element>
<Element Type="Float" ID="0xB6">
<Name>MaxGrappleLockedTurnAlignDistance</Name>
</Element>
<Element Type="Float" ID="0xB7">
<Name>GrapplePullSpeedProportion</Name>
</Element>
<Element Type="Float" ID="0xB8">
<Name>GrapplePullSpeedMax</Name>
</Element>
<Element Type="Float" ID="0xB9">
<Name>GrappleLookCenterSpeed</Name>
</Element>
<Element Type="Float" ID="0xBA">
<Name>MaxGrappleTurnSpeed</Name>
</Element>
<Element Type="Float" ID="0xBB">
<Name>GrappleJumpForce</Name>
</Element>
<Element Type="Float" ID="0xBC">
<Name>GrappleReleaseTime</Name>
</Element>
<Element Type="Int" ID="0xBD">
<Name>GrappleJumpMode</Name>
</Element>
<Element Type="Bool" ID="0xBE">
<Name>OrbitReleaseBreaksGrapple</Name>
</Element>
<Element Type="Bool" ID="0xBF">
<Name>InvertGrappleTurn</Name>
</Element>
<Element Type="Float" ID="0xC0">
<Name>GrappleBeamSpeed</Name>
</Element>
<Element Type="Float" ID="0xC1">
<Name>GrappleBeamXWaveAmplitude</Name>
</Element>
<Element Type="Float" ID="0xC2">
<Name>GrappleBeamZWaveAmplitude</Name>
</Element>
<Element Type="Float" ID="0xC3">
<Name>GrappleBeamAnglePhaseDelta</Name>
</Element>
<Element Type="Float" ID="0xC4">
<Name>PlayerHeight</Name>
</Element>
<Element Type="Float" ID="0xC5">
<Name>PlayerXYHalfExtent</Name>
</Element>
<Element Type="Float" ID="0xC6">
<Name>StepUpHeight</Name>
</Element>
<Element Type="Float" ID="0xC7">
<Name>StepDownHeight</Name>
</Element>
<Element Type="Float" ID="0xC8">
<Name>PlayerBallHalfExtent</Name>
</Element>
<Element Type="Float" ID="0xC9">
<Name>FirstPersonCameraSpeed</Name>
</Element>
<Element Type="Float" ID="0xCA">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0xCB">
<Name>JumpCameraPitchDownStart</Name>
</Element>
<Element Type="Float" ID="0xCC">
<Name>JumpCameraPitchDownFull</Name>
</Element>
<Element Type="Float" ID="0xCD">
<Name>JumpCameraPitchDownAngle</Name>
</Element>
<Element Type="Float" ID="0xCE">
<Name>FallCameraPitchDownStart</Name>
</Element>
<Element Type="Float" ID="0xCF">
<Name>FallCameraPitchDownFull</Name>
</Element>
<Element Type="Float" ID="0xD0">
<Name>FallCameraPitchDownAngle</Name>
</Element>
<Element Type="Float" ID="0xD1">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0xD2">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0xD3">
<Name>Unknown</Name>
</Element>
<Element Type="Bool" ID="0xD4">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0xD5">
<Name>FrozenTimeout</Name>
</Element>
<Element Type="Int" ID="0xD6">
<Name>IceBreakJumpCount</Name>
</Element>
<Element Type="Float" ID="0xD7">
<Name>VariaDamageReduction</Name>
</Element>
<Element Type="Float" ID="0xD8">
<Name>GravityDamageReduction</Name>
</Element>
<Element Type="Float" ID="0xD9">
<Name>PhazonDamageReduction</Name>
</Element>
</SubProperties>
</Properties>
</ScriptObject>

View File

@ -0,0 +1,210 @@
<?xml version="1.0" encoding="UTF-8"?>
<ScriptObject ArchiveVer="4" Game="Prime">
<Properties Type="Struct">
<Name>TweakPlayerControls</Name>
<Atomic>true</Atomic>
<SubProperties>
<Element Type="Choice" ID="0x0" Archetype="ControllerMapping">
<Name>Forward</Name>
</Element>
<Element Type="Choice" ID="0x1" Archetype="ControllerMapping">
<Name>Backward</Name>
</Element>
<Element Type="Choice" ID="0x2" Archetype="ControllerMapping">
<Name>TurnLeft</Name>
</Element>
<Element Type="Choice" ID="0x3" Archetype="ControllerMapping">
<Name>TurnRight</Name>
</Element>
<Element Type="Choice" ID="0x4" Archetype="ControllerMapping">
<Name>StrafeLeft</Name>
</Element>
<Element Type="Choice" ID="0x5" Archetype="ControllerMapping">
<Name>StrafeRight</Name>
</Element>
<Element Type="Choice" ID="0x6" Archetype="ControllerMapping">
<Name>LookLeft</Name>
</Element>
<Element Type="Choice" ID="0x7" Archetype="ControllerMapping">
<Name>LookRight</Name>
</Element>
<Element Type="Choice" ID="0x8" Archetype="ControllerMapping">
<Name>LookUp</Name>
</Element>
<Element Type="Choice" ID="0x9" Archetype="ControllerMapping">
<Name>LookDown</Name>
</Element>
<Element Type="Choice" ID="0xA" Archetype="ControllerMapping">
<Name>JumpOrBoost</Name>
</Element>
<Element Type="Choice" ID="0xB" Archetype="ControllerMapping">
<Name>FireOrBomb</Name>
</Element>
<Element Type="Choice" ID="0xC" Archetype="ControllerMapping">
<Name>MissileOrPowerBomb</Name>
</Element>
<Element Type="Choice" ID="0xD" Archetype="ControllerMapping">
<Name>Morph</Name>
</Element>
<Element Type="Choice" ID="0xE" Archetype="ControllerMapping">
<Name>AimUp</Name>
</Element>
<Element Type="Choice" ID="0xF" Archetype="ControllerMapping">
<Name>AimDown</Name>
</Element>
<Element Type="Choice" ID="0x10" Archetype="ControllerMapping">
<Name>CycleBeamUp</Name>
</Element>
<Element Type="Choice" ID="0x11" Archetype="ControllerMapping">
<Name>CycleBeamDown</Name>
</Element>
<Element Type="Choice" ID="0x12" Archetype="ControllerMapping">
<Name>CycleItem</Name>
</Element>
<Element Type="Choice" ID="0x13" Archetype="ControllerMapping">
<Name>PowerBeam</Name>
</Element>
<Element Type="Choice" ID="0x14" Archetype="ControllerMapping">
<Name>IceBeam</Name>
</Element>
<Element Type="Choice" ID="0x15" Archetype="ControllerMapping">
<Name>WaveBeam</Name>
</Element>
<Element Type="Choice" ID="0x16" Archetype="ControllerMapping">
<Name>PlasmaBeam</Name>
</Element>
<Element Type="Choice" ID="0x17" Archetype="ControllerMapping">
<Name>ToggleHolster</Name>
</Element>
<Element Type="Choice" ID="0x18" Archetype="ControllerMapping">
<Name>OrbitClose</Name>
</Element>
<Element Type="Choice" ID="0x19" Archetype="ControllerMapping">
<Name>OrbitFar</Name>
</Element>
<Element Type="Choice" ID="0x1A" Archetype="ControllerMapping">
<Name>OrbitObject</Name>
</Element>
<Element Type="Choice" ID="0x1B" Archetype="ControllerMapping">
<Name>OrbitSelect</Name>
</Element>
<Element Type="Choice" ID="0x1C" Archetype="ControllerMapping">
<Name>OrbitConfirm</Name>
</Element>
<Element Type="Choice" ID="0x1D" Archetype="ControllerMapping">
<Name>OrbitLeft</Name>
</Element>
<Element Type="Choice" ID="0x1E" Archetype="ControllerMapping">
<Name>OrbitRight</Name>
</Element>
<Element Type="Choice" ID="0x1F" Archetype="ControllerMapping">
<Name>OrbitUp</Name>
</Element>
<Element Type="Choice" ID="0x20" Archetype="ControllerMapping">
<Name>OrbitDown</Name>
</Element>
<Element Type="Choice" ID="0x21" Archetype="ControllerMapping">
<Name>LookHold1</Name>
</Element>
<Element Type="Choice" ID="0x22" Archetype="ControllerMapping">
<Name>LookHold2</Name>
</Element>
<Element Type="Choice" ID="0x23" Archetype="ControllerMapping">
<Name>LookZoomIn</Name>
</Element>
<Element Type="Choice" ID="0x24" Archetype="ControllerMapping">
<Name>LookZoomOut</Name>
</Element>
<Element Type="Choice" ID="0x25" Archetype="ControllerMapping">
<Name>AimHold</Name>
</Element>
<Element Type="Choice" ID="0x26" Archetype="ControllerMapping">
<Name>MapCircleUp</Name>
</Element>
<Element Type="Choice" ID="0x27" Archetype="ControllerMapping">
<Name>MapCircleDown</Name>
</Element>
<Element Type="Choice" ID="0x28" Archetype="ControllerMapping">
<Name>MapCircleLeft</Name>
</Element>
<Element Type="Choice" ID="0x29" Archetype="ControllerMapping">
<Name>MapCircleRight</Name>
</Element>
<Element Type="Choice" ID="0x2A" Archetype="ControllerMapping">
<Name>MapMoveForward</Name>
</Element>
<Element Type="Choice" ID="0x2B" Archetype="ControllerMapping">
<Name>MapMoveBack</Name>
</Element>
<Element Type="Choice" ID="0x2C" Archetype="ControllerMapping">
<Name>MapMoveLeft</Name>
</Element>
<Element Type="Choice" ID="0x2D" Archetype="ControllerMapping">
<Name>MapMoveRight</Name>
</Element>
<Element Type="Choice" ID="0x2E" Archetype="ControllerMapping">
<Name>MapZoomIn</Name>
</Element>
<Element Type="Choice" ID="0x2F" Archetype="ControllerMapping">
<Name>MapZoomOut</Name>
</Element>
<Element Type="Choice" ID="0x30" Archetype="ControllerMapping">
<Name>SpiderBall</Name>
</Element>
<Element Type="Choice" ID="0x31" Archetype="ControllerMapping">
<Name>ChaseCamera</Name>
</Element>
<Element Type="Choice" ID="0x32" Archetype="ControllerMapping">
<Name>XRayVisor</Name>
</Element>
<Element Type="Choice" ID="0x33" Archetype="ControllerMapping">
<Name>ThermoVisor</Name>
</Element>
<Element Type="Choice" ID="0x34" Archetype="ControllerMapping">
<Name>EnviroVisor</Name>
</Element>
<Element Type="Choice" ID="0x35" Archetype="ControllerMapping">
<Name>NoVisor</Name>
</Element>
<Element Type="Choice" ID="0x36" Archetype="ControllerMapping">
<Name>VisorMenu</Name>
</Element>
<Element Type="Choice" ID="0x37" Archetype="ControllerMapping">
<Name>VisorUp</Name>
</Element>
<Element Type="Choice" ID="0x38" Archetype="ControllerMapping">
<Name>VisorDown</Name>
</Element>
<Element Type="Choice" ID="0x39" Archetype="ControllerMapping">
<Name>ShowCrosshairs</Name>
</Element>
<Element Type="Choice" ID="0x3A" Archetype="ControllerMapping">
<Name>Unknown</Name>
</Element>
<Element Type="Choice" ID="0x3B" Archetype="ControllerMapping">
<Name>UseShield</Name>
</Element>
<Element Type="Choice" ID="0x3C" Archetype="ControllerMapping">
<Name>ScanItem</Name>
</Element>
<Element Type="Choice" ID="0x3D" Archetype="ControllerMapping">
<Name>PreviousPauseScreen</Name>
</Element>
<Element Type="Choice" ID="0x3E" Archetype="ControllerMapping">
<Name>NextPauseScreen</Name>
</Element>
<Element Type="Choice" ID="0x3F" Archetype="ControllerMapping">
<Name>Unknown</Name>
</Element>
<Element Type="Choice" ID="0x40" Archetype="ControllerMapping">
<Name>Unknown</Name>
</Element>
<Element Type="Choice" ID="0x41" Archetype="ControllerMapping">
<Name>Unknown</Name>
</Element>
<Element Type="Choice" ID="0x42" Archetype="ControllerMapping">
<Name>Unknown</Name>
</Element>
</SubProperties>
</Properties>
</ScriptObject>

View File

@ -0,0 +1,129 @@
<?xml version="1.0" encoding="UTF-8"?>
<ScriptObject ArchiveVer="4" Game="Prime">
<Properties Type="Struct">
<Name>TweakPlayerGun</Name>
<Atomic>true</Atomic>
<SubProperties>
<Element Type="Float" ID="0x0">
<Name>UpLookAngle</Name>
</Element>
<Element Type="Float" ID="0x1">
<Name>DownLookAngle</Name>
</Element>
<Element Type="Float" ID="0x2">
<Name>VerticalSpread</Name>
</Element>
<Element Type="Float" ID="0x3">
<Name>HorizontalSpread</Name>
</Element>
<Element Type="Float" ID="0x4">
<Name>HighVerticalSpread</Name>
</Element>
<Element Type="Float" ID="0x5">
<Name>HighHorizontalSpread</Name>
</Element>
<Element Type="Float" ID="0x6">
<Name>LowVerticalSpread</Name>
</Element>
<Element Type="Float" ID="0x7">
<Name>LowHorizontalSpread</Name>
</Element>
<Element Type="Float" ID="0x8">
<Name>AimVerticalSpeed</Name>
</Element>
<Element Type="Float" ID="0x9">
<Name>AimHorizontalSpeed</Name>
</Element>
<Element Type="Float" ID="0xA">
<Name>BombFuseTime</Name>
</Element>
<Element Type="Float" ID="0xB">
<Name>BombDropDelayTime</Name>
</Element>
<Element Type="Float" ID="0xC">
<Name>HoloHoldTime</Name>
</Element>
<Element Type="Float" ID="0xD">
<Name>GunTransformTime</Name>
</Element>
<Element Type="Float" ID="0xE">
<Name>GunHolsterTime</Name>
</Element>
<Element Type="Float" ID="0xF">
<Name>GunNotFiringTime</Name>
</Element>
<Element Type="Float" ID="0x10">
<Name>FixedVerticalAim</Name>
</Element>
<Element Type="Float" ID="0x11">
<Name>GunExtendDistance</Name>
</Element>
<Element Type="Vector" ID="0x12">
<Name>GunPosition</Name>
</Element>
<Element Type="Vector" ID="0x13">
<Name>Unknown</Name>
</Element>
<Element Type="Vector" ID="0x14">
<Name>GrapplingArmPosition</Name>
</Element>
<Element Type="Struct" ID="0x15" Archetype="ShotParam">
<Name>Bomb</Name>
</Element>
<Element Type="Struct" ID="0x16" Archetype="ShotParam">
<Name>PowerBomb</Name>
</Element>
<Element Type="Struct" ID="0x17" Archetype="ShotParam">
<Name>Missile</Name>
</Element>
<Element Type="Struct" ID="0x18" Archetype="BeamInfo">
<Name>PowerBeam</Name>
</Element>
<Element Type="Struct" ID="0x19" Archetype="BeamInfo">
<Name>IceBeam</Name>
</Element>
<Element Type="Struct" ID="0x1A" Archetype="BeamInfo">
<Name>WaveBeam</Name>
</Element>
<Element Type="Struct" ID="0x1B" Archetype="BeamInfo">
<Name>PlasmaBeam</Name>
</Element>
<Element Type="Struct" ID="0x1C" Archetype="BeamInfo">
<Name>PhazonBeam</Name>
</Element>
<Element Type="Struct" ID="0x1D" Archetype="ShotParam">
<Name>PowerCombo</Name>
</Element>
<Element Type="Struct" ID="0x1E" Archetype="ShotParam">
<Name>IceCombo</Name>
</Element>
<Element Type="Struct" ID="0x1F" Archetype="ShotParam">
<Name>WaveCombo</Name>
</Element>
<Element Type="Struct" ID="0x20" Archetype="ShotParam">
<Name>PlasmaCombo</Name>
</Element>
<Element Type="Struct" ID="0x21" Archetype="ShotParam">
<Name>PhazonCombo</Name>
</Element>
<Element Type="Float" ID="0x22">
<Name>PowerBeamRicochet</Name>
</Element>
<Element Type="Float" ID="0x23">
<Name>IceBeamRicochet</Name>
</Element>
<Element Type="Float" ID="0x24">
<Name>WaveBeamRicochet</Name>
</Element>
<Element Type="Float" ID="0x25">
<Name>PlasmaBeamRicochet</Name>
</Element>
<Element Type="Float" ID="0x26">
<Name>MissileRicochet</Name>
</Element>
<Element Type="Float" ID="0x26">
<Name>PhazonBeamRicochet</Name>
</Element>
</SubProperties>
</Properties>
</ScriptObject>

View File

@ -0,0 +1,162 @@
<?xml version="1.0" encoding="UTF-8"?>
<ScriptObject ArchiveVer="4" Game="Prime">
<Properties Type="Struct">
<Name>TweakPlayerRes</Name>
<Atomic>true</Atomic>
<SubProperties>
<Element Type="String" ID="0x0">
<Name>SaveStationIcon</Name>
</Element>
<Element Type="String" ID="0x1">
<Name>MissileStationIcon</Name>
</Element>
<Element Type="String" ID="0x2">
<Name>ElevatorIcon</Name>
</Element>
<Element Type="String" ID="0x3">
<Name>MinesBreakFirstTopIcon</Name>
</Element>
<Element Type="String" ID="0x4">
<Name>MinesBreakFirstBottomIcon</Name>
</Element>
<Element Type="String" ID="0x5">
<Name>MinesBreakSecondTopIcon</Name>
</Element>
<Element Type="String" ID="0x6">
<Name>MinesBreakSecondBottomIcon</Name>
</Element>
<Element Type="String" ID="0x7">
<Name>LeftStickNeutral</Name>
</Element>
<Element Type="String" ID="0x8">
<Name>LeftStickUp</Name>
</Element>
<Element Type="String" ID="0x9">
<Name>LeftStickUpLeft</Name>
</Element>
<Element Type="String" ID="0xA">
<Name>LeftStickLeft</Name>
</Element>
<Element Type="String" ID="0xB">
<Name>LeftStickDownLeft</Name>
</Element>
<Element Type="String" ID="0xC">
<Name>LeftStickDown</Name>
</Element>
<Element Type="String" ID="0xD">
<Name>LeftStickDownRight</Name>
</Element>
<Element Type="String" ID="0xE">
<Name>LeftStickRight</Name>
</Element>
<Element Type="String" ID="0xF">
<Name>LeftStickUpRight</Name>
</Element>
<Element Type="String" ID="0x10">
<Name>CStickNeutral</Name>
</Element>
<Element Type="String" ID="0x11">
<Name>CStickUp</Name>
</Element>
<Element Type="String" ID="0x12">
<Name>CStickUpLeft</Name>
</Element>
<Element Type="String" ID="0x13">
<Name>CStickLeft</Name>
</Element>
<Element Type="String" ID="0x14">
<Name>CStickDownLeft</Name>
</Element>
<Element Type="String" ID="0x15">
<Name>CStickDown</Name>
</Element>
<Element Type="String" ID="0x16">
<Name>CStickDownRight</Name>
</Element>
<Element Type="String" ID="0x17">
<Name>CStickRight</Name>
</Element>
<Element Type="String" ID="0x18">
<Name>CStickUpRight</Name>
</Element>
<Element Type="String" ID="0x19">
<Name>LeftTriggerOut</Name>
</Element>
<Element Type="String" ID="0x1A">
<Name>LeftTriggerIn</Name>
</Element>
<Element Type="String" ID="0x1B">
<Name>RightTriggerOut</Name>
</Element>
<Element Type="String" ID="0x1C">
<Name>RightTriggerIn</Name>
</Element>
<Element Type="String" ID="0x1D">
<Name>StartButtonOut</Name>
</Element>
<Element Type="String" ID="0x1E">
<Name>StartButtonIn</Name>
</Element>
<Element Type="String" ID="0x1F">
<Name>AButtonOut</Name>
</Element>
<Element Type="String" ID="0x20">
<Name>AButtonIn</Name>
</Element>
<Element Type="String" ID="0x21">
<Name>BButtonOut</Name>
</Element>
<Element Type="String" ID="0x22">
<Name>BButtonIn</Name>
</Element>
<Element Type="String" ID="0x23">
<Name>XButtonOut</Name>
</Element>
<Element Type="String" ID="0x24">
<Name>XButtonIn</Name>
</Element>
<Element Type="String" ID="0x25">
<Name>YButtonOut</Name>
</Element>
<Element Type="String" ID="0x26">
<Name>YButtonIn</Name>
</Element>
<Element Type="String" ID="0x27">
<Name>BallTransitionsANCS</Name>
</Element>
<Element Type="String" ID="0x28">
<Name>BallTransitionsPower</Name>
</Element>
<Element Type="String" ID="0x29">
<Name>BallTransitionsIce</Name>
</Element>
<Element Type="String" ID="0x2A">
<Name>BallTransitionsWave</Name>
</Element>
<Element Type="String" ID="0x2B">
<Name>BallTransitionsPlasma</Name>
</Element>
<Element Type="String" ID="0x2C">
<Name>BallTransitionsPhazon</Name>
</Element>
<Element Type="String" ID="0x2D">
<Name>CinePower</Name>
</Element>
<Element Type="String" ID="0x2E">
<Name>CineIce</Name>
</Element>
<Element Type="String" ID="0x2F">
<Name>CineWave</Name>
</Element>
<Element Type="String" ID="0x30">
<Name>CinePlasma</Name>
</Element>
<Element Type="String" ID="0x31">
<Name>CinePhazon</Name>
</Element>
<Element Type="Float" ID="0x32">
<Name>CinematicMoveOutOfIntoPlayerDistance</Name>
</Element>
</SubProperties>
</Properties>
</ScriptObject>

View File

@ -0,0 +1,57 @@
<?xml version="1.0" encoding="UTF-8"?>
<ScriptObject ArchiveVer="4" Game="Prime">
<Properties Type="Struct">
<Name>TweakSlideShow</Name>
<Atomic>true</Atomic>
<SubProperties>
<Element Type="String" ID="0x0">
<Name>PackageName</Name>
</Element>
<Element Type="String" ID="0x1">
<Name>FontAssetName</Name>
</Element>
<Element Type="Color" ID="0x2">
<Name>FontColor</Name>
</Element>
<Element Type="Color" ID="0x3">
<Name>OutlineColor</Name>
</Element>
<Element Type="Float" ID="0x4">
<Name>ScanPercentInterval</Name>
</Element>
<Element Type="Float" ID="0x5">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x6">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x7">
<Name>Unknown</Name>
</Element>
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<Name>Unknown</Name>
</Element>
<Element Type="Color" ID="0x9">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0xA">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0xB">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0xC">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0xD">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0xE">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0xF">
<Name>Unknown</Name>
</Element>
</SubProperties>
</Properties>
</ScriptObject>

View File

@ -0,0 +1,375 @@
<?xml version="1.0" encoding="UTF-8"?>
<ScriptObject ArchiveVer="4" Game="Prime">
<Properties Type="Struct">
<Name>TweakTargeting</Name>
<Atomic>true</Atomic>
<SubProperties>
<Element Type="Int" ID="0x0">
<Name>TargetRadiusMode</Name>
</Element>
<Element Type="Float" ID="0x1">
<Name>CurrLockOnExitDuration</Name>
</Element>
<Element Type="Float" ID="0x2">
<Name>CurrLockOnEnterDuration</Name>
</Element>
<Element Type="Float" ID="0x3">
<Name>CurrLockOnSwitchDuration</Name>
</Element>
<Element Type="Float" ID="0x4">
<Name>LockConfirmScale</Name>
</Element>
<Element Type="Float" ID="0x5">
<Name>NextLockOnEnterDuration</Name>
</Element>
<Element Type="Float" ID="0x6">
<Name>NextLockOnExitDuration</Name>
</Element>
<Element Type="Float" ID="0x7">
<Name>NextLockOnSwitchDuration</Name>
</Element>
<Element Type="Float" ID="0x8">
<Name>SeekerScale</Name>
</Element>
<Element Type="Float" ID="0x9">
<Name>SeekerAngleSpeed</Name>
</Element>
<Element Type="Float" ID="0xA">
<Name>XRayRetAngleSpeed</Name>
</Element>
<Element Type="Vector" ID="0xB">
<Name>Unknown</Name>
</Element>
<Element Type="Vector" ID="0xC">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0xD">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0xE">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0xF">
<Name>OrbitPointZOffset</Name>
</Element>
<Element Type="Float" ID="0x10">
<Name>OrbitPointInTime</Name>
</Element>
<Element Type="Float" ID="0x11">
<Name>OrbitPointOutTime</Name>
</Element>
<Element Type="Float" ID="0x12">
<Name>Unknown</Name>
</Element>
<Element Type="Vector" ID="0x13">
<Name>Unknown</Name>
</Element>
<Element Type="Vector" ID="0x14">
<Name>Unknown</Name>
</Element>
<Element Type="Vector" ID="0x15">
<Name>Unknown</Name>
</Element>
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<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x17">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x18">
<Name>Unknown</Name>
</Element>
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<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x1A">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x1B">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x1C">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x1D">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x1E">
<Name>Unknown</Name>
</Element>
<Element Type="Color" ID="0x1F">
<Name>ThermalReticuleColor</Name>
</Element>
<Element Type="Float" ID="0x20">
<Name>TargetFlowerScale</Name>
</Element>
<Element Type="Color" ID="0x21">
<Name>TargetFlowerColor</Name>
</Element>
<Element Type="Float" ID="0x22">
<Name>MissileBracketDuration</Name>
</Element>
<Element Type="Float" ID="0x23">
<Name>MissileBracketScaleStart</Name>
</Element>
<Element Type="Float" ID="0x24">
<Name>MissileBracketScaleEnd</Name>
</Element>
<Element Type="Float" ID="0x25">
<Name>MissileBracketScaleDuration</Name>
</Element>
<Element Type="Color" ID="0x26">
<Name>MissileBracketColor</Name>
</Element>
<Element Type="Float" ID="0x27">
<Name>LockOnDuration</Name>
</Element>
<Element Type="Float" ID="0x28">
<Name>InnearBeamScale</Name>
</Element>
<Element Type="Color" ID="0x29">
<Name>InnerBeamColorPower</Name>
</Element>
<Element Type="Color" ID="0x2A">
<Name>InnerBeamColorIce</Name>
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<Element Type="Color" ID="0x2B">
<Name>InnerBeamColorWave</Name>
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<Element Type="Color" ID="0x2C">
<Name>InnerBeamColorPlasma</Name>
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<Name>ChargeGaugeOvershootOffset</Name>
</Element>
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<Name>ChargeGaugeOvershootDuration</Name>
</Element>
<Element Type="Float" ID="0x2F">
<Name>OuterBeamSquaresScale</Name>
</Element>
<Element Type="Color" ID="0x30">
<Name>OuterBeamSquaresColor</Name>
</Element>
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<Name>OuterBeamSquares</Name>
<ItemArchetype Type="Array" ID="0x0">
<Name>Angles</Name>
<ItemArchetype Type="Float" ID="0x0">
<Name>Angle</Name>
</ItemArchetype>
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</Element>
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<Name>ChargeGaugeAngles</Name>
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<Name>Angle</Name>
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<Name>ChargeGaugeScale</Name>
</Element>
<Element Type="Color" ID="0x34">
<Name>ChargeGaugeNonFullColor</Name>
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<Element Type="Int" ID="0x35">
<Name>ChargeTickCount</Name>
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<Element Type="Float" ID="0x36">
<Name>ChargeTickAnglePitch</Name>
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<Element Type="Float" ID="0x37">
<Name>LockFireScale</Name>
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<Name>LockFireDuration</Name>
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<Element Type="Color" ID="0x39">
<Name>LockFireColor</Name>
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<Name>LockDaggerScaleStart</Name>
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<Element Type="Float" ID="0x3B">
<Name>LockDaggerScaleEnd</Name>
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<Element Type="Color" ID="0x3C">
<Name>LockDaggerColor</Name>
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<Name>LockDaggerAngle0</Name>
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<Element Type="Float" ID="0x3E">
<Name>LockDaggerAngle1</Name>
</Element>
<Element Type="Float" ID="0x3F">
<Name>LockDaggerAngle2</Name>
</Element>
<Element Type="Color" ID="0x40">
<Name>LockConfirmColor</Name>
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<Element Type="Color" ID="0x41">
<Name>SeekerColor</Name>
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<Name>LockConfirmClampMin</Name>
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<Element Type="Float" ID="0x43">
<Name>LockConfirmClampMax</Name>
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<Element Type="Float" ID="0x44">
<Name>TargetFlowerClampMin</Name>
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<Name>TargetFlowerClampMax</Name>
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<Name>SeekerClampMin</Name>
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<Element Type="Float" ID="0x47">
<Name>SeekerClampMax</Name>
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<Element Type="Float" ID="0x48">
<Name>MissileBracketClampMin</Name>
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<Name>MissileBracketClampMax</Name>
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<Name>InnerBeamClampMin</Name>
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<Name>InnerBeamClampMax</Name>
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<Name>ChargeGaugeClampMin</Name>
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<Element Type="Float" ID="0x4D">
<Name>ChargeGaugeClampMax</Name>
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<Element Type="Float" ID="0x4E">
<Name>LockFireClampMin</Name>
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<Element Type="Float" ID="0x4F">
<Name>LockFireClampMax</Name>
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<Element Type="Float" ID="0x50">
<Name>LockDaggerClampMin</Name>
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<Element Type="Float" ID="0x51">
<Name>LockDaggerClampMax</Name>
</Element>
<Element Type="Float" ID="0x52">
<Name>GrappleSelectScale</Name>
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<Name>GrappleScale</Name>
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<Name>GrappleClampMin</Name>
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<Element Type="Float" ID="0x55">
<Name>GrappleClampMax</Name>
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<Element Type="Color" ID="0x56">
<Name>GrapplePointSelectColor</Name>
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<Element Type="Color" ID="0x57">
<Name>GrapplePointColor</Name>
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<Element Type="Color" ID="0x58">
<Name>LockedGrapplePointSelectColor</Name>
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<Element Type="Float" ID="0x59">
<Name>GrappleMinClampScale</Name>
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<Element Type="Color" ID="0x5A">
<Name>ChargeGaugePulseColorHigh</Name>
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<Element Type="Float" ID="0x5B">
<Name>FullChargeFadeDuration</Name>
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<Element Type="Color" ID="0x5C">
<Name>OrbitPointColor</Name>
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<Element Type="Color" ID="0x5D">
<Name>CrosshairsColor</Name>
</Element>
<Element Type="Float" ID="0x5E">
<Name>CrosshairsScaleDuration</Name>
</Element>
<Element Type="Bool" ID="0x5F">
<Name>DrawOrbitPoint</Name>
</Element>
<Element Type="Color" ID="0x60">
<Name>ChargeGaugePulseColorLow</Name>
</Element>
<Element Type="Float" ID="0x61">
<Name>ChargeGaugePulsePeriod</Name>
</Element>
<Element Type="Color" ID="0x62">
<Name>Unknown</Name>
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<Element Type="Color" ID="0x63">
<Name>Unknown</Name>
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<Name>Unknown</Name>
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<Name>Unknown</Name>
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<Element Type="Float" ID="0x6F">
<Name>Unknown</Name>
</Element>
<Element Type="Float" ID="0x70">
<Name>ReticuleClampMin</Name>
</Element>
<Element Type="Float" ID="0x71">
<Name>ReticuleClampMax</Name>
</Element>
<Element Type="Color" ID="0x72">
<Name>XRayReticuleRingColor</Name>
</Element>
<Element Type="Float" ID="0x73">
<Name>ReticuleScale</Name>
</Element>
<Element Type="Float" ID="0x74">
<Name>ScanTargetClampMin</Name>
</Element>
<Element Type="Float" ID="0x75">
<Name>ScanTargetClampMax</Name>
</Element>
<Element Type="Float" ID="0x76">
<Name>AngularLagSpeed</Name>
</Element>
</SubProperties>
</Properties>
</ScriptObject>

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@ -0,0 +1,18 @@
<?xml version="1.0" encoding="UTF-8"?>
<PropertyTemplate ArchiveVer="4" Game="Prime">
<PropertyArchetype Type="Struct">
<Name>BeamInfo</Name>
<Atomic>true</Atomic>
<SubProperties>
<Element Type="Float" ID="0x0">
<Name>CoolDown</Name>
</Element>
<Element Type="Struct" ID="0x1" Archetype="ShotParam">
<Name>NormalDamage</Name>
</Element>
<Element Type="Struct" ID="0x2" Archetype="ShotParam">
<Name>ChargedDamage</Name>
</Element>
</SubProperties>
</PropertyArchetype>
</PropertyTemplate>

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@ -0,0 +1,30 @@
<?xml version="1.0" encoding="UTF-8"?>
<PropertyTemplate ArchiveVer="4" Game="Prime">
<PropertyArchetype Type="Struct">
<Name>EnergyBarColors</Name>
<Atomic>true</Atomic>
<SubProperties>
<Element Type="Color" ID="0x0">
<Name>EnergyBarFilled</Name>
</Element>
<Element Type="Color" ID="0x0">
<Name>EnergyBarEmpty</Name>
</Element>
<Element Type="Color" ID="0x0">
<Name>EnergyBarShadow</Name>
</Element>
<Element Type="Color" ID="0x0">
<Name>EnergyTankFilled</Name>
</Element>
<Element Type="Color" ID="0x0">
<Name>EnergyTankEmpty</Name>
</Element>
<Element Type="Color" ID="0x0">
<Name>EnergyDigitsFont</Name>
</Element>
<Element Type="Color" ID="0x0">
<Name>EnergyDigitsOutline</Name>
</Element>
</SubProperties>
</PropertyArchetype>
</PropertyTemplate>

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@ -0,0 +1,22 @@
<?xml version="1.0" encoding="UTF-8"?>
<PropertyTemplate ArchiveVer="4" Game="Prime">
<PropertyArchetype Type="Struct">
<Name>ShotParam</Name>
<Atomic>true</Atomic>
<SubProperties>
<Element Type="Choice" ID="0x0" Archetype="WeaponType"/>
<Element Type="Float" ID="0x1">
<Name>Damage</Name>
</Element>
<Element Type="Float" ID="0x2">
<Name>RadiusDamage</Name>
</Element>
<Element Type="Float" ID="0x3">
<Name>Radius</Name>
</Element>
<Element Type="Float" ID="0x4">
<Name>KnockbackPower</Name>
</Element>
</SubProperties>
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