update to current private

This commit is contained in:
KholdFuzion committed 2022-06-06 15:07:33 -05:00
1 parent 9d72238213
commit 76f3582e08
1101 files changed
+788510 -222674

No files matched your search

@@ -0,0 +1,2 @@
//D:8003C650
MODELFILEHEADER(player_gait_object, 0, &SKELETON(player_gait_object), 0, 0, 4, 41.16123, 0, 0)
@@ -0,0 +1,24 @@
//D:8003C580
ModelNode player_gait_hdr = {1, &player_gait_obj, 0, 0, 0, &player_gait_pos_hdr_1};
//D:8003C598
ModelNode player_gait_pos_hdr_1 = {2,&player_gait_pos_1, &player_gait_hdr, 0, 0, &player_gait_pos_hdr_2};
//D:8003C5B0
ModelNode player_gait_pos_hdr_2 = {2, &player_gait_pos_2, &player_gait_pos_hdr_1, 0, 0, &player_gait_pos_hdr_3};
//D:8003C5C8
ModelNode player_gait_pos_hdr_3 = {2, &player_gait_pos_3, &player_gait_pos_hdr_2, 0, 0, 0};
//D:8003C5E0
ModelNode_HeaderRecord player_gait_obj = {1, &player_gait_pos_hdr_1, 0, 0, 0, 0};
//D:8003C5F0
ModelNode_GroupRecord player_gait_pos_1 = {{0.0, 0.0, 0.0}, 0x0001, 0x0002, 0xFFFF, 0xFFFF, &player_gait_pos_hdr_2, 0};
//D:8003C60C
ModelNode_GroupRecord player_gait_pos_2 = {{1.177982, 41.14437, 0.0}, 0x0002, 0x0003, 0xFFFF, 0xFFFF, &player_gait_pos_hdr_3, 0};
//D:8003C628
ModelNode_GroupRecord player_gait_pos_3 = {{-2.576027, 480.42902, 0.0}, 0x0003, 0x0000, 0xFFFF, 0xFFFF, NULL, 0};
//FIXME File split likely
//D:8003C644
s32 PAD_8003C644 = 0;
//D:8003C648
s32 PAD_8003C648 = 0;
//D:8003C64C
s32 PAD_8003C64C = 0;
+42
View File
@@ -0,0 +1,42 @@
#ifdef DEBUG
/*Controller model*/
char* weapon_gun_controller_JointNames[] = {
"SKEL_TOP",
"SKEL_IN",
"SKEL_OUT",
"SKEL_IN",
"SKEL_OUT",
"SKEL_IN",
"SKEL_OUT",
"SKEL_IN",
"SKEL_OUT",
"SKEL_IN",
"SKEL_OUT",
"SKEL_IN",
"SKEL_OUT"
};
#endif
//D:8003D340
ModelJoint JOINTLIST(g_weapon)[] = {
{0x02, 0x00, 0x00},
{0x02, 0x03, 0x03},
{0x02, 0x06, 0x06},
{0x02, 0x09, 0x09},
{0x02, 0x0C, 0x0C},
{0x02, 0x0F, 0x0F},
{0x02, 0x12, 0x12},
{0x02, 0x15, 0x15},
{0x02, 0x18, 0x18},
{0x02, 0x1B, 0x1B},
{0x02, 0x1E, 0x1E},
{0x02, 0x21, 0x21},
{0x02, 0x24, 0x24}
};
//D:8003D390
MODELSKELETON(g_weapon, 0xD, 0x27)
//D:8003D39C
s32 PAD_8003D39C = 0;
+132
View File
@@ -0,0 +1,132 @@
#ifdef DEBUG
char* chrJointNames[] = {/*oliveguard names*/
"SKEL_NECK",
"SKEL_BACK",
"SKEL_LF_SHOULDER",
"SKEL_RT_SHOULDER",
"SKEL_POSITION",
"SKEL_BASE",
"SKEL_LF_HIP",
"SKEL_LF_KNEE",
"SKEL_LF_ANKLE",
"",
"SKEL_RT_HIP",
"SKEL_RT_KNEE",
"SKEL_RT_ANKLE",
"",
"SKEL_RT_ELBOW",
"SKEL_RT_WRIST",
"",
"SKEL_LF_ELBOW",
"SKEL_LF_WRIST"
};
char* chrJointNames2[] = { /*greyguard names*/
"SKEL_NECK",
"SKEL_BACK",
"SKEL_LF_SHOULDER",
"SKEL_RT_SHOULDER",
"SKEL_POSITION",
"SKEL_BASE",
"SKEL_RT_HIP",
"SKEL_RT_KNEE",
"SKEL_RT_ANKLE",
"",
"SKEL_LF_HIP",
"SKEL_LF_KNEE",
"SKEL_LF_ANKLE",
"",
"SKEL_RT_ELBOW",
"SKEL_RT_WRIST",
"",
"SKEL_LF_ELBOW",
"SKEL_LF_WRIST" };
char* chrJointNames3[] = {/*trevguard names*/
"SKEL_NECK",
"SKEL_BACK",
"SKEL_LF_SHOULDER",
"SKEL_RT_SHOULDER",
"SKEL_POSITION",
"SKEL_BASE",
"SKEL_LF_HIP",
"SKEL_LF_KNEE",
"SKEL_LF_ANKLE",
"",
"SKEL_RT_HIP",
"SKEL_RT_KNEE",
"SKEL_RT_ANKLE",
"",
"SKEL_LF_ELBOW",
"SKEL_LF_WRIST",
"",
"SKEL_RT_ELBOW",
"SKEL_RT_WRIST" };
char* chrJointNames4[] = {/*camguard names*/
"SKEL_NECK",
"SKEL_BACK",
"SKEL_LF_SHOULDER",
"SKEL_RT_SHOULDER",
"SKEL_POSITION",
"SKEL_BASE",
"SKEL_RT_HIP",
"SKEL_RT_KNEE",
"SKEL_RT_ANKLE",
"",
"SKEL_LF_HIP",
"SKEL_LF_KNEE",
"SKEL_LF_ANKLE",
"",
"SKEL_LF_ELBOW",
"SKEL_LF_WRIST",
"",
"SKEL_RT_ELBOW",
"SKEL_RT_WRIST" };
char* chrJointNames5[] = {/*spicebond names*/
"SKEL_NECK",
"SKEL_BACK",
"SKEL_LF_SHOULDER",
"SKEL_RT_SHOULDER",
"SKEL_POSITION",
"SKEL_BASE",
"SKEL_LF_ELBOW",
"SKEL_LF_WRIST",
"",
"SKEL_RT_ELBOW",
"SKEL_RT_WRIST",
"",
"",
"SKEL_RT_HIP",
"SKEL_RT_KNEE",
"SKEL_RT_ANKLE",
"",
"SKEL_LF_HIP",
"SKEL_LF_KNEE",
"SKEL_LF_ANKLE",
""
};
#endif
//D:8003A3A0
ModelJoint JOINTLIST(guard)[] = {
{0x401, 0x0, 0x0},
{0x02, 0x00, 0x00},
{0x02, 0x03, 0x03},
{0x02, 0x06, 0x06},
{0x02, 0x09, 0x0C},
{0x02, 0x0C, 0x09},
{0x02, 0x0F, 0x12},
{0x02, 0x12, 0x0F},
{0x02, 0x15, 0x18},
{0x02, 0x18, 0x15},
{0x02, 0x1B, 0x1E},
{0x02, 0x1E, 0x1B},
{0x02, 0x21, 0x24},
{0x02, 0x24, 0x21},
{0x02, 0x27, 0x2A},
{0x02, 0x2A, 0x27}
};
//D:8003D400
MODELSKELETON(guard, 0x10, 0x2D)
//D:8003D40C
+33
View File
@@ -0,0 +1,33 @@
#ifdef DEBUG
/*********************************************************************
* isnt this file for the UZI? the UZI has 3 muzzleflashes as oposed
* to the standard 2 for every other gun
*********************************************************************/
char* weapon_gun_kf7_JointNames[] = {
"SKEL_TOP",
"SKEL_MUZZLE",
"SKEL_FLASH",
"SKEL_EXTRAFLASH",
"SKEL_CARTRIDGE",
"",
""};
#endif
//D:8003C780
ModelJoint JOINTLIST(gun_kf7)[] = {
{0x0002, 0x0000, 0x0000},
{0x0002, 0x0003, 0x0003},
{0x0002, 0x0006, 0x0006},
{0x0002, 0x0009, 0x0009},
{0x0015, 0x0012, 0x0012},
{0x0002, 0x000C, 0x000C},
{0x0002, 0x000F, 0x000F}
};
//D:8003C7AC
MODELSKELETON(gun_kf7, 7, 0x12)
//D:8003C7B8
s32 PAD_8003C7B8 = 0;
//D:8003C7BC
s32 PAD_8003C7BC = 0;
@@ -0,0 +1,29 @@
#ifdef DEBUG
char* weapon_gun_revolver_JointNames[] = {
"SKEL_TOP",
"SKEL_MUZZLE",
"SKEL_FLASH",
"SKEL_DRUM",
"SKEL_HAMMER",
"SKEL_FINGER",
""};
#endif
//D:8003C740
ModelJoint JOINTLIST(gun_revolver)[] = {
{0x0002, 0x0000, 0x0000},
{0x0002, 0x0003, 0x0003},
{0x0002, 0x0006, 0x0006},
{0x0002, 0x0009, 0x0009},
{0x0002, 0x000C, 0x000C},
{0x0002, 0x000F, 0x000F},
{0x0002, 0x0012, 0x0012}
};
//D:8003C76C
MODELSKELETON(gun_revolver, 7, 21)
//D:8003C778
s32 PAD_8003C778 = 0;
//D:8003C77C
s32 PAD_8003C77C = 0;
@@ -0,0 +1,17 @@
#ifdef DEBUG
char* weapon_gun_unassigned_JointNames[] = {
"" };
#endif
//D:8003C720
ModelJoint JOINTLIST(gun_unassigned)[] = {
{0x0002, 0x0000, 0x0000}
};
//D:8003C728
MODELSKELETON(gun_unassigned, 1, 3)
//D:8003C734
s32 PAD_8003C734 = 0;
//D:8003C738
s32 PAD_8003C738 = 0;
//D:8003C73C
s32 PAD_8003C73C = 0;
@@ -0,0 +1,45 @@
#ifdef DEBUG
char* player_gait_object_JointNames[] = {
"SKEL_POSITION",
"SKEL_BASE",
"SKEL_BACK",
"SKEL_LF_HIP",
"SKEL_RT_HIP",
"SKEL_LF_KNEE",
"SKEL_LF_SHOULDER",
"SKEL_NECK",
"SKEL_RT_KNEE",
"SKEL_RT_SHOULDER",
"SKEL_LF_ANKLE",
"SKEL_LF_ELBOW",
"SKEL_RT_ANKLE",
"SKEL_RT_ELBOW",
"SKEL_LF_WRIST",
"SKEL_RT_WRIST"
};
#endif
//D:8003C510
ModelJoint JOINTLIST(player_gait_object)[] = {
{0x0401, 0x0000, 0x0000}, //"SKEL_POSITION"
{0x0002, 0x0000, 0x0000}, //"SKEL_BASE"
{0x0002, 0x0003, 0x0003}, //"SKEL_BACK"
{0x0002, 0x0006, 0x0006}, //"SKEL_LF_HIP"
{0x0002, 0x0009, 0x000C}, //"SKEL_RT_HIP"
{0x0002, 0x000C, 0x0009}, //"SKEL_LF_KNEE"
{0x0002, 0x000F, 0x0012}, //"SKEL_LF_SHOULDER"
{0x0002, 0x0012, 0x000F}, //"SKEL_NECK"
{0x0002, 0x0015, 0x0018}, //"SKEL_RT_KNEE"
{0x0002, 0x0018, 0x0015}, //"SKEL_RT_SHOULDER"
{0x0002, 0x001B, 0x001E}, //"SKEL_LF_ANKLE"
{0x0002, 0x001E, 0x001B}, //"SKEL_LF_ELBOW"
{0x0002, 0x0021, 0x0024}, //"SKEL_RT_ANKLE"
{0x0002, 0x0024, 0x0021}, //"SKEL_RT_ELBOW"
{0x0002, 0x0027, 0x002A}, //"SKEL_LF_WRIST"
{0x0002, 0x002A, 0x0027} //"SKEL_RT_WRIST"
};
//D:8003C570
MODELSKELETON(player_gait_object, 16, 45)
//FIXME File split likely
//D:8003C57C
s32 PAD_8003C57C = 0;
@@ -0,0 +1,15 @@
//No Joint Names
//D:8003C4F0
ModelJoint JOINTLIST(prop_weapon)[] = {
{0x0015, 0x0000, 0x0000},
{0x0015, 0x0001, 0x0001}
};
//D:8003C4FC
MODELSKELETON(prop_weapon, 2, 0)
//FIXME File split likely
//D:8003C508
s32 PAD_8003C508 = 0;
//D:8003C50C
s32 PAD_8003C50C = 0;
+217
View File
@@ -0,0 +1,217 @@
#ifdef DEBUG
char* prop_cctv_related_JointNames[] = {
"SKEL_TOP",
"SKEL_CAM" };
#endif
//D:8003A050
ModelJoint JOINTLIST(cctv)[2] = {
{0x0002, 0x0000, 0x0000},
{0x0002, 0x0003, 0x0003}
};
//D:8003A05C
MODELSKELETON(cctv, 2, 6)
//No Joint Nmaes
//D:8003A068
ModelJoint JOINTLIST(console_one_screen)[1] = {
{0x0002, 0x0000, 0x0000}
};
//D:8003A070
MODELSKELETON(console_one_screen, 1, 3)
//No Joint Nmaes
//D:8003A07C
ModelJoint JOINTLIST(console_four_screen)[] = {
{0x0002, 0x0000, 0x0000}
};
//D:8003A084
MODELSKELETON(console_four_screen, 1, 3)
#ifdef DEBUG
char* prop_tv_holder_related_JointNames[] = {
"SKEL_TOP",
"SKEL_TV1",
"SKEL_TV2",
"SKEL_TV3",
"SKEL_TV4" };
#endif
//D:8003A090
ModelJoint JOINTLIST(tv_holder)[] = {
{0x0002, 0x0000, 0x0000},
{0x0002, 0x0003, 0x0003},
{0x0002, 0x0006, 0x0006},
{0x0002, 0x0009, 0x0009},
{0x0002, 0x000C, 0x000C}
};
//D:8003A0B0
MODELSKELETON(tv_holder, 5, 0xF)
#ifdef DEBUG
char* prop_rotating_stuff_related_JointNames[] = {
"SKEL_TOP",
"SKEL_YROT",
"SKEL_XROT",
"SKEL_BARREL",
"SKEL_CARTRIDGE",
NULL };
#endif
#if 0
char* GroundGun_JointNames[] = {
"SKEL_TOP",
"SKEL_YROT",
"SKEL_XROT",
"SKEL_BARREL",
"SKEL_BAR2",
NULL };
#endif
//D:8003A0BC
ModelJoint JOINTLIST(rotating_stuff)[] = {
{0x0002, 0x0000, 0x0000},
{0x0002, 0x0003, 0x0003},
{0x0002, 0x0006, 0x0006},
{0x0002, 0x0009, 0x0009},
{0x0002, 0x000C, 0x000C},
{0x0002, 0x000F, 0x000F}
};
//D:8003A0E0
MODELSKELETON(rotating_stuff, 6, 0x12)
#ifdef DEBUG
char* prop_eyelid_door_related_JointNames[] = {
"SKEL_TOP",
"SKEL_UPPER",
"SKEL_LOWER" };
#endif
//D:8003A0EC
ModelJoint JOINTLIST(eyelid_door)[] = {
{0x0002, 0x0000, 0x0000},
{0x0002, 0x0003, 0x0003},
{0x0002, 0x0006, 0x0006}
};
MODELSKELETON(eyelid_door, 3, 9)
#ifdef DEBUG
char* prop_iris_door_related_JointNames[] = {
"SKEL_TOP",
"SKEL_OUT1",
"SKEL_IN1",
"SKEL_OUT2",
"SKEL_IN2",
"SKEL_OUT3",
"SKEL_IN3",
"SKEL_OUT4",
"SKEL_IN4",
"SKEL_OUT5",
"SKEL_IN5",
"SKEL_OUT6",
"SKEL_IN6" };
#endif
//D:8003A10C
ModelJoint JOINTLIST(iris_door)[] = {
{0x0002, 0x0000, 0x0000},
{0x0002, 0x0003, 0x0003},
{0x0002, 0x0006, 0x0006},
{0x0002, 0x0009, 0x0009},
{0x0002, 0x000C, 0x000C},
{0x0002, 0x000F, 0x000F},
{0x0002, 0x0012, 0x0012},
{0x0002, 0x0015, 0x0015},
{0x0002, 0x0018, 0x0018},
{0x0002, 0x001B, 0x001B},
{0x0002, 0x001E, 0x001E},
{0x0002, 0x0021, 0x0021},
{0x0002, 0x0024, 0x0024}
};
//D:8003A15C
MODELSKELETON(iris_door, 0xD, 0x27)
//NoJointNames
//D:8003A168
ModelJoint JOINTLIST(walletbond)[] = {
{0x0002, 0x0000, 0x0000}
};
//D:8003A170
MODELSKELETON(walletbond, 1, 3)
#ifdef DEBUG
char* prop_car_related_JointNames[] = {
"base",
"wheel1",
"wheel2",
"wheel3",
"wheel4" };
#endif
//D:8003A17C
ModelJoint JOINTLIST(car)[] = {
{0x0002, 0x0000, 0x0000},
{0x0002, 0x0003, 0x0003},
{0x0002, 0x0006, 0x0006},
{0x0002, 0x0009, 0x0009},
{0x0002, 0x000C, 0x000C}
};
//D:8003A19C
MODELSKELETON(car, 5, 0xF)
#ifdef DEBUG
char* prop_flying_related_JointNames[] = {
"SKEL_POSITION",
"SKEL_TOP",
"SKEL_ROTOR",
"SKEL_TAILROTOR",
"SKEL_GUN" };
#endif
//D:8003A1A8
ModelJoint JOINTLIST(flying)[] = {
{0x0401, 0x0000, 0x0000},
{0x0002, 0x0000, 0x0000},
{0x0015, 0x0003, 0x0003},
{0x0015, 0x0004, 0x0004},
{0x0015, 0x0005, 0x0005}
};
//D:8003A1C8
MODELSKELETON(flying, 5, 3)
//No Joint Names
//D:8003A1D4
ModelJoint JOINTLIST(door)[] = {
{0x0002, 0x0000, 0x0000}
};
//D:8003A1DC
MODELSKELETON(door, 1, 3)
#ifdef DEBUG
char* TankSkeleton_JointNames[] = {
"SKEL_TOP",
"SKEL_TURRET",
"SKEL_HATCH",
"SKEL_GUN",
"SKEL_MUZZLE" };
#endif
//D:8003A1E8
ModelJoint JOINTLIST(tank)[] = {
{0x0002, 0x0000, 0x0000},
{0x0002, 0x0003, 0x0003},
{0x0002, 0x0006, 0x0006},
{0x0002, 0x0009, 0x0009},
{0x0002, 0x000C, 0x000C}
};
//D:8003A208
MODELSKELETON(tank, 5, 0xF)
//No Joint Names
//D:8003A214
ModelJoint JOINTLIST(hat)[] = {
{0x0015, 0x0000, 0x0000},
};
//D:8003A21C
MODELSKELETON(hat, 1, 0)
@@ -0,0 +1,21 @@
ModelJoint JOINTLIST(standard_gun)[] = {
{0x0002, 0x0000, 0x0000},
{0x0002, 0x0003, 0x0003},
{0x0002, 0x0006, 0x0006},
{0x0015, 0x000F, 0x000F},
{0x0002, 0x0009, 0x0009},
{0x0002, 0x000C, 0x000C}
};
#ifdef DEBUG
char* weapon_gun_standard_gun_JointNames[] = {
"SKEL_TOP",
"SKEL_MUZZLE",
"SKEL_FLASH",
"SKEL_CARTRIDGE",
"SKEL_SLIDE",
"SKEL_FINGER" };
#endif
//D:8003C714
MODELSKELETON(standard_gun, 6, 15)
@@ -0,0 +1,16 @@
//D:8003C4D0
ModelJoint JOINTLIST(standard_object)[] = {
{0x0002, 0x0000, 0x0000}
};
//No Joint Names
//D:8003C4D8
MODELSKELETON(standard_object, 1, 3)
//FIXME for rest of this skelton/joint section, the extra s32 between are file split padding most likely, and should be located in source model folder
//FIXME File split likely
//D:8003C4E4
s32 PAD_8003C4E4 = 0;
//D:8003C4E8
s32 PAD_8003C4E8 = 0;
//D:8003C4EC
s32 PAD_8003C4EC = 0;
@@ -0,0 +1,36 @@
//D:8003C670
ModelJoint JOINTLIST(suit_lf_hand)[] = {
{0x0401, 0x0000, 0x0000},
{0x0002, 0x0000, 0x0000},
{0x0002, 0x0003, 0x0003},
{0x0002, 0x0006, 0x0006},
{0x0002, 0x0009, 0x000C},
{0x0002, 0x000C, 0x0009},
{0x0002, 0x000F, 0x0012},
{0x0002, 0x0012, 0x000F},
{0x0002, 0x0015, 0x0018},
{0x0002, 0x0018, 0x0015},
{0x0002, 0x001B, 0x001E},
{0x0002, 0x001E, 0x001B},
{0x0002, 0x0021, 0x0024},
{0x0002, 0x0024, 0x0021},
{0x0002, 0x0027, 0x002A},
{0x0002, 0x002A, 0x0027},
{0x0015, 0x002D, 0x002D},
{0x0015, 0x002E, 0x002E},
{0x0015, 0x002F, 0x002F},
};
#ifdef DEBUG
char* suit_lf_hand_JointNames[] = {
"SKEL_LF_WRIST_ER",
"SKEL_HOUR",
"SKEL_MINUTE",
"SKEL_SECOND",
"SKEL_POSITION__R",
"SKEL_BACK_W",
"SKEL_BASE_P",
"SKEL_LF_SHOULDER",
"SKEL_LF_ELBOW_ER" };
#endif
//D:8003C6E4
MODELSKELETON(suit_lf_hand, 19, 45)