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#ifndef SRR_CHUNKS_H
#define SRR_CHUNKS_H
//CHUNK IDs
//0x03000000 - 0x03ffffff Simpsons
namespace SRR2
{
namespace ChunkID
{
//Track Editor / World Builder would like to reseve up to
//0x030000ff
const unsigned WALL = 0x03000000;
const unsigned FENCELINE = 0x03000001;
const unsigned ROAD_SEGMENT = 0x03000002;
const unsigned ROAD = 0x03000003;
const unsigned INTERSECTION = 0x03000004;
const unsigned LOCATOR = 0x03000005;
const unsigned TRIGGER_VOLUME = 0x03000006;
const unsigned SPLINE = 0x03000007;
const unsigned INSTANCES = 0x03000008;
const unsigned ROAD_SEGMENT_DATA = 0x03000009;
const unsigned RAIL = 0x0300000A;
const unsigned PED_PATH = 0x0300000B;
const unsigned EXTRA_MATRIX = 0x0300000C;
const unsigned PED_PATH_SEGMENT = 0x0300000D;
const unsigned TERRAIN_TYPE = 0x0300000E;
//Camera data ids
const unsigned FOLLOWCAM = 0x03000100;
const unsigned WALKERCAM = 0x03000101;
// SFX chunk id's.
const unsigned CHUNK_SET = 0x03000110;
//Next usable ID 0x03000120
//Object Attribute chunks for greg.
const unsigned OBJECT_ATTRIBUTES = 0x03000600;
const unsigned PHYS_WRAPPER = 0x03000601;
const unsigned ATTRIBUTE_TABLE = 0x03000602;
// Effects chunk id's
const unsigned BREAKABLE_OBJECT = 0x03001000;
const unsigned INST_PARTICLE_SYSTEM = 0x03001001;
//DSG chunk id's
const unsigned ENTITY_DSG = 0x03f00000;
const unsigned STATIC_PHYS_DSG = 0x03f00001;
const unsigned DYNA_PHYS_DSG = 0x03f00002;
const unsigned INTERSECT_DSG = 0x03f00003;
const unsigned TREE_DSG = 0x03f00004;
const unsigned CONTIGUOUS_BIN_NODE = 0x03f00005;
const unsigned SPATIAL_NODE = 0x03f00006;
const unsigned FENCE_DSG = 0x03f00007;
const unsigned ANIM_COLL_DSG = 0x03f00008;
const unsigned INSTA_ENTITY_DSG = 0x03f00009;
const unsigned INSTA_STATIC_PHYS_DSG = 0x03f0000A;
const unsigned WORLD_SPHERE_DSG = 0x03f0000B;
const unsigned ANIM_DSG = 0x03f0000C;
const unsigned LENS_FLARE_DSG = 0x03f0000D;
const unsigned INSTA_ANIM_DYNA_PHYS_DSG = 0x03f0000E;
const unsigned ANIM_DSG_WRAPPER = 0x03f0000F;
const unsigned ANIM_OBJ_DSG_WRAPPER = 0x03f00010;
}
}
#endif
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