Initial commit
This commit is contained in:
21
DATA/XML/ENUM/AIGOALCATEGORYTYPE.XML
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21
DATA/XML/ENUM/AIGOALCATEGORYTYPE.XML
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<?xml version="1.0"?>
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<EnumDefinition>
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<Offensive>0</Offensive>
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<Defensive>1</Defensive>
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<Information>2</Information>
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<Infrastructure>3</Infrastructure>
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<Tactical_Targeted>5</Tactical_Targeted>
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<Tactical_Untargeted>6</Tactical_Untargeted>
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<NoBudget>7</NoBudget>
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<Hero>8</Hero>
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<Always>9</Always>
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<Macro_Goal>10</Macro_Goal>
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<MajorItem>11</MajorItem>
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<StoryArc>12</StoryArc>
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<StoryArcHuman>13</StoryArcHuman>
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<Interventions>14</Interventions>
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<High_Priority>15</High_Priority>
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<Sandbox_Events>16</Sandbox_Events>
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<Med_Priority>17</Med_Priority>
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<Map_Control>18</Map_Control>
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</EnumDefinition>
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38
DATA/XML/ENUM/GAMEOBJECTCATEGORYTYPE.XML
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38
DATA/XML/ENUM/GAMEOBJECTCATEGORYTYPE.XML
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<?xml version="1.0"?>
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<!--Dynamic enum definition for GameObjectCategoryType-->
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<EnumDefinition>
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<Fighter> 0x00000001 </Fighter>
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<Bomber> 0x00000002 </Bomber>
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<Transport> 0x00000004 </Transport>
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<Corvette> 0x00000008 </Corvette>
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<Frigate> 0x00000010 </Frigate>
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<Capital> 0x00000020 </Capital>
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<Super> 0x00000040 </Super>
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<Infantry> 0x00000080 </Infantry>
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<Vehicle> 0x00000100 </Vehicle>
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<Air> 0x00000200 </Air>
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<Structure> 0x00000400 </Structure>
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<AntiFighter> 0x00000800 </AntiFighter>
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<AntiBomber> 0x00001000 </AntiBomber>
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<AntiTransport> 0x00002000 </AntiTransport>
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<AntiCorvette> 0x00004000 </AntiCorvette>
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<AntiFrigate> 0x00008000 </AntiFrigate>
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<AntiCapital> 0x00010000 </AntiCapital>
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<AntiSuper> 0x00020000 </AntiSuper>
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<AntiInfantry> 0x00040000 </AntiInfantry>
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<AntiVehicle> 0x00080000 </AntiVehicle>
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<AntiAir> 0x00100000 </AntiAir>
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<AntiStructure> 0x00200000 </AntiStructure>
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<LandHero> 0x00400000 </LandHero>
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<Wall> 0x00800000 </Wall>
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<Upgrade> 0x01000000 </Upgrade>
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<SpaceHero> 0x02000000 </SpaceHero>
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<NonCombatHero> 0x04000000 </NonCombatHero>
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<Hero> 0x06400000 </Hero>
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<All> 0xFFFFFFFFFFFFFFFF </All>
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<None> 0x00000000 </None>
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<Heavy_Vehicle> 0x08000000 </Heavy_Vehicle>
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<AT_AT> 0x10000000 </AT_AT>
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</EnumDefinition>
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17
DATA/XML/ENUM/GAMEOBJECTPROPERTIESTYPE.XML
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17
DATA/XML/ENUM/GAMEOBJECTPROPERTIESTYPE.XML
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<?xml version="1.0"?>
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<EnumDefinition>
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<HealsInfantry> 0x00000001 </HealsInfantry>
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<HealsVehicles> 0x00000002 </HealsVehicles>
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<Turret> 0x00000004 </Turret>
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<TacticalStructure> 0x00000008 </TacticalStructure>
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<InBase> 0x00000010 </InBase>
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<OutBase> 0x00000020 </OutBase>
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<Fodder> 0x00000040 </Fodder>
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<SmallShip> 0x00000080 </SmallShip>
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<NotOpportunityTarget> 0x00000100 </NotOpportunityTarget>
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<GoodInfantryCrusher> 0x00000200 </GoodInfantryCrusher>
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<IsSupercrusher> 0x00000400 </IsSupercrusher>
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<IsRushTarget> 0x00000800 </IsRushTarget>
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<CanContainGarrison> 0x00001000 </CanContainGarrison>
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<GarrisonCanFire> 0x00002000 </GarrisonCanFire>
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</EnumDefinition>
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21
DATA/XML/ENUM/MOVEMENTCLASSTYPE.XML
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21
DATA/XML/ENUM/MOVEMENTCLASSTYPE.XML
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<?xml version="1.0"?>
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<EnumDefinition>
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<Infantry>0</Infantry>
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<InfantryNoShield>1</InfantryNoShield>
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<Wheeled>2</Wheeled>
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<WheeledNoShield>3</WheeledNoShield>
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<Walker>4</Walker>
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<WalkerNoShield>5</WalkerNoShield>
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<Flying>6</Flying>
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<Tracked>7</Tracked>
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<TrackedNoShield>8</TrackedNoShield>
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<Hover>9</Hover>
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<HoverNoShield>10</HoverNoShield>
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<LargeWalker>11</LargeWalker>
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<LargeWalkerNoShield>12</LargeWalkerNoShield>
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<Space>13</Space>
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<Lancet>14</Lancet>
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<Spotter>15</Spotter>
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<LargeHover>16</LargeHover>
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<BombingRun>17</BombingRun>
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</EnumDefinition>
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13
DATA/XML/ENUM/OBJECTWEATHERCATEGORYTYPE.XML
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13
DATA/XML/ENUM/OBJECTWEATHERCATEGORYTYPE.XML
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<?xml version="1.0" encoding="utf-8"?>
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<EnumDefinition>
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<Default>0</Default>
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<Infantry>1</Infantry>
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<LargeWalker>2</LargeWalker>
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<Speeder>3</Speeder>
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<Walker>4</Walker>
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<Tracked>5</Tracked>
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<Hover>6</Hover>
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<Wheeled>7</Wheeled>
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<Flying>8</Flying>
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<!--add more in sequence-->
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</EnumDefinition>
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298
DATA/XML/ENUM/PERCEPTIONTOKENTYPE.XML
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298
DATA/XML/ENUM/PERCEPTIONTOKENTYPE.XML
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<?xml version="1.0"?>
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<EnumDefinition>
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<!-- Variables -->
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<Variable_Self> </Variable_Self>
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<Variable_Location> </Variable_Location>
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<Variable_Target> </Variable_Target>
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<Variable_Enemy> </Variable_Enemy>
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<Variable_Human> </Variable_Human>
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<!-- Parameters -->
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<Parameter_Category> </Parameter_Category>
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<Parameter_Attenuator> </Parameter_Attenuator>
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<Parameter_Type> </Parameter_Type>
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<Parameter_Hard_Point_Type> </Parameter_Hard_Point_Type>
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<Parameter_Faction> </Parameter_Faction>
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<Parameter_Level> </Parameter_Level>
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<Parameter_Count> </Parameter_Count>
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<Parameter_Name> </Parameter_Name>
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<Parameter_Queue_Type> </Parameter_Queue_Type>
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<Parameter_Script_String> </Parameter_Script_String>
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<Parameter_Script_Number> </Parameter_Script_Number>
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<Parameter_Range> </Parameter_Range>
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<Parameter_Only_Consider_Complete/>
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<Parameter_Time> </Parameter_Time>
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<Parameter_Difficulty_Level_Type/>
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<!-- Non-automatic root literals -->
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<Game> </Game>
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<!-- Intermediate literals (cross-object) -->
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<Type> </Type>
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<FriendlyForce> </FriendlyForce>
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<EnemyForce> </EnemyForce>
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<Hints> </Hints>
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<!-- Final literals -->
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<Evaluate> </Evaluate>
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<Token> </Token>
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<Timeline> </Timeline>
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<Markup> </Markup>
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<Age> </Age>
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<IsCampaignGame> </IsCampaignGame>
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<InterventionsEnabled> </InterventionsEnabled>
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<TimeSinceStoryPopup> </TimeSinceStoryPopup>
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<ActiveStoryGoalCount> </ActiveStoryGoalCount>
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<IsStoryCampaign> </IsStoryCampaign>
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<PlanetsCorrupted> </PlanetsCorrupted>
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<PlanetsCorruptedUnnormalized> </PlanetsCorruptedUnnormalized>
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<!-- Misc planet final literals -->
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<TargetPoliticalControl> </TargetPoliticalControl>
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<StarbaseLevel> </StarbaseLevel>
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<GroundbaseLevel> </GroundbaseLevel>
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<DistanceToNearestFriendly> </DistanceToNearestFriendly>
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<OpenStructureSlots> </OpenStructureSlots>
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<IsConnectedTo> </IsConnectedTo>
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<FriendlyInternalConnectivity> </FriendlyInternalConnectivity>
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<FriendlyExternalConnectivity> </FriendlyExternalConnectivity>
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<EnemyInternalConnectivity> </EnemyInternalConnectivity>
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<EnemyExternalConnectivity> </EnemyExternalConnectivity>
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<Income> </Income>
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<IncomeNBPTM> </IncomeNBPTM>
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<IncomeNBTP> </IncomeNBTP>
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<IncomeNBTD> </IncomeNBTD>
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<BaseIncome> </BaseIncome>
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<BaseIncomeNBTP> </BaseIncomeNBTP>
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<BaseIncomeNBTD> </BaseIncomeNBTD>
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<TradeRoutes> </TradeRoutes>
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<ActiveTradeRoutes> </ActiveTradeRoutes>
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<IsSurfaceAccessible> </IsSurfaceAccessible>
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<RetainsResidualInfluence> </RetainsResidualInfluence>
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<IsCorrupted> </IsCorrupted>
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<IsCorruptionTransitionActive> </IsCorruptionTransitionActive>
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<IsConnectedToCorruption> </IsConnectedToCorruption>
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<BlackMarketAbilitiesAvailable> </BlackMarketAbilitiesAvailable>
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<BlackMarketMinimumAbilityPrice> </BlackMarketMinimumAbilityPrice>
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<BlackMarketPriceModifier> </BlackMarketPriceModifier>
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<TimeSinceCorruptionChange> </TimeSinceCorruptionChange>
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<!-- (planet) type final literals -->
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<MaxStarbaseLevel> </MaxStarbaseLevel>
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<MaxGroundbaseLevel> </MaxGroundbaseLevel>
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<ForceAlignment> </ForceAlignment>
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<MaxStructureSlots> </MaxStructureSlots>
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<IsType> </IsType>
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<IsFaction> </IsFaction>
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<IsNamedHero> </IsNamedHero>
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<ConnectsIsolatedPlanetsByLength> </ConnectsIsolatedPlanetsByLength>
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<ConnectsIsolatedPlanetsByForce> </ConnectsIsolatedPlanetsByForce>
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<ConnectsLargestIslands> </ConnectsLargestIslands>
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<HasCreditSiphon> </HasCreditSiphon>
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<HasStructure> </HasStructure>
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<HasIndigenousUnits> </HasIndigenousUnits>
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<IsHumanControlled> </IsHumanControlled>
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<!-- Force literals -->
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<GroundTotal> </GroundTotal>
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<SpaceTotal> </SpaceTotal>
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<NearbyGroundTotal> </NearbyGroundTotal>
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<NearbySpaceTotal> </NearbySpaceTotal>
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<AntiStealthEffectiveness> </AntiStealthEffectiveness>
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<HasNearbyGroundForce> </HasNearbyGroundForce>
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<HasNearbySpaceForce> </HasNearbySpaceForce>
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<!-- NBTD = Normalized By Target Disposition -->
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<GroundTotalNBTD> </GroundTotalNBTD>
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<SpaceTotalNBTD> </SpaceTotalNBTD>
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<!-- NBPTM = Normalized By Per Target Max -->
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<GroundTotalNBPTM> </GroundTotalNBPTM>
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<SpaceTotalNBPTM> </SpaceTotalNBPTM>
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<!-- NBTT = Normalized By Target Total -->
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<GroundTotalNBTT> </GroundTotalNBTT>
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<SpaceTotalNBTT> </SpaceTotalNBTT>
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<!-- Quick checks for whether force are present. Result is either 1.0 or 0.0 -->
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<HasSpaceForce> </HasSpaceForce>
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<HasGroundForce> </HasGroundForce>
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<!-- Maintenance cost normalized by income -->
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<Maintenance> </Maintenance>
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<TechLevel> </TechLevel>
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<!-- Income perceptions for players. Net subtracts off maintenance costs
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(and is more expensive to evaluate as a result). NBPTM normalizes by max
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income for the entire galaxy. NBTF normalizes by max income for player's
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current planets -->
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<GrossIncomeNBPTM> </GrossIncomeNBPTM>
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<NetIncomeNBPTM> </NetIncomeNBPTM>
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<GrossIncomeNBTF> </GrossIncomeNBTF>
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<NetIncomeNBTF> </NetIncomeNBTF>
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<!-- Build perceptions for planets. Depth and time are normalized by the
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largest depth/time across any planet belonging to this planet's owner.
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These are valid perceptions ONLY when the querying player owns the planet -->
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<BuildQueueDepth> </BuildQueueDepth>
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<BuildQueueTime> </BuildQueueTime>
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<BuildPercentRemaining> </BuildPercentRemaining>
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<IsBuilding> </IsBuilding>
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<OpenGroundCompanySlots> </OpenGroundCompanySlots>
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<StoryTrigger> </StoryTrigger>
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<!-- Various perceptions for players below -->
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<!-- Perception for the proportion of income devoted to a particular goal
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category. REQUIRES the goal category as a parameter -->
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<BudgetAllocation> </BudgetAllocation>
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<PlanetsControlled> </PlanetsControlled>
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<AverageBuildQueueDepth> </AverageBuildQueueDepth>
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<AverageBuildTime> </AverageBuildTime>
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<AverageStarbase> </AverageStarbase>
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<AverageGroundbase> </AverageGroundbase>
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<SpaceDefendedPlanets> </SpaceDefendedPlanets>
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<GroundDefendedPlanets> </GroundDefendedPlanets>
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<AverageAgeOfGroundIntelligence/>
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<AverageAgeOfSpaceIntelligence> </AverageAgeOfSpaceIntelligence>
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<HasStarbaseOfLevel> </HasStarbaseOfLevel>
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<HasGroundbaseOfLevel> </HasGroundbaseOfLevel>
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<NumStructure> </NumStructure>
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<NumStarbaseOfLevel> </NumStarbaseOfLevel>
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<NumGroundbaseOfLevel> </NumGroundbaseOfLevel>
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<HomePlanet> </HomePlanet>
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<BudgetFractionToBuild> </BudgetFractionToBuild>
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<CanAdvanceTech> </CanAdvanceTech>
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<HasBeenAttackedInSpace> </HasBeenAttackedInSpace>
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<HasBeenAttackedOnGround> </HasBeenAttackedOnGround>
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<TimeSinceSpaceDefender> </TimeSinceSpaceDefender>
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<TimeSinceSpaceAttacker> </TimeSinceSpaceAttacker>
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<TimeSinceGroundDefender> </TimeSinceGroundDefender>
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<TimeSinceGroundAttacker> </TimeSinceGroundAttacker>
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<WorstIslandFractionOfLargest> </WorstIslandFractionOfLargest>
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<HasUnit> </HasUnit>
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<StructureCount> </StructureCount>
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<IsDifficulty> </IsDifficulty>
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<HasTechToProduce> </HasTechToProduce>
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<ActiveGoals> </ActiveGoals>
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<AnyCurrentThreats> </AnyCurrentThreats>
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<!-- Proportion of a player's planets that have bases at their maximum level -->
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<MaxedGroundbases> </MaxedGroundbases>
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<MaxedStarbases> </MaxedStarbases>
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||||
|
||||
<!-- Can follow certain 'final' literals to determine when that literal was last genuinely observed -->
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<TimeLastSeen> </TimeLastSeen>
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||||
|
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<TimeSinceSpaceConflict> </TimeSinceSpaceConflict>
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||||
<TimeSinceGroundConflict> </TimeSinceGroundConflict>
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||||
<TimeSinceConversion> </TimeSinceConversion>
|
||||
|
||||
<!-- Tactical mode tokens -->
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||||
<Owner> </Owner>
|
||||
<Location> </Location>
|
||||
|
||||
<Health> </Health>
|
||||
<Shield> </Shield>
|
||||
<Energy> </Energy>
|
||||
<HardPointHealth> </HardPointHealth>
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||||
|
||||
<Force> </Force>
|
||||
<ForceNBTP> </ForceNBTP>
|
||||
<ForceNBTD> </ForceNBTD>
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||||
<FriendlyForceNBTD> </FriendlyForceNBTD>
|
||||
<EnemyForceNBTD> </EnemyForceNBTD>
|
||||
<IsDefender> </IsDefender>
|
||||
<ForceVisibility> </ForceVisibility><!-- % of the enemies forces that are visible; always 1 with FOW off -->
|
||||
<IsEnemyStartLocation> </IsEnemyStartLocation>
|
||||
<CanRetreat> </CanRetreat>
|
||||
<EnemyUnitConcentration> </EnemyUnitConcentration>
|
||||
<FriendlyUnitConcentration> </FriendlyUnitConcentration>
|
||||
<EnemyUnitConcentrationNBTD> </EnemyUnitConcentrationNBTD>
|
||||
<FriendlyUnitConcentrationNBTD> </FriendlyUnitConcentrationNBTD>
|
||||
<IsBombingRunAvailable> </IsBombingRunAvailable>
|
||||
<CashPointValue> </CashPointValue>
|
||||
<IsCashPoint> </IsCashPoint>
|
||||
<ContainsHero> </ContainsHero>
|
||||
<AreEnginesOnline> </AreEnginesOnline>
|
||||
<IsSetupPhase> </IsSetupPhase>
|
||||
<IsBuildPad> </IsBuildPad>
|
||||
<HasBuiltObject> </HasBuiltObject>
|
||||
<NearbyOpenBuildPadCount> </NearbyOpenBuildPadCount>
|
||||
<OpenBuildPadCount> </OpenBuildPadCount>
|
||||
<TacticalBuiltStructureCount> </TacticalBuiltStructureCount>
|
||||
<IsFriendlyStartLocation> </IsFriendlyStartLocation>
|
||||
<HasTakenDamage> </HasTakenDamage>
|
||||
<BaseLevel> </BaseLevel>
|
||||
<IsRetreating> </IsRetreating>
|
||||
<IsInsideFriendlyShield> </IsInsideFriendlyShield>
|
||||
<IsInsideEnemyShield> </IsInsideEnemyShield>
|
||||
<IsContestable> </IsContestable>
|
||||
<ReinforcementsUnnormalized> </ReinforcementsUnnormalized>
|
||||
<UnitSpaceAvailable> </UnitSpaceAvailable>
|
||||
<IsValidBombingTarget> </IsValidBombingTarget>
|
||||
<IsLandControlGame> </IsLandControlGame>
|
||||
<GarrisonSlotsAvailable> </GarrisonSlotsAvailable>
|
||||
<IsOrbitalBombardmentAvailable> </IsOrbitalBombardmentAvailable>
|
||||
<AdditionalPopulationCapacity> </AdditionalPopulationCapacity>
|
||||
|
||||
<!-- INTERNAL ONLY. DO NOT USE IN DATA. Mostly unnormalized perceptions that are used to calculate other perceptions. -->
|
||||
<GroundTotalUnnormalized> </GroundTotalUnnormalized>
|
||||
<SpaceTotalUnnormalized> </SpaceTotalUnnormalized>
|
||||
<IncomeUnnormalized> </IncomeUnnormalized>
|
||||
<IncomePotentialUnnormalized> </IncomePotentialUnnormalized>
|
||||
<BaseIncomeUnnormalized> </BaseIncomeUnnormalized>
|
||||
<GrossIncomeUnnormalized> </GrossIncomeUnnormalized>
|
||||
<NetIncomeUnnormalized> </NetIncomeUnnormalized>
|
||||
|
||||
<MaxAllPlanetsIncomeUnnormalized> </MaxAllPlanetsIncomeUnnormalized>
|
||||
<MaxOwnedPlanetsIncomeUnnormalized> </MaxOwnedPlanetsIncomeUnnormalized>
|
||||
|
||||
<MaintenanceUnnormalized> </MaintenanceUnnormalized>
|
||||
|
||||
<PerTargetMaxGroundForce> </PerTargetMaxGroundForce>
|
||||
<PerTargetMaxSpaceForce> </PerTargetMaxSpaceForce>
|
||||
<PerTargetMaxIncome> </PerTargetMaxIncome>
|
||||
<PerTargetMaxBaseIncome> </PerTargetMaxBaseIncome>
|
||||
|
||||
<MaxBuildQueueDepth> </MaxBuildQueueDepth>
|
||||
<MaxBuildQueueTime> </MaxBuildQueueTime>
|
||||
|
||||
<HasSpaceUnitsBitfield> </HasSpaceUnitsBitfield>
|
||||
<HasGroundUnitsBitfield> </HasGroundUnitsBitfield>
|
||||
|
||||
<TargetPlayerID> </TargetPlayerID>
|
||||
|
||||
<ForceUnnormalized> </ForceUnnormalized>
|
||||
<FriendlyForceUnnormalized> </FriendlyForceUnnormalized>
|
||||
<EnemyForceUnnormalized> </EnemyForceUnnormalized>
|
||||
|
||||
<CreditsUnnormalized> </CreditsUnnormalized>
|
||||
|
||||
<EnemyUnitConcentrationUnnormalized> </EnemyUnitConcentrationUnnormalized>
|
||||
<FriendlyUnitConcentrationUnnormalized> </FriendlyUnitConcentrationUnnormalized>
|
||||
|
||||
<TimeLastSeenUnnormalized> </TimeLastSeenUnnormalized>
|
||||
|
||||
<GroundbaseTotalUnnormalized> </GroundbaseTotalUnnormalized>
|
||||
<StarbaseTotalUnnormalized> </StarbaseTotalUnnormalized>
|
||||
<StarbaseLevelUnnormalized> </StarbaseLevelUnnormalized>
|
||||
<GroundbaseLevelUnnormalized> </GroundbaseLevelUnnormalized>
|
||||
<MaxStarbaseLevelUnnormalized> </MaxStarbaseLevelUnnormalized>
|
||||
<MaxGroundbaseLevelUnnormalized/>
|
||||
<OpenStructureSlotsUnnormalized/>
|
||||
<MaxStructureSlotsUnnormalized> </MaxStructureSlotsUnnormalized>
|
||||
<PlanetsControlledUnnormalized> </PlanetsControlledUnnormalized>
|
||||
|
||||
<FriendlyUnitsBitfield> </FriendlyUnitsBitfield>
|
||||
<EnemyUnitsBitfield> </EnemyUnitsBitfield>
|
||||
<LandedForceUnnormalized> </LandedForceUnnormalized>
|
||||
<DistanceToNearestEnemy> </DistanceToNearestEnemy>
|
||||
</EnumDefinition>
|
||||
38
DATA/XML/ENUM/SURFACEFXTRIGGERTYPE.XML
Normal file
38
DATA/XML/ENUM/SURFACEFXTRIGGERTYPE.XML
Normal file
@@ -0,0 +1,38 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<!--These are the triggers defined in SurfaceFX.xml-->
|
||||
<EnumDefinition>
|
||||
<GENERIC_TRACK>0</GENERIC_TRACK>
|
||||
<AT_AT_FOOTPRINT>1</AT_AT_FOOTPRINT>
|
||||
<DYNAMIC_TRACK_DEFAULT>2</DYNAMIC_TRACK_DEFAULT>
|
||||
<INFANTRY_FOOT_PLANT>3</INFANTRY_FOOT_PLANT>
|
||||
<GENERIC_IMPACT>4</GENERIC_IMPACT>
|
||||
<TROOPER_IMPACT>5</TROOPER_IMPACT>
|
||||
<PROJECTILE>6</PROJECTILE>
|
||||
<HOVER>7</HOVER>
|
||||
<DYNAMIC_TRACK_WITH_EMITTER>8</DYNAMIC_TRACK_WITH_EMITTER>
|
||||
<PROJECTILE_INFANTRY>9</PROJECTILE_INFANTRY>
|
||||
<EXPLOSION_SCORCH_MARK_MEDIUM>10</EXPLOSION_SCORCH_MARK_MEDIUM>
|
||||
<EXPLOSION_SCORCH_MARK_SMALL>11</EXPLOSION_SCORCH_MARK_SMALL>
|
||||
<EXPLOSION_SCORCH_MARK_LARGE>12</EXPLOSION_SCORCH_MARK_LARGE>
|
||||
<EXPLOSION_SCORCH_MARK_HUGE>13</EXPLOSION_SCORCH_MARK_HUGE>
|
||||
<EXPLOSION_SCORCH_MARK_TINY>14</EXPLOSION_SCORCH_MARK_TINY>
|
||||
<RANCOR_FOOTPRINT>15</RANCOR_FOOTPRINT>
|
||||
<ATAA_FOOTPRINT_RIGHT>16</ATAA_FOOTPRINT_RIGHT>
|
||||
<ATAA_FOOTPRINT_LEFT>17</ATAA_FOOTPRINT_LEFT>
|
||||
<GENERIC_TRACK_HALF>18</GENERIC_TRACK_HALF>
|
||||
<POD_WALKER_FOOTPRINT>19</POD_WALKER_FOOTPRINT>
|
||||
<AT-ST_FOOTPRINT>20</AT-ST_FOOTPRINT>
|
||||
<SPMAT_FOOTPRINT>21</SPMAT_FOOTPRINT>
|
||||
<GENERIC_FOOTPRINT>22</GENERIC_FOOTPRINT>
|
||||
<R2D2_FOOTPRINT>23</R2D2_FOOTPRINT>
|
||||
<HOVER_NO_PARTICLES>24</HOVER_NO_PARTICLES>
|
||||
<GOOD_GROUND>25</GOOD_GROUND>
|
||||
<EXPLOSION_SCORCH_MARK_MASSIVE>26</EXPLOSION_SCORCH_MARK_MASSIVE>
|
||||
<EXPLOSION_SCORCH_MARK_MASSIVE_DARK>27</EXPLOSION_SCORCH_MARK_MASSIVE_DARK>
|
||||
<HIGH_GROUND>28</HIGH_GROUND>
|
||||
<SLOW_GROUND>29</SLOW_GROUND>
|
||||
<DAMAGE_GROUND>30</DAMAGE_GROUND>
|
||||
<INFANTRY_TERRAIN_MODIFIER>31</INFANTRY_TERRAIN_MODIFIER>
|
||||
<VEHICLE_TERRAIN_MODIFIER>32</VEHICLE_TERRAIN_MODIFIER>
|
||||
<INFANTRY_ONLY_GROUND>33</INFANTRY_ONLY_GROUND>
|
||||
</EnumDefinition>
|
||||
Reference in New Issue
Block a user