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JacksonCougar

hlmt (Hierarchy) Model

Aug 13th, 2014
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  1. <?xml version="1.0" encoding="UTF-8"?>
  2. <plugin class="hlmt" author="JacksonCougar" headersize="252">
  3.     <tag name="render model" offset="0" />
  4.     <id name="render model" offset="4" />
  5.     <tag name="collision model" offset="8" />
  6.     <id name="collision model" offset="12" />
  7.     <tag name="animation" offset="16" />
  8.     <id name="animation" offset="20" />
  9.     <tag name="physics" offset="24" />
  10.     <id name="physics" offset="28" />
  11.     <tag name="physics_model" offset="32" />
  12.     <id name="physics_model" offset="36" />
  13.     <float name="disappear distance:world units" offset="40" />
  14.     <float name="begin fade distance:world units" offset="44" />
  15.     <unused size="4" offset="48" />
  16.     <float name="reduce to L1:world units (super low)" offset="52" />
  17.     <float name="reduce to L2:world units (low)" offset="56" />
  18.     <float name="reduce to L3:world units (medium)" offset="60" />
  19.     <float name="reduce to L4:world units (high)" offset="64" />
  20.     <float name="reduce to L5:world units (super high)" offset="68" />
  21.     <unused size="4" offset="72" />
  22.     <enum16 name="shadow fade distance" offset="76">
  23.         <option name="fade at super high detail level" value="0" />
  24.         <option name="fade at high detail level" value="1" />
  25.         <option name="fade at medium detail level" value="2" />
  26.         <option name="fade at low detail level" value="3" />
  27.         <option name="fade at super low detail level" value="4" />
  28.         <option name="fade never" value="5" />
  29.     </enum16>
  30.     <unused size="2" offset="78" />
  31.     <struct name="model_variant_block [max#64]" offset="80" size="56">
  32.         <stringid name="name^" offset="0" />
  33.         <unused size="16" offset="4" />
  34.         <struct name="model_variant_region_block [max#16]" offset="20" size="20">
  35.             <stringid name="region name^:must match region name in render_model" offset="0" />
  36.             <unused size="1" offset="4" />
  37.             <unused size="1" offset="5" />
  38.             <short name="parent variant" offset="6" />
  39.             <struct name="model_variant_permutation_block [max#32]" offset="8" size="32">
  40.                 <stringid name="permutation name^" offset="0" />
  41.                 <unused size="1" offset="4" />
  42.                 <bitmask8 name="flags" offset="5">
  43.                     <option name="copy states to all permutations" value="0" />
  44.                 </bitmask8>
  45.                 <unused size="2" offset="6" />
  46.                 <float name="probability:(0,+inf)" offset="8" />
  47.                 <struct name="model_variant_state_block [max#10]" offset="12" size="24">
  48.                     <stringid name="permutation name" offset="0" />
  49.                     <unused size="1" offset="4" />
  50.                     <bitmask8 name="property flags" offset="5">
  51.                         <option name="blurred" value="0" />
  52.                         <option name="hella blurred" value="1" />
  53.                         <option name="shielded" value="2" />
  54.                     </bitmask8>
  55.                     <enum16 name="state^" offset="6">
  56.                         <option name="default" value="0" />
  57.                         <option name="minor damage" value="1" />
  58.                         <option name="medium damage" value="2" />
  59.                         <option name="major damage" value="3" />
  60.                         <option name="destroyed" value="4" />
  61.                     </enum16>
  62.                     <tag name="looping effect#played while the model is in this state" offset="8" />
  63.                     <id name="looping effect#played while the model is in this state" offset="12" />
  64.                     <stringid name="looping effect marker name" offset="16" />
  65.                     <float name="initial probability" offset="20" />
  66.                 </struct>
  67.                 <unused size="5" offset="20" />
  68.                 <unused size="7" offset="25" />
  69.             </struct>
  70.             <enum16 name="sort order#negative values mean closer to the camera" offset="16">
  71.                 <option name="no sorting" value="0" />
  72.                 <option name="-5 (closest)" value="1" />
  73.                 <option name="-4" value="2" />
  74.                 <option name="-3" value="3" />
  75.                 <option name="-2" value="4" />
  76.                 <option name="-1" value="5" />
  77.                 <option name="0 (same as model)" value="6" />
  78.                 <option name="1" value="7" />
  79.                 <option name="2" value="8" />
  80.                 <option name="3" value="9" />
  81.                 <option name="4" value="10" />
  82.                 <option name="5 (farthest)" value="11" />
  83.             </enum16>
  84.             <unused size="2" offset="18" />
  85.         </struct>
  86.         <struct name="model_variant_object_block [max#16]" offset="28" size="16">
  87.             <stringid name="parent marker^" offset="0" />
  88.             <stringid name="child marker" offset="4" />
  89.             <tag name="child object" offset="8" />
  90.             <id name="child object" offset="12" />
  91.         </struct>
  92.         <unused size="8" offset="36" />
  93.         <stringid name="dialogue sound effect" offset="44" />
  94.         <tag name="dialogue" offset="48" />
  95.         <id name="dialogue" offset="52" />
  96.     </struct>
  97.     <struct name="model_material_block [max#32]" offset="88" size="20">
  98.         <stringid name="material name" offset="0" />
  99.         <enum16 name="material type" offset="4">
  100.             <option name="dirt" value="0" />
  101.             <option name="sand" value="1" />
  102.             <option name="stone" value="2" />
  103.             <option name="snow" value="3" />
  104.             <option name="wood" value="4" />
  105.             <option name="metal (hollow)" value="5" />
  106.             <option name="metal (thin)" value="6" />
  107.             <option name="metal (thick)" value="7" />
  108.             <option name="rubber" value="8" />
  109.             <option name="glass" value="9" />
  110.             <option name="force field" value="10" />
  111.             <option name="grunt" value="11" />
  112.             <option name="hunter armour" value="12" />
  113.             <option name="hunter skin" value="13" />
  114.             <option name="elite" value="14" />
  115.             <option name="jackal" value="15" />
  116.             <option name="jackal energy shield" value="16" />
  117.             <option name="engineer skin" value="17" />
  118.             <option name="engineer force field" value="18" />
  119.             <option name="flood combat form" value="19" />
  120.             <option name="flood carrier form" value="20" />
  121.             <option name="cyborg armour" value="21" />
  122.             <option name="cyborg energy shield" value="22" />
  123.             <option name="human armour" value="23" />
  124.             <option name="human skin" value="24" />
  125.             <option name="sentinel" value="25" />
  126.             <option name="monitor" value="26" />
  127.             <option name="plastic" value="27" />
  128.             <option name="water" value="28" />
  129.             <option name="leaves" value="29" />
  130.             <option name="elite energy shield" value="30" />
  131.             <option name="ice" value="31" />
  132.             <option name="hunter shield" value="32" />
  133.         </enum16>
  134.         <short name="damage section" offset="6" />
  135.         <unused size="2" offset="8" />
  136.         <unused size="2" offset="10" />
  137.         <stringid name="global material name" offset="12" />
  138.         <unused size="4" offset="16" />
  139.     </struct>
  140.     <struct name="global_damage_info_block [max#1]" offset="96" size="248">
  141.         <bitmask32 name="flags" offset="0">
  142.             <option name="takes shield damage for children" value="0" />
  143.             <option name="takes body damage for children" value="1" />
  144.             <option name="always shields friendly damage" value="2" />
  145.             <option name="passes area damage to children" value="3" />
  146.             <option name="parent never takes body damage for us" value="4" />
  147.             <option name="only damaged by explosives" value="5" />
  148.             <option name="parent never takes shield damage for us" value="6" />
  149.             <option name="cannot die from damage" value="7" />
  150.             <option name="passes attached damage to riders" value="8" />
  151.         </bitmask32>
  152.         <stringid name="global indirect material name#absorbs AOE or child damage" offset="4" />
  153.         <short name="indirect damage section#absorbs AOE or child damage" offset="8" />
  154.         <unused size="2" offset="10" />
  155.         <unused size="4" offset="12" />
  156.         <enum8 name="collision damage reporting type" offset="16">
  157.             <option name="teh guardians!!1!!1!" value="0" />
  158.             <option name="falling damage" value="1" />
  159.             <option name="generic collision damage" value="2" />
  160.             <option name="generic melee damage" value="3" />
  161.             <option name="generic explosion" value="4" />
  162.             <option name="magnum pistol" value="5" />
  163.             <option name="plasma pistol" value="6" />
  164.             <option name="needler" value="7" />
  165.             <option name="smg" value="8" />
  166.             <option name="plasma rifle" value="9" />
  167.             <option name="battle rifle" value="10" />
  168.             <option name="carbine" value="11" />
  169.             <option name="shotgun" value="12" />
  170.             <option name="sniper rifle" value="13" />
  171.             <option name="beam rifle" value="14" />
  172.             <option name="rocket launcher" value="15" />
  173.             <option name="flak cannon" value="16" />
  174.             <option name="brute shot" value="17" />
  175.             <option name="disintegrator" value="18" />
  176.             <option name="brute plasma rifle" value="19" />
  177.             <option name="energy sword" value="20" />
  178.             <option name="frag grenade" value="21" />
  179.             <option name="plasma grenade" value="22" />
  180.             <option name="flag melee damage" value="23" />
  181.             <option name="bomb melee damage" value="24" />
  182.             <option name="bomb explosion damage" value="25" />
  183.             <option name="ball melee damage" value="26" />
  184.             <option name="human turret" value="27" />
  185.             <option name="plasma turret" value="28" />
  186.             <option name="banshee" value="29" />
  187.             <option name="ghost" value="30" />
  188.             <option name="mongoose" value="31" />
  189.             <option name="scorpion" value="32" />
  190.             <option name="spectre driver" value="33" />
  191.             <option name="spectre gunner" value="34" />
  192.             <option name="warthog driver" value="35" />
  193.             <option name="warthog gunner" value="36" />
  194.             <option name="wraith" value="37" />
  195.             <option name="tank" value="38" />
  196.             <option name="sentinel beam" value="39" />
  197.             <option name="sentinel rpg" value="40" />
  198.             <option name="teleporter" value="41" />
  199.         </enum8>
  200.         <enum8 name="response damage reporting type" offset="17">
  201.             <option name="teh guardians!!1!!1!" value="0" />
  202.             <option name="falling damage" value="1" />
  203.             <option name="generic collision damage" value="2" />
  204.             <option name="generic melee damage" value="3" />
  205.             <option name="generic explosion" value="4" />
  206.             <option name="magnum pistol" value="5" />
  207.             <option name="plasma pistol" value="6" />
  208.             <option name="needler" value="7" />
  209.             <option name="smg" value="8" />
  210.             <option name="plasma rifle" value="9" />
  211.             <option name="battle rifle" value="10" />
  212.             <option name="carbine" value="11" />
  213.             <option name="shotgun" value="12" />
  214.             <option name="sniper rifle" value="13" />
  215.             <option name="beam rifle" value="14" />
  216.             <option name="rocket launcher" value="15" />
  217.             <option name="flak cannon" value="16" />
  218.             <option name="brute shot" value="17" />
  219.             <option name="disintegrator" value="18" />
  220.             <option name="brute plasma rifle" value="19" />
  221.             <option name="energy sword" value="20" />
  222.             <option name="frag grenade" value="21" />
  223.             <option name="plasma grenade" value="22" />
  224.             <option name="flag melee damage" value="23" />
  225.             <option name="bomb melee damage" value="24" />
  226.             <option name="bomb explosion damage" value="25" />
  227.             <option name="ball melee damage" value="26" />
  228.             <option name="human turret" value="27" />
  229.             <option name="plasma turret" value="28" />
  230.             <option name="banshee" value="29" />
  231.             <option name="ghost" value="30" />
  232.             <option name="mongoose" value="31" />
  233.             <option name="scorpion" value="32" />
  234.             <option name="spectre driver" value="33" />
  235.             <option name="spectre gunner" value="34" />
  236.             <option name="warthog driver" value="35" />
  237.             <option name="warthog gunner" value="36" />
  238.             <option name="wraith" value="37" />
  239.             <option name="tank" value="38" />
  240.             <option name="sentinel beam" value="39" />
  241.             <option name="sentinel rpg" value="40" />
  242.             <option name="teleporter" value="41" />
  243.         </enum8>
  244.         <unused size="2" offset="18" />
  245.         <unused size="20" offset="20" />
  246.         <float name="maximum vitality" offset="40" />
  247.         <float name="minimum stun damage#the minimum damage required to stun this object's health" offset="44" />
  248.         <float name="stun time:seconds#the length of time the health stay stunned (do not recharge) after taking damage" offset="48" />
  249.         <float name="recharge time:seconds#the length of time it would take for the shields to fully recharge after being completely depleted" offset="52" />
  250.         <float name="recharge fraction#0 defaults to 1 - to what maximum level the body health will be allowed to recharge" offset="56" />
  251.         <unused size="64" offset="60" />
  252.         <tag name="shield damaged first person shader" offset="124" />
  253.         <id name="shield damaged first person shader" offset="128" />
  254.         <tag name="shield damaged shader" offset="132" />
  255.         <id name="shield damaged shader" offset="136" />
  256.         <float name="maximum shield vitality#the default initial and maximum shield vitality of this object" offset="140" />
  257.         <stringid name="global shield material name" offset="144" />
  258.         <float name="minimum stun damage#the minimum damage required to stun this object's shields" offset="148" />
  259.         <float name="stun time:seconds#the length of time the shields stay stunned (do not recharge) after taking damage" offset="152" />
  260.         <float name="recharge time:seconds#the length of time it would take for the shields to fully recharge after being completely depleted" offset="156" />
  261.         <float name="shield damaged threshold" offset="160" />
  262.         <tag name="shield damaged effect" offset="164" />
  263.         <id name="shield damaged effect" offset="168" />
  264.         <tag name="shield depleted effect" offset="172" />
  265.         <id name="shield depleted effect" offset="176" />
  266.         <tag name="shield recharging effect" offset="180" />
  267.         <id name="shield recharging effect" offset="184" />
  268.         <struct name="global_damage_section_block [max#16]" offset="188" size="56">
  269.             <stringid name="name^" offset="0" />
  270.             <bitmask32 name="flags" offset="4">
  271.                 <option name="absorbs body damage" value="0" />
  272.                 <option name="takes full damage when object dies" value="1" />
  273.                 <option name="cannot die with riders" value="2" />
  274.                 <option name="takes full damage when object destroyed" value="3" />
  275.                 <option name="restored on resurrection" value="4" />
  276.                 <option name="unused" value="5" />
  277.                 <option name="unused" value="6" />
  278.                 <option name="can be head-shot" value="7" />
  279.                 <option name="ignores shields" value="8" />
  280.             </bitmask32>
  281.             <float name="vitality percentage:[0.1]#percentage of total object vitality" offset="8" />
  282.             <struct name="instantaneous_damage_repsonse_block [max#16]" offset="12" size="80">
  283.                 <enum16 name="response type" offset="0">
  284.                     <option name="receives all damage" value="0" />
  285.                     <option name="receives area effect damage" value="1" />
  286.                     <option name="receives local damage" value="2" />
  287.                 </enum16>
  288.                 <enum16 name="constraint damage type" offset="2">
  289.                     <option name="none" value="0" />
  290.                     <option name="destroy one of group" value="1" />
  291.                     <option name="destroy entire group" value="2" />
  292.                     <option name="loosen one of group" value="3" />
  293.                     <option name="loosen entire group" value="4" />
  294.                 </enum16>
  295.                 <bitmask32 name="flags" offset="4">
  296.                     <option name="kills object" value="0" />
  297.                     <option name="inhibits melee attack" value="1" />
  298.                     <option name="inhibits weapon attack" value="2" />
  299.                     <option name="inhibits walking" value="3" />
  300.                     <option name="forces drop weapon" value="4" />
  301.                     <option name="kills weapon primary trigger" value="5" />
  302.                     <option name="kills weapon secondary trigger" value="6" />
  303.                     <option name="destroys object" value="7" />
  304.                     <option name="damages weapon primary trigger" value="8" />
  305.                     <option name="damages weapon secondary trigger" value="9" />
  306.                     <option name="light damage left turn" value="10" />
  307.                     <option name="major damage left turn" value="11" />
  308.                     <option name="light damage right turn" value="12" />
  309.                     <option name="major damage right turn" value="13" />
  310.                     <option name="light damage engine" value="14" />
  311.                     <option name="major damage engine" value="15" />
  312.                     <option name="kills object (no player solo)" value="16" />
  313.                     <option name="causes detonation" value="17" />
  314.                     <option name="destroy all group constraints" value="18" />
  315.                     <option name="kills variant objects" value="19" />
  316.                     <option name="force unattached effects" value="20" />
  317.                     <option name="fires under threshold" value="21" />
  318.                     <option name="triggers special death" value="22" />
  319.                     <option name="only on special death" value="23" />
  320.                     <option name="only NOT on special death" value="24" />
  321.                 </bitmask32>
  322.                 <float name="damage threshold#repsonse fires after crossing this threshold.  1=full health" offset="8" />
  323.                 <tag name="transition effect" offset="12" />
  324.                 <id name="transition effect" offset="16" />
  325.                 <tag name="transition damage effect" offset="20" />
  326.                 <id name="transition damage effect" offset="24" />
  327.                 <stringid name="region" offset="28" />
  328.                 <enum16 name="new state" offset="32">
  329.                     <option name="default" value="0" />
  330.                     <option name="minor damage" value="1" />
  331.                     <option name="medium damage" value="2" />
  332.                     <option name="major damage" value="3" />
  333.                     <option name="destroyed" value="4" />
  334.                 </enum16>
  335.                 <short name="runtime region index*" offset="34" />
  336.                 <stringid name="effect marker name" offset="36" />
  337.                 <stringid name="damage effect marker name" offset="40" />
  338.                 <float name="response delay#in seconds" offset="44" />
  339.                 <tag name="delay effect" offset="48" />
  340.                 <id name="delay effect" offset="52" />
  341.                 <stringid name="delay effect marker name" offset="56" />
  342.                 <stringid name="constraint/group name" offset="60" />
  343.                 <stringid name="ejecting seat label" offset="64" />
  344.                 <float name="skip fraction" offset="68" />
  345.                 <stringid name="destroyed child object marker name" offset="72" />
  346.                 <float name="total damage threshold" offset="76" />
  347.             </struct>
  348.             <unused size="8" offset="20" />
  349.             <unused size="8" offset="28" />
  350.             <float name="stun time:seconds" offset="36" />
  351.             <float name="recharge time:seconds" offset="40" />
  352.             <unused size="4" offset="44" />
  353.             <stringid name="resurrection restored region name" offset="48" />
  354.             <unused size="4" offset="52" />
  355.         </struct>
  356.         <struct name="global_damage_nodes_block [max#255]" offset="196" size="16">
  357.             <unused size="2" offset="0" />
  358.             <unused size="2" offset="2" />
  359.             <unused size="12" offset="4" />
  360.         </struct>
  361.         <unused size="2" offset="204" />
  362.         <unused size="2" offset="206" />
  363.         <unused size="4" offset="208" />
  364.         <unused size="4" offset="212" />
  365.         <struct name="damage_seat_info_block [max#16]" offset="216" size="20">
  366.             <stringid name="seat label^" offset="0" />
  367.             <float name="direct damage scale#0==no damage, 1==full damage" offset="4" />
  368.             <float name="damage transfer fall-off radius" offset="8" />
  369.             <float name="maximum transfer damage scale" offset="12" />
  370.             <float name="minimum transfer damage scale" offset="16" />
  371.         </struct>
  372.         <struct name="damage_constraint_info_block [max#16]" offset="224" size="20">
  373.             <stringid name="physics model constraint name" offset="0" />
  374.             <stringid name="damage constraint name" offset="4" />
  375.             <stringid name="damage constraint group name" offset="8" />
  376.             <float name="group probability scale" offset="12" />
  377.             <unused size="4" offset="16" />
  378.         </struct>
  379.         <tag name="overshield first person shader" offset="232" />
  380.         <id name="overshield first person shader" offset="236" />
  381.         <tag name="overshield shader" offset="240" />
  382.         <id name="overshield shader" offset="244" />
  383.     </struct>
  384.     <struct name="model_target_block [max#32]" offset="104" size="28">
  385.         <stringid name="marker name^#multiple markers become multiple spheres of the same radius" offset="0" />
  386.         <float name="size#sphere radius" offset="4" />
  387.         <float name="cone angle#the target is only visible when viewed within this angle of the marker's x axis" offset="8" />
  388.         <short name="damage section#the target is associated with this damage section" offset="12" />
  389.         <short name="variant#the target will only appear with this variant" offset="14" />
  390.         <float name="targeting relevance#higher relevancies turn into stronger magnetisms" offset="16" />
  391.         <bitmask32 name="flags" offset="20">
  392.             <option name="locked by human tracking" value="0" />
  393.             <option name="locked by plasma tracking" value="1" />
  394.             <option name="head-shot" value="2" />
  395.             <option name="vulnerable" value="3" />
  396.             <option name="always locked by plasma tracking" value="4" />
  397.         </bitmask32>
  398.         <float name="lock on distance" offset="24" />
  399.     </struct>
  400.     <struct name="model_region_block [max#16]" offset="112" size="16">
  401.         <stringid name="name*^" offset="0" />
  402.         <byte name="collision region index*" offset="4" />
  403.         <byte name="physics region index*" offset="5" />
  404.         <unused size="2" offset="6" />
  405.         <struct name="model_permutation_block [max#32]" offset="8" size="8">
  406.             <stringid name="name*^" offset="0" />
  407.             <bitmask8 name="flags*" offset="4">
  408.                 <option name="cannot be chosen randomly" value="0" />
  409.             </bitmask8>
  410.             <byte name="collision permutation index*" offset="5" />
  411.             <unused size="2" offset="6" />
  412.         </struct>
  413.     </struct>
  414.     <struct name="model_node_block [max#255]" offset="120" size="92">
  415.         <stringid name="name*^" offset="0" />
  416.         <short name="parent node*" offset="4" />
  417.         <short name="first child node*" offset="6" />
  418.         <short name="next sibling node*" offset="8" />
  419.         <unused size="2" offset="10" />
  420.         <float name="default translation*:0" offset="12" />
  421.         <float name="default translation*:1" offset="12" />
  422.         <float name="default translation*:2" offset="12" />
  423.         <float name="default rotation*:0" offset="24" />
  424.         <float name="default rotation*:1" offset="24" />
  425.         <float name="default rotation*:2" offset="24" />
  426.         <float name="default rotation*:3" offset="24" />
  427.         <float name="default inverse scale*" offset="40" />
  428.         <float name="default inverse forward*:0" offset="44" />
  429.         <float name="default inverse forward*:1" offset="44" />
  430.         <float name="default inverse forward*:2" offset="44" />
  431.         <float name="default inverse left*:0" offset="56" />
  432.         <float name="default inverse left*:1" offset="56" />
  433.         <float name="default inverse left*:2" offset="56" />
  434.         <float name="default inverse up*:0" offset="68" />
  435.         <float name="default inverse up*:1" offset="68" />
  436.         <float name="default inverse up*:2" offset="68" />
  437.         <float name="default inverse position*:0" offset="80" />
  438.         <float name="default inverse position*:1" offset="80" />
  439.         <float name="default inverse position*:2" offset="80" />
  440.     </struct>
  441.     <unused size="4" offset="128" />
  442.     <struct name="model_object_data_block [max#1]" offset="132" size="20">
  443.         <enum16 name="type*" offset="0">
  444.             <option name="not set" value="0" />
  445.             <option name="user defined" value="1" />
  446.             <option name="auto generated" value="2" />
  447.         </enum16>
  448.         <unused size="2" offset="2" />
  449.         <float name="offset*:0" offset="4" />
  450.         <float name="offset*:1" offset="4" />
  451.         <float name="offset*:2" offset="4" />
  452.         <float name="radius*" offset="16" />
  453.     </struct>
  454.     <tag name="default dialogue#The default dialogue tag for this model (overridden by variants)" offset="140" />
  455.     <id name="default dialogue#The default dialogue tag for this model (overridden by variants)" offset="144" />
  456.     <tag name="UNUSED*" offset="148" />
  457.     <id name="UNUSED*" offset="152" />
  458.     <bitmask32 name="flags" offset="156">
  459.         <option name="active camo always on" value="0" />
  460.         <option name="active camo always merge" value="1" />
  461.         <option name="active camo never merge" value="2" />
  462.     </bitmask32>
  463.     <stringid name="default dialogue effect#The default dialogue tag for this model (overridden by variants)" offset="160" />
  464.     <byte name="render-only node flags*" offset="164" />
  465.     <byte name="render-only node flags*" offset="165" />
  466.     <byte name="render-only node flags*" offset="166" />
  467.     <byte name="render-only node flags*" offset="167" />
  468.     <byte name="render-only node flags*" offset="168" />
  469.     <byte name="render-only node flags*" offset="169" />
  470.     <byte name="render-only node flags*" offset="170" />
  471.     <byte name="render-only node flags*" offset="171" />
  472.     <byte name="render-only node flags*" offset="172" />
  473.     <byte name="render-only node flags*" offset="173" />
  474.     <byte name="render-only node flags*" offset="174" />
  475.     <byte name="render-only node flags*" offset="175" />
  476.     <byte name="render-only node flags*" offset="176" />
  477.     <byte name="render-only node flags*" offset="177" />
  478.     <byte name="render-only node flags*" offset="178" />
  479.     <byte name="render-only node flags*" offset="179" />
  480.     <byte name="render-only node flags*" offset="180" />
  481.     <byte name="render-only node flags*" offset="181" />
  482.     <byte name="render-only node flags*" offset="182" />
  483.     <byte name="render-only node flags*" offset="183" />
  484.     <byte name="render-only node flags*" offset="184" />
  485.     <byte name="render-only node flags*" offset="185" />
  486.     <byte name="render-only node flags*" offset="186" />
  487.     <byte name="render-only node flags*" offset="187" />
  488.     <byte name="render-only node flags*" offset="188" />
  489.     <byte name="render-only node flags*" offset="189" />
  490.     <byte name="render-only node flags*" offset="190" />
  491.     <byte name="render-only node flags*" offset="191" />
  492.     <byte name="render-only node flags*" offset="192" />
  493.     <byte name="render-only node flags*" offset="193" />
  494.     <byte name="render-only node flags*" offset="194" />
  495.     <byte name="render-only node flags*" offset="195" />
  496.     <byte name="render-only section flags*" offset="196" />
  497.     <byte name="render-only section flags*" offset="197" />
  498.     <byte name="render-only section flags*" offset="198" />
  499.     <byte name="render-only section flags*" offset="199" />
  500.     <byte name="render-only section flags*" offset="200" />
  501.     <byte name="render-only section flags*" offset="201" />
  502.     <byte name="render-only section flags*" offset="202" />
  503.     <byte name="render-only section flags*" offset="203" />
  504.     <byte name="render-only section flags*" offset="204" />
  505.     <byte name="render-only section flags*" offset="205" />
  506.     <byte name="render-only section flags*" offset="206" />
  507.     <byte name="render-only section flags*" offset="207" />
  508.     <byte name="render-only section flags*" offset="208" />
  509.     <byte name="render-only section flags*" offset="209" />
  510.     <byte name="render-only section flags*" offset="210" />
  511.     <byte name="render-only section flags*" offset="211" />
  512.     <byte name="render-only section flags*" offset="212" />
  513.     <byte name="render-only section flags*" offset="213" />
  514.     <byte name="render-only section flags*" offset="214" />
  515.     <byte name="render-only section flags*" offset="215" />
  516.     <byte name="render-only section flags*" offset="216" />
  517.     <byte name="render-only section flags*" offset="217" />
  518.     <byte name="render-only section flags*" offset="218" />
  519.     <byte name="render-only section flags*" offset="219" />
  520.     <byte name="render-only section flags*" offset="220" />
  521.     <byte name="render-only section flags*" offset="221" />
  522.     <byte name="render-only section flags*" offset="222" />
  523.     <byte name="render-only section flags*" offset="223" />
  524.     <byte name="render-only section flags*" offset="224" />
  525.     <byte name="render-only section flags*" offset="225" />
  526.     <byte name="render-only section flags*" offset="226" />
  527.     <byte name="render-only section flags*" offset="227" />
  528.     <bitmask32 name="runtime flags*" offset="228">
  529.         <option name="contains run-time nodes" value="0" />
  530.     </bitmask32>   
  531.     <struct name="global_scenario_load_parameters_block [max#32]" offset="232" size="48">
  532.         <tag name="scenario^" offset="0" />
  533.         <id name="scenario^" offset="4" />
  534.         <unused size="8" offset="8" />
  535.         <unused size="32" offset="16" />
  536.     </struct>
  537.     <tag name="hologram shader" offset="240" />
  538.     <id name="hologram shader" offset="244" />
  539.     <stringid name="hologram control function" offset="248" />
  540. </plugin>
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