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- <?xml version="1.0" encoding="UTF-8"?>
- <plugin class="hlmt" author="JacksonCougar" headersize="252">
- <tag name="render model" offset="0" />
- <id name="render model" offset="4" />
- <tag name="collision model" offset="8" />
- <id name="collision model" offset="12" />
- <tag name="animation" offset="16" />
- <id name="animation" offset="20" />
- <tag name="physics" offset="24" />
- <id name="physics" offset="28" />
- <tag name="physics_model" offset="32" />
- <id name="physics_model" offset="36" />
- <float name="disappear distance:world units" offset="40" />
- <float name="begin fade distance:world units" offset="44" />
- <unused size="4" offset="48" />
- <float name="reduce to L1:world units (super low)" offset="52" />
- <float name="reduce to L2:world units (low)" offset="56" />
- <float name="reduce to L3:world units (medium)" offset="60" />
- <float name="reduce to L4:world units (high)" offset="64" />
- <float name="reduce to L5:world units (super high)" offset="68" />
- <unused size="4" offset="72" />
- <enum16 name="shadow fade distance" offset="76">
- <option name="fade at super high detail level" value="0" />
- <option name="fade at high detail level" value="1" />
- <option name="fade at medium detail level" value="2" />
- <option name="fade at low detail level" value="3" />
- <option name="fade at super low detail level" value="4" />
- <option name="fade never" value="5" />
- </enum16>
- <unused size="2" offset="78" />
- <struct name="model_variant_block [max#64]" offset="80" size="56">
- <stringid name="name^" offset="0" />
- <unused size="16" offset="4" />
- <struct name="model_variant_region_block [max#16]" offset="20" size="20">
- <stringid name="region name^:must match region name in render_model" offset="0" />
- <unused size="1" offset="4" />
- <unused size="1" offset="5" />
- <short name="parent variant" offset="6" />
- <struct name="model_variant_permutation_block [max#32]" offset="8" size="32">
- <stringid name="permutation name^" offset="0" />
- <unused size="1" offset="4" />
- <bitmask8 name="flags" offset="5">
- <option name="copy states to all permutations" value="0" />
- </bitmask8>
- <unused size="2" offset="6" />
- <float name="probability:(0,+inf)" offset="8" />
- <struct name="model_variant_state_block [max#10]" offset="12" size="24">
- <stringid name="permutation name" offset="0" />
- <unused size="1" offset="4" />
- <bitmask8 name="property flags" offset="5">
- <option name="blurred" value="0" />
- <option name="hella blurred" value="1" />
- <option name="shielded" value="2" />
- </bitmask8>
- <enum16 name="state^" offset="6">
- <option name="default" value="0" />
- <option name="minor damage" value="1" />
- <option name="medium damage" value="2" />
- <option name="major damage" value="3" />
- <option name="destroyed" value="4" />
- </enum16>
- <tag name="looping effect#played while the model is in this state" offset="8" />
- <id name="looping effect#played while the model is in this state" offset="12" />
- <stringid name="looping effect marker name" offset="16" />
- <float name="initial probability" offset="20" />
- </struct>
- <unused size="5" offset="20" />
- <unused size="7" offset="25" />
- </struct>
- <enum16 name="sort order#negative values mean closer to the camera" offset="16">
- <option name="no sorting" value="0" />
- <option name="-5 (closest)" value="1" />
- <option name="-4" value="2" />
- <option name="-3" value="3" />
- <option name="-2" value="4" />
- <option name="-1" value="5" />
- <option name="0 (same as model)" value="6" />
- <option name="1" value="7" />
- <option name="2" value="8" />
- <option name="3" value="9" />
- <option name="4" value="10" />
- <option name="5 (farthest)" value="11" />
- </enum16>
- <unused size="2" offset="18" />
- </struct>
- <struct name="model_variant_object_block [max#16]" offset="28" size="16">
- <stringid name="parent marker^" offset="0" />
- <stringid name="child marker" offset="4" />
- <tag name="child object" offset="8" />
- <id name="child object" offset="12" />
- </struct>
- <unused size="8" offset="36" />
- <stringid name="dialogue sound effect" offset="44" />
- <tag name="dialogue" offset="48" />
- <id name="dialogue" offset="52" />
- </struct>
- <struct name="model_material_block [max#32]" offset="88" size="20">
- <stringid name="material name" offset="0" />
- <enum16 name="material type" offset="4">
- <option name="dirt" value="0" />
- <option name="sand" value="1" />
- <option name="stone" value="2" />
- <option name="snow" value="3" />
- <option name="wood" value="4" />
- <option name="metal (hollow)" value="5" />
- <option name="metal (thin)" value="6" />
- <option name="metal (thick)" value="7" />
- <option name="rubber" value="8" />
- <option name="glass" value="9" />
- <option name="force field" value="10" />
- <option name="grunt" value="11" />
- <option name="hunter armour" value="12" />
- <option name="hunter skin" value="13" />
- <option name="elite" value="14" />
- <option name="jackal" value="15" />
- <option name="jackal energy shield" value="16" />
- <option name="engineer skin" value="17" />
- <option name="engineer force field" value="18" />
- <option name="flood combat form" value="19" />
- <option name="flood carrier form" value="20" />
- <option name="cyborg armour" value="21" />
- <option name="cyborg energy shield" value="22" />
- <option name="human armour" value="23" />
- <option name="human skin" value="24" />
- <option name="sentinel" value="25" />
- <option name="monitor" value="26" />
- <option name="plastic" value="27" />
- <option name="water" value="28" />
- <option name="leaves" value="29" />
- <option name="elite energy shield" value="30" />
- <option name="ice" value="31" />
- <option name="hunter shield" value="32" />
- </enum16>
- <short name="damage section" offset="6" />
- <unused size="2" offset="8" />
- <unused size="2" offset="10" />
- <stringid name="global material name" offset="12" />
- <unused size="4" offset="16" />
- </struct>
- <struct name="global_damage_info_block [max#1]" offset="96" size="248">
- <bitmask32 name="flags" offset="0">
- <option name="takes shield damage for children" value="0" />
- <option name="takes body damage for children" value="1" />
- <option name="always shields friendly damage" value="2" />
- <option name="passes area damage to children" value="3" />
- <option name="parent never takes body damage for us" value="4" />
- <option name="only damaged by explosives" value="5" />
- <option name="parent never takes shield damage for us" value="6" />
- <option name="cannot die from damage" value="7" />
- <option name="passes attached damage to riders" value="8" />
- </bitmask32>
- <stringid name="global indirect material name#absorbs AOE or child damage" offset="4" />
- <short name="indirect damage section#absorbs AOE or child damage" offset="8" />
- <unused size="2" offset="10" />
- <unused size="4" offset="12" />
- <enum8 name="collision damage reporting type" offset="16">
- <option name="teh guardians!!1!!1!" value="0" />
- <option name="falling damage" value="1" />
- <option name="generic collision damage" value="2" />
- <option name="generic melee damage" value="3" />
- <option name="generic explosion" value="4" />
- <option name="magnum pistol" value="5" />
- <option name="plasma pistol" value="6" />
- <option name="needler" value="7" />
- <option name="smg" value="8" />
- <option name="plasma rifle" value="9" />
- <option name="battle rifle" value="10" />
- <option name="carbine" value="11" />
- <option name="shotgun" value="12" />
- <option name="sniper rifle" value="13" />
- <option name="beam rifle" value="14" />
- <option name="rocket launcher" value="15" />
- <option name="flak cannon" value="16" />
- <option name="brute shot" value="17" />
- <option name="disintegrator" value="18" />
- <option name="brute plasma rifle" value="19" />
- <option name="energy sword" value="20" />
- <option name="frag grenade" value="21" />
- <option name="plasma grenade" value="22" />
- <option name="flag melee damage" value="23" />
- <option name="bomb melee damage" value="24" />
- <option name="bomb explosion damage" value="25" />
- <option name="ball melee damage" value="26" />
- <option name="human turret" value="27" />
- <option name="plasma turret" value="28" />
- <option name="banshee" value="29" />
- <option name="ghost" value="30" />
- <option name="mongoose" value="31" />
- <option name="scorpion" value="32" />
- <option name="spectre driver" value="33" />
- <option name="spectre gunner" value="34" />
- <option name="warthog driver" value="35" />
- <option name="warthog gunner" value="36" />
- <option name="wraith" value="37" />
- <option name="tank" value="38" />
- <option name="sentinel beam" value="39" />
- <option name="sentinel rpg" value="40" />
- <option name="teleporter" value="41" />
- </enum8>
- <enum8 name="response damage reporting type" offset="17">
- <option name="teh guardians!!1!!1!" value="0" />
- <option name="falling damage" value="1" />
- <option name="generic collision damage" value="2" />
- <option name="generic melee damage" value="3" />
- <option name="generic explosion" value="4" />
- <option name="magnum pistol" value="5" />
- <option name="plasma pistol" value="6" />
- <option name="needler" value="7" />
- <option name="smg" value="8" />
- <option name="plasma rifle" value="9" />
- <option name="battle rifle" value="10" />
- <option name="carbine" value="11" />
- <option name="shotgun" value="12" />
- <option name="sniper rifle" value="13" />
- <option name="beam rifle" value="14" />
- <option name="rocket launcher" value="15" />
- <option name="flak cannon" value="16" />
- <option name="brute shot" value="17" />
- <option name="disintegrator" value="18" />
- <option name="brute plasma rifle" value="19" />
- <option name="energy sword" value="20" />
- <option name="frag grenade" value="21" />
- <option name="plasma grenade" value="22" />
- <option name="flag melee damage" value="23" />
- <option name="bomb melee damage" value="24" />
- <option name="bomb explosion damage" value="25" />
- <option name="ball melee damage" value="26" />
- <option name="human turret" value="27" />
- <option name="plasma turret" value="28" />
- <option name="banshee" value="29" />
- <option name="ghost" value="30" />
- <option name="mongoose" value="31" />
- <option name="scorpion" value="32" />
- <option name="spectre driver" value="33" />
- <option name="spectre gunner" value="34" />
- <option name="warthog driver" value="35" />
- <option name="warthog gunner" value="36" />
- <option name="wraith" value="37" />
- <option name="tank" value="38" />
- <option name="sentinel beam" value="39" />
- <option name="sentinel rpg" value="40" />
- <option name="teleporter" value="41" />
- </enum8>
- <unused size="2" offset="18" />
- <unused size="20" offset="20" />
- <float name="maximum vitality" offset="40" />
- <float name="minimum stun damage#the minimum damage required to stun this object's health" offset="44" />
- <float name="stun time:seconds#the length of time the health stay stunned (do not recharge) after taking damage" offset="48" />
- <float name="recharge time:seconds#the length of time it would take for the shields to fully recharge after being completely depleted" offset="52" />
- <float name="recharge fraction#0 defaults to 1 - to what maximum level the body health will be allowed to recharge" offset="56" />
- <unused size="64" offset="60" />
- <tag name="shield damaged first person shader" offset="124" />
- <id name="shield damaged first person shader" offset="128" />
- <tag name="shield damaged shader" offset="132" />
- <id name="shield damaged shader" offset="136" />
- <float name="maximum shield vitality#the default initial and maximum shield vitality of this object" offset="140" />
- <stringid name="global shield material name" offset="144" />
- <float name="minimum stun damage#the minimum damage required to stun this object's shields" offset="148" />
- <float name="stun time:seconds#the length of time the shields stay stunned (do not recharge) after taking damage" offset="152" />
- <float name="recharge time:seconds#the length of time it would take for the shields to fully recharge after being completely depleted" offset="156" />
- <float name="shield damaged threshold" offset="160" />
- <tag name="shield damaged effect" offset="164" />
- <id name="shield damaged effect" offset="168" />
- <tag name="shield depleted effect" offset="172" />
- <id name="shield depleted effect" offset="176" />
- <tag name="shield recharging effect" offset="180" />
- <id name="shield recharging effect" offset="184" />
- <struct name="global_damage_section_block [max#16]" offset="188" size="56">
- <stringid name="name^" offset="0" />
- <bitmask32 name="flags" offset="4">
- <option name="absorbs body damage" value="0" />
- <option name="takes full damage when object dies" value="1" />
- <option name="cannot die with riders" value="2" />
- <option name="takes full damage when object destroyed" value="3" />
- <option name="restored on resurrection" value="4" />
- <option name="unused" value="5" />
- <option name="unused" value="6" />
- <option name="can be head-shot" value="7" />
- <option name="ignores shields" value="8" />
- </bitmask32>
- <float name="vitality percentage:[0.1]#percentage of total object vitality" offset="8" />
- <struct name="instantaneous_damage_repsonse_block [max#16]" offset="12" size="80">
- <enum16 name="response type" offset="0">
- <option name="receives all damage" value="0" />
- <option name="receives area effect damage" value="1" />
- <option name="receives local damage" value="2" />
- </enum16>
- <enum16 name="constraint damage type" offset="2">
- <option name="none" value="0" />
- <option name="destroy one of group" value="1" />
- <option name="destroy entire group" value="2" />
- <option name="loosen one of group" value="3" />
- <option name="loosen entire group" value="4" />
- </enum16>
- <bitmask32 name="flags" offset="4">
- <option name="kills object" value="0" />
- <option name="inhibits melee attack" value="1" />
- <option name="inhibits weapon attack" value="2" />
- <option name="inhibits walking" value="3" />
- <option name="forces drop weapon" value="4" />
- <option name="kills weapon primary trigger" value="5" />
- <option name="kills weapon secondary trigger" value="6" />
- <option name="destroys object" value="7" />
- <option name="damages weapon primary trigger" value="8" />
- <option name="damages weapon secondary trigger" value="9" />
- <option name="light damage left turn" value="10" />
- <option name="major damage left turn" value="11" />
- <option name="light damage right turn" value="12" />
- <option name="major damage right turn" value="13" />
- <option name="light damage engine" value="14" />
- <option name="major damage engine" value="15" />
- <option name="kills object (no player solo)" value="16" />
- <option name="causes detonation" value="17" />
- <option name="destroy all group constraints" value="18" />
- <option name="kills variant objects" value="19" />
- <option name="force unattached effects" value="20" />
- <option name="fires under threshold" value="21" />
- <option name="triggers special death" value="22" />
- <option name="only on special death" value="23" />
- <option name="only NOT on special death" value="24" />
- </bitmask32>
- <float name="damage threshold#repsonse fires after crossing this threshold. 1=full health" offset="8" />
- <tag name="transition effect" offset="12" />
- <id name="transition effect" offset="16" />
- <tag name="transition damage effect" offset="20" />
- <id name="transition damage effect" offset="24" />
- <stringid name="region" offset="28" />
- <enum16 name="new state" offset="32">
- <option name="default" value="0" />
- <option name="minor damage" value="1" />
- <option name="medium damage" value="2" />
- <option name="major damage" value="3" />
- <option name="destroyed" value="4" />
- </enum16>
- <short name="runtime region index*" offset="34" />
- <stringid name="effect marker name" offset="36" />
- <stringid name="damage effect marker name" offset="40" />
- <float name="response delay#in seconds" offset="44" />
- <tag name="delay effect" offset="48" />
- <id name="delay effect" offset="52" />
- <stringid name="delay effect marker name" offset="56" />
- <stringid name="constraint/group name" offset="60" />
- <stringid name="ejecting seat label" offset="64" />
- <float name="skip fraction" offset="68" />
- <stringid name="destroyed child object marker name" offset="72" />
- <float name="total damage threshold" offset="76" />
- </struct>
- <unused size="8" offset="20" />
- <unused size="8" offset="28" />
- <float name="stun time:seconds" offset="36" />
- <float name="recharge time:seconds" offset="40" />
- <unused size="4" offset="44" />
- <stringid name="resurrection restored region name" offset="48" />
- <unused size="4" offset="52" />
- </struct>
- <struct name="global_damage_nodes_block [max#255]" offset="196" size="16">
- <unused size="2" offset="0" />
- <unused size="2" offset="2" />
- <unused size="12" offset="4" />
- </struct>
- <unused size="2" offset="204" />
- <unused size="2" offset="206" />
- <unused size="4" offset="208" />
- <unused size="4" offset="212" />
- <struct name="damage_seat_info_block [max#16]" offset="216" size="20">
- <stringid name="seat label^" offset="0" />
- <float name="direct damage scale#0==no damage, 1==full damage" offset="4" />
- <float name="damage transfer fall-off radius" offset="8" />
- <float name="maximum transfer damage scale" offset="12" />
- <float name="minimum transfer damage scale" offset="16" />
- </struct>
- <struct name="damage_constraint_info_block [max#16]" offset="224" size="20">
- <stringid name="physics model constraint name" offset="0" />
- <stringid name="damage constraint name" offset="4" />
- <stringid name="damage constraint group name" offset="8" />
- <float name="group probability scale" offset="12" />
- <unused size="4" offset="16" />
- </struct>
- <tag name="overshield first person shader" offset="232" />
- <id name="overshield first person shader" offset="236" />
- <tag name="overshield shader" offset="240" />
- <id name="overshield shader" offset="244" />
- </struct>
- <struct name="model_target_block [max#32]" offset="104" size="28">
- <stringid name="marker name^#multiple markers become multiple spheres of the same radius" offset="0" />
- <float name="size#sphere radius" offset="4" />
- <float name="cone angle#the target is only visible when viewed within this angle of the marker's x axis" offset="8" />
- <short name="damage section#the target is associated with this damage section" offset="12" />
- <short name="variant#the target will only appear with this variant" offset="14" />
- <float name="targeting relevance#higher relevancies turn into stronger magnetisms" offset="16" />
- <bitmask32 name="flags" offset="20">
- <option name="locked by human tracking" value="0" />
- <option name="locked by plasma tracking" value="1" />
- <option name="head-shot" value="2" />
- <option name="vulnerable" value="3" />
- <option name="always locked by plasma tracking" value="4" />
- </bitmask32>
- <float name="lock on distance" offset="24" />
- </struct>
- <struct name="model_region_block [max#16]" offset="112" size="16">
- <stringid name="name*^" offset="0" />
- <byte name="collision region index*" offset="4" />
- <byte name="physics region index*" offset="5" />
- <unused size="2" offset="6" />
- <struct name="model_permutation_block [max#32]" offset="8" size="8">
- <stringid name="name*^" offset="0" />
- <bitmask8 name="flags*" offset="4">
- <option name="cannot be chosen randomly" value="0" />
- </bitmask8>
- <byte name="collision permutation index*" offset="5" />
- <unused size="2" offset="6" />
- </struct>
- </struct>
- <struct name="model_node_block [max#255]" offset="120" size="92">
- <stringid name="name*^" offset="0" />
- <short name="parent node*" offset="4" />
- <short name="first child node*" offset="6" />
- <short name="next sibling node*" offset="8" />
- <unused size="2" offset="10" />
- <float name="default translation*:0" offset="12" />
- <float name="default translation*:1" offset="12" />
- <float name="default translation*:2" offset="12" />
- <float name="default rotation*:0" offset="24" />
- <float name="default rotation*:1" offset="24" />
- <float name="default rotation*:2" offset="24" />
- <float name="default rotation*:3" offset="24" />
- <float name="default inverse scale*" offset="40" />
- <float name="default inverse forward*:0" offset="44" />
- <float name="default inverse forward*:1" offset="44" />
- <float name="default inverse forward*:2" offset="44" />
- <float name="default inverse left*:0" offset="56" />
- <float name="default inverse left*:1" offset="56" />
- <float name="default inverse left*:2" offset="56" />
- <float name="default inverse up*:0" offset="68" />
- <float name="default inverse up*:1" offset="68" />
- <float name="default inverse up*:2" offset="68" />
- <float name="default inverse position*:0" offset="80" />
- <float name="default inverse position*:1" offset="80" />
- <float name="default inverse position*:2" offset="80" />
- </struct>
- <unused size="4" offset="128" />
- <struct name="model_object_data_block [max#1]" offset="132" size="20">
- <enum16 name="type*" offset="0">
- <option name="not set" value="0" />
- <option name="user defined" value="1" />
- <option name="auto generated" value="2" />
- </enum16>
- <unused size="2" offset="2" />
- <float name="offset*:0" offset="4" />
- <float name="offset*:1" offset="4" />
- <float name="offset*:2" offset="4" />
- <float name="radius*" offset="16" />
- </struct>
- <tag name="default dialogue#The default dialogue tag for this model (overridden by variants)" offset="140" />
- <id name="default dialogue#The default dialogue tag for this model (overridden by variants)" offset="144" />
- <tag name="UNUSED*" offset="148" />
- <id name="UNUSED*" offset="152" />
- <bitmask32 name="flags" offset="156">
- <option name="active camo always on" value="0" />
- <option name="active camo always merge" value="1" />
- <option name="active camo never merge" value="2" />
- </bitmask32>
- <stringid name="default dialogue effect#The default dialogue tag for this model (overridden by variants)" offset="160" />
- <byte name="render-only node flags*" offset="164" />
- <byte name="render-only node flags*" offset="165" />
- <byte name="render-only node flags*" offset="166" />
- <byte name="render-only node flags*" offset="167" />
- <byte name="render-only node flags*" offset="168" />
- <byte name="render-only node flags*" offset="169" />
- <byte name="render-only node flags*" offset="170" />
- <byte name="render-only node flags*" offset="171" />
- <byte name="render-only node flags*" offset="172" />
- <byte name="render-only node flags*" offset="173" />
- <byte name="render-only node flags*" offset="174" />
- <byte name="render-only node flags*" offset="175" />
- <byte name="render-only node flags*" offset="176" />
- <byte name="render-only node flags*" offset="177" />
- <byte name="render-only node flags*" offset="178" />
- <byte name="render-only node flags*" offset="179" />
- <byte name="render-only node flags*" offset="180" />
- <byte name="render-only node flags*" offset="181" />
- <byte name="render-only node flags*" offset="182" />
- <byte name="render-only node flags*" offset="183" />
- <byte name="render-only node flags*" offset="184" />
- <byte name="render-only node flags*" offset="185" />
- <byte name="render-only node flags*" offset="186" />
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- <byte name="render-only node flags*" offset="188" />
- <byte name="render-only node flags*" offset="189" />
- <byte name="render-only node flags*" offset="190" />
- <byte name="render-only node flags*" offset="191" />
- <byte name="render-only node flags*" offset="192" />
- <byte name="render-only node flags*" offset="193" />
- <byte name="render-only node flags*" offset="194" />
- <byte name="render-only node flags*" offset="195" />
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- <byte name="render-only section flags*" offset="198" />
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- <byte name="render-only section flags*" offset="200" />
- <byte name="render-only section flags*" offset="201" />
- <byte name="render-only section flags*" offset="202" />
- <byte name="render-only section flags*" offset="203" />
- <byte name="render-only section flags*" offset="204" />
- <byte name="render-only section flags*" offset="205" />
- <byte name="render-only section flags*" offset="206" />
- <byte name="render-only section flags*" offset="207" />
- <byte name="render-only section flags*" offset="208" />
- <byte name="render-only section flags*" offset="209" />
- <byte name="render-only section flags*" offset="210" />
- <byte name="render-only section flags*" offset="211" />
- <byte name="render-only section flags*" offset="212" />
- <byte name="render-only section flags*" offset="213" />
- <byte name="render-only section flags*" offset="214" />
- <byte name="render-only section flags*" offset="215" />
- <byte name="render-only section flags*" offset="216" />
- <byte name="render-only section flags*" offset="217" />
- <byte name="render-only section flags*" offset="218" />
- <byte name="render-only section flags*" offset="219" />
- <byte name="render-only section flags*" offset="220" />
- <byte name="render-only section flags*" offset="221" />
- <byte name="render-only section flags*" offset="222" />
- <byte name="render-only section flags*" offset="223" />
- <byte name="render-only section flags*" offset="224" />
- <byte name="render-only section flags*" offset="225" />
- <byte name="render-only section flags*" offset="226" />
- <byte name="render-only section flags*" offset="227" />
- <bitmask32 name="runtime flags*" offset="228">
- <option name="contains run-time nodes" value="0" />
- </bitmask32>
- <struct name="global_scenario_load_parameters_block [max#32]" offset="232" size="48">
- <tag name="scenario^" offset="0" />
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- </struct>
- <tag name="hologram shader" offset="240" />
- <id name="hologram shader" offset="244" />
- <stringid name="hologram control function" offset="248" />
- </plugin>
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