# # GFX tweak file # --------------- # !include { Tweak_DebugMonitor.txt } Object GAME { Unsigned FXID: e_GameInterfaceObject Unsigned Use: e_Automatic # # The following values are written to by the game. # Unsigned SetRenderEngine: e_RenderEngine_Default # Which rendering engine to use Float GameDayTime: 0 # Time of day, ranges from 0.0 to 27 * 60 * 4 Quaternion GameSun1Rotation: q( 0,1,0,0 ) # Rotational position of sun 1 Quaternion GameSun2Rotation: q( 0,1,0,0 ) # Rotational position of sun 2 Float CloudTranspariency: 0 # How much we can see through thick clouds Float ThickCloudsIntensity: 0 # How visible thick clouds are Float HighAltitudeWindX: 0 # High altitude wind force in X direction Float HighAltitudeWindZ: 0 # High altitude wind force in Z direction Float OffsetFromHQ_X: 0 # Relative position from Omni-HQ in X plane Float OffsetFromHQ_Z: 0 # Relative position from Omni-HQ in Z plane Float GameDeltaTime: 0 # Time used on previous frame in game Vector GameCameraPosition: v( 0,0,0 ) # Position of camera Quaternion GameCameraRotation: q( 0,1,0,0 ) # Rotation of camera Float GameWaveCurve0: 0 # Sin/cos wave Float GameWaveCurve1: 0 # Sin/cos wave Float GameWaveCurve2: 0 # Sin/cos wave Float GameWaveCurve3: 0 # Sin/cos wave Float GameWaveCurve4: 0 # Sin/cos wave Float GameWaveCurve5: 0 # Sin/cos wave Float GameWaveCurve6: 0 # Sin/cos wave Float GameWaveCurve7: 0 # Sin/cos wave Float GameWaveCurve8: 0 # Sin/cos wave Float GameWaveCurve9: 0 # Sin/cos wave Float GameWaveCurve10: 0 # Sin/cos wave Float GameWaveCurve11: 0 # Sin/cos wave Float GameWaveCurve12: 0 # Sin/cos wave Float GameWaveCurve13: 0 # Sin/cos wave Float GameWaveCurve14: 0 # Sin/cos wave Float GameWaveCurve15: 0 # Sin/cos wave Vector LowAltitudeWind: v( 0,0,0 ) # Wind direction at low altitude Float GameStormIntensity: 0 # Current storm intensity Float GamePrecipitationIntensity: 0 # Current precipitation intensity Vector GameSunDirection: v( 0,0,0 ) # Direction of sun Float GameShowSpaceship 0 # 1.0 if to show spaceships, 0.0 if not. Unsigned SystemTime 0u # Time in seconds since 1970 Float SystemSecond 0 # Current second, a value between 0.0 and 1.0 # # The following are interface values, used in order to be able to # freeze time for all scripts. # Float CurrentDayTime: This.GameDayTime Float DayTimeForGroundShadows This.GameDayTime * 15 Float DayTimeFactor: This.CurrentDayTime / 6480 #* 10 % 1 Float DayIntensity [5] 0.0, 0.0, 1.0, 1.0, 0.0 Float NightIntensity [5] 1.0, 1.0, 0.0, 0.0, 1.0 Float CurrentDayIntensity: This.DayIntensity[This.DayTimeFactor] Float CurrentNightIntensity: This.NightIntensity[This.DayTimeFactor] Quaternion Sun1Rotation: This.GameSun1Rotation Quaternion Sun2Rotation: This.GameSun2Rotation Vector Unit1ZDirection: v( 0,0,1 ) Vector TweakedSunDirection: This.Unit1ZDirection [ROT] This.Sun1Rotation Vector UpDirection v( 0,1,0 ) Vector ForwardDirection v( 0,0,1 ) Vector CutY v( 1,0,1 ) Vector CutXY v( 0,0,1 ) Vector CutZY v( 1,0,0 ) Unsigned RenderEngine This.SetRenderEngine String ScriptSpawnDest "DESTINATION_ENVIRONMENT" String ScriptSpawnPacket "PACKET_TYPE_FXS_SCRIPT" }