1 #ifndef __GNUC__ 2 #pragma once 3 #endif 4 #ifndef __XR_SCENE_COMMON_H__ 5 #define __XR_SCENE_COMMON_H__ 6 7 namespace xray_re { 8 9 // common editor chunks 10 enum { 11 TOOLS_CHUNK_COUNT = 0x0002, 12 TOOLS_CHUNK_OBJECTS = 0x0003, 13 14 TOOLS_CHUNK_VERSION = 0x1001, 15 16 TOOLS_CHUNK_GUID = 0x7000, 17 TOOLS_CHUNK_OBJECT_CLASS= 0x7703, 18 TOOLS_CHUNK_REVISION = 0x7777, 19 TOOLS_CHUNK_OBJECT_DATA = 0x7777, 20 }; 21 22 // scene parts 23 enum scene_chunk_id { 24 SCENE_CHUNK_GROUPS = 0x8000, 25 SCENE_CHUNK_GLOWS = 0x8001, 26 SCENE_CHUNK_SCENE_OBJECTS = 0x8002, 27 SCENE_CHUNK_LIGHTS = 0x8003, 28 SCENE_CHUNK_SHAPES = 0x8004, 29 SCENE_CHUNK_SOUND_SRCS = 0x8005, 30 SCENE_CHUNK_SPAWNS = 0x8006, 31 SCENE_CHUNK_WAYS = 0x8007, 32 SCENE_CHUNK_SECTORS = 0x8008, 33 SCENE_CHUNK_PORTALS = 0x8009, 34 SCENE_CHUNK_SOUND_ENVS = 0x800a, 35 SCENE_CHUNK_PARTICLES = 0x800b, 36 SCENE_CHUNK_DETAIL_OBJECTS = 0x800c, 37 SCENE_CHUNK_AI_MAP = 0x800d, 38 SCENE_CHUNK_WALLMARKS = 0x800e, 39 }; 40 41 // Object classes in LevelEditor files. 42 enum tools_class_id { 43 TOOLS_CLASS_GROUP = 0x00, 44 TOOLS_CLASS_GLOW = 0x01, 45 TOOLS_CLASS_SCENE_OBJECT = 0x02, 46 TOOLS_CLASS_LIGHT = 0x03, 47 TOOLS_CLASS_SHAPE = 0x04, 48 TOOLS_CLASS_SOUND_SRC = 0x05, 49 TOOLS_CLASS_SPAWN = 0x06, 50 TOOLS_CLASS_WAY = 0x07, 51 TOOLS_CLASS_SECTOR = 0x08, 52 TOOLS_CLASS_PORTAL = 0x09, 53 TOOLS_CLASS_SOUND_ENV = 0x0a, 54 TOOLS_CLASS_PARTICLE = 0x0b, 55 56 TOOLS_CLASS_DEFAULT = 0xffffffff, 57 }; 58 59 } // end of namespace xray_re 60 61 #endif 62