67 lines
3.7 KiB
Plaintext
67 lines
3.7 KiB
Plaintext
<?xml version="1.0"?>
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<ParserSchema xmlns="http://www.rockstargames.com/RageParserSchema">
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<structdef type="CExplosionTagData">
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<string name="name" type="atString" ui_key="true"/>
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<float name="damageAtCentre" init="0" min="0" max="10000"/>
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<float name="damageAtEdge" init="0" min="0" max="10000"/>
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<float name="networkPlayerModifier" init="0" min="0" max="2.0"/>
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<float name="networkPedModifier" init="0" min="0" max="1.00"/>
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<float name="endRadius" init="0" min="0" max="1000"/>
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<float name="initSpeed" init="0" min="0" max="1000"/>
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<float name="decayFactor" init="0" min="-1000" max="1000"/>
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<float name="forceFactor" init="0" min="0" max="1000"/>
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<float name="fRagdollForceModifier" init="0" min="0" max="1000"/>
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<float name="fSelfForceModifier" init="1" min="0" max="1000"/>
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<float name="directedWidth" init="0" min="0" max="1000"/>
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<float name="directedLifeTime" init="0" min="0" max="1000"/>
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<string name="camShakeName" type="atHashString"/>
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<float name="camShake" init="0" min="0" max="1000"/>
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<float name="camShakeRollOffScaling" init="1.0f" min="0.0f" max="10.0f"/>
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<float name="shockingEventVisualRangeOverride" init="-1.0f"/>
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<float name="shockingEventAudioRangeOverride" init="-1.0f"/>
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<bool name="minorExplosion" init="1"/>
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<string name="vfxTagHashName" type="atHashString"/>
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<float name="fragDamage" init="0" min="0" max="10000"/>
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<bool name="bAppliesContinuousDamage" init="false"/>
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<bool name="bPostProcessCollisionsWithNoForce" init="false"/>
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<bool name="bDamageVehicles" init="true"/>
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<bool name="bDamageObjects" init="true"/>
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<bool name="bOnlyAffectsLivePeds" init="false"/>
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<bool name="bIgnoreExplodingEntity" init="false"/>
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<bool name="bAlwaysAllowFriendlyFire" init="false"/>
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<bool name="bNoOcclusion" init="false"/>
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<bool name="explodeAttachEntityWhenFinished" init="false"/>
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<bool name="bCanSetPedOnFire" init="false"/>
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<bool name="bCanSetPlayerOnFire" init="false"/>
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<bool name="bSuppressCrime" init="false"/>
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<bool name="bUseDistanceDamageCalc" init="false"/>
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<bool name="bPreventWaterExplosionVFX" init="false"/>
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<bool name="bIgnoreRatioCheckForFire" init="false"/>
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<bool name="bAllowUnderwaterExplosion" init="false"/>
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<bool name="bForceVehicleExplosion" init="false"/>
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<float name="midRadius" init="-1.0" min="-1.0" max="10000"/>
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<float name="damageAtMid" init="-1.0" min="-1.0" max="10000"/>
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<bool name="bApplyVehicleEMP" init="false"/>
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<bool name="bApplyVehicleSlick" init="false"/>
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<bool name="bApplyVehicleSlowdown" init="false"/>
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<bool name="bApplyVehicleTyrePop" init="false"/>
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<bool name="bApplyVehicleTyrePopToAllTyres" init="false"/>
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<bool name="bForcePetrolTankDamage" init="false"/>
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<bool name="bIsSmokeGrenade" init="false"/>
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<bool name="bForceNonTimedVfx" init="false"/>
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<bool name="bDealsEnduranceDamage" init="false" description="Any damage will be dealt to endurance and not health (while in game modes that support endurance damage)"/>
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<bool name="bApplyFlashGrenadeEffect" init="false"/>
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<bool name="bEnforceDamagedEntityList" init="false" description="Skips the check that ignores the damage entity list on the frame that a ped ragdoll is activating, sometimes causing damage to apply twice"/>
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<bool name="bAlwaysCollideVehicleOccupants" init="false" description="Always add all vehicle occupants to the collision intersection list, not just specific situations like hanging and open seats"/>
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</structdef>
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<structdef type="CExplosionInfoManager">
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<array name="m_aExplosionTagData" type="atArray">
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<struct type="CExplosionTagData"/>
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</array>
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</structdef>
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</ParserSchema>
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