diff --git a/.gitignore b/.gitignore index 2d40a7de..1fa44316 100644 --- a/.gitignore +++ b/.gitignore @@ -1,2 +1,10 @@ \.vs/ + +OpenC1_XNA3/obj/ + +OpenC1_XNA3/bin/ + +Engine_XNA3/obj/ + +Engine_XNA3/bin/ diff --git a/Engine_XNA3/bin/Debug/1amStudiosEngine.dll b/Engine_XNA3/bin/Debug/1amStudiosEngine.dll deleted file mode 100644 index 480ad52f..00000000 Binary files a/Engine_XNA3/bin/Debug/1amStudiosEngine.dll and /dev/null differ diff --git a/Engine_XNA3/bin/Debug/1amStudiosEngine.dll.config b/Engine_XNA3/bin/Debug/1amStudiosEngine.dll.config deleted file mode 100644 index 312bb3f2..00000000 --- a/Engine_XNA3/bin/Debug/1amStudiosEngine.dll.config +++ /dev/null @@ -1,3 +0,0 @@ - - - diff --git a/Engine_XNA3/bin/Debug/1amStudiosEngine.pdb b/Engine_XNA3/bin/Debug/1amStudiosEngine.pdb deleted file mode 100644 index b16a4b9a..00000000 Binary files a/Engine_XNA3/bin/Debug/1amStudiosEngine.pdb and /dev/null differ diff --git a/Engine_XNA3/bin/Debug/Content/Fonts/Arial_14.xnb b/Engine_XNA3/bin/Debug/Content/Fonts/Arial_14.xnb deleted file mode 100644 index e9d9c772..00000000 Binary files a/Engine_XNA3/bin/Debug/Content/Fonts/Arial_14.xnb and /dev/null differ diff --git a/Engine_XNA3/bin/Debug/Content/ParticleEffect.xnb b/Engine_XNA3/bin/Debug/Content/ParticleEffect.xnb deleted file mode 100644 index eca326f7..00000000 Binary files a/Engine_XNA3/bin/Debug/Content/ParticleEffect.xnb and /dev/null differ diff --git a/Engine_XNA3/bin/Debug/Content/SkyBox/skybox.xnb b/Engine_XNA3/bin/Debug/Content/SkyBox/skybox.xnb deleted file mode 100644 index bfc1512b..00000000 Binary files a/Engine_XNA3/bin/Debug/Content/SkyBox/skybox.xnb and /dev/null differ diff --git a/Engine_XNA3/bin/Debug/Content/blank-particle.xnb b/Engine_XNA3/bin/Debug/Content/blank-particle.xnb deleted file mode 100644 index a01f9e43..00000000 Binary files a/Engine_XNA3/bin/Debug/Content/blank-particle.xnb and /dev/null differ diff --git a/Engine_XNA3/bin/Debug/Content/smoke.xnb b/Engine_XNA3/bin/Debug/Content/smoke.xnb deleted file mode 100644 index 911dfeaf..00000000 Binary files a/Engine_XNA3/bin/Debug/Content/smoke.xnb and /dev/null differ diff --git a/Engine_XNA3/bin/Debug/Microsoft.DirectX.DirectSound.dll b/Engine_XNA3/bin/Debug/Microsoft.DirectX.DirectSound.dll deleted file mode 100644 index 88862031..00000000 Binary files a/Engine_XNA3/bin/Debug/Microsoft.DirectX.DirectSound.dll and /dev/null differ diff --git a/Engine_XNA3/bin/Debug/Microsoft.DirectX.dll b/Engine_XNA3/bin/Debug/Microsoft.DirectX.dll deleted file mode 100644 index 6db7d649..00000000 Binary files a/Engine_XNA3/bin/Debug/Microsoft.DirectX.dll and /dev/null differ diff --git a/Engine_XNA3/bin/Debug/Microsoft.Xna.Framework.Game.dll b/Engine_XNA3/bin/Debug/Microsoft.Xna.Framework.Game.dll deleted file mode 100644 index 32069ae9..00000000 Binary files a/Engine_XNA3/bin/Debug/Microsoft.Xna.Framework.Game.dll and /dev/null differ diff --git a/Engine_XNA3/bin/Debug/Microsoft.Xna.Framework.Game.xml b/Engine_XNA3/bin/Debug/Microsoft.Xna.Framework.Game.xml deleted file mode 100644 index 078139c6..00000000 --- a/Engine_XNA3/bin/Debug/Microsoft.Xna.Framework.Game.xml +++ /dev/null @@ -1,643 +0,0 @@ - - - - - A game component that is notified when it needs to draw itself. - - - Creates a new instance of DrawableGameComponent. - The Game that the game component should be attached to. - - - Releases the unmanaged resources used by the DrawableGameComponent and optionally releases the managed resources. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Called when the DrawableGameComponent needs to be drawn. Override this method with component-specific drawing code. Reference page contains links to related conceptual articles. - Time passed since the last call to Draw. - - - Initializes the component. Override this method to load any non-graphics resources and query for any required services. - - - Called when graphics resources need to be loaded. Override this method to load any component-specific graphics resources. - - - Obsolete. Called when the component needs to load graphics resources. Override this method to load any component-specific graphics resources. - true if all graphics resources need to be loaded; false if only manual resources need to be loaded. - - - Called when the DrawOrder property changes. Raises the DrawOrderChanged event. - The DrawableGameComponent. - Arguments to the DrawOrderChanged event. - - - Called when the Visible property changes. Raises the VisibleChanged event. - The DrawableGameComponent. - Arguments to the VisibleChanged event. - - - Called when graphics resources need to be unloaded. Override this method to unload any component-specific graphics resources. - - - Obsolete. Called when graphics resources should be unloaded. Override this method to handle component-specific graphics resources. - true if all graphics resources should be unloaded; false if only manual resources should be unloaded. - - - Order in which the component should be drawn, relative to other components that are in the same GameComponentCollection. Reference page contains code sample. - - - The GraphicsDevice the DrawableGameComponent is associated with. - - - Indicates whether Draw should be called. - - - Raised when the DrawOrder property changes. - - - Raised when the Visible property changes. - - - Provides basic graphics device initialization, game logic, and rendering code. Reference page contains links to related code samples. - - - Initializes a new instance of this class, which provides basic graphics device initialization, game logic, rendering code, and a game loop. Reference page contains code sample. - - - Starts the drawing of a frame. This method is followed by calls to Draw and EndDraw. - - - Called after all components are initialized but before the first update in the game loop. - - - Immediately releases the unmanaged resources used by this object. - - - Releases all resources used by the Game class. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Reference page contains code sample. - Time passed since the last call to Draw. - - - Ends the drawing of a frame. This method is preceeded by calls to Draw and BeginDraw. - - - Called after the game loop has stopped running before exiting. - - - Exits the game. - - - Allows a Game to attempt to free resources and perform other cleanup operations before garbage collection reclaims the Game. - - - Called after the Game and GraphicsDevice are created, but before LoadContent. Reference page contains code sample. - - - - - - Obsolete. Called when graphics resources need to be loaded. Override this method to load any game-specific graphics resources. Reference page contains links to related code samples. - true if all graphics resources need to be loaded; false if only manual resources need to be loaded. - - - Raises the Activated event. Override this method to add code to handle when the game gains focus. - The Game. - Arguments for the Activated event. - - - Raises the Deactivated event. Override this method to add code to handle when the game loses focus. - The Game. - Arguments for the Deactivated event. - - - Raises an Exiting event. Override this method to add code to handle when the game is exiting. - The Game. - Arguments for the Exiting event. - - - Resets the elapsed time counter. - - - Call this method to initialize the game, begin running the game loop, and start processing events for the game. Reference page contains code sample. - - - This is used to display an error message if there is no suitable graphics device or sound card. - The exception to display. - - - Prevents calls to Draw until the next Update. - - - Updates the game's clock and calls Update and Draw. - - - Called when graphics resources need to be unloaded. Override this method to unload any game-specific graphics resources. - - - Obsolete. Called when graphics resources need to be unloaded. Override this method to unload any game-specific graphics resources. - true if all graphics resources need to be unloaded; false if only manual resources need to be unloaded. - - - Reference page contains links to related code samples. - Time passed since the last call to Update. - - - Gets the collection of GameComponents owned by the game. Reference page contains links to related code samples. - - - Gets or sets the current ContentManager. - - - Gets the current GraphicsDevice. - - - Gets or sets the time to sleep when the game is inactive. - - - Indicates whether the game is currently the active application. Reference page contains links to related code samples. - - - Gets or sets a value indicating whether to use fixed time steps. Reference page contains links to related code samples. - - - Gets or sets a value indicating whether the mouse cursor should be visible. Reference page contains links to related code samples. - - - Gets the GameServiceContainer holding all the service providers attached to the Game. Reference page contains links to related conceptual articles. - - - Gets or sets the target time between calls to Update when IsFixedTimeStep is true. Reference page contains links to related code samples. - - - Gets the underlying operating system window. Reference page contains links to related code samples. - - - Raised when the game gains focus. - - - Raised when the game loses focus. - - - Raised when the game is being disposed. - - - Raised when the game is exiting. - - - Base class for all XNA Framework game components. Reference page contains links to related code samples. - - - Initializes a new instance of this class. Reference page contains links to related code samples. - Game that the game component should be attached to. - - - Immediately releases the unmanaged resources used by this object. - - - Releases the unmanaged resources used by the GameComponent and optionally releases the managed resources. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Allows a GameComponent to attempt to free resources and perform other cleanup operations before garbage collection reclaims the GameComponent. - - - Reference page contains code sample. - - - Called when the Enabled property changes. Raises the EnabledChanged event. - The GameComponent. - Arguments to the EnabledChanged event. - - - Called when the UpdateOrder property changes. Raises the UpdateOrderChanged event. - The GameComponent. - Arguments to the UpdateOrderChanged event. - - - Called when the GameComponent needs to be updated. Override this method with component-specific update code. - Time elapsed since the last call to Update - - - Indicates whether GameComponent.Update should be called when Game.Update is called. - - - Gets the Game associated with this GameComponent. - - - Indicates the order in which the GameComponent should be updated relative to other GameComponent instances. Lower values are updated first. - - - Raised when the GameComponent is disposed. - - - Raised when the Enabled property changes. - - - Raised when the UpdateOrder property changes. - - - A collection of game components. - - - Initializes a new instance of this class. - - - Removes all children from the collection. - - - Inserts a child object into the collection at the specified location. - The position in the collection. - The child object being inserted. - - - Removes a child object in the collection. - The index of the item being removed. - - - Modifies the specified child object in the collection. - The position in the collection. - The child object being modified. - - - Raised when a component is added to the GameComponentCollection. - - - - Raised when a component is removed from the GameComponentCollection. - - - - Arguments used with events from the GameComponentCollection. - - - Creates a new instance of GameComponentCollectionEventArgs. - The game component affected by the event. - - - The game component affected by the event. - - - A collection of game services. - - - Initializes a new instance of this class, which represents a collection of game services. - - - Adds a service to the GameServiceContainer. Reference page contains links to related conceptual articles. - The type of service to add. - The service provider to add. - - - Gets the object providing a specified service. Reference page contains links to related conceptual articles. - The type of service. - - - Removes the object providing a specified service. - The type of service. - - - Snapshot of the game timing state expressed in values that can be used by variable-step (real time) or fixed-step (game time) games. Reference page contains links to related code samples. - - - Creates a new instance of GameTime. - - - Creates a new instance of GameTime. - The amount of real time (wall clock) since the start of the game. - The amount of elapsed real time (wall clock) since the last frame. - The amount of game time since the start of the game. - The amount of elapsed game time since the last update. - - - Creates a new instance of GameTime. - The amount of real time (wall clock) since the start of the game. - The amount of elapsed real time (wall clock) since the last frame. - The amount of game time since the start of the game. - The amount of elapsed game time since the last update. - Whether the game is running multiple updates this frame. - - - The amount of elapsed game time since the last update. Reference page contains links to related code samples. - - - The amount of elapsed real time (wall clock) since the last frame. Reference page contains links to related code samples. - - - Gets a value indicating that the game loop is taking longer than its TargetElapsedTime. In this case, the game loop can be considered to be running too slowly and should do something to "catch up." - - - The amount of game time since the start of the game. Reference page contains links to related code samples. - - - The amount of real time (wall clock) since the start of the game. Reference page contains links to related code samples. - - - The system window associated with a Game. - - - Starts a device transition (windowed to full screen or vice versa). - Specifies whether the device will be in full-screen mode upon completion of the change. - - - Completes a device transition. - The desktop screen to move the window to. This should be the screen device name of the graphics device that has transitioned to full screen. - - - Completes a device transition. - The desktop screen to move the window to. This should be the screen device name of the graphics device that has transitioned to full screen. - The new width of the game's client window. - The new height of the game's client window. - - - Called when the GameWindow gets focus. - - - Called when the size of the client window changes. Raises the ClientSizeChanged event. - - - Called when the GameWindow loses focus. - - - Called when the GameWindow needs to be painted. - - - Called when the GameWindow is moved to a different screen. Raises the ScreenDeviceNameChanged event. - - - Sets the title of the GameWindow. - The new title of the GameWindow. - - - Specifies whether to allow the user to resize the game window. - - - The screen dimensions of the game window's client rectangle. Reference page contains links to related conceptual articles. - - - Gets the handle to the system window. - - - Gets the device name of the screen the window is currently in. - - - Gets and sets the title of the system window. - - - Raised when the size of the GameWindow changes. - - - Raised when the GameWindow moves to a different display. - - - Holds the settings for creating a graphics device on Windows. - - - Initializes a new instance of this class. - - - Creates a clone of this object. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The Object to compare with the current GraphicsDeviceInformation. - - - Gets the hash code for this object. - - - Specifies which graphics adapter to create the device on. - - - Specifies the type of device to create (hardware, reference, null). - - - Specifies the presentation parameters to use when creating a graphics device. - - - Handles the configuration and management of the graphics device. - - - Specifies the default minimum back-buffer height. - - - Specifies the default minimum back-buffer width. - - - Specifies the set of adapter formats supported by the GraphicsDeviceManager. - - - Specifies the set of back-buffer formats supported by the GraphicsDeviceManager. - - - Specifies the set of valid device types supported by the GraphicsDeviceManager. - - - Creates a new GraphicsDeviceManager and registers it to handle the configuration and management of the graphics device for the specified Game. - Game the GraphicsDeviceManager should be associated with. - - - Applies any changes to device-related properties, changing the graphics device as necessary. - - - Determines whether the given GraphicsDeviceInformation is compatible with the existing graphics device. - Information describing the desired device configuration. - - - Releases the unmanaged resources used by the GraphicsDeviceManager and optionally releases the managed resources. - true to release both automatic and manual resources; false to release only manual resources. - - - Finds the best device configuration that is compatible with the current device preferences. - true if the FindBestDevice can select devices from any available adapter; false if only the current adapter should be considered. - - - Prepares the GraphicsDevice to draw. - - - Called to ensure that the device manager has created a valid device. - - - Called by the game at the end of drawing and presents the final rendering. - - - Called when a device is created. Raises the DeviceCreated event. - The GraphicsDeviceManager. - Arguments for the DeviceCreated event. - - - Called when a device is being disposed. Raises the DeviceDisposing event. - The GraphicsDeviceManager. - Arguments for the DeviceDisposing event. - - - Called when the device has been reset. Raises the DeviceReset event. - The GraphicsDeviceManager. - Arguments for the DeviceReset event. - - - Called when the device is about to be reset. Raises the DeviceResetting event. - The GraphicsDeviceManager. - Arguments for the DeviceResetting event. - - - Called when the GraphicsDeviceManager is changing the GraphicsDevice settings (during reset or recreation of the GraphicsDevice). Raises the PreparingDeviceSettings event. - The GraphicsDeviceManager. - The graphics device information to modify. - - - Ranks the given list of devices that satisfy the given preferences. - The list of devices to rank. - - - Releases all resources used by the GraphicsDeviceManager class. - - - Toggles between full screen and windowed mode. - - - Gets the GraphicsDevice associated with the GraphicsDeviceManager. - - - Gets or sets a value that indicates whether the device should start in full-screen mode. - - - Gets or sets the minimum pixel shader version required by the GraphicsDeviceManager. - - - Gets or sets the minimum vertex shader version required by the GraphicsDeviceManager. - - - - - - Gets or sets the format of the back buffer. - - - Gets or sets the preferred back-buffer height. - - - Gets or sets the preferred back-buffer width. - - - Gets or sets the format of the depth stencil. - - - Gets or sets a value that indicates whether to sync to the vertical trace (vsync) when presenting the back buffer. - - - Raised when a new graphics device is created. - - - Raised when the GraphicsDeviceManager is being disposed. - - - Raised when the GraphicsDeviceManager is reset. - - - Raised when the GraphicsDeviceManager is about to be reset. - - - Raised when the GraphicsDeviceManager is disposed. - - - Raised when the GraphicsDeviceManager is changing the GraphicsDevice settings (during reset or recreation of the GraphicsDevice). Reference page contains code sample. - - - - Defines the interface for a drawable game component. - - - Draws the IDrawable. Reference page contains links to related conceptual articles. - Snapshot of the game's timing state. - - - The order in which to draw this object relative to other objects. Objects with a lower value are drawn first. - - - Indicates whether IDrawable.Draw should be called in Game.Draw for this game component. - - - Raised when the DrawOrder property changes. - - - Raised when the Visible property changes. - - - Defines an interface for game components. - - - Called when the component should be initialized. This method can be used for tasks like querying for services the component needs and setting up non-graphics resources. - - - Defines the interface for an object that manages a GraphicsDevice. - - - Starts the drawing of a frame. - - - Called to ensure that the device manager has created a valid device. - - - Called by the game at the end of drawing; presents the final rendering. - - - Defines an interface for a game component that should be updated in Game.Update. - - - Called when the game component should be updated. - Snapshot of the game's timing state. - - - Indicates whether the game component's Update method should be called in Game.Update. - - - Indicates when the game component should be updated relative to other game components. Lower values are updated first. - - - Raised when the Enabled property changes. - - - Raised when the UpdateOrder property changes. - - - Thrown when no available graphics device fits the given device preferences. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Arguments for the GraphicsDeviceManager.PreparingDeviceSettings event. - - - Creates a new instance of PreparingDeviceSettingsEventArgs. - Information about the GraphicsDevice. - - - Information about the GraphicsDevice. - - - Wraps the functionality of the GamerServicesDispatcher. - - - Creates a new GamerServicesComponent. - The game that will be associated with this component. - - - Initializes the GamerServicesDispatcher. - - - Updates the GamerServicesDispatcher. - The game timing state. - - - \ No newline at end of file diff --git a/Engine_XNA3/bin/Debug/Microsoft.Xna.Framework.dll b/Engine_XNA3/bin/Debug/Microsoft.Xna.Framework.dll deleted file mode 100644 index 55920567..00000000 Binary files a/Engine_XNA3/bin/Debug/Microsoft.Xna.Framework.dll and /dev/null differ diff --git a/Engine_XNA3/bin/Debug/Microsoft.Xna.Framework.xml b/Engine_XNA3/bin/Debug/Microsoft.Xna.Framework.xml deleted file mode 100644 index bc2cb534..00000000 --- a/Engine_XNA3/bin/Debug/Microsoft.Xna.Framework.xml +++ /dev/null @@ -1,14943 +0,0 @@ - - - - - Indicates battery charge status. - Indicates a battery is charging. - Indicates a critically low level of battery charge. - Indicates a high level of battery charge. - Indicates a low level of battery charge. - Indicates that no battery is present. - Indicates an unknown battery condition. - - - Defines an axis-aligned box-shaped 3D volume. Reference page contains links to related code samples. - - - Specifies the total number of corners (8) in the BoundingBox. - - - The maximum point the BoundingBox contains. - - - The minimum point the BoundingBox contains. - - - Creates an instance of BoundingBox. Reference page contains links to related code samples. - The minimum point the BoundingBox includes. - The maximum point the BoundingBox includes. - - - Tests whether the BoundingBox contains another BoundingBox. - The BoundingBox to test for overlap. - - - Tests whether the BoundingBox contains a BoundingFrustum. - The BoundingFrustum to test for overlap. - - - Tests whether the BoundingBox contains a BoundingSphere. - The BoundingSphere to test for overlap. - - - Tests whether the BoundingBox contains a point. - The point to test for overlap. - - - Tests whether the BoundingBox contains a BoundingBox. - The BoundingBox to test for overlap. - [OutAttribute] Enumeration indicating the extent of overlap. - - - Tests whether the BoundingBox contains a BoundingSphere. - The BoundingSphere to test for overlap. - [OutAttribute] Enumeration indicating the extent of overlap. - - - Tests whether the BoundingBox contains a point. - The point to test for overlap. - [OutAttribute] Enumeration indicating the extent of overlap. - - - Creates the smallest BoundingBox that will contain a group of points. - A list of points the BoundingBox should contain. - - - Creates the smallest BoundingBox that will contain the specified BoundingSphere. - The BoundingSphere to contain. - - - Creates the smallest BoundingBox that will contain the specified BoundingSphere. - The BoundingSphere to contain. - [OutAttribute] The created BoundingBox. - - - Creates the smallest BoundingBox that contains the two specified BoundingBox instances. - One of the BoundingBoxs to contain. - One of the BoundingBoxs to contain. - - - Creates the smallest BoundingBox that contains the two specified BoundingBox instances. - One of the BoundingBox instances to contain. - One of the BoundingBox instances to contain. - [OutAttribute] The created BoundingBox. - - - Determines whether two instances of BoundingBox are equal. - The BoundingBox to compare with the current BoundingBox. - - - Determines whether two instances of BoundingBox are equal. - The Object to compare with the current BoundingBox. - - - Gets an array of points that make up the corners of the BoundingBox. - - - Gets the array of points that make up the corners of the BoundingBox. - An existing array of at least 8 Vector3 points where the corners of the BoundingBox are written. - - - Gets the hash code for this instance. - - - Checks whether the current BoundingBox intersects another BoundingBox. Reference page contains links to related code samples. - The BoundingBox to check for intersection with. - - - Checks whether the current BoundingBox intersects a BoundingFrustum. Reference page contains links to related code samples. - The BoundingFrustum to check for intersection with. - - - Checks whether the current BoundingBox intersects a BoundingSphere. Reference page contains links to related code samples. - The BoundingSphere to check for intersection with. - - - Checks whether the current BoundingBox intersects a Plane. Reference page contains links to related code samples. - The Plane to check for intersection with. - - - Checks whether the current BoundingBox intersects a Ray. Reference page contains links to related code samples. - The Ray to check for intersection with. - - - Checks whether the current BoundingBox intersects another BoundingBox. Reference page contains links to related code samples. - The BoundingBox to check for intersection with. - [OutAttribute] true if the BoundingBox instances intersect; false otherwise. - - - Checks whether the current BoundingBox intersects a BoundingSphere. Reference page contains links to related code samples. - The BoundingSphere to check for intersection with. - [OutAttribute] true if the BoundingBox and BoundingSphere intersect; false otherwise. - - - Checks whether the current BoundingBox intersects a Plane. Reference page contains links to related code samples. - The Plane to check for intersection with. - [OutAttribute] An enumeration indicating whether the BoundingBox intersects the Plane. - - - Checks whether the current BoundingBox intersects a Ray. Reference page contains links to related code samples. - The Ray to check for intersection with. - [OutAttribute] Distance at which the ray intersects the BoundingBox, or null if there is no intersection. - - - Determines whether two instances of BoundingBox are equal. - BoundingBox to compare. - BoundingBox to compare. - - - Determines whether two instances of BoundingBox are not equal. - The object to the left of the inequality operator. - The object to the right of the inequality operator. - - - Returns a String that represents the current BoundingBox. - - - Defines a frustum and helps determine whether forms intersect with it. - - - Specifies the total number of corners (8) in the BoundingFrustum. - - - Creates a new instance of BoundingFrustum. Reference page contains links to related conceptual articles. - Combined matrix that usually takes view × projection matrix. - - - Checks whether the current BoundingFrustum contains the specified BoundingBox. - The BoundingBox to check against the current BoundingFrustum. - - - Checks whether the current BoundingFrustum contains the specified BoundingFrustum. - The BoundingFrustum to check against the current BoundingFrustum. - - - Checks whether the current BoundingFrustum contains the specified BoundingSphere. - The BoundingSphere to check against the current BoundingFrustum. - - - Checks whether the current BoundingFrustum contains the specified point. - The point to check against the current BoundingFrustum. - - - Checks whether the current BoundingFrustum contains the specified BoundingBox. - The BoundingBox to test for overlap. - [OutAttribute] Enumeration indicating the extent of overlap. - - - Checks whether the current BoundingFrustum contains the specified BoundingSphere. - The BoundingSphere to test for overlap. - [OutAttribute] Enumeration indicating the extent of overlap. - - - Checks whether the current BoundingFrustum contains the specified point. - The point to test for overlap. - [OutAttribute] Enumeration indicating the extent of overlap. - - - Determines whether the specified BoundingFrustum is equal to the current BoundingFrustum. - The BoundingFrustum to compare with the current BoundingFrustum. - - - Determines whether the specified Object is equal to the BoundingFrustum. - The Object to compare with the current BoundingFrustum. - - - Gets an array of points that make up the corners of the BoundingFrustum. - - - Gets an array of points that make up the corners of the BoundingFrustum. - An existing array of at least 8 Vector3 points where the corners of the BoundingFrustum are written. - - - Gets the hash code for this instance. - - - Checks whether the current BoundingFrustum intersects the specified BoundingBox. - The BoundingBox to check for intersection. - - - Checks whether the current BoundingFrustum intersects the specified BoundingFrustum. - The BoundingFrustum to check for intersection. - - - Checks whether the current BoundingFrustum intersects the specified BoundingSphere. - The BoundingSphere to check for intersection. - - - Checks whether the current BoundingFrustum intersects the specified Plane. - The Plane to check for intersection. - - - Checks whether the current BoundingFrustum intersects the specified Ray. - The Ray to check for intersection. - - - Checks whether the current BoundingFrustum intersects a BoundingBox. - The BoundingBox to check for intersection with. - [OutAttribute] true if the BoundingFrustum and BoundingBox intersect; false otherwise. - - - Checks whether the current BoundingFrustum intersects a BoundingSphere. - The BoundingSphere to check for intersection with. - [OutAttribute] true if the BoundingFrustum and BoundingSphere intersect; false otherwise. - - - Checks whether the current BoundingFrustum intersects a Plane. - The Plane to check for intersection with. - [OutAttribute] An enumeration indicating whether the BoundingFrustum intersects the Plane. - - - Checks whether the current BoundingFrustum intersects a Ray. - The Ray to check for intersection with. - [OutAttribute] Distance at which the ray intersects the BoundingFrustum or null if there is no intersection. - - - Determines whether two instances of BoundingFrustum are equal. - The BoundingFrustum to the left of the equality operator. - The BoundingFrustum to the right of the equality operator. - - - Determines whether two instances of BoundingFrustum are not equal. - The BoundingFrustum to the left of the inequality operator. - The BoundingFrustum to the right of the inequality operator. - - - Returns a String that represents the current BoundingFrustum. - - - Gets the bottom plane of the BoundingFrustum. - - - Gets the far plane of the BoundingFrustum. - - - Gets the left plane of the BoundingFrustum. - - - Gets or sets the Matrix that describes this bounding frustum. - - - Gets the near plane of the BoundingFrustum. - - - Gets the right plane of the BoundingFrustum. - - - Gets the top plane of the BoundingFrustum. - - - Defines a sphere. - - - The center point of the sphere. - - - The radius of the sphere. - - - Creates a new instance of BoundingSphere. - Center point of the sphere. - Radius of the sphere. - - - Checks whether the current BoundingSphere contains the specified BoundingBox. - The BoundingBox to check against the current BoundingSphere. - - - Checks whether the current BoundingSphere contains the specified BoundingFrustum. - The BoundingFrustum to check against the current BoundingSphere. - - - Checks whether the current BoundingSphere contains the specified BoundingSphere. - The BoundingSphere to check against the current BoundingSphere. - - - Checks whether the current BoundingSphere contains the specified point. - The point to check against the current BoundingSphere. - - - Checks whether the current BoundingSphere contains the specified BoundingBox. - The BoundingBox to test for overlap. - [OutAttribute] Enumeration indicating the extent of overlap. - - - Checks whether the current BoundingSphere contains the specified BoundingSphere. - The BoundingSphere to test for overlap. - [OutAttribute] Enumeration indicating the extent of overlap. - - - Checks whether the current BoundingSphere contains the specified point. - The point to test for overlap. - [OutAttribute] Enumeration indicating the extent of overlap. - - - Creates the smallest BoundingSphere that can contain a specified BoundingBox. - The BoundingBox to create the BoundingSphere from. - - - Creates the smallest BoundingSphere that can contain a specified BoundingBox. - The BoundingBox to create the BoundingSphere from. - [OutAttribute] The created BoundingSphere. - - - Creates the smallest BoundingSphere that can contain a specified BoundingFrustum. - The BoundingFrustum to create the BoundingSphere with. - - - Creates a BoundingSphere that can contain a specified list of points. Reference page contains links to related code samples. - List of points the BoundingSphere must contain. - - - Creates a BoundingSphere that contains the two specified BoundingSphere instances. - BoundingSphere to be merged. - BoundingSphere to be merged. - - - Creates a BoundingSphere that contains the two specified BoundingSphere instances. - BoundingSphere to be merged. - BoundingSphere to be merged. - [OutAttribute] The created BoundingSphere. - - - Determines whether the specified BoundingSphere is equal to the current BoundingSphere. - The BoundingSphere to compare with the current BoundingSphere. - - - Determines whether the specified Object is equal to the BoundingSphere. - The Object to compare with the current BoundingSphere. - - - Gets the hash code for this instance. - - - Checks whether the current BoundingSphere intersects with a specified BoundingBox. - The BoundingBox to check for intersection with the current BoundingSphere. - - - Checks whether the current BoundingSphere intersects with a specified BoundingFrustum. - The BoundingFrustum to check for intersection with the current BoundingSphere. - - - Checks whether the current BoundingSphere intersects with a specified BoundingSphere. - The BoundingSphere to check for intersection with the current BoundingSphere. - - - Checks whether the current BoundingSphere intersects with a specified Plane. - The Plane to check for intersection with the current BoundingSphere. - - - Checks whether the current BoundingSphere intersects with a specified Ray. - The Ray to check for intersection with the current BoundingSphere. - - - Checks whether the current BoundingSphere intersects a BoundingBox. - The BoundingBox to check for intersection with. - [OutAttribute] true if the BoundingSphere and BoundingBox intersect; false otherwise. - - - Checks whether the current BoundingSphere intersects another BoundingSphere. - The BoundingSphere to check for intersection with. - [OutAttribute] true if the BoundingSphere instances intersect; false otherwise. - - - Checks whether the current BoundingSphere intersects a Plane. - The Plane to check for intersection with. - [OutAttribute] An enumeration indicating whether the BoundingSphere intersects the Plane. - - - Checks whether the current BoundingSphere intersects a Ray. - The Ray to check for intersection with. - [OutAttribute] Distance at which the ray intersects the BoundingSphere or null if there is no intersection. - - - Determines whether two instances of BoundingSphere are equal. - The object to the left of the equality operator. - The object to the right of the equality operator. - - - Determines whether two instances of BoundingSphere are not equal. - The BoundingSphere to the left of the inequality operator. - The BoundingSphere to the right of the inequality operator. - - - Returns a String that represents the current BoundingSphere. - - - Translates and scales the BoundingSphere using a given Matrix. - A transformation matrix that might include translation, rotation, or uniform scaling. Note that BoundingSphere.Transform will not return correct results if there are non-uniform scaling, shears, or other unusual transforms in this transformation matrix. This is because there is no way to shear or non-uniformly scale a sphere. Such an operation would cause the sphere to lose its shape as a sphere. - - - Translates and scales the BoundingSphere using a given Matrix. - A transformation matrix that might include translation, rotation, or uniform scaling. Note that BoundingSphere.Transform will not return correct results if there are non-uniform scaling, shears, or other unusual transforms in this transformation matrix. This is because there is no way to shear or non-uniformly scale a sphere. Such an operation would cause the sphere to lose its shape as a sphere. - [OutAttribute] The transformed BoundingSphere. - - - Indicates the extent to which bounding volumes intersect or contain one another. - Indicates that one bounding volume completely contains the other. - Indicates there is no overlap between the bounding volumes. - Indicates that the bounding volumes partially overlap. - - - Stores an arbitrary collection of 2D CurveKey points, and provides methods for evaluating features of the curve they define. - - - Initializes a new instance of Curve. - - - Creates a copy of the Curve. - - - Computes both the TangentIn and the TangentOut for a CurveKey specified by its index. - The index of the CurveKey for which to compute tangents (in the Keys collection of the Curve). - The type of tangents to compute (one of the types specified in the CurveTangent enumeration). - - - Computes a specified type of TangentIn and a specified type of TangentOut for a given CurveKey. - The index of the CurveKey for which to compute tangents (in the Keys collection of the Curve). - The type of TangentIn to compute (one of the types specified in the CurveTangent enumeration). - The type of TangentOut to compute (one of the types specified in the CurveTangent enumeration). - - - Computes all tangents for all CurveKeys in this Curve, using a specified tangent type for both TangentIn and TangentOut. - The type of TangentOut and TangentIn to compute (one of the types specified in the CurveTangent enumeration). - - - Computes all tangents for all CurveKeys in this Curve, using different tangent types for TangentOut and TangentIn. - The type of TangentIn to compute (one of the types specified in the CurveTangent enumeration). - The type of TangentOut to compute (one of the types specified in the CurveTangent enumeration). - - - Finds the value at a position on the Curve. - The position on the Curve. - - - Gets a value indicating whether the curve is constant. - - - The points that make up the curve. - - - Specifies how to handle weighting values that are greater than the last control point in the curve. - - - Specifies how to handle weighting values that are less than the first control point in the curve. - - - Defines the continuity of CurveKeys on a Curve. - Interpolation can be used between this CurveKey and the next. - Interpolation cannot be used between this CurveKey and the next. Specifying a position between the two points returns this point. - - - Represents a point in a multi-point curve. - - - Initializes a new instance of CurveKey. - Position in the curve. - Value of the control point. - - - Initializes a new instance of CurveKey. - Position in the curve. - Value of the control point. - Tangent approaching point from the previous point in the curve. - Tangent leaving point toward next point in the curve. - - - Initializes a new instance of CurveKey. - Position in the curve. - Value of the control point. - Tangent approaching point from the previous point in the curve. - Tangent leaving point toward next point in the curve. - Enum indicating whether the curve is discrete or continuous. - - - Creates a copy of the CurveKey. - - - Compares this instance to another CurveKey and returns an indication of their relative values. - CurveKey to compare to. - - - Determines whether the specified Object is equal to the CurveKey. - The Object to compare with the current CurveKey. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object with which to make the comparison. - - - Returns the hash code for this instance. - - - Determines whether two CurveKey instances are equal. - CurveKey on the left of the equal sign. - CurveKey on the right of the equal sign. - - - Determines whether two CurveKey instances are not equal. - CurveKey on the left of the equal sign. - CurveKey on the right of the equal sign. - - - Describes whether the segment between this point and the next point in the curve is discrete or continuous. - - - Position of the CurveKey in the curve. - - - Describes the tangent when approaching this point from the previous point in the curve. - - - Describes the tangent when leaving this point to the next point in the curve. - - - Describes the value of this point. - - - Contains the CurveKeys making up a Curve. - - - Initializes a new instance of CurveKeyCollection. - - - Adds a CurveKey to the CurveKeyCollection. - The CurveKey to add. - - - Removes all CurveKeys from the CurveKeyCollection. - - - Creates a copy of the CurveKeyCollection. - - - Determines whether the CurveKeyCollection contains a specific CurveKey. - true if the CurveKey is found in the CurveKeyCollection; false otherwise. - - - Copies the CurveKeys of the CurveKeyCollection to an array, starting at the array index provided. - The destination of the CurveKeys copied from CurveKeyCollection. The array must have zero-based indexing. - The zero-based index in the array to start copying from. - - - Returns an enumerator that iterates through the CurveKeyCollection. - - - Determines the index of a CurveKey in the CurveKeyCollection. - CurveKey to locate in the CurveKeyCollection. - - - Removes the first occurrence of a specific CurveKey from the CurveKeyCollection. - The CurveKey to remove from the CurveKeyCollection. - - - Removes the CurveKey at the specified index. - The zero-based index of the item to remove. - - - Returns an enumerator that iterates through the CurveKeyCollection. - - - Gets the number of elements contained in the CurveKeyCollection. - - - Returns a value indicating whether the CurveKeyCollection is read-only. - - - Gets or sets the element at the specified index. - The array index of the element. - - - Defines how the value of a Curve will be determined for positions before the first point on the Curve or after the last point on the Curve. - The Curve will evaluate to its first key for positions before the first point in the Curve and to the last key for positions after the last point. - Positions specified past the ends of the curve will wrap around to the opposite side of the Curve. - Positions specified past the ends of the curve will wrap around to the opposite side of the Curve. The value will be offset by the difference between the values of the first and last CurveKey multiplied by the number of times the position wraps around. If the position is before the first point in the Curve, the difference will be subtracted from its value; otherwise, the difference will be added. - Linear interpolation will be performed to determine the value. - Positions specified past the ends of the Curve act as an offset from the same side of the Curve toward the opposite side. - - - Specifies different tangent types to be calculated for CurveKey points in a Curve. - A Flat tangent always has a value equal to zero. - A Linear tangent at a CurveKey is equal to the difference between its Value and the Value of the preceding or succeeding CurveKey. For example, in Curve MyCurve, where i is greater than zero and (i + 1) is less than the total number of CurveKeys in MyCurve, the linear TangentIn of MyCurve.Keys[i] is equal to: ( MyCurve.Keys[i].Value - MyCurve.Keys[i - 1].Value ) Similarly, the linear TangentOut is equal to: ( MyCurve.Keys[i + 1].Value - MyCurve.Keys[i].Value.) - A Smooth tangent smooths the inflection between a TangentIn and TangentOut by taking into account the values of both neighbors of the CurveKey. The smooth TangentIn of MyCurve.Keys[i] is equal to: ( ( MyCurve.Keys[i + 1].Value - MyCurve.Keys[i - 1].Value ) * ( ( MyCurve.Keys[i].Position - MyCurve.Keys[i - 1].Position ) / ( MyCurve.Keys[i + 1].Position - MyCurve.Keys[i-1].Position ) ) ) Similarly, the smooth TangentOut is equal to: ( ( MyCurve.Keys[i + 1].Value - MyCurve.Keys[i - 1].Value ) * ( ( MyCurve.Keys[i + 1].Position - MyCurve.Keys[i].Position ) / ( MyCurve.Keys[i + 1].Position - MyCurve.Keys[i - 1].Position ) ) ) - - - Implements the Windows-specific portion of a FrameworkDispatcher class. - - - Updates the status of various framework components (such as power state and media) and raises related events. If your game does not use the Game class, you must call this method (the recommendation is once per frame) yourself. - - - Contains commonly used precalculated values. - - - Represents the mathematical constant e. - - - Represents the log base ten of e. - - - Represents the log base two of e. - - - Represents the value of pi. - - - Represents the value of pi divided by two. - - - Represents the value of pi divided by four. - - - Represents the value of pi times two. - - - Returns the Cartesian coordinate for one axis of a point that is defined by a given triangle and two normalized barycentric (areal) coordinates. - The coordinate on one axis of vertex 1 of the defining triangle. - The coordinate on the same axis of vertex 2 of the defining triangle. - The coordinate on the same axis of vertex 3 of the defining triangle. - The normalized barycentric (areal) coordinate b2, equal to the weighting factor for vertex 2, the coordinate of which is specified in value2. - The normalized barycentric (areal) coordinate b3, equal to the weighting factor for vertex 3, the coordinate of which is specified in value3. - - - Performs a Catmull-Rom interpolation using the specified positions. - The first position in the interpolation. - The second position in the interpolation. - The third position in the interpolation. - The fourth position in the interpolation. - Weighting factor. - - - Restricts a value to be within a specified range. Reference page contains links to related code samples. - The value to clamp. - The minimum value. If value is less than min, min will be returned. - The maximum value. If value is greater than max, max will be returned. - - - Calculates the absolute value of the difference of two values. - Source value. - Source value. - - - Performs a Hermite spline interpolation. - Source position. - Source tangent. - Source position. - Source tangent. - Weighting factor. - - - Linearly interpolates between two values. - Source value. - Source value. - Value between 0 and 1 indicating the weight of value2. - - - Returns the greater of two values. - Source value. - Source value. - - - Returns the lesser of two values. - Source value. - Source value. - - - Interpolates between two values using a cubic equation. - Source value. - Source value. - Weighting value. - - - Converts radians to degrees. - The angle in radians. - - - Converts degrees to radians. - The angle in degrees. - - - Reduces a given angle to a value between π and -π. - The angle to reduce, in radians. - - - Defines a matrix. - - - Value at row 1 column 1 of the matrix. - - - Value at row 1 column 2 of the matrix. - - - Value at row 1 column 3 of the matrix. - - - Value at row 1 column 4 of the matrix. - - - Value at row 2 column 1 of the matrix. - - - Value at row 2 column 2 of the matrix. - - - Value at row 2 column 3 of the matrix. - - - Value at row 2 column 4 of the matrix. - - - Value at row 3 column 1 of the matrix. - - - Value at row 3 column 2 of the matrix. - - - Value at row 3 column 3 of the matrix. - - - Value at row 3 column 4 of the matrix. - - - Value at row 4 column 1 of the matrix. - - - Value at row 4 column 2 of the matrix. - - - Value at row 4 column 3 of the matrix. - - - Value at row 4 column 4 of the matrix. - - - Initializes a new instance of Matrix. - Value to initialize m11 to. - Value to initialize m12 to. - Value to initialize m13 to. - Value to initialize m14 to. - Value to initialize m21 to. - Value to initialize m22 to. - Value to initialize m23 to. - Value to initialize m24 to. - Value to initialize m31 to. - Value to initialize m32 to. - Value to initialize m33 to. - Value to initialize m34 to. - Value to initialize m41 to. - Value to initialize m42 to. - Value to initialize m43 to. - Value to initialize m44 to. - - - Adds a matrix to another matrix. - Source matrix. - Source matrix. - - - Adds a matrix to another matrix. - Source matrix. - Source matrix. - [OutAttribute] Resulting matrix. - - - Creates a spherical billboard that rotates around a specified object position. - Position of the object the billboard will rotate around. - Position of the camera. - The up vector of the camera. - Optional forward vector of the camera. - - - Creates a spherical billboard that rotates around a specified object position. - Position of the object the billboard will rotate around. - Position of the camera. - The up vector of the camera. - Optional forward vector of the camera. - [OutAttribute] The created billboard matrix. - - - Creates a cylindrical billboard that rotates around a specified axis. - Position of the object the billboard will rotate around. - Position of the camera. - Axis to rotate the billboard around. - Optional forward vector of the camera. - Optional forward vector of the object. - - - Creates a cylindrical billboard that rotates around a specified axis. - Position of the object the billboard will rotate around. - Position of the camera. - Axis to rotate the billboard around. - Optional forward vector of the camera. - Optional forward vector of the object. - [OutAttribute] The created billboard matrix. - - - Creates a new Matrix that rotates around an arbitrary vector. - The axis to rotate around. - The angle to rotate around the vector. - - - Creates a new Matrix that rotates around an arbitrary vector. - The axis to rotate around. - The angle to rotate around the vector. - [OutAttribute] The created Matrix. - - - Creates a rotation Matrix from a Quaternion. - Quaternion to create the Matrix from. - - - Creates a rotation Matrix from a Quaternion. - Quaternion to create the Matrix from. - [OutAttribute] The created Matrix. - - - Creates a new rotation matrix from a specified yaw, pitch, and roll. - Angle of rotation, in radians, around the y-axis. - Angle of rotation, in radians, around the x-axis. - Angle of rotation, in radians, around the z-axis. - - - Fills in a rotation matrix from a specified yaw, pitch, and roll. - Angle of rotation, in radians, around the y-axis. - Angle of rotation, in radians, around the x-axis. - Angle of rotation, in radians, around the z-axis. - [OutAttribute] An existing matrix filled in to represent the specified yaw, pitch, and roll. - - - Creates a view matrix. Reference page contains links to related code samples. - The position of the camera. - The target towards which the camera is pointing. - The direction that is "up" from the camera's point of view. - - - Creates a view matrix. Reference page contains links to related code samples. - The position of the camera. - The target towards which the camera is pointing. - The direction that is "up" from the camera's point of view. - [OutAttribute] The created view matrix. - - - Builds an orthogonal projection matrix. Reference page contains links to related code samples. - Width of the view volume. - Height of the view volume. - Minimum z-value of the view volume. - Maximum z-value of the view volume. - - - Builds an orthogonal projection matrix. Reference page contains links to related code samples. - Width of the view volume. - Height of the view volume. - Minimum z-value of the view volume. - Maximum z-value of the view volume. - [OutAttribute] The projection matrix. - - - Builds a customized, orthogonal projection matrix. Reference page contains links to related code samples. - Minimum x-value of the view volume. - Maximum x-value of the view volume. - Minimum y-value of the view volume. - Maximum y-value of the view volume. - Minimum z-value of the view volume. - Maximum z-value of the view volume. - - - Builds a customized, orthogonal projection matrix. Reference page contains links to related code samples. - Minimum x-value of the view volume. - Maximum x-value of the view volume. - Minimum y-value of the view volume. - Maximum y-value of the view volume. - Minimum z-value of the view volume. - Maximum z-value of the view volume. - [OutAttribute] The projection matrix. - - - Builds a perspective projection matrix. Reference page contains links to related code samples. - Width of the view volume at the near view plane. - Height of the view volume at the near view plane. - Distance to the near view plane. - Distance to the far view plane. - - - Builds a perspective projection matrix. Reference page contains links to related code samples. - Width of the view volume at the near view plane. - Height of the view volume at the near view plane. - Distance to the near view plane. - Distance to the far view plane. - [OutAttribute] The projection matrix. - - - Builds a perspective projection matrix based on a field of view. Reference page contains links to related code samples. - Field of view in radians. - Aspect ratio, defined as view space width divided by height. - Distance to the near view plane. - Distance to the far view plane. - - - Builds a perspective projection matrix based on a field of view. Reference page contains links to related code samples. - Field of view in radians. - Aspect ratio, defined as view space width divided by height. - Distance to the near view plane. - Distance to the far view plane. - [OutAttribute] The perspective projection matrix. - - - Builds a customized, perspective projection matrix. Reference page contains links to related code samples. - Minimum x-value of the view volume at the near view plane. - Maximum x-value of the view volume at the near view plane. - Minimum y-value of the view volume at the near view plane. - Maximum y-value of the view volume at the near view plane. - Distance to the near view plane. - Distance to of the far view plane. - - - Builds a customized, perspective projection matrix. Reference page contains links to related code samples. - Minimum x-value of the view volume at the near view plane. - Maximum x-value of the view volume at the near view plane. - Minimum y-value of the view volume at the near view plane. - Maximum y-value of the view volume at the near view plane. - Distance to the near view plane. - Distance to of the far view plane. - [OutAttribute] The created projection matrix. - - - Creates a Matrix that reflects the coordinate system about a specified Plane. - The Plane about which to create a reflection. - - - Fills in an existing Matrix so that it reflects the coordinate system about a specified Plane. - The Plane about which to create a reflection. - [OutAttribute] A Matrix that creates the reflection. - - - Returns a matrix that can be used to rotate a set of vertices around the x-axis. - The amount, in radians, in which to rotate around the x-axis. Note that you can use ToRadians to convert degrees to radians. - - - Populates data into a user-specified matrix that can be used to rotate a set of vertices around the x-axis. - The amount, in radians, in which to rotate around the x-axis. Note that you can use ToRadians to convert degrees to radians. - [OutAttribute] The matrix in which to place the calculated data. - - - Returns a matrix that can be used to rotate a set of vertices around the y-axis. - The amount, in radians, in which to rotate around the y-axis. Note that you can use ToRadians to convert degrees to radians. - - - Populates data into a user-specified matrix that can be used to rotate a set of vertices around the y-axis. - The amount, in radians, in which to rotate around the y-axis. Note that you can use ToRadians to convert degrees to radians. - [OutAttribute] The matrix in which to place the calculated data. - - - Returns a matrix that can be used to rotate a set of vertices around the z-axis. - The amount, in radians, in which to rotate around the z-axis. Note that you can use ToRadians to convert degrees to radians. - - - Populates data into a user-specified matrix that can be used to rotate a set of vertices around the z-axis. - The amount, in radians, in which to rotate around the z-axis. Note that you can use ToRadians to convert degrees to radians. - [OutAttribute] The rotation matrix. - - - Creates a scaling Matrix. - Amount to scale by. - - - Creates a scaling Matrix. - Amounts to scale by on the x, y, and z axes. - - - Creates a scaling Matrix. - Value to scale by. - [OutAttribute] The created scaling Matrix. - - - Creates a scaling Matrix. - Amounts to scale by on the x, y, and z axes. - [OutAttribute] The created scaling Matrix. - - - Creates a scaling Matrix. - Value to scale by on the x-axis. - Value to scale by on the y-axis. - Value to scale by on the z-axis. - - - Creates a scaling Matrix. - Value to scale by on the x-axis. - Value to scale by on the y-axis. - Value to scale by on the z-axis. - [OutAttribute] The created scaling Matrix. - - - Creates a Matrix that flattens geometry into a specified Plane as if casting a shadow from a specified light source. - A Vector3 specifying the direction from which the light that will cast the shadow is coming. - The Plane onto which the new matrix should flatten geometry so as to cast a shadow. - - - Fills in a Matrix to flatten geometry into a specified Plane as if casting a shadow from a specified light source. - A Vector3 specifying the direction from which the light that will cast the shadow is coming. - The Plane onto which the new matrix should flatten geometry so as to cast a shadow. - [OutAttribute] A Matrix that can be used to flatten geometry onto the specified plane from the specified direction. - - - Creates a translation Matrix. Reference page contains links to related code samples. - Amounts to translate by on the x, y, and z axes. - - - Creates a translation Matrix. Reference page contains links to related code samples. - Amounts to translate by on the x, y, and z axes. - [OutAttribute] The created translation Matrix. - - - Creates a translation Matrix. Reference page contains links to related code samples. - Value to translate by on the x-axis. - Value to translate by on the y-axis. - Value to translate by on the z-axis. - - - Creates a translation Matrix. Reference page contains links to related code samples. - Value to translate by on the x-axis. - Value to translate by on the y-axis. - Value to translate by on the z-axis. - [OutAttribute] The created translation Matrix. - - - Creates a world matrix with the specified parameters. - Position of the object. This value is used in translation operations. - Forward direction of the object. - Upward direction of the object; usually [0, 1, 0]. - - - Creates a world matrix with the specified parameters. - Position of the object. This value is used in translation operations. - Forward direction of the object. - Upward direction of the object; usually [0, 1, 0]. - [OutAttribute] The created world matrix. - - - Extracts the scalar, translation, and rotation components from a 3D scale/rotate/translate (SRT) Matrix. Reference page contains code sample. - [OutAttribute] The scalar component of the transform matrix, expressed as a Vector3. - [OutAttribute] The rotation component of the transform matrix, expressed as a Quaternion. - [OutAttribute] The translation component of the transform matrix, expressed as a Vector3. - - - Calculates the determinant of the matrix. - - - Divides the components of a matrix by the corresponding components of another matrix. - Source matrix. - The divisor. - - - Divides the components of a matrix by a scalar. - Source matrix. - The divisor. - - - Divides the components of a matrix by the corresponding components of another matrix. - Source matrix. - The divisor. - [OutAttribute] Result of the division. - - - Divides the components of a matrix by a scalar. - Source matrix. - The divisor. - [OutAttribute] Result of the division. - - - Determines whether the specified Object is equal to the Matrix. - The Object to compare with the current Matrix. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object with which to make the comparison. - - - Gets the hash code of this object. - - - Calculates the inverse of a matrix. - Source matrix. - - - Calculates the inverse of a matrix. - The source matrix. - [OutAttribute] The inverse of matrix. The same matrix can be used for both arguments. - - - Linearly interpolates between the corresponding values of two matrices. - Source matrix. - Source matrix. - Interpolation value. - - - Linearly interpolates between the corresponding values of two matrices. - Source matrix. - Source matrix. - Interpolation value. - [OutAttribute] Resulting matrix. - - - Multiplies a matrix by another matrix. - Source matrix. - Source matrix. - - - Multiplies a matrix by a scalar value. - Source matrix. - Scalar value. - - - Multiplies a matrix by another matrix. - Source matrix. - Source matrix. - [OutAttribute] Result of the multiplication. - - - Multiplies a matrix by a scalar value. - Source matrix. - Scalar value. - [OutAttribute] The result of the multiplication. - - - Negates individual elements of a matrix. - Source matrix. - - - Negates individual elements of a matrix. - Source matrix. - [OutAttribute] Negated matrix. - - - Adds a matrix to another matrix. - Source matrix. - Source matrix. - - - Divides the components of a matrix by the corresponding components of another matrix. - Source matrix. - The divisor. - - - Divides the components of a matrix by a scalar. - Source matrix. - The divisor. - - - Compares a matrix for equality with another matrix. - Source matrix. - Source matrix. - - - Tests a matrix for inequality with another matrix. - The matrix on the left of the equal sign. - The matrix on the right of the equal sign. - - - Multiplies a matrix by another matrix. - Source matrix. - Source matrix. - - - Multiplies a matrix by a scalar value. - Source matrix. - Scalar value. - - - Multiplies a matrix by a scalar value. - Scalar value. - Source matrix. - - - Subtracts matrices. - Source matrix. - Source matrix. - - - Negates individual elements of a matrix. - Source matrix. - - - Subtracts matrices. - Source matrix. - Source matrix. - - - Subtracts matrices. - Source matrix. - Source matrix. - [OutAttribute] Result of the subtraction. - - - Retrieves a string representation of the current object. - - - Transforms a Matrix by applying a Quaternion rotation. - The Matrix to transform. - The rotation to apply, expressed as a Quaternion. - - - Transforms a Matrix by applying a Quaternion rotation. - The Matrix to transform. - The rotation to apply, expressed as a Quaternion. - [OutAttribute] An existing Matrix filled in with the result of the transform. - - - Transposes the rows and columns of a matrix. - Source matrix. - - - Transposes the rows and columns of a matrix. - Source matrix. - [OutAttribute] Transposed matrix. - - - Gets and sets the backward vector of the Matrix. - - - Gets and sets the down vector of the Matrix. - - - Gets and sets the forward vector of the Matrix. - - - Returns an instance of the identity matrix. - - - Gets and sets the left vector of the Matrix. - - - Gets and sets the right vector of the Matrix. - - - Gets and sets the translation vector of the Matrix. - - - Gets and sets the up vector of the Matrix. - - - Defines a plane. - - - The distance of the Plane along its normal from the origin. - - - The normal vector of the Plane. - - - Creates a new instance of Plane. - Vector4 with X, Y, and Z components defining the normal of the Plane. The W component defines the distance of the Plane along the normal from the origin. - - - Creates a new instance of Plane. - The normal vector to the Plane. - The Plane's distance along its normal from the origin. - - - Creates a new instance of Plane. - One point of a triangle defining the Plane. - One point of a triangle defining the Plane. - One point of a triangle defining the Plane. - - - Creates a new instance of Plane. - X component of the normal defining the Plane. - Y component of the normal defining the Plane. - Z component of the normal defining the Plane. - Distance of the Plane along its normal from the origin. - - - Calculates the dot product of a specified Vector4 and this Plane. - The Vector4 to multiply this Plane by. - - - Calculates the dot product of a specified Vector4 and this Plane. - The Vector4 to multiply this Plane by. - [OutAttribute] The dot product of the specified Vector4 and this Plane. - - - Returns the dot product of a specified Vector3 and the Normal vector of this Plane plus the distance (D) value of the Plane. - The Vector3 to multiply by. - - - Returns the dot product of a specified Vector3 and the Normal vector of this Plane plus the distance (D) value of the Plane. - The Vector3 to multiply by. - [OutAttribute] The resulting value. - - - Returns the dot product of a specified Vector3 and the Normal vector of this Plane. - The Vector3 to multiply by. - - - Returns the dot product of a specified Vector3 and the Normal vector of this Plane. - The Vector3 to multiply by. - [OutAttribute] The resulting dot product. - - - Determines whether the specified Object is equal to the Plane. - The Object to compare with the current Plane. - - - Determines whether the specified Plane is equal to the Plane. - The Plane to compare with the current Plane. - - - Gets the hash code for this object. - - - Checks whether the current Plane intersects a specified BoundingBox. - The BoundingBox to test for intersection with. - - - Checks whether the current Plane intersects a specified BoundingFrustum. - The BoundingFrustum to check for intersection with. - - - Checks whether the current Plane intersects a specified BoundingSphere. - The BoundingSphere to check for intersection with. - - - Checks whether the current Plane intersects a BoundingBox. - The BoundingBox to check for intersection with. - [OutAttribute] An enumeration indicating whether the Plane intersects the BoundingBox. - - - Checks whether the current Plane intersects a BoundingSphere. - The BoundingSphere to check for intersection with. - [OutAttribute] An enumeration indicating whether the Plane intersects the BoundingSphere. - - - Changes the coefficients of the Normal vector of this Plane to make it of unit length. - - - Changes the coefficients of the Normal vector of a Plane to make it of unit length. - The Plane to normalize. - - - Changes the coefficients of the Normal vector of a Plane to make it of unit length. - The Plane to normalize. - [OutAttribute] An existing plane Plane filled in with a normalized version of the specified plane. - - - Determines whether two instances of Plane are equal. - The object to the left of the equality operator. - The object to the right of the equality operator. - - - Determines whether two instances of Plane are not equal. - The object to the left of the inequality operator. - The object to the right of the inequality operator. - - - Returns a String that represents the current Plane. - - - Transforms a normalized Plane by a Matrix. - The normalized Plane to transform. This Plane must already be normalized, so that its Normal vector is of unit length, before this method is called. - The transform Matrix to apply to the Plane. - - - Transforms a normalized Plane by a Quaternion rotation. - The normalized Plane to transform. This Plane must already be normalized, so that its Normal vector is of unit length, before this method is called. - The Quaternion rotation to apply to the Plane. - - - Transforms a normalized Plane by a Matrix. - The normalized Plane to transform. This Plane must already be normalized, so that its Normal vector is of unit length, before this method is called. - The transform Matrix to apply to the Plane. - [OutAttribute] An existing Plane filled in with the results of applying the transform. - - - Transforms a normalized Plane by a Quaternion rotation. - The normalized Plane to transform. This Plane must already be normalized, so that its Normal vector is of unit length, before this method is called. - The Quaternion rotation to apply to the Plane. - [OutAttribute] An existing Plane filled in with the results of applying the rotation. - - - Describes the intersection between a plane and a bounding volume. - There is no intersection, and the bounding volume is in the negative half-space of the Plane. - There is no intersection, and the bounding volume is in the positive half-space of the Plane. - The Plane is intersected. - - - Specifies the game controller associated with a player. - The first controller. - The second controller. - The third controller. - The fourth controller. - - - Defines a point in 2D space. - - - Specifies the x-coordinate of the Point. - - - Specifies the y-coordinate of the Point. - - - Initializes a new instance of Point. - The x-coordinate of the Point. - The y-coordinate of the Point. - - - Determines whether two Point instances are equal. - The object to compare this instance to. - - - Determines whether two Point instances are equal. - The Point to compare this instance to. - - - Gets the hash code for this object. - - - Determines whether two Point instances are equal. - Point on the left side of the equal sign. - Point on the right side of the equal sign. - - - Determines whether two Point instances are not equal. - The Point on the left side of the equal sign. - The Point on the right side of the equal sign. - - - Returns a String that represents the current Point. - - - Returns the point (0,0). - - - Indicates the status of the system powerline. - The system is offline. - The system is online. - The power status of the system is unknown. - - - Contains system power information, including battery life status and power line status. Reference page contains code sample. - - - Gets the BatteryChargeStatus associated with the system. - - - Gets the full charge lifetime of the primary battery power source. - - - Gets the approximate percentage of full battery time remaining. - - - Gets the approximate battery life remaining. - - - Gets the PowerLineStatus associated with the system. - - - Raised when the power state changes. - - - Defines a four-dimensional vector (x,y,z,w), which is used to efficiently rotate an object about the (x, y, z) vector by the angle theta, where w = cos(theta/2). - - - Specifies the rotation component of the quaternion. - - - Specifies the x-value of the vector component of the quaternion. - - - Specifies the y-value of the vector component of the quaternion. - - - Specifies the z-value of the vector component of the quaternion. - - - Initializes a new instance of Quaternion. - The vector component of the quaternion. - The rotation component of the quaternion. - - - Initializes a new instance of Quaternion. - The x-value of the quaternion. - The y-value of the quaternion. - The z-value of the quaternion. - The w-value of the quaternion. - - - Adds two Quaternions. - Quaternion to add. - Quaternion to add. - - - Adds two Quaternions. - Quaternion to add. - Quaternion to add. - [OutAttribute] Result of adding the Quaternions. - - - Concatenates two Quaternions; the result represents the value1 rotation followed by the value2 rotation. - The first Quaternion rotation in the series. - The second Quaternion rotation in the series. - - - Concatenates two Quaternions; the result represents the value1 rotation followed by the value2 rotation. - The first Quaternion rotation in the series. - The second Quaternion rotation in the series. - [OutAttribute] The Quaternion rotation representing the concatenation of value1 followed by value2. - - - Transforms this Quaternion into its conjugate. - - - Returns the conjugate of a specified Quaternion. - The Quaternion of which to return the conjugate. - - - Returns the conjugate of a specified Quaternion. - The Quaternion of which to return the conjugate. - [OutAttribute] An existing Quaternion filled in to be the conjugate of the specified one. - - - Creates a Quaternion from a vector and an angle to rotate about the vector. - The vector to rotate around. - The angle to rotate around the vector. - - - Creates a Quaternion from a vector and an angle to rotate about the vector. - The vector to rotate around. - The angle to rotate around the vector. - [OutAttribute] The created Quaternion. - - - Creates a Quaternion from a rotation Matrix. - The rotation Matrix to create the Quaternion from. - - - Creates a Quaternion from a rotation Matrix. - The rotation Matrix to create the Quaternion from. - [OutAttribute] The created Quaternion. - - - Creates a new Quaternion from specified yaw, pitch, and roll angles. - The yaw angle, in radians, around the y-axis. - The pitch angle, in radians, around the x-axis. - The roll angle, in radians, around the z-axis. - - - Creates a new Quaternion from specified yaw, pitch, and roll angles. - The yaw angle, in radians, around the y-axis. - The pitch angle, in radians, around the x-axis. - The roll angle, in radians, around the z-axis. - [OutAttribute] An existing Quaternion filled in to express the specified yaw, pitch, and roll angles. - - - Divides a Quaternion by another Quaternion. - Source Quaternion. - The divisor. - - - Divides a Quaternion by another Quaternion. - Source Quaternion. - The divisor. - [OutAttribute] Result of the division. - - - Calculates the dot product of two Quaternions. - Source Quaternion. - Source Quaternion. - - - Calculates the dot product of two Quaternions. - Source Quaternion. - Source Quaternion. - [OutAttribute] Dot product of the Quaternions. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object to make the comparison with. - - - Determines whether the specified Object is equal to the Quaternion. - The Quaternion to compare with the current Quaternion. - - - Get the hash code of this object. - - - Returns the inverse of a Quaternion. - Source Quaternion. - - - Returns the inverse of a Quaternion. - Source Quaternion. - [OutAttribute] The inverse of the Quaternion. - - - Calculates the length of a Quaternion. - - - Calculates the length squared of a Quaternion. - - - Linearly interpolates between two quaternions. - Source quaternion. - Source quaternion. - Value indicating how far to interpolate between the quaternions. - - - Linearly interpolates between two quaternions. - Source quaternion. - Source quaternion. - Value indicating how far to interpolate between the quaternions. - [OutAttribute] The resulting quaternion. - - - Multiplies two quaternions. - The quaternion on the left of the multiplication. - The quaternion on the right of the multiplication. - - - Multiplies a quaternion by a scalar value. - Source quaternion. - Scalar value. - - - Multiplies two quaternions. - The quaternion on the left of the multiplication. - The quaternion on the right of the multiplication. - [OutAttribute] The result of the multiplication. - - - Multiplies a quaternion by a scalar value. - Source quaternion. - Scalar value. - [OutAttribute] The result of the multiplication. - - - Flips the sign of each component of the quaternion. - Source quaternion. - - - Flips the sign of each component of the quaternion. - Source quaternion. - [OutAttribute] Negated quaternion. - - - Divides each component of the quaternion by the length of the quaternion. - - - Divides each component of the quaternion by the length of the quaternion. - Source quaternion. - - - Divides each component of the quaternion by the length of the quaternion. - Source quaternion. - [OutAttribute] Normalized quaternion. - - - Adds two Quaternions. - Quaternion to add. - Quaternion to add. - - - Divides a Quaternion by another Quaternion. - Source Quaternion. - The divisor. - - - Compares two Quaternions for equality. - Source Quaternion. - Source Quaternion. - - - Compare two Quaternions for inequality. - Source Quaternion. - Source Quaternion. - - - Multiplies two quaternions. - Source quaternion. - Source quaternion. - - - Multiplies a quaternion by a scalar value. - Source quaternion. - Scalar value. - - - Subtracts a quaternion from another quaternion. - Source quaternion. - Source quaternion. - - - Flips the sign of each component of the quaternion. - Source quaternion. - - - Interpolates between two quaternions, using spherical linear interpolation. - Source quaternion. - Source quaternion. - Value that indicates how far to interpolate between the quaternions. - - - Interpolates between two quaternions, using spherical linear interpolation. - Source quaternion. - Source quaternion. - Value that indicates how far to interpolate between the quaternions. - [OutAttribute] Result of the interpolation. - - - Subtracts a quaternion from another quaternion. - Source quaternion. - Source quaternion. - - - Subtracts a quaternion from another quaternion. - Source quaternion. - Source quaternion. - [OutAttribute] Result of the subtraction. - - - Retireves a string representation of the current object. - - - Returns a Quaternion representing no rotation. - - - Defines a ray. - - - Unit vector specifying the direction the Ray is pointing. - - - Specifies the starting point of the Ray. - - - Creates a new instance of Ray. - The starting point of the Ray. - Unit vector describing the direction of the Ray. - - - Determines whether two instances of Ray are equal. - The Object to compare with the current Ray. - - - Determines whether the specified Ray is equal to the current Ray. - The Ray to compare with the current Ray. - - - Gets the hash code for this instance. - - - Checks whether the Ray intersects a specified BoundingBox. - The BoundingBox to check for intersection with the Ray. - - - Checks whether the Ray intersects a specified BoundingFrustum. - The BoundingFrustum to check for intersection with the Ray. - - - Checks whether the Ray intersects a specified BoundingSphere. - The BoundingSphere to check for intersection with the Ray. - - - Determines whether this Ray intersects a specified Plane. - The Plane with which to calculate this Ray's intersection. - - - Checks whether the current Ray intersects a BoundingBox. - The BoundingBox to check for intersection with. - [OutAttribute] Distance at which the ray intersects the BoundingBox or null if there is no intersection. - - - Checks whether the current Ray intersects a BoundingSphere. - The BoundingSphere to check for intersection with. - [OutAttribute] Distance at which the ray intersects the BoundingSphere or null if there is no intersection. - - - Determines whether this Ray intersects a specified Plane. - The Plane with which to calculate this Ray's intersection. - [OutAttribute] The distance at which this Ray intersects the specified Plane, or null if there is no intersection. - - - Determines whether two instances of Ray are equal. - The object to the left of the equality operator. - The object to the right of the equality operator. - - - Determines whether two instances of Ray are not equal. - The object to the left of the inequality operator. - The object to the right of the inequality operator. - - - Returns a String that represents the current Ray. - - - Defines a rectangle. - - - Specifies the height of the rectangle. - - - Specifies the width of the rectangle. - - - Specifies the x-coordinate of the rectangle. - - - Specifies the y-coordinate of the rectangle. - - - Initializes a new instance of Rectangle. - The x-coordinate of the rectangle. - The y-coordinate of the rectangle. - Width of the rectangle. - Height of the rectangle. - - - Determines whether this Rectangle contains a specified Point. - The Point to evaluate. - - - Determines whether this Rectangle entirely contains a specified Rectangle. - The Rectangle to evaluate. - - - Determines whether this Rectangle contains a specified point represented by its x- and y-coordinates. - The x-coordinate of the specified point. - The y-coordinate of the specified point. - - - Determines whether this Rectangle contains a specified Point. - The Point to evaluate. - [OutAttribute] true if the specified Point is contained within this Rectangle; false otherwise. - - - Determines whether this Rectangle entirely contains a specified Rectangle. - The Rectangle to evaluate. - [OutAttribute] On exit, is true if this Rectangle entirely contains the specified Rectangle, or false if not. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object to make the comparison with. - - - Determines whether the specified Object is equal to the Rectangle. - The Object to compare with the current Rectangle. - - - Gets the hash code for this object. - - - Pushes the edges of the Rectangle out by the horizontal and vertical values specified. - Value to push the sides out by. - Value to push the top and bottom out by. - - - Creates a Rectangle defining the area where one rectangle overlaps with another rectangle. - The first Rectangle to compare. - The second Rectangle to compare. - - - Creates a Rectangle defining the area where one rectangle overlaps with another rectangle. - The first Rectangle to compare. - The second Rectangle to compare. - [OutAttribute] The area where the two first parameters overlap. - - - Determines whether a specified Rectangle intersects with this Rectangle. - The Rectangle to evaluate. - - - Determines whether a specified Rectangle intersects with this Rectangle. - The Rectangle to evaluate - [OutAttribute] true if the specified Rectangle intersects with this one; false otherwise. - - - Changes the position of the Rectangle. - The values to adjust the position of the Rectangle by. - - - Changes the position of the Rectangle. - Change in the x-position. - Change in the y-position. - - - Compares two rectangles for equality. - Source rectangle. - Source rectangle. - - - Compares two rectangles for inequality. - Source rectangle. - Source rectangle. - - - Retrieves a string representation of the current object. - - - Creates a new Rectangle that exactly contains two other rectangles. - The first Rectangle to contain. - The second Rectangle to contain. - - - Creates a new Rectangle that exactly contains two other rectangles. - The first Rectangle to contain. - The second Rectangle to contain. - [OutAttribute] The Rectangle that must be the union of the first two rectangles. - - - Returns the y-coordinate of the bottom of the rectangle. - - - Gets the Point that specifies the center of the rectangle. - - - Returns a Rectangle with all of its values set to zero. - - - Gets a value that indicates whether the Rectangle is empty. - - - Returns the x-coordinate of the left side of the rectangle. - - - Gets or sets the upper-left value of the Rectangle. - - - Returns the x-coordinate of the right side of the rectangle. - - - Returns the y-coordinate of the top of the rectangle. - - - Defines the target platform to be used when compiling content. - Represents an unknown platform. - The Windows platform. - The Xbox 360 game console. - A Zune device. - - - Defines a vector with two components. - - - Gets or sets the x-component of the vector. - - - Gets or sets the y-component of the vector. - - - Creates a new instance of Vector2. - Value to initialize both components to. - - - Initializes a new instance of Vector2. - Initial value for the x-component of the vector. - Initial value for the y-component of the vector. - - - Adds two vectors. - Source vector. - Source vector. - - - Adds two vectors. - Source vector. - Source vector. - [OutAttribute] Sum of the source vectors. - - - Returns a Vector2 containing the 2D Cartesian coordinates of a point specified in barycentric (areal) coordinates relative to a 2D triangle. - A Vector2 containing the 2D Cartesian coordinates of vertex 1 of the triangle. - A Vector2 containing the 2D Cartesian coordinates of vertex 2 of the triangle. - A Vector2 containing the 2D Cartesian coordinates of vertex 3 of the triangle. - Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in value2). - Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in value3). - - - Returns a Vector2 containing the 2D Cartesian coordinates of a point specified in barycentric (areal) coordinates relative to a 2D triangle. - A Vector2 containing the 2D Cartesian coordinates of vertex 1 of the triangle. - A Vector2 containing the 2D Cartesian coordinates of vertex 2 of the triangle. - A Vector2 containing the 2D Cartesian coordinates of vertex 3 of the triangle. - Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in value2). - Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in value3). - [OutAttribute] The 2D Cartesian coordinates of the specified point are placed in this Vector2 on exit. - - - Performs a Catmull-Rom interpolation using the specified positions. - The first position in the interpolation. - The second position in the interpolation. - The third position in the interpolation. - The fourth position in the interpolation. - Weighting factor. - - - Performs a Catmull-Rom interpolation using the specified positions. - The first position in the interpolation. - The second position in the interpolation. - The third position in the interpolation. - The fourth position in the interpolation. - Weighting factor. - [OutAttribute] A vector that is the result of the Catmull-Rom interpolation. - - - Restricts a value to be within a specified range. - The value to clamp. - The minimum value. - The maximum value. - - - Restricts a value to be within a specified range. - The value to clamp. - The minimum value. - The maximum value. - [OutAttribute] The clamped value. - - - Calculates the distance between two vectors. - Source vector. - Source vector. - - - Calculates the distance between two vectors. - Source vector. - Source vector. - [OutAttribute] The distance between the vectors. - - - Calculates the distance between two vectors squared. - Source vector. - Source vector. - - - Calculates the distance between two vectors squared. - Source vector. - Source vector. - [OutAttribute] The distance between the vectors squared. - - - Divides a vector by a scalar value. - Source vector. - The divisor. - - - Divides the components of a vector by the components of another vector. - Source vector. - Divisor vector. - - - Divides a vector by a scalar value. - Source vector. - The divisor. - [OutAttribute] The result of the division. - - - Divides the components of a vector by the components of another vector. - Source vector. - The divisor. - [OutAttribute] The result of the division. - - - Calculates the dot product of two vectors. If the two vectors are unit vectors, the dot product returns a floating point value between -1 and 1 that can be used to determine some properties of the angle between two vectors. For example, it can show whether the vectors are orthogonal, parallel, or have an acute or obtuse angle between them. - Source vector. - Source vector. - - - Calculates the dot product of two vectors and writes the result to a user-specified variable. If the two vectors are unit vectors, the dot product returns a floating point value between -1 and 1 that can be used to determine some properties of the angle between two vectors. For example, it can show whether the vectors are orthogonal, parallel, or have an acute or obtuse angle between them. - Source vector. - Source vector. - [OutAttribute] The dot product of the two vectors. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object to make the comparison with. - - - Determines whether the specified Object is equal to the Vector2. - The Object to compare with the current Vector2. - - - Gets the hash code of the vector object. - - - Performs a Hermite spline interpolation. - Source position vector. - Source tangent vector. - Source position vector. - Source tangent vector. - Weighting factor. - - - Performs a Hermite spline interpolation. - Source position vector. - Source tangent vector. - Source position vector. - Source tangent vector. - Weighting factor. - [OutAttribute] The result of the Hermite spline interpolation. - - - Calculates the length of the vector. - - - Calculates the length of the vector squared. - - - Performs a linear interpolation between two vectors. - Source vector. - Source vector. - Value between 0 and 1 indicating the weight of value2. - - - Performs a linear interpolation between two vectors. - Source vector. - Source vector. - Value between 0 and 1 indicating the weight of value2. - [OutAttribute] The result of the interpolation. - - - Returns a vector that contains the highest value from each matching pair of components. - Source vector. - Source vector. - - - Returns a vector that contains the highest value from each matching pair of components. - Source vector. - Source vector. - [OutAttribute] The maximized vector. - - - Returns a vector that contains the lowest value from each matching pair of components. - Source vector. - Source vector. - - - Returns a vector that contains the lowest value from each matching pair of components. - Source vector. - Source vector. - [OutAttribute] The minimized vector. - - - Multiplies a vector by a scalar value. - Source vector. - Scalar value. - - - Multiplies the components of two vectors by each other. - Source vector. - Source vector. - - - Multiplies a vector by a scalar value. - Source vector. - Scalar value. - [OutAttribute] The result of the multiplication. - - - Multiplies the components of two vectors by each other. - Source vector. - Source vector. - [OutAttribute] The result of the multiplication. - - - Returns a vector pointing in the opposite direction. - Source vector. - - - Returns a vector pointing in the opposite direction. - Source vector. - [OutAttribute] Vector pointing in the opposite direction. - - - Turns the current vector into a unit vector. The result is a vector one unit in length pointing in the same direction as the original vector. - - - Creates a unit vector from the specified vector. The result is a vector one unit in length pointing in the same direction as the original vector. - Source Vector2. - - - Creates a unit vector from the specified vector, writing the result to a user-specified variable. The result is a vector one unit in length pointing in the same direction as the original vector. - Source vector. - [OutAttribute] Normalized vector. - - - Adds two vectors. - Source vector. - Source vector. - - - Divides a vector by a scalar value. - Source vector. - The divisor. - - - Divides the components of a vector by the components of another vector. - Source vector. - Divisor vector. - - - Tests vectors for equality. - Source vector. - Source vector. - - - Tests vectors for inequality. - Vector to compare. - Vector to compare. - - - Multiplies a vector by a scalar value. - Scalar value. - Source vector. - - - Multiplies a vector by a scalar value. - Source vector. - Scalar value. - - - Multiplies the components of two vectors by each other. - Source vector. - Source vector. - - - Subtracts a vector from a vector. - Source vector. - source vector. - - - Returns a vector pointing in the opposite direction. - Source vector. - - - Determines the reflect vector of the given vector and normal. - Source vector. - Normal of vector. - - - Determines the reflect vector of the given vector and normal. - Source vector. - Normal of vector. - [OutAttribute] The created reflect vector. - - - Interpolates between two values using a cubic equation. - Source value. - Source value. - Weighting value. - - - Interpolates between two values using a cubic equation. - Source value. - Source value. - Weighting value. - [OutAttribute] The interpolated value. - - - Subtracts a vector from a vector. - Source vector. - Source vector. - - - Subtracts a vector from a vector. - Source vector. - Source vector. - [OutAttribute] The result of the subtraction. - - - Retrieves a string representation of the current object. - - - Transforms the vector (x, y, 0, 1) by the specified matrix. - The source vector. - The transformation matrix. - - - Transforms a single Vector2, or the vector normal (x, y, 0, 0), by a specified Quaternion rotation. - The vector to rotate. - The Quaternion rotation to apply. - - - Transforms a Vector2 by the given Matrix. - The source Vector2. - The transformation Matrix. - [OutAttribute] The Vector2 resulting from the transformation. - - - Transforms a Vector2, or the vector normal (x, y, 0, 0), by a specified Quaternion rotation. - The vector to rotate. - The Quaternion rotation to apply. - [OutAttribute] An existing Vector2 filled in with the result of the rotation. - - - Transforms an array of Vector2s by a specified Matrix. - The array of Vector2s to transform. - The transform Matrix to apply. - An existing array into which the transformed Vector2s are written. - - - Transforms an array of Vector2s by a specified Quaternion. - The array of Vector2s to transform. - The transform Matrix to use. - An existing array into which the transformed Vector2s are written. - - - Transforms a specified range in an array of Vector2s by a specified Matrix and places the results in a specified range in a destination array. - The source array. - The index of the first Vector2 to transform in the source array. - The Matrix to transform by. - The destination array into which the resulting Vector2s will be written. - The index of the position in the destination array where the first result Vector2 should be written. - The number of Vector2s to be transformed. - - - Transforms a specified range in an array of Vector2s by a specified Quaternion and places the results in a specified range in a destination array. - The source array. - The index of the first Vector2 to transform in the source array. - The Quaternion rotation to apply. - The destination array into which the resulting Vector2s are written. - The index of the position in the destination array where the first result Vector2 should be written. - The number of Vector2s to be transformed. - - - Transforms a 2D vector normal by a matrix. - The source vector. - The transformation matrix. - - - Transforms a vector normal by a matrix. - The source vector. - The transformation matrix. - [OutAttribute] The Vector2 resulting from the transformation. - - - Transforms an array of Vector2 vector normals by a specified Matrix. - The array of vector normals to transform. - The transform Matrix to apply. - An existing array into which the transformed vector normals are written. - - - Transforms a specified range in an array of Vector2 vector normals by a specified Matrix and places the results in a specified range in a destination array. - The source array. - The index of the first Vector2 to transform in the source array. - The Matrix to apply. - The destination array into which the resulting Vector2s are written. - The index of the position in the destination array where the first result Vector2 should be written. - The number of vector normals to be transformed. - - - Returns a Vector2 with both of its components set to one. - - - Returns the unit vector for the x-axis. - - - Returns the unit vector for the y-axis. - - - Returns a Vector2 with all of its components set to zero. - - - Defines a vector with three components. - - - Gets or sets the x-component of the vector. - - - Gets or sets the y-component of the vector. - - - Gets or sets the z-component of the vector. - - - Creates a new instance of Vector3. - Value to initialize each component to. - - - Initializes a new instance of Vector3. - A vector containing the values to initialize x and y components with. - Initial value for the z-component of the vector. - - - Initializes a new instance of Vector3. - Initial value for the x-component of the vector. - Initial value for the y-component of the vector. - Initial value for the z-component of the vector. - - - Adds two vectors. - Source vector. - Source vector. - - - Adds two vectors. - Source vector. - Source vector. - [OutAttribute] Sum of the source vectors. - - - Returns a Vector3 containing the 3D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 3D triangle. - A Vector3 containing the 3D Cartesian coordinates of vertex 1 of the triangle. - A Vector3 containing the 3D Cartesian coordinates of vertex 2 of the triangle. - A Vector3 containing the 3D Cartesian coordinates of vertex 3 of the triangle. - Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in value2). - Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in value3). - - - Returns a Vector3 containing the 3D Cartesian coordinates of a point specified in barycentric (areal) coordinates relative to a 3D triangle. - A Vector3 containing the 3D Cartesian coordinates of vertex 1 of the triangle. - A Vector3 containing the 3D Cartesian coordinates of vertex 2 of the triangle. - A Vector3 containing the 3D Cartesian coordinates of vertex 3 of the triangle. - Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in value2). - Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in value3). - [OutAttribute] The 3D Cartesian coordinates of the specified point are placed in this Vector3 on exit. - - - Performs a Catmull-Rom interpolation using the specified positions. - The first position in the interpolation. - The second position in the interpolation. - The third position in the interpolation. - The fourth position in the interpolation. - Weighting factor. - - - Performs a Catmull-Rom interpolation using the specified positions. - The first position in the interpolation. - The second position in the interpolation. - The third position in the interpolation. - The fourth position in the interpolation. - Weighting factor. - [OutAttribute] A vector that is the result of the Catmull-Rom interpolation. - - - Restricts a value to be within a specified range. - The value to clamp. - The minimum value. - The maximum value. - - - Restricts a value to be within a specified range. - The value to clamp. - The minimum value. - The maximum value. - [OutAttribute] The clamped value. - - - Calculates the cross product of two vectors. - Source vector. - Source vector. - - - Calculates the cross product of two vectors. - Source vector. - Source vector. - [OutAttribute] The cross product of the vectors. - - - Calculates the distance between two vectors. - Source vector. - Source vector. - - - Calculates the distance between two vectors. - Source vector. - Source vector. - [OutAttribute] The distance between the vectors. - - - Calculates the distance between two vectors squared. - Source vector. - Source vector. - - - Calculates the distance between two vectors squared. - Source vector. - Source vector. - [OutAttribute] The distance between the two vectors squared. - - - Divides a vector by a scalar value. - Source vector. - The divisor. - - - Divides the components of a vector by the components of another vector. - Source vector. - Divisor vector. - - - Divides a vector by a scalar value. - Source vector. - The divisor. - [OutAttribute] The result of the division. - - - Divides the components of a vector by the components of another vector. - Source vector. - The divisor. - [OutAttribute] The result of the division. - - - Calculates the dot product of two vectors. If the two vectors are unit vectors, the dot product returns a floating point value between -1 and 1 that can be used to determine some properties of the angle between two vectors. For example, it can show whether the vectors are orthogonal, parallel, or have an acute or obtuse angle between them. - Source vector. - Source vector. - - - Calculates the dot product of two vectors and writes the result to a user-specified variable. If the two vectors are unit vectors, the dot product returns a floating point value between -1 and 1 that can be used to determine some properties of the angle between two vectors. For example, it can show whether the vectors are orthogonal, parallel, or have an acute or obtuse angle between them. - Source vector. - Source vector. - [OutAttribute] The dot product of the two vectors. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object to make the comparison with. - - - Determines whether the specified Object is equal to the Vector3. - The Vector3 to compare with the current Vector3. - - - Gets the hash code of the vector object. - - - Performs a Hermite spline interpolation. - Source position vector. - Source tangent vector. - Source position vector. - Source tangent vector. - Weighting factor. - - - Performs a Hermite spline interpolation. - Source position vector. - Source tangent vector. - Source position vector. - Source tangent vector. - Weighting factor. - [OutAttribute] The result of the Hermite spline interpolation. - - - Calculates the length of the vector. - - - Calculates the length of the vector squared. - - - Performs a linear interpolation between two vectors. - Source vector. - Source vector. - Value between 0 and 1 indicating the weight of value2. - - - Performs a linear interpolation between two vectors. - Source vector. - Source vector. - Value between 0 and 1 indicating the weight of value2. - [OutAttribute] The result of the interpolation. - - - Returns a vector that contains the highest value from each matching pair of components. - Source vector. - Source vector. - - - Returns a vector that contains the highest value from each matching pair of components. - Source vector. - Source vector. - [OutAttribute] The maximized vector. - - - Returns a vector that contains the lowest value from each matching pair of components. - Source vector. - Source vector. - - - Returns a vector that contains the lowest value from each matching pair of components. - Source vector. - Source vector. - [OutAttribute] The minimized vector. - - - Multiplies a vector by a scalar value. - Source vector. - Scalar value. - - - Multiplies the components of two vectors by each other. - Source vector. - Source vector. - - - Multiplies a vector by a scalar value. - Source vector. - Scalar value. - [OutAttribute] The result of the multiplication. - - - Multiplies the components of two vectors by each other. - Source vector. - Source vector. - [OutAttribute] The result of the multiplication. - - - Returns a vector pointing in the opposite direction. - Source vector. - - - Returns a vector pointing in the opposite direction. - Source vector. - [OutAttribute] Vector pointing in the opposite direction. - - - Turns the current vector into a unit vector. The result is a vector one unit in length pointing in the same direction as the original vector. - - - Creates a unit vector from the specified vector. The result is a vector one unit in length pointing in the same direction as the original vector. - The source Vector3. - - - Creates a unit vector from the specified vector, writing the result to a user-specified variable. The result is a vector one unit in length pointing in the same direction as the original vector. - Source vector. - [OutAttribute] The normalized vector. - - - Adds two vectors. - Source vector. - Source vector. - - - Divides a vector by a scalar value. - Source vector. - The divisor. - - - Divides the components of a vector by the components of another vector. - Source vector. - Divisor vector. - - - Tests vectors for equality. - Source vector. - Source vector. - - - Tests vectors for inequality. - Vector to compare. - Vector to compare. - - - Multiplies a vector by a scalar value. - Scalar value. - Source vector. - - - Multiplies a vector by a scalar value. - Source vector. - Scalar value. - - - Multiplies the components of two vectors by each other. - Source vector. - Source vector. - - - Subtracts a vector from a vector. - Source vector. - Source vector. - - - Returns a vector pointing in the opposite direction. - Source vector. - - - Returns the reflection of a vector off a surface that has the specified normal. Reference page contains code sample. - Source vector. - Normal of the surface. - - - Returns the reflection of a vector off a surface that has the specified normal. Reference page contains code sample. - Source vector. - Normal of the surface. - [OutAttribute] The reflected vector. - - - Interpolates between two values using a cubic equation. - Source value. - Source value. - Weighting value. - - - Interpolates between two values using a cubic equation. - Source vector. - Source vector. - Weighting value. - [OutAttribute] The interpolated value. - - - Subtracts a vector from a vector. - Source vector. - Source vector. - - - Subtracts a vector from a vector. - Source vector. - Source vector. - [OutAttribute] The result of the subtraction. - - - Retrieves a string representation of the current object. - - - Transforms a 3D vector by the given matrix. - The source vector. - The transformation matrix. - - - Transforms a Vector3 by a specified Quaternion rotation. - The Vector3 to rotate. - The Quaternion rotation to apply. - - - Transforms a Vector3 by the given Matrix. - The source Vector3. - The transformation Matrix. - [OutAttribute] The transformed vector. - - - Transforms a Vector3 by a specified Quaternion rotation. - The Vector3 to rotate. - The Quaternion rotation to apply. - [OutAttribute] An existing Vector3 filled in with the results of the rotation. - - - Transforms a source array of Vector3s by a specified Matrix and writes the results to an existing destination array. - The source array. - The transform Matrix to apply. - An existing destination array into which the transformed Vector3s are written. - - - Transforms a source array of Vector3s by a specified Quaternion rotation and writes the results to an existing destination array. - The source array. - The Quaternion rotation to apply. - An existing destination array into which the transformed Vector3s are written. - - - Applies a specified transform Matrix to a specified range of an array of Vector3s and writes the results into a specified range of a destination array. - The source array. - The index in the source array at which to start. - The transform Matrix to apply. - The existing destination array. - The index in the destination array at which to start. - The number of Vector3s to transform. - - - Applies a specified Quaternion rotation to a specified range of an array of Vector3s and writes the results into a specified range of a destination array. - The source array. - The index in the source array at which to start. - The Quaternion rotation to apply. - The existing destination array. - The index in the destination array at which to start. - The number of Vector3s to transform. - - - Transforms a 3D vector normal by a matrix. - The source vector. - The transformation matrix. - - - Transforms a vector normal by a matrix. - The source vector. - The transformation Matrix. - [OutAttribute] The Vector3 resulting from the transformation. - - - Transforms an array of 3D vector normals by a specified Matrix. - The array of Vector3 normals to transform. - The transform matrix to apply. - An existing Vector3 array into which the results of the transforms are written. - - - Transforms a specified range in an array of 3D vector normals by a specified Matrix and writes the results to a specified range in a destination array. - The source array of Vector3 normals. - The starting index in the source array. - The transform Matrix to apply. - The destination Vector3 array. - The starting index in the destination array. - The number of vectors to transform. - - - Returns a unit Vector3 designating backward in a right-handed coordinate system (0, 0, 1). - - - Returns a unit Vector3 designating down (0, −1, 0). - - - Returns a unit Vector3 designating forward in a right-handed coordinate system(0, 0, −1). - - - Returns a unit Vector3 designating left (−1, 0, 0). - - - Returns a Vector3 with ones in all of its components. - - - Returns a unit Vector3 pointing to the right (1, 0, 0). - - - Returns the x unit Vector3 (1, 0, 0). - - - Returns the y unit Vector3 (0, 1, 0). - - - Returns the z unit Vector3 (0, 0, 1). - - - Returns a unit vector designating up (0, 1, 0). - - - Returns a Vector3 with all of its components set to zero. - - - Defines a vector with four components. - - - Gets or sets the w-component of the vector. - - - Gets or sets the x-component of the vector. - - - Gets or sets the y-component of the vector. - - - Gets or sets the z-component of the vector. - - - Creates a new instance of Vector4. - Value to initialize each component to. - - - Initializes a new instance of Vector4. - A vector containing the values to initialize x, y, and z components with. - Initial value for the w-component of the vector. - - - Initializes a new instance of Vector4. - A vector containing the values to initialize x and y components with. - Initial value for the z-component of the vector. - Initial value for the w-component of the vector. - - - Initializes a new instance of Vector4. - Initial value for the x-component of the vector. - Initial value for the y-component of the vector. - Initial value for the z-component of the vector. - Initial value for the w-component of the vector. - - - Adds two vectors. - Source vector. - Source vector. - - - Adds two vectors. - Source vector. - Source vector. - [OutAttribute] Sum of the source vectors. - - - Returns a Vector4 containing the 4D Cartesian coordinates of a point specified in barycentric (areal) coordinates relative to a 4D triangle. - A Vector4 containing the 4D Cartesian coordinates of vertex 1 of the triangle. - A Vector4 containing the 4D Cartesian coordinates of vertex 2 of the triangle. - A Vector4 containing the 4D Cartesian coordinates of vertex 3 of the triangle. - Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in value2). - Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in value3). - - - Returns a Vector4 containing the 4D Cartesian coordinates of a point specified in Barycentric (areal) coordinates relative to a 4D triangle. - A Vector4 containing the 4D Cartesian coordinates of vertex 1 of the triangle. - A Vector4 containing the 4D Cartesian coordinates of vertex 2 of the triangle. - A Vector4 containing the 4D Cartesian coordinates of vertex 3 of the triangle. - Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in value2). - Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in value3). - [OutAttribute] The 4D Cartesian coordinates of the specified point are placed in this Vector4 on exit. - - - Performs a Catmull-Rom interpolation using the specified positions. - The first position in the interpolation. - The second position in the interpolation. - The third position in the interpolation. - The fourth position in the interpolation. - Weighting factor. - - - Performs a Catmull-Rom interpolation using the specified positions. - The first position in the interpolation. - The second position in the interpolation. - The third position in the interpolation. - The fourth position in the interpolation. - Weighting factor. - [OutAttribute] A vector that is the result of the Catmull-Rom interpolation. - - - Restricts a value to be within a specified range. - The value to clamp. - The minimum value. - The maximum value. - - - Restricts a value to be within a specified range. - The value to clamp. - The minimum value. - The maximum value. - [OutAttribute] The clamped value. - - - Calculates the distance between two vectors. - Source vector. - Source vector. - - - Calculates the distance between two vectors. - Source vector. - Source vector. - [OutAttribute] The distance between the vectors. - - - Calculates the distance between two vectors squared. - Source vector. - Source vector. - - - Calculates the distance between two vectors squared. - Source vector. - Source vector. - [OutAttribute] The distance between the two vectors squared. - - - Divides a vector by a scalar value. - Source vector. - The divisor. - - - Divides the components of a vector by the components of another vector. - Source vector. - Divisor vector. - - - Divides a vector by a scalar value. - Source vector. - The divisor. - [OutAttribute] The result of the division. - - - Divides the components of a vector by the components of another vector. - Source vector. - The divisor. - [OutAttribute] The result of the division. - - - Calculates the dot product of two vectors. - Source vector. - Source vector. - - - Calculates the dot product of two vectors. - Source vector. - Source vector. - [OutAttribute] The dot product of the two vectors. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object with which to make the comparison. - - - Determines whether the specified Object is equal to the Vector4. - The Vector4 to compare with the current Vector4. - - - Gets the hash code of this object. - - - Performs a Hermite spline interpolation. - Source position vector. - Source tangent vector. - Source position vector. - Source tangent vector. - Weighting factor. - - - Performs a Hermite spline interpolation. - Source position vector. - Source tangent vector. - Source position vector. - Source tangent vector. - Weighting factor. - [OutAttribute] The result of the Hermite spline interpolation. - - - Calculates the length of the vector. - - - Calculates the length of the vector squared. - - - Performs a linear interpolation between two vectors. - Source vector. - Source vector. - Value between 0 and 1 indicating the weight of value2. - - - Performs a linear interpolation between two vectors. - Source vector. - Source vector. - Value between 0 and 1 indicating the weight of value2. - [OutAttribute] The result of the interpolation. - - - Returns a vector that contains the highest value from each matching pair of components. - Source vector. - Source vector. - - - Returns a vector that contains the highest value from each matching pair of components. - Source vector. - Source vector. - [OutAttribute] The maximized vector. - - - Returns a vector that contains the lowest value from each matching pair of components. - Source vector. - Source vector. - - - Returns a vector that contains the lowest value from each matching pair of components. - Source vector. - Source vector. - [OutAttribute] The minimized vector. - - - Multiplies a vector by a scalar. - Source vector. - Scalar value. - - - Multiplies the components of two vectors by each other. - Source vector. - Source vector. - - - Multiplies a vector by a scalar value. - Source vector. - Scalar value. - [OutAttribute] The result of the multiplication. - - - Multiplies the components of two vectors by each other. - Source vector. - Source vector. - [OutAttribute] The result of the multiplication. - - - Returns a vector pointing in the opposite direction. - Source vector. - - - Returns a vector pointing in the opposite direction. - Source vector. - [OutAttribute] Vector pointing in the opposite direction. - - - Turns the current vector into a unit vector. - - - Creates a unit vector from the specified vector. - The source Vector4. - - - Returns a normalized version of the specified vector. - Source vector. - [OutAttribute] The normalized vector. - - - Adds two vectors. - Source vector. - Source vector. - - - Divides a vector by a scalar value. - Source vector. - The divisor. - - - Divides the components of a vector by the components of another vector. - Source vector. - Divisor vector. - - - Tests vectors for equality. - Source vector. - Source vector. - - - Tests vectors for inequality. - Vector to compare. - Vector to compare. - - - Multiplies a vector by a scalar. - Scalar value. - Source vector. - - - Multiplies a vector by a scalar. - Source vector. - Scalar value. - - - Multiplies the components of two vectors by each other. - Source vector. - Source vector. - - - Subtracts a vector from a vector. - Source vector. - Source vector. - - - Returns a vector pointing in the opposite direction. - Source vector. - - - Interpolates between two values using a cubic equation. - Source value. - Source value. - Weighting value. - - - Interpolates between two values using a cubic equation. - Source vector. - Source vector. - Weighting factor. - [OutAttribute] The interpolated value. - - - Subtracts a vector from a vector. - Source vector. - Source vector. - - - Subtracts a vector from a vector. - Source vector. - Source vector. - [OutAttribute] The result of the subtraction. - - - Retrieves a string representation of the current object. - - - Transforms a Vector2 by the given Matrix. - The source Vector2. - The transformation Matrix. - - - Transforms a Vector2 by a specified Quaternion into a Vector4. - The Vector2 to transform. - The Quaternion rotation to apply. - - - Transforms a Vector3 by the given Matrix. - The source Vector3. - The transformation Matrix. - - - Transforms a Vector3 by a specified Quaternion into a Vector4. - The Vector3 to transform. - The Quaternion rotation to apply. - - - Transforms a Vector4 by the specified Matrix. - The source Vector4. - The transformation Matrix. - - - Transforms a Vector4 by a specified Quaternion. - The Vector4 to transform. - The Quaternion rotation to apply. - - - Transforms a Vector2 by the given Matrix. - The source Vector2. - The transformation Matrix. - [OutAttribute] The Vector4 resulting from the transformation. - - - Transforms a Vector2 by a specified Quaternion into a Vector4. - The Vector2 to transform. - The Quaternion rotation to apply. - [OutAttribute] The Vector4 resulting from the transformation. - - - Transforms a Vector3 by the given Matrix. - The source Vector3. - The transformation Matrix. - [OutAttribute] The Vector4 resulting from the transformation. - - - Transforms a Vector3 by a specified Quaternion into a Vector4. - The Vector3 to transform. - The Quaternion rotation to apply. - [OutAttribute] The Vector4 resulting from the transformation. - - - Transforms a Vector4 by the given Matrix. - The source Vector4. - The transformation Matrix. - [OutAttribute] The Vector4 resulting from the transformation. - - - Transforms a Vector4 by a specified Quaternion. - The Vector4 to transform. - The Quaternion rotation to apply. - [OutAttribute] The Vector4 resulting from the transformation. - - - Transforms an array of Vector4s by a specified Matrix. - The array of Vector4s to transform. - The transform Matrix to apply. - The existing destination array into which the transformed Vector4s are written. - - - Transforms an array of Vector4s by a specified Quaternion. - The array of Vector4s to transform. - The Quaternion rotation to apply. - The existing destination array into which the transformed Vector4s are written. - - - Transforms a specified range in an array of Vector4s by a specified Matrix into a specified range in a destination array. - The array of Vector4s containing the range to transform. - The index in the source array of the first Vector4 to transform. - The transform Matrix to apply. - The existing destination array of Vector4s into which to write the results. - The index in the destination array of the first result Vector4 to write. - The number of Vector4s to transform. - - - Transforms a specified range in an array of Vector4s by a specified Quaternion into a specified range in a destination array. - The array of Vector4s containing the range to transform. - The index in the source array of the first Vector4 to transform. - The Quaternion rotation to apply. - The existing destination array of Vector4s into which to write the results. - The index in the destination array of the first result Vector4 to write. - The number of Vector4s to transform. - - - Returns a Vector4 with all of its components set to one. - - - Returns the Vector4 (0, 0, 0, 1). - - - Returns the Vector4 (1, 0, 0, 0). - - - Returns the Vector4 (0, 1, 0, 0). - - - Returns the Vector4 (0, 0, 1, 0). - - - Returns a Vector4 with all of its components set to zero. - - - Represents a particular category of sounds. Reference page contains links to related code samples. - - - Determines whether the specified AudioCategory is equal to this AudioCategory. - AudioCategory to compare with this instance. - - - Determines whether the specified Object is equal to this AudioCategory. - Object to compare with this instance. - - - Gets the hash code for this instance. - - - Determines whether the specified AudioCategory instances are equal. - Object to the left of the equality operator. - Object to the right of the equality operator. - - - Determines whether the specified AudioCategory instances are not equal. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - - - Pauses all sounds associated with this category. - - - Resumes all paused sounds associated with this category. - - - Sets the volume of all sounds associated with this category. Reference page contains links to related code samples. - Volume amplitude multiplier. volume is normally between 0.0 (silence) and 1.0 (full volume), but can range from 0.0f to float.MaxValue. Volume levels map to decibels (dB) as shown in the following table. VolumeDescription 0.0f-96 dB (silence) 1.0f +0 dB (full volume as authored) 2.0f +6 dB (6 dB greater than authored) - - - Stops all sounds associated with this category. - Enumerated value specifying how the sounds should be stopped. - - - Returns a String representation of this AudioCategory. - - - Specifies the friendly name of this category. - - - Reference page contains links to related code samples. - - - Initializes a new instance of this class. - - - Gets or sets a scalar applied to the level of Doppler effect calculated between this and any AudioListener. - - - Gets or sets the forward orientation vector for this emitter. - - - Gets or sets the position of this emitter. Reference page contains links to related code samples. - - - Gets or sets the upward orientation vector for this emitter. - - - Gets or sets the velocity vector of this emitter. - - - Represents the audio engine. Applications use the methods of the audio engine to instantiate and manipulate core audio objects. Reference page contains links to related code samples. - - - Specifies the current content version. - - - Initializes a new instance of this class, using a path to an XACT global settings file. - Path to a global settings file. - - - Initializes a new instance of this class, using a settings file, a specific audio renderer, and a specific speaker configuration. - Path to a global settings file. - Interactive audio and branch event look-ahead time, in milliseconds. - A string that specifies the audio renderer to use. - - - Immediately releases the unmanaged resources used by this object. - - - Immediately releases the unmanaged resources used by this object. - [MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Gets an audio category. Reference page contains links to related code samples. - Friendly name of the category to get. - - - Gets the value of a global variable. Reference page contains links to related conceptual articles. - Friendly name of the variable. - - - Sets the value of a global variable. - Value of the global variable. - Friendly name of the global variable. - - - Performs periodic work required by the audio engine. Reference page contains links to related code samples. - - - Gets a value that indicates whether the object is disposed. - - - Gets a collection of audio renderers. - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR). - - - Reference page contains links to related code samples. - - - Initializes a new instance of this class. - - - Gets or sets the forward orientation vector for this listener. - - - Gets or sets the position of this listener. Reference page contains links to related code samples. - - - Gets or sets the upward orientation vector for this listener. - - - Gets or sets the velocity vector of this listener. - - - Controls how Cue objects should stop when Stop is called. - Indicates the cue should stop normally, playing any release phase or transition specified in the content. - Indicates the cue should stop immediately, ignoring any release phase or transition specified in the content. - - - Defines methods for managing the playback of sounds. Reference page contains links to related code samples. - - - Calculates the 3D audio values between an AudioEmitter and an AudioListener object, and applies the resulting values to this Cue. Reference page contains code sample. - The listener to calculate. - The emitter to calculate. - - - Immediately releases the unmanaged resources used by this object. - - - Releases unmanaged resources and performs other cleanup operations before garbage collection reclaims the Cue. - - - Gets a cue-instance variable value based on its friendly name. - Friendly name of the variable. - - - Pauses playback. Reference page contains links to related code samples. - - - Requests playback of a prepared or preparing Cue. Reference page contains links to related code samples. - - - Resumes playback of a paused Cue. Reference page contains links to related code samples. - - - Sets the value of a cue-instance variable based on its friendly name. - Friendly name of the variable to set. - Value to assign to the variable. - - - Stops playback of a Cue. Reference page contains links to related code samples. - Enumerated value specifying how the sound should stop. If set to None, the sound will play any release phase or transition specified in the audio designer. If set to Immediate, the sound will stop immediately, ignoring any release phases or transitions. - - - Returns whether the cue has been created. - - - Gets a value indicating whether the object has been disposed. - - - Returns whether the cue is currently paused. - - - Returns whether the cue is playing. - - - Returns whether the cue is prepared to play. - - - Returns whether the cue is preparing to play. - - - Returns whether the cue is currently stopped. - - - Returns whether the cue is stopping playback. - - - Returns the friendly name of the cue. - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR). - - - The exception that is thrown when there is an attempt to play more than 16 SoundEffectInstance sounds concurrently. - - - Initializes a new instance of the InstancePlayLimitException class. - - - Initializes a new instance of the InstancePlayLimitException class with a specified error message. - A String that describes the error. The content of message is intended to be understood by humans. The caller of this constructor is required to ensure that this string has been localized for the current system culture. - - - Initializes a new instance of the InstancePlayLimitException class with a specified error message and a reference to the inner exception that is the cause of this exception. - Error message that explains the reason for the exception. - Exception that is the cause of the current exception. If innerException is not null, the current exception is raised in a catch block that handles the inner exception. - - - The exception that is thrown when no audio hardware is present, or when audio hardware is installed, but the device drivers for the audio hardware are not present or enabled. - - - Initializes a new instance of this class. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Represents an audio renderer, which is a device that can render audio to a user. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object to compare to this object. - - - Gets the hash code for this instance. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - - - Retrieves a string representation of this object. - - - Gets the human-readable name for the renderer. - - - Specifies the string that identifies the renderer. - - - Represents a sound bank, which is a collection of cues. Reference page contains links to related code samples. - - - Initializes a new instance of this class using a sound bank from file. - Audio engine that will be associated with this sound bank. - Path to the sound bank file. - - - Immediately releases the unmanaged resources used by this object. - - - Immediately releases the unmanaged resources used by this object. - [MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Gets a cue from the sound bank. Reference page contains links to related code samples. - Friendly name of the cue to get. - - - Plays a cue. Reference page contains links to related code samples. - Name of the cue to play. - - - Plays a cue using 3D positional information specified in an AudioListener and AudioEmitter. Reference page contains links to related code samples. - Name of the cue to play. - AudioListener that specifies listener 3D audio information. - AudioEmitter that specifies emitter 3D audio information. - - - Gets a value that indicates whether the object is disposed. - - - Returns whether the sound bank is currently in use. - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR). - - - Reference page contains links to related code samples. - - - Creates a new SoundEffectInstance for this SoundEffect. Reference page contains links to related code samples. - - - Releases the resources used by the SoundEffect. - - - Releases unmanaged resources and performs other cleanup operations before the SoundEffect is reclaimed by garbage collection. - - - Creates a new SoundEffectInstance, and plays it. Reference page contains links to related code samples. - - - Creates a new SoundEffectInstance, and plays it using the specified volume, pitch, and panning. Reference page contains links to related code samples. - Volume, ranging from 0.0f (silence) to 1.0f (full volume). 1.0f is full volume relative to SoundEffect.MasterVolume. - Pitch adjustment, ranging from -1.0f (down one octave) to 1.0f (up one octave). 0.0f is unity (normal) pitch. - Panning, ranging from -1.0f (full left) to 1.0f (full right). 0.0f is centered. - - - Gets or sets a value that adjusts the effect of distance calculations on the sound (emitter). - - - Gets or sets a value that adjusts the effect of doppler calculations on the sound (emitter). - - - Gets the duration of the SoundEffect. - - - Gets a value that indicates whether the object is disposed. - - - Gets or sets the master volume that affects all SoundEffectInstance sounds. - - - Gets or sets the asset name of the SoundEffect. - - - Returns the speed of sound: 343.5 meters per second. - - - Provides a single playing, paused, or stopped instance of a SoundEffect sound. - - - Applies 3D positioning to the sound using a single listener. Reference page contains links to related code samples. - Position of the listener. - Position of the emitter. - - - Applies 3D position to the sound using multiple listeners. Reference page contains links to related code samples. - Positions of each listener. - Position of the emitter. - - - Releases the resources used by the Dispose. - - - Releases unmanaged resources and performs other cleanup operations before the SoundEffectInstance is reclaimed by garbage collection. - - - Pauses a SoundEffectInstance. - - - Plays or resumes a SoundEffectInstance. Reference page contains links to related code samples. - - - Resumes playback for a SoundEffectInstance. Reference page contains links to related code samples. - - - Immediately stops playing a SoundEffectInstance. Reference page contains links to related code samples. - - - Stops playing a SoundEffectInstance, either immediately or as authored. Reference page contains links to related code samples. - Whether to stop playing immediately, or to break out of the loop region and play the release. Specify true to stop playing immediately, or false to break out of the loop region and play the release phase (the remainder of the sound). - - - Gets a value that indicates whether the object is disposed. - - - Gets a value that indicates whether looping is enabled for the SoundEffectInstance. Reference page contains links to related code samples. - - - Gets or sets the panning for the SoundEffectInstance. - - - Gets or sets the pitch adjustment for the SoundEffectInstance. Reference page contains links to related code samples. - - - Gets the current state (playing, paused, or stopped) of the SoundEffectInstance. Reference page contains links to related code samples. - - - Gets or sets the volume of the SoundEffectInstance. Reference page contains links to related code samples. - - - Current state (playing, paused, or stopped) of a SoundEffectInstance. - The SoundEffectInstance is paused. - The SoundEffectInstance is playing. - The SoundEffectInstance is stopped. - - - Represents a wave bank, which is a collection of wave files. Reference page contains links to related code samples. - - - Initializes a new, in-memory instance of this class using a specified AudioEngine and path to a wave bank file. - Instance of an AudioEngine to associate this wave bank with. - Path to the wave bank file to load. - - - Initializes a new, streaming instance of this class, using a provided AudioEngine and streaming wave bank parameters. - Instance of an AudioEngine to associate this wave bank with. - Path to the wave bank file to stream from. - Offset within the wave bank data file. This offset must be DVD sector aligned. - Stream packet size, in sectors, to use for each stream. The minimum value is 2. - - - Immediately releases the unmanaged resources used by this object. - - - Immediately releases the unmanaged resources used by this object. - [MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Gets a value that indicates whether the object is disposed. - - - Returns whether the wave bank is currently in use. - - - Returns whether the wave bank is prepared to play. - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR). - - - Exception used to report errors from the ContentManager.Load method. - - - Creates a new instance of ContentLoadException. - - - Creates a new instance of ContentLoadException. - A message that describes the error. - - - Creates a new instance of ContentLoadException. - Describes the value types that were being loaded when the exception occurred. - Describes the stream where the exception occurred. - - - Creates a new instance of ContentLoadException. - A message that describes the error. - The exception that is the cause of the current exception. If the innerException parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - The ContentManager is the run-time component which loads managed objects from the binary files produced by the design time content pipeline. It also manages the lifespan of the loaded objects, disposing the content manager will also dispose any assets which are themselves IDisposable. - - - Initializes a new instance of ContentManager. Reference page contains code sample. - The service provider that the ContentManager should use to locate services. - - - Initializes a new instance of ContentManager. Reference page contains code sample. - The service provider the ContentManager should use to locate services. - The root directory to search for content. - - - Releases all resources used by the ContentManager class. - - - Releases the unmanaged resources used by the ContentManager and optionally releases the managed resources. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Loads an asset that has been processed by the Content Pipeline. Reference page contains code sample. - Asset name, relative to the loader root directory, and not including the .xnb file extension. - - - Opens a stream for reading the specified asset. Derived classes can replace this to implement pack files or asset compression. - The name of the asset being read. - - - Low-level worker method that reads asset data. - The name of the asset to be loaded from disk. - Delegate function for handling the disposition of assets. If recordDisposableObject is null, the default lifespan tracking and management is used, so unloading or disposing of the content manager frees everything that has been loaded through it. If recordDisposableObject specifies a valid delegate, that delegate is used instead of the default lifespan tracking and is called every time the loader encounters a type that implements IDisposable. You must use your own code to unload assets loaded in this fashion, since ContentManager's Unload method will not be aware of them. - - - Disposes all data that was loaded by this ContentManager. - - - Gets or sets the root directory associated with this ContentManager. - - - Gets the service provider associated with the ContentManager. - - - A worker object that implements most of ContentManager.Load. A new ContentReader is constructed for each asset loaded. - - - Reads a Color value from the currently open stream. - - - Reads a double value from the currently open stream. - - - Reads a link to an external file. - - - Reads a Matrix value from the currently open stream. - - - Reads a single managed object from the current stream. Can be called recursively. - - - Reads a single managed object from the current stream. Can be called recursively. - The ContentTypeReader to use to read the object. - - - Reads a single managed object from the current stream. Can be called recursively. - An existing object to write into. - - - Reads a single managed object from the current stream. Can be called recursively. - The ContentTypeReader to use to read the object. - An existing object to write into. - - - Reads a Quaternion value from the current stream. - - - Reads a single managed object from the current stream as an instance of the specified type. If you specify a base class of the actual object type, this method reads data only from the base type. - - - Reads a single managed object from the current stream as an instance of the specified type. If a base class of the actual object type is specified only data from the base type will be read. - The ContentTypeReader to use to read the object. - - - Reads a single managed object from the current stream as an instance of the specified type. If you specify a base class of the actual object type, the method reads data only from the base type. - An existing object to write into. - - - Reads a single managed object from the current stream as an instance of the specified type. If you specify a base class of the actual object type, this method reads data only from the base type. - The ContentTypeReader to use to read the object. - An existing object to write into. - - - Reads a shared resource ID, and records it for subsequent fix-up. - The fix-up action to perform. - - - Reads a float value from the currently open stream. - - - Reads a Vector2 value from the current stream. - - - Reads a Vector3 value from the current stream. - - - Reads a Vector4 value from the current stream. - - - Gets the name of the asset currently being read by this ContentReader. - - - Gets the ContentManager associated with the ContentReader. - - - A custom Attribute that marks a field or property to control how it is serialized or to indicate that protected or private data should be included in serialization. - - - Creates a new instance of ContentSerializerAttribute. Reference page contains code sample. - - - Creates a copy of the ContentSerializerAttribute. - - - Get or set a value indicating whether this member can have a null value (default=true). Reference page contains code sample. - - - Gets or sets the XML element name for each item in a collection (default = "Item"). Reference page contains code sample. - - - Gets or sets the XML element name (default=name of the managed type member). Reference page contains code sample. - - - Gets or sets a value idicating whether to write member contents directly into the current XML context rather than wrapping the member in a new XML element (default=false). Reference page contains code sample. - - - Indicates whether an explicit CollectionItemName string is being used or the default value. Reference page contains code sample. - - - Indicates whether to write this element if the member is null and skip past it if not found when deserializing XML (default=false). Reference page contains code sample. - - - Indicates whether this member is referenced from multiple parents and should be serialized as a unique ID reference (default=false). Reference page contains code sample. - - - A custom Attribute that marks a collection class to specify the XML element name for each item in the collection. - - - Creates a new instance of ContentSerializerCollectionItemNameAttribute. Reference page contains code sample. - The name for each item in the collection. - - - Gets the name that will be used for each item in the collection. - - - A custom Attribute that marks public fields or properties to prevent them from being serialized. - - - Creates a new instance of ContentSerializerIgnoreAttribute. Reference page contains code sample. - - - - - - Creates a new instance of ContentSerializerRuntimeTypeAttribute. - The run-time type name of the object. - - - Gets the run-time type for the object. - - - - - - Creates a new instance of ContentSerializerTypeVersionAttribute. - The run-time type version of the object. - - - Gets the run-time type version for the object. - - - Worker for reading a specific managed type from a binary format. - - - Creates a new instance of ContentTypeReader. - The type handled by this reader component. - - - Retrieves and caches nested type readers. Called by the framework at creation time. - The content manager. - - - Reads a strongly typed object from the current stream. - The ContentReader used to read the object. - The object receiving the data, or null if a new instance of the object should be created. - - - Determines if deserialization into an existing object is possible. - - - Gets the type handled by this reader component. - - - Gets a format version number for this type. - - - Worker for reading a specific managed type from a binary format. Derive from this class to add new data types to the content pipeline system. - - - Creates a new instance of ContentTypeReader. - - - Reads an object from the current stream. - The ContentReader used to read the object. - An existing object to read into. - - - Reads a strongly typed object from the current stream. - The ContentReader used to read the object. - An existing object to read into. - - - A manager that constructs and keeps track of type reader objects. - - - Looks up a reader for the specified type. - The type the reader will handle. - - - Subclass of ContentManager, which is specialized to read from .resx resource files rather than directly from individual files on disk. - - - Creates a new instance of ResourceContentManager. - The service provider the ContentManager should use to locate services. - The resource manager for the ResourceContentManager to read from. - - - Opens a stream for reading the specified resource. Derived classes can replace this to implement pack files or asset compression. - The name of the asset being read. - - - Provides a unified way of converting BoundingBox values to other types, as well as for accessing standard values and subproperties. - - - Initializes a new instance of the BoundingBoxConverter class. - - - Converts the given object to the type of this converter, using the specified context and culture information. - The format context. - The current culture. - The object to convert. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - - - Creates an instance of the type that this BoundingBoxConverter is associated with, using the specified context, given a set of property values for the object. - The format context. - The new property values. - - - Provides a unified way of converting BoundingSphere values to other types, as well as for accessing standard values and subproperties. - - - Initializes a new instance of the BoundingSphereConverter class. - - - Converts the given object to the type of this converter, using the specified context and culture information. - The format context. - The current culture. - The object to convert. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - - - Creates an instance of the type that this BoundingSphereConverter is associated with, using the specified context, given a set of property values for the object. - The format context. - The new property values. - - - Provides a unified way of converting Color values to other types, as well as for accessing standard values and subproperties. - - - Initializes a new instance of the ColorConverter class. - - - Converts the given value to the type of this converter. - The format context. - The current culture. - The object to convert. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - - - Re-creates an object given a set of property values for the object. - The format context. - The new property values. - - - Provides a unified way of converting math type values to other types, as well as for accessing standard values and subproperties. - - - Represents a collection of PropertyDescriptor objects. - - - Returns whether string conversion is supported. - - - Initializes a new instance of the MathTypeConverter class. - - - Returns whether this converter can convert an object of the given type to the type of this converter, using the specified context. - The format context. - The type you want to convert from. - - - Returns whether this converter can convert an object of one type to the type of this converter. - The format context. - The destination type. - - - Returns whether changing a value on this object requires a call to CreateInstance to create a new value, using the specified context. - The format context. - - - Returns a collection of properties for the type of array specified by the value parameter. - The format context. - The type of array for which to get properties. - An array to use as a filter. - - - Returns whether this object supports properties, using the specified context. - The format context. - - - Provides a unified way of converting Matrix values to other types, as well as for accessing standard values and subproperties. - - - Initializes a new instance of the MatrixConverter class. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - - - Creates an instance of the type that this MatrixConverter is associated with, using the specified context, given a set of property values for the object. - The format context. - The new property values. - - - Provides a unified way of converting Plane values to other types, as well as for accessing standard values and subproperties. - - - Initializes a new instance of the PlaneConverter class. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - - - Creates an instance of the type that this PlaneConverter is associated with, using the specified context, given a set of property values for the object. - The format context. - The new property values. - - - Provides a unified way of converting Point values to other types, as well as for accessing standard values and subproperties. - - - Initializes a new instance of the PointConverter class. - - - Converts the given object to the type of this converter, using the specified context and culture information. - The format context. - The current culture. - The object to convert. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - - - Creates an instance of the type that this PointConverter is associated with, using the specified context, given a set of property values for the object. - The format context. - The new property values. - - - Provides a unified way of converting Quaternion values to other types, as well as for accessing standard values and subproperties. - - - Initializes a new instance of the QuaternionConverter class. - - - Converts the given object to the type of this converter, using the specified context and culture information. - The format context. - The current culture. - The object to convert. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - - - Creates an instance of the type that this QuaternionConverter is associated with, using the specified context, given a set of property values for the object. - The format context. - The new property values. - - - Provides a unified way of converting Ray values to other types, as well as for accessing standard values and subproperties. - - - Initializes a new instance of the RayConverter class. - - - Converts the given object to the type of this converter, using the specified context and culture information. - The format context. - The current culture. - The object to convert. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - - - Creates an instance of the type that this RayConverter is associated with, using the specified context, given a set of property values for the object. - The format context. - The new property values. - - - Provides a unified way of converting Rectangle values to other types, as well as for accessing standard values and subproperties. - - - Initializes a new instance of the RectangleConverter class. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - - - Creates an instance of the type that this RectangleConverter is associated with, using the specified context, given a set of property values for the object. - The format context. - The new property values. - - - Provides a unified way of converting Vector2 values to other types, as well as for accessing standard values and subproperties. - - - Initializes a new instance of the Vector2Converter class. - - - Converts the given object to the type of this converter, using the specified context and culture information. - The format context. - The current culture. - The object to convert. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - - - Creates an instance of the type that this Vector2Converter is associated with, using the specified context, given a set of property values for the object. - The format context. - The new property values. - - - Provides a unified way of converting Vector3 values to other types, as well as for accessing standard values and subproperties. - - - Initializes a new instance of the Vector3Converter class. - - - Converts the given object to the type of this converter, using the specified context and culture information. - The format context. - The current culture. - The object to convert. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - - - Creates an instance of the type that this Vector3Converter is associated with, using the specified context, given a set of property values for the object. - The format context. - The new property values. - - - Provides a unified way of converting Vector4 values to other types, as well as for accessing standard values and subproperties. - - - Initializes a new instance of the Vector4Converter class. - - - Converts the given object to the type of this converter, using the specified context and culture information. - The format context. - The current culture. - The object to convert. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - - - Creates an instance of the type that this Vector4Converter is associated with, using the specified context, given a set of property values for the object. - The format context. - The new property values. - - - - - - Creates a new instance of AvatarAnimation, and initializes it with the specified animation. - The specified standard animation. - - - Immediately releases the unmanaged resources used by this object. - - - Immediately releases the unmanaged resources used by this object. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Allows the avatar animation to attempt to free resources, and it performs other cleanup operations before garbage collection reclaims the animation. - - - Updates the current time position of the avatar animation. - Elapsed time since the last animation frame. This value can be either a positive or negative time span. If the value is negative, animation playback is reversed. - true if the animation playback is to be looped; otherwise, false. - - - - - - Gets or sets the current time position in the animation. - - - Gets the expression of the related animation at the current time position. - - - Gets the disposed state of the avatar animation. - - - Gets the length of the current animation. - - - Defines standard animations for avatars. - Gender-neutral, celebrating. - Gender-neutral, applauding. - Female, angry. - Female, confused. - Female, cry. - Female, checking nails. - Female, fixing shoe. - Female, looking around. - Female, shifting weight from one foot to another - Female, laughing. - Female, shocked or surprised. - Female, yawning. - Male, angry. - Male, confused. - Male, crying. - Male, checking hand. - Male, looking around. - Male, shifting weight from one foot to another. - Male, stretching. - Male, laughing. - Male, surprised. - Male, yawning. - Gender-neutral, standing, variation 0. - Gender-neutral, standing, variation 1. - Gender-neutral, standing, variation 2. - Gender-neutral, standing, variation 3. - Gender-neutral, standing, variation 4. - Gender-neutral, standing, variation 5. - Gender-neutral, standing, variation 6. - Gender-neutral, standing, variation 7. - Gender-neutral, waving. - - - Defines the body type of the avatar. - Female avatar. - Male avatar. - - - - Left ankle. - Right ankle. - Lower back. - Upper back. - Left collar. - Right collar - Left elbow - Right elbow - Left index finger, 2nd joint. - Right index finger, 2nd joint. - Left index finger, 3rd joint. - Right index finger, 3rd joint. - Left index finger, 1st joint. - Right index finger, 1st joint. - Left middle finger, 2nd joint. - Right middle finger, 2nd joint. - Left middle finger, 3rd joint. - Right middle finger, 3rd joint. - Left middle finger, 1st joint. - Right middle finger, 1st joint. - Left ring finger, 2nd joint. - Right ring finger, 2nd joint. - Left ring finger, 3rd joint. - Right ring finger, 3rd joint. - Left ring finger, 1st joint. - Right ring finger, 1st joint. - Left pinky finger, 2nd joint. - Right pinky finger, 2nd joint. - Left pinky finger, 3rd joint. - Right pinky finger, 3rd joint. - Left pinky finger, 1st joint. - Right pinky finger, 2nd joint. - Left thumb, 2nd joint. - Right thumb, 2nd joint. - Left thumb, 3rd joint. - Right thumb, 3rd joint. - Left thumb, 1st joint. - Right thumb, 1st joint. - Head - Left hip. - Right hip. - Left knee. - Neck. - A separate object held in the left hand. - A separate object held in the left hand. - Right knee. - Root bone of the avatar skeleton. - Left shoulder. - Right shoulder. - A special bone located near the left hand of the avatar model. - A special bone located near the right hand of the avatar model. - Left toe. - Right toe. - Left wrist. - Right wrist. - - - Provides access to the methods and properties of the description data for an avatar. - - - Creates a new instance of AvatarDescription using an existing data buffer. - Existing buffer used to store the information of the newly-created avatar. Use the buffer specified by the Description property of a valid AvatarDescription object. Common scenarios include the recreation of random avatars that were created earlier or when avatar decription data is sent over a network to all signed-in gamers. Once that data is received, local avatar descriptions and renderers are created for each remote gamer avatar. Results are undefined if buffers from other sources are used. - - - Creates an avatar of random gender, features, and clothing. - - - Creates an avatar of the specified body type with random features and clothing. - Body type of the randomly-created avatar. - - - Gets the body type of the avatar based on the description data. - - - Internal description buffer of the avatar, stored as a byte buffer. - - - Height of the avatar, from the feet to the top of the head. - - - Determines whether the internal data buffer is valid. - - - Contains the various components of the avatar's face, such as the left and right eyebrows. - - - Gets or sets the current texture for the avatar's left eye. - - - Gets or sets the current texture for the avatar's left eye. - - - Gets or sets the current texture for the avatar's mouth. - - - Gets or sets the current texture for the avatar's right eye. - - - Gets or sets the current texture for the avatar's right eyebrow. - - - Defines the standard animation textures for an avatar's eyes. - Angry eye position. - Blinking eye position. - Confused eye position. - Happy eye position. - Laughing eye position. - Looking down eye position. - Looking left position. - Looking right eye position. - Looking up eye position. - Neutral eye position. - Sad eye position. - Shocked eye position. - Sleeping eye position. - Yawning eye position. - - - Defines the standard animation textures for an avatar's eyebrows. - Angry eyebrow position. - Confused eyebrow position. - Neutral eyebrow position. - Raised eyebrow position. - Sad eyebrow position. - - - Defines the standard animation textures for an avatar's mouth. - Angry mouth position. - Confused mouth position. - Happy mouth position. - Laughing mouth position. - Neutral mouth position. - Phonetic "ai" mouth position (for lip sync). - Phonetic "dth" mouth position (for lip sync). - Phonetic "ee" mouth position (for lip sync). - Phonetic "fv" mouth position (for lip sync). - Phonetic "l" mouth position (for lip sync). - Phonetic "o" mouth position (for lip sync). - Phonetic "w" mouth position (for lip sync). - Sad mouth position. - Shocked mouth position. - - - Provides properties and methods for rendering a standard avatar. - - - Number of bones in the avatar model. - - - Creates a new instance of AvatarRenderer with the specified description. - Description of the avatar to be rendered. - - - - Description of the avatar to be rendered. - true if the standard effect is to be used during loading; otherwise, false. - - - Immediately releases the unmanaged resources used by this object. - - - Immediately releases the unmanaged resources used by this object. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Draws the avatar to the current render target. - Collection of current bone transforms for the avatar. The transforms are in local bone space relative to their parent. - Current expression textures for the avatar. - - - Allows the avatar renderer to attempt to free resources and perform other cleanup operations before garbage collection reclaims the renderer. - - - Gets or sets the color of the ambient light used by the avatar renderer. - - - - - - Gets the disposed state of the avatar renderer. - - - Gets the loaded state of the avatar. - - - Gets or sets the color of the directional light used by the avatar renderer. - - - Gets or sets the color of the directional light used by the avatar renderer. - - - Collection of the parent indices for each bone in the related BindPose collection. - - - Gets or sets the projection matrix for the avatar. - - - Gets or sets the view matrix for the avatar. - - - Gets or sets the world matrix for the avatar. - - - Indicates how sensitive this gamer prefers controller input to be. - Highly sensitive controller input is preferred. - Below average sensitivity is preferred. - Average controller sensitivity is preferred. - - - Represents the complete friends list of a local gamer. - - - Immediately releases the unmanaged resources used by this object. - - - Allows this object to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Gets a value that indicates whether the object is disposed. - - - Provides the presence information of a friend of the local gamer. - - - Gets whether the local gamer who requested the friends list has received a friend request from this gamer. - - - Gets whether the local gamer who requested the friends list has sent a friend request to this gamer. - - - Gets whether this friend currently has voice capability. - - - Gets whether this friend has accepted an invitation from the local gamer who requested the friends list. - - - Gets whether the local gamer who requested the friends list has received an invitation from this friend. - - - Gets whether this friend has rejected an invitation from the local gamer who requested the friends list. - - - Gets whether the local gamer who requested the friends list has sent an invitation to this friend. - - - Gets whether this friend is currently away from the computer or console. - - - Gets whether this friend is currently busy. - - - Gets whether this friend is currently in a public session that can be joined. - - - Gets whether this friend is currently online. - - - Gets whether this friend is currently playing a game. - - - Gets a title-defined presence string describing what this friend is currently doing. - - - Describes a gamer's preferred settings. - - - Gets whether the gamer prefers to use controller buttons to accelerate in racing games. - - - Gets whether the title should automatically correct the gamer's aim. - - - Gets whether the title should automatically center the view when the gamer moves. - - - Gets whether the gamer prefers to use controller buttons to brake in racing games. - - - Gets the preferred controller sensitivity setting for this gamer. - - - Gets the preferred difficulty setting for this gamer. - - - Gets whether the gamer prefers to invert the y-axis input of the controller. - - - Gets whether the gamer prefers to drive a manual shift transmission in racing games. - - - Gets whether the gamer prefers to move using the right thumbstick. - - - Gets the preferred color for the player character. - - - Gets the gamer's preferred camera angle for racing games. - - - Gets a secondary color selection for the player character. - - - Indicates how difficult this gamer likes things to be. - Below-average difficulty. - Above-average difficulty. - Average difficulty. - - - Abstract base class for types that represent game players (profiles that have an associated gamertag). The concrete types SignedInGamer and NetworkGamer derive from this. - - - Starts an asynchronous profile read operation. - The method to be called once the asynchronous operation has finished. - State of the asynchronous operation. - - - Ends an asynchronous profile read operation. - An IAsyncResult used to track the progress of the operation. - - - Reads profile data for this gamer. - - - Retrieves a string representation of this object. - - - Gets the gamertag string. - - - Gets a value indicating whether the object is disposed. - - - - - - Gets or sets a custom object which can be used to attach arbitrary user defined data to the gamer. - - - Represents a collection of gamers. This collection cannot be modified and is updated automatically during the call to Update. - - - Returns a strongly typed GamerCollection.GamerCollectionEnumerator Generic Structure that can iterate through a GamerCollection. - - - Returns an enumerator that can iterate through the collection. - - - Provides the ability to iterate through the gamers in an GamerCollection. - - - Immediately releases the unmanaged resources used by this object. - - - Advances the enumerator to the next element of the GamerCollection. - - - Sets the enumerator to its initial position, which is before the first element in the GamerCollection. - - - Gets the current element in the GamerCollection. - - - Gets the current element in the GamerCollection as a Object. - - - Provides properties to set the rich presence state for a locally signed-in gamer profile. - - - Reference page contains links to related code samples. - - - - - - Settings defining the status string that will appear when you view a friend through the Xbox LIVE Guide or on Xbox.com. Use the PresenceMode property to set this option. - Arcade Mode - At Menu - Battling Boss - Campaign Mode - Challenge Mode - Configuring Settings - Co-Op: Level. Includes a numeric value specified with PresenceValue. - Co-Op: Stage. Includes a numeric value specified with PresenceValue. - Cornflower Blue - Customizing Player - Difficulty: Easy - Difficulty: Extreme - Difficulty: Hard - Difficulty: Medium - Editing Level - Exploration Mode - Found Secret - Free Play - Game Over - In Combat - In Game Store - Level. Includes a numeric value specified with PresenceValue. - Local Co-Op - Local Versus - Looking For Games - Losing - Multiplayer - Nearly Finished - No Presence String Displayed - On a Roll - Online Co-Op - Online Versus - Outnumbered - Paused - Playing Minigame - Playing With Friends - Practice Mode - Puzzle Mode - Scenario Mode - Score. Includes a numeric value specified with PresenceValue. - Score is Tied - Setting Up Match - Single Player - Stage. Includes a numeric value specified with PresenceValue. - Starting Game - Story Mode - Stuck on a Hard Bit - Survival Mode - Time Attack - Trying For Record - Tutorial Mode - Versus Computer - Versus: Score. Includes a numeric value specified with PresenceValue. - Waiting For Players - Waiting In Lobby - Wasting Time - Watching Credits - Watching Cutscene - Winning - Won the Game - - - Thrown if a gamer services or multiplayer API is called without a valid, signed-in profile. - - - Creates an instance of GamerPrivilegeException. - - - Initializes a new instance of GamerPrivilegeException with the specified error message. - A message that describes the error. - - - Initializes a new instance of GamerPrivilegeException with the specified streaming context. - Describes the gamer services or multiplayer API being accessed when the exception occurred. - Describes the stream where the exception occurred. - - - Initializes a new instance of GamerPrivilegeException with the specified error message and inner exception. - A message that describes the error. - The inner exception related to this exception. - - - Describes what operations a gamer is allowed to perform. - - - Checks whether this gamer is allowed to send and receive communications using voice, text, messaging, or game invites. - - - Checks whether this gamer is allowed to play in online multiplayer sessions. - - - Checks whether this gamer is allowed to view the profiles of other gamers. - - - Checks whether this gamer is allowed to purchase content from LIVE Marketplace. - - - Checks whether this gamer is allowed to trade content with other gamers. - - - Checks whether this gamer is allowed to access user content that was created by other gamers. - - - Describes the conditions in which a privilege is available. - This privilege is not available for the current gamer profile. - This privilege is available for the current gamer profile. - This privilege is only available for friends of the current gamer profile. Use the IsFriend method to check which gamers are friends. - - - Profile settings describing information about a gamer such as the gamer's motto, reputation, and gamer picture. This data is accessible for both locally signed in profiles and remote gamers that you are playing with in a multiplayer session. - - - Immediately releases the unmanaged resources used by this object. - - - Gets the gamer picture, which will be 64 pixels by 64 pixels. - - - Gets the GamerScore of this gamer. - - - Gets the GamerZone setting. - - - Gets a value that indicates whether the object is disposed. - - - Gets the gamer motto string. - - - Gets the region of this gamer. - - - Gets the gamer reputation, as a number of stars ranging 0 to 5. - - - Gets the number of titles this gamer has played. - - - Gets the total number of achievements this gamer has obtained. - - - Implements the Windows-specific portion of a GamerServicesDispatcher class. Reference page contains links to related code samples. - - - Initializes gamer services functionality for the game. Reference page contains links to related code samples. - The service provider to be used when locating additional services services. For example, IGraphicsDeviceService. - - - Reference page contains links to related code samples. - - - Determines if Initialize has been called. - - - Gets or sets the handle to the underlying game window. - - - Notifies the game when a Games for Windows - LIVE title update is being installed. - - - - Thrown if the gamer services system cannot be successfully initialized. - - - Creates an empty instance of GamerServicesNotAvailableException. - - - Initializes a new instance of GamerServicesNotAvailableException with the specified error message. - A message that describes the error. - - - Initializes a new instance of GamerServicesNotAvailableException with the specified streaming context. - Describes the gamer services being accessed when the exception occurred. - Describes the stream where the exception occurred. - - - Initializes a new instance of GamerServicesNotAvailableException with the specified error message and the inner exception. - A message that describes the error. - The inner exception related to this exception. - - - This style of social gaming preferred by this Xbox LIVE member. - Family-friendly game play. - Competitive game play. - Non-competitive game play. - Alternative approach to game play. - Unknown. - - - - - - - Index of the player providing input. For Windows-based XNA games, the only valid option is PlayerIndex.One. - Title of the dialog box. - Text of the dialog box. - Text displayed when the dialog box is initially shown. - The method to be called once the asynchronous operation has finished. - A user-created object uniquely identifying this request. - - - Begins the process of displaying a message box to which any user on the system can respond. - Title of the message box. - Text that will be displayed by the message box. - Captions for the message box buttons. The maximum number is three. - Zero-based index specifying which button has the focus. - Type of icon displayed in the message box. - Method to be called once the asynchronous operation has finished. - User-created object uniquely identifying this request. - - - Begins the process of displaying a message box for a particular player. - Target player of the message box. On Windows, the only valid option is PlayerIndex.One. - Title of the message box. - Text that will be displayed by the message box. - Captions for the message box buttons. The maximum number is three. - Zero-based index specifying which button has the focus. - Type of icon displayed in the message box. - Method to be called once the asynchronous operation has finished. - User-created object uniquely identifying this request. - - - - The method to be called once the asynchronous operation has finished. - A user-created object uniquely identifying this request. - - - - Index of the player being shown the user interface display. On Windows, the only valid option is PlayerIndex.One. - The method to be called once the asynchronous operation has finished. - A user-created object uniquely identifying this request. - - - - Size, in bytes, of the data to write to the storage device. - Number of directories to write to the storage device. - The method to be called once the asynchronous operation has finished. - A user-created object uniquely identifying this request. - - - - Index of the player being shown the user interface display. On Windows, the only valid option is PlayerIndex.One. - Size, in bytes, of the data to write to the storage device. - Number of directories to write to the storage device. - The method to be called once the asynchronous operation has finished. - A user-created object uniquely identifying this request. - - - Delays system notifications for the specified amount of time. - Time, in seconds, of the delay. Calling this function while notifications are already delayed has no effect. The maximum delay is 120. If the specified duration exceeds the maximum, the maximum value is used. - - - Ends the display of the keyboard input dialog box. - The IAsyncResult returned from BeginShowKeyboardInput. - - - Ends the display of a message box. - The IAsyncResult returned from BeginShowMessageBox. - - - Ends the display of the storage selector user interface. - The IAsyncResult returned from BeginShowStorageDeviceSelector. - - - - Gamer composing the message. - Text of the message. - Collection of gamers receiving the message.If this is null, the Select Gamertag user interface is displayed. - - - Shows the Friend Request user interface. - Index of the player making the request. The profile specified by player must be signed in when calling this function. - Recipient of the request. - - - Shows the Friends user interface. - Index of the player making the request. The profile specified by player must be signed in when calling this function. - - - Displays the game invitation user interface. - Index of the player initiating the invitation. - List of gamers who receive the invitation. If null, the Guide will prompt the player to specify a recipient. - - - Shows the Gamer Card user interface. - Index of the player making the request. The profile specified by player must be signed in when calling this function. - Owner of the gamer card being requested for display. - - - Displays the marketplace user interface. Reference page contains links to related code samples. - Index of the controller for the player making the request. - - - Shows the Messages user interface. - Index of the player making the request. The profile specified by player must be signed in when calling this function. - - - Shows the Xbox LIVE Party screen. Reference page contains links to related code samples. - The player index for whom to bring up the Xbox LIVE Party screen. - - - Shows the Play with Party Member screen. Reference page contains links to related code samples. - The player index for whom the list of game sessions with party members will be shown. - - - Shows the Player Review user interface. - Index of the player making the request. The profile specified by player must be signed in when calling this function. - Player being reviewed. - - - Shows the Players user interface. - Index of the player making the request. The profile specified by player must be signed in when calling this function. - - - Shows the user interface a gamer uses for signing into Xbox LIVE. - Number of panes displayed at sign in. Each pane accepts a single gamer. On Windows, only a single pane can be displayed. On Xbox 360, valid values are 1, 2, and 4. - Determines the profile types being displayed. true if only online profiles are displayed; false otherwise. If onlineOnly is true, local gamers can sign in as guests of a profile currently signed in. - - - - - - Determines whether the game is running currently in limited trial mode. Reference page contains links to related code samples. - - - Determines whether a Guide user interface screen is active. - - - Determines where notifications appear on the screen. - - - Reference page contains links to related code samples. - - - Thrown if an attmept is made to display a component of the Guide user interface when a Guide component is already displayed. - - - Initializes an empty instance of GuideAlreadyVisibleException. - - - Initializes an instance of GuideAlreadyVisibleException with the specified error message. - A message describing the error. - - - Initializes an instance of GuideAlreadyVisibleException with the specified streaming context. - Describes the displayed Guide component when the exception occurred. - Describes the stream where the exception occurred. - - - Initializes an instance of GuideAlreadyVisibleException with the specified error message and related inner exception. - A message describing the error. - The inner exception related to this exception. - - - Defines the different icons for a message box. - Displays the Alert icon. - Displays the Error icon. - No icon is displayed. - Displays the Warning icon. - - - - Positions the message box at the bottom of the screen and centered. - Positions the message box at the bottom-left of the screen. - Positions the message box at the bottom-right of the screen. - Positions the message box at the center of the screen. - Positions the message box at the center of the screen and left-aligned. - Positions the message box at the center of the screen and right-aligned. - Positions the message box at the top of the screen and centered. - Positions the message box at the top-left of the screen. - Positions the message box at the top-right of the screen. - - - Indicates which camera angle this gamer prefers to use in racing games. - Traditional third-person camera view from behind the car. - Camera view from in front of the car. The car itself is not visible. - Camera view from inside the car, looking through the windscreen. - - - - - - Creates a new instance of SignedInEventArgs. - The gamer that just signed in. - - - Gets the gamer that just signed in. - - - Represents a gamer (a profile that has an associated gamertag) on the local system. - - - Reads the friends list of this local gamer. This includes both the gamertags of the friends and their current presence information. - - - Queries whether the specified gamer is a friend of this local gamer. - The gamer to query. - - - Description data for the avatar that represents the gamer. - - - Describes a gamer's preferred settings. - - - Determines whether the gamer is the guest of an Xbox LIVE–enabled profile. - - - Determines whether the gamer has an Xbox LIVE–enabled profile. - - - Gets the current party size. Reference page contains links to related code samples. - - - Gets the index of the gamer. - - - Gets an object that may be used to set the rich presence state for this gamer. - - - Describes what operations a gamer is allowed to perform. - - - Occurs when a gamer's avatar changes. - - - - Occurs when a new gamer signs into the local system. - - - - Occurs when a gamer signs out on the local system. - - - - Represents a collection of gamers on the local system. - - - Gets a specific local gamer based on that player's PlayerIndex on the local system. - The PlayerIndex of the local gamer to retrieve. - - - - - - Creates a new instance of SignedOutEventArgs. - The gamer that just signed out. - - - Gets the gamer that just signed out. - - - Provides methods for manipulating the directional lights used by the BasicEffect class. - - - Gets or sets the diffuse color of this light. - - - Gets or sets light direction. - - - Enables this light. - - - Gets or sets the specular color of the light. - - - Represents shader model 1.1 Effect that has optional support for vertex colors, texturing, and lighting. Reference page contains links to related code samples. - - - Initializes a new instance of the BasicEffect class. - The graphics device that will create the effect. - The effect to clone. - - - Initializes a new instance of the BasicEffect class. - The graphics device that will create the effect. - Specifies a pool of resources to share between effects. - - - Creates a clone of an effect. - The cloned effect. - - - Enables default lighting for this effect. - - - Gets or sets the alpha this effect material. - - - Gets or sets the ambient light color of this effect. - - - Gets or sets the diffuse color of this effect material. Value takes 0 to 1. - - - Gets the first directional light for this effect. - - - Gets the second directional light for this effect. - - - Gets the third directional light for this effect. - - - Gets or sets the emissive color of the effect material. - - - Gets or sets the fog color for this effect. - - - Enables fog for this effect. - - - Gets or sets the ending distance of fog. - - - - - - Enables lighting for this effect. - - - Gets or sets a value indicating that per-pixel lighting should be used if it is available for the current adapter. Per-pixel lighting is available if a graphics adapter supports Pixel Shader Model 2.0. - - - Reference page contains links to related code samples. - - - Gets or sets the specular color of this effect material. - - - Gets or sets the specular power of this effect material. - - - Gets or sets a texture to be applied by this effect. - - - Enables textures for this effect. - - - Enables use vertex colors for this effect. - - - Reference page contains links to related code samples. - - - Reference page contains links to related code samples. - - - Defines color blending factors. - Each component of the color is multiplied by (0, 0, 0, 0). - Each component of the color is multiplied by (1, 1, 1, 1). - Each component of the color is multiplied by the source color. This can be represented as (Rs, Gs, Bs, As), where R, G, B, and A respectively stand for the red, green, blue, and alpha source values. - Each component of the color is multiplied by the inverse of the source color. This can be represented as (1 − Rs, 1 − Gs, 1 − Bs, 1 − As) where R, G, B, and A respectively stand for the red, green, blue, and alpha destination values. - Each component of the color is multiplied by the alpha value of the source. This can be represented as (As, As, As, As), where As is the alpha source value. - Each component of the color is multiplied by the inverse of the alpha value of the source. This can be represented as (1 − As, 1 − As, 1 − As, 1 − As), where As is the alpha destination value. - Each component of the color is multiplied by the alpha value of the destination. This can be represented as (Ad, Ad, Ad, Ad), where Ad is the destination alpha value. - Each component of the color is multiplied by the inverse of the alpha value of the destination. This can be represented as (1 − Ad, 1 − Ad, 1 − Ad, 1 − Ad), where Ad is the alpha destination value. - Each component color is multiplied by the destination color. This can be represented as (Rd, Gd, Bd, Ad), where R, G, B, and A respectively stand for red, green, blue, and alpha destination values. - Each component of the color is multiplied by the inverse of the destination color. This can be represented as (1 − Rd, 1 − Gd, 1 − Bd, 1 − Ad), where Rd, Gd, Bd, and Ad respectively stand for the red, green, blue, and alpha destination values. - Each component of the color is multiplied by either the alpha of the source color, or the inverse of the alpha of the source color, whichever is greater. This can be represented as (f, f, f, 1), where f = min(A, 1 − Ad). - (Win32 only) Each component of the source color is multiplied by the inverse of the alpha of the source color, and each component of the destination color is multiplied by the alpha of the source color. This can be represented as (1 − As, 1 − As, 1 − As, 1 − As), with a destination blend factor of (As, As, As, As); the destination blend selection is overridden. This blend mode is supported only for the SourceBlend render state. - Each component of the color is multiplied by a constant set in BlendFactor. - Each component of the color is multiplied by the inverse of a constant set in BlendFactor. This blend mode is supported only if SupportsBlendFactor is true in the SourceBlendCapabilities or DestinationBlendCapabilities properties. - This mode is obsolete. The same effect can be achieved by setting the source and destination blend factors to SourceAlpha and InverseSourceAlpha in separate calls. - - - Defines how to combine a source color with the destination color already on the render target for color blending. - The result is the destination added to the source. Result = (Source Color * Source Blend) + (Destination Color * Destination Blend) - The result is the maximum of the source and destination. Result = max( (Source Color * Source Blend), (Destination Color * Destination Blend) ) - The result is the minimum of the source and destination. Result = min( (Source Color * Source Blend), (Destination Color * Destination Blend) ) - The result is the source subtracted from the destination. Result = (Destination Color * Destination Blend) − (Source Color * Source Blend) - The result is the destination subtracted from the source. Result = (Source Color * Source Blend) − (Destination Color * Destination Blend) - - - Specifies special usage of the buffer contents. - None - Indicates that the vertex or index buffer will be used for drawing point sprites. The buffer is loaded in system memory if software vertex processing is needed to emulate point sprites. - Indicates that the application only writes to the vertex buffer. If specified, the driver chooses the best memory location for efficient writing and rendering. Attempts to read from a write-only vertex buffer fail. - - - Specifies the buffer to use when calling Clear. - A depth buffer. - A stencil buffer. - A render target. - - - Represents the device clipping plane. - - - Gets a string representation of this object. - - - Indicates whether the clipping plane is enabled. - - - Gets or sets the coefficients of a user-defined clipping plane for the device. - - - Manipulates a collection of ClipPlane objects. - - - Disables all clipping planes on the device. - - - Enables all clipping planes that have been set. - - - Gets a specific ClipPlane object using an index value. - The index of the ClipPlane object to return. - - - Represents a color using Red, Green, Blue, and Alpha values. - - - Initializes a new instance of Color. - A Vector3 containing the Red, Green, and Blue values defining a color. - - - Initializes a new instance of Color. - A Vector4 containing the Red, Green, Blue, and Alpha values defining a color. - - - Initializes a new instance of Color. - A Color specifying the red, green, and blue components of a color. - The alpha component of a color, between 0 and 255. - - - Initializes a new instance of Color. - A Color specifying the red, green, and blue components of a color. - The alpha component of a color, between 0 and 1.0. - - - Initializes a new instance of Color. - The red component of a color, between 0 and 255. - The green component of a color, between 0 and 255. - The blue component of a color, between 0 and 255. - - - Initializes a new instance of Color. - The red component of a color, between 0 and 1.0. - The green component of a color, between 0 and 1.0. - The blue component of a color, between 0 and 1.0. - - - Initializes a new instance of Color. - The red component of a color, between 0 and 255. - The green component of a color, between 0 and 255. - The blue component of a color, between 0 and 255. - The alpha component of a color, between 0 and 255. - - - Initializes a new instance of Color. - The red component of a color, between 0 and 1.0. - The green component of a color, between 0 and 1.0. - The blue component of a color, between 0 and 1.0. - The alpha component of a color, between 0 and 1.0. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The Color to compare with the current Color. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The Object to compare with the current Color. - - - Gets the hash code for this instance. - - - Linearly interpolates between two colors. - Source Color. - Source Color. - A value between 0 and 1.0 indicating the weight of value2. - - - Returns the packed value of the current color as a Vector4. - The packed value of the current color. - - - Compares two objects to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - - - Compares two objects to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - - - Gets a string representation of this object. - - - Returns the current color as a Vector3. - - - Returns the current color as a Vector4. - - - Gets or sets the alpha component value. - - - Gets a system-defined color with the value R:240 G:248 B:255 A:255. - - - Gets a system-defined color with the value R:250 G:235 B:215 A:255. - - - Gets a system-defined color with the value R:0 G:255 B:255 A:255. - - - Gets a system-defined color with the value R:127 G:255 B:212 A:255. - - - Gets a system-defined color with the value R:240 G:255 B:255 A:255. - - - Gets or sets the blue component value of this Color. - - - Gets a system-defined color with the value R:245 G:245 B:220 A:255. - - - Gets a system-defined color with the value R:255 G:228 B:196 A:255. - - - Gets a system-defined color with the value R:0 G:0 B:0 A:255. - - - Gets a system-defined color with the value R:255 G:235 B:205 A:255. - - - Gets a system-defined color with the value R:0 G:0 B:255 A:255. - - - Gets a system-defined color with the value R:138 G:43 B:226 A:255. - - - Gets a system-defined color with the value R:165 G:42 B:42 A:255. - - - Gets a system-defined color with the value R:222 G:184 B:135 A:255. - - - Gets a system-defined color with the value R:95 G:158 B:160 A:255. - - - Gets a system-defined color with the value R:127 G:255 B:0 A:255. - - - Gets a system-defined color with the value R:210 G:105 B:30 A:255. - - - Gets a system-defined color with the value R:255 G:127 B:80 A:255. - - - Gets a system-defined color with the value R:100 G:149 B:237 A:255. - - - Gets a system-defined color with the value R:255 G:248 B:220 A:255. - - - Gets a system-defined color with the value R:220 G:20 B:60 A:255. - - - Gets a system-defined color with the value R:0 G:255 B:255 A:255. - - - Gets a system-defined color with the value R:0 G:0 B:139 A:255. - - - Gets a system-defined color with the value R:0 G:139 B:139 A:255. - - - Gets a system-defined color with the value R:184 G:134 B:11 A:255. - - - Gets a system-defined color with the value R:169 G:169 B:169 A:255. - - - Gets a system-defined color with the value R:0 G:100 B:0 A:255. - - - Gets a system-defined color with the value R:189 G:183 B:107 A:255. - - - Gets a system-defined color with the value R:139 G:0 B:139 A:255. - - - Gets a system-defined color with the value R:85 G:107 B:47 A:255. - - - Gets a system-defined color with the value R:255 G:140 B:0 A:255. - - - Gets a system-defined color with the value R:153 G:50 B:204 A:255. - - - Gets a system-defined color with the value R:139 G:0 B:0 A:255. - - - Gets a system-defined color with the value R:233 G:150 B:122 A:255. - - - Gets a system-defined color with the value R:143 G:188 B:139 A:255. - - - Gets a system-defined color with the value R:72 G:61 B:139 A:255. - - - Gets a system-defined color with the value R:47 G:79 B:79 A:255. - - - Gets a system-defined color with the value R:0 G:206 B:209 A:255. - - - Gets a system-defined color with the value R:148 G:0 B:211 A:255. - - - Gets a system-defined color with the value R:255 G:20 B:147 A:255. - - - Gets a system-defined color with the value R:0 G:191 B:255 A:255. - - - Gets a system-defined color with the value R:105 G:105 B:105 A:255. - - - Gets a system-defined color with the value R:30 G:144 B:255 A:255. - - - Gets a system-defined color with the value R:178 G:34 B:34 A:255. - - - Gets a system-defined color with the value R:255 G:250 B:240 A:255. - - - Gets a system-defined color with the value R:34 G:139 B:34 A:255. - - - Gets a system-defined color with the value R:255 G:0 B:255 A:255. - - - Gets or sets the green component value of this Color. - - - Gets a system-defined color with the value R:220 G:220 B:220 A:255. - - - Gets a system-defined color with the value R:248 G:248 B:255 A:255. - - - Gets a system-defined color with the value R:255 G:215 B:0 A:255. - - - Gets a system-defined color with the value R:218 G:165 B:32 A:255. - - - Gets a system-defined color with the value R:128 G:128 B:128 A:255. - - - Gets a system-defined color with the value R:0 G:128 B:0 A:255. - - - Gets a system-defined color with the value R:173 G:255 B:47 A:255. - - - Gets a system-defined color with the value R:240 G:255 B:240 A:255. - - - Gets a system-defined color with the value R:255 G:105 B:180 A:255. - - - Gets a system-defined color with the value R:205 G:92 B:92 A:255. - - - Gets a system-defined color with the value R:75 G:0 B:130 A:255. - - - Gets a system-defined color with the value R:255 G:255 B:240 A:255. - - - Gets a system-defined color with the value R:240 G:230 B:140 A:255. - - - Gets a system-defined color with the value R:230 G:230 B:250 A:255. - - - Gets a system-defined color with the value R:255 G:240 B:245 A:255. - - - Gets a system-defined color with the value R:124 G:252 B:0 A:255. - - - Gets a system-defined color with the value R:255 G:250 B:205 A:255. - - - Gets a system-defined color with the value R:173 G:216 B:230 A:255. - - - Gets a system-defined color with the value R:240 G:128 B:128 A:255. - - - Gets a system-defined color with the value R:224 G:255 B:255 A:255. - - - Gets a system-defined color with the value R:250 G:250 B:210 A:255. - - - Gets a system-defined color with the value R:211 G:211 B:211 A:255. - - - Gets a system-defined color with the value R:144 G:238 B:144 A:255. - - - Gets a system-defined color with the value R:255 G:182 B:193 A:255. - - - Gets a system-defined color with the value R:255 G:160 B:122 A:255. - - - Gets a system-defined color with the value R:32 G:178 B:170 A:255. - - - Gets a system-defined color with the value R:135 G:206 B:250 A:255. - - - Gets a system-defined color with the value R:119 G:136 B:153 A:255. - - - Gets a system-defined color with the value R:176 G:196 B:222 A:255. - - - Gets a system-defined color with the value R:255 G:255 B:224 A:255. - - - Gets a system-defined color with the value R:0 G:255 B:0 A:255. - - - Gets a system-defined color with the value R:50 G:205 B:50 A:255. - - - Gets a system-defined color with the value R:250 G:240 B:230 A:255. - - - Gets a system-defined color with the value R:255 G:0 B:255 A:255. - - - Gets a system-defined color with the value R:128 G:0 B:0 A:255. - - - Gets a system-defined color with the value R:102 G:205 B:170 A:255. - - - Gets a system-defined color with the value R:0 G:0 B:205 A:255. - - - Gets a system-defined color with the value R:186 G:85 B:211 A:255. - - - Gets a system-defined color with the value R:147 G:112 B:219 A:255. - - - Gets a system-defined color with the value R:60 G:179 B:113 A:255. - - - Gets a system-defined color with the value R:123 G:104 B:238 A:255. - - - Gets a system-defined color with the value R:0 G:250 B:154 A:255. - - - Gets a system-defined color with the value R:72 G:209 B:204 A:255. - - - Gets a system-defined color with the value R:199 G:21 B:133 A:255. - - - Gets a system-defined color with the value R:25 G:25 B:112 A:255. - - - Gets a system-defined color with the value R:245 G:255 B:250 A:255. - - - Gets a system-defined color with the value R:255 G:228 B:225 A:255. - - - Gets a system-defined color with the value R:255 G:228 B:181 A:255. - - - Gets a system-defined color with the value R:255 G:222 B:173 A:255. - - - Gets a system-defined color R:0 G:0 B:128 A:255. - - - Gets a system-defined color with the value R:253 G:245 B:230 A:255. - - - Gets a system-defined color with the value R:128 G:128 B:0 A:255. - - - Gets a system-defined color with the value R:107 G:142 B:35 A:255. - - - Gets a system-defined color with the value R:255 G:165 B:0 A:255. - - - Gets a system-defined color with the value R:255 G:69 B:0 A:255. - - - Gets a system-defined color with the value R:218 G:112 B:214 A:255. - - - Gets the current color as a packed value. - - - Gets a system-defined color with the value R:238 G:232 B:170 A:255. - - - Gets a system-defined color with the value R:152 G:251 B:152 A:255. - - - Gets a system-defined color with the value R:175 G:238 B:238 A:255. - - - Gets a system-defined color with the value R:219 G:112 B:147 A:255. - - - Gets a system-defined color with the value R:255 G:239 B:213 A:255. - - - Gets a system-defined color with the value R:255 G:218 B:185 A:255. - - - Gets a system-defined color with the value R:205 G:133 B:63 A:255. - - - Gets a system-defined color with the value R:255 G:192 B:203 A:255. - - - Gets a system-defined color with the value R:221 G:160 B:221 A:255. - - - Gets a system-defined color with the value R:176 G:224 B:230 A:255. - - - Gets a system-defined color with the value R:128 G:0 B:128 A:255. - - - Gets or sets the red component value of this Color. - - - Gets a system-defined color with the value R:255 G:0 B:0 A:255. - - - Gets a system-defined color with the value R:188 G:143 B:143 A:255. - - - Gets a system-defined color with the value R:65 G:105 B:225 A:255. - - - Gets a system-defined color with the value R:139 G:69 B:19 A:255. - - - Gets a system-defined color with the value R:250 G:128 B:114 A:255. - - - Gets a system-defined color with the value R:244 G:164 B:96 A:255. - - - Gets a system-defined color with the value R:46 G:139 B:87 A:255. - - - Gets a system-defined color with the value R:255 G:245 B:238 A:255. - - - Gets a system-defined color with the value R:160 G:82 B:45 A:255. - - - Gets a system-defined color with the value R:192 G:192 B:192 A:255. - - - Gets a system-defined color with the value R:135 G:206 B:235 A:255. - - - Gets a system-defined color with the value R:106 G:90 B:205 A:255. - - - Gets a system-defined color with the value R:112 G:128 B:144 A:255. - - - Gets a system-defined color with the value R:255 G:250 B:250 A:255. - - - Gets a system-defined color with the value R:0 G:255 B:127 A:255. - - - Gets a system-defined color with the value R:70 G:130 B:180 A:255. - - - Gets a system-defined color with the value R:210 G:180 B:140 A:255. - - - Gets a system-defined color with the value R:0 G:128 B:128 A:255. - - - Gets a system-defined color with the value R:216 G:191 B:216 A:255. - - - Gets a system-defined color with the value R:255 G:99 B:71 A:255. - - - Gets a system-defined color with the value R:0 G:0 B:0 A:0. - - - Gets a system-defined color with the value R:255 G:255 B:255 A:0. - - - Gets a system-defined color with the value R:64 G:224 B:208 A:255. - - - Gets a system-defined color with the value R:238 G:130 B:238 A:255. - - - Gets a system-defined color with the value R:245 G:222 B:179 A:255. - - - Gets a system-defined color with the value R:255 G:255 B:255 A:255. - - - Gets a system-defined color with the value R:245 G:245 B:245 A:255. - - - Gets a system-defined color with the value R:255 G:255 B:0 A:255. - - - Gets a system-defined color with the value R:154 G:205 B:50 A:255. - - - Defines the color channels that can be chosen for a per-channel write to a render target color buffer. - All buffer channels. - Alpha channel of a buffer. - Blue channel of a buffer. - Green channel of a buffer. - No channel selected. - Red channel of a buffer. - - - Defines comparison functions that can be chosen for alpha, stencil, or depth-buffer tests. - Always pass the test. - Accept the new pixel if its value is equal to the value of the current pixel. - Accept the new pixel if its value is greater than the value of the current pixel. - Accept the new pixel if its value is greater than or equal to the value of the current pixel. - Accept the new pixel if its value is less than the value of the current pixel. - Accept the new pixel if its value is less than or equal to the value of the current pixel. - Always fail the test. - Accept the new pixel if its value does not equal the value of the current pixel. - - - The exception that is thrown if the compilation of an effect fails. - - - Initializes a new instance of this class. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Initializes a new instance of the CompilationFailedException class with a specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Represents a compiled Effect. - - - Creates a new instance of the CompiledEffect class. - The compiled effect code. - A string to receive compilation errors, if any. - - - Gets the compiled byte code for this shader. - - - Retrieves a string representation of this object. - - - Gets any errors and warnings generated by compiling the effect. - - - Indicates whether the effect was compiled successfully. - - - Represents a compiled shader. - - - Initializes a new instance of the CompiledShader class. - The compiled shader to encapsulate. - String containing at least the first compile error message that occurred. This includes effect compiler errors and high-level language compile errors. - - - Gets the semantics for the shader inputs. Use this method to determine the input vertex format. - - - Gets the semantics for all shader output elements. - - - Gets the sampler names referenced in a shader. - - - Gets the compiled shader code. - - - Returns a String that represents the current CompiledShader. - - - Gets the first compile error message that occurred. - - - Gets the size of the shader byte code, in bytes. - - - Gets the shader version of the compiled shader. - - - Returns a value indicating whether the shader compilation was successful. - - - The abstract base class for custom compiler include file handlers. - - - Initializes a new instance of this class. - - - Immediately releases the unmanaged resources used by this object. - - - Immediately releases the unmanaged resources used by this object. - [MarshalAsAttribute(U1)] This parameter marshals as an unsigned byte. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Returns a Stream containing include data from a specified file. - A CompilerIncludeHandlerType indicating whether the file is a local or system resource. - The file name of the file to open. - - - Identifies an include file as a local or system resource. - A local resource. - A system resource. - - - Represents a compiler macro. - - - Retrieves a string representation of this object. - - - Gets or sets the macro definition. - - - Gets or sets the macro name. - - - Defines optimization options that may be chosen for shader and effect code compilation. - Hints to the compiler to avoid using flow-control instructions. - Inserts debug file name, line numbers, and type and symbol information during shader compile. - Forces the compiler to compile against the next highest available software target for pixel shaders. This flag also turns optimizations off and debugging on. - Forces the compiler to compile against the next highest available software target for vertex shaders. This flag also turns optimizations off and debugging on. - No options specified. - Disables preshaders. The compiler will not pull out static expressions for evaluation on the host CPU. Additionally, the compiler will not loft any expressions when compiling stand-alone functions. - Indicates the effect will be non-cloneable and will not contain any shader binary data. Setting this flag reduces effect memory usage by about 50 percent because it eliminates the need for the effect system to keep a copy of the shaders in memory. - Unless explicitly specified, matrices will be packed in column major order (each vector will be in a single column) when passed to and from the shader. This is generally more efficient because it allows vector-matrix multiplication to be performed using a series of dot products. - Unless explicitly specified, matrices will be packed in row major order (each vector will be in a single row) when passed to or from the shader. - Forces all computations in the resulting shader to occur at partial precision. This may result in faster evaluation of shaders on some hardware. - Hints to the compiler to prefer using flow-control instructions. - Instructs the compiler to skip optimization steps during code generation. Unless you are trying to isolate a problem in your code and you suspect the compiler, using this option is not recommended. - Do not validate the generated code against known capabilities and constraints. This option is recommended only when compiling shaders that are known to work (that is, shaders that have compiled before without this option). Shaders are always validated by the runtime before they are set to the device. - - - Defines the faces of a cube map in the TextureCube class type. - Negative x-face of the cube map. - Negative y-face of the cube map. - Negative z-face of the cube map. - Positive x-face of the cube map. - Positive y-face of the cube map. - Positive z-face of the cube map. - - - Defines winding orders that may be used to identify back faces for culling. - Cull back faces with clockwise vertices. - Cull back faces with counterclockwise vertices. - Do not cull back faces. - - - Defines the format of data in a depth buffer. Reference page contains links to related code samples. - A 16-bit depth-buffer bit depth in which 15 bits are reserved for the depth channel and 1 bit is reserved for the stencil channel. - A 16-bit depth-buffer bit depth. - A 32-bit depth-buffer bit depth that uses 24 bits for the depth channel. - A 32-bit depth-buffer bit depth that uses 24 bits for the depth channel and 4 bits for the stencil channel. - A non-lockable format that contains 24 bits of depth (in a 24-bit floating-point format − 20E4) and 8 bits of stencil. - A 32-bit depth-buffer bit depth that uses 24 bits for the depth channel and 8 bits for the stencil channel. - a 32-bit depth-buffer bit depth. - Format is unknown. - - - Queries and prepares depth stencil buffers. Reference page contains links to related code samples. - - - Initializes a new instance of the DepthStencilBuffer class. Reference page contains code sample. - The graphics device that will display the depth stencil buffer. - Width, in pixels, of the depth stencil buffer. You can use graphicsDevice.PresentationParameters.BackBufferWidth to get the current screen width. - Height, in pixels, of the depth stencil buffer. You can use graphicsDevice.PresentationParameters.BackBufferHeight to get the current screen height. - The format of the data to be placed in this depth stencil buffer. Use CheckDepthStencilMatch to determine if a particular depth format is usable in a render target. - - - Initializes a new instance of the DepthStencilBuffer class, specifying the multisample type and quality. Reference page contains code sample. - The graphics device that will display the depth stencil buffer. - Width, in pixels, of the depth stencil buffer. You can use graphicsDevice.PresentationParameters.BackBufferWidth to get the current screen width. - Height, in pixels, of the depth stencil buffer. You can use graphicsDevice.PresentationParameters.BackBufferHeight to get the current screen height. - The format of the data to be placed in this depth stencil buffer. Use CheckDepthStencilMatch to determine if a particular depth format is usable in a render target. - The levels of full-scene multisampling that the device can apply. You can use graphicsDevice.PresentationParameters.MultiSampleType to get the MultiSampleType of the back buffer. - The number of quality stops available for a given multisample type. You can use graphicsDevice.PresentationParameters.MultiSampleQuality to get the multisample quality of the back buffer. - - - Immediately releases the unmanaged resources used by this object. - - - Releases the unmanaged resources used by this object and optionally releases the managed resources. - [MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Occurs when content is about to be lost on a GraphicsDevice. - The source of this event. - The event arguments that are associated with the action that raised the event. - - - Raises the Disposing event when called from within a derived class. - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - Gets the data format of this depth stencil buffer. - - - Gets the graphics device associated with this depth stencil buffer. - - - Gets the height, in pixels, of the surface. - - - Determines if the buffer data has been lost due to a lost device event. - - - Gets a value that indicates whether the object is disposed. - - - Gets the number of quality stops available for a given multisample type. - - - Gets the levels of full-scene multisampling that the device can apply. - - - Gets the name of this depth stencil buffer. - - - Gets the resource tag for this depth stencil buffer. - - - Returns the width, in pixels, of this DepthStencilBuffer. - - - Occurs when resources are lost (for example, when the current device is lost). - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR). - - - The exception that is thrown when the device has been lost, but cannot be reset at this time. Therefore, rendering is not possible. - - - Initializes a new instance of this class. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - The exception that is thrown when the device has been lost, but can be reset at this time. - - - Initializes a new instance of this class. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - The exception that is thrown when the graphics device does not support the requested capabilities. - - - Initializes a new instance of the DeviceNotSupportedException class. - - - Initializes a new instance of the DeviceNotSupportedException class with a specified error message. - A message that describes the error. - - - Initializes a new instance of the DeviceNotSupportedException class with a specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - The error that is thrown when the device is still drawing. - - - Initializes a new instance of this class. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Specifies the type of device driver. - A hardware device. Using the flag to get direct access to the video hardware. - A null device. This is a reference device that can do everything except render a scene. - A reference device. Use this flag to create a software emulated device. - - - Describes the display mode. Reference page contains links to related conceptual articles. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The Object to compare with the current DisplayMode. - - - Gets the hash code for this instance. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - - - Compares two objects to determine whether they are different. - The object to the left of the inequality operator. - The object to the right of the inequality operator. - - - Retrieves a string representation of this object. - - - Gets the aspect ratio used by the graphics device. - - - Gets a value indicating the surface format of the display mode. - - - Gets a value indicating the screen height, in pixels. Reference page contains links to related conceptual articles. - - - Gets a value indicating the refresh rate. The value of 0 indicates an adapter default. - - - Returns the title safe area of the display. - - - Gets a value indicating the screen width, in pixels. Reference page contains links to related conceptual articles. - - - Manipulates a collection of DisplayMode structures. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The Object to compare with the current DisplayModeCollection. - - - Gets an enumerator that can iterate through the DisplayModeCollection. - - - Gets the hash code for this instance. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - - - Compares two objects to determine whether they are different. - The object to the left of the inequality operator. - The object to the right of the inequality operator. - - - Retrieves the DisplayMode structure with the specified format. - The format of the DisplayMode to retrieve. - - - The exception that is thrown when an internal driver error occurs. Applications should destroy and recreate the device when receiving this error. - - - Initializes a new instance of this class. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Reference page contains links to related code samples. - - - Initializes a new instance of DynamicIndexBuffer with the specified parameters. - The associated graphics device of the index buffer. - The size, in bytes, of the index buffer. - A set of options identifying the behaviors of this index buffer resource. - The size, in bits, of an index element. - - - Initializes a new instance of DynamicIndexBuffer with the specified parameters. - The associated graphics device of the index buffer. - Type to use for index values. - Number of indices in the buffer. - A set of options identifying the behaviors of this index buffer resource. - - - Immediately releases the unmanaged resources used by this object. - [MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Occurs after content is lost from a graphics device failure, allowing an application to re-create all resources. - The source of this event. - The event arguments that are associated with the action that raised the event. - - - Copies array data to the index buffer. - The array of data to copy. - The index of the element in the array at which to start copying. - The number of elements to copy. - Specifies whether existing data in the buffer will be kept after this operation. Discard is not valid on Xbox 360, but dynamic geometry may be rendered on the Xbox 360 by using DrawUserIndexedPrimitives instead of setting the data for the index buffer. - - - Copies array data to the index buffer. - Number of bytes into the index buffer where copying will start. - The array of data to copy. - The index of the element in the array at which to start copying. - The number of elements to copy. - Specifies whether existing data in the buffer will be kept after this operation. Discard is not valid on Xbox 360, but dynamic geometry may be rendered on the Xbox 360 by using DrawUserIndexedPrimitives instead of setting the data for the index buffer. - - - Determines if the index buffer data has been lost due to a lost device event. - - - Occurs when resources are lost due to a lost device event. - - - - - - Initializes a new instance of DynamicVertexBuffer with the specified parameters. - The graphics device to associate with this vertex buffer. - The number of bytes to allocate for this vertex buffer resource. - A set of options identifying the behaviors of this vertex buffer resource. It is good practice to match the usage parameter with the createOptions parameter in the GraphicsDevice constructor. - - - Initializes a new instance of DynamicVertexBuffer with the specified parameters. - The graphics device to associate with this vertex buffer. - The type of vertices in this vertex buffer. - The number of elements in this vertex buffer. - A set of options identifying the behaviors of this vertex buffer resource. It is good practice to match the usage parameter with the createOptions parameter in the GraphicsDevice constructor. - - - Immediately releases the unmanaged resources used by this object. - [MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Occurs after content is lost from a graphics device failure, allowing an application to re-create all resources. - The source of this event. - The event arguments that are associated with the action that raised the event. - - - Copies array data to the vertex buffer. - The array of data to copy. - The index of the element in the array at which to start copying. - The number of elements to copy. - Specifies whether existing data in the buffer will be kept after this operation. Discard is not valid on Xbox 360, but dynamic geometry may be rendered on the Xbox 360 by using DrawUserIndexedPrimitives instead of setting the data for the vertex buffer. - - - Copies array data to the vertex buffer. - Number of bytes into the index buffer where copying will start. - The array of data to copy. - The index of the element in the array at which to start copying. - The number of elements to copy. - The size, in bytes, of the elements in the vertex buffer. - Specifies whether existing data in the buffer will be kept after this operation. Discard is not valid on Xbox 360, but dynamic geometry may be rendered on the Xbox 360 by using DrawUserIndexedPrimitives instead of setting the data for the vertex buffer. - - - Determines if the index buffer data has been lost due to a lost device event. - - - Occurs when resources are lost due to a lost device event. - - - Used to set and query effects and choose techniques. Reference page contains links to related code samples. - - - Initializes a new instance of this class, specifying the graphics device to associate with this effect and the effect to clone. Reference page contains links to related code samples. - The graphics device that will create the effect. - The effect to clone. - - - Initializes a new instance of this class from a compiled effect, specifying the compiled effect as a byte array. Reference page contains links to related code samples. - The graphics device that will create the effect. - Byte array containing the compiled byte code. - Compilation optimization options. - Specifies a pool of resources to share between effects. - - - Initializes a new instance of this class from a compiled effect, specifying the compiled effect as a stream. Reference page contains links to related code samples. - The graphics device that will create the effect. - Stream containing the compiled byte code. - Compilation optimization options. - Specifies a pool of resources to share between effects. - - - Initializes a new instance of this class from a compiled effect, specifying the compiled effect by file name. Reference page contains links to related code samples. - The graphics device that will create the effect. - A file containing a compiled byte code. - Compilation optimization options. - Specifies a pool of resources to share between effects. - - - Initializes a new instance of this class from a compiled effect, specifying the compiled effect as a stream, as well as the number of bytes in the stream. Reference page contains links to related code samples. - The graphics device that will create the effect. - Stream containing the compiled byte code. - The number of bytes to read from the file. - Compilation optimization options. - Specifies a pool of resources to share between effects. - - - Begins application of the active technique. - - - Begins application of the active technique, specifying options for saving state. - Options for saving the state prior to application of the technique. - - - Creates a clone of an effect. - The device associated with the effect. - - - Propagates the state change that occurs inside of an active pass to the device before rendering. - - - Compiles an effect from a stream containing the effect source code. - File stream containing the effect source code. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - The target platform for the compilation. - - - Compiles an effect from a file containing the effect source code. - The name of the file containing the effect source code. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - The target platform for the compilation. - - - Compiles an effect from a stream containing the effect source code, specifying the number of bytes in the stream. - File stream containing the effect source code. - The number of bytes in effectFileStream. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - The target platform for the compilation. - - - Compiles an effect from a string containing the effect source code. - String containing the effect source code. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - The target platform for the compilation. - - - Disassembles this effect. - [MarshalAsAttribute(U1)] true to enable color coding to make the disassembly easier to read. - - - Disassembles an effect. - The effect to disassemble. - [MarshalAsAttribute(U1)] true to enable color coding to make the disassembly easier to read. - - - Immediately releases the unmanaged resources used by this object. - - - Releases the unmanaged resources used by the Effect and optionally releases the managed resources. - [MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Ends the application of the current technique. Reference page contains links to related code samples. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Raises the Disposing event when called from within a derived class. - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - Raises an Lost event when called from within a derived class. - Invoking object reference; should be this object. - Arguments to pass into the event handler. - - - Raises an Reset event when called from within a derived class. - Invoking object reference; should be this object. - Arguments to pass into the event handler. - - - Retrieves a string representation of this object. - - - Gets the name of the effect creator. - - - Gets or sets the active technique. Reference page contains code sample. - - - Gets an EffectPool representing the pool of shared parameters. - - - Gets a collection of functions that can render the effect. - - - Gets the graphics device that created the effect. - - - Gets a value that indicates whether the object is disposed. - - - Gets a collection of parameters used for this effect. Reference page contains links to related code samples. - - - Gets a collection of techniques that are defined for this effect. Reference page contains code sample. - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR). Reference page contains code sample. - - - Occurs when an object is lost, normally just before a device is reset. Reference page contains code sample. - - - Occurs after the device is reset. Reference page contains code sample. - - - Represents an annotation to an EffectParameter. - - - Gets the value of the EffectAnnotation as a Boolean. - - - Gets the value of the EffectAnnotation as a Int32. - - - Gets the value of the EffectAnnotation as a Int32. - - - Gets the value of the EffectAnnotation as a Single. - - - Gets the value of the EffectAnnotation as a String. - - - Gets the value of the EffectAnnotation as a Vector2. - - - Gets the value of the EffectAnnotation as a Vector3. - - - Gets the value of the EffectAnnotation as a Vector4. - - - Gets the number of columns in this effect annotation. - - - Gets the name of the effect annotation. - - - Gets the parameter class of this effect annotation. - - - Gets the parameter type of this effect annotation. - - - Gets the row count of this effect annotation. - - - Gets the semantic of this effect annotation. - - - Manipulates a collection of EffectAnnotation objects. - - - Returns an enumerator that can iterate through the EffectAnnotationCollection. - - - Gets the number of EffectAnnotation objects in this EffectAnnotationCollection. - - - Gets a specific EffectAnnotation object by using an index value. - Index of the EffectAnnotation to get. - - - Gets a specific EffectAnnotation object by using a name. - Name of the EffectAnnotation to get. - - - Represents a function on an Effect. - - - Gets the name of the function. - - - Manipulates a collection of EffectFunction objects. - - - Returns an enumerator that can iterate through the EffectFunctionCollection. - - - Gets the number of EffectFunction objects in this EffectFunctionCollection. - - - Gets a specific EffectFunction object by using an index value. - Index of the EffectFunction to get. - - - Gets a specific EffectFunction object by using a name. - Name of the EffectFunction to get. - - - Represents an Effect parameter. Reference page contains code sample. - - - Gets the value of the EffectParameter as a Boolean. - - - Gets the value of the EffectParameter as an array of Boolean. - The number of elements in the array. - - - Gets the value of the EffectParameter as an Int32. - - - Gets the value of the EffectParameter as an array of Int32. - The number of elements in the array. - - - Gets the value of the EffectParameter as a Matrix. - - - Gets the value of the EffectParameter as an array of Matrix. - The number of elements in the array. - - - Gets the value of the EffectParameter as a Matrix transpose. - - - Gets the value of the EffectParameter as an array of Matrix transpose. - The number of elements in the array. - - - Gets the value of the EffectParameter as a Quaternion. - - - Gets the value of the EffectParameter as an array of Quaternion. - The number of elements in the array. - - - Gets the value of the EffectParameter as a Single. - - - Gets the value of the EffectParameter as an array of Single. - The number of elements in the array. - - - Gets the value of the EffectParameter as an String. - - - Gets the value of the EffectParameter as a Texture2D. - - - Gets the value of the EffectParameter as a Texture3D. - - - Gets the value of the EffectParameter as a TextureCube. - - - Gets the value of the EffectParameter as a Vector2. - - - Gets the value of the EffectParameter as an array of Vector2. - The number of elements in the array. - - - Gets the value of the EffectParameter as a Vector3. - - - Gets the value of the EffectParameter as an array of Vector3. - The number of elements in the array. - - - Gets the value of the EffectParameter as a Vector4. - - - Gets the value of the EffectParameter as an array of Vector4. - The number of elements in the array. - - - Sets the range of an array to pass to the device. - The start index. - The stop index. - - - Sets the value of the EffectParameter. - [MarshalAsAttribute(U1)] The value to assign to the EffectParameter. - - - Sets the value of the EffectParameter. - The value to assign to the EffectParameter. - - - Sets the value of the EffectParameter. - The value to assign to the EffectParameter. - - - Sets the value of the EffectParameter. - The value to assign to the EffectParameter. - - - Sets the value of the EffectParameter. - The value to assign to the EffectParameter. - - - Sets the value of the EffectParameter. - The value to assign to the EffectParameter. - - - Sets the value of the EffectParameter. - The value to assign to the EffectParameter. - - - Sets the value of the EffectParameter. - The value to assign to the EffectParameter. - - - Sets the value of the EffectParameter. - The value to assign to the EffectParameter. - - - Sets the value of the EffectParameter. - The value to assign to the EffectParameter. - - - Sets the value of the EffectParameter. - The value to assign to the EffectParameter. - - - Sets the value of the EffectParameter. - The value to assign to the EffectParameter. - - - Sets the value of the EffectParameter. - The value to assign to the EffectParameter. - - - Sets the value of the EffectParameter. - The value to assign to the EffectParameter. - - - Sets the value of the EffectParameter. - The value to assign to the EffectParameter. - - - Sets the value of the EffectParameter. - The value to assign to the EffectParameter. - - - Sets the value of the EffectParameter. - The value to assign to the EffectParameter. - - - Sets the value of the EffectParameter. - The value to assign to the EffectParameter. - - - Sets the value of the EffectParameter to the transpose of a Matrix. - The value. - - - Sets the value of the EffectParameter to the transpose of a Matrix. - The value. - - - Gets the collection of EffectAnnotation objects for this parameter. - - - Gets the number of columns in the parameter description. - - - Gets the collection of effect parameters. - - - Gets the name of the parameter. - - - Gets the class of the parameter. - - - Gets the type of the parameter. - - - Gets the number of rows in the parameter description. - - - Gets the semantic meaning, or usage, of the parameter. - - - Gets the collection of structure members. - - - Represents an EffectParameter state block. - - - Initializes a new instance of the EffectParameterBlock class. - The Effect used to generate the EffectParameterBlock. - - - Applies the parameter changes in the EffectParameterBlock to the current effect state. - - - Begins capturing parameter state changes from the parent Effect. - - - Immediately releases the unmanaged resources used by this object. - - - Releases the unmanaged resources used by the EffectParameterBlock and optionally releases the managed resources. - [MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Stops capturing state changes from the parent Effect. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Defines classes that can be used for effect parameters or shader constants. - Constant is a column major matrix. - Constant is a row major matrix. - Constant is either a texture, a shader, or a string. - Constant is a scalar. - Constant is a structure. - Constant is a vector. - - - Manipulates a collection of EffectParameter objects. - - - Returns an enumerator that can iterate through the EffectParameterCollection. - - - Gets the handle of a top-level parameter or a structure member parameter by looking up its semantic with a case-insensitive search. - The name of the semantic to search for. - - - Gets the number of EffectParameter objects in this EffectParameterCollection. - - - Gets a specific EffectParameter object by using an index value. - Index of the EffectParameter to get. - - - Gets a specific EffectParameter by name. - The name of the EffectParameter to retrieve. - - - Defines types that can be used for effect parameters or shader constants. - Parameter is a Boolean. Any nonzero value passed in will be mapped to 1 (TRUE) before being written into the constant table; otherwise, the value will be set to 0 in the constant table. - Parameter is an integer. Any floating-point values passed in will be rounded off (to zero decimal places) before being written into the constant table. - Parameter is a pixel shader. - Parameter is a sampler. - Parameter is a 1D sampler. - Parameter is a 2D sampler. - Parameter is a 3D sampler. - Parameter is a cube sampler. - Parameter is a floating-point number. - Parameter is a string. - Parameter is a texture. - Parameter is a 1D texture. - Parameter is a 2D texture. - Parameter is a 3D texture. - Parameter is a cube texture. - Parameter is a vertex shader. - Parameter is a void pointer. - - - Represents an effect pass. Reference page contains links to related code samples. - - - Begins a pass within the active technique. Reference page contains links to related code samples. - - - Ends a pass within the active technique. Reference page contains links to related code samples. - - - Gets the set of EffectAnnotation objects for this EffectPass. - - - Gets the name of this pass. - - - Manipulates a collection of EffectPass objects. - - - Returns an enumerator that can iterate through the collection. - - - Gets the number of objects in the collection. - - - Gets a specific element in the collection by using an index value. - Index of the EffectPass to get. - - - Gets a specific element in the collection by using a name. - Name of the EffectPass to get. - - - Allows applications to share resources between effects. - - - Initializes a new instance of this class. - - - Immediately releases the unmanaged resources used by this object. - - - Immediately releases the unmanaged resources used by this object. - [MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Raises the Disposing event when called from within a derived class. - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - Retrieves a string representation of this object. - - - Gets a value that indicates whether the object is disposed. - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. Reference page contains code sample. - - - Represents an effect technique. Reference page contains code sample. - - - Determines whether a given EffectParameter is used by this technique. - The effect parameter to check. - - - Validates this technique. - - - Gets the EffectAnnotation objects associated with this technique. - - - Gets the name of this technique. - - - Gets the collection of EffectPass objects this rendering technique requires. - - - Manipulates a collection of EffectTechnique objects. - - - Returns an enumerator that can iterate through the collection. - - - Returns all of the valid techniques in this collection. - - - Gets the number of objects in the collection. - - - Gets a specific element in the collection by using an index value. - Index of the EffectTechnique to get. - - - Gets a specific element in the collection by using a name. - Name of the EffectTechnique to get. - - - Describes options for filling the vertices and lines that define a primitive. - Draw a point at each vertex. - Draw solid faces for each primitive. - Draw lines connecting the vertices that define a primitive face. - - - Defines modes describing how to filter an image or mipmap when it is minified or magnified to fit a set of vertices. - Each pixel is computed by averaging a 2×2(×2) box of pixels from the source image. This filter works only when the dimensions of the destination are half those of the source, as is the case with mipmaps. - Resulting image must be dithered using a 4×4 ordered dither algorithm. This happens when converting from one format to another. - Do diffuse dithering on the image when changing from one format to another. - Bilinear interpolation filtering is used as a texture magnification or minification filter. A weighted average of a 2×2 area of texels surrounding the desired pixel is used. The texture filter to use between mipmap levels is trilinear mipmap interpolation. The rasterizer interpolates pixel color in a linear manner, using the texels of the two nearest textures. - Same as specifying the MirrorU, MirrorV, and MirrorW flags. This flag is always used internally for this function. - Pixels off the edge of the texture on the u-axis should be mirrored, not wrapped. - Pixels off the edge of the texture on the v-axis should be mirrored, not wrapped. - Pixels off the edge of the texture on the w-axis should be mirrored, not wrapped. - Mipmapping disabled. The rasterizer uses the magnification filter instead. - Each destination pixel is computed by sampling the nearest pixel from the source image. - Same as specifying SrgbIn | SrgbOut. - Input data is in sRGB (gamma 2.2) color space. - Output data is in sRGB (gamma 2.2) color space. - Each pixel in the source image contributes equally to the destination image. This is the slowest of the filters. - - - Defines constants that describe the fog mode. - Fog effect intensifies exponentially, according to the following formula. [Image, see documentation page] - Fog effect intensifies exponentially with the square of the distance, according to the following formula. [Image, see documentation page] - Fog effect intensifies in a linear manner between the start and end points, according to the following formula. [Image, see documentation page] - No fog effect. - - - Contains red, green, and blue ramp data. - - - Initializes a new instance of this class. - - - Immediately releases the unmanaged resources used by this object. - - - Immediately releases the unmanaged resources used by this object. - [MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Retrieves the blue component of the gamma ramp. - - - Retrieves the green component of the gamma ramp. - - - Retrieves the red component of the gamma ramp. - - - Sets the blue component of the gamma ramp. - A 256-element integer array that represents the blue component. - - - Sets the green component of the gamma ramp. - A 256-element integer array that represents the green component. - - - Sets the red component of the gamma ramp. - A 256-element integer array that represents the red component. - - - Provides methods to retrieve and manipulate graphics adapters. - - - Tests whether a depth stencil format is compatible with a render target format in a particular display mode. Reference page contains code sample. - The device type. - The format of the display mode into which the adapter will be placed. - The format of the render-target surface to be tested. - The format of the depth stencil surface to be tested. - - - Verifies whether a depth buffer format is available as a specified resource type and can be used as a texture, depth-stencil buffer, render target, or any combination of the three, on a device representing the current adapter. Reference page contains code sample. - The type of device to check. - The format of the display mode into which the adapter will be placed. - A set of options identifying the behaviors of this surface resource. - The type of query to issue. - A resource type requested for use with the queried format. - The format of the depth buffer surface identified by usage. - - - Verifies whether a surface buffer format is available as a specified resource type and can be used as a texture, depth-stencil buffer, render target, or any combination of the three on a device representing the current adapter. Reference page contains code sample. - The type of device to check. - The format of the display mode into which the adapter will be placed. - A set of options identifying the behaviors of this surface resource. - The type of query to issue. - A resource type requested for use with the queried format. - The format of the surface identified by usage. - - - Tests a device to determine whether it supports conversion from one display format to another. - Type of device to check. - Source adapter format. - Target adapter format. - - - Verifies whether a multisample technique is available on a specified game machine. Reference page contains code sample. - The type of device to check. - The format of the surface to be multisampled. - [MarshalAsAttribute(U1)] true to inquire about windowed multisampling; false to inquire about full-screen multisampling. - The multisampling technique to test. - - - Verifies whether a multisample technique is available on a specified game machine, optionally returning the number of quality stops available for the specified technique. Reference page contains code sample. - The type of device to check. - The format of the surface to be multisampled. - [MarshalAsAttribute(U1)] true to inquire about windowed multisampling; false to inquire about full-screen multisampling. - The multisampling technique to test. - [OutAttribute] Number of quality stops available for a given multisample type; can be null if it is not necessary to return the values. - - - Determines whether a hardware-accelerated device type can be used on the current adapter. - The type of device to check. - The format of the adapter display mode for which the device type is being checked. For example, some devices operate only in modes of 16 bits per pixel. - Format of the back buffer. This value must be one of the render target formats. DisplayMode can be used to obtain the current format. For windowed applications, the back-buffer format does not need to match the display-mode format if the hardware supports color conversion. The set of possible back-buffer formats is constrained, but the runtime allows any valid back-buffer format to be presented to any desktop format. Additionally, the device must be operable in desktop mode because devices typically do not operate in modes of 8 bits per pixel. Full-screen applications cannot perform color conversion. SurfaceFormat.Unknown is allowed for windowed mode. - [MarshalAsAttribute(U1)] true if the device type will be used in windowed mode; false if the device type will be used in full-screen mode. - - - Releases all resources used by the GraphicsAdapter class. - - - Releases all resources used by the GraphicsAdapter class. - [MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Determines whether the specified Object is equal to the GraphicsAdapter. - The Object to compare with the current GraphicsAdapter. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Returns the capabilities of a device. Reference page contains links to related code samples. - The device to query. - - - Gets the hash code for this instance. - - - Determines whether a requested device type is available. - The device type to request. - - - Compares two objects to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - - - Compares two objects to determine whether they are different. - The object to the left of the inequality operator. - The object to the right of the inequality operator. - - - Collection of available adapters on the system. Reference page contains links to related code samples. - - - Gets the current display mode. - - - Gets the default adapter. - - - Retrieves a string used for presentation to the user. - - - Retrieves a value that is used to help identify a particular chip set. - - - Retrieves a globally unique identifier (GUID) object that can be used to check changes in the driver and chip set. - - - Retrieves a string that contains the device name for a Microsoft Windows Graphics Device Interface (GDI). - - - Retrieves a string that is used to present the driver name to the user. - - - Retrieves a value that identifies the version of the Microsoft Direct3D driver. - - - Determines if this instance of GraphicsAdapter is the default adapter. - - - Determines if the graphics adapter is in widescreen mode. - - - Retrieves the handle of the monitor associated with the Microsoft Direct3D object. - - - Retrieves a value used to help identify the revision level of a particular chip set. - - - Retrieves a value used to identify the subsystem. - - - Returns a collection of supported display modes for the current adapter. - - - Retrieves a value used to identify the manufacturer. - - - Performs primitive-based rendering, creates resources, handles system-level variables, adjusts gamma ramp levels, and creates shaders. - - - Creates a new instance of GraphicsDevice - The display adapter. - The desired device type. - The focus window. - The presentation parameters for the device to be created. - - - Clears the viewport to a specified color. - Color value to which the render target surface is cleared. - - - Clears the viewport to a specified color, clears the depth buffer, and erases the stencil buffer. - Flags indicating which surfaces to clear. - Color value to which the render target surface is cleared. - New depth value that this method stores in the depth buffer. This parameter can be in the range of 0.0 through 1.0 (for z-based or w-based depth buffers). A value of 0.0 represents the nearest distance to the viewer; a value of 1.0 represents the farthest distance. - Integer value to store in each stencil-buffer entry. This parameter can be in the range of 0 through 2n−1, where n is the bit depth of the stencil buffer. - - - Clears the viewport to a specified color, clears the depth buffer, and erases the stencil buffer. - The surfaces to clear. - Color value to which the render target surface is cleared. - New z value that this method stores in the depth buffer. This parameter can be in the range of 0.0 through 1.0 (for z-based or w-based depth buffers). A value of 0.0 represents the nearest distance to the viewer; a value of 1.0 represents the farthest distance. - Integer value to store in each stencil-buffer entry. This parameter can be in the range of 0 through 2n−1, where n is the bit depth of the stencil buffer. - - - Clears a set of regions to a specified color, clears the depth buffer, and erases the stencil buffer. - Flags that indicate which surfaces to clear. - Color value to which the render target surface is cleared. - New depth value to store in the depth buffer. This parameter can be in the range of 0.0 through 1.0 (for z-based or w-based depth buffers). A value of 0.0 represents the nearest distance to the viewer; a value of 1.0 represents the farthest distance. - Integer value to store in each stencil-buffer entry. This parameter can be in the range of 0 through 2n−1, where n is the bit depth of the stencil buffer. - The regions to clear. - - - Clears a set of regions to a specified color, clears the depth buffer, and erases the stencil buffer. - The surfaces to clear. - Color value to which the render target surface is cleared. - New z value that this method stores in the depth buffer. This parameter can be in the range of 0.0 through 1.0 (for z-based or w-based depth buffers). A value of 0.0 represents the nearest distance to the viewer; a value of 1.0 represents the farthest distance. - Integer value to store in each stencil-buffer entry. This parameter can be in the range of 0 through 2n−1, where n is the bit depth of the stencil buffer. - The regions to clear. - - - Immediately releases the unmanaged resources used by this object. - - - Immediately releases the unmanaged resources used by this object. - [MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Renders the specified geometric primitive, based on indexing into an array of vertices. Reference page contains links to related code samples. - Describes the type of primitive to render. PrimitiveType.PointList is not supported with this method. - Offset to add to each vertex index in the index buffer. - Minimum vertex index for vertices used during the call. The minVertexIndex parameter and all of the indices in the index stream are relative to the baseVertex parameter. - A number of vertices used during the call. The first vertex is located at index: baseVertex + minVertexIndex. - Location in the index array at which to start reading vertices. - A number of primitives to render. The number of vertices used is a function of primitiveCount and primitiveType. To determine the maximum number of primitives allowed, check the MaxPrimitiveCount property member of the Capabilities structure. - - - Renders a sequence of non-indexed geometric primitives of the specified type from the current set of data input streams. Reference page contains links to related code samples. - Describes the type of primitive to render. - Index of the first vertex to load. Beginning at startVertex, the correct number of vertices is read out of the vertex buffer. - Number of primitives to render. To determine the maximum number of primitives allowed, check MaxPrimitiveCount. The primitiveCount is the number of primitives as determined by the primitive type. If it is a line list, each primitive has two vertices. If it is a triangle list, each primitive has three vertices. - - - Renders geometric primitives with indexed data specified by the user, specifying an index buffer as an array of type Int16. - Describes the type of primitive to render. - The vertex buffer indexed by indexData. - Offset to add to each vertex index in the index buffer. - Number of vertices used during this call. The first vertex is located at index minVertexIndex. - A list of indices into the vertex buffer, given in the order that you want the vertices to render. Using an array of type Int16, which uses 16 bits per element, allows you to conserve resources if the index buffer does not require a 32-bit depth array. - Location in the index array at which to start reading vertices. - Number of primitives to render. The maximum number of primitives allowed is determined by checking MaxPrimitiveCount. (The number of indices is a function of the primitive count and the primitive type.) - - - Renders geometric primitives with indexed data specified by the user, specifying an index buffer as an array of type Int32. - Describes the type of primitive to render. - The vertex buffer indexed by indexData. - Offset to add to each vertex index in the index buffer. - Number of vertices used during this call. The first vertex is located at index minVertexIndex. - A list of indices into the vertex buffer, given in the order that you want the vertices to render. Using an array of type Int32, which uses 32 bits per element, allows you to index a greater number of elements in the vertex buffer. - Location in the index array at which to start reading vertices. - Number of primitives to render. The maximum number of primitives allowed is determined by checking MaxPrimitiveCount. (The number of indices is a function of the primitive count and the primitive type.) - - - Renders the given geometric primitive with data specified by the user. Reference page contains links to related code samples. - Describes the type of primitive to render. - The vertex data. - Offset at which to begin reading vertexData. - Number of primitives to render. The maximum number of primitives allowed is determined by checking MaxPrimitiveCount. The number of indices is a function of primitiveCount and primitiveType. - - - Evicts all managed resources, including Microsoft Direct3D resources and those that are driver managed. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Gets the gamma correction ramp. - - - Gets an array of Boolean values from the pixel shader constant Boolean registers. - Pixel shader Boolean constant register of the first constant. - Number of Boolean values to retrieve. - - - Gets an array of Int32 values from the pixel shader constant integer registers. - Pixel shader integer register of the first constant. - Number of Int32 values to retrieve. - - - Gets an array of Matrix values from the pixel shader constant float registers. - Pixel shader constant float register of the first constant. - Number of Matrix values to retrieve. - - - Gets a Matrix value from the pixel shader constant float registers. - Pixel shader constant float register of the first constant. - - - Gets an array of Quaternion values from the pixel shader constant float registers. - Pixel shader constant float register of the first constant. - Number of Quaternion values to retrieve. - - - Gets a Quaternion value from the pixel shader constant float registers. - Pixel shader constant float register of the first constant. - - - Gets an array of Single values from the pixel shader constant float registers. - Pixel shader constant float register of the first constant. - Number of Single values to retrieve. - - - Gets an array of Vector2 values from the pixel shader constant float registers. - Pixel shader constant float register of the first constant. - Number of Vector2 values to retrieve. - - - Gets a Vector2 value from the pixel shader constant float registers. - Pixel shader constant float register of the first constant. - - - Gets an array of Vector3 values from the pixel shader constant float registers. - Pixel shader constant float register of the first constant. - Number of Vector3 values to retrieve. - - - Gets a Vector3 value from the pixel shader constant float registers. - Pixel shader constant float register of the first constant. - - - Gets an array of Vector4 values from the pixel shader constant float registers. - Pixel shader constant float register of the first constant. - Number of Vector4 values to retrieve. - - - Gets a Vector4 value from the pixel shader constant float registers. - Pixel shader constant float register of the first constant. - - - Gets a render target surface. - Index of the render target. - - - Gets an array of Boolean values from the vertex shader constant Boolean registers. - Vertex shader constant Boolean register of the first constant. - Number of Boolean values to retrieve. - - - Gets an array of Int32 values from the vertex shader constant integer registers. - Vertex shader constant integer register of the first constant. - Number of Int32 values to retrieve. - - - Gets an array of Matrix values from the vertex shader constant float registers. - Vertex shader constant float register of the first constant. - Number of Matrix values to retrieve. - - - Gets a Matrix value from the vertex shader constant float registers. - Vertex shader constant float register of the first constant. - - - Gets an array of Quaternion values from the vertex shader constant float registers. - Vertex shader constant float register of the first constant. - Number of Quaternion values to retrieve. - - - Gets a Quaternion value from the vertex shader constant float registers. - Vertex shader constant float register of the first constant. - - - Gets an array of Single values from the vertex shader constant float registers. - Vertex shader constant float register of the first constant. - Number of Single values to retrieve. - - - Gets an array of Vector2 values from the vertex shader constant float registers. - Vertex shader constant float register of the first constant. - Number of Vector2 values to retrieve. - - - Gets a Vector2 value from the vertex shader constant float registers. - Vertex shader constant float register of the first constant. - - - Gets an array of Vector3 values from the vertex shader constant float registers. - Vertex shader constant float register of the first constant. - Number of Vector3 values to retrieve. - - - Gets a Vector3 value from the vertex shader constant float registers. - Vertex shader constant float register of the first constant. - - - Gets an array of Vector4 values from the vertex shader constant float registers. - Vertex shader constant float register of the first constant. - Number of Vector4 values to retrieve. - - - Gets a Vector4 value from the vertex shader constant float registers. - Vertex shader constant float register of the first constant. - - - Presents the display with the contents of the next buffer in the sequence of back buffers owned by the GraphicsDevice. Reference page contains code sample. - - - Specifies the window target for a presentation and presents the display with the contents of the next buffer in the sequence of back buffers owned by the GraphicsDevice. Reference page contains code sample. - Destination window containing the client area that is the target for this presentation. If not specified, this is DeviceWindowHandle. - - - Specifies the window target for a presentation and presents the display with the contents of the next buffer in the sequence of back buffers owned by the GraphicsDevice. Reference page contains code sample. - The source rectangle. If null, the entire source surface is presented. If the rectangle exceeds the source surface, the rectangle is clipped to the source surface. This parameter must be null unless the swap chain was created with SwapEffect.Copy. - The destination rectangle, in window client coordinates. If null, the entire client area is filled. If the rectangle exceeds the destination client area, the rectangle is clipped to the destination client area. This parameter must be null unless the swap chain was created with SwapEffect.Copy. - Destination window containing the client area that is the target for this presentation. If not specified, this is DeviceWindowHandle. - - - Occurs when a GraphicsDevice is about to be lost (for example, immediately before a reset). - The source of this event. - The event arguments that are associated with the action that raised the event. - - - Occurs after a GraphicsDevice is reset, allowing an application to re-create all resources. - The source of this event. - The event arguments that are associated with the action that raised the event. - - - Occurs when a GraphicsDevice is resetting - The source of this event. - The event arguments that are associated with the action that raised the event. - - - Raises the Disposing event when called from within a derived class. - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - Occurs when ResourceCreated is called. - The source of the event. - An EventArgs object that contains no data. - - - Occurs when ResourceDestroyed is called. - The source of the event. - An EventArgs object that contains no data. - - - Resets the presentation parameters for the current GraphicsDevice. - - - Resets the presentation parameters for the specified Reset. - The graphics device being reset. - - - Resets the current GraphicsDevice with the specified PresentationParameters. - Describes the new presentation parameters. This value cannot be null. - - - Resets the specified Reset with the specified presentation parameters. - Describes the new presentation parameters. This value cannot be null. - The graphics device being reset. - - - Copies the current back buffer contents to a texture. Reference page contains code sample. - Texture to update with the resolved back buffer. - - - Copies the contents of the back buffer at the specified index to a texture. Reference page contains code sample. - Texture to update with the resolved back buffer. - Index of the back buffer to resolve. - - - Sets the gamma correction ramp. - [MarshalAsAttribute(U1)] true to indicate that correction should be applied. false to indicate that no gamma correction should be applied. The supplied gamma table is transferred directly to the GraphicsDevice. - The gamma correction ramp to set. - - - Sets the specified pixel shader constant Boolean registers to an array of Boolean values. - Zero-based index of the pixel shader constant Boolean register at which to begin setting values. - The constant data. - - - Sets the specified pixel shader constant integer registers to an array of Int32 values. - Zero-based index of the pixel shader constant integer register at which to begin setting values. - The constant data. - - - Sets the specified pixel shader constant float registers to a Matrix value. - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - Sets the specified pixel shader constant float registers to an array of Matrix values. - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - Sets the specified pixel shader constant float registers to a Quaternion value. - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - Sets the specified pixel shader constant float registers to an array of Quaternion values. - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - Sets the specified pixel shader constant float registers to an array of Single values. - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - Sets the specified pixel shader constant float register to a Vector2 value. - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - Sets the specified pixel shader constant float registers to an array of Vector2 values. - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - Sets the specified pixel shader constant float register to a Vector3 value. - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - Sets the specified pixel shader constant float registers to an array of Vector3 values. - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - Sets the specified pixel shader constant float register to a Vector4 value. - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - Sets the specified pixel shader constant float registers to an array of Vector4 values. - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - Sets a new render target for this GraphicsDevice. Reference page contains code sample. - Index of the render target. The number of render targets supported by a GraphicsDevice is contained in MaxSimultaneousRenderTargets. - A new render target for the device, or null to set the device render target to the back buffer of the device. - - - Sets a new render target for this GraphicsDevice. Reference page contains code sample. - Index of the render target. The number of render targets supported by a GraphicsDevice is contained in MaxSimultaneousRenderTargets. - A new render target for the device, or null to set the device render target to the back buffer of the device. - The cube map face type. - - - Sets the specified vertex shader constant Boolean registers to an array of Boolean values. - Zero-based index of the vertex shader constant Boolean register at which to begin setting values. - The constant data. - - - Sets the specified vertex shader constant integer registers to an array of Int32 values. - Zero-based index of the vertex shader constant integer register at which to begin setting values. - The constant data. - - - Sets the specified vertex shader constant float registers to a Matrix value. - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. This value will be transposed when the vertex shader constant is set. - - - Sets the specified vertex shader constant float registers to an array of Matrix values. - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. This value will be transposed when the vertex shader constant is set. - - - Sets the specified vertex shader constant float register to a Quaternion value. - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. - - - Sets the specified vertex shader constant float registers to an array of Quaternion values. - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. - - - Sets the specified vertex shader constant float registers to an array of Single values. - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. - - - Sets the specified vertex shader constant float register to a Vector2 value. - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. - - - Sets the specified vertex shader constant float registers to an array of Vector2 values. - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. - - - Sets the specified vertex shader constant float register to a Vector3 value. - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. - - - Sets the specified vertex shader constant float registers to an array of Vector3 values. - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. - - - Sets the specified vertex shader constant float register to a Vector4 value. - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. - - - Sets the specified vertex shader constant float registers to an array of Vector4 values. - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. - - - Retrieves a string representation of this object. - - - Retrieves the clipping planes of the current GraphicsDevice. - - - Retrieves the creation parameters of the GraphicsDevice. - - - Gets or sets the depth stencil surface of this GraphicsDevice. - - - Retrieves the display mode's spatial resolution, color resolution, and refresh frequency. Reference page contains code sample. - - - Returns the driver level. - - - Gets the capabilities of the graphics device. - - - Retrieves the status of the device - - - Gets or sets index data. Reference page contains links to related code samples. - - - Gets a value that indicates whether the object is disposed. - - - Gets or sets the current pixel shader. - - - Gets the presentation parameters associated with this graphics device. - - - Retrieves information that describes the raster of the monitor on which the swap chain is presented. - - - Retrieves a render-state value for a GraphicsDevice. - - - Retrieves a collection of SamplerState objects for the current GraphicsDevice. - - - Gets or sets the rectangle used for scissor testing. - - - Returns the collection of textures that have been assigned to the texture stages of the device. Reference page contains code sample. - - - Gets or sets a vertex shader declaration. - - - Gets the collection of vertex sampler states. - - - Gets or sets the current vertex shader. - - - Gets the collection of vertex textures that support texture lookup in the vertex shader using the texldl - vs texture load statement. The vertex engine contains four texture sampler stages. - - - Gets the vertex stream collection. Reference page contains links to related code samples. - - - Gets or sets a viewport identifying the portion of the render target to receive draw calls. Reference page contains code sample. - - - Occurs when a GraphicsDevice is about to be lost (for example, immediately before a reset). Reference page contains code sample. - - - Occurs after a GraphicsDevice is reset, allowing an application to recreate all resources. - - - Occurs when a GraphicsDevice is resetting, allowing the application to cancel the default handling of the reset. Reference page contains code sample. - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. Reference page contains code sample. - - - Occurs when a resource is created. - The event data. - - - Occurs when a resource is destroyed. - The event data. - - - Represents the capabilities of the hardware. Reference page contains links to related code samples. - - - Releases all resources used by the GraphicsDeviceCapabilities class. - - - Releases the unmanaged resources used by the GraphicsDeviceCapabilities object and optionally releases the managed resources. - [MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The Object to compare with the current GraphicsDeviceCapabilities. - - - Gets the hash code for this instance. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - - - Retrieves a string representation of this object. - - - Gets the number indicating the order in which heads are referenced by the API. - - - Gets the alpha-test comparison capabilities. - - - Gets texture-filtering capabilities for a cube texture. - - - Gets hardware cursor capabilties. - - - Gets vertex data type capabilities. - - - Gets depth buffer comparision capabilities. - - - Gets destination-blending capabilities. - - - Gets graphics device capabilities. - - - Returns the type of the current GraphicsDevice. - - - Gets device driver capabilities. - - - Gets the number of pixels to adjust the extents rectangle outward to accommodate antialiasing kernels. - - - Gets the bottom screen-space coordinate of the guard-band clipping region. - - - Gets the left screen-space coordinate of the guard-band clipping region. - - - Gets the right coordinate of the guard-band clipping region. - - - Gets the top screen-space coordinate of the guard-band clipping region. - - - Gets line-drawing primitives capabilities. - - - Gets the master device for this subordinate. - - - Gets the maximum valid value for the MaxAnisotropy texture-stage state. - - - Gets the maximum number of pixel shader instruction slots supported. - - - Returns the maximum pixel shader profile for this GraphicsDevice. Reference page contains links to related code samples. - - - Gets the maximum size of a point primitive. - - - Gets the maximum number of primitives for each DrawPrimitives call. - - - Gets the maximum number of simultaneous render targets. - - - Gets the maximum number of textures that can be simultaneously bound to the fixed-function pipeline sampler stages. - - - Gets the maximum number of concurrent data streams. - - - Gets the maximum stride. - - - Gets the maximum texture aspect ratio supported by the hardware. - - - Gets the maximum texture height for this device. - - - Gets the maximum range of the integer bits of the post-normalized texture coordinates. - - - Gets the maximum texture width for this device. - - - Gets the maximum number of user-defined clipping planes supported. - - - Gets the maximum size of indices supported for hardware vertex processing. - - - Gets the maximum number of vertex shader instruction slots supported. - - - Gets the number of vertex shader registers that are reserved for constants. - - - Returns the maximum vertex shader profile for this GraphicsDevice. - - - Gets the maximum W-based depth value that the device supports. - - - Gets the maximum value for any of the three dimensions (width, height, and depth) of a volume texture. - - - Gets the number of adapters in this adapter group (only if master). - - - Gets the maximum value of pixel shader arithmetic component. - - - Gets the pixel shader 2.0 capabilities. - - - Gets the pixel shader main and sub versions. - - - Gets the rate at which the swap chain's back buffers are presented to the front buffer. - - - Gets driver primitive capabilities. - - - Gets information on raster-drawing capabilities. - - - Gets shading operations capabilities. - - - Gets source-blending capabilities. - - - Gets the supported stencil-buffer operations. - - - Gets texture-addressing capabilities for texture objects. - - - Gets miscellaneous texture-mapping capabilities. - - - Gets texture-filtering capabilities for a texture. - - - Gets flexible vertex format capabilities. - - - Gets vertex processing capabilities. - - - Gets vertex shader version 2.0 extended capabilities. - - - Gets the vertex shader main and sub versions. - - - Gets vertex shader texture filter capabilities. - - - Gets texture-addressing capabilities for a volume texture - - - Gets texture-filtering capabilities for a volume texture. - - - Represents the texture addressing capabilities for Texture structures. - - - Determines whether two GraphicsDeviceCapabilities.AddressCaps instances are equal. - The GraphicsDeviceCapabilities.AddressCaps object this instance is being compared to . - - - Gets the hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.AddressCaps instances are equal. - GraphicsDeviceCapabilities.AddressCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.AddressCaps on the right side of the equal sign. - - - Determines whether two GraphicsDeviceCapabilities.AddressCaps instances are unequal. - GraphicsDeviceCapabilities.AddressCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.AddressCaps on the right side of the inequality operator. - - - Retrieves a string representation of this object. - - - Gets a value indicating whether the device supports the setting of coordinates outside the range [0.0, 1.0] to the border color. - - - Gets a value indicating whether the device supports the clamping of textures to addresses. - - - Gets a value indicating whether the device can separate the texture-addressing modes of the texture's u and v coordinates. - - - Gets a value indicating whether a device can mirror textures to addresses. - - - Gets a value indicating whether a device can take the absolute value of the texture coordinate (thus, mirroring around 0) and then clamp to the maximum value. - - - Gets a value indicating whether a device can wrap textures to addresses. - - - Represents the supported blend capabilities. - - - Determines whether two GraphicsDeviceCapabilities.BlendCaps instances are equal. - The GraphicsDeviceCapabilities.BlendCaps to compare this instance to. - - - Gets the hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.BlendCaps instances are equal. - GraphicsDeviceCapabilities.BlendCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.BlendCaps on the right side of the equal sign. - - - Determines whether two GraphicsDeviceCapabilities.BlendCaps instances are unequal. - GraphicsDeviceCapabilities.BlendCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.BlendCaps on the right side of the inequality operator. - - - Retrieves a string representation of this object. - - - Gets a value indicating that the driver supports the Blend.BlendFactor blend mode. - - - Gets a value indicating that the driver supports the Blend.BothInverseSourceAlpha blend mode. - - - Gets a value indicating that the driver supports the Blend.BothSourceAlpha blend mode. - - - Gets a value indicating that the driver supports the Blend.DestinationAlpha blend mode. - - - Gets a value indicating that the driver supports the Blend.DestinationColor blend mode. - - - Gets a value indicating that the driver supports the Blend.InverseDestinationAlpha blend mode. - - - Gets a value indicating that the driver supports the Blend.InverseDestinationColor blend mode. - - - Gets a value indicating that the driver supports the Blend.InverseSourceAlpha blend mode. - - - Gets a value indicating that the driver supports the Blend.InverseSourceColor blend mode. - - - Gets a value indicating that the driver supports the Blend.One blend mode. - - - Gets a value indicating that the driver supports the Blend.SourceAlpha blend mode. - - - Gets a value indicating that the driver supports the Blend.SourceAlphaSat blend mode. - - - Gets a value indicating that the driver supports the Blend.SourceColor blend mode. - - - Gets a value indicating that the driver supports the Blend.Zero blend mode. - - - Represents comparison capabilities. - - - Determines whether two GraphicsDeviceCapabilities.CompareCaps instances are equal. - The GraphicsDeviceCapabilities.CompareCaps object to compare this instance to. - - - Gets the hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.CompareCaps instances are equal. - GraphicsDeviceCapabilities.CompareCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.CompareCaps on the right side of the equal sign. - - - Determines whether two GraphicsDeviceCapabilities.CompareCaps instances are unequal. - GraphicsDeviceCapabilities.CompareCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.CompareCaps on the right side of the inequality operator. - - - Retrieves a string representation of this object. - - - Gets a value indicating whether always passing the comparison test is supported. - - - Gets a value indicating whether comparison tests in which the new value equals the current value are supported. - - - Gets a value indicating whether comparison tests in which the new value is greater than the current value are supported. - - - Gets a value indicating whether comparison tests in which the new value is greater than or equal to the current value are supported. - - - Gets a value indicating whether comparison tests in which the new value is less than the current value are supported. - - - Gets a value indicating whether comparison tests in which the new value is less than or equal to the current value are supported. - - - Gets a value indicating whether never passing the comparison test is supported. - - - Gets a value indicating whether comparison tests in which the new value does not equal the current value are supported. - - - Represents hardware support for cursors. - - - Determines whether two GraphicsDeviceCapabilities.CursorCaps instances are equal. - The GraphicsDeviceCapabilities.CursorCaps to compare this instance to. - - - Gets the hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.CursorCaps instances are equal. - GraphicsDeviceCapabilities.CursorCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.CursorCaps on the right side of the equal sign. - - - Determines whether two GraphicsDeviceCapabilities.CursorCaps instances are unequal. - GraphicsDeviceCapabilities.CursorCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.CursorCaps on the right side of the inequality operator. - - - Retrieves a string representation of this object. - - - Gets a value indicating whether a full-color cursor is supported in hardware in high-resolution modes. - - - Gets a value indicating whether a full-color cursor is supported in hardware in low-resolution modes. - - - Represents data types contained in a vertex declaration. - - - Determines whether two GraphicsDeviceCapabilities.DeclarationTypeCaps instances are equal. - The GraphicsDeviceCapabilities.DeclarationTypeCaps object to compare this instance to. - - - Gets the hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.DeclarationTypeCaps instances are equal. - GraphicsDeviceCapabilities.DeclarationTypeCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.DeclarationTypeCaps on the right side of the equal sign. - - - Determines whether two GraphicsDeviceCapabilities.DeclarationTypeCaps instances are unequal. - GraphicsDeviceCapabilities.DeclarationTypeCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.DeclarationTypeCaps on the right side of the inequality operator. - - - Retrieves a string representation of this object. - - - Gets a value indicating whether vertex declarations support VertexElementFormat.Byte4. - - - Gets a value indicating whether vertex declarations support VertexElementFormat.HalfVector2 - - - Gets a value indicating whether vertex declarations support VertexElementFormat.HalfVector4. - - - Gets a value indicating whether vertex declarations support VertexElementFormat.Normalized101010. - - - Gets a value indicating whether vertex declarations support VertexElementFormat.NormalizedShort2. - - - Gets a value indicating whether vertex declarations support VertexElementFormat.NormalizedShort4. - - - Gets a value indicating whether vertex declarations support VertexElementFormat.Rg32. - - - Gets a value indicating whether vertex declarations support VertexElementFormat.Rgba32. - - - Gets a value indicating whether vertex declarations support VertexElementFormat.Rgba64. - - - Gets a value indicating whether vertex declarations support VertexElementFormat.UInt101010. - - - Represents device-specific capabilities. - - - Determines whether two GraphicsDeviceCapabilities.DeviceCaps instances are equal. - The GraphicsDeviceCapabilities.DeviceCaps to compare this instance to. - - - Determines whether two GraphicsDeviceCapabilities.DeviceCaps instances are equal. - GraphicsDeviceCapabilities.DeviceCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.DeviceCaps on the right side of the equal sign. - - - Determines whether two GraphicsDeviceCapabilities.DeviceCaps instances are unequal. - GraphicsDeviceCapabilities.DeviceCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.DeviceCaps on the right side of the inequality operator. - - - Retrieves a string representation of this object. - - - Gets a value indicating whether the device supports blits from system-memory textures to non-local video-memory textures. - - - Gets a value indicating whether the device can queue rendering commands after a page flip. - - - Gets a value indicating if the device supports copying the contents of a source rectangle to a destination rectangle using a texture as the source. - - - Gets a value indicating whether the device can support at least a DirectX 5–compliant driver. - - - Gets a value indicating whether the device can support at least a DirectX 7–compliant driver. - - - Gets a value indicating whether the device exports a DrawPrimitives-aware hardware abstraction layer (HAL). - - - Gets a value indicating whether the device can use execute buffers from video memory. - - - Gets a value indicating whether the device can use execute buffers from video memory. - - - Gets a value indicating whether the device has hardware acceleration for scene rasterization. - - - Gets a value indicating whether the device can support transformation and lighting in hardware. - - - Gets a value indicating whether the device is texturing from separate memory pools. - - - Gets a value indicating whether the device supports stream offsets. - - - Gets a value indicating whether the device can retrieve textures from non-local video memory. - - - Gets a value indicating whether the device can retrieve textures from system memory. - - - Gets a value indicating whether the device can retrieve textures from device memory. - - - Gets a value indicating whether the device can use buffers from system memory for transformed and lit vertices. - - - Gets a value indicating whether the device can use buffers from video memory for transformed and lit vertices. - - - Gets a value indicating whether the device allows multiple vertex elements to share the same offset in a stream. - - - Represents driver-specific capabilities. - - - Determines whether two GraphicsDeviceCapabilities.DriverCaps instances are equal. - The GraphicsDeviceCapabilities.DriverCaps object to compare this instance to. - - - gets the hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.DriverCaps instances are equal. - GraphicsDeviceCapabilities.DriverCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.DriverCaps on the left side of the equal sign. - - - Determines whether two GraphicsDeviceCapabilities.DriverCaps instances are unequal. - GraphicsDeviceCapabilities.DriverCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.DriverCaps on the right side of the inequality operator. - - - Retrieves a string representation of this object. - - - Gets a value indicating whether the driver is capable of automatically generating mipmaps. - - - Gets a value indicating whether the system has a calibrator installed that can automatically adjust the gamma ramp. - - - Gets a value indicating whether the driver is capable of managing resources. - - - Gets a value indicating whether the display hardware is capable of returning the current scan line. - - - Gets a value indicating whether the device can respect the AlphaBlendEnable render state in full-screen mode while using the FLIP or DISCARD swap effect. - - - Gets a value indicating whether the device can accelerate a memory copy from local video memory to system memory. - - - Gets a value indicating whether the device can accelerate a memory copy from system memory to local video memory. - - - Gets a value indicating whether the driver supports dynamic textures. - - - Gets a value indicating whether the driver supports dynamic gamma ramp adjustment in full-screen mode. - - - Gets a value indicating whether the device can perform gamma correction from a windowed back buffer (containing linear content) to an sRGB desktop. - - - Represents texture filter capabilities. - - - Determines whether two GraphicsDeviceCapabilities.FilterCaps instances are equal. - The GraphicsDeviceCapabilities.FilterCaps to compare this instance to. - - - Gets the hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.FilterCaps instances are equal. - GraphicsDeviceCapabilities.FilterCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.FilterCaps on the right side of the equal sign. - - - Determines whether two GraphicsDeviceCapabilities.FilterCaps instances are unequal. - GraphicsDeviceCapabilities.FilterCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.FilterCaps on the right side of the inequality operator. - - - Retrieves a string representation of this object. - - - Gets a value that indicates that the device supports per-stage anisotropic filtering for magnifying textures. - - - Gets a value indicating whether the device supports per-stage Gaussian quad filtering for magnifying textures. - - - Gets a value that indicates that the device supports per-stage bilinear interpolation filtering for magnifying textures. - - - Gets a value that indicates that the device supports per-stage point-sample filtering for magnifying textures. - - - Gets a value that indicates that the device supports per-stage pyramidal sample filtering for magnifying textures. - - - Gets a value that indicates that the device supports per-stage anisotropic filtering for minifying textures. - - - Gets a value indicating whether the device supports per-stage Gaussian quad filtering for minifying textures. - - - Gets a value that indicates that the device supports per-stage bilinear interpolation filtering for minifying textures. - - - Gets a value that indicates whether the device supports per-stage point-sample filtering for minifying textures. - - - Gets a value that indicates that the device supports per-stage pyramidal sample filtering for minifying textures. - - - Gets a value that indicates that the device supports per-stage trilinear interpolation filtering for mipmaps. - - - Gets a value that indicates that the device supports per-stage point-sample filtering for mipmaps. - - - Represents the capabilities for line-drawing primitives. - - - Determines whether two GraphicsDeviceCapabilities.LineCaps instances are equal. - The GraphicsDeviceCapabilities.LineCaps object to compare this instance to. - - - Gets the hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.LineCaps instances are equal. - GraphicsDeviceCapabilities.LineCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.LineCaps on the right side of the equal sign. - - - Determines whether two GraphicsDeviceCapabilities.LineCaps instances are unequal. - GraphicsDeviceCapabilities.LineCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.LineCaps on the right side of the inequality operator. - - - Retrieves a string representation of this object. - - - Gets a value indicating whether the device supports alpha-test comparisons. - - - Gets a value indicating whether the device supports antialiased lines. - - - Gets a value indicating whether the device supports source blending. - - - Gets a value indicating whether the device supports depth buffer comparisons. - - - Gets a value indicating whether the device supports fog. - - - Gets a value indicating whether the device supports texture mapping. - - - Represents pixel shader capabilities. - - - Specifies the maximum level of nesting of dynamic flow control instructions (break - vs, break_comp - vs, breakp - vs, if_comp - vs, if_comp - vs, if pred - vs). - - - Specifies the maximum number of instruction slots supported. - - - Specifies the maximum number of temporary registers supported. - - - Specifies the depth of nesting of the loop - vs/rep - vs and call - vs/callnz bool - vs instructions - - - Specifies the minimum level of nesting of dynamic flow control instructions (break - vs, break_comp - vs, breakp - vs, if_comp - vs, if_comp - vs, if pred - vs). - - - Specifies the minimum number of instruction slots supported. - - - Specifies the minimum number of temporary registers supported. - - - Specifies the minimum depth of nesting of the loop - vs/rep - vs and call - vs/callnz bool - vs instructions. - - - Determines whether two GraphicsDeviceCapabilities.PixelShaderCaps instances are equal. - The GraphicsDeviceCapabilities.PixelShaderCaps object to compare this instance to. - - - Gets the hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.PixelShaderCaps instances are equal. - GraphicsDeviceCapabilities.PixelShaderCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.PixelShaderCaps on the right side of the equal sign. - - - Determines whether two GraphicsDeviceCapabilities.PixelShaderCaps instances are unequal. - GraphicsDeviceCapabilities.PixelShaderCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.PixelShaderCaps on the right side of the inequality operator. - - - Retrieves a string representation of this object. - - - Gets a value specifying the dynamic flow control depth. - - - Gets a value specifying the number of instruction slots supported. - - - Gets a value specifying the number of temporary registers supported. - - - Gets a value specifying the depth of nesting of the loop - vs/rep - vs and call - vs/callnz bool - vs instructions. - - - Gets a value indicating whether arbitrary swizzling is supported. - - - Gets a value indicating whether gradient instructions are supported. - - - Gets a value indicating whether there is a limit on the number of dependent reads per instruction. - - - Gets a value indicating whether there is a limit on the number of texture instructions. - - - Gets a value indicating whether instruction predication is supported. - - - Represents driver primitive capabilities. - - - Determines whether two GraphicsDeviceCapabilities.PrimitiveCaps instances are equal. - The GraphicsDeviceCapabilities.PrimitiveCaps object to compare this instance to. - - - Gets the hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.PrimitiveCaps instances are equal. - GraphicsDeviceCapabilities.PrimitiveCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.PrimitiveCaps on the right side of the equal sign. - - - Determines whether two GraphicsDeviceCapabilities.PrimitiveCaps instances are unequal. - GraphicsDeviceCapabilities.PrimitiveCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.PrimitiveCaps on the right side of the inequality operator. - - - Retrieves a string representation of this object. - - - Gets a value indicating whether the device clamps fog blend factor per vertex. - - - Gets a value indicating whether the device is a null reference device that does not render. - - - Gets a value indicating whether the device supports blending operations other than BlendFunction.Add. - - - Gets a value indicating whether the device clips post-transformed vertex primitives. - - - Gets a value indicating whether the device supports per-channel writes for the render-target color buffer through the ColorWriteChannels state. - - - Gets a value indicating whether the driver supports clockwise triangle culling through the CullMode state. - - - Gets a value indicating whether the driver supports counterclockwise triangle culling through the CullMode state. - - - Gets a value indicating whether the driver does not perform triangle culling. - - - Gets a value indicating whether the driver supports separate fog and specular alpha. - - - Gets a value indicating whether the device supports independent write masks for multiple element textures or multiple render targets. - - - Gets a value indicating whether the device can enable and disable modification of the depth buffer on pixel operations. - - - Gets a value indicating whether the device supports different bit depths for multiple render targets. - - - Gets a value indicating whether the device supports post-pixel shader operations for multiple render targets. - - - Gets a value indicating whether the device supports separate blend settings for the alpha channel. - - - Represents raster-drawing capabilities. - - - Determines whether two GraphicsDeviceCapabilities.RasterCaps instances are equal. - The GraphicsDeviceCapabilities.RasterCaps object to compare this instance to. - - - Gets the hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.RasterCaps instances are equal. - GraphicsDeviceCapabilities.RasterCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.RasterCaps on the right side of the equal sign. - - - Determines whether two GraphicsDeviceCapabilities.RasterCaps instances are unequal. - GraphicsDeviceCapabilities.RasterCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.RasterCaps on the right side of the inequality operator. - - - Retrieves a string representation of this object. - - - Gets a value indicating whether the device supports anisotropic filtering. - - - Gets a value indicating whether the device iterates colors perspective correctly. - - - Gets a value indicating whether the device supports legacy depth bias. - - - Gets a value indicating whether the device can perform hidden-surface removal (HSR) without requiring the application to sort polygons and without requiring the allocation of a depth buffer. - - - Gets a value indicating whether the device can perform depth-test operations. - - - Gets a value indicating whether the device supports depth-based fog. - - - Gets a value indicating whether the device supports range-based fog. - - - Gets a value indicating whether the device calculates the fog value by referring to a lookup table containing fog values that are indexed to the depth of a given pixel. - - - Gets a value indicating whether the device calculates the fog value during the lighting operation and interpolates the fog value during rasterization. - - - Gets a value indicating whether the device supports level-of-detail bias adjustments. - - - Gets a value indicating whether the device supports toggling multisampling on and off. - - - Gets a value indicating whether the device supports scissor test. - - - Gets a value indicating whether the device performs true slope-scale based depth bias. - - - Gets a value indicating whether the device supports w-based fog. - - - Represents shading operations capabilities - - - Determines whether two GraphicsDeviceCapabilities.ShadingCaps instances are equal. - The GraphicsDeviceCapabilities.ShadingCaps object to compare this instance to. - - - Gets the hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.ShadingCaps instances are equal. - GraphicsDeviceCapabilities.ShadingCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.ShadingCaps on the right side of the equal sign. - - - Determines whether two GraphicsDeviceCapabilities.ShadingCaps instances are unequal. - GraphicsDeviceCapabilities.ShadingCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.ShadingCaps on the right side of the inequality operator. - - - Retrieves a string representation of this object. - - - Gets a value indicating whether the device can support an alpha component for Gouraud-blended transparency. - - - Gets a value indicating whether the device can support colored Gouraud shading. - - - Gets a value indicating whether the device can support fog in the Gouraud shading mode. - - - Gets a value indicating whether the device supports Gouraud shading of specular highlights. - - - Represents driver stencil capabilities. - - - Determines whether two GraphicsDeviceCapabilities.StencilCaps instances are equal. - The GraphicsDeviceCapabilities.StencilCaps object to compare this instance to. - - - Gets the hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.StencilCaps instances are equal. - GraphicsDeviceCapabilities.StencilCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.StencilCaps on the right side of the equal sign. - - - Determines whether two GraphicsDeviceCapabilities.StencilCaps instances are unequal. - GraphicsDeviceCapabilities.StencilCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.StencilCaps on the right side of the inequality operator. - - - Retrieves a string representation of this object. - - - Gets a value indicating whether the device supports decrementing the stencil-buffer entry, wrapping to the maximum value if the new value is less than zero. - - - Gets a value indicating whether the device supports decrementing the stencil-buffer entry, clamping to zero. - - - Gets a value indicating whether the device supports incrementing the stencil-buffer entry, wrapping to zero if the new value exceeds the maximum value. - - - Gets a value indicating whether the device supports incrementing the stencil-buffer entry, clamping to the maximum value. - - - Gets a value indicating whether the device supports inverting the bits in the stencil-buffer entry. - - - Gets a value indicating whether the device does not update the entry in the stencil buffer. - - - Gets a value indicating whether the device supports replacing the stencil-buffer entry with a reference value. - - - Gets a value indicating whether the device supports two-sided stencil. - - - Gets a value indicating whether the device supports setting the stencil-buffer entry to 0. - - - Represents miscellaneous texture-mapping capabilities - - - Determines whether two GraphicsDeviceCapabilities.TextureCaps instances are equal. - The GraphicsDeviceCapabilities.TextureCaps object to compare this instance to. - - - Gets the hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.TextureCaps instances are equal. - GraphicsDeviceCapabilities.TextureCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.TextureCaps on the right side of the equal sign. - - - Determines whether two GraphicsDeviceCapabilities.TextureCaps instances are unequal. - GraphicsDeviceCapabilities.TextureCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.TextureCaps on the right side of the inequality operator. - - - Retrieves a string representation of this object. - - - Gets a value indicating whether the device requires that cube texture maps have dimensions specified as powers of two. - - - Gets a value indicating whether the device only supports textures that are powers of two. - - - Gets a value indicating whether the device requires all textures to be square. - - - Gets a value indicating whether the device requires that volume texture maps have dimensions specified as powers of two. - - - Gets a value indicating whether the device supports alpha in texture pixels. - - - Gets a value indicating whether the device supports cube textures - - - Gets a value indicating whether the device supports mipmapped cube textures. - - - Gets a value indicating whether the device supports mipmapped textures. - - - Gets a value indicating whether the device supports mipmapped volume textures. - - - Gets a value indicating whether the device supports the use of 2D textures with dimensions that are not powers of two, under certain conditions. - - - Gets a value indicating whether the device does not support a projected bump-environment lookup operation in programmable and fixed-function shaders. - - - Gets a value indicating whether the device supports perspective correction texturing - - - Gets a value indicating whether the device supports per pixel projective divide. - - - Gets a value indicating whether the device does not scale texture indices by the texture size prior to interpolation. - - - Gets a value indicating whether the device supports volume textures. - - - Represents flexible vertex format capabilities. - - - Determines whether two GraphicsDeviceCapabilities.VertexFormatCaps instances are equal. - The GraphicsDeviceCapabilities.VertexFormatCaps object to compare this instance to. - - - Gets the hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.VertexFormatCaps instances are equal. - GraphicsDeviceCapabilities.VertexFormatCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.VertexFormatCaps on the right side of the equal sign. - - - Determines whether two GraphicsDeviceCapabilities.VertexFormatCaps instances are unequal. - GraphicsDeviceCapabilities.VertexFormatCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.VertexFormatCaps on the right side of the inequality operator. - - - Retrieves a string representation of this object. - - - Gets the total number of texture coordinate sets that the device can simultaneously use for multiple texture blending. - - - Gets a value indicating whether vertex elements should not be stripped. - - - Gets a value indicating whether point size comes from point size data in the vertex declaration. - - - Represents vertex processing capabilities. - - - Determines whether two GraphicsDeviceCapabilities.VertexProcessingCaps instances are equal. - The GraphicsDeviceCapabilities.VertexProcessingCaps object to compare this instance to. - - - Gets the hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.VertexProcessingCaps instances are equal. - GraphicsDeviceCapabilities.VertexProcessingCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.VertexProcessingCaps on the right side of the equal sign. - - - Determines whether two GraphicsDeviceCapabilities.VertexProcessingCaps instances are unequal. - GraphicsDeviceCapabilities.VertexProcessingCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.VertexProcessingCaps on the right side of the inequality operator. - - - Retrieves a string representation of this object. - - - Gets a value indicating whether the device can do local viewer. - - - Gets a value indicating whether the device supports texture generation in non-local viewer mode. - - - Gets a value indicating whether the device can do texture generation. - - - Gets a value indicating whether the device supports use of the specified texture coordinates for sphere mapping. - - - Represents vertex shader version 2_0 extended capabilities. - - - Specifies the maximum level of nesting of dynamic flow control instructions (break - vs, break_comp - vs, breakp - vs, if_comp - vs, if_comp - vs, if pred - vs). - - - Specifies the maximum number of temporary registers supported. - - - Specifies the maximum depth of nesting of the loop - vs/rep - vs and call - vs/callnz bool - vs instructions. - - - Specifies the minimum level of nesting of dynamic flow control instructions (break - vs, break_comp - vs, breakp - vs, if_comp - vs, if_comp - vs, if pred - vs). - - - Specifies the minimum number of temporary registers supported. - - - Specifies the minimum depth of nesting of the loop - vs/rep - vs and call - vs/callnz bool - vs instructions. - - - Determines whether two GraphicsDeviceCapabilities.VertexShaderCaps instances are equal. - The GraphicsDeviceCapabilities.VertexShaderCaps object to compare this instance to. - - - Determines whether two GraphicsDeviceCapabilities.VertexShaderCaps instances are equal. - GraphicsDeviceCapabilities.VertexShaderCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.VertexShaderCaps on the right side of the equal sign. - - - Determines whether two GraphicsDeviceCapabilities.VertexShaderCaps instances are unequal. - GraphicsDeviceCapabilities.VertexShaderCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.VertexShaderCaps on the right side of the inequality operator. - - - Retrieves a string representation of this object. - - - Gets a value specifying the depth of the dynamic flow control instruction nesting. - - - Gets a value specifying the number of temporary registers supported. - - - Gets a value specifying the depth of nesting of the loop - vs/rep - vs and call - vs/callnz bool - vs instructions. - - - Gets a value indicating whether instruction predication is supported. - - - Describes the creation parameters for a device. - - - Initializes a new instance of the GraphicsDeviceCreationParameters class. - The display adapter. - The emulated functionality for this device. - Window handle to which focus belongs for this Direct3D device. - - - Retrieves a string representation of this object. - - - Gets the graphics adapter. - - - Gets a information describing the amount of emulated functionality for the device. - - - Gets a pointer to the window to which focus belongs for the current device. - - - Describes the status of the device. - The device has been lost. - The device is normal. - The device has not been reset. - - - Queries and prepares resources. - - - Immediately releases the unmanaged resources used by this object. - - - Immediately releases the unmanaged resources used by this object. - [MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Raises the Disposing event when called from within a derived class. - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - Gets the GraphicsDevice associated with this GraphicsResource. - - - Gets a value that indicates whether the object is disposed. - - - Gets the name of the resource. - - - Gets or sets the resource-management priority for this resource. - - - Gets the type of this resource. - - - Gets the resource tags for this resource. - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - - - Defines a mechanism for retrieving GraphicsDevice objects. Reference page contains links to related code samples. - - - Retrieves a graphcs device. - - - The event that occurs when a graphics device is created. - - - The event that occurs when a graphics device is disposing. - - - The event that occurs when a graphics device is reset. - - - The event that occurs when a graphics device is in the process of resetting. - - - Defines supported image file formats that may be used for textures. - Microsoft Windows bitmap file format. - DirectDrawSurface file format. - Microsoft Windows bitmap file format. - High dynamic-range file format. - Joint Photographic Experts Group (JPEG) compressed file format. - Portable float map file format. - Portable Network Graphics file format. - Portable pixmap file format. - Truevision Targa image file format. - - - Describes the rendering order of the vertices in a vertex buffer. Reference page contains links to related code samples. - - - Initializes a new instance of the IndexBuffer class. Reference page contains links to related code samples. - The GraphicsDevice object to associate with the index buffer. - The size, in bytes, of the index buffer. - A set of options identifying the behaviors of this index buffer resource. - The size, in bits, of an index element. - - - Initializes a new instance of the IndexBuffer class. Reference page contains links to related code samples. - The GraphicsDevice object to associate with the index buffer. - The type to use for index values. - The number of values in the buffer. - A set of options identifying the behaviors of this index buffer resource. - - - Immediately releases the unmanaged resources used by this object. - [MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Copies the index buffer into an array. - The array to receive index buffer data. - - - Copies the index buffer into an array. - The array to receive index buffer data. - The index of the element in the array at which to start copying. - The number of elements to copy. - - - Copies the index buffer into an array. - The number of bytes into the index buffer where copying will start. - The array to receive index buffer data. - The index of the element in the array at which to start copying. - The number of elements to copy. - - - Copies array data to the index buffer. Reference page contains links to related conceptual articles. - The array of data to copy. - - - Copies array data to the index buffer. - The array of data to copy. - The index of the element in the array at which to start copying. - The number of elements to copy. - - - Copies array data to the index buffer. - Number of bytes into the index buffer where copying will start. - The array of data to copy. - The index of the element in the array at which to start copying. - The number of elements to copy. - - - Retrieves a string representation of this object. - - - Gets the state of the related BufferUsage enumeration. - - - Gets or sets a value indicating the size of this index element. - - - Gets the size, in bytes, of this IndexBuffer. - - - Defines the size of an element of an index buffer. - Sixteen bits. - Thirty-two bits. - - - Represents a 3D model composed of multiple ModelMesh objects which may be moved independently. Reference page contains links to related code samples. - - - Initializes a new instance of Model. - - - Copies a transform of each bone in a model relative to all parent bones of the bone into a given array. Reference page contains links to related code samples. - The array to receive bone transforms. - - - Copies an array of transforms into each bone in the model. Reference page contains links to related conceptual articles. - An array containing new bone transforms. - - - Copies each bone transform relative only to the parent bone of the model to a given array. Reference page contains links to related code samples. - The array to receive bone transforms. - - - Gets a collection of ModelBone objects which describe how each mesh in the Meshes collection for this model relates to its parent mesh. Reference page contains links to related code samples. - - - Gets a collection of ModelMesh objects which compose the model. Each ModelMesh in a model may be moved independently and may be composed of multiple materials identified as ModelMeshPart objects. Reference page contains links to related code samples. - - - Gets the root bone for this model. - - - Gets or sets an object identifying this model. - - - Represents bone data for a model. Reference page contains links to related conceptual articles. - - - Gets a collection of bones that are children of this bone. - - - Gets the index of this bone in the Bones collection. - - - Gets the name of this bone. - - - Gets the parent of this bone. - - - Gets or sets the matrix used to transform this bone relative to its parent bone. Reference page contains links to related code samples. - - - Represents a set of bones associated with a model. - - - Returns a ModelBoneCollection.Enumerator that can iterate through a ModelBoneCollection. - - - Finds a bone with a given name if it exists in the collection. - The name of the bone to find. - [OutAttribute] The bone named boneName, if found. - - - Retrieves a ModelBone from the collection, given the name of the bone. - The name of the bone to retrieve. - - - Provides the ability to iterate through the bones in an ModelBoneCollection. - - - Immediately releases the unmanaged resources used by this object. - - - Advances the enumerator to the next element of the ModelBoneCollection. - - - Sets the enumerator to its initial position, which is before the first element in the ModelBoneCollection. - - - Gets the current element in the ModelBoneCollection. - - - Gets the current element in the ModelBoneCollection as a Object. - - - Represents a collection of effects associated with a model. - - - Returns a ModelEffectCollection.Enumerator that can iterate through a ModelEffectCollection. - - - Provides the ability to iterate through the bones in an ModelEffectCollection. - - - Immediately releases the unmanaged resources used by this object. - - - Advances the enumerator to the next element of the ModelEffectCollection. - - - Sets the enumerator to its initial position, which is before the first element in the ModelEffectCollection. - - - Gets the current element in the ModelEffectCollection. - - - Gets the current element in the ModelEffectCollection as a Object. - - - Represents a mesh that is part of a Model. Reference page contains links to related code samples. - - - Draws all of the ModelMeshPart objects in this mesh, using their current Effect settings. Reference page contains links to related code samples. - - - Draws all of the ModelMeshPart objects in this mesh, using their current Effect settings, and specifying options for saving effect state. Reference page contains links to related code samples. - The save state options to pass to each Effect. - - - Gets the BoundingSphere that contains this mesh. - - - Gets a collection of effects associated with this mesh. - - - Gets the index buffer for this mesh. - - - Gets the ModelMeshPart objects that make up this mesh. Each part of a mesh is composed of a set of primitives that share the same material. Reference page contains links to related code samples. - - - Gets the name of this mesh. - - - Gets the parent bone for this mesh. The parent bone of a mesh contains a transformation matrix that describes how the mesh is located relative to any parent meshes in a model. Reference page contains links to related code samples. - - - Gets or sets an object identifying this mesh. - - - Gets the vertex buffer used to render this mesh. - - - Represents a collection of ModelMesh objects. - - - Returns a ModelMeshCollection.Enumerator that can iterate through a ModelMeshCollection. - - - Finds a mesh with a given name if it exists in the collection. - The name of the mesh to find. - [OutAttribute] The mesh named meshName, if found. - - - Retrieves a ModelMesh from the collection, given the name of the mesh. - The name of the mesh to retrieve. - - - Provides the ability to iterate through the bones in an ModelMeshCollection. - - - Immediately releases the unmanaged resources used by this object. - - - Advances the enumerator to the next element of the ModelMeshCollection. - - - Sets the enumerator to its initial position, which is before the first element in the ModelMeshCollection. - - - Gets the current element in the ModelMeshCollection. - - - Gets the current element in the ModelMeshCollection as a Object. - - - Represents a batch of geometry information to submit to the graphics device during rendering. Each ModelMeshPart is a subdivision of a ModelMesh object. The ModelMesh class is split into multiple ModelMeshPart objects, typically based on material information. Reference page contains links to related code samples. - - - Gets the offset to add to each vertex index in the index buffer. - - - Gets or sets the material Effect for this mesh part. Reference page contains code sample. - - - Gets the number of vertices used during a draw call. - - - Gets the number of primitives to render. - - - Gets the location in the index array at which to start reading vertices. - - - Gets the offset in bytes from the beginning of the VertexBuffer. - - - Gets or sets an object identifying this model mesh part. - - - Gets the vertex declaration for this model mesh part. - - - Gets the size, in bytes, of the elements in this vertex stream. - - - Represents a collection of ModelMeshPart objects. - - - Returns a ModelMeshPartCollection.Enumerator that can iterate through a ModelMeshPartCollection. - - - Provides the ability to iterate through the bones in an ModelMeshPartCollection. - - - Immediately releases the unmanaged resources used by this object. - - - Advances the enumerator to the next element of the ModelMeshPartCollection. - - - Sets the enumerator to its initial position, which is before the first element in the ModelMeshPartCollection. - - - Gets the current element in the ModelMeshPartCollection. - - - Gets the current element in the ModelMeshPartCollection as a Object. - - - Defines the levels of full-scene multisampling that the game machine can apply. Reference page contains code sample. - Enables 16 levels of full-scene multisampling. - Enables 15 levels of full-scene multisampling. - Enables 14 levels of full-scene multisampling. - Enables 13 levels of full-scene multisampling. - Enables 12 levels of full-scene multisampling. - Enables 11 levels of full-scene multisampling. - Enables 10 levels of full-scene multisampling. - Enables 9 levels of full-scene multisampling. - Enables 8 levels of full-scene multisampling. - Enables 7 levels of full-scene multisampling. - Enables 6 levels of full-scene multisampling. - Enables 5 levels of full-scene multisampling. - Enables 4 levels of full-scene multisampling. - Enables 3 levels of full-scene multisampling. - Enables 2 levels of full-scene multisampling. - Enables the multisample quality value. For a quality of 1, the video card determines the best multisampling mode. - Specifies no full-scene multisampling, and enables swap effects other than SwapEffect.Discard. - - - Used to perform an occlusion query against the latest drawn objects. - - - Initializes a new instance of OcclusionQuery with the specified device. - The graphics device to associate with this query. - - - Begins application of the query. - - - Immediately releases the unmanaged resources used by this object. - - - Releases the unmanaged resources used by Dispose and optionally releases the managed resources. - [MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Ends the application of the query. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Raises the Disposing event when called from within a derived class. - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - Retrieves a string representation of this object. - - - Gets the graphics device being queried. - - - Gets a value that indicates if the occlusion query has completed. - - - Gets a value that indicates whether the object is disposed. - - - Specifies if occlusion queries are supported on the related graphics device. - - - Gets the name of this occlusion query - - - Gets the number of visible pixels. - - - Gets the resource tag for this occlusion query. - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - - - The exception that is thrown when Direct3D does not have enough display memory to perform the operation. - - - Initializes a new instance of this class. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Encapsulates the functionality of a pixel shader. - - - Initializes a new instance of the PixelShader class. - Device to create the pixel shader. - The compiled byte code. A pixel shader function token array, specifying the blending operations. - - - Immediately releases the unmanaged resources used by this object. - - - Immediately releases the unmanaged resources used by this object. - [MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Gets an array of bytes containing the shader code. - - - Raises the Disposing event when called from within a derived class. - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - Retrieves a string representation of this object. - - - Gets the GraphicsDevice associated with this PixelShader. - - - Gets a value that indicates whether the object is disposed. - - - Returns the name of the pixel shader. - - - Gets the resource tags. - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - - - Contains presentation parameters. Reference page contains links to related code samples. - - - The default presentation rate. - - - Initializes a new instance of this class. - - - Resets all of the PresentationParameters values. - - - Creates a copy of this PresentationParameters object. - - - Immediately releases the unmanaged resources used by this object. - - - Immediately releases the unmanaged resources used by this object. - [MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The Object to compare with the current PresentationParameters. - - - Gets the hash code for this instance. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - - - Retrieves a string representation of this object. - - - Gets or sets a value specifying the format of the depth-stencil surface that the device will automatically create. Reference page contains links to related conceptual articles. - - - Gets or sets a value specifying how many back buffers to create. - - - Gets or sets the format of the back buffer. Reference page contains links to related conceptual articles. - - - Gets or sets a value indicating the height of the new swap chain's back buffer. Reference page contains links to related code samples. - - - Gets or sets a value indicating the width of the new swap chain's back buffer. Reference page contains links to related code samples. - - - Gets or sets the handle to the device window. - - - Gets or sets a value indicating whether Direct3D will manage depth buffers for the application. Reference page contains links to related conceptual articles. - - - Gets or sets a value indicating the rate at which the display adapter will refresh the screen. - - - Gets or sets a value indicating whether the application is in full screen mode. - - - Gets or sets a value indicating the multisample quality level. Reference page contains code sample. - - - Gets or sets the multisample type. Reference page contains code sample. - - - Gets or sets the maximum rate at which the swap chain's back buffers can be presented to the front buffer. - - - Gets or sets miscellaneous presentation flags. - - - Gets or sets render target usage flags. - - - Gets or sets the swap effect. - - - Defines flags that describe the relationship between the adapter refresh rate and the rate at which Present operations are completed. - Equivalent to setting One. - The driver waits for the vertical retrace period (the runtime will beam trace to prevent tearing). Present operations are not affected more frequently than the screen refresh rate; the runtime completes one Present operation per adapter refresh period, at most. This option is always available for both windowed and full-screen swap chains. - The driver waits for the vertical retrace period. Present operations are not affected more frequently than every second screen refresh. Check the PresentInterval property to determine whether the driver supports this option. - The driver waits for the vertical retrace period. Present operations are not affected more frequently than every third screen refresh. Check the PresentInterval property to determine whether the driver supports this option. - The driver waits for the vertical retrace period. Present operations are not affected more frequently than every fourth screen refresh. Check the PresentInterval property to determine whether the driver supports this option. - The runtime updates the window client area immediately, and might do so more than once during the adapter refresh period. Present operations might be affected immediately. This option is always available for both windowed and full-screen swap chains. - - - Defines flags that control the behavior of the back buffer and depth buffer. - Clips a windowed Present blit into the window client area, within the monitor screen area of the video adapter that created the Microsoft Direct3D device. This flag works only on Microsoft Windows 2000 and Windows XP. - Enables depth-buffer discarding if set when the device or swap chain is created. When this flag is set, the contents of the depth stencil buffer are invalid after either Present or DepthStencilBuffer is called. Discarding depth-buffer data can increase performance and is dependent on the driver. The debug runtime enforces discarding by clearing the depth-buffer to some constant value after calling either Present or DepthStencilBuffer with a different depth surface. Discarding depth-buffer data is illegal for all lockable formats, DepthFormat.Depth16Lockable, and DepthFormat.D32Lockable. Using the GraphicsDevice constructor to specify a lockable format and depth-buffer discarding will result in failure. - Use no presentation flags. - Informs the driver that the back buffers contain video data. - - - Defines how data in a vertex stream is interpreted during a draw call. Reference page contains links to related code samples. - Renders the vertices as a list of isolated straight line segments; the count may be any positive integer. - Renders the vertices as a single polyline; the count may be any positive integer. - Renders the vertices as a collection of isolated points. This value is unsupported for indexed primitives. - Renders the vertices as a triangle fan. - Renders the specified vertices as a sequence of isolated triangles. Each group of three vertices defines a separate triangle. Back-face culling is affected by the current winding-order render state. - Renders the vertices as a triangle strip. The back-face culling flag is flipped automatically on even-numbered triangles. - - - Defines options for querying device resource formats. Reference page contains links to related code samples. - Query the resource format to see if it supports texture filter types other than TextureFilter.Point (which is always supported). - No option specified. - Query the resource to verify support for post pixel shader blending support, including alpha test, pixel fog, render-target blending, color write enable, and dithering. - Query the resource to verify if a texture supports gamma correction during a read operation. - Query the resource to verify if a texture supports gamma correction during a write operation. - Query the resource to verify support for vertex shader texture sampling. - Query the resource to verify support for texture wrapping and mipmapping. - - - Describes the raster status. - - - Retrieves a string representation of this object. - - - Gets the status of the vertical blank period. - - - Gets a value that roughly corresponds to the current scan line painted by the raster. - - - Defines the render state of a graphics device. Reference page contains links to related conceptual articles. - - - Retrieves a string representation of this object. - - - Gets or sets a value to enable alpha-blended transparency. The default value is false. Reference page contains code sample. - - - Gets or sets the arithmetic operation applied to separate alpha blending. The default is BlendFunction.Add. - - - Gets or sets the separate alpha channel blending factor. This factor represents a destination value by which to multiply the alpha channel only. The default is Blend.One. Reference page contains links to related conceptual articles. - - - Gets or sets the comparison function for the alpha test. The default is CompareFunction.Always. - - - Gets or sets the separate alpha channel blending factor. This factor represents a value by which to multiply the alpha channel only. The default is Blend.One. Reference page contains links to related conceptual articles. - - - Gets or sets a render state that enables a per-pixel alpha test. The default value is false. - - - Gets or sets the color used for a constant-blend factor during alpha blending. The default is Color.White. - - - Gets or sets a value to select the arithmetic operation to apply to the source and destination pixel components when AlphaBlendEnable is set to true. The default is BlendFunction.Add. - - - Gets or sets a value that enables a per-channel write for the render target color buffer. The default value is ColorWriteChannels.None. - - - Gets or sets a value that enables a per-channel write for the render target color buffer. The default value is ColorWriteChannels.None. - - - Gets or sets a value that enables a per-channel write for the render target color buffer. The default value is ColorWriteChannels.None. - - - Gets or sets a value that enables a per-channel write for the render target color buffer. The default value is ColorWriteChannels.None. - - - Gets or sets the stencil operation to perform if the stencil test passes and the depth-buffer test fails for a counterclockwise triangle. The default is StencilOperation.Keep. - - - Gets or sets the stencil operation to perform if the stencil test fails for a counterclockwise triangle. The default is StencilOperation.Keep. - - - Gets or sets the comparison function to use for counterclockwise stencil tests. The default is CompareFunction.Always. - - - Gets or sets the stencil operation to perform if the stencil and z-tests pass for a counterclockwise triangle. The default is StencilOperation.Keep. - - - Specifies how back-facing triangles are culled, if at all. The default value is CullMode.CounterClockwise. - - - Sets or retrieves the depth bias for polygons. The default value is 0. - - - Enables or disables depth buffering. The default is true. - - - Gets or sets the comparison function for the depth-buffer test. The default is CompareFunction.LessEqual - - - Enables or disables writing to the depth buffer. The default is true. - - - Gets or sets the color blending factor. This factor represents a value by which to multiply the destination pixel color before adding it to the source pixel to produce a color that is a blend of the two. The default is Blend.Zero. Reference page contains links to related conceptual articles. - - - Represents the fill mode. The default is FillMode.Solid. - - - Gets or sets the fog color. The default value is Color.TransparentBlack. - - - Gets or sets the fog density for pixel or vertex fog used in exponential fog modes. The default value is 1.0f. - - - Enables or disables fog blending. The default is false. - - - Gets or sets the depth at which pixel or vertex fog effects end for linear fog mode. The default value is 1.0f. - - - Gets or sets the depth at which pixel or vertex fog effects begin for linear fog mode. The default value is 0.0f. - - - Gets or sets the fog formula to use for pixel fog. The default is None. - - - Gets or sets the fog formula to use for vertex fog. The default is FogMode.None. - - - Enables or disables multisample antialiasing. The default is true. - - - Gets or sets a bitmask controlling modification of the samples in a multisample render target. The default is 0xffffffff. - - - Gets or sets the size to use for point size computation in cases where point size is not specified for each vertex. The default value is the value a driver returns. If a driver returns 0 or 1, the default value is 64, which allows software point size emulation. Reference page contains links to related code samples. - - - Gets or sets the maximum size of point primitives. The default is 64.0f. - - - Gets or sets the minimum size of point primitives. The default is 1.0f. - - - Enables or disables full texture mapping on each point. The default is false. Reference page contains links to related code samples. - - - Gets or sets enabling of range-based vertex fog. The default value is false. - - - Specifies a reference alpha value against which pixels are tested when alpha testing is enabled. The default value is 0. - - - Specifies a reference value to use for the stencil test. The default is 0. - - - Enables or disables scissor testing. The default is false. - - - Enables or disables the separate blend mode for the alpha channel. The default is false. - - - Gets or sets a value used to determine how much bias can be applied to coplanar primitives to reduce flimmering z-fighting. The default is 0. - - - Gets or sets the color blending factor. This factor represents a value by which to multiply the source pixel color before adding it to the destination pixel to produce a color that is a blend of the two. The default is Blend.One. Reference page contains links to related conceptual articles. - - - Gets or sets the stencil operation to perform if the stencil test passes and the depth-test fails. The default is StencilOperation.Keep. Reference page contains links to related conceptual articles. - - - Gets or sets stencil enabling. The default is false. Reference page contains links to related conceptual articles. - - - Gets or sets the stencil operation to perform if the stencil test fails. The default is StencilOperation.Keep. Reference page contains links to related conceptual articles. - - - Gets or sets the comparison function for the stencil test. The default is CompareFunction.Always. Reference page contains links to related conceptual articles. - - - Gets or sets the mask applied to the reference value and each stencil buffer entry to determine the significant bits for the stencil test. The default mask is Int32.MaxValue. Reference page contains links to related conceptual articles. - - - Gets or sets the stencil operation to perform if the stencil test passes. The default is StencilOperation.Keep. Reference page contains links to related conceptual articles. - - - Gets or sets the write mask applied to values written into the stencil buffer. The default mask is Int32.MaxValue. Reference page contains links to related conceptual articles. - - - Enables or disables two-sided stenciling. The default is false. Reference page contains links to related conceptual articles. - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). Reference page contains links to related conceptual articles. - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). Reference page contains links to related conceptual articles. - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). Reference page contains links to related conceptual articles. - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). Reference page contains links to related conceptual articles. - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). Reference page contains links to related conceptual articles. - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). Reference page contains links to related conceptual articles. - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). Reference page contains links to related conceptual articles. - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). Reference page contains links to related conceptual articles. - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). Reference page contains links to related conceptual articles. - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). Reference page contains links to related conceptual articles. - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). Reference page contains links to related conceptual articles. - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). Reference page contains links to related conceptual articles. - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). Reference page contains links to related conceptual articles. - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). Reference page contains links to related conceptual articles. - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). Reference page contains links to related conceptual articles. - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). Reference page contains links to related conceptual articles. - - - Represents a resource that will be written to at the end of a render pass. This is the base class for RenderTarget2D and RenderTargetCube. Reference page contains links to related code samples. - - - Immediately releases the unmanaged resources used by this object. - - - Releases the unmanaged resources used by the RenderTarget and optionally releases the managed resources. - [MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Occurs when content is about to be lost on a GraphicsDevice. - The source of this event. - The event arguments that are associated with the action that raised the event. - - - Raises the Disposing event when called from within a derived class. - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - Gets the format of the render target. - - - Gets the graphics device associated with this render target resource. - - - Gets the height, in pixels, of this render target. - - - Gets the current state of the content on a device. - - - Gets a value that indicates whether the object is disposed. - - - Gets the number of quality stops available for a given multisample type. - - - Gets the levels of full-scene multisampling that the device can apply. - - - Gets the name of this render-target resource. - - - Gets or sets render target usage flags. - - - Gets the resource tags for this render target. - - - Gets the width, in pixels, of this render target. - - - Occurs when resources are lost (for example, when the current device is lost). - - - Occurs when RenderTarget.Dispose Method is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. Reference page contains code sample. - - - Represents a 2D texture resource that will be written to at the end of a render pass. Reference page contains links to related code samples. - - - Initializes a new instance of this class. Reference page contains links to related code samples. - The graphics device to associate with this render target resource. - Width, in pixels, of the render target. You can use graphicsDevice.PresentationParameters.BackBufferWidth to get the current screen width. - Height, in pixels, of the render target. You can use graphicsDevice.PresentationParameters.BackBufferHeight to get the current screen height. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain. If this is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures. - Surface format of the render target. Use CheckDeviceFormat to determine if a particular surface format is usable in a render target. - - - Initializes a new instance of RenderTarget2D with the specified values. Reference page contains links to related code samples. - The graphics device to associate with this render target resource. - Width, in pixels, of the render target. You can use graphicsDevice.PresentationParameters.BackBufferWidth to get the current screen width. - Height, in pixels, of the render target. You can use graphicsDevice.PresentationParameters.BackBufferHeight to get the current screen height. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mipmap levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain. If this is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures. - Surface format of the render target. Use CheckDeviceFormat to determine if a particular surface format is usable in a render target. - Options identifying the behaviors of this render target resource. - - - Initializes a new instance of this class. Reference page contains links to related code samples. - The graphics device to associate with this render target resource. - Width, in pixels, of the render target. You can use graphicsDevice.PresentationParameters.BackBufferWidth to get the current screen width. - Height, in pixels, of the render target. You can use graphicsDevice.PresentationParameters.BackBufferHeight to get the current screen height. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain. If this is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures. - Surface format of the render target. Use CheckDeviceFormat to determine if a particular surface format is usable in a render target. - The levels of full-scene multisampling that the device can apply. You can use graphicsDevice.PresentationParameters.MultiSampleType to get the MultiSampleType of the back buffer. - The number of quality stops available for a given multisample type. You can use graphicsDevice.PresentationParameters.MultiSampleQuality to get the multisample quality of the back buffer. - - - Initializes a new instance of RenderTarget2D with the specified values. Reference page contains links to related code samples. - The graphics device to associate with this render target resource. - Width, in pixels, of the render target. You can use graphicsDevice.PresentationParameters.BackBufferWidth to get the current screen width. - Height, in pixels, of the render target. You can use graphicsDevice.PresentationParameters.BackBufferHeight to get the current screen height. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mipmap levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain. If this is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures. - Surface format of the render target. Use CheckDeviceFormat to determine if a particular surface format is usable in a render target. - The levels of full-scene multisampling that the device can apply. You can use graphicsDevice.PresentationParameters.MultiSampleType to get the MultiSampleType of the back buffer. - The number of quality stops available for a given multisample type. You can use graphicsDevice.PresentationParameters.MultiSampleQuality to get the multisample quality of the back buffer. - Options identifying the behaviors of this render target resource. - - - Gets the 2D texture associated with this render target. Reference page contains code sample. - - - Represents a cubic texture resource that will be written to at the end of a render pass. Reference page contains links to related code samples. - - - Initializes a new instance of this class. - The graphics device to associate with this render target resource. - The width and height of this cube texture resource, in pixels. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain. If this is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures. - Surface format of the render target. - - - Initializes a new instance of this class. - The graphics device to associate with this render target resource. - The width and height of this cube texture resource, in pixels. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain. - Surface format of the render target. - Options identifying the behaviors of this texture resource. - - - Initializes a new instance of this class. - The graphics device to associate with this render target resource. - The width and height of this cube texture resource, in pixels. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain. - Surface format of the render target. - The levels of full-scene multisampling that the device can apply. - The number of quality stops available for a given multisample type. - - - Initializes a new instance of RenderTargetCube. - The graphics device to associate with this render target resource. - The width and height of this cube texture resource, in pixels. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain. - Surface format of the render target. - Levels of full-scene multisampling that the device can apply. - Number of quality stops available for a given multisample type. - Options identifying the behaviors of this texture resource. - - - Gets a copy of the cube texture associated with this render target. Reference page contains code sample. - - - Determines how render target data is used once a new render target is set. Reference page contains links to related conceptual articles. - Always clears the render target data. - Either clears or keeps the data, depending on the current platform. On Xbox 360, the render target will discard contents. On PC, the render target will discard if multisampling is enabled, and preserve the contents if not. - Always keeps the render target data. - - - - - - Initializes an empty instance of ResolveTexture2D. - The GraphicsDevice used to display the texture. - The width of the texture, in pixels. This value must be a power of two if the RequiresPower2 property of graphicsDevice is true. If this value is 0, width is set to 1. - The height of the texture, in pixels. This value must be a power of two if the RequiresPower2 property of graphicsDevice is true. If this value is 0, height is set to 1. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain. If numberLevels is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures. Use LevelCount to see the number of levels generated. - A SurfaceFormat value specifying the requested pixel format for the texture. The returned texture may be of a different format if the device does not support the requested format. Applications should check the format of the returned texture to ensure that it matches the requested format. - - - Immediately releases the unmanaged resources used by this object. - [MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Occurs after content is lost from a graphics device failure, allowing an application to re-create all resources. - The source of this event. - The event arguments that are associated with the action that raised the event. - - - Determines if the render target data has been lost due to a lost device event. - - - Occurs when the render target data is lost due to a lost device event. - - - Contains event data. - - - The object raising the event. - - - Arguments for a ResourceDestroyed event. - - - Gets the name of the destroyed resource. - - - Gets the resource manager tag of the destroyed resource. - - - Defines resource types. - A depth stencil buffer resource. - An index buffer resource. - A render target resource. - A 2-dimensional texture resource. - A 3-dimensional texture resource. - A 3-D volume texture resource. - A cube texture resource. - A vertex buffer resource. - - - Contains sampler states for the device. - - - Retrieves a string representation of this object. - - - Gets or sets the texture-address mode for the u-coordinate. - - - Gets or sets the texture-address mode for the v-coordinate. - - - Gets or sets the texture-address mode for the w-coordinate. - - - Gets or sets the border color. - - - Gets or sets a magnification filter. - - - Gets or sets the maximum anisotropy. The default value is 0. - - - Gets or sets the level of detail (LOD) index of the largest map to use. - - - Gets or sets a minification filter. - - - Gets or sets a mipmap filter to use during minification. - - - Gets or sets the mipmap level of detail (LOD) bias. The default value is 0. - - - Collection of SamplerState objects. - - - Gets a specific SamplerState object using an index value. - Index of the object to retrieve. - - - Defines options for saving the graphics device state before and after an effect technique is applied. - No device state is saved when calling Begin or restored when calling End. - Save all device state when calling Begin and restore device state when calling End. - - - Describes whether existing buffer data will be overwritten or discarded during a SetData operation. - The SetData operation will discard all existing buffer data. The operation will overwrite (with a write-only operation) every location within the locked surface. This is a valid option when using dynamic textures, dynamic vertex buffers, and dynamic index buffers. You may not use this option to update a portion of a surface. For vertex and index buffers, the SetData operation will discard the entire buffer. A pointer to a new memory area is returned so that the direct memory access (DMA) and rendering from the previous area do not stall. For textures, the SetData operation will overwrite (with a write-only operation) every location within the region being locked. - Portions of existing data in the buffer may be overwritten during this operation. - The SetData operation will not overwrite existing data in the vertex and index buffers. Specifying this option allows the driver to return immediately from a SetData operation and continue rendering. - - - Compiles and decompiles high-level shader language (HLSL) shaders. - - - Compiles a shader from a stream containing shader assembly code (ASM). - Stream that contains the shader data. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - Target platform for the compilation. - - - Compiles a shader from a file containing shader assembly code (ASM). - Name of the file containing the compiled shader data. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - Target platform for the compilation. - - - Compiles a shader from a stream containing shader assembly code (ASM), specifying the number of bytes in the stream. - Stream that contains the shader data. - The number of bytes in shaderSourceCode. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - Target platform for the compilation. - - - Compiles a shader from a string containing shader assembly code (ASM). - String that contains the shader data. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - Target platform for compilation. - - - Compiles a shader from a stream containing the shader source code. - Stream that contains the shader source code. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - The function to be compiled. - A shader profile that determines the shader instruction set. - The target platform for compilation. - - - Compiles a shader from file containing the shader source code. - Name of the file containing the shader source code. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - The function to be compiled. - A shader profile that determines the shader instruction set. - The target platform for compilation. - - - Compiles a shader from a stream containing the shader source code, specifying the number of bytes in the stream. - Stream that contains the shader source code. - The number of bytes in shaderSourceCode. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - The function to be compiled. - A shader profile that determines the shader instruction set. - The target platform for compilation. - - - Compiles a shader from a string containing the shader source code. - String that contains the shader source code. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - The function to be compiled. - A shader profile that determines the shader instruction set. - Target platform for compilation. - - - Disassembles a shader. - The shader byte code to disassemble. - [MarshalAsAttribute(U1)] Specifies whether to enable color coding to make the disassembly easier to read. - A comment string to include at the top of the shader. - - - Describes a shader constant. - - - Sets the value of a ShaderConstant to a Boolean. - The GraphicsDevice associated with the ShaderConstant. - [MarshalAsAttribute(U1)] Value to assign to the ShaderConstant. - - - Sets the value of a ShaderConstant to an array of Boolean objects. - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - Sets the value of a ShaderConstant to an Int32. - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - Sets the value of a ShaderConstant to an array of Int32 objects. - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - Sets the value of a ShaderConstant to a Matrix. - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - Sets the value of a ShaderConstant to an array of Matrix objects. - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - Sets the value of a ShaderConstant to a Quaternion. - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - Sets the value of a ShaderConstant to an array of Quaternion objects. - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - Sets the value of a ShaderConstant to a Single. - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - Sets the value of a ShaderConstant to an array of Single objects. - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - Sets the value of a ShaderConstant to a Vector2 - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - Sets the value of a ShaderConstant to an array of Vector2 objects. - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - Sets the value of a ShaderConstant to a Vector3. - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - Sets the value of a ShaderConstant to an array of Vector3 objects. - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant/ - - - Sets the value of a ShaderConstant to a Vector4. - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - Sets the value of a ShaderConstant to an array of Vector4 objects. - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - Sets the value of a ShaderConstant to an matrix. - The GraphicsDevice associated with the ShaderConstant. - The matrix to set the ShaderConstant to. - - - Sets the value of a ShaderConstant to an array of matrices. - The GraphicsDevice associated with the ShaderConstant. - The array of values to set the ShaderConstant to. - - - Gets the number of columns in the ShaderConstant. - - - Gets the number of elements in the ShaderConstant. - - - Gets the name of the ShaderConstant. - - - Gets the EffectParameterClass of the ShaderConstant. - - - Gets the EffectParameterType of the ShaderConstant. - - - Gets the number of registers that contain data. - - - Gets the index of the ShaderConstant in the constant table. - - - Gets the data type of the shader register. - - - Gets the number of rows in the ShaderConstant. - - - Gets the sampler index number of the ShaderConstant from the constant table. - - - Gets the number of structure member subparameters. - - - Manipulates a collection of ShaderConstant objects. - - - Returns an enumerator that can iterate through the ShaderConstantCollection. - - - Gets the number of ShaderConstant objects in this ShaderConstantCollection. - - - Gets a specific ShaderConstant object using an index value. - Index of the ShaderConstant to get. - - - Gets a specific ShaderConstant object using an index value. - Name of the ShaderConstant to get. - - - Contains the variables that are used by high-level language shaders and effects. - - - Initializes a new instance of the ShaderConstantTable class. - The shader byte code. - - - Immediately releases the unmanaged resources used by this object. - - - Releases the unmanaged resources used by the ShaderConstantTable and optionally releases the managed resources. - [MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Raises the Disposing event when called from within a derived class. - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - Sets the constants in the ShaderConstantTable to their default values. The default values are declared in the variable declarations in the shader. - The GraphicsDevice associated with the ShaderConstantTable. - - - Gets a collection of the constants in the ShaderConstantTable. - - - Gets the name of the constant table creator. - - - Gets a value that indicates whether the object is disposed. - - - Gets the shader version. - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR). - - - Defines vertex and pixel shader versions. Reference page contains links to related code samples. - Pixel shader version ps_1_1. - Pixel shader version ps_1_2. - Pixel shader version ps_1_3. - Pixel shader version ps_1_4. - Pixel shader version ps_2_0. - Pixel shader version ps_2_a. - Pixel shader version ps_2_b. - Pixel software shader version ps_2_sw. - Pixel shader version ps_3_0. - Unknown pixel shader version. - Vertex shader version v_1_1. - Vertex shader version v_2_0. - Vertex shader version v_2_a. - Vertex software shader version v_2_sw. - Vertex shader version vs_3_0. - Xbox microcode assembly pixel shader version xps_3_0. Microcode assembly language supports a superset of the ps_3_0 and vs_3_0 specifications defined by Direct3D 9.0 for Windows. It does not support earlier Direct3D vertex and pixel shader specifications. - Xbox microcode assembly vertex shader version xvs_3_0. Microcode assembly language supports a superset of the ps_3_0 and vs_3_0 specifications defined by Direct3D 9.0 for Windows. It does not support earlier Direct3D vertex and pixel shader specifications. - - - Defines the data type of a shader register. - Boolean value. - 4D floating-point number. - 4D integer number. - The register contains 4D sampler data. - - - Semantics map a parameter to vertex or pixel shader registers. They can also be optional descriptive strings attached to non-register parameters. - - - Retrieves a string representation of this object. - - - Gets or sets options that modify how the usage is interpreted. The usage and usage index make up a vertex declaration. - - - Gets or sets options that identify how resources are used. - - - Enables a group of sprites to be drawn using the same settings. Reference page contains links to related conceptual articles. - - - Initializes a new instance of the class, which enables a group of sprites to be drawn using the same settings. Reference page contains links to related code samples. - The graphics device where sprites will be drawn. - - - Prepares the graphics device for drawing sprites. Reference page contains links to related code samples. - - - Prepares the graphics device for drawing sprites with specified blending options. Reference page contains links to related code samples. - Blending options to use when rendering. - - - Prepares the graphics device for drawing sprites with specified blending, sorting, and render state options. Reference page contains links to related code samples. - Blending options to use when rendering. - Sorting options to use when rendering. - Rendering state options. - - - Prepares the graphics device for drawing sprites with specified blending, sorting, and render state options, and a global transform matrix. Reference page contains links to related code samples. - Blending options to use when rendering. - Sorting options to use when rendering. - Rendering state options. - A matrix to apply to position, rotation, scale, and depth data passed to Draw. - - - Immediately releases the unmanaged resources used by this object. - - - Immediately releases the unmanaged resources used by this object. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Adds a sprite to the batch of sprites to be rendered, specifying the texture, destination rectangle, and color tint. Reference page contains links to related code samples. - The sprite texture. - A rectangle specifying, in screen coordinates, where the sprite will be drawn. If this rectangle is not the same size as sourcerectangle, the sprite is scaled to fit. - The color channel modulation to use. Use Color.White for full color with no tinting. - - - Adds a sprite to the batch of sprites to be rendered, specifying the texture, screen position, and color tint. Reference page contains links to related code samples. - The sprite texture. - The location, in screen coordinates, where the sprite will be drawn. - The color channel modulation to use. Use Color.White for full color with no tinting. - - - Adds a sprite to the batch of sprites to be rendered, specifying the texture, destination and source rectangles, and color tint. Reference page contains links to related code samples. - The sprite texture. - A rectangle specifying, in screen coordinates, where the sprite will be drawn. If this rectangle is not the same size as sourcerectangle the sprite will be scaled to fit. - A rectangle specifying, in texels, which section of the rectangle to draw. Use null to draw the entire texture. - The color channel modulation to use. Use Color.White for full color with no tinting. - - - Adds a sprite to the batch of sprites to be rendered, specifying the texture, screen position, source rectangle, and color tint. Reference page contains links to related code samples. - The sprite texture. - The location, in screen coordinates, where the sprite will be drawn. - A rectangle specifying, in texels, which section of the rectangle to draw. Use null to draw the entire texture. - The color channel modulation to use. Use Color.White for full color with no tinting. - - - Adds a sprite to the batch of sprites to be rendered, specifying the texture, destination, and source rectangles, color tint, rotation, origin, effects, and sort depth. Reference page contains links to related code samples. - The sprite texture. - A rectangle specifying, in screen coordinates, where the sprite will be drawn. If this rectangle is not the same size as sourceRectangle, the sprite is scaled to fit. - A rectangle specifying, in texels, which section of the rectangle to draw. Use null to draw the entire texture. - The color channel modulation to use. Use Color.White for full color with no tinting. - The angle, in radians, to rotate the sprite around the origin. - The origin of the sprite. Specify (0,0) for the upper-left corner. - Rotations to apply prior to rendering. - The sorting depth of the sprite, between 0 (front) and 1 (back). You must specify either SpriteSortMode.FrontToBack or SpriteSortMode.BackToFront for this parameter to affect sprite drawing. - - - Adds a sprite to the batch of sprites to be rendered, specifying the texture, screen position, optional source rectangle, color tint, rotation, origin, scale, effects, and sort depth. Reference page contains links to related code samples. - The sprite texture. - The location, in screen coordinates, where the sprite will be drawn. - A rectangle specifying, in texels, which section of the rectangle to draw. Use null to draw the entire texture. - The color channel modulation to use. Use Color.White for full color with no tinting. - The angle, in radians, to rotate the sprite around the origin. - The origin of the sprite. Specify (0,0) for the upper-left corner. - Uniform multiple by which to scale the sprite width and height. - Rotations to apply prior to rendering. - The sorting depth of the sprite, between 0 (front) and 1 (back). You must specify either SpriteSortMode.FrontToBack or SpriteSortMode.BackToFront for this parameter to affect sprite drawing. - - - Adds a sprite to the batch of sprites to be rendered, specifying the texture, screen position, source rectangle, color tint, rotation, origin, scale, effects, and sort depth. Reference page contains links to related code samples. - The sprite texture. - The location, in screen coordinates, where the sprite will be drawn. - A rectangle specifying, in texels, which section of the rectangle to draw. Use null to draw the entire texture. - The color channel modulation to use. Use Color.White for full color with no tinting. - The angle, in radians, to rotate the sprite around the origin. - The origin of the sprite. Specify (0,0) for the upper-left corner. - Vector containing separate scalar multiples for the x- and y-axes of the sprite. - Rotations to apply before rendering. - The sorting depth of the sprite, between 0 (front) and 1 (back). You must specify either SpriteSortMode.FrontToBack or SpriteSortMode.BackToFront for this parameter to affect sprite drawing. - - - Adds a sprite string to the batch of sprites to be rendered, specifying the font, output text, screen position, and color tint. Reference page contains links to related code samples. - The sprite font. - The string to draw. - The location, in screen coordinates, where the text will be drawn. - The desired color of the text. - - - Adds a mutable sprite string to the batch of sprites to be rendered, specifying the font, output text, screen position, and color tint. Reference page contains links to related code samples. - The sprite font. - The mutable (read/write) string to draw. - The location, in screen coordinates, where the text will be drawn. - The desired color of the text. - - - Adds a sprite string to the batch of sprites to be rendered, specifying the font, output text, screen position, color tint, rotation, origin, scale, and effects. Reference page contains links to related code samples. - The sprite font. - The string to draw. - The location, in screen coordinates, where the text will be drawn. - The desired color of the text. - The angle, in radians, to rotate the text around the origin. - The origin of the string. Specify (0,0) for the upper-left corner. - Uniform multiple by which to scale the sprite width and height. - Rotations to apply prior to rendering. - The sorting depth of the sprite, between 0 (front) and 1 (back). - - - Adds a sprite string to the batch of sprites to be rendered, specifying the font, output text, screen position, color tint, rotation, origin, scale, effects, and depth. Reference page contains links to related code samples. - The sprite font. - The string to draw. - The location, in screen coordinates, where the text will be drawn. - The desired color of the text. - The angle, in radians, to rotate the text around the origin. - The origin of the string. Specify (0,0) for the upper-left corner. - Vector containing separate scalar multiples for the x- and y-axes of the sprite. - Rotations to apply prior to rendering. - The sorting depth of the sprite, between 0 (front) and 1 (back). - - - Adds a mutable sprite string to the batch of sprites to be rendered, specifying the font, output text, screen position, color tint, rotation, origin, scale, and effects. Reference page contains links to related code samples. - The sprite font. - The mutable (read/write) string to draw. - The location, in screen coordinates, where the text will be drawn. - The desired color of the text. - The angle, in radians, to rotate the text around the origin. - The origin of the string. Specify (0,0) for the upper-left corner. - Uniform multiple by which to scale the sprite width and height. - Rotations to apply prior to rendering. - The sorting depth of the sprite, between 0 (front) and 1 (back). - - - Adds a mutable sprite string to the batch of sprites to be rendered, specifying the font, output text, screen position, color tint, rotation, origin, scale, effects, and depth. Reference page contains links to related code samples. - The sprite font. - The mutable (read/write) string to draw. - The location, in screen coordinates, where the text will be drawn. - The desired color of the text. - The angle, in radians, to rotate the text around the origin. - The origin of the string. Specify (0,0) for the upper-left corner. - Vector containing separate scalar multiples for the x- and y-axes of the sprite. - Rotations to apply prior to rendering. - The sorting depth of the sprite, between 0 (front) and 1 (back). - - - Flushes the sprite batch and restores the device state to how it was before Begin was called. Reference page contains links to related code samples. - - - Gets the graphics device associated with this SpriteBatch. - - - Gets a value that indicates whether the object is disposed. - - - Gets or sets the name of this sprite batch. - - - Gets or sets an object that uniquely identifies this sprite batch. - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - - - The following flags are used to specify sprite blending rendering options to the flags parameter in Begin: Reference page contains links to related code samples. - Enable additive blending. - Enable alpha blending. - No blending specified. - - - Defines sprite mirroring options. - Rotate 180 degrees about the Y axis before rendering. - Rotate 180 degrees about the X axis before rendering. - No rotations specified. - - - Represents a font texture. Reference page contains links to related code samples. - - - Returns the height and width of a given string as a Vector2. - The string to measure. - - - Returns the height and width of a mutable string as a Vector2. - The mutable (read/write) string to measure. - - - Gets a collection of all the characters that are included in the font. - - - Gets or sets the default character for the font. - - - The line spacing, in pixels, of this font. - - - Gets or sets the spacing of the font characters. - - - Defines sprite sort-rendering options. - Same as Deferred mode, except sprites are sorted by depth in back-to-front order prior to drawing. This procedure is recommended when drawing transparent sprites of varying depths. - Sprites are not drawn until End is called. End will apply graphics device settings and draw all the sprites in one batch, in the same order calls to Draw were received. This mode allows Draw calls to two or more instances of SpriteBatch without introducing conflicting graphics device settings. SpriteBatch defaults to Deferred mode. - Same as Deferred mode, except sprites are sorted by depth in front-to-back order prior to drawing. This procedure is recommended when drawing opaque sprites of varying depths. - Begin will apply new graphics device settings, and sprites will be drawn within each Draw call. In Immediate mode there can only be one active SpriteBatch instance without introducing conflicting device settings. Immediate mode is faster than Deferred mode. - Same as Deferred mode, except sprites are sorted by texture prior to drawing. This can improve performance when drawing non-overlapping sprites of uniform depth. - - - Encapsulates render states. Reference page contains links to related code samples. - - - Initializes a new instance of the StateBlock class. Reference page contains links to related code samples. - The device to associate with the state block. - - - Applies the state block to the current GraphicsDevice. - - - Captures the current value of states that are included in a state block. - - - Immediately releases the unmanaged resources used by this object. - - - Immediately releases the unmanaged resources used by this object. - [MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Occurs when content is about to be lost due to a device reset. - The source of this event. - The event arguments that are associated with the action that raised the event. - - - Raises the Disposing event when called from within a derived class. - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - Retrieves a string representation of this object. - - - Gets the GraphicsDevice associated with this StateBlock. - - - Gets the current state of the content on a device. - - - Gets a value that indicates whether the object is disposed. - - - Gets or sets the name of the StateBlock. - - - Gets or sets the resource manager tag for the StateBlock. - - - Occurs when resources are lost (for example, when the current device is lost). - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR). - - - Defines stencil buffer operations. Reference page contains links to related conceptual articles. - Decrements the stencil-buffer entry, wrapping to the maximum value if the new value is less than 0. - Decrements the stencil-buffer entry, clamping to 0. - Increments the stencil-buffer entry, wrapping to 0 if the new value exceeds the maximum value. - Increments the stencil-buffer entry, clamping to the maximum value. - Inverts the bits in the stencil-buffer entry. - Does not update the stencil-buffer entry. This is the default value. - Replaces the stencil-buffer entry with a reference value. - Sets the stencil-buffer entry to 0. - - - Defines various types of surface formats. Reference page contains links to related code samples. - (Unsigned format) 8-bit alpha only. - (Unsigned format) 8-bit BGR texture format using 2 bits for blue, 3 bits for green, and 3 bits for red. - (Unsigned format) 24-bit BGR pixel format with 8 bits per channel. - (Unsigned format) 32-bit BGR pixel format, where 8 bits are reserved for each color. - (Unsigned format) 16-bit BGR pixel format where 4 bits are reserved for each color. - (Unsigned format) 16-bit BGR pixel format where 5 bits are reserved for each color. - (Unsigned format) 16-bit BGR pixel format with 5 bits for blue, 6 bits for green, and 5 bits for red. - (Unsigned format) 32-bit pixel format using 10 bits each for blue, green, and red; and 2 bits for alpha. - (Unsigned format) 16-bit BGRA format using 2 bits for blue, 3 bits each for red and green; and 8 bits for alpha. - (Unsigned format) 16-bit BGRA pixel format with 4 bits for each channel. - (Unsigned format) 16-bit BGRA pixel format where 5 bits are reserved for each color and 1 bit is reserved for alpha. - (Unsigned format) 32-bit ARGB pixel format with alpha, using 8 bits per channel. - (Buffer format) 16-bit depth-buffer bit depth where 15 bits are reserved for the depth channel and 1 bit is reserved for the stencil channel. - (Buffer format) 16-bit depth-buffer bit depth. - (Buffer format) 32-bit depth-buffer bit depth using 24 bits for the depth channel. - (Buffer format) 32-bit depth-buffer bit depth using 24 bits for the depth channel and 4 bits for the stencil channel. - (Buffer format) 32-bit depth-buffer bit depth using 24 bits for the depth channel and 8 bits for the stencil channel. - (Buffer format) A non-lockable format that contains 24 bits of depth (in a 24-bit floating-point format − 20e4) and 8 bits of stencil. - (Buffer format) 32-bit depth-buffer bit depth. - DXT1 compression texture format. The runtime will not allow an application to create a surface using a DXTn format unless the surface dimensions are multiples of 4. This applies to offscreen-plain surfaces, render targets, 2D textures, cube textures, and volume textures. - DXT2 compression texture format. The runtime will not allow an application to create a surface using a DXTn format unless the surface dimensions are multiples of 4. This applies to offscreen-plain surfaces, render targets, 2D textures, cube textures, and volume textures. - DXT3 compression texture format. The runtime will not allow an application to create a surface using a DXTn format unless the surface dimensions are multiples of 4. This applies to offscreen-plain surfaces, render targets, 2D textures, cube textures, and volume textures. - DXT4 compression texture format. The runtime will not allow an application to create a surface using a DXTn format unless the surface dimensions are multiples of 4. This applies to offscreen-plain surfaces, render targets, 2D textures, cube textures, and volume textures. - DXT5 compression texture format. The runtime will not allow an application to create a surface using a DXTn format unless the surface dimensions are multiples of 4. This applies to offscreen-plain surfaces, render targets, 2D textures, cube textures, and volume textures. - (Floating-point format) 16-bit float format using 16 bits for the red channel. - (Floating-point format) 32-bit float format using 16 bits for the red channel and 16 bits for the green channel. - (Floating-point format) 64-bit float format using 16 bits for each channel (alpha, blue, green, red). - (Unsigned format) 16-bit luminance only. - (Unsigned format) 8-bit luminance only. - (Unsigned format) 16-bit using 8 bits each for alpha and luminance. - (Unsigned format) 8-bit using 4 bits each for alpha and luminance. - MultiElement texture (not compressed) - (Mixed format) 32-bit bump-map format using 2 bits for alpha and 10 bits each for w, v, and u. - (Signed format) 16-bit bump-map format using 8 bits each for u and v data. - (Signed format) 16-bit normal compression format. The texture sampler computes the C channel from: C = sqrt(1 − U2 − V2). - (Signed format) 32-bit bump-map format using 8 bits for each channel. - (Mixed format) 16-bit bump-map format with luminance using 6 bits for luminance, and 5 bits each for v and u. - (Mixed format) 32-bit bump-map format with luminance using 8 bits for each channel. - (Signed format) 32-bit bump-map format using 16 bits for each channel. - (Signed format) 64-bit bump-map format using 16 bits for each component. - (Unsigned format) 8-bit color indexed. - (Unsigned format) 8-bit color indexed with 8 bits of alpha. - (Unsigned format) 32-bit pixel format using 16 bits each for red and green. - (Unsigned format) 32-bit RGB pixel format, where 8 bits are reserved for each color. - (Unsigned format) 32-bit RGBA pixel format using 10 bits for each color and 2 bits for alpha. - (Unsigned format) 32-bit RGBA pixel format with alpha, using 8 bits per channel. - (Unsigned format) 64-bit RGBA pixel format using 16 bits for each component. - (IEEE format) 32-bit float format using 32 bits for the red channel. - Surface format is unknown. - (IEEE format) 64-bit float format using 32 bits for the red channel and 32 bits for the green channel. - (IEEE format) 128-bit float format using 32 bits for each channel (alpha, blue, green, red). - A 16-bit packed RGB format analogous to VideoYuYv (U0Y0, V0Y1, U2Y2, and so on). It requires a pixel pair to properly represent the color value. The first pixel in the pair contains 8 bits of green (in the low 8 bits) and 8 bits of red (in the high 8 bits). The second pixel contains 8 bits of green (in the low 8 bits) and 8 bits of blue (in the high 8 bits). Together, the two pixels share the red and blue components, while each has a unique green component (R0G0, B0G1, R2G2, and so on). The texture sampler does not normalize the colors when looking up into a pixel shader; they remain in the range of 0.0f to 255.0f. This is true for all programmable pixel shader models. For the fixed-function pixel shader, the hardware should normalize to the 0.f to 1.f range and essentially treat it as the VideoUyVy texture. Hardware that exposes this format must have PixelShader1xMaxValue set to a value capable of handling that range. - A 16-bit packed RGB format analogous to VideoUyVy (Y0U0, Y1V0, Y2U2, and so on). It requires a pixel pair to properly represent the color value. The first pixel in the pair contains 8 bits of green (in the high 8 bits) and 8 bits of red (in the low 8 bits). The second pixel contains 8 bits of green (in the high 8 bits) and 8 bits of blue (in the low 8 bits). Together, the two pixels share the red and blue components, while each has a unique green component (G0R0, G1B0, G2R2, and so on). The texture sampler does not normalize the colors when looking up into a pixel shader; they remain in the range of 0.0f to 255.0f. This is true for all programmable pixel shader models. For the fixed-function pixel shader, the hardware should normalize to the 0.f to 1.f range and essentially treat it as the VideoUyVy texture. Hardware that exposes this format must have PixelShader1xMaxValue set to a value capable of handling that range. - YUY2 format (PC98 compliance) - VideoYuYv format (PC98 compliance) - - - Defines how the device front buffer and back buffer are to be swapped when Present is called. - This swap effect can be specified only for a swap chain that comprises a single back buffer. Whether the swap chain is windowed or full-screen, the runtime guarantees the semantics implied by a copy-based Present operation; specifically, that the operation leaves the content of the back buffer unchanged, instead of replacing it with the content of the front buffer as a flip-based Present operation would. For a windowed swap chain, a Present operation causes the back buffer content to be copied immediately to the client area of the target window. No attempt is made to synchronize the copy with the vertical retrace period of the display adapter, so tearing effects may be observed. For a full-screen swap chain, the runtime uses a combination of flip and copy operations, which are supported by hidden back buffers if necessary, to accomplish the Present operation. Accordingly, the presentation is synchronized with the display adapter's vertical retrace and its rate is constrained by the chosen presentation interval. A swap chain specified with the PresentInterval.Immediate flag is the only exception. (For more information, see PresentationInterval.) In this case, a Present operation copies the back buffer content directly to the front buffer without waiting for the vertical retrace. - The default swap effect is Discard. - When a swap chain is created with a swap effect of Flip or Copy, the runtime guarantees that a Present operation will not affect the content of any of the back buffers. However, meeting this guarantee can involve substantial video memory or processing overheads, especially when implementing flip semantics for a windowed swap chain or copy semantics for a full-screen swap chain. An application can use the Discard swap effect to avoid these overheads and to enable the display driver to choose the most efficient presentation technique for the swap chain. Discard is also the only swap effect that can be used when specifying a value other than None for MultiSampleType. Like a swap chain that uses Flip, a swap chain that uses Discard might include more than one back buffer. The swap chain is essentially a queue where 0 always indexes the back buffer that will be displayed by the next Present operation and from which buffers are discarded once they have been displayed. An application that uses this swap effect should update an entire back buffer before invoking a Present operation that displays it. The debug version of the runtime overwrites the contents of discarded back buffers with random data, to enable developers to verify that their applications are updating the entire back buffer surface correctly. For a full-screen swap chain, the presentation rate is determined by the value assigned to PresentationInterval when the device or swap chain is created. Unless this value is PresentInterval.Immediate, the presentation is synchronized with the vertical sync of the monitor. For a windowed swap chain, the presentation is implemented by means of copy operations, and always occurs immediately. - The swap chain might include multiple back buffers and is essentially a circular queue that includes the front buffer. Within this queue, the back buffers are always numbered sequentially from 0 to (n - 1), where n is the number of back buffers, so that 0 denotes the least recently presented buffer. When Present is invoked, the queue is rotated so that the front buffer becomes the back buffer (n - 1), while the back buffer 0 becomes the new front buffer. For a full-screen swap chain, the presentation rate is determined by the value assigned to the PresentationInterval when the device or swap chain is created. Unless this value is PresentInterval.Immediate, the presentation is synchronized with the vertical sync of the monitor. For a windowed swap chain, the flipping is implemented by means of copy operations, and the presentation always occurs immediately. - - - Represents a texture resource. Reference page contains links to related code samples. - - - Releases the unmanaged resources used by this object and optionally releases the managed resources. - [MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Creates a texture resource from a stream. - The graphics device to use to create the texture resource. - Stream that contains the texture data. - - - Creates a texture resource from a file. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - - - Creates a texture resource from a stream, specifying the number of bytes in the stream. - The graphics device to use to create the texture resource. - Stream that contains the texture data. - The number of bytes in textureStream. - - - Loads a Texture from a file. - The GraphicsDevice to associate the texture with. - The stream to load the texture from. - Parameters to use when creating the Texture. - - - Creates a texture resource from a file, specifying the parameters to be used in creation of the texture. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The parameters to use when creating this texture. - - - Loads a Texture from a file. - The GraphicsDevice to associate the texture with. - The stream to load the texture from. - The number of bytes in the stream. - Parameters to use when creating the Texture. - - - Creates a texture resource from a file, specifying the width, height, and depth of the texture in pixels. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The width, in pixels, of the texture. - The height, in pixels, of the texture. - The depth, in pixels, of the texture. - - - Request generation of mipmap sublevels for a render target texture. Reference page contains code sample. - Determines how the texture will be filtered for each mipmap level. - - - Loads texture creation parameters from a stream. - The GraphicsDevice to associate with the texture creation parameters. - Stream containing the texture creation data. - - - Loads texture creation parameters from a file. - The GraphicsDevice to associate with the texture creation parameters. - The name of the file to load the creation parameters from. - - - Loads texture creation parameters from a stream, specifying the number of bytes in the stream. - The GraphicsDevice to associate with the texture creation parameters. - Stream containing the texture data. - The number of bytes in textureStream - - - Retrieves information about a given image file stream. - Stream containing the image data. - - - Retrieves information about a given image file. - File name of image. - - - Retrieves information about a given image file stream, specifying the number of bytes in the stream. - Stream containing the image data. - The number of bytes in textureStream. - - - Saves a texture to a file. - The file name of the destination image. - The file format to use when saving. This function supports saving to all ImageFileFormat formats except Portable Pixmap (.ppm) and Targa/Truevision Graphics Adapter (.tga). - - - Gets the number of texture levels in a multilevel texture. - - - - - - Represents a 2D grid of texels. Reference page contains links to related code samples. - - - Creates an uninitialized Texture2D resource of the specified dimensions. To initialize a Texture2D from an existing file, see the static method ContentManager.Load or Texture2D.FromFile. Reference page contains code sample. - The GraphicsDevice used to display the texture. - The width of the texture, in pixels. This value must be a power of two if the RequiresPower2 property of graphicsDevice is true. If this value is 0, a value of 1 is used. - The height of the texture, in pixels. This value must be a power of two if the RequiresPower2 property of graphicsDevice is true. If this value is 0, a value of 1 is used. - - - Creates an uninitialized Texture2D resource of the specified dimensions. To initialize a Texture2D from an existing file, see the static method ContentManager.Load or Texture2D.FromFile. Reference page contains code sample. - The GraphicsDevice used to display the texture. - The width of the texture, in pixels. This value must be a power of two if the RequiresPower2 property of graphicsDevice is true. If this value is 0, a value of 1 is used. - The height of the texture, in pixels. This value must be a power of two if the RequiresPower2 property of graphicsDevice is true. If this value is 0, a value of 1 is used. - The number of levels in the texture. These smaller versions of the texture, known as mipmap levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain. If numberLevels is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures. Use LevelCount to see the number of levels generated. - Options identifying the behaviors of this texture resource. - A SurfaceFormat value specifying the requested pixel format for the texture. The returned texture may be of a different format if the device does not support the requested format. Applications should check the format of the returned texture to ensure that it matches the requested format. - - - Releases the unmanaged resources used by the Texture2D and optionally releases the managed resources. - [MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Creates a texture resource from a stream. - The graphics device to use to create the texture resource. - Stream containing the texture data. - - - Creates a texture resource from a file. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - - - Creates a texture resource from a stream, specifying the number of bytes in the stream. - The graphics device to use to create the texture resource. - Stream containing the texture data. - The number of bytes in textureStream. - - - Creates a texture resource from a stream, specifying the parameters to be used in creation of the texture. - The graphics device to use to create the texture resource. - Stream containing the texture data. - The parameters to use when creating this texture. - - - Creates a texture resource from a file, specifying the parameters to be used in creation of the texture. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The parameters to use when creating this texture. - - - Creates a texture resource from a stream, specifying the number of bytes in the stream and the texture creation parameters to use. - The graphics device to use to create the texture resource. - Stream containing the volume texture data. - The number of bytes in textureStream. - The parameters to use when creating this texture. - - - Creates a texture resource from a file, specifying the width and height of the texture in pixels. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The width, in pixels, of the texture. - The height, in pixels, of the texture. - - - Copies texture data into an array. Reference page contains code sample. - The array to receive texture data. - - - Copies texture data into an array. Reference page contains code sample. - The array to receive texture data. - The index of the element in the array at which to start copying. - The number of elements to copy. - - - Copies texture data into an array. Reference page contains code sample. - The mipmap level to copy from. - The section of the texture to copy. null indicates the data will be copied from the entire texture. - The array to receive texture data. - The index of the element in the array at which to start copying. - The number of elements to copy. - - - Copies array data to the texture at mipmap level 0. Reference page contains links to related conceptual articles. - The array of data to copy. The number of elements in the array must be equal to the size of the texture, which is Width × Height. - - - Copies array data to the texture at mipmap level 0. Reference page contains links to related conceptual articles. - The array of data to copy. - The index of the element in the array at which to start copying. - The number of elements to copy. This must be equal to the size of the texture, which is Width × Height. - Option that specifies whether existing data in the buffer will be kept after this operation. - - - Copies array data to the texture. Reference page contains code sample. - The mipmap level where the data will be placed. - The section of the texture where the data will be placed. null indicates the data will be copied over the entire texture. - The array of data to copy. If rect is null, the number of elements in the array must be equal to the size of the texture, which is Width × Height; otherwise, the number of elements in the array should equal the size of the rectangle specified. - The index of the element in the array at which to start copying. - The number of elements to copy. - Option that specifies whether existing data in the buffer will be kept after this operation. - - - Retrieves a string representation of this object. - - - Gets the pixel format of this texture resource. - - - Gets the height of this texture resource, in pixels. - - - Gets the state of the related TextureUsage enumeration. - - - Gets the width of this texture resource, in pixels. - - - Represents a 3D volume of texels. - - - Creates an uninitialized volume texture resource of the given dimensions, specifying the memory management mode for the resource. To initialize a Texture3D from an existing file, see the static method ContentManager.Load or FromFile. - The GraphicsDevice that will display the volume texture. - The width, in pixels, of the top-level of the volume texture. This value must be a power of two if the RequiresPower2 property of graphicsDevice is true. The pixel dimensions of subsequent levels will be the truncated value of half of the previous level's pixel dimension (independently). Each dimension clamps at a size of 1 pixel. Thus, if the division by two results in 0 (zero), 1 will be taken instead. The maximum dimension that a driver supports (for width, height, and depth) can be found in MaxVolumeExtent. - The height, in pixels, of the top-level of the volume texture. This value must be a power of two if the RequiresPower2 property of graphicsDevice is true. The pixel dimensions of subsequent levels will be the truncated value of half of the previous level's pixel dimension (independently). Each dimension clamps at a size of 1 pixel. Thus, if the division by two results in 0 (zero), 1 will be taken instead. The maximum dimension that a driver supports (for width, height, and depth) can be found in MaxVolumeExtent. - The depth, in pixels, of the top-level of the volume texture. This value must be a power of two if the RequiresVolumeMapPower2 property of graphicsDevice is true. The pixel dimensions of subsequent levels will be the truncated value of half of the previous level's pixel dimension (independently). Each dimension clamps at a size of 1 pixel. Thus, if the division by two results in 0 (zero), 1 will be taken instead. The maximum dimension that a driver supports (for width, height, and depth) can be found in MaxVolumeExtent. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mipmap levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain. If numberLevels is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures. Use LevelCount to see the number of levels generated. - Options identifying the behaviors of this texture resource. - The format of all levels in the volume texture resource. - - - Releases the unmanaged resources used by the Texture3D and optionally releases the managed resources. - [MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Creates a volume texture resource from a stream. - The graphics device to use to create the texture resource. - Stream containing the volume texture data. - - - Creates a volume texture resource from a file. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - - - Creates a volume texture resource from a stream, specifying the number of bytes in the stream. - The graphics device to use to create the texture resource. - Stream containing the texture data. - The number of bytes in textureStream. - - - Creates a volume texture resource from a stream, specifying the parameters to use for the texture creation. - The graphics device to use to create the texture resource. - Stream containing the texture data. - Texture creation options. - - - Creates a volume texture resource from a file, specifying the parameters to be used in creation of the texture. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The parameters to use when creating this texture. - - - Creates a volume texture resource from a stream, specifying the number of bytes in the stream and the texture creation parameters to use. - The graphics device to use to create the texture resource. - Stream containing the volume texture data. - The number of bytes in textureStream. - The parameters to use when creating this texture. - - - Creates a volume texture resource from a file, specifying the width, height, and depth in pixels. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The width, in pixels, of the texture. - The height, in pixels, of the texture. - The depth, in pixels, of the texture. - - - Gets a copy of the texture data. - An array to fill with data. - - - Gets a copy of the texture data, specifying the starting index and number of elements to copy. - An array to fill with data. - Index of the element in the array at which to start copying. - The number of elements to copy. - - - Gets a copy of the texture data, specifying the level and dimensions of the volume texture to copy. - The mipmap level where the data will be placed. - Position of the left side of the box on the x-axis. - Position of the top of the box on the y-axis. - Position of the right side of the box on the x-axis. - Position of the bottom of the box on the y-axis. - Position of the front of the box on the z-axis. - Position of the back of the box on the z-axis. - An array to fill with data. - The index of the element in the array at which to start copying. - The number of elements to copy. - - - Copies array data to the texture at mipmap level 0. Reference page contains links to related conceptual articles. - The array of data to copy. The number of elements in the array must be equal to the size of the texture, which is Width × Height × Depth. - - - Copies array data to the texture at mipmap level 0, specifying the starting index and number of elements to copy. Reference page contains links to related conceptual articles. - The array of data to copy. - The index of the element in the array at which to start copying. - The number of elements to copy. This must be equal to the size of the texture, which is Width × Height × Depth. - Option specifying if existing data in the buffer will be kept after this operation. - - - Copies array data to the texture, specifying the dimensions of the volume and the mipmap level where the data is to be placed. Reference page contains links to related conceptual articles. - The mipmap level where the data will be placed. - Position of the left side of the box on the x-axis. - Position of the top of the box on the y-axis. - Position of the right side of the box on the x-axis. - Position of the bottom of the box on the y-axis. - Position of the front of the box on the z-axis. - Position of the back of the box on the z-axis. - The array of data to copy. The number of elements in the array should be equal to the size of the box where the data will be placed. - The index of the element in the array at which to start copying. - The number of elements to copy. - Option specifying whether existing data in the buffer will be kept after this operation. - - - Retrieves a string representation of this object. - - - Gets the depth of this volume texture resource, in pixels. - - - Gets the pixel format for this texture resource. - - - Gets the height of this texture resource, in pixels. - - - Gets the state of the related TextureUsage enumeration. - - - Gets the width of this texture resource, in pixels. - - - Defines constants that describe supported texture-addressing modes. Reference page contains links to related conceptual articles. - Texture coordinates outside the range [0.0, 1.0] are set to the border color. - Texture coordinates outside the range [0.0, 1.0] are set to the texture color at 0.0 or 1.0, respectively. - Similar to Wrap, except that the texture is flipped at every integer junction. For u values between 0 and 1, for example, the texture is addressed normally; between 1 and 2, the texture is flipped (mirrored); between 2 and 3, the texture is normal again, and so on. - Similar to Mirror and Clamp. Takes the absolute value of the texture coordinate (thus, mirroring around 0), and then clamps to the maximum value. The most common usage is for volume textures, where support for the full MirrorOnce texture-addressing mode is not necessary, but the data is symmetrical around the one axis. - Tile the texture at every integer junction. For example, for u values between 0 and 3, the texture is repeated three times; no mirroring is performed. - - - Represents a collection of Texture objects. - - - Gets or sets the Texture at the specified sampler number. - Zero-based sampler number. Textures are bound to samplers; samplers define sampling state such as the filtering mode and the address wrapping mode. Programmable shaders reference textures using this sampler number. - - - Describes the parameters to use when initializing a new instance of a texture. - - - Creates a new instance of TextureCreationParameters. Reference page contains links to related code samples. - Width of the texture. - Height of the texture. - Depth of the texture. - Number of mip levels in the texture. - The format of the texture. - A set of options identifying the behaviors of this texture resource. - The color key of the texture. - A set of options controlling how the image is filtered. - A set of options controlling how mipmaps are filtered. - - - Determines whether the specified Object is equal to the TextureCreationParameters. - The Object to compare with the current TextureCreationParameters. - - - Gets the hash code for this instance. - - - Determines whether two instances of TextureCreationParameters are equal. - The object to the left of the equality operator. - The object to the right of the equality operator. - - - Determines whether two instances of TextureCreationParameters are not equal. - The object to the left of the inequality operator. - The object to the right of the inequality operator. - - - Returns a String that represents the current TextureCreationParameters. - - - Gets or sets the color value to replace with transparent black. - - - Gets the default texture creation parameters. - - - Gets or sets the depth to create the Texture with. - - - Gets or sets a set of options controlling how the image is filtered. - - - Gets or sets the format of the texture to be created. - - - Gets or sets the height to create a Texture with. - - - Gets or sets a set of options controlling how mipmaps are filtered. - - - Gets or sets the number of mip levels to create a Texture with. - - - Gets the state of the related TextureUsage enumeration. - - - Gets or sets the width to create a Texture with. - - - Represents a set of six 2D textures, one for each face of a cube. Reference page contains links to related code samples. - - - Creates an uninitialized TextureCube resource of the specified dimensions. To initialize a Texture2D from an existing file, see the static method ContentManager.Load or FromFile. - The GraphicsDevice that will display the cube texture. - The size of the edges of all the top-level faces of the cube texture. The pixel dimensions of subsequent levels of each face will be the truncated value of half of the previous level's pixel dimension (independently). Each dimension clamps at a size of 1 pixel. Thus, if the division by 2 results in 0 (zero), 1 will be taken instead. - The number of downsampled surfaces to create for each face of the cube texture when preprocessing the texture. These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain. If numberLevels is zero, all cube texture sublevels down to 1×1 pixels will be generated for each face for hardware that supports mipmapped cube textures. Use LevelCount to see the number of levels generated. - A set of options identifying the behaviors of this resource. - The format of all levels in the cube texture. - - - Releases the unmanaged resources used by the TextureCube and optionally releases the managed resources. - [MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Creates a cube texture resource from a stream. - The graphics device to use to create the texture resource. - Stream containing the texture data. - - - Creates a cube texture resource from a file. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - - - Creates a texture resource from a stream, specifying the number of bytes in the stream. - The graphics device to use to create the texture resource. - Stream containing the texture data. - The number of bytes in textureStream. - - - Creates a texture resource from a stream, specifying the parameters to be used in creation of the texture. - The graphics device to use to create the texture resource. - Stream containing the texture data. - The parameters to use when creating this texture. - - - Creates a cube texture resource from a file, specifying the width and height of the texture in pixels. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - Width and height of the cube texture, in pixels. - - - Creates a texture resource from a file, specifying the parameters to be used in creation of the texture. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The parameters to use when creating this texture. - - - Creates a texture resource from a stream, specifying the number of bytes in the stream and the texture creation parameters to use. - The graphics device to use to create the texture resource. - Stream containing the volume texture data. - The number of bytes in textureStream. - The parameters to use when creating this texture. - - - Returns a copy of the texture data. - The cube map face type. - The array into which to copy the data. - - - Returns a copy of the texture data, specifying the start index and number of elements in the vertex buffer. - The cube map face type. - The array into which to copy the data. - Index in the array at which to begin the copy. - Number of elements in the array. - - - Returns a copy of the texture data, specifying the start index, staring offset, number of elements, region to copy, and level where the data is to be placed. - The cube map face type. - The mipmap level where the data will be placed. - The section of the texture where the data will be placed. null indicates the data will be copied over the entire texture. - The array into which to copy the data. - Index in the array at which to begin the copy. - Number of elements in the array. - - - Copies array data to the texture at mipmap level 0. Reference page contains links to related conceptual articles. - The cube map face type. - The array of data to copy. The number of elements in the array must be equal to the size of the texture. - - - Copies array data to the texture at mipmap level 0, specifying a start offset. Reference page contains links to related conceptual articles. - The cube map face type. - The array of data to copy. - Start offset in the array. - Number of elements in the array. This must be equal to the size of the texture. - Option specifying if existing data in the buffer will be kept after this operation. - - - Copies array data to the texture, specifying a start offset, mipmap level, and subregion to copy. Reference page contains links to related conceptual articles. - The cube map face type. - The mipmap level where the data will be placed. - The section of the texture where the data will be placed. null indicates the data will be copied over the entire texture. - The array of data to copy. - Start offset in the array. - Number of elements in the array. The number of elements to copy must be equal to the size of the texture. - Option specifying if existing data in the buffer will be kept after this operation. - - - Returns a String that represents the current TextureCube. - - - Gets the pixel format for this texture resource. - - - Gets the width and height of this texture resource, in pixels. - - - Gets the state of the related TextureUsage enumeration. - - - Defines how a texture will be filtered as it is minified for each mipmap level. Reference page contains links to related conceptual articles. - Anisotropic texture filtering used as a texture magnification or minification filter. This type of filtering compensates for distortion caused by the difference in angle between the texture polygon and the plane of the screen. - A 4-sample Gaussian filter used as a texture magnification or minification filter. - Bilinear interpolation filtering used as a texture magnification or minification filter. A weighted average of a 2×2 area of texels surrounding the desired pixel is used. The texture filter used between mipmap levels is trilinear mipmap interpolation, in which the rasterizer performs linear interpolation on pixel color, using the texels of the two nearest mipmap textures. - Mipmapping disabled. The rasterizer uses the magnification filter instead. - Point filtering used as a texture magnification or minification filter. The texel with coordinates nearest to the desired pixel value is used. The texture filter used between mipmap levels is based on the nearest point; that is, the rasterizer uses the color from the texel of the nearest mipmap texture. - A 4-sample tent filter used as a texture magnification or minification filter. - - - Encapsulates information describing texture resources. - - - Initializes a new instance of the TextureInformation class. - Width of the texture, in pixels. - Height of the texture, in pixels. - Depth of the texture, in pixels. - Number of mip levels in original image. - Describes the data in the original image. - - - Determines whether the specified Object is equal to the TextureInformation. - The Object to compare with the current TextureInformation. - - - Gets the hash code for this instance. - - - Determines whether two instances of TextureInformation are equal. - The object to the left of the equality operator. - The object to the right of the equality operator. - - - Determines whether two instances of TextureInformation are not equal. - The object to the left of the inequality operator. - The object to the right of the inequality operator. - - - Retrieves a string representation of this object. - - - Gets or sets the depth of a texture. - - - Gets or sets the format of the texture. - - - Gets or sets the height, in pixels, of a texture. - - - Gets the file format of the original image. - - - Gets or sets the number of mip levels of a texture. - - - Gets the type of this resource. - - - Gets or sets the width, in pixels, of a texture. - - - Specifies special usage of the texture data. - The resource automatically generates mipmaps. Automatic generation of mipmaps is not supported for volume textures and depth stencil surfaces/textures. - (Xbox 360 only) Linear texture memory format. Linear formats are arranged in memory using a left-to-right and top-to-bottom layout (with pixels contiguous in memory for each row, and rows contiguous except for possible alignment padding). Use this format when doing dynamic CPU updates to textures where: You do not want the overhead of translating tile addresses using the CPU. Textures are not often referenced during the frame. Less efficient GPU performance is not a problem. This flag is valid only for texture creation on Xbox 360. It is ignored if used elsewhere. On Xbox, most formats are created as Tiled if it is applicable. - None. - (Xbox 360 only) Tiled texture memory format. Tiled formats are arranged using a memory layout designed to maximize the cache coherency of texture fetches and balance the access workload of the memory controllers. The exact pixel arrangement of tiled formats varies based on the bit depth of the format; however, pixels that are close to one another spatially are located close to one another in memory. For example, two pixels adjacent to one another in a vertical column would be separated in memory by an entire row of pixels for a linear format, but could be separated by only a few bytes for a tiled format. The tiled texture format is usually more efficient than the linear texture format. This flag is valid only when used for texture creation on Xbox 360, and will be ignored if used elsewhere. On Xbox, most formats are created as Tiled if it is applicable. - - - Defines supported wrap coordinates. Reference page contains links to related conceptual articles. - No texture wrap coordinates specified. - U texture wrapping (wrapping in the direction of the first dimension). - V texture wrapping (wrapping in the direction of the second dimension). - W texture wrapping (wrapping in the direction of the third dimension). - Texture wrapping in the direction of the fourth dimension. - - - Represents a list of 3D vertices to be streamed to the graphics device. Reference page contains links to related code samples. - - - Initializes a new instance of VertexBuffer, specifying the size and usage. - The graphics device to associate with this vertex buffer. - The number of bytes to allocate for this vertex buffer. - Options identifying the behaviors of this vertex buffer resource. - - - Initializes a new instance of VertexBuffer, specifying the element count and usage. - The graphics device to associate with this vertex buffer. - The type of vertices in this vertex buffer. - The number of elements in this vertex buffer. - Options identifying the behaviors of this vertex buffer resource. - - - Immediately releases the unmanaged resources used by this object. - [MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Gets a copy of the vertex buffer data. - The array into which to copy the vertex buffer data. - - - Gets a copy of the vertex buffer data, specifying the start index and number of elements in the vertex buffer. - The array into which to copy the vertex buffer data. - Index of the element in the array at which to start copying. - Number of elements in the array. - - - Gets a copy of the vertex buffer data, specifying the start index, starting offset, number of elements, and size of the vertex buffer elements. - Starting offset. - The array into which to copy the vertex buffer data. - Index of the element in the array at which to start copying. - Number of elements in the array. - Size, in bytes, of an element in the vertex buffer. - - - Sets the vertex buffer data. Reference page contains code sample. - The array from which to copy the vertex buffer data. - - - Sets the vertex buffer data. - Array from which to copy the vertex buffer data. - Index of the element in the array at which to start copying. - Number of elements to copy. - - - Sets the vertex buffer data. - Starting offset. - Array from which to copy the vertex buffer data. - Index of the element in the array at which to start copying. - Number of elements to copy. - Size, in bytes, of an element in the vertex buffer. - - - Retrieves a string representation of this object. - - - Gets the state of the related BufferUsage enumeration. - - - Gets the size, in bytes, of this vertex buffer. - - - Represents a vertex declaration. - - - Initializes a new instance of the VertexDeclaration class. Reference page contains links to related code samples. - The GraphicsDevice associated with the vertex elements. - An array of vertex elements. - - - Immediately releases the unmanaged resources used by this object. - - - Immediately releases the unmanaged resources used by this object. - [MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Gets the vertex shader declaration. - - - Gets the size of a vertex from the vertex declaration. - The zero-based stream index. - - - Gets the size of a vertex from the vertex declaration. - The vertex declaration. - The zero-based stream index. - - - Raises the Disposing event when called from within a derived class. - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - Retrieves a string representation of this object. - - - Gets the GraphicsDevice associated with this vertex declaration. - - - Gets a value that indicates whether the object is disposed. - - - Returns the name of this vertex declaration. - - - Returns the resource tags for this vertex declaration. - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - - - Defines input vertex data to the pipeline. - - - Initializes a new instance of the VertexElement class. - Stream number (or index) to use. - Offset (if any) from the beginning of the stream to the beginning of the vertex data. - One of several predefined types that define the vertex data size. - The tessellator processing method. These methods determine how the tessellator interprets/operates on the vertex data. - The intended use of the vertex data. - Modifies the usage data to allow the user to specify multiple usage types. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The Object to compare with the current VertexElement. - - - Gets the hash code for this instance. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - - - Retrieves a string representation of this object. - - - Retrieves or sets the offset (if any) from the beginning of the stream to the beginning of the vertex data. - - - Retrieves or sets the stream number (or index) to use. - - - Modifies the usage data to allow the user to specify multiple usage types. - - - Gets or sets the format of this vertex element. - - - Gets or sets a value indicating which vertex data to calculate during tessellation. - - - Gets or sets a value describing how the vertex element is to be used. - - - Defines vertex element formats. - Single-component, 32-bit floating-point, expanded to (float, 0, 0, 1). - Two-component, 32-bit floating-point, expanded to (float, Float32 value, 0, 1). - Three-component, 32-bit floating point, expanded to (float, float, float, 1). - Four-component, 32-bit floating point, expanded to (float, float, float, float). - Two-component, 16-bit floating point expanded to (value, value, value, value). This type is valid for vertex shader version 2.0 or higher. - Four-component, 16-bit floating-point expanded to (value, value, value, value). This type is valid for vertex shader version 2.0 or higher. - Normalized, four-component, unsigned short, expanded to (first byte/65535.0, second byte/65535.0, third byte/65535.0, fourth byte/65535.0). This type is valid for vertex shader version 2.0 or higher. - Four-component, packed, unsigned byte, mapped to 0 to 1 range. Input is in Int32 format (ARGB) expanded to (R, G, B, A). - Four-component byte with each byte normalized by dividing the component with 255.0f. This type is valid for vertex shader version 2.0 or higher. - Normalized, two-component, unsigned short, expanded to (first byte/65535.0, second byte/65535.0, 0, 1). This type is valid for vertex shader version 2.0 or higher. - Normalized, two-component, signed short, expanded to (first short/32767.0, second short/32767.0, 0, 1). This type is valid for vertex shader version 2.0 or higher. - Normalized, four-component, signed short, expanded to (first short/32767.0, second short/32767.0, third short/32767.0, fourth short/32767.0). This type is valid for vertex shader version 2.0 or higher. - Three-component, signed, 10 10 10 format normalized and expanded to (v[0]/511.0, v[1]/511.0, v[2]/511.0, 1). - Two-component, signed short expanded to (value, value, 0, 1). - Four-component, signed short expanded to (value, value, value, value). - Four-component, unsigned byte. - Three-component, unsigned, 10 10 10 format expanded to (value, value, value, 1). - Type field in the declaration is unused. This is designed for use with VertexElementMethod.UV and VertexElementMethod.LookUpPresampled. - - - Defines the tessellator processing method for a vertex element. - Default value. The tessellator copies the vertex data (or the spline data if it is operating on a patch) without performing additional calculations on it. The input and output types can be any value. When the tessellator is used, this element is interpolated; otherwise, vertex data is copied into the input register. - Looks up a displacement map. The input type can be VertexElementFormat.Vector2, VertexElementFormat.Vector3, or VertexElementFormat.Vector4. Only the .x and .y components are used for the texture map lookup. The output type is always VertexElementFormat.Single. The device must support displacement mapping. This constant is supported only by the programmable pipeline on N-patch data, if N-patches are enabled. - Looks up a presampled displacement map. The input type must be set to VertexElementFormat.Unused, and the stream index and stream offset must be set to 0. The output type for this operation is always VertexElementFormat.Single. The device must support displacement mapping. This constant is supported only by the programmable pipeline on N-patch data, if N-patches are enabled. - Copies out the u and v values at a point on the rectangle or triangle patch. This results in a 2D float. The input type must be set to VertexElementFormat.Unused; the output type is always VertexElementFormat.Vector2. The input stream and offset also are unused, but must be set to 0. - - - Defines usage for vertex elements. - Vertex binormal data. - Blending indices data. (BlendIndices with UsageIndex = 0) specifies matrix indices for fixed-function vertex processing using indexed paletted skinning. - Blending weight data. (BlendWeight with UsageIndex = 0) specifies the blend weights in fixed-function vertex processing. - Vertex data contains diffuse or specular color. (Color with UsageIndex = 0) specifies the diffuse color in the fixed-function vertex shader and in pixel shaders prior to ps_3_0. (Color with UsageIndex = 1) specifies the specular color in the fixed-function vertex shader and in pixel shaders prior to ps_3_0. - Vertex data contains depth data. - Vertex data contains fog data. (Fog with UsageIndex = 0) specifies a fog blend value to use after pixel shading is finished. This flag applies to pixel shaders prior to version ps_3_0. - Vertex normal data. (Normal with UsageIndex = 0) specifies vertex normals for fixed-function vertex processing and the N-patch tessellator. (Normal with UsageIndex = 1) specifies vertex normals for fixed-function vertex processing for skinning. - Point size data. (PointSize with UsageIndex = 0) specifies the point-size attribute used by the setup engine of the rasterizer to expand a point into a quad for the point-sprite functionality. - Position data. (Position with UsageIndex = 0 ) specifies the nontransformed position in fixed-function vertex processing and the N-patch tessellator. (Position with UsageIndex = 1) specifies the nontransformed position in the fixed-function vertex shader for skinning. - Vertex data contains sampler data. (Sample with UsageIndex = 0) specifies the displacement value to look up. This flag can be used only with VertexElementMethod.LookUpPresampled or VertexElementMethod.LookUp. - Vertex tangent data. - Single, positive floating-point value. (TessellateFactor with UsageIndex = 0) specifies a tessellation factor used in the tessellation unit to control the rate of tessellation. - Texture coordinate data. (TextureCoordinate, n) specifies texture coordinates in fixed-function vertex processing and in pixel shaders prior to ps_3_0. These coordinates can be used to pass user-defined data. - - - Describes a custom vertex format structure that contains position and color information. - - - The vertex color. - - - The vertex position. - - - An array of two vertex elements describing the position, followed by the color, of this vertex. - - - Initializes a new instance of the VertexPositionColor class. - The position of the vertex. - The color of the vertex. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The Object to compare with the current VertexPositionColor. - - - Gets the hash code for this instance. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - - - Retrieves a string representation of this object. - - - Gets the size of the VertexPositionColor class. - - - Describes a custom vertex format structure that contains position, color, and one set of texture coordinates. - - - The vertex color. - - - The vertex position. - - - The texture coordinates. - - - An array of three vertex elements describing the position, texture coordinate, and color of this vertex. - - - Initializes a new instance of the VertexPositionColorTexture class. - Position of the vertex. - Color of the vertex. - Texture coordinate of the vertex. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The Object to compare with the current VertexPositionColorTexture. - - - Gets the hash code for this instance. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - - - Retrieves a string representation of this object. - - - Gets the size of the VertexPositionColorTexture class. - - - Describes a custom vertex format structure that contains position, normal data, and one set of texture coordinates. Reference page contains links to related code samples. - - - The vertex normal. - - - The vertex position. - - - The texture coordinates. - - - An array of three vertex elements describing the position, normal, and texture coordinate of this vertex. - - - Initializes a new instance of the VertexPositionNormalTexture class. - Position of the vertex. - The vertex normal. - The texture coordinate. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The Object to compare with the current VertexPositionNormalTexture. - - - Gets the hash code for this instance. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - - - Retrieves a string representation of this object. - - - Gets the size of the VertexPositionNormalTexture class. - - - Describes a custom vertex format structure that contains position and one set of texture coordinates. Reference page contains links to related code samples. - - - The vertex position. - - - The texture coordinates. - - - An array of two vertex elements describing the position, followed by the texture coordinate, of this vertex. - - - Initializes a new instance of the VertexPositionTexture class. - Position of the vertex. - Texture coordinate of the vertex. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The Object to compare with the current VertexPositionTexture. - - - Gets the hash code for this instance. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - - - Retrieves a string representation of this object. - - - Gets the size of the VertexPositionTexture class. - - - Encapsulates the functionality of a vertex shader. - - - Initializes a new instance of the VertexShader class. - The GraphicsDevice to associate with this VertexShader. - The compiled byte code. An array of tokens that represents the vertex shader, including embedded debug and symbol table information. - - - Immediately releases the unmanaged resources used by this object. - - - Immediately releases the unmanaged resources used by this object. - [MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Gets the shader byte code. - - - Raises the Disposing event when called from within a derived class. - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - Retrieves a string representation of this object. - - - Gets the GraphicsDevice associated with this VertexShader. - - - Gets a value that indicates whether the object is disposed. - - - Gets the name of this vertex shader. - - - Gets the resource tags for this vertex shader. - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - - - Represents a vertex stream. Reference page contains links to related code samples. - - - Sets the stream source frequency divider value. This may be used to draw several instances of geometry. - Frequency divider value. - - - Sets the stream source frequency divider value for the index data. This may be used to draw several instances of geometry. - Frequency of index data. - - - Sets the stream source frequency divider value for the instance data. This may be used to draw several instances of geometry. - Frequency of instance data. - - - Sets the source of the vertex stream. - The vertex buffer source. - The starting offset. - The size, in bytes, of the elements in the vertex buffer. - - - Gets the starting offset of the vertex stream. - - - Gets the vertex buffer associated with this vertex stream. - - - Gets the size, in bytes, of the elements in this vertex stream. - - - Collection of VertexStream objects. - - - Returns the VertexStream at the specified index. - Index of the VertexStream to return. - - - Defines the window dimensions of a render-target surface onto which a 3D volume projects. Reference page contains links to related conceptual articles. - - - Projects a 3D vector from object space into screen space. Reference page contains links to related code samples. - The vector to project. - The projection matrix. - The view matrix. - The world matrix. - - - Retrieves a string representation of this object. - - - Converts a screen space point into a corresponding point in world space. - The vector to project. - The projection matrix. - The view matrix. - The world matrix. - - - Gets the aspect ratio used by the viewport - - - Gets or sets the height dimension of the viewport on the render-target surface, in pixels. - - - Gets or sets the maximum depth of the clip volume. - - - Gets or sets the minimum depth of the clip volume. - - - Returns the title safe area of the current viewport. - - - Gets or sets the width dimension of the viewport on the render-target surface, in pixels. - - - Gets or sets the pixel coordinate of the upper-left corner of the viewport on the render-target surface. - - - Gets or sets the pixel coordinate of the upper-left corner of the viewport on the render-target surface. - - - Packed vector type containing a single 8 bit normalized W value in the range of 0 to 1. - - - Initializes a new instance of the Alpha8 structure. - The initial value for the Alpha8 structure. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - - - Gets the hash code for the current instance. - - - Sets the packed representation from a Vector4. - The vector to create the packed representaion from. - - - Expands the packed representation into a Vector4. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - - - Expands the packed representation to a System.Single. - - - Returns a string representation of the current instance. - - - Directly gets or sets the packed representation of the value. - - - Packed vector type containing unsigned normalized values ranging from 0 to 1. The x and z components use 5 bits, and the y component uses 6 bits. - - - Initializes a new instance of the Bgr565 structure. - A vector containing the initial values for the components of the Bgr565 structure. - - - Initializes a new instance of the Bgr565 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - - - Gets the hash code for the current instance. - - - Sets the packed representation from a Vector4. - The vector to create the packed representation from. - - - Expands the packed representation into a Vector4. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - - - Returns a string representation of the current instance. - - - Expands the packed representation into a Vector3. - - - Directly gets or sets the packed representation of the value. - - - Packed vector type containing unsigned normalized values, ranging from 0 to 1, using 5 bits each for x, y, and z, and 1 bit for w. - - - Initializes a new instance of the Bgra5551 structure. - A vector containing the initial values for the components of the Bgra5551 structure. - - - Initializes a new instance of the Bgra5551 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - Initial value for the w component. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - - - Gets the hash code for the current instance. - - - Sets the packed representation from a Vector4. - The vector to create the packed representation from. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - - - Returns a string representation of the current instance. - - - Expands the packed representation into a Vector4. - - - Directly gets or sets the packed representation of the value. - - - Packed vector type containing four 8-bit unsigned integer values, ranging from 0 to 255. - - - Initializes a new instance of the Byte4 structure. - A vector containing the initial values for the components of the Byte4 structure. - - - Initializes a new instance of the Byte4 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - Initial value for the w component. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - - - Gets the hash code for the current instance. - - - Sets the packed representation from a Vector4 - The vector to create packed representation from. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - - - Returns a string representation of the current instance. - - - Expands the packed representation into a Vector4. - - - Directly gets or sets the packed representation of the value. - - - Packed vector type containing a single 16 bit floating point value. - - - Initializes a new instance of the HalfSingle structure. - The initial value of the HalfSingle structure. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - - - Gets the hash code for the current instance. - - - Sets the packed representation from a Vector4. - The vector to create the packed representation from. - - - Expands the packed representation into a Vector4. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - - - Expands the HalfSingle to a Single. - - - Returns a string representation of the current instance. - - - Directly gets or sets the packed representation of the value. - - - Packed vector type containing two 16-bit floating-point values. - - - Initializes a new instance of the HalfVector2 structure. - A vector containing the initial values for the components of the HalfVector2 structure. - - - Initializes a new instance of the HalfVector2 structure. - Initial value for the x component. - Initial value for the y component. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - - - Gets the hash code for the current instance. - - - Sets the packed representation from a Vector4. - The vector to create the packed representation from. - - - Expands the packed representation into a Vector4. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - - - Returns a string representation of the current instance. - - - Expands the HalfVector2 to a Vector2. - - - Directly gets or sets the packed representation of the value. - - - Packed vector type containing four 16-bit floating-point values. - - - Initializes a new instance of the HalfVector4 structure. - A vector containing the initial values for the components of the HalfVector4 structure. - - - Initializes a new instance of the HalfVector4 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - Initial value for the w component. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - - - Gets the hash code for the current instance. - - - Sets the packed representation from a Vector4. - The vector to create the packed representation from. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - - - Returns a string representation of the current instance. - - - Expands the packed representation into a Vector4. - - - Directly gets or sets the packed representation of the value. - - - Interface that converts packed vector types to and from Vector4 values, allowing multiple encodings to be manipulated in a generic way. - - - Sets the packed representation from a Vector4. - The vector to create the packed representation from. - - - Expands the packed representation into a Vector4. - - - Converts packed vector types to and from Vector4 values. - - - Directly gets or sets the packed representation of the value. - - - Packed vector type containing signed normalized values, ranging from −1 to 1, using 10 bits each for x, y, and z, and 2 bits for w. - - - Initializes a new instance of the Normalized101010 structure. - A vector containing the initial values for the components of the Normalized101010 structure. - - - Initializes a new instance of the Normalized101010 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - - - Gets the hash code for the current instance. - - - Sets the packed representation from a Vector4. - The vector to create the packed representation from. - - - Expands the packed representation into a Vector4. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - - - Returns a string representation of the current instance. - - - Expands the packed representation into a Vector3. - - - Directly gets or sets the packed representation of the value. - - - Packed vector type containing two 8-bit signed normalized values, ranging from −1 to 1. - - - Initializes a new instance of the NormalizedByte2 structure. - A vector containing the initial values for the components of the NormalizedByte2 structure. - - - Initializes a new instance of the NormalizedByte2 class. - Initial value for the x component. - Initial value for the y component. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - - - Gets the hash code for the current instance. - - - Sets the packed representation from a Vector4. - The vector to create the packed representation from. - - - Expands the packed representation into a Vector4. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - - - Returns a string representation of the current instance. - - - Expands the packed representation to a vector. - - - Directly gets or sets the packed representation of the value. - - - Packed vector type containing four 8-bit signed normalized values, ranging from −1 to 1. - - - Initializes a new instance of the NormalizedByte4 structure. - A vector containing the initial values for the components of the NormalizedByte4 structure. - - - Initializes a new instance of the NormalizedByte4 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - Initial value for the w component. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - - - Gets the hash code for the current instance. - - - Sets the packed representation from a Vector4. - The vector to create the packed representation from. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - - - Returns a string representation of the current instance. - - - Expands the packed representation into a Vector4. - - - Directly gets or sets the packed representation of the value. - - - Packed vector type containing two 16-bit signed normalized values, ranging from −1 to 1. - - - Initializes a new instance of the NormalizedShort2 structure. - A vector containing the initial values for the components of the NormalizedShort2 structure. - - - Initializes a new instance of the NormalizedShort2 class. - Initial value for the x component. - Initial value for the y component. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - - - Gets the hash code for the current instance. - - - Sets the packed representation from a Vector4. - The vector to create the packed representation from. - - - Expands the packed representation into a Vector4. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - - - Returns a string representation of the current instance. - - - Expands the packed representation to a vector. - - - Directly gets or sets the packed representation of the value. - - - Packed vector type containing four 16-bit signed normalized values, ranging from −1 to 1. - - - Initializes a new instance of the NormalizedShort4 structure. - A vector containing the initial values for the components of the NormalizedShort4 structure. - - - Initializes a new instance of the NormalizedShort4 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - Initial value for the w component. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - - - Gets the hash code for the current instance. - - - Sets the packed representation from a Vector4. - The vector to create the packed representation from. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - - - Returns a string representation of the current instance. - - - Expands the packed representation into a Vector4. - - - Directly gets or sets the packed representation of the value. - - - Packed vector type containing two 16-bit unsigned normalized values, ranging from 0 to 1. - - - Initializes a new instance of the Rg32 structure. - The vector containing the initial values for the components of the Rg32 structure. - - - Initializes a new instance of the Rg32 structure. - Initial value for the x component. - Initial value for the y component. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - - - Gets the hash code for the current instance. - - - Sets the packed representation from a Vector4 - The vector to create packed representation from. - - - Expands the packed representation into a Vector4. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - - - Returns a string representation of the current instance. - - - Expands the packed vector representation into a Vector2. - - - Directly gets or sets the packed representation of the value. - - - Packed vector type containing unsigned normalized values, ranging from 0 to 1, using 10 bits each for x, y, and z, and 2 bits for w. - - - Initializes a new instance of the Rgba1010102 structure. - A vector containing the initial values for the components of the Rgba1010102 structure. - - - Initializes a new instance of the Rgba1010102 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - Initial value for the w component. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - - - Gets the hash code for the current instance. - - - Sets the packed representation from a Vector4 - The vector to create the packed representation from. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the left of the equality operator. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - - - Returns a string representation of the current instance. - - - Expands the packed representation into a Vector4. - - - Directly gets or sets the packed representation of the value. - - - Packed vector type containing four 8-bit unsigned normalized values, ranging from 0 to 1. - - - Initializes a new instance of the Rgba32 structure. - A vector containing the initial values for the components of the Rgba32 structure. - - - Initializes a new instance of the Rgba32 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - Initial value for the w component. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - - - Gets the hash code for the current instance. - - - Sets the packed representation from a Vector4. - The vector to create the packed representation from. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - - - Returns a string representation of the current instance. - - - Expands the packed representation into a Vector4. - - - Directly gets or sets the packed representation of the value. - - - Packed vector type containing four 16-bit unsigned normalized values, ranging from 0 to 1. - - - Initializes a new instance of the Rgba64 structure. - A vector containing the initial values for the components of the Rgba64 structure. - - - Initializes a new instance of the Rgba64 structure. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - Initial value for the w component. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - - - Gets the hash code for the current instance. - - - Sets the packed representation from a Vector4. - The vector to create the packed representation from. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - - - Returns a string representation of the current instance. - - - Expands the packed representation into a Vector4. - - - Directly gets or sets the packed representation of the value. - - - Packed vector type containing two 16-bit signed integer values. - - - Initializes a new instance of the Short2 structure. - A vector containing the initial values for the components of the Short2 structure. - - - Initializes a new instance of the Short2 class. - Initial value for the x component. - Initial value for the y component. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - - - Gets the hash code for the current instance. - - - Sets the packed representation from a Vector4. - The vector to create the packed representation from. - - - Expands the packed representation into a Vector4. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - - - Returns a string representation of the current instance. - - - Expands the packed representation to a vector. - - - Directly gets or sets the packed representation of the value. - - - Packed vector type containing four 16-bit signed integer values. - - - Initializes a new instance of the Short4 structure. - A vector containing the initial values for the components of the Short4 structure. - - - Initializes a new instance of the Short4 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - Initial value for the w component. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - - - Gets the hash code for the current instance. - - - Sets the packed representation from a Vector4. - The vector to create the packed representation from. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - - - Returns a string representation of the current instance. - - - Expands the packed representation into a Vector4. - - - Directly gets or sets the packed representation of the value. - - - Packed vector type containing unsigned integer values, using 10 bits each for x, y, and z (ranging from 0 to 1023), and 2 bits for w (ranging from 0 to 3). - - - Initializes a new instance of the UInt101010 class. - A vector containing the initial values for the components of the UInt101010 structure. - - - Initializes a new instance of the UInt101010 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - - - Gets the hash code for the current instance. - - - Sets the packed representation from a Vector4. - The vector to create the packed representation from. - - - Expands the packed representation into a Vector4. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - - - Returns a string representation of the current instance. - - - Expands the packed representation into a Vector3. - - - Directly gets or sets the packed representation of the value. - - - Enumerates input device buttons. - A button - B button - BACK button - Big button - Directional pad up - Directional pad left - Directional pad right - Directional pad down - Left bumper (shoulder) button - Left stick button (pressing the left stick) - Left stick is towards down - Left stick is towards the left - Left stick is towards the right - Left stick is towards up - Left trigger - Right bumper (shoulder) button - Right stick button (pressing the right stick) - Right stick is towards down - Right stick is towards the left - Right stick is towards the right - Right stick is towards up - Right trigger - START button - X button - Y button - - - Identifies the state of a controller button. - The button is pressed. - The button is released. - - - Allows retrieval of user interaction with an Xbox 360 Controller and setting of controller vibration motors. Reference page contains links to related code samples. - - - Retrieves the capabilities of an Xbox 360 Controller. - Index of the controller to query. - - - Gets the current state of a game pad controller. Reference page contains links to related code samples. - Player index for the controller you want to query. - - - Gets the current state of a game pad controller, using a specified dead zone on analog stick positions. Reference page contains links to related code samples. - Player index for the controller you want to query. - Enumerated value that specifies what dead zone type to use. - - - Sets the vibration motor speeds on an Xbox 360 Controller. Reference page contains links to related code samples. - Player index that identifies the controller to set. - The speed of the left motor, between 0.0 and 1.0. This motor is a low-frequency motor. - The speed of the right motor, between 0.0 and 1.0. This motor is a high-frequency motor. - - - Identifies whether the buttons on an Xbox 360 Controller are pressed or released. Reference page contains links to related code samples. - - - Initializes a new instance of the GamePadButtons class, setting the specified buttons to pressed. - Buttons to initialize as pressed. Specify a single button, or combine multiple buttons using a bitwise OR operation. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object with which to make the comparison. - - - Gets the hash code for this instance. - - - Determines whether two GamePadButtons instances are equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - - - Determines whether two GamePadButtons instances are not equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - - - Retrieves a string representation of this object. - - - Identifies whether the A button on the Xbox 360 Controller is pressed. - - - Identifies whether the B button on the Xbox 360 Controller is pressed. - - - Identifies whether the BACK button on the Xbox 360 Controller is pressed. - - - Identifies whether the BigButton button is pressed. - - - Identifies whether the left shoulder (bumper) button on the Xbox 360 Controller is pressed. - - - Identifies whether the left stick button on the Xbox 360 Controller is pressed (the stick is "clicked" in). - - - Identifies whether the right shoulder (bumper) button on the Xbox 360 Controller is pressed. - - - Identifies whether the right stick button on the Xbox 360 Controller is pressed (the stick is "clicked" in). - - - Identifies whether the START button on the Xbox 360 Controller is pressed. - - - Identifies whether the X button on the Xbox 360 Controller is pressed. - - - Identifies whether the Y button on the Xbox 360 Controller is pressed. - - - Describes the capabilities of an Xbox 360 Controller, including controller type and whether the controller supports voice. - - - Gets the type of controller. - - - Indicates whether the controller has an A button. - - - Indicates whether the controller has a BACK button. - - - Indicates whether the controller has a B button. - - - Indicates whether the controller has a BigButton button. - - - Indicates whether the controller has a directional pad DOWN button. - - - Indicates whether the controller has a directional pad LEFT button. - - - Indicates whether the controller has a directional pad RIGHT button. - - - Indicates whether the controller has a directional pad UP button. - - - Indicates whether the controller has a left bumper button. - - - Indicates whether the controller has a digital button control on the left analog stick. - - - Indicates whether the controller has a left analog trigger. - - - Indicates whether the controller has a low-frequency vibration motor. - - - Indicates whether the controller supports a left analog control with horizontal movement. - - - Indicates whether the controller supports a left analog control with vertical movement. - - - Indicates whether the controller has a right bumper button. - - - Indicates whether the controller has a digital button control on the right analog stick. - - - Indicates whether the controller has a right analog trigger. - - - Indicates whether the controller has a high-frequency vibration motor. - - - Indicates whether the controller supports a right analog control with horizontal movement. - - - Indicates whether the controller supports a right analog control with vertical movement. - - - Indicates whether the controller has a START button. - - - Indicates whether the controller supports voice. - - - Indicates whether the controller has an X button. - - - Indicates whether the controller has a Y button. - - - Indicates whether the Xbox 360 Controller is connected. - - - Specifies a type of dead zone processing to apply to Xbox 360 controller analog sticks when calling GetState. - The combined X and Y position of each stick is compared against the dead zone. This provides better control than IndependentAxes when the stick is used as a two-dimensional control surface, such as when controlling a character's view in a first-person game. - The X and Y positions of each stick are compared against the dead zone independently. This setting is the default when calling GetState. - The values of each stick are not processed and are returned by GetState as "raw" values. This is best if you intend to implement your own dead zone processing. - - - Identifies which directions on the directional pad of an Xbox 360 Controller are being pressed. - - - Initializes a new instance of the GamePadDPad class. - Directional pad up button state. - Directional pad down button state. - Directional pad left button state. - Directional pad right button state. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object with which to make the comparison. - - - Gets the hash code for this instance. - - - Determines whether two GamePadDPad instances are equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - - - Determines whether two GamePadDPad instances are not equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - - - Retrieves a string representation of this object. - - - Identifies whether the Down direction on the Xbox 360 Controller directional pad is pressed. - - - Identifies whether the Left direction on the Xbox 360 Controller directional pad is pressed. - - - Identifies whether the Right direction on the Xbox 360 Controller directional pad is pressed. - - - Identifies whether the Up direction on the Xbox 360 Controller directional pad is pressed. - - - Represents specific information about the state of an Xbox 360 Controller, including the current state of buttons and sticks. Reference page contains links to related code samples. - - - Initializes a new instance of the GamePadState class using the specified GamePadThumbSticks, GamePadTriggers, GamePadButtons, and GamePadDPad. - Initial thumbstick state. - Initial trigger state. - Initial button state. - Initial directional pad state. - - - Initializes a new instance of the GamePadState class with the specified stick, trigger, and button values. - Left stick value. Each axis is clamped between -1.0 and 1.0. - Right stick value. Each axis is clamped between -1.0 and 1.0. - Left trigger value. This value is clamped between 0.0 and 1.0. - Right trigger value. This value is clamped between 0.0 and 1.0. - Array or parameter list of Buttons to initialize as pressed. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object with which to make the comparison. - - - Gets the hash code for this instance. - - - Determines whether specified input device buttons are pressed in this GamePadState. - Buttons to query. Specify a single button, or combine multiple buttons using a bitwise OR operation. - - - Determines whether specified input device buttons are up (not pressed) in this GamePadState. - Buttons to query. Specify a single button, or combine multiple buttons using a bitwise OR operation. - - - Determines whether two GamePadState instances are equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - - - Determines whether two GamePadState instances are not equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - - - Retrieves a string representation of this object. - - - Returns a structure that identifies what buttons on the Xbox 360 controller are pressed. Reference page contains links to related code samples. - - - Returns a structure that identifies what directions of the directional pad on the Xbox 360 Controller are pressed. - - - Indicates whether the Xbox 360 Controller is connected. Reference page contains links to related code samples. - - - Gets the packet number associated with this state. Reference page contains links to related code samples. - - - Returns a structure that indicates the position of the Xbox 360 Controller sticks (thumbsticks). - - - Returns a structure that identifies the position of triggers on the Xbox 360 controller. - - - Structure that represents the position of left and right sticks (thumbsticks) on an Xbox 360 Controller. - - - Initializes a new instance of the GamePadThumbSticks class. - Left stick value. Each axis is clamped between -1.0 and 1.0. - Right stick value. Each axis is clamped between -1.0 and 1.0. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object with which to make the comparison. - - - Gets the hash code for this instance. - - - Determines whether two GamePadThumbSticks instances are equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - - - Determines whether two GamePadThumbSticks instances are not equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - - - Retrieves a string representation of this object. - - - Returns the position of the left Xbox 360 Controller stick (thumbstick) as a 2D vector. Reference page contains code sample. - - - Returns the position of the right Xbox 360 Controller stick (thumbstick) as a 2D vector. - - - Structure that defines the position of the left and right triggers on an Xbox 360 controller. - - - Initializes a new instance of the GamePadTriggers class. - Left trigger value. This value is clamped between 0.0 and 1.0. - Right trigger value. This value is clamped between 0.0 and 1.0. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object with which to make the comparison. - - - Gets the hash code for this instance. - - - Determines whether two GamePadTriggers instances are equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - - - Determines whether two GamePadTriggers instances are not equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - - - Retrieves a string representation of this object. - - - Identifies the position of the left trigger on the Xbox 360 Controller. - - - Identifies the position of the right trigger on the Xbox 360 Controller. - - - Describes the type of a specified Xbox 360 controller. - Controller is an alternate guitar - Controller is an arcade stick - Controller is a big button pad - Controller is a dance pad - Controller is a drum kit - Controller is a flight stick - Controller is the Xbox 360 Controller - Controller is a guitar - Controller is an unknown type - Controller is a wheel - - - Allows retrieval of keystrokes from a keyboard input device. Reference page contains links to related code samples. - - - Returns the current keyboard state. Reference page contains links to related code samples. - - - Returns the current Chatpad state for the specified player. Reference page contains links to related code samples. - Player index of the Chatpad to query. - - - Represents a state of keystrokes recorded by a keyboard input device. Reference page contains links to related code samples. - - - Initializes a new instance of the KeyboardState class. - Array or parameter list of Keys to initialize as pressed. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object to compare this object to. - - - Gets the hash code for this instance. - - - Gets an array of values that correspond to the keyboard keys that are currently being pressed. Reference page contains links to related code samples. - - - Returns whether a specified key is currently being pressed. Reference page contains links to related code samples. - Enumerated value that specifies the key to query. - - - Returns whether a specified key is currently not pressed. Reference page contains links to related code samples. - Enumerated value that specifies the key to query. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - - - Returns the state of a particular key. Reference page contains links to related code samples. - Enumerated value representing the key to query. - - - Identifies a particular key on a keyboard. - A key - Add key - Applications key - Attn key - B key - BACKSPACE key - Windows 2000/XP: Browser Back key - Windows 2000/XP: Browser Favorites key - Windows 2000/XP: Browser Forward key - Windows 2000/XP: Browser Start and Home key - Windows 2000/XP: Browser Refresh key - Windows 2000/XP: Browser Search key - Windows 2000/XP: Browser Stop key - C key - CAPS LOCK key - Green ChatPad key - Orange ChatPad key - CrSel key - D key - Used for miscellaneous characters; it can vary by keyboard. - Used for miscellaneous characters; it can vary by keyboard. - Used for miscellaneous characters; it can vary by keyboard. - Used for miscellaneous characters; it can vary by keyboard. - Used for miscellaneous characters; it can vary by keyboard. - Used for miscellaneous characters; it can vary by keyboard. - Used for miscellaneous characters; it can vary by keyboard. - Used for miscellaneous characters; it can vary by keyboard. - Used for miscellaneous characters; it can vary by keyboard. - Used for miscellaneous characters; it can vary by keyboard. - Decimal key - DEL key - Divide key - DOWN ARROW key - E key - END key - ENTER key - Erase EOF key - ESC key - EXECUTE key - ExSel key - F key - F1 key - F10 key - F11 key - F12 key - F13 key - F14 key - F15 key - F16 key - F17 key - F18 key - F19 key - F2 key - F20 key - F21 key - F22 key - F23 key - F24 key - F3 key - F4 key - F5 key - F6 key - F7 key - F8 key - F9 key - G key - H key - HELP key - HOME key - I key - IME Convert key - IME NoConvert key - INS key - J key - K key - Kana key on Japanese keyboards - Kanji key on Japanese keyboards - L key - Windows 2000/XP: Start Application 1 key - Windows 2000/XP: Start Application 2 key - Windows 2000/XP: Start Mail key - LEFT ARROW key - Left ALT key - Left CONTROL key - Left SHIFT key - Left Windows key - M key - Windows 2000/XP: Next Track key - Windows 2000/XP: Play/Pause Media key - Windows 2000/XP: Previous Track key - Windows 2000/XP: Stop Media key - Multiply key - N key - Reserved - NUM LOCK key - Numeric keypad 0 key - Numeric keypad 1 key - Numeric keypad 2 key - Numeric keypad 3 key - Numeric keypad 4 key - Numeric keypad 5 key - Numeric keypad 6 key - Numeric keypad 7 key - Numeric keypad 8 key - Numeric keypad 9 key - O key - Used for miscellaneous characters; it can vary by keyboard. - OEM Auto key - Windows 2000/XP: The OEM angle bracket or backslash key on the RT 102 key keyboard - CLEAR key - Windows 2000/XP: The OEM close bracket key on a US standard keyboard - Windows 2000/XP: For any country/region, the ',' key - OEM Copy key - OEM Enlarge Window key - Windows 2000/XP: For any country/region, the '-' key - Windows 2000/XP: The OEM open bracket key on a US standard keyboard - Windows 2000/XP: For any country/region, the '.' key - Windows 2000/XP: The OEM pipe key on a US standard keyboard - Windows 2000/XP: For any country/region, the '+' key - Windows 2000/XP: The OEM question mark key on a US standard keyboard - Windows 2000/XP: The OEM singled/double quote key on a US standard keyboard - Windows 2000/XP: The OEM Semicolon key on a US standard keyboard - Windows 2000/XP: The OEM tilde key on a US standard keyboard - P key - PA1 key - PAGE DOWN key - PAGE UP key - PAUSE key - Play key - PRINT key - PRINT SCREEN key - Windows 95/98/Me, Windows NT 4.0, Windows 2000/XP: IME PROCESS key - Q key - R key - RIGHT ARROW key - Right ALT key - Right CONTROL key - Right SHIFT key - Right Windows key - S key - SCROLL LOCK key - SELECT key - Windows 2000/XP: Select Media key - Separator key - Computer Sleep key - SPACEBAR - Subtract key - T key - TAB key - U key - UP ARROW key - V key - Windows 2000/XP: Volume Down key - Windows 2000/XP: Volume Mute key - Windows 2000/XP: Volume Up key - W key - X key - Y key - Z key - Zoom key - - - Identifies the state of a keyboard key. - The key is pressed. - The key is released. - - - Allows retrieval of position and button clicks from a mouse input device. Reference page contains links to related code samples. - - - Gets the current state of the mouse, including mouse position and buttons pressed. Reference page contains links to related code samples. - - - Sets the position of the mouse cursor relative to the upper-left corner of the window. - The horizontal position of the mouse cursor, relative to the left edge of the game window. - The vertical position of the mouse cursor, relative to the upper edge of the game window. - - - Gets or sets the window used for mouse processing. Mouse coordinates returned by GetState are relative to the upper-left corner of this window. Reference page contains links to related code samples. - - - Represents the state of a mouse input device, including mouse cursor position and buttons pressed. Reference page contains links to related code samples. - - - Initializes a new instance of the MouseState class. - Horizontal mouse position. - Vertical mouse position. - Mouse scroll wheel value. - Left mouse button state. - Middle mouse button state. - Right mouse button state. - XBUTTON1 state. - XBUTTON2 state. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object with which to make the comparison. - - - Gets the hash code for this instance. - - - Determines whether two MouseState instances are equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - - - Determines whether two MouseState instances are not equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - - - Retrieves a string representation of this object. - - - Returns the state of the left mouse button. - - - Returns the state of the middle mouse button. - - - Returns the state of the right mouse button. - - - Gets the cumulative mouse scroll wheel value since the game was started. - - - Specifies the horizontal position of the mouse cursor. Reference page contains links to related code samples. - - - Returns the state of XBUTTON1. - - - Returns the state of XBUTTON2. - - - Specifies the vertical position of the mouse cursor. Reference page contains links to related code samples. - - - Provides access to an album in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - Determines whether the specified Album is equal to this Album. - Album to compare with this instance. - - - Determines whether the specified Object is equal to this Album. - Object to compare with this instance. - - - Releases unmanaged resources and performs other cleanup operations before the Album is reclaimed by garbage collection. - - - Gets the album art as a texture. - Content manager service provider, obtained through the Game.Services property. - - - Gets the hash code for this instance. - - - Gets the album art thumbnail as a texture. - Content manager service provider, obtained through the Game.Services property. - - - Determines whether the specified Album instances are equal. - Object to the left of the equality operator. - Object to the right of the equality operator. - - - Determines whether the specified Album instances are not equal. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - - - Returns a String representation of this Album. - - - Gets the Artist of the Album. - - - Gets the duration of the Album. - - - Gets the Genre of the Album. - - - Gets a value indicating whether the Album has associated album art. - - - Gets the name of the Album. - - - Gets a SongCollection that contains the songs on the album. - - - A collection of albums in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - Releases unmanaged resources and performs other cleanup operations before garbage collection reclaims the AlbumCollection. - - - Returns an enumerator that iterates through the AlbumCollection. - - - Returns an enumerator that iterates through the collection. - - - Gets the number of Album objects in the AlbumCollection. - - - Gets the Album at the specified index in the AlbumCollection. - Index of the Album to get. - - - Provides access to artist information in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - Determines whether the specified Artist is equal to this Artist. - Artist to compare with this instance. - - - Determines whether the specified Object is equal to this Artist. - Object to compare with this instance. - - - Releases unmanaged resources and performs other cleanup operations before the Artist is reclaimed by garbage collection. - - - Gets the hash code for this instance. - - - Determines whether the specified Artist instances are equal. - Object to the left of the equality operator. - Object to the right of the equality operator. - - - Determines whether the specified Artist instances are not equal. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - - - Returns a String representation of the Artist. - - - Gets the AlbumCollection for the Artist. - - - Gets the name of the Artist. - - - Gets the SongCollection for the Artist. - - - The collection of all artists in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - Releases unmanaged resources and performs other cleanup operations before garbage collection reclaims the ArtistCollection. - - - Returns an enumerator that iterates through the ArtistCollection. - - - Returns an enumerator that iterates through the collection. - - - Gets the number of Artist objects in the ArtistCollection. - - - Gets the Artist at the specified index in the ArtistCollection. - Index of the Artist to get. - - - Provides access to genre information in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - Determines whether the specified Genre is equal to this Genre. - Genre to compare with this instance. - - - Determines whether the specified Object is equal to this Genre. - Object to compare with this instance. - - - Releases unmanaged resources and performs other cleanup operations before the Genre is reclaimed by garbage collection. - - - Gets the hash code for this instance. - - - Determines whether the specified Genre instances are equal. - Object to the left of the equality operator. - Object to the right of the equality operator. - - - Determines whether the specified Genre instances are not equal. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - - - Returns a String representation of the Genre. - - - Gets the AlbumCollection for the Genre. - - - Gets the name of the Genre. - - - Gets the SongCollection for the Genre. - - - The collection of all genres in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - Releases unmanaged resources and performs other cleanup operations before garbage collection reclaims the GenreCollection. - - - Returns an enumerator that iterates through the GenreCollection. - - - Returns an enumerator that iterates through the collection. - - - Gets the number of Genre objects in the GenreCollection. - - - Gets the Genre at the specified index in the GenreCollection. - Index of the Genre to get. - - - Provides access to songs, playlists, and pictures in the device's media library. Reference page contains code sample. - - - Initializes a new instance of the MediaLibrary class. - - - Initializes a new instance of the MediaLibrary class, using a specific media source to create the new media library. Reference page contains code sample. - A media source that will be the source for the media library. - - - Releases the resources used by the MediaLibrary. - - - Releases unmanaged resources and performs other cleanup operations before the MediaLibrary is reclaimed by garbage collection. - - - Gets the AlbumCollection that contains all albums in the media library. - - - Gets the ArtistCollection that contains all artists in the media library. - - - Gets the GenreCollection that contains all genres in the media library. - - - Gets the MediaSource with which this media library was constructed. - - - Gets the PictureCollection that contains all pictures in the media library. - - - Gets the PlaylistCollection that contains all playlists in the media library. - - - Gets the root PictureAlbum for all pictures in the media library. - - - Gets the SongCollection that contains all songs in the media library. - - - Provides methods and properties to play, pause, resume, and stop songs. MediaPlayer also exposes shuffle, repeat, volume, play position, and visualization capabilities. Reference page contains links to related code samples. - - - Retrieves visualization (frequency and sample) data for the currently-playing song. Reference page contains code sample. - Visualization (frequency and sample) data for the currently playing song. - - - Moves to the next song in the queue of playing songs. - - - Moves to the previous song in the queue of playing songs. - - - Pauses the currently playing song. - - - Plays a Song. Reference page contains links to related code samples. - Song to play. - - - Plays a SongCollection. Reference page contains links to related code samples. - SongCollection to play. - - - Plays a SongCollection, starting with the Song at the specified index. Reference page contains links to related code samples. - SongCollection to play. - Index of the song in the collection at which playback should begin. - - - Resumes a paused song. - - - Stops playing a song. - - - Determines whether the game has control of the background music. - - - Gets or set the muted setting for the media player. - - - Gets or sets the repeat setting for the media player. - - - Gets or sets the shuffle setting for the media player. - - - Gets or sets the visualization enabled setting for the media player. - - - Gets the play position within the currently playing song. - - - Gets the media playback queue, MediaQueue. - - - Gets the media playback state, MediaState. - - - Gets or sets the media player volume. - - - Raised when the active song changes due to active playback or due to explicit calls to the MoveNext or MovePrevious methods. - - - Raised when the media player play state changes. - - - Provides methods and properties to access and control the queue of playing songs. - - - Gets the current Song in the queue of playing songs. - - - Gets or sets the index of the current (active) song in the queue of playing songs. - - - Gets the count of songs in the MediaQueue. - - - Gets the Song at the specified index in the MediaQueue. - - - - Provides methods and properties to access the source or sources from which the media will be read. - - - Gets the available media sources. Reference page contains code sample. - - - Returns the name of this media source. - - - Gets the MediaSourceType of this media source. - - - Gets the name of this media source. - - - Type of the media source. - A local device. - A Windows Media Connect device. - - - Media playback state (playing, paused, or stopped). - Media playback is paused. - Media is currently playing. - Media playback is stopped. - - - Provides access to a picture in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - Determines whether the specified Object is equal to this Picture. - Object to compare with this instance. - - - Determines whether the specified Picture is equal to this Picture. - Picture to compare with this instance. - - - Releases unmanaged resources and performs other cleanup operations before the Picture is reclaimed by garbage collection. - - - Gets the hash code for this instance. - - - Gets the picture as a texture. - Game service provider, obtained from the Game.Services property. - - - Gets a thumbnail of the picture as a texture. - Game service provider, obtained from the Game.Services property. - - - Determines whether the specified Picture instances are equal. - Object to the left of the equality operator. - Object to the right of the equality operator. - - - Determines whether the specified Picture instances are not equal. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - - - Returns a String representation of the Picture. - - - Gets the picture album that contains the picture. - - - Gets the picture's date. - - - Gets the picture's height. - - - Gets the name of the Picture. - - - Gets the picture's width. - - - Provides access to a picture album in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - Determines whether the specified Object is equal to this PictureAlbum. - Object to compare with this instance. - - - Determines whether the specified PictureAlbum is equal to this PictureAlbum. - PictureAlbum to compare with this instance. - - - Releases unmanaged resources and performs other cleanup operations before the PictureAlbum is reclaimed by garbage collection. - - - Gets the hash code for this instance. - - - Determines whether the specified PictureAlbum instances are equal. - Object to the left of the equality operator. - Object to the right of the equality operator. - - - Determines whether the specified PictureAlbum instances are not equal. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - - - Returns a String representation of the PictureAlbum. - - - Gets the collection of picture albums that are contained within the picture album (that is, picture albums that are children of the picture album). - - - Gets the name of the PictureAlbum. - - - Gets the parent picture album. - - - Gets the collection of pictures in this picture album. - - - A collection of picture albums in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - Releases unmanaged resources and performs other cleanup operations before garbage collection reclaims the PictureAlbumCollection. - - - Returns an enumerator that iterates through the PictureAlbumCollection. - - - Returns an enumerator that iterates through the collection. - - - Gets the number of PictureAlbum objects in the PictureAlbumCollection. - - - Gets the PictureAlbum at the specified index in the PictureAlbumCollection. - - - - A collection of pictures in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - Releases unmanaged resources and performs other cleanup operations before garbage collection reclaims the PictureCollection. - - - Returns an enumerator that iterates through the PictureCollection. - - - Returns an enumerator that iterates through the collection. - - - Gets the number of Picture objects in the PictureCollection. - - - Gets the Picture at the specified index in the PictureCollection. - - - - Provides access to a playlist in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - Determines whether the specified Object is equal to this Playlist. - Object to compare with this instance. - - - Determines whether the specified Playlist is equal to this Playlist. - Playlist to compare with this instance. - - - Releases unmanaged resources and performs other cleanup operations before the Playlist is reclaimed by garbage collection. - - - Gets the hash code for this instance. - - - Determines whether the specified Playlist instances are equal. - Object to the left of the equality operator. - Object to the right of the equality operator. - - - Determines whether the specified Playlist instances are not equal. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - - - Returns a String representation of the Playlist. - - - Gets the duration of the Playlist. - - - Gets the name of the Playlist. - - - Gets a SongCollection that contains the songs in the playlist. - - - A collection of playlists in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - Releases unmanaged resources and performs other cleanup operations before garbage collection reclaims the PlaylistCollection. - - - Returns an enumerator that iterates through the PlaylistCollection. - - - Returns an enumerator that iterates through the collection. - - - Gets the number of Playlist objects in the PlaylistCollection. - - - Gets the Playlist at the specified index in the PlaylistCollection. - - - - Provides access to a song in the song library. - - - Immediately releases the unmanaged resources used by this object. - - - Determines whether the specified Object is equal to this Song. - Object to compare with this instance. - - - Determines whether the specified Song is equal to this Song. - Song to compare with this instance. - - - Releases unmanaged resources and performs other cleanup operations before the Song is reclaimed by garbage collection. - - - Gets the hash code for this instance. - - - Determines whether the specified Song instances are equal. - Object to the left of the equality operator. - Object to the right of the equality operator. - - - Determines whether the specified Song instances are not equal. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - - - Returns a String representation of the Song. - - - Gets the Album on which the Song appears. - - - Gets the Artist of the Song. - - - Gets the duration of the Song. - - - Gets the Genre of the Song. - - - Gets a value that indicates whether the song is DRM protected content. - - - Gets a value that indicates whether the song has been rated by the user. - - - Gets the name of the Song. - - - Gets the song play count. - - - Gets the user's rating for the Song. - - - Gets the track number of the song on the song's Album. - - - A collection of songs in the song library. - - - Immediately releases the unmanaged resources used by this object. - - - Releases unmanaged resources and performs other cleanup operations before garbage collection reclaims the SongCollection. - - - Returns an enumerator that iterates through the SongCollection. - - - Returns an enumerator that iterates through the collection. - - - Gets the number of Song objects in the SongCollection. - - - Gets the Song at the specified index in the SongCollection. - - - - Represents a video. - - - Gets the duration of the Video. - - - Gets the frame rate of this video. - - - Gets the height of this video, in pixels. - - - Gets the VideoSoundtrackType for this video. - - - Gets the width of this video, in pixels. - - - Provides methods and properties to playback, pause, resume, and stop video. VideoPlayer also exposes repeat, volume, and play position information. - - - Initializes a new instance of this class. - - - Immediately releases the unmanaged resources used by this object. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Retrieves a Texture2D containing the current frame of video being played. - - - Pauses the currently playing video. - - - Plays a Video. - Video to play. - - - Resumes a paused video. - - - Stops playing a video. - - - Gets a value that indicates whether the object is disposed. - - - Gets a value that indicates whether the player is playing video in a loop. - - - Gets or sets the muted setting for the video player. - - - Gets the play position within the currently playing video. - - - Gets the media playback state, MediaState. - - - Gets the Video that is currently playing. - - - Gets or sets the video player volume. - - - Type of sounds in a video - This video contains only dialog. - This video contains only music. - This video contains music and dialog. - - - Encapsulates visualization (frequency and sample) data for the currently-playing song. - - - Initializes a new instance of the VisualizationData class. - - - Returns a collection of floats that contain frequency data. - - - Returns a collection of floats that contain sample data. - - - Describes a multiplayer session that can be joined. Reference page contains links to related code samples. - - - Gets the number of gamers in the session. - - - Gets the gamertag of the session host. - - - - - - - - - Gets an estimate of the quality of network service between this local machine and the remote session. - - - Gets any custom properties that have been attached to the session. - - - Represents a collection of sessions available for joining. Reference page contains links to related code samples. - - - Immediately releases the collection. - - - Allows Finalize to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Gets a value that indicates whether the object is disposed. - - - - - - Creates an instance of GameEndedEventArgs. - - - - - - Creates an instance of GamerJoinedEventArgs. - The gamer who just joined the session. - - - Gets the gamer who just joined the session. - - - - - - Creates an instance of GamerLeftEventArgs. - The gamer who just left the session. - - - Gets the gamer who just left the session. - - - - - - Creates an instance of GameStartedEventArgs. - - - - - - Creates an instance of HostChangedEventArgs. - The player who was the previous session host. - The player who is the new host of the multiplayer session. - - - Gets the new host of the session. - - - Gets the player who was the previous session host. - - - - - - Gets the gamer who accepted the game invitation. - - - Represents whether this invitation is for a NetworkSession that is already joined by other local gamers. - - - Represents a local player in a network session. - - - Specifies whether voice data should be sent to, or received from, the specified remote gamer. - A remote gamer in the session. - true if voice is enabled; false otherwise. - - - Reads the next incoming packet using the specified values. Reference page contains links to related code samples. - Storage for the network packet data. - [OutAttribute] Gamer who sent this packet. - - - Reads the next incoming packet and copies the packet data into the specified reader object. Reference page contains links to related code samples. - Network packet data. - [OutAttribute] Gamer who sent this packet. - - - Reads the next incoming packet using the specified values. Reference page contains links to related code samples. - Storage for the network packet data. - Offset, in bytes, to begin reading data. - [OutAttribute] Gamer who sent this packet. - - - Reference page contains links to related code samples. - Byte array containing session data. - Enumeration containing data send options. - - - Reference page contains links to related code samples. - Byte array containing session data. - Enumeration containing data send options. - - - Sends a byte array to the specified gamer. Reference page contains links to related code samples. - Byte array containing session data. - Enumeration containing data send options. - Gamer to receive the data packet. - - - Reference page contains links to related code samples. - Byte array containing session data. - Enumeration containing data send options. - Gamer receiving the data. - - - Reference page contains links to related code samples. - Byte array containing session data. - Offset, in bytes, to the start of the data. - Amount, in bytes, of data sent. - Enumeration containing data send options. - - - Sends a selected portion of a byte array to the specified gamer. Reference page contains links to related code samples. - Byte array containing session data. - Offset, in bytes, to the start of the data. - Amount, in bytes, of data sent. - Enumeration containing data send options. - Gamer to receive the data packet. - - - Sends game invitations to all party members that are not in the current game session. Reference page contains links to related code samples. - - - Determines if there is incoming packet data for this player. - - - Gets the SignedInGamer instance for this SignedInGamer object. - - - Thrown if there is a network communication failure. - - - Creates an empty instance of NetworkException. - - - Initializes a new instance of NetworkException with the specified error message. - A message that describes the error. - - - Initializes a new instance of NetworkException with the specified streaming context. - Describes the network data being sent or received when the exception occurred. - Describes the stream where the exception occurred. - - - Initializes a new instance of NetworkException with the specified error message and the inner exception. - A message that describes the error. - The inner exception related to this exception. - - - Represents a player in a network session. - - - Indicates whether this gamer has left the session. - - - Determines if the player has a voice headset. - - - Gets a unique identifier that can be used to refer to this gamer in network packets. - - - Determines whether this gamer is logged in as a guest profile. - - - Determines if the player is the host of the multiplayer session. - - - Determines if the player is playing on a local machine. - - - Determines if the player is muted by one or more local users. - - - Determines if the player occupies a reserved private session slot. - - - Determines whether the gamer is ready to leave the lobby screen and begin gameplay. Reference page contains links to related code samples. - - - Determines whether the gamer is currently sending voice data. - - - Gets an object representing the physical gaming machine this NetworkGamer is playing on. - - - Gets an estimate of the network latency involved in sending a packet round trip from the local machine to this gamer and back again. - - - Gets the multiplayer session of the gamer. - - - Represents a physical machine (such as single Xbox 360 console or Windows-based computer) that is participating in a multiplayer session. It can be used to detect when more than one NetworkGamer is playing on the same actual machine. - - - Forcibly removes this machine from the session. - - - Gets a collection of all the gamers who are playing on this machine. - - - - - - Constructs an empty exception. - - - Constructs an exception with the specified error message. - Error message to associate with this exception. - - - Constructs an exception from the specified streaming context. - Serialization information. - Streaming context. - - - Constructs an exception with the specified error message and inner exception. - Error message to associate with this exception. - Inner exception. - - - Represents a multiplayer game session. Reference page contains links to related code samples. - - - Represents the maximum number of gamers that can be held in the PreviousGamers property. - - - Maximum number of gamers supported in a session. - - - Adds the specified local gamer profile to the network session. - The gamer to add to the network session - - - - Type of session being created. - Maximum number of local players on the same gaming machine in this network session. - Maximum number of players allowed in this network session. For Windows- or Xbox 360-based games, this value must be between 2 and 31; 31 is the maximum number of players supported in a session. For Zune-based games, this value must be between 2 and 8; 8 is the maximum number of players supported in the session. - The method to be called once the asynchronous operation has finished. - State of the asynchronous operation. - - - - Type of session being created. - Collection of local gamers to participate in the network session. The first gamer in the collection becomes the host, and the others are added to the session. - Maximum number of players allowed in this network session. For Windows- or Xbox 360-based games, this value must be between 2 and 31; 31 is the maximum number of players supported in a session. For Zune-based games, this value must be between 2 and 8; 8 is the maximum number of players supported in the session. - Number of reserved private session slots created for the session. This value must be less than maximumGamers. - Properties of the session being created. - The method to be called once the asynchronous operation has finished. - State of the asynchronous operation. - - - - Type of session being created. - Maximum number of local players on the same gaming machine in this network session. - Maximum number of players allowed in this network session. For Windows- or Xbox 360-based games, this value must be between 2 and 31; 31 is the maximum number of players supported in a session. For Zune-based games, this value must be between 2 and 8; 8 is the maximum number of players supported in the session. - Number of reserved private session slots created for the session. This value must be less than maximumGamers. - Properties of the session being created. - The method to be called once the asynchronous operation has finished. - State of the asynchronous operation. - - - - Type of session sought. - Collection of local gamers to participate in the network session. The first gamer in the collection becomes the host, and the others are added to the session. - Optional session properties to match during the search. If this argument is null, the query results will not be filtered based on the session properties of available sessions. If any of the search property values in searchProperties are specified, only sessions with matching properties will be returned by the query. null items in the searchProperties collection will match to any value for that session property. - Method to be called once the asynchronous operation has finished. - State of the asynchronous operation. - - - - Type of session sought. - Maximum number of local players on the same gaming machine in this network session. - Optional session properties to match during the search. If this argument is null, the query results will not be filtered based on the session properties of available sessions. If any of the search property values in searchProperties are specified, only sessions with matching properties will be returned by the query. null items in the searchProperties collection will match to any value for that session property. - Method to be called once the asynchronous operation has finished. - State of the asynchronous operation. - - - Starts a join operation for the specified multiplayer session. - Session the gamer is attempting to join. - The method to be called once the asynchronous operation has finished. - State of the asynchronous operation. - - - - A collection of local signed-in gamers to add to the network session. - Method to be called at the conclusion of the asynchronous operation. - State of the asynchronous operation. - - - - The number of local signed-in gamers to add to the network session when accepting the invite. This must be at least one, and can be as high as the limit imposed by either the title or platform. On Windows, this value must always be set to one. - Method to be called at the conclusion of the asynchronous operation. - State of the asynchronous operation. - - - - Type of session being hosted. - Maximum number of local players on the same gaming machine in this network session. - Maximum number of players allowed in this network session. For Windows- or Xbox 360-based games, this value must be between 2 and 31; 31 is the maximum number of players supported in a session. For Zune-based games, this value must be between 2 and 8; 8 is the maximum number of players supported in the session. - - - - Type of session being hosted. - Collection of local gamers to participate in the network session. The first gamer in the collection becomes the host, and the others are added to the session. - Maximum number of players allowed in this network session. For Windows- or Xbox 360-based games, this value must be between 2 and 31; 31 is the maximum number of players supported in a session. For Zune-based games, this value must be between 2 and 8; 8 is the maximum number of players supported in the session. - Number of reserved private session slots created for the session. This value must be less than maxGamers. - Properties of the session being created. - - - - Type of session being hosted. - Maximum number of local players on the same gaming machine in this network session. - Maximum number of players allowed in this network session. For Windows- or Xbox 360-based games, this value must be between 2 and 31; 31 is the maximum number of players supported in a session. For Zune-based games, this value must be between 2 and 8; 8 is the maximum number of players supported in the session. - Number of reserved private session slots created for the session. This value must be less than maxGamers. - Properties of the session being created. - - - Ends the current multiplayer session. - - - Gets the result from a BeginCreate asynchronous call. - An IAsyncResult used to track the progress of the operation. - - - Gets the result from a BeginFind asynchronous call. - An IAsyncResult used to track the progress of the operation. - - - Changes the session state from NetworkSessionState.Playing to NetworkSessionState.Lobby. - - - Gets the result from a BeginJoin asynchronous call. - An IAsyncResult used to track the progress of the operation. - - - Gets the result from a BeginJoinInvited asynchronous call. - An IAsyncResult used to track the progress of the operation. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Reference page contains links to related code samples. - Type of session sought. - Collection of local gamers to participate in the network session. The first gamer in the collection becomes the host, and the others are added to the session. - Optional session properties to match during the search. If this argument is null, the query results will not be filtered based on the session properties of available sessions. If any of the search property values in searchProperties are specified, only sessions with matching properties will be returned by the query. null items in the searchProperties collection will match to any value for that session property. - - - Reference page contains links to related code samples. - Type of session sought. - Maximum number of local players on the same gaming machine in this network session. - Optional session properties to match during the search. If this argument is null, the query results will not be filtered based on the session properties of available sessions. If any of the search property values in searchProperties are specified, only sessions with matching properties will be returned by the query. null items in the searchProperties collection will match to any value for that session property. - - - - Identifier specifying the network gamer for which to search. - - - Reference page contains links to related code samples. - An existing multiplayer session. - - - Joins the specified local gamers, along with the local machine, to an existing network session in response to an InviteAccepted notification event from a non-local session. - A collection of local signed-in gamers to add to the network session. - - - Joins the local machine to an existing network session in response to an InviteAccepted notification event from a non-local session. - The number of local signed-in gamers to add to the network session when accepting the invite. This must be at least one, and can be as high as the limit imposed by either the title or platform. On Windows, this value must always be set to one. - - - Resets the IsReady property of all session gamers. - - - Changes the session state from NetworkSessionState.Lobby to NetworkSessionState.Playing. - - - - - - - - - Gets or sets whether host migration is allowed. This can be read by any machine in the session, but can only be changed by the host. The default value is false indicating that host migration is disabled. Reference page contains links to related conceptual articles. - - - Gets or sets whether join-in-progress is allowed. If the host enables this setting, new machines will be able to join at any time. The default value is false, indicating that join-in-progress is disabled. AllowJoinInProgress can be read by any machine in the session, but can only be changed by the host. Reference page contains links to related code samples. - - - Gets a performance counter recording the amount of data being received from the network. - - - Gets a performance counter recording the amount of data being sent over the network. - - - Gets the current host of the multiplayer session. - - - Gets a value that indicates whether the object is disposed. - - - Determines whether all gamers are ready to enter the session. Reference page contains links to related code samples. - - - Determines whether this machine is the session host. - - - Get the collection of local gamers for a multiplayer session. - - - - - - A collection of previous gamers in the network session. - - - Gets or sets the number of private slots reserved for gamers who join using an invitation. - - - Gets the collection of remote gamers for a multiplayer session. - - - Gets any custom properties that have been attached to the session. - - - Gets the current state of a multiplayer session. - - - Gets the current multiplayer session type. - - - Gets or sets the amount of simulated network latency. - - - Gets or sets the amount of simulated packet loss. - - - Occurs when the game moves from gameplay to the lobby. Reference page contains links to related code samples. - - - - Occurs when a new player joins a multiplayer session. Reference page contains links to related code samples. - - - - Reference page contains links to related code samples. - - - - Occurs when the game moves from the lobby into actual gameplay. Reference page contains links to related code samples. - - - - Occurs when the session host has changed. - - - - Event that occurs when a user has accepted an invitation to join a network session. - Contains information relevant to event handlers when a gamer accepts a game invitation. These event arguments include a Gamer property representing the signed-in gamer who has accepted the invitation. - - - Occurs when the multiplayer session ends. Reference page contains links to related code samples. - - - - Represents the arguments passed to a SessionEnded event. These arguments are passed to event handlers when a session ends. - - - Creates an instance of NetworkSessionEndedEventArgs. - Reason for ending the session. - - - Gets the reason for ending a session. - - - Defines the reason a session ended. - This client player has signed out of session. - The host left the session, removing all active players. - The host removed this client player from the session. - Network connectivity problems ended the session - - - Contains additional data about a NetworkSessionJoinException. - The session could not be found. Occurs if the session has ended after the matchmaking query but before the client joined, of if there is no network connectivity between the client and session host machines. - The session exists but is not joinable. Occurs if the session is in progress but does not allow gamers to join a session in progress. - The session exists but does not have any open slots for local signed-in gamers. - - - Thrown if an error was encountered while joining a session. - - - Creates an empty instance of NetworkSessionJoinException. - - - Creates an instance of NetworkSessionJoinException with the specified error message. - A message that describes the error. - - - Creates an instance of NetworkSessionJoinException with the specified streaming context. - Describes information related to the session being joined when the exception occurred. - Describes the stream where the exception occurred. - - - Creates an instance of NetworkSessionJoinException with the specified error message and inner exception. - A message that describes the error. - The inner exception related to this exception. - - - Creates an instance of NetworkSessionJoinException with the specified error and additional information on the exception. - A message that describes the error. - Reason for the exception. - - - - Information necessary for serialization and deserialization of the session item. - Information necessary for the source and destination of a given serialized stream. Also provides an additional caller-defined context. - - - Gets or sets a more detailed description of the session join failure. - - - Describes custom, game-specific information about a NetworkSession object. Reference page contains links to related code samples. - - - Creates an empty instance of NetworkSessionProperties. - - - Gets an enumerator for iterating over the custom property values. - - - The System.Collections.Generic.ICollection<System.Nullable<System.Int32>>.Add interface method is not supported by NetworkSessionProperties. - The value to add. - - - The System.Collections.Generic.ICollection<System.Nullable<System.Int32>>.Clear interface method is not supported by NetworkSessionProperties. - - - Checks whether the collection contains the specified value. - The value to search for. - - - Copies the contents of the collection to an array. - The array to receive the contents of the collection. - Starting index for the copy operation. - - - The System.Collections.Generic.ICollection<System.Nullable<System.Int32>>.Remove interface method is not supported by NetworkSessionProperties. - The item to remove. - - - Gets the index of the specified value. - The value to search for. - - - The System.Collections.Generic.IList<System.Nullable<System.Int32>>.Insert interface method is not supported by NetworkSessionProperties. - Index for the insertion operation - Item to insert. - - - The System.Collections.Generic.IList<System.Nullable<System.Int32>>.RemoveAt interface method is not supported by NetworkSessionProperties. - Index of the item to remove. - - - Gets an enumerator for iterating over the custom property values. - - - Gets the number of custom session properties. - - - Gets or sets a custom session property value at the specified index - Index of the item to retrieve. - - - Gets a value indicating whether the collection is read-only. - - - Defines the different states of a multiplayer session. - The local machine joins the session, waiting in the pregame lobby. The GameStarted event is raised when gameplay begins. - The local machine joins the session, currently in the middle of gameplay. The GameEnded event is raised when the session returns to the lobby. - The local machine has left the current session or the session has ended. The SessionEnded event is raised at this time. The event's arguments describe the reason for the session ending. - - - Defines the different types of a multiplayer session. Reference page contains links to related code samples. - Does not involve any networking traffic, but can be used for split-screen gaming on a single Xbox 360 console. Creating a local network session may also make it easier to share code between local and online game modes. - Connect multiple Xbox 360 consoles or computers over a local subnet. These machines do not require a connection to Xbox LIVE or any LIVE accounts. However, connection to machines on different subnets is not allowed. If you are a Creators Club developer testing your game, you can use this type to connect an Xbox 360 console to a computer. However, cross-platform networking is not supported in games distributed to non–Creators Club community players. - Uses the Xbox LIVE servers. This enables connection to other machines over the Internet. It requires a LIVE Silver Membership for Windows-based games or a LIVE Gold membership for Xbox 360 games. Games in development will also require an XNA Creators Club premium membership. While in trial mode, Indie games downloaded from Xbox LIVE Markeplace will not have access to LIVE matchmaking. - All session matches are ranked. This option is available only for commercial games that have passed Xbox LIVE certification. Due to the competitive nature of the gameplay, this session type does not support join-in-progress. - - - Provides common functionality for efficiently reading incoming network packets. Reference page contains links to related code samples. - - - Initializes an empty instance of PacketReader. - - - Initializes an empty instance of PacketReader with the specified options. - Initial capacity for a received network packet. - - - Reads a Color value. - - - Reads an 8-byte floating point value. Reference page contains links to related code samples. - - - Reads a Matrix value. Reference page contains links to related code samples. - - - Reads a Quaternion value. Reference page contains links to related code samples. - - - Reads a 4-byte floating point value. Reference page contains links to related code samples. - - - Reads a Vector2 value. Reference page contains links to related code samples. - - - Reads a Vector3 value. Reference page contains links to related code samples. - - - Reads a Vector3 value. Reference page contains links to related code samples. - - - Gets the length of the packet being read. - - - Gets or sets the current packet read position. - - - Provides common functionality for efficiently formatting outgoing network packets. Reference page contains links to related code samples. - - - Initializes an empty instance of PacketWriter. - - - Initializes a new instance of PacketWriter with the specified capacity. - Capacity for the packet writer. - - - Writes a Color value to an outgoing network packet. - Value to be written. - - - Writes a Double value to an outgoing network packet. - Value to be written. - - - Writes a Matrix value to an outgoing network packet. Reference page contains links to related code samples. - Value being written. - - - Writes a Quaternion value to an outgoing network packet. Reference page contains links to related code samples. - Value being written. - - - Writes a Single value to an outgoing network packet. - Value to be written. - - - Writes a Vector2 value to an outgoing network packet. Reference page contains links to related code samples. - Value being written. - - - Writes a Vector3 value to an outgoing network packet. Reference page contains links to related code samples. - Value being written. - - - Writes a Vector4 value to an outgoing network packet. Reference page contains links to related code samples. - Value being written. - - - Gets the length of the packet being written. - - - Gets or sets the current packet write position. - - - Describes the quality of the network connection between this machine and the host of a multiplayer session that was discovered with a matchmaking query. - - - Gets the average (median) round trip time of all the network packets that were sent during the quality of service measurement process. - - - Gets an estimate of the available downstream network bandwidth from the session host to this machine, measured in bytes per second. - - - Gets an estimate of the available upstream network bandwidth from this machine to the session host, measured in bytes per second. - - - Checks whether this quality of service operation has completed. - - - Gets the minimum round trip time of any network packet that was sent during the quality of service measurement process. - - - Defines options for network packet transmission. - Sends the data with no guarantees. Packets of this type may be delivered in any order, with occasional packet loss. This is the most efficient option in terms of network bandwidth and machine resource usage. However, it is recommended only in situations where your game can recover from occasional packet loss. - Sends the data with reliable delivery, but no special ordering. Packets of this type are resent until arrival at the destination. They may arrive out of order. - Sends the data with guaranteed ordering, but without reliable delivery. Occasionally, packets of this type are not delivered. However, any delivered packets always arrive in the order in which they are sent. Use this option in situations where the transmitted value changes constantly. Old versions never arrive after a more recent version. - Sends the data with reliability and arrival in the order originally sent. Packets of this type are resent until arrival and ordered internally. This means they arrive in the same order in which they were sent. In terms of network bandwidth usage, this is the strongest and most expensive option. Use this only when arrival and ordering are essential. Commonly, a game uses this option for a small percentage of packets. The majority of gameplay data is sent using None or Reliable. - Mark that this packet contains chat data, such as a player-to-player message string entered using the keyboard. To comply with international regulations, you must send such data without packet encryption. Therefore, you must use this flag to mark it. To maintain security, other game data should not use this flag. It is acceptable and efficient to mix encrypted and unencrypted data. If you send packets both with and without this flag within a single frame, both the encrypyted and unencrypted data streams will be merged into a single wire packet. This option can be combined with either or both of the Reliable and InOrder flags. When you request in-order delivery for chat packets, they will be ordered relative to other chat packets, but they may arrive out of order with respect to other non-chat data. - - - Represents a logical collection of storage files. Reference page contains links to related conceptual articles. - - - Immediately releases the unmanaged resources used by this object. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Gets a value that indicates whether the object is disposed. - - - Gets the file path to the location of the user's save game files. - - - Gets the StorageDevice that holds the files in this container. - - - Gets the file path to the location of the title storage space. - - - Gets the name of the title. - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - - - Represents a storage device for user data, such as a memory unit or hard drive. Reference page contains links to related conceptual articles. - - - - The name of the storage container to delete. - - - Opens a StorageContainer containing any files for the specified title. - The name of the XNA Framework title. - - - Gets the amount of free space on the device. - - - Gets whether the device is connected. - - - Gets the total amount of space on the device. - - - Occurs when a device is removed or inserted. - - - - The exception that is thrown when the requested StorageDevice is not connected. - - - Initializes a new instance of this class. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Initializes a new instance of this class during deserialization. - The information needed to serialize an object. - The source or destination for the serialization stream. - - - Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If the innerException parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - \ No newline at end of file diff --git a/Engine_XNA3/bin/x86/Debug/1amStudiosEngine.dll b/Engine_XNA3/bin/x86/Debug/1amStudiosEngine.dll deleted file mode 100644 index f9848e0f..00000000 Binary files a/Engine_XNA3/bin/x86/Debug/1amStudiosEngine.dll and /dev/null differ diff --git a/Engine_XNA3/bin/x86/Debug/1amStudiosEngine.dll.config b/Engine_XNA3/bin/x86/Debug/1amStudiosEngine.dll.config deleted file mode 100644 index 2fa6e95d..00000000 --- a/Engine_XNA3/bin/x86/Debug/1amStudiosEngine.dll.config +++ /dev/null @@ -1,3 +0,0 @@ - - - diff --git a/Engine_XNA3/bin/x86/Debug/1amStudiosEngine.pdb b/Engine_XNA3/bin/x86/Debug/1amStudiosEngine.pdb deleted file mode 100644 index b16a4b9a..00000000 Binary files a/Engine_XNA3/bin/x86/Debug/1amStudiosEngine.pdb and /dev/null differ diff --git a/Engine_XNA3/bin/x86/Debug/Content/Fonts/Arial_14.xnb b/Engine_XNA3/bin/x86/Debug/Content/Fonts/Arial_14.xnb deleted file mode 100644 index e9d9c772..00000000 Binary files a/Engine_XNA3/bin/x86/Debug/Content/Fonts/Arial_14.xnb and /dev/null differ diff --git a/Engine_XNA3/bin/x86/Debug/Content/ParticleEffect.xnb b/Engine_XNA3/bin/x86/Debug/Content/ParticleEffect.xnb deleted file mode 100644 index 9ccfe65c..00000000 Binary files a/Engine_XNA3/bin/x86/Debug/Content/ParticleEffect.xnb and /dev/null differ diff --git a/Engine_XNA3/bin/x86/Debug/Content/SkyBox/skybox.xnb b/Engine_XNA3/bin/x86/Debug/Content/SkyBox/skybox.xnb deleted file mode 100644 index 3ed58ba5..00000000 Binary files a/Engine_XNA3/bin/x86/Debug/Content/SkyBox/skybox.xnb and /dev/null differ diff --git a/Engine_XNA3/bin/x86/Debug/Content/blank-particle.xnb b/Engine_XNA3/bin/x86/Debug/Content/blank-particle.xnb deleted file mode 100644 index a01f9e43..00000000 Binary files a/Engine_XNA3/bin/x86/Debug/Content/blank-particle.xnb and /dev/null differ diff --git a/Engine_XNA3/bin/x86/Debug/Content/smoke.xnb b/Engine_XNA3/bin/x86/Debug/Content/smoke.xnb deleted file mode 100644 index 911dfeaf..00000000 Binary files a/Engine_XNA3/bin/x86/Debug/Content/smoke.xnb and /dev/null differ diff --git a/Engine_XNA3/bin/x86/Debug/Microsoft.DirectX.DirectSound.dll b/Engine_XNA3/bin/x86/Debug/Microsoft.DirectX.DirectSound.dll deleted file mode 100644 index 88862031..00000000 Binary files a/Engine_XNA3/bin/x86/Debug/Microsoft.DirectX.DirectSound.dll and /dev/null differ diff --git a/Engine_XNA3/bin/x86/Debug/Microsoft.DirectX.dll b/Engine_XNA3/bin/x86/Debug/Microsoft.DirectX.dll deleted file mode 100644 index 6db7d649..00000000 Binary files a/Engine_XNA3/bin/x86/Debug/Microsoft.DirectX.dll and /dev/null differ diff --git a/Engine_XNA3/bin/x86/Debug/Microsoft.Xna.Framework.Game.dll b/Engine_XNA3/bin/x86/Debug/Microsoft.Xna.Framework.Game.dll deleted file mode 100644 index 3c61b9e4..00000000 Binary files a/Engine_XNA3/bin/x86/Debug/Microsoft.Xna.Framework.Game.dll and /dev/null differ diff --git a/Engine_XNA3/bin/x86/Debug/Microsoft.Xna.Framework.Game.xml b/Engine_XNA3/bin/x86/Debug/Microsoft.Xna.Framework.Game.xml deleted file mode 100644 index 8285d155..00000000 --- a/Engine_XNA3/bin/x86/Debug/Microsoft.Xna.Framework.Game.xml +++ /dev/null @@ -1,24547 +0,0 @@ - - - - - - - - Determines whether the specified AudioCategory instances are equal. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are equal; false otherwise. - - - Determines whether the specified System.Object is equal to this AudioCategory. - System.Object to compare with this instance. - true if the objects are equal; false otherwise. - - - Determines whether the specified AudioCategory is equal to this AudioCategory. - AudioCategory to compare with this instance. - true if the objects are equal; false otherwise. - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether the specified AudioCategory instances are not equal. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are not equal; false otherwise. - - - Pauses all sounds associated with this category. - - - Resumes all paused sounds associated with this category. - - - Sets the volume of all sounds associated with this category. Reference page contains links to related code samples. - Volume amplitude multiplier. volume is normally between 0.0 (silence) and 1.0 (full volume), but can range from 0.0f to float.MaxValue.Volume levels map to decibels (dB) as shown in the following table.VolumeDescription0.0f-96 dB (silence)1.0f +0 dB (full volume as authored)2.0f +6 dB (6 dB greater than authored) - - - Stops all sounds associated with this category. - Enumerated value specifying how the sounds should be stopped. - - - Returns a System.String representation of this AudioCategory. - System.String representation of this object. - - - Specifies the friendly name of this category. - Friendly name of this category. - - - Represents a particular category of sounds. Reference page contains links to related code samples. - - - Initializes a new instance of this class. - - - Gets or sets a scalar applied to the level of Doppler effect calculated between this and any AudioListener. - The Doppler scale value. - - - Gets or sets the forward orientation vector for this emitter. - The forward orientation vector. - - - Gets or sets the position of this emitter. - The position vector. - - - Gets or sets the upward orientation vector for this emitter. - The upward orientation vector. - - - Gets or sets the velocity vector of this emitter. - The velocity vector. - - - Represents a 3D audio emitter. This object, used in combination with an Framework.Audio.AudioListener and the Cue.Apply3D method, can simulate 3D audio effects for a given Framework.Audio.Cue. Reference page contains links to related code samples. - - - Initializes a new instance of this class, using a path to an XACT global settings file. - Path to a global settings file. - - - Initializes a new instance of this class, using a settings file, a specific audio renderer, and a specific speaker configuration. - Path to a global settings file. - Interactive audio and branch event look-ahead time, in milliseconds. - ID that specifies the audio renderer to use. - - - - Occurs when AudioEngine.Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR). - - - - Specifies the current content version. - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Gets an audio category. Reference page contains links to related code samples. - Friendly name of the category to get. - Audio category. - - - Gets the value of a global variable. Reference page contains links to related conceptual articles. - Friendly name of the variable. - Value of the variable. - - - Sets the value of a global variable. - Value of the global variable. - Friendly name of the global variable. - - - Performs periodic work required by the audio engine. Reference page contains links to related code samples. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Gets a collection of audio renderers. - Collection of audio renderers. - - - Represents the audio engine. Applications use the methods of the audio engine to instantiate and manipulate core audio objects. - Reference page contains links to related code samples. - - - Initializes a new instance of this class. - - - Gets or sets the forward orientation vector for this listener. - The forward orientation vector. - - - Gets or sets the position of this listener. - The position vector. - - - Gets or sets the upward orientation vector for this listener. - The upward orientation vector. - - - Gets or sets the velocity vector of this listener. - The velocity vector. - - - - Represents a 3D audio listener. This object, used in combination with an Framework.Audio.AudioEmitter and the Cue.Apply3D method, can simulate 3D audio effects for a given Framework.Audio.Cue. - Reference page contains links to related code samples. - - - - Occurs when Cue.Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR). - - - - Calculates the 3D audio values between an AudioEmitter and an AudioListener object, and applies the resulting values to this Cue. Reference page contains code sample. - The listener to calculate. - The emitter to calculate. - - - Immediately releases the unmanaged resources used by this object. - - - - Releases unmanaged resources and performs other cleanup operations before garbage collection reclaims the . - - - - Gets a cue-instance variable value based on its friendly name. - Friendly name of the variable. - Value of the variable. - - - Pauses playback. Reference page contains links to related code samples. - - - Requests playback of a prepared or preparing Cue. Reference page contains links to related code samples. - - - Resumes playback of a paused Cue. Reference page contains links to related code samples. - - - Sets the value of a cue-instance variable based on its friendly name. - Friendly name of the variable to set. - Value to assign to the variable. - - - Stops playback of a Cue. Reference page contains links to related code samples. - Enumerated value specifying how the sound should stop. If set to None, the sound will play any release phase or transition specified in the audio designer. If set to Immediate, the sound will stop immediately, ignoring any release phases or transitions. - - - Returns whether the cue has been created. - true if the cue is created; false otherwise. - - - Gets a value indicating whether the object has been disposed. - true if the object has been disposed; false otherwise. - - - Returns whether the cue is currently paused. - true if the cue is paused; false otherwise. - - - Returns whether the cue is playing. - true if the cue is playing; false otherwise. - - - Returns whether the cue is prepared to play. - true if the cue is prepared to play; false otherwise. - - - Returns whether the cue is preparing to play. - true if the cue is preparing to play; false otherwise. - - - Returns whether the cue is currently stopped. - true if the cue is stopped; false if otherwise. - - - Returns whether the cue is stopping playback. - true if the cue is stopping; false if otherwise. - - - Returns the friendly name of the cue. - Friendly name of the cue. - - - Defines methods for managing the playback of sounds. Reference page contains links to related code samples. - - - Initializes a new instance of the InstancePlayLimitException class with a specified error message and a reference to the inner exception that is the cause of this exception. - Error message that explains the reason for the exception. - System.Exception that is the cause of the current exception. If innerException is not null, the current exception is raised in a catch block that handles the inner exception. - - - Initializes a new instance of the InstancePlayLimitException class with a specified error message. - A System.String that describes the error. The content of message is intended to be understood by humans. The caller of this constructor is required to ensure that this string has been localized for the current system culture. - - - Initializes a new instance of the InstancePlayLimitException class. - - - The exception that is thrown when there is an attempt to play more than 16 SoundEffectInstance sounds concurrently. - - - Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Initializes a new instance of this class. - - - The exception that is thrown when no audio hardware is present, or when audio hardware is installed but device drivers for the audio hardware are not present or enabled. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object to compare to this object. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the human-readable name for the renderer. - The name of the renderer. - - - Specifies the GUID that identifies the renderer. - GUID of the renderer. If this value is null, the default audio output device is used.On Xbox 360, this property is unused and ignored. - - - Represents an audio renderer, which is a device that can render audio to a user. - - - Initializes a new instance of this class using a sound bank from file. - Audio engine that will be associated with this sound bank. - Path to the sound bank file. - - - - Occurs when SoundBank.Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR). - - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Gets a cue from the sound bank. Reference page contains links to related code samples. - Friendly name of the cue to get. - Cue object. - - - Plays a cue using 3D positional information specified in an AudioListener and AudioEmitter. Reference page contains links to related conceptual articles. - Name of the cue to play. - AudioListener that specifies listener 3D audio information. - AudioEmitter that specifies emitter 3D audio information. - - - Plays a cue. Reference page contains links to related code samples. - Name of the cue to play. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Returns whether the sound bank is currently in use. - true if the sound bank is in use; false otherwise. - - - Represents a sound bank, which is a collection of cues. Reference page contains links to related code samples. - - - Releases the resources used by the SoundEffect. - - - Releases unmanaged resources and performs other cleanup operations before the SoundEffect is reclaimed by garbage collection. - - - Returns a playing SoundEffectInstance at the specified position with the default volume and pitch. - Listener position. - Position of the emitter. - A playing SoundEffectInstance at the specified position with the default volume and pitch. - - - Returns a playing SoundEffectInstance at the specified positions using the specified values for volume, pitch, and looping. - Positions of each listener. - Position of the emitter. - Volume to use when begining playback. Ranging from 0.0f (silence) to 1.0f (full volume). 1.0f is full volume relative to SoundEffect.MasterVolume. - Pitch adjustment, ranging from -1.0f (down one octave) to 1.0f (up one octave). 0.0f is unity (normal) pitch. - Whether to loop the sound indefinitely, until stopped by the application. Specify true to continuously loop the sound's loop region, or false to play the entire sound just once. - A playing SoundEffectInstance at the specified positions using the specified values for volume, pitch, and looping. - - - - Returns a playing SoundEffectInstance at the specified position using the specified values for volume, pitch, and looping. - - Listener position. - Position of the emitter. - Volume to use when begining playback. Ranging from 0.0f (silence) to 1.0f (full volume). 1.0f is full volume relative to SoundEffect.MasterVolume. - Pitch adjustment, ranging from -1.0f (down one octave) to 1.0f (up one octave). 0.0f is unity (normal) pitch. - Whether to loop the sound indefinitely, until stopped by the application. Specify true to continuously loop the sound's loop region, or false to play the entire sound just once. - - A playing SoundEffectInstance at the specified position using the specified values for volume, pitch, and looping. - - - - Creates a new SoundEffectInstance and plays it using the specified volume, pitch, panning, and loop control. - Volume, ranging from 0.0f (silence) to 1.0f (full volume). 1.0f is full volume relative to SoundEffect.MasterVolume. - Pitch adjustment, ranging from -1.0f (down one octave) to 1.0f (up one octave). 0.0f is unity (normal) pitch. - Panning, ranging from -1.0f (full left) to 1.0f (full right). 0.0f is centered. - Whether to loop the sound indefinitely, until stopped by the application. Specify true to continuously loop the sound's loop region, or false to play the entire sound just once. - A new, playing, SoundEffectInstance. - - - Creates a new SoundEffectInstance and plays it at the specified volume. - Volume, ranging from 0.0f (silence) to 1.0f (full volume). 1.0f is full volume relative to SoundEffect.MasterVolume. - A new, playing, SoundEffectInstance. - - - Creates a new SoundEffectInstance and plays it. - A new, playing, SoundEffectInstance. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - Gets or sets a value that adjusts the effect of distance calculations on the sound (emitter). - A value that adjustments the effect of Distance and Doppler calculations on the sound (emitter). - - - - Gets or sets a value that adjusts the effect of doppler calculations on the sound (emitter). - - A value that adjusts the effect of doppler calculations on the sound (emitter). - - - Gets or sets the duration of the SoundEffect. - System.TimeSpan that is the duration of the . - - - Gets or sets the master volume that affects all SoundEffectInstance sounds. - Volume, ranging from 0.0f (silence) to 1.0f (current device volume). 1.0f is full volume relative to the current device volume. - - - Gets or sets the asset name of the SoundEffect. - Asset name of the . - - - Returns the speed of sound: 343.5 meters per second. - The speed of sound: 343.5 meters per second. - - - Provides a loaded sound resource. - - - Applys 3D positioning to the sound using a single listener. - Position of the listener. - Position of the emitter. - - - Applys 3D position to the sound using multiple listeners. - Positions of each listener. - Position of the emitter. - - - Releases the resources used by the Microsoft.Xna.Framework.Audio.SoundEffectInstance.Dispose. - - - Releases unmanaged resources and performs other cleanup operations before the SoundEffectInstance is reclaimed by garbage collection. - - - Pauses a SoundEffectInstance. - - - Plays or resumes a SoundEffectInstance. - - - Resumes playback for a SoundEffectInstance. - - - Stops playing a SoundEffectInstance, either immediately or as authored. - Whether to stop playing immediately, or to break out of the loop region and play the release. Specify true to stop playing immediately, or false to break out of the loop region and play the release phase (the remainder of the sound). - - - Immediately stops playing a SoundEffectInstance. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - Gets a value that indicates whether looping is enabled for the SoundEffectInstance. - true if the SoundEffectInstance was played with looping enabled; false otherwise. - - - Gets or sets the panning for the SoundEffectInstance. - Panning, ranging from -1.0f (full left) to 1.0f (full right). 0.0f is centered. - - - Gets or sets the pitch adjustment for the SoundEffectInstance. - Pitch adjustment, ranging from -1.0f (down one octave) to 1.0f (up one octave). 0.0f is unity (normal) pitch. - - - Gets the current state (playing, paused, or stopped) of the SoundEffectInstance. - SoundState that represents the current state of the SoundEffectInstance. - - - Gets or sets the volume of the SoundEffectInstance. - Volume, ranging from 0.0f (silence) to 1.0f (full volume). 1.0f is full volume relative to SoundEffect.MasterVolume. - - - Provides a single playing, paused, or stopped instance of a SoundEffect sound. - - - Initializes a new, in-memory instance of this class using a specified AudioEngine and path to a wave bank file. - Instance of an AudioEngine to associate this wave bank with. - Path to the wave bank file to load. - - - Initializes a new, streaming instance of this class, using a provided AudioEngine and streaming wave bank parameters. - Instance of an AudioEngine to associate this wave bank with. - Path to the wave bank file to stream from. - Offset within the wave bank data file. This offset must be DVD sector aligned. - Stream packet size, in sectors, to use for each stream. The minimum value is 2. - - - - Occurs when WaveBank.Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR). - - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Returns whether the wave bank is currently in use. - true if the wave bank is in use; false otherwise. - - - Returns whether the wave bank is prepared to play. - true if the wave bank is prepared; false otherwise. - - - Represents a wave bank, which is a collection of wave files. Reference page contains links to related code samples. - - - Type of the audio file. - - - The MP3 format - - - The WAV format - - - The WMA format - - - Controls how Cue objects should stop when Cue.Stop is called. - - - Indicates the cue should stop normally, playing any release phase or transition specified in the content. - - - Indicates the cue should stop immediately, ignoring any release phase or transition specified in the content. - - - Target formats supported for audio source conversions. - - - A PCM encoding technique using 4 bits - - - 8/16-bit mono/stereo PCM audio 8KHz-48KHz - - - Windows Media CBR formats (64 kbps, 128 kbps, 192 kbps) - - - The Xbox compression format - - - Compression quality of the audio content. - - - High compression yielding lower file size, but could compromise audio quality - - - Moderate compression resulting in a compromise between audio quality and file size - - - Lowest compression, but the best audio quality - - - Current state (playing, paused, or stopped) of a SoundEffectInstance. - - - The SoundEffectInstance is paused. - - - The SoundEffectInstance is playing. - - - The SoundEffectInstance is stopped. - - - Creates a new instance of ContentLoadException. - A message that describes the error. - The exception that is the cause of the current exception. If the innerException parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - - Creates a new instance of ContentLoadException. - - A message that describes the error. - - - - Creates a new instance of ContentLoadException. - - - - - Creates a new instance of ContentLoadException. - - Describes the value types that were being loaded when the exception occurred. - Describes the stream where the exception occurred. - - - Exception used to report errors from the ContentManager.Load method. - - - - Initializes a new instance of ContentManager. - Reference page contains code sample. - The service provider that the ContentManager should use to locate services. - - - - Initializes a new instance of ContentManager. - Reference page contains code sample. - The service provider the ContentManager should use to locate services. - The root directory to search for content. - - - - Releases the unmanaged resources used by the ContentManager and optionally releases the managed resources. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - - Releases all resources used by the ContentManager class. - - - - Loads an asset that has been processed by the Content Pipeline. Reference page contains code sample. - Asset name, relative to the loader root directory, and not including the .xnb file extension. - The loaded asset. Repeated calls to load the same asset will return the same object instance. - - - - Opens a stream for reading the specified asset. Derived classes can replace this to implement pack files or asset compression. - - The name of the asset being read. - The opened stream. - - - Low-level worker method that reads asset data. - The name of the asset to be loaded from disk. - Delegate function for handling the disposition of assets. - If recordDisposableObject is null, the default lifespan tracking and - management is used, so unloading or disposing of the content manager frees everything that has been - loaded through it. If recordDisposableObject - specifies a valid delegate, that delegate is used instead of the default lifespan tracking - and is called every time the loader encounters a type that implements System.IDisposable. - You must use your own code to unload assets loaded in this fashion, since ContentManager's - ContentManager.Unload method will not be aware of them. - Returns the loaded asset. - - - Disposes all data that was loaded by this ContentManager. - - - Gets or sets the root directory associated with this ContentManager. - The root directory associated with this ContentManager. - - - Gets the service provider associated with the ContentManager. - - The service provider associated with the ContentManager. - - - - - The ContentManager is the run-time component which loads managed - objects from the binary files produced by the design time content pipeline. - It also manages the lifespan of the loaded objects, disposing the content - manager will also dispose any assets which are themselves System.IDisposable. - - - - Reads a Framework.Graphics.Color value from the currently open stream. - - The Framework.Graphics.Color value that was read. - - - - Reads a double value from the currently open stream. - - The double value that was read. - - - - Reads a link to an external file. - The asset stored in the external file. - - - Reads a Framework.Matrix value from the currently open stream. - The Framework.Matrix - that was read. - - - Reads a single managed object from the current stream. Can be called recursively. - An existing object to write into. - The object that was read. - - - Reads a single managed object from the current stream. Can be called recursively. - The ContentTypeReader to use to read the object. - An existing object to write into. - The object that was read. - - - Reads a single managed object from the current stream. Can be called recursively. - The object that was read. - - - Reads a single managed object from the current stream. Can be called recursively. - The ContentTypeReader to use to read the object. - The object that was read. - - - - Reads a Framework.Quaternion value from the current stream. - - The Framework.Quaternion - that was read. - - - - Reads a single managed object from the current stream as an instance of the specified type. - If you specify a base class of the actual object type, the method reads data only from the base type. - - An existing object to write into. - The object that was read. - - - - Reads a single managed object from the current stream as an instance of the specified type. - If you specify a base class of the actual object type, this method reads data only from the base type. - - The ContentTypeReader to use to read the object. - An existing object to write into. - The object that was read. - - - - Reads a single managed object from the current stream as an instance of the specified type. - If you specify a base class of the actual object type, this method reads data only from the base type. - - The object that was read. - - - - Reads a single managed object from the current stream as an instance of the specified type. - If a base class of the actual object type is specified only data from the base type will be read. - - The ContentTypeReader to use to read the object. - The object that was read. - - - Reads a shared resource ID, and records it for subsequent fix-up. - The fix-up action to perform. - - - Reads a float value from the currently open stream. - - The float value that was read. - - - - - Reads a Framework.Vector2 value from the current stream. - - - The Framework.Vector2 that was read. - - - - - Reads a Framework.Vector3 value from the current stream. - - - The Framework.Vector3 that was read. - - - - - Reads a Framework.Vector4 value from the current stream. - - - The Framework.Vector4 that was read. - - - - Gets the name of the asset currently being read by this ContentReader. - Name of the asset currently being read by this ContentReader. - - - Gets the ContentManager associated with the ContentReader. - - The ContentManager associated with the ContentReader. - - - - - A worker object that implements most of ContentManager.Load. A new - ContentReader is constructed for each asset loaded. - - - - - Creates a new instance of ContentSerializerAttribute. - Reference page contains code sample. - - - Creates a copy of the ContentSerializerAttribute. - The copy. - - - Get or set a value indicating whether this member can have a null value (default=true). Reference page contains code sample. - Value indicating whether this member can have a null value. - - - Gets or sets the XML element name for each item in a collection (default = "Item"). - Reference page contains code sample. - The XML element name for each item in the collection. - - - Gets or sets the XML element name (default=name of the managed type member). Reference page contains code sample. - The XML element name. - - - - Gets or sets a value idicating whether to write member contents directly into the current XML context - rather than wrapping the member in a new XML element (default=false). - Reference page contains code sample. - - Value idicating whether to write member contents directly into the current XML context - rather than wrapping the member in a new XML element. - - - - Indicates whether an explicit CollectionItemName string is being used or the default value. Reference page contains code sample. - true if an explicit CollectionItemName string is being used; false otherwise. - - - - - Indicates whether to write this element if the member is null and skip past it if not found when deserializing XML (default=false). - Reference page contains code sample. - true if the member should be skipped when null. - - - - - Indicates whether this member is referenced from multiple parents and should be serialized as a unique ID reference (default=false). - Reference page contains code sample. - true if this member is referenced from multiple parents; false otherwise. - - - - A custom System.Attribute that marks a field or property to control how it is serialized or to indicate that protected or private data should be included in serialization. - - - - Creates a new instance of ContentSerializerCollectionItemNameAttribute. Reference page contains code sample. - The name for each item in the collection. - - - Gets the name that will be used for each item in the collection. - The name used for each item in the collection. - - - - A custom System.Attribute that marks a collection class to specify the XML element name for each item in the collection. - - - Creates a new instance of ContentSerializerIgnoreAttribute. Reference page contains code sample. - - - - A custom System.Attribute that marks public fields or properties to prevent them from being serialized. - - - Creates a new instance of ContentTypeReader. - The type handled by this reader component. - - - Retrieves and caches nested type readers. Called by the framework at creation time. - The content manager. - - - Reads a strongly typed object from the current stream. - The ContentReader used to read the object. - The object receiving the data, or null if a new instance of the object should be created. - The object that was read. - - - Gets the type handled by this reader component. - The type handled by this reader component. - - - Gets a format version number for this type. - The version number for this type. - - - Worker for reading a specific managed type from a binary format. - - - Looks up a reader for the specified type. - The type the reader will handle. - - The created ContentTypeReader. - - - - A manager that constructs and keeps track of type reader objects. - - - Creates a new instance of ContentTypeReader`1. - - - Reads a strongly typed object from the current stream. - The ContentReader used to read the object. - An existing object to read into. - The type of object to read. - - - Reads an object from the current stream. - The ContentReader used to read the object. - An existing object to read into. - The object that was read. - - - Worker for reading a specific managed type from a binary format. Derive from this class to add new data types to the content pipeline system. - - - Creates a new instance of ResourceContentManager. - The service provider the ContentManager should use to locate services. - The resource manager for the ResourceContentManager to read from. - - - Opens a stream for reading the specified resource. Derived classes can replace this to implement pack files or asset compression. - The name of the asset being read. - The opened stream. - - - - Subclass of ContentManager which is specialized to read from .resx resource - files, rather than directly from individual files on disk. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Audio.AudioContent(System.String,Microsoft.Xna.Framework.Content.Pipeline.Audio.AudioFileType). - Name of the audio source file to be processed. - Type of the processed audio: WAV, MP3 or WMA. - - - Transcodes the source audio to the target format and quality. - Format of the processed source audio: WAV, MP3 or WMA. - Quality of the processed source audio. It can be one of the following:Low (96 kbps)Medium (128 kbps)Best (192 kbps) - Name of the file containing the processed source audio. - - - Immediately releases the unmanaged resources used by this object. - - - Releases unmanaged resources and performs other cleanup operations before garbage collection reclaims the object. - - - - Gets the raw audio data. - If unprocessed, the source data; otherwise, the processed data. - - - Gets the duration (in milliseconds) of the audio data. - Duration of the audio data. - - - Gets the file name containing the audio data. - The name of the file containing this data. - - - Gets the AudioFileType of this audio source. - - The AudioFileType of this audio source. - - - - - Gets the AudioFormat of this audio source. - - - The AudioFormat of this audio source. - - - - Gets the loop length, in samples. - The number of samples in the loop. - - - Gets the loop start, in samples. - The start of the loop. - - - Encapsulates and provides operations, such as format conversions, on the source audio. This type is produced by the audio importers and used by audio processors to produce compiled audio assets. - - - Gets the average bytes processed per second. - Average bytes processed per second. - - - Gets the bit depth of the audio content. - If the audio has not been processed, the source bit depth; otherwise, the bit depth of the new format. - - - Gets the number of bytes per sample block, taking channels into consideration. - Number of bytes, per sample block. - - - Gets the number of channels. - If the audio has not been processed, the source channel count; otherwise, the new channel count. - - - Gets the format of the audio content. - If the audio has not been processed, the format tag of the source content; otherwise, the new format tag. - - - Gets the raw byte buffer for the format. - TBD - - - Gets the sample rate of the audio content. - If the audio has not been processed, the source sample rate; otherwise, the new sample rate. - - - Encapsulates the native audio format (WAVEFORMATEX) information of the audio content. - - - - Retrieves the worker writer for the specified type. - - The type. - The worker writer. - - - Provides methods for writing compiled binary format. - - - Initializes a new instance of the ContentTypeWriter class. - The target type the ContentTypeWriter. - - - Gets the assembly qualified name of the runtime loader for this type. - Name of the platform. - Name of the runtime loader. - - - Gets the assembly qualified name of the runtime target type. - The target platform. - The qualified name. - - - Retrieves and caches nested type writers and allows for reflection over the target data type. - The content compiler. - - - Indicates whether a given type of content should be compressed. - The target platform of the content build. - The object about to be serialized, or null if a collection of objects is to be serialized. - true if the content of the requested type should be compressed; false otherwise. - - - - Compiles an object into binary format. - The content writer serializing the value. - The resultant object. - - - - Gets the type handled by this compiler component. - - - The type handled by this compiler component. - - - - Gets a format version number for this type. - A format version number for this type. - - - Provides methods and properties for compiling a specific managed type into a binary format. - - - - Initializes a new instance of the ContentTypeWriterAttribute class. - - - - Identifies the components of a type writer. - - - Initializes a new instance of the ContentTypeWriter`1 class. - - - Compiles a strongly typed object into binary format. - The content writer serializing the value. - The value to write. - - - Compiles a strongly typed object into binary format. - The content writer serializing the value. - The value to write. - - - - Provides a generic implementation of ContentTypeWriter methods and properties for compiling a specific managed type into a binary format. - - - - Releases the resources used by the Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentWriter.Dispose(System.Boolean) class. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - - Writes the name of an external file to the output binary. - - External reference to a data file for the content item. - - - - Writes a single object preceded by a type identifier to the output binary. - - The value to write. - - - - Writes a single object to the output binary, using the specified type hint and writer worker. - - The value to write. - The content type writer. - - - - Writes a single object to the output binary as an instance of the specified type. - - The value to write. - - - - Writes a single object to the output binary using the specified writer worker. - - The value to write. - The writer worker. This should be looked up from the ContentTypeWriter.Initialize method of the ContentTypeWriter that is calling Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentWriter.WriteRawObject``1(``0,Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentTypeWriter), by calling ContentCompiler.GetTypeWriter. - - - Adds a shared reference to the output binary and records the object to be serialized later. - The object to record. - - - - Writes a Framework.Vector2 value. - - Value to write. - - - - Writes a Framework.Vector4 value. - - Value to write. - - - - Writes a Framework.Quaternion value. - - Value to write. - - - - Writes a Framework.Graphics.Color value. - - Value of a color using Red, Green, Blue, and Alpha values to write. - - - - Writes a Framework.Matrix value. - - Value to write. - - - - Writes a Framework.Vector3 value. - - Value to write. - - - - Gets the content build target platform. - - - The content build target platform. - - - - Provides an implementation for many of the ContentCompiler methods including compilation, state tracking for shared resources and creation of the header type manifest. - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationChannel. - - - - Adds a new keyframe to the collection, automatically sorting the contents according to keyframe times. - Keyframe to be added to the channel. - Index of the new keyframe. - - - Adds a new keyframe to the collection, automatically sorting the contents according to keyframe times. - Keyframe to be added to the channel. - - - Removes all keyframes from the collection. - - - Searches the collection for the specified keyframe. - Keyframe being searched for. - true if the keyframe exists; false otherwise. - - - Copies the elements of the animation channel to an array, starting at the specified index. - Array that will receive the copied animation channel elements. - Starting index for copy operation. - - - Returns an enumerator that iterates through the keyframes. - Enumerator for the keyframe collection. - - - Gets an enumerator that iterates through the keyframes of an animation channel. - An enumerator for the AnimationChannnel. - - - Determines the index for the specified keyframe. - Identity of a keyframe. - Index of the specified keyframe. - - - Removes the keyframe at the specified index position. - Index of the keyframe being removed. - - - Removes the specified keyframe from the collection. - Keyframe being removed. - true if the keyframe was removed; false otherwise. - - - Gets the number of keyframes in the collection. - Number of keyframes. - - - Returns a value indicating whether the object is read-only. - true if this object is read-only; false otherwise. - - - Gets the keyframe at the specified index position. - - Retrieved keyframe. - - - Provides methods and properties for maintaining an animation channel. - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationChannelDictionary. - - - Collection of animation data channels, one per bone or rigid object. - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationContent. - - - Gets the collection of animation data channels. - Collection of animation channels. - - - Gets or sets the total length of the animation. - Length of animation. - - - Provides properties for maintaining an animation. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationContentDictionary. - - - - Collection of named animations. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationKeyframe(System.TimeSpan,Microsoft.Xna.Framework.Matrix) with the specified time offsetand transform. - - Time offset of the keyframe. - Position of the keyframe. - - - Compares this instance of a keyframe to another. - Keyframe being compared to. - Indication of their relative values. - - - - Gets the time offset from the start of the animation to the position described by this keyframe. - Offset from the animation start time. - - - Gets or sets the position described by this keyframe. - Position of keyframe. - - - Provides methods and properties for managing a keyframe. - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.BasicMaterialContent. - - - Specifies the key of the key/data pair for the alpha property. - - - Specifies the key of the key/data pair for the diffuse color. - - - Specifies the key of the key/data pair for the emissive color. - - - Specifies the key of the key/data pair for the specular color. - - - Specifies the key of the key/data pair for the specular power. - - - Specifies the key of the key/data pair for the diffuse texture. - - - Specifies the key of the key/data pair for the vertex color property. - - - Gets or sets the alpha property. - Current alpha value or the value to be set. - - - - Gets or sets the diffuse color property. - Current diffuse color value or the value to be set. - - - Gets or sets the diffuse texture property. - Current diffuse texture value or the value to be set. - - - Gets or sets the emissive color property. - Current diffuse color value or the value to be set. - - - Gets or sets the specular color property. - Current specular color value or the value to be set. - - - - Gets or sets the specular power property. - Current specular power value or the value to be set. - - - - Gets or sets the vertex color property. - Current vertex color or the value to be set. - - - - - Provides properties for modifying a traditional fixed-function–style material, as supported by most 3D modeling packages. - - - Initializes a new instance of BitmapContent. - - - Initializes a new instance of BitmapContent with the specified width or height. - Width, in pixels, of the bitmap resource. - Height, in pixels, of the bitmap resource. - - - Copies one bitmap into another. - BitmapContent being copied. - Region of sourceBitmap. - BitmapContent being overwritten. - Region of bitmap to be overwritten. - - - Copies one bitmap into another. - BitmapContent being copied. - BitmapContent being overwritten. - - - Reads encoded bitmap content. - Array containing encoded bitmap data. - - - Writes encoded bitmap content. - Array containing encoded bitmap data to be set. - - - Returns a string description of the bitmap resource. - Description of the bitmap. - - - Attempts to copy a region from a specified bitmap. - BitmapContent being copied. - Location of sourceBitmap. - Region of destination bitmap to be overwritten. - true if region copy is supported; false otherwise. - - - Attempts to copy a region of the specified bitmap onto another. - BitmapContent being overwritten. - Location of the source bitmap. - Region of destination bitmap to be overwritten. - true if region copy is supported; false otherwise. - - - Gets the corresponding GPU texture format for the specified bitmap type. - Format being compared. - true if the bitmap matches format; false otherwise. - - - - Validates the arguments to the Copy function. - BitmapContent being copied. - Location of sourceBitmap. - BitmapContent being overwritten. - Region of bitmap to be overwritten. - - - Gets or sets the height of the bitmap, in pixels. - Height of the bitmap. - - - Gets or sets the width of the bitmap, in pixels. - Width of the bitmap. - - - Provides properties and methods for creating and maintaining a bitmap resource. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.BoneContent. - - - - Represents an animation skeleton. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.BoneWeight(System.String,System.Single) with the specified name and weight. - - Name of the bone. - Amount of influence, ranging from zero to one. - - - Gets the name of the bone. - Name of the bone. - - - Gets the amount of bone influence, ranging from zero to one. - Influence of the bone. - - - Provides properties for managing a bone weight. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.BoneWeightCollection. - - - - Normalizes the contents of the bone weights list. - Maximum number of weights allowed. - - - Normalizes the contents of the weights list. - - - Collection of bone weights of a vertex. - - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.Dxt1BitmapContent(System.Int32,System.Int32) with the specified width and height. - - Width of the bitmap, in pixels. - Height of the bitmap, in pixels. - - - Attempts to get the GPU texture format of this bitmap type. - Matching GPU format. - true if the bitmap matches a GPU format; false otherwise. - - - Provides methods and properties for managing compressed textures (DXT1). - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.Dxt3BitmapContent(System.Int32,System.Int32) with the specified width and height. - - Width of the bitmap, in pixels. - Height of the bitmap, in pixels. - - - Attempts to get the GPU texture format of this bitmap type. - Matching GPU format. - true if the bitmap matches a GPU format; false otherwise. - - - - Provides methods and properties for managing compressed textures (DXT3). - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.Dxt5BitmapContent(System.Int32,System.Int32) with the specified width and height. - - Width of the bitmap, in pixels. - Height of the bitmap, in pixels. - - - Attempts to get the GPU texture format of this bitmap type. - Matching GPU format. - true if the bitmap matches a GPU format; false otherwise. - - - - Provides methods and properties for managing compressed textures (DXT5). - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.DxtBitmapContent(System.Int32,System.Int32,System.Int32) with the specified size. - - Size of the block, in bytes. - Width of the bitmap, in pixels. - Height of the bitmap, in pixels. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.DxtBitmapContent(System.Int32) with the specified compression. - - Size of the block, in bytes. - - - Gets the bitmap content as an array of encoded bytes. - Contents of the bitmap. - - - Sets the contents of the bitmap using an encoded byte array. - Contents to be copied to destination bitmap. - - - Attempts to copy from a specified region to another. - Bitmap being copied from. - Region of bitmap being copied. - Region being copied to. - trueif successful; false otherwise. - - - - Attempts to copy the specified region to another. - Bitmap being copied to. - Region of source bitmap being copied from. - Region of destination bitmap. - trueif successful; false otherwise. - - - Provides methods and properties for managing compressed textures (DXT1, DXT3, DXT5). - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.EffectContent. - - - - Gets or sets the effect program source code. - Current value of the Effect program source code or the value to be set. - - - Contains the source code for a DirectX Effect, loaded from a .fx file. - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.EffectMaterialContent. - - - Specifies the key of the key/data pair for the compiled effect property. - - - Use this key search for the related effect property in the OpaqueDataDictionary object. - - - Gets or sets the compiled effect property. - Reference to a compiled effect or the value to be set. - - - Gets or sets the effect property. - Reference to an external DirectX Effect file. - - - - Provides support for representing DirectX Effect materials. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescription(System.String,System.Single,System.Single,Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescriptionStyle,System.Boolean) using the specified values. - The name of the font, such as Times New Roman. - The size, in points, of the font. - The amount of space, in pixels, to insert between letters in a string. - The font style for the font. - true if kerning information is used when drawing characters; false otherwise. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescription(System.String,System.Single,System.Single,Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescriptionStyle) and initializes its members to the specified font, size, spacing, and style. - - The name of the font, such as Times New Roman. - The size, in points, of the font. - The amount of space, in pixels, to insert between letters in a string. - The font style for the font. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescription(System.String,System.Single,System.Single) and initializes its members to the specified font, size, and spacing, using FontDescriptionStyle.Regular as the default value for FontDescription.Style. - - The name of the font, such as Times New Roman. - The size, in points, of the font. - The amount of space, in pixels, to insert between letters in a string. - - - Gets the collection of characters provided by this FontDescription. - The collection of characters. - - - Gets or sets the default character for the font. - The default character for this font. - - - Gets or sets the name of the font, such as "Times New Roman" or "Arial". This value cannot be null or empty. - The name of the font. - - - Gets or sets the size, in points, of the font. - The size, in points, of the font. - - - Gets or sets the amount of space, in pixels, to insert between letters in a string. - The amount of space, in pixels, to insert between letters in a string. - - - Gets or sets the style of the font, expressed as a combination of one or more FontDescriptionStyle flags. - - - The style of the font, expressed as a combination of one or more FontDescriptionStyle flags. - - - - Indicates if kerning information is used when drawing characters. - true if kerning information should be used when drawing characters; false otherwise. - - - - - Provides information to the Framework.Content.Pipeline.Processors.FontDescriptionProcessor describing which font to rasterize, which font size to utilize, and which Unicode characters to include in the processor output. - - - - Creates an instance of GeometryContent. - - - Gets the list of triangle indices for this geometry batch. - Collection of associated indices. - - - Gets or sets the material of the parent mesh. - Parent mesh of the geometry batch. - - - Gets or sets the parent MeshContent for this object. - Mesh content of the geometry batch. - - - Gets the set of vertex batches for the geometry batch. - List of associated vertex contents. - - - Provides properties that define various aspects of a geometry batch. - - - Gets the parent of a child object. - The child of the parent being retrieved. - The parent of the child object. - - - Sets the parent of the specified child object. - The child of the parent being retrieved. - The parent of the child object. - - - Provides methods for maintaining a collection of geometry batches that make up a mesh. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.IndexCollection. - - - - Appends the specified indices into the collection. - Index into the Positions member of the parent. - - - Provides methods for maintaining a list of index values. - - - Adds a new element to the end of the collection. - The item to add. - - - Removes all elements from the collection. - - - Determines whether the specified position is in the collection. - Position being searched for in the collection. - true if the position was found; false otherwise. - - - - Copies the specified positions to an array, starting at the specified index. - Array of positions to be copied. - Index of the first copied position. - - - Returns an enumerator that can iterate through the collection. - Enumerator that can iterate through the collection. - - - Gets an enumerator interface for reading the position values. - Interface for enumerating the collection of position values. - - - Gets the index of the specified position in a collection. - Position being searched for. - Index of the specified position. - - - Inserts a new element into the collection. - Index for element insertion. - Element to insert. - - - Removes the element at the specified index position. - Index of the element to be removed. - - - Removes the specified element from the collection. - The item to be removed. - true if the element was removed; false otherwise. - - - - Number of positions in the collection. - Number of positions. - - - Gets a value indicating whether this object is read-only. - true if this object is read-only; false otherwise. - - - - Gets or sets the position at the specified index. - - Position located at index. - - - - Provides methods for maintaining a list of vertex positions. - - - Initializes a new instance of MaterialContent. - - - Gets a reference type from the Framework.Content.Pipeline.OpaqueDataDictionary collection. - Key of the property being retrieved. - Type of the related opaque data. - - - Gets a value from the Textures collection. - Key of the texture being retrieved. - Reference to a texture from the collection. - - - Gets a value type from the Framework.Content.Pipeline.OpaqueDataDictionary collection. - Key of the value type being retrieved. - Index of the value type beng retrieved. - - - Sets a value in the contained OpaqueDataDictionary object. - Name of the key being modified. - Value being set. - - - Sets a value in the contained TextureReferenceDictionary object. - Name of the key being modified. - Value being set. - - - Gets the texture collection of the material. - Collection of textures used by the material. - - - Provides methods and properties for maintaining a collection of named texture references. - - - Adds a vertex into the index collection. - Index of the inserted vertex, in the collection. This corresponds to the value returned by MeshBuilder.CreatePosition. - - - Inserts the specified vertex position into the vertex channel. - Value of the x component of the vector. - Value of the y component of the vector. - Value of the z component of the vector. - Index of the inserted vertex. - - - Inserts the specified vertex position into the vertex channel at the specified index. - Value of the vertex being inserted. - Index of the vertex being inserted. - - - Creates a vertex data channel for use by the mesh. - Describes how the channel is used. Use this parameter as a look-up into a VertexChannelCollection. It is strongly recommended that you choose a usage from the following list.BinormalColorNormalTangentTextureCoordinateWeightsFor more information, see VertexChannelNames. - Index identifying the new data channel. Use this as a parameter when calling MeshBuilder.SetVertexChannelData. - - - Ends the creation of a mesh. - Resultant mesh. - - - Specifies the material used by the current mesh. - The material to be used by the mesh. - - - Initializes the opaque data for a specific mesh object. - Opaque data to be applied to the GeometryContent object of the next triangle. - - - Sets the specified vertex data with new data. - Index of the vertex data channel being set. This should match the index returned by MeshBuilder.CreateVertexChannel``1(System.String). - New data values for the vertex data. The data type being set must match the data type for the vertex channel specified by vertexDataIndex. - - - Initializes the creation of a mesh. - Name of the mesh. - Object used when building the mesh. - - - Gets or sets the current value for position merging of the mesh. Reference page contains code snippet demonstrating example usage. - Current value of the property. - - - - Gets or sets the tolerance for MeshBuilder.MergeDuplicatePositions. - Tolerance value used by the mesh. - - - Gets or sets the name of the current MeshContent object being processed. - Name of the MeshContent object. - - - Reverses the triangle winding order of the specified mesh. - Current value of the winding order. - - - Provides support for writing a custom importer for mesh objects. - - - Initializes a new instance of MeshContent. - - - Gets the list of geometry batches for the mesh. - Collection of geometry batches. - - - Gets the list of vertex position values. - Collection of vertex positions. - - - Provides properties and methods that define various aspects of a mesh. - - - Computes new normals for the specified mesh. - Mesh containing the normals being computed. - true if existing normals are to be discarded; false otherwise. Existing normals are searched for as if they are a vertex data channel (of type Microsoft.Xna.Framework.Vector3) with the name VertexChannelNames.Normal. - - - Compute tangent frames for the given mesh. - The target mesh used to create the tangent frame. All geometries in this mesh must have normal vertex channels stored in VertexChannelNames.Normal, and must contain Framework.Vector3 data. - The texture coordinate channel used for computing the tangent frame. This channel most contain Framework.Vector2 data. - Target channel name used to store calculated tangents. A tangent channel is not generated if null or an empty string is specified. - Target channel name used to store calculated binormals. A tangent channel is not generated if null or an empty string is specified. - - - Searches for the root bone of the contained skeleton. - Mesh that possibly contains the skeleton. - Root of the contained skeleton; otherwise null if no skeleton is found. - - - Gets a flattened list of all bones contained by the specified skeleton. - Skeleton to be traversed. - List of bones for the animation skeleton. - - - Processes the PositionCollection collection of the specified mesh, merging any values that are closer together than the specified tolerance threshold. - Mesh to be processed. - Tolerance to be used when determining duplicate positions. Pass a value of 0 to merge only those values that are exactly identical. - - - - Processes the VertexContent.PositionIndices and VertexChannel data of the specified mesh, merging any duplicate vertices. - - Mesh to be processed. - - - - Processes the VertexContent.PositionIndices and VertexChannel data of the specified geometry batch, merging any duplicate vertices. - - Geometry batch to be processed. - - - Reorders the indices and vertices of the mesh for optimal GPU cache performance. - Mesh to be optimized. - - - Reverses the triangle winding order of the specified mesh. - The mesh to be modified. - - - Applies a transformation to the contents of a scene hierarchy. - Scene hierarchy being transformed. - Matrix used in the transformation - - - Provides methods for manipulating mesh data. - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.MipmapChain(Microsoft.Xna.Framework.Content.Pipeline.Graphics.BitmapContent) with the specified mipmap. - Image containing a mipmap. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.MipmapChain. - - - Inserts a child object into the collection at the specified location. - The position in the collection. - The child object being inserted. - - - Modifies the specified child object in the collection. - The position in the collection. - The child object being modified. - - - Provides methods for accessing a mipmap chain. - - - Removes all children from the collection. - - - Inserts a child object into the collection at the specified location. - The position in the collection. - The child object being inserted. - - - Removes a child object in the collection. - The index of the item being removed. - - - Modifies the specified child object in the collection. - The position in the collection. - The child object being modified. - - - Provides methods for maintaining a mipmap chain. - - - Creates an instance of NodeContent. - - - Gets the value of the local NodeContent.Transform property, multiplied by the NodeContent.AbsoluteTransform of the parent. - Matrix of the NodeContent object. - - - - Gets the set of animations belonging to this node. - Collection of animations for this content item. - - - Gets the children of the NodeContent object. - Collection of children. - - - Gets the parent of this NodeContent object. - Parent of the NodeContent object, or null if this object is the root of the scene. - - - Gets the transform matrix of the scene. - Transform matrix used by the scene. - - - Provides a base class for graphics types that define local coordinate systems. - - - Gets the parent of a child object. - The child of the parent being retrieved. - The parent of the child object. - - - Gets the parent of a child object. - The child of the parent being retrieved. - The parent of the child object. - - - Provides a collection of all NodeContent objects in a spatial hierarchy. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.PixelBitmapContent`1(System.Int32,System.Int32) with the specified width and height. - - Width, in pixels, of the blank pixel bitmap. - Height, in pixels, of the blank pixel bitmap. - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.PixelBitmapContent`1. - - - Gets the bitmap content as an array of encoded bytes. - Contents of the bitmap. - - - Gets the pixel value at the specified location in the bitmap. - The x component of a bitmap pixel. - The y component of a bitmap pixel. - Value of the pixel. - - - Gets an array containing a single row of bitmap data. - The y component of the bitmap row. - Array containing the bitmap row data. - - - Searches for all pixels matching the specified color and replaces them with a new value. - Color being searched for. - Color used to replace originalColor. - - - Sets the bitmap content using the specified encoded byte array. - New bitmap content. - - - Sets the pixel value at the specified location in the bitmap. - The x component of a bitmap pixel. - The y component of a bitmap pixel. - New pixel value. - - - Gets a string description of the bitmap. - Description of the bitmap. - - - Attempts to copy a region from the specified bitmap. - Bitmap content being copied. - Location of the upper-left region of sourceBitmap being copied from. - Region of destination bitmap to be overwritten. - true if region copy is supported; false otherwise. - - - Attempts to copy a region to the specified bitmap. - Bitmap to be copied to. - Location of upper-left region to be copied. - Target region for the copied content. - true if region copy is supported; false otherwise. - - - Gets the GPU texture format that corresponds to the specified bitmap type. - Format being compared. - true if the bitmap matches format; false otherwise. - - - - Provides methods for maintaining a 2D array of pixel values. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.PositionCollection. - - - - Provides a collection of vertex position values. - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.Texture2DContent. - - - Gets or sets the collection of mipmaps containing the texture image data. - Mipmap chain containing the texture images of an object. - - - Represents a regular two-dimensional texture. - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.Texture3DContent. - - - Generates mipmaps for a volume texture. - true to overwrite existing mipmaps for the volume texture; false otherwise. - - - Validates that the required contents of this volume texture are present and valid. - This method verifies that mip counts are correct down each individual 2D face, and that width and height are shrinking appropriately. - - - - Represents a three-dimensional volume texture. - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.TextureContent(Microsoft.Xna.Framework.Content.Pipeline.Graphics.MipmapChainCollection) with the specified face collection. - Mipmap chain containing the face collection. - - - Converts all bitmaps for this texture to a different format. - Type being converted to. The new type must be a subclass of BitmapContent, such as PixelBitmapContent`1 or DxtBitmapContent. - - - Generates a full set of mipmaps for the texture. - true if the existing mipmap set is replaced with the new set; false otherwise. - - - Verifies that all contents of this texture are present and correct. - Result of the validation. - - - Verifies that all contents of this texture are present and correct. - - - Collection of image faces that hold a single mipmap chain for a regular 2D texture, six chains for a cube map, or an arbitrary number for volume and array textures. - Collection of object faces. - - - Provides a base class for all texture objects. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.TextureCubeContent. - - - Verifies that all contents of the cube map are present and correct. - - - Provides validation for a cube map texture, which contains an array of six image faces. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.TextureReferenceDictionary. - - - - Provides a collection of named references to texture files. - - - Gets a Converter delegate that can convert one packed vector representation to another. - A Converter delegate that encodes or decodes TInput to TOutput. - - - - Gets the GPU texture format that corresponds to a managed vector type. - Can be one of the following:Framework.Graphics.PackedVector.IPackedVectorSystem.SingleFramework.Vector2Framework.Vector3Framework.Vector4 - Surface format being compared. - true if a match is found; false otherwise. - - - - Searches for a managed vector type that corresponds to a GPU texture format. - Surface format being compared. - Corresponding managed vector type. - true if a match is found; false otherwise. - - - - Searches for a managed vector type that corresponds to a GPU vertex format. - Texture format being matched. - Corresponding managed vector type. - true if a match is found; false otherwise. - - - - Gets the GPU vertex format that corresponds to a managed vector type. - Can be one of the following:Framework.Graphics.PackedVector.IPackedVectorSystem.SingleFramework.Vector2Framework.Vector3Framework.Vector4 - Corresponding vertex element type. - true if a match is found; false otherwise. - - - - Provides methods for converting data between different packed vector representations. - - - Adds a new element to the end of the collection. - The element to add. - Index of the element. - - - Removes all elements from the collection. - - - Determines whether the specified element is in the channel. - Element being searched for. - true if the element is present; false otherwise. - - - Copies the elements of the channel to an array, starting at the specified index. - Array that will receive the copied channel elements. - Starting index for copy operation. - - - Gets an enumerator interface for reading channel content. - Enumeration of the channel content. - - - Gets the index of the specified item. - Item whose index is to be retrieved. - Index of specified item. - - - Inserts an element into the collection at the specified position. - Index at which to insert the element. - The element to insert. - - - Reads channel content and automatically converts it to the specified vector format. - Vector format to convert returned data to. - - - Removes the element at the specified index position. - Index of the element to remove. - - - Removes a specified element from the collection. - The element to remove. - - - Gets the number of elements in the vertex channel - Number of elements. - - - Gets the type of data contained in this channel. - Type of data stored in the vertex channel. - - - Gets a value indicating whether this list has a fixed size. - true if the list has a fixed size; false otherwise. - - - - Gets a value indicating whether this object is read-only. - true if this object is read-only; false otherwise. - - - - Gets a value indicating whether access to the collection is synchronized (thread safe). - true if access to the collection is synchronized (thread safe); falseotherwise. - - - Gets or sets the element at the specified index. - - Element at the specified index. - - - Gets the name of the vertex channel. - Name of the channel. - - - Gets an object that can be used to synchronize access to the collection. - An object that can be used to synchronize access to the collection. - - - Provides methods and properties for maintaining a vertex channel. - - - Adds a new vertex channel to the end of the collection. - Name of the new channel. - Type of data to be contained in the new channel. - Initial data for the new channel. If null, the channel is filled with the default value for that type. - The newly added vertex channel. - - - Adds a new vertex channel to the collection. - Vertex channel to be added. - - - Adds a new vertex channel to the end of the collection. - Name of the new channel. - Initial data for the new channel. If null, the channel is filled with the default value for that type. - The newly added vertex channel. - - - Removes all vertex channels from the collection. - - - Determines whether the collection contains the specified vertex channel. - Name of the channel being searched for. - true if the channel was found; false otherwise. - - - Determines whether the collection contains the specified vertex channel. - Name of the channel being searched for. - true if the channel was found; false otherwise. - - - - Converts the channel, specified by name to another vector format. - Name of the channel to be converted. - New channel in the specified format. - - - Converts the channel, at the specified index, to another vector format. - Index of the channel to be converted. - New channel in the specified format. - - - - Copies the elements of the collection to an array, starting at the specified index. - The destination array. - The index at which to begin copying elements. - - - Returns an enumerator that iterates through a collection. - An object that can be used to iterate through the collection. - - - Gets an enumerator that iterates through the vertex channels of a collection. - Enumerator for the collection. - - - Gets the vertex channel with the specified name and content type. - Name of a vertex channel. - Type of a vertex channel. - - - Gets the vertex channel with the specified index and content type. - Index of a vertex channel. - Type of a vertex channel. - - - Determines the index of the specified vertex channel. - Vertex channel being searched for. - Index of the vertex channel. - - - Determines the index of a vertex channel with the specified name. - Name of the vertex channel being searched for. - Index of the vertex channel. - - - Inserts a new vertex channel at the specified position. - Index for channel insertion. - Name of the new channel. - Type of the new channel. - Initial data for the new channel. If null, it is filled with the default value. - The inserted vertex channel. - - - Inserts an item at the specified index. - The zero-based index at which item should be inserted. - The item to insert. - - - Inserts a new vertex channel at the specified position. - Index for channel insertion. - Name of the new channel. - Type of the new channel. - The inserted vertex channel. - - - Removes the vertex channel at the specified index position. - Index of the vertex channel being removed. - - - Removes the specified vertex channel from the collection. - Name of the vertex channel being removed. - true if the channel was removed; false otherwise. - - - Removes the specified vertex channel from the collection. - Name of the vertex channel being removed. - true if the channel was removed; false otherwise. - - - - Gets the number of vertex channels in the collection. - Number of vertex channels. - - - Determines whether the collection is read-only. - true if the collection is read-only; false otherwise. - - - Gets or sets the vertex channel with the specified name. - - A vertex channel object. - - - Gets or sets the vertex channel at the specified index position. - - A vertex channel object. - - - Provides methods and properties for managing a list of vertex data channels. - - - Gets the name of a binormal vector channel with the specified index. - Zero-based index of the vector channel being retrieved. - Name of the retrieved vector channel. - - - Gets the name of a color channel with the specified index. - Zero-based index of the color channel being retrieved. - Name of the retrieved color channel. - - - Gets a channel base name stub from the encoded string format. - Encoded string to be decoded. - Extracted base name. - - - Gets a channel usage index from the encoded format. - Encoded name to be decoded. - Resulting channel usage index. - - - Combines a vertex declaration usage and usage index into a string name. - A vertex declaration. - An index for the vertex declaration. - Resulting encoded name. - - - Combines a channel name stub and usage index into a string name. - A channel base name stub. - A channel usage index. - Resulting encoded name. - - - Gets the name of the normal channel with the specified index. - Zero-based index of the normal channel being retrieved. - Normal channel at the specified index. - - - Gets the name of the primary normal channel. - Primary normal channel name. - - - Gets the name of the tangent vector channel with the specified index. - Zero-based index of the tangent vector channel being retrieved. - Name of the retrieved tangent vector channel. - - - Gets the name of the texture coordinate channel with the specified index. - Zero-based index of the texture coordinate channel being retrieved. - Name of the retrieved texture coordinate channel. - - - Gets a vertex declaration usage enumeration from the encoded string format. - Encoded name of a vertex declaration. - Value of the declaration usage for the vertex declaration. - true if the encoded name maps to a VertexElementUsage enumeration value; false otherwise. - - - - Gets the name of an animation weights channel at the specified index. - Index of the animation weight channel to be retrieved. - Name of the retrieved animation weights channel. - - - Gets the name of the primary animation weights channel. - Name of the primary animation weights channel. - - - Provides properties for managing a collection of vertex channel names. - - - Adds a new element to the end of the collection. - The element to add. - - - Removes all elements from the collection. - - - Determines whether the specified element is in the channel. - Element being searched for. - true if the element is present; false otherwise. - - - Copies the elements of the channel to an array, starting at the specified index. - Array that will receive the copied channel elements. - Starting index for copy operation. - - - Gets an enumerator interface for reading channel content. - Enumeration of the channel content. - - - - Gets the index of the specified item. - Item whose index is to be retrieved. - Index of specified item. - - - Inserts an element into the collection at the specified position. - Index at which to insert the element. - The element to insert. - - - Reads channel content and automatically converts it to the specified vector format. - Enumeration of retrieved channel data. - - - Removes the element at the specified index position. - Index of the element to remove. - - - Removes a specified element from the collection. - The element to remove. - true if the channel was removed; false otherwise. - - - Gets the type of data contained in this channel. - Type of data stored in the vertex channel. - - - Gets a value indicating whether this object is read-only. - true if this object is read-only; false otherwise. - - - - Gets or sets the element at the specified index. - - Element at the specified index. - - - Provides methods and properties for maintaining a vertex channel. - - - Appends multiple vertex indices to the end of the VertexContent.PositionIndices collection. - Index into the MeshContent.Positions member of the parent. - - - Appends a new vertex index to the end of the VertexContent.PositionIndices collection. - Index of the new entry. This can be added to the GeometryContent.Indices member of the parent. - Index into the MeshContent.Positions member of the parent. - - - Converts design-time vertex position and channel data into a vertex buffer format that a graphics device can recognize. - A packed vertex buffer. - Description of the vertex format. - Target platform of the content build. - - - - Inserts multiple vertex indices to the VertexContent.PositionIndices collection. - - Vertex index to be inserted. - Position of the first element of the inserted range in the collection. - - - - Inserts a new vertex index to the VertexContent.PositionIndices collection. - - Vertex index to be inserted. - Position of new vertex index in the collection. - - - Removes a vertex index from the specified location in both VertexContent.PositionIndices and VertexChannel&lt;T&gt;. - Index of the vertex to be removed. - - - - Removes a range of vertex indices from the specified location in both VertexContent.PositionIndices and VertexChannel&lt;T&gt;. - - Index of the first vertex index to be removed. - Number of indices to remove. - - - Gets the list of named vertex data channels in the VertexContent. - Collection of vertex data channels. - - - Gets the list of position indices. - Position of the position index being retrieved. - - - Gets position data from the parent mesh object. - Collection of vertex positions for the mesh. - - - Number of vertices for the content. - Number of vertices. - - - Provides methods and properties for maintaining the vertex data of a GeometryContent. - - - Flags that describe style information to be applied to text. - - - Bold text. - - - Italic text. - - - Normal text. - - - - Initializes a new instance of the ContentTypeSerializer class for serializing the specified type using the specified XML shortcut name. - - The target type. - The XML shortcut name. - - - - Initializes a new instance of the ContentTypeSerializer class for serializing the specified type. - - The target type. - - - Deserializes an object from intermediate XML format. - Location of the intermediate XML and various deserialization helpers. - Specifies the intermediate source XML format. - The object containing the received data, or null if the deserializer should construct a new instance. - The resultant object. - - - Retrieves and caches any nested type serializers and allows reflection over the target data type. - The content serializer. - - - - Queries whether an object contains data to be serialized. - - The object to query. - true if value contains data to be serialized; false otherwise. - - - - Examines the children of the specified object, passing each to a callback delegate. - The content serializer. - The method to be called for each examined child. - The object whose children are being scanned. - - - Serializes an object to intermediate XML format. - Specifies the intermediate XML location, and provides various serialization helpers. - The object to be serialized. - Specifies the content format for this object. - - - Gets a value indicating whether this component may load data into an existing object or if it must it construct a new instance of the object before loading the data. - - true if this component can load data into an existing object; false if a new instance of the object must be constructed. - - - - - Gets the type handled by this serializer component. - - The type handled by this serializer component. - - - - Gets a short-form XML name for the target type, or null if there is none. - - - A short-form XML name for the target type, or null if there is none. - - - - - Provides methods for serializing and deserializing a specific managed type. - - - - Initializes a new isntance of the ContentTypeSerializerAttribute class. - - - - Identifies type serializer components. - - - - - Initializes a new instance of the ContentTypeSerializer`1 class using the specified XML shortcut name. - - The XML shortcut name. - - - - Initializes a new instance of the ContentTypeSerializer`1 class. - - - - Deserializes a strongly typed object from intermediate XML format. - Location of the intermediate XML and various deserialization helpers. - Specifies the intermediate source XML format. - The strongly typed object containing the received data, or null if the deserializer should construct a new instance. - The object type of the deserialized object. - - - Deserializes an object from intermediate XML format. - Location of the intermediate XML and various deserialization helpers. - Specifies the intermediate source XML format. - The object containing the received data, or null if the deserializer should construct a new instance. - The object after deserialization. - - - Queries whether an object contains data to be serialized. - The object to query. - true if value contains data to be serialized; false otherwise. - - - - Queries whether a strongly-typed object contains data to be serialized. - The object to query. - true if value contains data to be serialized; false otherwise. - - - - Examines the children of the specified object, passing each to a callback delegate. - The content serializer. - The method to be called for each examined child. - The object whose children are being scanned. - - - Examines the children of the specified object, passing each to a callback delegate. - The content serializer. - The method to be called for each examined child. - The strongly typed object whose children are being scanned. - - - Serializes an object to intermediate XML format. - Specifies the intermediate XML location, and provides various serialization helpers. - The strongly typed object to be serialized. - Specifies the content format for this object. - - - Serializes an object to intermediate XML format. - Specifies the intermediate XML location, and provides various serialization helpers. - The object to be serialized. - Specifies the content format for this object. - - - - Provides a generic implementation of ContentTypeSerializer methods and properties for serializing and deserializing a specific managed type. - - - - Moves to the specified element if the element name exists. - The element name. - true if the specified element exists and the move was successful; false otherwise. - - - Reads an external reference ID and records it for subsequent operations. - The object receiving the data, or null if a new instance of the object should be created. - - - - Reads a single object from the input XML stream, using the specified type hint. - - The format of the XML. - The type serializer. - The object. - - - Reads a single object from the input XML stream, optionally specifying an existing instance to receive the data. - The format expected by the type serializer. - The object receiving the data, or null if a new instance should be created. - The object. - - - Reads a single object from the input XML stream. - The format expected by the type serializer. - The object. - - - - Reads a single object from the input XML stream using the specified type hint, optionally specifying an existing instance to receive the data. - - The format of the XML. - The type serializer. - The object receiving the data, or null if a new instance should be created. - The object - - - - Reads a single object from the input XML stream as an instance of the specified type using the specified type hint. - - The format of the XML. - The type serializer. - The object. - - - - Reads a single object from the input XML stream, as an instance of the specified type. - - The object. - The object receiving the data, or null if a new instance should be created. - The type of object read. - - - - Reads a single object from the input XML stream as an instance of the specified type, optionally specifying an existing instance to receive the data. - - The format of the XML. - The object. - - - - Reads a single object from the input XML stream as an instance of the specified type using the specified type hint, optionally specifying an existing instance to receive the data. - - The format of the XML. - The type serializer. - The object receiving the data, or null if a new instance should be created. - The object. - - - - Reads a shared resource ID and records it for subsequent operations. - - The format of the XML. - The fixup operation to perform. - - - - Reads and decodes a type descriptor from the XML input stream. - - The type descriptor. - - - Gets the parent serializer. - The parent serializer. - - - Gets the XML input stream. - The XML input stream. - - - Provides an implementation of many of the methods of IntermediateSerializer. Deserializes and tracks state for shared resources and external references. - - - - Deserializes an intermediate XML file into a managed object. - - - Intermediate XML file. - Final name of the output file used to relative encode external reference filenames. - The deserialized type. - - - Retrieves the worker serializer for a specified type. - The type. - The worker serializer - - - Serializes an object into an intermediate XML file. - The output XML stream. - The object to be serialized. - Final name of the output file, used to relative encode external reference filenames. - - - Provides methods for reading and writing XNA intermediate XML format. - - - - Adds an external reference to the output XML, and records the filename to be serialized later. - - The external reference to add. - - - - Writes a single object to the output XML stream, using the specified type hint. - - The value to write. - The format of the XML. - The type serializer. - - - - Writes a single object to the output XML stream. - - The value to write. - The format of the XML. - - - Writes a single object to the output XML stream as an instance of the specified type. - The value to write. - The format of the XML. - The type serializer. - - - - Writes a single object to the output XML stream using the specified serializer worker. - - The value to write. - The format of the XML. - - - - Adds a shared reference to the output XML and records the object to be serialized later. - - The value to write. - The format of the XML. - - - - Writes a managed type descriptor to the XML output stream. - - The type. - - - Gets the parent serializer. - The parent serializer. - - - - Gets the XML output stream. - - The XML output stream. - - - Provides an implementation of many of the methods of IntermediateSerializer including serialization and state tracking for shared resources and external references. - - - Callback delegate for the ScanChildren method. - The serializer component used to read or write the child object. - The child object currently being scanned. - - - Creates an instance of ChildCollection. - Parent object of the child objects returned in the collection. - - - Removes all children from the collection. - - - Gets the parent of a child object. - The child of the parent being retrieved. - The parent of the child object. - - - Inserts a child object into the collection at the specified location. - The position in the collection. - The child object being inserted. - - - Removes a child object from the collection. - The index of the item being removed. - - - Modifies the value of the child object at the specified location. - The index of the child object being modified. - The new value for the child object. - - - Modifies the value of the parent object of the specified child object. - The child of the parent being modified. - The new value for the parent object. - - - Provides a collection of child objects for a content item. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.ContentBuildLogger. - - - - Gets the filename currently being processed, for use in warning and error messages. - Identity of a content item. If specified, Microsoft.Xna.Framework.Content.Pipeline.ContentBuildLogger.GetCurrentFilename(Microsoft.Xna.Framework.Content.Pipeline.ContentIdentity) - uses this value to refine the search. If no value os specified, the current ContentBuildLogger.PushFile(System.String) state is used. - Name of the file being processed. - - - Outputs a high-priority status message from a content importer or processor. - Message being reported. - Arguments for the reported message. - - - Outputs a low priority status message from a content importer or processor. - Message being reported. - Arguments for the reported message. - - - Outputs a warning message from a content importer or processor. - Link to an existing online help topic containing related information. - Identity of the content item that generated the message. - Message being reported. - Arguments for the reported message. - - - Outputs a message indicating that a content asset has completed processing. - - - Outputs a message indicating that a content asset has begun processing. - Name of the file containing future messages. - - - Gets or sets the base reference path used when reporting errors during the content build process. - Current name of the base directory or the value to be set. - - - Provides methods for reporting informational messages or warnings from content importers and processors. - - - - Initializes a new instance of ContentIdentity with the specified values. - - The absolute path to the file name of the asset source. - - - - Initializes a new instance of ContentIdentity with the specified values. - - The absolute path to the file name of the asset source. - The name of the digital content creation (DCC) tool that created the asset. - - - - Initializes a new instance of ContentIdentity. - - - - - Initializes a new instance of ContentIdentity with the specified values. - - The absolute path to the file name of the asset source. - The name of the digital content creation (DCC) tool that created the asset. - Specific location of the content item within the larger source file. For example, this could be a line number in the file. - - - Gets or sets the specific location of the content item within the larger source file. - Location of the content item. This location can be in various forms. For example, this could indicate a line number within the source file. - - - Gets or sets the file name of the asset source. - The absolute path to the file name of the asset source. - - - Gets or sets the creation tool of the asset. - The name of the digital content creation (DCC) tool that created the asset. - - - Provides properties describing the origin of the game asset, such as the original source file and creation tool. This information is used for error reporting, and by processors that need to determine from what directory the asset was originally loaded. - - - Initializes a new instance of ContentImporterAttribute and sets the file name extensions supported by the importer. - - The list of file name extensions supported by the importer. Prefix each extension with a '.'. - - - Initializes a new instance of ContentImporterAttribute and sets the file name extension supported by the importer. - The list of file name extensions supported by the importer. Prefix each extension with a '.'. - - - Gets and sets the caching of the content during importation. - If true, imported content is cached in an intermediate file (managed by XNA). By default, caching is not enabled. - Caching provides significantly faster iteration times when changing the processing code for a file format. A good example would be a third-party digital content creation (DCC) tool that needs to execute before importation can occur. However, caching is not appropriate for all importers—for example, caching bulky content that is quick to import, such as bitmap images. - - - Gets or sets the name of the default processor for content read by this importer. - Name of the processor to be used as the default. - - - Gets or sets the string representing the importer in a user interface. - Name displayed in the user interface. - - - Gets the supported file name extensions of the importer. - An enumerated list of supported file name extensions. Extensions are prefixed by '.' . - - - Provides properties that identify and provide metadata about the importer, such as supported file extensions and caching information. - - - Adds a dependency to the specified file. - Name of an asset file. - - - The absolute path to the root of the build intermediate (object) directory. - The directory for storing temporary build files. - - - Gets the logger for an importer. - Logger that contains information on warnings and debug messages generated during importation. - - - The absolute path to the root of the build output (binaries) directory. - The output directory for the final build results. - - - Provides properties that define logging behavior for the importer. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.ContentImporter`1. - - - - Called by the framework when importing a game asset. - Name of a game asset file. - Contains information for importing a game asset, such as a logger interface. - Resulting game asset. - - - Called by the framework when importing a game asset. - Name of a game asset file. - Contains information for importing a game asset, such as a logger interface. - Resulting game asset. - - - Implements a file format importer for use with game assets. - - - - Initializes a new instance of ContentItem. - - - - Gets or sets the identity of the content item. - The identity of the content item. - - - Gets or sets the name of the content item. - The name of the content item. - - - Gets the opaque data of the content item. - The opaque data of the content item, stored as a set of key/value pairs. - - - Provides properties that define various aspects of content stored using the intermediate file format of the XNA Framework. - - - Initializes an instance of Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorAttribute. - - - Gets or sets the string representing the processor in a user interface. - Name displayed in the user interface. - - - Gets any existing content processor components. - - - Adds a dependency to the specified file. - Name of an asset file. - - - Add a file name to the list of related output files maintained by the build item. - The name of the file. - - - Initiates a nested build of the specified asset and then loads the result into memory. - Reference to the source asset. - Optional processor for this content. - Copy of the final converted content. - - - Initiates a nested build of the specified asset and then loads the result into memory. - Reference to the source asset. - Optional processor for this content. - Optional collection of named values available as input to the content processor. - Optional importer for this content. - Copy of the final converted content. - - - Initiates a nested build of an additional asset. - Reference to the source asset. - Optional processor for this content. - Reference to the final compiled content. The build work is not required to complete before returning. Therefore, this file may not be up to date when Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext.BuildAsset``2(Microsoft.Xna.Framework.Content.Pipeline.ExternalReference{``0},System.String) returns but it will be available for loading by the game at runtime. - - - Initiates a nested build of an additional asset. - Reference to the source asset. - Optional processor for this content. - Optional collection of named values available as input to the content processor. - Optional importer for this content. - Optional name of the final compiled content. - Reference to the final compiled content. The build work is not required to complete before returning. Therefore, this file may not be up to date when Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext.BuildAsset``2(Microsoft.Xna.Framework.Content.Pipeline.ExternalReference{``0},System.String,Microsoft.Xna.Framework.Content.Pipeline.OpaqueDataDictionary,System.String,System.String) returns but it will be available for loading by the game at runtime. - - - Converts a content item object using the specified content processor. - Source content to be converted. - Optional processor for this content. - Optional paramters for the processor. - Reference of the final converted content. - - - Converts a content item object using the specified content processor. - Source content to be converted. - Optional processor for this content. - Reference of the final converted content. - - - Gets the name of the current content build configuration. - Name of the build configuration. - - - Gets the path of the directory that will contain any intermediate files generated by the content processor. - The path of the directory that will contain any intermediate files that the content processor will produce. - - - Gets the logger interface used for status messages or warnings. - Logger interface used by the processor. - - - Gets the output path of the content processor. - The directory path of the output file that the content processor will produce. - - - Gets the output file name of the content processor. - The name of the output file that the content processor will produce. - - - Gets the collection of parameters used by the content processor. - Collection of content processor parameters. - - - Gets the current content build target platform. - Name of the target platform for the current content build. - - - - Provides access to custom processor parameters, methods for converting member data, and triggering nested builds. - - - Initializes a new instance of the Microsoft.Xna.Framework.Content.Pipeline.ContentProcessor`2 class. - - - Processes the specified input data and returns the result. - Existing content object being processed. - Contains any required custom process parameters. - A typed object representing the processed input. - - - Processes the specified input data and returns the result. - Existing content object being processed. - Contains any required custom process parameters. - The processed input. - - - - Gets the expected object type of the input parameter to IContentProcessor.Process. - - Object type of the input parameter. - - - - Gets the object type returned by IContentProcessor.Process. - - Type of object returned by the processor. - - - Provides a base class to use when developing custom processor components. All processors must derive from this class. - - - - Initializes a new instance of ExternalReference. - - The name of the referenced file. - - - - Initializes a new instance of ExternalReference, specifying the file path relative to another content item. - - The name of the referenced file. - The content that the path specified in filename is relative to. - - - - Initializes a new instance of ExternalReference. - - - - Gets and sets the file name of an ExternalReference. - The absolute file name of the external data reference. - - - Specifies external references to a data file for the content item. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.FontDescriptionImporter. - - - - Called by the XNA Framework when importing a .spritefont file to be used as a game asset. This is the method called by the XNA Framework when an asset is to be imported into an object that can be recognized by the Content Pipeline. - Name of a game asset file. - Contains information for importing a game asset, such as a logger interface. - Resulting game asset. - - - Provides methods for reading .spritefont files for use in the Content Pipeline. - - - Imports an asset from the specified file. - Name of the game asset file. - A ContentImporterContext class containing information for importing a game asset, such as a logger interface. - Resulting game asset. - - - Accesses a statically typed ContentImporter`1 instance from generic code using dynamic typing. - - - - Processes the specified input data and returns the result. - Existing content object being processed. - Contains any required custom process parameters. - An object representing the processed input. - - - - Gets the expected object type of the input parameter to IContentProcessor.Process. - - Object type of the input parameter. - - - - Gets the object type returned by IContentProcessor.Process. - - Type of object returned by the processor. - - - Provides methods and properties for accessing a statically typed ContentProcessor subclass, using dynamically typed object data. - - - Initializes a new instance of the InvalidContentException class with the specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If innerException is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Initializes a new instance of the InvalidContentException class with the specified error message. - A message that describes the error. - - - - Initializes a new instance of the InvalidContentException class with the specified error message, the identity of the content throwing the exception, and a reference to the inner exception that is the cause of this exception. - - A message that describes the error. - Information about the content item that caused this error, including the file name. In some cases, a location within the file (of the problem) is specified. - The exception that is the cause of the current exception. If innerException is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - - Initializes a new instance of the InvalidContentException class with the specified error message and the identity of the content throwing the exception. - - A message that describes the error. - Information about the content item that caused this error, including the file name. In some cases, a location within the file (of the problem) is specified. - - - - Initializes a new instance of the InvalidContentException class with information on serialization and streaming context for the related content item. - Information necessary for serialization and deserialization of the content item. - Information necessary for the source and destination of a given serialized stream. Also provides an additional caller-defined context. - - - Initializes a new instance of the InvalidContentException class - - - When overridden in a derived class, returns information about the exception. - Information necessary for serialization and deserialization of the content item. - Information necessary for the source and destination of a given serialized stream. Also provides an additional caller-defined context. - - - Gets or sets the identity of the content item that caused the exception. - The identity of the bad content item. - - - Thrown when errors are encountered in content during processing. - - - Initializes an instance of NamedValueDictionary. - - - Adds an element to the dictionary. - Identity of the key of the new element. - The value of the new element. - - - Adds the specified key and value to the dictionary. - Identity of the key of the new data pair. - The value of the new data pair. - - - Adds an item to the collection. - The item to add to the collection. - - - Removes all elements from the dictionary. - - - Removes all keys and values from the dictionary. - - - Determines whether the specified key is present in the dictionary. - Identity of a key. - true if the value is present; false otherwise. - - - Determines whether the collection contains a specific value. - The object to locate in the collection. - true if the collection contains the object; false otherwise. - - - - Copies the elements of the collection to an array, starting at a specified index. - The index at which to begin the copy. - The destination array. - - - Returns an enumerator that can iterate through this collection. - An enumerator that can iterate through this collection - - - Gets an enumerator that iterates through items in a dictionary. - Enumerator for iterating through the dictionary. - - - Removes the specified element from the dictionary. - Identity of the key of the data pair to be removed. - true if the value is present; false otherwise. - - - - Removes the specified key and value from the dictionary. - Identity of the key to be removed. - true if the value is present; false otherwise. - - - - Removes the first occurrence of the specified object from the collection. - The item to remove from the collection. - true if the item was successfully removed from the collection; false otherwise. - - - - Modifies the value of an existing element. - Identity of the element to be modified. - The value to be set. - - - Gets the value associated with the specified key. - Identity of the key of the element whose value is to be retrieved. - The current value of the element. - true if the value is present; false otherwise. - - - - Gets the number of items in the dictionary. - Number of items. - - - Specifies the type hint for the intermediate serializer. - The type used by the serializer. - - - Gets a value indicating if this object is read-only. - true if the object is read-only; false otherwise. - - - - Gets or sets the specified item. - - Identity of a key. - - - Gets all keys contained in the dictionary. - Collection of keys for the dictionary. - - - Gets all values contained in the dictionary. - Collection of values for the dictionary. - - - - Base class for dictionaries that map string identifiers to data values. - - - Initializes a new instance of OpaqueDataDictionary. - - - Adds an element to the dictionary. - Identity of the key of the new element. - The value of the new element. - - - Removes all elements from the dictionary. - - - Gets the data contents and returns it as a single XML string. - Data contents of the entry. - - - Gets the value of the specified key/value pair of the asset. - The name of the key. - The value to return if the key cannot be found. This can be null for reference types, 0 for primitive types, and a zero-filled structure for structure types. - The value of the retrieved opaque data. - - - Removes the specified element from the dictionary. - Identity of the key of the data pair to be removed. - true if the value is present; false otherwise. - - - Modifies the value of an existing element. - Identity of the element to be modified. - The value to be set. - - - Specifies the type hint for the intermediate serializer. - The type used by the serializer. - - - Provides properties that define opaque data for a game asset. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.PipelineComponentScanner. - - - - Updates the scanner object with the latest available assembly states. - Enumerated list of available assemblies. - Enumerated list of dependent assemblies. - true if an actual scan was required, indicating the collection contents may have changed. false if no assembly changes were detected since the previous call. - - - Updates the scanner object with the latest available assembly states. - Enumerated list of available assemblies. - true if an actual scan was required, indicating the collection contents may have changed. false if no assembly changes were detected since the previous call. - - - Gets the list of error messages produced by the last call to Update. - Collection of the latest error descriptions. - - - Gets a dictionary that maps importer names to their associated metadata attributes. - Importer names and their related metadata values. - - - Gets the names of all available importers. - List of available importer names. - - - Gets a dictionary that maps importer names to the fully qualified name of their return types. - Importer names and their related return types. - - - Gets a dictionary that maps processor names to their associated metadata attributes. - Processor names and their related metadata values. - - - - Gets a dictionary that maps processor names to the fully qualified name of supported input types. - Processor names and the input types they support. - - - - Gets the names of all available importers. - List of available processor names. - - - - Gets a dictionary that maps processor names to the fully qualified name of their output types. - Processor names and their related output types. - - - - A collection of supported processor parameters. - Collection of processor parameters. - - - Implements a scanner object containing the available importers and processors for an application. - - - Initializes a new instance of the PipelineException class with the specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If innerException is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - - Initializes a new instance of the PipelineException class with the specified error message. - - A message that describes the error. - - - Initializes a new instance of the PipelineException class with the specified error message. - A message that describes the error. - Array of strings specifying message-related arguments. - - - - Creates an instance of PipelineException with information on serialization and streaming context for the related content item. - - Information necessary for serialization and deserialization of the content item. - Information necessary for the source and destination of a given serialized stream. Also provides an additional caller-defined context. - - - Creates an instance of PipelineException. - - - Thrown when errors are encountered during a content pipeline build. - - - Default value of the parameter, as specified by the [DefaultValue] attribute. - Default value of the processor parameter. - - - Description of the parameter, as specified by the [Description] attribute. - Parameter description. - - - - Name of the parameter displayed in the designer, as specified by the [DisplayName] attribute. - - Friendly name of the parameter. - - - Gets a value indicating whether the paramter is an enumeration. - true if the parameter is an enumeration; false otherwise. - - - Available options for enumerated type parameters. - Available values for the parameter. - - - Name of the property, as defined in the C# code. - Name of the property used to identify a specific processor parameter. - - - Type of the parameter. - Type of the processor parameter. For a list of accepted types, see Parameterized Processors. - - - Represents a processor parameter. - - - - Represents a collection of processor parameters, usually for a single processor. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.XmlImporter. - - - - Called by the framework when importing an intermediate file containing a game asset. - Name of the intermediate file. - Contains information for importing the intermediate file, such as a logger interface. - Object representing the game asset contained by the intermediate file. - - - Implements an importer for reading intermediate XML files. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Processors.EffectProcessor. - - - - Processes the string representation of the specified effect into a platform-specific binary format using the specified context. - The effect string to be processed. - Context for the specified processor. - A platform-specific compiled binary effect. - - - Processes a string representation to a platform-specific compiled effect. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Processors.FontDescriptionProcessor. - - - - Creates SpriteFontContent from a Framework.Content.Pipeline.Graphics.FontDescription object. - Description of the font to build. - Context for the specified processor. - The font data. - - - Provides methods to convert a font description class containing the name and size of a font into SpriteFontContent. - - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Processors.FontTextureProcessor. - - - - Maps a glyph index to a character. - The glyph index. This is a zero-based index that corresponds to the position of the glyph in the original character. This value begins at the upper-left corner of the texture and increases when moving to the right and down. - The character represented by the specified glyph index. - - - Creates SpriteFontContent from a bitmap. - The bitmap data to convert to a font. - Context for the specified processor. - The font data. - - - Gets or sets the value of the First Character processor parameter. - The start character of the font texture being processed. - - - Gets or sets the output Framework.Graphics.SurfaceFormat of textures. - The output Framework.Graphics.SurfaceFormat of textures. - - - Provides methods to convert a specially marked 2D bitmap into SpriteFontContent. - Reference page contains code snippet demonstrating example usage. - - - Initializes a new instance of the MaterialProcessor class. - - - Builds effect content. - An external reference to the effect content. - Context for the specified processor. - A platform-specific compiled binary effect. - - - - Builds texture content. - The name of the texture. This should correspond to the key used to store the texture in Framework.Content.Pipeline.Graphics.MaterialContent.Textures. - The asset to build. This should be a member of Framework.Content.Pipeline.Graphics.MaterialContent.Textures. - Context for the specified processor. - The built texture content. - - - Builds the texture and effect content for the material. - The material content to build. - Context for the specified processor. - The built material. - - - Gets or sets the color value to replace with transparent black. - Color value of the material to replace with transparent black. - - - Specifies whether color keying of a texture is enabled. - true if color keying is enabled; false otherwise. - - - Specifies if a full chain of mipmaps are generated from the source material. Existing mipmaps of the material are not replaced. - true if mipmap generation is enabled; false otherwise. - - - - Specifies whether resizing of a material is enabled. - true if resizing is enabled; false otherwise. - - - Specifies the texture format of output materials. - The texture format of the output. - - - Builds the effects and textures of a Framework.Content.Pipeline.Graphics.MaterialContent object. - - - - Gets the children of this bone. - - The children of this bone. - - - - Gets the index of this bone in a ModelBoneContentCollection. - - - The index of this bone in a ModelBoneContentCollection. - - - - - Gets the bone name. - - The bone name. - - - - Gets the parent of this bone. - - The parent of this bone. - - - - Gets or sets the local transformation matrix for this bone. - - The local transformation matrix for this bone. - - - Stores design-time data for a Framework.Graphics.ModelBone asset. - - - A collection of ModelBoneContent objects. - - - - Gets the collection of bones that are referenced by this model. - - The collection of bones that are referenced by this model. - - - Gets the collection of meshes that are associated with this model. - The collection of meshes that are associated with this model. - - - Gets the root bone of this model - The root bone of this model. - - - - Gets a user defined tag object. - - User-defined tag object. - - - - Stores design-time data for a Framework.Graphics.Model asset. - - - - Gets the bounding sphere for this mesh. - - The bounding sphere for this mesh. - - - Gets the index buffer associated with this mesh. - The index buffer associated with this mesh. - - - Gets the children mesh parts associated with this mesh. - The children mesh parts associated with this mesh. - - - Gets the mesh name. - The mesh name. - - - Gets the parent bone. - The parent bone. - - - Gets the MeshContent source object used when creating this class. - The source mesh. - - - Gets a user-defined tag object. - User-defined tag object. - - - Gets the vertex buffer associated with this mesh. - The vertex buffer associated with this mesh. - - - - Stores design-time data for a Framework.Graphics.ModelMesh asset. - - - - - A collection of ModelMeshContent objects. - - - - Gets the vertex declaration for this mesh part. - The vertex declaration for this mesh part. - - - Gets the offset from the start of the index buffer to the first vertex index. - The offset from the start of the index buffer to the first vertex index. - - - Gets the material of this mesh part. - The material of this mesh part. - - - - Gets the number of vertices used in this mesh part. - - The number of vertices used in this mesh part. - - - Gets the number of primitives to render for this mesh part. - The number of primitives in this mesh part. - - - - Gets the location in the index buffer at which to start reading vertices. - - - - The location in the index buffer at which to start reading vertices. - - - - - Gets the offset, in bytes, from the first index of the of vertex buffer for this mesh part. - - The offset, in bytes, from the first index of the of vertex buffer for this mesh part. - - - Gets a user-defined tag object. - A user-defined tag object. - - - - Stores design-time data for a Framework.Graphics.ModelMeshPart asset. - - - - - Collection of ModelMeshPartContent objects. - - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Processors.ModelProcessor. - - - - Called by the framework when the MaterialContent property of a GeometryContent object is encountered in the input node collection. - The input material content. - Context for the specified processor. - The converted material content. - - - Processes all geometry using a specified material. - A material used in the scene. - A collection of all the geometry using the specified material. - Context for the specified processor. - - - Processes geometry content vertex channels at the specified index. - The geometry content to process. - Index of the vertex channel to process. - Context for the specified processor. - - - Converts mesh content to model content. - The root node content. - Context for the specified processor. - The model content. - - - Specifies the color used when color keying for a texture is enabled. - - Color value of the material to replace with transparent black. - - - - Specifies whether color keying of a model is enabled. - true if color keying is enabled; false otherwise. - - - Specifies whether a full chain of mipmaps is generated from the source material. - true if mipmap generation is enabled; false otherwise. - - - Gets or sets the value of the Generate Tangent Frames processor parameter. - true if binormals and tangents should be generated if none are found; otherwise false. - - - Specifies whether resizing of textures are enabled. - true if resizing is enabled; false otherwise. - - - Gets or sets the value of the X Axis Rotation processor parameter. - The amount of rotation, in degrees, around the X axis. - - - Gets or sets the value of the Y Axis Rotation processor parameter. - The amount of rotation, in degrees, around the X axis. - - - Gets or sets the value of the Z Axis Rotation processor parameter. - The amount of rotation, in degrees, around the Z axis. - - - Gets or sets the value of the Scale processor parameter. - The scaling factor to be applied. - - - Gets or sets the value of the Swap Winding Order processor parameter. - true if the winding order of the model should be swapped; otherwise false. This is useful for models that appear to be drawn inside-out. - - - Specifies the texture format of output materials. - The texture format of the output. - - - Processes a game asset mesh to a model content that is optimal for runtime. - - - Initializes a new instance of the ModelTextureProcessor class. - - - Processes a texture. - The texture content to process. - Context for the specified processor. - The processed texture content. - - - Specifies the color used when color keying for a texture is enabled. - - Color value of the material to replace with transparent black. - - - - Specifies whether color keying of the texture is enabled. - true if color keying is enabled; false otherwise. - - - - Specifies if a full chain of mipmaps are generated from the source material. - true if mipmap generation is enabled; false otherwise. - - - - Specifies whether resizing of textures are enabled. - true if resizing is enabled; false otherwise. - - - - Specifies the texture format of output materials. - The texture format of the output. - - - Processes textures for 3D models. - - - Initializes a new instance of the PassThroughProcessor class. - - - - No-operation process that simply returns the input argument. - - The input argument. - Context for the specified processor. - The unmodified input argument. - - - - Provides an implementation of a no-operation processor that returns an unmodified copy of the input data. - - - Represents a processed Framework.Media.Song object. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Processors.SongProcessor. - - - - Builds the content for the source audio. - The audio content to build. - Context for the specified processor. - The built audio. - - - Gets or sets the target format quality of the audio content. - The Framework.Content.Pipeline.Audio.ConversionQuality of this audio data. - - - A custom song processor that processes an intermediate Framework.Content.Pipeline.Audio.AudioContent type. - - - Represents a processed sound effect. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Processors.SoundEffectProcessor. - - - - Builds the content for the source audio. - The audio content to build. - Context for the specified processor. - The built sound effect. - - - Gets or sets the target format quality of the sound effect. - - The Framework.Content.Pipeline.Audio.ConversionQuality of the sound effect data. - - - - - Provides a custom sound effect processor that processes an intermediate Framework.Content.Pipeline.Audio.AudioContent type. - - - - - Provides methods and properties for managing a design-time Microsoft.Xna.Framework.Graphics.SpriteFont holding packed font data. - - - - Initializes a new instance of the SpriteTextureProcessor class. - - - Processes a texture for use as 2D sprites or user interface components. - The input texture content. - Context for the specified processor. - The converted texture content. - - - Specifies the color used when color keying for a texture is enabled. - - Color value of the material to replace with transparent black. - - - - Specifies whether color keying of the texture is enabled. - true if color keying is enabled; false otherwise. - - - - Specifies if a full chain of mipmaps are generated from the source material. - true if mipmap generation is enabled; false otherwise. - - - - Specifies whether resizing of textures are enabled. - true if resizing is enabled; false otherwise. - - - - Specifies the texture format of output materials. - The texture format of the output. - - - Processes textures for use as 2D sprites or user interface components. - - - Initializes a new instance of the TextureProcessor class. - - - - Processes a texture. - - The texture content to process. - Context for the specified processor. - The converted texture content. - - - Specifies the color used when color keying for a texture is enabled. - The color used when a texture is color keyed. - - - Specifies whether color keying of a texture is enabled. - true if color keying is enabled; false otherwise. - - - Specifies if a full chain of mipmaps are generated from the source texture. - true if mipmap generation is enabled; false otherwise. - - - Specifies whether resizing of a texture is enabled. - true if resizing is enabled; false otherwise. - - - Specifies the texture format of outputmaterials. - The texture format of the output. - - - - Provides methods for processing textures. - - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Processors.VertexBufferContent(System.Int32) of the specified size. - - The size of the vertex buffer content, in bytes. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Processors.VertexBufferContent. - - - - Gets the size of the specified type, in bytes. - The type. - The size of the specified type, in bytes. - - - Writes additional data into the vertex buffer. - Offset at which to begin writing. - Stride of the data being written, in bytes. - The type of data to be written. - The data to write. - - - Writes additional data into the vertex buffer. - Offset at which to begin writing. - Stride of the data being written, in bytes. - The type of data to be written. - The data to write. - The target platform of the content build. - - - Writes additional data into the vertex buffer. - Offset at which to begin writing. - Stride of the data being written, in bytes. - The data to write. - The target platform of the content build. - - - Writes additional data into the vertex buffer. - Offset to begin writing at. - Stride of the data being written, in bytes. - Enumerated collection of data. - - - Gets the array containing the raw bytes of the packed vertex data. - Raw data of the packed vertex data. - - - Provides methods and properties for managing a design-time vertex buffer that holds packed vertex data. - - - Specifies the target output (of type SurfaceFormat) of the texture processor. - - - The SurfaceFormat value, of the input TextureContent object, is converted to Color by the processor. Typically used for 2D graphics and overlays. - - - The SurfaceFormat value, of the input TextureContent object, is converted to an appropriate DXT compression by the processor. If the input texture contains fractional alpha values, it is converted to DXT5 format (8 bits per texel); otherwise it is converted to DXT1 (4 bits per texel). This conversion reduces the resource's size on the graphics card. Typically used for 3D textures such as 3D model textures. - - - The SurfaceFormat value, of the input TextureContent object, is not changed by the processor. Typically used for textures processed by an external tool. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildContent. - - - - The format specifier for the named event used to cancel the build. - - - - Executes the related build task. - - true if the task completed successfully; false otherwise. - - - Gets or sets the content build configuration name. - Name of the configuration. - - - Gets or sets the content compression flag. - If true, all content types that permit compression will be compressed when built (the default). If false, no content will be compressed. - - - Gets or sets the directory for storing temporary build files. - Directory containing the intermediate build files. - - - Gets all file names produced by the build, regardless of any incremental optimizations. - Array of file names produced by the content build. - - - Gets or sets the base reference path used when reporting errors during the content build process. - Current name of the base directory or the value to be set. - - - Gets all file names produced by the build, regardless of any incremental optimizations. - Array of file names produced by the content build. - - - Gets or sets the output directory for the final build results. - Output directory for final build result files - - - - Gets or sets the names of assemblies that provide Importer&lt;T&gt; or ContentProcessor&lt;T&gt; components for use by the build. - - Current pipeline assemblies or the values to be set. - - - Gets or sets the dependencies of the pipeline assemblies. - Array of content build dependencies. - - - Gets or sets the force rebuild flag. - Current value of the force rebuild flag.If true, all content is rebuilt (even when incremental checks indicate everything is up to date). The default value is false. - - - Gets the list of file names modified by an incremental rebuild. - Array of file names modified by an incremental rebuild. - - - Gets or sets the base path for the entire content build process. - Base path of the content build process. - - - Gets or sets the source asset files to be built. - Current source asset files to be built or the values to be set. - - - Gets or sets the content build target platform. - Target of the content build. For a list of possible values, see Microsoft.Xna.Framework.TargetPlatform. - - - Provides methods and properties for importing and processing game assets into a binary format. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildXact. - - - - Executes the BuildXact task. - true to begin execution of the task; otherwise false. - - - Gets or sets the content build configuration name. - Current name of the build configuration or the value to be set. - - - Gets or sets the directory for storing temporary build files. - Current directory for temporary build files or the value to be set. - - - Gets the names of the intermediate files used internally by the build. - Intermediate file names produced by the build. - - - Gets or sets the base reference path used when reporting errors during the content build process. - Current name of the base directory or the value to be set. - - - Gets or sets the directory for the final build results. - Current directory for the final build results or the value to be set. - - - Gets the names of all files produced by the build, regardless of any incremental optimizations. - - File names produced by the build or the value to be set. - - - Gets or sets the force rebuild flag. - If true, all XACT target files are rebuilt; otherwise only modified files are rebuilt. Default value is false. - - - Gets the names of files modified by an incremental rebuild. - File names modified by an incremental build. - - - Gets or sets the base directory for the entire content build process. - Current name of the base directory or the value to be set. - - - Gets or sets the content build target platform. - Current platform or the value to be set. Can be one of the following values: Windows or Xbox360 - - - Gets or sets the XACT project files to be built. - Current XACT project files to be built or value to be set. - - - Gets or sets XNA framework version, used to determine the xactbld3.exe path. - Version of the XNA framework or the value to be set. Currently, 1.0 is the only valid value. - - - An MSBuild task that provides incremental build capabilities for XACT projects. - - - Instantiates a new instance of this MSBuild task for deleting all the intermediate and output files that were created by a previous Content Pipeline build operation. - - - Removes all intermediate and output files that were created by a previous Content Pipeline build operation. - true if errors were logged; false otherwise. - - - - Gets or sets the content build configuration name. - The content build configuration name. - - - Gets or sets the directory for storing temporary build files. - The directory for storing temporary build files. - - - Gets or sets the output directory for the final build results. - The output directory for the final build results. - - - Gets or sets the base path for the entire content build process. - The base path for the entire content build process. - - - Gets or sets the content build target platform. - The content build target platform. - - - An MSBuild task for deleting all the intermediate and output files that were created by a previous Content Pipeline build operation. - - - - Creates a new instance of Microsoft.Xna.Framework.Content.Pipeline.Tasks.GetLastOutputs. - - - Executes the related task using MSBuild. - true if the task completed successfully; false otherwise. - - - Gets or sets the directory containing the cache file to be retrieved. - Path of the retrieved cache file. - - - Gets the names of the output content files. - Collection of cache file names. - - - Provides methods and properties for getting the names of all output content files from the content pipeline's cache file. - - - Initializes a new instance of the BoundingBoxConverter class. - - - Converts the given object to the type of this converter, using the specified context and culture information. - The format context. - The current culture. - The object to convert. - The converted value. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - - Creates an instance of the type that this BoundingBoxConverter is associated with, using the specified context, given a set of property values for the object. - - The format context. - The new property values. - - An object representing propertyValues, or null if the object cannot be created. - - - - - Provides a unified way of converting Framework.BoundingBox values to other types, as well as for accessing standard values and subproperties. - - - - - Initializes a new instance of the BoundingSphereConverter class. - - - - Converts the given object to the type of this converter, using the specified context and culture information. - The format context. - The current culture. - The object to convert. - The converted value. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - - Creates an instance of the type that this BoundingSphereConverter is associated with, using the specified context, given a set of property values for the object. - - The format context. - The new property values. - - An object representing propertyValues, or null if the object cannot be created. - - - - - Provides a unified way of converting Framework.BoundingSphere values to other types, as well as for accessing standard values and subproperties. - - - - Initializes a new instance of the Microsoft.Xna.Framework.Design.ColorConverter class. - - - Converts the given value to the type of this converter. - The format context. - The current culture. - The object to convert. - The converted value. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - Re-creates an object given a set of property values for the object. - The format context. - The new property values. - An object representing propertyValues, or null if the object cannot be created. - - - Provides a unified way of converting Color values to other types, as well as for accessing standard values and subproperties. - - - - Initializes a new instance of the MathTypeConverter class. - - - - Represents a collection of System.ComponentModel.PropertyDescriptor objects. - - - Returns whether string conversion is supported. - - - Returns whether this converter can convert an object of the given type to the type of this converter, using the specified context. - The format context. - The type you want to convert from. - true if this converter can perform the conversion; false otherwise. - - - Returns whether this converter can convert an object of one type to the type of this converter. - The format context. - The destination type. - true if this converter can perform the conversion; false otherwise. - - - Returns whether changing a value on this object requires a call to CreateInstance to create a new value, using the specified context. - The format context. - true if changing a property on this object requires a call to CreateInstance to create a new value; false otherwise. - - - Returns whether this object supports properties, using the specified context. - The format context. - true if GetProperties should be called to find the properties of this object; false otherwise. - - - - Returns a collection of properties for the type of array specified by the value parameter. - The format context. - The type of array for which to get properties. - An array to use as a filter. - The properties that are exposed for this data type, or null if there are no properties. - - - - Provides a unified way of converting math type values to other types, as well as for accessing standard values and subproperties. - - - - - Initializes a new instance of the MatrixConverter class. - - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - - Creates an instance of the type that this MatrixConverter is associated with, using the specified context, given a set of property values for the object. - - The format context. - The new property values. - - An object representing propertyValues, or null if the object cannot be created. - - - - - Provides a unified way of converting Framework.Matrix values to other types, as well as for accessing standard values and subproperties. - - - - - Initializes a new instance of the PlaneConverter class. - - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - - Creates an instance of the type that this PlaneConverter is associated with, using the specified context, given a set of property values for the object. - - The format context. - The new property values. - An object representing propertyValues, or null if the object cannot be created. - - - - Provides a unified way of converting Framework.Plane values to other types, as well as for accessing standard values and subproperties. - - - - - Initializes a new instance of the PointConverter class. - - - - Converts the given object to the type of this converter, using the specified context and culture information. - The format context. - The current culture. - The object to convert. - The converted value. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - - Creates an instance of the type that this PointConverter is associated with, using the specified context, given a set of property values for the object. - - The format context. - The new property values. - - An object representing propertyValues, or null if the object cannot be created. - - - - - Provides a unified way of converting Framework.Point values to other types, as well as for accessing standard values and subproperties. - - - - - Initializes a new instance of the QuaternionConverter class. - - - - Converts the given object to the type of this converter, using the specified context and culture information. - The format context. - The current culture. - The object to convert. - The converted value. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - - Creates an instance of the type that this QuaternionConverter is associated with, using the specified context, given a set of property values for the object. - - The format context. - The new property values. - - An object representing propertyValues, or null if the object cannot be created. - - - - - Provides a unified way of converting Framework.Quaternion values to other types, as well as for accessing standard values and subproperties. - - - - - Initializes a new instance of the RayConverter class. - - - - Converts the given object to the type of this converter, using the specified context and culture information. - The format context. - The current culture. - The object to convert. - The converted value. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - - Creates an instance of the type that this RayConverter is associated with, using the specified context, given a set of property values for the object. - - The format context. - The new property values. - - An object representing propertyValues, or null if the object cannot be created. - - - - - Provides a unified way of converting Framework.Ray values to other types, as well as for accessing standard values and subproperties. - - - - - Initializes a new instance of the RectangleConverter class. - - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - - Creates an instance of the type that this RectangleConverter is associated with, using the specified context, given a set of property values for the object. - - The format context. - The new property values. - - An object representing propertyValues, or null if the object cannot be created. - - - - - Provides a unified way of converting Framework.Rectangle values to other types, as well as for accessing standard values and subproperties. - - - - - Initializes a new instance of the Vector2Converter class. - - - - Converts the given object to the type of this converter, using the specified context and culture information. - The format context. - The current culture. - The object to convert. - The converted value. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - - Creates an instance of the type that this Vector2Converter is associated with, using the specified context, given a set of property values for the object. - - The format context. - The new property values. - - An object representing propertyValues, or null if the object cannot be created. - - - - - Provides a unified way of converting Framework.Vector2 values to other types, as well as for accessing standard values and subproperties. - - - - - Initializes a new instance of the Vector3Converter class. - - - - Converts the given object to the type of this converter, using the specified context and culture information. - The format context. - The current culture. - The object to convert. - The converted value. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - - Creates an instance of the type that this Vector3Converter is associated with, using the specified context, given a set of property values for the object. - - The format context. - The new property values. - - An object representing propertyValues, or null if the object cannot be created. - - - - - Provides a unified way of converting Framework.Vector3 values to other types, as well as for accessing standard values and subproperties. - - - - - Initializes a new instance of the Vector4Converter class. - - - - Converts the given object to the type of this converter, using the specified context and culture information. - The format context. - The current culture. - The object to convert. - The converted value. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - Creates an instance of the type that this Vector4Converter is associated with, using the specified context, given a set of property values for the object. - The format context. - The new property values. - - An object representing propertyValues, or null if the object cannot be created. - - - - Provides a unified way of converting Framework.Vector4 values to other types, as well as for accessing standard values and subproperties. - - - Creates an instance of BoundingBox. Reference page contains links to related conceptual articles. - The minimum point the BoundingBox includes. - The maximum point the BoundingBox includes. - - - Specifies the total number of corners (8) in the BoundingBox. - - - The maximum point the BoundingBox contains. - - - - The minimum point the BoundingBox contains. - - - - Tests whether the BoundingBox contains a BoundingSphere. - The BoundingSphere to test for overlap. - Enumeration indicating the extent of overlap. - - - - Tests whether the BoundingBox contains a point. - - The point to test for overlap. - Enumeration indicating the extent of overlap. - - - Tests whether the BoundingBox contains a BoundingFrustum. - The BoundingFrustum to test for overlap. - Enumeration indicating the extent of overlap. - - - - Tests whether the BoundingBox contains a BoundingSphere. - - The BoundingSphere to test for overlap. - Enumeration indicating the extent of overlap. - - - Tests whether the BoundingBox contains another BoundingBox. - The BoundingBox to test for overlap. - Enumeration indicating the extent of overlap. - - - Tests whether the BoundingBox contains a point. - The point to test for overlap. - Enumeration indicating the extent of overlap. - - - - Tests whether the BoundingBox contains a BoundingBox. - - The BoundingBox to test for overlap. - Enumeration indicating the extent of overlap. - - - Creates the smallest BoundingBox that will contain a group of points. - A list of points the BoundingBox should contain. - The created BoundingBox. - - - Creates the smallest BoundingBox that will contain the specified BoundingSphere. - The BoundingSphere to contain. - The created BoundingBox. - - - - Creates the smallest BoundingBox that will contain the specified BoundingSphere. - - The BoundingSphere to contain. - The created BoundingBox. - - - - Creates the smallest BoundingBox that contains the two specified BoundingBox instances. - - One of the BoundingBox instances to contain. - One of the BoundingBox instances to contain. - The created BoundingBox. - - - Creates the smallest BoundingBox that contains the two specified BoundingBox instances. - One of the BoundingBoxs to contain. - One of the BoundingBoxs to contain. - The created BoundingBox. - - - - Determines whether two instances of BoundingBox are equal. - - BoundingBox to compare. - BoundingBox to compare. - true if the two BoundingBoxs are equal; false otherwise. - - - - Determines whether two instances of BoundingBox are equal. - - The System.Object to compare with the current BoundingBox. - true if the specified System.Object is equal to the current BoundingBox; false otherwise. - - - - - Determines whether two instances of BoundingBox are equal. - - The BoundingBox to compare with the current BoundingBox. - true if the specified BoundingBox is equal to the current BoundingBox; false otherwise. - - - - Gets the array of points that make up the corners of the BoundingBox. - An existing array of at least 8 Vector3 points where the corners of the BoundingBox are written. - - - - Gets an array of points that make up the corners of the BoundingBox. - - - An array of Vector3 points that represent the corners of the BoundingBox. - - - - Gets the hash code for this instance. - - A hash code for the current BoundingBox. - - - - - Determines whether two instances of BoundingBox are not equal. - - The object to the left of the inequality operator. - The object to the right of the inequality operator. - true if left is not equal to right; false otherwise. - - - - Checks whether the current BoundingBox intersects a BoundingSphere. Reference page contains links to related code samples. - The BoundingSphere to check for intersection with. - true if the BoundingBox and BoundingSphere intersect; false otherwise. - - - - Checks whether the current BoundingBox intersects a Plane. Reference page contains links to related code samples. - The Plane to check for intersection with. - An enumeration indicating whether the BoundingBox intersects the Plane. - - - - Checks whether the current BoundingBox intersects a BoundingFrustum. - Reference page contains links to related code samples. - The BoundingFrustum to check for intersection with. - true if the BoundingBox and BoundingFrustum intersect; false otherwise. - - - - Checks whether the current BoundingBox intersects a Ray. - Reference page contains links to related code samples. - The Ray to check for intersection with. - Distance at which the ray intersects the BoundingBox, or null if there is no intersection. - - - - Checks whether the current BoundingBox intersects another BoundingBox. - Reference page contains links to related code samples. - The BoundingBox to check for intersection with. - true if the BoundingBoxs intersect; false otherwise. - - - - - Checks whether the current BoundingBox intersects a Plane. - Reference page contains links to related code samples. - The Plane to check for intersection with. - An enumeration indicating whether the BoundingBox intersects the Plane. - - - - Checks whether the current BoundingBox intersects another BoundingBox. - Reference page contains links to related code samples. - The BoundingBox to check for intersection with. - true if the BoundingBox instances intersect; false otherwise. - - - - Checks whether the current BoundingBox intersects a BoundingSphere. - Reference page contains links to related code samples. - The BoundingSphere to check for intersection with. - true if the BoundingBox and BoundingSphere intersect; false otherwise. - - - - Checks whether the current BoundingBox intersects a Ray. - Reference page contains links to related code samples. - The Ray to check for intersection with. - Distance at which the ray intersects the BoundingBox, or null if there is no intersection. - - - - - Returns a System.String that represents the current BoundingBox. - - System.String representation of the current BoundingBox. - - - - Defines an axis-aligned box-shaped 3D volume. Reference page contains links to related conceptual articles. - - - Creates a new instance of BoundingFrustum. Reference page contains links to related conceptual articles. - Combined matrix that usually takes view × projection matrix. - - - Specifies the total number of corners (8) in the BoundingFrustum. - - - Checks whether the current BoundingFrustum contains the specified BoundingSphere. - The BoundingSphere to check against the current BoundingFrustum. - Enumeration indicating the relationship of the current BoundingFrustum to the specified BoundingSphere. - - - - Checks whether the current BoundingFrustum contains the specified point. - - The point to test for overlap. - Enumeration indicating the extent of overlap. - - - - Checks whether the current BoundingFrustum contains the specified BoundingFrustum. - - The BoundingFrustum to check against the current BoundingFrustum. - - Enumeration indicating the relationship of the current BoundingFrustum to the specified BoundingFrustum. - - - - - Checks whether the current BoundingFrustum contains the specified BoundingSphere. - - The BoundingSphere to test for overlap. - Enumeration indicating the extent of overlap. - - - - Checks whether the current BoundingFrustum contains the specified BoundingBox. - - The BoundingBox to check against the current BoundingFrustum. - - Enumeration indicating the relationship of the current BoundingFrustum to the specified BoundingBox. - - - - - Checks whether the current BoundingFrustum contains the specified point. - - The point to check against the current BoundingFrustum. - - Enumeration indicating the relationship of the current BoundingFrustum to the specified point. - - - - - Checks whether the current BoundingFrustum contains the specified BoundingBox. - - The BoundingBox to test for overlap. - Enumeration indicating the extent of overlap. - - - - Determines whether two instances of BoundingFrustum are equal. - - The BoundingFrustum to the left of the equality operator. - The BoundingFrustum to the right of the equality operator. - true if left is equal to right; false otherwise. - - - - - Determines whether the specified BoundingFrustum is equal to the current BoundingFrustum. - - The BoundingFrustum to compare with the current BoundingFrustum. - true if the specified BoundingFrustum is equal to the current BoundingFrustum; false otherwise. - - - - - Determines whether the specified System.Object is equal to the BoundingFrustum. - - The System.Object to compare with the current BoundingFrustum. - true if the specified System.Object is equal to the current BoundingFrustum; false otherwise. - - - - - Gets an array of points that make up the corners of the BoundingFrustum. - - An existing array of at least 8 Vector3 points where the corners of the BoundingFrustum are written. - - - - Gets an array of points that make up the corners of the BoundingFrustum. - - - Array of Vector3 points that make up the corners of the BoundingFrustum. - - - - Gets the hash code for this instance. - A hash code for the current BoundingFrustum. - - - Determines whether two instances of BoundingFrustum are not equal. - The BoundingFrustum to the left of the inequality operator. - The BoundingFrustum to the right of the inequality operator. - true if left is not equal to right; false otherwise. - - - - Checks whether the current BoundingFrustum intersects the specified BoundingSphere. - The BoundingSphere to check for intersection. - true if the BoundingFrustum intersects the BoundingSphere; false otherwise. - - - Checks whether the current BoundingFrustum intersects the specified Plane. - The Plane to check for intersection. - An enumeration indicating whether BoundingFrustum intersects the specified Plane. - - - - - Checks whether the current BoundingFrustum intersects the specified BoundingFrustum. - - The BoundingFrustum to check for intersection. - true if the current BoundingFrustum intersects the specified BoundingFrustum; false otherwise. - - - - - Checks whether the current BoundingFrustum intersects a Ray. - - The Ray to check for intersection with. - Distance at which the ray intersects the BoundingFrustum or null if there is no intersection. - - - - Checks whether the current BoundingFrustum intersects the specified BoundingBox. - - The BoundingBox to check for intersection. - true if the BoundingFrustum intersects the BoundingBox; false otherwise. - - - - - Checks whether the current BoundingFrustum intersects a Plane. - - The Plane to check for intersection with. - An enumeration indicating whether the BoundingFrustum intersects the Plane. - - - - Checks whether the current BoundingFrustum intersects a BoundingBox. - - The BoundingBox to check for intersection with. - true if the BoundingFrustum and BoundingBox intersect; false otherwise. - - - - Checks whether the current BoundingFrustum intersects a BoundingSphere. - - The BoundingSphere to check for intersection with. - true if the BoundingFrustum and BoundingSphere intersect; false otherwise. - - - - Checks whether the current BoundingFrustum intersects the specified Ray. - - The Ray to check for intersection. - Distance at which the ray intersects the BoundingFrustum or null if there is no intersection. - - - - Returns a System.String that represents the current BoundingFrustum. - System.String representation of the current BoundingFrustum. - - - - Gets the bottom plane of the BoundingFrustum. - Returns the bottom plane of the BoundingFrustum. - - - Gets the far plane of the BoundingFrustum. - Returns the far plane of the BoundingFrustum. - - - Gets the left plane of the BoundingFrustum. - Returns the left plane of the BoundingFrustum. - - - Gets or sets the Matrix that describes this bounding frustum. - The Matrix that describes this bounding frustum. - - - - Gets the near plane of the BoundingFrustum. - Returns the near plane of the BoundingFrustum. - - - Gets the right plane of the BoundingFrustum. - Returns the right plane of the BoundingFrustum. - - - Gets the top plane of the BoundingFrustum. - Returns the top plane of the BoundingFrustum. - - - Defines a frustum and helps determine whether forms intersect with it. - - - Creates a new instance of BoundingSphere. - Center point of the sphere. - Radius of the sphere. - - - The center point of the sphere. - - - The radius of the sphere. - - - - Checks whether the current BoundingSphere contains the specified BoundingSphere. - - The BoundingSphere to check against the current BoundingSphere. - An enumeration indicating the relationship of the BoundingSpheres. - - - - Checks whether the current BoundingSphere contains the specified point. - - The point to test for overlap. - Enumeration indicating the extent of overlap. - - - - Checks whether the current BoundingSphere contains the specified BoundingFrustum. - - The BoundingFrustum to check against the current BoundingSphere. - - An enumeration indicating the relationship of the specified BoundingFrustum to the current BoundingSphere. - - - - - Checks whether the current BoundingSphere contains the specified BoundingSphere. - - The BoundingSphere to test for overlap. - Enumeration indicating the extent of overlap. - - - - Checks whether the current BoundingSphere contains the specified BoundingBox. - - The BoundingBox to check against the current BoundingSphere. - - An enumeration indicating the relationship of the specified BoundingBox to the current BoundingSphere. - - - - - Checks whether the current BoundingSphere contains the specified point. - - The point to check against the current BoundingSphere. - - An enumeration indicating the relationship of the specified point to the current BoundingSphere. - - - - - Checks whether the current BoundingSphere contains the specified BoundingBox. - - The BoundingBox to test for overlap. - Enumeration indicating the extent of overlap. - - - - Creates the smallest BoundingSphere that can contain a specified BoundingBox. - - The BoundingBox to create the BoundingSphere from. - The created BoundingSphere. - - - Creates the smallest BoundingSphere that can contain a specified BoundingBox. - The BoundingBox to create the BoundingSphere from. - The created BoundingSphere. - - - Creates the smallest BoundingSphere that can contain a specified BoundingFrustum. - The BoundingFrustum to create the BoundingSphere with. - The created BoundingSphere. - - - Creates a BoundingSphere that can contain a specified list of points. - List of points the BoundingSphere must contain. - The created BoundingSphere. - - - - Creates a BoundingSphere that contains the two specified BoundingSphere instances. - - BoundingSphere to be merged. - BoundingSphere to be merged. - The created BoundingSphere. - - - Creates a BoundingSphere that contains the two specified BoundingSphere instances. - BoundingSphere to be merged. - BoundingSphere to be merged. - The created BoundingSphere. - - - - Determines whether two instances of BoundingSphere are equal. - - The object to the left of the equality operator. - The object to the right of the equality operator. - true if left is equal to right; false otherwise. - - - - - Determines whether the specified BoundingSphere is equal to the current BoundingSphere. - - The BoundingSphere to compare with the current BoundingSphere. - true if the specified BoundingSphere is equal to the current BoundingSphere; false otherwise. - - - - - Determines whether the specified System.Object is equal to the BoundingSphere. - - The System.Object to compare with the current BoundingSphere. - true if the specified System.Object is equal to the current BoundingSphere; false otherwise. - - - - Gets the hash code for this instance. - - A hash code for the current BoundingSphere. - - - - - Determines whether two instances of BoundingSphere are not equal. - - The BoundingSphere to the left of the inequality operator. - The BoundingSphere to the right of the inequality operator. - true if left is not equal to right; false otherwise. - - - - Checks whether the current BoundingSphere intersects with a specified BoundingSphere. - The BoundingSphere to check for intersection with the current BoundingSphere. - true if the BoundingSpheres intersect; false otherwise. - - - Checks whether the current BoundingSphere intersects with a specified Plane. - The Plane to check for intersection with the current BoundingSphere. - An enumeration indicating the relationship between the BoundingSphere and the Plane. - - - - Checks whether the current BoundingSphere intersects with a specified BoundingFrustum. - - The BoundingFrustum to check for intersection with the current BoundingSphere. - true if the BoundingFrustum and BoundingSphere intersect; false otherwise. - - - - - Checks whether the current BoundingSphere intersects a Ray. - - The Ray to check for intersection with. - Distance at which the ray intersects the BoundingSphere or null if there is no intersection. - - - - Checks whether the current BoundingSphere intersects with a specified BoundingBox. - - The BoundingBox to check for intersection with the current BoundingSphere. - true if the BoundingBox and BoundingSphere intersect; false otherwise. - - - - - Checks whether the current BoundingSphere intersects a Plane. - - The Plane to check for intersection with. - An enumeration indicating whether the BoundingSphere intersects the Plane. - - - - Checks whether the current BoundingSphere intersects a BoundingBox. - - The BoundingBox to check for intersection with. - true if the BoundingSphere and BoundingBox intersect; false otherwise. - - - - Checks whether the current BoundingSphere intersects another BoundingSphere. - - The BoundingSphere to check for intersection with. - true if the BoundingSphere instances intersect; false otherwise. - - - - Checks whether the current BoundingSphere intersects with a specified Ray. - - The Ray to check for intersection with the current BoundingSphere. - Distance at which the ray intersects the BoundingSphere or null if there is no intersection. - - - - - Returns a System.String that represents the current BoundingSphere. - - System.String representation of the current BoundingSphere. - - - - Translates and scales the BoundingSphere using a given Matrix. - A transformation matrix that might include translation, rotation, or uniform scaling. Note that BoundingSphere.Transform will not return correct results if there are non-uniform scaling, shears, or other unusual transforms in this transformation matrix. This is because there is no way to shear or non-uniformly scale a sphere. Such an operation would cause the sphere to lose its shape as a sphere. - The transformed BoundingSphere. - - - - Translates and scales the BoundingSphere using a given Matrix. - - A transformation matrix that might include translation, rotation, or uniform scaling. Note that BoundingSphere.Transform will not return correct results if there are non-uniform scaling, shears, or other unusual transforms in this transformation matrix. This is because there is no way to shear or non-uniformly scale a sphere. Such an operation would cause the sphere to lose its shape as a sphere. - - The transformed BoundingSphere. - - - - Defines a sphere. - - - Initializes a new instance of Curve. - - - Creates a copy of the Curve. - - The copy of the Curve. - - - - Computes all tangents for all CurveKeys in this Curve, using a specified tangent type for both CurveKey.TangentIn and CurveKey.TangentOut. - - The type of CurveKey.TangentOut and CurveKey.TangentIn to compute (one of the types specified in the CurveTangent enumeration). - - - - Computes all tangents for all CurveKeys in this Curve, - using different tangent types for CurveKey.TangentOut and CurveKey.TangentIn. - - The type of CurveKey.TangentIn to compute (one of the types specified in the CurveTangent enumeration). - The type of CurveKey.TangentOut to compute (one of the types specified in the CurveTangent enumeration). - - - Computes both the CurveKey.TangentIn and the CurveKey.TangentOut for a CurveKey specified by its index. - The index of the CurveKey for which to compute tangents (in the Curve.Keys collection of the Curve). - The type of tangents to compute (one of the types specified in the CurveTangent enumeration). - - - - Computes a specified type of CurveKey.TangentIn and a specified type of CurveKey.TangentOut for a given CurveKey. - - The index of the CurveKey for which to compute tangents (in the Curve.Keys collection of the Curve). - The type of CurveKey.TangentIn to compute (one of the types specified in the CurveTangent enumeration). - The type of CurveKey.TangentOut to compute (one of the types specified in the CurveTangent enumeration). - - - Finds the value at a position on the Curve. - The position on the Curve. - Value at the position on the Curve. - - - - Gets a value indicating whether the curve is constant. - true is the curve is constant (has one or fewer points); false otherwise. - - - The points that make up the curve. - Points that make up the curve. - - - Specifies how to handle weighting values that are greater than the last control point in the curve. - Specifies how to handle weighting values. - - - Specifies how to handle weighting values that are less than the first control point in the curve. - Specifies how to handle weighting values. - - - Stores an arbitrary collection of 2D CurveKey points, and provides methods for evaluating features of the curve they define. - - - Initializes a new instance of CurveKey. - Position in the curve. - Value of the control point. - - - Initializes a new instance of CurveKey. - Position in the curve. - Value of the control point. - Tangent approaching point from the previous point in the curve. - Tangent leaving point toward next point in the curve. - Enum indicating whether the curve is discrete or continuous. - - - Initializes a new instance of CurveKey. - Position in the curve. - Value of the control point. - Tangent approaching point from the previous point in the curve. - Tangent leaving point toward next point in the curve. - - - Creates a copy of the CurveKey. - The copy of the CurveKey. - - - Compares this instance to another CurveKey and returns an indication of their relative values. - CurveKey to compare to. - Zero if the positions are the same; -1 if this CurveKey comes before other and 1 if this CurveKey comes after other. - - - - Determines whether two CurveKey instances are equal. - CurveKey on the left of the equal sign. - CurveKey on the right of the equal sign. - true if the CurveKeys are equal; false otherwise. - - - - Determines whether the specified System.Object is equal to the CurveKey. - - The System.Object to compare with the current CurveKey. - true if the specified System.Object is equal to the current CurveKey; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object with which to make the comparison. - Value that is true if the current instance is equal to the specified object, or false if it is not. - - - - Returns the hash code for this instance. - Hashcode for this object. - - - Determines whether two CurveKey instances are not equal. - CurveKey on the left of the equal sign. - CurveKey on the right of the equal sign. - true /> if the CurveKeys are not equal; false otherwise. - - - Describes whether the segment between this point and the next point in the curve is discrete or continuous. - Describes the continuity between this point and the next. - - - Position of the CurveKey in the curve. - Position of the CurveKey in the curve. - - - Describes the tangent when approaching this point from the previous point in the curve. - The tangent when approaching. - - - Describes the tangent when leaving this point to the next point in the curve. - The tangent when leaving. - - - Describes the value of this point. - The value of the point. - - - Represents a point in a multi-point curve. - - - Initializes a new instance of CurveKeyCollection. - - - Adds a CurveKey to the CurveKeyCollection. - The CurveKey to add. - - - Removes all CurveKeys from the CurveKeyCollection. - - - Creates a copy of the CurveKeyCollection. - A new object that is a copy of this instance. - - - Determines whether the CurveKeyCollection contains a specific CurveKey. - true if the CurveKey is found in the CurveKeyCollection; false otherwise. - The CurveKey to locate in the CurveKeyCollection. - - - Copies the CurveKeys of the CurveKeyCollection to an array, starting at the array index provided. - The destination of the CurveKeys copied from CurveKeyCollection. The array must have zero-based indexing. - The zero-based index in the array to start copying from. - - - Returns an enumerator that iterates through the CurveKeyCollection. - An enumerator for the CurveKeyCollection. - - - Returns an enumerator that iterates through the CurveKeyCollection. - An enumerator for the CurveKeyCollection. - - - Determines the index of a CurveKey in the CurveKeyCollection. - CurveKey to locate in the CurveKeyCollection. - The index of the CurveKey if found in the CurveKeyCollection; −1 otherwise. - - - Removes the CurveKey at the specified index. - The zero-based index of the item to remove. - - - Removes the first occurrence of a specific CurveKey from the CurveKeyCollection. - The CurveKey to remove from the CurveKeyCollection. - true if CurveKey is successfully removed; false otherwise. - - - Gets the number of elements contained in the CurveKeyCollection. - The number of elements in the CurveKeyCollection. - - - Returns a value indicating whether the CurveKeyCollection is read-only. - true if the CurveKeyCollection is read-only; false otherwise. - - - Gets or sets the element at the specified index. - The array index of the element. - The CurveKey at the specified index. - - - Contains the CurveKeys making up a Curve. - - - Creates a new instance of Microsoft.Xna.Framework.DrawableGameComponent(Microsoft.Xna.Framework.Game). - The Game that the game component should be attached to. - - - Raised when the DrawableGameComponent.DrawOrder property changes. - - - Raised when the DrawableGameComponent.Visible property changes. - - - - Releases the unmanaged resources used by the DrawableGameComponent and optionally releases the managed resources. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Called when the DrawableGameComponent needs to be drawn. Override this method with component-specific drawing code. Reference page contains links to related conceptual articles. - Time passed since the last call to Microsoft.Xna.Framework.DrawableGameComponent.Draw(Microsoft.Xna.Framework.GameTime). - - - Initializes the component. Override this method to load any non-graphics resources and query for any required services. - - - Called when graphics resources need to be loaded. Override this method to load any component-specific graphics resources. - - - Obsolete. Called when the component needs to load graphics resources. Override this method to load any component-specific graphics resources. - true if all graphics resources need to be loaded; false if only manual resources need to be loaded. - - - Called when the DrawableGameComponent.DrawOrder property changes. Raises the DrawableGameComponent.DrawOrderChanged event. - The DrawableGameComponent. - Arguments to the DrawableGameComponent.DrawOrderChanged event. - - - Called when the DrawableGameComponent.Visible property changes. Raises the DrawableGameComponent.VisibleChanged event. - The DrawableGameComponent. - Arguments to the DrawableGameComponent.VisibleChanged event. - - - Called when graphics resources need to be unloaded. Override this method to unload any component-specific graphics resources. - - - Obsolete. Called when graphics resources should be unloaded. Override this method to handle component-specific graphics resources. - true if all graphics resources should be unloaded; false if only manual resources should be unloaded. - - - Order in which the component should be drawn, relative to other components that are in the same GameComponentCollection. - Reference page contains code sample. - Order in which the component should be drawn. - - - The Graphics.GraphicsDevice the DrawableGameComponent is associated with. - Graphics.GraphicsDevice the DrawableGameComponent is associated with. - - - - Indicates whether DrawableGameComponent.Draw should be called. - trueDrawableGameComponent.Draw should be called; false otherwise. - - - A game component that is notified when it needs to draw itself. - - - - Updates the status of various framework components (such as power state and media) and raises related events. If your game does not use the Framework.Game class, you must call this method (the recommendation is once per frame) yourself. - - - - Implements the Windows-specific portion of a Microsoft.Xna.Framework.FrameworkDispatcher class. - - - Initializes a new instance of this class, which provides basic graphics device initialization, game logic, rendering code, and a game loop. Reference page contains code sample. - - - Raised when the game gains focus. - - - Raised when the game loses focus. - - - Raised when the game is being disposed. - - - Raised when the game is exiting. - - - - Starts the drawing of a frame. This method is followed by calls to Game.Draw and Game.EndDraw. - - true if the frame should be drawn; false otherwise. - - - - Called after all components are initialized but before the first update in the game loop. - - - - - Releases all resources used by the Game class. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - Called when the game determines it is time to draw a frame. Reference page contains code sample. - Time passed since the last call to Microsoft.Xna.Framework.Game.Draw(Microsoft.Xna.Framework.GameTime). - - - - Ends the drawing of a frame. This method is preceeded by calls to Game.Draw and Game.BeginDraw. - - - - Called after the game loop has stopped running before exiting. - - - Exits the game. - - - - Allows a Game to attempt to free resources and perform other cleanup operations before garbage collection reclaims the Game. - - - - - Called after the Game and Graphics.GraphicsDevice are created, but before Game.LoadContent. - Reference page contains code sample. - - - Called when graphics resources need to be loaded. - - - Obsolete. Called when graphics resources need to be loaded. Override this method to load any game-specific graphics resources. Reference page contains links to related code samples. - true if all graphics resources need to be loaded; false if only manual resources need to be loaded. - - - Raises the Game.Activated event. Override this method to add code to handle when the game gains focus. - The Game. - Arguments for the Game.Activated event. - - - Raises the Game.Deactivated event. Override this method to add code to handle when the game loses focus. - The Game. - Arguments for the Game.Deactivated event. - - - Raises an Game.Exiting event. Override this method to add code to handle when the game is exiting. - The Game. - Arguments for the Game.Exiting event. - - - Resets the elapsed time counter. - - - - Call this method to initialize the game, begin running the game loop, and start processing events for the game. - Reference page contains code sample. - - - This is used to display an error message if there is no suitable graphics device or sound card. - The exception to display. - true if an error was displayed, otherwise false. - - - - Prevents calls to Game.Draw until the next Game.Update. - - - Updates the game's clock and calls Game.Update and Game.Draw. - - - Called when graphics resources need to be unloaded. Override this method to unload any game-specific graphics resources. - - - Obsolete. Called when graphics resources need to be unloaded. Override this method to unload any game-specific graphics resources. - true if all graphics resources need to be unloaded; false if only manual resources need to be unloaded. - - - Called when the game has determined that game logic needs to be processed. Reference page contains links to related code samples. - Time passed since the last call to Microsoft.Xna.Framework.Game.Update(Microsoft.Xna.Framework.GameTime). - - - Gets the collection of GameComponents owned by the game. Reference page contains links to related code samples. - The collection of game GameComponents. - - - Gets or sets the current Content.ContentManager. - The current Content.ContentManager. - - - - Gets the current Framework.Graphics.GraphicsDevice. - - - The current Framework.Graphics.GraphicsDevice. - - - - Gets or sets the time to sleep when the game is inactive. - The time to sleep when the game is inactive. - - - Indicates whether the game is currently the active application. Reference page contains links to related code samples. - true if the game is active; false otherwise. - - - - Gets or sets a value indicating whether to use fixed time steps. Reference page contains links to related code samples. - true if using fixed time steps; false otherwise. - - - - - Gets or sets a value indicating whether the mouse cursor should be visible. - Reference page contains links to related code samples. - true if the mouse cursor should be visible; false otherwise. - - - Gets the GameServiceContainer holding all the service providers attached to the Game. Reference page contains links to related conceptual articles. - - The GameServiceContainer holding all the service providers attached to the Game. - - - - Gets or sets the target time between calls to Game.Update when Game.IsFixedTimeStep is true. Reference page contains links to related code samples. - The target time period for the game loop. - - - Gets the underlying operating system window. Reference page contains links to related conceptual articles. - The underlying operating system window. - - - Provides basic graphics device initialization, game logic, and rendering code. Reference page contains links to related code samples. - - - Initializes a new instance of this class. Reference page contains links to related code samples. - Game that the game component should be attached to. - - - Raised when the GameComponent is disposed. - - - Raised when the GameComponent.Enabled property changes. - - - Raised when the GameComponent.UpdateOrder property changes. - - - - Releases the unmanaged resources used by the GameComponent and optionally releases the managed resources. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Allows a GameComponent to attempt to free resources and perform other cleanup operations before garbage collection reclaims the GameComponent. - - - - Called when the GameComponent needs to be initialized. Reference page contains code sample. - - - Called when the GameComponent.Enabled property changes. Raises the GameComponent.EnabledChanged event. - The GameComponent. - Arguments to the GameComponent.EnabledChanged event. - - - Called when the GameComponent.UpdateOrder property changes. Raises the GameComponent.UpdateOrderChanged event. - The GameComponent. - Arguments to the GameComponent.UpdateOrderChanged event. - - - Called when the GameComponent needs to be updated. Override this method with component-specific update code. - Time elapsed since the last call to Microsoft.Xna.Framework.GameComponent.Update(Microsoft.Xna.Framework.GameTime) - - - Indicates whether GameComponent.Update should be called when Game.Update is called. - true if GameComponent.Update should be called; false otherwise. - - - - Gets the Game associated with this GameComponent. - - - The Game associated with this GameComponent. - - - - Indicates the order in which the GameComponent should be updated relative to other GameComponent instances. Lower values are updated first. - - The order in which the GameComponent should be updated. - - - - Base class for all XNA Framework game components. Reference page contains links to related conceptual articles. - - - Initializes a new instance of this class. - - - Raised when a component is added to the GameComponentCollection. - - - - Raised when a component is removed from the GameComponentCollection. - - - - Removes all children from the collection. - - - Inserts a child object into the collection at the specified location. - The position in the collection. - The child object being inserted. - - - Removes a child object in the collection. - The index of the item being removed. - - - Modifies the specified child object in the collection. - The position in the collection. - The child object being modified. - - - A collection of game components. - - - Creates a new instance of Microsoft.Xna.Framework.GameComponentCollectionEventArgs(Microsoft.Xna.Framework.IGameComponent). - The game component affected by the event. - - - The game component affected by the event. - The game component affected by the event. - - - Arguments used with events from the GameComponentCollection. - - - Initializes a new instance of this class, which represents a collection of game services. - - - Adds a service to the GameServiceContainer. Reference page contains links to related conceptual articles. - The type of service to add. - The service provider to add. - - - Gets the object providing a specified service. Reference page contains links to related conceptual articles. - The type of service. - The object providing the service. - - - Removes the object providing a specified service. - The type of service. - - - A collection of game services. - - - Creates a new instance of Microsoft.Xna.Framework.GameTime(System.TimeSpan,System.TimeSpan,System.TimeSpan,System.TimeSpan). - The amount of real time (wall clock) since the start of the game. - The amount of elapsed real time (wall clock) since the last frame. - The amount of game time since the start of the game. - The amount of elapsed game time since the last update. - - - - Creates a new instance of Microsoft.Xna.Framework.GameTime(System.TimeSpan,System.TimeSpan,System.TimeSpan,System.TimeSpan,System.Boolean). - - The amount of real time (wall clock) since the start of the game. - The amount of elapsed real time (wall clock) since the last frame. - The amount of game time since the start of the game. - The amount of elapsed game time since the last update. - Whether the game is running multiple updates this frame. - - - Creates a new instance of Microsoft.Xna.Framework.GameTime. - - - The amount of elapsed game time since the last update. Reference page contains links to related code samples. - Elapsed game time since the last update. - - - The amount of elapsed real time (wall clock) since the last frame. Reference page contains links to related code samples. - Elapsed real time since the last frame. - - - - Gets a value indicating that the game loop is taking longer than its Game.TargetElapsedTime. - In this case, the game loop can be considered to be running too slowly and should do something to "catch up." - - true if the game loop is taking too long; false otherwise. - - - - The amount of game time since the start of the game. Reference page contains links to related code samples. - Game time since the start of the game. - - - The amount of real time (wall clock) since the start of the game. Reference page contains links to related code samples. - Real time since the start of the game. - - - - Snapshot of the game timing state expressed in values that can be used by variable-step (real time) or fixed-step (game time) games. - Reference page contains links to related code samples. - - - Raised when the size of the GameWindow changes. - - - Raised when the GameWindow moves to a different display. - - - Starts a device transition (windowed to full screen or vice versa). - Specifies whether the device will be in full-screen mode upon completion of the change. - - - Completes a device transition. - The desktop screen to move the window to. - This should be the screen device name of the graphics device that has transitioned to full screen. - - - Completes a device transition. - The desktop screen to move the window to. - This should be the screen device name of the graphics device that has transitioned to full screen. - The new width of the game's client window. - The new height of the game's client window. - - - Called when the GameWindow gets focus. - - - Called when the size of the client window changes. Raises the GameWindow.ClientSizeChanged event. - - - Called when the GameWindow loses focus. - - - Called when the GameWindow needs to be painted. - - - Called when the GameWindow is moved to a different screen. Raises the GameWindow.ScreenDeviceNameChanged event. - - - Sets the title of the GameWindow. - The new title of the GameWindow. - - - Specifies whether to allow the user to resize the game window. - true if user resizing is allowed; false otherwise. - - - - The screen dimensions of the game window's client rectangle. Reference page contains links to related conceptual articles. - Screen dimensions of the game window's client rectangle. - - - Gets the handle to the system window. - The handle to the system window. - - - Gets the device name of the screen the window is currently in. - The device name of the screen. - - - Gets and sets the title of the system window. - The title of the system window. - - - The system window associated with a Game. - - - Initializes a new instance of this class. - - - Creates a clone of this object. - The cloned object. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The System.Object to compare with the current GraphicsDeviceInformation. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this object. - Hash code for this object. - - - Specifies which graphics adapter to create the device on. - The graphics adapter to create the device on. - - - Specifies the type of device to create (hardware, reference, null). - The type of device to create. - - - - Specifies the presentation parameters to use when creating a graphics device. - - The presentation parameters to use when creating a graphics device. - - - Holds the settings for creating a graphics device on Windows. - - - Creates a new GraphicsDeviceManager and registers it to handle the configuration and management of the graphics device for the specified Game. - Game the GraphicsDeviceManager should be associated with. - - - Raised when a new graphics device is created. - - - Raised when the GraphicsDeviceManager is being disposed. - - - Raised when the GraphicsDeviceManager is about to be reset. - - - Raised when the GraphicsDeviceManager is reset. - - - Raised when the GraphicsDeviceManager is disposed. - - - - Raised when the GraphicsDeviceManager is changing the Graphics.GraphicsDevice settings (during reset or recreation of the Graphics.GraphicsDevice). - Reference page contains code sample. - - - Specifies the default minimum back-buffer height. - - - Specifies the default minimum back-buffer width. - - - Specifies the set of adapter formats supported by the GraphicsDeviceManager. - - - Specifies the set of back-buffer formats supported by the GraphicsDeviceManager. - - - - Specifies the set of valid device types supported by the GraphicsDeviceManager. - - - Applies any changes to device-related properties, changing the graphics device as necessary. - - - - - Prepares the Graphics.GraphicsDevice to draw. - - true if the Graphics.GraphicsDevice is ready to draw; false otherwise. - - - - - Determines whether the given GraphicsDeviceInformation is compatible with the existing graphics device. - - Information describing the desired device configuration. - true if a device reset can be used to get a device compatible with the GraphicsDeviceInformation; false otherwise. - - - - Called to ensure that the device manager has created a valid device. - - - - Releases the unmanaged resources used by the GraphicsDeviceManager and optionally releases the managed resources. - - true to release both automatic and manual resources; false to release only manual resources. - - - - Releases all resources used by the GraphicsDeviceManager class. - - - - - Called by the game at the end of drawing and presents the final rendering. - - - - Finds the best device configuration that is compatible with the current device preferences. - true if the GraphicsDeviceManager.FindBestDevice can select devices from any available adapter; false if only the current adapter should be considered. - The best device configuration found. - - - Called when a device is created. Raises the GraphicsDeviceManager.DeviceCreated event. - The GraphicsDeviceManager. - Arguments for the GraphicsDeviceManager.DeviceCreated event. - - - Called when a device is being disposed. Raises the GraphicsDeviceManager.DeviceDisposing event. - The GraphicsDeviceManager. - Arguments for the GraphicsDeviceManager.DeviceDisposing event. - - - - Called when the device is about to be reset. Raises the GraphicsDeviceManager.DeviceResetting event. - - The GraphicsDeviceManager. - Arguments for the GraphicsDeviceManager.DeviceResetting event. - - - Called when the device has been reset. Raises the GraphicsDeviceManager.DeviceReset event. - The GraphicsDeviceManager. - Arguments for the GraphicsDeviceManager.DeviceReset event. - - - - Called when the GraphicsDeviceManager is changing the Graphics.GraphicsDevice settings (during reset or recreation of the Graphics.GraphicsDevice). - Raises the GraphicsDeviceManager.PreparingDeviceSettings event. - - The GraphicsDeviceManager. - The graphics device information to modify. - - - Ranks the given list of devices that satisfy the given preferences. - The list of devices to rank. - - - Toggles between full screen and windowed mode. - - - Gets the Framework.Graphics.GraphicsDevice associated with the GraphicsDeviceManager. - - The Framework.Graphics.GraphicsDevice associated with the GraphicsDeviceManager. - - - - - Gets or sets a value that indicates whether the device should start in full-screen mode. - - Value that indicates whether the device should start in full-screen mode. - - - Gets or sets the minimum pixel shader version required by the GraphicsDeviceManager. - - The minimum pixel shader version required by the GraphicsDeviceManager. - - - - - Gets or sets the minimum vertex shader version required by the GraphicsDeviceManager. - - - The minimum vertex shader version required by the GraphicsDeviceManager. - - - - Gets or sets a value that indicates whether to enable a multisampled back buffer. - Value indicating whether multisampling is enabled on the back buffer. - - - Gets or sets the format of the back buffer. - The format of the back buffer. - - - Gets or sets the preferred back-buffer height. - The preferred back-buffer height. - - - Gets or sets the preferred back-buffer width. - The preferred back-buffer width. - - - Gets or sets the format of the depth stencil. - The format of the depth stencil. - - - Gets or sets a value that indicates whether to sync to the vertical trace (vsync) when presenting - the back buffer. - - - Value that indicates whether to sync to the vertical trace (vsync) when presenting - the back buffer. - - - - - Handles the configuration and management of the graphics device. - - - - Raised when the IDrawable.DrawOrder property changes. - - - - Raised when the IDrawable.Visible property changes. - - - - Draws the IDrawable. Reference page contains links to related conceptual articles. - Snapshot of the game's timing state. - - - The order in which to draw this object relative to other objects. Objects with a lower value are drawn first. - Order in which to draw this object relative to other objects. - - - - Indicates whether IDrawable.Draw should be called in Game.Draw for this game component. - - true if IDrawable.Draw should be called; false otherwise. - - - - Defines the interface for a drawable game component. - - - Called when the component should be initialized. - This method can be used for tasks like querying for services the component needs and setting up non-graphics resources. - - - Defines an interface for game components. - - - Starts the drawing of a frame. - true if the frame should be drawn; false otherwise. - - - - Called to ensure that the device manager has created a valid device. - - - Called by the game at the end of drawing; presents the final rendering. - - - Defines the interface for an object that manages a Graphics.GraphicsDevice. - - - - Raised when the IUpdateable.Enabled property changes. - - - - - Raised when the IUpdateable.UpdateOrder property changes. - - - - Called when the game component should be updated. - Snapshot of the game's timing state. - - - Indicates whether the game component's IUpdateable.Update method should be called in Game.Update. - true if IUpdateable.Update should be called; false otherwise. - - - Indicates when the game component should be updated relative to other game components. Lower values are updated first. - When the game component should be updated. - - - Defines an interface for a game component that should be updated in Game.Update. - - - Represents the mathematical constant e. - - - Represents the log base ten of e. - - - Represents the log base two of e. - - - Represents the value of pi divided by two. - - - Represents the value of pi divided by four. - - - Represents the value of pi. - - - Represents the value of pi times two. - - - Returns the Cartesian coordinate for one axis of a point that is defined by a given triangle and two normalized barycentric (areal) coordinates. - The coordinate on one axis of vertex 1 of the defining triangle. - The coordinate on the same axis of vertex 2 of the defining triangle. - The coordinate on the same axis of vertex 3 of the defining triangle. - The normalized barycentric (areal) coordinate b2, equal to the weighting factor for vertex 2, the coordinate of which is specified in value2. - The normalized barycentric (areal) coordinate b3, equal to the weighting factor for vertex 3, the coordinate of which is specified in value3. - Cartesian coordinate of the specified point with respect to the axis being used. - - - Performs a Catmull-Rom interpolation using the specified positions. - The first position in the interpolation. - The second position in the interpolation. - The third position in the interpolation. - The fourth position in the interpolation. - Weighting factor. - A position that is the result of the Catmull-Rom interpolation. - - - Restricts a value to be within a specified range. Reference page contains links to related code samples. - The value to clamp. - The minimum value. If value is less than min, min will be returned. - The maximum value. If value is greater than max, max will be returned. - - The clamped value. - If value&gt;max, max will be returned. - - If value&lt;min, min will be returned. - If min≤value≥max, value will be returned. - - - - Calculates the absolute value of the difference of two values. - Source value. - Source value. - Distance between the two values. - - - Performs a Hermite spline interpolation. - Source position. - Source tangent. - Source position. - Source tangent. - Weighting factor. - The result of the Hermite spline interpolation. - - - Linearly interpolates between two values. - Source value. - Source value. - Value between 0 and 1 indicating the weight of value2. - Interpolated value. - - - Returns the greater of two values. - Source value. - Source value. - The greater value. - - - Returns the lesser of two values. - Source value. - Source value. - The lesser value. - - - Interpolates between two values using a cubic equation. - Source value. - Source value. - Weighting value. - Interpolated value. - - - Converts radians to degrees. - The angle in radians. - The angle in degrees. - - - Converts degrees to radians. - The angle in degrees. - The angle in radians. - - - Reduces a given angle to a value between <span style="font-family:times;">π</span> and -<span style="font-family:times;">π</span>. - The angle to reduce, in radians. - The new angle, in radians. - - - Contains commonly used precalculated values. - - - Initializes a new instance of Matrix. - Value to initialize m11 to. - Value to initialize m12 to. - Value to initialize m13 to. - Value to initialize m14 to. - Value to initialize m21 to. - Value to initialize m22 to. - Value to initialize m23 to. - Value to initialize m24 to. - Value to initialize m31 to. - Value to initialize m32 to. - Value to initialize m33 to. - Value to initialize m34 to. - Value to initialize m41 to. - Value to initialize m42 to. - Value to initialize m43 to. - Value to initialize m44 to. - - - Value at row 1 column 1 of the matrix. - - - Value at row 1 column 2 of the matrix. - - - Value at row 1 column 3 of the matrix. - - - Value at row 1 column 4 of the matrix. - - - Value at row 2 column 1 of the matrix. - - - Value at row 2 column 2 of the matrix. - - - Value at row 2 column 3 of the matrix. - - - Value at row 2 column 4 of the matrix. - - - Value at row 3 column 1 of the matrix. - - - Value at row 3 column 2 of the matrix. - - - Value at row 3 column 3 of the matrix. - - - Value at row 3 column 4 of the matrix. - - - Value at row 4 column 1 of the matrix. - - - Value at row 4 column 2 of the matrix. - - - Value at row 4 column 3 of the matrix. - - - Value at row 4 column 4 of the matrix. - - - Adds a matrix to another matrix. - Source matrix. - Source matrix. - Resulting matrix. - - - Adds a matrix to another matrix. - Source matrix. - Source matrix. - Resulting matrix. - - - Adds a matrix to another matrix. - Source matrix. - Source matrix. - Resulting matrix. - - - Creates a spherical billboard that rotates around a specified object position. - Position of the object the billboard will rotate around. - Position of the camera. - The up vector of the camera. - Optional forward vector of the camera. - The created billboard matrix. - - - Creates a spherical billboard that rotates around a specified object position. - Position of the object the billboard will rotate around. - Position of the camera. - The up vector of the camera. - Optional forward vector of the camera. - The created billboard matrix. - - - Creates a cylindrical billboard that rotates around a specified axis. - Position of the object the billboard will rotate around. - Position of the camera. - Axis to rotate the billboard around. - Optional forward vector of the camera. - Optional forward vector of the object. - The created billboard matrix. - - - Creates a cylindrical billboard that rotates around a specified axis. - Position of the object the billboard will rotate around. - Position of the camera. - Axis to rotate the billboard around. - Optional forward vector of the camera. - Optional forward vector of the object. - The created billboard matrix. - - - Creates a new Matrix that rotates around an arbitrary vector. - The axis to rotate around. - The angle to rotate around the vector. - The created Matrix. - - - - Creates a new Matrix that rotates around an arbitrary vector. - - The axis to rotate around. - The angle to rotate around the vector. - The created Matrix. - - - - Creates a rotation Matrix from a Quaternion. - - Quaternion to create the Matrix from. - The created Matrix. - - - Creates a rotation Matrix from a Quaternion. - Quaternion to create the Matrix from. - The created Matrix. - - - Fills in a rotation matrix from a specified yaw, pitch, and roll. - Angle of rotation, in radians, around the y-axis. - Angle of rotation, in radians, around the x-axis. - Angle of rotation, in radians, around the z-axis. - An existing matrix filled in to represent the specified yaw, pitch, and roll. - - - Creates a new rotation matrix from a specified yaw, pitch, and roll. - Angle of rotation, in radians, around the y-axis. - Angle of rotation, in radians, around the x-axis. - Angle of rotation, in radians, around the z-axis. - A new rotation matrix with the specified yaw, pitch, and roll. - - - Creates a view matrix. Reference page contains links to related code samples. - The position of the camera. - The target towards which the camera is pointing. - The direction that is "up" from the camera's point of view. - The created view matrix. - - - Creates a view matrix. Reference page contains links to related code samples. - The position of the camera. - The target towards which the camera is pointing. - The direction that is "up" from the camera's point of view. - The created view matrix. - - - Builds a customized, orthogonal projection matrix. Reference page contains links to related code samples. - Minimum x-value of the view volume. - Maximum x-value of the view volume. - Minimum y-value of the view volume. - Maximum y-value of the view volume. - Minimum z-value of the view volume. - Maximum z-value of the view volume. - The projection matrix. - - - Builds a customized, orthogonal projection matrix. Reference page contains links to related code samples. - Minimum x-value of the view volume. - Maximum x-value of the view volume. - Minimum y-value of the view volume. - Maximum y-value of the view volume. - Minimum z-value of the view volume. - Maximum z-value of the view volume. - The projection matrix. - - - Builds an orthogonal projection matrix. Reference page contains links to related code samples. - Width of the view volume. - Height of the view volume. - Minimum z-value of the view volume. - Maximum z-value of the view volume. - The projection matrix. - - - Builds an orthogonal projection matrix. Reference page contains links to related code samples. - Width of the view volume. - Height of the view volume. - Minimum z-value of the view volume. - Maximum z-value of the view volume. - The projection matrix. - - - Builds a perspective projection matrix based on a field of view. Reference page contains links to related conceptual articles. - Field of view in radians. - Aspect ratio, defined as view space width divided by height. - Distance to the near view plane. - Distance to the far view plane. - The perspective projection matrix. - - - Builds a perspective projection matrix based on a field of view. Reference page contains links to related conceptual articles. - Field of view in radians. - Aspect ratio, defined as view space width divided by height. - Distance to the near view plane. - Distance to the far view plane. - The perspective projection matrix. - - - Builds a customized, perspective projection matrix. Reference page contains links to related code samples. - Minimum x-value of the view volume at the near view plane. - Maximum x-value of the view volume at the near view plane. - Minimum y-value of the view volume at the near view plane. - Maximum y-value of the view volume at the near view plane. - Distance to the near view plane. - Distance to of the far view plane. - The created projection matrix. - - - Builds a customized, perspective projection matrix. Reference page contains links to related code samples. - Minimum x-value of the view volume at the near view plane. - Maximum x-value of the view volume at the near view plane. - Minimum y-value of the view volume at the near view plane. - Maximum y-value of the view volume at the near view plane. - Distance to the near view plane. - Distance to of the far view plane. - The created projection matrix. - - - Builds a perspective projection matrix. Reference page contains links to related code samples. - Width of the view volume at the near view plane. - Height of the view volume at the near view plane. - Distance to the near view plane. - Distance to the far view plane. - The projection matrix. - - - Builds a perspective projection matrix. Reference page contains links to related code samples. - Width of the view volume at the near view plane. - Height of the view volume at the near view plane. - Distance to the near view plane. - Distance to the far view plane. - The projection matrix. - - - - Creates a Matrix that reflects the coordinate system about a specified Plane. - - The Plane about which to create a reflection. - - A new Matrix expressing the reflection. - - - - Fills in an existing Matrix so that it reflects the coordinate system about a specified Plane. - The Plane about which to create a reflection. - A Matrix that creates the reflection. - - - Returns a matrix that can be used to rotate a set of vertices around the x-axis. - The amount, in radians, in which to rotate around the x-axis. Note that you can use MathHelper.ToRadians to convert degrees to radians. - The rotation matrix. - - - Populates data into a user-specified matrix that can be used to rotate a set of vertices around the x-axis. - The amount, in radians, in which to rotate around the x-axis. Note that you can use MathHelper.ToRadians to convert degrees to radians. - The matrix in which to place the calculated data. - - - Returns a matrix that can be used to rotate a set of vertices around the y-axis. - The amount, in radians, in which to rotate around the y-axis. Note that you can use MathHelper.ToRadians to convert degrees to radians. - The rotation matrix. - - - Populates data into a user-specified matrix that can be used to rotate a set of vertices around the y-axis. - The amount, in radians, in which to rotate around the y-axis. Note that you can use MathHelper.ToRadians to convert degrees to radians. - The matrix in which to place the calculated data. - - - Returns a matrix that can be used to rotate a set of vertices around the z-axis. - The amount, in radians, in which to rotate around the z-axis. Note that you can use MathHelper.ToRadians to convert degrees to radians. - The rotation matrix. - - - Populates data into a user-specified matrix that can be used to rotate a set of vertices around the z-axis. - The amount, in radians, in which to rotate around the z-axis. Note that you can use MathHelper.ToRadians to convert degrees to radians. - The rotation matrix. - - - Creates a scaling Matrix. - Amount to scale by. - The created scaling Matrix. - - - - Creates a scaling Matrix. - - Value to scale by on the x-axis. - Value to scale by on the y-axis. - Value to scale by on the z-axis. - The created scaling Matrix. - - - - Creates a scaling Matrix. - - Value to scale by. - The created scaling Matrix. - - - - Creates a scaling Matrix. - - Amounts to scale by on the x, y, and z axes. - - The created scaling Matrix. - - - - - Creates a scaling Matrix. - - Amounts to scale by on the x, y, and z axes. - The created scaling Matrix. - - - - Creates a scaling Matrix. - - Value to scale by on the x-axis. - Value to scale by on the y-axis. - Value to scale by on the z-axis. - - The created scaling Matrix. - - - - - Creates a Matrix that flattens geometry into a specified Plane as if casting a shadow from a specified light source. - - A Vector3 specifying the direction from which the light that will cast the shadow is coming. - The Plane onto which the new matrix should flatten geometry so as to cast a shadow. - - A new Matrix that can be used to flatten geometry onto the specified plane from the specified direction. - - - - Fills in a Matrix to flatten geometry into a specified Plane as if casting a shadow from a specified light source. - A Vector3 specifying the direction from which the light that will cast the shadow is coming. - The Plane onto which the new matrix should flatten geometry so as to cast a shadow. - A Matrix that can be used to flatten geometry onto the specified plane from the specified direction. - - - - Creates a translation Matrix. - Reference page contains links to related code samples. - Value to translate by on the x-axis. - Value to translate by on the y-axis. - Value to translate by on the z-axis. - The created translation Matrix. - - - - Creates a translation Matrix. - Reference page contains links to related code samples. - Amounts to translate by on the x, y, and z axes. - The created translation Matrix. - - - - Creates a translation Matrix. - Reference page contains links to related code samples. - Amounts to translate by on the x, y, and z axes. - The created translation Matrix. - - - - Creates a translation Matrix. - Reference page contains links to related code samples. - Value to translate by on the x-axis. - Value to translate by on the y-axis. - Value to translate by on the z-axis. - The created translation Matrix. - - - Creates a world matrix with the specified parameters. - Position of the object. This value is used in translation operations. - Forward direction of the object. - Upward direction of the object; usually [0, 1, 0]. - The created world matrix. - - - Creates a world matrix with the specified parameters. - Position of the object. This value is used in translation operations. - Forward direction of the object. - Upward direction of the object; usually [0, 1, 0]. - The created world matrix. - - - Extracts the scalar, translation, and rotation components from a 3D scale/rotate/translate (SRT) Matrix. Reference page contains code sample. - The scalar component of the transform matrix, expressed as a Vector3. - The rotation component of the transform matrix, expressed as a Quaternion. - The translation component of the transform matrix, expressed as a Vector3. - true if the Matrix can be decomposed; false otherwise. - - - - Calculates the determinant of the matrix. - The determinant of the matrix. - - - Divides the components of a matrix by the corresponding components of another matrix. - Source matrix. - The divisor. - Result of the division. - - - Divides the components of a matrix by a scalar. - Source matrix. - The divisor. - Resulting matrix. - - - Divides the components of a matrix by the corresponding components of another matrix. - Source matrix. - The divisor. - Result of the division. - - - Divides the components of a matrix by a scalar. - Source matrix. - The divisor. - Result of the division. - - - Divides the components of a matrix by the corresponding components of another matrix. - Source matrix. - The divisor. - Resulting matrix. - - - Divides the components of a matrix by a scalar. - Source matrix. - The divisor. - The result of the division. - - - Compares a matrix for equality with another matrix. - Source matrix. - Source matrix. - true if the matrices are equal; false otherwise. - - - - Determines whether the specified System.Object is equal to the Matrix. - - The System.Object to compare with the current Matrix. - true if the specified System.Object is equal to the current Matrix; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code of this object. - Hash code of this object. - - - Tests a matrix for inequality with another matrix. - The matrix on the left of the equal sign. - The matrix on the right of the equal sign. - true if the matrices are not equal; false otherwise. - - - Calculates the inverse of a matrix. - Source matrix. - The inverse of the matrix. - - - Calculates the inverse of a matrix. - Source matrix. - The inverse of the matrix. - - - Linearly interpolates between the corresponding values of two matrices. - Source matrix. - Source matrix. - Interpolation value. - Resulting matrix. - - - Linearly interpolates between the corresponding values of two matrices. - Source matrix. - Source matrix. - Interpolation value. - Resulting matrix. - - - Multiplies a matrix by another matrix. - Source matrix. - Source matrix. - Result of the multiplication. - - - Multiplies a matrix by another matrix. - Source matrix. - Source matrix. - Result of the multiplication. - - - Multiplies a matrix by a scalar value. - Scalar value. - Source matrix. - Result of the multiplication. - - - Multiplies a matrix by a scalar value. - Source matrix. - Scalar value. - Result of the multiplication. - - - Multiplies a matrix by a scalar value. - Source matrix. - Scalar value. - Result of the multiplication. - - - Multiplies a matrix by another matrix. - Source matrix. - Source matrix. - Result of the multiplication. - - - Multiplies a matrix by a scalar value. - Source matrix. - Scalar value. - The result of the multiplication. - - - Negates individual elements of a matrix. - Source matrix. - Negated matrix. - - - Negates individual elements of a matrix. - Source matrix. - Negated matrix. - - - Subtracts matrices. - Source matrix. - Source matrix. - Result of the subtraction. - - - Subtracts matrices. - Source matrix. - Source matrix. - Result of the subtraction. - - - Subtracts matrices. - Source matrix. - Source matrix. - Result of the subtraction. - - - Retrieves a string representation of the current object. - String that represents the object. - - - - Transforms a Matrix by applying a Quaternion rotation. - - The Matrix to transform. - The rotation to apply, expressed as a Quaternion. - - A new Matrix that is the result of the transform. - - - - Transforms a Matrix by applying a Quaternion rotation. - The Matrix to transform. - The rotation to apply, expressed as a Quaternion. - An existing Matrix filled in with the result of the transform. - - - Transposes the rows and columns of a matrix. - Source matrix. - Transposed matrix. - - - Transposes the rows and columns of a matrix. - Source matrix. - Transposed matrix. - - - Negates individual elements of a matrix. - Source matrix. - Negated matrix. - - - Gets and sets the backward vector of the Matrix. - The backward vector of the Matrix. - - - Gets and sets the down vector of the Matrix. - The down vector of the Matrix. - - - Gets and sets the forward vector of the Matrix. - The forward vector of the Matrix. - - - Returns an instance of the identity matrix. - The identity matrix. - - - Gets and sets the left vector of the Matrix. - The left vector of the Matrix. - - - Gets and sets the right vector of the Matrix. - The right vector of the Matrix. - - - Gets and sets the translation vector of the Matrix. - The translation vector of the Matrix. - - - Gets and sets the up vector of the Matrix. - The up vector of the Matrix. - - - Defines a matrix. - - - Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Thrown when no available graphics device fits the given device preferences. - - - Creates a new instance of Plane. - The normal vector to the Plane. - The Plane's distance along its normal from the origin. - - - - Creates a new instance of Plane. - - X component of the normal defining the Plane. - Y component of the normal defining the Plane. - Z component of the normal defining the Plane. - Distance of the Plane along its normal from the origin. - - - - Creates a new instance of Plane. - - Vector4 with X, Y, and Z components defining the normal of the Plane. - The W component defines the distance of the Plane along the normal from the origin. - - - - Creates a new instance of Plane. - - One point of a triangle defining the Plane. - One point of a triangle defining the Plane. - One point of a triangle defining the Plane. - - - The distance of the Plane along its normal from the origin. - - - The normal vector of the Plane. - - - - Returns the dot product of a specified Vector3 and the Plane.Normal vector of this - Plane plus the distance (Plane.D) value of the Plane. - - The Vector3 to multiply by. - The resulting value. - - - - Returns the dot product of a specified Vector3 and the Plane.Normal vector of this - Plane plus the distance (Plane.D) value of the Plane. - - The Vector3 to multiply by. - The resulting value. - - - - Returns the dot product of a specified Vector3 - and the Plane.Normal vector of this Plane. - - The Vector3 to multiply by. - The resulting dot product. - - - - Returns the dot product of a specified Vector3 - and the Plane.Normal vector of this Plane. - - The Vector3 to multiply by. - The resulting dot product. - - - - Calculates the dot product of a specified Vector4 and this Plane. - - The Vector4 to multiply this Plane by. - The dot product of the specified Vector4 and this Plane. - - - - Calculates the dot product of a specified Vector4 and this Plane. - - The Vector4 to multiply this Plane by. - - The dot product of the specified Vector4 and this Plane. - - - - - Determines whether two instances of Plane are equal. - - The object to the left of the equality operator. - The object to the right of the equality operator. - true if left is equal to right; false otherwise. - - - - - Determines whether the specified Plane is equal to the Plane. - - The Plane to compare with the current Plane. - true if the specified Plane is equal to the current Plane; false otherwise. - - - - - Determines whether the specified System.Object is equal to the Plane. - - The System.Object to compare with the current Plane. - true if the specified System.Object is equal to the current Plane; false otherwise. - - - - Gets the hash code for this object. - - A hash code for the current Plane. - - - - - Determines whether two instances of Plane are not equal. - - The object to the left of the inequality operator. - The object to the right of the inequality operator. - true if left is not equal to right; false otherwise. - - - - Checks whether the current Plane intersects a specified BoundingSphere. - The BoundingSphere to check for intersection with. - An enumeration indicating the relationship between the Plane and the BoundingSphere. - - - - Checks whether the current Plane intersects a BoundingBox. - - The BoundingBox to check for intersection with. - An enumeration indicating whether the Plane intersects the BoundingBox. - - - Checks whether the current Plane intersects a specified BoundingFrustum. - The BoundingFrustum to check for intersection with. - An enumeration indicating the relationship between the Plane and the BoundingFrustum. - - - - Checks whether the current Plane intersects a BoundingSphere. - - The BoundingSphere to check for intersection with. - An enumeration indicating whether the Plane intersects the BoundingSphere. - - - Checks whether the current Plane intersects a specified BoundingBox. - The BoundingBox to test for intersection with. - An enumeration indicating the relationship between the Plane and the BoundingBox. - - - - Changes the coefficients of the Plane.Normal vector of a Plane to make it of unit length. - - The Plane to normalize. - A new Plane with a normal having unit length. - - - - Changes the coefficients of the Plane.Normal vector of a Plane to make it of unit length. - - The Plane to normalize. - An existing plane Plane filled in with a normalized version of the specified plane. - - - - Changes the coefficients of the Plane.Normal vector of this Plane to make it of unit length. - - - - - Returns a System.String that represents the current Plane. - - System.String representation of the current Plane. - - - - - Transforms a normalized Plane by a Matrix. - - The normalized Plane to transform. This Plane must already be normalized, so that its Plane.Normal vector is of unit length, before this method is called. - The transform Matrix to apply to the Plane. - - A new Plane that results from applying the transform. - - - - - Transforms a normalized Plane by a Matrix. - - The normalized Plane to transform. This Plane must already be normalized, so that its Plane.Normal vector is of unit length, before this method is called. - The transform Matrix to apply to the Plane. - An existing Plane filled in with the results of applying the transform. - - - - Transforms a normalized Plane by a Quaternion rotation. - - The normalized Plane to transform. This Plane must already be normalized, so that its Plane.Normal vector is of unit length, before this method is called. - The Quaternion rotation to apply to the Plane. - - A new Plane that results from applying the rotation. - - - - - Transforms a normalized Plane by a Quaternion rotation. - - The normalized Plane to transform. This Plane must already be normalized, so that its Plane.Normal vector is of unit length, before this method is called. - The Quaternion rotation to apply to the Plane. - An existing Plane filled in with the results of applying the rotation. - - - Defines a plane. - - - Initializes a new instance of Point. - The x-coordinate of the Point. - The y-coordinate of the Point. - - - Specifies the x-coordinate of the Point. - - - Specifies the y-coordinate of the Point. - - - - Determines whether two Point instances are equal. - - Point on the left side of the equal sign. - Point on the right side of the equal sign. - true if a and bare equal; false otherwise. - - - - - Determines whether two Point instances are equal. - - The Point to compare this instance to. - true if the instances are equal; false otherwise. - - - - - Determines whether two Point instances are equal. - - The object to compare this instance to. - true if the instances are equal; false otherwise. - - - - Gets the hash code for this object. - The hash code for this object. - - - - Determines whether two Point instances are not equal. - - The Point on the left side of the equal sign. - The Point on the right side of the equal sign. - true if the instances are not equal; false otherwise. - - - - - Returns a System.String that represents the current Point. - - A System.String that represents the current Point. - - - Returns the point (0,0). - The point (0,0). - - - Defines a point in 2D space. - - - Raised when the power state changes. - - - - Gets the BatteryChargeStatus associated with the system. - - The BatteryChargeStatus associated with the system. - - - - Gets the full charge lifetime of the primary battery power source. - The full charge lifetime of the primary battery power source. - - - - Gets the approximate percentage of full battery time remaining. - Approximate percentage of full battery time remaining. - - - - Gets the approximate battery life remaining. - Approximate battery life remaining. - - - - Gets the PowerLineStatus associated with the system. - - The PowerLineStatus associated with the system. - - - - Contains system power information, including battery life status and power line status. Reference page contains code sample. - - - Creates a new instance of Microsoft.Xna.Framework.PreparingDeviceSettingsEventArgs(Microsoft.Xna.Framework.GraphicsDeviceInformation). - Information about the Graphics.GraphicsDevice. - - - Information about the Graphics.GraphicsDevice. - - Information about the Graphics.GraphicsDevice. - - - - Arguments for the GraphicsDeviceManager.PreparingDeviceSettings event. - - - Initializes a new instance of Quaternion. - The vector component of the quaternion. - The rotation component of the quaternion. - - - Initializes a new instance of Quaternion. - The x-value of the quaternion. - The y-value of the quaternion. - The z-value of the quaternion. - The w-value of the quaternion. - - - Specifies the rotation component of the quaternion. - - - Specifies the x-value of the vector component of the quaternion. - - - Specifies the y-value of the vector component of the quaternion. - - - Specifies the z-value of the vector component of the quaternion. - - - Adds two Quaternions. - Quaternion to add. - Quaternion to add. - Result of adding the Quaternions. - - - Adds two Quaternions. - Quaternion to add. - Quaternion to add. - Result of adding the Quaternions. - - - Adds two Quaternions. - Quaternion to add. - Quaternion to add. - Result of adding the Quaternions. - - - Concatenates two Quaternions; the result represents the value1 rotation followed by the value2 rotation. - The first Quaternion rotation in the series. - The second Quaternion rotation in the series. - The Quaternion rotation representing the concatenation of value1 followed by value2. - - - Concatenates two Quaternions; the result represents the value1 rotation followed by the value2 rotation. - The first Quaternion rotation in the series. - The second Quaternion rotation in the series. - - A new Quaternion representing the concatenation of the value1 rotation followed by the value2 rotation. - - - - Returns the conjugate of a specified Quaternion. - The Quaternion of which to return the conjugate. - - A new Quaternion that is the conjugate of the specified one. - - - - - Returns the conjugate of a specified Quaternion. - - The Quaternion of which to return the conjugate. - An existing Quaternion filled in to be the conjugate of the specified one. - - - - Transforms this Quaternion into its conjugate. - - - - Creates a Quaternion from a vector and an angle to rotate about the vector. - The vector to rotate around. - The angle to rotate around the vector. - The created Quaternion. - - - - Creates a Quaternion from a vector and an angle to rotate about the vector. - - The vector to rotate around. - The angle to rotate around the vector. - The created Quaternion. - - - Creates a Quaternion from a rotation Matrix. - The rotation Matrix to create the Quaternion from. - The created Quaternion. - - - - Creates a Quaternion from a rotation Matrix. - - The rotation Matrix to create the Quaternion from. - The created Quaternion. - - - - Creates a new Quaternion from specified yaw, pitch, and roll angles. - - The yaw angle, in radians, around the y-axis. - The pitch angle, in radians, around the x-axis. - The roll angle, in radians, around the z-axis. - An existing Quaternion filled in to express the specified yaw, pitch, and roll angles. - - - - Creates a new Quaternion from specified yaw, pitch, and roll angles. - - The yaw angle, in radians, around the y-axis. - The pitch angle, in radians, around the x-axis. - The roll angle, in radians, around the z-axis. - A new Quaternion expressing the specified yaw, pitch, and roll angles. - - - - Divides a Quaternion by another Quaternion. - - Source Quaternion. - The divisor. - Result of the division. - - - Divides a Quaternion by another Quaternion. - Source Quaternion. - The divisor. - Result of the division. - - - Divides a Quaternion by another Quaternion. - Source Quaternion. - The divisor. - Result of the division. - - - - Calculates the dot product of two Quaternions. - - Source Quaternion. - Source Quaternion. - Dot product of the Quaternions. - - - Calculates the dot product of two Quaternions. - Source Quaternion. - Source Quaternion. - Dot product of the Quaternions. - - - Compares two Quaternions for equality. - Source Quaternion. - Source Quaternion. - true if the Quaternions are equal, false otherwise. - - - - Determines whether the specified System.Object is equal to the Quaternion. - - The Quaternion to compare with the current Quaternion. - true if the specified System.Object is equal to the current Quaternion; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object to make the comparison with. - true if the current instance is equal to the specified object; false otherwise. - - - Get the hash code of this object. - The hash code for this object. - - - Compare two Quaternions for inequality. - Source Quaternion. - Source Quaternion. - true if the Quaternions are not equal; false otherwise. - - - Returns the inverse of a Quaternion. - Source Quaternion. - The inverse of the Quaternion. - - - - Returns the inverse of a Quaternion. - - Source Quaternion. - The inverse of the Quaternion. - - - Calculates the length squared of a Quaternion. - The length squared of the Quaternion. - - - Calculates the length of a Quaternion. - The length of the Quaternion. - - - Linearly interpolates between two quaternions. - Source quaternion. - Source quaternion. - Value indicating how far to interpolate between the quaternions. - The resulting quaternion. - - - Linearly interpolates between two quaternions. - Source quaternion. - Source quaternion. - Value indicating how far to interpolate between the quaternions. - The resulting quaternion. - - - Multiplies two quaternions. - The quaternion on the left of the multiplication. - The quaternion on the right of the multiplication. - The result of the multiplication. - - - Multiplies a quaternion by a scalar value. - Source quaternion. - Scalar value. - The result of the multiplication. - - - Multiplies two quaternions. - The quaternion on the left of the multiplication. - The quaternion on the right of the multiplication. - The result of the multiplication. - - - Multiplies two quaternions. - Source quaternion. - Source quaternion. - The result of the multiplication. - - - Multiplies a quaternion by a scalar value. - Source quaternion. - Scalar value. - The result of the multiplication. - - - Multiplies a quaternion by a scalar value. - Source quaternion. - Scalar value. - The result of the multiplication. - - - Flips the sign of each component of the quaternion. - Source quaternion. - Negated quaternion. - - - Flips the sign of each component of the quaternion. - Source quaternion. - Negated quaternion. - - - Divides each component of the quaternion by the length of the quaternion. - Source quaternion. - Normalized quaternion. - - - Divides each component of the quaternion by the length of the quaternion. - Source quaternion. - Normalized quaternion. - - - Divides each component of the quaternion by the length of the quaternion. - - - Interpolates between two quaternions, using spherical linear interpolation. - Source quaternion. - Source quaternion. - Value that indicates how far to interpolate between the quaternions. - Result of the interpolation. - - - Interpolates between two quaternions, using spherical linear interpolation. - Source quaternion. - Source quaternion. - Value that indicates how far to interpolate between the quaternions. - Result of the interpolation. - - - Subtracts a quaternion from another quaternion. - Source quaternion. - Source quaternion. - Result of the subtraction. - - - Subtracts a quaternion from another quaternion. - Source quaternion. - Source quaternion. - Result of the subtraction. - - - Subtracts a quaternion from another quaternion. - Source quaternion. - Source quaternion. - Result of the subtraction. - - - Retireves a string representation of the current object. - String that represents the object. - - - Flips the sign of each component of the quaternion. - Source quaternion. - Negated quaternion. - - - Returns a Quaternion representing no rotation. - The identity Quaternion (0,0,0,1). - - - Defines a four-dimensional vector (x,y,z,w), which is used to efficiently rotate an object about the (x, y, z) vector by the angle theta, where w = cos(theta/2). - - - Creates a new instance of Ray. - The starting point of the Ray. - Unit vector describing the direction of the Ray. - - - Unit vector specifying the direction the Ray is pointing. - - - Specifies the starting point of the Ray. - - - - Determines whether two instances of Ray are equal. - - The object to the left of the equality operator. - The object to the right of the equality operator. - true if left is equal to right; false otherwise. - - - - - Determines whether two instances of Ray are equal. - - The System.Object to compare with the current Ray. - true if the specified System.Object is equal to the current Ray; false otherwise. - - - - - Determines whether the specified Ray is equal to the current Ray. - - The Ray to compare with the current Ray. - true if the specified Ray is equal to the current Ray; false otherwise. - - - - Gets the hash code for this instance. - - A hash code for the current Ray. - - - - - Determines whether two instances of Ray are not equal. - - The object to the left of the inequality operator. - The object to the right of the inequality operator. - true if left is not equal to right; false otherwise. - - - - - Determines whether this Ray intersects a specified Plane. - - The Plane with which to calculate this Ray's intersection. - The distance at which this Ray intersects the specified Plane, or null if there is no intersection. - - - Checks whether the Ray intersects a specified BoundingSphere. - The BoundingSphere to check for intersection with the Ray. - Distance at which the ray intersects the BoundingSphere or null if there is no intersection. - - - - - Determines whether this Ray intersects a specified Plane. - - The Plane with which to calculate this Ray's intersection. - - The distance at which this Ray intersects the specified Plane, or null if there is no intersection. - - - - - Checks whether the Ray intersects a specified BoundingFrustum. - - The BoundingFrustum to check for intersection with the Ray. - Distance at which the ray intersects the BoundingFrustum or null if there is no intersection. - - - - - Checks whether the current Ray intersects a BoundingBox. - - The BoundingBox to check for intersection with. - Distance at which the ray intersects the BoundingBox or null if there is no intersection. - - - - Checks whether the Ray intersects a specified BoundingBox. - - The BoundingBox to check for intersection with the Ray. - Distance at which the ray intersects the BoundingBox or null if there is no intersection. - - - - - Checks whether the current Ray intersects a BoundingSphere. - - The BoundingSphere to check for intersection with. - Distance at which the ray intersects the BoundingSphere or null if there is no intersection. - - - - Returns a System.String that represents the current Ray. - - System.String representation of the current Ray. - - - - Defines a ray. - - - Initializes a new instance of Rectangle. - The x-coordinate of the rectangle. - The y-coordinate of the rectangle. - Width of the rectangle. - Height of the rectangle. - - - Specifies the height of the rectangle. - - - Specifies the width of the rectangle. - - - Specifies the x-coordinate of the rectangle. - - - Specifies the y-coordinate of the rectangle. - - - - Determines whether this Rectangle contains a specified Point. - - The Point to evaluate. - true if the specified Point is contained within this Rectangle; false otherwise. - - - - - Determines whether this Rectangle entirely contains a specified Rectangle. - - The Rectangle to evaluate. - true if this Rectangle entirely contains the specified Rectangle; false otherwise. - - - - - Determines whether this Rectangle entirely contains a specified Rectangle. - - The Rectangle to evaluate. - On exit, is true if this Rectangle entirely contains the specified Rectangle, or false if not. - - - - Determines whether this Rectangle contains a specified Point. - - The Point to evaluate. - true if the specified Point is contained within this Rectangle; false otherwise. - - - - Determines whether this Rectangle contains a specified point represented by its x- and y-coordinates. - - The x-coordinate of the specified point. - The y-coordinate of the specified point. - true if the specified point is contained within this Rectangle; false otherwise. - - - - Compares two rectangles for equality. - Source rectangle. - Source rectangle. - true if the rectangles are equal; false otherwise. - - - - Determines whether the specified System.Object is equal to the Rectangle. - - The System.Object to compare with the current Rectangle. - true if the specified System.Object is equal to the current Rectangle; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object to make the comparison with. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for this object. - Hash code for this object. - - - Compares two rectangles for inequality. - Source rectangle. - Source rectangle. - true if the rectangles are not equal; false otherwise. - - - Pushes the edges of the Rectangle out by the horizontal and vertical values specified. - Value to push the sides out by. - Value to push the top and bottom out by. - - - - Determines whether a specified Rectangle intersects with this Rectangle. - - The Rectangle to evaluate. - true if the specified Rectangle intersects with this one; false otherwise. - - - - - Determines whether a specified Rectangle intersects with this Rectangle. - - The Rectangle to evaluate - true if the specified Rectangle intersects with this one; false otherwise. - - - Creates a Rectangle defining the area where one rectangle overlaps with another rectangle. - The first Rectangle to compare. - The second Rectangle to compare. - The area where the two parameters overlap. - - - - Creates a Rectangle defining the area where one rectangle overlaps with another rectangle. - - The first Rectangle to compare. - The second Rectangle to compare. - The area where the two first parameters overlap. - - - Changes the position of the Rectangle. - The values to adjust the position of the Rectangle by. - - - Changes the position of the Rectangle. - Change in the x-position. - Change in the y-position. - - - Retrieves a string representation of the current object. - String that represents the object. - - - Creates a new Rectangle that exactly contains two other rectangles. - The first Rectangle to contain. - The second Rectangle to contain. - The union of the two Rectangle parameters. - - - - Creates a new Rectangle that exactly contains two other rectangles. - - The first Rectangle to contain. - The second Rectangle to contain. - The Rectangle that must be the union of the first two rectangles. - - - Returns the y-coordinate of the bottom of the rectangle. - The y-coordinate of the bottom of the rectangle. - - - Gets the Point that specifies the center of the rectangle. - The center of the rectangle. - - - Returns a Rectangle with all of its values set to zero. - An empty Rectangle. - - - Gets a value that indicates whether the Rectangle is empty. - true if the rectangle is empty, otherwise false. - - - - Returns the x-coordinate of the left side of the rectangle. - The x-coordinate of the left side of the rectangle. - - - Gets or sets the upper-left value of the Rectangle. - The new upper-left corner of the Rectangle. - - - Returns the x-coordinate of the right side of the rectangle. - The x-coordinate of the right side of the rectangle. - - - Returns the y-coordinate of the top of the rectangle. - The y-coordinate of the top of the rectangle. - - - Defines a rectangle. - - - Creates a new instance of Vector2. - Value to initialize both components to. - - - Initializes a new instance of Vector2. - Initial value for the x-component of the vector. - Initial value for the y-component of the vector. - - - Gets or sets the x-component of the vector. - - - Gets or sets the y-component of the vector. - - - Adds two vectors. - Source vector. - Source vector. - Sum of the source vectors. - - - Adds two vectors. - Source vector. - Source vector. - Sum of the source vectors. - - - Adds two vectors. - Source vector. - Source vector. - Sum of the source vectors. - - - Returns a Vector2 containing the 2D Cartesian coordinates of a point specified in barycentric (areal) coordinates relative to a 2D triangle. - A Vector2 containing the 2D Cartesian coordinates of vertex 1 of the triangle. - A Vector2 containing the 2D Cartesian coordinates of vertex 2 of the triangle. - A Vector2 containing the 2D Cartesian coordinates of vertex 3 of the triangle. - Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in value2). - Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in value3). - The 2D Cartesian coordinates of the specified point are placed in this Vector2 on exit. - - - Returns a Vector2 containing the 2D Cartesian coordinates of a point specified in barycentric (areal) coordinates relative to a 2D triangle. - A Vector2 containing the 2D Cartesian coordinates of vertex 1 of the triangle. - A Vector2 containing the 2D Cartesian coordinates of vertex 2 of the triangle. - A Vector2 containing the 2D Cartesian coordinates of vertex 3 of the triangle. - Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in value2). - Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in value3). - A new Vector2 containing the 2D Cartesian coordinates of the specified point. - - - Performs a Catmull-Rom interpolation using the specified positions. - The first position in the interpolation. - The second position in the interpolation. - The third position in the interpolation. - The fourth position in the interpolation. - Weighting factor. - A vector that is the result of the Catmull-Rom interpolation. - - - Performs a Catmull-Rom interpolation using the specified positions. - The first position in the interpolation. - The second position in the interpolation. - The third position in the interpolation. - The fourth position in the interpolation. - Weighting factor. - A vector that is the result of the Catmull-Rom interpolation. - - - Restricts a value to be within a specified range. - The value to clamp. - The minimum value. - The maximum value. - The clamped value. - - - Restricts a value to be within a specified range. - The value to clamp. - The minimum value. - The maximum value. - The clamped value. - - - Calculates the distance between two vectors squared. - Source vector. - Source vector. - The distance between the vectors squared. - - - Calculates the distance between two vectors squared. - Source vector. - Source vector. - The distance between the source vectors squared. - - - Calculates the distance between two vectors. - Source vector. - Source vector. - The distance between the vectors. - - - Calculates the distance between two vectors. - Source vector. - Source vector. - Distance between the two vectors. - - - Divides a vector by a scalar value. - Source vector. - The divisor. - The result of the division. - - - Divides the components of a vector by the components of another vector. - Source vector. - The divisor. - The result of the division. - - - Divides the components of a vector by the components of another vector. - Source vector. - Divisor vector. - The result of dividing the vectors. - - - Divides a vector by a scalar value. - Source vector. - The divisor. - The result of the division. - - - Divides the components of a vector by the components of another vector. - Source vector. - Divisor vector. - The result of dividing the vectors. - - - Divides a vector by a scalar value. - Source vector. - The divisor. - The source vector divided by b. - - - Calculates the dot product of two vectors and writes the result to a user-specified variable. If the two vectors are unit vectors, the dot product returns a floating point value between -1 and 1 that can be used to determine some properties of the angle between two vectors. For example, it can show whether the vectors are orthogonal, parallel, or have an acute or obtuse angle between them. - Source vector. - Source vector. - The dot product of the two vectors. - - - Calculates the dot product of two vectors. If the two vectors are unit vectors, the dot product returns a floating point value between -1 and 1 that can be used to determine some properties of the angle between two vectors. For example, it can show whether the vectors are orthogonal, parallel, or have an acute or obtuse angle between them. - Source vector. - Source vector. - The dot product of the two vectors. - - - Tests vectors for equality. - Source vector. - Source vector. - true if the vectors are equal; false otherwise. - - - - Determines whether the specified System.Object is equal to the Vector2. - - The System.Object to compare with the current Vector2. - true if the specified System.Object is equal to the current Vector2; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object to make the comparison with. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code of the vector object. - Hash code of the vector object. - - - Performs a Hermite spline interpolation. - Source position vector. - Source tangent vector. - Source position vector. - Source tangent vector. - Weighting factor. - The result of the Hermite spline interpolation. - - - Performs a Hermite spline interpolation. - Source position vector. - Source tangent vector. - Source position vector. - Source tangent vector. - Weighting factor. - The result of the Hermite spline interpolation. - - - Tests vectors for inequality. - Vector to compare. - Vector to compare. - Returns true if the vectors are not equal, false otherwise. - - - Calculates the length of the vector squared. - The length of the vector squared. - - - Calculates the length of the vector. - Length of the vector. - - - Performs a linear interpolation between two vectors. - Source vector. - Source vector. - Value between 0 and 1 indicating the weight of value2. - The linear interpolation of the two vectors. - - - Performs a linear interpolation between two vectors. - Source vector. - Source vector. - Value between 0 and 1 indicating the weight of value2. - The result of the interpolation. - - - Returns a vector that contains the highest value from each matching pair of components. - Source vector. - Source vector. - The maximized vector. - - - Returns a vector that contains the highest value from each matching pair of components. - Source vector. - Source vector. - The maximized vector. - - - Returns a vector that contains the lowest value from each matching pair of components. - Source vector. - Source vector. - The minimized vector. - - - Returns a vector that contains the lowest value from each matching pair of components. - Source vector. - Source vector. - The minimized vector. - - - Multiplies a vector by a scalar value. - Source vector. - Scalar value. - The result of the multiplication. - - - Multiplies the components of two vectors by each other. - Source vector. - Source vector. - The result of the multiplication. - - - Multiplies a vector by a scalar value. - Scalar value. - Source vector. - Result of the multiplication. - - - Multiplies the components of two vectors by each other. - Source vector. - Source vector. - Result of the multiplication. - - - Multiplies the components of two vectors by each other. - Source vector. - Source vector. - Result of the multiplication. - - - Multiplies a vector by a scalar value. - Source vector. - Scalar value. - Result of the multiplication. - - - Multiplies a vector by a scalar value. - Source vector. - Scalar value. - Result of the multiplication. - - - Returns a vector pointing in the opposite direction. - Source vector. - Vector pointing in the opposite direction. - - - Returns a vector pointing in the opposite direction. - Source vector. - Vector pointing in the opposite direction. - - - Creates a unit vector from the specified vector. The result is a vector one unit in length pointing in the same direction as the original vector. - Source Vector2. - The created unit vector. - - - Creates a unit vector from the specified vector, writing the result to a user-specified variable. The result is a vector one unit in length pointing in the same direction as the original vector. - Source vector. - Normalized vector. - - - Turns the current vector into a unit vector. The result is a vector one unit in length pointing in the same direction as the original vector. - - - Determines the reflect vector of the given vector and normal. - Source vector. - Normal of vector. - The created reflect vector. - - - Determines the reflect vector of the given vector and normal. - Source vector. - Normal of vector. - Resulting reflect vector. - - - Interpolates between two values using a cubic equation. - Source value. - Source value. - Weighting value. - Interpolated value. - - - Interpolates between two values using a cubic equation. - Source value. - Source value. - Weighting value. - The interpolated value. - - - Subtracts a vector from a vector. - Source vector. - source vector. - Result of the subtraction. - - - Subtracts a vector from a vector. - Source vector. - Source vector. - The result of the subtraction. - - - Subtracts a vector from a vector. - Source vector. - Source vector. - Result of the subtraction. - - - Retrieves a string representation of the current object. - String that represents the object. - - - - Transforms an array of Vector2 vector normals by a specified Matrix. - - The array of vector normals to transform. - The transform Matrix to apply. - An existing array into which the transformed vector normals are written. - - - - Transforms a specified range in an array of Vector2 vector normals by a specified Matrix and places the results in a specified range in a destination array. - - The source array. - The index of the first Vector2 to transform in the source array. - The Matrix to apply. - The destination array into which the resulting Vector2s are written. - The index of the position in the destination array where the first result Vector2 should be written. - The number of vector normals to be transformed. - - - Transforms a 2D vector normal by a matrix. - The source vector. - The transformation matrix. - The transformed normal. - - - Transforms a vector normal by a matrix. - The source vector. - The transformation matrix. - The Vector2 resulting from the transformation. - - - Transforms an array of Vector2s by a specified Matrix. - The array of Vector2s to transform. - The transform Matrix to apply. - An existing array into which the transformed Vector2s are written. - - - Transforms a single Vector2, or the vector normal (x, y, 0, 0), by a specified Quaternion rotation. - The vector to rotate. - The Quaternion rotation to apply. - Returns a new Vector2 containing the result of the rotation. - - - - Transforms a specified range in an array of Vector2s by a specified Matrix and places the results in a specified range in a destination array. - - The source array. - The index of the first Vector2 to transform in the source array. - The Matrix to transform by. - The destination array into which the resulting Vector2s will be written. - The index of the position in the destination array where the first result Vector2 should be written. - The number of Vector2s to be transformed. - - - - Transforms an array of Vector2s by a specified Quaternion. - - The array of Vector2s to transform. - The transform Matrix to use. - An existing array into which the transformed Vector2s are written. - - - Transforms the vector (x, y, 0, 1) by the specified matrix. - The source vector. - The transformation matrix. - The transformed vector. - - - - Transforms a Vector2 by the given Matrix. - - The source Vector2. - The transformation Matrix. - The Vector2 resulting from the transformation. - - - - Transforms a Vector2, or the vector normal (x, y, 0, 0), by a specified Quaternion rotation. - - The vector to rotate. - The Quaternion rotation to apply. - An existing Vector2 filled in with the result of the rotation. - - - - Transforms a specified range in an array of Vector2s by a specified Quaternion and places the results in a specified range in a destination array. - - The source array. - The index of the first Vector2 to transform in the source array. - The Quaternion rotation to apply. - The destination array into which the resulting Vector2s are written. - The index of the position in the destination array where the first result Vector2 should be written. - The number of Vector2s to be transformed. - - - Returns a vector pointing in the opposite direction. - Source vector. - Vector pointing in the opposite direction. - - - Returns a Vector2 with both of its components set to one. - Vector2 with both of its components set to one. - - - - Returns the unit vector for the x-axis. - The unit vector for the x-axis. - - - Returns the unit vector for the y-axis. - The unit vector for the y-axis. - - - Returns a Vector2 with all of its components set to zero. - A Vector2 with all of its components set to zero. - - - Defines a vector with two components. - - - Creates a new instance of Vector3. - Value to initialize each component to. - - - Initializes a new instance of Vector3. - A vector containing the values to initialize x and y components with. - Initial value for the z-component of the vector. - - - Initializes a new instance of Vector3. - Initial value for the x-component of the vector. - Initial value for the y-component of the vector. - Initial value for the z-component of the vector. - - - Gets or sets the x-component of the vector. - - - Gets or sets the y-component of the vector. - - - Gets or sets the z-component of the vector. - - - Adds two vectors. - Source vector. - Source vector. - Sum of the vectors. - - - Adds two vectors. - Source vector. - Source vector. - Sum of the source vectors. - - - Adds two vectors. - Source vector. - Source vector. - Sum of the source vectors. - - - Returns a Vector3 containing the 3D Cartesian coordinates of a point specified in barycentric (areal) coordinates relative to a 3D triangle. - A Vector3 containing the 3D Cartesian coordinates of vertex 1 of the triangle. - A Vector3 containing the 3D Cartesian coordinates of vertex 2 of the triangle. - A Vector3 containing the 3D Cartesian coordinates of vertex 3 of the triangle. - Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in value2). - Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in value3). - The 3D Cartesian coordinates of the specified point are placed in this Vector3 on exit. - - - Returns a Vector3 containing the 3D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 3D triangle. - A Vector3 containing the 3D Cartesian coordinates of vertex 1 of the triangle. - A Vector3 containing the 3D Cartesian coordinates of vertex 2 of the triangle. - A Vector3 containing the 3D Cartesian coordinates of vertex 3 of the triangle. - Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in value2). - Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in value3). - A new Vector3 containing the 3D Cartesian coordinates of the specified point. - - - Performs a Catmull-Rom interpolation using the specified positions. - The first position in the interpolation. - The second position in the interpolation. - The third position in the interpolation. - The fourth position in the interpolation. - Weighting factor. - A vector that is the result of the Catmull-Rom interpolation. - - - Performs a Catmull-Rom interpolation using the specified positions. - The first position in the interpolation. - The second position in the interpolation. - The third position in the interpolation. - The fourth position in the interpolation. - Weighting factor. - A vector that is the result of the Catmull-Rom interpolation. - - - Restricts a value to be within a specified range. - The value to clamp. - The minimum value. - The maximum value. - The clamped value. - - - Restricts a value to be within a specified range. - The value to clamp. - The minimum value. - The maximum value. - The clamped value. - - - Calculates the cross product of two vectors. - Source vector. - Source vector. - The cross product of the vectors. - - - Calculates the cross product of two vectors. - Source vector. - Source vector. - Cross product of the source vectors. - - - Calculates the distance between two vectors squared. - Source vector. - Source vector. - The distance between the two vectors squared. - - - Calculates the distance between two vectors squared. - Source vector. - Source vector. - The distance between the source vectors squared. - - - Calculates the distance between two vectors. - Source vector. - Source vector. - The distance between the vectors. - - - Calculates the distance between two vectors. - Source vector. - Source vector. - Distance between the source vectors. - - - Divides the components of a vector by the components of another vector. - Source vector. - The divisor. - The result of the division. - - - Divides a vector by a scalar value. - Source vector. - The divisor. - The source vector divided by b. - - - Divides a vector by a scalar value. - Source vector. - The divisor. - The result of the division. - - - Divides the components of a vector by the components of another vector. - Source vector. - Divisor vector. - The result of dividing the vectors. - - - Divides a vector by a scalar value. - Source vector. - The divisor. - The source vector divided by div. - - - Divides the components of a vector by the components of another vector. - Source vector. - Divisor vector. - The result of dividing the vectors. - - - - Calculates the dot product of two vectors and writes the result to a user-specified variable. If the two vectors are unit vectors, the dot product returns a floating point value between -1 and 1 that can be used to determine some properties of the angle between two vectors. For example, it can show whether the vectors are orthogonal, parallel, or have an acute or obtuse angle between them. - Source vector. - Source vector. - The dot product of the two vectors. - - - - Calculates the dot product of two vectors. If the two vectors are unit vectors, the dot product returns a floating point value between -1 and 1 that can be used to determine some properties of the angle between two vectors. For example, it can show whether the vectors are orthogonal, parallel, or have an acute or obtuse angle between them. - Source vector. - Source vector. - The dot product of the two vectors. - - - Tests vectors for equality. - Source vector. - Source vector. - true if the vectors are equal; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object to make the comparison with. - true if the current instance is equal to the specified object; false otherwise. - - - - Determines whether the specified System.Object is equal to the Vector3. - - The Vector3 to compare with the current Vector3. - true if the specified Vector3 is equal to the current Vector3; false otherwise. - - - - Gets the hash code of the vector object. - Hash code of the vector object. - - - Performs a Hermite spline interpolation. - Source position vector. - Source tangent vector. - Source position vector. - Source tangent vector. - Weighting factor. - The result of the Hermite spline interpolation. - - - Performs a Hermite spline interpolation. - Source position vector. - Source tangent vector. - Source position vector. - Source tangent vector. - Weighting factor. - The result of the Hermite spline interpolation. - - - Tests vectors for inequality. - Vector to compare. - Vector to compare. - true if the vectors are not equal; false otherwise. - - - Calculates the length of the vector squared. - The length of the vector squared. - - - Calculates the length of the vector. - The length of the vector. - - - Performs a linear interpolation between two vectors. - Source vector. - Source vector. - Value between 0 and 1 indicating the weight of value2. - The result of the interpolation. - - - Performs a linear interpolation between two vectors. - Source vector. - Source vector. - Value between 0 and 1 indicating the weight of value2. - The linear interpolation of the two vectors. - - - Returns a vector that contains the highest value from each matching pair of components. - Source vector. - Source vector. - The maximized vector. - - - Returns a vector that contains the highest value from each matching pair of components. - Source vector. - Source vector. - The maximized vector. - - - Returns a vector that contains the lowest value from each matching pair of components. - Source vector. - Source vector. - The minimized vector. - - - Returns a vector that contains the lowest value from each matching pair of components. - Source vector. - Source vector. - The minimized vector. - - - Multiplies the components of two vectors by each other. - Source vector. - Source vector. - The result of the multiplication. - - - Multiplies a vector by a scalar value. - Source vector. - Scalar value. - Result of the multiplication. - - - Multiplies a vector by a scalar value. - Source vector. - Scalar value. - Result of the multiplication. - - - Multiplies a vector by a scalar value. - Scalar value. - Source vector. - Result of the multiplication. - - - Multiplies a vector by a scalar value. - Source vector. - Scalar value. - The result of the multiplication. - - - Multiplies the components of two vectors by each other. - Source vector. - Source vector. - Result of the multiplication. - - - Multiplies the components of two vectors by each other. - Source vector. - Source vector. - Result of the multiplication. - - - Returns a vector pointing in the opposite direction. - Source vector. - Vector pointing in the opposite direction. - - - Returns a vector pointing in the opposite direction. - Source vector. - Vector pointing in the opposite direction. - - - Creates a unit vector from the specified vector, writing the result to a user-specified variable. The result is a vector one unit in length pointing in the same direction as the original vector. - Source vector. - The normalized vector. - - - Creates a unit vector from the specified vector. The result is a vector one unit in length pointing in the same direction as the original vector. - The source Vector3. - The created unit vector. - - - Turns the current vector into a unit vector. The result is a vector one unit in length pointing in the same direction as the original vector. - - - Returns the reflection of a vector off a surface that has the specified normal. Reference page contains code sample. - Source vector. - Normal of the surface. - The reflected vector. - - - Returns the reflection of a vector off a surface that has the specified normal. Reference page contains code sample. - Source vector. - Normal of the surface. - The reflected vector. - - - Interpolates between two values using a cubic equation. - Source vector. - Source vector. - Weighting value. - The interpolated value. - - - Interpolates between two values using a cubic equation. - Source value. - Source value. - Weighting value. - Interpolated value. - - - Subtracts a vector from a vector. - Source vector. - Source vector. - Result of the subtraction. - - - Subtracts a vector from a vector. - Source vector. - Source vector. - The result of the subtraction. - - - Subtracts a vector from a vector. - Source vector. - Source vector. - Result of the subtraction. - - - Retrieves a string representation of the current object. - String that represents the object. - - - Transforms a 3D vector normal by a matrix. - The source vector. - The transformation matrix. - The transformed vector normal. - - - Transforms a vector normal by a matrix. - The source vector. - The transformation Matrix. - The Vector3 resulting from the transformation. - - - Transforms a specified range in an array of 3D vector normals by a specified Matrix and writes the results to a specified range in a destination array. - The source array of Vector3 normals. - The starting index in the source array. - The transform Matrix to apply. - The destination Vector3 array. - The starting index in the destination array. - The number of vectors to transform. - - - Transforms an array of 3D vector normals by a specified Matrix. - The array of Vector3 normals to transform. - The transform matrix to apply. - An existing Vector3 array into which the results of the transforms are written. - - - - Transforms a Vector3 by a specified Quaternion rotation. - - The Vector3 to rotate. - The Quaternion rotation to apply. - An existing Vector3 filled in with the results of the rotation. - - - Transforms a 3D vector by the given matrix. - The source vector. - The transformation matrix. - The transformed vector. - - - - Transforms a Vector3 by a specified Quaternion rotation. - - The Vector3 to rotate. - The Quaternion rotation to apply. - Returns a new Vector3 that results from the rotation. - - - - Transforms a Vector3 by the given Matrix. - - The source Vector3. - The transformation Matrix. - The transformed vector. - - - - Applies a specified Quaternion rotation to a specified range of an array of Vector3s - and writes the results into a specified range of a destination array. - - The source array. - The index in the source array at which to start. - The Quaternion rotation to apply. - The existing destination array. - The index in the destination array at which to start. - The number of Vector3s to transform. - - - - Applies a specified transform Matrix to a specified range of an array of Vector3s - and writes the results into a specified range of a destination array. - - The source array. - The index in the source array at which to start. - The transform Matrix to apply. - The existing destination array. - The index in the destination array at which to start. - The number of Vector3s to transform. - - - - Transforms a source array of Vector3s by a specified Quaternion rotation and writes the results to an existing destination array. - - The source array. - The Quaternion rotation to apply. - An existing destination array into which the transformed Vector3s are written. - - - Transforms a source array of Vector3s by a specified Matrix and writes the results to an existing destination array. - The source array. - The transform Matrix to apply. - An existing destination array into which the transformed Vector3s are written. - - - Returns a vector pointing in the opposite direction. - Source vector. - Vector pointing in the opposite direction. - - - Returns a unit Vector3 designating backward in a right-handed coordinate system (0, 0, 1). - - A unit Vector3 pointing backward. - - - Returns a unit Vector3 designating down (0, −1, 0). - - A unit Vector3 pointing down. - - - Returns a unit Vector3 designating forward in a right-handed coordinate system(0, 0, −1). - - A unit Vector3 pointing forward. - - - Returns a unit Vector3 designating left (−1, 0, 0). - - A unit Vector3 pointing left. - - - Returns a Vector3 with ones in all of its components. - - a Vector3 with ones in all of its components. - - - - Returns a unit Vector3 pointing to the right (1, 0, 0). - A unit Vector3 pointing to the right. - - - Returns the x unit Vector3 (1, 0, 0). - Returns the x unit Vector3 . - - - - Returns the y unit Vector3 (0, 1, 0). - - - Returns the y unit Vector3. - - - - - Returns the z unit Vector3 (0, 0, 1). - - - Returns the z unit Vector3. - - - - Returns a unit vector designating up (0, 1, 0). - - A unit Vector3 pointing up. - - - - Returns a Vector3 with all of its components set to zero. - - A Vector3 with all of its components set to zero. - - - - Defines a vector with three components. - - - Creates a new instance of Vector4. - Value to initialize each component to. - - - Initializes a new instance of Vector4. - A vector containing the values to initialize x, y, and z components with. - Initial value for the w-component of the vector. - - - Initializes a new instance of Vector4. - Initial value for the x-component of the vector. - Initial value for the y-component of the vector. - Initial value for the z-component of the vector. - Initial value for the w-component of the vector. - - - Initializes a new instance of Vector4. - A vector containing the values to initialize x and y components with. - Initial value for the z-component of the vector. - Initial value for the w-component of the vector. - - - Gets or sets the w-component of the vector. - - - Gets or sets the x-component of the vector. - - - Gets or sets the y-component of the vector. - - - Gets or sets the z-component of the vector. - - - Adds two vectors. - Source vector. - Source vector. - Sum of the vectors. - - - Adds two vectors. - Source vector. - Source vector. - Sum of the two vectors. - - - Adds two vectors. - Source vector. - Source vector. - Sum of the source vectors. - - - Returns a Vector4 containing the 4D Cartesian coordinates of a point specified in Barycentric (areal) coordinates relative to a 4D triangle. - A Vector4 containing the 4D Cartesian coordinates of vertex 1 of the triangle. - A Vector4 containing the 4D Cartesian coordinates of vertex 2 of the triangle. - A Vector4 containing the 4D Cartesian coordinates of vertex 3 of the triangle. - Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in value2). - Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in value3). - The 4D Cartesian coordinates of the specified point are placed in this Vector4 on exit. - - - Returns a Vector4 containing the 4D Cartesian coordinates of a point specified in barycentric (areal) coordinates relative to a 4D triangle. - A Vector4 containing the 4D Cartesian coordinates of vertex 1 of the triangle. - A Vector4 containing the 4D Cartesian coordinates of vertex 2 of the triangle. - A Vector4 containing the 4D Cartesian coordinates of vertex 3 of the triangle. - Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in value2). - Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in value3). - A new Vector4 containing the 4D Cartesian coordinates of the specified point. - - - Performs a Catmull-Rom interpolation using the specified positions. - The first position in the interpolation. - The second position in the interpolation. - The third position in the interpolation. - The fourth position in the interpolation. - Weighting factor. - A vector that is the result of the Catmull-Rom interpolation. - - - Performs a Catmull-Rom interpolation using the specified positions. - The first position in the interpolation. - The second position in the interpolation. - The third position in the interpolation. - The fourth position in the interpolation. - Weighting factor. - A vector that is the result of the Catmull-Rom interpolation. - - - Restricts a value to be within a specified range. - The value to clamp. - The minimum value. - The maximum value. - The clamped value. - - - Restricts a value to be within a specified range. - The value to clamp. - The minimum value. - The maximum value. - The clamped value. - - - Calculates the distance between two vectors squared. - Source vector. - Source vector. - The distance between the source vectors squared. - - - Calculates the distance between two vectors squared. - Source vector. - Source vector. - The distance between the two vectors squared. - - - Calculates the distance between two vectors. - Source vector. - Source vector. - Distance between the source vectors. - - - Calculates the distance between two vectors. - Source vector. - Source vector. - The distance between the vectors. - - - Divides the components of a vector by the components of another vector. - Source vector. - Divisor vector. - The result of dividing the vectors. - - - Divides a vector by a scalar value. - Source vector. - The divisor. - The source vector divided by b. - - - Divides a vector by a scalar value. - Source vector. - The divisor. - The result of the division. - - - Divides the components of a vector by the components of another vector. - Source vector. - The divisor. - The result of the division. - - - Divides the components of a vector by the components of another vector. - Source vector. - Divisor vector. - The result of dividing the vectors. - - - Divides a vector by a scalar value. - Source vector. - The divisor. - The source vector divided by div. - - - Calculates the dot product of two vectors. - Source vector. - Source vector. - The dot product of the two vectors. - - - Calculates the dot product of two vectors. - Source vector. - Source vector. - The dot product of the two vectors. - - - Tests vectors for equality. - Source vector. - Source vector. - true if the vectors are equal; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - - Determines whether the specified System.Object is equal to the Vector4. - - The Vector4 to compare with the current Vector4. - true if the specified Vector4 is equal to the current Vector4; false otherwise. - - - - Gets the hash code of this object. - Hash code of the vector object. - - - Performs a Hermite spline interpolation. - Source position vector. - Source tangent vector. - Source position vector. - Source tangent vector. - Weighting factor. - The result of the Hermite spline interpolation. - - - Performs a Hermite spline interpolation. - Source position vector. - Source tangent vector. - Source position vector. - Source tangent vector. - Weighting factor. - The result of the Hermite spline interpolation. - - - Tests vectors for inequality. - Vector to compare. - Vector to compare. - true if the vectors are not equal; false otherwise. - - - Calculates the length of the vector squared. - The length of the vector squared. - - - Calculates the length of the vector. - The length of the vector. - - - Performs a linear interpolation between two vectors. - Source vector. - Source vector. - Value between 0 and 1 indicating the weight of value2. - The result of the interpolation. - - - Performs a linear interpolation between two vectors. - Source vector. - Source vector. - Value between 0 and 1 indicating the weight of value2. - The linear interpolation of the two vectors. - - - Returns a vector that contains the highest value from each matching pair of components. - Source vector. - Source vector. - The maximized vector. - - - Returns a vector that contains the highest value from each matching pair of components. - Source vector. - Source vector. - The maximized vector. - - - Returns a vector that contains the lowest value from each matching pair of components. - Source vector. - Source vector. - The minimized vector. - - - Returns a vector that contains the lowest value from each matching pair of components. - Source vector. - Source vector. - The minimized vector. - - - Multiplies the components of two vectors by each other. - Source vector. - Source vector. - Result of the multiplication. - - - Multiplies the components of two vectors by each other. - Source vector. - Source vector. - Result of the multiplication. - - - Multiplies a vector by a scalar. - Source vector. - Scalar value. - Result of the multiplication. - - - Multiplies a vector by a scalar. - Source vector. - Scalar value. - Result of the multiplication. - - - Multiplies a vector by a scalar. - Scalar value. - Source vector. - Result of the multiplication. - - - Multiplies a vector by a scalar value. - Source vector. - Scalar value. - The result of the multiplication. - - - Multiplies the components of two vectors by each other. - Source vector. - Source vector. - The result of the multiplication. - - - Returns a vector pointing in the opposite direction. - Source vector. - Vector pointing in the opposite direction. - - - Returns a vector pointing in the opposite direction. - Source vector. - Vector pointing in the opposite direction. - - - Creates a unit vector from the specified vector. - The source Vector4. - The created unit vector. - - - Returns a normalized version of the specified vector. - Source vector. - The normalized vector. - - - Turns the current vector into a unit vector. - - - Interpolates between two values using a cubic equation. - Source vector. - Source vector. - Weighting factor. - The interpolated value. - - - Interpolates between two values using a cubic equation. - Source value. - Source value. - Weighting value. - Interpolated value. - - - Subtracts a vector from a vector. - Source vector. - Source vector. - Result of the subtraction. - - - Subtracts a vector from a vector. - Source vector. - Source vector. - Result of the subtraction. - - - Subtracts a vector from a vector. - Source vector. - Source vector. - The result of the subtraction. - - - Retrieves a string representation of the current object. - String that represents the object. - - - - Transforms a Vector3 by the given Matrix. - - The source Vector3. - The transformation Matrix. - The Vector4 resulting from the transformation. - - - - Transforms a Vector4 by the specified Matrix. - - The source Vector4. - The transformation Matrix. - The transformed Vector4. - - - - Transforms a Vector2 by a specified Quaternion into a Vector4. - - The Vector2 to transform. - The Quaternion rotation to apply. - - Returns the Vector4 resulting from the transformation. - - - - - Transforms a Vector2 by the given Matrix. - - The source Vector2. - The transformation Matrix. - The Vector4 resulting from the transformation. - - - - Transforms a Vector3 by a specified Quaternion into a Vector4. - - The Vector3 to transform. - The Quaternion rotation to apply. - The Vector4 resulting from the transformation. - - - Transforms a Vector4 by a specified Quaternion. - The Vector4 to transform. - The Quaternion rotation to apply. - The Vector4 resulting from the transformation. - - - - Transforms a Vector3 by the given Matrix. - - The source Vector3. - The transformation Matrix. - The Vector4 resulting from the transformation. - - - Transforms an array of Vector4s by a specified Quaternion. - The array of Vector4s to transform. - The Quaternion rotation to apply. - The existing destination array into which the transformed Vector4s are written. - - - Transforms a specified range in an array of Vector4s by a specified Quaternion into a specified range in a destination array. - The array of Vector4s containing the range to transform. - The index in the source array of the first Vector4 to transform. - The Quaternion rotation to apply. - The existing destination array of Vector4s into which to write the results. - The index in the destination array of the first result Vector4 to write. - The number of Vector4s to transform. - - - Transforms a specified range in an array of Vector4s by a specified Matrix into a specified range in a destination array. - The array of Vector4s containing the range to transform. - The index in the source array of the first Vector4 to transform. - The transform Matrix to apply. - The existing destination array of Vector4s into which to write the results. - The index in the destination array of the first result Vector4 to write. - The number of Vector4s to transform. - - - - Transforms a Vector2 by a specified Quaternion into a Vector4. - - The Vector2 to transform. - The Quaternion rotation to apply. - The Vector4 resulting from the transformation. - - - Transforms an array of Vector4s by a specified Matrix. - The array of Vector4s to transform. - The transform Matrix to apply. - The existing destination array into which the transformed Vector4s are written. - - - - Transforms a Vector3 by a specified Quaternion into a Vector4. - - The Vector3 to transform. - The Quaternion rotation to apply. - The Vector4 resulting from the transformation. - - - - Transforms a Vector2 by the given Matrix. - - The source Vector2. - The transformation Matrix. - The transformed Vector4. - - - - Transforms a Vector4 by the given Matrix. - - The source Vector4. - The transformation Matrix. - The Vector4 resulting from the transformation. - - - Transforms a Vector4 by a specified Quaternion. - The Vector4 to transform. - The Quaternion rotation to apply. - The Vector4 resulting from the transformation. - - - Returns a vector pointing in the opposite direction. - Source vector. - Vector pointing in the opposite direction. - - - Returns a Vector4 with all of its components set to one. - - A Vector4 with all of its components set to one. - - - - Returns the Vector4 (0, 0, 0, 1). - - The Vector4 (0, 0, 0, 1). - - - - - Returns the Vector4 (1, 0, 0, 0). - - - The Vector4 (1, 0, 0, 0). - - - - - Returns the Vector4 (0, 1, 0, 0). - - - The Vector4 (0, 1, 0, 0). - - - - - Returns the Vector4 (0, 0, 1, 0). - - - The Vector4 (0, 0, 1, 0). - - - - - Returns a Vector4 with all of its components set to zero. - - - A Vector4 with all of its components set to zero. - - - - Defines a vector with four components. - - - Indicates battery charge status. - - - Indicates a battery is charging. - - - Indicates a critically low level of battery charge. - - - Indicates a high level of battery charge. - - - Indicates a low level of battery charge. - - - Indicates that no battery is present. - - - Indicates an unknown battery condition. - - - Indicates the extent to which bounding volumes intersect or contain one another. - - - Indicates that one bounding volume completely contains the other. - - - Indicates there is no overlap between the bounding volumes. - - - Indicates that the bounding volumes partially overlap. - - - Defines the continuity of CurveKeys on a Curve. - - - Interpolation can be used between this CurveKey and the next. - - - Interpolation cannot be used between this CurveKey and the next. Specifying a position between the two points returns this point. - - - Defines how the value of a Curve will be determined for positions before the first point on the Curve or after the last point on the Curve. - - - The Curve will evaluate to its first key for positions before the first point in the Curve and to the last key for positions after the last point. - - - Positions specified past the ends of the curve will wrap around to the opposite side of the Curve. - - - Positions specified past the ends of the curve will wrap around to the opposite side of the Curve. - The value will be offset by the difference between the values of the first and last CurveKey multiplied by the number of times the position wraps around. - If the position is before the first point in the Curve, the difference will be subtracted from its value; otherwise, the difference will be added. - - - Linear interpolation will be performed to determine the value. - - - Positions specified past the ends of the Curve act as an offset from the same side of the Curve toward the opposite side. - - - Specifies different tangent types to be calculated for CurveKey points in a Curve. - - - A Flat tangent always has a value equal to zero. - - - A Linear tangent at a CurveKey is equal to the difference - between its CurveKey.Value and the Value of the preceding or succeeding CurveKey.For example, in Curve MyCurve, where i is greater than zero and - (i + 1) is less than the total number of CurveKeys in - MyCurve, the linear CurveKey.TangentIn of MyCurve.Keys[i] is equal to: ( MyCurve.Keys[i].Value - MyCurve.Keys[i - 1].Value )Similarly, the linear CurveKey.TangentOut is equal to: ( MyCurve.Keys[i + 1].Value - MyCurve.Keys[i].Value.) - - - A Smooth tangent smooths the inflection between a CurveKey.TangentIn and CurveKey.TangentOut by taking into account the values of both neighbors of the CurveKey.The smooth CurveKey.TangentIn of MyCurve.Keys[i] is equal to: ( ( MyCurve.Keys[i + 1].Value - MyCurve.Keys[i - 1].Value ) * - ( ( MyCurve.Keys[i].Position - MyCurve.Keys[i - 1].Position ) / - ( MyCurve.Keys[i + 1].Position - MyCurve.Keys[i-1].Position ) ) )Similarly, the smooth CurveKey.TangentOut is equal to: ( ( MyCurve.Keys[i + 1].Value - MyCurve.Keys[i - 1].Value ) * - ( ( MyCurve.Keys[i + 1].Position - MyCurve.Keys[i].Position ) / - ( MyCurve.Keys[i + 1].Position - MyCurve.Keys[i - 1].Position ) ) ) - - - Describes the intersection between a plane and a bounding volume. - - - There is no intersection, and the bounding volume is in the negative half-space of the Plane. - - - There is no intersection, and the bounding volume is in the positive half-space of the Plane. - - - The Plane is intersected. - - - Specifies the game controller associated with a player. - - - The first controller. - - - The second controller. - - - The third controller. - - - The fourth controller. - - - Indicates the status of the system powerline. - - - The system is offline. - - - The system is online. - - - The power status of the system is unknown. - - - Defines the target platform to be used when compiling content. - - - Represents an unknown platform. - - - The Windows platform. - - - The Xbox 360 game console. - - - A Zune device. - - - Immediately releases the unmanaged resources used by this object. - - - Allows this object to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Represents the complete friends list of a local gamer. - - - Gets whether the local gamer who requested the friends list has received a friend request from this gamer. - true if the local gamer who requested the friends list has received a friend request from this gamer; false otherwise. - - - - - Gets whether the local gamer who requested the friends list has sent a friend request to this gamer. - - true if the local gamer who requested the friends list has sent a friend request to this gamer; false otherwise. - - - - Gets whether this friend currently has voice capability. - true if this friend currently has voice capability; false otherwise. - - - - Gets whether this friend has accepted an invitation from the local gamer who requested the friends list. - - true if this friend has accepted an invitation from the local gamer who requested the friends list; false otherwise. - - - - - Gets whether the local gamer who requested the friends list has received an invitation from this friend. - - true if the local gamer who requested the friends list has received an invitation from this friend; false otherwise. - - - - - Gets whether this friend has rejected an invitation from the local gamer who requested the friends list. - - true if this friend has rejected an invitation from the local gamer who requested the friends list; false otherwise. - - - - - Gets whether the local gamer who requested the friends list has sent an invitation to this friend. - - true if the local gamer who requested the friends list has sent an invitation to this friend; false otherwise. - - - - Gets whether this friend is currently away from the computer or console. - true if this friend is currently away from the computer or console; false otherwise. - - - - Gets whether this friend is currently busy. - true if this friend is currently busy; false otherwise. - - - - Gets whether this friend is currently in a public session that can be joined. - true if this friend is currently in a public session that can be joined; false otherwise. - - - - Gets whether this friend is currently online. - true if this friend is currently online; false otherwise. - - - - Gets whether this friend is currently playing a game. - true if this friend is currently playing a game; false otherwise. - - - - - Gets a title-defined presence string describing what this friend is currently doing. - - Title-defined presence string describing what this friend is currently doing. - - - Provides the presence information of a friend of the local gamer. - - - Gets whether the gamer prefers to use controller buttons to accelerate in racing games. - - true if the gamer prefers to use controller buttons to accelerate in racing games; false otherwise. If false, use triggers for acceleration. - - - - - Gets whether the title should automatically correct the gamer's aim. - - true if the title should automatically correct the gamer's aim; false otherwise. - - - - Gets whether the title should automatically center the view when the gamer moves. - true if the title should automatically center the view when the gamer moves; false otherwise. - - - - Gets whether the gamer prefers to use controller buttons to brake in racing games. - - true if the gamer prefers to use controller buttons to brake in racing games; false otherwise. If false, use the triggers for braking. - - - - Gets the preferred controller sensitivity setting for this gamer. - The preferred controller sensitivity setting for this gamer. - - - Gets the preferred difficulty setting for this gamer. - The preferred difficulty setting for this gamer. - - - Gets whether the gamer prefers to invert the y-axis input of the controller. - true if the gamer prefers to invert the y-axis input of the controller; false otherwise. - - - - Gets whether the gamer prefers to drive a manual shift transmission in racing games. - true if the gamer prefers to drive a manual shift transmission in racing games; false otherwise. - - - - Gets whether the gamer prefers to move using the right thumbstick. - true if the gamer prefers to move using the right thumbstick; false otherwise. If this value is false, use the left thumbstick for player movement. - - - Gets the preferred color for the player character. - The preferred color for the player character. - - - Gets the gamer's preferred camera angle for racing games. - The gamer's preferred camera angle for racing games. - - - Gets a secondary color selection for the player character. - A secondary color selection for the player character. - - - - Describes a gamer's preferred settings. - - - Starts an asynchronous profile read operation. - The method to be called once the asynchronous operation has finished. - State of the asynchronous operation. - An System.IAsyncResult used to track the progress of the method. Call Gamer.EndGetProfile to access these results. - - - Ends an asynchronous profile read operation. - An System.IAsyncResult used to track the progress of the operation. - The profile data for this gamer. - - - Reads profile data for this gamer. - The profile data for this gamer. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the gamertag string. - Name of the gamertag. - - - Gets a value indicating whether the object is disposed. - true if the object is disposed; false otherwise. - - - Represents a collection of all gamers on the local system. - Collection of current gamers on the local system. - - - - Gets or sets a custom object which can be used to attach arbitrary user defined data to the gamer. - A custom object used to attach arbitrary user defined data to the gamer. - - - - Abstract base class for types that represent game players (profiles that have an - associated gamertag). The concrete types SignedInGamer and Framework.Net.NetworkGamer derive from this. - - - - Returns a strongly typed Microsoft.Xna.Framework.GamerServices.GamerCollection`1.GamerCollectionEnumerator that can iterate through a GamerCollection`1. - The Microsoft.Xna.Framework.GamerServices.GamerCollection`1.GamerCollectionEnumerator. - - - Returns an enumerator that can iterate through the collection. - Enumerator that can iterate through the collection. - - - Represents a collection of gamers. This collection cannot be modified and is updated automatically during the call to GamerServicesDispatcher.Update. - - - Immediately releases the unmanaged resources used by this object. - - - - Advances the enumerator to the next element of the GamerCollection`1. - - true if the enumerator was successfully advanced to the next element; false if the enumerator has passed the end of the collection. - - - - Sets the enumerator to its initial position, which is before the first element in the GamerCollection`1. - - - - Gets the current element in the GamerCollection`1. - - The current element in the GamerCollection`1. - - - - - Gets the current element in the GamerCollection`1 as a System.Object. - - - The current element in the GamerCollection`1 as a System.Object. - - - - - Provides the ability to iterate through the gamers in an GamerCollection`1. - - - - - Gets or sets the current presence mode for this gamer. Reference page contains links to related code samples. - The current presence mode for this gamer. - - - Gets or sets a custom presence value. - A custom presence value, which indicates a stage, score, or level to display as a part of the presence string. - - - Provides properties to set the rich presence state for a locally signed-in gamer profile. Reference page contains links to related code samples. - - - Initializes a new instance of Microsoft.Xna.Framework.GamerServices.GamerPrivilegeException(System.String,System.Exception) with the specified error message and inner exception. - A message that describes the error. - The inner exception related to this exception. - - - Initializes a new instance of Microsoft.Xna.Framework.GamerServices.GamerPrivilegeException(System.String) with the specified error message. - A message that describes the error. - - - Initializes a new instance of Microsoft.Xna.Framework.GamerServices.GamerPrivilegeException(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext) with the specified streaming context. - Describes the gamer services or multiplayer API being accessed when the exception occurred. - Describes the stream where the exception occurred. - - - Creates an instance of Microsoft.Xna.Framework.GamerServices.GamerPrivilegeException. - - - Thrown if a gamer services or multiplayer API is called without a valid, signed-in profile. - - - Checks whether this gamer is allowed to send and receive communications using voice, text, messaging, or game invites. - true if this gamer is allowed to send and receive communications using voice, text, messaging, or game invites; false otherwise. - - - - Checks whether this gamer is allowed to play in online multiplayer sessions. - true if this gamer is allowed to play in online multiplayer sessions; false otherwise. - - - - Checks whether this gamer is allowed to view the profiles of other gamers. - true if this gamer is allowed to view the profiles of other gamers; false otherwise. - - - Checks whether this gamer is allowed to purchase content from LIVE Marketplace. - true if this gamer is allowed to purchase content from LIVE Marketplace; false otherwise. - - - Checks whether this gamer is allowed to trade content with other gamers. - true if this gamer is allowed to trade content with other gamers; false otherwise. - - - Checks whether this gamer is allowed to access user content that was created by other gamers. - true if this gamer is allowed to access user content that was created by other gamers; false otherwise. - - - Describes what operations a gamer is allowed to perform. - - - Immediately releases the unmanaged resources used by this object. - - - Gets the gamer picture, which will be 64 pixels by 64 pixels. - The gamer picture, which will be 64 pixels by 64 pixels. - - - Gets the GamerScore of this gamer. - The GamerScore of this gamer. - - - Gets the GamerZone setting. - - - The GamerZone setting. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Gets the gamer motto string. - The gamer motto. - - - Gets the region of this gamer. - The region of this gamer. - - - Gets the gamer reputation, as a number of stars ranging 0 to 5. - The gamer reputation, representing a number of stars ranging 0 to 5. - - - Gets the number of titles this gamer has played. - The number of titles this gamer has played. - - - Gets the total number of achievements this gamer has obtained. - The total number of achievements this gamer has obtained. - - - - Profile settings describing information about a gamer such as their motto, reputation, and gamer picture. This data is accessible for both locally signed in profiles and remote gamers that you are playing with in a multiplayer session. - - - - Creates a new GamerServicesComponent. - The game that will be associated with this component. - - - Initializes the GamerServicesDispatcher. - - - - Updates the GamerServicesDispatcher. - - The game timing state. - - - Wraps the functionality of the GamerServicesDispatcher. - - - - Notifies the game when a Games for Windows - LIVE title update is being installed. - - - - Initializes gamer services functionality for the game. Reference page contains links to related code samples. - The service provider to be used when locating additional services services. For example, IGraphicsDeviceService. - - - Updates the status of gamer services and raises related events. Reference page contains links to related code samples. - - - Determines if Initialize has been called. - true if gamer services have been initialized; false otherwise. - - - - Gets or sets the handle to the underlying game window. - Handle to a window. - - - Implements the Windows-specific portion of a Microsoft.Xna.Framework.GamerServices.GamerServicesDispatcher class. Reference page contains links to related code samples. - - - Initializes a new instance of GamerServicesNotAvailableException with the specified error message and the inner exception. - A message that describes the error. - The inner exception related to this exception. - - - Initializes a new instance of GamerServicesNotAvailableException with the specified error message. - A message that describes the error. - - - Initializes a new instance of GamerServicesNotAvailableException with the specified streaming context. - - Describes the gamer services being accessed when the exception occurred. - Describes the stream where the exception occurred. - - - Creates an empty instance of GamerServicesNotAvailableException. - - - Thrown if the gamer services system cannot be successfully initialized. - - - Begins the process for displaying a dialog for keyboard input from a gamer. - Index of the player providing input. For Windows-based XNA games, the only valid option is PlayerIndex.One. - Title of the dialog box. - Text of the dialog box. - Text displayed when the dialog box is initially shown. - The method to be called once the asynchronous operation has finished. - A user-created object uniquely identifying this request. - An System.IAsyncResult used to track the progress of the method. - - - Begins the process of displaying a message box with the specified parameters. - Target player of the message box. On Windows, the only valid option is PlayerIndex.One. - Title of the message box. - Text of the message box. - Captions for the message box buttons. The maximum number is three. - Zero-based index specifying which button has focus. - Type of icon displayed in the message box. - The method to be called once the asynchronous operation has finished. - A user-created object uniquely identifying this request. - An System.IAsyncResult used to track the progress of the method. - - - Begins the process for displaying the storage device selector user interface, specifying the size of the data to be written to the storage device. - Size, in bytes, of the data to write to the storage device. - Number of directories to write to the storage device. - The method to be called once the asynchronous operation has finished. - A user-created object uniquely identifying this request. - - An System.IAsyncResult used to track the progress of the method. - - - - Begins the process for displaying the storage device selector user interface. - The method to be called once the asynchronous operation has finished. - A user-created object uniquely identifying this request. - An System.IAsyncResult used to track the progress of the method. - - - Begins the process for displaying the storage device selector user interface, specifying the index of the player to be shown the user interface, as well as the size of the data to be written to the storage device. - Index of the player being shown the user interface display. On Windows, the only valid option is PlayerIndex.One. - Size, in bytes, of the data to write to the storage device. - Number of directories to write to the storage device. - The method to be called once the asynchronous operation has finished. - A user-created object uniquely identifying this request. - - An System.IAsyncResult used to track the progress of the method. - - - - Begins the process for displaying the storage device selector user interface, specifying the index of the player to be shown the user interface. - Index of the player being shown the user interface display. On Windows, the only valid option is PlayerIndex.One. - The method to be called once the asynchronous operation has finished. - A user-created object uniquely identifying this request. - An System.IAsyncResult used to track the progress of the method. - - - Delays system notifications for the specified amount of time. - Time, in seconds, of the delay.Calling this function while notifications are already delayed has no effect. The maximum delay is 120. If the specified duration exceeds the maximum, the maximum value is used. - - - Ends the display of the keyboard input dialog box. - The System.IAsyncResult returned from BeginShowKeyboardInput. - Input received from the gamer. - - - Ends the display of a message box. - The System.IAsyncResult returned from BeginShowMessageBox. - - The identity of the message box button pressed by the user. - - - - Ends the display of the storage selector user interface. - The System.IAsyncResult returned from BeginShowStorageDeviceSelector. - Storage device selected by the gamer. - - - Shows the Compose Message user interface. - Gamer composing the message. - Text of the message. - Collection of gamers receiving the message.If this is null, the Select Gamertag user interface is displayed. - - - Shows the Friend Request user interface. - Index of the player making the request.The profile specified by player must be signed in when calling this function. - Recipient of the request. - - - Shows the Friends user interface. - Index of the player making the request.The profile specified by player must be signed in when calling this function. - - - Displays the game invitation user interface. - Index of the player initiating the invitation. - List of gamers who receive the invitation. If null, the Guide will prompt the player to specify a recipient. - - - Shows the Gamer Card user interface. - Index of the player making the request.The profile specified by player must be signed in when calling this function. - Owner of the gamer card being requested for display. - - - Displays the marketplace user interface. Reference page contains links to related code samples. - Index of the controller for the player making the request. - - - Shows the Messages user interface. - Index of the player making the request.The profile specified by player must be signed in when calling this function. - - - Shows the Player Review user interface. - Index of the player making the request.The profile specified by player must be signed in when calling this function. - Player being reviewed. - - - Shows the Players user interface. - Index of the player making the request.The profile specified by player must be signed in when calling this function. - - - Shows the user interface a gamer uses for signing into Xbox LIVE. - Number of panes displayed at sign in. Each pane accepts a single gamer.On Windows, only a single pane can be displayed. On Xbox 360, valid values are 1, 2, and 4. - Determines the profile types being displayed. true if only online profiles are displayed; false otherwise. If onlineOnly is true, local gamers can sign in as guests of a profile currently signed in. - - - Gets or sets the current state of the screen saver. - true if the screen saver is enabled; false otherwise. - - - Determines whether the game is running currently in limited trial mode. Reference page contains links to related code samples. - true if the game is running currently in limited trial mode; false otherwise. - - - - Determines whether a Guide user interface screen is active. - true if a user interface screen is displayed; false otherwise. It is not possible to bring up another Guide user interface screen, if IsVisible is true. - - - Determines where notifications appear on the screen. - Defines the positioning of the notification message box. - - - Allows titles to simulate trial mode restrictions when testing using the Development configuration. Reference page contains links to related code samples. - true to simulate trial mode restrictions in a Development configuration; false otherwise. - - - - Provides access to the Guide user interface. - - - Initializes an instance of Microsoft.Xna.Framework.GamerServices.GuideAlreadyVisibleException(System.String,System.Exception) with the specified error message and related inner exception. - A message describing the error. - The inner exception related to this exception. - - - Initializes an instance of Microsoft.Xna.Framework.GamerServices.GuideAlreadyVisibleException(System.String) with the specified error message. - A message describing the error. - - - Initializes an instance of Microsoft.Xna.Framework.GamerServices.GuideAlreadyVisibleException(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext) with the specified streaming context. - Describes the displayed Guide component when the exception occurred. - Describes the stream where the exception occurred. - - - - Initializes an empty instance of Microsoft.Xna.Framework.GamerServices.GuideAlreadyVisibleException. - - - Thrown if an attmept is made to display a component of the Guide user interface when a Guide component is already displayed. - - - Creates a new instance of SignedInEventArgs. - The gamer that just signed in. - - - Gets the gamer that just signed in. - The gamer that just signed in. - - - Represents the arguments passed to a SignedInGamer.SignedIn event. - - - Occurs when a new gamer signs into the local system. - - - Occurs when a gamer signs out on the local system. - - - Reads the friends list of this local gamer. This includes both the gamertags of the friends and their current presence information. - - The friends of this local gamer. - - - Queries whether the specified gamer is a friend of this local gamer. - The gamer to query. - true if the specified gamer is a friend of the local gamer; false otherwise. - - - - Describes a gamer's preferred settings. - The gamer's preferred settings. - - - Determines whether the gamer is the guest of an Xbox LIVE–enabled profile. - true if the gamer is a guest; false otherwise. - - - Determines whether the gamer has an Xbox LIVE–enabled profile. - true if the gamer is able to sign in to Xbox LIVE; false otherwise. - - - Gets the index of the gamer. - Index of the gamer. - - - Gets an object that may be used to set the rich presence state for this gamer. Reference page contains links to related code samples. - An object that may be used to set the rich presence state for this gamer. - - - Describes what operations a gamer is allowed to perform. - The operations a gamer is allowed to perform. - - - Represents a gamer (a profile that has an associated gamertag) on the local system. - - - Gets a specific local gamer based on that player's Framework.PlayerIndex on the local system. - The Framework.PlayerIndex of the local gamer to retrieve. - - The local gamer at the specified Framework.PlayerIndex. - - - - Represents a collection of gamers on the local system. - - - - Creates a new instance of SignedOutEventArgs. - - The gamer that just signed out. - - - Gets the gamer that just signed out. - The gamer that just signed out. - - - Represents the arguments passed to a SignedInGamer.SignedOut event. - - - Indicates how sensitive this gamer prefers controller input to be. - - - Highly sensitive controller input is preferred. - - - Below average sensitivity is preferred. - - - Average controller sensitivity is preferred. - - - Indicates how difficult this gamer likes things to be. - - - Below-average difficulty. - - - Above-average difficulty. - - - Average difficulty. - - - - Settings defining the status string that will appear when you view a friend through the Xbox LIVE Guide or on Xbox.com. This option is set using the GamerPresence.PresenceMode property. - - - - Arcade Mode - - - At Menu - - - Battling Boss - - - Campaign Mode - - - Challenge Mode - - - Configuring Settings - - - Co-Op: Level. Includes a numeric value specified with GamerPresence.PresenceValue. - - - Co-Op: Stage. Includes a numeric value specified with GamerPresence.PresenceValue. - - - Cornflower Blue - - - Customizing Player - - - Difficulty: Easy - - - Difficulty: Extreme - - - Difficulty: Hard - - - Difficulty: Medium - - - Editing Level - - - Exploration Mode - - - Found Secret - - - Free Play - - - Game Over - - - In Combat - - - In Game Store - - - Level. Includes a numeric value specified with GamerPresence.PresenceValue. - - - Local Co-Op - - - Local Versus - - - Looking For Games - - - Losing - - - Multiplayer - - - Nearly Finished - - - No Presence String Displayed - - - On a Roll - - - Online Co-Op - - - Online Versus - - - Outnumbered - - - Paused - - - Playing Minigame - - - Playing With Friends - - - Practice Mode - - - Puzzle Mode - - - Scenario Mode - - - Score. Includes a numeric value specified with GamerPresence.PresenceValue. - - - Score is Tied - - - Setting Up Match - - - Single Player - - - Stage. Includes a numeric value specified with GamerPresence.PresenceValue. - - - Starting Game - - - Story Mode - - - Stuck on a Hard Bit - - - Survival Mode - - - Time Attack - - - Trying For Record - - - Tutorial Mode - - - Versus Computer - - - Versus: Score. Includes a numeric value specified with GamerPresence.PresenceValue. - - - Waiting For Players - - - Waiting In Lobby - - - Wasting Time - - - Watching Credits - - - Watching Cutscene - - - Winning - - - Won the Game - - - Describes the conditions in which a privilege is available. - - - This privilege is not available for the current gamer profile. - - - This privilege is available for the current gamer profile. - - - This privilege is only available for friends of the current gamer profile. Use the SignedInGamer.IsFriend method to check which gamers are friends. - - - This style of social gaming preferred by this Xbox Live member. - - - Family-friendly game play. - - - Competitive game play. - - - Non-competitive game play. - - - Alternative approach to game play. - - - Unknown. - - - Defines the different icons for a message box. - - - Displays the Alert icon. - - - Displays the Error icon. - - - No icon is displayed. - - - Displays the Warning icon. - - - Determines where notifications appear on the screen. - - - Positions the message box at the bottom of the screen and centered. - - - Positions the message box at the bottom-left of the screen. - - - Positions the message box at the bottom-right of the screen. - - - Positions the message box at the center of the screen. - - - Positions the message box at the center of the screen and left-aligned. - - - Positions the message box at the center of the screen and right-aligned. - - - Positions the message box at the top of the screen and centered. - - - Positions the message box at the top-left of the screen. - - - Positions the message box at the top-right of the screen. - - - Indicates which camera angle this gamer prefers to use in racing games. - - - Traditional third-person camera view from behind the car. - - - Camera view from in front of the car. The car itself is not visible. - - - Camera view from inside the car, looking through the windscreen. - - - Gets or sets the diffuse color of this light. - The diffuse color of this light. - - - Gets or sets light direciton. - Gets or sets the light direciton. This value must be a unit vector. - - - Enables this light. - true to enable this light; false otherwise. - - - - Gets or sets the specular color of the light. - The specular color of the light. - - - Provides methods for manipulating the directional lights used by the BasicEffect - class. - - - - Initializes a new instance of the BasicEffect class. - - The graphics device that will create the effect. - Specifies a pool of resources to share between effects. - - - - Initializes a new instance of the BasicEffect class. - - The graphics device that will create the effect. - The effect to clone. - - - Creates a clone of an effect. - The cloned effect. - The device associated with the effect. - - - Enables default lighting for this effect. - - - Gets or sets the alpha this effect material. - The alpha of this effect material. - - - Gets or sets the ambient light color of this effect. - The ambient light color of this effect. Valid values are between 0 and 1. - - - Gets or sets the diffuse color of this effect material. Value takes 0 to 1. - The diffuse color of this effect material. Valid values are between 0 and 1. - - - Gets the first directional light for this effect. - A directional light for this effect. - - - Gets the second directional light for this effect. - A directional light for this effect. - - - Gets the third directional light for this effect. - A directional light for this effect. - - - Gets or sets the emissive color of the effect material. - The emissive color of the effect material. Valid values are between 0 and 1. - - - Gets or sets the fog color for this effect. - The fog color for this effect. - - - Enables fog for this effect. - true to enable fog; false otherwise. - - - - Gets or sets the ending distance of fog. - Fog end distance specified as a positive value. - - - Gets or sets the fog start distance. - Fog start distance specified as a positive value. This distance is expressed in world space coordinates. - - - Enables lighting for this effect. - true to enable lighting; false otherwise. - - - - Gets or sets a value indicating that per-pixel lighting should be used if it is available for the current adapter. Per-pixel lighting is available if a graphics adapter supports Pixel Shader Model 2.0. - true to use per-pixel lighting if it is available; false to disable per-pixel lighting. The default value is true. When Microsoft.Xna.Framework.Graphics.BasicEffect.PreferPerPixelLighting is true, if the graphics adapter does not support a minimum of Pixel Shader Model 2.0, BasicEffect will automatically fall-back to per-vertex lighting. When Microsoft.Xna.Framework.Graphics.BasicEffect.PreferPerPixelLighting is false, per-vertex lighting is used regardless of whether per-pixel lighting is supported by the graphics adapter. - - - - Gets or sets the projection matrix. - The projection matrix. - - - Gets or sets the specular color of this effect material. - The specular color of this effect material. Valid values are between 0 and 1. - - - Gets or sets the specular power of this effect material. - The specular power of this effect material. - - - Enables textures for this effect. - true to enable textures; false otherwise. - - - - Gets or sets a texture to be applied by this effect. - Texture to be applied by this effect. - - - Enables use vertex colors for this effect. - true to enable vertex colors; false otherwise. - - - - Gets or sets the view matrix. - The view matrix. - - - Gets or sets the world matrix. - The world matrix. - - - Represents shader model 1.1 Effect that has optional support for vertex colors, texturing, and lighting. Reference page contains links to related code samples. - - - Gets a string representation of this object. - String representation of this object. - - - Indicates whether the clipping plane is enabled. - true if the clipping plane is enabled; false if disabled. - - - Gets or sets the coefficients of a user-defined clipping plane for the device. - User-defined clipping plane. - - - Represents the device clipping plane. - - - Disables all clipping planes on the device. - - - Enables all clipping planes that have been set. - - - Gets a specific ClipPlane object using an index value. - The index of the ClipPlane object to return. - The ClipPlane object at index index. - - - Manipulates a collection of ClipPlane objects. - - - - Initializes a new instance of Color. - - A Color specifying the red, green, and blue components of a color. - The alpha component of a color. - - - - Initializes a new instance of Color. - - The red component of a color, between 0 and 1.0. - The green component of a color, between 0 and 1.0. - The blue component of a color, between 0 and 1.0. - The alpha component of a color, between 0 and 1.0. - - - Initializes a new instance of Color. - A Framework.Vector4 containing the Red, Green, Blue, and Alpha values defining a color. - - - - Initializes a new instance of Color. - - A Color specifying the red, green, and blue components of a color. - The alpha component of a color, between 0 and 1.0. - - - Initializes a new instance of Color. - The red component of a color, between 0 and 1.0. - The green component of a color, between 0 and 1.0. - The blue component of a color, between 0 and 1.0. - The alpha component of a color, between 0 and 1.0. - - - Initializes a new instance of Color. - The red component of a color, between 0 and 1.0. - The green component of a color, between 0 and 1.0. - The blue component of a color, between 0 and 1.0. - - - - Initializes a new instance of Color. - - The red component of a color, between 0 and 1.0. - The green component of a color, between 0 and 1.0. - The blue component of a color, between 0 and 1.0. - - - Initializes a new instance of Color. - A Framework.Vector3 containing the Red, Green, and Blue values defining a color. - - - Compares two objects to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The Color to compare with the current Color. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The System.Object to compare with the current Color. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - - Linearly interpolates between two colors. - Source Color. - Source Color. - A value between 0 and 1.0 indicating the weight of value2. - The interpolated Color. - - - Returns the packed value of the current color as a Framework.Vector4. - The packed value of the current color. - - - Gets a string representation of this object. - String representation of this object. - - - - Returns the current color as a Framework.Vector3. - - The current color represented as a Framework.Vector3. - - - Returns the current color as a Framework.Vector4. - The current color. - - - Gets a system-defined color with the value R:240 G:248 B:255 A:255. - A system-defined color with the value R:240 G:248 B:255 A:255. - - - Gets a system-defined color with the value R:250 G:235 B:215 A:255. - A system-defined color with the value R:250 G:235 B:215 A:255. - - - Gets a system-defined color with the value R:127 G:255 B:212 A:255. - A system-defined color with the value R:127 G:255 B:212 A:255. - - - Gets a system-defined color with the value R:0 G:255 B:255 A:255. - A system-defined color with the value R:0 G:255 B:255 A:255. - - - Gets a system-defined color with the value R:240 G:255 B:255 A:255. - A system-defined color with the value R:240 G:255 B:255 A:255. - - - Gets or sets the alpha component value. - The alpha component value of this Color. - - - Gets a system-defined color with the value R:245 G:245 B:220 A:255. - A system-defined color with the value R:245 G:245 B:220 A:255. - - - Gets a system-defined color with the value R:255 G:228 B:196 A:255. - A system-defined color with the value R:255 G:228 B:196 A:255. - - - Gets a system-defined color with the value R:0 G:0 B:0 A:255. - A system-defined color with the value R:0 G:0 B:0 A:255. - - - Gets a system-defined color with the value R:255 G:235 B:205 A:255. - A system-defined color with the value R:255 G:235 B:205 A:255. - - - Gets a system-defined color with the value R:138 G:43 B:226 A:255. - A system-defined color with the value R:138 G:43 B:226 A:255. - - - Gets a system-defined color with the value R:0 G:0 B:255 A:255. - A system-defined color with the value R:0 G:0 B:255 A:255. - - - Gets a system-defined color with the value R:165 G:42 B:42 A:255. - A system-defined color with the value R:165 G:42 B:42 A:255. - - - Gets a system-defined color with the value R:222 G:184 B:135 A:255. - A system-defined color with the value R:222 G:184 B:135 A:255. - - - - Gets or sets the blue component value of this Color. - - - The blue component value of this Color. - - - - Gets a system-defined color with the value R:95 G:158 B:160 A:255. - A system-defined color with the value R:95 G:158 B:160 A:255. - - - Gets a system-defined color with the value R:127 G:255 B:0 A:255. - A system-defined color with the value R:127 G:255 B:0 A:255. - - - Gets a system-defined color with the value R:210 G:105 B:30 A:255. - A system-defined color with the value R:210 G:105 B:30 A:255. - - - Gets a system-defined color with the value R:255 G:127 B:80 A:255. - A system-defined color with the value R:255 G:127 B:80 A:255. - - - Gets a system-defined color with the value R:100 G:149 B:237 A:255. - A system-defined color with the value R:100 G:149 B:237 A:255. - - - Gets a system-defined color with the value R:255 G:248 B:220 A:255. - A system-defined color with the value R:255 G:248 B:220 A:255. - - - Gets a system-defined color with the value R:220 G:20 B:60 A:255. - A system-defined color with the value R:220 G:20 B:60 A:255. - - - Gets a system-defined color with the value R:0 G:255 B:255 A:255. - A system-defined color with the value R:0 G:255 B:255 A:255. - - - Gets a system-defined color with the value R:0 G:0 B:139 A:255. - A system-defined color with the value R:0 G:0 B:139 A:255. - - - Gets a system-defined color with the value R:0 G:139 B:139 A:255. - A system-defined color with the value R:0 G:139 B:139 A:255. - - - Gets a system-defined color with the value R:184 G:134 B:11 A:255. - A system-defined color with the value R:184 G:134 B:11 A:255. - - - Gets a system-defined color with the value R:169 G:169 B:169 A:255. - A system-defined color with the value R:169 G:169 B:169 A:255. - - - Gets a system-defined color with the value R:0 G:100 B:0 A:255. - A system-defined color with the value R:0 G:100 B:0 A:255. - - - Gets a system-defined color with the value R:189 G:183 B:107 A:255. - A system-defined color with the value R:189 G:183 B:107 A:255. - - - Gets a system-defined color with the value R:139 G:0 B:139 A:255. - A system-defined color with the value R:139 G:0 B:139 A:255. - - - Gets a system-defined color with the value R:85 G:107 B:47 A:255. - A system-defined color with the value R:85 G:107 B:47 A:255. - - - Gets a system-defined color with the value R:255 G:140 B:0 A:255. - A system-defined color with the value R:255 G:140 B:0 A:255. - - - Gets a system-defined color with the value R:153 G:50 B:204 A:255. - A system-defined color with the value R:153 G:50 B:204 A:255. - - - Gets a system-defined color with the value R:139 G:0 B:0 A:255. - A system-defined color with the value R:139 G:0 B:0 A:255. - - - Gets a system-defined color with the value R:233 G:150 B:122 A:255. - A system-defined color with the value R:233 G:150 B:122 A:255. - - - Gets a system-defined color with the value R:143 G:188 B:139 A:255. - A system-defined color with the value R:143 G:188 B:139 A:255. - - - Gets a system-defined color with the value R:72 G:61 B:139 A:255. - A system-defined color with the value R:72 G:61 B:139 A:255. - - - Gets a system-defined color with the value R:47 G:79 B:79 A:255. - A system-defined color with the value R:47 G:79 B:79 A:255. - - - Gets a system-defined color with the value R:0 G:206 B:209 A:255. - A system-defined color with the value R:0 G:206 B:209 A:255. - - - Gets a system-defined color with the value R:148 G:0 B:211 A:255. - A system-defined color with the value R:148 G:0 B:211 A:255. - - - Gets a system-defined color with the value R:255 G:20 B:147 A:255. - A system-defined color with the value R:255 G:20 B:147 A:255. - - - Gets a system-defined color with the value R:0 G:191 B:255 A:255. - A system-defined color with the value R:0 G:191 B:255 A:255. - - - Gets a system-defined color with the value R:105 G:105 B:105 A:255. - A system-defined color with the value R:105 G:105 B:105 A:255. - - - Gets a system-defined color with the value R:30 G:144 B:255 A:255. - A system-defined color with the value R:30 G:144 B:255 A:255. - - - Gets a system-defined color with the value R:178 G:34 B:34 A:255. - A system-defined color with the value R:178 G:34 B:34 A:255. - - - Gets a system-defined color with the value R:255 G:250 B:240 A:255. - A system-defined color with the value R:255 G:250 B:240 A:255. - - - Gets a system-defined color with the value R:34 G:139 B:34 A:255. - A system-defined color with the value R:34 G:139 B:34 A:255. - - - Gets a system-defined color with the value R:255 G:0 B:255 A:255. - A system-defined color with the value R:255 G:0 B:255 A:255. - - - Gets a system-defined color with the value R:220 G:220 B:220 A:255. - A system-defined color with the value R:220 G:220 B:220 A:255. - - - Gets a system-defined color with the value R:248 G:248 B:255 A:255. - A system-defined color with the value R:248 G:248 B:255 A:255. - - - Gets a system-defined color with the value R:218 G:165 B:32 A:255. - A system-defined color with the value R:218 G:165 B:32 A:255. - - - Gets a system-defined color with the value R:255 G:215 B:0 A:255. - A system-defined color with the value R:255 G:215 B:0 A:255. - - - Gets a system-defined color with the value R:128 G:128 B:128 A:255. - A system-defined color with the value R:128 G:128 B:128 A:255. - - - Gets a system-defined color with the value R:173 G:255 B:47 A:255. - A system-defined color with the value R:173 G:255 B:47 A:255. - - - Gets a system-defined color with the value R:0 G:128 B:0 A:255. - A system-defined color with the value R:0 G:128 B:0 A:255. - - - Gets or sets the green component value of this Color. - The green component value of this Color. - - - Gets a system-defined color with the value R:240 G:255 B:240 A:255. - A system-defined color with the value R:240 G:255 B:240 A:255. - - - Gets a system-defined color with the value R:255 G:105 B:180 A:255. - A system-defined color with the value R:255 G:105 B:180 A:255. - - - Gets a system-defined color with the value R:205 G:92 B:92 A:255. - A system-defined color with the value R:205 G:92 B:92 A:255. - - - Gets a system-defined color with the value R:75 G:0 B:130 A:255. - A system-defined color with the value R:75 G:0 B:130 A:255. - - - Gets a system-defined color with the value R:255 G:255 B:240 A:255. - A system-defined color with the value R:255 G:255 B:240 A:255. - - - Gets a system-defined color with the value R:240 G:230 B:140 A:255. - A system-defined color with the value R:240 G:230 B:140 A:255. - - - Gets a system-defined color with the value R:255 G:240 B:245 A:255. - A system-defined color with the value R:255 G:240 B:245 A:255. - - - Gets a system-defined color with the value R:230 G:230 B:250 A:255. - A system-defined color with the value R:230 G:230 B:250 A:255. - - - Gets a system-defined color with the value R:124 G:252 B:0 A:255. - A system-defined color with the value R:124 G:252 B:0 A:255. - - - Gets a system-defined color with the value R:255 G:250 B:205 A:255. - A system-defined color with the value R:255 G:250 B:205 A:255. - - - Gets a system-defined color with the value R:173 G:216 B:230 A:255. - A system-defined color with the value R:173 G:216 B:230 A:255. - - - Gets a system-defined color with the value R:240 G:128 B:128 A:255. - A system-defined color with the value R:240 G:128 B:128 A:255. - - - Gets a system-defined color with the value R:224 G:255 B:255 A:255. - A system-defined color with the value R:224 G:255 B:255 A:255. - - - Gets a system-defined color with the value R:250 G:250 B:210 A:255. - A system-defined color with the value R:250 G:250 B:210 A:255. - - - Gets a system-defined color with the value R:211 G:211 B:211 A:255. - A system-defined color with the value R:211 G:211 B:211 A:255. - - - Gets a system-defined color with the value R:144 G:238 B:144 A:255. - A system-defined color with the value R:144 G:238 B:144 A:255. - - - Gets a system-defined color with the value R:255 G:182 B:193 A:255. - A system-defined color with the value R:255 G:182 B:193 A:255. - - - Gets a system-defined color with the value R:255 G:160 B:122 A:255. - A system-defined color with the value R:255 G:160 B:122 A:255. - - - Gets a system-defined color with the value R:32 G:178 B:170 A:255. - A system-defined color with the value R:32 G:178 B:170 A:255. - - - Gets a system-defined color with the value R:135 G:206 B:250 A:255. - A system-defined color with the value R:135 G:206 B:250 A:255. - - - Gets a system-defined color with the value R:119 G:136 B:153 A:255. - A system-defined color with the value R:119 G:136 B:153 A:255. - - - Gets a system-defined color with the value R:176 G:196 B:222 A:255. - A system-defined color with the value R:176 G:196 B:222 A:255. - - - Gets a system-defined color with the value R:255 G:255 B:224 A:255. - A system-defined color with the value R:255 G:255 B:224 A:255. - - - Gets a system-defined color with the value R:50 G:205 B:50 A:255. - A system-defined color with the value R:50 G:205 B:50 A:255. - - - Gets a system-defined color with the value R:0 G:255 B:0 A:255. - A system-defined color with the value R:0 G:255 B:0 A:255. - - - Gets a system-defined color with the value R:250 G:240 B:230 A:255. - A system-defined color with the value R:250 G:240 B:230 A:255. - - - Gets a system-defined color with the value R:255 G:0 B:255 A:255. - A system-defined color with the value R:255 G:0 B:255 A:255. - - - Gets a system-defined color with the value R:128 G:0 B:0 A:255. - A system-defined color with the value R:128 G:0 B:0 A:255. - - - Gets a system-defined color with the value R:102 G:205 B:170 A:255. - A system-defined color with the value R:102 G:205 B:170 A:255. - - - Gets a system-defined color with the value R:0 G:0 B:205 A:255. - A system-defined color with the value R:0 G:0 B:205 A:255. - - - Gets a system-defined color with the value R:186 G:85 B:211 A:255. - A system-defined color with the value R:186 G:85 B:211 A:255. - - - Gets a system-defined color with the value R:147 G:112 B:219 A:255. - A system-defined color with the value R:147 G:112 B:219 A:255. - - - Gets a system-defined color with the value R:60 G:179 B:113 A:255. - A system-defined color with the value R:60 G:179 B:113 A:255. - - - Gets a system-defined color with the value R:123 G:104 B:238 A:255. - A system-defined color with the value R:123 G:104 B:238 A:255. - - - Gets a system-defined color with the value R:0 G:250 B:154 A:255. - A system-defined color with the value R:0 G:250 B:154 A:255. - - - Gets a system-defined color with the value R:72 G:209 B:204 A:255. - A system-defined color with the value R:72 G:209 B:204 A:255. - - - Gets a system-defined color with the value R:199 G:21 B:133 A:255. - A system-defined color with the value R:199 G:21 B:133 A:255. - - - Gets a system-defined color with the value R:25 G:25 B:112 A:255. - A system-defined color with the value R:25 G:25 B:112 A:255. - - - Gets a system-defined color with the value R:245 G:255 B:250 A:255. - A system-defined color with the value R:245 G:255 B:250 A:255. - - - Gets a system-defined color with the value R:255 G:228 B:225 A:255. - A system-defined color with the value R:255 G:228 B:225 A:255. - - - Gets a system-defined color with the value R:255 G:228 B:181 A:255. - A system-defined color with the value R:255 G:228 B:181 A:255. - - - Gets a system-defined color with the value R:255 G:222 B:173 A:255. - A system-defined color with the value R:255 G:222 B:173 A:255. - - - Gets a system-defined color R:0 G:0 B:128 A:255. - A system-defined color R:0 G:0 B:128 A:255. - - - Gets a system-defined color with the value R:253 G:245 B:230 A:255. - A system-defined color with the value R:253 G:245 B:230 A:255. - - - Gets a system-defined color with the value R:107 G:142 B:35 A:255. - A system-defined color with the value R:107 G:142 B:35 A:255. - - - Gets a system-defined color with the value R:128 G:128 B:0 A:255. - A system-defined color with the value R:128 G:128 B:0 A:255. - - - Gets a system-defined color with the value R:255 G:69 B:0 A:255. - A system-defined color with the value R:255 G:69 B:0 A:255. - - - Gets a system-defined color with the value R:255 G:165 B:0 A:255. - A system-defined color with the value R:255 G:165 B:0 A:255. - - - Gets a system-defined color with the value R:218 G:112 B:214 A:255. - A system-defined color with the value R:218 G:112 B:214 A:255. - - - Gets the current color as a packed value. - The current color. - - - Gets a system-defined color with the value R:238 G:232 B:170 A:255. - A system-defined color with the value R:238 G:232 B:170 A:255. - - - Gets a system-defined color with the value R:152 G:251 B:152 A:255. - A system-defined color with the value R:152 G:251 B:152 A:255. - - - Gets a system-defined color with the value R:175 G:238 B:238 A:255. - A system-defined color with the value R:175 G:238 B:238 A:255. - - - Gets a system-defined color with the value R:219 G:112 B:147 A:255. - A system-defined color with the value R:219 G:112 B:147 A:255. - - - Gets a system-defined color with the value R:255 G:239 B:213 A:255. - A system-defined color with the value R:255 G:239 B:213 A:255. - - - Gets a system-defined color with the value R:255 G:218 B:185 A:255. - A system-defined color with the value R:255 G:218 B:185 A:255. - - - Gets a system-defined color with the value R:205 G:133 B:63 A:255. - A system-defined color with the value R:205 G:133 B:63 A:255. - - - Gets a system-defined color with the value R:255 G:192 B:203 A:255. - A system-defined color with the value R:255 G:192 B:203 A:255. - - - Gets a system-defined color with the value R:221 G:160 B:221 A:255. - A system-defined color with the value R:221 G:160 B:221 A:255. - - - Gets a system-defined color with the value R:176 G:224 B:230 A:255. - A system-defined color with the value R:176 G:224 B:230 A:255. - - - Gets a system-defined color with the value R:128 G:0 B:128 A:255. - A system-defined color with the value R:128 G:0 B:128 A:255. - - - Gets a system-defined color with the value R:255 G:0 B:0 A:255. - A system-defined color with the value R:255 G:0 B:0 A:255. - - - Gets a system-defined color with the value R:188 G:143 B:143 A:255. - A system-defined color with the value R:188 G:143 B:143 A:255. - - - Gets a system-defined color with the value R:65 G:105 B:225 A:255. - A system-defined color with the value R:65 G:105 B:225 A:255. - - - Gets or sets the red component value of this Color. - The red component value of this Color. - - - Gets a system-defined color with the value R:139 G:69 B:19 A:255. - A system-defined color with the value R:139 G:69 B:19 A:255. - - - Gets a system-defined color with the value R:250 G:128 B:114 A:255. - A system-defined color with the value R:250 G:128 B:114 A:255. - - - Gets a system-defined color with the value R:244 G:164 B:96 A:255. - A system-defined color with the value R:244 G:164 B:96 A:255. - - - Gets a system-defined color with the value R:46 G:139 B:87 A:255. - A system-defined color with the value R:46 G:139 B:87 A:255. - - - Gets a system-defined color with the value R:255 G:245 B:238 A:255. - A system-defined color with the value R:255 G:245 B:238 A:255. - - - Gets a system-defined color with the value R:160 G:82 B:45 A:255. - A system-defined color with the value R:160 G:82 B:45 A:255. - - - Gets a system-defined color with the value R:192 G:192 B:192 A:255. - A system-defined color with the value R:192 G:192 B:192 A:255. - - - Gets a system-defined color with the value R:135 G:206 B:235 A:255. - A system-defined color with the value R:135 G:206 B:235 A:255. - - - Gets a system-defined color with the value R:106 G:90 B:205 A:255. - A system-defined color with the value R:106 G:90 B:205 A:255. - - - Gets a system-defined color with the value R:112 G:128 B:144 A:255. - A system-defined color with the value R:112 G:128 B:144 A:255. - - - Gets a system-defined color with the value R:255 G:250 B:250 A:255. - A system-defined color with the value R:255 G:250 B:250 A:255. - - - Gets a system-defined color with the value R:0 G:255 B:127 A:255. - A system-defined color with the value R:0 G:255 B:127 A:255. - - - Gets a system-defined color with the value R:70 G:130 B:180 A:255. - A system-defined color with the value R:70 G:130 B:180 A:255. - - - Gets a system-defined color with the value R:210 G:180 B:140 A:255. - A system-defined color with the value R:210 G:180 B:140 A:255. - - - Gets a system-defined color with the value R:0 G:128 B:128 A:255. - A system-defined color with the value R:0 G:128 B:128 A:255. - - - Gets a system-defined color with the value R:216 G:191 B:216 A:255. - A system-defined color with the value R:216 G:191 B:216 A:255. - - - Gets a system-defined color with the value R:255 G:99 B:71 A:255. - A system-defined color with the value R:255 G:99 B:71 A:255. - - - Gets a system-defined color with the value R:0 G:0 B:0 A:0. - A system-defined color with the value R:0 G:0 B:0 A:0. - - - Gets a system-defined color with the value R:255 G:255 B:255 A:0. - A system-defined color with the value R:255 G:255 B:255 A:0. - - - Gets a system-defined color with the value R:64 G:224 B:208 A:255. - A system-defined color with the value R:64 G:224 B:208 A:255. - - - Gets a system-defined color with the value R:238 G:130 B:238 A:255. - A system-defined color with the value R:238 G:130 B:238 A:255. - - - Gets a system-defined color with the value R:245 G:222 B:179 A:255. - A system-defined color with the value R:245 G:222 B:179 A:255. - - - Gets a system-defined color with the value R:245 G:245 B:245 A:255. - A system-defined color with the value R:245 G:245 B:245 A:255. - - - Gets a system-defined color with the value R:255 G:255 B:255 A:255. - A system-defined color with the value R:255 G:255 B:255 A:255. - - - Gets a system-defined color with the value R:154 G:205 B:50 A:255. - A system-defined color with the value R:154 G:205 B:50 A:255. - - - Gets a system-defined color with the value R:255 G:255 B:0 A:255. - A system-defined color with the value R:255 G:255 B:0 A:255. - - - Represents a color using Red, Green, Blue, and Alpha values. - - - - Initializes a new instance of the CompilationFailedException class with a specified error message and a reference to the inner exception that is the cause of this exception. - . - - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Initializes a new instance of this class. - - - The exception that is thrown if the compilation of an effect fails. - - - Creates a new instance of the CompiledEffect class. - The compiled effect code. - A string to receive compilation errors, if any. - - - Gets the compiled byte code for this shader. - The compiled bytecode. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets any errors and warnings generated by compiling the effect. - A string containing errors and warnings from compiling the effect. - - - Indicates whether the effect was compiled successfully. - true if the effect was compiled successfully; false otherwise. - - - - Represents a compiled Effect. - - - - Initializes a new instance of the CompiledShader class. - - The compiled shader to encapsulate. - String containing at least the first compile error message that occurred. This includes effect compiler errors and high-level language compile errors. - - - Gets the semantics for the shader inputs. Use this method to determine the input vertex format. - An array of shader semantics. - - - Gets the semantics for all shader output elements. - An array of shader semantics. - - - Gets the sampler names referenced in a shader. - An array of sampler names. - - - Gets the compiled shader code. - The compiled shader code. - - - - Returns a System.String that represents the current CompiledShader. - - - A System.String that represents the current CompiledShader. - - - - Gets the first compile error message that occurred. - The first compile error message that occurred. This includes effect compiler errors and high-level language compile errors. - - - Gets the size of the shader byte code, in bytes. - The size of the shader byte code, in bytes. - - - Gets the shader version of the compiled shader. - The shader version of the compiled shader. - - - Returns a value indicating whether the shader compilation was successful. - true if the shader compilation succeeds; false otherwise. - - - - Represents a compiled shader. - - - Initializes a new instance of this class. - - - - Immediately releases the unmanaged resources used by this object. - - This parameter marshals as an unsigned byte. - - - Immediately releases the unmanaged resources used by this object. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Returns a System.IO.Stream containing include data from a specified file. - A CompilerIncludeHandlerType indicating whether the file is a local or system resource. - The file name of the file to open. - A System.IO.Stream of compiler include data. - - - The abstract base class for custom compiler include file handlers. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets or sets the macro definition. - The definition of the macro. - - - Gets or sets the macro name. - The name of the macro. - - - Represents a compiler macro. - - - - Initializes a new instance of the DepthStencilBuffer class, specifying the multisample type and quality. Reference page contains code sample. - The graphics device that will display the depth stencil buffer. - Width, in pixels, of the depth stencil buffer. You can use graphicsDevice.PresentationParameters.BackBufferWidth to get the current screen width. - Height, in pixels, of the depth stencil buffer. You can use graphicsDevice.PresentationParameters.BackBufferHeight to get the current screen height. - The format of the data to be placed in this depth stencil buffer. Use GraphicsAdapter.CheckDepthStencilMatch to determine if a particular depth format is usable in a render target. - The levels of full-scene multisampling that the device can apply. You can use graphicsDevice.PresentationParameters.MultiSampleType to get the MultiSampleType of the back buffer. - The number of quality stops available for a given multisample type. You can use graphicsDevice.PresentationParameters.MultiSampleQuality to get the multisample quality of the back buffer. - - - Initializes a new instance of the DepthStencilBuffer class. Reference page contains code sample. - The graphics device that will display the depth stencil buffer. - Width, in pixels, of the depth stencil buffer. You can use graphicsDevice.PresentationParameters.BackBufferWidth to get the current screen width. - Height, in pixels, of the depth stencil buffer. You can use graphicsDevice.PresentationParameters.BackBufferHeight to get the current screen height. - The format of the data to be placed in this depth stencil buffer. Use GraphicsAdapter.CheckDepthStencilMatch to determine if a particular depth format is usable in a render target. - - - Occurs when resources are lost (for example, when the current device is lost). - - - Occurs when DepthStencilBuffer.Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR). - - - Occurs when content is about to be lost on a GraphicsDevice. - The source of this event. - The event arguments that are associated with the action that raised the event. - - - Releases the unmanaged resources used by this object and optionally releases the managed resources. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - - Immediately releases the unmanaged resources used by this object. - - - - Raises the DepthStencilBuffer.Disposing event when called from within a derived class. - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Gets the data format of this depth stencil buffer. - The data format of this depth stencil buffer. - - - Gets the graphics device associated with this depth stencil buffer. - The graphics device associated with this depth stencil buffer. - - - Gets the height, in pixels, of the surface. - The height, in pixels, of the surface. - - - Determines if the buffer data has been lost due to a lost device event. - true if the content was lost; false otherwise. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed. false if the object is not disposed. - - - Gets the number of quality stops available for a given multisample type. - The number of quality stops available for a given multisample type. - - - Gets the levels of full-scene multisampling that the device can apply. - The levels of full-scene multisampling that the device can apply. - - - Gets the name of this depth stencil buffer. - The name of this depth stencil buffer. - - - Gets the resource tag for this depth stencil buffer. - The resource tag for this depth stencil buffer. - - - Returns the width, in pixels, of this DepthStencilBuffer. - - - The width, in pixels, of this DepthStencilBuffer. - - - - Queries and prepares depth stencil buffers. Reference page contains links to related conceptual articles. - - - Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Initializes a new instance of this class. - - - The exception that is thrown when the device has been lost but cannot be reset at this time. Therefore, rendering is not possible. - - - Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Initializes a new instance of this class. - - - The exception that is thrown when the device has been lost but can be reset at this time. - - - - Initializes a new instance of the DeviceNotSupportedException class with a specified error message and a reference to the inner exception that is the cause of this exception. - - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - - Initializes a new instance of the DeviceNotSupportedException class with a specified error message. - - A message that describes the error. - - - - Initializes a new instance of the DeviceNotSupportedException class. - - - - The exception that is thrown when the graphics device does not support the requested capabilities. - - - Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Initializes a new instance of this class. - - - The error that is thrown when the device is still drawing. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The System.Object to compare with the current DisplayMode. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - The object to the left of the inequality operator. - The object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the aspect ratio used by the graphics device. - Aspect ratio of the viewport. - - - Gets a value indicating the surface format of the display mode. - The surface format of the display mode. - - - Gets a value indicating the screen height, in pixels. Reference page contains links to related conceptual articles. - Screen height, in pixels. - - - Gets a value indicating the refresh rate. The value of 0 indicates an adapter default. - Refresh rate. The value of 0 indicates an adapter default. - - - Returns the title safe area of the display. - The title safe area. - - - Gets a value indicating the screen width, in pixels. Reference page contains links to related conceptual articles. - Screen width, in pixels. - - - Describes the display mode. Reference page contains links to related conceptual articles. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The System.Object to compare with the current DisplayModeCollection. - true if the objects are the same; false otherwise. - - - - Gets an enumerator that can iterate through the DisplayModeCollection. - Enumerator that can iterate through the DisplayModeCollection. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - The object to the left of the inequality operator. - The object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Retrieves the DisplayMode structure with the specified format. - - The format of the DisplayMode to retrieve. - The DisplayMode. - - - - Manipulates a collection of DisplayMode structures. - - - Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Initializes a new instance of this class. - - - The exception that is thrown when an internal driver error occurs. Applications should destroy and recreate the device when receiving this error. - - - Initializes a new instance of Microsoft.Xna.Framework.Graphics.DynamicIndexBuffer(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Type,System.Int32,Microsoft.Xna.Framework.Graphics.BufferUsage) with the specified parameters. - The associated graphics device of the index buffer. - Type to use for index values. - Number of indices in the buffer. - A set of options identifying the behaviors of this index buffer resource. - - - Initializes a new instance of Microsoft.Xna.Framework.Graphics.DynamicIndexBuffer(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,Microsoft.Xna.Framework.Graphics.BufferUsage,Microsoft.Xna.Framework.Graphics.IndexElementSize) with the specified parameters. - The associated graphics device of the index buffer. - The size, in bytes, of the index buffer. - A set of options identifying the behaviors of this index buffer resource. - The size, in bits, of an index element. - - - Occurs when resources are lost due to a lost device event. - - - Occurs after content is lost from a graphics device failure, allowing an application to re-create all resources. - The source of this event. - The event arguments that are associated with the action that raised the event. - - - Immediately releases the unmanaged resources used by this object. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Copies array data to the index buffer. - Number of bytes into the index buffer where copying will start. - The array of data to copy. - The index of the element in the array at which to start copying. - The number of elements to copy. - Specifies whether existing data in the buffer will be kept after this operation. Discard is not valid on Xbox 360, but dynamic geometry may be rendered on the Xbox 360 by using DrawUserIndexedPrimitives instead of setting the data for the index buffer. - - - Copies array data to the index buffer. - The array of data to copy. - The index of the element in the array at which to start copying. - The number of elements to copy. - Specifies whether existing data in the buffer will be kept after this operation. Discard is not valid on Xbox 360, but dynamic geometry may be rendered on the Xbox 360 by using DrawUserIndexedPrimitives instead of setting the data for the index buffer. - - - Determines if the index buffer data has been lost due to a lost device event. - true if the content was lost; false otherwise. - - - Describes the rendering order of the vertices in a vertex buffer. Reference page contains links to related code samples. - - - Initializes a new instance of Microsoft.Xna.Framework.Graphics.DynamicVertexBuffer(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,Microsoft.Xna.Framework.Graphics.BufferUsage) with the specified parameters. - The graphics device to associate with this vertex buffer. - The number of bytes to allocate for this vertex buffer resource. - A set of options identifying the behaviors of this vertex buffer resource. It is good practice to match the usage parameter with the createOptions parameter in the GraphicsDevice constructor. - - - Initializes a new instance of Microsoft.Xna.Framework.Graphics.DynamicVertexBuffer(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Type,System.Int32,Microsoft.Xna.Framework.Graphics.BufferUsage) with the specified parameters. - The graphics device to associate with this vertex buffer. - The type of vertices in this vertex buffer. - The number of elements in this vertex buffer. - A set of options identifying the behaviors of this vertex buffer resource. It is good practice to match the usage parameter with the createOptions parameter in the GraphicsDevice constructor. - - - Occurs when resources are lost due to a lost device event. - - - Occurs after content is lost from a graphics device failure, allowing an application to re-create all resources. - The source of this event. - The event arguments that are associated with the action that raised the event. - - - Immediately releases the unmanaged resources used by this object. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Copies array data to the vertex buffer. - Number of bytes into the index buffer where copying will start. - The array of data to copy. - The index of the element in the array at which to start copying. - The number of elements to copy. - The size, in bytes, of the elements in the vertex buffer. - Specifies whether existing data in the buffer will be kept after this operation. Discard is not valid on Xbox 360, but dynamic geometry may be rendered on the Xbox 360 by using DrawUserIndexedPrimitives instead of setting the data for the vertex buffer. - - - Copies array data to the vertex buffer. - The array of data to copy. - The index of the element in the array at which to start copying. - The number of elements to copy. - Specifies whether existing data in the buffer will be kept after this operation. Discard is not valid on Xbox 360, but dynamic geometry may be rendered on the Xbox 360 by using DrawUserIndexedPrimitives instead of setting the data for the vertex buffer. - - - Determines if the index buffer data has been lost due to a lost device event. - true if the content was lost; false otherwise. - - - Represents a list of 3D vertices to be streamed to the graphics device. - - - Initializes a new instance of this class from a compiled effect, specifying the compiled effect as a stream. Reference page contains links to related code samples. - The graphics device that will create the effect. - Stream containing the compiled byte code. - Compilation optimization options. - Specifies a pool of resources to share between effects. - - - Initializes a new instance of this class from a compiled effect, specifying the compiled effect as a stream, as well as the number of bytes in the stream. Reference page contains links to related code samples. - The graphics device that will create the effect. - Stream containing the compiled byte code. - The number of bytes to read from the file. - Compilation optimization options. - Specifies a pool of resources to share between effects. - - - Initializes a new instance of this class, specifying the graphics device to associate with this effect and the effect to clone. Reference page contains links to related code samples. - The graphics device that will create the effect. - The effect to clone. - - - Initializes a new instance of this class from a compiled effect, specifying the compiled effect by file name. Reference page contains links to related code samples. - The graphics device that will create the effect. - A file containing a compiled byte code. - Compilation optimization options. - Specifies a pool of resources to share between effects. - - - Initializes a new instance of this class from a compiled effect, specifying the compiled effect as a byte array. Reference page contains links to related code samples. - The graphics device that will create the effect. - Byte array containing the compiled byte code. - Compilation optimization options. - Specifies a pool of resources to share between effects. - - - - Occurs when Effect.Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR). - Reference page contains code sample. - - - Occurs when an object is lost, normally just before a device is reset. Reference page contains code sample. - - - Occurs after the device is reset. Reference page contains code sample. - - - Begins application of the active technique, specifying options for saving state. - Options for saving the state prior to application of the technique. - - - Begins application of the active technique. - - - Creates a clone of an effect. - The device associated with the effect. - The cloned effect. - - - Propagates the state change that occurs inside of an active pass to the device before rendering. - - - Compiles an effect from a stream containing the effect source code. - File stream containing the effect source code. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - The target platform for the compilation. - The compiled effect. - - - Compiles an effect from a file containing the effect source code. - The name of the file containing the effect source code. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - The target platform for the compilation. - The compiled effect. - - - Compiles an effect from a stream containing the effect source code, specifying the number of bytes in the stream. - File stream containing the effect source code. - The number of bytes in effectFileStream. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - The target platform for the compilation. - The compiled effect. - - - Compiles an effect from a string containing the effect source code. - String containing the effect source code. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - The target platform for the compilation. - The compiled effect. - - - Disassembles this effect. - true to enable color coding to make the disassembly easier to read. - A string that contains the effect assembly (ASM). - - - Disassembles an effect. - The effect to disassemble. - true to enable color coding to make the disassembly easier to read. - A string that contains the effect assembly (ASM). - - - - Releases the unmanaged resources used by the Effect and optionally releases the managed resources. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - Raises the Effect.Disposing event when called from within a derived class. - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - Ends the application of the current technique. Reference page contains links to related code samples. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Raises an Effect.Lost event when called from within a derived class. - Invoking object reference; should be this object. - Arguments to pass into the event handler. - - - Raises an Effect.Reset event when called from within a derived class. - Invoking object reference; should be this object. - Arguments to pass into the event handler. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the name of the effect creator. - The name of the effect creator. - - - Gets or sets the active technique. Reference page contains code sample. - The current technique. - - - Gets an EffectPool representing the pool of shared parameters. - The pool of shared parameters. - - - Gets a collection of functions that can render the effect. - Collection of functions that can render the effect. - - - Gets the graphics device that created the effect. - The graphics device that created the effect. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Gets a collection of parameters used for this effect. Reference page contains links to related code samples. - The collection of parameters used for this effect. - - - Gets a collection of techniques that are defined for this effect. Reference page contains code sample. - A collection of techniques that are defined for this effect. - - - Used to set and query effects and choose techniques. Reference page contains links to related conceptual articles. - - - Gets the value of the EffectAnnotation as a System.Boolean. - - The value of the EffectAnnotation as a System.Boolean. - - - - - Gets the value of the EffectAnnotation as a System.Int32. - - - The value of the EffectAnnotation as a System.Int32. - - - - - Gets the value of the EffectAnnotation as a System.Int32. - - - The value of the EffectAnnotation as a System.Int32. - - - - - Gets the value of the EffectAnnotation as a System.Single. - - - The value of the EffectAnnotation as a System.Single. - - - - - Gets the value of the EffectAnnotation as a System.String. - - - The value of the EffectAnnotation as a System.String. - - - - - Gets the value of the EffectAnnotation as a Framework.Vector2. - - - The value of the EffectAnnotation as a Framework.Vector2. - - - - - Gets the value of the EffectAnnotation as a Framework.Vector3. - - - The value of the EffectAnnotation as a Framework.Vector3. - - - - - Gets the value of the EffectAnnotation as a Framework.Vector4. - - - The value of the EffectAnnotation as a Framework.Vector4. - - - - Gets the number of columns in this effect annotation. - The number of columns in this effect annotation. - - - Gets the name of the effect annotation. - The name of the effect annotation. - - - Gets the parameter class of this effect annotation. - The parameter class of this effect annotation. - - - Gets the parameter type of this effect annotation. - The parameter type of this effect annotation. - - - Gets the row count of this effect annotation. - The row count of this effect annotation. - - - Gets the semantic of this effect annotation. - The semantic of this effect annotation. - - - Represents an annotation to an EffectParameter. - - - Returns an enumerator that can iterate through the EffectAnnotationCollection. - The iterator. - - - Gets the number of EffectAnnotation objects in this EffectAnnotationCollection. - - The number of EffectAnnotation objects in this EffectAnnotationCollection. - - - Gets a specific EffectAnnotation object by using a name. - Name of the EffectAnnotation to get. - The EffectAnnotation object named name. - - - Gets a specific EffectAnnotation object by using an index value. - Index of the EffectAnnotation to get. - The EffectAnnotation object at index index. - - - Manipulates a collection of EffectAnnotation objects. - - - Gets the name of the function. - The name of the function. - - - Represents a function on an Effect. - - - Returns an enumerator that can iterate through the EffectFunctionCollection. - The iterator. - - - Gets the number of EffectFunction objects in this EffectFunctionCollection. - The number of EffectFunction objects in this EffectFunctionCollection. - - - Gets a specific EffectFunction object by using a name. - Name of the EffectFunction to get. - The EffectFunction object named name. - - - Gets a specific EffectFunction object by using an index value. - Index of the EffectFunction to get. - The EffectFunction object at index index. - - - Manipulates a collection of EffectFunction objects. - - - - Gets the value of the EffectParameter as an array of System.Boolean. - - The number of elements in the array. - - The value of the EffectParameter as an array of System.Boolean. - - - - - Gets the value of the EffectParameter as a System.Boolean. - - - The value of the EffectParameter as a System.Boolean. - - - - - Gets the value of the EffectParameter as an array of System.Int32. - - The number of elements in the array. - - The value of the EffectParameter as an array of System.Int32. - - - - - Gets the value of the EffectParameter as an System.Int32. - - - Gets the value of the EffectParameter as an System.Int32. - - - - - Gets the value of the EffectParameter as an array of Framework.Matrix. - - The number of elements in the array. - - The value of the EffectParameter as an array of Framework.Matrix. - - - - - Gets the value of the EffectParameter as an array of Framework.Matrix transpose. - - The number of elements in the array. - - The value of the EffectParameter as an array of Framework.Matrix transpose. - - - - - Gets the value of the EffectParameter as a Framework.Matrix transpose. - - - The value of the EffectParameter as a Framework.Matrix transpose. - - - - - Gets the value of the EffectParameter as a Framework.Matrix. - - - The value of the EffectParameter as a Framework.Matrix. - - - - - Gets the value of the EffectParameter as an array of Framework.Quaternion. - - The number of elements in the array. - - The value of the EffectParameter as an array of Framework.Quaternion. - - - - - Gets the value of the EffectParameter as a Framework.Quaternion. - - The value of the EffectParameter as a Framework.Quaternion. - - - - Gets the value of the EffectParameter as an array of System.Single. - - The number of elements in the array. - - The value of the EffectParameter as an array of System.Single. - - - - - Gets the value of the EffectParameter as a System.Single. - - - The value of the EffectParameter as a System.Single. - - - - - Gets the value of the EffectParameter as an System.String. - - The value of the EffectParameter as an System.String. - - - - Gets the value of the EffectParameter as a Texture2D. - - - The value of the EffectParameter as a Texture2D. - - - - - Gets the value of the EffectParameter as a Texture3D. - - - The value of the EffectParameter as a Texture3D. - - - - - Gets the value of the EffectParameter as a TextureCube. - - The value of the EffectParameter as a TextureCube. - - - - Gets the value of the EffectParameter as an array of Framework.Vector2. - - The number of elements in the array. - - The value of the EffectParameter as an array of Framework.Vector2. - - - - - Gets the value of the EffectParameter as a Framework.Vector2. - - The value of the EffectParameter as a Framework.Vector2. - - - - Gets the value of the EffectParameter as an array of Framework.Vector3. - - The number of elements in the array. - - The value of the EffectParameter as an array of Framework.Vector3. - - - - - Gets the value of the EffectParameter as a Framework.Vector3. - - The value of the EffectParameter as a Framework.Vector3. - - - - Gets the value of the EffectParameter as an array of Framework.Vector4. - - The number of elements in the array. - - The value of the EffectParameter as an array of Framework.Vector4. - - - - - Gets the value of the EffectParameter as a Framework.Vector4. - - - The value of the EffectParameter as a Framework.Vector4. - - - - Sets the range of an array to pass to the device. - The start index. - The stop index. - - - - Sets the value of the EffectParameter to the transpose of a Framework.Matrix. - - The value. - - - - Sets the value of the EffectParameter to the transpose of a Framework.Matrix. - - The value. - - - Sets the value of the EffectParameter. - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - Sets the value of the EffectParameter. - The value to assign to the EffectParameter. - - - Gets the collection of EffectAnnotation objects for this parameter. - - The collection of EffectAnnotation objects. - - - Gets the number of columns in the parameter description. - The number of columns in the parameter description. - - - Gets the collection of effect parameters. - The collection of effect parameters. - - - Gets the name of the parameter. - The name of the parameter. - - - Gets the class of the parameter. - The parameter class. - - - Gets the type of the parameter. - The parameter type. - - - Gets the number of rows in the parameter description. - The number of rows in the parameter description. - - - Gets the semantic meaning, or usage, of the parameter. - The semantic meaning of the parameter. - - - Gets the collection of structure members. - The collection of structure members. - - - Represents an Effect parameter. Reference page contains code sample. - - - Initializes a new instance of the EffectParameterBlock class. - The Effect used to generate the EffectParameterBlock. - - - Applies the parameter changes in the EffectParameterBlock to the current effect state. - - - Begins capturing parameter state changes from the parent Effect. - - - - Releases the unmanaged resources used by the EffectParameterBlock and optionally releases the managed resources. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - Stops capturing state changes from the parent Effect. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Represents an EffectParameter state block. - - - Returns an enumerator that can iterate through the EffectParameterCollection. - The iterator. - - - Gets the handle of a top-level parameter or a structure member parameter by looking up its semantic with a case-insensitive search. - The name of the semantic to search for. - The first parameter that matches the semantic, or null if no matching parameter was found. - - - Gets the number of EffectParameter objects in this EffectParameterCollection. - The number of EffectParameter objects in this EffectParameterCollection. - - - Gets a specific EffectParameter by name. - - The name of the EffectParameter to retrieve. - The EffectParameter object named name. - - - Gets a specific EffectParameter object by using an index value. - Index of the EffectParameter to get. - The EffectParameter object at index index. - - - Manipulates a collection of EffectParameter objects. - - - Begins a pass within the active technique. Reference page contains links to related code samples. - - - Ends a pass within the active technique. Reference page contains links to related code samples. - - - Gets the set of EffectAnnotation objects for this EffectPass. - The EffectAnnotationCollection containing EffectAnnotation objects for this EffectPass. - - - Gets the name of this pass. - The name of this pass. - - - Represents an effect pass. - - - - Returns an enumerator that can iterate through the collection. - - Enumerator that can iterate through the collection. - - - - Gets the number of objects in the collection. - - The number of objects in the collection. - - - - Gets a specific element in the collection by using a name. - Name of the EffectPass to get. - - The object named name. - - - - Gets a specific element in the collection by using an index value. - Index of the EffectPass to get. - - The object at index index. - - - - Manipulates a collection of EffectPass objects. - - - Initializes a new instance of this class. - - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - Reference page contains code sample. - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Raises the Disposing event when called from within a derived class. - - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Allows applications to share resources between effects. - - - Determines whether a given EffectParameter is used by this technique. - The effect parameter to check. - true if the parameter is used by this technique; false otherwise. - - - - Validates this technique. - true if the technique is valid; false otherwise. - - - Gets the EffectAnnotation objects associated with this technique. - The EffectAnnotation objects associated with this technique. - - - Gets the name of this technique. - The name of this technique. - - - Gets the collection of EffectPass objects this rendering technique requires. - The collection of EffectPass objects this rendering technique requires. - - - Represents an effect technique. Reference page contains code sample. - - - - Returns an enumerator that can iterate through the collection. - - Enumerator for the effect technique collection. - - - - Returns all of the valid techniques in this collection. - An enumeration of all the valid techniques in this collection. - - - Gets the number of objects in the collection. - The number of objects in the collection. - - - Gets a specific element in the collection by using a name. - Name of the EffectTechnique to get. - The object named name. - - - Gets a specific element in the collection by using an index value. - Index of the EffectTechnique to get. - - The object at index index. - - - - Manipulates a collection of EffectTechnique objects. - - - Initializes a new instance of this class. - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Retrieves the blue component of the gamma ramp. - - A 256-element integer array that represents the blue component. - - - - Retrieves the green component of the gamma ramp. - A 256-element integer array that represents the green component. - - - Retrieves the red component of the gamma ramp. - A 256-element integer array that represents the red component. - - - Sets the blue component of the gamma ramp. - A 256-element integer array that represents the blue component. - - - Sets the green component of the gamma ramp. - A 256-element integer array that represents the green component. - - - Sets the red component of the gamma ramp. - A 256-element integer array that represents the red component. - - - Contains red, green, and blue ramp data. - - - Tests whether a depth stencil format is compatible with a render target format in a particular display mode. Reference page contains code sample. - The device type. - The format of the display mode into which the adapter will be placed. - The format of the render-target surface to be tested. - The format of the depth stencil surface to be tested. - true if the format is compatible; false otherwise. - - - Tests a device to determine whether it supports conversion from one display format to another. - Type of device to check. - Source adapter format. - Target adapter format. - true if the method succeeds; false if it fails. - - - Verifies whether a surface buffer format is available as a specified resource type and can be used as a texture, depth-stencil buffer, render target, or any combination of the three on a device representing the current adapter. Reference page contains code sample. - The type of device to check. - The format of the display mode into which the adapter will be placed. - A set of options identifying the behaviors of this surface resource. - The type of query to issue. - A resource type requested for use with the queried format. - The format of the surface identified by usage. - true if the surface format is available as the specified resource and format type; false otherwise. - - - Verifies whether a depth buffer format is available as a specified resource type and can be used as a texture, depth-stencil buffer, render target, or any combination of the three, on a device representing the current adapter. Reference page contains code sample. - The type of device to check. - The format of the display mode into which the adapter will be placed. - A set of options identifying the behaviors of this surface resource. - The type of query to issue. - A resource type requested for use with the queried format. - The format of the depth buffer surface identified by usage. - true if the surface format is available as the specified resource and format type; false otherwise. - - - Verifies whether a multisample technique is available on a specified game machine, optionally returning the number of quality stops available for the specified technique. Reference page contains code sample. - The type of device to check. - The format of the surface to be multisampled. - true to inquire about windowed multisampling; false to inquire about full-screen multisampling. - The multisampling technique to test. - Number of quality stops available for a given multisample type; can be null if it is not necessary to return the values. - true if the technique is available; false otherwise. - - - Verifies whether a multisample technique is available on a specified game machine. Reference page contains code sample. - The type of device to check. - The format of the surface to be multisampled. - true to inquire about windowed multisampling; false to inquire about full-screen multisampling. - The multisampling technique to test. - true if the technique is available; false otherwise. - - - Determines whether a hardware-accelerated device type can be used on the current adapter. - The type of device to check. - The format of the adapter display mode for which the device type is being checked. For example, some devices operate only in modes of 16 bits per pixel. - Format of the back buffer. This value must be one of the render target formats. GraphicsDevice.DisplayMode can be used to obtain the current format.For windowed applications, the back-buffer format does not need to match the display-mode format if the hardware supports color conversion. The set of possible back-buffer formats is constrained, but the runtime allows any valid back-buffer format to be presented to any desktop format. Additionally, the device must be operable in desktop mode because devices typically do not operate in modes of 8 bits per pixel.Full-screen applications cannot perform color conversion.SurfaceFormat.Unknown is allowed for windowed mode. - true if the device type will be used in windowed mode; false if the device type will be used in full-screen mode. - true if the method succeeds and the device can be used on this adapter; false if the method fails. If the method fails, you may check the result code returned by Manager.CheckDeviceTypeResult to determine the specific reason. - - - - Releases all resources used by the GraphicsAdapter class. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - - Releases all resources used by the GraphicsAdapter class. - - - - Compares two objects to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - - Determines whether the specified System.Object is equal to the GraphicsAdapter. - - The System.Object to compare with the current GraphicsAdapter. - true if the objects are the same; false otherwise. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Returns the capabilities of a device. Reference page contains links to related code samples. - The device to query. - The capabilities of the specified device. - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - The object to the left of the inequality operator. - The object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Determines whether a requested device type is available. - The device type to request. - true if the requested device type is available; false otherwise. - - - - Collection of available adapters on the system. Reference page contains links to related code samples. - The collection of adapters. - - - - Gets the current display mode. - The current display mode. - - - Gets the default adapter. - The default adapter. - - - Retrieves a string used for presentation to the user. - - Description of the adapter. - - - - Retrieves a globally unique identifier (GUID) object that can be used to check changes in the driver and chip set. - A unique identifier for the driver and chip set pair. - - - - Retrieves a value that is used to help identify a particular chip set. - - - Value that helps identify the chip set. The returned value may be zero if it is unknown. - - - Retrieves a string that contains the device name for a Microsoft Windows Graphics Device Interface (GDI). - The name of the device. - - - Retrieves a string that is used to present the driver name to the user. - The driver name - - - Retrieves a value that identifies the version of the Microsoft Direct3D driver. - The driver version. - - - Determines if this instance of GraphicsAdapter is the default adapter. - true if this instance of GraphicsAdapter is the default adapter, false otherwise. - - - Determines if the graphics adapter is in widescreen mode. - true if the graphics adapter is in widescreen mode; false otherwise. - - - Retrieves the handle of the monitor associated with the Microsoft Direct3D object. - The handle of the monitor. - - - Retrieves a value used to help identify the revision level of a particular chip set. - Value used to help identify the revision level of the chip set. This value may be zero if it is unknown. - - - Retrieves a value used to identify the subsystem. - Value used to identify the subsystem, typically the particular board. This value may be zero if it is unknown. - - - Returns a collection of supported display modes for the current adapter. - - The supported display modes for the adapter. - - - - Retrieves a value used to identify the manufacturer. - - Value used to identify the manufacturer. This value may be zero if it is unknown. - - - - Provides methods to retrieve and manipulate graphics adapters. - - - Creates a new instance of GraphicsDevice - The display adapter. - The desired device type. - The focus window. - The presentation parameters for the device to be created. - - - Occurs when a GraphicsDevice is about to be lost (for example, immediately before a reset). Reference page contains code sample. - - - Occurs when a GraphicsDevice is resetting, allowing the application to cancel the default handling of the reset. Reference page contains code sample. - - - Occurs after a GraphicsDevice is reset, allowing an application to recreate all resources. - - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - Reference page contains code sample. - - - Occurs when a resource is created. - - - Occurs when a resource is destroyed. - - - Clears a set of regions to a specified color, clears the depth buffer, and erases the stencil buffer. - Flags that indicate which surfaces to clear. - Color value to which the render target surface is cleared. - New depth value to store in the depth buffer. This parameter can be in the range of 0.0 through 1.0 (for z-based or w-based depth buffers). A value of 0.0 represents the nearest distance to the viewer; a value of 1.0 represents the farthest distance. - Integer value to store in each stencil-buffer entry. This parameter can be in the range of 0 through 2n−1, where n is the bit depth of the stencil buffer. - The regions to clear. - - - Clears a set of regions to a specified color, clears the depth buffer, and erases the stencil buffer. - The surfaces to clear. - Color value to which the render target surface is cleared. - New z value that this method stores in the depth buffer. This parameter can be in the range of 0.0 through 1.0 (for z-based or w-based depth buffers). A value of 0.0 represents the nearest distance to the viewer; a value of 1.0 represents the farthest distance. - Integer value to store in each stencil-buffer entry. This parameter can be in the range of 0 through 2n−1, where n is the bit depth of the stencil buffer. - The regions to clear. - - - Clears the viewport to a specified color. - Color value to which the render target surface is cleared. - - - Clears the viewport to a specified color, clears the depth buffer, and erases the stencil buffer. - Flags indicating which surfaces to clear. - Color value to which the render target surface is cleared. - New depth value that this method stores in the depth buffer. This parameter can be in the range of 0.0 through 1.0 (for z-based or w-based depth buffers). A value of 0.0 represents the nearest distance to the viewer; a value of 1.0 represents the farthest distance. - Integer value to store in each stencil-buffer entry. This parameter can be in the range of 0 through 2n−1, where n is the bit depth of the stencil buffer. - - - Clears the viewport to a specified color, clears the depth buffer, and erases the stencil buffer. - The surfaces to clear. - Color value to which the render target surface is cleared. - New z value that this method stores in the depth buffer. This parameter can be in the range of 0.0 through 1.0 (for z-based or w-based depth buffers). A value of 0.0 represents the nearest distance to the viewer; a value of 1.0 represents the farthest distance. - Integer value to store in each stencil-buffer entry. This parameter can be in the range of 0 through 2n−1, where n is the bit depth of the stencil buffer. - - - Occurs when a GraphicsDevice is about to be lost (for example, immediately before a reset). - The source of this event. - The event arguments that are associated with the action that raised the event. - - - Occurs when a GraphicsDevice is resetting - The source of this event. - The event arguments that are associated with the action that raised the event. - - - Occurs after a GraphicsDevice is reset, allowing an application to re-create all resources. - The source of this event. - The event arguments that are associated with the action that raised the event. - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Raises the GraphicsDevice.Disposing event when called from within a derived class. - - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - Renders the specified geometric primitive, based on indexing into an array of vertices. Reference page contains links to related code samples. - Describes the type of primitive to render. PrimitiveType.PointList is not supported with this method. - Offset to add to each vertex index in the index buffer. - Minimum vertex index for vertices used during the call. The minVertexIndex parameter and all of the indices in the index stream are relative to the baseVertex parameter. - A number of vertices used during the call. The first vertex is located at index: baseVertex + minVertexIndex. - Location in the index array at which to start reading vertices. - A number of primitives to render. The number of vertices used is a function of primitiveCount and primitiveType. To determine the maximum number of primitives allowed, check the MaxPrimitiveCount property member of the Capabilities structure. - - - Renders a sequence of non-indexed geometric primitives of the specified type from the current set of data input streams. Reference page contains links to related code samples. - Describes the type of primitive to render. - Index of the first vertex to load. Beginning at startVertex, the correct number of vertices is read out of the vertex buffer. - Number of primitives to render. To determine the maximum number of primitives allowed, check GraphicsDeviceCapabilities.MaxPrimitiveCount. The primitiveCount is the number of primitives as determined by the primitive type. If it is a line list, each primitive has two vertices. If it is a triangle list, each primitive has three vertices. - - - Renders geometric primitives with indexed data specified by the user, specifying an index buffer as an array of type System.Int16. - Describes the type of primitive to render. - The vertex buffer indexed by indexData. - Offset to add to each vertex index in the index buffer. - Number of vertices used during this call. The first vertex is located at index minVertexIndex. - A list of indices into the vertex buffer, given in the order that you want the vertices to render. Using an array of type System.Int16, which uses 16 bits per element, allows you conserve resources if the index buffer does not require a 32-bit depth array. - Location in the index array at which to start reading vertices. - Number of primitives to render. The maximum number of primitives allowed is determined by checking GraphicsDeviceCapabilities.MaxPrimitiveCount. (The number of indices is a function of the primitive count and the primitive type.) - - - Renders geometric primitives with indexed data specified by the user, specifying an index buffer as an array of type System.Int32. - Describes the type of primitive to render. - The vertex buffer indexed by indexData. - Offset to add to each vertex index in the index buffer. - Number of vertices used during this call. The first vertex is located at index minVertexIndex. - A list of indices into the vertex buffer, given in the order that you want the vertices to render. Using an array of type System.Int32, which uses 32 bits per element, allows you to index a greater number of elements in the vertex buffer. - Location in the index array at which to start reading vertices. - Number of primitives to render. The maximum number of primitives allowed is determined by checking GraphicsDeviceCapabilities.MaxPrimitiveCount. (The number of indices is a function of the primitive count and the primitive type.) - - - Renders the given geometric primitive with data specified by the user. Reference page contains links to related code samples. - Describes the type of primitive to render. - The vertex data. - Offset at which to begin reading vertexData. - Number of primitives to render. The maximum number of primitives allowed is determined by checking GraphicsDeviceCapabilities.MaxPrimitiveCount. The number of indices is a function of primitiveCount and primitiveType. - - - Evicts all managed resources, including Microsoft Direct3D resources and those that are driver managed. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Gets the gamma correction ramp. - The gamma correction ramp. - - - Gets an array of System.Boolean values from the pixel shader constant Boolean registers. - Pixel shader Boolean constant register of the first constant. - Number of System.Boolean values to retrieve. - Array of System.Boolean values retrieved from the constant registers. - - - - Gets an array of System.Int32 values from the pixel shader constant integer registers. - - Pixel shader integer register of the first constant. - Number of System.Int32 values to retrieve. - - Array of System.Int32 values retrieved from the constant registers. - - - - - Gets an array of Framework.Matrix values from the pixel shader constant float registers. - - Pixel shader constant float register of the first constant. - Number of Framework.Matrix values to retrieve. - - Array of Framework.Matrix values retrieved from the constant registers. - - - - - Gets a Framework.Matrix value from the pixel shader constant float registers. - - Pixel shader constant float register of the first constant. - Framework.Matrix value retrieved from the constant registers. - - - - - Gets an array of Framework.Quaternion values from the pixel shader constant float registers. - - Pixel shader constant float register of the first constant. - Number of Framework.Quaternion values to retrieve. - - Array of Framework.Quaternion values retrieved from the constant registers. - - - - - Gets a Framework.Quaternion value from the pixel shader constant float registers. - - Pixel shader constant float register of the first constant. - Framework.Quaternion value retrieved from the constant registers. - - - - - Gets an array of System.Single values from the pixel shader constant float registers. - - Pixel shader constant float register of the first constant. - Number of System.Single values to retrieve. - - Array of System.Single values retrieved from the constant registers. - - - - - Gets an array of Framework.Vector2 values from the pixel shader constant float registers. - - Pixel shader constant float register of the first constant. - Number of Framework.Vector2 values to retrieve. - - Array of Framework.Vector2 values retrieved from the constant registers. - - - - - Gets a Framework.Vector2 value from the pixel shader constant float registers. - - Pixel shader constant float register of the first constant. - Framework.Vector2 value retrieved from the constant registers. - - - - - Gets an array of Framework.Vector3 values from the pixel shader constant float registers. - - Pixel shader constant float register of the first constant. - Number of Framework.Vector3 values to retrieve. - - Array of Framework.Vector3 values retrieved from the constant registers. - - - - - Gets a Framework.Vector3 value from the pixel shader constant float registers. - - Pixel shader constant float register of the first constant. - Framework.Vector3 value retrieved from the constant registers. - - - - - Gets an array of Framework.Vector4 values from the pixel shader constant float registers. - - Pixel shader constant float register of the first constant. - Number of Framework.Vector4 values to retrieve. - - Array of Framework.Vector4 values retrieved from the constant registers. - - - - - Gets a Framework.Vector4 value from the pixel shader constant float registers. - - Pixel shader constant float register of the first constant. - Framework.Vector4 value retrieved from the constant registers. - - - - Gets a render target surface. - Index of the render target. - - The render target surface of the current graphics device. - - - - Gets an array of System.Boolean values from the vertex shader constant Boolean registers. - - Vertex shader constant Boolean register of the first constant. - Number of System.Boolean values to retrieve. - - Array of System.Boolean values retrieved from the constant registers. - - - - - Gets an array of System.Int32 values from the vertex shader constant integer registers. - - Vertex shader constant integer register of the first constant. - Number of System.Int32 values to retrieve. - - Array of System.Int32 values retrieved from the constant registers. - - - - - Gets an array of Framework.Matrix values from the vertex shader constant float registers. - - Vertex shader constant float register of the first constant. - Number of Framework.Matrix values to retrieve. - - Array of Framework.Matrix values retrieved from the constant registers. - - - - - Gets a Framework.Matrix value from the vertex shader constant float registers. - - Vertex shader constant float register of the first constant. - Framework.Matrix value retrieved from the constant registers. - - - - - Gets an array of Framework.Quaternion values from the vertex shader constant float registers. - - Vertex shader constant float register of the first constant. - Number of Framework.Quaternion values to retrieve. - - Array of Framework.Quaternion values retrieved from the constant registers. - - - - - Gets a Framework.Quaternion value from the vertex shader constant float registers. - - Vertex shader constant float register of the first constant. - Framework.Quaternion value retrieved from the constant registers. - - - - - Gets an array of System.Single values from the vertex shader constant float registers. - - Vertex shader constant float register of the first constant. - Number of System.Single values to retrieve. - - Array of System.Single values retrieved from the constant registers. - - - - - Gets an array of Framework.Vector2 values from the vertex shader constant float registers. - - Vertex shader constant float register of the first constant. - Number of Framework.Vector2 values to retrieve. - - Array of Framework.Vector2 values retrieved from the constant registers. - - - - - Gets a Framework.Vector2 value from the vertex shader constant float registers. - - Vertex shader constant float register of the first constant. - Framework.Vector2 value retrieved from the constant registers. - - - - - Gets an array of Framework.Vector3 values from the vertex shader constant float registers. - - Vertex shader constant float register of the first constant. - Number of Framework.Vector3 values to retrieve. - - Array of Framework.Vector3 values retrieved from the constant registers. - - - - - Gets a Framework.Vector3 value from the vertex shader constant float registers. - - Vertex shader constant float register of the first constant. - Framework.Vector3 value retrieved from the constant registers. - - - - - Gets an array of Framework.Vector4 values from the vertex shader constant float registers. - - Vertex shader constant float register of the first constant. - Number of Framework.Vector4 values to retrieve. - - Array of Framework.Vector4 values retrieved from the constant registers. - - - - - Gets a Framework.Vector4 value from the vertex shader constant float registers. - - Vertex shader constant float register of the first constant. - Framework.Vector4 value retrieved from the constant registers. - - - - Specifies the window target for a presentation and presents the display with the contents of the next buffer in the sequence of back buffers owned by the GraphicsDevice. Reference page contains code sample. - Destination window containing the client area that is the target for this presentation. If not specified, this is PresentationParameters.DeviceWindowHandle. - - - - Specifies the window target for a presentation and presents the display with the contents of the next buffer in the sequence of back buffers owned by the GraphicsDevice. - Reference page contains code sample. - The source rectangle. If null, the entire source surface is presented. If the rectangle exceeds the source surface, the rectangle is clipped to the source surface. This parameter must be null unless the swap chain was created with SwapEffect.Copy. - The destination rectangle, in window client coordinates. If null, the entire client area is filled. If the rectangle exceeds the destination client area, the rectangle is clipped to the destination client area. This parameter must be null unless the swap chain was created with SwapEffect.Copy. - Destination window containing the client area that is the target for this presentation. If not specified, this is PresentationParameters.DeviceWindowHandle. - - - Presents the display with the contents of the next buffer in the sequence of back buffers owned by the GraphicsDevice. Reference page contains code sample. - - - Resets the current GraphicsDevice with the specified PresentationParameters. - Describes the new presentation parameters. This value cannot be null. - - - Resets the presentation parameters for the specified Microsoft.Xna.Framework.Graphics.GraphicsDevice.Reset(Microsoft.Xna.Framework.Graphics.GraphicsAdapter). - The graphics device being reset. - - - Resets the specified Microsoft.Xna.Framework.Graphics.GraphicsDevice.Reset(Microsoft.Xna.Framework.Graphics.PresentationParameters,Microsoft.Xna.Framework.Graphics.GraphicsAdapter) with the specified presentation parameters. - Describes the new presentation parameters. This value cannot be null. - The graphics device being reset. - - - Resets the presentation parameters for the current GraphicsDevice. - - - Copies the current back buffer contents to a texture. Reference page contains code sample. - Texture to update with the resolved back buffer. - - - Copies the contents of the back buffer at the specified index to a texture. Reference page contains code sample. - Texture to update with the resolved back buffer. - Index of the back buffer to resolve. - - - - Occurs when GraphicsDevice.ResourceCreated is called. - - The source of the event. - An EventArgs object that contains no data. - - - - Occurs when GraphicsDevice.ResourceDestroyed is called. - - The source of the event. - An EventArgs object that contains no data. - - - Sets the gamma correction ramp. - true to indicate that correction should be applied. false to indicate that no gamma correction should be applied. The supplied gamma table is transferred directly to the GraphicsDevice. - The gamma correction ramp to set. - - - - Sets the specified pixel shader constant float register to a Framework.Vector2 value. - - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant float registers to an array of Framework.Quaternion values. - - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant Boolean registers to an array of System.Boolean values. - - Zero-based index of the pixel shader constant Boolean register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant float registers to a Framework.Matrix value. - - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant float registers to an array of System.Single values. - - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant float registers to an array of Framework.Matrix values. - - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant float register to a Framework.Vector3 value. - - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant float registers to a Framework.Quaternion value. - - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant integer registers to an array of System.Int32 values. - - Zero-based index of the pixel shader constant integer register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant float registers to an array of Framework.Vector3 values. - - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant float registers to an array of Framework.Vector2 values. - - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant float registers to an array of Framework.Vector4 values. - - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant float register to a Framework.Vector4 value. - - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - Sets a new render target for this GraphicsDevice. Reference page contains code sample. - Index of the render target. The number of render targets supported by a GraphicsDevice is contained in GraphicsDeviceCapabilities.MaxSimultaneousRenderTargets. - A new render target for the device, or null to set the device render target to the back buffer of the device. - - - - Sets a new render target for this GraphicsDevice. Reference page contains code sample. - Index of the render target. The number of render targets supported by a GraphicsDevice is contained in GraphicsDeviceCapabilities.MaxSimultaneousRenderTargets. - A new render target for the device, or null to set the device render target to the back buffer of the device. - The cube map face type. - - - - Sets the specified vertex shader constant float register to a Framework.Vector2 value. - - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified vertex shader constant float registers to an array of Framework.Quaternion values. - - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified vertex shader constant Boolean registers to an array of System.Boolean values. - - Zero-based index of the vertex shader constant Boolean register at which to begin setting values. - The constant data. - - - - Sets the specified vertex shader constant float registers to a Framework.Matrix value. - - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. This value will be transposed when the vertex shader constant is set. - - - - Sets the specified vertex shader constant float registers to an array of System.Single values. - - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified vertex shader constant float registers to an array of Framework.Matrix values. - - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. This value will be transposed when the vertex shader constant is set. - - - - Sets the specified vertex shader constant float register to a Framework.Vector3 value. - - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified vertex shader constant float register to a Framework.Quaternion value. - - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified vertex shader constant integer registers to an array of System.Int32 values. - - Zero-based index of the vertex shader constant integer register at which to begin setting values. - The constant data. - - - - Sets the specified vertex shader constant float registers to an array of Framework.Vector3 values. - - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified vertex shader constant float registers to an array of Framework.Vector2 values. - - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified vertex shader constant float registers to an array of Framework.Vector4 values. - - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified vertex shader constant float register to a Framework.Vector4 value. - - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. - - - Retrieves a string representation of this object. - String representation of this object. - - - Retrieves the clipping planes of the current GraphicsDevice. - The clipping planes. - - - Retrieves the creation parameters of the GraphicsDevice. - - The creation parameters. - - - - Gets or sets the depth stencil surface of this GraphicsDevice. - The depth stencil buffer. If no depth stencil buffer is associated with the GraphicsDevice, the return value is null.Setting this value to null disables the depth stencil operation. - - - - Retrieves the display mode's spatial resolution, color resolution, and refresh frequency. - Reference page contains code sample. - - Data describing the display mode of the adapter (as opposed to the display mode of the GraphicsDevice, which might not be active if the GraphicsDevice does not own full-screen mode). - - - - Returns the driver level. - - This method returns the driver version, which is one of the following: - 700 - Direct3D 7 level driver800 - Direct3D 8 level driver900 - Direct3D 9 level driver - - - Gets the capabilities of the graphics device. - The capabilities. - - - Retrieves the status of the device - The status of the device - - - Gets or sets index data. Reference page contains links to related code samples. - The index data. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Gets or sets the current pixel shader. - - The current pixel shader or a pixel shader object to set. - - - - Gets the presentation parameters associated with this graphics device. - The presentation parameters associated with this graphics device. - - - Retrieves information that describes the raster of the monitor on which the swap chain is presented. - - Information about the position or other status of the raster on the monitor driven by the current adapter. - - - - Retrieves a render-state value for a GraphicsDevice. - The render state. - - - Retrieves a collection of SamplerState objects for the current GraphicsDevice. - The sample states of this GraphicsDevice. - - - Gets or sets the rectangle used for scissor testing. - Defines the rendering area within the render target, if scissor testing is enabled. - - - Returns the collection of textures that have been assigned to the texture stages of the device. Reference page contains code sample. - The texture collection. - - - Gets or sets a vertex shader declaration. - The vertex shader declaration. - - - Gets the collection of vertex sampler states. - The collection of vertex sampler states. - - - Gets or sets the current vertex shader. - - The GraphicsDevice's current vertex shader or a vertex shader object to set. - - - - Gets the collection of vertex textures that support texture lookup in the vertex shader using the texldl - vs texture load statement. The vertex engine contains four texture sampler stages. - The collection of vertex textures. - - - Gets the vertex stream collection. Reference page contains links to related code samples. - The vertex stream collection. - - - Gets or sets a viewport identifying the portion of the render target to receive draw calls. Reference page contains code sample. - - The viewport to set or get. - - - - Performs primitive-based rendering, creates resources, handles system-level variables, adjusts gamma ramp levels, and creates shaders. - - - Releases the unmanaged resources used by the GraphicsDeviceCapabilities object and optionally releases the managed resources. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - - Releases all resources used by the GraphicsDeviceCapabilities class. - - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The System.Object to compare with the current GraphicsDeviceCapabilities. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Retrieves a string representation of this object. - String representation of this object. - - - - Gets the number indicating the order in which heads are referenced by the API. - - The number indicating the order in which heads are referenced by the API. - - - Gets the alpha-test comparison capabilities. - A GraphicsDeviceCapabilities.CompareCaps representing the alpha-test comparison capabilities of a device. - - - Gets texture-filtering capabilities for a cube texture. - - A GraphicsDeviceCapabilities.FilterCaps representing the texture-filtering capabilities for a cube texture of a device. - - - - Gets hardware cursor capabilties. - - A GraphicsDeviceCapabilities.CursorCaps representing the hardware cursor capabilities of a device. - - - - Gets vertex data type capabilities. - - A GraphicsDeviceCapabilities.DeclarationTypeCaps representing the vertex data type capabilities of a device. - - - - Gets depth buffer comparision capabilities. - - A GraphicsDeviceCapabilities.CompareCaps representing the z-buffer comparison capabilities of a device. - - - - Gets destination-blending capabilities. - - A GraphicsDeviceCapabilities.BlendCaps representing the destination-blending capabilities of a device. - - - - Gets graphics device capabilities. - - A GraphicsDeviceCapabilities.DeviceCaps representing the graphics capabilities of a device. - - - - Returns the type of the current GraphicsDevice. - - The type of the current GraphicsDevice. - - - - Gets device driver capabilities. - - A GraphicsDeviceCapabilities.DriverCaps representing the driver capabilities of a device. - - - - - Gets the number of pixels to adjust the extents rectangle outward to accommodate antialiasing kernels. - - Size of adjustment, in pixels. - - - Gets the bottom screen-space coordinate of the guard-band clipping region. - The bottom coordinate of the guard-band clipping region. - - - Gets the left screen-space coordinate of the guard-band clipping region. - The left coordinate of the guard-band clipping region. - - - Gets the right coordinate of the guard-band clipping region. - The right coordinate of the guard-band clipping region. - - - Gets the top screen-space coordinate of the guard-band clipping region. - The top coordinate of the guard-band clipping region. - - - Gets line-drawing primitives capabilities. - - A GraphicsDeviceCapabilities.LineCaps representing the line-drawing primitives capabilities of a device. - - - - Gets the master device for this subordinate. - Number indicating the master device. This number is taken from the same space as the adapter values. - - - - Gets the maximum valid value for the SamplerState.MaxAnisotropy texture-stage state. - - - The maximum valid value for SamplerState.MaxAnisotropy. - - - - Returns the maximum pixel shader profile for this GraphicsDevice. - Reference page contains links to related code samples. - - The maximum pixel shader profile for this GraphicsDevice. - - - - - Returns the maximum vertex shader profile for this GraphicsDevice. - - - The maximum vertex shader profile for this GraphicsDevice. - - - - Gets the maximum number of pixel shader instruction slots supported. - The maximum number of pixel shader instruction slots supported. - - - Gets the maximum size of a point primitive. - - The maximum size of a point primitive. The range is greater than or equal to 1.0f. - - - - Gets the maximum number of primitives for each GraphicsDevice.DrawPrimitives call. - The maximum number of primitives. - - - Gets the maximum number of simultaneous render targets. - The maximum number of simultaneous render targets supported by the device. - - - Gets the maximum number of textures that can be simultaneously bound to the fixed-function pipeline sampler stages. - The maximum number of textures that can be simultaneously bound to the fixed-function pipeline sampler stages. - - - Gets the maximum stride. - - The maximum stride. - - - - Gets the maximum number of concurrent data streams. - - The maximum number of concurrent data streams. The valid range is 1 to 16. - - - Gets the maximum texture aspect ratio supported by the hardware. - The maximum texture aspect ratio supported by the hardware, typically a power of 2. - - - Gets the maximum texture height for this device. - The maximum texture height for this device. - - - Gets the maximum range of the integer bits of the post-normalized texture coordinates. - The maximum range of the integer bits of the post-normalized texture coordinates. - - - Gets the maximum texture width for this device. - The maximum texture width for this device. - - - Gets the maximum number of user-defined clipping planes supported. - The maximum number of user-defined clipping planes supported. This number can be 0. - - - Gets the maximum size of indices supported for hardware vertex processing. - The maximum size of indices supported for hardware vertex processing. - - - Gets the maximum number of vertex shader instruction slots supported. - The maximum number of vertex shader instruction slots supported. - - - Gets the number of vertex shader registers that are reserved for constants. - The number of vertex shader registers that are reserved for constants. - - - Gets the maximum W-based depth value that the device supports. - The maximum W-based depth value that the device supports. - - - Gets the maximum value for any of the three dimensions (width, height, and depth) of a volume texture. - The maximum value for any of the three dimensions (width, height, and depth) of a volume texture. - - - Gets the number of adapters in this adapter group (only if master). - The number of adapters in this adapter group (only if master). - - - Gets the maximum value of pixel shader arithmetic component. - The maximum value of pixel shader arithmetic component. - - - Gets the pixel shader 2.0 capabilities. - - A GraphicsDeviceCapabilities.PixelShaderCaps representing the pixel shader 2.0 capabilities of a device. - - - - Gets the pixel shader main and sub versions. - The pixel shader main and sub versions. - - - Gets the rate at which the swap chain's back buffers are presented to the front buffer. - - The rate at which the swap chain's back buffers are presented to the front buffer. - - - - Gets driver primitive capabilities. - - A GraphicsDeviceCapabilities.PrimitiveCaps representing the primitive capabilities of a device. - - - - Gets information on raster-drawing capabilities. - - A GraphicsDeviceCapabilities.RasterCaps representing the raster capabilities of a device. - - - - Gets shading operations capabilities. - - A GraphicsDeviceCapabilities.ShadingCaps representing the shading capabilities of a device. - - - - Gets source-blending capabilities. - - A GraphicsDeviceCapabilities.BlendCaps representing the source-blending capabilities of a device. - - - - Gets the supported stencil-buffer operations. - - A GraphicsDeviceCapabilities.StencilCaps representing the stencil-buffer capabilities of a device. - - - - Gets texture-addressing capabilities for texture objects. - - A GraphicsDeviceCapabilities.AddressCaps representing the texture-addressing capabilities of a device. - - - - Gets miscellaneous texture-mapping capabilities. - - A GraphicsDeviceCapabilities.TextureCaps representing the texture-mapping capabilities of a device. - - - - Gets texture-filtering capabilities for a texture. - - A GraphicsDeviceCapabilities.FilterCaps representing the texture-filtering capabilities of a device. - - - - Gets flexible vertex format capabilities. - - A GraphicsDeviceCapabilities.VertexFormatCaps representing the flexible vertex format capabilities of a device. - - - - Gets vertex processing capabilities. - A GraphicsDeviceCapabilities.VertexProcessingCaps representing the vertex processing capabilities of a device. - - - Gets vertex shader version 2.0 extended capabilities. - - A GraphicsDeviceCapabilities.VertexShaderCaps representing the vertex shader 2.0 capabilities of a device. - - - - Gets the vertex shader main and sub versions. - The vertex shader main and sub versions. - - - Gets vertex shader texture filter capabilities. - - A GraphicsDeviceCapabilities.FilterCaps representing the vertex shader filter capabilities of a device. - - - - Gets texture-addressing capabilities for a volume texture - - A GraphicsDeviceCapabilities.AddressCaps representing the texture-addressing capabilities of a device. - - - - Gets texture-filtering capabilities for a volume texture. - - A GraphicsDeviceCapabilities.FilterCaps representing the texture-filtering capabilities of a device. - - - - Represents the capabilities of the hardware. Reference page contains links to related code samples. - - - Determines whether two GraphicsDeviceCapabilities.AddressCaps instances are equal. - GraphicsDeviceCapabilities.AddressCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.AddressCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.AddressCaps instances are equal. - The GraphicsDeviceCapabilities.AddressCaps object this instance is being compared to . - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.AddressCaps instances are unequal. - GraphicsDeviceCapabilities.AddressCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.AddressCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value indicating whether the device supports the setting of coordinates outside the range [0.0, 1.0] to the border color. - true if the device supports the setting of coordinates outside the range to the border color; false otherwise. - - - Gets a value indicating whether the device supports the clamping of textures to addresses. - true if the device supports clamping textures to addresses; false otherwise. - - - - Gets a value indicating whether the device can separate the texture-addressing modes of the texture's u and v coordinates. - - true if the device supports separating the texture-addressing modes of the u and v coordinates; false otherwise. - - - - Gets a value indicating whether a device can take the absolute value of the texture coordinate (thus, mirroring around 0) and then clamp to the maximum value. - - true if the device can mirror once; false otherwise. - - - Gets a value indicating whether a device can mirror textures to addresses. - true if the device supports mirroring textures to addresses; false otherwise. - - - Gets a value indicating whether a device can wrap textures to addresses. - true if the device can wrap textures to addresses; false otherwise. - - - Represents the texture addressing capabilities for Texture structures. - - - Determines whether two GraphicsDeviceCapabilities.BlendCaps instances are equal. - GraphicsDeviceCapabilities.BlendCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.BlendCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.BlendCaps instances are equal. - The GraphicsDeviceCapabilities.BlendCaps to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.BlendCaps instances are unequal. - GraphicsDeviceCapabilities.BlendCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.BlendCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - - Gets a value indicating that the driver supports the Blend.BlendFactor blend mode. - - true if the driver supports the Blend.BlendFactor blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.BothInverseSourceAlpha blend mode. - - true if the driver supports the Blend.BothInverseSourceAlpha blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.BothSourceAlpha blend mode. - - true if the driver supports the Blend.BothSourceAlpha blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.DestinationAlpha blend mode. - - true if the driver supports the Blend.DestinationAlpha blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.DestinationColor blend mode. - - true if the driver supports the Blend.DestinationColor blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.InverseDestinationAlpha blend mode. - - true if the driver supports the Blend.InverseDestinationAlpha blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.InverseDestinationColor blend mode. - - true if the driver supports the Blend.InverseDestinationColor blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.InverseSourceAlpha blend mode. - - true if the driver supports the Blend.InverseSourceAlpha blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.InverseSourceColor blend mode. - - true if the driver supports the Blend.InverseSourceColor blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.One blend mode. - - true if the driver supports the Blend.One blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.SourceAlphaSat blend mode. - - true if the driver supports the Blend.SourceAlphaSat blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.SourceAlpha blend mode. - - true if the driver supports the Blend.SourceAlpha blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.SourceColor blend mode. - - true if the driver supports the Blend.SourceColor blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.Zero blend mode. - - true if the driver supports the Blend.Zero blend mode; false otherwise. - - - - Represents the supported blend capabilities. - - - Determines whether two GraphicsDeviceCapabilities.CompareCaps instances are equal. - GraphicsDeviceCapabilities.CompareCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.CompareCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.CompareCaps instances are equal. - The GraphicsDeviceCapabilities.CompareCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.CompareCaps instances are unequal. - GraphicsDeviceCapabilities.CompareCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.CompareCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value indicating whether always passing the comparison test is supported. - true if always passing the comparison test is supported; false otherwise. - - - Gets a value indicating whether comparison tests in which the new value equals the current value are supported. - true if comparison tests in which the new value equals the current value are supported; false otherwise. - - - Gets a value indicating whether comparison tests in which the new value is greater than or equal to the current value are supported. - true if comparison tests in which the new value is greater than or equal to the current value are supported; false otherwise. - - - Gets a value indicating whether comparison tests in which the new value is greater than the current value are supported. - true if comparison tests in which the new value is greater than the current value are supported; false otherwise. - - - Gets a value indicating whether comparison tests in which the new value is less than or equal to the current value are supported. - true if comparison tests in which the new value is less than or equal to the current value are supported; false otherwise. - - - Gets a value indicating whether comparison tests in which the new value is less than the current value are supported. - true if comparison tests in which the new value is less than the current value are supported; false otherwise. - - - Gets a value indicating whether never passing the comparison test is supported. - true if never passing the comparison test is supported; false otherwise. - - - Gets a value indicating whether comparison tests in which the new value does not equal the current value are supported. - true if comparison tests in which the new value does not equal the current value are supported; false otherwise. - - - Represents comparison capabilities. - - - - Determines whether two GraphicsDeviceCapabilities.CursorCaps instances are equal. - - GraphicsDeviceCapabilities.CursorCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.CursorCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - - Determines whether two GraphicsDeviceCapabilities.CursorCaps instances are equal. - The GraphicsDeviceCapabilities.CursorCaps to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.CursorCaps instances are unequal. - GraphicsDeviceCapabilities.CursorCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.CursorCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value indicating whether a full-color cursor is supported in hardware in high-resolution modes. - true if the hardware supports a full-color cursor in high resolution; false otherwise. - - - Gets a value indicating whether a full-color cursor is supported in hardware in low-resolution modes. - true if the hardware supports a full-color cursor in low resolution; false otherwise. - - - Represents hardware support for cursors. - - - Determines whether two GraphicsDeviceCapabilities.DeclarationTypeCaps instances are equal. - GraphicsDeviceCapabilities.DeclarationTypeCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.DeclarationTypeCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - - Determines whether two GraphicsDeviceCapabilities.DeclarationTypeCaps instances are equal. - The GraphicsDeviceCapabilities.DeclarationTypeCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.DeclarationTypeCaps instances are unequal. - GraphicsDeviceCapabilities.DeclarationTypeCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.DeclarationTypeCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - - Gets a value indicating whether vertex declarations support VertexElementFormat.Byte4. - - - true if vertex declarations support VertexElementFormat.Byte4; otherwise false. - - - - - Gets a value indicating whether vertex declarations support VertexElementFormat.HalfVector2 - - true if vertex declarations support VertexElementFormat.HalfVector2; otherwise false. - - - - - Gets a value indicating whether vertex declarations support VertexElementFormat.HalfVector4. - - - true if vertex declarations support VertexElementFormat.HalfVector4; otherwise false. - - - - - Gets a value indicating whether vertex declarations support VertexElementFormat.Normalized101010. - - - true if vertex declarations support VertexElementFormat.Normalized101010; otherwise false. - - - - - Gets a value indicating whether vertex declarations support VertexElementFormat.NormalizedShort2. - - - true if vertex declarations support VertexElementFormat.NormalizedShort2; otherwise false. - - - - - Gets a value indicating whether vertex declarations support VertexElementFormat.NormalizedShort4. - - - true if vertex declarations support VertexElementFormat.NormalizedShort4; otherwise false. - - - - - Gets a value indicating whether vertex declarations support VertexElementFormat.Rg32. - - - true if vertex declarations support VertexElementFormat.Rg32; otherwise false. - - - - - Gets a value indicating whether vertex declarations support VertexElementFormat.Rgba32. - - - true if vertex declarations support VertexElementFormat.Rgba32; otherwise false. - - - - - Gets a value indicating whether vertex declarations support VertexElementFormat.Rgba64. - - - true if vertex declarations support VertexElementFormat.Rgba64; otherwise false. - - - - - Gets a value indicating whether vertex declarations support VertexElementFormat.UInt101010. - - - true if vertex declarations support VertexElementFormat.UInt101010; otherwise false. - - - - Represents data types contained in a vertex declaration. - - - Determines whether two GraphicsDeviceCapabilities.DeviceCaps instances are equal. - GraphicsDeviceCapabilities.DeviceCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.DeviceCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.DeviceCaps instances are equal. - The GraphicsDeviceCapabilities.DeviceCaps to compare this instance to. - true if the instances are equal; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.DeviceCaps instances are unequal. - GraphicsDeviceCapabilities.DeviceCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.DeviceCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - - Gets a value indicating whether the device supports blits from system-memory textures to non-local video-memory textures. - - true if the device supports blits from system-memory textures to non-local video-memory textures; false otherwise. - - - - - Gets a value indicating whether the device can queue rendering commands after a page flip. - - true if the device can queue rendering commands after a page flip; false otherwise. - - - - Gets a value indicating if the device supports copying the contents of a source rectangle to a destination rectangle using a texture as the source. - true if the device supports copying the contents of a source rectangle to a destination rectangle using a texture as the source; false otherwise. - - - - - Gets a value indicating whether the device can support at least a DirectX 7–compliant driver. - - true if the device can support at least a DirectX 7–compliant driver; false otherwise. - - - - - Gets a value indicating whether the device can support at least a DirectX 5–compliant driver. - - true if the device can support at least a DirectX 5–compliant driver; false otherwise. - - - - Gets a value indicating whether the device exports a GraphicsDevice.DrawPrimitives-aware hardware abstraction layer (HAL). - true if the device exports an GraphicsDevice.DrawPrimitives-aware HAL; false otherwise. - - - Gets a value indicating whether the device can use execute buffers from video memory. - true if the device can use execute buffers from video memory; false otherwise. - - - Gets a value indicating whether the device can use execute buffers from video memory. - true if the device can use execute buffers from video memory; false otherwise. - - - Gets a value indicating whether the device has hardware acceleration for scene rasterization. - true if the device has hardware acceleration for scene rasterization; false otherwise. - - - Gets a value indicating whether the device can support transformation and lighting in hardware. - true if the device can support transformation and lighting in hardware; false otherwise. - - - Gets a value indicating whether the device is texturing from separate memory pools. - true if the device is texturing from separate memory pools; false otherwise. - - - Gets a value indicating whether the device supports stream offsets. - true if the device supports stream offsets; false otherwise. - - - Gets a value indicating whether the device can retrieve textures from non-local video memory. - true if the device can retrieve textures from non-local video memory; false otherwise. - - - Gets a value indicating whether the device can retrieve textures from system memory. - true if the device can retrieve textures from system memory; false otherwise. - - - Gets a value indicating whether the device can retrieve textures from device memory. - true if the device can retrieve textures from device memory; false otherwise. - - - Gets a value indicating whether the device can use buffers from system memory for transformed and lit vertices. - true if the device can use buffers from system memory for transformed and lit vertices; false otherwise. - - - Gets a value indicating whether the device can use buffers from video memory for transformed and lit vertices. - true if the device can use buffers from video memory for transformed and lit vertices; false otherwise. - - - Gets a value indicating whether the device allows multiple vertex elements to share the same offset in a stream. - true if the device allows multiple vertex elements to share the same offset in a stream; false otherwise. - - - Represents device-specific capabilities. - - - Determines whether two GraphicsDeviceCapabilities.DriverCaps instances are equal. - GraphicsDeviceCapabilities.DriverCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.DriverCaps on the left side of the equal sign. - true if left is equal to right; false otherwise. - - - - Determines whether two GraphicsDeviceCapabilities.DriverCaps instances are equal. - The GraphicsDeviceCapabilities.DriverCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - gets the hash code for this object. - The hash code for this object. - - - - Determines whether two GraphicsDeviceCapabilities.DriverCaps instances are unequal. - - GraphicsDeviceCapabilities.DriverCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.DriverCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value indicating whether the driver is capable of automatically generating mipmaps. - true if the driver is capable of automatically generating mipmaps; false otherwise. - - - Gets a value indicating whether the system has a calibrator installed that can automatically adjust the gamma ramp. - true if the system has a calibrator installed that can automatically adjust the gamma ramp; false otherwise. - - - Gets a value indicating whether the driver is capable of managing resources. - true if the driver is capable of managing resources; false otherwise. - - - Gets a value indicating whether the display hardware is capable of returning the current scan line. - true if the driver display hardware is capable of returning the current scan line; false otherwise. - - - Gets a value indicating whether the device can respect the RenderState.AlphaBlendEnable render state in full-screen mode while using the FLIP or DISCARD swap effect. - true if the driver the device can respect the RenderState.AlphaBlendEnable render state in full-screen mode while using the FLIP or DISCARD swap effect; false otherwise. - - - Gets a value indicating whether the device can accelerate a memory copy from local video memory to system memory. - true if the device can accelerate a memory copy from local video memory to system memory; false otherwise. - - - Gets a value indicating whether the device can accelerate a memory copy from system memory to local video memory. - true if the device can accelerate a memory copy from system memory to local video memory; false otherwise. - - - Gets a value indicating whether the driver supports dynamic textures. - true if the driver supports dynamic textures; false otherwise. - - - Gets a value indicating whether the driver supports dynamic gamma ramp adjustment in full-screen mode. - true if the driver supports dynamic gamma ramp adjustment in full-screen mode; false otherwise. - - - Gets a value indicating whether the device can perform gamma correction from a windowed back buffer (containing linear content) to an sRGB desktop. - true if the device can perform gamma correction from a windowed back buffer to an sRGB desktop; false otherwise. - - - Represents driver-specific capabilities. - - - Determines whether two GraphicsDeviceCapabilities.FilterCaps instances are equal. - GraphicsDeviceCapabilities.FilterCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.FilterCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.FilterCaps instances are equal. - The GraphicsDeviceCapabilities.FilterCaps to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - - Determines whether two GraphicsDeviceCapabilities.FilterCaps instances are unequal. - - GraphicsDeviceCapabilities.FilterCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.FilterCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value that indicates that the device supports per-stage anisotropic filtering for magnifying textures. - true if the device supports per-stage anisotropic filtering for magnifying textures; false otherwise. - - - Gets a value indicating whether the device supports per-stage Gaussian quad filtering for magnifying textures. - true if the device supports per-stage Gaussian quad filtering for magnifying textures; false otherwise. - - - Gets a value that indicates that the device supports per-stage bilinear interpolation filtering for magnifying textures. - true if the device supports per-stage bilinear interpolation filtering for magnifying textures; false otherwise. - - - Gets a value that indicates that the device supports per-stage point-sample filtering for magnifying textures. - true if the device supports per-stage point-sample filtering for magnifying textures; false otherwise. - - - Gets a value that indicates that the device supports per-stage pyramidal sample filtering for magnifying textures. - true if the device supports per-stage pyramidal sample filtering for magnifying textures; false otherwise. - - - Gets a value that indicates that the device supports per-stage anisotropic filtering for minifying textures. - true if the device supports per-stage anisotropic filtering for minifying textures; false otherwise. - - - Gets a value indicating whether the device supports per-stage Gaussian quad filtering for minifying textures. - true if the device supports per-stage Gaussian quad filtering for magnifying textures; false otherwise. - - - Gets a value that indicates that the device supports per-stage bilinear interpolation filtering for minifying textures. - true if the device supports per-stage bilinear interpolation filtering for minifying textures; false otherwise. - - - Gets a value that indicates whether the device supports per-stage point-sample filtering for minifying textures. - true if the device supports per-stage point-sample filtering for minifying textures; false otherwise. - - - Gets a value that indicates that the device supports per-stage pyramidal sample filtering for minifying textures. - true if the device supports per-stage pyramidal sample filtering for minifying textures; false otherwise. - - - Gets a value that indicates that the device supports per-stage trilinear interpolation filtering for mipmaps. - true if the device supports per-stage trilinear interpolation filtering for mipmaps; false otherwise. - - - Gets a value that indicates that the device supports per-stage point-sample filtering for mipmaps. - true if the device supports per-stage point-sample filtering for mipmaps; false otherwise. - - - Represents texture filter capabilities. - - - Determines whether two GraphicsDeviceCapabilities.LineCaps instances are equal. - GraphicsDeviceCapabilities.LineCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.LineCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.LineCaps instances are equal. - The GraphicsDeviceCapabilities.LineCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - - Determines whether two GraphicsDeviceCapabilities.LineCaps instances are unequal. - - GraphicsDeviceCapabilities.LineCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.LineCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value indicating whether the device supports alpha-test comparisons. - true if the device supports alpha-test comparisons; false otherwise. - - - Gets a value indicating whether the device supports antialiased lines. - true if the device supports antialiased lines; false otherwise. - - - Gets a value indicating whether the device supports source blending. - true if the device supports source blending; false otherwise. - - - Gets a value indicating whether the device supports depth buffer comparisons. - true if the device supports depth buffer comparisons; false otherwise. - - - Gets a value indicating whether the device supports fog. - true if the device supports fog; false otherwise. - - - Gets a value indicating whether the device supports texture mapping. - true if the device supports texture mapping; false otherwise. - - - Represents the capabilities for line-drawing primitives. - - - Specifies the maximum level of nesting of dynamic flow control instructions (break - vs, break_comp - vs, breakp - vs, if_comp - vs, if_comp - vs, if pred - vs). - - - Specifies the maximum number of instruction slots supported. - - - Specifies the maximum number of temporary registers supported. - - - Specifies the depth of nesting of the loop - vs/rep - vs and call - vs/callnz bool - vs instructions - - - Specifies the minimum level of nesting of dynamic flow control instructions (break - vs, break_comp - vs, breakp - vs, if_comp - vs, if_comp - vs, if pred - vs). - - - Specifies the minimum number of instruction slots supported. - - - Specifies the minimum number of temporary registers supported. - - - Specifies the minimum depth of nesting of the loop - vs/rep - vs and call - vs/callnz bool - vs instructions. - - - Determines whether two GraphicsDeviceCapabilities.PixelShaderCaps instances are equal. - GraphicsDeviceCapabilities.PixelShaderCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.PixelShaderCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - - Determines whether two GraphicsDeviceCapabilities.PixelShaderCaps instances are equal. - - The GraphicsDeviceCapabilities.PixelShaderCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.PixelShaderCaps instances are unequal. - GraphicsDeviceCapabilities.PixelShaderCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.PixelShaderCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value specifying the dynamic flow control depth. - The dynamic flow control depth. Must be 0 or 24. - - - Gets a value specifying the number of instruction slots supported. - The number of instruction slots supported. - - - Gets a value specifying the number of temporary registers supported. - The number of temporary registers supported. - - - Gets a value specifying the depth of nesting of the loop - vs/rep - vs and call - vs/callnz bool - vs instructions. - The static flow control depth. - - - Gets a value indicating whether arbitrary swizzling is supported. - true if arbitrary swizzling is supported; false otherwise. - - - Gets a value indicating whether gradient instructions are supported. - true if gradient instructions are supported; false otherwise. - - - Gets a value indicating whether there is a limit on the number of dependent reads per instruction. - true if there is no dependent read limit; false otherwise. - - - Gets a value indicating whether there is a limit on the number of texture instructions. - true if there is no limit on the number of texture instructions; false otherwise. - - - Gets a value indicating whether instruction predication is supported. - true if instruction predication is supported; false otherwise. - - - Represents pixel shader capabilities. - - - Determines whether two GraphicsDeviceCapabilities.PrimitiveCaps instances are equal. - GraphicsDeviceCapabilities.PrimitiveCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.PrimitiveCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.PrimitiveCaps instances are equal. - The GraphicsDeviceCapabilities.PrimitiveCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - - Determines whether two GraphicsDeviceCapabilities.PrimitiveCaps instances are unequal. - - GraphicsDeviceCapabilities.PrimitiveCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.PrimitiveCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value indicating whether the device clamps fog blend factor per vertex. - true if the device clamps fog blend factor per vertex; false otherwise. - - - Gets a value indicating whether the device is a null reference device that does not render. - true if the device is a null reference device; false otherwise. - - - Gets a value indicating whether the device supports blending operations other than BlendFunction.Add. - true if the driver supports other blend operations; false otherwise. - - - Gets a value indicating whether the device clips post-transformed vertex primitives. - true if the device clips post-transformed vertex primitives; false otherwise. - - - Gets a value indicating whether the device supports per-channel writes for the render-target color buffer through the RenderState.ColorWriteChannels state. - true if the device supports per-channel writes; false otherwise. - - - Gets a value indicating whether the driver supports clockwise triangle culling through the RenderState.CullMode state. - true if the driver supports clockwise triangle culling; false otherwise. - - - - Gets a value indicating whether the driver supports counterclockwise triangle culling through the RenderState.CullMode state. - - true if the driver supports counterclockwise triangle culling; false otherwise. - - - Gets a value indicating whether the driver does not perform triangle culling. - true if the driver does not perform triangle culling; false otherwise. - - - Gets a value indicating whether the driver supports separate fog and specular alpha. - true if the driver supports separate fog and specular alpha; false otherwise. - - - Gets a value indicating whether the device supports independent write masks for multiple element textures or multiple render targets. - true if the device supports independent write masks; false otherwise. - - - Gets a value indicating whether the device can enable and disable modification of the depth buffer on pixel operations. - true if the device can enable and disable modification of the depth buffer; false otherwise. - - - Gets a value indicating whether the device supports different bit depths for multiple render targets. - true if the device supports different bit depths for multiple render targets; false otherwise. - - - Gets a value indicating whether the device supports post-pixel shader operations for multiple render targets. - true if the device supports post-pixel shader operations for multiple render targets; false otherwise. - - - Gets a value indicating whether the device supports separate blend settings for the alpha channel. - true if the device supports separate blend settings for the alpha channel; false otherwise. - - - Represents driver primitive capabilities. - - - - Determines whether two GraphicsDeviceCapabilities.RasterCaps instances are equal. - - GraphicsDeviceCapabilities.RasterCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.RasterCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - - Determines whether two GraphicsDeviceCapabilities.RasterCaps instances are equal. - - The GraphicsDeviceCapabilities.RasterCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.RasterCaps instances are unequal. - GraphicsDeviceCapabilities.RasterCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.RasterCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value indicating whether the device supports anisotropic filtering. - true if the device supports anisotropic filtering; false otherwise. - - - - Gets a value indicating whether the device iterates colors perspective correctly. - - true if the device iterates colors perspective correctly; false otherwise. - - - Gets a value indicating whether the device supports legacy depth bias. - true if the device supports legacy depth bias; false otherwise. - - - Gets a value indicating whether the device can perform hidden-surface removal (HSR) without requiring the application to sort polygons and without requiring the allocation of a depth buffer. - true if the device can perform hidden-surface removal (HSR) without requiring the application to sort polygons and without requiring the allocation of a depth buffer; false otherwise. - - - Gets a value indicating whether the device can perform depth-test operations. - true if the device can perform depth-test operations; false otherwise. - - - Gets a value indicating whether the device supports depth-based fog. - true if the device supports depth-based fog; false otherwise. - - - Gets a value indicating whether the device supports range-based fog. - true if the device supports range-based fog; false otherwise. - - - Gets a value indicating whether the device calculates the fog value by referring to a lookup table containing fog values that are indexed to the depth of a given pixel. - true if the device calculates the fog value by referring to a lookup table; false otherwise. - - - - Gets a value indicating whether the device calculates the fog value during the lighting operation and interpolates the fog value during rasterization. - - true if the device calculates the fog value during the lighting operation and interpolates the fog value during rasterization; false otherwise. - - - Gets a value indicating whether the device supports level-of-detail bias adjustments. - true if the device supports level-of-detail bias adjustments; false otherwise. - - - Gets a value indicating whether the device supports toggling multisampling on and off. - true if the device supports toggling multisampling on and off; false otherwise. - - - Gets a value indicating whether the device supports scissor test. - true if the device supports scissor test; false otherwise. - - - Gets a value indicating whether the device performs true slope-scale based depth bias. - true if the device performs true slope-scale based depth bias; false otherwise. - - - Gets a value indicating whether the device supports w-based fog. - true if the device supports w-based fog; false otherwise. - - - Represents raster-drawing capabilities. - - - Determines whether two GraphicsDeviceCapabilities.ShadingCaps instances are equal. - GraphicsDeviceCapabilities.ShadingCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.ShadingCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.ShadingCaps instances are equal. - The GraphicsDeviceCapabilities.ShadingCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.ShadingCaps instances are unequal. - GraphicsDeviceCapabilities.ShadingCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.ShadingCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value indicating whether the device can support an alpha component for Gouraud-blended transparency. - true if can support an alpha component for Gouraud-blended transparency; false otherwise. - - - Gets a value indicating whether the device can support colored Gouraud shading. - true if the device can support colored Gouraud shading; false otherwise. - - - Gets a value indicating whether the device can support fog in the Gouraud shading mode. - true if the device can support fog in the Gouraud shading mode; false otherwise. - - - Gets a value indicating whether the device supports Gouraud shading of specular highlights. - true if the device supports Gouraud shading of specular highlights; false otherwise. - - - Represents shading operations capabilities - - - Determines whether two GraphicsDeviceCapabilities.StencilCaps instances are equal. - GraphicsDeviceCapabilities.StencilCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.StencilCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.StencilCaps instances are equal. - The GraphicsDeviceCapabilities.StencilCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.StencilCaps instances are unequal. - GraphicsDeviceCapabilities.StencilCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.StencilCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value indicating whether the device supports decrementing the stencil-buffer entry, clamping to zero. - true if the device supports the stencil-buffer entry, clamping to zero; false otherwise. - - - Gets a value indicating whether the device supports decrementing the stencil-buffer entry, wrapping to the maximum value if the new value is less than zero. - true if the device supports decrementing the stencil-buffer entry; false otherwise. - - - Gets a value indicating whether the device supports incrementing the stencil-buffer entry, clamping to the maximum value. - true if the device supports incrementing the stencil-buffer entry, clamping to the maximum value; false otherwise. - - - Gets a value indicating whether the device supports incrementing the stencil-buffer entry, wrapping to zero if the new value exceeds the maximum value. - true if the device supports incrementing the stencil-buffer entry, wrapping to zero if the new value exceeds the maximum value; false otherwise. - - - Gets a value indicating whether the device supports inverting the bits in the stencil-buffer entry. - true if the device supports inverting the bits in the stencil-buffer entry; false otherwise. - - - Gets a value indicating whether the device does not update the entry in the stencil buffer. - true if the device does not update the entry in the stencil buffer; false otherwise. - - - Gets a value indicating whether the device supports replacing the stencil-buffer entry with a reference value. - true if the device supports replacing the stencil-buffer entry with a reference value; false otherwise. - - - Gets a value indicating whether the device supports two-sided stencil. - true if the device supports two-sided stencil; false otherwise. - - - Gets a value indicating whether the device supports setting the stencil-buffer entry to 0. - true if the device supports setting the stencil-buffer entry to 0; false otherwise. - - - Represents driver stencil capabilities. - - - Determines whether two GraphicsDeviceCapabilities.TextureCaps instances are equal. - GraphicsDeviceCapabilities.TextureCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.TextureCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.TextureCaps instances are equal. - The GraphicsDeviceCapabilities.TextureCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.TextureCaps instances are unequal. - GraphicsDeviceCapabilities.TextureCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.TextureCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - - Gets a value indicating whether the device requires that cube texture maps have dimensions specified as powers of two. - - true if the device requires that cube texture maps have dimensions specified as powers of two; false otherwise. - - - Gets a value indicating whether the device only supports textures that are powers of two. - true if the device only supports textures that are powers of two; false otherwise. - - - Gets a value indicating whether the device requires all textures to be square. - true if the device requires all textures to be square; false otherwise. - - - - Gets a value indicating whether the device requires that volume texture maps have dimensions specified as powers of two. - - true if the device requires that volume texture maps have dimensions specified as powers of two; false otherwise. - - - Gets a value indicating whether the device supports alpha in texture pixels. - true if the device supports alpha in texture pixels; false otherwise. - - - Gets a value indicating whether the device supports cube textures - true if the device supports cube textures; false otherwise. - - - Gets a value indicating whether the device supports mipmapped cube textures. - true if the device supports mipmapped cube textures; false otherwise. - - - Gets a value indicating whether the device supports mipmapped textures. - true if the device supports mipmapped textures; false otherwise. - - - Gets a value indicating whether the device supports mipmapped volume textures. - true if the device supports mipmapped volume textures; false otherwise. - - - Gets a value indicating whether the device supports the use of 2D textures with dimensions that are not powers of two, under certain conditions. - true if the device supports the use of 2D textures with dimensions that are not powers of two, under certain conditions; false otherwise. - - - - Gets a value indicating whether the device does not support a projected bump-environment lookup operation in programmable and fixed-function shaders. - - true if the device does not support a projected bump-environment lookup operation in programmable and fixed-function shaders; false otherwise. - - - Gets a value indicating whether the device supports perspective correction texturing - true if the device supports perspective correction texturing; false otherwise. - - - Gets a value indicating whether the device supports per pixel projective divide. - true if the device supports supports per pixel projective divide; false otherwise. - - - - Gets a value indicating whether the device does not scale texture indices by the texture size prior to interpolation. - true if the device does not scale texture indices by the texture size prior to interpolation; false otherwise. - - - Gets a value indicating whether the device supports volume textures. - true if the device supports volume textures; false otherwise. - - - Represents miscellaneous texture-mapping capabilities - - - Determines whether two GraphicsDeviceCapabilities.VertexFormatCaps instances are equal. - GraphicsDeviceCapabilities.VertexFormatCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.VertexFormatCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.VertexFormatCaps instances are equal. - The GraphicsDeviceCapabilities.VertexFormatCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.VertexFormatCaps instances are unequal. - GraphicsDeviceCapabilities.VertexFormatCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.VertexFormatCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the total number of texture coordinate sets that the device can simultaneously use for multiple texture blending. - The total number of texture coordinate sets that the device can simultaneously use for multiple texture blending. (You can use up to eight texture coordinate sets for any vertex, but the device can blend using only the specified number of texture coordinate sets.) - - - Gets a value indicating whether vertex elements should not be stripped. - true if vertex elements should not be stripped; otherwise false. - - - Gets a value indicating whether point size comes from point size data in the vertex declaration. - true if point size comes from point size data in the vertex declaration; otherwise false. - - - Represents flexible vertex format capabilities. - - - Determines whether two GraphicsDeviceCapabilities.VertexProcessingCaps instances are equal. - GraphicsDeviceCapabilities.VertexProcessingCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.VertexProcessingCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.VertexProcessingCaps instances are equal. - The GraphicsDeviceCapabilities.VertexProcessingCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.VertexProcessingCaps instances are unequal. - GraphicsDeviceCapabilities.VertexProcessingCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.VertexProcessingCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value indicating whether the device can do local viewer. - true if the device can do local viewer; false otherwise. - - - Gets a value indicating whether the device supports texture generation in non-local viewer mode. - true if the device does not support texture generation in non-local viewer mode; false otherwise. - - - - Gets a value indicating whether the device supports use of the specified texture coordinates for sphere mapping. - - true if the device supports use of the specified texture coordinates for sphere mapping; false otherwise. - - - Gets a value indicating whether the device can do texture generation. - true if the device can do texture generation; false otherwise. - - - Represents vertex processing capabilities. - - - Specifies the maximum level of nesting of dynamic flow control instructions (break - vs, break_comp - vs, breakp - vs, if_comp - vs, if_comp - vs, if pred - vs). - - - Specifies the maximum number of temporary registers supported. - - - Specifies the maximum depth of nesting of the loop - vs/rep - vs and call - vs/callnz bool - vs instructions. - - - Specifies the minimum level of nesting of dynamic flow control instructions (break - vs, break_comp - vs, breakp - vs, if_comp - vs, if_comp - vs, if pred - vs). - - - Specifies the minimum number of temporary registers supported. - - - Specifies the minimum depth of nesting of the loop - vs/rep - vs and call - vs/callnz bool - vs instructions. - - - Determines whether two GraphicsDeviceCapabilities.VertexShaderCaps instances are equal. - GraphicsDeviceCapabilities.VertexShaderCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.VertexShaderCaps on the right side of the equal sign. - true if l is equal to r; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.VertexShaderCaps instances are equal. - The GraphicsDeviceCapabilities.VertexShaderCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.VertexShaderCaps instances are unequal. - GraphicsDeviceCapabilities.VertexShaderCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.VertexShaderCaps on the right side of the inequality operator. - true if l is not equal to r; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value specifying the depth of the dynamic flow control instruction nesting. - The depth of the dynamic flow control instruction nesting; either 0 or 24. - - - Gets a value specifying the number of temporary registers supported. - The number of temporary registers supported. - - - Gets a value specifying the depth of nesting of the loop - vs/rep - vs and call - vs/callnz bool - vs instructions. - The depth of nesting of the loop - vs/rep - vs and call - vs/callnz bool - vs instructions. - - - Gets a value indicating whether instruction predication is supported. - true if instruction predication is supported; false otherwise. - - - Represents vertex shader version 2_0 extended capabilities. - - - - Initializes a new instance of the GraphicsDeviceCreationParameters class. - - The display adapter. - The emulated functionality for this device. - Window handle to which focus belongs for this Direct3D device. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the graphics adapter. - The graphics adapter. - - - Gets a information describing the amount of emulated functionality for the device. - The amount of emulated functionality for the device. - - - Gets a pointer to the window to which focus belongs for the current device. - Value that points to the window to which focus belongs for the device. - - - - Describes the creation parameters for a device. - - - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Raises the Disposing event when called from within a derived class. - - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Gets the GraphicsDevice associated with this GraphicsResource. - The GraphicsDevice associated with this GraphicsResource. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Gets the name of the resource. - The name of the resource. - - - Gets or sets the resource-management priority for this resource. - The new resource-management priority for this resource. - - - Gets the type of this resource. - The resource type. - - - Gets the resource tags for this resource. - The resource tags. - - - Queries and prepares resources. - - - The event that occurs when a graphics device is created. - - - The event that occurs when a graphics device is disposing. - - - The event that occurs when a graphics device is in the process of resetting. - - - The event that occurs when a graphics device is reset. - - - Retrieves a graphcs device. - A graphics device. - - - - Defines a mechanism for retrieving GraphicsDevice objects. - Reference page contains links to related code samples. - - - Initializes a new instance of the IndexBuffer class. Reference page contains links to related code samples. - The GraphicsDevice object to associate with the index buffer. - The type to use for index values. - The number of values in the buffer. - A set of options identifying the behaviors of this index buffer resource. - - - Initializes a new instance of the IndexBuffer class. Reference page contains links to related code samples. - The GraphicsDevice object to associate with the index buffer. - The size, in bytes, of the index buffer. - A set of options identifying the behaviors of this index buffer resource. - The size, in bits, of an index element. - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Copies the index buffer into an array. - The number of bytes into the index buffer where copying will start. - The array to receive index buffer data. - The index of the element in the array at which to start copying. - The number of elements to copy. - - - Copies the index buffer into an array. - The array to receive index buffer data. - - - Copies the index buffer into an array. - The array to receive index buffer data. - The index of the element in the array at which to start copying. - The number of elements to copy. - - - Copies array data to the index buffer. - Number of bytes into the index buffer where copying will start. - The array of data to copy. - The index of the element in the array at which to start copying. - The number of elements to copy. - - - Copies array data to the index buffer. Reference page contains links to related conceptual articles. - The array of data to copy. - - - Copies array data to the index buffer. - The array of data to copy. - The index of the element in the array at which to start copying. - The number of elements to copy. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the state of the related BufferUsage enumeration. - Indicates how the application uses buffer contents. - - - Gets or sets a value indicating the size of this index element. - The size of this index element. - - - Gets the size, in bytes, of this IndexBuffer. - The size, in bytes, of this IndexBuffer. - - - Describes the rendering order of the vertices in a vertex buffer. Reference page contains links to related code samples. - - - Initializes a new instance of Model. - - - Copies a transform of each bone in a model relative to all parent bones of the bone into a given array. Reference page contains links to related code samples. - The array to receive bone transforms. - - - Copies an array of transforms into each bone in the model. - An array containing new bone transforms. - - - Copies each bone transform relative only to the parent bone of the model to a given array. Reference page contains links to related code samples. - The array to receive bone transforms. - - - Gets a collection of ModelBone objects which describe how each mesh in the Model.Meshes collection for this model relates to its parent mesh. Reference page contains links to related code samples. - A collection of ModelBone objects used by this model. - - - Gets a collection of ModelMesh objects which compose the model. Each ModelMesh in a model may be moved independently and may be composed of multiple materials identified as ModelMeshPart objects. Reference page contains links to related code samples. - A collection of ModelMesh objects used by this model. - - - Gets the root bone for this model. - The root bone for this model. - - - Gets or sets an object identifying this model. - An object identifying this model. - - - Represents a 3D model composed of multiple ModelMesh objects which may be moved independently. Reference page contains links to related code samples. - - - Gets a collection of bones that are children of this bone. - A collection of bones that are children of this bone. - - - Gets the index of this bone in the Model.Bones collection. - The index of this bone in the Model.Bones collection. - - - Gets the name of this bone. - The name of this bone. - - - Gets the parent of this bone. - The parent of this bone. - - - Gets or sets the matrix used to transform this bone relative to its parent bone. Reference page contains links to related code samples. - The matrix used to transform this bone relative only to its parent bone. - - - Represents bone data for a model. - - - Returns a ModelBoneCollection.Enumerator that can iterate through a ModelBoneCollection. - The ModelBoneCollection.Enumerator of the bone collection. - - - Finds a bone with a given name if it exists in the collection. - The name of the bone to find. - The bone named boneName, if found. - true if the named bone is found, otherwise false. - - - - Retrieves a ModelBone from the collection, given the name of the bone. - The name of the bone to retrieve. - The ModelBone identified by boneName. - - - Represents a set of bones associated with a model. - - - Immediately releases the unmanaged resources used by this object. - - - Advances the enumerator to the next element of the ModelBoneCollection. - true if the enumerator was successfully advanced to the next element; false if the enumerator has passed the end of the collection. - - - Sets the enumerator to its initial position, which is before the first element in the ModelBoneCollection. - - - Gets the current element in the ModelBoneCollection. - - The current element in the ModelBoneCollection. - - - - - Gets the current element in the ModelBoneCollection as a System.Object. - - The current element in the ModelBoneCollection as an System.Object. - - - - Provides the ability to iterate through the bones in an ModelBoneCollection. - - - - Returns a ModelEffectCollection.Enumerator that can iterate through a ModelEffectCollection. - The ModelEffectCollection.Enumerator of the effect collection. - - - Represents a collection of effects associated with a model. - - - Immediately releases the unmanaged resources used by this object. - - - Advances the enumerator to the next element of the ModelEffectCollection. - true if the enumerator was successfully advanced to the next element; false if the enumerator has passed the end of the collection. - - - - Sets the enumerator to its initial position, which is before the first element in the ModelEffectCollection. - - - - Gets the current element in the ModelEffectCollection. - - The current element in the ModelEffectCollection. - - - - Gets the current element in the ModelEffectCollection as a System.Object. - - The current element in the ModelEffectCollection as a System.Object. - - - - - Provides the ability to iterate through the bones in an ModelEffectCollection. - - - - - Draws all of the ModelMeshPart objects in this mesh, using their current ModelMeshPart.Effect settings, and specifying options for saving effect state. - Reference page contains links to related code samples. - The save state options to pass to each ModelMeshPart.Effect. - - - - Draws all of the ModelMeshPart objects in this mesh, using their current ModelMeshPart.Effect settings. - Reference page contains links to related code samples. - - - Gets the Framework.BoundingSphere that contains this mesh. - The Framework.BoundingSphere that contains this mesh. - - - Gets a collection of effects associated with this mesh. - A collection of effects associated with this mesh. - - - Gets the index buffer for this mesh. - The index buffer for this mesh. - - - Gets the ModelMeshPart objects that make up this mesh. Each part of a mesh is composed of a set of primitives that share the same material. - Reference page contains links to related code samples. - The ModelMeshPart objects that make up this mesh. - - - Gets the name of this mesh. - The name of this mesh. - - - Gets the parent bone for this mesh. The parent bone of a mesh contains a transformation matrix that describes how the mesh is located relative to any parent meshes in a model. Reference page contains links to related code samples. - The parent bone for this mesh. - - - Gets or sets an object identifying this mesh. - An object identifying this mesh. - - - Gets the vertex buffer used to render this mesh. - The vertex buffer used to render this mesh. - - - Represents a mesh that is part of a Model. Reference page contains links to related code samples. - - - - Returns a ModelMeshCollection.Enumerator that can iterate through a ModelMeshCollection. - - The ModelMeshCollection.Enumerator of the mesh collection. - - - Finds a mesh with a given name if it exists in the collection. - The name of the mesh to find. - The mesh named meshName, if found. - true if the named mesh is found; false otherwise. - - - - Retrieves a ModelMesh from the collection, given the name of the mesh. - The name of the mesh to retrieve. - The ModelMesh identified by meshName. - - - - Represents a collection of ModelMesh objects. - - - Immediately releases the unmanaged resources used by this object. - - - - Advances the enumerator to the next element of the ModelMeshCollection. - - true if the enumerator was successfully advanced to the next element; false if the enumerator has passed the end of the collection. - - - - - Sets the enumerator to its initial position, which is before the first element in the ModelMeshCollection. - - - - - Gets the current element in the ModelMeshCollection. - - - The current element in the ModelMeshCollection. - - - - - Gets the current element in the ModelMeshCollection as a System.Object. - - - The current element in the ModelMeshCollection. - - - - - Provides the ability to iterate through the bones in an ModelMeshCollection. - - - - Gets the offset to add to each vertex index in the index buffer. - Offset to add to each vertex index in the index buffer. - - - Gets or sets the material Effect for this mesh part. Reference page contains code sample. - The material effect for this mesh part. - - - Gets the number of vertices used during a draw call. - The number of vertices used during the call. - - - Gets the number of primitives to render. - The number of primitives to render. The number of vertices used is a function of primitiveCount and primitiveType. - - - Gets the location in the index array at which to start reading vertices. - Location in the index array at which to start reading vertices. - - - Gets the offset in bytes from the beginning of the VertexBuffer. - The offset in bytes from the beginning of the VertexBuffer. - - - Gets or sets an object identifying this model mesh part. - An object identifying this model mesh part. - - - Gets the vertex declaration for this model mesh part. - The vertex declaration for this model mesh part. - - - Gets the size, in bytes, of the elements in this vertex stream. - The size, in bytes, of the elements in this vertex stream. - - - - Represents a batch of geometry information to submit to the graphics device during rendering. Each Microsoft.Xna.Framework.Graphics.ModelMeshPart is a subdivision of a ModelMesh object. The ModelMesh class is split into multiple Microsoft.Xna.Framework.Graphics.ModelMeshPart objects, typically based on material information. - Reference page contains links to related code samples. - - - Returns a ModelMeshPartCollection.Enumerator that can iterate through a ModelMeshPartCollection. - The ModelMeshPartCollection.Enumerator of the ModelMeshPart collection. - - - Represents a collection of ModelMeshPart objects. - - - Immediately releases the unmanaged resources used by this object. - - - - Advances the enumerator to the next element of the ModelMeshPartCollection. - - true if the enumerator was successfully advanced to the next element; false if the enumerator has passed the end of the collection. - - - - - Sets the enumerator to its initial position, which is before the first element in the ModelMeshPartCollection. - - - - - Gets the current element in the ModelMeshPartCollection. - - - The current element in the ModelMeshPartCollection. - - - - - Gets the current element in the ModelMeshPartCollection as a System.Object. - - - The current element in the ModelBoneCollection as an System.Object. - - - - - Provides the ability to iterate through the bones in an ModelMeshPartCollection. - - - - Initializes a new instance of Microsoft.Xna.Framework.Graphics.OcclusionQuery(Microsoft.Xna.Framework.Graphics.GraphicsDevice) with the specified device. - The graphics device to associate with this query. - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - - - Begins application of the query. - - - Releases the unmanaged resources used by Microsoft.Xna.Framework.Graphics.OcclusionQuery.Dispose(System.Boolean) and optionally releases the managed resources. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - Raises the Disposing event when called from within a derived class. - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - Ends the application of the query. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the graphics device being queried. - The related graphics device queried the occlusion query. - - - Gets a value that indicates if the occlusion query has completed. - true if the query completed; otherwise false. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; otherwise false. - - - Specifies if occlusion queries are supported on the related graphics device. - true if occlusion queries are supported; false otherwise.Occlusion queries are always supported on the Xbox 360 platform. Occlusion queries on the Windows platform are dependent upon the abilities of the installed video card. - - - Gets the name of this occlusion query - Name of the query. - - - Gets the number of visible pixels. - Number of visible pixels. Zero indicates full occlusion, which means the pixels are not visible from the current camera position. - - - Gets the resource tag for this occlusion query. - The resource tag for this query. - - - Used to perform an occlusion query against the latest drawn objects. - - - Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Initializes a new instance of this class. - - - The exception that is thrown when Direct3D does not have enough display memory to perform the operation. - - - Initializes a new instance of the PixelShader class. - Device to create the pixel shader. - The compiled byte code. A pixel shader function token array, specifying the blending operations. - - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Raises the Disposing event when called from within a derived class. - - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Gets an array of bytes containing the shader code. - The shader code. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the GraphicsDevice associated with this PixelShader. - The GraphicsDevice associated with this PixelShader. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Returns the name of the pixel shader. - The name of the pixel shader. - - - Gets the resource tags. - The resource tags - - - Encapsulates the functionality of a pixel shader. - - - Initializes a new instance of this class. - - - The default presentation rate. - - - Resets all of the PresentationParameters values. - - - Creates a copy of this PresentationParameters object. - - A copy of this PresentationParameters object. - - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The System.Object to compare with the current PresentationParameters. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets or sets a value specifying the format of the depth-stencil surface that the device will automatically create. Reference page contains links to related conceptual articles. - The format of the depth-stencil surface that the device will automatically create. - - - Gets or sets a value specifying how many back buffers to create. - The number of back buffers to create. Can be 0, 1, 2, or 3. 0 is considered 1. - - - Gets or sets the format of the back buffer. Reference page contains links to related conceptual articles. - The format of the back buffer. - - - Gets or sets a value indicating the height of the new swap chain's back buffer. Reference page contains links to related conceptual articles. - The height of the back buffer, in pixels. - - - Gets or sets a value indicating the width of the new swap chain's back buffer. Reference page contains links to related conceptual articles. - The width of the back buffer, in pixels. - - - Gets or sets the handle to the device window. - The handle to the device window. - - - Gets or sets a value indicating whether Direct3D will manage depth buffers for the application. Reference page contains links to related conceptual articles. - true if Direct3D will manage depth buffers for the application; false otherwise. - - - - Gets or sets a value indicating the rate at which the display adapter will refresh the screen. - The refresh rate in hertz, or 0 in windowed mode. - - - Gets or sets a value indicating whether the application is in full screen mode. - true if the application is running full screen; false if the application is running in a window. - - - - Gets or sets a value indicating the multisample quality level. Reference page contains code sample. - The multisample quality level. The valid range is from 0 to one less than the value returned by GraphicsAdapter.CheckDeviceMultiSampleType. - - - Gets or sets the multisample type. Reference page contains code sample. - The multisample type. Must be MultiSampleType.None unless PresentationParameters.SwapEffect has been set to SwapEffect.Discard. Multisampling is supported only if PresentationParameters.SwapEffect is SwapEffect.Discard. - - - Gets or sets the maximum rate at which the swap chain's back buffers can be presented to the front buffer. - The maximum rate at which the swap chain's back buffers can be presented to the front buffer. - - - Gets or sets miscellaneous presentation flags. - Presentation flags. - - - Gets or sets render target usage flags. - Usage flags for the render target. - - - Gets or sets the swap effect. - The swap effect to use. - - - Contains presentation parameters. Reference page contains links to related conceptual articles. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the status of the vertical blank period. - true if the raster is in the vertical blank period; false otherwise. - - - Gets a value that roughly corresponds to the current scan line painted by the raster. - - Integer that roughly corresponds to the current scan line to set or retrieve. - - - - - Describes the raster status. - - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets or sets a value to enable alpha-blended transparency. The default value is false. Reference page contains code sample. - true if alpha-blended transparency is enabled; false otherwise. - - - - Gets or sets the arithmetic operation applied to separate alpha blending. The default is BlendFunction.Add. - - - A value from the BlendFunction enumeration. - - - - - Gets or sets the separate alpha channel blending factor. This factor represents a destination value by which to multiply the alpha channel only. The default is Blend.One. - Reference page contains links to related conceptual articles. - - A value from the Blend enumeration. BothSourceAlpha and BothInverseSourceAlpha are not supported on Xbox 360. - - - - - Gets or sets the comparison function for the alpha test. The default is CompareFunction.Always. - - - A member of the CompareFunction enumeration that represents the comparison function to set or get. - - - - - Gets or sets the separate alpha channel blending factor. This factor represents a value by which to multiply the alpha channel only. The default is Blend.One. - Reference page contains links to related conceptual articles. - A value from the Blend enumeration. - - - - Gets or sets a render state that enables a per-pixel alpha test. The default value is false. - - true if per-pixel alpha blending is enabled; false otherwise. - - - - Gets or sets the color used for a constant-blend factor during alpha blending. The default is Color.White. - The color used for a constant-blend factor during alpha blending. - - - Gets or sets a value to select the arithmetic operation to apply to the source and destination pixel components when RenderState.AlphaBlendEnable is set to true. The default is BlendFunction.Add. - - The blending operation to set or get. - - - Gets or sets a value that enables a per-channel write for the render target color buffer. The default value is ColorWriteChannels.None. - Value of the ColorWriteChannels enumeration that specifies the color channel to set or get. - - - Gets or sets a value that enables a per-channel write for the render target color buffer. The default value is ColorWriteChannels.None. - Value of the ColorWriteChannels enumeration that specifies the color channel to set or get. - - - Gets or sets a value that enables a per-channel write for the render target color buffer. The default value is ColorWriteChannels.None. - Value of the ColorWriteChannels enumeration that specifies the color channel to set or get. - - - - Gets or sets a value that enables a per-channel write for the render target color buffer. The default value is ColorWriteChannels.None. - - Value of the ColorWriteChannels enumeration that specifies the color channel to set or get. - - - - Gets or sets the stencil operation to perform if the stencil test passes and the depth-buffer test fails for a counterclockwise triangle. The default is StencilOperation.Keep. - - - The stencil operation to perform. - - - - - Gets or sets the stencil operation to perform if the stencil test fails for a counterclockwise triangle. The default is StencilOperation.Keep. - - - The stencil operation to perform. - - - - - Gets or sets the comparison function to use for counterclockwise stencil tests. The default is CompareFunction.Always. - - - A CompareFunction value indicating which test to perform. - - - - - Gets or sets the stencil operation to perform if the stencil and z-tests pass for a counterclockwise triangle. The default is StencilOperation.Keep. - - - The stencil operation to perform. - - - - - Specifies how back-facing triangles are culled, if at all. The default value is CullMode.CounterClockwise. - - The culling mode to set or get. - - - Sets or retrieves the depth bias for polygons. The default value is 0. - Depth bias for polygons. - - - - Enables or disables depth buffering. The default is true. - - true if depth buffering is enabled; false otherwise. - - - - Gets or sets the comparison function for the depth-buffer test. The default is CompareFunction.LessEqual - Value of a CompareFunction that represents the comparison function to set or get. - - - - Enables or disables writing to the depth buffer. The default is true. - - true if writing to the depth buffer is enabled; false otherwise. - - - - - Gets or sets the color blending factor. This factor represents a value by which to multiply the destination pixel color before adding it to the source pixel to produce a color that is a blend of the two. The default is Blend.Zero. - Reference page contains links to related conceptual articles. - - A Blend factor to set or get for the destination pixel. - - - - - Represents the fill mode. The default is FillMode.Solid. - - Value of a FillMode that specifies the fill mode to set or get. - - - - Gets or sets the fog color. The default value is Color.TransparentBlack. - - A color that specifies the fog color to set or get. - - - Gets or sets the fog density for pixel or vertex fog used in exponential fog modes. The default value is 1.0f. - Value that represents the fog density to set or get. - - - - Enables or disables fog blending. The default is false. - - true if fog blending is enabled; false otherwise. - - - - Gets or sets the depth at which pixel or vertex fog effects end for linear fog mode. The default value is 1.0f. - Value that represents the ending depth to set or get. - - - Gets or sets the depth at which pixel or vertex fog effects begin for linear fog mode. The default value is 0.0f. - Value that represents the beginning depth to set or get. - - - - Gets or sets the fog formula to use for pixel fog. The default is None. - - Value of a FogMode that specifies the fog mode to set or get. - - - - Gets or sets the fog formula to use for vertex fog. The default is FogMode.None. - - - Value of a FogMode that specifies the fog mode to set or get. - - - - - Enables or disables multisample antialiasing. The default is true. - - true to enable multisample antialiasing; false otherwise. - - - - Gets or sets a bitmask controlling modification of the samples in a multisample render target. The default is 0xffffffff. - A bitmask value controlling write enables for the samples. Each bit in this mask, starting at the least-significant bit, controls modification of one of the samples in a multisample render target. Thus, for an 8-sample render target, the low byte contains the eight write enables for each of the eight samples. This render state has no effect when rendering to a single sample buffer. - - - Gets or sets the maximum size of point primitives. The default is 64.0f. - The maximum size of point primitives. Must be less than or equal to Capabilities.MaxPointSize and greater than or equal to RenderState.PointSizeMin. - - - Gets or sets the minimum size of point primitives. The default is 1.0f. - The minimum size of point primitives. - - - Gets or sets the size to use for point size computation in cases where point size is not specified for each vertex. The default value is the value a driver returns. If a driver returns 0 or 1, the default value is 64, which allows software point size emulation. Reference page contains links to related code samples. - This value is in world space units. - - - - Enables or disables full texture mapping on each point. The default is false. - Reference page contains links to related code samples. - true to set texture coordinates of point primitives so that full textures are mapped on each point; false otherwise. When false, the vertex texture coordinates are used for the entire point. - - - Gets or sets enabling of range-based vertex fog. The default value is false. - true if range-based vertex fog is enabled; false otherwise. If false, depth-based fog is used. - - - Specifies a reference alpha value against which pixels are tested when alpha testing is enabled. The default value is 0. - - Integer that specifies the reference alpha value to set or get. This is an 8-bit value placed in the low 8 bits of the DWORD render-state value. Values can range from 0x00000000 through 0x000000FF. - - - - Specifies a reference value to use for the stencil test. The default is 0. - Integer that specifies the stencil test value to set or get. - - - - Enables or disables scissor testing. The default is false. - - true to enable scissor testing; false otherwise. - - - - - Enables or disables the separate blend mode for the alpha channel. The default is false. - - true to enable the separate blend mode for the alpha channel; false otherwise. - - - - Gets or sets a value used to determine how much bias can be applied to coplanar primitives to reduce flimmering z-fighting. The default is 0. - Value that specifies the slope scale bias to apply. - - - - Gets or sets the color blending factor. This factor represents a value by which to multiply the source pixel color before adding it to the destination pixel to produce a color that is a blend of the two. The default is Blend.One. - Reference page contains links to related conceptual articles. - - A Blend factor to set or get for the source pixel. - - - - - Gets or sets the stencil operation to perform if the stencil test passes and the depth-test fails. The default is StencilOperation.Keep. - Reference page contains links to related conceptual articles. - - The stencil operation to perform. - - - - - Gets or sets stencil enabling. The default is false. - Reference page contains links to related conceptual articles. - true if stenciling is enabled; false otherwise. - - - - - Gets or sets the stencil operation to perform if the stencil test fails. The default is StencilOperation.Keep. - Reference page contains links to related conceptual articles. - - The stencil operation to perform. - - - - - Gets or sets the comparison function for the stencil test. The default is CompareFunction.Always. - Reference page contains links to related conceptual articles. - - Value of a CompareFunction that represents the comparison function to set or get. - - - - - Gets or sets the mask applied to the reference value and each stencil buffer entry to determine the significant bits for the stencil test. The default mask is Int32.MaxValue. - Reference page contains links to related conceptual articles. - Value that represents the mask to set or get. - - - - Gets or sets the stencil operation to perform if the stencil test passes. The default is StencilOperation.Keep. - Reference page contains links to related conceptual articles. - - The stencil operation to perform. - - - - - Gets or sets the write mask applied to values written into the stencil buffer. The default mask is Int32.MaxValue. - Reference page contains links to related conceptual articles. - Value that represents the write mask to set or get. - - - - Enables or disables two-sided stenciling. The default is false. - Reference page contains links to related conceptual articles. - true to enable two-sided stenciling; false otherwise. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - Combination of values from TextureWrapCoordinates to set or get. - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - Combination of values from TextureWrapCoordinates to set or get. - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - Combination of values from TextureWrapCoordinates to set or get. - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - Defines the render state of a graphics device. Reference page contains links to related conceptual articles. - - - Occurs when resources are lost (for example, when the current device is lost). - - - - Occurs when Microsoft.Xna.Framework.Graphics.RenderTarget.Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - Reference page contains code sample. - - - Occurs when content is about to be lost on a GraphicsDevice. - The source of this event. - The event arguments that are associated with the action that raised the event. - - - Releases the unmanaged resources used by the RenderTarget and optionally releases the managed resources. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - Raises the RenderTarget.Disposing event when called from within a derived class. - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Gets the format of the render target. - The format of the render target. - - - Gets the graphics device associated with this render target resource. - The graphics device associated with this render target resource. - - - Gets the height, in pixels, of this render target. - The height, in pixels, of this render target. - - - Gets the current state of the content on a device. - true if content was lost due to device lost or similar event; otherwise false. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Gets the number of quality stops available for a given multisample type. - The number of quality stops available for a given multisample type. - - - Gets the levels of full-scene multisampling that the device can apply. - The levels of full-scene multisampling that the device can apply. - - - Gets the name of this render-target resource. - The name of this render-target resource. - - - Gets or sets render target usage flags. - Usage flags for the render target. - - - Gets the resource tags for this render target. - The resource tags for this render target. - - - Gets the width, in pixels, of this render target. - The width, in pixels, of this render target. - - - Represents a resource that will be written to at the end of a render pass. This is the base class for RenderTarget2D and RenderTargetCube. Reference page contains links to related conceptual articles. - - - Initializes a new instance of this class. Reference page contains links to related code samples. - The graphics device to associate with this render target resource. - Width, in pixels, of the render target. You can use graphicsDevice.PresentationParameters.BackBufferWidth to get the current screen width. - Height, in pixels, of the render target. You can use graphicsDevice.PresentationParameters.BackBufferHeight to get the current screen height. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain. - If this is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures. - Surface format of the render target. Use GraphicsAdapter.CheckDeviceFormat to determine if a particular surface format is usable in a render target. - - - Initializes a new instance of Microsoft.Xna.Framework.Graphics.RenderTarget2D(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,System.Int32,System.Int32,Microsoft.Xna.Framework.Graphics.SurfaceFormat,Microsoft.Xna.Framework.Graphics.MultiSampleType,System.Int32,Microsoft.Xna.Framework.Graphics.RenderTargetUsage) with the specified values. Reference page contains links to related code samples. - The graphics device to associate with this render target resource. - Width, in pixels, of the render target. You can use graphicsDevice.PresentationParameters.BackBufferWidth to get the current screen width. - Height, in pixels, of the render target. You can use graphicsDevice.PresentationParameters.BackBufferHeight to get the current screen height. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mipmap levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain.If this is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures. - Surface format of the render target. Use GraphicsAdapter.CheckDeviceFormat to determine if a particular surface format is usable in a render target. - The levels of full-scene multisampling that the device can apply. You can use graphicsDevice.PresentationParameters.MultiSampleType to get the MultiSampleType of the back buffer. - The number of quality stops available for a given multisample type. You can use graphicsDevice.PresentationParameters.MultiSampleQuality to get the multisample quality of the back buffer. - Options identifying the behaviors of this render target resource. - - - Initializes a new instance of this class. Reference page contains links to related code samples. - The graphics device to associate with this render target resource. - Width, in pixels, of the render target. You can use graphicsDevice.PresentationParameters.BackBufferWidth to get the current screen width. - Height, in pixels, of the render target. You can use graphicsDevice.PresentationParameters.BackBufferHeight to get the current screen height. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain. - If this is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures. - Surface format of the render target. Use GraphicsAdapter.CheckDeviceFormat to determine if a particular surface format is usable in a render target. - The levels of full-scene multisampling that the device can apply. You can use graphicsDevice.PresentationParameters.MultiSampleType to get the MultiSampleType of the back buffer. - The number of quality stops available for a given multisample type. You can use graphicsDevice.PresentationParameters.MultiSampleQuality to get the multisample quality of the back buffer. - - - Initializes a new instance of Microsoft.Xna.Framework.Graphics.RenderTarget2D(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,System.Int32,System.Int32,Microsoft.Xna.Framework.Graphics.SurfaceFormat,Microsoft.Xna.Framework.Graphics.RenderTargetUsage) with the specified values. Reference page contains links to related code samples. - The graphics device to associate with this render target resource. - Width, in pixels, of the render target. You can use graphicsDevice.PresentationParameters.BackBufferWidth to get the current screen width. - Height, in pixels, of the render target. You can use graphicsDevice.PresentationParameters.BackBufferHeight to get the current screen height. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mipmap levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain.If this is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures. - Surface format of the render target. Use GraphicsAdapter.CheckDeviceFormat to determine if a particular surface format is usable in a render target. - Options identifying the behaviors of this render target resource. - - - Gets the 2D texture associated with this render target. Reference page contains code sample. - The 2D texture associated with this render target. - - - Represents a 2D texture resource that will be written to at the end of a render pass. Reference page contains links to related conceptual articles. - - - Initializes a new instance of this class. - The graphics device to associate with this render target resource. - The width and height of this cube texture resource, in pixels. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain. - Surface format of the render target. - Options identifying the behaviors of this texture resource. - - - Initializes a new instance of Microsoft.Xna.Framework.Graphics.RenderTargetCube(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,System.Int32,Microsoft.Xna.Framework.Graphics.SurfaceFormat,Microsoft.Xna.Framework.Graphics.MultiSampleType,System.Int32,Microsoft.Xna.Framework.Graphics.RenderTargetUsage). - The graphics device to associate with this render target resource. - The width and height of this cube texture resource, in pixels. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain. - Surface format of the render target. - Levels of full-scene multisampling that the device can apply. - Number of quality stops available for a given multisample type. - Options identifying the behaviors of this texture resource. - - - Initializes a new instance of this class. - The graphics device to associate with this render target resource. - The width and height of this cube texture resource, in pixels. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain. - If this is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures. - Surface format of the render target. - - - Initializes a new instance of this class. - The graphics device to associate with this render target resource. - The width and height of this cube texture resource, in pixels. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain. - Surface format of the render target. - The levels of full-scene multisampling that the device can apply. - The number of quality stops available for a given multisample type. - - - Gets a copy of the cube texture associated with this render target. Reference page contains code sample. - A copy of the cube texture associated with this render target. - - - Represents a cubic texture resource that will be written to at the end of a render pass. Reference page contains links to related conceptual articles. - - - Initializes an empty instance of Microsoft.Xna.Framework.Graphics.ResolveTexture2D(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,System.Int32,System.Int32,Microsoft.Xna.Framework.Graphics.SurfaceFormat). - The GraphicsDevice used to display the texture. - The width of the texture, in pixels. This value must be a power of two if the GraphicsDeviceCapabilities.TextureCaps.RequiresPower2 property of graphicsDevice is true. If this value is 0, width is set to 1. - The height of the texture, in pixels. This value must be a power of two if the GraphicsDeviceCapabilities.TextureCaps.RequiresPower2 property of graphicsDevice is true. If this value is 0, height is set to 1. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain.If numberLevels is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures. Use Texture.LevelCount to see the number of levels generated. - A SurfaceFormat value specifying the requested pixel format for the texture. The returned texture may be of a different format if the device does not support the requested format. Applications should check the format of the returned texture to ensure that it matches the requested format. - - - Occurs when the render target data is lost due to a lost device event. - - - Occurs after content is lost from a graphics device failure, allowing an application to re-create all resources. - The source of this event. - The event arguments that are associated with the action that raised the event. - - - Immediately releases the unmanaged resources used by this object. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Determines if the render target data has been lost due to a lost device event. - true if the content was lost; false otherwise. - - - Represents a 2D grid of texels. - - - The object raising the event. - The object raising the event. - - - Contains event data. - - - Gets the name of the destroyed resource. - The name of the destroyed resource. - - - Gets the resource manager tag of the destroyed resource. - The resource manager tag of the destroyed resource. - - - Arguments for a GraphicsDevice.ResourceDestroyed event. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets or sets the texture-address mode for the u-coordinate. - Texture-address mode to set or get. - - - Gets or sets the texture-address mode for the v-coordinate. - Texture-address mode to set or get. - - - Gets or sets the texture-address mode for the w-coordinate. - Texture-address mode to set or get. - - - Gets or sets the border color. - Border color to set or get. - - - Gets or sets a magnification filter. - The magnification filter to set or get. - - - Gets or sets the maximum anisotropy. The default value is 0. - The maximum anisotropy value to set or get. - - - Gets or sets the level of detail (LOD) index of the largest map to use. - The maximum LOD to set or get. This index value can range from 0 to (n− 1), where n is the largest map. - - - Gets or sets a minification filter. - The minification filter to set or get. - - - Gets or sets a mipmap filter to use during minification. - The minification filter to set or get. - - - Gets or sets the mipmap level of detail (LOD) bias. The default value is 0. - The mipmap bias to set or get. - - - Contains sampler states for the device. - - - - Gets a specific SamplerState object using an index value. - - Index of the object to retrieve. - The SamplerState object at the requested index. - - - Collection of SamplerState objects. - - - Compiles a shader from a stream containing shader assembly code (ASM). - Stream that contains the shader data. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - Target platform for the compilation. - The compiled shader. - - - Compiles a shader from a file containing shader assembly code (ASM). - Name of the file containing the compiled shader data. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - Target platform for the compilation. - The compiled shader. - - - Compiles a shader from a stream containing shader assembly code (ASM), specifying the number of bytes in the stream. - Stream that contains the shader data. - The number of bytes in shaderSourceCode. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - Target platform for the compilation. - The compiled shader. - - - Compiles a shader from a string containing shader assembly code (ASM). - String that contains the shader data. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - Target platform for compilation. - The compiled shader. - - - Compiles a shader from file containing the shader source code. - Name of the file containing the shader source code. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - The function to be compiled. - A shader profile that determines the shader instruction set. - The target platform for compilation. - The compiled shader. - - - Compiles a shader from a stream containing the shader source code. - Stream that contains the shader source code. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - The function to be compiled. - A shader profile that determines the shader instruction set. - The target platform for compilation. - The compiled shader. - - - Compiles a shader from a stream containing the shader source code, specifying the number of bytes in the stream. - Stream that contains the shader source code. - The number of bytes in shaderSourceCode. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - The function to be compiled. - A shader profile that determines the shader instruction set. - The target platform for compilation. - The compiled shader. - - - Compiles a shader from a string containing the shader source code. - String that contains the shader source code. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - The function to be compiled. - A shader profile that determines the shader instruction set. - Target platform for compilation. - The compiled shader. - - - Disassembles a shader. - The shader byte code to disassemble. - Specifies whether to enable color coding to make the disassembly easier to read. - A comment string to include at the top of the shader. - The disassembled shader. - - - Compiles and decompiles high-level shader language (HLSL) shaders. - - - - Sets the value of a ShaderConstant to an array of matrices. - - The GraphicsDevice associated with the ShaderConstant. - The array of values to set the ShaderConstant to. - - - - Sets the value of a ShaderConstant to an matrix. - - The GraphicsDevice associated with the ShaderConstant. - The matrix to set the ShaderConstant to. - - - - Sets the value of a ShaderConstant to an array of Framework.Quaternion objects. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to an array of Framework.Matrix objects. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to a System.Boolean. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to a System.Single. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to an array of System.Int32 objects. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to an System.Int32. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to an array of Framework.Vector3 objects. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant/ - - - - Sets the value of a ShaderConstant to an array of Framework.Vector2 objects. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to an array of Framework.Vector4 objects. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to an array of System.Boolean objects. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to a Framework.Quaternion. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to a Framework.Vector3. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to a Framework.Vector2 - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to a Framework.Vector4. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to a Framework.Matrix. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to an array of System.Single objects. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - Gets the number of columns in the ShaderConstant. - The number of columns in the ShaderConstant. - - - Gets the number of elements in the ShaderConstant. - The number of elements in the ShaderConstant. - - - Gets the name of the ShaderConstant. - The name of the ShaderConstant. - - - Gets the EffectParameterClass of the ShaderConstant. - - The EffectParameterClass of the ShaderConstant. - - - - Gets the EffectParameterType of the ShaderConstant. - - The EffectParameterType of the ShaderConstant. - - - - Gets the number of registers that contain data. - The number of registers that contain data. - - - Gets the index of the ShaderConstant in the constant table. - - The index of the ShaderConstant in the constant table. - - - - Gets the data type of the shader register. - The data type of the shader register. - - - Gets the number of rows in the ShaderConstant. - The number of rows in the ShaderConstant. - - - Gets the sampler index number of the ShaderConstant from the constant table. - The sampler index number of the ShaderConstant from the constant table. - - - - Gets the number of structure member subparameters. - - The number of structure member subparameters. - - - Describes a shader constant. - - - - Returns an enumerator that can iterate through the ShaderConstantCollection. - - The iterator. - - - - - Gets the number of ShaderConstant objects in this ShaderConstantCollection. - - - The number of ShaderConstant objects in this ShaderConstantCollection. - - - - - Gets a specific ShaderConstant object using an index value. - - Name of the ShaderConstant to get. - - The ShaderConstant object specified by name. - - - - - Gets a specific ShaderConstant object using an index value. - - Index of the ShaderConstant to get. - - The ShaderConstant object at the specified index. - - - - Manipulates a collection of ShaderConstant objects. - - - Initializes a new instance of the ShaderConstantTable class. - The shader byte code. - - - - Occurs when ShaderConstantTable.Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR). - - - - - Releases the unmanaged resources used by the ShaderConstantTable and optionally releases the managed resources. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Raises the ShaderConstantTable.Disposing event when called from within a derived class. - - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - - Sets the constants in the ShaderConstantTable to their default values. The default values are declared in the variable declarations in the shader. - - - The GraphicsDevice associated with the ShaderConstantTable. - - - Gets a collection of the constants in the ShaderConstantTable. - The collection of constants in the ShaderConstantTable. - - - Gets the name of the constant table creator. - - The name of the constant table creator. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Gets the shader version. - The shader version. - - - Contains the variables that are used by high-level language shaders and effects. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets or sets options that modify how the usage is interpreted. The usage and usage index make up a vertex declaration. - Options that modify how the usage is interpreted. The usage and usage index make up a vertex declaration. - - - Gets or sets options that identify how resources are used. - Options that identify how resources are used. - - - - Semantics map a parameter to vertex or pixel shader registers. They can also be optional descriptive strings attached to non-register parameters. - - - - - Initializes a new instance of the class, which enables a group of sprites to be drawn using the same settings. Reference page contains links to related code samples. - The graphics device where sprites will be drawn. - - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - - - - Prepares the graphics device for drawing sprites with specified blending, sorting, and render state options, and a global transform matrix. Reference page contains links to related code samples. - Blending options to use when rendering. - Sorting options to use when rendering. - Rendering state options. - A matrix to apply to position, rotation, scale, and depth data passed to SpriteBatch.Draw. - - - Prepares the graphics device for drawing sprites with specified blending options. Reference page contains links to related code samples. - Blending options to use when rendering. - - - Prepares the graphics device for drawing sprites with specified blending, sorting, and render state options. Reference page contains links to related code samples. - Blending options to use when rendering. - Sorting options to use when rendering. - Rendering state options. - - - Prepares the graphics device for drawing sprites. Reference page contains links to related code samples. - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - Adds a sprite string to the batch of sprites to be rendered, specifying the font, output text, screen position, and color tint. Reference page contains links to related code samples. - The sprite font. - The string to draw. - The location, in screen coordinates, where the text will be drawn. - The desired color of the text. - - - Adds a sprite string to the batch of sprites to be rendered, specifying the font, output text, screen position, color tint, rotation, origin, scale, and effects. Reference page contains links to related code samples. - The sprite font. - The string to draw. - The location, in screen coordinates, where the text will be drawn. - The desired color of the text. - The angle, in radians, to rotate the text around the origin. - The origin of the string. Specify (0,0) for the upper-left corner. - Uniform multiple by which to scale the sprite width and height. - Rotations to apply prior to rendering. - The sorting depth of the sprite, between 0 (front) and 1 (back). - - - Adds a sprite string to the batch of sprites to be rendered, specifying the font, output text, screen position, color tint, rotation, origin, scale, effects, and depth. Reference page contains links to related code samples. - The sprite font. - The string to draw. - The location, in screen coordinates, where the text will be drawn. - The desired color of the text. - The angle, in radians, to rotate the text around the origin. - The origin of the string. Specify (0,0) for the upper-left corner. - Vector containing separate scalar multiples for the x- and y-axes of the sprite. - Rotations to apply prior to rendering. - The sorting depth of the sprite, between 0 (front) and 1 (back). - - - Adds a mutable sprite string to the batch of sprites to be rendered, specifying the font, output text, screen position, and color tint. Reference page contains links to related code samples. - The sprite font. - The mutable (read/write) string to draw. - The location, in screen coordinates, where the text will be drawn. - The desired color of the text. - - - Adds a mutable sprite string to the batch of sprites to be rendered, specifying the font, output text, screen position, color tint, rotation, origin, scale, and effects. Reference page contains links to related code samples. - The sprite font. - The mutable (read/write) string to draw. - The location, in screen coordinates, where the text will be drawn. - The desired color of the text. - The angle, in radians, to rotate the text around the origin. - The origin of the string. Specify (0,0) for the upper-left corner. - Uniform multiple by which to scale the sprite width and height. - Rotations to apply prior to rendering. - The sorting depth of the sprite, between 0 (front) and 1 (back). - - - Adds a mutable sprite string to the batch of sprites to be rendered, specifying the font, output text, screen position, color tint, rotation, origin, scale, effects, and depth. Reference page contains links to related code samples. - The sprite font. - The mutable (read/write) string to draw. - The location, in screen coordinates, where the text will be drawn. - The desired color of the text. - The angle, in radians, to rotate the text around the origin. - The origin of the string. Specify (0,0) for the upper-left corner. - Vector containing separate scalar multiples for the x- and y-axes of the sprite. - Rotations to apply prior to rendering. - The sorting depth of the sprite, between 0 (front) and 1 (back). - - - Adds a sprite to the batch of sprites to be rendered, specifying the texture, destination, and source rectangles, color tint, rotation, origin, effects, and sort depth. Reference page contains links to related code samples. - The sprite texture. - A rectangle specifying, in screen coordinates, where the sprite will be drawn. If this rectangle is not the same size as sourceRectangle, the sprite is scaled to fit. - A rectangle specifying, in texels, which section of the rectangle to draw. Use null to draw the entire texture. - The color channel modulation to use. Use Color.White for full color with no tinting. - The angle, in radians, to rotate the sprite around the origin. - The origin of the sprite. Specify (0,0) for the upper-left corner. - Rotations to apply prior to rendering. - The sorting depth of the sprite, between 0 (front) and 1 (back).You must specify either SpriteSortMode.FrontToBack or SpriteSortMode.BackToFront for this parameter to affect sprite drawing. - - - Adds a sprite to the batch of sprites to be rendered, specifying the texture, destination rectangle, and color tint. Reference page contains links to related code samples. - The sprite texture. - A rectangle specifying, in screen coordinates, where the sprite will be drawn. If this rectangle is not the same size as sourcerectangle, the sprite is scaled to fit. - The color channel modulation to use. Use Color.White for full color with no tinting. - - - Adds a sprite to the batch of sprites to be rendered, specifying the texture, screen position, and color tint. Reference page contains links to related code samples. - The sprite texture. - The location, in screen coordinates, where the sprite will be drawn. - The color channel modulation to use. Use Color.White for full color with no tinting. - - - Adds a sprite to the batch of sprites to be rendered, specifying the texture, screen position, optional source rectangle, color tint, rotation, origin, scale, effects, and sort depth. Reference page contains links to related code samples. - The sprite texture. - The location, in screen coordinates, where the sprite will be drawn. - A rectangle specifying, in texels, which section of the rectangle to draw. Use null to draw the entire texture. - The color channel modulation to use. Use Color.White for full color with no tinting. - The angle, in radians, to rotate the sprite around the origin. - The origin of the sprite. Specify (0,0) for the upper-left corner. - Uniform multiple by which to scale the sprite width and height. - Rotations to apply prior to rendering. - The sorting depth of the sprite, between 0 (front) and 1 (back).You must specify either SpriteSortMode.FrontToBack or SpriteSortMode.BackToFront for this parameter to affect sprite drawing. - - - Adds a sprite to the batch of sprites to be rendered, specifying the texture, screen position, source rectangle, and color tint. Reference page contains links to related code samples. - The sprite texture. - The location, in screen coordinates, where the sprite will be drawn. - A rectangle specifying, in texels, which section of the rectangle to draw. Use null to draw the entire texture. - The color channel modulation to use. Use Color.White for full color with no tinting. - - - Adds a sprite to the batch of sprites to be rendered, specifying the texture, destination and source rectangles, and color tint. Reference page contains links to related code samples. - The sprite texture. - A rectangle specifying, in screen coordinates, where the sprite will be drawn. If this rectangle is not the same size as sourcerectangle the sprite will be scaled to fit. - A rectangle specifying, in texels, which section of the rectangle to draw. Use null to draw the entire texture. - The color channel modulation to use. Use Color.White for full color with no tinting. - - - Adds a sprite to the batch of sprites to be rendered, specifying the texture, screen position, source rectangle, color tint, rotation, origin, scale, effects, and sort depth. Reference page contains links to related code samples. - The sprite texture. - The location, in screen coordinates, where the sprite will be drawn. - A rectangle specifying, in texels, which section of the rectangle to draw. Use null to draw the entire texture. - The color channel modulation to use. Use Color.White for full color with no tinting. - The angle, in radians, to rotate the sprite around the origin. - The origin of the sprite. Specify (0,0) for the upper-left corner. - Vector containing separate scalar multiples for the x- and y-axes of the sprite. - Rotations to apply before rendering. - The sorting depth of the sprite, between 0 (front) and 1 (back).You must specify either SpriteSortMode.FrontToBack or SpriteSortMode.BackToFront for this parameter to affect sprite drawing. - - - Flushes the sprite batch and restores the device state to how it was before SpriteBatch.Begin was called. Reference page contains links to related code samples. - - - Gets the graphics device associated with this SpriteBatch. - - The graphics device associated with this SpriteBatch. - - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Gets or sets the name of this sprite batch. - The name of this sprite batch. - - - Gets or sets an object that uniquely identifies this sprite batch. - An object that uniquely identifies this sprite batch. - - - Enables a group of sprites to be drawn using the same settings. Reference page contains links to related conceptual articles. - - - Returns the height and width of a given string as a Framework.Vector2. - The string to measure. - The height and width, in pixels, of text, when it is rendered. - - - - Returns the height and width of a mutable string as a Framework.Vector2. - The mutable (read/write) string to measure. - The height and width, in pixels, of text, when it is rendered. - - - - Gets a collection of all the characters that are included in the font. - The collection of all characters included in this font. - - - Gets or sets the default character for the font. - The default character for this font. - - - The line spacing, in pixels, of this font. - The height of one line, in pixels. - - - Gets or sets the spacing of the font characters. - The spacing, in pixels, of the font characters. - - - Represents a font texture. Reference page contains links to related code samples. - - - Initializes a new instance of the StateBlock class. Reference page contains links to related code samples. - The device to associate with the state block. - - - Occurs when resources are lost (for example, when the current device is lost). - - - - Occurs when StateBlock.Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR). - - - - Applies the state block to the current StateBlock.GraphicsDevice. - - - Captures the current value of states that are included in a state block. - - - Occurs when content is about to be lost due to a device reset. - The source of this event. - The event arguments that are associated with the action that raised the event. - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Raises the StateBlock.Disposing event when called from within a derived class. - - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the GraphicsDevice associated with this StateBlock. - - The GraphicsDevice associated with this StateBlock. - - - - Gets the current state of the content on a device. - true if content was lost due to device lost or similar event; otherwise false. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Gets or sets the name of the StateBlock. - - The name of the StateBlock. - - - - Gets or sets the resource manager tag for the StateBlock. - - The resource manager tag for the StateBlock. - - - - Encapsulates render states. Reference page contains links to related code samples. - - - Releases the unmanaged resources used by this object and optionally releases the managed resources. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Creates a texture resource from a file. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a stream, specifying the number of bytes in the stream. - The graphics device to use to create the texture resource. - Stream that contains the texture data. - The number of bytes in textureStream. - The texture resource that has been created on the specified graphics device. - - - Loads a Texture from a file. - The GraphicsDevice to associate the texture with. - The stream to load the texture from. - Parameters to use when creating the Texture. - The created Texture. - - - Creates a texture resource from a file, specifying the parameters to be used in creation of the texture. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The parameters to use when creating this texture. - The texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a stream. - The graphics device to use to create the texture resource. - Stream that contains the texture data. - The texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a file, specifying the width, height, and depth of the texture in pixels. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The width, in pixels, of the texture. - The height, in pixels, of the texture. - The depth, in pixels, of the texture. - The texture resource that has been created on the specified graphics device. - - - Loads a Texture from a file. - The GraphicsDevice to associate the texture with. - The stream to load the texture from. - The number of bytes in the stream. - Parameters to use when creating the Texture. - - The created Texture. - - - - Request generation of mipmap sublevels for a render target texture. Reference page contains code sample. - Determines how the texture will be filtered for each mipmap level. - - - Loads texture creation parameters from a file. - The GraphicsDevice to associate with the texture creation parameters. - The name of the file to load the creation parameters from. - The texture creation parameters. - - - Loads texture creation parameters from a stream, specifying the number of bytes in the stream. - The GraphicsDevice to associate with the texture creation parameters. - Stream containing the texture data. - The number of bytes in textureStream - The texture creation parameters. - - - Loads texture creation parameters from a stream. - The GraphicsDevice to associate with the texture creation parameters. - Stream containing the texture creation data. - The texture creation parameters. - - - Retrieves information about a given image file. - File name of image. - A description of the data in the source file. - - - Retrieves information about a given image file stream, specifying the number of bytes in the stream. - Stream containing the image data. - The number of bytes in textureStream. - A description of the data in the source file. - - - Retrieves information about a given image file stream. - Stream containing the image data. - A description of the data in the source file. - - - Saves a texture to a file. - The file name of the destination image. - The file format to use when saving. This function supports saving to all ImageFileFormat formats except Portable Pixmap (.ppm) and Targa/Truevision Graphics Adapter (.tga). - - - Gets the number of texture levels in a multilevel texture. - The number of texture levels in the multilevel texture. - - - Gets or sets the highest level-of-detail mipmap stored for a managed texture. - The highest level-of-detail mipmap stored for a managed texture. The default value is 0, causing loading of all mipmapped textures. - - - Represents a texture resource. Reference page contains links to related code samples. - - - - Creates an uninitialized Texture2D resource of the specified dimensions. To initialize a Texture2D from an existing file, see the static method Framework.Content.ContentManager.Load``1(System.String) or Texture2D.FromFile. - Reference page contains code sample. - The GraphicsDevice used to display the texture. - The width of the texture, in pixels. This value must be a power of two if the GraphicsDeviceCapabilities.TextureCaps.RequiresPower2 property of graphicsDevice is true. If this value is 0, a value of 1 is used. - The height of the texture, in pixels. This value must be a power of two if the GraphicsDeviceCapabilities.TextureCaps.RequiresPower2 property of graphicsDevice is true. If this value is 0, a value of 1 is used. - - - - Creates an uninitialized Texture2D resource of the specified dimensions. To initialize a Texture2D from an existing file, see the static method Framework.Content.ContentManager.Load``1(System.String) or Texture2D.FromFile. - Reference page contains code sample. - The GraphicsDevice used to display the texture. - The width of the texture, in pixels. This value must be a power of two if the GraphicsDeviceCapabilities.TextureCaps.RequiresPower2 property of graphicsDevice is true. If this value is 0, a value of 1 is used. - The height of the texture, in pixels. This value must be a power of two if the GraphicsDeviceCapabilities.TextureCaps.RequiresPower2 property of graphicsDevice is true. If this value is 0, a value of 1 is used. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mipmap levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain. - If numberLevels is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures. Use Texture.LevelCount to see the number of levels generated. - Options identifying the behaviors of this texture resource. - A SurfaceFormat value specifying the requested pixel format for the texture. The returned texture may be of a different format if the device does not support the requested format. Applications should check the format of the returned texture to ensure that it matches the requested format. - - - - Releases the unmanaged resources used by the Texture2D and optionally releases the managed resources. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Creates a texture resource from a file. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The texture resource that has been created on the specified graphics device. - - - - Creates a texture resource from a file, specifying the width and height of the texture in pixels. - - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The width, in pixels, of the texture. - The height, in pixels, of the texture. - The texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a stream, specifying the number of bytes in the stream. - The graphics device to use to create the texture resource. - Stream containing the texture data. - The number of bytes in textureStream. - The texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a stream, specifying the parameters to be used in creation of the texture. - The graphics device to use to create the texture resource. - Stream containing the texture data. - The parameters to use when creating this texture. - The texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a file, specifying the parameters to be used in creation of the texture. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The parameters to use when creating this texture. - The texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a stream. - The graphics device to use to create the texture resource. - Stream containing the texture data. - The texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a stream, specifying the number of bytes in the stream and the texture creation parameters to use. - The graphics device to use to create the texture resource. - Stream containing the volume texture data. - The number of bytes in textureStream. - The parameters to use when creating this texture. - The texture resource that has been created on the specified graphics device. - - - Copies texture data into an array. Reference page contains code sample. - The mipmap level to copy from. - The section of the texture to copy. null indicates the data will be copied from the entire texture. - The array to receive texture data. - The index of the element in the array at which to start copying. - The number of elements to copy. - - - Copies texture data into an array. Reference page contains code sample. - The array to receive texture data. - - - Copies texture data into an array. Reference page contains code sample. - The array to receive texture data. - The index of the element in the array at which to start copying. - The number of elements to copy. - - - Copies array data to the texture. Reference page contains code sample. - The mipmap level where the data will be placed. - The section of the texture where the data will be placed. null indicates the data will be copied over the entire texture. - The array of data to copy. If rect is null, the number of elements in the array must be equal to the size of the texture, which is Texture2D.Width×Texture2D.Height; otherwise, the number of elements in the array should equal the size of the rectangle specified. - The index of the element in the array at which to start copying. - The number of elements to copy. - Option that specifies whether existing data in the buffer will be kept after this operation. - - - Copies array data to the texture at mipmap level 0. Reference page contains links to related conceptual articles. - The array of data to copy. The number of elements in the array must be equal to the size of the texture, which is Texture2D.Width×Texture2D.Height. - - - Copies array data to the texture at mipmap level 0. Reference page contains links to related conceptual articles. - The array of data to copy. - The index of the element in the array at which to start copying. - The number of elements to copy. This must be equal to the size of the texture, which is Texture2D.Width×Texture2D.Height. - Option that specifies whether existing data in the buffer will be kept after this operation. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the pixel format of this texture resource. - The pixel format of this texture resource. - - - Gets the height of this texture resource, in pixels. - The height of this texture resource, in pixels. - - - Gets the state of the related TextureUsage enumeration. - Indicates how the application uses the texture. - - - Gets the width of this texture resource, in pixels. - The width of this texture resource, in pixels. - - - Represents a 2D grid of texels. Reference page contains links to related code samples. - - - - Creates an uninitialized volume texture resource of the given dimensions, specifying the memory management mode for the resource. To initialize a Texture3D from an existing file, see the static method Framework.Content.ContentManager.Load``1(System.String) or Texture3D.FromFile. - - The GraphicsDevice that will display the volume texture. - The width, in pixels, of the top-level of the volume texture. This value must be a power of two if the GraphicsDeviceCapabilities.TextureCaps.RequiresPower2 property of graphicsDevice is true. The pixel dimensions of subsequent levels will be the truncated value of half of the previous level's pixel dimension (independently). Each dimension clamps at a size of 1 pixel. Thus, if the division by two results in 0 (zero), 1 will be taken instead. The maximum dimension that a driver supports (for width, height, and depth) can be found in GraphicsDeviceCapabilities.MaxVolumeExtent. - The height, in pixels, of the top-level of the volume texture. This value must be a power of two if the GraphicsDeviceCapabilities.TextureCaps.RequiresPower2 property of graphicsDevice is true. The pixel dimensions of subsequent levels will be the truncated value of half of the previous level's pixel dimension (independently). Each dimension clamps at a size of 1 pixel. Thus, if the division by two results in 0 (zero), 1 will be taken instead. The maximum dimension that a driver supports (for width, height, and depth) can be found in GraphicsDeviceCapabilities.MaxVolumeExtent. - The depth, in pixels, of the top-level of the volume texture. This value must be a power of two if the GraphicsDeviceCapabilities.TextureCaps.RequiresVolumeMapPower2 property of graphicsDevice is true. The pixel dimensions of subsequent levels will be the truncated value of half of the previous level's pixel dimension (independently). Each dimension clamps at a size of 1 pixel. Thus, if the division by two results in 0 (zero), 1 will be taken instead. The maximum dimension that a driver supports (for width, height, and depth) can be found in GraphicsDeviceCapabilities.MaxVolumeExtent. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mipmap levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain.If numberLevels is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures. Use Texture.LevelCount to see the number of levels generated. - Options identifying the behaviors of this texture resource. - The format of all levels in the volume texture resource. - - - - Releases the unmanaged resources used by the Texture3D and optionally releases the managed resources. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Creates a volume texture resource from a file. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The texture resource that has been created on the specified graphics device. - - - Creates a volume texture resource from a stream, specifying the number of bytes in the stream. - The graphics device to use to create the texture resource. - Stream containing the texture data. - The number of bytes in textureStream. - The texture resource that has been created on the specified graphics device. - - - Creates a volume texture resource from a stream, specifying the parameters to use for the texture creation. - The graphics device to use to create the texture resource. - Stream containing the texture data. - Texture creation options. - The texture resource that has been created on the specified graphics device. - - - Creates a volume texture resource from a file, specifying the parameters to be used in creation of the texture. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The parameters to use when creating this texture. - The texture resource that has been created on the specified graphics device. - - - Creates a volume texture resource from a stream. - The graphics device to use to create the texture resource. - Stream containing the volume texture data. - The texture resource that has been created on the specified graphics device. - - - Creates a volume texture resource from a file, specifying the width, height, and depth in pixels. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The width, in pixels, of the texture. - The height, in pixels, of the texture. - The depth, in pixels, of the texture. - The texture resource that has been created on the specified graphics device. - - - Creates a volume texture resource from a stream, specifying the number of bytes in the stream and the texture creation parameters to use. - The graphics device to use to create the texture resource. - Stream containing the volume texture data. - The number of bytes in textureStream. - The parameters to use when creating this texture. - The texture resource that has been created on the specified graphics device. - - - Gets a copy of the texture data, specifying the level and dimensions of the volume texture to copy. - The mipmap level where the data will be placed. - Position of the left side of the box on the x-axis. - Position of the top of the box on the y-axis. - Position of the right side of the box on the x-axis. - Position of the bottom of the box on the y-axis. - Position of the front of the box on the z-axis. - Position of the back of the box on the z-axis. - An array to fill with data. - The index of the element in the array at which to start copying. - The number of elements to copy. - - - Gets a copy of the texture data. - An array to fill with data. - - - Gets a copy of the texture data, specifying the starting index and number of elements to copy. - An array to fill with data. - Index of the element in the array at which to start copying. - The number of elements to copy. - - - Copies array data to the texture at mipmap level 0. Reference page contains links to related conceptual articles. - The array of data to copy. The number of elements in the array must be equal to the size of the texture, which is Texture3D.Width×Texture3D.Height×Texture3D.Depth. - - - Copies array data to the texture at mipmap level 0, specifying the starting index and number of elements to copy. Reference page contains links to related conceptual articles. - The array of data to copy. - The index of the element in the array at which to start copying. - The number of elements to copy. This must be equal to the size of the texture, which is Texture3D.Width×Texture3D.Height×Texture3D.Depth. - Option specifying if existing data in the buffer will be kept after this operation. - - - Copies array data to the texture, specifying the dimensions of the volume and the mipmap level where the data is to be placed. Reference page contains links to related conceptual articles. - The mipmap level where the data will be placed. - Position of the left side of the box on the x-axis. - Position of the top of the box on the y-axis. - Position of the right side of the box on the x-axis. - Position of the bottom of the box on the y-axis. - Position of the front of the box on the z-axis. - Position of the back of the box on the z-axis. - The array of data to copy. The number of elements in the array should be equal to the size of the box where the data will be placed. - The index of the element in the array at which to start copying. - The number of elements to copy. - Option specifying whether existing data in the buffer will be kept after this operation. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the depth of this volume texture resource, in pixels. - The depth of this volume texture resource, in pixels. - - - Gets the pixel format for this texture resource. - The pixel format of this texture resource. - - - Gets the height of this texture resource, in pixels. - The height of this texture resource, in pixels. - - - Gets the state of the related TextureUsage enumeration. - Indicates how the application uses the related texture. - - - Gets the width of this texture resource, in pixels. - The width of this texture resource, in pixels. - - - Represents a 3D volume of texels. - - - Gets or sets the Texture at the specified sampler number. - Zero-based sampler number. Textures are bound to samplers; samplers define sampling state such as the filtering mode and the address wrapping mode. Programmable shaders reference textures using this sampler number. - The Texture at the specified index. - - - - Represents a collection of Texture objects. - - - Creates a new instance of TextureCreationParameters. Reference page contains links to related code samples. - Width of the texture. - Height of the texture. - Depth of the texture. - Number of mip levels in the texture. - The format of the texture. - A set of options identifying the behaviors of this texture resource. - The color key of the texture. - A set of options controlling how the image is filtered. - A set of options controlling how mipmaps are filtered. - - - - Determines whether two instances of TextureCreationParameters are equal. - - The object to the left of the equality operator. - The object to the right of the equality operator. - true if left is equal to right; false otherwise. - - - - - Determines whether the specified System.Object is equal to the TextureCreationParameters. - - The System.Object to compare with the current TextureCreationParameters. - true if the specified System.Object is equal to the current TextureCreationParameters; false otherwise. - - - - Gets the hash code for this instance. - - A hash code for the current TextureCreationParameters. - - - - - Determines whether two instances of TextureCreationParameters are not equal. - - The object to the left of the inequality operator. - The object to the right of the inequality operator. - true if left is not equal to right; false otherwise. - - - - - Returns a System.String that represents the current TextureCreationParameters. - - System.String representation of the current TextureCreationParameters. - - - - Gets or sets the color value to replace with transparent black. - Color value to replace with transparent black. - - - Gets the default texture creation parameters. - The default parameters. - - - Gets or sets the depth to create the Texture with. - The depth. - - - Gets or sets a set of options controlling how the image is filtered. - A set of options controlling how the image is filtered. - - - Gets or sets the format of the texture to be created. - The format of the texture to be created. - - - - Gets or sets the height to create a Texture with. - - The height. - - - Gets or sets a set of options controlling how mipmaps are filtered. - A set of options controlling how mipmaps are filtered. - - - - Gets or sets the number of mip levels to create a Texture with. - - The number of mip levels. - - - Gets the state of the related TextureUsage enumeration. - Indicates how the application uses the related texture. - - - - Gets or sets the width to create a Texture with. - - The width. - - - Describes the parameters to use when initializing a new instance of a texture. - - - - Creates an uninitialized TextureCube resource of the specified dimensions. To initialize a Texture2D from an existing file, see the static method Framework.Content.ContentManager.Load``1(System.String) or TextureCube.FromFile. - The GraphicsDevice that will display the cube texture. - The size of the edges of all the top-level faces of the cube texture. The pixel dimensions of subsequent levels of each face will be the truncated value of half of the previous level's pixel dimension (independently). Each dimension clamps at a size of 1 pixel. Thus, if the division by 2 results in 0 (zero), 1 will be taken instead. - The number of downsampled surfaces to create for each face of the cube texture when preprocessing the texture. These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain.If numberLevels is zero, all cube texture sublevels down to 1×1 pixels will be generated for each face for hardware that supports mipmapped cube textures. Use Texture.LevelCount to see the number of levels generated. - A set of options identifying the behaviors of this resource. - The format of all levels in the cube texture. - - - - Releases the unmanaged resources used by the TextureCube and optionally releases the managed resources. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Creates a cube texture resource from a file. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The texture resource that has been created on the specified graphics device. - - - Creates a cube texture resource from a file, specifying the width and height of the texture in pixels. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - Width and height of the cube texture, in pixels. - The texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a stream, specifying the number of bytes in the stream. - The graphics device to use to create the texture resource. - Stream containing the texture data. - The number of bytes in textureStream. - The texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a stream, specifying the parameters to be used in creation of the texture. - The graphics device to use to create the texture resource. - Stream containing the texture data. - The parameters to use when creating this texture. - The texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a file, specifying the parameters to be used in creation of the texture. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The parameters to use when creating this texture. - The texture resource that has been created on the specified graphics device. - - - Creates a cube texture resource from a stream. - The graphics device to use to create the texture resource. - Stream containing the texture data. - The cube texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a stream, specifying the number of bytes in the stream and the texture creation parameters to use. - The graphics device to use to create the texture resource. - Stream containing the volume texture data. - The number of bytes in textureStream. - The parameters to use when creating this texture. - The volume texture resource that has been created on the specified graphics device. - - - Returns a copy of the texture data. - The cube map face type. - The array into which to copy the data. - - - Returns a copy of the texture data, specifying the start index and number of elements in the vertex buffer. - The cube map face type. - The array into which to copy the data. - Index in the array at which to begin the copy. - Number of elements in the array. - - - Returns a copy of the texture data, specifying the start index, staring offset, number of elements, region to copy, and level where the data is to be placed. - The cube map face type. - The mipmap level where the data will be placed. - The section of the texture where the data will be placed. null indicates the data will be copied over the entire texture. - The array into which to copy the data. - Index in the array at which to begin the copy. - Number of elements in the array. - - - Copies array data to the texture at mipmap level 0. Reference page contains links to related conceptual articles. - The cube map face type. - The array of data to copy. The number of elements in the array must be equal to the size of the texture. - - - Copies array data to the texture, specifying a start offset, mipmap level, and subregion to copy. Reference page contains links to related conceptual articles. - The cube map face type. - The mipmap level where the data will be placed. - The section of the texture where the data will be placed. null indicates the data will be copied over the entire texture. - The array of data to copy. - Start offset in the array. - Number of elements in the array. The number of elements to copy must be equal to the size of the texture. - Option specifying if existing data in the buffer will be kept after this operation. - - - Copies array data to the texture at mipmap level 0, specifying a start offset. Reference page contains links to related conceptual articles. - The cube map face type. - The array of data to copy. - Start offset in the array. - Number of elements in the array. This must be equal to the size of the texture. - Option specifying if existing data in the buffer will be kept after this operation. - - - - Returns a System.String that represents the current TextureCube. - - - A System.String that represents the current TextureCube. - - - - Gets the pixel format for this texture resource. - The pixel format of this texture resource. - - - Gets the width and height of this texture resource, in pixels. - The size of this texture resource, in pixels. - - - Gets the state of the related TextureUsage enumeration. - Indicates how the application uses the related texture. - - - Represents a set of six 2D textures, one for each face of a cube. Reference page contains links to related code samples. - - - Initializes a new instance of the TextureInformation class. - Width of the texture, in pixels. - Height of the texture, in pixels. - Depth of the texture, in pixels. - Number of mip levels in original image. - Describes the data in the original image. - - - - Determines whether two instances of TextureInformation are equal. - - The object to the left of the equality operator. - The object to the right of the equality operator. - true if left is equal to right; false otherwise. - - - - - Determines whether the specified System.Object is equal to the TextureInformation. - - The System.Object to compare with the current TextureInformation. - true if the specified System.Object is equal to the current TextureInformation; false otherwise. - - - - Gets the hash code for this instance. - - A hash code for the current TextureInformation. - - - - - Determines whether two instances of TextureInformation are not equal. - - The object to the left of the inequality operator. - The object to the right of the inequality operator. - true if left is not equal to right; false otherwise. - - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets or sets the depth of a texture. - The depth of the texture. - - - Gets or sets the format of the texture. - The format of the texture. - - - Gets or sets the height, in pixels, of a texture. - The height, in pixels, of the texture. - - - Gets the file format of the original image. - The file format of the original image. - - - Gets or sets the number of mip levels of a texture. - The number of mip levels of the texture. - - - Gets the type of this resource. - The resource type, identifying this resource as a texture. - - - Gets or sets the width, in pixels, of a texture. - The width, in pixels, of the texture. - - - Encapsulates information describing texture resources. - - - Initializes a new instance of Microsoft.Xna.Framework.Graphics.VertexBuffer(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,Microsoft.Xna.Framework.Graphics.BufferUsage), specifying the size and usage. - The graphics device to associate with this vertex buffer. - The number of bytes to allocate for this vertex buffer. - Options identifying the behaviors of this vertex buffer resource. - - - Initializes a new instance of Microsoft.Xna.Framework.Graphics.VertexBuffer(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Type,System.Int32,Microsoft.Xna.Framework.Graphics.BufferUsage), specifying the element count and usage. - The graphics device to associate with this vertex buffer. - The type of vertices in this vertex buffer. - The number of elements in this vertex buffer. - Options identifying the behaviors of this vertex buffer resource. - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Gets a copy of the vertex buffer data, specifying the start index, starting offset, number of elements, and size of the vertex buffer elements. - Starting offset. - The array into which to copy the vertex buffer data. - Index of the element in the array at which to start copying. - Number of elements in the array. - Size, in bytes, of an element in the vertex buffer. - - - Gets a copy of the vertex buffer data. - The array into which to copy the vertex buffer data. - - - Gets a copy of the vertex buffer data, specifying the start index and number of elements in the vertex buffer. - The array into which to copy the vertex buffer data. - Index of the element in the array at which to start copying. - Number of elements in the array. - - - Sets the vertex buffer data. - Starting offset. - Array from which to copy the vertex buffer data. - Index of the element in the array at which to start copying. - Number of elements to copy. - Size, in bytes, of an element in the vertex buffer. - - - Sets the vertex buffer data. Reference page contains code sample. - The array from which to copy the vertex buffer data. - - - Sets the vertex buffer data. - Array from which to copy the vertex buffer data. - Index of the element in the array at which to start copying. - Number of elements to copy. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the state of the related BufferUsage enumeration. - Indicates how the application uses buffer contents. - - - Gets the size, in bytes, of this vertex buffer. - The size, in bytes, of the vertex buffer. - - - Represents a list of 3D vertices to be streamed to the graphics device. Reference page contains links to related code samples. - - - Initializes a new instance of the VertexDeclaration class. Reference page contains links to related code samples. - The GraphicsDevice associated with the vertex elements. - An array of vertex elements. - - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Raises the Disposing event when called from within a derived class. - - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Gets the vertex shader declaration. - The array of vertex elements that make up the vertex shader declaration. - - - Gets the size of a vertex from the vertex declaration. - The vertex declaration. - The zero-based stream index. - The vertex declaration size, in bytes. - - - Gets the size of a vertex from the vertex declaration. - The zero-based stream index. - The vertex declaration size, in bytes. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the GraphicsDevice associated with this vertex declaration. - The GraphicsDevice associated with this vertex declaration. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Returns the name of this vertex declaration. - The name of this vertex declaration. - - - Returns the resource tags for this vertex declaration. - The resource tags for this vertex declaration. - - - Represents a vertex declaration. - - - Initializes a new instance of the VertexElement class. - Stream number (or index) to use. - Offset (if any) from the beginning of the stream to the beginning of the vertex data. - One of several predefined types that define the vertex data size. - The tessellator processing method. These methods determine how the tessellator interprets/operates on the vertex data. - The intended use of the vertex data. - Modifies the usage data to allow the user to specify multiple usage types. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The System.Object to compare with the current VertexElement. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Retrieves a string representation of this object. - String representation of this object. - - - Retrieves or sets the offset (if any) from the beginning of the stream to the beginning of the vertex data. - Offset, in bytes, to the start of the vertex data. - - - Retrieves or sets the stream number (or index) to use. - Stream number (or index) to use. - - - Modifies the usage data to allow the user to specify multiple usage types. - Byte that represents the usage index. - - - Gets or sets the format of this vertex element. - The format of this vertex element. - - - Gets or sets a value indicating which vertex data to calculate during tessellation. - A value indicating which vertex data to calculate during tessellation. - - - Gets or sets a value describing how the vertex element is to be used. - A value describing how the vertex element is to be used. - - - Defines input vertex data to the pipeline. - - - Initializes a new instance of the VertexPositionColor class. - The position of the vertex. - The color of the vertex. - - - The vertex color. - - - The vertex position. - - - An array of two vertex elements describing the position, followed by the color, of this vertex. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The System.Object to compare with the current VertexPositionColor. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the size of the VertexPositionColor class. - The size of the vertex, in bytes. - - - Describes a custom vertex format structure that contains position and color information. - - - - Initializes a new instance of the VertexPositionColorTexture class. - - Position of the vertex. - Color of the vertex. - Texture coordinate of the vertex. - - - The vertex color. - - - The vertex position. - - - The texture coordinates. - - - An array of three vertex elements describing the position, texture coordinate, and color of this vertex. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The System.Object to compare with the current VertexPositionColorTexture. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Retrieves a string representation of this object. - String representation of this object. - - - - Gets the size of the VertexPositionColorTexture class. - - The size of the vertex, in bytes. - - - Describes a custom vertex format structure that contains position, color, and one set of texture coordinates. - - - - Initializes a new instance of the VertexPositionNormalTexture class. - - Position of the vertex. - The vertex normal. - The texture coordinate. - - - The vertex normal. - - - The vertex position. - - - The texture coordinates. - - - An array of three vertex elements describing the position, normal, and texture coordinate of this vertex. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The System.Object to compare with the current VertexPositionNormalTexture. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Retrieves a string representation of this object. - String representation of this object. - - - - Gets the size of the VertexPositionNormalTexture class. - - The size of the vertex, in bytes. - - - Describes a custom vertex format structure that contains position, normal data, and one set of texture coordinates. Reference page contains links to related code samples. - - - - Initializes a new instance of the VertexPositionTexture class. - - Position of the vertex. - Texture coordinate of the vertex. - - - The vertex position. - - - The texture coordinates. - - - An array of two vertex elements describing the position, followed by the texture coordinate, of this vertex. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The System.Object to compare with the current VertexPositionTexture. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Retrieves a string representation of this object. - String representation of this object. - - - - Gets the size of the VertexPositionTexture class. - - The size of the vertex, in bytes. - - - Describes a custom vertex format structure that contains position and one set of texture coordinates. Reference page contains links to related code samples. - - - Initializes a new instance of the VertexShader class. - The GraphicsDevice to associate with this VertexShader. - The compiled byte code. An array of tokens that represents the vertex shader, including embedded debug and symbol table information. - - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Raises the Disposing event when called from within a derived class. - - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Gets the shader byte code. - The shader byte code. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the GraphicsDevice associated with this VertexShader. - The GraphicsDevice associated with this VertexShader. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Gets the name of this vertex shader. - The name of this vertex shader. - - - Gets the resource tags for this vertex shader. - The resource tags for this vertex shader. - - - Encapsulates the functionality of a vertex shader. - - - Sets the stream source frequency divider value for the index data. This may be used to draw several instances of geometry. - Frequency of index data. - - - Sets the stream source frequency divider value for the instance data. This may be used to draw several instances of geometry. - Frequency of instance data. - - - Sets the stream source frequency divider value. This may be used to draw several instances of geometry. - Frequency divider value. - - - Sets the source of the vertex stream. - The vertex buffer source. - The starting offset. - The size, in bytes, of the elements in the vertex buffer. - - - Gets the starting offset of the vertex stream. - Starting offset of the vertex stream. - - - Gets the vertex buffer associated with this vertex stream. - Vertex buffer associated with this vertex stream. - - - Gets the size, in bytes, of the elements in this vertex stream. - Size, in bytes, of the elements in this vertex stream. - - - Represents a vertex stream. Reference page contains links to related code samples. - - - Returns the VertexStream at the specified index. - Index of the VertexStream to return. - The vertex stream at the requested index. - - - Collection of VertexStream objects. - - - - Projects a 3D vector from object space into screen space. - Reference page contains links to related code samples. - The vector to project. - The projection matrix. - The view matrix. - The world matrix. - The vector in screen space. - - - Retrieves a string representation of this object. - String representation of this object. - - - - Projects a vector from screen space into object space. - - The vector to project. - The projection matrix. - The view matrix. - The world matrix. - The vector in object space. - - - Gets the aspect ratio used by the viewport - The aspect ratio of the viewport. - - - Gets or sets the height dimension of the viewport on the render-target surface, in pixels. - The height, in pixels, of the viewport to set or get. - - - Gets or sets the maximum depth of the clip volume. - The maximum depth of the clipping volume. - - - Gets or sets the minimum depth of the clip volume. - The minimum depth of the clipping volume. - - - Returns the title safe area of the current viewport. - The title safe area. - - - Gets or sets the width dimension of the viewport on the render-target surface, in pixels. - The width, in pixels, of the viewport to set or get. - - - Gets or sets the pixel coordinate of the upper-left corner of the viewport on the render-target surface. - The upper-left corner of the viewport to set or get. - - - Gets or sets the pixel coordinate of the upper-left corner of the viewport on the render-target surface. - The upper-left corner of the viewport to set or get. - - - Defines the window dimensions of a render-target surface onto which a 3D volume projects. Reference page contains links to related conceptual articles. - - - Defines how to combine a source color with the destination color already on the render target for color blending. - - - The result is the destination added to the source.Result = (Source Color * Source Blend) + - (Destination Color * Destination Blend) - - - The result is the maximum of the source and destination.Result = max( (Source Color * Source Blend), - (Destination Color * Destination Blend) ) - - - The result is the minimum of the source and destination.Result = min( (Source Color * Source Blend), - (Destination Color * Destination Blend) ) - - - The result is the source subtracted from the destination.Result = (Destination Color * Destination Blend) −(Source Color * Source Blend) - - - The result is the destination subtracted from the source.Result = (Source Color * Source Blend) − - (Destination Color * Destination Blend) - - - Defines color blending factors. - - - Each component of the color is multiplied by (0, 0, 0, 0). - - - Each component of the color is multiplied by (1, 1, 1, 1). - - - Each component of the color is multiplied by the source color. This can be represented as (Rs, Gs, Bs, As), where R, G, B, and A respectively stand for the red, green, blue, and alpha source values. - - - Each component of the color is multiplied by the inverse of the source color. This can be represented as (1 − Rs, 1 − Gs, 1 − Bs, 1 − As) where R, G, B, and A respectively stand for the red, green, blue, and alpha destination values. - - - Each component of the color is multiplied by the alpha value of the source. This can be represented as (As, As, As, As), where As is the alpha source value. - - - Each component of the color is multiplied by the inverse of the alpha value of the source. This can be represented as (1 − As, 1 − As, 1 − As, 1 − As), where As is the alpha destination value. - - - Each component of the color is multiplied by the alpha value of the destination. This can be represented as (Ad, Ad, Ad, Ad), where Ad is the destination alpha value. - - - Each component of the color is multiplied by the inverse of the alpha value of the destination. This can be represented as (1 − Ad, 1 − Ad, 1 − Ad, 1 − Ad), where Ad is the alpha destination value. - - - Each component color is multiplied by the destination color. This can be represented as (Rd, Gd, Bd, Ad), where R, G, B, and A respectively stand for red, green, blue, and alpha destination values. - - - Each component of the color is multiplied by the inverse of the destination color. This can be represented as (1 − Rd, 1 − Gd, 1 − Bd, 1 − Ad), where Rd, Gd, Bd, and Ad respectively stand for the red, green, blue, and alpha destination values. - - - Each component of the color is multiplied by either the alpha of the source color, or the inverse of the alpha of the source color, whichever is greater. This can be represented as (f, f, f, 1), where f = min(A, 1 − Ad). - - - (Win32 only) Each component of the source color is multiplied by the inverse of the alpha of the source color, and each component of the destination color is multiplied by the alpha of the source color. This can be represented as (1 − As, 1 − As, 1 − As, 1 − As), with a destination blend factor of (As, As, As, As); the destination blend selection is overridden. This blend mode is supported only for the RenderState.SourceBlend render state. - - - Each component of the color is multiplied by a constant set in RenderState.BlendFactor. - - - Each component of the color is multiplied by the inverse of a constant set in RenderState.BlendFactor. This blend mode is supported only if GraphicsDeviceCapabilities.BlendCaps.SupportsBlendFactor is true in the GraphicsDeviceCapabilities.SourceBlendCapabilities or GraphicsDeviceCapabilities.DestinationBlendCapabilities properties. - - - This mode is obsolete. The same effect can be achieved by setting the source and destination blend factors to SourceAlpha and InverseSourceAlpha in separate calls. - - - Specifies special usage of the buffer contents. - - - None - - - Indicates that the vertex or index buffer will be used for drawing point sprites. The buffer is loaded in system memory if software vertex processing is needed to emulate point sprites. - - - Indicates that the application only writes to the vertex buffer. If specified, the driver chooses the best memory location for efficient writing and rendering. Attempts to read from a write-only vertex buffer fail. - - - Specifies the buffer to use when calling GraphicsDevice.Clear. - - - A depth buffer. - - - A stencil buffer. - - - A render target. - - - Defines the color channels that can be chosen for a per-channel write to a render target color buffer. - - - All buffer channels. - - - Alpha channel of a buffer. - - - Blue channel of a buffer. - - - Green channel of a buffer. - - - No channel selected. - - - Red channel of a buffer. - - - Defines comparison functions that can be chosen for alpha, stencil, or depth-buffer tests. - - - Always pass the test. - - - Accept the new pixel if its value is equal to the value of the current pixel. - - - Accept the new pixel if its value is greater than the value of the current pixel. - - - Accept the new pixel if its value is greater than or equal to the value of the current pixel. - - - Accept the new pixel if its value is less than the value of the current pixel. - - - Accept the new pixel if its value is less than or equal to the value of the current pixel. - - - Always fail the test. - - - Accept the new pixel if its value does not equal the value of the current pixel. - - - Identifies an include file as a local or system resource. - - - A local resource. - - - A system resource. - - - Defines optimization options that may be chosen for shader and effect code compilation. - - - Hints to the compiler to avoid using flow-control instructions. - - - Inserts debug file name, line numbers, and type and symbol information during shader compile. - - - Forces the compiler to compile against the next highest available software target for pixel shaders. This flag also turns optimizations off and debugging on. - - - Forces the compiler to compile against the next highest available software target for vertex shaders. This flag also turns optimizations off and debugging on. - - - No options specified. - - - Disables preshaders. The compiler will not pull out static expressions for evaluation on the host CPU. Additionally, the compiler will not loft any expressions when compiling stand-alone functions. - - - Indicates the effect will be non-cloneable and will not contain any shader binary data. Setting this flag reduces effect memory usage by about 50 percent because it eliminates the need for the effect system to keep a copy of the shaders in memory. - - - Unless explicitly specified, matrices will be packed in column major order (each vector will be in a single column) when passed to and from the shader. This is generally more efficient because it allows vector-matrix multiplication to be performed using a series of dot products. - - - Unless explicitly specified, matrices will be packed in row major order (each vector will be in a single row) when passed to or from the shader. - - - Forces all computations in the resulting shader to occur at partial precision. This may result in faster evaluation of shaders on some hardware. - - - Hints to the compiler to prefer using flow-control instructions. - - - Instructs the compiler to skip optimization steps during code generation. Unless you are trying to isolate a problem in your code and you suspect the compiler, using this option is not recommended. - - - Do not validate the generated code against known capabilities and constraints. This option is recommended only when compiling shaders that are known to work (that is, shaders that have compiled before without this option). Shaders are always validated by the runtime before they are set to the device. - - - Defines the faces of a cube map in the TextureCube class type. - - - Negative x-face of the cube map. - - - Negative y-face of the cube map. - - - Negative z-face of the cube map. - - - Positive x-face of the cube map. - - - Positive y-face of the cube map. - - - Positive z-face of the cube map. - - - Defines winding orders that may be used to identify back faces for culling. - - - Cull back faces with clockwise vertices. - - - Cull back faces with counterclockwise vertices. - - - Do not cull back faces. - - - Defines the format of data in a depth buffer. Reference page contains links to related conceptual articles. - - - A 16-bit depth-buffer bit depth in which 15 bits are reserved for the depth channel and 1 bit is reserved for the stencil channel. - - - A 16-bit depth-buffer bit depth. - - - A 32-bit depth-buffer bit depth that uses 24 bits for the depth channel. - - - A 32-bit depth-buffer bit depth that uses 24 bits for the depth channel and 4 bits for the stencil channel. - - - A non-lockable format that contains 24 bits of depth (in a 24-bit floating-point format − 20E4) and 8 bits of stencil. - - - A 32-bit depth-buffer bit depth that uses 24 bits for the depth channel and 8 bits for the stencil channel. - - - a 32-bit depth-buffer bit depth. - - - Format is unknown. - - - Specifies the type of device driver. - - - A hardware device. Using the flag to get direct access to the video hardware. - - - A null device. This is a reference device that can do everything except render a scene. - - - A reference device. Use this flag to create a software emulated device. - - - Defines classes that can be used for effect parameters or shader constants. - - - Constant is a column major matrix. - - - Constant is a row major matrix. - - - Constant is either a texture, a shader, or a string. - - - Constant is a scalar. - - - Constant is a structure. - - - Constant is a vector. - - - Defines types that can be used for effect parameters or shader constants. - - - Parameter is a Boolean. Any nonzero value passed in will be mapped to 1 (TRUE) before being written into the constant table; otherwise, the value will be set to 0 in the constant table. - - - Parameter is an integer. Any floating-point values passed in will be rounded off (to zero decimal places) before being written into the constant table. - - - Parameter is a pixel shader. - - - Parameter is a sampler. - - - Parameter is a 1D sampler. - - - Parameter is a 2D sampler. - - - Parameter is a 3D sampler. - - - Parameter is a cube sampler. - - - Parameter is a floating-point number. - - - Parameter is a string. - - - Parameter is a texture. - - - Parameter is a 1D texture. - - - Parameter is a 2D texture. - - - Parameter is a 3D texture. - - - Parameter is a cube texture. - - - Parameter is a vertex shader. - - - Parameter is a void pointer. - - - Describes options for filling the vertices and lines that define a primitive. - - - Draw a point at each vertex. - - - Draw solid faces for each primitive. - - - Draw lines connecting the vertices that define a primitive face. - - - Defines modes describing how to filter an image or mipmap when it is minified or magnified to fit a set of vertices. - - - Each pixel is computed by averaging a 2×2(×2) box of pixels from the source image. This filter works only when the dimensions of the destination are half those of the source, as is the case with mipmaps. - - - Resulting image must be dithered using a 4×4 ordered dither algorithm. This happens when converting from one format to another. - - - Do diffuse dithering on the image when changing from one format to another. - - - Bilinear interpolation filtering is used as a texture magnification or minification filter. A weighted average of a 2×2 area of texels surrounding the desired pixel is used. The texture filter to use between mipmap levels is trilinear mipmap interpolation. The rasterizer interpolates pixel color in a linear manner, using the texels of the two nearest textures. - - - Same as specifying the MirrorU, MirrorV, and MirrorW flags. This flag is always used internally for this function. - - - Pixels off the edge of the texture on the u-axis should be mirrored, not wrapped. - - - Pixels off the edge of the texture on the v-axis should be mirrored, not wrapped. - - - Pixels off the edge of the texture on the w-axis should be mirrored, not wrapped. - - - Mipmapping disabled. The rasterizer uses the magnification filter instead. - - - Each destination pixel is computed by sampling the nearest pixel from the source image. - - - Same as specifying SrgbIn | SrgbOut. - - - Input data is in sRGB (gamma 2.2) color space. - - - Output data is in sRGB (gamma 2.2) color space. - - - Each pixel in the source image contributes equally to the destination image. This is the slowest of the filters. - - - Defines constants that describe the fog mode. - - - Fog effect intensifies exponentially, according to the following formula.[Image, see documentation page] - - - Fog effect intensifies exponentially with the square of the distance, according to the following formula.[Image, see documentation page] - - - Fog effect intensifies in a linear manner between the start and end points, according to the following formula.[Image, see documentation page] - - - No fog effect. - - - Describes the status of the device. - - - The device has been lost. - - - The device is normal. - - - The device has not been reset. - - - Defines supported image file formats that may be used for textures. - - - Microsoft Windows bitmap file format. - - - DirectDrawSurface file format. - - - Microsoft Windows bitmap file format. - - - High dynamic-range file format. - - - Joint Photographic Experts Group (JPEG) compressed file format. - - - Portable float map file format. - - - Portable Network Graphics file format. - - - Portable pixmap file format. - - - Truevision Targa image file format. - - - Defines the size of an element of an index buffer. - - - Sixteen bits. - - - Thirty-two bits. - - - Defines the levels of full-scene multisampling that the game machine can apply. Reference page contains code sample. - - - Enables 16 levels of full-scene multisampling. - - - Enables 15 levels of full-scene multisampling. - - - Enables 14 levels of full-scene multisampling. - - - Enables 13 levels of full-scene multisampling. - - - Enables 12 levels of full-scene multisampling. - - - Enables 11 levels of full-scene multisampling. - - - Enables 10 levels of full-scene multisampling. - - - Enables 9 levels of full-scene multisampling. - - - Enables 8 levels of full-scene multisampling. - - - Enables 7 levels of full-scene multisampling. - - - Enables 6 levels of full-scene multisampling. - - - Enables 5 levels of full-scene multisampling. - - - Enables 4 levels of full-scene multisampling. - - - Enables 3 levels of full-scene multisampling. - - - Enables 2 levels of full-scene multisampling. - - - Enables the multisample quality value. For a quality of 1, the video card determines the best multisampling mode. - - - Specifies no full-scene multisampling, and enables swap effects other than SwapEffect.Discard. - - - Defines flags that describe the relationship between the adapter refresh rate and the rate at which GraphicsDevice.Present operations are completed. - - - Equivalent to setting One. - - - The driver waits for the vertical retrace period (the runtime will beam trace to prevent tearing). GraphicsDevice.Present operations are not affected more frequently than the screen refresh rate; the runtime completes one GraphicsDevice.Present operation per adapter refresh period, at most. This option is always available for both windowed and full-screen swap chains. - - - The driver waits for the vertical retrace period. GraphicsDevice.Present operations are not affected more frequently than every second screen refresh. Check the GraphicsDeviceCapabilities.PresentInterval property to determine whether the driver supports this option. - - - The driver waits for the vertical retrace period. GraphicsDevice.Present operations are not affected more frequently than every third screen refresh. Check the GraphicsDeviceCapabilities.PresentInterval property to determine whether the driver supports this option. - - - The driver waits for the vertical retrace period. GraphicsDevice.Present operations are not affected more frequently than every fourth screen refresh. Check the GraphicsDeviceCapabilities.PresentInterval property to determine whether the driver supports this option. - - - The runtime updates the window client area immediately, and might do so more than once during the adapter refresh period. GraphicsDevice.Present operations might be affected immediately. This option is always available for both windowed and full-screen swap chains. - - - Defines flags that control the behavior of the back buffer and depth buffer. - - - Clips a windowed GraphicsDevice.Present blit into the window client area, within the monitor screen area of the video adapter that created the Microsoft Direct3D device. This flag works only on Microsoft Windows 2000 and Windows XP. - - - Enables depth-buffer discarding if set when the device or swap chain is created. When this flag is set, the contents of the depth stencil buffer are invalid after either GraphicsDevice.Present or GraphicsDevice.DepthStencilBuffer is called.Discarding depth-buffer data can increase performance and is dependent on the driver. The debug runtime enforces discarding by clearing the depth-buffer to some constant value after calling either GraphicsDevice.Present or GraphicsDevice.DepthStencilBuffer with a different depth surface.Discarding depth-buffer data is illegal for all lockable formats, DepthFormat.Depth16Lockable, and DepthFormat.D32Lockable. Using the GraphicsDevice constructor to specify a lockable format and depth-buffer discarding will result in failure. - - - Use no presentation flags. - - - Informs the driver that the back buffers contain video data. - - - Defines how data in a vertex stream is interpreted during a draw call. Reference page contains links to related code samples. - - - Renders the vertices as a list of isolated straight line segments; the count may be any positive integer. - - - Renders the vertices as a single polyline; the count may be any positive integer. - - - Renders the vertices as a collection of isolated points. This value is unsupported for indexed primitives. - - - Renders the vertices as a triangle fan. - - - Renders the specified vertices as a sequence of isolated triangles. Each group of three vertices defines a separate triangle. Back-face culling is affected by the current winding-order render state. - - - Renders the vertices as a triangle strip. The back-face culling flag is flipped automatically on even-numbered triangles. - - - Defines options for querying device resource formats. Reference page contains links to related code samples. - - - Query the resource format to see if it supports texture filter types other than TextureFilter.Point (which is always supported). - - - No option specified. - - - Query the resource to verify support for post pixel shader blending support, including alpha test, pixel fog, render-target blending, color write enable, and dithering. - - - Query the resource to verify if a texture supports gamma correction during a read operation. - - - Query the resource to verify if a texture supports gamma correction during a write operation. - - - Query the resource to verify support for vertex shader texture sampling. - - - Query the resource to verify support for texture wrapping and mipmapping. - - - Determines how render target data is used once a new render target is set. Reference page contains links to related conceptual articles. - - - Always clears the render target data. - - - Either clears or keeps the data, depending on the current platform. On Xbox 360, the render target will discard contents. On PC, the render target will discard if multisampling is enabled, and preserve the contents if not. - - - Always keeps the render target data. - - - Defines resource types. - - - A depth stencil buffer resource. - - - An index buffer resource. - - - A render target resource. - - - A 2-dimensional texture resource. - - - A 3-dimensional texture resource. - - - A 3-D volume texture resource. - - - A cube texture resource. - - - A vertex buffer resource. - - - Defines options for saving the graphics device state before and after an effect technique is applied. - - - No device state is saved when calling Effect.Begin or restored when calling Effect.End. - - - Save all device state when calling Effect.Begin and restore device state when calling Effect.End. - - - Describes whether existing buffer data will be overwritten or discarded during a SetData operation. - - - The SetData operation will discard all existing buffer data.The operation will overwrite (with a write-only operation) every location within the locked surface. This is a valid option when using dynamic textures, dynamic vertex buffers, and dynamic index buffers. You may not use this option to update a portion of a surface.For vertex and index buffers, the SetData operation will discard the entire buffer. A pointer to a new memory area is returned so that the direct memory access (DMA) and rendering from the previous area do not stall.For textures, the SetData operation will overwrite (with a write-only operation) every location within the region being locked. - - - Portions of existing data in the buffer may be overwritten during this operation. - - - The SetData operation will not overwrite existing data in the vertex and index buffers. Specifying this option allows the driver to return immediately from a SetData operation and continue rendering. - - - Defines vertex and pixel shader versions. Reference page contains links to related code samples. - - - Pixel shader version ps_1_1. - - - Pixel shader version ps_1_2. - - - Pixel shader version ps_1_3. - - - Pixel shader version ps_1_4. - - - Pixel shader version ps_2_0. - - - Pixel shader version ps_2_a. - - - Pixel shader version ps_2_b. - - - Pixel software shader version ps_2_sw. - - - Pixel shader version ps_3_0. - - - Unknown pixel shader version. - - - Vertex shader version v_1_1. - - - Vertex shader version v_2_0. - - - Vertex shader version v_2_a. - - - Vertex software shader version v_2_sw. - - - Vertex shader version vs_3_0. - - - Xbox microcode assembly pixel shader version xps_3_0. Microcode assembly language supports a superset of the ps_3_0 and vs_3_0 specifications defined by Direct3D 9.0 for Windows. It does not support earlier Direct3D vertex and pixel shader specifications. - - - Xbox microcode assembly vertex shader version xvs_3_0. Microcode assembly language supports a superset of the ps_3_0 and vs_3_0 specifications defined by Direct3D 9.0 for Windows. It does not support earlier Direct3D vertex and pixel shader specifications. - - - Defines the data type of a shader register. - - - Boolean value. - - - 4D floating-point number. - - - 4D integer number. - - - The register contains 4D sampler data. - - - - The following flags are used to specify sprite blending rendering options to the flags parameter in SpriteBatch.Begin: - Reference page contains links to related code samples. - - - Enable additive blending. - - - Enable alpha blending. - - - No blending specified. - - - Defines sprite mirroring options. - - - - Rotate 180 degrees about the Y axis before rendering. - - - Rotate 180 degrees about the X axis before rendering. - - - No rotations specified. - - - Defines sprite sort-rendering options. - - - Same as Deferred mode, except sprites are sorted by depth in back-to-front order prior to drawing. This procedure is recommended when drawing transparent sprites of varying depths. - - - Sprites are not drawn until SpriteBatch.End is called. SpriteBatch.End will apply graphics device settings and draw all the sprites in one batch, in the same order calls to SpriteBatch.Draw were received. This mode allows SpriteBatch.Draw calls to two or more instances of SpriteBatch without introducing conflicting graphics device settings. SpriteBatch defaults to Deferred mode. - - - Same as Deferred mode, except sprites are sorted by depth in front-to-back order prior to drawing. This procedure is recommended when drawing opaque sprites of varying depths. - - - SpriteBatch.Begin will apply new graphics device settings, and sprites will be drawn within each SpriteBatch.Draw call. In Immediate mode there can only be one active SpriteBatch instance without introducing conflicting device settings. Immediate mode is faster than Deferred mode. - - - Same as Deferred mode, except sprites are sorted by texture prior to drawing. This can improve performance when drawing non-overlapping sprites of uniform depth. - - - Defines stencil buffer operations. Reference page contains links to related conceptual articles. - - - Decrements the stencil-buffer entry, wrapping to the maximum value if the new value is less than 0. - - - Decrements the stencil-buffer entry, clamping to 0. - - - Increments the stencil-buffer entry, wrapping to 0 if the new value exceeds the maximum value. - - - Increments the stencil-buffer entry, clamping to the maximum value. - - - Inverts the bits in the stencil-buffer entry. - - - Does not update the stencil-buffer entry. This is the default value. - - - Replaces the stencil-buffer entry with a reference value. - - - Sets the stencil-buffer entry to 0. - - - Defines various types of surface formats. Reference page contains links to related conceptual articles. - - - (Unsigned format) 8-bit alpha only. - - - (Unsigned format) 8-bit BGR texture format using 2 bits for blue, 3 bits for green, and 3 bits for red. - - - (Unsigned format) 24-bit BGR pixel format with 8 bits per channel. - - - (Unsigned format) 32-bit BGR pixel format, where 8 bits are reserved for each color. - - - (Unsigned format) 16-bit BGR pixel format where 4 bits are reserved for each color. - - - (Unsigned format) 16-bit BGR pixel format where 5 bits are reserved for each color. - - - (Unsigned format) 16-bit BGR pixel format with 5 bits for blue, 6 bits for green, and 5 bits for red. - - - (Unsigned format) 32-bit pixel format using 10 bits each for blue, green, and red; and 2 bits for alpha. - - - (Unsigned format) 16-bit BGRA format using 2 bits for blue, 3 bits each for red and green; and 8 bits for alpha. - - - (Unsigned format) 16-bit BGRA pixel format with 4 bits for each channel. - - - (Unsigned format) 16-bit BGRA pixel format where 5 bits are reserved for each color and 1 bit is reserved for alpha. - - - (Unsigned format) 32-bit ARGB pixel format with alpha, using 8 bits per channel. - - - (Buffer format) 16-bit depth-buffer bit depth where 15 bits are reserved for the depth channel and 1 bit is reserved for the stencil channel. - - - (Buffer format) 16-bit depth-buffer bit depth. - - - (Buffer format) 32-bit depth-buffer bit depth using 24 bits for the depth channel. - - - (Buffer format) 32-bit depth-buffer bit depth using 24 bits for the depth channel and 4 bits for the stencil channel. - - - (Buffer format) 32-bit depth-buffer bit depth using 24 bits for the depth channel and 8 bits for the stencil channel. - - - (Buffer format) A non-lockable format that contains 24 bits of depth (in a 24-bit floating-point format − 20e4) and 8 bits of stencil. - - - (Buffer format) 32-bit depth-buffer bit depth. - - - DXT1 compression texture format. The runtime will not allow an application to create a surface using a DXTn format unless the surface dimensions are multiples of 4. This applies to offscreen-plain surfaces, render targets, 2D textures, cube textures, and volume textures. - - - DXT2 compression texture format. The runtime will not allow an application to create a surface using a DXTn format unless the surface dimensions are multiples of 4. This applies to offscreen-plain surfaces, render targets, 2D textures, cube textures, and volume textures. - - - DXT3 compression texture format. The runtime will not allow an application to create a surface using a DXTn format unless the surface dimensions are multiples of 4. This applies to offscreen-plain surfaces, render targets, 2D textures, cube textures, and volume textures. - - - DXT4 compression texture format. The runtime will not allow an application to create a surface using a DXTn format unless the surface dimensions are multiples of 4. This applies to offscreen-plain surfaces, render targets, 2D textures, cube textures, and volume textures. - - - DXT5 compression texture format. The runtime will not allow an application to create a surface using a DXTn format unless the surface dimensions are multiples of 4. This applies to offscreen-plain surfaces, render targets, 2D textures, cube textures, and volume textures. - - - (Floating-point format) 16-bit float format using 16 bits for the red channel. - - - (Floating-point format) 32-bit float format using 16 bits for the red channel and 16 bits for the green channel. - - - (Floating-point format) 64-bit float format using 16 bits for each channel (alpha, blue, green, red). - - - (Unsigned format) 16-bit luminance only. - - - (Unsigned format) 8-bit luminance only. - - - (Unsigned format) 16-bit using 8 bits each for alpha and luminance. - - - (Unsigned format) 8-bit using 4 bits each for alpha and luminance. - - - MultiElement texture (not compressed) - - - (Mixed format) 32-bit bump-map format using 2 bits for alpha and 10 bits each for w, v, and u. - - - (Signed format) 16-bit bump-map format using 8 bits each for u and v data. - - - (Signed format) 16-bit normal compression format. The texture sampler computes the C channel from: C = sqrt(1 − U2− V2). - - - (Signed format) 32-bit bump-map format using 8 bits for each channel. - - - (Mixed format) 16-bit bump-map format with luminance using 6 bits for luminance, and 5 bits each for v and u. - - - (Mixed format) 32-bit bump-map format with luminance using 8 bits for each channel. - - - (Signed format) 32-bit bump-map format using 16 bits for each channel. - - - (Signed format) 64-bit bump-map format using 16 bits for each component. - - - (Unsigned format) 8-bit color indexed. - - - (Unsigned format) 8-bit color indexed with 8 bits of alpha. - - - (Unsigned format) 32-bit pixel format using 16 bits each for red and green. - - - (Unsigned format) 32-bit RGB pixel format, where 8 bits are reserved for each color. - - - (Unsigned format) 32-bit RGBA pixel format using 10 bits for each color and 2 bits for alpha. - - - (Unsigned format) 32-bit RGBA pixel format with alpha, using 8 bits per channel. - - - (Unsigned format) 64-bit RGBA pixel format using 16 bits for each component. - - - (IEEE format) 32-bit float format using 32 bits for the red channel. - - - Surface format is unknown. - - - (IEEE format) 64-bit float format using 32 bits for the red channel and 32 bits for the green channel. - - - (IEEE format) 128-bit float format using 32 bits for each channel (alpha, blue, green, red). - - - A 16-bit packed RGB format analogous to VideoYuYv (U0Y0, V0Y1, U2Y2, and so on). It requires a pixel pair to properly represent the color value. The first pixel in the pair contains 8 bits of green (in the low 8 bits) and 8 bits of red (in the high 8 bits). The second pixel contains 8 bits of green (in the low 8 bits) and 8 bits of blue (in the high 8 bits). Together, the two pixels share the red and blue components, while each has a unique green component (R0G0, B0G1, R2G2, and so on). The texture sampler does not normalize the colors when looking up into a pixel shader; they remain in the range of 0.0f to 255.0f. This is true for all programmable pixel shader models. For the fixed-function pixel shader, the hardware should normalize to the 0.f to 1.f range and essentially treat it as the VideoUyVy texture. Hardware that exposes this format must have GraphicsDeviceCapabilities.PixelShader1xMaxValue set to a value capable of handling that range. - - - A 16-bit packed RGB format analogous to VideoUyVy (Y0U0, Y1V0, Y2U2, and so on). It requires a pixel pair to properly represent the color value. The first pixel in the pair contains 8 bits of green (in the high 8 bits) and 8 bits of red (in the low 8 bits). The second pixel contains 8 bits of green (in the high 8 bits) and 8 bits of blue (in the low 8 bits). Together, the two pixels share the red and blue components, while each has a unique green component (G0R0, G1B0, G2R2, and so on). The texture sampler does not normalize the colors when looking up into a pixel shader; they remain in the range of 0.0f to 255.0f. This is true for all programmable pixel shader models. For the fixed-function pixel shader, the hardware should normalize to the 0.f to 1.f range and essentially treat it as the VideoUyVy texture. Hardware that exposes this format must have GraphicsDeviceCapabilities.PixelShader1xMaxValue set to a value capable of handling that range. - - - YUY2 format (PC98 compliance) - - - VideoYuYv format (PC98 compliance) - - - Defines how the device front buffer and back buffer are to be swapped when GraphicsDevice.Present is called. - - - This swap effect can be specified only for a swap chain that comprises a single back buffer.Whether the swap chain is windowed or full-screen, the runtime guarantees the semantics implied by a copy-based GraphicsDevice.Present operation; specifically, that the operation leaves the content of the back buffer unchanged, instead of replacing it with the content of the front buffer as a flip-based GraphicsDevice.Present operation would.For a windowed swap chain, a GraphicsDevice.Present operation causes the back buffer content to be copied immediately to the client area of the target window. No attempt is made to synchronize the copy with the vertical retrace period of the display adapter, so tearing effects may be observed.For a full-screen swap chain, the runtime uses a combination of flip and copy operations, which are supported by hidden back buffers if necessary, to accomplish the GraphicsDevice.Present operation. Accordingly, the presentation is synchronized with the display adapter's vertical retrace and its rate is constrained by the chosen presentation interval. A swap chain specified with the PresentInterval.Immediate flag is the only exception. (For more information, see PresentationParameters.PresentationInterval.) In this case, a GraphicsDevice.Present operation copies the back buffer content directly to the front buffer without waiting for the vertical retrace. - - - The default swap effect is Discard. - - - When a swap chain is created with a swap effect of Flip or Copy, the runtime guarantees that a GraphicsDevice.Present operation will not affect the content of any of the back buffers. However, meeting this guarantee can involve substantial video memory or processing overheads, especially when implementing flip semantics for a windowed swap chain or copy semantics for a full-screen swap chain.An application can use the Discard swap effect to avoid these overheads and to enable the display driver to choose the most efficient presentation technique for the swap chain.Discard is also the only swap effect that can be used when specifying a value other than None for PresentationParameters.MultiSampleType. Like a swap chain that uses Flip, a swap chain that uses Discard might include more than one back buffer.The swap chain is essentially a queue where 0 always indexes the back buffer that will be displayed by the next GraphicsDevice.Present operation and from which buffers are discarded once they have been displayed. An application that uses this swap effect should update an entire back buffer before invoking a GraphicsDevice.Present operation that displays it.The debug version of the runtime overwrites the contents of discarded back buffers with random data, to enable developers to verify that their applications are updating the entire back buffer surface correctly.For a full-screen swap chain, the presentation rate is determined by the value assigned to PresentationParameters.PresentationInterval when the device or swap chain is created. Unless this value is PresentInterval.Immediate, the presentation is synchronized with the vertical sync of the monitor. For a windowed swap chain, the presentation is implemented by means of copy operations, and always occurs immediately. - - - The swap chain might include multiple back buffers and is essentially a circular queue that includes the front buffer. Within this queue, the back buffers are always numbered sequentially from 0 to (n - 1), where n is the number of back buffers, so that 0 denotes the least recently presented buffer. - When GraphicsDevice.Present is invoked, the queue is rotated so that the front buffer becomes the back buffer (n - 1), while the back buffer 0 becomes the new front buffer.For a full-screen swap chain, the presentation rate is determined by the value assigned to the PresentationParameters.PresentationInterval when the device or swap chain is created. Unless this value is PresentInterval.Immediate, the presentation is synchronized with the vertical sync of the monitor.For a windowed swap chain, the flipping is implemented by means of copy operations, and the presentation always occurs immediately. - - - Defines constants that describe supported texture-addressing modes. Reference page contains links to related conceptual articles. - - - Texture coordinates outside the range [0.0, 1.0] are set to the border color. - - - Texture coordinates outside the range [0.0, 1.0] are set to the texture color at 0.0 or 1.0, respectively. - - - Similar to Wrap, except that the texture is flipped at every integer junction. For u values between 0 and 1, for example, the texture is addressed normally; between 1 and 2, the texture is flipped (mirrored); between 2 and 3, the texture is normal again, and so on. - - - Similar to Mirror and Clamp. Takes the absolute value of the texture coordinate (thus, mirroring around 0), and then clamps to the maximum value. The most common usage is for volume textures, where support for the full MirrorOnce texture-addressing mode is not necessary, but the data is symmetrical around the one axis. - - - Tile the texture at every integer junction. For example, for u values between 0 and 3, the texture is repeated three times; no mirroring is performed. - - - Defines how a texture will be filtered as it is minified for each mipmap level. Reference page contains links to related conceptual articles. - - - Anisotropic texture filtering used as a texture magnification or minification filter. This type of filtering compensates for distortion caused by the difference in angle between the texture polygon and the plane of the screen. - - - A 4-sample Gaussian filter used as a texture magnification or minification filter. - - - Bilinear interpolation filtering used as a texture magnification or minification filter. A weighted average of a 2×2 area of texels surrounding the desired pixel is used. The texture filter used between mipmap levels is trilinear mipmap interpolation, in which the rasterizer performs linear interpolation on pixel color, using the texels of the two nearest mipmap textures. - - - Mipmapping disabled. The rasterizer uses the magnification filter instead. - - - Point filtering used as a texture magnification or minification filter. The texel with coordinates nearest to the desired pixel value is used. The texture filter used between mipmap levels is based on the nearest point; that is, the rasterizer uses the color from the texel of the nearest mipmap texture. - - - A 4-sample tent filter used as a texture magnification or minification filter. - - - Specifies special usage of the texture data. - - - The resource automatically generates mipmaps. Automatic generation of mipmaps is not supported for volume textures and depth stencil surfaces/textures. - - - (Xbox 360 only) Linear texture memory format. Linear formats are arranged in memory using a left-to-right and top-to-bottom layout (with pixels contiguous in memory for each row, and rows contiguous except for possible alignment padding). Use this format when doing dynamic CPU updates to textures where:You do not want the overhead of translating tile addresses using the CPU.Textures are not often referenced during the frame.Less efficient GPU performance is not a problem.This flag is valid only for texture creation on Xbox 360. It is ignored if used elsewhere. On Xbox, most formats are created as Tiled if it is applicable. - - - None. - - - (Xbox 360 only) Tiled texture memory format. Tiled formats are arranged using a memory layout designed to maximize the cache coherency of texture fetches and balance the access workload of the memory controllers. The exact pixel arrangement of tiled formats varies based on the bit depth of the format; however, pixels that are close to one another spatially are located close to one another in memory. For example, two pixels adjacent to one another in a vertical column would be separated in memory by an entire row of pixels for a linear format, but could be separated by only a few bytes for a tiled format. The tiled texture format is usually more efficient than the linear texture format.This flag is valid only when used for texture creation on Xbox 360, and will be ignored if used elsewhere. On Xbox, most formats are created as Tiled if it is applicable. - - - Defines supported wrap coordinates. Reference page contains links to related conceptual articles. - - - No texture wrap coordinates specified. - - - U texture wrapping (wrapping in the direction of the first dimension). - - - V texture wrapping (wrapping in the direction of the second dimension). - - - W texture wrapping (wrapping in the direction of the third dimension). - - - Texture wrapping in the direction of the fourth dimension. - - - Defines vertex element formats. - - - Single-component, 32-bit floating-point, expanded to (float, 0, 0, 1). - - - Two-component, 32-bit floating-point, expanded to (float, Float32 value, 0, 1). - - - Three-component, 32-bit floating point, expanded to (float, float, float, 1). - - - Four-component, 32-bit floating point, expanded to (float, float, float, float). - - - Two-component, 16-bit floating point expanded to (value, value, value, value). This type is valid for vertex shader version 2.0 or higher. - - - Four-component, 16-bit floating-point expanded to (value, value, value, value). This type is valid for vertex shader version 2.0 or higher. - - - Normalized, four-component, unsigned short, expanded to (first byte/65535.0, second byte/65535.0, third byte/65535.0, fourth byte/65535.0). This type is valid for vertex shader version 2.0 or higher. - - - Four-component, packed, unsigned byte, mapped to 0 to 1 range. Input is in Int32 format (ARGB) expanded to (R, G, B, A). - - - Four-component byte with each byte normalized by dividing the component with 255.0f. This type is valid for vertex shader version 2.0 or higher. - - - Normalized, two-component, unsigned short, expanded to (first byte/65535.0, second byte/65535.0, 0, 1). This type is valid for vertex shader version 2.0 or higher. - - - Normalized, two-component, signed short, expanded to (first short/32767.0, second short/32767.0, 0, 1). This type is valid for vertex shader version 2.0 or higher. - - - Normalized, four-component, signed short, expanded to (first short/32767.0, second short/32767.0, third short/32767.0, fourth short/32767.0). This type is valid for vertex shader version 2.0 or higher. - - - Three-component, signed, 10 10 10 format normalized and expanded to (v[0]/511.0, v[1]/511.0, v[2]/511.0, 1). - - - Two-component, signed short expanded to (value, value, 0, 1). - - - Four-component, signed short expanded to (value, value, value, value). - - - Four-component, unsigned byte. - - - Three-component, unsigned, 10 10 10 format expanded to (value, value, value, 1). - - - Type field in the declaration is unused. This is designed for use with VertexElementMethod.UV and VertexElementMethod.LookUpPresampled. - - - Defines the tessellator processing method for a vertex element. - - - Default value. The tessellator copies the vertex data (or the spline data if it is operating on a patch) without performing additional calculations on it. The input and output types can be any value. When the tessellator is used, this element is interpolated; otherwise, vertex data is copied into the input register. - - - Looks up a displacement map. The input type can be VertexElementFormat.Vector2, VertexElementFormat.Vector3, or VertexElementFormat.Vector4. Only the .x and .y components are used for the texture map lookup. The output type is always VertexElementFormat.Single. The device must support displacement mapping. This constant is supported only by the programmable pipeline on N-patch data, if N-patches are enabled. - - - Looks up a presampled displacement map. The input type must be set to VertexElementFormat.Unused, and the stream index and stream offset must be set to 0. The output type for this operation is always VertexElementFormat.Single. The device must support displacement mapping. This constant is supported only by the programmable pipeline on N-patch data, if N-patches are enabled. - - - Copies out the u and v values at a point on the rectangle or triangle patch. This results in a 2D float. The input type must be set to VertexElementFormat.Unused; the output type is always VertexElementFormat.Vector2. The input stream and offset also are unused, but must be set to 0. - - - Defines usage for vertex elements. - - - Vertex binormal data. - - - Blending indices data. (BlendIndices with VertexElement.UsageIndex = 0) specifies matrix indices for fixed-function vertex processing using indexed paletted skinning. - - - Blending weight data. (BlendWeight with VertexElement.UsageIndex = 0) specifies the blend weights in fixed-function vertex processing. - - - Vertex data contains diffuse or specular color. (Color with VertexElement.UsageIndex = 0) specifies the diffuse color in the fixed-function vertex shader and in pixel shaders prior to ps_3_0. (Color with VertexElement.UsageIndex = 1) specifies the specular color in the fixed-function vertex shader and in pixel shaders prior to ps_3_0. - - - Vertex data contains depth data. - - - Vertex data contains fog data. (Fog with VertexElement.UsageIndex = 0) specifies a fog blend value to use after pixel shading is finished. This flag applies to pixel shaders prior to version ps_3_0. - - - Vertex normal data. (Normal with VertexElement.UsageIndex = 0) specifies vertex normals for fixed-function vertex processing and the N-patch tessellator. (Normal with VertexElement.UsageIndex = 1) specifies vertex normals for fixed-function vertex processing for skinning. - - - Point size data. (PointSize with VertexElement.UsageIndex = 0) specifies the point-size attribute used by the setup engine of the rasterizer to expand a point into a quad for the point-sprite functionality. - - - Position data. (Position with VertexElement.UsageIndex = 0 ) specifies the nontransformed position in fixed-function vertex processing and the N-patch tessellator. (Position with VertexElement.UsageIndex = 1) specifies the nontransformed position in the fixed-function vertex shader for skinning. - - - Vertex data contains sampler data. (Sample with VertexElement.UsageIndex = 0) specifies the displacement value to look up. This flag can be used only with VertexElementMethod.LookUpPresampled or VertexElementMethod.LookUp. - - - Vertex tangent data. - - - Single, positive floating-point value. (TessellateFactor with VertexElement.UsageIndex = 0) specifies a tessellation factor used in the tessellation unit to control the rate of tessellation. - - - Texture coordinate data. (TextureCoordinate, n) specifies texture coordinates in fixed-function vertex processing and in pixel shaders prior to ps_3_0. These coordinates can be used to pass user-defined data. - - - Retrieves the capabilities of an Xbox 360 Controller. - Index of the controller to query. - The capabilities of the controller. - - - Gets the current state of a game pad controller, using a specified dead zone on analog stick positions. Reference page contains links to related code samples. - Player index for the controller you want to query. - Enumerated value that specifies what dead zone type to use. - The current state of the controller. - - - Gets the current state of a game pad controller. Reference page contains links to related code samples. - Player index for the controller you want to query. - The current state of the controller. - - - Sets the vibration motor speeds on an Xbox 360 Controller. Reference page contains links to related code samples. - Player index that identifies the controller to set. - The speed of the left motor, between 0.0 and 1.0. This motor is a low-frequency motor. - The speed of the right motor, between 0.0 and 1.0. This motor is a high-frequency motor. - true if the vibration motors were successfully set; false if the controller was unable to process the request. - - - Allows retrieval of user interaction with an Xbox 360 Controller and setting of controller vibration motors. Reference page contains links to related code samples. - - - Initializes a new instance of the GamePadButtons class, setting the specified buttons to pressed. - Buttons to initialize as pressed. Specify a single button, or combine multiple buttons using a bitwise OR operation. - - - Determines whether two GamePadButtons instances are equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the instances are equal; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether two GamePadButtons instances are not equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the objects are not equal; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Identifies whether the A button on the Xbox 360 Controller is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - Identifies whether the BACK button on the Xbox 360 Controller is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - - - Identifies whether the BigButton button is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - - Identifies whether the B button on the Xbox 360 Controller is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - - Identifies whether the left shoulder (bumper) button on the Xbox 360 Controller is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - - Identifies whether the left stick button on the Xbox 360 Controller is pressed (the stick is "clicked" in). - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - - Identifies whether the right shoulder (bumper) button on the Xbox 360 Controller is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - - Identifies whether the right stick button on the Xbox 360 Controller is pressed (the stick is "clicked" in). - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - - Identifies whether the START button on the Xbox 360 Controller is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - - Identifies whether the X button on the Xbox 360 Controller is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - Identifies whether the Y button on the Xbox 360 Controller is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - Identifies whether the buttons on an Xbox 360 Controller are pressed or released. Reference page contains links to related code samples. - - - Gets the type of controller. - Enumerated value describing the controller type. - - - Indicates whether the controller has an A button. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a BACK button. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a B button. - true if the controller has this capability; false otherwise. - - - - Indicates whether the controller has a BigButton button. - - true if the controller has this capability; false otherwise. - - - - Indicates whether the controller has a directional pad DOWN button. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a directional pad LEFT button. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a directional pad RIGHT button. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a directional pad UP button. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a left bumper button. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a digital button control on the left analog stick. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a left analog trigger. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a low-frequency vibration motor. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller supports a left analog control with horizontal movement. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller supports a left analog control with vertical movement. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a right bumper button. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a digital button control on the right analog stick. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a right analog trigger. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a high-frequency vibration motor. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller supports a right analog control with horizontal movement. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller supports a right analog control with vertical movement. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a START button. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller supports voice. - true if the controller supports voice; false otherwise. - - - Indicates whether the controller has an X button. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a Y button. - true if the controller has this capability; false otherwise. - - - Indicates whether the Xbox 360 Controller is connected. - true if the controller is connected; false otherwise. - - - - Describes the capabilities of an Xbox 360 Controller, including controller type and whether the controller supports voice. - - - Initializes a new instance of the GamePadDPad class. - Directional pad up button state. - Directional pad down button state. - Directional pad left button state. - Directional pad right button state. - - - Determines whether two GamePadDPad instances are equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the instances are equal; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether two GamePadDPad instances are not equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the objects are not equal; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Identifies whether the Down direction on the Xbox 360 Controller directional pad is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - Identifies whether the Left direction on the Xbox 360 Controller directional pad is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - Identifies whether the Right direction on the Xbox 360 Controller directional pad is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - Identifies whether the Up direction on the Xbox 360 Controller directional pad is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - Identifies which directions on the directional pad of an Xbox 360 Controller are being pressed. - - - Initializes a new instance of the GamePadState class with the specified stick, trigger, and button values. - Left stick value. Each axis is clamped between -1.0 and 1.0. - Right stick value. Each axis is clamped between -1.0 and 1.0. - Left trigger value. This value is clamped between 0.0 and 1.0. - Right trigger value. This value is clamped between 0.0 and 1.0. - Array or parameter list of Buttons to initialize as pressed. - - - Initializes a new instance of the GamePadState class using the specified GamePadThumbSticks, GamePadTriggers, GamePadButtons, and GamePadDPad. - Initial thumbstick state. - Initial trigger state. - Initial button state. - Initial directional pad state. - - - Determines whether two GamePadState instances are equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the instances are equal; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether two GamePadState instances are not equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the objects are not equal; false otherwise. - - - Determines whether specified input device buttons are pressed in this GamePadState. - Buttons to query. Specify a single button, or combine multiple buttons using a bitwise OR operation. - true if all specified buttons are pressed; false otherwise. - - - Determines whether specified input device buttons are up (not pressed) in this GamePadState. - Buttons to query. Specify a single button, or combine multiple buttons using a bitwise OR operation. - true if any specified buttons are up; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Returns a structure that identifies what buttons on the Xbox 360 controller are pressed. Reference page contains links to related code samples. - A structure that identifies buttons pressed on the controller. - - - Returns a structure that identifies what directions of the directional pad on the Xbox 360 Controller are pressed. - Structure that identifies what directional pad directions are pressed. - - - Indicates whether the Xbox 360 Controller is connected. Reference page contains links to related code samples. - true if the controller is connected; false otherwise. - - - Gets the packet number associated with this state. Reference page contains links to related code samples. - The packet number associated with this state. - - - Returns a structure that indicates the position of the Xbox 360 Controller sticks (thumbsticks). - Structure that indicates the position of the sticks. - - - Returns a structure that identifies the position of triggers on the Xbox 360 controller. - Structure that identifies the position of the triggers. - - - Represents specific information about the state of an Xbox 360 Controller, including the current state of buttons and sticks. Reference page contains links to related code samples. - - - Initializes a new instance of the GamePadThumbSticks class. - Left stick value. Each axis is clamped between -1.0 and 1.0. - Right stick value. Each axis is clamped between -1.0 and 1.0. - - - Determines whether two GamePadThumbSticks instances are equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the instances are equal; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether two GamePadThumbSticks instances are not equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the objects are not equal; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Returns the position of the left Xbox 360 Controller stick (thumbstick) as a 2D vector. Reference page contains code sample. - Two-dimensional vector that identifies the position of the left stick. Each axis is represented as a floating-point value from −1.0 to 1.0. - - - Returns the position of the right Xbox 360 Controller stick (thumbstick) as a 2D vector. - Two-dimensional vector that identifies the position of the right stick. Each axis is represented as a floating-point value from −1.0 to 1.0. - - - Structure that represents the position of left and right sticks (thumbsticks) on an Xbox 360 Controller. - - - Initializes a new instance of the GamePadTriggers class. - Left trigger value. This value is clamped between 0.0 and 1.0. - Right trigger value. This value is clamped between 0.0 and 1.0. - - - Determines whether two GamePadTriggers instances are equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the instances are equal; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether two GamePadTriggers instances are not equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the objects are not equal; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Identifies the position of the left trigger on the Xbox 360 Controller. - Position of the left trigger, as a value between 0.0 and 1.0. - - - Identifies the position of the right trigger on the Xbox 360 Controller. - Position of the right trigger, as a value between 0.0 and 1.0. - - - Structure that defines the position of the left and right triggers on an Xbox 360 controller. - - - Returns the current keyboard state. Reference page contains links to related code samples. - Current keyboard state. - - - Allows retrieval of keystrokes from a keyboard input device. Reference page contains links to related code samples. - - - Initializes a new instance of the KeyboardState class. - Array or parameter list of Keys to initialize as pressed. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object to compare this object to. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Gets an array of values that correspond to the keyboard keys that are currently being pressed. Reference page contains links to related code samples. - The keys that are currently pressed. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Returns whether a specified key is currently being pressed. Reference page contains links to related code samples. - Enumerated value that specifies the key to query. - true if the key specified by key is being held down; false otherwise. - - - - Returns whether a specified key is currently not pressed. Reference page contains links to related code samples. - Enumerated value that specifies the key to query. - true if the key specified by key is not pressed; false otherwise. - - - - Returns the state of a particular key. Reference page contains links to related code samples. - Enumerated value representing the key to query. - The state of the key specified by key. - - - Represents a state of keystrokes recorded by a keyboard input device. Reference page contains links to related code samples. - - - Gets the current state of the mouse, including mouse position and buttons pressed. Reference page contains links to related code samples. - Current state of the mouse. - - - Sets the position of the mouse cursor relative to the upper-left corner of the window. - The horizontal position of the mouse cursor, relative to the left edge of the game window. - The vertical position of the mouse cursor, relative to the upper edge of the game window. - - - Gets or sets the window used for mouse processing. Mouse coordinates returned by Mouse.GetState are relative to the upper-left corner of this window. Reference page contains links to related code samples. - Handle to a window. - - - Allows retrieval of position and button clicks from a mouse input device. Reference page contains links to related code samples. - - - Initializes a new instance of the MouseState class. - Horizontal mouse position. - Vertical mouse position. - Mouse scroll wheel value. - Left mouse button state. - Middle mouse button state. - Right mouse button state. - XBUTTON1 state. - XBUTTON2 state. - - - Determines whether two MouseState instances are equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the instances are equal; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether two MouseState instances are not equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the objects are not equal; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Returns the state of the left mouse button. - State of the left mouse button. - - - Returns the state of the middle mouse button. - State of the middle mouse button. - - - Returns the state of the right mouse button. - State of the right mouse button. - - - Gets the cumulative mouse scroll wheel value since the game was started. - The scroll wheel value. - - - Returns the state of XBUTTON1. - The state of XBUTTON1. - - - Returns the state of XBUTTON2. - The state of XBUTTON2. - - - Specifies the horizontal position of the mouse cursor. Reference page contains links to related code samples. - Horizontal position of the mouse cursor in relation to the upper-left corner of the game window. - - - Specifies the vertical position of the mouse cursor. Reference page contains links to related code samples. - Vertical position of the mouse cursor in relation to the upper-left corner of the game window. - - - Represents the state of a mouse input device, including mouse cursor position and buttons pressed. Reference page contains links to related code samples. - - - Identifies the state of a controller button. - - - The button is pressed. - - - The button is released. - - - Enumerates input device buttons. - - - A button - - - B button - - - BACK button - - - Big button - - - Directional pad up - - - Directional pad left - - - Directional pad right - - - Directional pad down - - - Left bumper (shoulder) button - - - Left stick button (pressing the left stick) - - - Left stick is towards down - - - Left stick is towards the left - - - Left stick is towards the right - - - Left stick is towards up - - - Left trigger - - - Right bumper (shoulder) button - - - Right stick button (pressing the right stick) - - - Right stick is towards down - - - Right stick is towards the left - - - Right stick is towards the right - - - Right stick is towards up - - - Right trigger - - - START button - - - X button - - - Y button - - - Specifies a type of dead zone processing to apply to Xbox 360 controller analog sticks when calling GamePad.GetState. - - - The combined X and Y position of each stick is compared against the dead zone. This provides better control than IndependentAxes when the stick is used as a two-dimensional control surface, such as when controlling a character's view in a first-person game. - - - The X and Y positions of each stick are compared against the dead zone independently. This setting is the default when calling GamePad.GetState. - - - The values of each stick are not processed and are returned by GamePad.GetState as "raw" values. This is best if you intend to implement your own dead zone processing. - - - Describes the type of a specified Xbox 360 controller. - - - Controller is an alternate guitar - - - Controller is an arcade stick - - - Controller is a big button pad - - - Controller is a dance pad - - - Controller is a drum kit - - - Controller is a flight stick - - - Controller is the Xbox 360 Controller - - - Controller is a guitar - - - Controller is an unknown type - - - Controller is a wheel - - - Identifies the state of a keyboard key. - - - The key is pressed. - - - The key is released. - - - Identifies a particular key on a keyboard. - - - A key - - - Add key - - - Applications key - - - Attn key - - - B key - - - BACKSPACE key - - - Windows 2000/XP: Browser Back key - - - Windows 2000/XP: Browser Favorites key - - - Windows 2000/XP: Browser Forward key - - - Windows 2000/XP: Browser Start and Home key - - - Windows 2000/XP: Browser Refresh key - - - Windows 2000/XP: Browser Search key - - - Windows 2000/XP: Browser Stop key - - - C key - - - CAPS LOCK key - - - Green ChatPad key - - - Orange ChatPad key - - - CrSel key - - - D key - - - Used for miscellaneous characters; it can vary by keyboard. - - - Used for miscellaneous characters; it can vary by keyboard. - - - Used for miscellaneous characters; it can vary by keyboard. - - - Used for miscellaneous characters; it can vary by keyboard. - - - Used for miscellaneous characters; it can vary by keyboard. - - - Used for miscellaneous characters; it can vary by keyboard. - - - Used for miscellaneous characters; it can vary by keyboard. - - - Used for miscellaneous characters; it can vary by keyboard. - - - Used for miscellaneous characters; it can vary by keyboard. - - - Used for miscellaneous characters; it can vary by keyboard. - - - Decimal key - - - DEL key - - - Divide key - - - DOWN ARROW key - - - E key - - - END key - - - ENTER key - - - Erase EOF key - - - ESC key - - - EXECUTE key - - - ExSel key - - - F key - - - F1 key - - - F10 key - - - F11 key - - - F12 key - - - F13 key - - - F14 key - - - F15 key - - - F16 key - - - F17 key - - - F18 key - - - F19 key - - - F2 key - - - F20 key - - - F21 key - - - F22 key - - - F23 key - - - F24 key - - - F3 key - - - F4 key - - - F5 key - - - F6 key - - - F7 key - - - F8 key - - - F9 key - - - G key - - - H key - - - HELP key - - - HOME key - - - I key - - - INS key - - - J key - - - K key - - - L key - - - Windows 2000/XP: Start Application 1 key - - - Windows 2000/XP: Start Application 2 key - - - Windows 2000/XP: Start Mail key - - - LEFT ARROW key - - - Left ALT key - - - Left CONTROL key - - - Left SHIFT key - - - Left Windows key - - - M key - - - Windows 2000/XP: Next Track key - - - Windows 2000/XP: Play/Pause Media key - - - Windows 2000/XP: Previous Track key - - - Windows 2000/XP: Stop Media key - - - Multiply key - - - N key - - - Reserved - - - NUM LOCK key - - - Numeric keypad 0 key - - - Numeric keypad 1 key - - - Numeric keypad 2 key - - - Numeric keypad 3 key - - - Numeric keypad 4 key - - - Numeric keypad 5 key - - - Numeric keypad 6 key - - - Numeric keypad 7 key - - - Numeric keypad 8 key - - - Numeric keypad 9 key - - - O key - - - Used for miscellaneous characters; it can vary by keyboard. - - - Windows 2000/XP: The OEM angle bracket or backslash key on the RT 102 key keyboard - - - CLEAR key - - - Windows 2000/XP: The OEM close bracket key on a US standard keyboard - - - Windows 2000/XP: For any country/region, the ',' key - - - Windows 2000/XP: For any country/region, the '-' key - - - Windows 2000/XP: The OEM open bracket key on a US standard keyboard - - - Windows 2000/XP: For any country/region, the '.' key - - - Windows 2000/XP: The OEM pipe key on a US standard keyboard - - - Windows 2000/XP: For any country/region, the '+' key - - - Windows 2000/XP: The OEM question mark key on a US standard keyboard - - - Windows 2000/XP: The OEM singled/double quote key on a US standard keyboard - - - Windows 2000/XP: The OEM Semicolon key on a US standard keyboard - - - Windows 2000/XP: The OEM tilde key on a US standard keyboard - - - P key - - - PA1 key - - - PAGE DOWN key - - - PAGE UP key - - - PAUSE key - - - Play key - - - PRINT key - - - PRINT SCREEN key - - - Windows 95/98/Me, Windows NT 4.0, Windows 2000/XP: IME PROCESS key - - - Q key - - - R key - - - RIGHT ARROW key - - - Right ALT key - - - Right CONTROL key - - - Right SHIFT key - - - Right Windows key - - - S key - - - SCROLL LOCK key - - - SELECT key - - - Windows 2000/XP: Select Media key - - - Separator key - - - Computer Sleep key - - - SPACEBAR - - - Subtract key - - - T key - - - TAB key - - - U key - - - UP ARROW key - - - V key - - - Windows 2000/XP: Volume Down key - - - Windows 2000/XP: Volume Mute key - - - Windows 2000/XP: Volume Up key - - - W key - - - X key - - - Y key - - - Z key - - - Zoom key - - - Immediately releases the unmanaged resources used by this object. - - - Determines whether the specified instances are equal. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are equal; false otherwise. - - - Determines whether the specified is equal to this . - to compare with this instance. - true if the objects are equal; false otherwise. - - - Determines whether the specified System.Object is equal to this . - System.Object to compare with this instance. - true if the objects are equal; false otherwise. - - - Releases unmanaged resources and performs other cleanup operations before the is reclaimed by garbage collection. - - - Gets the album art as a texture. - Content manager service provider, obtained through the Framework.Game.Services property. - Texture with the album art, or null if the album has no associated art. - - - Gets the hash code for this instance. - Hash code for this object. - - - Gets the album art thumbnail as a texture. - Content manager service provider, obtained through the Framework.Game.Services property. - Texture with the album art thumbnail, or null if the album has no associated thumbnail. - - - Determines whether the specified instances are not equal. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are not equal; false otherwise. - - - Returns a System.String representation of this . - System.String representation of this object. - - - Gets the Artist of the . - Artist of this . - - - Gets the duration of the . - Duration of the album, as a System.TimeSpan structure. - - - Gets the Genre of the . - Genre of this . - - - Gets a value indicating whether the has associated album art. - true if this has associated album art, false otherwise. - - - Gets the name of the . - The name of this . - - - Gets a SongCollection that contains the songs on the album. - SongCollection containing the songs on this album. - - - Provides access to an album in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - - Releases unmanaged resources and performs other cleanup operations before garbage collection reclaims the . - - - - Returns an enumerator that iterates through the . - System.Collections.Generic.IEnumerator`1 for the . - - - Returns an enumerator that iterates through the collection. - System.Collections.IEnumerator that iterates through the collection. - - - Gets the number of Album objects in the . - Number of Album objects in this . - - - Gets the Album at the specified index in the . - Index of the Album to get. - A new Album representing the album at the specified index in this . - - - A collection of albums in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - Determines whether the specified instances are equal. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are equal; false otherwise. - - - Determines whether the specified System.Object is equal to this . - System.Object to compare with this instance. - true if the objects are equal; false otherwise. - - - Determines whether the specified is equal to this . - to compare with this instance. - true if the objects are equal; false otherwise. - - - Releases unmanaged resources and performs other cleanup operations before the is reclaimed by garbage collection. - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether the specified instances are not equal. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are not equal; false otherwise. - - - Returns a System.String representation of the . - System.String representation of this object. - - - Gets the AlbumCollection for the . - AlbumCollection for this . - - - Gets the name of the . - The name of this . - - - Gets the SongCollection for the . - SongCollection for this . - - - Provides access to artist information in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - - Releases unmanaged resources and performs other cleanup operations before garbage collection reclaims the . - - - - Returns an enumerator that iterates through the . - System.Collections.Generic.IEnumerator`1 for the . - - - Returns an enumerator that iterates through the collection. - System.Collections.IEnumerator that iterates through the collection. - - - Gets the number of Artist objects in the . - Number of Artist objects in this . - - - Gets the Artist at the specified index in the . - Index of the Artist to get. - A new Artist representing the artist at the specified index in this . - - - The collection of all artists in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - Determines whether the specified instances are equal. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are equal; false otherwise. - - - Determines whether the specified System.Object is equal to this . - System.Object to compare with this instance. - true if the objects are equal; false otherwise. - - - Determines whether the specified is equal to this . - to compare with this instance. - true if the objects are equal; false otherwise. - - - Releases unmanaged resources and performs other cleanup operations before the is reclaimed by garbage collection. - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether the specified instances are not equal. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are not equal; false otherwise. - - - Returns a System.String representation of the . - System.String representation of this object. - - - Gets the AlbumCollection for the . - AlbumCollection for this . - - - Gets the name of the . - The name of this . - - - Gets the SongCollection for the . - SongCollection for this . - - - Provides access to genre information in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - - Releases unmanaged resources and performs other cleanup operations before garbage collection reclaims the . - - - - Returns an enumerator that iterates through the . - System.Collections.Generic.IEnumerator`1 for the . - - - Returns an enumerator that iterates through the collection. - System.Collections.IEnumerator that iterates through the collection. - - - Gets the number of Genre objects in the . - Number of Genre objects in this . - - - Gets the Genre at the specified index in the . - Index of the Genre to get. - A new Genre representing the genre at the specified index in this . - - - The collection of all genres in the media library. - - - - Initializes a new instance of the class, using a specific media source to create the new media library. - Reference page contains code sample. - A media source that will be the source for the media library. - - - Initializes a new instance of the class. - - - Releases the resources used by the MediaLibrary. - - - - Releases unmanaged resources and performs other cleanup operations before the is reclaimed by garbage collection. - - - - Gets the AlbumCollection that contains all albums in the media library. - AlbumCollection that contains all albums in the device's media library. - - - Gets the ArtistCollection that contains all artists in the media library. - ArtistCollection that contains all artists in the device's media library. - - - Gets the GenreCollection that contains all genres in the media library. - GenreCollection that contains all genres in the device's media library. - - - Gets the MediaSource with which this media library was constructed. - The MediaSource with which this media library was constructed. - - - Gets the PictureCollection that contains all pictures in the media library. - PictureCollection that contains all pictures in the device's media library. - - - Gets the PlaylistCollection that contains all playlists in the media library. - PlaylistCollection that contains all playlists in the device's media library. - - - Gets the root PictureAlbum for all pictures in the media library. - The root PictureAlbum for all pictures in the device's media library. - - - Gets the SongCollection that contains all songs in the media library. - SongCollection that contains all songs in the device's media library. - - - Provides access to songs, playlists, and pictures in the device's media library. Reference page contains code sample. - - - - Raised when the active song changes due to active playback or due to explicit calls to the MediaPlayer.MoveNext or MediaPlayer.MovePrevious methods. - - - - Raised when the media player play state changes. - - - Retrieves visualization (frequency and sample) data for the currently-playing song. Reference page contains code sample. - Visualization (frequency and sample) data for the currently playing song. - - - Moves to the next song in the queue of playing songs. - - - Moves to the previous song in the queue of playing songs. - - - Pauses the currently playing song. - - - Plays a SongCollection, starting with the Song at the specified index. Reference page contains links to related code samples. - SongCollection to play. - Index of the song in the collection at which playback should begin. - - - Plays a Song. Reference page contains links to related code samples. - Song to play. - - - Plays a SongCollection. Reference page contains links to related code samples. - SongCollection to play. - - - Resumes a paused song. - - - Stops playing a song. - - - Determines whether the game has control of the background music. - true if the game has control of the background music; otherwise, false. - - - - Gets or set the muted setting for the media player. - true if sound is muted; false otherwise. - - - Gets or sets the repeat setting for the media player. - true if the current play queue is set to repeat; false otherwise. - - - Gets or sets the shuffle setting for the media player. - true if the current play queue is set to shuffled; false otherwise. - - - Gets or sets the visualization enabled setting for the media player. - true if visualization is enabled; false otherwise. - - - Gets the play position within the currently playing song. - Play position within the current song, as a System.TimeSpan structure. - - - Gets the media playback queue, MediaQueue. - The media playback queue, MediaQueue. - - - Gets the media playback state, MediaState. - The media playback state, MediaState. - - - Gets or sets the media player volume. - Media player volume, from 0.0f (silence) to 1.0f (full volume relative to the current device volume). - - - Provides methods and properties to play, pause, resume, and stop songs. also exposes shuffle, repeat, volume, play position, and visualization capabilities. Reference page contains links to related code samples. - - - Gets or sets the index of the current (active) song in the queue of playing songs. - Index of the current song in the queue of playing songs. - - - Gets the current Song in the queue of playing songs. - Current Song in the queue of playing songs. - - - Gets the count of songs in the . - Count of songs in this . - - - Gets the Song at the specified index in the . - - A new Song representing the song at the specified index in this . - - - Provides methods and properties to access and control the queue of playing songs. - - - Gets the available media sources. Reference page contains code sample. - The available media sources. - - - - Returns the name of this media source. - The name of this media source. - - - - Gets the MediaSourceType of this media source. - - The MediaSourceType of this media source. - - - - Gets the name of this media source. - The media source name. - - - Provides methods and properties to access the source or sources from which the media will be read. - - - Immediately releases the unmanaged resources used by this object. - - - Determines whether the specified instances are equal. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are equal; false otherwise. - - - Determines whether the specified is equal to this . - to compare with this instance. - true if the objects are equal; false otherwise. - - - Determines whether the specified System.Object is equal to this . - System.Object to compare with this instance. - true if the objects are equal; false otherwise. - - - Releases unmanaged resources and performs other cleanup operations before the is reclaimed by garbage collection. - - - Gets the hash code for this instance. - Hash code for this object. - - - Gets the picture as a texture. - Game service provider, obtained from the Framework.Game.Services property. - Texture with the graphical content of the picture. - - - Gets a thumbnail of the picture as a texture. - Game service provider, obtained from the Framework.Game.Services property. - Texture with a thumbnail of the picture's graphical content. - - - Determines whether the specified instances are not equal. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are not equal; false otherwise. - - - Returns a System.String representation of the . - System.String representation of this object. - - - Gets the picture album that contains the picture. - PictureAlbum that contains this picture. - - - - Gets the picture's date. - Date and time associated with the picture's file, as a System.DateTime structure. - - - Gets the picture's height. - Height of this picture, in pixels. - - - Gets the name of the . - The name of this . - - - Gets the picture's width. - Width of this picture, in pixels. - - - Provides access to a picture in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - Determines whether the specified instances are equal. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are equal; false otherwise. - - - Determines whether the specified System.Object is equal to this . - System.Object to compare with this instance. - true if the objects are equal; false otherwise. - - - Determines whether the specified is equal to this . - to compare with this instance. - true if the objects are equal; false otherwise. - - - Releases unmanaged resources and performs other cleanup operations before the is reclaimed by garbage collection. - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether the specified instances are not equal. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are not equal; false otherwise. - - - Returns a System.String representation of the . - System.String representation of this object. - - - Gets the collection of picture albums that are contained within the picture album (that is, picture albums that are children of the picture album). - PictureAlbumCollection that contains the picture albums that are children of this picture album. - - - Gets the name of the . - The name of this . - - - Gets the parent picture album. - PictureAlbum that is the parent of this picture album. - - - Gets the collection of pictures in this picture album. - PictureCollection that contains the pictures in this picture album. - - - Provides access to a picture album in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - - Releases unmanaged resources and performs other cleanup operations before garbage collection reclaims the . - - - - Returns an enumerator that iterates through the collection. - System.Collections.IEnumerator that iterates through the collection. - - - Returns an enumerator that iterates through the . - System.Collections.Generic.IEnumerator`1 for the . - - - - Gets the number of PictureAlbum objects in the . - Number of PictureAlbum objects in this . - - - Gets the PictureAlbum at the specified index in the . - - A new PictureAlbum representing the picture album at the specified index in this . - - - A collection of picture albums in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - - Releases unmanaged resources and performs other cleanup operations before garbage collection reclaims the . - - - - Returns an enumerator that iterates through the collection. - System.Collections.IEnumerator that iterates through the collection. - - - Returns an enumerator that iterates through the . - System.Collections.Generic.IEnumerator`1 for the . - - - - Gets the number of Picture objects in the . - Number of Picture objects in this . - - - Gets the Picture at the specified index in the . - - A new Picture representing the picture at the specified index in this . - - - A collection of pictures in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - Determines whether the specified instances are equal. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are equal; false otherwise. - - - Determines whether the specified is equal to this . - to compare with this instance. - true if the objects are equal; false otherwise. - - - Determines whether the specified System.Object is equal to this . - System.Object to compare with this instance. - true if the objects are equal; false otherwise. - - - Releases unmanaged resources and performs other cleanup operations before the is reclaimed by garbage collection. - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether the specified instances are not equal. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are not equal; false otherwise. - - - Returns a System.String representation of the . - System.String representation of this object. - - - Gets the duration of the . - Duration of the playlist, as a System.TimeSpan structure. - - - Gets the name of the . - The name of this . - - - Gets a SongCollection that contains the songs in the playlist. - SongCollection containing the songs in this playlist. - - - Provides access to a playlist in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - - Releases unmanaged resources and performs other cleanup operations before garbage collection reclaims the . - - - - Returns an enumerator that iterates through the collection. - System.Collections.IEnumerator that iterates through the collection. - - - Returns an enumerator that iterates through the . - System.Collections.Generic.IEnumerator`1 for the . - - - - Gets the number of Playlist objects in the . - Number of Playlist objects in this . - - - Gets the Playlist at the specified index in the . - - A new Playlist representing the playlist at the specified index in this . - - - A collection of playlists in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - Determines whether the specified instances are equal. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are equal; false otherwise. - - - Determines whether the specified is equal to this . - to compare with this instance. - true if the objects are equal; false otherwise. - - - Determines whether the specified System.Object is equal to this . - System.Object to compare with this instance. - true if the objects are equal; false otherwise. - - - Releases unmanaged resources and performs other cleanup operations before the is reclaimed by garbage collection. - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether the specified instances are not equal. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are not equal; false otherwise. - - - Returns a System.String representation of the . - System.String representation of this object. - - - Gets the Album on which the appears. - Album on which this appears. - - - Gets the Artist of the . - Artist of this . - - - Gets the duration of the . - Duration of the song, as a System.TimeSpan structure. - - - Gets the Genre of the . - Genre of this . - - - Gets a value that indicates whether the song is DRM protected content. - true if this is DRM protected; false otherwise. - - - - Gets a value that indicates whether the song has been rated by the user. - true if this has been rated by the user; false otherwise. - - - Gets the name of the . - The name of this . - - - Gets the song play count. - Song play count. - - - Gets the user's rating for the . - User's rating for this , or 0 if the song is unrated.Ratings range from 1 (dislike the most) to 10 (like the most).When the user rates songs using the Zune device or Zune software, the rating is set to 8 for liked songs (shown as a heart) and to 2 or 3 for disliked songs (shown as a broken heart). - - - Gets the track number of the song on the song's Album. - Track number of this on the song's Album. - - - Provides access to a song in the song library. - - - Immediately releases the unmanaged resources used by this object. - - - - Releases unmanaged resources and performs other cleanup operations before garbage collection reclaims the . - - - - Returns an enumerator that iterates through the collection. - System.Collections.IEnumerator that iterates through the collection. - - - Returns an enumerator that iterates through the . - System.Collections.Generic.IEnumerator`1 for the . - - - Gets the number of Song objects in the . - Number of Song objects in this . - - - Gets the Song at the specified index in the . - - A new Song representing the song at the specified index in this . - - - A collection of songs in the song library. - - - Initializes a new instance of the VisualizationData class. - - - - Returns a collection of floats that contain frequency data. - A collection of floats that contain frequency data. - - - - - Returns a collection of floats that contain sample data. - - A collection of floats that contain sample data. - - - - Encapsulates visualization (frequency and sample) data for the currently-playing song. - - - Type of the media source. - - - A local device. - - - A Windows Media Connect device. - - - Media playback state (playing, paused, or stopped). - - - Media playback is paused. - - - Media is currently playing. - - - Media playback is stopped. - - - Gets the number of gamers in the session. - Number of gamers currently in the session. - - - Gets the gamertag of the session host. - Name of the gamertag. - - - Gets the number of private player slots. - Number of reserved private slots. - - - Gets the number of public player slots. - Number of public slots. - - - Gets an estimate of the quality of network service between this local machine and the remote session. - An estimate of the quality of network service between this local machine and the remote session. Initially the QualityOfService.IsAvailable property will be set to false, and all the other properties of the returned QualityOfService instance will be zero, but after the probing finishes this will become true and the other properties will be filled in with some actual data. - - - - Gets any custom properties that have been attached to the session. - Any custom properties that have been attached to the session. - - - Describes a multiplayer session that can be joined. Reference page contains links to related code samples. - - - Immediately releases the collection. - - - Allows Microsoft.Xna.Framework.Net.AvailableNetworkSessionCollection.Finalize to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Represents a collection of sessions available for joining. Reference page contains links to related code samples. - - - Creates an instance of GameEndedEventArgs. - - - Represents the arguments passed to a NetworkSession.GameEnded event. - - - Creates an instance of GamerJoinedEventArgs. - The gamer who just joined the session. - - - Gets the gamer who just joined the session. - The gamer who just joined the session. - - - Represents the arguments passed to a NetworkSession.GamerJoined event. - - - Creates an instance of GamerLeftEventArgs. - The gamer who just left the session. - - - Gets the gamer who just left the session. - The gamer who just left the session. - - - Represents the arguments passed to a NetworkSession.GamerLeft event. - - - Creates an instance of GameStartedEventArgs. - - - Represents the arguments passed to a NetworkSession.GameStarted event. - - - Creates an instance of HostChangedEventArgs. - The player who was the previous session host. - The player who is the new host of the multiplayer session. - - - Gets the new host of the session. - The player who is the new host of the multiplayer session. - - - Gets the player who was the previous session host. - The player who was the previous session host. - - - Represents the arguments passed to a HostChanged event. - - - Creates a new instance of InviteAcceptedEventArgs. - The player who has accepted the game invitation. - - - Gets the gamer who accepted the game invitation. - The gamer accepting the game invitation. - - - Represents the arguments passed to a NetworkSession.InviteAccepted event. - - - Specifies whether voice data should be sent to, or received from, the specified remote gamer. - A remote gamer in the session. - true if voice is enabled; false otherwise. - - - Reads the next incoming packet using the specified values. Reference page contains links to related code samples. - Storage for the network packet data. - Offset, in bytes, to begin reading data. - Gamer who sent this packet. - Number of bytes read from the network packet. Returns 0 if no packet is available. - - - - Reads the next incoming packet and copies the packet data into the specified reader object. - Reference page contains links to related code samples. - Network packet data. - Gamer who sent this packet. - Number of bytes read from the network packet. Returns 0 if no packet is available. - - - Reads the next incoming packet using the specified values. Reference page contains links to related code samples. - Storage for the network packet data. - Gamer who sent this packet. - Number of bytes read from the network packet. Returns 0 if no packet is available. - - - Sends a selected portion of a byte array to all gamers in a session. Reference page contains links to related code samples. - Byte array containing session data. - Offset, in bytes, to the start of the data. - Amount, in bytes, of data sent. - Enumeration containing data send options. - - - Sends a selected portion of a byte array to the specified gamer. Reference page contains links to related code samples. - Byte array containing session data. - Offset, in bytes, to the start of the data. - Amount, in bytes, of data sent. - Enumeration containing data send options. - Gamer to receive the data packet. - - - Sends a network packet to the specified gamer in a session. Reference page contains links to related code samples. - Byte array containing session data. - Enumeration containing data send options. - Gamer receiving the data. - - - Sends a network packet to all gamers in a session. Reference page contains links to related code samples. - Byte array containing session data. - Enumeration containing data send options. - - - Sends a byte array to the specified gamer. Reference page contains links to related code samples. - Byte array containing session data. - Enumeration containing data send options. - Gamer to receive the data packet. - - - Sends a byte array to all gamers in a session. Reference page contains links to related code samples. - Byte array containing session data. - Enumeration containing data send options. - - - Determines if there is incoming packet data for this player. - true if there are one or more packets waiting; otherwise false. - - - Gets the Framework.GamerServices.SignedInGamer instance for this Microsoft.Xna.Framework.Net.LocalNetworkGamer.SignedInGamer object. - - The related Framework.GamerServices.SignedInGamer instance. - - - Represents a local player in a network session. - - - Initializes a new instance of NetworkException with the specified error message and the inner exception. - A message that describes the error. - The inner exception related to this exception. - - - Initializes a new instance of NetworkException with the specified error message. - A message that describes the error. - - - Initializes a new instance of NetworkException with the specified streaming context. - Describes the network data being sent or received when the exception occurred. - Describes the stream where the exception occurred. - - - Creates an empty instance of NetworkException. - - - Thrown if there is a network communication failure. - - - Determines if the player has a voice headset. - true if a headset is present; false otherwise. - - - - Gets a unique identifier that can be used to refer to this gamer in network packets. - - A unique identifier that can be used to refer to this gamer in network packets. - - - Determines whether this gamer is logged in as a guest profile. - true if this gamer is logged in as a guest profile; false otherwise. - - - Determines if the player is the host of the multiplayer session. - true if the player is the host; false otherwise. - - - Determines if the player is playing on a local machine. - true if the player is local; false otherwise. - - - Determines if the player is muted by one or more local users. - true if the player is muted by one or more players in the session; false otherwise. - - - Determines if the player occupies a reserved private session slot. - true if the player occupies a reserved private session slot; false otherwise. - - - Determines whether the gamer is ready to leave the lobby screen and begin gameplay. Reference page contains links to related code samples. - true if the gamer is ready to start playing; false otherwise. - - - Determines whether the gamer is currently sending voice data. - true if the gamer is sending voice data; false otherwise. - - - - Gets an object representing the physical gaming machine this NetworkGamer is playing on. - - - An object representing the physical gaming machine this NetworkGamer is playing on. - - - - Gets an estimate of the network latency involved in sending a packet round trip from the local machine to this gamer and back again. - An estimate of the network latency involved in sending a packet round trip from the local machine to this gamer and back again. - - - Gets the multiplayer session of the gamer. - Session that contains the gamer. - - - - Represents a player in a network session. - - - - Forcibly removes this machine from the session. - - - Gets a collection of all the gamers who are playing on this machine. - A collection of all the gamers who are playing on this machine. - - - - Represents a physical machine (such as single Xbox 360 console or Windows-based computer) that is participating in a multiplayer session. It can be used to detect when more than one NetworkGamer is playing on the same actual machine. - - - - Constructs an exception with the specified error message and inner exception. - Error message to associate with this exception. - Inner exception. - - - Constructs an exception with the specified error message. - Error message to associate with this exception. - - - Constructs an exception from the specified streaming context. - Serialization information. - Streaming context. - - - Constructs an empty exception. - - - Exception thrown if no network is available. - - - Occurs when the game moves from gameplay to the lobby. Reference page contains links to related code samples. - - - - Occurs when a new player joins a multiplayer session. - Reference page contains links to related code samples. - - - Occurs when a player leaves the multiplayer session. Reference page contains links to related code samples. - - - Occurs when the game moves from the lobby into actual gameplay. Reference page contains links to related code samples. - - - - Occurs when the session host has changed. - - - - Event that occurs when a user has accepted an invite to join a network session. - - - Occurs when the multiplayer session ends. Reference page contains links to related code samples. - - - Maximum number of gamers supported in a session. - - - Adds the specified local gamer profile to the network session. - The gamer to add to the network session - - - Starts hosting a new multiplayer session. - - Type of session being created. - Collection of local gamers to participate in the network session. The first gamer in the collection becomes the host, and the others are added to the session. - Maximum number of players allowed in this network session. For Windows- or Xbox 360-based games, this value must be between 2 and 31; 31 is the maximum number of players supported in a session. For Zune-based games, this value must be between 2 and 8; 8 is the maximum number of players supported in the session. - Number of reserved private session slots created for the session. This value must be less than maximumGamers. - Properties of the session being created. - The method to be called once the asynchronous operation has finished. - State of the asynchronous operation. - An System.IAsyncResult used to track the progress of the method. - - - Starts hosting a new multiplayer session. - - Type of session being created. - Maximum number of local players on the same gaming machine in this network session. - Maximum number of players allowed in this network session. For Windows- or Xbox 360-based games, this value must be between 2 and 31; 31 is the maximum number of players supported in a session. For Zune-based games, this value must be between 2 and 8; 8 is the maximum number of players supported in the session. - The method to be called once the asynchronous operation has finished. - State of the asynchronous operation. - An System.IAsyncResult used to track the progress of the method. - - - - Starts hosting a new multiplayer session. - - Type of session being created. - Maximum number of local players on the same gaming machine in this network session. - Maximum number of players allowed in this network session. For Windows- or Xbox 360-based games, this value must be between 2 and 31; 31 is the maximum number of players supported in a session. For Zune-based games, this value must be between 2 and 8; 8 is the maximum number of players supported in the session. - Number of reserved private session slots created for the session. This value must be less than maximumGamers. - Properties of the session being created. - The method to be called once the asynchronous operation has finished. - State of the asynchronous operation. - An System.IAsyncResult used to track the progress of the method. Call EndCreate to access these results. - - - Starts a matchmaking query to search for available multiplayer sessions, specifying a collection of local gamers to add to the network session. - Type of session sought. - Collection of local gamers to participate in the network session. The first gamer in the collection becomes the host, and the others are added to the session. - Optional session properties to match during the search. If this argument is null, the query results will not be filtered based on the session properties of available sessions. If any of the search property values in searchProperties are specified, only sessions with matching properties will be returned by the query. null items in the searchProperties collection will match to any value for that session property. - Method to be called once the asynchronous operation has finished. - State of the asynchronous operation. - - An System.IAsyncResult used to track the progress of the method. - - - - Starts a matchmaking query to search for available multiplayer sessions. - Type of session sought. - Maximum number of local players on the same gaming machine in this network session. - Optional session properties to match during the search. If this argument is null, the query results will not be filtered based on the session properties of available sessions. If any of the search property values in searchProperties are specified, only sessions with matching properties will be returned by the query. null items in the searchProperties collection will match to any value for that session property. - Method to be called once the asynchronous operation has finished. - State of the asynchronous operation. - An System.IAsyncResult used to track the progress of the method. - - - - Starts joining an existing network session in response to an NetworkSession.InviteAccepted notification event with the specified collection of local gamers. - Collection of local gamers to participate in the network session. The first gamer in the collection becomes the host, and the others are added to the session. - Method to be called at the conclusion of the asynchronous operation. - State of the asynchronous operation. - An System.IAsyncResult used to track the progress of the method. - - - - Starts joining an existing network session in response to an NetworkSession.InviteAccepted notification event. - - Maximum number of local players on the same gaming machine in this network session. - Method to be called at the conclusion of the asynchronous operation. - State of the asynchronous operation. - An System.IAsyncResult used to track the progress of the method. - - - Starts a join operation for the specified multiplayer session. - Session the gamer is attempting to join. - The method to be called once the asynchronous operation has finished. - State of the asynchronous operation. - An System.IAsyncResult used to track the progress of the method. Call EndJoin to access these results. - - - Starts hosting a new multiplayer session. - Type of session being hosted. - Collection of local gamers to participate in the network session. The first gamer in the collection becomes the host, and the others are added to the session. - Maximum number of players allowed in this network session. For Windows- or Xbox 360-based games, this value must be between 2 and 31; 31 is the maximum number of players supported in a session. For Zune-based games, this value must be between 2 and 8; 8 is the maximum number of players supported in the session. - Number of reserved private session slots created for the session. This value must be less than maxGamers. - Properties of the session being created. - The newly hosted session. - - - Starts hosting a new multiplayer session. - Type of session being hosted. - Maximum number of local players on the same gaming machine in this network session. - Maximum number of players allowed in this network session. For Windows- or Xbox 360-based games, this value must be between 2 and 31; 31 is the maximum number of players supported in a session. For Zune-based games, this value must be between 2 and 8; 8 is the maximum number of players supported in the session. - The newly hosted session. - - - Starts hosting a new multiplayer session. - Type of session being hosted. - Maximum number of local players on the same gaming machine in this network session. - Maximum number of players allowed in this network session. For Windows- or Xbox 360-based games, this value must be between 2 and 31; 31 is the maximum number of players supported in a session. For Zune-based games, this value must be between 2 and 8; 8 is the maximum number of players supported in the session. - Number of reserved private session slots created for the session. This value must be less than maxGamers. - Properties of the session being created. - The newly hosted session. - - - Ends the current multiplayer session. - - - Gets the result from a BeginCreate asynchronous call. - An System.IAsyncResult used to track the progress of the operation. - The session being created. - - - Gets the result from a NetworkSession.BeginFind asynchronous call. - An System.IAsyncResult used to track the progress of the operation. - Collection of sessions matching the search criteria. - - - Changes the session state from NetworkSessionState.Playing to NetworkSessionState.Lobby. - - - Gets the result from a NetworkSession.BeginJoinInvited asynchronous call. - An System.IAsyncResult used to track the progress of the operation. - The session being joined by the gamer. - - - Gets the result from a NetworkSession.BeginJoin asynchronous call. - An System.IAsyncResult used to track the progress of the operation. - The session being joined by the gamer. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Looks up the network gamer with the specified ID. - Identifier specifying the network gamer for which to search. - Network gamer matching the requested ID, or null if no matching gamer was found. - - - Issues a matchmaking query, searching for available multiplayer sessions. Reference page contains links to related code samples. - Type of session sought. - Collection of local gamers to participate in the network session. The first gamer in the collection becomes the host, and the others are added to the session. - Optional session properties to match during the search. If this argument is null, the query results will not be filtered based on the session properties of available sessions. If any of the search property values in searchProperties are specified, only sessions with matching properties will be returned by the query. null items in the searchProperties collection will match to any value for that session property. - Collection of available network multiplayer sessions. - - - Issues a matchmaking query, searching for available multiplayer sessions. Reference page contains links to related code samples. - Type of session sought. - Maximum number of local players on the same gaming machine in this network session. - Optional session properties to match during the search. If this argument is null, the query results will not be filtered based on the session properties of available sessions. If any of the search property values in searchProperties are specified, only sessions with matching properties will be returned by the query. null items in the searchProperties collection will match to any value for that session property. - Collection of available network multiplayer sessions. - - - - Joins an existing network session in response to an NetworkSession.InviteAccepted notification event. - - Collection of local gamers to participate in the network session. The first gamer in the collection becomes the host, and the others are added to the session. - The network session. - - - - Joins an existing network session in response to an NetworkSession.InviteAccepted notification event. - - Maximum number of local players on the same gaming machine in this network session. - The network session. - - - Joins an existing multiplayer session. Reference page contains links to related code samples. - An existing multiplayer session. - Session joined by the gamer. - - - Resets the NetworkGamer.IsReady property of all session gamers. - - - Changes the session state from NetworkSessionState.Lobby to NetworkSessionState.Playing. - - - Updates the state of the multiplayer session. - - - - Gets the collection of gamers currently in the session. - Collection of gamers in the session. - - - - Gets or sets whether host migration is allowed. This can be read by any machine in the session, but can only be changed by the host. The default value is false indicating that host migration is disabled. - Reference page contains links to related conceptual articles. - true to enable host migration; false to disable host migration. The default value is false. - - - - - Gets or sets whether join-in-progress is allowed. If the host enables this setting, new machines will be able to join at any time. The default value is false, indicating that join-in-progress is disabled. Microsoft.Xna.Framework.Net.NetworkSession.AllowJoinInProgress can be read by any machine in the session, but can only be changed by the host. - Reference page contains links to related code samples. - true to enable join-in-progress, false otherwise. The default value is false. - - - - Gets a performance counter recording the amount of data being received from the network. - - A performance counter recording the amount of data being received from the network. - - - Gets a performance counter recording the amount of data being sent over the network. - - A performance counter recording the amount of data being sent over the network. - - - Gets the current host of the multiplayer session. - The gamer currently hosting the session. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Determines whether all gamers are ready to enter the session. Reference page contains links to related code samples. - true if all gamers are ready to leave the lobby screen and begin gameplay. This state is indicated by a setting of true for the NetworkGamer.IsReady property. - - - Determines whether this machine is the session host. - true if this machine is the session host; false otherwise. - - - Get the collection of local gamers for a multiplayer session. - Collection of local gamers of a network session. For a complete collection of gamers, access the AllGamers property. - - - Gets or sets the maximum number of players able to join this multiplayer session. - Maximum number of players supported by the multiplayer session. Only the host can modify this value. - - - Gets or sets the number of private slots reserved for gamers who join using an invitation. - Number of private slots. - - - Gets the collection of remote gamers for a multiplayer session. - Collection of remote gamers of a network session. For a complete collection of gamers, access the AllGamers property. - - - Gets any custom properties that have been attached to the session. - Any custom properties that have been attached to the session. - - - Gets the current state of a multiplayer session. - Current state of the session. - - - Gets the current multiplayer session type. - The type of the multiplayer session. - - - Gets or sets the amount of simulated network latency. - The amount of simulated network latency, in milliseconds. The default value is 0. - - - Gets or sets the amount of simulated packet loss. - The amount of simulated packet loss, expressed as any fractional probability in the range 0 to 1, with 1 causing 100% packet loss. The default value is zero. - - - Represents a multiplayer game session. Reference page contains links to related code samples. - - - Creates an instance of NetworkSessionEndedEventArgs. - Reason for ending the session. - - - Gets the reason for ending a session. - Reason for ending the session. - - - Represents the arguments passed to a NetworkSession.SessionEnded event. These arguments are passed to event handlers when a session ends. - - - Creates an instance of Microsoft.Xna.Framework.Net.NetworkSessionJoinException(System.String,System.Exception) with the specified error message and inner exception. - A message that describes the error. - The inner exception related to this exception. - - - Creates an instance of Microsoft.Xna.Framework.Net.NetworkSessionJoinException(System.String) with the specified error message. - A message that describes the error. - - - Creates an instance of Microsoft.Xna.Framework.Net.NetworkSessionJoinException(System.String,Microsoft.Xna.Framework.Net.NetworkSessionJoinError) with the specified error and additional information on the exception. - A message that describes the error. - Reason for the exception. - - - Creates an instance of Microsoft.Xna.Framework.Net.NetworkSessionJoinException(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext) with the specified streaming context. - Describes information related to the session being joined when the exception occurred. - Describes the stream where the exception occurred. - - - Creates an empty instance of Microsoft.Xna.Framework.Net.NetworkSessionJoinException. - - - When overridden in a derived class, returns information about the exception. - Information necessary for serialization and deserialization of the session item. - Information necessary for the source and destination of a given serialized stream. Also provides an additional caller-defined context. - - - Gets or sets a more detailed description of the session join failure. - Contains information about the session join failure. - - - Thrown if an error was encountered while joining a session. - - - Creates an empty instance of Microsoft.Xna.Framework.Net.NetworkSessionProperties. - - - The Microsoft.Xna.Framework.Net.NetworkSessionProperties.System.Collections.Generic.ICollection<System.Nullable<System.Int32>>.Add(System.Nullable{System.Int32}) interface method is not supported by NetworkSessionProperties. - The value to add. - - - - The Microsoft.Xna.Framework.Net.NetworkSessionProperties.System.Collections.Generic.ICollection<System.Nullable<System.Int32>>.Clear interface method is not supported by NetworkSessionProperties. - - - - Checks whether the collection contains the specified value. - The value to search for. - true if the collection contains the specified value; false otherwise. - - - - Copies the contents of the collection to an array. - The array to receive the contents of the collection. - Starting index for the copy operation. - - - Gets an enumerator for iterating over the custom property values. - An enumerator for iterating over the custom property values. - - - Gets an enumerator for iterating over the custom property values. - An enumerator for iterating over the custom property values. - - - - Gets the index of the specified value. - The value to search for. - The index of the specified value. - - - - The Microsoft.Xna.Framework.Net.NetworkSessionProperties.System.Collections.Generic.IList<System.Nullable<System.Int32>>.Insert(System.Int32,System.Nullable{System.Int32}) interface method is not supported by NetworkSessionProperties. - - Index for the insertion operation - Item to insert. - - - - The Microsoft.Xna.Framework.Net.NetworkSessionProperties.System.Collections.Generic.IList<System.Nullable<System.Int32>>.RemoveAt(System.Int32) interface method is not supported by NetworkSessionProperties. - - Index of the item to remove. - - - - The Microsoft.Xna.Framework.Net.NetworkSessionProperties.System.Collections.Generic.ICollection<System.Nullable<System.Int32>>.Remove(System.Nullable{System.Int32}) interface method is not supported by NetworkSessionProperties. - - The item to remove. - true if the item was removed successfully; false otherwise. - - - - Gets the number of custom session properties. - The number of custom session properties. - - - Gets a value indicating whether the collection is read-only. - true if the collection is read-only; false otherwise. - - - - Gets or sets a custom session property value at the specified index - Index of the item to retrieve. - The custom session property value. - - - Describes custom, game-specific information about a NetworkSession object. Reference page contains links to related code samples. - - - Initializes an empty instance of Microsoft.Xna.Framework.Net.PacketReader(System.Int32) with the specified options. - Initial capacity for a received network packet. - - - Initializes an empty instance of Microsoft.Xna.Framework.Net.PacketReader. - - - Reads a Color value. - Color data received from the network packet. - - - Reads an 8-byte floating point value. Reference page contains links to related code samples. - 8-byte floating point value from the received network packet. - - - Reads a Matrix value. Reference page contains links to related code samples. - Matrix data from the received network packet. - - - - Reads a Quaternion value. - Reference page contains links to related code samples. - Quaternion data from the received network packet. - - - Reads a 4-byte floating point value. Reference page contains links to related code samples. - Reads a 4-byte floating point value from the received network packet. - - - Reads a Vector2 value. Reference page contains links to related code samples. - Vector data from the received network packet. - - - Reads a Vector3 value. Reference page contains links to related code samples. - Vector data from the received network packet. - - - Reads a Vector3 value. Reference page contains links to related code samples. - Vector data from the received network packet. - - - Gets the length of the packet being read. - Length of the packet. - - - Gets or sets the current packet read position. - Current position of the packet. - - - Provides common functionality for efficiently reading incoming network packets. Reference page contains links to related code samples. - - - Initializes a new instance of Microsoft.Xna.Framework.Net.PacketWriter(System.Int32) with the specified capacity. - Capacity for the packet writer. - - - Initializes an empty instance of Microsoft.Xna.Framework.Net.PacketWriter. - - - - Writes a System.Single value to an outgoing network packet. - - Value to be written. - - - Writes a Framework.Graphics.Color value to an outgoing network packet. - Value to be written. - - - Writes a Vector2 value to an outgoing network packet. Reference page contains links to related code samples. - Value being written. - - - Writes a Vector4 value to an outgoing network packet. Reference page contains links to related code samples. - Value being written. - - - Writes a Quaternion value to an outgoing network packet. Reference page contains links to related code samples. - Value being written. - - - Writes a System.Double value to an outgoing network packet. - Value to be written. - - - Writes a Matrix value to an outgoing network packet. Reference page contains links to related code samples. - Value being written. - - - Writes a Vector3 value to an outgoing network packet. Reference page contains links to related code samples. - Value being written. - - - Gets the length of the packet being written. - Length of the packet. - - - Gets or sets the current packet write position. - Current position of the packet. - - - Provides common functionality for efficiently formatting outgoing network packets. Reference page contains links to related code samples. - - - - Gets the average (median) round trip time of all the network packets that were sent during the quality of service measurement process. - - - The average (median) round trip time of all the network packets that were sent during the quality of service measurement process. Will return zero if the query has not yet completed. You can check if the query is complete using QualityOfService.IsAvailable. - - - - - Gets an estimate of the available downstream network bandwidth from the session host to this machine, measured in bytes per second. - - - An estimate of the available downstream network bandwidth from the session host to this machine, measured in bytes per second. Will return zero if the query has not yet completed. You can check if the query is complete using QualityOfService.IsAvailable. - - - - - Gets an estimate of the available upstream network bandwidth from this machine to the session host, measured in bytes per second. - - An estimate of the available upstream network bandwidth from this machine to the session host, measured in bytes per second. Will return zero if the query has not yet completed. You can check if the query is complete using QualityOfService.IsAvailable. - - - - - Checks whether this quality of service operation has completed. - - true if quality of service data is available; false otherwise. - - - - - Gets the minimum round trip time of any network packet that was sent during the quality of service measurement process. - - - The minimum round trip time of any network packet that was sent during the quality of service measurement process. Will return zero if the query has not yet completed. You can check if the query is complete using QualityOfService.IsAvailable. - - - - - Describes the quality of the network connection between this machine and the host of a multiplayer session that was discovered with a matchmaking query. - - - - Defines the reason a session ended. - - - This client player has signed out of session. - - - The host left the session, removing all active players. - - - The host removed this client player from the session. - - - Network connectivity problems ended the session - - - Contains additional data about a NetworkSessionJoinException. - - - The session could not be found.Occurs if the session has ended after the matchmaking query but before the client joined, of if there is no network connectivity between the client and session host machines. - - - The session exists but is not joinable.Occurs if the session is in progress but does not allow gamers to join a session in progress. - - - The session exists but does not have any open slots for local signed-in gamers. - - - Defines the different states of a multiplayer session. - - - The local machine joins the session, waiting in the pregame lobby. The GameStarted event is raised when gameplay begins. - - - The local machine joins the session, currently in the middle of gameplay. The GameEnded event is raised when the session returns to the lobby. - - - The local machine has left the current session or the session has ended. The SessionEnded event is raised at this time. The event's arguments describe the reason for the session ending. - - - Defines the different types of a multiplayer session. Reference page contains links to related code samples. - - - Does not involve any networking traffic, but can be used for split-screen gaming on a single Xbox 360 console. Creating a local network session may also make it easier to share code between local and online game modes. - - - Connect multiple Xbox 360 consoles or computers over a local subnet. These machines do not require a connection to Xbox LIVE or any LIVE accounts. However, connection to machines on different subnets is not allowed.If you are a Creators Club developer testing your game, you can use this type to connect an Xbox 360 console to a computer. However, cross-platform networking is not supported in games distributed to non–Creators Club community players. - - - Uses the Xbox LIVE servers. This enables connection to other machines over the Internet. It requires a LIVE Silver Membership for Windows-based games or a LIVE Gold membership for Xbox 360 games. Games in development will also require an XNA Creators Club premium membership. While in trial mode, XNA Community games downloaded from Xbox LIVE Markeplace will not have access to LIVE matchmaking. - - - All session matches are ranked. This option is available only for commercial games that have passed Xbox LIVE certification. Due to the competitive nature of the gameplay, this session type does not support join-in-progress. - - - Defines options for network packet transmission. - - - Sends the data with no guarantees.Packets of this type may be delivered in any order, with occasional packet loss.This is the most efficient option in terms of network bandwidth and machine resource usage. However, it is recommended only in situations where your game can recover from occasional packet loss. - - - Sends the data with reliable delivery, but no special ordering.Packets of this type are resent until arrival at the destination. They may arrive out of order. - - - Sends the data with guaranteed ordering, but without reliable delivery.Occasionally, packets of this type are not delivered. However, any delivered packets always arrive in the order in which they are sent.Use this option in situations where the transmitted value changes constantly. Old versions never arrive after a more recent version. - - - Sends the data with reliability and arrival in the order originally sent.Packets of this type are resent until arrival and ordered internally. This means they arrive in the same order in which they were sent.In terms of network bandwidth usage, this is the strongest and most expensive option. Use this only when arrival and ordering are essential. Commonly, a game uses this option for a small percentage of packets. The majority of gameplay data is sent using None or Reliable. - - - Mark that this packet contains chat data, such as a player-to-player message string entered using the keyboard. To comply with international regulations, you must send such data without packet encryption. Therefore, you must use this flag to mark it. To maintain security, other game data should not use this flag. It is acceptable and efficient to mix encrypted and unencrypted data.If you send packets both with and without this flag within a single frame, both the encrypyted and unencrypted data streams will be merged into a single wire packet. This option can be combined with either or both of the Reliable and InOrder flags. When you request in-order delivery for chat packets, they will be ordered relative to other chat packets, but they may arrive out of order with respect to other non-chat data. - - - Initializes a new instance of the Alpha8 structure. - The initial value for the Alpha8 structure. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representaion from. - - - Expands the packed representation to a System.Single. - The expanded Alpha8. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing a single 8 bit normalized W value in the range of 0 to 1. - - - Initializes a new instance of the Bgr565 structure. - A vector containing the initial values for the components of the Bgr565 structure. - - - Initializes a new instance of the Bgr565 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector3. - The expanded vector. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing unsigned normalized values ranging from 0 to 1. The x and z components use 5 bits, and the y component uses 6 bits. - - - Initializes a new instance of the Bgra5551 structure. - A vector containing the initial values for the components of the Bgra5551 structure. - - - Initializes a new instance of the Bgra5551 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - Initial value for the w component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing unsigned normalized values, ranging from 0 to 1, using 5 bits each for x, y, and z, and 1 bit for w. - - - Initializes a new instance of the Byte4 structure. - A vector containing the initial values for the components of the Byte4 structure. - - - Initializes a new instance of the Byte4 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - Initial value for the w component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4 - The vector to create packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing four 8-bit unsigned integer values, ranging from 0 to 255. - - - Initializes a new instance of the HalfSingle structure. - The initial value of the HalfSingle structure. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - - The vector to create the packed representation from. - - - Expands the HalfSingle to a System.Single. - The expanded HalfSingle. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing a single 16 bit floating point value. - - - Initializes a new instance of the HalfVector2 structure. - A vector containing the initial values for the components of the HalfVector2 structure. - - - Initializes a new instance of the HalfVector2 structure. - Initial value for the x component. - Initial value for the y component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the HalfVector2 to a Vector2. - The expanded HalfVector2. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing two 16-bit floating-point values. - - - Initializes a new instance of the HalfVector4 structure. - A vector containing the initial values for the components of the HalfVector4 structure. - - - Initializes a new instance of the HalfVector4 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - Initial value for the w component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing four 16-bit floating-point values. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - - Interface that converts packed vector types to and from Framework.Vector4 values, - allowing multiple encodings to be manipulated in a generic way. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Converts packed vector types to and from Framework.Vector4 values. - - - Initializes a new instance of the Normalized101010 structure. - A vector containing the initial values for the components of the Normalized101010 structure. - - - Initializes a new instance of the Normalized101010 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector3. - The expanded vector. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing signed normalized values, - ranging from −1 to 1, using 10 bits each for x, y, and z, and 2 bits for w. - - - Initializes a new instance of the NormalizedByte2 structure. - A vector containing the initial values for the components of the NormalizedByte2 structure. - - - Initializes a new instance of the NormalizedByte2 class. - Initial value for the x component. - Initial value for the y component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation to a vector. - The expanded NormalizedByte2. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing two 8-bit signed normalized values, ranging from −1 to 1. - - - Initializes a new instance of the NormalizedByte4 structure. - A vector containing the initial values for the components of the NormalizedByte4 structure. - - - Initializes a new instance of the NormalizedByte4 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - Initial value for the w component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing four 8-bit signed normalized values, ranging from −1 to 1. - - - Initializes a new instance of the NormalizedShort2 structure. - A vector containing the initial values for the components of the NormalizedShort2 structure. - - - Initializes a new instance of the NormalizedShort2 class. - Initial value for the x component. - Initial value for the y component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation to a vector. - The expanded NormalizedShort2. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing two 16-bit signed normalized values, ranging from −1 to 1. - - - Initializes a new instance of the NormalizedShort4 structure. - A vector containing the initial values for the components of the NormalizedShort4 structure. - - - Initializes a new instance of the NormalizedShort4 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - Initial value for the w component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing four 16-bit signed normalized values, ranging from −1 to 1. - - - Initializes a new instance of the Rg32 structure. - The vector containing the initial values for the components of the Rg32 structure. - - - Initializes a new instance of the Rg32 structure. - Initial value for the x component. - Initial value for the y component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4 - The vector to create packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed vector representation into a Framework.Vector2. - The expanded vector. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing two 16-bit unsigned normalized values, ranging from 0 to 1. - - - Initializes a new instance of the Rgba1010102 structure. - A vector containing the initial values for the components of the Rgba1010102 structure. - - - Initializes a new instance of the Rgba1010102 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - Initial value for the w component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the left of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4 - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing unsigned normalized values, ranging from 0 to 1, using 10 bits each for x, y, and z, and 2 bits for w. - - - Initializes a new instance of the Rgba32 structure. - A vector containing the initial values for the components of the Rgba32 structure. - - - Initializes a new instance of the Rgba32 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - Initial value for the w component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing four 8-bit unsigned normalized values, ranging from 0 to 1. - - - Initializes a new instance of the Rgba64 structure. - A vector containing the initial values for the components of the Rgba64 structure. - - - Initializes a new instance of the Rgba64 structure. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - Initial value for the w component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing four 16-bit unsigned normalized values, ranging from 0 to 1. - - - Initializes a new instance of the Short2 structure. - A vector containing the initial values for the components of the Short2 structure. - - - Initializes a new instance of the Short2 class. - Initial value for the x component. - Initial value for the y component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation to a vector. - The expanded Short2. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing two 16-bit signed integer values. - - - Initializes a new instance of the Short4 structure. - A vector containing the initial values for the components of the Short4 structure. - - - Initializes a new instance of the Short4 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - Initial value for the w component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing four 16-bit signed integer values. - - - Initializes a new instance of the UInt101010 class. - A vector containing the initial values for the components of the UInt101010 structure. - - - Initializes a new instance of the UInt101010 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - - Expands the packed representation into a Framework.Vector3. - - The expanded vector. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing unsigned integer values, using 10 bits - each for x, y, and z (ranging from 0 to 1023), and 2 bits for w (ranging from 0 to 3). - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - - - Deletes the storage container. - - - Immediately releases the unmanaged resources used by this object. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Gets the file path to the location of the user's save game files. - The file path to the location of the user's save game files. - - - Gets the StorageDevice that holds the files in this container. - The StorageDevice that holds the files in this container. - - - Gets the file path to the location of the title storage space. - The title's install location based on the current platform. - - - Gets the name of the title. - The name of the title. - - - Represents a logical collection of storage files. Reference page contains links to related conceptual articles. - - - Opens a StorageContainer containing any files for the specified title. - The name of the XNA Framework title. - A StorageContainer containing any files for the title. - - - Gets the amount of free space on the device. - Free space on the device, in bytes. - - - Gets whether the device is connected. - true if the device is connected; false otherwise. - - - Gets the total amount of space on the device. - Total amount of space on the device, in bytes. - - - Represents a storage device for user data, such as a memory unit or hard drive. Reference page contains links to related conceptual articles. - - - Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If the innerException parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Initializes a new instance of this class during deserialization. - The information needed to serialize an object. - The source or destination for the serialization stream. - - - Initializes a new instance of this class. - - - The exception that is thrown when the requested StorageDevice is not connected. - - - \ No newline at end of file diff --git a/Engine_XNA3/bin/x86/Debug/Microsoft.Xna.Framework.dll b/Engine_XNA3/bin/x86/Debug/Microsoft.Xna.Framework.dll deleted file mode 100644 index 9eb7f483..00000000 Binary files a/Engine_XNA3/bin/x86/Debug/Microsoft.Xna.Framework.dll and /dev/null differ diff --git a/Engine_XNA3/bin/x86/Debug/Microsoft.Xna.Framework.xml b/Engine_XNA3/bin/x86/Debug/Microsoft.Xna.Framework.xml deleted file mode 100644 index 8285d155..00000000 --- a/Engine_XNA3/bin/x86/Debug/Microsoft.Xna.Framework.xml +++ /dev/null @@ -1,24547 +0,0 @@ - - - - - - - - Determines whether the specified AudioCategory instances are equal. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are equal; false otherwise. - - - Determines whether the specified System.Object is equal to this AudioCategory. - System.Object to compare with this instance. - true if the objects are equal; false otherwise. - - - Determines whether the specified AudioCategory is equal to this AudioCategory. - AudioCategory to compare with this instance. - true if the objects are equal; false otherwise. - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether the specified AudioCategory instances are not equal. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are not equal; false otherwise. - - - Pauses all sounds associated with this category. - - - Resumes all paused sounds associated with this category. - - - Sets the volume of all sounds associated with this category. Reference page contains links to related code samples. - Volume amplitude multiplier. volume is normally between 0.0 (silence) and 1.0 (full volume), but can range from 0.0f to float.MaxValue.Volume levels map to decibels (dB) as shown in the following table.VolumeDescription0.0f-96 dB (silence)1.0f +0 dB (full volume as authored)2.0f +6 dB (6 dB greater than authored) - - - Stops all sounds associated with this category. - Enumerated value specifying how the sounds should be stopped. - - - Returns a System.String representation of this AudioCategory. - System.String representation of this object. - - - Specifies the friendly name of this category. - Friendly name of this category. - - - Represents a particular category of sounds. Reference page contains links to related code samples. - - - Initializes a new instance of this class. - - - Gets or sets a scalar applied to the level of Doppler effect calculated between this and any AudioListener. - The Doppler scale value. - - - Gets or sets the forward orientation vector for this emitter. - The forward orientation vector. - - - Gets or sets the position of this emitter. - The position vector. - - - Gets or sets the upward orientation vector for this emitter. - The upward orientation vector. - - - Gets or sets the velocity vector of this emitter. - The velocity vector. - - - Represents a 3D audio emitter. This object, used in combination with an Framework.Audio.AudioListener and the Cue.Apply3D method, can simulate 3D audio effects for a given Framework.Audio.Cue. Reference page contains links to related code samples. - - - Initializes a new instance of this class, using a path to an XACT global settings file. - Path to a global settings file. - - - Initializes a new instance of this class, using a settings file, a specific audio renderer, and a specific speaker configuration. - Path to a global settings file. - Interactive audio and branch event look-ahead time, in milliseconds. - ID that specifies the audio renderer to use. - - - - Occurs when AudioEngine.Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR). - - - - Specifies the current content version. - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Gets an audio category. Reference page contains links to related code samples. - Friendly name of the category to get. - Audio category. - - - Gets the value of a global variable. Reference page contains links to related conceptual articles. - Friendly name of the variable. - Value of the variable. - - - Sets the value of a global variable. - Value of the global variable. - Friendly name of the global variable. - - - Performs periodic work required by the audio engine. Reference page contains links to related code samples. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Gets a collection of audio renderers. - Collection of audio renderers. - - - Represents the audio engine. Applications use the methods of the audio engine to instantiate and manipulate core audio objects. - Reference page contains links to related code samples. - - - Initializes a new instance of this class. - - - Gets or sets the forward orientation vector for this listener. - The forward orientation vector. - - - Gets or sets the position of this listener. - The position vector. - - - Gets or sets the upward orientation vector for this listener. - The upward orientation vector. - - - Gets or sets the velocity vector of this listener. - The velocity vector. - - - - Represents a 3D audio listener. This object, used in combination with an Framework.Audio.AudioEmitter and the Cue.Apply3D method, can simulate 3D audio effects for a given Framework.Audio.Cue. - Reference page contains links to related code samples. - - - - Occurs when Cue.Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR). - - - - Calculates the 3D audio values between an AudioEmitter and an AudioListener object, and applies the resulting values to this Cue. Reference page contains code sample. - The listener to calculate. - The emitter to calculate. - - - Immediately releases the unmanaged resources used by this object. - - - - Releases unmanaged resources and performs other cleanup operations before garbage collection reclaims the . - - - - Gets a cue-instance variable value based on its friendly name. - Friendly name of the variable. - Value of the variable. - - - Pauses playback. Reference page contains links to related code samples. - - - Requests playback of a prepared or preparing Cue. Reference page contains links to related code samples. - - - Resumes playback of a paused Cue. Reference page contains links to related code samples. - - - Sets the value of a cue-instance variable based on its friendly name. - Friendly name of the variable to set. - Value to assign to the variable. - - - Stops playback of a Cue. Reference page contains links to related code samples. - Enumerated value specifying how the sound should stop. If set to None, the sound will play any release phase or transition specified in the audio designer. If set to Immediate, the sound will stop immediately, ignoring any release phases or transitions. - - - Returns whether the cue has been created. - true if the cue is created; false otherwise. - - - Gets a value indicating whether the object has been disposed. - true if the object has been disposed; false otherwise. - - - Returns whether the cue is currently paused. - true if the cue is paused; false otherwise. - - - Returns whether the cue is playing. - true if the cue is playing; false otherwise. - - - Returns whether the cue is prepared to play. - true if the cue is prepared to play; false otherwise. - - - Returns whether the cue is preparing to play. - true if the cue is preparing to play; false otherwise. - - - Returns whether the cue is currently stopped. - true if the cue is stopped; false if otherwise. - - - Returns whether the cue is stopping playback. - true if the cue is stopping; false if otherwise. - - - Returns the friendly name of the cue. - Friendly name of the cue. - - - Defines methods for managing the playback of sounds. Reference page contains links to related code samples. - - - Initializes a new instance of the InstancePlayLimitException class with a specified error message and a reference to the inner exception that is the cause of this exception. - Error message that explains the reason for the exception. - System.Exception that is the cause of the current exception. If innerException is not null, the current exception is raised in a catch block that handles the inner exception. - - - Initializes a new instance of the InstancePlayLimitException class with a specified error message. - A System.String that describes the error. The content of message is intended to be understood by humans. The caller of this constructor is required to ensure that this string has been localized for the current system culture. - - - Initializes a new instance of the InstancePlayLimitException class. - - - The exception that is thrown when there is an attempt to play more than 16 SoundEffectInstance sounds concurrently. - - - Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Initializes a new instance of this class. - - - The exception that is thrown when no audio hardware is present, or when audio hardware is installed but device drivers for the audio hardware are not present or enabled. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object to compare to this object. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the human-readable name for the renderer. - The name of the renderer. - - - Specifies the GUID that identifies the renderer. - GUID of the renderer. If this value is null, the default audio output device is used.On Xbox 360, this property is unused and ignored. - - - Represents an audio renderer, which is a device that can render audio to a user. - - - Initializes a new instance of this class using a sound bank from file. - Audio engine that will be associated with this sound bank. - Path to the sound bank file. - - - - Occurs when SoundBank.Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR). - - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Gets a cue from the sound bank. Reference page contains links to related code samples. - Friendly name of the cue to get. - Cue object. - - - Plays a cue using 3D positional information specified in an AudioListener and AudioEmitter. Reference page contains links to related conceptual articles. - Name of the cue to play. - AudioListener that specifies listener 3D audio information. - AudioEmitter that specifies emitter 3D audio information. - - - Plays a cue. Reference page contains links to related code samples. - Name of the cue to play. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Returns whether the sound bank is currently in use. - true if the sound bank is in use; false otherwise. - - - Represents a sound bank, which is a collection of cues. Reference page contains links to related code samples. - - - Releases the resources used by the SoundEffect. - - - Releases unmanaged resources and performs other cleanup operations before the SoundEffect is reclaimed by garbage collection. - - - Returns a playing SoundEffectInstance at the specified position with the default volume and pitch. - Listener position. - Position of the emitter. - A playing SoundEffectInstance at the specified position with the default volume and pitch. - - - Returns a playing SoundEffectInstance at the specified positions using the specified values for volume, pitch, and looping. - Positions of each listener. - Position of the emitter. - Volume to use when begining playback. Ranging from 0.0f (silence) to 1.0f (full volume). 1.0f is full volume relative to SoundEffect.MasterVolume. - Pitch adjustment, ranging from -1.0f (down one octave) to 1.0f (up one octave). 0.0f is unity (normal) pitch. - Whether to loop the sound indefinitely, until stopped by the application. Specify true to continuously loop the sound's loop region, or false to play the entire sound just once. - A playing SoundEffectInstance at the specified positions using the specified values for volume, pitch, and looping. - - - - Returns a playing SoundEffectInstance at the specified position using the specified values for volume, pitch, and looping. - - Listener position. - Position of the emitter. - Volume to use when begining playback. Ranging from 0.0f (silence) to 1.0f (full volume). 1.0f is full volume relative to SoundEffect.MasterVolume. - Pitch adjustment, ranging from -1.0f (down one octave) to 1.0f (up one octave). 0.0f is unity (normal) pitch. - Whether to loop the sound indefinitely, until stopped by the application. Specify true to continuously loop the sound's loop region, or false to play the entire sound just once. - - A playing SoundEffectInstance at the specified position using the specified values for volume, pitch, and looping. - - - - Creates a new SoundEffectInstance and plays it using the specified volume, pitch, panning, and loop control. - Volume, ranging from 0.0f (silence) to 1.0f (full volume). 1.0f is full volume relative to SoundEffect.MasterVolume. - Pitch adjustment, ranging from -1.0f (down one octave) to 1.0f (up one octave). 0.0f is unity (normal) pitch. - Panning, ranging from -1.0f (full left) to 1.0f (full right). 0.0f is centered. - Whether to loop the sound indefinitely, until stopped by the application. Specify true to continuously loop the sound's loop region, or false to play the entire sound just once. - A new, playing, SoundEffectInstance. - - - Creates a new SoundEffectInstance and plays it at the specified volume. - Volume, ranging from 0.0f (silence) to 1.0f (full volume). 1.0f is full volume relative to SoundEffect.MasterVolume. - A new, playing, SoundEffectInstance. - - - Creates a new SoundEffectInstance and plays it. - A new, playing, SoundEffectInstance. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - Gets or sets a value that adjusts the effect of distance calculations on the sound (emitter). - A value that adjustments the effect of Distance and Doppler calculations on the sound (emitter). - - - - Gets or sets a value that adjusts the effect of doppler calculations on the sound (emitter). - - A value that adjusts the effect of doppler calculations on the sound (emitter). - - - Gets or sets the duration of the SoundEffect. - System.TimeSpan that is the duration of the . - - - Gets or sets the master volume that affects all SoundEffectInstance sounds. - Volume, ranging from 0.0f (silence) to 1.0f (current device volume). 1.0f is full volume relative to the current device volume. - - - Gets or sets the asset name of the SoundEffect. - Asset name of the . - - - Returns the speed of sound: 343.5 meters per second. - The speed of sound: 343.5 meters per second. - - - Provides a loaded sound resource. - - - Applys 3D positioning to the sound using a single listener. - Position of the listener. - Position of the emitter. - - - Applys 3D position to the sound using multiple listeners. - Positions of each listener. - Position of the emitter. - - - Releases the resources used by the Microsoft.Xna.Framework.Audio.SoundEffectInstance.Dispose. - - - Releases unmanaged resources and performs other cleanup operations before the SoundEffectInstance is reclaimed by garbage collection. - - - Pauses a SoundEffectInstance. - - - Plays or resumes a SoundEffectInstance. - - - Resumes playback for a SoundEffectInstance. - - - Stops playing a SoundEffectInstance, either immediately or as authored. - Whether to stop playing immediately, or to break out of the loop region and play the release. Specify true to stop playing immediately, or false to break out of the loop region and play the release phase (the remainder of the sound). - - - Immediately stops playing a SoundEffectInstance. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - Gets a value that indicates whether looping is enabled for the SoundEffectInstance. - true if the SoundEffectInstance was played with looping enabled; false otherwise. - - - Gets or sets the panning for the SoundEffectInstance. - Panning, ranging from -1.0f (full left) to 1.0f (full right). 0.0f is centered. - - - Gets or sets the pitch adjustment for the SoundEffectInstance. - Pitch adjustment, ranging from -1.0f (down one octave) to 1.0f (up one octave). 0.0f is unity (normal) pitch. - - - Gets the current state (playing, paused, or stopped) of the SoundEffectInstance. - SoundState that represents the current state of the SoundEffectInstance. - - - Gets or sets the volume of the SoundEffectInstance. - Volume, ranging from 0.0f (silence) to 1.0f (full volume). 1.0f is full volume relative to SoundEffect.MasterVolume. - - - Provides a single playing, paused, or stopped instance of a SoundEffect sound. - - - Initializes a new, in-memory instance of this class using a specified AudioEngine and path to a wave bank file. - Instance of an AudioEngine to associate this wave bank with. - Path to the wave bank file to load. - - - Initializes a new, streaming instance of this class, using a provided AudioEngine and streaming wave bank parameters. - Instance of an AudioEngine to associate this wave bank with. - Path to the wave bank file to stream from. - Offset within the wave bank data file. This offset must be DVD sector aligned. - Stream packet size, in sectors, to use for each stream. The minimum value is 2. - - - - Occurs when WaveBank.Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR). - - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Returns whether the wave bank is currently in use. - true if the wave bank is in use; false otherwise. - - - Returns whether the wave bank is prepared to play. - true if the wave bank is prepared; false otherwise. - - - Represents a wave bank, which is a collection of wave files. Reference page contains links to related code samples. - - - Type of the audio file. - - - The MP3 format - - - The WAV format - - - The WMA format - - - Controls how Cue objects should stop when Cue.Stop is called. - - - Indicates the cue should stop normally, playing any release phase or transition specified in the content. - - - Indicates the cue should stop immediately, ignoring any release phase or transition specified in the content. - - - Target formats supported for audio source conversions. - - - A PCM encoding technique using 4 bits - - - 8/16-bit mono/stereo PCM audio 8KHz-48KHz - - - Windows Media CBR formats (64 kbps, 128 kbps, 192 kbps) - - - The Xbox compression format - - - Compression quality of the audio content. - - - High compression yielding lower file size, but could compromise audio quality - - - Moderate compression resulting in a compromise between audio quality and file size - - - Lowest compression, but the best audio quality - - - Current state (playing, paused, or stopped) of a SoundEffectInstance. - - - The SoundEffectInstance is paused. - - - The SoundEffectInstance is playing. - - - The SoundEffectInstance is stopped. - - - Creates a new instance of ContentLoadException. - A message that describes the error. - The exception that is the cause of the current exception. If the innerException parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - - Creates a new instance of ContentLoadException. - - A message that describes the error. - - - - Creates a new instance of ContentLoadException. - - - - - Creates a new instance of ContentLoadException. - - Describes the value types that were being loaded when the exception occurred. - Describes the stream where the exception occurred. - - - Exception used to report errors from the ContentManager.Load method. - - - - Initializes a new instance of ContentManager. - Reference page contains code sample. - The service provider that the ContentManager should use to locate services. - - - - Initializes a new instance of ContentManager. - Reference page contains code sample. - The service provider the ContentManager should use to locate services. - The root directory to search for content. - - - - Releases the unmanaged resources used by the ContentManager and optionally releases the managed resources. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - - Releases all resources used by the ContentManager class. - - - - Loads an asset that has been processed by the Content Pipeline. Reference page contains code sample. - Asset name, relative to the loader root directory, and not including the .xnb file extension. - The loaded asset. Repeated calls to load the same asset will return the same object instance. - - - - Opens a stream for reading the specified asset. Derived classes can replace this to implement pack files or asset compression. - - The name of the asset being read. - The opened stream. - - - Low-level worker method that reads asset data. - The name of the asset to be loaded from disk. - Delegate function for handling the disposition of assets. - If recordDisposableObject is null, the default lifespan tracking and - management is used, so unloading or disposing of the content manager frees everything that has been - loaded through it. If recordDisposableObject - specifies a valid delegate, that delegate is used instead of the default lifespan tracking - and is called every time the loader encounters a type that implements System.IDisposable. - You must use your own code to unload assets loaded in this fashion, since ContentManager's - ContentManager.Unload method will not be aware of them. - Returns the loaded asset. - - - Disposes all data that was loaded by this ContentManager. - - - Gets or sets the root directory associated with this ContentManager. - The root directory associated with this ContentManager. - - - Gets the service provider associated with the ContentManager. - - The service provider associated with the ContentManager. - - - - - The ContentManager is the run-time component which loads managed - objects from the binary files produced by the design time content pipeline. - It also manages the lifespan of the loaded objects, disposing the content - manager will also dispose any assets which are themselves System.IDisposable. - - - - Reads a Framework.Graphics.Color value from the currently open stream. - - The Framework.Graphics.Color value that was read. - - - - Reads a double value from the currently open stream. - - The double value that was read. - - - - Reads a link to an external file. - The asset stored in the external file. - - - Reads a Framework.Matrix value from the currently open stream. - The Framework.Matrix - that was read. - - - Reads a single managed object from the current stream. Can be called recursively. - An existing object to write into. - The object that was read. - - - Reads a single managed object from the current stream. Can be called recursively. - The ContentTypeReader to use to read the object. - An existing object to write into. - The object that was read. - - - Reads a single managed object from the current stream. Can be called recursively. - The object that was read. - - - Reads a single managed object from the current stream. Can be called recursively. - The ContentTypeReader to use to read the object. - The object that was read. - - - - Reads a Framework.Quaternion value from the current stream. - - The Framework.Quaternion - that was read. - - - - Reads a single managed object from the current stream as an instance of the specified type. - If you specify a base class of the actual object type, the method reads data only from the base type. - - An existing object to write into. - The object that was read. - - - - Reads a single managed object from the current stream as an instance of the specified type. - If you specify a base class of the actual object type, this method reads data only from the base type. - - The ContentTypeReader to use to read the object. - An existing object to write into. - The object that was read. - - - - Reads a single managed object from the current stream as an instance of the specified type. - If you specify a base class of the actual object type, this method reads data only from the base type. - - The object that was read. - - - - Reads a single managed object from the current stream as an instance of the specified type. - If a base class of the actual object type is specified only data from the base type will be read. - - The ContentTypeReader to use to read the object. - The object that was read. - - - Reads a shared resource ID, and records it for subsequent fix-up. - The fix-up action to perform. - - - Reads a float value from the currently open stream. - - The float value that was read. - - - - - Reads a Framework.Vector2 value from the current stream. - - - The Framework.Vector2 that was read. - - - - - Reads a Framework.Vector3 value from the current stream. - - - The Framework.Vector3 that was read. - - - - - Reads a Framework.Vector4 value from the current stream. - - - The Framework.Vector4 that was read. - - - - Gets the name of the asset currently being read by this ContentReader. - Name of the asset currently being read by this ContentReader. - - - Gets the ContentManager associated with the ContentReader. - - The ContentManager associated with the ContentReader. - - - - - A worker object that implements most of ContentManager.Load. A new - ContentReader is constructed for each asset loaded. - - - - - Creates a new instance of ContentSerializerAttribute. - Reference page contains code sample. - - - Creates a copy of the ContentSerializerAttribute. - The copy. - - - Get or set a value indicating whether this member can have a null value (default=true). Reference page contains code sample. - Value indicating whether this member can have a null value. - - - Gets or sets the XML element name for each item in a collection (default = "Item"). - Reference page contains code sample. - The XML element name for each item in the collection. - - - Gets or sets the XML element name (default=name of the managed type member). Reference page contains code sample. - The XML element name. - - - - Gets or sets a value idicating whether to write member contents directly into the current XML context - rather than wrapping the member in a new XML element (default=false). - Reference page contains code sample. - - Value idicating whether to write member contents directly into the current XML context - rather than wrapping the member in a new XML element. - - - - Indicates whether an explicit CollectionItemName string is being used or the default value. Reference page contains code sample. - true if an explicit CollectionItemName string is being used; false otherwise. - - - - - Indicates whether to write this element if the member is null and skip past it if not found when deserializing XML (default=false). - Reference page contains code sample. - true if the member should be skipped when null. - - - - - Indicates whether this member is referenced from multiple parents and should be serialized as a unique ID reference (default=false). - Reference page contains code sample. - true if this member is referenced from multiple parents; false otherwise. - - - - A custom System.Attribute that marks a field or property to control how it is serialized or to indicate that protected or private data should be included in serialization. - - - - Creates a new instance of ContentSerializerCollectionItemNameAttribute. Reference page contains code sample. - The name for each item in the collection. - - - Gets the name that will be used for each item in the collection. - The name used for each item in the collection. - - - - A custom System.Attribute that marks a collection class to specify the XML element name for each item in the collection. - - - Creates a new instance of ContentSerializerIgnoreAttribute. Reference page contains code sample. - - - - A custom System.Attribute that marks public fields or properties to prevent them from being serialized. - - - Creates a new instance of ContentTypeReader. - The type handled by this reader component. - - - Retrieves and caches nested type readers. Called by the framework at creation time. - The content manager. - - - Reads a strongly typed object from the current stream. - The ContentReader used to read the object. - The object receiving the data, or null if a new instance of the object should be created. - The object that was read. - - - Gets the type handled by this reader component. - The type handled by this reader component. - - - Gets a format version number for this type. - The version number for this type. - - - Worker for reading a specific managed type from a binary format. - - - Looks up a reader for the specified type. - The type the reader will handle. - - The created ContentTypeReader. - - - - A manager that constructs and keeps track of type reader objects. - - - Creates a new instance of ContentTypeReader`1. - - - Reads a strongly typed object from the current stream. - The ContentReader used to read the object. - An existing object to read into. - The type of object to read. - - - Reads an object from the current stream. - The ContentReader used to read the object. - An existing object to read into. - The object that was read. - - - Worker for reading a specific managed type from a binary format. Derive from this class to add new data types to the content pipeline system. - - - Creates a new instance of ResourceContentManager. - The service provider the ContentManager should use to locate services. - The resource manager for the ResourceContentManager to read from. - - - Opens a stream for reading the specified resource. Derived classes can replace this to implement pack files or asset compression. - The name of the asset being read. - The opened stream. - - - - Subclass of ContentManager which is specialized to read from .resx resource - files, rather than directly from individual files on disk. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Audio.AudioContent(System.String,Microsoft.Xna.Framework.Content.Pipeline.Audio.AudioFileType). - Name of the audio source file to be processed. - Type of the processed audio: WAV, MP3 or WMA. - - - Transcodes the source audio to the target format and quality. - Format of the processed source audio: WAV, MP3 or WMA. - Quality of the processed source audio. It can be one of the following:Low (96 kbps)Medium (128 kbps)Best (192 kbps) - Name of the file containing the processed source audio. - - - Immediately releases the unmanaged resources used by this object. - - - Releases unmanaged resources and performs other cleanup operations before garbage collection reclaims the object. - - - - Gets the raw audio data. - If unprocessed, the source data; otherwise, the processed data. - - - Gets the duration (in milliseconds) of the audio data. - Duration of the audio data. - - - Gets the file name containing the audio data. - The name of the file containing this data. - - - Gets the AudioFileType of this audio source. - - The AudioFileType of this audio source. - - - - - Gets the AudioFormat of this audio source. - - - The AudioFormat of this audio source. - - - - Gets the loop length, in samples. - The number of samples in the loop. - - - Gets the loop start, in samples. - The start of the loop. - - - Encapsulates and provides operations, such as format conversions, on the source audio. This type is produced by the audio importers and used by audio processors to produce compiled audio assets. - - - Gets the average bytes processed per second. - Average bytes processed per second. - - - Gets the bit depth of the audio content. - If the audio has not been processed, the source bit depth; otherwise, the bit depth of the new format. - - - Gets the number of bytes per sample block, taking channels into consideration. - Number of bytes, per sample block. - - - Gets the number of channels. - If the audio has not been processed, the source channel count; otherwise, the new channel count. - - - Gets the format of the audio content. - If the audio has not been processed, the format tag of the source content; otherwise, the new format tag. - - - Gets the raw byte buffer for the format. - TBD - - - Gets the sample rate of the audio content. - If the audio has not been processed, the source sample rate; otherwise, the new sample rate. - - - Encapsulates the native audio format (WAVEFORMATEX) information of the audio content. - - - - Retrieves the worker writer for the specified type. - - The type. - The worker writer. - - - Provides methods for writing compiled binary format. - - - Initializes a new instance of the ContentTypeWriter class. - The target type the ContentTypeWriter. - - - Gets the assembly qualified name of the runtime loader for this type. - Name of the platform. - Name of the runtime loader. - - - Gets the assembly qualified name of the runtime target type. - The target platform. - The qualified name. - - - Retrieves and caches nested type writers and allows for reflection over the target data type. - The content compiler. - - - Indicates whether a given type of content should be compressed. - The target platform of the content build. - The object about to be serialized, or null if a collection of objects is to be serialized. - true if the content of the requested type should be compressed; false otherwise. - - - - Compiles an object into binary format. - The content writer serializing the value. - The resultant object. - - - - Gets the type handled by this compiler component. - - - The type handled by this compiler component. - - - - Gets a format version number for this type. - A format version number for this type. - - - Provides methods and properties for compiling a specific managed type into a binary format. - - - - Initializes a new instance of the ContentTypeWriterAttribute class. - - - - Identifies the components of a type writer. - - - Initializes a new instance of the ContentTypeWriter`1 class. - - - Compiles a strongly typed object into binary format. - The content writer serializing the value. - The value to write. - - - Compiles a strongly typed object into binary format. - The content writer serializing the value. - The value to write. - - - - Provides a generic implementation of ContentTypeWriter methods and properties for compiling a specific managed type into a binary format. - - - - Releases the resources used by the Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentWriter.Dispose(System.Boolean) class. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - - Writes the name of an external file to the output binary. - - External reference to a data file for the content item. - - - - Writes a single object preceded by a type identifier to the output binary. - - The value to write. - - - - Writes a single object to the output binary, using the specified type hint and writer worker. - - The value to write. - The content type writer. - - - - Writes a single object to the output binary as an instance of the specified type. - - The value to write. - - - - Writes a single object to the output binary using the specified writer worker. - - The value to write. - The writer worker. This should be looked up from the ContentTypeWriter.Initialize method of the ContentTypeWriter that is calling Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentWriter.WriteRawObject``1(``0,Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentTypeWriter), by calling ContentCompiler.GetTypeWriter. - - - Adds a shared reference to the output binary and records the object to be serialized later. - The object to record. - - - - Writes a Framework.Vector2 value. - - Value to write. - - - - Writes a Framework.Vector4 value. - - Value to write. - - - - Writes a Framework.Quaternion value. - - Value to write. - - - - Writes a Framework.Graphics.Color value. - - Value of a color using Red, Green, Blue, and Alpha values to write. - - - - Writes a Framework.Matrix value. - - Value to write. - - - - Writes a Framework.Vector3 value. - - Value to write. - - - - Gets the content build target platform. - - - The content build target platform. - - - - Provides an implementation for many of the ContentCompiler methods including compilation, state tracking for shared resources and creation of the header type manifest. - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationChannel. - - - - Adds a new keyframe to the collection, automatically sorting the contents according to keyframe times. - Keyframe to be added to the channel. - Index of the new keyframe. - - - Adds a new keyframe to the collection, automatically sorting the contents according to keyframe times. - Keyframe to be added to the channel. - - - Removes all keyframes from the collection. - - - Searches the collection for the specified keyframe. - Keyframe being searched for. - true if the keyframe exists; false otherwise. - - - Copies the elements of the animation channel to an array, starting at the specified index. - Array that will receive the copied animation channel elements. - Starting index for copy operation. - - - Returns an enumerator that iterates through the keyframes. - Enumerator for the keyframe collection. - - - Gets an enumerator that iterates through the keyframes of an animation channel. - An enumerator for the AnimationChannnel. - - - Determines the index for the specified keyframe. - Identity of a keyframe. - Index of the specified keyframe. - - - Removes the keyframe at the specified index position. - Index of the keyframe being removed. - - - Removes the specified keyframe from the collection. - Keyframe being removed. - true if the keyframe was removed; false otherwise. - - - Gets the number of keyframes in the collection. - Number of keyframes. - - - Returns a value indicating whether the object is read-only. - true if this object is read-only; false otherwise. - - - Gets the keyframe at the specified index position. - - Retrieved keyframe. - - - Provides methods and properties for maintaining an animation channel. - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationChannelDictionary. - - - Collection of animation data channels, one per bone or rigid object. - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationContent. - - - Gets the collection of animation data channels. - Collection of animation channels. - - - Gets or sets the total length of the animation. - Length of animation. - - - Provides properties for maintaining an animation. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationContentDictionary. - - - - Collection of named animations. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationKeyframe(System.TimeSpan,Microsoft.Xna.Framework.Matrix) with the specified time offsetand transform. - - Time offset of the keyframe. - Position of the keyframe. - - - Compares this instance of a keyframe to another. - Keyframe being compared to. - Indication of their relative values. - - - - Gets the time offset from the start of the animation to the position described by this keyframe. - Offset from the animation start time. - - - Gets or sets the position described by this keyframe. - Position of keyframe. - - - Provides methods and properties for managing a keyframe. - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.BasicMaterialContent. - - - Specifies the key of the key/data pair for the alpha property. - - - Specifies the key of the key/data pair for the diffuse color. - - - Specifies the key of the key/data pair for the emissive color. - - - Specifies the key of the key/data pair for the specular color. - - - Specifies the key of the key/data pair for the specular power. - - - Specifies the key of the key/data pair for the diffuse texture. - - - Specifies the key of the key/data pair for the vertex color property. - - - Gets or sets the alpha property. - Current alpha value or the value to be set. - - - - Gets or sets the diffuse color property. - Current diffuse color value or the value to be set. - - - Gets or sets the diffuse texture property. - Current diffuse texture value or the value to be set. - - - Gets or sets the emissive color property. - Current diffuse color value or the value to be set. - - - Gets or sets the specular color property. - Current specular color value or the value to be set. - - - - Gets or sets the specular power property. - Current specular power value or the value to be set. - - - - Gets or sets the vertex color property. - Current vertex color or the value to be set. - - - - - Provides properties for modifying a traditional fixed-function–style material, as supported by most 3D modeling packages. - - - Initializes a new instance of BitmapContent. - - - Initializes a new instance of BitmapContent with the specified width or height. - Width, in pixels, of the bitmap resource. - Height, in pixels, of the bitmap resource. - - - Copies one bitmap into another. - BitmapContent being copied. - Region of sourceBitmap. - BitmapContent being overwritten. - Region of bitmap to be overwritten. - - - Copies one bitmap into another. - BitmapContent being copied. - BitmapContent being overwritten. - - - Reads encoded bitmap content. - Array containing encoded bitmap data. - - - Writes encoded bitmap content. - Array containing encoded bitmap data to be set. - - - Returns a string description of the bitmap resource. - Description of the bitmap. - - - Attempts to copy a region from a specified bitmap. - BitmapContent being copied. - Location of sourceBitmap. - Region of destination bitmap to be overwritten. - true if region copy is supported; false otherwise. - - - Attempts to copy a region of the specified bitmap onto another. - BitmapContent being overwritten. - Location of the source bitmap. - Region of destination bitmap to be overwritten. - true if region copy is supported; false otherwise. - - - Gets the corresponding GPU texture format for the specified bitmap type. - Format being compared. - true if the bitmap matches format; false otherwise. - - - - Validates the arguments to the Copy function. - BitmapContent being copied. - Location of sourceBitmap. - BitmapContent being overwritten. - Region of bitmap to be overwritten. - - - Gets or sets the height of the bitmap, in pixels. - Height of the bitmap. - - - Gets or sets the width of the bitmap, in pixels. - Width of the bitmap. - - - Provides properties and methods for creating and maintaining a bitmap resource. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.BoneContent. - - - - Represents an animation skeleton. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.BoneWeight(System.String,System.Single) with the specified name and weight. - - Name of the bone. - Amount of influence, ranging from zero to one. - - - Gets the name of the bone. - Name of the bone. - - - Gets the amount of bone influence, ranging from zero to one. - Influence of the bone. - - - Provides properties for managing a bone weight. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.BoneWeightCollection. - - - - Normalizes the contents of the bone weights list. - Maximum number of weights allowed. - - - Normalizes the contents of the weights list. - - - Collection of bone weights of a vertex. - - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.Dxt1BitmapContent(System.Int32,System.Int32) with the specified width and height. - - Width of the bitmap, in pixels. - Height of the bitmap, in pixels. - - - Attempts to get the GPU texture format of this bitmap type. - Matching GPU format. - true if the bitmap matches a GPU format; false otherwise. - - - Provides methods and properties for managing compressed textures (DXT1). - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.Dxt3BitmapContent(System.Int32,System.Int32) with the specified width and height. - - Width of the bitmap, in pixels. - Height of the bitmap, in pixels. - - - Attempts to get the GPU texture format of this bitmap type. - Matching GPU format. - true if the bitmap matches a GPU format; false otherwise. - - - - Provides methods and properties for managing compressed textures (DXT3). - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.Dxt5BitmapContent(System.Int32,System.Int32) with the specified width and height. - - Width of the bitmap, in pixels. - Height of the bitmap, in pixels. - - - Attempts to get the GPU texture format of this bitmap type. - Matching GPU format. - true if the bitmap matches a GPU format; false otherwise. - - - - Provides methods and properties for managing compressed textures (DXT5). - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.DxtBitmapContent(System.Int32,System.Int32,System.Int32) with the specified size. - - Size of the block, in bytes. - Width of the bitmap, in pixels. - Height of the bitmap, in pixels. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.DxtBitmapContent(System.Int32) with the specified compression. - - Size of the block, in bytes. - - - Gets the bitmap content as an array of encoded bytes. - Contents of the bitmap. - - - Sets the contents of the bitmap using an encoded byte array. - Contents to be copied to destination bitmap. - - - Attempts to copy from a specified region to another. - Bitmap being copied from. - Region of bitmap being copied. - Region being copied to. - trueif successful; false otherwise. - - - - Attempts to copy the specified region to another. - Bitmap being copied to. - Region of source bitmap being copied from. - Region of destination bitmap. - trueif successful; false otherwise. - - - Provides methods and properties for managing compressed textures (DXT1, DXT3, DXT5). - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.EffectContent. - - - - Gets or sets the effect program source code. - Current value of the Effect program source code or the value to be set. - - - Contains the source code for a DirectX Effect, loaded from a .fx file. - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.EffectMaterialContent. - - - Specifies the key of the key/data pair for the compiled effect property. - - - Use this key search for the related effect property in the OpaqueDataDictionary object. - - - Gets or sets the compiled effect property. - Reference to a compiled effect or the value to be set. - - - Gets or sets the effect property. - Reference to an external DirectX Effect file. - - - - Provides support for representing DirectX Effect materials. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescription(System.String,System.Single,System.Single,Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescriptionStyle,System.Boolean) using the specified values. - The name of the font, such as Times New Roman. - The size, in points, of the font. - The amount of space, in pixels, to insert between letters in a string. - The font style for the font. - true if kerning information is used when drawing characters; false otherwise. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescription(System.String,System.Single,System.Single,Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescriptionStyle) and initializes its members to the specified font, size, spacing, and style. - - The name of the font, such as Times New Roman. - The size, in points, of the font. - The amount of space, in pixels, to insert between letters in a string. - The font style for the font. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescription(System.String,System.Single,System.Single) and initializes its members to the specified font, size, and spacing, using FontDescriptionStyle.Regular as the default value for FontDescription.Style. - - The name of the font, such as Times New Roman. - The size, in points, of the font. - The amount of space, in pixels, to insert between letters in a string. - - - Gets the collection of characters provided by this FontDescription. - The collection of characters. - - - Gets or sets the default character for the font. - The default character for this font. - - - Gets or sets the name of the font, such as "Times New Roman" or "Arial". This value cannot be null or empty. - The name of the font. - - - Gets or sets the size, in points, of the font. - The size, in points, of the font. - - - Gets or sets the amount of space, in pixels, to insert between letters in a string. - The amount of space, in pixels, to insert between letters in a string. - - - Gets or sets the style of the font, expressed as a combination of one or more FontDescriptionStyle flags. - - - The style of the font, expressed as a combination of one or more FontDescriptionStyle flags. - - - - Indicates if kerning information is used when drawing characters. - true if kerning information should be used when drawing characters; false otherwise. - - - - - Provides information to the Framework.Content.Pipeline.Processors.FontDescriptionProcessor describing which font to rasterize, which font size to utilize, and which Unicode characters to include in the processor output. - - - - Creates an instance of GeometryContent. - - - Gets the list of triangle indices for this geometry batch. - Collection of associated indices. - - - Gets or sets the material of the parent mesh. - Parent mesh of the geometry batch. - - - Gets or sets the parent MeshContent for this object. - Mesh content of the geometry batch. - - - Gets the set of vertex batches for the geometry batch. - List of associated vertex contents. - - - Provides properties that define various aspects of a geometry batch. - - - Gets the parent of a child object. - The child of the parent being retrieved. - The parent of the child object. - - - Sets the parent of the specified child object. - The child of the parent being retrieved. - The parent of the child object. - - - Provides methods for maintaining a collection of geometry batches that make up a mesh. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.IndexCollection. - - - - Appends the specified indices into the collection. - Index into the Positions member of the parent. - - - Provides methods for maintaining a list of index values. - - - Adds a new element to the end of the collection. - The item to add. - - - Removes all elements from the collection. - - - Determines whether the specified position is in the collection. - Position being searched for in the collection. - true if the position was found; false otherwise. - - - - Copies the specified positions to an array, starting at the specified index. - Array of positions to be copied. - Index of the first copied position. - - - Returns an enumerator that can iterate through the collection. - Enumerator that can iterate through the collection. - - - Gets an enumerator interface for reading the position values. - Interface for enumerating the collection of position values. - - - Gets the index of the specified position in a collection. - Position being searched for. - Index of the specified position. - - - Inserts a new element into the collection. - Index for element insertion. - Element to insert. - - - Removes the element at the specified index position. - Index of the element to be removed. - - - Removes the specified element from the collection. - The item to be removed. - true if the element was removed; false otherwise. - - - - Number of positions in the collection. - Number of positions. - - - Gets a value indicating whether this object is read-only. - true if this object is read-only; false otherwise. - - - - Gets or sets the position at the specified index. - - Position located at index. - - - - Provides methods for maintaining a list of vertex positions. - - - Initializes a new instance of MaterialContent. - - - Gets a reference type from the Framework.Content.Pipeline.OpaqueDataDictionary collection. - Key of the property being retrieved. - Type of the related opaque data. - - - Gets a value from the Textures collection. - Key of the texture being retrieved. - Reference to a texture from the collection. - - - Gets a value type from the Framework.Content.Pipeline.OpaqueDataDictionary collection. - Key of the value type being retrieved. - Index of the value type beng retrieved. - - - Sets a value in the contained OpaqueDataDictionary object. - Name of the key being modified. - Value being set. - - - Sets a value in the contained TextureReferenceDictionary object. - Name of the key being modified. - Value being set. - - - Gets the texture collection of the material. - Collection of textures used by the material. - - - Provides methods and properties for maintaining a collection of named texture references. - - - Adds a vertex into the index collection. - Index of the inserted vertex, in the collection. This corresponds to the value returned by MeshBuilder.CreatePosition. - - - Inserts the specified vertex position into the vertex channel. - Value of the x component of the vector. - Value of the y component of the vector. - Value of the z component of the vector. - Index of the inserted vertex. - - - Inserts the specified vertex position into the vertex channel at the specified index. - Value of the vertex being inserted. - Index of the vertex being inserted. - - - Creates a vertex data channel for use by the mesh. - Describes how the channel is used. Use this parameter as a look-up into a VertexChannelCollection. It is strongly recommended that you choose a usage from the following list.BinormalColorNormalTangentTextureCoordinateWeightsFor more information, see VertexChannelNames. - Index identifying the new data channel. Use this as a parameter when calling MeshBuilder.SetVertexChannelData. - - - Ends the creation of a mesh. - Resultant mesh. - - - Specifies the material used by the current mesh. - The material to be used by the mesh. - - - Initializes the opaque data for a specific mesh object. - Opaque data to be applied to the GeometryContent object of the next triangle. - - - Sets the specified vertex data with new data. - Index of the vertex data channel being set. This should match the index returned by MeshBuilder.CreateVertexChannel``1(System.String). - New data values for the vertex data. The data type being set must match the data type for the vertex channel specified by vertexDataIndex. - - - Initializes the creation of a mesh. - Name of the mesh. - Object used when building the mesh. - - - Gets or sets the current value for position merging of the mesh. Reference page contains code snippet demonstrating example usage. - Current value of the property. - - - - Gets or sets the tolerance for MeshBuilder.MergeDuplicatePositions. - Tolerance value used by the mesh. - - - Gets or sets the name of the current MeshContent object being processed. - Name of the MeshContent object. - - - Reverses the triangle winding order of the specified mesh. - Current value of the winding order. - - - Provides support for writing a custom importer for mesh objects. - - - Initializes a new instance of MeshContent. - - - Gets the list of geometry batches for the mesh. - Collection of geometry batches. - - - Gets the list of vertex position values. - Collection of vertex positions. - - - Provides properties and methods that define various aspects of a mesh. - - - Computes new normals for the specified mesh. - Mesh containing the normals being computed. - true if existing normals are to be discarded; false otherwise. Existing normals are searched for as if they are a vertex data channel (of type Microsoft.Xna.Framework.Vector3) with the name VertexChannelNames.Normal. - - - Compute tangent frames for the given mesh. - The target mesh used to create the tangent frame. All geometries in this mesh must have normal vertex channels stored in VertexChannelNames.Normal, and must contain Framework.Vector3 data. - The texture coordinate channel used for computing the tangent frame. This channel most contain Framework.Vector2 data. - Target channel name used to store calculated tangents. A tangent channel is not generated if null or an empty string is specified. - Target channel name used to store calculated binormals. A tangent channel is not generated if null or an empty string is specified. - - - Searches for the root bone of the contained skeleton. - Mesh that possibly contains the skeleton. - Root of the contained skeleton; otherwise null if no skeleton is found. - - - Gets a flattened list of all bones contained by the specified skeleton. - Skeleton to be traversed. - List of bones for the animation skeleton. - - - Processes the PositionCollection collection of the specified mesh, merging any values that are closer together than the specified tolerance threshold. - Mesh to be processed. - Tolerance to be used when determining duplicate positions. Pass a value of 0 to merge only those values that are exactly identical. - - - - Processes the VertexContent.PositionIndices and VertexChannel data of the specified mesh, merging any duplicate vertices. - - Mesh to be processed. - - - - Processes the VertexContent.PositionIndices and VertexChannel data of the specified geometry batch, merging any duplicate vertices. - - Geometry batch to be processed. - - - Reorders the indices and vertices of the mesh for optimal GPU cache performance. - Mesh to be optimized. - - - Reverses the triangle winding order of the specified mesh. - The mesh to be modified. - - - Applies a transformation to the contents of a scene hierarchy. - Scene hierarchy being transformed. - Matrix used in the transformation - - - Provides methods for manipulating mesh data. - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.MipmapChain(Microsoft.Xna.Framework.Content.Pipeline.Graphics.BitmapContent) with the specified mipmap. - Image containing a mipmap. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.MipmapChain. - - - Inserts a child object into the collection at the specified location. - The position in the collection. - The child object being inserted. - - - Modifies the specified child object in the collection. - The position in the collection. - The child object being modified. - - - Provides methods for accessing a mipmap chain. - - - Removes all children from the collection. - - - Inserts a child object into the collection at the specified location. - The position in the collection. - The child object being inserted. - - - Removes a child object in the collection. - The index of the item being removed. - - - Modifies the specified child object in the collection. - The position in the collection. - The child object being modified. - - - Provides methods for maintaining a mipmap chain. - - - Creates an instance of NodeContent. - - - Gets the value of the local NodeContent.Transform property, multiplied by the NodeContent.AbsoluteTransform of the parent. - Matrix of the NodeContent object. - - - - Gets the set of animations belonging to this node. - Collection of animations for this content item. - - - Gets the children of the NodeContent object. - Collection of children. - - - Gets the parent of this NodeContent object. - Parent of the NodeContent object, or null if this object is the root of the scene. - - - Gets the transform matrix of the scene. - Transform matrix used by the scene. - - - Provides a base class for graphics types that define local coordinate systems. - - - Gets the parent of a child object. - The child of the parent being retrieved. - The parent of the child object. - - - Gets the parent of a child object. - The child of the parent being retrieved. - The parent of the child object. - - - Provides a collection of all NodeContent objects in a spatial hierarchy. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.PixelBitmapContent`1(System.Int32,System.Int32) with the specified width and height. - - Width, in pixels, of the blank pixel bitmap. - Height, in pixels, of the blank pixel bitmap. - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.PixelBitmapContent`1. - - - Gets the bitmap content as an array of encoded bytes. - Contents of the bitmap. - - - Gets the pixel value at the specified location in the bitmap. - The x component of a bitmap pixel. - The y component of a bitmap pixel. - Value of the pixel. - - - Gets an array containing a single row of bitmap data. - The y component of the bitmap row. - Array containing the bitmap row data. - - - Searches for all pixels matching the specified color and replaces them with a new value. - Color being searched for. - Color used to replace originalColor. - - - Sets the bitmap content using the specified encoded byte array. - New bitmap content. - - - Sets the pixel value at the specified location in the bitmap. - The x component of a bitmap pixel. - The y component of a bitmap pixel. - New pixel value. - - - Gets a string description of the bitmap. - Description of the bitmap. - - - Attempts to copy a region from the specified bitmap. - Bitmap content being copied. - Location of the upper-left region of sourceBitmap being copied from. - Region of destination bitmap to be overwritten. - true if region copy is supported; false otherwise. - - - Attempts to copy a region to the specified bitmap. - Bitmap to be copied to. - Location of upper-left region to be copied. - Target region for the copied content. - true if region copy is supported; false otherwise. - - - Gets the GPU texture format that corresponds to the specified bitmap type. - Format being compared. - true if the bitmap matches format; false otherwise. - - - - Provides methods for maintaining a 2D array of pixel values. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.PositionCollection. - - - - Provides a collection of vertex position values. - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.Texture2DContent. - - - Gets or sets the collection of mipmaps containing the texture image data. - Mipmap chain containing the texture images of an object. - - - Represents a regular two-dimensional texture. - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.Texture3DContent. - - - Generates mipmaps for a volume texture. - true to overwrite existing mipmaps for the volume texture; false otherwise. - - - Validates that the required contents of this volume texture are present and valid. - This method verifies that mip counts are correct down each individual 2D face, and that width and height are shrinking appropriately. - - - - Represents a three-dimensional volume texture. - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.TextureContent(Microsoft.Xna.Framework.Content.Pipeline.Graphics.MipmapChainCollection) with the specified face collection. - Mipmap chain containing the face collection. - - - Converts all bitmaps for this texture to a different format. - Type being converted to. The new type must be a subclass of BitmapContent, such as PixelBitmapContent`1 or DxtBitmapContent. - - - Generates a full set of mipmaps for the texture. - true if the existing mipmap set is replaced with the new set; false otherwise. - - - Verifies that all contents of this texture are present and correct. - Result of the validation. - - - Verifies that all contents of this texture are present and correct. - - - Collection of image faces that hold a single mipmap chain for a regular 2D texture, six chains for a cube map, or an arbitrary number for volume and array textures. - Collection of object faces. - - - Provides a base class for all texture objects. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.TextureCubeContent. - - - Verifies that all contents of the cube map are present and correct. - - - Provides validation for a cube map texture, which contains an array of six image faces. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.TextureReferenceDictionary. - - - - Provides a collection of named references to texture files. - - - Gets a Converter delegate that can convert one packed vector representation to another. - A Converter delegate that encodes or decodes TInput to TOutput. - - - - Gets the GPU texture format that corresponds to a managed vector type. - Can be one of the following:Framework.Graphics.PackedVector.IPackedVectorSystem.SingleFramework.Vector2Framework.Vector3Framework.Vector4 - Surface format being compared. - true if a match is found; false otherwise. - - - - Searches for a managed vector type that corresponds to a GPU texture format. - Surface format being compared. - Corresponding managed vector type. - true if a match is found; false otherwise. - - - - Searches for a managed vector type that corresponds to a GPU vertex format. - Texture format being matched. - Corresponding managed vector type. - true if a match is found; false otherwise. - - - - Gets the GPU vertex format that corresponds to a managed vector type. - Can be one of the following:Framework.Graphics.PackedVector.IPackedVectorSystem.SingleFramework.Vector2Framework.Vector3Framework.Vector4 - Corresponding vertex element type. - true if a match is found; false otherwise. - - - - Provides methods for converting data between different packed vector representations. - - - Adds a new element to the end of the collection. - The element to add. - Index of the element. - - - Removes all elements from the collection. - - - Determines whether the specified element is in the channel. - Element being searched for. - true if the element is present; false otherwise. - - - Copies the elements of the channel to an array, starting at the specified index. - Array that will receive the copied channel elements. - Starting index for copy operation. - - - Gets an enumerator interface for reading channel content. - Enumeration of the channel content. - - - Gets the index of the specified item. - Item whose index is to be retrieved. - Index of specified item. - - - Inserts an element into the collection at the specified position. - Index at which to insert the element. - The element to insert. - - - Reads channel content and automatically converts it to the specified vector format. - Vector format to convert returned data to. - - - Removes the element at the specified index position. - Index of the element to remove. - - - Removes a specified element from the collection. - The element to remove. - - - Gets the number of elements in the vertex channel - Number of elements. - - - Gets the type of data contained in this channel. - Type of data stored in the vertex channel. - - - Gets a value indicating whether this list has a fixed size. - true if the list has a fixed size; false otherwise. - - - - Gets a value indicating whether this object is read-only. - true if this object is read-only; false otherwise. - - - - Gets a value indicating whether access to the collection is synchronized (thread safe). - true if access to the collection is synchronized (thread safe); falseotherwise. - - - Gets or sets the element at the specified index. - - Element at the specified index. - - - Gets the name of the vertex channel. - Name of the channel. - - - Gets an object that can be used to synchronize access to the collection. - An object that can be used to synchronize access to the collection. - - - Provides methods and properties for maintaining a vertex channel. - - - Adds a new vertex channel to the end of the collection. - Name of the new channel. - Type of data to be contained in the new channel. - Initial data for the new channel. If null, the channel is filled with the default value for that type. - The newly added vertex channel. - - - Adds a new vertex channel to the collection. - Vertex channel to be added. - - - Adds a new vertex channel to the end of the collection. - Name of the new channel. - Initial data for the new channel. If null, the channel is filled with the default value for that type. - The newly added vertex channel. - - - Removes all vertex channels from the collection. - - - Determines whether the collection contains the specified vertex channel. - Name of the channel being searched for. - true if the channel was found; false otherwise. - - - Determines whether the collection contains the specified vertex channel. - Name of the channel being searched for. - true if the channel was found; false otherwise. - - - - Converts the channel, specified by name to another vector format. - Name of the channel to be converted. - New channel in the specified format. - - - Converts the channel, at the specified index, to another vector format. - Index of the channel to be converted. - New channel in the specified format. - - - - Copies the elements of the collection to an array, starting at the specified index. - The destination array. - The index at which to begin copying elements. - - - Returns an enumerator that iterates through a collection. - An object that can be used to iterate through the collection. - - - Gets an enumerator that iterates through the vertex channels of a collection. - Enumerator for the collection. - - - Gets the vertex channel with the specified name and content type. - Name of a vertex channel. - Type of a vertex channel. - - - Gets the vertex channel with the specified index and content type. - Index of a vertex channel. - Type of a vertex channel. - - - Determines the index of the specified vertex channel. - Vertex channel being searched for. - Index of the vertex channel. - - - Determines the index of a vertex channel with the specified name. - Name of the vertex channel being searched for. - Index of the vertex channel. - - - Inserts a new vertex channel at the specified position. - Index for channel insertion. - Name of the new channel. - Type of the new channel. - Initial data for the new channel. If null, it is filled with the default value. - The inserted vertex channel. - - - Inserts an item at the specified index. - The zero-based index at which item should be inserted. - The item to insert. - - - Inserts a new vertex channel at the specified position. - Index for channel insertion. - Name of the new channel. - Type of the new channel. - The inserted vertex channel. - - - Removes the vertex channel at the specified index position. - Index of the vertex channel being removed. - - - Removes the specified vertex channel from the collection. - Name of the vertex channel being removed. - true if the channel was removed; false otherwise. - - - Removes the specified vertex channel from the collection. - Name of the vertex channel being removed. - true if the channel was removed; false otherwise. - - - - Gets the number of vertex channels in the collection. - Number of vertex channels. - - - Determines whether the collection is read-only. - true if the collection is read-only; false otherwise. - - - Gets or sets the vertex channel with the specified name. - - A vertex channel object. - - - Gets or sets the vertex channel at the specified index position. - - A vertex channel object. - - - Provides methods and properties for managing a list of vertex data channels. - - - Gets the name of a binormal vector channel with the specified index. - Zero-based index of the vector channel being retrieved. - Name of the retrieved vector channel. - - - Gets the name of a color channel with the specified index. - Zero-based index of the color channel being retrieved. - Name of the retrieved color channel. - - - Gets a channel base name stub from the encoded string format. - Encoded string to be decoded. - Extracted base name. - - - Gets a channel usage index from the encoded format. - Encoded name to be decoded. - Resulting channel usage index. - - - Combines a vertex declaration usage and usage index into a string name. - A vertex declaration. - An index for the vertex declaration. - Resulting encoded name. - - - Combines a channel name stub and usage index into a string name. - A channel base name stub. - A channel usage index. - Resulting encoded name. - - - Gets the name of the normal channel with the specified index. - Zero-based index of the normal channel being retrieved. - Normal channel at the specified index. - - - Gets the name of the primary normal channel. - Primary normal channel name. - - - Gets the name of the tangent vector channel with the specified index. - Zero-based index of the tangent vector channel being retrieved. - Name of the retrieved tangent vector channel. - - - Gets the name of the texture coordinate channel with the specified index. - Zero-based index of the texture coordinate channel being retrieved. - Name of the retrieved texture coordinate channel. - - - Gets a vertex declaration usage enumeration from the encoded string format. - Encoded name of a vertex declaration. - Value of the declaration usage for the vertex declaration. - true if the encoded name maps to a VertexElementUsage enumeration value; false otherwise. - - - - Gets the name of an animation weights channel at the specified index. - Index of the animation weight channel to be retrieved. - Name of the retrieved animation weights channel. - - - Gets the name of the primary animation weights channel. - Name of the primary animation weights channel. - - - Provides properties for managing a collection of vertex channel names. - - - Adds a new element to the end of the collection. - The element to add. - - - Removes all elements from the collection. - - - Determines whether the specified element is in the channel. - Element being searched for. - true if the element is present; false otherwise. - - - Copies the elements of the channel to an array, starting at the specified index. - Array that will receive the copied channel elements. - Starting index for copy operation. - - - Gets an enumerator interface for reading channel content. - Enumeration of the channel content. - - - - Gets the index of the specified item. - Item whose index is to be retrieved. - Index of specified item. - - - Inserts an element into the collection at the specified position. - Index at which to insert the element. - The element to insert. - - - Reads channel content and automatically converts it to the specified vector format. - Enumeration of retrieved channel data. - - - Removes the element at the specified index position. - Index of the element to remove. - - - Removes a specified element from the collection. - The element to remove. - true if the channel was removed; false otherwise. - - - Gets the type of data contained in this channel. - Type of data stored in the vertex channel. - - - Gets a value indicating whether this object is read-only. - true if this object is read-only; false otherwise. - - - - Gets or sets the element at the specified index. - - Element at the specified index. - - - Provides methods and properties for maintaining a vertex channel. - - - Appends multiple vertex indices to the end of the VertexContent.PositionIndices collection. - Index into the MeshContent.Positions member of the parent. - - - Appends a new vertex index to the end of the VertexContent.PositionIndices collection. - Index of the new entry. This can be added to the GeometryContent.Indices member of the parent. - Index into the MeshContent.Positions member of the parent. - - - Converts design-time vertex position and channel data into a vertex buffer format that a graphics device can recognize. - A packed vertex buffer. - Description of the vertex format. - Target platform of the content build. - - - - Inserts multiple vertex indices to the VertexContent.PositionIndices collection. - - Vertex index to be inserted. - Position of the first element of the inserted range in the collection. - - - - Inserts a new vertex index to the VertexContent.PositionIndices collection. - - Vertex index to be inserted. - Position of new vertex index in the collection. - - - Removes a vertex index from the specified location in both VertexContent.PositionIndices and VertexChannel&lt;T&gt;. - Index of the vertex to be removed. - - - - Removes a range of vertex indices from the specified location in both VertexContent.PositionIndices and VertexChannel&lt;T&gt;. - - Index of the first vertex index to be removed. - Number of indices to remove. - - - Gets the list of named vertex data channels in the VertexContent. - Collection of vertex data channels. - - - Gets the list of position indices. - Position of the position index being retrieved. - - - Gets position data from the parent mesh object. - Collection of vertex positions for the mesh. - - - Number of vertices for the content. - Number of vertices. - - - Provides methods and properties for maintaining the vertex data of a GeometryContent. - - - Flags that describe style information to be applied to text. - - - Bold text. - - - Italic text. - - - Normal text. - - - - Initializes a new instance of the ContentTypeSerializer class for serializing the specified type using the specified XML shortcut name. - - The target type. - The XML shortcut name. - - - - Initializes a new instance of the ContentTypeSerializer class for serializing the specified type. - - The target type. - - - Deserializes an object from intermediate XML format. - Location of the intermediate XML and various deserialization helpers. - Specifies the intermediate source XML format. - The object containing the received data, or null if the deserializer should construct a new instance. - The resultant object. - - - Retrieves and caches any nested type serializers and allows reflection over the target data type. - The content serializer. - - - - Queries whether an object contains data to be serialized. - - The object to query. - true if value contains data to be serialized; false otherwise. - - - - Examines the children of the specified object, passing each to a callback delegate. - The content serializer. - The method to be called for each examined child. - The object whose children are being scanned. - - - Serializes an object to intermediate XML format. - Specifies the intermediate XML location, and provides various serialization helpers. - The object to be serialized. - Specifies the content format for this object. - - - Gets a value indicating whether this component may load data into an existing object or if it must it construct a new instance of the object before loading the data. - - true if this component can load data into an existing object; false if a new instance of the object must be constructed. - - - - - Gets the type handled by this serializer component. - - The type handled by this serializer component. - - - - Gets a short-form XML name for the target type, or null if there is none. - - - A short-form XML name for the target type, or null if there is none. - - - - - Provides methods for serializing and deserializing a specific managed type. - - - - Initializes a new isntance of the ContentTypeSerializerAttribute class. - - - - Identifies type serializer components. - - - - - Initializes a new instance of the ContentTypeSerializer`1 class using the specified XML shortcut name. - - The XML shortcut name. - - - - Initializes a new instance of the ContentTypeSerializer`1 class. - - - - Deserializes a strongly typed object from intermediate XML format. - Location of the intermediate XML and various deserialization helpers. - Specifies the intermediate source XML format. - The strongly typed object containing the received data, or null if the deserializer should construct a new instance. - The object type of the deserialized object. - - - Deserializes an object from intermediate XML format. - Location of the intermediate XML and various deserialization helpers. - Specifies the intermediate source XML format. - The object containing the received data, or null if the deserializer should construct a new instance. - The object after deserialization. - - - Queries whether an object contains data to be serialized. - The object to query. - true if value contains data to be serialized; false otherwise. - - - - Queries whether a strongly-typed object contains data to be serialized. - The object to query. - true if value contains data to be serialized; false otherwise. - - - - Examines the children of the specified object, passing each to a callback delegate. - The content serializer. - The method to be called for each examined child. - The object whose children are being scanned. - - - Examines the children of the specified object, passing each to a callback delegate. - The content serializer. - The method to be called for each examined child. - The strongly typed object whose children are being scanned. - - - Serializes an object to intermediate XML format. - Specifies the intermediate XML location, and provides various serialization helpers. - The strongly typed object to be serialized. - Specifies the content format for this object. - - - Serializes an object to intermediate XML format. - Specifies the intermediate XML location, and provides various serialization helpers. - The object to be serialized. - Specifies the content format for this object. - - - - Provides a generic implementation of ContentTypeSerializer methods and properties for serializing and deserializing a specific managed type. - - - - Moves to the specified element if the element name exists. - The element name. - true if the specified element exists and the move was successful; false otherwise. - - - Reads an external reference ID and records it for subsequent operations. - The object receiving the data, or null if a new instance of the object should be created. - - - - Reads a single object from the input XML stream, using the specified type hint. - - The format of the XML. - The type serializer. - The object. - - - Reads a single object from the input XML stream, optionally specifying an existing instance to receive the data. - The format expected by the type serializer. - The object receiving the data, or null if a new instance should be created. - The object. - - - Reads a single object from the input XML stream. - The format expected by the type serializer. - The object. - - - - Reads a single object from the input XML stream using the specified type hint, optionally specifying an existing instance to receive the data. - - The format of the XML. - The type serializer. - The object receiving the data, or null if a new instance should be created. - The object - - - - Reads a single object from the input XML stream as an instance of the specified type using the specified type hint. - - The format of the XML. - The type serializer. - The object. - - - - Reads a single object from the input XML stream, as an instance of the specified type. - - The object. - The object receiving the data, or null if a new instance should be created. - The type of object read. - - - - Reads a single object from the input XML stream as an instance of the specified type, optionally specifying an existing instance to receive the data. - - The format of the XML. - The object. - - - - Reads a single object from the input XML stream as an instance of the specified type using the specified type hint, optionally specifying an existing instance to receive the data. - - The format of the XML. - The type serializer. - The object receiving the data, or null if a new instance should be created. - The object. - - - - Reads a shared resource ID and records it for subsequent operations. - - The format of the XML. - The fixup operation to perform. - - - - Reads and decodes a type descriptor from the XML input stream. - - The type descriptor. - - - Gets the parent serializer. - The parent serializer. - - - Gets the XML input stream. - The XML input stream. - - - Provides an implementation of many of the methods of IntermediateSerializer. Deserializes and tracks state for shared resources and external references. - - - - Deserializes an intermediate XML file into a managed object. - - - Intermediate XML file. - Final name of the output file used to relative encode external reference filenames. - The deserialized type. - - - Retrieves the worker serializer for a specified type. - The type. - The worker serializer - - - Serializes an object into an intermediate XML file. - The output XML stream. - The object to be serialized. - Final name of the output file, used to relative encode external reference filenames. - - - Provides methods for reading and writing XNA intermediate XML format. - - - - Adds an external reference to the output XML, and records the filename to be serialized later. - - The external reference to add. - - - - Writes a single object to the output XML stream, using the specified type hint. - - The value to write. - The format of the XML. - The type serializer. - - - - Writes a single object to the output XML stream. - - The value to write. - The format of the XML. - - - Writes a single object to the output XML stream as an instance of the specified type. - The value to write. - The format of the XML. - The type serializer. - - - - Writes a single object to the output XML stream using the specified serializer worker. - - The value to write. - The format of the XML. - - - - Adds a shared reference to the output XML and records the object to be serialized later. - - The value to write. - The format of the XML. - - - - Writes a managed type descriptor to the XML output stream. - - The type. - - - Gets the parent serializer. - The parent serializer. - - - - Gets the XML output stream. - - The XML output stream. - - - Provides an implementation of many of the methods of IntermediateSerializer including serialization and state tracking for shared resources and external references. - - - Callback delegate for the ScanChildren method. - The serializer component used to read or write the child object. - The child object currently being scanned. - - - Creates an instance of ChildCollection. - Parent object of the child objects returned in the collection. - - - Removes all children from the collection. - - - Gets the parent of a child object. - The child of the parent being retrieved. - The parent of the child object. - - - Inserts a child object into the collection at the specified location. - The position in the collection. - The child object being inserted. - - - Removes a child object from the collection. - The index of the item being removed. - - - Modifies the value of the child object at the specified location. - The index of the child object being modified. - The new value for the child object. - - - Modifies the value of the parent object of the specified child object. - The child of the parent being modified. - The new value for the parent object. - - - Provides a collection of child objects for a content item. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.ContentBuildLogger. - - - - Gets the filename currently being processed, for use in warning and error messages. - Identity of a content item. If specified, Microsoft.Xna.Framework.Content.Pipeline.ContentBuildLogger.GetCurrentFilename(Microsoft.Xna.Framework.Content.Pipeline.ContentIdentity) - uses this value to refine the search. If no value os specified, the current ContentBuildLogger.PushFile(System.String) state is used. - Name of the file being processed. - - - Outputs a high-priority status message from a content importer or processor. - Message being reported. - Arguments for the reported message. - - - Outputs a low priority status message from a content importer or processor. - Message being reported. - Arguments for the reported message. - - - Outputs a warning message from a content importer or processor. - Link to an existing online help topic containing related information. - Identity of the content item that generated the message. - Message being reported. - Arguments for the reported message. - - - Outputs a message indicating that a content asset has completed processing. - - - Outputs a message indicating that a content asset has begun processing. - Name of the file containing future messages. - - - Gets or sets the base reference path used when reporting errors during the content build process. - Current name of the base directory or the value to be set. - - - Provides methods for reporting informational messages or warnings from content importers and processors. - - - - Initializes a new instance of ContentIdentity with the specified values. - - The absolute path to the file name of the asset source. - - - - Initializes a new instance of ContentIdentity with the specified values. - - The absolute path to the file name of the asset source. - The name of the digital content creation (DCC) tool that created the asset. - - - - Initializes a new instance of ContentIdentity. - - - - - Initializes a new instance of ContentIdentity with the specified values. - - The absolute path to the file name of the asset source. - The name of the digital content creation (DCC) tool that created the asset. - Specific location of the content item within the larger source file. For example, this could be a line number in the file. - - - Gets or sets the specific location of the content item within the larger source file. - Location of the content item. This location can be in various forms. For example, this could indicate a line number within the source file. - - - Gets or sets the file name of the asset source. - The absolute path to the file name of the asset source. - - - Gets or sets the creation tool of the asset. - The name of the digital content creation (DCC) tool that created the asset. - - - Provides properties describing the origin of the game asset, such as the original source file and creation tool. This information is used for error reporting, and by processors that need to determine from what directory the asset was originally loaded. - - - Initializes a new instance of ContentImporterAttribute and sets the file name extensions supported by the importer. - - The list of file name extensions supported by the importer. Prefix each extension with a '.'. - - - Initializes a new instance of ContentImporterAttribute and sets the file name extension supported by the importer. - The list of file name extensions supported by the importer. Prefix each extension with a '.'. - - - Gets and sets the caching of the content during importation. - If true, imported content is cached in an intermediate file (managed by XNA). By default, caching is not enabled. - Caching provides significantly faster iteration times when changing the processing code for a file format. A good example would be a third-party digital content creation (DCC) tool that needs to execute before importation can occur. However, caching is not appropriate for all importers—for example, caching bulky content that is quick to import, such as bitmap images. - - - Gets or sets the name of the default processor for content read by this importer. - Name of the processor to be used as the default. - - - Gets or sets the string representing the importer in a user interface. - Name displayed in the user interface. - - - Gets the supported file name extensions of the importer. - An enumerated list of supported file name extensions. Extensions are prefixed by '.' . - - - Provides properties that identify and provide metadata about the importer, such as supported file extensions and caching information. - - - Adds a dependency to the specified file. - Name of an asset file. - - - The absolute path to the root of the build intermediate (object) directory. - The directory for storing temporary build files. - - - Gets the logger for an importer. - Logger that contains information on warnings and debug messages generated during importation. - - - The absolute path to the root of the build output (binaries) directory. - The output directory for the final build results. - - - Provides properties that define logging behavior for the importer. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.ContentImporter`1. - - - - Called by the framework when importing a game asset. - Name of a game asset file. - Contains information for importing a game asset, such as a logger interface. - Resulting game asset. - - - Called by the framework when importing a game asset. - Name of a game asset file. - Contains information for importing a game asset, such as a logger interface. - Resulting game asset. - - - Implements a file format importer for use with game assets. - - - - Initializes a new instance of ContentItem. - - - - Gets or sets the identity of the content item. - The identity of the content item. - - - Gets or sets the name of the content item. - The name of the content item. - - - Gets the opaque data of the content item. - The opaque data of the content item, stored as a set of key/value pairs. - - - Provides properties that define various aspects of content stored using the intermediate file format of the XNA Framework. - - - Initializes an instance of Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorAttribute. - - - Gets or sets the string representing the processor in a user interface. - Name displayed in the user interface. - - - Gets any existing content processor components. - - - Adds a dependency to the specified file. - Name of an asset file. - - - Add a file name to the list of related output files maintained by the build item. - The name of the file. - - - Initiates a nested build of the specified asset and then loads the result into memory. - Reference to the source asset. - Optional processor for this content. - Copy of the final converted content. - - - Initiates a nested build of the specified asset and then loads the result into memory. - Reference to the source asset. - Optional processor for this content. - Optional collection of named values available as input to the content processor. - Optional importer for this content. - Copy of the final converted content. - - - Initiates a nested build of an additional asset. - Reference to the source asset. - Optional processor for this content. - Reference to the final compiled content. The build work is not required to complete before returning. Therefore, this file may not be up to date when Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext.BuildAsset``2(Microsoft.Xna.Framework.Content.Pipeline.ExternalReference{``0},System.String) returns but it will be available for loading by the game at runtime. - - - Initiates a nested build of an additional asset. - Reference to the source asset. - Optional processor for this content. - Optional collection of named values available as input to the content processor. - Optional importer for this content. - Optional name of the final compiled content. - Reference to the final compiled content. The build work is not required to complete before returning. Therefore, this file may not be up to date when Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext.BuildAsset``2(Microsoft.Xna.Framework.Content.Pipeline.ExternalReference{``0},System.String,Microsoft.Xna.Framework.Content.Pipeline.OpaqueDataDictionary,System.String,System.String) returns but it will be available for loading by the game at runtime. - - - Converts a content item object using the specified content processor. - Source content to be converted. - Optional processor for this content. - Optional paramters for the processor. - Reference of the final converted content. - - - Converts a content item object using the specified content processor. - Source content to be converted. - Optional processor for this content. - Reference of the final converted content. - - - Gets the name of the current content build configuration. - Name of the build configuration. - - - Gets the path of the directory that will contain any intermediate files generated by the content processor. - The path of the directory that will contain any intermediate files that the content processor will produce. - - - Gets the logger interface used for status messages or warnings. - Logger interface used by the processor. - - - Gets the output path of the content processor. - The directory path of the output file that the content processor will produce. - - - Gets the output file name of the content processor. - The name of the output file that the content processor will produce. - - - Gets the collection of parameters used by the content processor. - Collection of content processor parameters. - - - Gets the current content build target platform. - Name of the target platform for the current content build. - - - - Provides access to custom processor parameters, methods for converting member data, and triggering nested builds. - - - Initializes a new instance of the Microsoft.Xna.Framework.Content.Pipeline.ContentProcessor`2 class. - - - Processes the specified input data and returns the result. - Existing content object being processed. - Contains any required custom process parameters. - A typed object representing the processed input. - - - Processes the specified input data and returns the result. - Existing content object being processed. - Contains any required custom process parameters. - The processed input. - - - - Gets the expected object type of the input parameter to IContentProcessor.Process. - - Object type of the input parameter. - - - - Gets the object type returned by IContentProcessor.Process. - - Type of object returned by the processor. - - - Provides a base class to use when developing custom processor components. All processors must derive from this class. - - - - Initializes a new instance of ExternalReference. - - The name of the referenced file. - - - - Initializes a new instance of ExternalReference, specifying the file path relative to another content item. - - The name of the referenced file. - The content that the path specified in filename is relative to. - - - - Initializes a new instance of ExternalReference. - - - - Gets and sets the file name of an ExternalReference. - The absolute file name of the external data reference. - - - Specifies external references to a data file for the content item. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.FontDescriptionImporter. - - - - Called by the XNA Framework when importing a .spritefont file to be used as a game asset. This is the method called by the XNA Framework when an asset is to be imported into an object that can be recognized by the Content Pipeline. - Name of a game asset file. - Contains information for importing a game asset, such as a logger interface. - Resulting game asset. - - - Provides methods for reading .spritefont files for use in the Content Pipeline. - - - Imports an asset from the specified file. - Name of the game asset file. - A ContentImporterContext class containing information for importing a game asset, such as a logger interface. - Resulting game asset. - - - Accesses a statically typed ContentImporter`1 instance from generic code using dynamic typing. - - - - Processes the specified input data and returns the result. - Existing content object being processed. - Contains any required custom process parameters. - An object representing the processed input. - - - - Gets the expected object type of the input parameter to IContentProcessor.Process. - - Object type of the input parameter. - - - - Gets the object type returned by IContentProcessor.Process. - - Type of object returned by the processor. - - - Provides methods and properties for accessing a statically typed ContentProcessor subclass, using dynamically typed object data. - - - Initializes a new instance of the InvalidContentException class with the specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If innerException is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Initializes a new instance of the InvalidContentException class with the specified error message. - A message that describes the error. - - - - Initializes a new instance of the InvalidContentException class with the specified error message, the identity of the content throwing the exception, and a reference to the inner exception that is the cause of this exception. - - A message that describes the error. - Information about the content item that caused this error, including the file name. In some cases, a location within the file (of the problem) is specified. - The exception that is the cause of the current exception. If innerException is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - - Initializes a new instance of the InvalidContentException class with the specified error message and the identity of the content throwing the exception. - - A message that describes the error. - Information about the content item that caused this error, including the file name. In some cases, a location within the file (of the problem) is specified. - - - - Initializes a new instance of the InvalidContentException class with information on serialization and streaming context for the related content item. - Information necessary for serialization and deserialization of the content item. - Information necessary for the source and destination of a given serialized stream. Also provides an additional caller-defined context. - - - Initializes a new instance of the InvalidContentException class - - - When overridden in a derived class, returns information about the exception. - Information necessary for serialization and deserialization of the content item. - Information necessary for the source and destination of a given serialized stream. Also provides an additional caller-defined context. - - - Gets or sets the identity of the content item that caused the exception. - The identity of the bad content item. - - - Thrown when errors are encountered in content during processing. - - - Initializes an instance of NamedValueDictionary. - - - Adds an element to the dictionary. - Identity of the key of the new element. - The value of the new element. - - - Adds the specified key and value to the dictionary. - Identity of the key of the new data pair. - The value of the new data pair. - - - Adds an item to the collection. - The item to add to the collection. - - - Removes all elements from the dictionary. - - - Removes all keys and values from the dictionary. - - - Determines whether the specified key is present in the dictionary. - Identity of a key. - true if the value is present; false otherwise. - - - Determines whether the collection contains a specific value. - The object to locate in the collection. - true if the collection contains the object; false otherwise. - - - - Copies the elements of the collection to an array, starting at a specified index. - The index at which to begin the copy. - The destination array. - - - Returns an enumerator that can iterate through this collection. - An enumerator that can iterate through this collection - - - Gets an enumerator that iterates through items in a dictionary. - Enumerator for iterating through the dictionary. - - - Removes the specified element from the dictionary. - Identity of the key of the data pair to be removed. - true if the value is present; false otherwise. - - - - Removes the specified key and value from the dictionary. - Identity of the key to be removed. - true if the value is present; false otherwise. - - - - Removes the first occurrence of the specified object from the collection. - The item to remove from the collection. - true if the item was successfully removed from the collection; false otherwise. - - - - Modifies the value of an existing element. - Identity of the element to be modified. - The value to be set. - - - Gets the value associated with the specified key. - Identity of the key of the element whose value is to be retrieved. - The current value of the element. - true if the value is present; false otherwise. - - - - Gets the number of items in the dictionary. - Number of items. - - - Specifies the type hint for the intermediate serializer. - The type used by the serializer. - - - Gets a value indicating if this object is read-only. - true if the object is read-only; false otherwise. - - - - Gets or sets the specified item. - - Identity of a key. - - - Gets all keys contained in the dictionary. - Collection of keys for the dictionary. - - - Gets all values contained in the dictionary. - Collection of values for the dictionary. - - - - Base class for dictionaries that map string identifiers to data values. - - - Initializes a new instance of OpaqueDataDictionary. - - - Adds an element to the dictionary. - Identity of the key of the new element. - The value of the new element. - - - Removes all elements from the dictionary. - - - Gets the data contents and returns it as a single XML string. - Data contents of the entry. - - - Gets the value of the specified key/value pair of the asset. - The name of the key. - The value to return if the key cannot be found. This can be null for reference types, 0 for primitive types, and a zero-filled structure for structure types. - The value of the retrieved opaque data. - - - Removes the specified element from the dictionary. - Identity of the key of the data pair to be removed. - true if the value is present; false otherwise. - - - Modifies the value of an existing element. - Identity of the element to be modified. - The value to be set. - - - Specifies the type hint for the intermediate serializer. - The type used by the serializer. - - - Provides properties that define opaque data for a game asset. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.PipelineComponentScanner. - - - - Updates the scanner object with the latest available assembly states. - Enumerated list of available assemblies. - Enumerated list of dependent assemblies. - true if an actual scan was required, indicating the collection contents may have changed. false if no assembly changes were detected since the previous call. - - - Updates the scanner object with the latest available assembly states. - Enumerated list of available assemblies. - true if an actual scan was required, indicating the collection contents may have changed. false if no assembly changes were detected since the previous call. - - - Gets the list of error messages produced by the last call to Update. - Collection of the latest error descriptions. - - - Gets a dictionary that maps importer names to their associated metadata attributes. - Importer names and their related metadata values. - - - Gets the names of all available importers. - List of available importer names. - - - Gets a dictionary that maps importer names to the fully qualified name of their return types. - Importer names and their related return types. - - - Gets a dictionary that maps processor names to their associated metadata attributes. - Processor names and their related metadata values. - - - - Gets a dictionary that maps processor names to the fully qualified name of supported input types. - Processor names and the input types they support. - - - - Gets the names of all available importers. - List of available processor names. - - - - Gets a dictionary that maps processor names to the fully qualified name of their output types. - Processor names and their related output types. - - - - A collection of supported processor parameters. - Collection of processor parameters. - - - Implements a scanner object containing the available importers and processors for an application. - - - Initializes a new instance of the PipelineException class with the specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If innerException is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - - Initializes a new instance of the PipelineException class with the specified error message. - - A message that describes the error. - - - Initializes a new instance of the PipelineException class with the specified error message. - A message that describes the error. - Array of strings specifying message-related arguments. - - - - Creates an instance of PipelineException with information on serialization and streaming context for the related content item. - - Information necessary for serialization and deserialization of the content item. - Information necessary for the source and destination of a given serialized stream. Also provides an additional caller-defined context. - - - Creates an instance of PipelineException. - - - Thrown when errors are encountered during a content pipeline build. - - - Default value of the parameter, as specified by the [DefaultValue] attribute. - Default value of the processor parameter. - - - Description of the parameter, as specified by the [Description] attribute. - Parameter description. - - - - Name of the parameter displayed in the designer, as specified by the [DisplayName] attribute. - - Friendly name of the parameter. - - - Gets a value indicating whether the paramter is an enumeration. - true if the parameter is an enumeration; false otherwise. - - - Available options for enumerated type parameters. - Available values for the parameter. - - - Name of the property, as defined in the C# code. - Name of the property used to identify a specific processor parameter. - - - Type of the parameter. - Type of the processor parameter. For a list of accepted types, see Parameterized Processors. - - - Represents a processor parameter. - - - - Represents a collection of processor parameters, usually for a single processor. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.XmlImporter. - - - - Called by the framework when importing an intermediate file containing a game asset. - Name of the intermediate file. - Contains information for importing the intermediate file, such as a logger interface. - Object representing the game asset contained by the intermediate file. - - - Implements an importer for reading intermediate XML files. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Processors.EffectProcessor. - - - - Processes the string representation of the specified effect into a platform-specific binary format using the specified context. - The effect string to be processed. - Context for the specified processor. - A platform-specific compiled binary effect. - - - Processes a string representation to a platform-specific compiled effect. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Processors.FontDescriptionProcessor. - - - - Creates SpriteFontContent from a Framework.Content.Pipeline.Graphics.FontDescription object. - Description of the font to build. - Context for the specified processor. - The font data. - - - Provides methods to convert a font description class containing the name and size of a font into SpriteFontContent. - - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Processors.FontTextureProcessor. - - - - Maps a glyph index to a character. - The glyph index. This is a zero-based index that corresponds to the position of the glyph in the original character. This value begins at the upper-left corner of the texture and increases when moving to the right and down. - The character represented by the specified glyph index. - - - Creates SpriteFontContent from a bitmap. - The bitmap data to convert to a font. - Context for the specified processor. - The font data. - - - Gets or sets the value of the First Character processor parameter. - The start character of the font texture being processed. - - - Gets or sets the output Framework.Graphics.SurfaceFormat of textures. - The output Framework.Graphics.SurfaceFormat of textures. - - - Provides methods to convert a specially marked 2D bitmap into SpriteFontContent. - Reference page contains code snippet demonstrating example usage. - - - Initializes a new instance of the MaterialProcessor class. - - - Builds effect content. - An external reference to the effect content. - Context for the specified processor. - A platform-specific compiled binary effect. - - - - Builds texture content. - The name of the texture. This should correspond to the key used to store the texture in Framework.Content.Pipeline.Graphics.MaterialContent.Textures. - The asset to build. This should be a member of Framework.Content.Pipeline.Graphics.MaterialContent.Textures. - Context for the specified processor. - The built texture content. - - - Builds the texture and effect content for the material. - The material content to build. - Context for the specified processor. - The built material. - - - Gets or sets the color value to replace with transparent black. - Color value of the material to replace with transparent black. - - - Specifies whether color keying of a texture is enabled. - true if color keying is enabled; false otherwise. - - - Specifies if a full chain of mipmaps are generated from the source material. Existing mipmaps of the material are not replaced. - true if mipmap generation is enabled; false otherwise. - - - - Specifies whether resizing of a material is enabled. - true if resizing is enabled; false otherwise. - - - Specifies the texture format of output materials. - The texture format of the output. - - - Builds the effects and textures of a Framework.Content.Pipeline.Graphics.MaterialContent object. - - - - Gets the children of this bone. - - The children of this bone. - - - - Gets the index of this bone in a ModelBoneContentCollection. - - - The index of this bone in a ModelBoneContentCollection. - - - - - Gets the bone name. - - The bone name. - - - - Gets the parent of this bone. - - The parent of this bone. - - - - Gets or sets the local transformation matrix for this bone. - - The local transformation matrix for this bone. - - - Stores design-time data for a Framework.Graphics.ModelBone asset. - - - A collection of ModelBoneContent objects. - - - - Gets the collection of bones that are referenced by this model. - - The collection of bones that are referenced by this model. - - - Gets the collection of meshes that are associated with this model. - The collection of meshes that are associated with this model. - - - Gets the root bone of this model - The root bone of this model. - - - - Gets a user defined tag object. - - User-defined tag object. - - - - Stores design-time data for a Framework.Graphics.Model asset. - - - - Gets the bounding sphere for this mesh. - - The bounding sphere for this mesh. - - - Gets the index buffer associated with this mesh. - The index buffer associated with this mesh. - - - Gets the children mesh parts associated with this mesh. - The children mesh parts associated with this mesh. - - - Gets the mesh name. - The mesh name. - - - Gets the parent bone. - The parent bone. - - - Gets the MeshContent source object used when creating this class. - The source mesh. - - - Gets a user-defined tag object. - User-defined tag object. - - - Gets the vertex buffer associated with this mesh. - The vertex buffer associated with this mesh. - - - - Stores design-time data for a Framework.Graphics.ModelMesh asset. - - - - - A collection of ModelMeshContent objects. - - - - Gets the vertex declaration for this mesh part. - The vertex declaration for this mesh part. - - - Gets the offset from the start of the index buffer to the first vertex index. - The offset from the start of the index buffer to the first vertex index. - - - Gets the material of this mesh part. - The material of this mesh part. - - - - Gets the number of vertices used in this mesh part. - - The number of vertices used in this mesh part. - - - Gets the number of primitives to render for this mesh part. - The number of primitives in this mesh part. - - - - Gets the location in the index buffer at which to start reading vertices. - - - - The location in the index buffer at which to start reading vertices. - - - - - Gets the offset, in bytes, from the first index of the of vertex buffer for this mesh part. - - The offset, in bytes, from the first index of the of vertex buffer for this mesh part. - - - Gets a user-defined tag object. - A user-defined tag object. - - - - Stores design-time data for a Framework.Graphics.ModelMeshPart asset. - - - - - Collection of ModelMeshPartContent objects. - - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Processors.ModelProcessor. - - - - Called by the framework when the MaterialContent property of a GeometryContent object is encountered in the input node collection. - The input material content. - Context for the specified processor. - The converted material content. - - - Processes all geometry using a specified material. - A material used in the scene. - A collection of all the geometry using the specified material. - Context for the specified processor. - - - Processes geometry content vertex channels at the specified index. - The geometry content to process. - Index of the vertex channel to process. - Context for the specified processor. - - - Converts mesh content to model content. - The root node content. - Context for the specified processor. - The model content. - - - Specifies the color used when color keying for a texture is enabled. - - Color value of the material to replace with transparent black. - - - - Specifies whether color keying of a model is enabled. - true if color keying is enabled; false otherwise. - - - Specifies whether a full chain of mipmaps is generated from the source material. - true if mipmap generation is enabled; false otherwise. - - - Gets or sets the value of the Generate Tangent Frames processor parameter. - true if binormals and tangents should be generated if none are found; otherwise false. - - - Specifies whether resizing of textures are enabled. - true if resizing is enabled; false otherwise. - - - Gets or sets the value of the X Axis Rotation processor parameter. - The amount of rotation, in degrees, around the X axis. - - - Gets or sets the value of the Y Axis Rotation processor parameter. - The amount of rotation, in degrees, around the X axis. - - - Gets or sets the value of the Z Axis Rotation processor parameter. - The amount of rotation, in degrees, around the Z axis. - - - Gets or sets the value of the Scale processor parameter. - The scaling factor to be applied. - - - Gets or sets the value of the Swap Winding Order processor parameter. - true if the winding order of the model should be swapped; otherwise false. This is useful for models that appear to be drawn inside-out. - - - Specifies the texture format of output materials. - The texture format of the output. - - - Processes a game asset mesh to a model content that is optimal for runtime. - - - Initializes a new instance of the ModelTextureProcessor class. - - - Processes a texture. - The texture content to process. - Context for the specified processor. - The processed texture content. - - - Specifies the color used when color keying for a texture is enabled. - - Color value of the material to replace with transparent black. - - - - Specifies whether color keying of the texture is enabled. - true if color keying is enabled; false otherwise. - - - - Specifies if a full chain of mipmaps are generated from the source material. - true if mipmap generation is enabled; false otherwise. - - - - Specifies whether resizing of textures are enabled. - true if resizing is enabled; false otherwise. - - - - Specifies the texture format of output materials. - The texture format of the output. - - - Processes textures for 3D models. - - - Initializes a new instance of the PassThroughProcessor class. - - - - No-operation process that simply returns the input argument. - - The input argument. - Context for the specified processor. - The unmodified input argument. - - - - Provides an implementation of a no-operation processor that returns an unmodified copy of the input data. - - - Represents a processed Framework.Media.Song object. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Processors.SongProcessor. - - - - Builds the content for the source audio. - The audio content to build. - Context for the specified processor. - The built audio. - - - Gets or sets the target format quality of the audio content. - The Framework.Content.Pipeline.Audio.ConversionQuality of this audio data. - - - A custom song processor that processes an intermediate Framework.Content.Pipeline.Audio.AudioContent type. - - - Represents a processed sound effect. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Processors.SoundEffectProcessor. - - - - Builds the content for the source audio. - The audio content to build. - Context for the specified processor. - The built sound effect. - - - Gets or sets the target format quality of the sound effect. - - The Framework.Content.Pipeline.Audio.ConversionQuality of the sound effect data. - - - - - Provides a custom sound effect processor that processes an intermediate Framework.Content.Pipeline.Audio.AudioContent type. - - - - - Provides methods and properties for managing a design-time Microsoft.Xna.Framework.Graphics.SpriteFont holding packed font data. - - - - Initializes a new instance of the SpriteTextureProcessor class. - - - Processes a texture for use as 2D sprites or user interface components. - The input texture content. - Context for the specified processor. - The converted texture content. - - - Specifies the color used when color keying for a texture is enabled. - - Color value of the material to replace with transparent black. - - - - Specifies whether color keying of the texture is enabled. - true if color keying is enabled; false otherwise. - - - - Specifies if a full chain of mipmaps are generated from the source material. - true if mipmap generation is enabled; false otherwise. - - - - Specifies whether resizing of textures are enabled. - true if resizing is enabled; false otherwise. - - - - Specifies the texture format of output materials. - The texture format of the output. - - - Processes textures for use as 2D sprites or user interface components. - - - Initializes a new instance of the TextureProcessor class. - - - - Processes a texture. - - The texture content to process. - Context for the specified processor. - The converted texture content. - - - Specifies the color used when color keying for a texture is enabled. - The color used when a texture is color keyed. - - - Specifies whether color keying of a texture is enabled. - true if color keying is enabled; false otherwise. - - - Specifies if a full chain of mipmaps are generated from the source texture. - true if mipmap generation is enabled; false otherwise. - - - Specifies whether resizing of a texture is enabled. - true if resizing is enabled; false otherwise. - - - Specifies the texture format of outputmaterials. - The texture format of the output. - - - - Provides methods for processing textures. - - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Processors.VertexBufferContent(System.Int32) of the specified size. - - The size of the vertex buffer content, in bytes. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Processors.VertexBufferContent. - - - - Gets the size of the specified type, in bytes. - The type. - The size of the specified type, in bytes. - - - Writes additional data into the vertex buffer. - Offset at which to begin writing. - Stride of the data being written, in bytes. - The type of data to be written. - The data to write. - - - Writes additional data into the vertex buffer. - Offset at which to begin writing. - Stride of the data being written, in bytes. - The type of data to be written. - The data to write. - The target platform of the content build. - - - Writes additional data into the vertex buffer. - Offset at which to begin writing. - Stride of the data being written, in bytes. - The data to write. - The target platform of the content build. - - - Writes additional data into the vertex buffer. - Offset to begin writing at. - Stride of the data being written, in bytes. - Enumerated collection of data. - - - Gets the array containing the raw bytes of the packed vertex data. - Raw data of the packed vertex data. - - - Provides methods and properties for managing a design-time vertex buffer that holds packed vertex data. - - - Specifies the target output (of type SurfaceFormat) of the texture processor. - - - The SurfaceFormat value, of the input TextureContent object, is converted to Color by the processor. Typically used for 2D graphics and overlays. - - - The SurfaceFormat value, of the input TextureContent object, is converted to an appropriate DXT compression by the processor. If the input texture contains fractional alpha values, it is converted to DXT5 format (8 bits per texel); otherwise it is converted to DXT1 (4 bits per texel). This conversion reduces the resource's size on the graphics card. Typically used for 3D textures such as 3D model textures. - - - The SurfaceFormat value, of the input TextureContent object, is not changed by the processor. Typically used for textures processed by an external tool. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildContent. - - - - The format specifier for the named event used to cancel the build. - - - - Executes the related build task. - - true if the task completed successfully; false otherwise. - - - Gets or sets the content build configuration name. - Name of the configuration. - - - Gets or sets the content compression flag. - If true, all content types that permit compression will be compressed when built (the default). If false, no content will be compressed. - - - Gets or sets the directory for storing temporary build files. - Directory containing the intermediate build files. - - - Gets all file names produced by the build, regardless of any incremental optimizations. - Array of file names produced by the content build. - - - Gets or sets the base reference path used when reporting errors during the content build process. - Current name of the base directory or the value to be set. - - - Gets all file names produced by the build, regardless of any incremental optimizations. - Array of file names produced by the content build. - - - Gets or sets the output directory for the final build results. - Output directory for final build result files - - - - Gets or sets the names of assemblies that provide Importer&lt;T&gt; or ContentProcessor&lt;T&gt; components for use by the build. - - Current pipeline assemblies or the values to be set. - - - Gets or sets the dependencies of the pipeline assemblies. - Array of content build dependencies. - - - Gets or sets the force rebuild flag. - Current value of the force rebuild flag.If true, all content is rebuilt (even when incremental checks indicate everything is up to date). The default value is false. - - - Gets the list of file names modified by an incremental rebuild. - Array of file names modified by an incremental rebuild. - - - Gets or sets the base path for the entire content build process. - Base path of the content build process. - - - Gets or sets the source asset files to be built. - Current source asset files to be built or the values to be set. - - - Gets or sets the content build target platform. - Target of the content build. For a list of possible values, see Microsoft.Xna.Framework.TargetPlatform. - - - Provides methods and properties for importing and processing game assets into a binary format. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildXact. - - - - Executes the BuildXact task. - true to begin execution of the task; otherwise false. - - - Gets or sets the content build configuration name. - Current name of the build configuration or the value to be set. - - - Gets or sets the directory for storing temporary build files. - Current directory for temporary build files or the value to be set. - - - Gets the names of the intermediate files used internally by the build. - Intermediate file names produced by the build. - - - Gets or sets the base reference path used when reporting errors during the content build process. - Current name of the base directory or the value to be set. - - - Gets or sets the directory for the final build results. - Current directory for the final build results or the value to be set. - - - Gets the names of all files produced by the build, regardless of any incremental optimizations. - - File names produced by the build or the value to be set. - - - Gets or sets the force rebuild flag. - If true, all XACT target files are rebuilt; otherwise only modified files are rebuilt. Default value is false. - - - Gets the names of files modified by an incremental rebuild. - File names modified by an incremental build. - - - Gets or sets the base directory for the entire content build process. - Current name of the base directory or the value to be set. - - - Gets or sets the content build target platform. - Current platform or the value to be set. Can be one of the following values: Windows or Xbox360 - - - Gets or sets the XACT project files to be built. - Current XACT project files to be built or value to be set. - - - Gets or sets XNA framework version, used to determine the xactbld3.exe path. - Version of the XNA framework or the value to be set. Currently, 1.0 is the only valid value. - - - An MSBuild task that provides incremental build capabilities for XACT projects. - - - Instantiates a new instance of this MSBuild task for deleting all the intermediate and output files that were created by a previous Content Pipeline build operation. - - - Removes all intermediate and output files that were created by a previous Content Pipeline build operation. - true if errors were logged; false otherwise. - - - - Gets or sets the content build configuration name. - The content build configuration name. - - - Gets or sets the directory for storing temporary build files. - The directory for storing temporary build files. - - - Gets or sets the output directory for the final build results. - The output directory for the final build results. - - - Gets or sets the base path for the entire content build process. - The base path for the entire content build process. - - - Gets or sets the content build target platform. - The content build target platform. - - - An MSBuild task for deleting all the intermediate and output files that were created by a previous Content Pipeline build operation. - - - - Creates a new instance of Microsoft.Xna.Framework.Content.Pipeline.Tasks.GetLastOutputs. - - - Executes the related task using MSBuild. - true if the task completed successfully; false otherwise. - - - Gets or sets the directory containing the cache file to be retrieved. - Path of the retrieved cache file. - - - Gets the names of the output content files. - Collection of cache file names. - - - Provides methods and properties for getting the names of all output content files from the content pipeline's cache file. - - - Initializes a new instance of the BoundingBoxConverter class. - - - Converts the given object to the type of this converter, using the specified context and culture information. - The format context. - The current culture. - The object to convert. - The converted value. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - - Creates an instance of the type that this BoundingBoxConverter is associated with, using the specified context, given a set of property values for the object. - - The format context. - The new property values. - - An object representing propertyValues, or null if the object cannot be created. - - - - - Provides a unified way of converting Framework.BoundingBox values to other types, as well as for accessing standard values and subproperties. - - - - - Initializes a new instance of the BoundingSphereConverter class. - - - - Converts the given object to the type of this converter, using the specified context and culture information. - The format context. - The current culture. - The object to convert. - The converted value. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - - Creates an instance of the type that this BoundingSphereConverter is associated with, using the specified context, given a set of property values for the object. - - The format context. - The new property values. - - An object representing propertyValues, or null if the object cannot be created. - - - - - Provides a unified way of converting Framework.BoundingSphere values to other types, as well as for accessing standard values and subproperties. - - - - Initializes a new instance of the Microsoft.Xna.Framework.Design.ColorConverter class. - - - Converts the given value to the type of this converter. - The format context. - The current culture. - The object to convert. - The converted value. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - Re-creates an object given a set of property values for the object. - The format context. - The new property values. - An object representing propertyValues, or null if the object cannot be created. - - - Provides a unified way of converting Color values to other types, as well as for accessing standard values and subproperties. - - - - Initializes a new instance of the MathTypeConverter class. - - - - Represents a collection of System.ComponentModel.PropertyDescriptor objects. - - - Returns whether string conversion is supported. - - - Returns whether this converter can convert an object of the given type to the type of this converter, using the specified context. - The format context. - The type you want to convert from. - true if this converter can perform the conversion; false otherwise. - - - Returns whether this converter can convert an object of one type to the type of this converter. - The format context. - The destination type. - true if this converter can perform the conversion; false otherwise. - - - Returns whether changing a value on this object requires a call to CreateInstance to create a new value, using the specified context. - The format context. - true if changing a property on this object requires a call to CreateInstance to create a new value; false otherwise. - - - Returns whether this object supports properties, using the specified context. - The format context. - true if GetProperties should be called to find the properties of this object; false otherwise. - - - - Returns a collection of properties for the type of array specified by the value parameter. - The format context. - The type of array for which to get properties. - An array to use as a filter. - The properties that are exposed for this data type, or null if there are no properties. - - - - Provides a unified way of converting math type values to other types, as well as for accessing standard values and subproperties. - - - - - Initializes a new instance of the MatrixConverter class. - - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - - Creates an instance of the type that this MatrixConverter is associated with, using the specified context, given a set of property values for the object. - - The format context. - The new property values. - - An object representing propertyValues, or null if the object cannot be created. - - - - - Provides a unified way of converting Framework.Matrix values to other types, as well as for accessing standard values and subproperties. - - - - - Initializes a new instance of the PlaneConverter class. - - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - - Creates an instance of the type that this PlaneConverter is associated with, using the specified context, given a set of property values for the object. - - The format context. - The new property values. - An object representing propertyValues, or null if the object cannot be created. - - - - Provides a unified way of converting Framework.Plane values to other types, as well as for accessing standard values and subproperties. - - - - - Initializes a new instance of the PointConverter class. - - - - Converts the given object to the type of this converter, using the specified context and culture information. - The format context. - The current culture. - The object to convert. - The converted value. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - - Creates an instance of the type that this PointConverter is associated with, using the specified context, given a set of property values for the object. - - The format context. - The new property values. - - An object representing propertyValues, or null if the object cannot be created. - - - - - Provides a unified way of converting Framework.Point values to other types, as well as for accessing standard values and subproperties. - - - - - Initializes a new instance of the QuaternionConverter class. - - - - Converts the given object to the type of this converter, using the specified context and culture information. - The format context. - The current culture. - The object to convert. - The converted value. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - - Creates an instance of the type that this QuaternionConverter is associated with, using the specified context, given a set of property values for the object. - - The format context. - The new property values. - - An object representing propertyValues, or null if the object cannot be created. - - - - - Provides a unified way of converting Framework.Quaternion values to other types, as well as for accessing standard values and subproperties. - - - - - Initializes a new instance of the RayConverter class. - - - - Converts the given object to the type of this converter, using the specified context and culture information. - The format context. - The current culture. - The object to convert. - The converted value. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - - Creates an instance of the type that this RayConverter is associated with, using the specified context, given a set of property values for the object. - - The format context. - The new property values. - - An object representing propertyValues, or null if the object cannot be created. - - - - - Provides a unified way of converting Framework.Ray values to other types, as well as for accessing standard values and subproperties. - - - - - Initializes a new instance of the RectangleConverter class. - - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - - Creates an instance of the type that this RectangleConverter is associated with, using the specified context, given a set of property values for the object. - - The format context. - The new property values. - - An object representing propertyValues, or null if the object cannot be created. - - - - - Provides a unified way of converting Framework.Rectangle values to other types, as well as for accessing standard values and subproperties. - - - - - Initializes a new instance of the Vector2Converter class. - - - - Converts the given object to the type of this converter, using the specified context and culture information. - The format context. - The current culture. - The object to convert. - The converted value. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - - Creates an instance of the type that this Vector2Converter is associated with, using the specified context, given a set of property values for the object. - - The format context. - The new property values. - - An object representing propertyValues, or null if the object cannot be created. - - - - - Provides a unified way of converting Framework.Vector2 values to other types, as well as for accessing standard values and subproperties. - - - - - Initializes a new instance of the Vector3Converter class. - - - - Converts the given object to the type of this converter, using the specified context and culture information. - The format context. - The current culture. - The object to convert. - The converted value. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - - Creates an instance of the type that this Vector3Converter is associated with, using the specified context, given a set of property values for the object. - - The format context. - The new property values. - - An object representing propertyValues, or null if the object cannot be created. - - - - - Provides a unified way of converting Framework.Vector3 values to other types, as well as for accessing standard values and subproperties. - - - - - Initializes a new instance of the Vector4Converter class. - - - - Converts the given object to the type of this converter, using the specified context and culture information. - The format context. - The current culture. - The object to convert. - The converted value. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - Creates an instance of the type that this Vector4Converter is associated with, using the specified context, given a set of property values for the object. - The format context. - The new property values. - - An object representing propertyValues, or null if the object cannot be created. - - - - Provides a unified way of converting Framework.Vector4 values to other types, as well as for accessing standard values and subproperties. - - - Creates an instance of BoundingBox. Reference page contains links to related conceptual articles. - The minimum point the BoundingBox includes. - The maximum point the BoundingBox includes. - - - Specifies the total number of corners (8) in the BoundingBox. - - - The maximum point the BoundingBox contains. - - - - The minimum point the BoundingBox contains. - - - - Tests whether the BoundingBox contains a BoundingSphere. - The BoundingSphere to test for overlap. - Enumeration indicating the extent of overlap. - - - - Tests whether the BoundingBox contains a point. - - The point to test for overlap. - Enumeration indicating the extent of overlap. - - - Tests whether the BoundingBox contains a BoundingFrustum. - The BoundingFrustum to test for overlap. - Enumeration indicating the extent of overlap. - - - - Tests whether the BoundingBox contains a BoundingSphere. - - The BoundingSphere to test for overlap. - Enumeration indicating the extent of overlap. - - - Tests whether the BoundingBox contains another BoundingBox. - The BoundingBox to test for overlap. - Enumeration indicating the extent of overlap. - - - Tests whether the BoundingBox contains a point. - The point to test for overlap. - Enumeration indicating the extent of overlap. - - - - Tests whether the BoundingBox contains a BoundingBox. - - The BoundingBox to test for overlap. - Enumeration indicating the extent of overlap. - - - Creates the smallest BoundingBox that will contain a group of points. - A list of points the BoundingBox should contain. - The created BoundingBox. - - - Creates the smallest BoundingBox that will contain the specified BoundingSphere. - The BoundingSphere to contain. - The created BoundingBox. - - - - Creates the smallest BoundingBox that will contain the specified BoundingSphere. - - The BoundingSphere to contain. - The created BoundingBox. - - - - Creates the smallest BoundingBox that contains the two specified BoundingBox instances. - - One of the BoundingBox instances to contain. - One of the BoundingBox instances to contain. - The created BoundingBox. - - - Creates the smallest BoundingBox that contains the two specified BoundingBox instances. - One of the BoundingBoxs to contain. - One of the BoundingBoxs to contain. - The created BoundingBox. - - - - Determines whether two instances of BoundingBox are equal. - - BoundingBox to compare. - BoundingBox to compare. - true if the two BoundingBoxs are equal; false otherwise. - - - - Determines whether two instances of BoundingBox are equal. - - The System.Object to compare with the current BoundingBox. - true if the specified System.Object is equal to the current BoundingBox; false otherwise. - - - - - Determines whether two instances of BoundingBox are equal. - - The BoundingBox to compare with the current BoundingBox. - true if the specified BoundingBox is equal to the current BoundingBox; false otherwise. - - - - Gets the array of points that make up the corners of the BoundingBox. - An existing array of at least 8 Vector3 points where the corners of the BoundingBox are written. - - - - Gets an array of points that make up the corners of the BoundingBox. - - - An array of Vector3 points that represent the corners of the BoundingBox. - - - - Gets the hash code for this instance. - - A hash code for the current BoundingBox. - - - - - Determines whether two instances of BoundingBox are not equal. - - The object to the left of the inequality operator. - The object to the right of the inequality operator. - true if left is not equal to right; false otherwise. - - - - Checks whether the current BoundingBox intersects a BoundingSphere. Reference page contains links to related code samples. - The BoundingSphere to check for intersection with. - true if the BoundingBox and BoundingSphere intersect; false otherwise. - - - - Checks whether the current BoundingBox intersects a Plane. Reference page contains links to related code samples. - The Plane to check for intersection with. - An enumeration indicating whether the BoundingBox intersects the Plane. - - - - Checks whether the current BoundingBox intersects a BoundingFrustum. - Reference page contains links to related code samples. - The BoundingFrustum to check for intersection with. - true if the BoundingBox and BoundingFrustum intersect; false otherwise. - - - - Checks whether the current BoundingBox intersects a Ray. - Reference page contains links to related code samples. - The Ray to check for intersection with. - Distance at which the ray intersects the BoundingBox, or null if there is no intersection. - - - - Checks whether the current BoundingBox intersects another BoundingBox. - Reference page contains links to related code samples. - The BoundingBox to check for intersection with. - true if the BoundingBoxs intersect; false otherwise. - - - - - Checks whether the current BoundingBox intersects a Plane. - Reference page contains links to related code samples. - The Plane to check for intersection with. - An enumeration indicating whether the BoundingBox intersects the Plane. - - - - Checks whether the current BoundingBox intersects another BoundingBox. - Reference page contains links to related code samples. - The BoundingBox to check for intersection with. - true if the BoundingBox instances intersect; false otherwise. - - - - Checks whether the current BoundingBox intersects a BoundingSphere. - Reference page contains links to related code samples. - The BoundingSphere to check for intersection with. - true if the BoundingBox and BoundingSphere intersect; false otherwise. - - - - Checks whether the current BoundingBox intersects a Ray. - Reference page contains links to related code samples. - The Ray to check for intersection with. - Distance at which the ray intersects the BoundingBox, or null if there is no intersection. - - - - - Returns a System.String that represents the current BoundingBox. - - System.String representation of the current BoundingBox. - - - - Defines an axis-aligned box-shaped 3D volume. Reference page contains links to related conceptual articles. - - - Creates a new instance of BoundingFrustum. Reference page contains links to related conceptual articles. - Combined matrix that usually takes view × projection matrix. - - - Specifies the total number of corners (8) in the BoundingFrustum. - - - Checks whether the current BoundingFrustum contains the specified BoundingSphere. - The BoundingSphere to check against the current BoundingFrustum. - Enumeration indicating the relationship of the current BoundingFrustum to the specified BoundingSphere. - - - - Checks whether the current BoundingFrustum contains the specified point. - - The point to test for overlap. - Enumeration indicating the extent of overlap. - - - - Checks whether the current BoundingFrustum contains the specified BoundingFrustum. - - The BoundingFrustum to check against the current BoundingFrustum. - - Enumeration indicating the relationship of the current BoundingFrustum to the specified BoundingFrustum. - - - - - Checks whether the current BoundingFrustum contains the specified BoundingSphere. - - The BoundingSphere to test for overlap. - Enumeration indicating the extent of overlap. - - - - Checks whether the current BoundingFrustum contains the specified BoundingBox. - - The BoundingBox to check against the current BoundingFrustum. - - Enumeration indicating the relationship of the current BoundingFrustum to the specified BoundingBox. - - - - - Checks whether the current BoundingFrustum contains the specified point. - - The point to check against the current BoundingFrustum. - - Enumeration indicating the relationship of the current BoundingFrustum to the specified point. - - - - - Checks whether the current BoundingFrustum contains the specified BoundingBox. - - The BoundingBox to test for overlap. - Enumeration indicating the extent of overlap. - - - - Determines whether two instances of BoundingFrustum are equal. - - The BoundingFrustum to the left of the equality operator. - The BoundingFrustum to the right of the equality operator. - true if left is equal to right; false otherwise. - - - - - Determines whether the specified BoundingFrustum is equal to the current BoundingFrustum. - - The BoundingFrustum to compare with the current BoundingFrustum. - true if the specified BoundingFrustum is equal to the current BoundingFrustum; false otherwise. - - - - - Determines whether the specified System.Object is equal to the BoundingFrustum. - - The System.Object to compare with the current BoundingFrustum. - true if the specified System.Object is equal to the current BoundingFrustum; false otherwise. - - - - - Gets an array of points that make up the corners of the BoundingFrustum. - - An existing array of at least 8 Vector3 points where the corners of the BoundingFrustum are written. - - - - Gets an array of points that make up the corners of the BoundingFrustum. - - - Array of Vector3 points that make up the corners of the BoundingFrustum. - - - - Gets the hash code for this instance. - A hash code for the current BoundingFrustum. - - - Determines whether two instances of BoundingFrustum are not equal. - The BoundingFrustum to the left of the inequality operator. - The BoundingFrustum to the right of the inequality operator. - true if left is not equal to right; false otherwise. - - - - Checks whether the current BoundingFrustum intersects the specified BoundingSphere. - The BoundingSphere to check for intersection. - true if the BoundingFrustum intersects the BoundingSphere; false otherwise. - - - Checks whether the current BoundingFrustum intersects the specified Plane. - The Plane to check for intersection. - An enumeration indicating whether BoundingFrustum intersects the specified Plane. - - - - - Checks whether the current BoundingFrustum intersects the specified BoundingFrustum. - - The BoundingFrustum to check for intersection. - true if the current BoundingFrustum intersects the specified BoundingFrustum; false otherwise. - - - - - Checks whether the current BoundingFrustum intersects a Ray. - - The Ray to check for intersection with. - Distance at which the ray intersects the BoundingFrustum or null if there is no intersection. - - - - Checks whether the current BoundingFrustum intersects the specified BoundingBox. - - The BoundingBox to check for intersection. - true if the BoundingFrustum intersects the BoundingBox; false otherwise. - - - - - Checks whether the current BoundingFrustum intersects a Plane. - - The Plane to check for intersection with. - An enumeration indicating whether the BoundingFrustum intersects the Plane. - - - - Checks whether the current BoundingFrustum intersects a BoundingBox. - - The BoundingBox to check for intersection with. - true if the BoundingFrustum and BoundingBox intersect; false otherwise. - - - - Checks whether the current BoundingFrustum intersects a BoundingSphere. - - The BoundingSphere to check for intersection with. - true if the BoundingFrustum and BoundingSphere intersect; false otherwise. - - - - Checks whether the current BoundingFrustum intersects the specified Ray. - - The Ray to check for intersection. - Distance at which the ray intersects the BoundingFrustum or null if there is no intersection. - - - - Returns a System.String that represents the current BoundingFrustum. - System.String representation of the current BoundingFrustum. - - - - Gets the bottom plane of the BoundingFrustum. - Returns the bottom plane of the BoundingFrustum. - - - Gets the far plane of the BoundingFrustum. - Returns the far plane of the BoundingFrustum. - - - Gets the left plane of the BoundingFrustum. - Returns the left plane of the BoundingFrustum. - - - Gets or sets the Matrix that describes this bounding frustum. - The Matrix that describes this bounding frustum. - - - - Gets the near plane of the BoundingFrustum. - Returns the near plane of the BoundingFrustum. - - - Gets the right plane of the BoundingFrustum. - Returns the right plane of the BoundingFrustum. - - - Gets the top plane of the BoundingFrustum. - Returns the top plane of the BoundingFrustum. - - - Defines a frustum and helps determine whether forms intersect with it. - - - Creates a new instance of BoundingSphere. - Center point of the sphere. - Radius of the sphere. - - - The center point of the sphere. - - - The radius of the sphere. - - - - Checks whether the current BoundingSphere contains the specified BoundingSphere. - - The BoundingSphere to check against the current BoundingSphere. - An enumeration indicating the relationship of the BoundingSpheres. - - - - Checks whether the current BoundingSphere contains the specified point. - - The point to test for overlap. - Enumeration indicating the extent of overlap. - - - - Checks whether the current BoundingSphere contains the specified BoundingFrustum. - - The BoundingFrustum to check against the current BoundingSphere. - - An enumeration indicating the relationship of the specified BoundingFrustum to the current BoundingSphere. - - - - - Checks whether the current BoundingSphere contains the specified BoundingSphere. - - The BoundingSphere to test for overlap. - Enumeration indicating the extent of overlap. - - - - Checks whether the current BoundingSphere contains the specified BoundingBox. - - The BoundingBox to check against the current BoundingSphere. - - An enumeration indicating the relationship of the specified BoundingBox to the current BoundingSphere. - - - - - Checks whether the current BoundingSphere contains the specified point. - - The point to check against the current BoundingSphere. - - An enumeration indicating the relationship of the specified point to the current BoundingSphere. - - - - - Checks whether the current BoundingSphere contains the specified BoundingBox. - - The BoundingBox to test for overlap. - Enumeration indicating the extent of overlap. - - - - Creates the smallest BoundingSphere that can contain a specified BoundingBox. - - The BoundingBox to create the BoundingSphere from. - The created BoundingSphere. - - - Creates the smallest BoundingSphere that can contain a specified BoundingBox. - The BoundingBox to create the BoundingSphere from. - The created BoundingSphere. - - - Creates the smallest BoundingSphere that can contain a specified BoundingFrustum. - The BoundingFrustum to create the BoundingSphere with. - The created BoundingSphere. - - - Creates a BoundingSphere that can contain a specified list of points. - List of points the BoundingSphere must contain. - The created BoundingSphere. - - - - Creates a BoundingSphere that contains the two specified BoundingSphere instances. - - BoundingSphere to be merged. - BoundingSphere to be merged. - The created BoundingSphere. - - - Creates a BoundingSphere that contains the two specified BoundingSphere instances. - BoundingSphere to be merged. - BoundingSphere to be merged. - The created BoundingSphere. - - - - Determines whether two instances of BoundingSphere are equal. - - The object to the left of the equality operator. - The object to the right of the equality operator. - true if left is equal to right; false otherwise. - - - - - Determines whether the specified BoundingSphere is equal to the current BoundingSphere. - - The BoundingSphere to compare with the current BoundingSphere. - true if the specified BoundingSphere is equal to the current BoundingSphere; false otherwise. - - - - - Determines whether the specified System.Object is equal to the BoundingSphere. - - The System.Object to compare with the current BoundingSphere. - true if the specified System.Object is equal to the current BoundingSphere; false otherwise. - - - - Gets the hash code for this instance. - - A hash code for the current BoundingSphere. - - - - - Determines whether two instances of BoundingSphere are not equal. - - The BoundingSphere to the left of the inequality operator. - The BoundingSphere to the right of the inequality operator. - true if left is not equal to right; false otherwise. - - - - Checks whether the current BoundingSphere intersects with a specified BoundingSphere. - The BoundingSphere to check for intersection with the current BoundingSphere. - true if the BoundingSpheres intersect; false otherwise. - - - Checks whether the current BoundingSphere intersects with a specified Plane. - The Plane to check for intersection with the current BoundingSphere. - An enumeration indicating the relationship between the BoundingSphere and the Plane. - - - - Checks whether the current BoundingSphere intersects with a specified BoundingFrustum. - - The BoundingFrustum to check for intersection with the current BoundingSphere. - true if the BoundingFrustum and BoundingSphere intersect; false otherwise. - - - - - Checks whether the current BoundingSphere intersects a Ray. - - The Ray to check for intersection with. - Distance at which the ray intersects the BoundingSphere or null if there is no intersection. - - - - Checks whether the current BoundingSphere intersects with a specified BoundingBox. - - The BoundingBox to check for intersection with the current BoundingSphere. - true if the BoundingBox and BoundingSphere intersect; false otherwise. - - - - - Checks whether the current BoundingSphere intersects a Plane. - - The Plane to check for intersection with. - An enumeration indicating whether the BoundingSphere intersects the Plane. - - - - Checks whether the current BoundingSphere intersects a BoundingBox. - - The BoundingBox to check for intersection with. - true if the BoundingSphere and BoundingBox intersect; false otherwise. - - - - Checks whether the current BoundingSphere intersects another BoundingSphere. - - The BoundingSphere to check for intersection with. - true if the BoundingSphere instances intersect; false otherwise. - - - - Checks whether the current BoundingSphere intersects with a specified Ray. - - The Ray to check for intersection with the current BoundingSphere. - Distance at which the ray intersects the BoundingSphere or null if there is no intersection. - - - - - Returns a System.String that represents the current BoundingSphere. - - System.String representation of the current BoundingSphere. - - - - Translates and scales the BoundingSphere using a given Matrix. - A transformation matrix that might include translation, rotation, or uniform scaling. Note that BoundingSphere.Transform will not return correct results if there are non-uniform scaling, shears, or other unusual transforms in this transformation matrix. This is because there is no way to shear or non-uniformly scale a sphere. Such an operation would cause the sphere to lose its shape as a sphere. - The transformed BoundingSphere. - - - - Translates and scales the BoundingSphere using a given Matrix. - - A transformation matrix that might include translation, rotation, or uniform scaling. Note that BoundingSphere.Transform will not return correct results if there are non-uniform scaling, shears, or other unusual transforms in this transformation matrix. This is because there is no way to shear or non-uniformly scale a sphere. Such an operation would cause the sphere to lose its shape as a sphere. - - The transformed BoundingSphere. - - - - Defines a sphere. - - - Initializes a new instance of Curve. - - - Creates a copy of the Curve. - - The copy of the Curve. - - - - Computes all tangents for all CurveKeys in this Curve, using a specified tangent type for both CurveKey.TangentIn and CurveKey.TangentOut. - - The type of CurveKey.TangentOut and CurveKey.TangentIn to compute (one of the types specified in the CurveTangent enumeration). - - - - Computes all tangents for all CurveKeys in this Curve, - using different tangent types for CurveKey.TangentOut and CurveKey.TangentIn. - - The type of CurveKey.TangentIn to compute (one of the types specified in the CurveTangent enumeration). - The type of CurveKey.TangentOut to compute (one of the types specified in the CurveTangent enumeration). - - - Computes both the CurveKey.TangentIn and the CurveKey.TangentOut for a CurveKey specified by its index. - The index of the CurveKey for which to compute tangents (in the Curve.Keys collection of the Curve). - The type of tangents to compute (one of the types specified in the CurveTangent enumeration). - - - - Computes a specified type of CurveKey.TangentIn and a specified type of CurveKey.TangentOut for a given CurveKey. - - The index of the CurveKey for which to compute tangents (in the Curve.Keys collection of the Curve). - The type of CurveKey.TangentIn to compute (one of the types specified in the CurveTangent enumeration). - The type of CurveKey.TangentOut to compute (one of the types specified in the CurveTangent enumeration). - - - Finds the value at a position on the Curve. - The position on the Curve. - Value at the position on the Curve. - - - - Gets a value indicating whether the curve is constant. - true is the curve is constant (has one or fewer points); false otherwise. - - - The points that make up the curve. - Points that make up the curve. - - - Specifies how to handle weighting values that are greater than the last control point in the curve. - Specifies how to handle weighting values. - - - Specifies how to handle weighting values that are less than the first control point in the curve. - Specifies how to handle weighting values. - - - Stores an arbitrary collection of 2D CurveKey points, and provides methods for evaluating features of the curve they define. - - - Initializes a new instance of CurveKey. - Position in the curve. - Value of the control point. - - - Initializes a new instance of CurveKey. - Position in the curve. - Value of the control point. - Tangent approaching point from the previous point in the curve. - Tangent leaving point toward next point in the curve. - Enum indicating whether the curve is discrete or continuous. - - - Initializes a new instance of CurveKey. - Position in the curve. - Value of the control point. - Tangent approaching point from the previous point in the curve. - Tangent leaving point toward next point in the curve. - - - Creates a copy of the CurveKey. - The copy of the CurveKey. - - - Compares this instance to another CurveKey and returns an indication of their relative values. - CurveKey to compare to. - Zero if the positions are the same; -1 if this CurveKey comes before other and 1 if this CurveKey comes after other. - - - - Determines whether two CurveKey instances are equal. - CurveKey on the left of the equal sign. - CurveKey on the right of the equal sign. - true if the CurveKeys are equal; false otherwise. - - - - Determines whether the specified System.Object is equal to the CurveKey. - - The System.Object to compare with the current CurveKey. - true if the specified System.Object is equal to the current CurveKey; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object with which to make the comparison. - Value that is true if the current instance is equal to the specified object, or false if it is not. - - - - Returns the hash code for this instance. - Hashcode for this object. - - - Determines whether two CurveKey instances are not equal. - CurveKey on the left of the equal sign. - CurveKey on the right of the equal sign. - true /> if the CurveKeys are not equal; false otherwise. - - - Describes whether the segment between this point and the next point in the curve is discrete or continuous. - Describes the continuity between this point and the next. - - - Position of the CurveKey in the curve. - Position of the CurveKey in the curve. - - - Describes the tangent when approaching this point from the previous point in the curve. - The tangent when approaching. - - - Describes the tangent when leaving this point to the next point in the curve. - The tangent when leaving. - - - Describes the value of this point. - The value of the point. - - - Represents a point in a multi-point curve. - - - Initializes a new instance of CurveKeyCollection. - - - Adds a CurveKey to the CurveKeyCollection. - The CurveKey to add. - - - Removes all CurveKeys from the CurveKeyCollection. - - - Creates a copy of the CurveKeyCollection. - A new object that is a copy of this instance. - - - Determines whether the CurveKeyCollection contains a specific CurveKey. - true if the CurveKey is found in the CurveKeyCollection; false otherwise. - The CurveKey to locate in the CurveKeyCollection. - - - Copies the CurveKeys of the CurveKeyCollection to an array, starting at the array index provided. - The destination of the CurveKeys copied from CurveKeyCollection. The array must have zero-based indexing. - The zero-based index in the array to start copying from. - - - Returns an enumerator that iterates through the CurveKeyCollection. - An enumerator for the CurveKeyCollection. - - - Returns an enumerator that iterates through the CurveKeyCollection. - An enumerator for the CurveKeyCollection. - - - Determines the index of a CurveKey in the CurveKeyCollection. - CurveKey to locate in the CurveKeyCollection. - The index of the CurveKey if found in the CurveKeyCollection; −1 otherwise. - - - Removes the CurveKey at the specified index. - The zero-based index of the item to remove. - - - Removes the first occurrence of a specific CurveKey from the CurveKeyCollection. - The CurveKey to remove from the CurveKeyCollection. - true if CurveKey is successfully removed; false otherwise. - - - Gets the number of elements contained in the CurveKeyCollection. - The number of elements in the CurveKeyCollection. - - - Returns a value indicating whether the CurveKeyCollection is read-only. - true if the CurveKeyCollection is read-only; false otherwise. - - - Gets or sets the element at the specified index. - The array index of the element. - The CurveKey at the specified index. - - - Contains the CurveKeys making up a Curve. - - - Creates a new instance of Microsoft.Xna.Framework.DrawableGameComponent(Microsoft.Xna.Framework.Game). - The Game that the game component should be attached to. - - - Raised when the DrawableGameComponent.DrawOrder property changes. - - - Raised when the DrawableGameComponent.Visible property changes. - - - - Releases the unmanaged resources used by the DrawableGameComponent and optionally releases the managed resources. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Called when the DrawableGameComponent needs to be drawn. Override this method with component-specific drawing code. Reference page contains links to related conceptual articles. - Time passed since the last call to Microsoft.Xna.Framework.DrawableGameComponent.Draw(Microsoft.Xna.Framework.GameTime). - - - Initializes the component. Override this method to load any non-graphics resources and query for any required services. - - - Called when graphics resources need to be loaded. Override this method to load any component-specific graphics resources. - - - Obsolete. Called when the component needs to load graphics resources. Override this method to load any component-specific graphics resources. - true if all graphics resources need to be loaded; false if only manual resources need to be loaded. - - - Called when the DrawableGameComponent.DrawOrder property changes. Raises the DrawableGameComponent.DrawOrderChanged event. - The DrawableGameComponent. - Arguments to the DrawableGameComponent.DrawOrderChanged event. - - - Called when the DrawableGameComponent.Visible property changes. Raises the DrawableGameComponent.VisibleChanged event. - The DrawableGameComponent. - Arguments to the DrawableGameComponent.VisibleChanged event. - - - Called when graphics resources need to be unloaded. Override this method to unload any component-specific graphics resources. - - - Obsolete. Called when graphics resources should be unloaded. Override this method to handle component-specific graphics resources. - true if all graphics resources should be unloaded; false if only manual resources should be unloaded. - - - Order in which the component should be drawn, relative to other components that are in the same GameComponentCollection. - Reference page contains code sample. - Order in which the component should be drawn. - - - The Graphics.GraphicsDevice the DrawableGameComponent is associated with. - Graphics.GraphicsDevice the DrawableGameComponent is associated with. - - - - Indicates whether DrawableGameComponent.Draw should be called. - trueDrawableGameComponent.Draw should be called; false otherwise. - - - A game component that is notified when it needs to draw itself. - - - - Updates the status of various framework components (such as power state and media) and raises related events. If your game does not use the Framework.Game class, you must call this method (the recommendation is once per frame) yourself. - - - - Implements the Windows-specific portion of a Microsoft.Xna.Framework.FrameworkDispatcher class. - - - Initializes a new instance of this class, which provides basic graphics device initialization, game logic, rendering code, and a game loop. Reference page contains code sample. - - - Raised when the game gains focus. - - - Raised when the game loses focus. - - - Raised when the game is being disposed. - - - Raised when the game is exiting. - - - - Starts the drawing of a frame. This method is followed by calls to Game.Draw and Game.EndDraw. - - true if the frame should be drawn; false otherwise. - - - - Called after all components are initialized but before the first update in the game loop. - - - - - Releases all resources used by the Game class. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - Called when the game determines it is time to draw a frame. Reference page contains code sample. - Time passed since the last call to Microsoft.Xna.Framework.Game.Draw(Microsoft.Xna.Framework.GameTime). - - - - Ends the drawing of a frame. This method is preceeded by calls to Game.Draw and Game.BeginDraw. - - - - Called after the game loop has stopped running before exiting. - - - Exits the game. - - - - Allows a Game to attempt to free resources and perform other cleanup operations before garbage collection reclaims the Game. - - - - - Called after the Game and Graphics.GraphicsDevice are created, but before Game.LoadContent. - Reference page contains code sample. - - - Called when graphics resources need to be loaded. - - - Obsolete. Called when graphics resources need to be loaded. Override this method to load any game-specific graphics resources. Reference page contains links to related code samples. - true if all graphics resources need to be loaded; false if only manual resources need to be loaded. - - - Raises the Game.Activated event. Override this method to add code to handle when the game gains focus. - The Game. - Arguments for the Game.Activated event. - - - Raises the Game.Deactivated event. Override this method to add code to handle when the game loses focus. - The Game. - Arguments for the Game.Deactivated event. - - - Raises an Game.Exiting event. Override this method to add code to handle when the game is exiting. - The Game. - Arguments for the Game.Exiting event. - - - Resets the elapsed time counter. - - - - Call this method to initialize the game, begin running the game loop, and start processing events for the game. - Reference page contains code sample. - - - This is used to display an error message if there is no suitable graphics device or sound card. - The exception to display. - true if an error was displayed, otherwise false. - - - - Prevents calls to Game.Draw until the next Game.Update. - - - Updates the game's clock and calls Game.Update and Game.Draw. - - - Called when graphics resources need to be unloaded. Override this method to unload any game-specific graphics resources. - - - Obsolete. Called when graphics resources need to be unloaded. Override this method to unload any game-specific graphics resources. - true if all graphics resources need to be unloaded; false if only manual resources need to be unloaded. - - - Called when the game has determined that game logic needs to be processed. Reference page contains links to related code samples. - Time passed since the last call to Microsoft.Xna.Framework.Game.Update(Microsoft.Xna.Framework.GameTime). - - - Gets the collection of GameComponents owned by the game. Reference page contains links to related code samples. - The collection of game GameComponents. - - - Gets or sets the current Content.ContentManager. - The current Content.ContentManager. - - - - Gets the current Framework.Graphics.GraphicsDevice. - - - The current Framework.Graphics.GraphicsDevice. - - - - Gets or sets the time to sleep when the game is inactive. - The time to sleep when the game is inactive. - - - Indicates whether the game is currently the active application. Reference page contains links to related code samples. - true if the game is active; false otherwise. - - - - Gets or sets a value indicating whether to use fixed time steps. Reference page contains links to related code samples. - true if using fixed time steps; false otherwise. - - - - - Gets or sets a value indicating whether the mouse cursor should be visible. - Reference page contains links to related code samples. - true if the mouse cursor should be visible; false otherwise. - - - Gets the GameServiceContainer holding all the service providers attached to the Game. Reference page contains links to related conceptual articles. - - The GameServiceContainer holding all the service providers attached to the Game. - - - - Gets or sets the target time between calls to Game.Update when Game.IsFixedTimeStep is true. Reference page contains links to related code samples. - The target time period for the game loop. - - - Gets the underlying operating system window. Reference page contains links to related conceptual articles. - The underlying operating system window. - - - Provides basic graphics device initialization, game logic, and rendering code. Reference page contains links to related code samples. - - - Initializes a new instance of this class. Reference page contains links to related code samples. - Game that the game component should be attached to. - - - Raised when the GameComponent is disposed. - - - Raised when the GameComponent.Enabled property changes. - - - Raised when the GameComponent.UpdateOrder property changes. - - - - Releases the unmanaged resources used by the GameComponent and optionally releases the managed resources. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Allows a GameComponent to attempt to free resources and perform other cleanup operations before garbage collection reclaims the GameComponent. - - - - Called when the GameComponent needs to be initialized. Reference page contains code sample. - - - Called when the GameComponent.Enabled property changes. Raises the GameComponent.EnabledChanged event. - The GameComponent. - Arguments to the GameComponent.EnabledChanged event. - - - Called when the GameComponent.UpdateOrder property changes. Raises the GameComponent.UpdateOrderChanged event. - The GameComponent. - Arguments to the GameComponent.UpdateOrderChanged event. - - - Called when the GameComponent needs to be updated. Override this method with component-specific update code. - Time elapsed since the last call to Microsoft.Xna.Framework.GameComponent.Update(Microsoft.Xna.Framework.GameTime) - - - Indicates whether GameComponent.Update should be called when Game.Update is called. - true if GameComponent.Update should be called; false otherwise. - - - - Gets the Game associated with this GameComponent. - - - The Game associated with this GameComponent. - - - - Indicates the order in which the GameComponent should be updated relative to other GameComponent instances. Lower values are updated first. - - The order in which the GameComponent should be updated. - - - - Base class for all XNA Framework game components. Reference page contains links to related conceptual articles. - - - Initializes a new instance of this class. - - - Raised when a component is added to the GameComponentCollection. - - - - Raised when a component is removed from the GameComponentCollection. - - - - Removes all children from the collection. - - - Inserts a child object into the collection at the specified location. - The position in the collection. - The child object being inserted. - - - Removes a child object in the collection. - The index of the item being removed. - - - Modifies the specified child object in the collection. - The position in the collection. - The child object being modified. - - - A collection of game components. - - - Creates a new instance of Microsoft.Xna.Framework.GameComponentCollectionEventArgs(Microsoft.Xna.Framework.IGameComponent). - The game component affected by the event. - - - The game component affected by the event. - The game component affected by the event. - - - Arguments used with events from the GameComponentCollection. - - - Initializes a new instance of this class, which represents a collection of game services. - - - Adds a service to the GameServiceContainer. Reference page contains links to related conceptual articles. - The type of service to add. - The service provider to add. - - - Gets the object providing a specified service. Reference page contains links to related conceptual articles. - The type of service. - The object providing the service. - - - Removes the object providing a specified service. - The type of service. - - - A collection of game services. - - - Creates a new instance of Microsoft.Xna.Framework.GameTime(System.TimeSpan,System.TimeSpan,System.TimeSpan,System.TimeSpan). - The amount of real time (wall clock) since the start of the game. - The amount of elapsed real time (wall clock) since the last frame. - The amount of game time since the start of the game. - The amount of elapsed game time since the last update. - - - - Creates a new instance of Microsoft.Xna.Framework.GameTime(System.TimeSpan,System.TimeSpan,System.TimeSpan,System.TimeSpan,System.Boolean). - - The amount of real time (wall clock) since the start of the game. - The amount of elapsed real time (wall clock) since the last frame. - The amount of game time since the start of the game. - The amount of elapsed game time since the last update. - Whether the game is running multiple updates this frame. - - - Creates a new instance of Microsoft.Xna.Framework.GameTime. - - - The amount of elapsed game time since the last update. Reference page contains links to related code samples. - Elapsed game time since the last update. - - - The amount of elapsed real time (wall clock) since the last frame. Reference page contains links to related code samples. - Elapsed real time since the last frame. - - - - Gets a value indicating that the game loop is taking longer than its Game.TargetElapsedTime. - In this case, the game loop can be considered to be running too slowly and should do something to "catch up." - - true if the game loop is taking too long; false otherwise. - - - - The amount of game time since the start of the game. Reference page contains links to related code samples. - Game time since the start of the game. - - - The amount of real time (wall clock) since the start of the game. Reference page contains links to related code samples. - Real time since the start of the game. - - - - Snapshot of the game timing state expressed in values that can be used by variable-step (real time) or fixed-step (game time) games. - Reference page contains links to related code samples. - - - Raised when the size of the GameWindow changes. - - - Raised when the GameWindow moves to a different display. - - - Starts a device transition (windowed to full screen or vice versa). - Specifies whether the device will be in full-screen mode upon completion of the change. - - - Completes a device transition. - The desktop screen to move the window to. - This should be the screen device name of the graphics device that has transitioned to full screen. - - - Completes a device transition. - The desktop screen to move the window to. - This should be the screen device name of the graphics device that has transitioned to full screen. - The new width of the game's client window. - The new height of the game's client window. - - - Called when the GameWindow gets focus. - - - Called when the size of the client window changes. Raises the GameWindow.ClientSizeChanged event. - - - Called when the GameWindow loses focus. - - - Called when the GameWindow needs to be painted. - - - Called when the GameWindow is moved to a different screen. Raises the GameWindow.ScreenDeviceNameChanged event. - - - Sets the title of the GameWindow. - The new title of the GameWindow. - - - Specifies whether to allow the user to resize the game window. - true if user resizing is allowed; false otherwise. - - - - The screen dimensions of the game window's client rectangle. Reference page contains links to related conceptual articles. - Screen dimensions of the game window's client rectangle. - - - Gets the handle to the system window. - The handle to the system window. - - - Gets the device name of the screen the window is currently in. - The device name of the screen. - - - Gets and sets the title of the system window. - The title of the system window. - - - The system window associated with a Game. - - - Initializes a new instance of this class. - - - Creates a clone of this object. - The cloned object. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The System.Object to compare with the current GraphicsDeviceInformation. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this object. - Hash code for this object. - - - Specifies which graphics adapter to create the device on. - The graphics adapter to create the device on. - - - Specifies the type of device to create (hardware, reference, null). - The type of device to create. - - - - Specifies the presentation parameters to use when creating a graphics device. - - The presentation parameters to use when creating a graphics device. - - - Holds the settings for creating a graphics device on Windows. - - - Creates a new GraphicsDeviceManager and registers it to handle the configuration and management of the graphics device for the specified Game. - Game the GraphicsDeviceManager should be associated with. - - - Raised when a new graphics device is created. - - - Raised when the GraphicsDeviceManager is being disposed. - - - Raised when the GraphicsDeviceManager is about to be reset. - - - Raised when the GraphicsDeviceManager is reset. - - - Raised when the GraphicsDeviceManager is disposed. - - - - Raised when the GraphicsDeviceManager is changing the Graphics.GraphicsDevice settings (during reset or recreation of the Graphics.GraphicsDevice). - Reference page contains code sample. - - - Specifies the default minimum back-buffer height. - - - Specifies the default minimum back-buffer width. - - - Specifies the set of adapter formats supported by the GraphicsDeviceManager. - - - Specifies the set of back-buffer formats supported by the GraphicsDeviceManager. - - - - Specifies the set of valid device types supported by the GraphicsDeviceManager. - - - Applies any changes to device-related properties, changing the graphics device as necessary. - - - - - Prepares the Graphics.GraphicsDevice to draw. - - true if the Graphics.GraphicsDevice is ready to draw; false otherwise. - - - - - Determines whether the given GraphicsDeviceInformation is compatible with the existing graphics device. - - Information describing the desired device configuration. - true if a device reset can be used to get a device compatible with the GraphicsDeviceInformation; false otherwise. - - - - Called to ensure that the device manager has created a valid device. - - - - Releases the unmanaged resources used by the GraphicsDeviceManager and optionally releases the managed resources. - - true to release both automatic and manual resources; false to release only manual resources. - - - - Releases all resources used by the GraphicsDeviceManager class. - - - - - Called by the game at the end of drawing and presents the final rendering. - - - - Finds the best device configuration that is compatible with the current device preferences. - true if the GraphicsDeviceManager.FindBestDevice can select devices from any available adapter; false if only the current adapter should be considered. - The best device configuration found. - - - Called when a device is created. Raises the GraphicsDeviceManager.DeviceCreated event. - The GraphicsDeviceManager. - Arguments for the GraphicsDeviceManager.DeviceCreated event. - - - Called when a device is being disposed. Raises the GraphicsDeviceManager.DeviceDisposing event. - The GraphicsDeviceManager. - Arguments for the GraphicsDeviceManager.DeviceDisposing event. - - - - Called when the device is about to be reset. Raises the GraphicsDeviceManager.DeviceResetting event. - - The GraphicsDeviceManager. - Arguments for the GraphicsDeviceManager.DeviceResetting event. - - - Called when the device has been reset. Raises the GraphicsDeviceManager.DeviceReset event. - The GraphicsDeviceManager. - Arguments for the GraphicsDeviceManager.DeviceReset event. - - - - Called when the GraphicsDeviceManager is changing the Graphics.GraphicsDevice settings (during reset or recreation of the Graphics.GraphicsDevice). - Raises the GraphicsDeviceManager.PreparingDeviceSettings event. - - The GraphicsDeviceManager. - The graphics device information to modify. - - - Ranks the given list of devices that satisfy the given preferences. - The list of devices to rank. - - - Toggles between full screen and windowed mode. - - - Gets the Framework.Graphics.GraphicsDevice associated with the GraphicsDeviceManager. - - The Framework.Graphics.GraphicsDevice associated with the GraphicsDeviceManager. - - - - - Gets or sets a value that indicates whether the device should start in full-screen mode. - - Value that indicates whether the device should start in full-screen mode. - - - Gets or sets the minimum pixel shader version required by the GraphicsDeviceManager. - - The minimum pixel shader version required by the GraphicsDeviceManager. - - - - - Gets or sets the minimum vertex shader version required by the GraphicsDeviceManager. - - - The minimum vertex shader version required by the GraphicsDeviceManager. - - - - Gets or sets a value that indicates whether to enable a multisampled back buffer. - Value indicating whether multisampling is enabled on the back buffer. - - - Gets or sets the format of the back buffer. - The format of the back buffer. - - - Gets or sets the preferred back-buffer height. - The preferred back-buffer height. - - - Gets or sets the preferred back-buffer width. - The preferred back-buffer width. - - - Gets or sets the format of the depth stencil. - The format of the depth stencil. - - - Gets or sets a value that indicates whether to sync to the vertical trace (vsync) when presenting - the back buffer. - - - Value that indicates whether to sync to the vertical trace (vsync) when presenting - the back buffer. - - - - - Handles the configuration and management of the graphics device. - - - - Raised when the IDrawable.DrawOrder property changes. - - - - Raised when the IDrawable.Visible property changes. - - - - Draws the IDrawable. Reference page contains links to related conceptual articles. - Snapshot of the game's timing state. - - - The order in which to draw this object relative to other objects. Objects with a lower value are drawn first. - Order in which to draw this object relative to other objects. - - - - Indicates whether IDrawable.Draw should be called in Game.Draw for this game component. - - true if IDrawable.Draw should be called; false otherwise. - - - - Defines the interface for a drawable game component. - - - Called when the component should be initialized. - This method can be used for tasks like querying for services the component needs and setting up non-graphics resources. - - - Defines an interface for game components. - - - Starts the drawing of a frame. - true if the frame should be drawn; false otherwise. - - - - Called to ensure that the device manager has created a valid device. - - - Called by the game at the end of drawing; presents the final rendering. - - - Defines the interface for an object that manages a Graphics.GraphicsDevice. - - - - Raised when the IUpdateable.Enabled property changes. - - - - - Raised when the IUpdateable.UpdateOrder property changes. - - - - Called when the game component should be updated. - Snapshot of the game's timing state. - - - Indicates whether the game component's IUpdateable.Update method should be called in Game.Update. - true if IUpdateable.Update should be called; false otherwise. - - - Indicates when the game component should be updated relative to other game components. Lower values are updated first. - When the game component should be updated. - - - Defines an interface for a game component that should be updated in Game.Update. - - - Represents the mathematical constant e. - - - Represents the log base ten of e. - - - Represents the log base two of e. - - - Represents the value of pi divided by two. - - - Represents the value of pi divided by four. - - - Represents the value of pi. - - - Represents the value of pi times two. - - - Returns the Cartesian coordinate for one axis of a point that is defined by a given triangle and two normalized barycentric (areal) coordinates. - The coordinate on one axis of vertex 1 of the defining triangle. - The coordinate on the same axis of vertex 2 of the defining triangle. - The coordinate on the same axis of vertex 3 of the defining triangle. - The normalized barycentric (areal) coordinate b2, equal to the weighting factor for vertex 2, the coordinate of which is specified in value2. - The normalized barycentric (areal) coordinate b3, equal to the weighting factor for vertex 3, the coordinate of which is specified in value3. - Cartesian coordinate of the specified point with respect to the axis being used. - - - Performs a Catmull-Rom interpolation using the specified positions. - The first position in the interpolation. - The second position in the interpolation. - The third position in the interpolation. - The fourth position in the interpolation. - Weighting factor. - A position that is the result of the Catmull-Rom interpolation. - - - Restricts a value to be within a specified range. Reference page contains links to related code samples. - The value to clamp. - The minimum value. If value is less than min, min will be returned. - The maximum value. If value is greater than max, max will be returned. - - The clamped value. - If value&gt;max, max will be returned. - - If value&lt;min, min will be returned. - If min≤value≥max, value will be returned. - - - - Calculates the absolute value of the difference of two values. - Source value. - Source value. - Distance between the two values. - - - Performs a Hermite spline interpolation. - Source position. - Source tangent. - Source position. - Source tangent. - Weighting factor. - The result of the Hermite spline interpolation. - - - Linearly interpolates between two values. - Source value. - Source value. - Value between 0 and 1 indicating the weight of value2. - Interpolated value. - - - Returns the greater of two values. - Source value. - Source value. - The greater value. - - - Returns the lesser of two values. - Source value. - Source value. - The lesser value. - - - Interpolates between two values using a cubic equation. - Source value. - Source value. - Weighting value. - Interpolated value. - - - Converts radians to degrees. - The angle in radians. - The angle in degrees. - - - Converts degrees to radians. - The angle in degrees. - The angle in radians. - - - Reduces a given angle to a value between <span style="font-family:times;">π</span> and -<span style="font-family:times;">π</span>. - The angle to reduce, in radians. - The new angle, in radians. - - - Contains commonly used precalculated values. - - - Initializes a new instance of Matrix. - Value to initialize m11 to. - Value to initialize m12 to. - Value to initialize m13 to. - Value to initialize m14 to. - Value to initialize m21 to. - Value to initialize m22 to. - Value to initialize m23 to. - Value to initialize m24 to. - Value to initialize m31 to. - Value to initialize m32 to. - Value to initialize m33 to. - Value to initialize m34 to. - Value to initialize m41 to. - Value to initialize m42 to. - Value to initialize m43 to. - Value to initialize m44 to. - - - Value at row 1 column 1 of the matrix. - - - Value at row 1 column 2 of the matrix. - - - Value at row 1 column 3 of the matrix. - - - Value at row 1 column 4 of the matrix. - - - Value at row 2 column 1 of the matrix. - - - Value at row 2 column 2 of the matrix. - - - Value at row 2 column 3 of the matrix. - - - Value at row 2 column 4 of the matrix. - - - Value at row 3 column 1 of the matrix. - - - Value at row 3 column 2 of the matrix. - - - Value at row 3 column 3 of the matrix. - - - Value at row 3 column 4 of the matrix. - - - Value at row 4 column 1 of the matrix. - - - Value at row 4 column 2 of the matrix. - - - Value at row 4 column 3 of the matrix. - - - Value at row 4 column 4 of the matrix. - - - Adds a matrix to another matrix. - Source matrix. - Source matrix. - Resulting matrix. - - - Adds a matrix to another matrix. - Source matrix. - Source matrix. - Resulting matrix. - - - Adds a matrix to another matrix. - Source matrix. - Source matrix. - Resulting matrix. - - - Creates a spherical billboard that rotates around a specified object position. - Position of the object the billboard will rotate around. - Position of the camera. - The up vector of the camera. - Optional forward vector of the camera. - The created billboard matrix. - - - Creates a spherical billboard that rotates around a specified object position. - Position of the object the billboard will rotate around. - Position of the camera. - The up vector of the camera. - Optional forward vector of the camera. - The created billboard matrix. - - - Creates a cylindrical billboard that rotates around a specified axis. - Position of the object the billboard will rotate around. - Position of the camera. - Axis to rotate the billboard around. - Optional forward vector of the camera. - Optional forward vector of the object. - The created billboard matrix. - - - Creates a cylindrical billboard that rotates around a specified axis. - Position of the object the billboard will rotate around. - Position of the camera. - Axis to rotate the billboard around. - Optional forward vector of the camera. - Optional forward vector of the object. - The created billboard matrix. - - - Creates a new Matrix that rotates around an arbitrary vector. - The axis to rotate around. - The angle to rotate around the vector. - The created Matrix. - - - - Creates a new Matrix that rotates around an arbitrary vector. - - The axis to rotate around. - The angle to rotate around the vector. - The created Matrix. - - - - Creates a rotation Matrix from a Quaternion. - - Quaternion to create the Matrix from. - The created Matrix. - - - Creates a rotation Matrix from a Quaternion. - Quaternion to create the Matrix from. - The created Matrix. - - - Fills in a rotation matrix from a specified yaw, pitch, and roll. - Angle of rotation, in radians, around the y-axis. - Angle of rotation, in radians, around the x-axis. - Angle of rotation, in radians, around the z-axis. - An existing matrix filled in to represent the specified yaw, pitch, and roll. - - - Creates a new rotation matrix from a specified yaw, pitch, and roll. - Angle of rotation, in radians, around the y-axis. - Angle of rotation, in radians, around the x-axis. - Angle of rotation, in radians, around the z-axis. - A new rotation matrix with the specified yaw, pitch, and roll. - - - Creates a view matrix. Reference page contains links to related code samples. - The position of the camera. - The target towards which the camera is pointing. - The direction that is "up" from the camera's point of view. - The created view matrix. - - - Creates a view matrix. Reference page contains links to related code samples. - The position of the camera. - The target towards which the camera is pointing. - The direction that is "up" from the camera's point of view. - The created view matrix. - - - Builds a customized, orthogonal projection matrix. Reference page contains links to related code samples. - Minimum x-value of the view volume. - Maximum x-value of the view volume. - Minimum y-value of the view volume. - Maximum y-value of the view volume. - Minimum z-value of the view volume. - Maximum z-value of the view volume. - The projection matrix. - - - Builds a customized, orthogonal projection matrix. Reference page contains links to related code samples. - Minimum x-value of the view volume. - Maximum x-value of the view volume. - Minimum y-value of the view volume. - Maximum y-value of the view volume. - Minimum z-value of the view volume. - Maximum z-value of the view volume. - The projection matrix. - - - Builds an orthogonal projection matrix. Reference page contains links to related code samples. - Width of the view volume. - Height of the view volume. - Minimum z-value of the view volume. - Maximum z-value of the view volume. - The projection matrix. - - - Builds an orthogonal projection matrix. Reference page contains links to related code samples. - Width of the view volume. - Height of the view volume. - Minimum z-value of the view volume. - Maximum z-value of the view volume. - The projection matrix. - - - Builds a perspective projection matrix based on a field of view. Reference page contains links to related conceptual articles. - Field of view in radians. - Aspect ratio, defined as view space width divided by height. - Distance to the near view plane. - Distance to the far view plane. - The perspective projection matrix. - - - Builds a perspective projection matrix based on a field of view. Reference page contains links to related conceptual articles. - Field of view in radians. - Aspect ratio, defined as view space width divided by height. - Distance to the near view plane. - Distance to the far view plane. - The perspective projection matrix. - - - Builds a customized, perspective projection matrix. Reference page contains links to related code samples. - Minimum x-value of the view volume at the near view plane. - Maximum x-value of the view volume at the near view plane. - Minimum y-value of the view volume at the near view plane. - Maximum y-value of the view volume at the near view plane. - Distance to the near view plane. - Distance to of the far view plane. - The created projection matrix. - - - Builds a customized, perspective projection matrix. Reference page contains links to related code samples. - Minimum x-value of the view volume at the near view plane. - Maximum x-value of the view volume at the near view plane. - Minimum y-value of the view volume at the near view plane. - Maximum y-value of the view volume at the near view plane. - Distance to the near view plane. - Distance to of the far view plane. - The created projection matrix. - - - Builds a perspective projection matrix. Reference page contains links to related code samples. - Width of the view volume at the near view plane. - Height of the view volume at the near view plane. - Distance to the near view plane. - Distance to the far view plane. - The projection matrix. - - - Builds a perspective projection matrix. Reference page contains links to related code samples. - Width of the view volume at the near view plane. - Height of the view volume at the near view plane. - Distance to the near view plane. - Distance to the far view plane. - The projection matrix. - - - - Creates a Matrix that reflects the coordinate system about a specified Plane. - - The Plane about which to create a reflection. - - A new Matrix expressing the reflection. - - - - Fills in an existing Matrix so that it reflects the coordinate system about a specified Plane. - The Plane about which to create a reflection. - A Matrix that creates the reflection. - - - Returns a matrix that can be used to rotate a set of vertices around the x-axis. - The amount, in radians, in which to rotate around the x-axis. Note that you can use MathHelper.ToRadians to convert degrees to radians. - The rotation matrix. - - - Populates data into a user-specified matrix that can be used to rotate a set of vertices around the x-axis. - The amount, in radians, in which to rotate around the x-axis. Note that you can use MathHelper.ToRadians to convert degrees to radians. - The matrix in which to place the calculated data. - - - Returns a matrix that can be used to rotate a set of vertices around the y-axis. - The amount, in radians, in which to rotate around the y-axis. Note that you can use MathHelper.ToRadians to convert degrees to radians. - The rotation matrix. - - - Populates data into a user-specified matrix that can be used to rotate a set of vertices around the y-axis. - The amount, in radians, in which to rotate around the y-axis. Note that you can use MathHelper.ToRadians to convert degrees to radians. - The matrix in which to place the calculated data. - - - Returns a matrix that can be used to rotate a set of vertices around the z-axis. - The amount, in radians, in which to rotate around the z-axis. Note that you can use MathHelper.ToRadians to convert degrees to radians. - The rotation matrix. - - - Populates data into a user-specified matrix that can be used to rotate a set of vertices around the z-axis. - The amount, in radians, in which to rotate around the z-axis. Note that you can use MathHelper.ToRadians to convert degrees to radians. - The rotation matrix. - - - Creates a scaling Matrix. - Amount to scale by. - The created scaling Matrix. - - - - Creates a scaling Matrix. - - Value to scale by on the x-axis. - Value to scale by on the y-axis. - Value to scale by on the z-axis. - The created scaling Matrix. - - - - Creates a scaling Matrix. - - Value to scale by. - The created scaling Matrix. - - - - Creates a scaling Matrix. - - Amounts to scale by on the x, y, and z axes. - - The created scaling Matrix. - - - - - Creates a scaling Matrix. - - Amounts to scale by on the x, y, and z axes. - The created scaling Matrix. - - - - Creates a scaling Matrix. - - Value to scale by on the x-axis. - Value to scale by on the y-axis. - Value to scale by on the z-axis. - - The created scaling Matrix. - - - - - Creates a Matrix that flattens geometry into a specified Plane as if casting a shadow from a specified light source. - - A Vector3 specifying the direction from which the light that will cast the shadow is coming. - The Plane onto which the new matrix should flatten geometry so as to cast a shadow. - - A new Matrix that can be used to flatten geometry onto the specified plane from the specified direction. - - - - Fills in a Matrix to flatten geometry into a specified Plane as if casting a shadow from a specified light source. - A Vector3 specifying the direction from which the light that will cast the shadow is coming. - The Plane onto which the new matrix should flatten geometry so as to cast a shadow. - A Matrix that can be used to flatten geometry onto the specified plane from the specified direction. - - - - Creates a translation Matrix. - Reference page contains links to related code samples. - Value to translate by on the x-axis. - Value to translate by on the y-axis. - Value to translate by on the z-axis. - The created translation Matrix. - - - - Creates a translation Matrix. - Reference page contains links to related code samples. - Amounts to translate by on the x, y, and z axes. - The created translation Matrix. - - - - Creates a translation Matrix. - Reference page contains links to related code samples. - Amounts to translate by on the x, y, and z axes. - The created translation Matrix. - - - - Creates a translation Matrix. - Reference page contains links to related code samples. - Value to translate by on the x-axis. - Value to translate by on the y-axis. - Value to translate by on the z-axis. - The created translation Matrix. - - - Creates a world matrix with the specified parameters. - Position of the object. This value is used in translation operations. - Forward direction of the object. - Upward direction of the object; usually [0, 1, 0]. - The created world matrix. - - - Creates a world matrix with the specified parameters. - Position of the object. This value is used in translation operations. - Forward direction of the object. - Upward direction of the object; usually [0, 1, 0]. - The created world matrix. - - - Extracts the scalar, translation, and rotation components from a 3D scale/rotate/translate (SRT) Matrix. Reference page contains code sample. - The scalar component of the transform matrix, expressed as a Vector3. - The rotation component of the transform matrix, expressed as a Quaternion. - The translation component of the transform matrix, expressed as a Vector3. - true if the Matrix can be decomposed; false otherwise. - - - - Calculates the determinant of the matrix. - The determinant of the matrix. - - - Divides the components of a matrix by the corresponding components of another matrix. - Source matrix. - The divisor. - Result of the division. - - - Divides the components of a matrix by a scalar. - Source matrix. - The divisor. - Resulting matrix. - - - Divides the components of a matrix by the corresponding components of another matrix. - Source matrix. - The divisor. - Result of the division. - - - Divides the components of a matrix by a scalar. - Source matrix. - The divisor. - Result of the division. - - - Divides the components of a matrix by the corresponding components of another matrix. - Source matrix. - The divisor. - Resulting matrix. - - - Divides the components of a matrix by a scalar. - Source matrix. - The divisor. - The result of the division. - - - Compares a matrix for equality with another matrix. - Source matrix. - Source matrix. - true if the matrices are equal; false otherwise. - - - - Determines whether the specified System.Object is equal to the Matrix. - - The System.Object to compare with the current Matrix. - true if the specified System.Object is equal to the current Matrix; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code of this object. - Hash code of this object. - - - Tests a matrix for inequality with another matrix. - The matrix on the left of the equal sign. - The matrix on the right of the equal sign. - true if the matrices are not equal; false otherwise. - - - Calculates the inverse of a matrix. - Source matrix. - The inverse of the matrix. - - - Calculates the inverse of a matrix. - Source matrix. - The inverse of the matrix. - - - Linearly interpolates between the corresponding values of two matrices. - Source matrix. - Source matrix. - Interpolation value. - Resulting matrix. - - - Linearly interpolates between the corresponding values of two matrices. - Source matrix. - Source matrix. - Interpolation value. - Resulting matrix. - - - Multiplies a matrix by another matrix. - Source matrix. - Source matrix. - Result of the multiplication. - - - Multiplies a matrix by another matrix. - Source matrix. - Source matrix. - Result of the multiplication. - - - Multiplies a matrix by a scalar value. - Scalar value. - Source matrix. - Result of the multiplication. - - - Multiplies a matrix by a scalar value. - Source matrix. - Scalar value. - Result of the multiplication. - - - Multiplies a matrix by a scalar value. - Source matrix. - Scalar value. - Result of the multiplication. - - - Multiplies a matrix by another matrix. - Source matrix. - Source matrix. - Result of the multiplication. - - - Multiplies a matrix by a scalar value. - Source matrix. - Scalar value. - The result of the multiplication. - - - Negates individual elements of a matrix. - Source matrix. - Negated matrix. - - - Negates individual elements of a matrix. - Source matrix. - Negated matrix. - - - Subtracts matrices. - Source matrix. - Source matrix. - Result of the subtraction. - - - Subtracts matrices. - Source matrix. - Source matrix. - Result of the subtraction. - - - Subtracts matrices. - Source matrix. - Source matrix. - Result of the subtraction. - - - Retrieves a string representation of the current object. - String that represents the object. - - - - Transforms a Matrix by applying a Quaternion rotation. - - The Matrix to transform. - The rotation to apply, expressed as a Quaternion. - - A new Matrix that is the result of the transform. - - - - Transforms a Matrix by applying a Quaternion rotation. - The Matrix to transform. - The rotation to apply, expressed as a Quaternion. - An existing Matrix filled in with the result of the transform. - - - Transposes the rows and columns of a matrix. - Source matrix. - Transposed matrix. - - - Transposes the rows and columns of a matrix. - Source matrix. - Transposed matrix. - - - Negates individual elements of a matrix. - Source matrix. - Negated matrix. - - - Gets and sets the backward vector of the Matrix. - The backward vector of the Matrix. - - - Gets and sets the down vector of the Matrix. - The down vector of the Matrix. - - - Gets and sets the forward vector of the Matrix. - The forward vector of the Matrix. - - - Returns an instance of the identity matrix. - The identity matrix. - - - Gets and sets the left vector of the Matrix. - The left vector of the Matrix. - - - Gets and sets the right vector of the Matrix. - The right vector of the Matrix. - - - Gets and sets the translation vector of the Matrix. - The translation vector of the Matrix. - - - Gets and sets the up vector of the Matrix. - The up vector of the Matrix. - - - Defines a matrix. - - - Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Thrown when no available graphics device fits the given device preferences. - - - Creates a new instance of Plane. - The normal vector to the Plane. - The Plane's distance along its normal from the origin. - - - - Creates a new instance of Plane. - - X component of the normal defining the Plane. - Y component of the normal defining the Plane. - Z component of the normal defining the Plane. - Distance of the Plane along its normal from the origin. - - - - Creates a new instance of Plane. - - Vector4 with X, Y, and Z components defining the normal of the Plane. - The W component defines the distance of the Plane along the normal from the origin. - - - - Creates a new instance of Plane. - - One point of a triangle defining the Plane. - One point of a triangle defining the Plane. - One point of a triangle defining the Plane. - - - The distance of the Plane along its normal from the origin. - - - The normal vector of the Plane. - - - - Returns the dot product of a specified Vector3 and the Plane.Normal vector of this - Plane plus the distance (Plane.D) value of the Plane. - - The Vector3 to multiply by. - The resulting value. - - - - Returns the dot product of a specified Vector3 and the Plane.Normal vector of this - Plane plus the distance (Plane.D) value of the Plane. - - The Vector3 to multiply by. - The resulting value. - - - - Returns the dot product of a specified Vector3 - and the Plane.Normal vector of this Plane. - - The Vector3 to multiply by. - The resulting dot product. - - - - Returns the dot product of a specified Vector3 - and the Plane.Normal vector of this Plane. - - The Vector3 to multiply by. - The resulting dot product. - - - - Calculates the dot product of a specified Vector4 and this Plane. - - The Vector4 to multiply this Plane by. - The dot product of the specified Vector4 and this Plane. - - - - Calculates the dot product of a specified Vector4 and this Plane. - - The Vector4 to multiply this Plane by. - - The dot product of the specified Vector4 and this Plane. - - - - - Determines whether two instances of Plane are equal. - - The object to the left of the equality operator. - The object to the right of the equality operator. - true if left is equal to right; false otherwise. - - - - - Determines whether the specified Plane is equal to the Plane. - - The Plane to compare with the current Plane. - true if the specified Plane is equal to the current Plane; false otherwise. - - - - - Determines whether the specified System.Object is equal to the Plane. - - The System.Object to compare with the current Plane. - true if the specified System.Object is equal to the current Plane; false otherwise. - - - - Gets the hash code for this object. - - A hash code for the current Plane. - - - - - Determines whether two instances of Plane are not equal. - - The object to the left of the inequality operator. - The object to the right of the inequality operator. - true if left is not equal to right; false otherwise. - - - - Checks whether the current Plane intersects a specified BoundingSphere. - The BoundingSphere to check for intersection with. - An enumeration indicating the relationship between the Plane and the BoundingSphere. - - - - Checks whether the current Plane intersects a BoundingBox. - - The BoundingBox to check for intersection with. - An enumeration indicating whether the Plane intersects the BoundingBox. - - - Checks whether the current Plane intersects a specified BoundingFrustum. - The BoundingFrustum to check for intersection with. - An enumeration indicating the relationship between the Plane and the BoundingFrustum. - - - - Checks whether the current Plane intersects a BoundingSphere. - - The BoundingSphere to check for intersection with. - An enumeration indicating whether the Plane intersects the BoundingSphere. - - - Checks whether the current Plane intersects a specified BoundingBox. - The BoundingBox to test for intersection with. - An enumeration indicating the relationship between the Plane and the BoundingBox. - - - - Changes the coefficients of the Plane.Normal vector of a Plane to make it of unit length. - - The Plane to normalize. - A new Plane with a normal having unit length. - - - - Changes the coefficients of the Plane.Normal vector of a Plane to make it of unit length. - - The Plane to normalize. - An existing plane Plane filled in with a normalized version of the specified plane. - - - - Changes the coefficients of the Plane.Normal vector of this Plane to make it of unit length. - - - - - Returns a System.String that represents the current Plane. - - System.String representation of the current Plane. - - - - - Transforms a normalized Plane by a Matrix. - - The normalized Plane to transform. This Plane must already be normalized, so that its Plane.Normal vector is of unit length, before this method is called. - The transform Matrix to apply to the Plane. - - A new Plane that results from applying the transform. - - - - - Transforms a normalized Plane by a Matrix. - - The normalized Plane to transform. This Plane must already be normalized, so that its Plane.Normal vector is of unit length, before this method is called. - The transform Matrix to apply to the Plane. - An existing Plane filled in with the results of applying the transform. - - - - Transforms a normalized Plane by a Quaternion rotation. - - The normalized Plane to transform. This Plane must already be normalized, so that its Plane.Normal vector is of unit length, before this method is called. - The Quaternion rotation to apply to the Plane. - - A new Plane that results from applying the rotation. - - - - - Transforms a normalized Plane by a Quaternion rotation. - - The normalized Plane to transform. This Plane must already be normalized, so that its Plane.Normal vector is of unit length, before this method is called. - The Quaternion rotation to apply to the Plane. - An existing Plane filled in with the results of applying the rotation. - - - Defines a plane. - - - Initializes a new instance of Point. - The x-coordinate of the Point. - The y-coordinate of the Point. - - - Specifies the x-coordinate of the Point. - - - Specifies the y-coordinate of the Point. - - - - Determines whether two Point instances are equal. - - Point on the left side of the equal sign. - Point on the right side of the equal sign. - true if a and bare equal; false otherwise. - - - - - Determines whether two Point instances are equal. - - The Point to compare this instance to. - true if the instances are equal; false otherwise. - - - - - Determines whether two Point instances are equal. - - The object to compare this instance to. - true if the instances are equal; false otherwise. - - - - Gets the hash code for this object. - The hash code for this object. - - - - Determines whether two Point instances are not equal. - - The Point on the left side of the equal sign. - The Point on the right side of the equal sign. - true if the instances are not equal; false otherwise. - - - - - Returns a System.String that represents the current Point. - - A System.String that represents the current Point. - - - Returns the point (0,0). - The point (0,0). - - - Defines a point in 2D space. - - - Raised when the power state changes. - - - - Gets the BatteryChargeStatus associated with the system. - - The BatteryChargeStatus associated with the system. - - - - Gets the full charge lifetime of the primary battery power source. - The full charge lifetime of the primary battery power source. - - - - Gets the approximate percentage of full battery time remaining. - Approximate percentage of full battery time remaining. - - - - Gets the approximate battery life remaining. - Approximate battery life remaining. - - - - Gets the PowerLineStatus associated with the system. - - The PowerLineStatus associated with the system. - - - - Contains system power information, including battery life status and power line status. Reference page contains code sample. - - - Creates a new instance of Microsoft.Xna.Framework.PreparingDeviceSettingsEventArgs(Microsoft.Xna.Framework.GraphicsDeviceInformation). - Information about the Graphics.GraphicsDevice. - - - Information about the Graphics.GraphicsDevice. - - Information about the Graphics.GraphicsDevice. - - - - Arguments for the GraphicsDeviceManager.PreparingDeviceSettings event. - - - Initializes a new instance of Quaternion. - The vector component of the quaternion. - The rotation component of the quaternion. - - - Initializes a new instance of Quaternion. - The x-value of the quaternion. - The y-value of the quaternion. - The z-value of the quaternion. - The w-value of the quaternion. - - - Specifies the rotation component of the quaternion. - - - Specifies the x-value of the vector component of the quaternion. - - - Specifies the y-value of the vector component of the quaternion. - - - Specifies the z-value of the vector component of the quaternion. - - - Adds two Quaternions. - Quaternion to add. - Quaternion to add. - Result of adding the Quaternions. - - - Adds two Quaternions. - Quaternion to add. - Quaternion to add. - Result of adding the Quaternions. - - - Adds two Quaternions. - Quaternion to add. - Quaternion to add. - Result of adding the Quaternions. - - - Concatenates two Quaternions; the result represents the value1 rotation followed by the value2 rotation. - The first Quaternion rotation in the series. - The second Quaternion rotation in the series. - The Quaternion rotation representing the concatenation of value1 followed by value2. - - - Concatenates two Quaternions; the result represents the value1 rotation followed by the value2 rotation. - The first Quaternion rotation in the series. - The second Quaternion rotation in the series. - - A new Quaternion representing the concatenation of the value1 rotation followed by the value2 rotation. - - - - Returns the conjugate of a specified Quaternion. - The Quaternion of which to return the conjugate. - - A new Quaternion that is the conjugate of the specified one. - - - - - Returns the conjugate of a specified Quaternion. - - The Quaternion of which to return the conjugate. - An existing Quaternion filled in to be the conjugate of the specified one. - - - - Transforms this Quaternion into its conjugate. - - - - Creates a Quaternion from a vector and an angle to rotate about the vector. - The vector to rotate around. - The angle to rotate around the vector. - The created Quaternion. - - - - Creates a Quaternion from a vector and an angle to rotate about the vector. - - The vector to rotate around. - The angle to rotate around the vector. - The created Quaternion. - - - Creates a Quaternion from a rotation Matrix. - The rotation Matrix to create the Quaternion from. - The created Quaternion. - - - - Creates a Quaternion from a rotation Matrix. - - The rotation Matrix to create the Quaternion from. - The created Quaternion. - - - - Creates a new Quaternion from specified yaw, pitch, and roll angles. - - The yaw angle, in radians, around the y-axis. - The pitch angle, in radians, around the x-axis. - The roll angle, in radians, around the z-axis. - An existing Quaternion filled in to express the specified yaw, pitch, and roll angles. - - - - Creates a new Quaternion from specified yaw, pitch, and roll angles. - - The yaw angle, in radians, around the y-axis. - The pitch angle, in radians, around the x-axis. - The roll angle, in radians, around the z-axis. - A new Quaternion expressing the specified yaw, pitch, and roll angles. - - - - Divides a Quaternion by another Quaternion. - - Source Quaternion. - The divisor. - Result of the division. - - - Divides a Quaternion by another Quaternion. - Source Quaternion. - The divisor. - Result of the division. - - - Divides a Quaternion by another Quaternion. - Source Quaternion. - The divisor. - Result of the division. - - - - Calculates the dot product of two Quaternions. - - Source Quaternion. - Source Quaternion. - Dot product of the Quaternions. - - - Calculates the dot product of two Quaternions. - Source Quaternion. - Source Quaternion. - Dot product of the Quaternions. - - - Compares two Quaternions for equality. - Source Quaternion. - Source Quaternion. - true if the Quaternions are equal, false otherwise. - - - - Determines whether the specified System.Object is equal to the Quaternion. - - The Quaternion to compare with the current Quaternion. - true if the specified System.Object is equal to the current Quaternion; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object to make the comparison with. - true if the current instance is equal to the specified object; false otherwise. - - - Get the hash code of this object. - The hash code for this object. - - - Compare two Quaternions for inequality. - Source Quaternion. - Source Quaternion. - true if the Quaternions are not equal; false otherwise. - - - Returns the inverse of a Quaternion. - Source Quaternion. - The inverse of the Quaternion. - - - - Returns the inverse of a Quaternion. - - Source Quaternion. - The inverse of the Quaternion. - - - Calculates the length squared of a Quaternion. - The length squared of the Quaternion. - - - Calculates the length of a Quaternion. - The length of the Quaternion. - - - Linearly interpolates between two quaternions. - Source quaternion. - Source quaternion. - Value indicating how far to interpolate between the quaternions. - The resulting quaternion. - - - Linearly interpolates between two quaternions. - Source quaternion. - Source quaternion. - Value indicating how far to interpolate between the quaternions. - The resulting quaternion. - - - Multiplies two quaternions. - The quaternion on the left of the multiplication. - The quaternion on the right of the multiplication. - The result of the multiplication. - - - Multiplies a quaternion by a scalar value. - Source quaternion. - Scalar value. - The result of the multiplication. - - - Multiplies two quaternions. - The quaternion on the left of the multiplication. - The quaternion on the right of the multiplication. - The result of the multiplication. - - - Multiplies two quaternions. - Source quaternion. - Source quaternion. - The result of the multiplication. - - - Multiplies a quaternion by a scalar value. - Source quaternion. - Scalar value. - The result of the multiplication. - - - Multiplies a quaternion by a scalar value. - Source quaternion. - Scalar value. - The result of the multiplication. - - - Flips the sign of each component of the quaternion. - Source quaternion. - Negated quaternion. - - - Flips the sign of each component of the quaternion. - Source quaternion. - Negated quaternion. - - - Divides each component of the quaternion by the length of the quaternion. - Source quaternion. - Normalized quaternion. - - - Divides each component of the quaternion by the length of the quaternion. - Source quaternion. - Normalized quaternion. - - - Divides each component of the quaternion by the length of the quaternion. - - - Interpolates between two quaternions, using spherical linear interpolation. - Source quaternion. - Source quaternion. - Value that indicates how far to interpolate between the quaternions. - Result of the interpolation. - - - Interpolates between two quaternions, using spherical linear interpolation. - Source quaternion. - Source quaternion. - Value that indicates how far to interpolate between the quaternions. - Result of the interpolation. - - - Subtracts a quaternion from another quaternion. - Source quaternion. - Source quaternion. - Result of the subtraction. - - - Subtracts a quaternion from another quaternion. - Source quaternion. - Source quaternion. - Result of the subtraction. - - - Subtracts a quaternion from another quaternion. - Source quaternion. - Source quaternion. - Result of the subtraction. - - - Retireves a string representation of the current object. - String that represents the object. - - - Flips the sign of each component of the quaternion. - Source quaternion. - Negated quaternion. - - - Returns a Quaternion representing no rotation. - The identity Quaternion (0,0,0,1). - - - Defines a four-dimensional vector (x,y,z,w), which is used to efficiently rotate an object about the (x, y, z) vector by the angle theta, where w = cos(theta/2). - - - Creates a new instance of Ray. - The starting point of the Ray. - Unit vector describing the direction of the Ray. - - - Unit vector specifying the direction the Ray is pointing. - - - Specifies the starting point of the Ray. - - - - Determines whether two instances of Ray are equal. - - The object to the left of the equality operator. - The object to the right of the equality operator. - true if left is equal to right; false otherwise. - - - - - Determines whether two instances of Ray are equal. - - The System.Object to compare with the current Ray. - true if the specified System.Object is equal to the current Ray; false otherwise. - - - - - Determines whether the specified Ray is equal to the current Ray. - - The Ray to compare with the current Ray. - true if the specified Ray is equal to the current Ray; false otherwise. - - - - Gets the hash code for this instance. - - A hash code for the current Ray. - - - - - Determines whether two instances of Ray are not equal. - - The object to the left of the inequality operator. - The object to the right of the inequality operator. - true if left is not equal to right; false otherwise. - - - - - Determines whether this Ray intersects a specified Plane. - - The Plane with which to calculate this Ray's intersection. - The distance at which this Ray intersects the specified Plane, or null if there is no intersection. - - - Checks whether the Ray intersects a specified BoundingSphere. - The BoundingSphere to check for intersection with the Ray. - Distance at which the ray intersects the BoundingSphere or null if there is no intersection. - - - - - Determines whether this Ray intersects a specified Plane. - - The Plane with which to calculate this Ray's intersection. - - The distance at which this Ray intersects the specified Plane, or null if there is no intersection. - - - - - Checks whether the Ray intersects a specified BoundingFrustum. - - The BoundingFrustum to check for intersection with the Ray. - Distance at which the ray intersects the BoundingFrustum or null if there is no intersection. - - - - - Checks whether the current Ray intersects a BoundingBox. - - The BoundingBox to check for intersection with. - Distance at which the ray intersects the BoundingBox or null if there is no intersection. - - - - Checks whether the Ray intersects a specified BoundingBox. - - The BoundingBox to check for intersection with the Ray. - Distance at which the ray intersects the BoundingBox or null if there is no intersection. - - - - - Checks whether the current Ray intersects a BoundingSphere. - - The BoundingSphere to check for intersection with. - Distance at which the ray intersects the BoundingSphere or null if there is no intersection. - - - - Returns a System.String that represents the current Ray. - - System.String representation of the current Ray. - - - - Defines a ray. - - - Initializes a new instance of Rectangle. - The x-coordinate of the rectangle. - The y-coordinate of the rectangle. - Width of the rectangle. - Height of the rectangle. - - - Specifies the height of the rectangle. - - - Specifies the width of the rectangle. - - - Specifies the x-coordinate of the rectangle. - - - Specifies the y-coordinate of the rectangle. - - - - Determines whether this Rectangle contains a specified Point. - - The Point to evaluate. - true if the specified Point is contained within this Rectangle; false otherwise. - - - - - Determines whether this Rectangle entirely contains a specified Rectangle. - - The Rectangle to evaluate. - true if this Rectangle entirely contains the specified Rectangle; false otherwise. - - - - - Determines whether this Rectangle entirely contains a specified Rectangle. - - The Rectangle to evaluate. - On exit, is true if this Rectangle entirely contains the specified Rectangle, or false if not. - - - - Determines whether this Rectangle contains a specified Point. - - The Point to evaluate. - true if the specified Point is contained within this Rectangle; false otherwise. - - - - Determines whether this Rectangle contains a specified point represented by its x- and y-coordinates. - - The x-coordinate of the specified point. - The y-coordinate of the specified point. - true if the specified point is contained within this Rectangle; false otherwise. - - - - Compares two rectangles for equality. - Source rectangle. - Source rectangle. - true if the rectangles are equal; false otherwise. - - - - Determines whether the specified System.Object is equal to the Rectangle. - - The System.Object to compare with the current Rectangle. - true if the specified System.Object is equal to the current Rectangle; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object to make the comparison with. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for this object. - Hash code for this object. - - - Compares two rectangles for inequality. - Source rectangle. - Source rectangle. - true if the rectangles are not equal; false otherwise. - - - Pushes the edges of the Rectangle out by the horizontal and vertical values specified. - Value to push the sides out by. - Value to push the top and bottom out by. - - - - Determines whether a specified Rectangle intersects with this Rectangle. - - The Rectangle to evaluate. - true if the specified Rectangle intersects with this one; false otherwise. - - - - - Determines whether a specified Rectangle intersects with this Rectangle. - - The Rectangle to evaluate - true if the specified Rectangle intersects with this one; false otherwise. - - - Creates a Rectangle defining the area where one rectangle overlaps with another rectangle. - The first Rectangle to compare. - The second Rectangle to compare. - The area where the two parameters overlap. - - - - Creates a Rectangle defining the area where one rectangle overlaps with another rectangle. - - The first Rectangle to compare. - The second Rectangle to compare. - The area where the two first parameters overlap. - - - Changes the position of the Rectangle. - The values to adjust the position of the Rectangle by. - - - Changes the position of the Rectangle. - Change in the x-position. - Change in the y-position. - - - Retrieves a string representation of the current object. - String that represents the object. - - - Creates a new Rectangle that exactly contains two other rectangles. - The first Rectangle to contain. - The second Rectangle to contain. - The union of the two Rectangle parameters. - - - - Creates a new Rectangle that exactly contains two other rectangles. - - The first Rectangle to contain. - The second Rectangle to contain. - The Rectangle that must be the union of the first two rectangles. - - - Returns the y-coordinate of the bottom of the rectangle. - The y-coordinate of the bottom of the rectangle. - - - Gets the Point that specifies the center of the rectangle. - The center of the rectangle. - - - Returns a Rectangle with all of its values set to zero. - An empty Rectangle. - - - Gets a value that indicates whether the Rectangle is empty. - true if the rectangle is empty, otherwise false. - - - - Returns the x-coordinate of the left side of the rectangle. - The x-coordinate of the left side of the rectangle. - - - Gets or sets the upper-left value of the Rectangle. - The new upper-left corner of the Rectangle. - - - Returns the x-coordinate of the right side of the rectangle. - The x-coordinate of the right side of the rectangle. - - - Returns the y-coordinate of the top of the rectangle. - The y-coordinate of the top of the rectangle. - - - Defines a rectangle. - - - Creates a new instance of Vector2. - Value to initialize both components to. - - - Initializes a new instance of Vector2. - Initial value for the x-component of the vector. - Initial value for the y-component of the vector. - - - Gets or sets the x-component of the vector. - - - Gets or sets the y-component of the vector. - - - Adds two vectors. - Source vector. - Source vector. - Sum of the source vectors. - - - Adds two vectors. - Source vector. - Source vector. - Sum of the source vectors. - - - Adds two vectors. - Source vector. - Source vector. - Sum of the source vectors. - - - Returns a Vector2 containing the 2D Cartesian coordinates of a point specified in barycentric (areal) coordinates relative to a 2D triangle. - A Vector2 containing the 2D Cartesian coordinates of vertex 1 of the triangle. - A Vector2 containing the 2D Cartesian coordinates of vertex 2 of the triangle. - A Vector2 containing the 2D Cartesian coordinates of vertex 3 of the triangle. - Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in value2). - Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in value3). - The 2D Cartesian coordinates of the specified point are placed in this Vector2 on exit. - - - Returns a Vector2 containing the 2D Cartesian coordinates of a point specified in barycentric (areal) coordinates relative to a 2D triangle. - A Vector2 containing the 2D Cartesian coordinates of vertex 1 of the triangle. - A Vector2 containing the 2D Cartesian coordinates of vertex 2 of the triangle. - A Vector2 containing the 2D Cartesian coordinates of vertex 3 of the triangle. - Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in value2). - Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in value3). - A new Vector2 containing the 2D Cartesian coordinates of the specified point. - - - Performs a Catmull-Rom interpolation using the specified positions. - The first position in the interpolation. - The second position in the interpolation. - The third position in the interpolation. - The fourth position in the interpolation. - Weighting factor. - A vector that is the result of the Catmull-Rom interpolation. - - - Performs a Catmull-Rom interpolation using the specified positions. - The first position in the interpolation. - The second position in the interpolation. - The third position in the interpolation. - The fourth position in the interpolation. - Weighting factor. - A vector that is the result of the Catmull-Rom interpolation. - - - Restricts a value to be within a specified range. - The value to clamp. - The minimum value. - The maximum value. - The clamped value. - - - Restricts a value to be within a specified range. - The value to clamp. - The minimum value. - The maximum value. - The clamped value. - - - Calculates the distance between two vectors squared. - Source vector. - Source vector. - The distance between the vectors squared. - - - Calculates the distance between two vectors squared. - Source vector. - Source vector. - The distance between the source vectors squared. - - - Calculates the distance between two vectors. - Source vector. - Source vector. - The distance between the vectors. - - - Calculates the distance between two vectors. - Source vector. - Source vector. - Distance between the two vectors. - - - Divides a vector by a scalar value. - Source vector. - The divisor. - The result of the division. - - - Divides the components of a vector by the components of another vector. - Source vector. - The divisor. - The result of the division. - - - Divides the components of a vector by the components of another vector. - Source vector. - Divisor vector. - The result of dividing the vectors. - - - Divides a vector by a scalar value. - Source vector. - The divisor. - The result of the division. - - - Divides the components of a vector by the components of another vector. - Source vector. - Divisor vector. - The result of dividing the vectors. - - - Divides a vector by a scalar value. - Source vector. - The divisor. - The source vector divided by b. - - - Calculates the dot product of two vectors and writes the result to a user-specified variable. If the two vectors are unit vectors, the dot product returns a floating point value between -1 and 1 that can be used to determine some properties of the angle between two vectors. For example, it can show whether the vectors are orthogonal, parallel, or have an acute or obtuse angle between them. - Source vector. - Source vector. - The dot product of the two vectors. - - - Calculates the dot product of two vectors. If the two vectors are unit vectors, the dot product returns a floating point value between -1 and 1 that can be used to determine some properties of the angle between two vectors. For example, it can show whether the vectors are orthogonal, parallel, or have an acute or obtuse angle between them. - Source vector. - Source vector. - The dot product of the two vectors. - - - Tests vectors for equality. - Source vector. - Source vector. - true if the vectors are equal; false otherwise. - - - - Determines whether the specified System.Object is equal to the Vector2. - - The System.Object to compare with the current Vector2. - true if the specified System.Object is equal to the current Vector2; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object to make the comparison with. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code of the vector object. - Hash code of the vector object. - - - Performs a Hermite spline interpolation. - Source position vector. - Source tangent vector. - Source position vector. - Source tangent vector. - Weighting factor. - The result of the Hermite spline interpolation. - - - Performs a Hermite spline interpolation. - Source position vector. - Source tangent vector. - Source position vector. - Source tangent vector. - Weighting factor. - The result of the Hermite spline interpolation. - - - Tests vectors for inequality. - Vector to compare. - Vector to compare. - Returns true if the vectors are not equal, false otherwise. - - - Calculates the length of the vector squared. - The length of the vector squared. - - - Calculates the length of the vector. - Length of the vector. - - - Performs a linear interpolation between two vectors. - Source vector. - Source vector. - Value between 0 and 1 indicating the weight of value2. - The linear interpolation of the two vectors. - - - Performs a linear interpolation between two vectors. - Source vector. - Source vector. - Value between 0 and 1 indicating the weight of value2. - The result of the interpolation. - - - Returns a vector that contains the highest value from each matching pair of components. - Source vector. - Source vector. - The maximized vector. - - - Returns a vector that contains the highest value from each matching pair of components. - Source vector. - Source vector. - The maximized vector. - - - Returns a vector that contains the lowest value from each matching pair of components. - Source vector. - Source vector. - The minimized vector. - - - Returns a vector that contains the lowest value from each matching pair of components. - Source vector. - Source vector. - The minimized vector. - - - Multiplies a vector by a scalar value. - Source vector. - Scalar value. - The result of the multiplication. - - - Multiplies the components of two vectors by each other. - Source vector. - Source vector. - The result of the multiplication. - - - Multiplies a vector by a scalar value. - Scalar value. - Source vector. - Result of the multiplication. - - - Multiplies the components of two vectors by each other. - Source vector. - Source vector. - Result of the multiplication. - - - Multiplies the components of two vectors by each other. - Source vector. - Source vector. - Result of the multiplication. - - - Multiplies a vector by a scalar value. - Source vector. - Scalar value. - Result of the multiplication. - - - Multiplies a vector by a scalar value. - Source vector. - Scalar value. - Result of the multiplication. - - - Returns a vector pointing in the opposite direction. - Source vector. - Vector pointing in the opposite direction. - - - Returns a vector pointing in the opposite direction. - Source vector. - Vector pointing in the opposite direction. - - - Creates a unit vector from the specified vector. The result is a vector one unit in length pointing in the same direction as the original vector. - Source Vector2. - The created unit vector. - - - Creates a unit vector from the specified vector, writing the result to a user-specified variable. The result is a vector one unit in length pointing in the same direction as the original vector. - Source vector. - Normalized vector. - - - Turns the current vector into a unit vector. The result is a vector one unit in length pointing in the same direction as the original vector. - - - Determines the reflect vector of the given vector and normal. - Source vector. - Normal of vector. - The created reflect vector. - - - Determines the reflect vector of the given vector and normal. - Source vector. - Normal of vector. - Resulting reflect vector. - - - Interpolates between two values using a cubic equation. - Source value. - Source value. - Weighting value. - Interpolated value. - - - Interpolates between two values using a cubic equation. - Source value. - Source value. - Weighting value. - The interpolated value. - - - Subtracts a vector from a vector. - Source vector. - source vector. - Result of the subtraction. - - - Subtracts a vector from a vector. - Source vector. - Source vector. - The result of the subtraction. - - - Subtracts a vector from a vector. - Source vector. - Source vector. - Result of the subtraction. - - - Retrieves a string representation of the current object. - String that represents the object. - - - - Transforms an array of Vector2 vector normals by a specified Matrix. - - The array of vector normals to transform. - The transform Matrix to apply. - An existing array into which the transformed vector normals are written. - - - - Transforms a specified range in an array of Vector2 vector normals by a specified Matrix and places the results in a specified range in a destination array. - - The source array. - The index of the first Vector2 to transform in the source array. - The Matrix to apply. - The destination array into which the resulting Vector2s are written. - The index of the position in the destination array where the first result Vector2 should be written. - The number of vector normals to be transformed. - - - Transforms a 2D vector normal by a matrix. - The source vector. - The transformation matrix. - The transformed normal. - - - Transforms a vector normal by a matrix. - The source vector. - The transformation matrix. - The Vector2 resulting from the transformation. - - - Transforms an array of Vector2s by a specified Matrix. - The array of Vector2s to transform. - The transform Matrix to apply. - An existing array into which the transformed Vector2s are written. - - - Transforms a single Vector2, or the vector normal (x, y, 0, 0), by a specified Quaternion rotation. - The vector to rotate. - The Quaternion rotation to apply. - Returns a new Vector2 containing the result of the rotation. - - - - Transforms a specified range in an array of Vector2s by a specified Matrix and places the results in a specified range in a destination array. - - The source array. - The index of the first Vector2 to transform in the source array. - The Matrix to transform by. - The destination array into which the resulting Vector2s will be written. - The index of the position in the destination array where the first result Vector2 should be written. - The number of Vector2s to be transformed. - - - - Transforms an array of Vector2s by a specified Quaternion. - - The array of Vector2s to transform. - The transform Matrix to use. - An existing array into which the transformed Vector2s are written. - - - Transforms the vector (x, y, 0, 1) by the specified matrix. - The source vector. - The transformation matrix. - The transformed vector. - - - - Transforms a Vector2 by the given Matrix. - - The source Vector2. - The transformation Matrix. - The Vector2 resulting from the transformation. - - - - Transforms a Vector2, or the vector normal (x, y, 0, 0), by a specified Quaternion rotation. - - The vector to rotate. - The Quaternion rotation to apply. - An existing Vector2 filled in with the result of the rotation. - - - - Transforms a specified range in an array of Vector2s by a specified Quaternion and places the results in a specified range in a destination array. - - The source array. - The index of the first Vector2 to transform in the source array. - The Quaternion rotation to apply. - The destination array into which the resulting Vector2s are written. - The index of the position in the destination array where the first result Vector2 should be written. - The number of Vector2s to be transformed. - - - Returns a vector pointing in the opposite direction. - Source vector. - Vector pointing in the opposite direction. - - - Returns a Vector2 with both of its components set to one. - Vector2 with both of its components set to one. - - - - Returns the unit vector for the x-axis. - The unit vector for the x-axis. - - - Returns the unit vector for the y-axis. - The unit vector for the y-axis. - - - Returns a Vector2 with all of its components set to zero. - A Vector2 with all of its components set to zero. - - - Defines a vector with two components. - - - Creates a new instance of Vector3. - Value to initialize each component to. - - - Initializes a new instance of Vector3. - A vector containing the values to initialize x and y components with. - Initial value for the z-component of the vector. - - - Initializes a new instance of Vector3. - Initial value for the x-component of the vector. - Initial value for the y-component of the vector. - Initial value for the z-component of the vector. - - - Gets or sets the x-component of the vector. - - - Gets or sets the y-component of the vector. - - - Gets or sets the z-component of the vector. - - - Adds two vectors. - Source vector. - Source vector. - Sum of the vectors. - - - Adds two vectors. - Source vector. - Source vector. - Sum of the source vectors. - - - Adds two vectors. - Source vector. - Source vector. - Sum of the source vectors. - - - Returns a Vector3 containing the 3D Cartesian coordinates of a point specified in barycentric (areal) coordinates relative to a 3D triangle. - A Vector3 containing the 3D Cartesian coordinates of vertex 1 of the triangle. - A Vector3 containing the 3D Cartesian coordinates of vertex 2 of the triangle. - A Vector3 containing the 3D Cartesian coordinates of vertex 3 of the triangle. - Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in value2). - Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in value3). - The 3D Cartesian coordinates of the specified point are placed in this Vector3 on exit. - - - Returns a Vector3 containing the 3D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 3D triangle. - A Vector3 containing the 3D Cartesian coordinates of vertex 1 of the triangle. - A Vector3 containing the 3D Cartesian coordinates of vertex 2 of the triangle. - A Vector3 containing the 3D Cartesian coordinates of vertex 3 of the triangle. - Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in value2). - Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in value3). - A new Vector3 containing the 3D Cartesian coordinates of the specified point. - - - Performs a Catmull-Rom interpolation using the specified positions. - The first position in the interpolation. - The second position in the interpolation. - The third position in the interpolation. - The fourth position in the interpolation. - Weighting factor. - A vector that is the result of the Catmull-Rom interpolation. - - - Performs a Catmull-Rom interpolation using the specified positions. - The first position in the interpolation. - The second position in the interpolation. - The third position in the interpolation. - The fourth position in the interpolation. - Weighting factor. - A vector that is the result of the Catmull-Rom interpolation. - - - Restricts a value to be within a specified range. - The value to clamp. - The minimum value. - The maximum value. - The clamped value. - - - Restricts a value to be within a specified range. - The value to clamp. - The minimum value. - The maximum value. - The clamped value. - - - Calculates the cross product of two vectors. - Source vector. - Source vector. - The cross product of the vectors. - - - Calculates the cross product of two vectors. - Source vector. - Source vector. - Cross product of the source vectors. - - - Calculates the distance between two vectors squared. - Source vector. - Source vector. - The distance between the two vectors squared. - - - Calculates the distance between two vectors squared. - Source vector. - Source vector. - The distance between the source vectors squared. - - - Calculates the distance between two vectors. - Source vector. - Source vector. - The distance between the vectors. - - - Calculates the distance between two vectors. - Source vector. - Source vector. - Distance between the source vectors. - - - Divides the components of a vector by the components of another vector. - Source vector. - The divisor. - The result of the division. - - - Divides a vector by a scalar value. - Source vector. - The divisor. - The source vector divided by b. - - - Divides a vector by a scalar value. - Source vector. - The divisor. - The result of the division. - - - Divides the components of a vector by the components of another vector. - Source vector. - Divisor vector. - The result of dividing the vectors. - - - Divides a vector by a scalar value. - Source vector. - The divisor. - The source vector divided by div. - - - Divides the components of a vector by the components of another vector. - Source vector. - Divisor vector. - The result of dividing the vectors. - - - - Calculates the dot product of two vectors and writes the result to a user-specified variable. If the two vectors are unit vectors, the dot product returns a floating point value between -1 and 1 that can be used to determine some properties of the angle between two vectors. For example, it can show whether the vectors are orthogonal, parallel, or have an acute or obtuse angle between them. - Source vector. - Source vector. - The dot product of the two vectors. - - - - Calculates the dot product of two vectors. If the two vectors are unit vectors, the dot product returns a floating point value between -1 and 1 that can be used to determine some properties of the angle between two vectors. For example, it can show whether the vectors are orthogonal, parallel, or have an acute or obtuse angle between them. - Source vector. - Source vector. - The dot product of the two vectors. - - - Tests vectors for equality. - Source vector. - Source vector. - true if the vectors are equal; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object to make the comparison with. - true if the current instance is equal to the specified object; false otherwise. - - - - Determines whether the specified System.Object is equal to the Vector3. - - The Vector3 to compare with the current Vector3. - true if the specified Vector3 is equal to the current Vector3; false otherwise. - - - - Gets the hash code of the vector object. - Hash code of the vector object. - - - Performs a Hermite spline interpolation. - Source position vector. - Source tangent vector. - Source position vector. - Source tangent vector. - Weighting factor. - The result of the Hermite spline interpolation. - - - Performs a Hermite spline interpolation. - Source position vector. - Source tangent vector. - Source position vector. - Source tangent vector. - Weighting factor. - The result of the Hermite spline interpolation. - - - Tests vectors for inequality. - Vector to compare. - Vector to compare. - true if the vectors are not equal; false otherwise. - - - Calculates the length of the vector squared. - The length of the vector squared. - - - Calculates the length of the vector. - The length of the vector. - - - Performs a linear interpolation between two vectors. - Source vector. - Source vector. - Value between 0 and 1 indicating the weight of value2. - The result of the interpolation. - - - Performs a linear interpolation between two vectors. - Source vector. - Source vector. - Value between 0 and 1 indicating the weight of value2. - The linear interpolation of the two vectors. - - - Returns a vector that contains the highest value from each matching pair of components. - Source vector. - Source vector. - The maximized vector. - - - Returns a vector that contains the highest value from each matching pair of components. - Source vector. - Source vector. - The maximized vector. - - - Returns a vector that contains the lowest value from each matching pair of components. - Source vector. - Source vector. - The minimized vector. - - - Returns a vector that contains the lowest value from each matching pair of components. - Source vector. - Source vector. - The minimized vector. - - - Multiplies the components of two vectors by each other. - Source vector. - Source vector. - The result of the multiplication. - - - Multiplies a vector by a scalar value. - Source vector. - Scalar value. - Result of the multiplication. - - - Multiplies a vector by a scalar value. - Source vector. - Scalar value. - Result of the multiplication. - - - Multiplies a vector by a scalar value. - Scalar value. - Source vector. - Result of the multiplication. - - - Multiplies a vector by a scalar value. - Source vector. - Scalar value. - The result of the multiplication. - - - Multiplies the components of two vectors by each other. - Source vector. - Source vector. - Result of the multiplication. - - - Multiplies the components of two vectors by each other. - Source vector. - Source vector. - Result of the multiplication. - - - Returns a vector pointing in the opposite direction. - Source vector. - Vector pointing in the opposite direction. - - - Returns a vector pointing in the opposite direction. - Source vector. - Vector pointing in the opposite direction. - - - Creates a unit vector from the specified vector, writing the result to a user-specified variable. The result is a vector one unit in length pointing in the same direction as the original vector. - Source vector. - The normalized vector. - - - Creates a unit vector from the specified vector. The result is a vector one unit in length pointing in the same direction as the original vector. - The source Vector3. - The created unit vector. - - - Turns the current vector into a unit vector. The result is a vector one unit in length pointing in the same direction as the original vector. - - - Returns the reflection of a vector off a surface that has the specified normal. Reference page contains code sample. - Source vector. - Normal of the surface. - The reflected vector. - - - Returns the reflection of a vector off a surface that has the specified normal. Reference page contains code sample. - Source vector. - Normal of the surface. - The reflected vector. - - - Interpolates between two values using a cubic equation. - Source vector. - Source vector. - Weighting value. - The interpolated value. - - - Interpolates between two values using a cubic equation. - Source value. - Source value. - Weighting value. - Interpolated value. - - - Subtracts a vector from a vector. - Source vector. - Source vector. - Result of the subtraction. - - - Subtracts a vector from a vector. - Source vector. - Source vector. - The result of the subtraction. - - - Subtracts a vector from a vector. - Source vector. - Source vector. - Result of the subtraction. - - - Retrieves a string representation of the current object. - String that represents the object. - - - Transforms a 3D vector normal by a matrix. - The source vector. - The transformation matrix. - The transformed vector normal. - - - Transforms a vector normal by a matrix. - The source vector. - The transformation Matrix. - The Vector3 resulting from the transformation. - - - Transforms a specified range in an array of 3D vector normals by a specified Matrix and writes the results to a specified range in a destination array. - The source array of Vector3 normals. - The starting index in the source array. - The transform Matrix to apply. - The destination Vector3 array. - The starting index in the destination array. - The number of vectors to transform. - - - Transforms an array of 3D vector normals by a specified Matrix. - The array of Vector3 normals to transform. - The transform matrix to apply. - An existing Vector3 array into which the results of the transforms are written. - - - - Transforms a Vector3 by a specified Quaternion rotation. - - The Vector3 to rotate. - The Quaternion rotation to apply. - An existing Vector3 filled in with the results of the rotation. - - - Transforms a 3D vector by the given matrix. - The source vector. - The transformation matrix. - The transformed vector. - - - - Transforms a Vector3 by a specified Quaternion rotation. - - The Vector3 to rotate. - The Quaternion rotation to apply. - Returns a new Vector3 that results from the rotation. - - - - Transforms a Vector3 by the given Matrix. - - The source Vector3. - The transformation Matrix. - The transformed vector. - - - - Applies a specified Quaternion rotation to a specified range of an array of Vector3s - and writes the results into a specified range of a destination array. - - The source array. - The index in the source array at which to start. - The Quaternion rotation to apply. - The existing destination array. - The index in the destination array at which to start. - The number of Vector3s to transform. - - - - Applies a specified transform Matrix to a specified range of an array of Vector3s - and writes the results into a specified range of a destination array. - - The source array. - The index in the source array at which to start. - The transform Matrix to apply. - The existing destination array. - The index in the destination array at which to start. - The number of Vector3s to transform. - - - - Transforms a source array of Vector3s by a specified Quaternion rotation and writes the results to an existing destination array. - - The source array. - The Quaternion rotation to apply. - An existing destination array into which the transformed Vector3s are written. - - - Transforms a source array of Vector3s by a specified Matrix and writes the results to an existing destination array. - The source array. - The transform Matrix to apply. - An existing destination array into which the transformed Vector3s are written. - - - Returns a vector pointing in the opposite direction. - Source vector. - Vector pointing in the opposite direction. - - - Returns a unit Vector3 designating backward in a right-handed coordinate system (0, 0, 1). - - A unit Vector3 pointing backward. - - - Returns a unit Vector3 designating down (0, −1, 0). - - A unit Vector3 pointing down. - - - Returns a unit Vector3 designating forward in a right-handed coordinate system(0, 0, −1). - - A unit Vector3 pointing forward. - - - Returns a unit Vector3 designating left (−1, 0, 0). - - A unit Vector3 pointing left. - - - Returns a Vector3 with ones in all of its components. - - a Vector3 with ones in all of its components. - - - - Returns a unit Vector3 pointing to the right (1, 0, 0). - A unit Vector3 pointing to the right. - - - Returns the x unit Vector3 (1, 0, 0). - Returns the x unit Vector3 . - - - - Returns the y unit Vector3 (0, 1, 0). - - - Returns the y unit Vector3. - - - - - Returns the z unit Vector3 (0, 0, 1). - - - Returns the z unit Vector3. - - - - Returns a unit vector designating up (0, 1, 0). - - A unit Vector3 pointing up. - - - - Returns a Vector3 with all of its components set to zero. - - A Vector3 with all of its components set to zero. - - - - Defines a vector with three components. - - - Creates a new instance of Vector4. - Value to initialize each component to. - - - Initializes a new instance of Vector4. - A vector containing the values to initialize x, y, and z components with. - Initial value for the w-component of the vector. - - - Initializes a new instance of Vector4. - Initial value for the x-component of the vector. - Initial value for the y-component of the vector. - Initial value for the z-component of the vector. - Initial value for the w-component of the vector. - - - Initializes a new instance of Vector4. - A vector containing the values to initialize x and y components with. - Initial value for the z-component of the vector. - Initial value for the w-component of the vector. - - - Gets or sets the w-component of the vector. - - - Gets or sets the x-component of the vector. - - - Gets or sets the y-component of the vector. - - - Gets or sets the z-component of the vector. - - - Adds two vectors. - Source vector. - Source vector. - Sum of the vectors. - - - Adds two vectors. - Source vector. - Source vector. - Sum of the two vectors. - - - Adds two vectors. - Source vector. - Source vector. - Sum of the source vectors. - - - Returns a Vector4 containing the 4D Cartesian coordinates of a point specified in Barycentric (areal) coordinates relative to a 4D triangle. - A Vector4 containing the 4D Cartesian coordinates of vertex 1 of the triangle. - A Vector4 containing the 4D Cartesian coordinates of vertex 2 of the triangle. - A Vector4 containing the 4D Cartesian coordinates of vertex 3 of the triangle. - Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in value2). - Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in value3). - The 4D Cartesian coordinates of the specified point are placed in this Vector4 on exit. - - - Returns a Vector4 containing the 4D Cartesian coordinates of a point specified in barycentric (areal) coordinates relative to a 4D triangle. - A Vector4 containing the 4D Cartesian coordinates of vertex 1 of the triangle. - A Vector4 containing the 4D Cartesian coordinates of vertex 2 of the triangle. - A Vector4 containing the 4D Cartesian coordinates of vertex 3 of the triangle. - Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in value2). - Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in value3). - A new Vector4 containing the 4D Cartesian coordinates of the specified point. - - - Performs a Catmull-Rom interpolation using the specified positions. - The first position in the interpolation. - The second position in the interpolation. - The third position in the interpolation. - The fourth position in the interpolation. - Weighting factor. - A vector that is the result of the Catmull-Rom interpolation. - - - Performs a Catmull-Rom interpolation using the specified positions. - The first position in the interpolation. - The second position in the interpolation. - The third position in the interpolation. - The fourth position in the interpolation. - Weighting factor. - A vector that is the result of the Catmull-Rom interpolation. - - - Restricts a value to be within a specified range. - The value to clamp. - The minimum value. - The maximum value. - The clamped value. - - - Restricts a value to be within a specified range. - The value to clamp. - The minimum value. - The maximum value. - The clamped value. - - - Calculates the distance between two vectors squared. - Source vector. - Source vector. - The distance between the source vectors squared. - - - Calculates the distance between two vectors squared. - Source vector. - Source vector. - The distance between the two vectors squared. - - - Calculates the distance between two vectors. - Source vector. - Source vector. - Distance between the source vectors. - - - Calculates the distance between two vectors. - Source vector. - Source vector. - The distance between the vectors. - - - Divides the components of a vector by the components of another vector. - Source vector. - Divisor vector. - The result of dividing the vectors. - - - Divides a vector by a scalar value. - Source vector. - The divisor. - The source vector divided by b. - - - Divides a vector by a scalar value. - Source vector. - The divisor. - The result of the division. - - - Divides the components of a vector by the components of another vector. - Source vector. - The divisor. - The result of the division. - - - Divides the components of a vector by the components of another vector. - Source vector. - Divisor vector. - The result of dividing the vectors. - - - Divides a vector by a scalar value. - Source vector. - The divisor. - The source vector divided by div. - - - Calculates the dot product of two vectors. - Source vector. - Source vector. - The dot product of the two vectors. - - - Calculates the dot product of two vectors. - Source vector. - Source vector. - The dot product of the two vectors. - - - Tests vectors for equality. - Source vector. - Source vector. - true if the vectors are equal; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - - Determines whether the specified System.Object is equal to the Vector4. - - The Vector4 to compare with the current Vector4. - true if the specified Vector4 is equal to the current Vector4; false otherwise. - - - - Gets the hash code of this object. - Hash code of the vector object. - - - Performs a Hermite spline interpolation. - Source position vector. - Source tangent vector. - Source position vector. - Source tangent vector. - Weighting factor. - The result of the Hermite spline interpolation. - - - Performs a Hermite spline interpolation. - Source position vector. - Source tangent vector. - Source position vector. - Source tangent vector. - Weighting factor. - The result of the Hermite spline interpolation. - - - Tests vectors for inequality. - Vector to compare. - Vector to compare. - true if the vectors are not equal; false otherwise. - - - Calculates the length of the vector squared. - The length of the vector squared. - - - Calculates the length of the vector. - The length of the vector. - - - Performs a linear interpolation between two vectors. - Source vector. - Source vector. - Value between 0 and 1 indicating the weight of value2. - The result of the interpolation. - - - Performs a linear interpolation between two vectors. - Source vector. - Source vector. - Value between 0 and 1 indicating the weight of value2. - The linear interpolation of the two vectors. - - - Returns a vector that contains the highest value from each matching pair of components. - Source vector. - Source vector. - The maximized vector. - - - Returns a vector that contains the highest value from each matching pair of components. - Source vector. - Source vector. - The maximized vector. - - - Returns a vector that contains the lowest value from each matching pair of components. - Source vector. - Source vector. - The minimized vector. - - - Returns a vector that contains the lowest value from each matching pair of components. - Source vector. - Source vector. - The minimized vector. - - - Multiplies the components of two vectors by each other. - Source vector. - Source vector. - Result of the multiplication. - - - Multiplies the components of two vectors by each other. - Source vector. - Source vector. - Result of the multiplication. - - - Multiplies a vector by a scalar. - Source vector. - Scalar value. - Result of the multiplication. - - - Multiplies a vector by a scalar. - Source vector. - Scalar value. - Result of the multiplication. - - - Multiplies a vector by a scalar. - Scalar value. - Source vector. - Result of the multiplication. - - - Multiplies a vector by a scalar value. - Source vector. - Scalar value. - The result of the multiplication. - - - Multiplies the components of two vectors by each other. - Source vector. - Source vector. - The result of the multiplication. - - - Returns a vector pointing in the opposite direction. - Source vector. - Vector pointing in the opposite direction. - - - Returns a vector pointing in the opposite direction. - Source vector. - Vector pointing in the opposite direction. - - - Creates a unit vector from the specified vector. - The source Vector4. - The created unit vector. - - - Returns a normalized version of the specified vector. - Source vector. - The normalized vector. - - - Turns the current vector into a unit vector. - - - Interpolates between two values using a cubic equation. - Source vector. - Source vector. - Weighting factor. - The interpolated value. - - - Interpolates between two values using a cubic equation. - Source value. - Source value. - Weighting value. - Interpolated value. - - - Subtracts a vector from a vector. - Source vector. - Source vector. - Result of the subtraction. - - - Subtracts a vector from a vector. - Source vector. - Source vector. - Result of the subtraction. - - - Subtracts a vector from a vector. - Source vector. - Source vector. - The result of the subtraction. - - - Retrieves a string representation of the current object. - String that represents the object. - - - - Transforms a Vector3 by the given Matrix. - - The source Vector3. - The transformation Matrix. - The Vector4 resulting from the transformation. - - - - Transforms a Vector4 by the specified Matrix. - - The source Vector4. - The transformation Matrix. - The transformed Vector4. - - - - Transforms a Vector2 by a specified Quaternion into a Vector4. - - The Vector2 to transform. - The Quaternion rotation to apply. - - Returns the Vector4 resulting from the transformation. - - - - - Transforms a Vector2 by the given Matrix. - - The source Vector2. - The transformation Matrix. - The Vector4 resulting from the transformation. - - - - Transforms a Vector3 by a specified Quaternion into a Vector4. - - The Vector3 to transform. - The Quaternion rotation to apply. - The Vector4 resulting from the transformation. - - - Transforms a Vector4 by a specified Quaternion. - The Vector4 to transform. - The Quaternion rotation to apply. - The Vector4 resulting from the transformation. - - - - Transforms a Vector3 by the given Matrix. - - The source Vector3. - The transformation Matrix. - The Vector4 resulting from the transformation. - - - Transforms an array of Vector4s by a specified Quaternion. - The array of Vector4s to transform. - The Quaternion rotation to apply. - The existing destination array into which the transformed Vector4s are written. - - - Transforms a specified range in an array of Vector4s by a specified Quaternion into a specified range in a destination array. - The array of Vector4s containing the range to transform. - The index in the source array of the first Vector4 to transform. - The Quaternion rotation to apply. - The existing destination array of Vector4s into which to write the results. - The index in the destination array of the first result Vector4 to write. - The number of Vector4s to transform. - - - Transforms a specified range in an array of Vector4s by a specified Matrix into a specified range in a destination array. - The array of Vector4s containing the range to transform. - The index in the source array of the first Vector4 to transform. - The transform Matrix to apply. - The existing destination array of Vector4s into which to write the results. - The index in the destination array of the first result Vector4 to write. - The number of Vector4s to transform. - - - - Transforms a Vector2 by a specified Quaternion into a Vector4. - - The Vector2 to transform. - The Quaternion rotation to apply. - The Vector4 resulting from the transformation. - - - Transforms an array of Vector4s by a specified Matrix. - The array of Vector4s to transform. - The transform Matrix to apply. - The existing destination array into which the transformed Vector4s are written. - - - - Transforms a Vector3 by a specified Quaternion into a Vector4. - - The Vector3 to transform. - The Quaternion rotation to apply. - The Vector4 resulting from the transformation. - - - - Transforms a Vector2 by the given Matrix. - - The source Vector2. - The transformation Matrix. - The transformed Vector4. - - - - Transforms a Vector4 by the given Matrix. - - The source Vector4. - The transformation Matrix. - The Vector4 resulting from the transformation. - - - Transforms a Vector4 by a specified Quaternion. - The Vector4 to transform. - The Quaternion rotation to apply. - The Vector4 resulting from the transformation. - - - Returns a vector pointing in the opposite direction. - Source vector. - Vector pointing in the opposite direction. - - - Returns a Vector4 with all of its components set to one. - - A Vector4 with all of its components set to one. - - - - Returns the Vector4 (0, 0, 0, 1). - - The Vector4 (0, 0, 0, 1). - - - - - Returns the Vector4 (1, 0, 0, 0). - - - The Vector4 (1, 0, 0, 0). - - - - - Returns the Vector4 (0, 1, 0, 0). - - - The Vector4 (0, 1, 0, 0). - - - - - Returns the Vector4 (0, 0, 1, 0). - - - The Vector4 (0, 0, 1, 0). - - - - - Returns a Vector4 with all of its components set to zero. - - - A Vector4 with all of its components set to zero. - - - - Defines a vector with four components. - - - Indicates battery charge status. - - - Indicates a battery is charging. - - - Indicates a critically low level of battery charge. - - - Indicates a high level of battery charge. - - - Indicates a low level of battery charge. - - - Indicates that no battery is present. - - - Indicates an unknown battery condition. - - - Indicates the extent to which bounding volumes intersect or contain one another. - - - Indicates that one bounding volume completely contains the other. - - - Indicates there is no overlap between the bounding volumes. - - - Indicates that the bounding volumes partially overlap. - - - Defines the continuity of CurveKeys on a Curve. - - - Interpolation can be used between this CurveKey and the next. - - - Interpolation cannot be used between this CurveKey and the next. Specifying a position between the two points returns this point. - - - Defines how the value of a Curve will be determined for positions before the first point on the Curve or after the last point on the Curve. - - - The Curve will evaluate to its first key for positions before the first point in the Curve and to the last key for positions after the last point. - - - Positions specified past the ends of the curve will wrap around to the opposite side of the Curve. - - - Positions specified past the ends of the curve will wrap around to the opposite side of the Curve. - The value will be offset by the difference between the values of the first and last CurveKey multiplied by the number of times the position wraps around. - If the position is before the first point in the Curve, the difference will be subtracted from its value; otherwise, the difference will be added. - - - Linear interpolation will be performed to determine the value. - - - Positions specified past the ends of the Curve act as an offset from the same side of the Curve toward the opposite side. - - - Specifies different tangent types to be calculated for CurveKey points in a Curve. - - - A Flat tangent always has a value equal to zero. - - - A Linear tangent at a CurveKey is equal to the difference - between its CurveKey.Value and the Value of the preceding or succeeding CurveKey.For example, in Curve MyCurve, where i is greater than zero and - (i + 1) is less than the total number of CurveKeys in - MyCurve, the linear CurveKey.TangentIn of MyCurve.Keys[i] is equal to: ( MyCurve.Keys[i].Value - MyCurve.Keys[i - 1].Value )Similarly, the linear CurveKey.TangentOut is equal to: ( MyCurve.Keys[i + 1].Value - MyCurve.Keys[i].Value.) - - - A Smooth tangent smooths the inflection between a CurveKey.TangentIn and CurveKey.TangentOut by taking into account the values of both neighbors of the CurveKey.The smooth CurveKey.TangentIn of MyCurve.Keys[i] is equal to: ( ( MyCurve.Keys[i + 1].Value - MyCurve.Keys[i - 1].Value ) * - ( ( MyCurve.Keys[i].Position - MyCurve.Keys[i - 1].Position ) / - ( MyCurve.Keys[i + 1].Position - MyCurve.Keys[i-1].Position ) ) )Similarly, the smooth CurveKey.TangentOut is equal to: ( ( MyCurve.Keys[i + 1].Value - MyCurve.Keys[i - 1].Value ) * - ( ( MyCurve.Keys[i + 1].Position - MyCurve.Keys[i].Position ) / - ( MyCurve.Keys[i + 1].Position - MyCurve.Keys[i - 1].Position ) ) ) - - - Describes the intersection between a plane and a bounding volume. - - - There is no intersection, and the bounding volume is in the negative half-space of the Plane. - - - There is no intersection, and the bounding volume is in the positive half-space of the Plane. - - - The Plane is intersected. - - - Specifies the game controller associated with a player. - - - The first controller. - - - The second controller. - - - The third controller. - - - The fourth controller. - - - Indicates the status of the system powerline. - - - The system is offline. - - - The system is online. - - - The power status of the system is unknown. - - - Defines the target platform to be used when compiling content. - - - Represents an unknown platform. - - - The Windows platform. - - - The Xbox 360 game console. - - - A Zune device. - - - Immediately releases the unmanaged resources used by this object. - - - Allows this object to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Represents the complete friends list of a local gamer. - - - Gets whether the local gamer who requested the friends list has received a friend request from this gamer. - true if the local gamer who requested the friends list has received a friend request from this gamer; false otherwise. - - - - - Gets whether the local gamer who requested the friends list has sent a friend request to this gamer. - - true if the local gamer who requested the friends list has sent a friend request to this gamer; false otherwise. - - - - Gets whether this friend currently has voice capability. - true if this friend currently has voice capability; false otherwise. - - - - Gets whether this friend has accepted an invitation from the local gamer who requested the friends list. - - true if this friend has accepted an invitation from the local gamer who requested the friends list; false otherwise. - - - - - Gets whether the local gamer who requested the friends list has received an invitation from this friend. - - true if the local gamer who requested the friends list has received an invitation from this friend; false otherwise. - - - - - Gets whether this friend has rejected an invitation from the local gamer who requested the friends list. - - true if this friend has rejected an invitation from the local gamer who requested the friends list; false otherwise. - - - - - Gets whether the local gamer who requested the friends list has sent an invitation to this friend. - - true if the local gamer who requested the friends list has sent an invitation to this friend; false otherwise. - - - - Gets whether this friend is currently away from the computer or console. - true if this friend is currently away from the computer or console; false otherwise. - - - - Gets whether this friend is currently busy. - true if this friend is currently busy; false otherwise. - - - - Gets whether this friend is currently in a public session that can be joined. - true if this friend is currently in a public session that can be joined; false otherwise. - - - - Gets whether this friend is currently online. - true if this friend is currently online; false otherwise. - - - - Gets whether this friend is currently playing a game. - true if this friend is currently playing a game; false otherwise. - - - - - Gets a title-defined presence string describing what this friend is currently doing. - - Title-defined presence string describing what this friend is currently doing. - - - Provides the presence information of a friend of the local gamer. - - - Gets whether the gamer prefers to use controller buttons to accelerate in racing games. - - true if the gamer prefers to use controller buttons to accelerate in racing games; false otherwise. If false, use triggers for acceleration. - - - - - Gets whether the title should automatically correct the gamer's aim. - - true if the title should automatically correct the gamer's aim; false otherwise. - - - - Gets whether the title should automatically center the view when the gamer moves. - true if the title should automatically center the view when the gamer moves; false otherwise. - - - - Gets whether the gamer prefers to use controller buttons to brake in racing games. - - true if the gamer prefers to use controller buttons to brake in racing games; false otherwise. If false, use the triggers for braking. - - - - Gets the preferred controller sensitivity setting for this gamer. - The preferred controller sensitivity setting for this gamer. - - - Gets the preferred difficulty setting for this gamer. - The preferred difficulty setting for this gamer. - - - Gets whether the gamer prefers to invert the y-axis input of the controller. - true if the gamer prefers to invert the y-axis input of the controller; false otherwise. - - - - Gets whether the gamer prefers to drive a manual shift transmission in racing games. - true if the gamer prefers to drive a manual shift transmission in racing games; false otherwise. - - - - Gets whether the gamer prefers to move using the right thumbstick. - true if the gamer prefers to move using the right thumbstick; false otherwise. If this value is false, use the left thumbstick for player movement. - - - Gets the preferred color for the player character. - The preferred color for the player character. - - - Gets the gamer's preferred camera angle for racing games. - The gamer's preferred camera angle for racing games. - - - Gets a secondary color selection for the player character. - A secondary color selection for the player character. - - - - Describes a gamer's preferred settings. - - - Starts an asynchronous profile read operation. - The method to be called once the asynchronous operation has finished. - State of the asynchronous operation. - An System.IAsyncResult used to track the progress of the method. Call Gamer.EndGetProfile to access these results. - - - Ends an asynchronous profile read operation. - An System.IAsyncResult used to track the progress of the operation. - The profile data for this gamer. - - - Reads profile data for this gamer. - The profile data for this gamer. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the gamertag string. - Name of the gamertag. - - - Gets a value indicating whether the object is disposed. - true if the object is disposed; false otherwise. - - - Represents a collection of all gamers on the local system. - Collection of current gamers on the local system. - - - - Gets or sets a custom object which can be used to attach arbitrary user defined data to the gamer. - A custom object used to attach arbitrary user defined data to the gamer. - - - - Abstract base class for types that represent game players (profiles that have an - associated gamertag). The concrete types SignedInGamer and Framework.Net.NetworkGamer derive from this. - - - - Returns a strongly typed Microsoft.Xna.Framework.GamerServices.GamerCollection`1.GamerCollectionEnumerator that can iterate through a GamerCollection`1. - The Microsoft.Xna.Framework.GamerServices.GamerCollection`1.GamerCollectionEnumerator. - - - Returns an enumerator that can iterate through the collection. - Enumerator that can iterate through the collection. - - - Represents a collection of gamers. This collection cannot be modified and is updated automatically during the call to GamerServicesDispatcher.Update. - - - Immediately releases the unmanaged resources used by this object. - - - - Advances the enumerator to the next element of the GamerCollection`1. - - true if the enumerator was successfully advanced to the next element; false if the enumerator has passed the end of the collection. - - - - Sets the enumerator to its initial position, which is before the first element in the GamerCollection`1. - - - - Gets the current element in the GamerCollection`1. - - The current element in the GamerCollection`1. - - - - - Gets the current element in the GamerCollection`1 as a System.Object. - - - The current element in the GamerCollection`1 as a System.Object. - - - - - Provides the ability to iterate through the gamers in an GamerCollection`1. - - - - - Gets or sets the current presence mode for this gamer. Reference page contains links to related code samples. - The current presence mode for this gamer. - - - Gets or sets a custom presence value. - A custom presence value, which indicates a stage, score, or level to display as a part of the presence string. - - - Provides properties to set the rich presence state for a locally signed-in gamer profile. Reference page contains links to related code samples. - - - Initializes a new instance of Microsoft.Xna.Framework.GamerServices.GamerPrivilegeException(System.String,System.Exception) with the specified error message and inner exception. - A message that describes the error. - The inner exception related to this exception. - - - Initializes a new instance of Microsoft.Xna.Framework.GamerServices.GamerPrivilegeException(System.String) with the specified error message. - A message that describes the error. - - - Initializes a new instance of Microsoft.Xna.Framework.GamerServices.GamerPrivilegeException(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext) with the specified streaming context. - Describes the gamer services or multiplayer API being accessed when the exception occurred. - Describes the stream where the exception occurred. - - - Creates an instance of Microsoft.Xna.Framework.GamerServices.GamerPrivilegeException. - - - Thrown if a gamer services or multiplayer API is called without a valid, signed-in profile. - - - Checks whether this gamer is allowed to send and receive communications using voice, text, messaging, or game invites. - true if this gamer is allowed to send and receive communications using voice, text, messaging, or game invites; false otherwise. - - - - Checks whether this gamer is allowed to play in online multiplayer sessions. - true if this gamer is allowed to play in online multiplayer sessions; false otherwise. - - - - Checks whether this gamer is allowed to view the profiles of other gamers. - true if this gamer is allowed to view the profiles of other gamers; false otherwise. - - - Checks whether this gamer is allowed to purchase content from LIVE Marketplace. - true if this gamer is allowed to purchase content from LIVE Marketplace; false otherwise. - - - Checks whether this gamer is allowed to trade content with other gamers. - true if this gamer is allowed to trade content with other gamers; false otherwise. - - - Checks whether this gamer is allowed to access user content that was created by other gamers. - true if this gamer is allowed to access user content that was created by other gamers; false otherwise. - - - Describes what operations a gamer is allowed to perform. - - - Immediately releases the unmanaged resources used by this object. - - - Gets the gamer picture, which will be 64 pixels by 64 pixels. - The gamer picture, which will be 64 pixels by 64 pixels. - - - Gets the GamerScore of this gamer. - The GamerScore of this gamer. - - - Gets the GamerZone setting. - - - The GamerZone setting. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Gets the gamer motto string. - The gamer motto. - - - Gets the region of this gamer. - The region of this gamer. - - - Gets the gamer reputation, as a number of stars ranging 0 to 5. - The gamer reputation, representing a number of stars ranging 0 to 5. - - - Gets the number of titles this gamer has played. - The number of titles this gamer has played. - - - Gets the total number of achievements this gamer has obtained. - The total number of achievements this gamer has obtained. - - - - Profile settings describing information about a gamer such as their motto, reputation, and gamer picture. This data is accessible for both locally signed in profiles and remote gamers that you are playing with in a multiplayer session. - - - - Creates a new GamerServicesComponent. - The game that will be associated with this component. - - - Initializes the GamerServicesDispatcher. - - - - Updates the GamerServicesDispatcher. - - The game timing state. - - - Wraps the functionality of the GamerServicesDispatcher. - - - - Notifies the game when a Games for Windows - LIVE title update is being installed. - - - - Initializes gamer services functionality for the game. Reference page contains links to related code samples. - The service provider to be used when locating additional services services. For example, IGraphicsDeviceService. - - - Updates the status of gamer services and raises related events. Reference page contains links to related code samples. - - - Determines if Initialize has been called. - true if gamer services have been initialized; false otherwise. - - - - Gets or sets the handle to the underlying game window. - Handle to a window. - - - Implements the Windows-specific portion of a Microsoft.Xna.Framework.GamerServices.GamerServicesDispatcher class. Reference page contains links to related code samples. - - - Initializes a new instance of GamerServicesNotAvailableException with the specified error message and the inner exception. - A message that describes the error. - The inner exception related to this exception. - - - Initializes a new instance of GamerServicesNotAvailableException with the specified error message. - A message that describes the error. - - - Initializes a new instance of GamerServicesNotAvailableException with the specified streaming context. - - Describes the gamer services being accessed when the exception occurred. - Describes the stream where the exception occurred. - - - Creates an empty instance of GamerServicesNotAvailableException. - - - Thrown if the gamer services system cannot be successfully initialized. - - - Begins the process for displaying a dialog for keyboard input from a gamer. - Index of the player providing input. For Windows-based XNA games, the only valid option is PlayerIndex.One. - Title of the dialog box. - Text of the dialog box. - Text displayed when the dialog box is initially shown. - The method to be called once the asynchronous operation has finished. - A user-created object uniquely identifying this request. - An System.IAsyncResult used to track the progress of the method. - - - Begins the process of displaying a message box with the specified parameters. - Target player of the message box. On Windows, the only valid option is PlayerIndex.One. - Title of the message box. - Text of the message box. - Captions for the message box buttons. The maximum number is three. - Zero-based index specifying which button has focus. - Type of icon displayed in the message box. - The method to be called once the asynchronous operation has finished. - A user-created object uniquely identifying this request. - An System.IAsyncResult used to track the progress of the method. - - - Begins the process for displaying the storage device selector user interface, specifying the size of the data to be written to the storage device. - Size, in bytes, of the data to write to the storage device. - Number of directories to write to the storage device. - The method to be called once the asynchronous operation has finished. - A user-created object uniquely identifying this request. - - An System.IAsyncResult used to track the progress of the method. - - - - Begins the process for displaying the storage device selector user interface. - The method to be called once the asynchronous operation has finished. - A user-created object uniquely identifying this request. - An System.IAsyncResult used to track the progress of the method. - - - Begins the process for displaying the storage device selector user interface, specifying the index of the player to be shown the user interface, as well as the size of the data to be written to the storage device. - Index of the player being shown the user interface display. On Windows, the only valid option is PlayerIndex.One. - Size, in bytes, of the data to write to the storage device. - Number of directories to write to the storage device. - The method to be called once the asynchronous operation has finished. - A user-created object uniquely identifying this request. - - An System.IAsyncResult used to track the progress of the method. - - - - Begins the process for displaying the storage device selector user interface, specifying the index of the player to be shown the user interface. - Index of the player being shown the user interface display. On Windows, the only valid option is PlayerIndex.One. - The method to be called once the asynchronous operation has finished. - A user-created object uniquely identifying this request. - An System.IAsyncResult used to track the progress of the method. - - - Delays system notifications for the specified amount of time. - Time, in seconds, of the delay.Calling this function while notifications are already delayed has no effect. The maximum delay is 120. If the specified duration exceeds the maximum, the maximum value is used. - - - Ends the display of the keyboard input dialog box. - The System.IAsyncResult returned from BeginShowKeyboardInput. - Input received from the gamer. - - - Ends the display of a message box. - The System.IAsyncResult returned from BeginShowMessageBox. - - The identity of the message box button pressed by the user. - - - - Ends the display of the storage selector user interface. - The System.IAsyncResult returned from BeginShowStorageDeviceSelector. - Storage device selected by the gamer. - - - Shows the Compose Message user interface. - Gamer composing the message. - Text of the message. - Collection of gamers receiving the message.If this is null, the Select Gamertag user interface is displayed. - - - Shows the Friend Request user interface. - Index of the player making the request.The profile specified by player must be signed in when calling this function. - Recipient of the request. - - - Shows the Friends user interface. - Index of the player making the request.The profile specified by player must be signed in when calling this function. - - - Displays the game invitation user interface. - Index of the player initiating the invitation. - List of gamers who receive the invitation. If null, the Guide will prompt the player to specify a recipient. - - - Shows the Gamer Card user interface. - Index of the player making the request.The profile specified by player must be signed in when calling this function. - Owner of the gamer card being requested for display. - - - Displays the marketplace user interface. Reference page contains links to related code samples. - Index of the controller for the player making the request. - - - Shows the Messages user interface. - Index of the player making the request.The profile specified by player must be signed in when calling this function. - - - Shows the Player Review user interface. - Index of the player making the request.The profile specified by player must be signed in when calling this function. - Player being reviewed. - - - Shows the Players user interface. - Index of the player making the request.The profile specified by player must be signed in when calling this function. - - - Shows the user interface a gamer uses for signing into Xbox LIVE. - Number of panes displayed at sign in. Each pane accepts a single gamer.On Windows, only a single pane can be displayed. On Xbox 360, valid values are 1, 2, and 4. - Determines the profile types being displayed. true if only online profiles are displayed; false otherwise. If onlineOnly is true, local gamers can sign in as guests of a profile currently signed in. - - - Gets or sets the current state of the screen saver. - true if the screen saver is enabled; false otherwise. - - - Determines whether the game is running currently in limited trial mode. Reference page contains links to related code samples. - true if the game is running currently in limited trial mode; false otherwise. - - - - Determines whether a Guide user interface screen is active. - true if a user interface screen is displayed; false otherwise. It is not possible to bring up another Guide user interface screen, if IsVisible is true. - - - Determines where notifications appear on the screen. - Defines the positioning of the notification message box. - - - Allows titles to simulate trial mode restrictions when testing using the Development configuration. Reference page contains links to related code samples. - true to simulate trial mode restrictions in a Development configuration; false otherwise. - - - - Provides access to the Guide user interface. - - - Initializes an instance of Microsoft.Xna.Framework.GamerServices.GuideAlreadyVisibleException(System.String,System.Exception) with the specified error message and related inner exception. - A message describing the error. - The inner exception related to this exception. - - - Initializes an instance of Microsoft.Xna.Framework.GamerServices.GuideAlreadyVisibleException(System.String) with the specified error message. - A message describing the error. - - - Initializes an instance of Microsoft.Xna.Framework.GamerServices.GuideAlreadyVisibleException(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext) with the specified streaming context. - Describes the displayed Guide component when the exception occurred. - Describes the stream where the exception occurred. - - - - Initializes an empty instance of Microsoft.Xna.Framework.GamerServices.GuideAlreadyVisibleException. - - - Thrown if an attmept is made to display a component of the Guide user interface when a Guide component is already displayed. - - - Creates a new instance of SignedInEventArgs. - The gamer that just signed in. - - - Gets the gamer that just signed in. - The gamer that just signed in. - - - Represents the arguments passed to a SignedInGamer.SignedIn event. - - - Occurs when a new gamer signs into the local system. - - - Occurs when a gamer signs out on the local system. - - - Reads the friends list of this local gamer. This includes both the gamertags of the friends and their current presence information. - - The friends of this local gamer. - - - Queries whether the specified gamer is a friend of this local gamer. - The gamer to query. - true if the specified gamer is a friend of the local gamer; false otherwise. - - - - Describes a gamer's preferred settings. - The gamer's preferred settings. - - - Determines whether the gamer is the guest of an Xbox LIVE–enabled profile. - true if the gamer is a guest; false otherwise. - - - Determines whether the gamer has an Xbox LIVE–enabled profile. - true if the gamer is able to sign in to Xbox LIVE; false otherwise. - - - Gets the index of the gamer. - Index of the gamer. - - - Gets an object that may be used to set the rich presence state for this gamer. Reference page contains links to related code samples. - An object that may be used to set the rich presence state for this gamer. - - - Describes what operations a gamer is allowed to perform. - The operations a gamer is allowed to perform. - - - Represents a gamer (a profile that has an associated gamertag) on the local system. - - - Gets a specific local gamer based on that player's Framework.PlayerIndex on the local system. - The Framework.PlayerIndex of the local gamer to retrieve. - - The local gamer at the specified Framework.PlayerIndex. - - - - Represents a collection of gamers on the local system. - - - - Creates a new instance of SignedOutEventArgs. - - The gamer that just signed out. - - - Gets the gamer that just signed out. - The gamer that just signed out. - - - Represents the arguments passed to a SignedInGamer.SignedOut event. - - - Indicates how sensitive this gamer prefers controller input to be. - - - Highly sensitive controller input is preferred. - - - Below average sensitivity is preferred. - - - Average controller sensitivity is preferred. - - - Indicates how difficult this gamer likes things to be. - - - Below-average difficulty. - - - Above-average difficulty. - - - Average difficulty. - - - - Settings defining the status string that will appear when you view a friend through the Xbox LIVE Guide or on Xbox.com. This option is set using the GamerPresence.PresenceMode property. - - - - Arcade Mode - - - At Menu - - - Battling Boss - - - Campaign Mode - - - Challenge Mode - - - Configuring Settings - - - Co-Op: Level. Includes a numeric value specified with GamerPresence.PresenceValue. - - - Co-Op: Stage. Includes a numeric value specified with GamerPresence.PresenceValue. - - - Cornflower Blue - - - Customizing Player - - - Difficulty: Easy - - - Difficulty: Extreme - - - Difficulty: Hard - - - Difficulty: Medium - - - Editing Level - - - Exploration Mode - - - Found Secret - - - Free Play - - - Game Over - - - In Combat - - - In Game Store - - - Level. Includes a numeric value specified with GamerPresence.PresenceValue. - - - Local Co-Op - - - Local Versus - - - Looking For Games - - - Losing - - - Multiplayer - - - Nearly Finished - - - No Presence String Displayed - - - On a Roll - - - Online Co-Op - - - Online Versus - - - Outnumbered - - - Paused - - - Playing Minigame - - - Playing With Friends - - - Practice Mode - - - Puzzle Mode - - - Scenario Mode - - - Score. Includes a numeric value specified with GamerPresence.PresenceValue. - - - Score is Tied - - - Setting Up Match - - - Single Player - - - Stage. Includes a numeric value specified with GamerPresence.PresenceValue. - - - Starting Game - - - Story Mode - - - Stuck on a Hard Bit - - - Survival Mode - - - Time Attack - - - Trying For Record - - - Tutorial Mode - - - Versus Computer - - - Versus: Score. Includes a numeric value specified with GamerPresence.PresenceValue. - - - Waiting For Players - - - Waiting In Lobby - - - Wasting Time - - - Watching Credits - - - Watching Cutscene - - - Winning - - - Won the Game - - - Describes the conditions in which a privilege is available. - - - This privilege is not available for the current gamer profile. - - - This privilege is available for the current gamer profile. - - - This privilege is only available for friends of the current gamer profile. Use the SignedInGamer.IsFriend method to check which gamers are friends. - - - This style of social gaming preferred by this Xbox Live member. - - - Family-friendly game play. - - - Competitive game play. - - - Non-competitive game play. - - - Alternative approach to game play. - - - Unknown. - - - Defines the different icons for a message box. - - - Displays the Alert icon. - - - Displays the Error icon. - - - No icon is displayed. - - - Displays the Warning icon. - - - Determines where notifications appear on the screen. - - - Positions the message box at the bottom of the screen and centered. - - - Positions the message box at the bottom-left of the screen. - - - Positions the message box at the bottom-right of the screen. - - - Positions the message box at the center of the screen. - - - Positions the message box at the center of the screen and left-aligned. - - - Positions the message box at the center of the screen and right-aligned. - - - Positions the message box at the top of the screen and centered. - - - Positions the message box at the top-left of the screen. - - - Positions the message box at the top-right of the screen. - - - Indicates which camera angle this gamer prefers to use in racing games. - - - Traditional third-person camera view from behind the car. - - - Camera view from in front of the car. The car itself is not visible. - - - Camera view from inside the car, looking through the windscreen. - - - Gets or sets the diffuse color of this light. - The diffuse color of this light. - - - Gets or sets light direciton. - Gets or sets the light direciton. This value must be a unit vector. - - - Enables this light. - true to enable this light; false otherwise. - - - - Gets or sets the specular color of the light. - The specular color of the light. - - - Provides methods for manipulating the directional lights used by the BasicEffect - class. - - - - Initializes a new instance of the BasicEffect class. - - The graphics device that will create the effect. - Specifies a pool of resources to share between effects. - - - - Initializes a new instance of the BasicEffect class. - - The graphics device that will create the effect. - The effect to clone. - - - Creates a clone of an effect. - The cloned effect. - The device associated with the effect. - - - Enables default lighting for this effect. - - - Gets or sets the alpha this effect material. - The alpha of this effect material. - - - Gets or sets the ambient light color of this effect. - The ambient light color of this effect. Valid values are between 0 and 1. - - - Gets or sets the diffuse color of this effect material. Value takes 0 to 1. - The diffuse color of this effect material. Valid values are between 0 and 1. - - - Gets the first directional light for this effect. - A directional light for this effect. - - - Gets the second directional light for this effect. - A directional light for this effect. - - - Gets the third directional light for this effect. - A directional light for this effect. - - - Gets or sets the emissive color of the effect material. - The emissive color of the effect material. Valid values are between 0 and 1. - - - Gets or sets the fog color for this effect. - The fog color for this effect. - - - Enables fog for this effect. - true to enable fog; false otherwise. - - - - Gets or sets the ending distance of fog. - Fog end distance specified as a positive value. - - - Gets or sets the fog start distance. - Fog start distance specified as a positive value. This distance is expressed in world space coordinates. - - - Enables lighting for this effect. - true to enable lighting; false otherwise. - - - - Gets or sets a value indicating that per-pixel lighting should be used if it is available for the current adapter. Per-pixel lighting is available if a graphics adapter supports Pixel Shader Model 2.0. - true to use per-pixel lighting if it is available; false to disable per-pixel lighting. The default value is true. When Microsoft.Xna.Framework.Graphics.BasicEffect.PreferPerPixelLighting is true, if the graphics adapter does not support a minimum of Pixel Shader Model 2.0, BasicEffect will automatically fall-back to per-vertex lighting. When Microsoft.Xna.Framework.Graphics.BasicEffect.PreferPerPixelLighting is false, per-vertex lighting is used regardless of whether per-pixel lighting is supported by the graphics adapter. - - - - Gets or sets the projection matrix. - The projection matrix. - - - Gets or sets the specular color of this effect material. - The specular color of this effect material. Valid values are between 0 and 1. - - - Gets or sets the specular power of this effect material. - The specular power of this effect material. - - - Enables textures for this effect. - true to enable textures; false otherwise. - - - - Gets or sets a texture to be applied by this effect. - Texture to be applied by this effect. - - - Enables use vertex colors for this effect. - true to enable vertex colors; false otherwise. - - - - Gets or sets the view matrix. - The view matrix. - - - Gets or sets the world matrix. - The world matrix. - - - Represents shader model 1.1 Effect that has optional support for vertex colors, texturing, and lighting. Reference page contains links to related code samples. - - - Gets a string representation of this object. - String representation of this object. - - - Indicates whether the clipping plane is enabled. - true if the clipping plane is enabled; false if disabled. - - - Gets or sets the coefficients of a user-defined clipping plane for the device. - User-defined clipping plane. - - - Represents the device clipping plane. - - - Disables all clipping planes on the device. - - - Enables all clipping planes that have been set. - - - Gets a specific ClipPlane object using an index value. - The index of the ClipPlane object to return. - The ClipPlane object at index index. - - - Manipulates a collection of ClipPlane objects. - - - - Initializes a new instance of Color. - - A Color specifying the red, green, and blue components of a color. - The alpha component of a color. - - - - Initializes a new instance of Color. - - The red component of a color, between 0 and 1.0. - The green component of a color, between 0 and 1.0. - The blue component of a color, between 0 and 1.0. - The alpha component of a color, between 0 and 1.0. - - - Initializes a new instance of Color. - A Framework.Vector4 containing the Red, Green, Blue, and Alpha values defining a color. - - - - Initializes a new instance of Color. - - A Color specifying the red, green, and blue components of a color. - The alpha component of a color, between 0 and 1.0. - - - Initializes a new instance of Color. - The red component of a color, between 0 and 1.0. - The green component of a color, between 0 and 1.0. - The blue component of a color, between 0 and 1.0. - The alpha component of a color, between 0 and 1.0. - - - Initializes a new instance of Color. - The red component of a color, between 0 and 1.0. - The green component of a color, between 0 and 1.0. - The blue component of a color, between 0 and 1.0. - - - - Initializes a new instance of Color. - - The red component of a color, between 0 and 1.0. - The green component of a color, between 0 and 1.0. - The blue component of a color, between 0 and 1.0. - - - Initializes a new instance of Color. - A Framework.Vector3 containing the Red, Green, and Blue values defining a color. - - - Compares two objects to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The Color to compare with the current Color. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The System.Object to compare with the current Color. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - - Linearly interpolates between two colors. - Source Color. - Source Color. - A value between 0 and 1.0 indicating the weight of value2. - The interpolated Color. - - - Returns the packed value of the current color as a Framework.Vector4. - The packed value of the current color. - - - Gets a string representation of this object. - String representation of this object. - - - - Returns the current color as a Framework.Vector3. - - The current color represented as a Framework.Vector3. - - - Returns the current color as a Framework.Vector4. - The current color. - - - Gets a system-defined color with the value R:240 G:248 B:255 A:255. - A system-defined color with the value R:240 G:248 B:255 A:255. - - - Gets a system-defined color with the value R:250 G:235 B:215 A:255. - A system-defined color with the value R:250 G:235 B:215 A:255. - - - Gets a system-defined color with the value R:127 G:255 B:212 A:255. - A system-defined color with the value R:127 G:255 B:212 A:255. - - - Gets a system-defined color with the value R:0 G:255 B:255 A:255. - A system-defined color with the value R:0 G:255 B:255 A:255. - - - Gets a system-defined color with the value R:240 G:255 B:255 A:255. - A system-defined color with the value R:240 G:255 B:255 A:255. - - - Gets or sets the alpha component value. - The alpha component value of this Color. - - - Gets a system-defined color with the value R:245 G:245 B:220 A:255. - A system-defined color with the value R:245 G:245 B:220 A:255. - - - Gets a system-defined color with the value R:255 G:228 B:196 A:255. - A system-defined color with the value R:255 G:228 B:196 A:255. - - - Gets a system-defined color with the value R:0 G:0 B:0 A:255. - A system-defined color with the value R:0 G:0 B:0 A:255. - - - Gets a system-defined color with the value R:255 G:235 B:205 A:255. - A system-defined color with the value R:255 G:235 B:205 A:255. - - - Gets a system-defined color with the value R:138 G:43 B:226 A:255. - A system-defined color with the value R:138 G:43 B:226 A:255. - - - Gets a system-defined color with the value R:0 G:0 B:255 A:255. - A system-defined color with the value R:0 G:0 B:255 A:255. - - - Gets a system-defined color with the value R:165 G:42 B:42 A:255. - A system-defined color with the value R:165 G:42 B:42 A:255. - - - Gets a system-defined color with the value R:222 G:184 B:135 A:255. - A system-defined color with the value R:222 G:184 B:135 A:255. - - - - Gets or sets the blue component value of this Color. - - - The blue component value of this Color. - - - - Gets a system-defined color with the value R:95 G:158 B:160 A:255. - A system-defined color with the value R:95 G:158 B:160 A:255. - - - Gets a system-defined color with the value R:127 G:255 B:0 A:255. - A system-defined color with the value R:127 G:255 B:0 A:255. - - - Gets a system-defined color with the value R:210 G:105 B:30 A:255. - A system-defined color with the value R:210 G:105 B:30 A:255. - - - Gets a system-defined color with the value R:255 G:127 B:80 A:255. - A system-defined color with the value R:255 G:127 B:80 A:255. - - - Gets a system-defined color with the value R:100 G:149 B:237 A:255. - A system-defined color with the value R:100 G:149 B:237 A:255. - - - Gets a system-defined color with the value R:255 G:248 B:220 A:255. - A system-defined color with the value R:255 G:248 B:220 A:255. - - - Gets a system-defined color with the value R:220 G:20 B:60 A:255. - A system-defined color with the value R:220 G:20 B:60 A:255. - - - Gets a system-defined color with the value R:0 G:255 B:255 A:255. - A system-defined color with the value R:0 G:255 B:255 A:255. - - - Gets a system-defined color with the value R:0 G:0 B:139 A:255. - A system-defined color with the value R:0 G:0 B:139 A:255. - - - Gets a system-defined color with the value R:0 G:139 B:139 A:255. - A system-defined color with the value R:0 G:139 B:139 A:255. - - - Gets a system-defined color with the value R:184 G:134 B:11 A:255. - A system-defined color with the value R:184 G:134 B:11 A:255. - - - Gets a system-defined color with the value R:169 G:169 B:169 A:255. - A system-defined color with the value R:169 G:169 B:169 A:255. - - - Gets a system-defined color with the value R:0 G:100 B:0 A:255. - A system-defined color with the value R:0 G:100 B:0 A:255. - - - Gets a system-defined color with the value R:189 G:183 B:107 A:255. - A system-defined color with the value R:189 G:183 B:107 A:255. - - - Gets a system-defined color with the value R:139 G:0 B:139 A:255. - A system-defined color with the value R:139 G:0 B:139 A:255. - - - Gets a system-defined color with the value R:85 G:107 B:47 A:255. - A system-defined color with the value R:85 G:107 B:47 A:255. - - - Gets a system-defined color with the value R:255 G:140 B:0 A:255. - A system-defined color with the value R:255 G:140 B:0 A:255. - - - Gets a system-defined color with the value R:153 G:50 B:204 A:255. - A system-defined color with the value R:153 G:50 B:204 A:255. - - - Gets a system-defined color with the value R:139 G:0 B:0 A:255. - A system-defined color with the value R:139 G:0 B:0 A:255. - - - Gets a system-defined color with the value R:233 G:150 B:122 A:255. - A system-defined color with the value R:233 G:150 B:122 A:255. - - - Gets a system-defined color with the value R:143 G:188 B:139 A:255. - A system-defined color with the value R:143 G:188 B:139 A:255. - - - Gets a system-defined color with the value R:72 G:61 B:139 A:255. - A system-defined color with the value R:72 G:61 B:139 A:255. - - - Gets a system-defined color with the value R:47 G:79 B:79 A:255. - A system-defined color with the value R:47 G:79 B:79 A:255. - - - Gets a system-defined color with the value R:0 G:206 B:209 A:255. - A system-defined color with the value R:0 G:206 B:209 A:255. - - - Gets a system-defined color with the value R:148 G:0 B:211 A:255. - A system-defined color with the value R:148 G:0 B:211 A:255. - - - Gets a system-defined color with the value R:255 G:20 B:147 A:255. - A system-defined color with the value R:255 G:20 B:147 A:255. - - - Gets a system-defined color with the value R:0 G:191 B:255 A:255. - A system-defined color with the value R:0 G:191 B:255 A:255. - - - Gets a system-defined color with the value R:105 G:105 B:105 A:255. - A system-defined color with the value R:105 G:105 B:105 A:255. - - - Gets a system-defined color with the value R:30 G:144 B:255 A:255. - A system-defined color with the value R:30 G:144 B:255 A:255. - - - Gets a system-defined color with the value R:178 G:34 B:34 A:255. - A system-defined color with the value R:178 G:34 B:34 A:255. - - - Gets a system-defined color with the value R:255 G:250 B:240 A:255. - A system-defined color with the value R:255 G:250 B:240 A:255. - - - Gets a system-defined color with the value R:34 G:139 B:34 A:255. - A system-defined color with the value R:34 G:139 B:34 A:255. - - - Gets a system-defined color with the value R:255 G:0 B:255 A:255. - A system-defined color with the value R:255 G:0 B:255 A:255. - - - Gets a system-defined color with the value R:220 G:220 B:220 A:255. - A system-defined color with the value R:220 G:220 B:220 A:255. - - - Gets a system-defined color with the value R:248 G:248 B:255 A:255. - A system-defined color with the value R:248 G:248 B:255 A:255. - - - Gets a system-defined color with the value R:218 G:165 B:32 A:255. - A system-defined color with the value R:218 G:165 B:32 A:255. - - - Gets a system-defined color with the value R:255 G:215 B:0 A:255. - A system-defined color with the value R:255 G:215 B:0 A:255. - - - Gets a system-defined color with the value R:128 G:128 B:128 A:255. - A system-defined color with the value R:128 G:128 B:128 A:255. - - - Gets a system-defined color with the value R:173 G:255 B:47 A:255. - A system-defined color with the value R:173 G:255 B:47 A:255. - - - Gets a system-defined color with the value R:0 G:128 B:0 A:255. - A system-defined color with the value R:0 G:128 B:0 A:255. - - - Gets or sets the green component value of this Color. - The green component value of this Color. - - - Gets a system-defined color with the value R:240 G:255 B:240 A:255. - A system-defined color with the value R:240 G:255 B:240 A:255. - - - Gets a system-defined color with the value R:255 G:105 B:180 A:255. - A system-defined color with the value R:255 G:105 B:180 A:255. - - - Gets a system-defined color with the value R:205 G:92 B:92 A:255. - A system-defined color with the value R:205 G:92 B:92 A:255. - - - Gets a system-defined color with the value R:75 G:0 B:130 A:255. - A system-defined color with the value R:75 G:0 B:130 A:255. - - - Gets a system-defined color with the value R:255 G:255 B:240 A:255. - A system-defined color with the value R:255 G:255 B:240 A:255. - - - Gets a system-defined color with the value R:240 G:230 B:140 A:255. - A system-defined color with the value R:240 G:230 B:140 A:255. - - - Gets a system-defined color with the value R:255 G:240 B:245 A:255. - A system-defined color with the value R:255 G:240 B:245 A:255. - - - Gets a system-defined color with the value R:230 G:230 B:250 A:255. - A system-defined color with the value R:230 G:230 B:250 A:255. - - - Gets a system-defined color with the value R:124 G:252 B:0 A:255. - A system-defined color with the value R:124 G:252 B:0 A:255. - - - Gets a system-defined color with the value R:255 G:250 B:205 A:255. - A system-defined color with the value R:255 G:250 B:205 A:255. - - - Gets a system-defined color with the value R:173 G:216 B:230 A:255. - A system-defined color with the value R:173 G:216 B:230 A:255. - - - Gets a system-defined color with the value R:240 G:128 B:128 A:255. - A system-defined color with the value R:240 G:128 B:128 A:255. - - - Gets a system-defined color with the value R:224 G:255 B:255 A:255. - A system-defined color with the value R:224 G:255 B:255 A:255. - - - Gets a system-defined color with the value R:250 G:250 B:210 A:255. - A system-defined color with the value R:250 G:250 B:210 A:255. - - - Gets a system-defined color with the value R:211 G:211 B:211 A:255. - A system-defined color with the value R:211 G:211 B:211 A:255. - - - Gets a system-defined color with the value R:144 G:238 B:144 A:255. - A system-defined color with the value R:144 G:238 B:144 A:255. - - - Gets a system-defined color with the value R:255 G:182 B:193 A:255. - A system-defined color with the value R:255 G:182 B:193 A:255. - - - Gets a system-defined color with the value R:255 G:160 B:122 A:255. - A system-defined color with the value R:255 G:160 B:122 A:255. - - - Gets a system-defined color with the value R:32 G:178 B:170 A:255. - A system-defined color with the value R:32 G:178 B:170 A:255. - - - Gets a system-defined color with the value R:135 G:206 B:250 A:255. - A system-defined color with the value R:135 G:206 B:250 A:255. - - - Gets a system-defined color with the value R:119 G:136 B:153 A:255. - A system-defined color with the value R:119 G:136 B:153 A:255. - - - Gets a system-defined color with the value R:176 G:196 B:222 A:255. - A system-defined color with the value R:176 G:196 B:222 A:255. - - - Gets a system-defined color with the value R:255 G:255 B:224 A:255. - A system-defined color with the value R:255 G:255 B:224 A:255. - - - Gets a system-defined color with the value R:50 G:205 B:50 A:255. - A system-defined color with the value R:50 G:205 B:50 A:255. - - - Gets a system-defined color with the value R:0 G:255 B:0 A:255. - A system-defined color with the value R:0 G:255 B:0 A:255. - - - Gets a system-defined color with the value R:250 G:240 B:230 A:255. - A system-defined color with the value R:250 G:240 B:230 A:255. - - - Gets a system-defined color with the value R:255 G:0 B:255 A:255. - A system-defined color with the value R:255 G:0 B:255 A:255. - - - Gets a system-defined color with the value R:128 G:0 B:0 A:255. - A system-defined color with the value R:128 G:0 B:0 A:255. - - - Gets a system-defined color with the value R:102 G:205 B:170 A:255. - A system-defined color with the value R:102 G:205 B:170 A:255. - - - Gets a system-defined color with the value R:0 G:0 B:205 A:255. - A system-defined color with the value R:0 G:0 B:205 A:255. - - - Gets a system-defined color with the value R:186 G:85 B:211 A:255. - A system-defined color with the value R:186 G:85 B:211 A:255. - - - Gets a system-defined color with the value R:147 G:112 B:219 A:255. - A system-defined color with the value R:147 G:112 B:219 A:255. - - - Gets a system-defined color with the value R:60 G:179 B:113 A:255. - A system-defined color with the value R:60 G:179 B:113 A:255. - - - Gets a system-defined color with the value R:123 G:104 B:238 A:255. - A system-defined color with the value R:123 G:104 B:238 A:255. - - - Gets a system-defined color with the value R:0 G:250 B:154 A:255. - A system-defined color with the value R:0 G:250 B:154 A:255. - - - Gets a system-defined color with the value R:72 G:209 B:204 A:255. - A system-defined color with the value R:72 G:209 B:204 A:255. - - - Gets a system-defined color with the value R:199 G:21 B:133 A:255. - A system-defined color with the value R:199 G:21 B:133 A:255. - - - Gets a system-defined color with the value R:25 G:25 B:112 A:255. - A system-defined color with the value R:25 G:25 B:112 A:255. - - - Gets a system-defined color with the value R:245 G:255 B:250 A:255. - A system-defined color with the value R:245 G:255 B:250 A:255. - - - Gets a system-defined color with the value R:255 G:228 B:225 A:255. - A system-defined color with the value R:255 G:228 B:225 A:255. - - - Gets a system-defined color with the value R:255 G:228 B:181 A:255. - A system-defined color with the value R:255 G:228 B:181 A:255. - - - Gets a system-defined color with the value R:255 G:222 B:173 A:255. - A system-defined color with the value R:255 G:222 B:173 A:255. - - - Gets a system-defined color R:0 G:0 B:128 A:255. - A system-defined color R:0 G:0 B:128 A:255. - - - Gets a system-defined color with the value R:253 G:245 B:230 A:255. - A system-defined color with the value R:253 G:245 B:230 A:255. - - - Gets a system-defined color with the value R:107 G:142 B:35 A:255. - A system-defined color with the value R:107 G:142 B:35 A:255. - - - Gets a system-defined color with the value R:128 G:128 B:0 A:255. - A system-defined color with the value R:128 G:128 B:0 A:255. - - - Gets a system-defined color with the value R:255 G:69 B:0 A:255. - A system-defined color with the value R:255 G:69 B:0 A:255. - - - Gets a system-defined color with the value R:255 G:165 B:0 A:255. - A system-defined color with the value R:255 G:165 B:0 A:255. - - - Gets a system-defined color with the value R:218 G:112 B:214 A:255. - A system-defined color with the value R:218 G:112 B:214 A:255. - - - Gets the current color as a packed value. - The current color. - - - Gets a system-defined color with the value R:238 G:232 B:170 A:255. - A system-defined color with the value R:238 G:232 B:170 A:255. - - - Gets a system-defined color with the value R:152 G:251 B:152 A:255. - A system-defined color with the value R:152 G:251 B:152 A:255. - - - Gets a system-defined color with the value R:175 G:238 B:238 A:255. - A system-defined color with the value R:175 G:238 B:238 A:255. - - - Gets a system-defined color with the value R:219 G:112 B:147 A:255. - A system-defined color with the value R:219 G:112 B:147 A:255. - - - Gets a system-defined color with the value R:255 G:239 B:213 A:255. - A system-defined color with the value R:255 G:239 B:213 A:255. - - - Gets a system-defined color with the value R:255 G:218 B:185 A:255. - A system-defined color with the value R:255 G:218 B:185 A:255. - - - Gets a system-defined color with the value R:205 G:133 B:63 A:255. - A system-defined color with the value R:205 G:133 B:63 A:255. - - - Gets a system-defined color with the value R:255 G:192 B:203 A:255. - A system-defined color with the value R:255 G:192 B:203 A:255. - - - Gets a system-defined color with the value R:221 G:160 B:221 A:255. - A system-defined color with the value R:221 G:160 B:221 A:255. - - - Gets a system-defined color with the value R:176 G:224 B:230 A:255. - A system-defined color with the value R:176 G:224 B:230 A:255. - - - Gets a system-defined color with the value R:128 G:0 B:128 A:255. - A system-defined color with the value R:128 G:0 B:128 A:255. - - - Gets a system-defined color with the value R:255 G:0 B:0 A:255. - A system-defined color with the value R:255 G:0 B:0 A:255. - - - Gets a system-defined color with the value R:188 G:143 B:143 A:255. - A system-defined color with the value R:188 G:143 B:143 A:255. - - - Gets a system-defined color with the value R:65 G:105 B:225 A:255. - A system-defined color with the value R:65 G:105 B:225 A:255. - - - Gets or sets the red component value of this Color. - The red component value of this Color. - - - Gets a system-defined color with the value R:139 G:69 B:19 A:255. - A system-defined color with the value R:139 G:69 B:19 A:255. - - - Gets a system-defined color with the value R:250 G:128 B:114 A:255. - A system-defined color with the value R:250 G:128 B:114 A:255. - - - Gets a system-defined color with the value R:244 G:164 B:96 A:255. - A system-defined color with the value R:244 G:164 B:96 A:255. - - - Gets a system-defined color with the value R:46 G:139 B:87 A:255. - A system-defined color with the value R:46 G:139 B:87 A:255. - - - Gets a system-defined color with the value R:255 G:245 B:238 A:255. - A system-defined color with the value R:255 G:245 B:238 A:255. - - - Gets a system-defined color with the value R:160 G:82 B:45 A:255. - A system-defined color with the value R:160 G:82 B:45 A:255. - - - Gets a system-defined color with the value R:192 G:192 B:192 A:255. - A system-defined color with the value R:192 G:192 B:192 A:255. - - - Gets a system-defined color with the value R:135 G:206 B:235 A:255. - A system-defined color with the value R:135 G:206 B:235 A:255. - - - Gets a system-defined color with the value R:106 G:90 B:205 A:255. - A system-defined color with the value R:106 G:90 B:205 A:255. - - - Gets a system-defined color with the value R:112 G:128 B:144 A:255. - A system-defined color with the value R:112 G:128 B:144 A:255. - - - Gets a system-defined color with the value R:255 G:250 B:250 A:255. - A system-defined color with the value R:255 G:250 B:250 A:255. - - - Gets a system-defined color with the value R:0 G:255 B:127 A:255. - A system-defined color with the value R:0 G:255 B:127 A:255. - - - Gets a system-defined color with the value R:70 G:130 B:180 A:255. - A system-defined color with the value R:70 G:130 B:180 A:255. - - - Gets a system-defined color with the value R:210 G:180 B:140 A:255. - A system-defined color with the value R:210 G:180 B:140 A:255. - - - Gets a system-defined color with the value R:0 G:128 B:128 A:255. - A system-defined color with the value R:0 G:128 B:128 A:255. - - - Gets a system-defined color with the value R:216 G:191 B:216 A:255. - A system-defined color with the value R:216 G:191 B:216 A:255. - - - Gets a system-defined color with the value R:255 G:99 B:71 A:255. - A system-defined color with the value R:255 G:99 B:71 A:255. - - - Gets a system-defined color with the value R:0 G:0 B:0 A:0. - A system-defined color with the value R:0 G:0 B:0 A:0. - - - Gets a system-defined color with the value R:255 G:255 B:255 A:0. - A system-defined color with the value R:255 G:255 B:255 A:0. - - - Gets a system-defined color with the value R:64 G:224 B:208 A:255. - A system-defined color with the value R:64 G:224 B:208 A:255. - - - Gets a system-defined color with the value R:238 G:130 B:238 A:255. - A system-defined color with the value R:238 G:130 B:238 A:255. - - - Gets a system-defined color with the value R:245 G:222 B:179 A:255. - A system-defined color with the value R:245 G:222 B:179 A:255. - - - Gets a system-defined color with the value R:245 G:245 B:245 A:255. - A system-defined color with the value R:245 G:245 B:245 A:255. - - - Gets a system-defined color with the value R:255 G:255 B:255 A:255. - A system-defined color with the value R:255 G:255 B:255 A:255. - - - Gets a system-defined color with the value R:154 G:205 B:50 A:255. - A system-defined color with the value R:154 G:205 B:50 A:255. - - - Gets a system-defined color with the value R:255 G:255 B:0 A:255. - A system-defined color with the value R:255 G:255 B:0 A:255. - - - Represents a color using Red, Green, Blue, and Alpha values. - - - - Initializes a new instance of the CompilationFailedException class with a specified error message and a reference to the inner exception that is the cause of this exception. - . - - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Initializes a new instance of this class. - - - The exception that is thrown if the compilation of an effect fails. - - - Creates a new instance of the CompiledEffect class. - The compiled effect code. - A string to receive compilation errors, if any. - - - Gets the compiled byte code for this shader. - The compiled bytecode. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets any errors and warnings generated by compiling the effect. - A string containing errors and warnings from compiling the effect. - - - Indicates whether the effect was compiled successfully. - true if the effect was compiled successfully; false otherwise. - - - - Represents a compiled Effect. - - - - Initializes a new instance of the CompiledShader class. - - The compiled shader to encapsulate. - String containing at least the first compile error message that occurred. This includes effect compiler errors and high-level language compile errors. - - - Gets the semantics for the shader inputs. Use this method to determine the input vertex format. - An array of shader semantics. - - - Gets the semantics for all shader output elements. - An array of shader semantics. - - - Gets the sampler names referenced in a shader. - An array of sampler names. - - - Gets the compiled shader code. - The compiled shader code. - - - - Returns a System.String that represents the current CompiledShader. - - - A System.String that represents the current CompiledShader. - - - - Gets the first compile error message that occurred. - The first compile error message that occurred. This includes effect compiler errors and high-level language compile errors. - - - Gets the size of the shader byte code, in bytes. - The size of the shader byte code, in bytes. - - - Gets the shader version of the compiled shader. - The shader version of the compiled shader. - - - Returns a value indicating whether the shader compilation was successful. - true if the shader compilation succeeds; false otherwise. - - - - Represents a compiled shader. - - - Initializes a new instance of this class. - - - - Immediately releases the unmanaged resources used by this object. - - This parameter marshals as an unsigned byte. - - - Immediately releases the unmanaged resources used by this object. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Returns a System.IO.Stream containing include data from a specified file. - A CompilerIncludeHandlerType indicating whether the file is a local or system resource. - The file name of the file to open. - A System.IO.Stream of compiler include data. - - - The abstract base class for custom compiler include file handlers. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets or sets the macro definition. - The definition of the macro. - - - Gets or sets the macro name. - The name of the macro. - - - Represents a compiler macro. - - - - Initializes a new instance of the DepthStencilBuffer class, specifying the multisample type and quality. Reference page contains code sample. - The graphics device that will display the depth stencil buffer. - Width, in pixels, of the depth stencil buffer. You can use graphicsDevice.PresentationParameters.BackBufferWidth to get the current screen width. - Height, in pixels, of the depth stencil buffer. You can use graphicsDevice.PresentationParameters.BackBufferHeight to get the current screen height. - The format of the data to be placed in this depth stencil buffer. Use GraphicsAdapter.CheckDepthStencilMatch to determine if a particular depth format is usable in a render target. - The levels of full-scene multisampling that the device can apply. You can use graphicsDevice.PresentationParameters.MultiSampleType to get the MultiSampleType of the back buffer. - The number of quality stops available for a given multisample type. You can use graphicsDevice.PresentationParameters.MultiSampleQuality to get the multisample quality of the back buffer. - - - Initializes a new instance of the DepthStencilBuffer class. Reference page contains code sample. - The graphics device that will display the depth stencil buffer. - Width, in pixels, of the depth stencil buffer. You can use graphicsDevice.PresentationParameters.BackBufferWidth to get the current screen width. - Height, in pixels, of the depth stencil buffer. You can use graphicsDevice.PresentationParameters.BackBufferHeight to get the current screen height. - The format of the data to be placed in this depth stencil buffer. Use GraphicsAdapter.CheckDepthStencilMatch to determine if a particular depth format is usable in a render target. - - - Occurs when resources are lost (for example, when the current device is lost). - - - Occurs when DepthStencilBuffer.Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR). - - - Occurs when content is about to be lost on a GraphicsDevice. - The source of this event. - The event arguments that are associated with the action that raised the event. - - - Releases the unmanaged resources used by this object and optionally releases the managed resources. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - - Immediately releases the unmanaged resources used by this object. - - - - Raises the DepthStencilBuffer.Disposing event when called from within a derived class. - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Gets the data format of this depth stencil buffer. - The data format of this depth stencil buffer. - - - Gets the graphics device associated with this depth stencil buffer. - The graphics device associated with this depth stencil buffer. - - - Gets the height, in pixels, of the surface. - The height, in pixels, of the surface. - - - Determines if the buffer data has been lost due to a lost device event. - true if the content was lost; false otherwise. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed. false if the object is not disposed. - - - Gets the number of quality stops available for a given multisample type. - The number of quality stops available for a given multisample type. - - - Gets the levels of full-scene multisampling that the device can apply. - The levels of full-scene multisampling that the device can apply. - - - Gets the name of this depth stencil buffer. - The name of this depth stencil buffer. - - - Gets the resource tag for this depth stencil buffer. - The resource tag for this depth stencil buffer. - - - Returns the width, in pixels, of this DepthStencilBuffer. - - - The width, in pixels, of this DepthStencilBuffer. - - - - Queries and prepares depth stencil buffers. Reference page contains links to related conceptual articles. - - - Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Initializes a new instance of this class. - - - The exception that is thrown when the device has been lost but cannot be reset at this time. Therefore, rendering is not possible. - - - Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Initializes a new instance of this class. - - - The exception that is thrown when the device has been lost but can be reset at this time. - - - - Initializes a new instance of the DeviceNotSupportedException class with a specified error message and a reference to the inner exception that is the cause of this exception. - - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - - Initializes a new instance of the DeviceNotSupportedException class with a specified error message. - - A message that describes the error. - - - - Initializes a new instance of the DeviceNotSupportedException class. - - - - The exception that is thrown when the graphics device does not support the requested capabilities. - - - Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Initializes a new instance of this class. - - - The error that is thrown when the device is still drawing. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The System.Object to compare with the current DisplayMode. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - The object to the left of the inequality operator. - The object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the aspect ratio used by the graphics device. - Aspect ratio of the viewport. - - - Gets a value indicating the surface format of the display mode. - The surface format of the display mode. - - - Gets a value indicating the screen height, in pixels. Reference page contains links to related conceptual articles. - Screen height, in pixels. - - - Gets a value indicating the refresh rate. The value of 0 indicates an adapter default. - Refresh rate. The value of 0 indicates an adapter default. - - - Returns the title safe area of the display. - The title safe area. - - - Gets a value indicating the screen width, in pixels. Reference page contains links to related conceptual articles. - Screen width, in pixels. - - - Describes the display mode. Reference page contains links to related conceptual articles. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The System.Object to compare with the current DisplayModeCollection. - true if the objects are the same; false otherwise. - - - - Gets an enumerator that can iterate through the DisplayModeCollection. - Enumerator that can iterate through the DisplayModeCollection. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - The object to the left of the inequality operator. - The object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Retrieves the DisplayMode structure with the specified format. - - The format of the DisplayMode to retrieve. - The DisplayMode. - - - - Manipulates a collection of DisplayMode structures. - - - Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Initializes a new instance of this class. - - - The exception that is thrown when an internal driver error occurs. Applications should destroy and recreate the device when receiving this error. - - - Initializes a new instance of Microsoft.Xna.Framework.Graphics.DynamicIndexBuffer(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Type,System.Int32,Microsoft.Xna.Framework.Graphics.BufferUsage) with the specified parameters. - The associated graphics device of the index buffer. - Type to use for index values. - Number of indices in the buffer. - A set of options identifying the behaviors of this index buffer resource. - - - Initializes a new instance of Microsoft.Xna.Framework.Graphics.DynamicIndexBuffer(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,Microsoft.Xna.Framework.Graphics.BufferUsage,Microsoft.Xna.Framework.Graphics.IndexElementSize) with the specified parameters. - The associated graphics device of the index buffer. - The size, in bytes, of the index buffer. - A set of options identifying the behaviors of this index buffer resource. - The size, in bits, of an index element. - - - Occurs when resources are lost due to a lost device event. - - - Occurs after content is lost from a graphics device failure, allowing an application to re-create all resources. - The source of this event. - The event arguments that are associated with the action that raised the event. - - - Immediately releases the unmanaged resources used by this object. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Copies array data to the index buffer. - Number of bytes into the index buffer where copying will start. - The array of data to copy. - The index of the element in the array at which to start copying. - The number of elements to copy. - Specifies whether existing data in the buffer will be kept after this operation. Discard is not valid on Xbox 360, but dynamic geometry may be rendered on the Xbox 360 by using DrawUserIndexedPrimitives instead of setting the data for the index buffer. - - - Copies array data to the index buffer. - The array of data to copy. - The index of the element in the array at which to start copying. - The number of elements to copy. - Specifies whether existing data in the buffer will be kept after this operation. Discard is not valid on Xbox 360, but dynamic geometry may be rendered on the Xbox 360 by using DrawUserIndexedPrimitives instead of setting the data for the index buffer. - - - Determines if the index buffer data has been lost due to a lost device event. - true if the content was lost; false otherwise. - - - Describes the rendering order of the vertices in a vertex buffer. Reference page contains links to related code samples. - - - Initializes a new instance of Microsoft.Xna.Framework.Graphics.DynamicVertexBuffer(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,Microsoft.Xna.Framework.Graphics.BufferUsage) with the specified parameters. - The graphics device to associate with this vertex buffer. - The number of bytes to allocate for this vertex buffer resource. - A set of options identifying the behaviors of this vertex buffer resource. It is good practice to match the usage parameter with the createOptions parameter in the GraphicsDevice constructor. - - - Initializes a new instance of Microsoft.Xna.Framework.Graphics.DynamicVertexBuffer(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Type,System.Int32,Microsoft.Xna.Framework.Graphics.BufferUsage) with the specified parameters. - The graphics device to associate with this vertex buffer. - The type of vertices in this vertex buffer. - The number of elements in this vertex buffer. - A set of options identifying the behaviors of this vertex buffer resource. It is good practice to match the usage parameter with the createOptions parameter in the GraphicsDevice constructor. - - - Occurs when resources are lost due to a lost device event. - - - Occurs after content is lost from a graphics device failure, allowing an application to re-create all resources. - The source of this event. - The event arguments that are associated with the action that raised the event. - - - Immediately releases the unmanaged resources used by this object. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Copies array data to the vertex buffer. - Number of bytes into the index buffer where copying will start. - The array of data to copy. - The index of the element in the array at which to start copying. - The number of elements to copy. - The size, in bytes, of the elements in the vertex buffer. - Specifies whether existing data in the buffer will be kept after this operation. Discard is not valid on Xbox 360, but dynamic geometry may be rendered on the Xbox 360 by using DrawUserIndexedPrimitives instead of setting the data for the vertex buffer. - - - Copies array data to the vertex buffer. - The array of data to copy. - The index of the element in the array at which to start copying. - The number of elements to copy. - Specifies whether existing data in the buffer will be kept after this operation. Discard is not valid on Xbox 360, but dynamic geometry may be rendered on the Xbox 360 by using DrawUserIndexedPrimitives instead of setting the data for the vertex buffer. - - - Determines if the index buffer data has been lost due to a lost device event. - true if the content was lost; false otherwise. - - - Represents a list of 3D vertices to be streamed to the graphics device. - - - Initializes a new instance of this class from a compiled effect, specifying the compiled effect as a stream. Reference page contains links to related code samples. - The graphics device that will create the effect. - Stream containing the compiled byte code. - Compilation optimization options. - Specifies a pool of resources to share between effects. - - - Initializes a new instance of this class from a compiled effect, specifying the compiled effect as a stream, as well as the number of bytes in the stream. Reference page contains links to related code samples. - The graphics device that will create the effect. - Stream containing the compiled byte code. - The number of bytes to read from the file. - Compilation optimization options. - Specifies a pool of resources to share between effects. - - - Initializes a new instance of this class, specifying the graphics device to associate with this effect and the effect to clone. Reference page contains links to related code samples. - The graphics device that will create the effect. - The effect to clone. - - - Initializes a new instance of this class from a compiled effect, specifying the compiled effect by file name. Reference page contains links to related code samples. - The graphics device that will create the effect. - A file containing a compiled byte code. - Compilation optimization options. - Specifies a pool of resources to share between effects. - - - Initializes a new instance of this class from a compiled effect, specifying the compiled effect as a byte array. Reference page contains links to related code samples. - The graphics device that will create the effect. - Byte array containing the compiled byte code. - Compilation optimization options. - Specifies a pool of resources to share between effects. - - - - Occurs when Effect.Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR). - Reference page contains code sample. - - - Occurs when an object is lost, normally just before a device is reset. Reference page contains code sample. - - - Occurs after the device is reset. Reference page contains code sample. - - - Begins application of the active technique, specifying options for saving state. - Options for saving the state prior to application of the technique. - - - Begins application of the active technique. - - - Creates a clone of an effect. - The device associated with the effect. - The cloned effect. - - - Propagates the state change that occurs inside of an active pass to the device before rendering. - - - Compiles an effect from a stream containing the effect source code. - File stream containing the effect source code. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - The target platform for the compilation. - The compiled effect. - - - Compiles an effect from a file containing the effect source code. - The name of the file containing the effect source code. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - The target platform for the compilation. - The compiled effect. - - - Compiles an effect from a stream containing the effect source code, specifying the number of bytes in the stream. - File stream containing the effect source code. - The number of bytes in effectFileStream. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - The target platform for the compilation. - The compiled effect. - - - Compiles an effect from a string containing the effect source code. - String containing the effect source code. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - The target platform for the compilation. - The compiled effect. - - - Disassembles this effect. - true to enable color coding to make the disassembly easier to read. - A string that contains the effect assembly (ASM). - - - Disassembles an effect. - The effect to disassemble. - true to enable color coding to make the disassembly easier to read. - A string that contains the effect assembly (ASM). - - - - Releases the unmanaged resources used by the Effect and optionally releases the managed resources. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - Raises the Effect.Disposing event when called from within a derived class. - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - Ends the application of the current technique. Reference page contains links to related code samples. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Raises an Effect.Lost event when called from within a derived class. - Invoking object reference; should be this object. - Arguments to pass into the event handler. - - - Raises an Effect.Reset event when called from within a derived class. - Invoking object reference; should be this object. - Arguments to pass into the event handler. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the name of the effect creator. - The name of the effect creator. - - - Gets or sets the active technique. Reference page contains code sample. - The current technique. - - - Gets an EffectPool representing the pool of shared parameters. - The pool of shared parameters. - - - Gets a collection of functions that can render the effect. - Collection of functions that can render the effect. - - - Gets the graphics device that created the effect. - The graphics device that created the effect. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Gets a collection of parameters used for this effect. Reference page contains links to related code samples. - The collection of parameters used for this effect. - - - Gets a collection of techniques that are defined for this effect. Reference page contains code sample. - A collection of techniques that are defined for this effect. - - - Used to set and query effects and choose techniques. Reference page contains links to related conceptual articles. - - - Gets the value of the EffectAnnotation as a System.Boolean. - - The value of the EffectAnnotation as a System.Boolean. - - - - - Gets the value of the EffectAnnotation as a System.Int32. - - - The value of the EffectAnnotation as a System.Int32. - - - - - Gets the value of the EffectAnnotation as a System.Int32. - - - The value of the EffectAnnotation as a System.Int32. - - - - - Gets the value of the EffectAnnotation as a System.Single. - - - The value of the EffectAnnotation as a System.Single. - - - - - Gets the value of the EffectAnnotation as a System.String. - - - The value of the EffectAnnotation as a System.String. - - - - - Gets the value of the EffectAnnotation as a Framework.Vector2. - - - The value of the EffectAnnotation as a Framework.Vector2. - - - - - Gets the value of the EffectAnnotation as a Framework.Vector3. - - - The value of the EffectAnnotation as a Framework.Vector3. - - - - - Gets the value of the EffectAnnotation as a Framework.Vector4. - - - The value of the EffectAnnotation as a Framework.Vector4. - - - - Gets the number of columns in this effect annotation. - The number of columns in this effect annotation. - - - Gets the name of the effect annotation. - The name of the effect annotation. - - - Gets the parameter class of this effect annotation. - The parameter class of this effect annotation. - - - Gets the parameter type of this effect annotation. - The parameter type of this effect annotation. - - - Gets the row count of this effect annotation. - The row count of this effect annotation. - - - Gets the semantic of this effect annotation. - The semantic of this effect annotation. - - - Represents an annotation to an EffectParameter. - - - Returns an enumerator that can iterate through the EffectAnnotationCollection. - The iterator. - - - Gets the number of EffectAnnotation objects in this EffectAnnotationCollection. - - The number of EffectAnnotation objects in this EffectAnnotationCollection. - - - Gets a specific EffectAnnotation object by using a name. - Name of the EffectAnnotation to get. - The EffectAnnotation object named name. - - - Gets a specific EffectAnnotation object by using an index value. - Index of the EffectAnnotation to get. - The EffectAnnotation object at index index. - - - Manipulates a collection of EffectAnnotation objects. - - - Gets the name of the function. - The name of the function. - - - Represents a function on an Effect. - - - Returns an enumerator that can iterate through the EffectFunctionCollection. - The iterator. - - - Gets the number of EffectFunction objects in this EffectFunctionCollection. - The number of EffectFunction objects in this EffectFunctionCollection. - - - Gets a specific EffectFunction object by using a name. - Name of the EffectFunction to get. - The EffectFunction object named name. - - - Gets a specific EffectFunction object by using an index value. - Index of the EffectFunction to get. - The EffectFunction object at index index. - - - Manipulates a collection of EffectFunction objects. - - - - Gets the value of the EffectParameter as an array of System.Boolean. - - The number of elements in the array. - - The value of the EffectParameter as an array of System.Boolean. - - - - - Gets the value of the EffectParameter as a System.Boolean. - - - The value of the EffectParameter as a System.Boolean. - - - - - Gets the value of the EffectParameter as an array of System.Int32. - - The number of elements in the array. - - The value of the EffectParameter as an array of System.Int32. - - - - - Gets the value of the EffectParameter as an System.Int32. - - - Gets the value of the EffectParameter as an System.Int32. - - - - - Gets the value of the EffectParameter as an array of Framework.Matrix. - - The number of elements in the array. - - The value of the EffectParameter as an array of Framework.Matrix. - - - - - Gets the value of the EffectParameter as an array of Framework.Matrix transpose. - - The number of elements in the array. - - The value of the EffectParameter as an array of Framework.Matrix transpose. - - - - - Gets the value of the EffectParameter as a Framework.Matrix transpose. - - - The value of the EffectParameter as a Framework.Matrix transpose. - - - - - Gets the value of the EffectParameter as a Framework.Matrix. - - - The value of the EffectParameter as a Framework.Matrix. - - - - - Gets the value of the EffectParameter as an array of Framework.Quaternion. - - The number of elements in the array. - - The value of the EffectParameter as an array of Framework.Quaternion. - - - - - Gets the value of the EffectParameter as a Framework.Quaternion. - - The value of the EffectParameter as a Framework.Quaternion. - - - - Gets the value of the EffectParameter as an array of System.Single. - - The number of elements in the array. - - The value of the EffectParameter as an array of System.Single. - - - - - Gets the value of the EffectParameter as a System.Single. - - - The value of the EffectParameter as a System.Single. - - - - - Gets the value of the EffectParameter as an System.String. - - The value of the EffectParameter as an System.String. - - - - Gets the value of the EffectParameter as a Texture2D. - - - The value of the EffectParameter as a Texture2D. - - - - - Gets the value of the EffectParameter as a Texture3D. - - - The value of the EffectParameter as a Texture3D. - - - - - Gets the value of the EffectParameter as a TextureCube. - - The value of the EffectParameter as a TextureCube. - - - - Gets the value of the EffectParameter as an array of Framework.Vector2. - - The number of elements in the array. - - The value of the EffectParameter as an array of Framework.Vector2. - - - - - Gets the value of the EffectParameter as a Framework.Vector2. - - The value of the EffectParameter as a Framework.Vector2. - - - - Gets the value of the EffectParameter as an array of Framework.Vector3. - - The number of elements in the array. - - The value of the EffectParameter as an array of Framework.Vector3. - - - - - Gets the value of the EffectParameter as a Framework.Vector3. - - The value of the EffectParameter as a Framework.Vector3. - - - - Gets the value of the EffectParameter as an array of Framework.Vector4. - - The number of elements in the array. - - The value of the EffectParameter as an array of Framework.Vector4. - - - - - Gets the value of the EffectParameter as a Framework.Vector4. - - - The value of the EffectParameter as a Framework.Vector4. - - - - Sets the range of an array to pass to the device. - The start index. - The stop index. - - - - Sets the value of the EffectParameter to the transpose of a Framework.Matrix. - - The value. - - - - Sets the value of the EffectParameter to the transpose of a Framework.Matrix. - - The value. - - - Sets the value of the EffectParameter. - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - Sets the value of the EffectParameter. - The value to assign to the EffectParameter. - - - Gets the collection of EffectAnnotation objects for this parameter. - - The collection of EffectAnnotation objects. - - - Gets the number of columns in the parameter description. - The number of columns in the parameter description. - - - Gets the collection of effect parameters. - The collection of effect parameters. - - - Gets the name of the parameter. - The name of the parameter. - - - Gets the class of the parameter. - The parameter class. - - - Gets the type of the parameter. - The parameter type. - - - Gets the number of rows in the parameter description. - The number of rows in the parameter description. - - - Gets the semantic meaning, or usage, of the parameter. - The semantic meaning of the parameter. - - - Gets the collection of structure members. - The collection of structure members. - - - Represents an Effect parameter. Reference page contains code sample. - - - Initializes a new instance of the EffectParameterBlock class. - The Effect used to generate the EffectParameterBlock. - - - Applies the parameter changes in the EffectParameterBlock to the current effect state. - - - Begins capturing parameter state changes from the parent Effect. - - - - Releases the unmanaged resources used by the EffectParameterBlock and optionally releases the managed resources. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - Stops capturing state changes from the parent Effect. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Represents an EffectParameter state block. - - - Returns an enumerator that can iterate through the EffectParameterCollection. - The iterator. - - - Gets the handle of a top-level parameter or a structure member parameter by looking up its semantic with a case-insensitive search. - The name of the semantic to search for. - The first parameter that matches the semantic, or null if no matching parameter was found. - - - Gets the number of EffectParameter objects in this EffectParameterCollection. - The number of EffectParameter objects in this EffectParameterCollection. - - - Gets a specific EffectParameter by name. - - The name of the EffectParameter to retrieve. - The EffectParameter object named name. - - - Gets a specific EffectParameter object by using an index value. - Index of the EffectParameter to get. - The EffectParameter object at index index. - - - Manipulates a collection of EffectParameter objects. - - - Begins a pass within the active technique. Reference page contains links to related code samples. - - - Ends a pass within the active technique. Reference page contains links to related code samples. - - - Gets the set of EffectAnnotation objects for this EffectPass. - The EffectAnnotationCollection containing EffectAnnotation objects for this EffectPass. - - - Gets the name of this pass. - The name of this pass. - - - Represents an effect pass. - - - - Returns an enumerator that can iterate through the collection. - - Enumerator that can iterate through the collection. - - - - Gets the number of objects in the collection. - - The number of objects in the collection. - - - - Gets a specific element in the collection by using a name. - Name of the EffectPass to get. - - The object named name. - - - - Gets a specific element in the collection by using an index value. - Index of the EffectPass to get. - - The object at index index. - - - - Manipulates a collection of EffectPass objects. - - - Initializes a new instance of this class. - - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - Reference page contains code sample. - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Raises the Disposing event when called from within a derived class. - - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Allows applications to share resources between effects. - - - Determines whether a given EffectParameter is used by this technique. - The effect parameter to check. - true if the parameter is used by this technique; false otherwise. - - - - Validates this technique. - true if the technique is valid; false otherwise. - - - Gets the EffectAnnotation objects associated with this technique. - The EffectAnnotation objects associated with this technique. - - - Gets the name of this technique. - The name of this technique. - - - Gets the collection of EffectPass objects this rendering technique requires. - The collection of EffectPass objects this rendering technique requires. - - - Represents an effect technique. Reference page contains code sample. - - - - Returns an enumerator that can iterate through the collection. - - Enumerator for the effect technique collection. - - - - Returns all of the valid techniques in this collection. - An enumeration of all the valid techniques in this collection. - - - Gets the number of objects in the collection. - The number of objects in the collection. - - - Gets a specific element in the collection by using a name. - Name of the EffectTechnique to get. - The object named name. - - - Gets a specific element in the collection by using an index value. - Index of the EffectTechnique to get. - - The object at index index. - - - - Manipulates a collection of EffectTechnique objects. - - - Initializes a new instance of this class. - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Retrieves the blue component of the gamma ramp. - - A 256-element integer array that represents the blue component. - - - - Retrieves the green component of the gamma ramp. - A 256-element integer array that represents the green component. - - - Retrieves the red component of the gamma ramp. - A 256-element integer array that represents the red component. - - - Sets the blue component of the gamma ramp. - A 256-element integer array that represents the blue component. - - - Sets the green component of the gamma ramp. - A 256-element integer array that represents the green component. - - - Sets the red component of the gamma ramp. - A 256-element integer array that represents the red component. - - - Contains red, green, and blue ramp data. - - - Tests whether a depth stencil format is compatible with a render target format in a particular display mode. Reference page contains code sample. - The device type. - The format of the display mode into which the adapter will be placed. - The format of the render-target surface to be tested. - The format of the depth stencil surface to be tested. - true if the format is compatible; false otherwise. - - - Tests a device to determine whether it supports conversion from one display format to another. - Type of device to check. - Source adapter format. - Target adapter format. - true if the method succeeds; false if it fails. - - - Verifies whether a surface buffer format is available as a specified resource type and can be used as a texture, depth-stencil buffer, render target, or any combination of the three on a device representing the current adapter. Reference page contains code sample. - The type of device to check. - The format of the display mode into which the adapter will be placed. - A set of options identifying the behaviors of this surface resource. - The type of query to issue. - A resource type requested for use with the queried format. - The format of the surface identified by usage. - true if the surface format is available as the specified resource and format type; false otherwise. - - - Verifies whether a depth buffer format is available as a specified resource type and can be used as a texture, depth-stencil buffer, render target, or any combination of the three, on a device representing the current adapter. Reference page contains code sample. - The type of device to check. - The format of the display mode into which the adapter will be placed. - A set of options identifying the behaviors of this surface resource. - The type of query to issue. - A resource type requested for use with the queried format. - The format of the depth buffer surface identified by usage. - true if the surface format is available as the specified resource and format type; false otherwise. - - - Verifies whether a multisample technique is available on a specified game machine, optionally returning the number of quality stops available for the specified technique. Reference page contains code sample. - The type of device to check. - The format of the surface to be multisampled. - true to inquire about windowed multisampling; false to inquire about full-screen multisampling. - The multisampling technique to test. - Number of quality stops available for a given multisample type; can be null if it is not necessary to return the values. - true if the technique is available; false otherwise. - - - Verifies whether a multisample technique is available on a specified game machine. Reference page contains code sample. - The type of device to check. - The format of the surface to be multisampled. - true to inquire about windowed multisampling; false to inquire about full-screen multisampling. - The multisampling technique to test. - true if the technique is available; false otherwise. - - - Determines whether a hardware-accelerated device type can be used on the current adapter. - The type of device to check. - The format of the adapter display mode for which the device type is being checked. For example, some devices operate only in modes of 16 bits per pixel. - Format of the back buffer. This value must be one of the render target formats. GraphicsDevice.DisplayMode can be used to obtain the current format.For windowed applications, the back-buffer format does not need to match the display-mode format if the hardware supports color conversion. The set of possible back-buffer formats is constrained, but the runtime allows any valid back-buffer format to be presented to any desktop format. Additionally, the device must be operable in desktop mode because devices typically do not operate in modes of 8 bits per pixel.Full-screen applications cannot perform color conversion.SurfaceFormat.Unknown is allowed for windowed mode. - true if the device type will be used in windowed mode; false if the device type will be used in full-screen mode. - true if the method succeeds and the device can be used on this adapter; false if the method fails. If the method fails, you may check the result code returned by Manager.CheckDeviceTypeResult to determine the specific reason. - - - - Releases all resources used by the GraphicsAdapter class. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - - Releases all resources used by the GraphicsAdapter class. - - - - Compares two objects to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - - Determines whether the specified System.Object is equal to the GraphicsAdapter. - - The System.Object to compare with the current GraphicsAdapter. - true if the objects are the same; false otherwise. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Returns the capabilities of a device. Reference page contains links to related code samples. - The device to query. - The capabilities of the specified device. - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - The object to the left of the inequality operator. - The object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Determines whether a requested device type is available. - The device type to request. - true if the requested device type is available; false otherwise. - - - - Collection of available adapters on the system. Reference page contains links to related code samples. - The collection of adapters. - - - - Gets the current display mode. - The current display mode. - - - Gets the default adapter. - The default adapter. - - - Retrieves a string used for presentation to the user. - - Description of the adapter. - - - - Retrieves a globally unique identifier (GUID) object that can be used to check changes in the driver and chip set. - A unique identifier for the driver and chip set pair. - - - - Retrieves a value that is used to help identify a particular chip set. - - - Value that helps identify the chip set. The returned value may be zero if it is unknown. - - - Retrieves a string that contains the device name for a Microsoft Windows Graphics Device Interface (GDI). - The name of the device. - - - Retrieves a string that is used to present the driver name to the user. - The driver name - - - Retrieves a value that identifies the version of the Microsoft Direct3D driver. - The driver version. - - - Determines if this instance of GraphicsAdapter is the default adapter. - true if this instance of GraphicsAdapter is the default adapter, false otherwise. - - - Determines if the graphics adapter is in widescreen mode. - true if the graphics adapter is in widescreen mode; false otherwise. - - - Retrieves the handle of the monitor associated with the Microsoft Direct3D object. - The handle of the monitor. - - - Retrieves a value used to help identify the revision level of a particular chip set. - Value used to help identify the revision level of the chip set. This value may be zero if it is unknown. - - - Retrieves a value used to identify the subsystem. - Value used to identify the subsystem, typically the particular board. This value may be zero if it is unknown. - - - Returns a collection of supported display modes for the current adapter. - - The supported display modes for the adapter. - - - - Retrieves a value used to identify the manufacturer. - - Value used to identify the manufacturer. This value may be zero if it is unknown. - - - - Provides methods to retrieve and manipulate graphics adapters. - - - Creates a new instance of GraphicsDevice - The display adapter. - The desired device type. - The focus window. - The presentation parameters for the device to be created. - - - Occurs when a GraphicsDevice is about to be lost (for example, immediately before a reset). Reference page contains code sample. - - - Occurs when a GraphicsDevice is resetting, allowing the application to cancel the default handling of the reset. Reference page contains code sample. - - - Occurs after a GraphicsDevice is reset, allowing an application to recreate all resources. - - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - Reference page contains code sample. - - - Occurs when a resource is created. - - - Occurs when a resource is destroyed. - - - Clears a set of regions to a specified color, clears the depth buffer, and erases the stencil buffer. - Flags that indicate which surfaces to clear. - Color value to which the render target surface is cleared. - New depth value to store in the depth buffer. This parameter can be in the range of 0.0 through 1.0 (for z-based or w-based depth buffers). A value of 0.0 represents the nearest distance to the viewer; a value of 1.0 represents the farthest distance. - Integer value to store in each stencil-buffer entry. This parameter can be in the range of 0 through 2n−1, where n is the bit depth of the stencil buffer. - The regions to clear. - - - Clears a set of regions to a specified color, clears the depth buffer, and erases the stencil buffer. - The surfaces to clear. - Color value to which the render target surface is cleared. - New z value that this method stores in the depth buffer. This parameter can be in the range of 0.0 through 1.0 (for z-based or w-based depth buffers). A value of 0.0 represents the nearest distance to the viewer; a value of 1.0 represents the farthest distance. - Integer value to store in each stencil-buffer entry. This parameter can be in the range of 0 through 2n−1, where n is the bit depth of the stencil buffer. - The regions to clear. - - - Clears the viewport to a specified color. - Color value to which the render target surface is cleared. - - - Clears the viewport to a specified color, clears the depth buffer, and erases the stencil buffer. - Flags indicating which surfaces to clear. - Color value to which the render target surface is cleared. - New depth value that this method stores in the depth buffer. This parameter can be in the range of 0.0 through 1.0 (for z-based or w-based depth buffers). A value of 0.0 represents the nearest distance to the viewer; a value of 1.0 represents the farthest distance. - Integer value to store in each stencil-buffer entry. This parameter can be in the range of 0 through 2n−1, where n is the bit depth of the stencil buffer. - - - Clears the viewport to a specified color, clears the depth buffer, and erases the stencil buffer. - The surfaces to clear. - Color value to which the render target surface is cleared. - New z value that this method stores in the depth buffer. This parameter can be in the range of 0.0 through 1.0 (for z-based or w-based depth buffers). A value of 0.0 represents the nearest distance to the viewer; a value of 1.0 represents the farthest distance. - Integer value to store in each stencil-buffer entry. This parameter can be in the range of 0 through 2n−1, where n is the bit depth of the stencil buffer. - - - Occurs when a GraphicsDevice is about to be lost (for example, immediately before a reset). - The source of this event. - The event arguments that are associated with the action that raised the event. - - - Occurs when a GraphicsDevice is resetting - The source of this event. - The event arguments that are associated with the action that raised the event. - - - Occurs after a GraphicsDevice is reset, allowing an application to re-create all resources. - The source of this event. - The event arguments that are associated with the action that raised the event. - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Raises the GraphicsDevice.Disposing event when called from within a derived class. - - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - Renders the specified geometric primitive, based on indexing into an array of vertices. Reference page contains links to related code samples. - Describes the type of primitive to render. PrimitiveType.PointList is not supported with this method. - Offset to add to each vertex index in the index buffer. - Minimum vertex index for vertices used during the call. The minVertexIndex parameter and all of the indices in the index stream are relative to the baseVertex parameter. - A number of vertices used during the call. The first vertex is located at index: baseVertex + minVertexIndex. - Location in the index array at which to start reading vertices. - A number of primitives to render. The number of vertices used is a function of primitiveCount and primitiveType. To determine the maximum number of primitives allowed, check the MaxPrimitiveCount property member of the Capabilities structure. - - - Renders a sequence of non-indexed geometric primitives of the specified type from the current set of data input streams. Reference page contains links to related code samples. - Describes the type of primitive to render. - Index of the first vertex to load. Beginning at startVertex, the correct number of vertices is read out of the vertex buffer. - Number of primitives to render. To determine the maximum number of primitives allowed, check GraphicsDeviceCapabilities.MaxPrimitiveCount. The primitiveCount is the number of primitives as determined by the primitive type. If it is a line list, each primitive has two vertices. If it is a triangle list, each primitive has three vertices. - - - Renders geometric primitives with indexed data specified by the user, specifying an index buffer as an array of type System.Int16. - Describes the type of primitive to render. - The vertex buffer indexed by indexData. - Offset to add to each vertex index in the index buffer. - Number of vertices used during this call. The first vertex is located at index minVertexIndex. - A list of indices into the vertex buffer, given in the order that you want the vertices to render. Using an array of type System.Int16, which uses 16 bits per element, allows you conserve resources if the index buffer does not require a 32-bit depth array. - Location in the index array at which to start reading vertices. - Number of primitives to render. The maximum number of primitives allowed is determined by checking GraphicsDeviceCapabilities.MaxPrimitiveCount. (The number of indices is a function of the primitive count and the primitive type.) - - - Renders geometric primitives with indexed data specified by the user, specifying an index buffer as an array of type System.Int32. - Describes the type of primitive to render. - The vertex buffer indexed by indexData. - Offset to add to each vertex index in the index buffer. - Number of vertices used during this call. The first vertex is located at index minVertexIndex. - A list of indices into the vertex buffer, given in the order that you want the vertices to render. Using an array of type System.Int32, which uses 32 bits per element, allows you to index a greater number of elements in the vertex buffer. - Location in the index array at which to start reading vertices. - Number of primitives to render. The maximum number of primitives allowed is determined by checking GraphicsDeviceCapabilities.MaxPrimitiveCount. (The number of indices is a function of the primitive count and the primitive type.) - - - Renders the given geometric primitive with data specified by the user. Reference page contains links to related code samples. - Describes the type of primitive to render. - The vertex data. - Offset at which to begin reading vertexData. - Number of primitives to render. The maximum number of primitives allowed is determined by checking GraphicsDeviceCapabilities.MaxPrimitiveCount. The number of indices is a function of primitiveCount and primitiveType. - - - Evicts all managed resources, including Microsoft Direct3D resources and those that are driver managed. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Gets the gamma correction ramp. - The gamma correction ramp. - - - Gets an array of System.Boolean values from the pixel shader constant Boolean registers. - Pixel shader Boolean constant register of the first constant. - Number of System.Boolean values to retrieve. - Array of System.Boolean values retrieved from the constant registers. - - - - Gets an array of System.Int32 values from the pixel shader constant integer registers. - - Pixel shader integer register of the first constant. - Number of System.Int32 values to retrieve. - - Array of System.Int32 values retrieved from the constant registers. - - - - - Gets an array of Framework.Matrix values from the pixel shader constant float registers. - - Pixel shader constant float register of the first constant. - Number of Framework.Matrix values to retrieve. - - Array of Framework.Matrix values retrieved from the constant registers. - - - - - Gets a Framework.Matrix value from the pixel shader constant float registers. - - Pixel shader constant float register of the first constant. - Framework.Matrix value retrieved from the constant registers. - - - - - Gets an array of Framework.Quaternion values from the pixel shader constant float registers. - - Pixel shader constant float register of the first constant. - Number of Framework.Quaternion values to retrieve. - - Array of Framework.Quaternion values retrieved from the constant registers. - - - - - Gets a Framework.Quaternion value from the pixel shader constant float registers. - - Pixel shader constant float register of the first constant. - Framework.Quaternion value retrieved from the constant registers. - - - - - Gets an array of System.Single values from the pixel shader constant float registers. - - Pixel shader constant float register of the first constant. - Number of System.Single values to retrieve. - - Array of System.Single values retrieved from the constant registers. - - - - - Gets an array of Framework.Vector2 values from the pixel shader constant float registers. - - Pixel shader constant float register of the first constant. - Number of Framework.Vector2 values to retrieve. - - Array of Framework.Vector2 values retrieved from the constant registers. - - - - - Gets a Framework.Vector2 value from the pixel shader constant float registers. - - Pixel shader constant float register of the first constant. - Framework.Vector2 value retrieved from the constant registers. - - - - - Gets an array of Framework.Vector3 values from the pixel shader constant float registers. - - Pixel shader constant float register of the first constant. - Number of Framework.Vector3 values to retrieve. - - Array of Framework.Vector3 values retrieved from the constant registers. - - - - - Gets a Framework.Vector3 value from the pixel shader constant float registers. - - Pixel shader constant float register of the first constant. - Framework.Vector3 value retrieved from the constant registers. - - - - - Gets an array of Framework.Vector4 values from the pixel shader constant float registers. - - Pixel shader constant float register of the first constant. - Number of Framework.Vector4 values to retrieve. - - Array of Framework.Vector4 values retrieved from the constant registers. - - - - - Gets a Framework.Vector4 value from the pixel shader constant float registers. - - Pixel shader constant float register of the first constant. - Framework.Vector4 value retrieved from the constant registers. - - - - Gets a render target surface. - Index of the render target. - - The render target surface of the current graphics device. - - - - Gets an array of System.Boolean values from the vertex shader constant Boolean registers. - - Vertex shader constant Boolean register of the first constant. - Number of System.Boolean values to retrieve. - - Array of System.Boolean values retrieved from the constant registers. - - - - - Gets an array of System.Int32 values from the vertex shader constant integer registers. - - Vertex shader constant integer register of the first constant. - Number of System.Int32 values to retrieve. - - Array of System.Int32 values retrieved from the constant registers. - - - - - Gets an array of Framework.Matrix values from the vertex shader constant float registers. - - Vertex shader constant float register of the first constant. - Number of Framework.Matrix values to retrieve. - - Array of Framework.Matrix values retrieved from the constant registers. - - - - - Gets a Framework.Matrix value from the vertex shader constant float registers. - - Vertex shader constant float register of the first constant. - Framework.Matrix value retrieved from the constant registers. - - - - - Gets an array of Framework.Quaternion values from the vertex shader constant float registers. - - Vertex shader constant float register of the first constant. - Number of Framework.Quaternion values to retrieve. - - Array of Framework.Quaternion values retrieved from the constant registers. - - - - - Gets a Framework.Quaternion value from the vertex shader constant float registers. - - Vertex shader constant float register of the first constant. - Framework.Quaternion value retrieved from the constant registers. - - - - - Gets an array of System.Single values from the vertex shader constant float registers. - - Vertex shader constant float register of the first constant. - Number of System.Single values to retrieve. - - Array of System.Single values retrieved from the constant registers. - - - - - Gets an array of Framework.Vector2 values from the vertex shader constant float registers. - - Vertex shader constant float register of the first constant. - Number of Framework.Vector2 values to retrieve. - - Array of Framework.Vector2 values retrieved from the constant registers. - - - - - Gets a Framework.Vector2 value from the vertex shader constant float registers. - - Vertex shader constant float register of the first constant. - Framework.Vector2 value retrieved from the constant registers. - - - - - Gets an array of Framework.Vector3 values from the vertex shader constant float registers. - - Vertex shader constant float register of the first constant. - Number of Framework.Vector3 values to retrieve. - - Array of Framework.Vector3 values retrieved from the constant registers. - - - - - Gets a Framework.Vector3 value from the vertex shader constant float registers. - - Vertex shader constant float register of the first constant. - Framework.Vector3 value retrieved from the constant registers. - - - - - Gets an array of Framework.Vector4 values from the vertex shader constant float registers. - - Vertex shader constant float register of the first constant. - Number of Framework.Vector4 values to retrieve. - - Array of Framework.Vector4 values retrieved from the constant registers. - - - - - Gets a Framework.Vector4 value from the vertex shader constant float registers. - - Vertex shader constant float register of the first constant. - Framework.Vector4 value retrieved from the constant registers. - - - - Specifies the window target for a presentation and presents the display with the contents of the next buffer in the sequence of back buffers owned by the GraphicsDevice. Reference page contains code sample. - Destination window containing the client area that is the target for this presentation. If not specified, this is PresentationParameters.DeviceWindowHandle. - - - - Specifies the window target for a presentation and presents the display with the contents of the next buffer in the sequence of back buffers owned by the GraphicsDevice. - Reference page contains code sample. - The source rectangle. If null, the entire source surface is presented. If the rectangle exceeds the source surface, the rectangle is clipped to the source surface. This parameter must be null unless the swap chain was created with SwapEffect.Copy. - The destination rectangle, in window client coordinates. If null, the entire client area is filled. If the rectangle exceeds the destination client area, the rectangle is clipped to the destination client area. This parameter must be null unless the swap chain was created with SwapEffect.Copy. - Destination window containing the client area that is the target for this presentation. If not specified, this is PresentationParameters.DeviceWindowHandle. - - - Presents the display with the contents of the next buffer in the sequence of back buffers owned by the GraphicsDevice. Reference page contains code sample. - - - Resets the current GraphicsDevice with the specified PresentationParameters. - Describes the new presentation parameters. This value cannot be null. - - - Resets the presentation parameters for the specified Microsoft.Xna.Framework.Graphics.GraphicsDevice.Reset(Microsoft.Xna.Framework.Graphics.GraphicsAdapter). - The graphics device being reset. - - - Resets the specified Microsoft.Xna.Framework.Graphics.GraphicsDevice.Reset(Microsoft.Xna.Framework.Graphics.PresentationParameters,Microsoft.Xna.Framework.Graphics.GraphicsAdapter) with the specified presentation parameters. - Describes the new presentation parameters. This value cannot be null. - The graphics device being reset. - - - Resets the presentation parameters for the current GraphicsDevice. - - - Copies the current back buffer contents to a texture. Reference page contains code sample. - Texture to update with the resolved back buffer. - - - Copies the contents of the back buffer at the specified index to a texture. Reference page contains code sample. - Texture to update with the resolved back buffer. - Index of the back buffer to resolve. - - - - Occurs when GraphicsDevice.ResourceCreated is called. - - The source of the event. - An EventArgs object that contains no data. - - - - Occurs when GraphicsDevice.ResourceDestroyed is called. - - The source of the event. - An EventArgs object that contains no data. - - - Sets the gamma correction ramp. - true to indicate that correction should be applied. false to indicate that no gamma correction should be applied. The supplied gamma table is transferred directly to the GraphicsDevice. - The gamma correction ramp to set. - - - - Sets the specified pixel shader constant float register to a Framework.Vector2 value. - - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant float registers to an array of Framework.Quaternion values. - - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant Boolean registers to an array of System.Boolean values. - - Zero-based index of the pixel shader constant Boolean register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant float registers to a Framework.Matrix value. - - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant float registers to an array of System.Single values. - - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant float registers to an array of Framework.Matrix values. - - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant float register to a Framework.Vector3 value. - - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant float registers to a Framework.Quaternion value. - - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant integer registers to an array of System.Int32 values. - - Zero-based index of the pixel shader constant integer register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant float registers to an array of Framework.Vector3 values. - - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant float registers to an array of Framework.Vector2 values. - - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant float registers to an array of Framework.Vector4 values. - - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant float register to a Framework.Vector4 value. - - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - Sets a new render target for this GraphicsDevice. Reference page contains code sample. - Index of the render target. The number of render targets supported by a GraphicsDevice is contained in GraphicsDeviceCapabilities.MaxSimultaneousRenderTargets. - A new render target for the device, or null to set the device render target to the back buffer of the device. - - - - Sets a new render target for this GraphicsDevice. Reference page contains code sample. - Index of the render target. The number of render targets supported by a GraphicsDevice is contained in GraphicsDeviceCapabilities.MaxSimultaneousRenderTargets. - A new render target for the device, or null to set the device render target to the back buffer of the device. - The cube map face type. - - - - Sets the specified vertex shader constant float register to a Framework.Vector2 value. - - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified vertex shader constant float registers to an array of Framework.Quaternion values. - - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified vertex shader constant Boolean registers to an array of System.Boolean values. - - Zero-based index of the vertex shader constant Boolean register at which to begin setting values. - The constant data. - - - - Sets the specified vertex shader constant float registers to a Framework.Matrix value. - - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. This value will be transposed when the vertex shader constant is set. - - - - Sets the specified vertex shader constant float registers to an array of System.Single values. - - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified vertex shader constant float registers to an array of Framework.Matrix values. - - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. This value will be transposed when the vertex shader constant is set. - - - - Sets the specified vertex shader constant float register to a Framework.Vector3 value. - - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified vertex shader constant float register to a Framework.Quaternion value. - - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified vertex shader constant integer registers to an array of System.Int32 values. - - Zero-based index of the vertex shader constant integer register at which to begin setting values. - The constant data. - - - - Sets the specified vertex shader constant float registers to an array of Framework.Vector3 values. - - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified vertex shader constant float registers to an array of Framework.Vector2 values. - - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified vertex shader constant float registers to an array of Framework.Vector4 values. - - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified vertex shader constant float register to a Framework.Vector4 value. - - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. - - - Retrieves a string representation of this object. - String representation of this object. - - - Retrieves the clipping planes of the current GraphicsDevice. - The clipping planes. - - - Retrieves the creation parameters of the GraphicsDevice. - - The creation parameters. - - - - Gets or sets the depth stencil surface of this GraphicsDevice. - The depth stencil buffer. If no depth stencil buffer is associated with the GraphicsDevice, the return value is null.Setting this value to null disables the depth stencil operation. - - - - Retrieves the display mode's spatial resolution, color resolution, and refresh frequency. - Reference page contains code sample. - - Data describing the display mode of the adapter (as opposed to the display mode of the GraphicsDevice, which might not be active if the GraphicsDevice does not own full-screen mode). - - - - Returns the driver level. - - This method returns the driver version, which is one of the following: - 700 - Direct3D 7 level driver800 - Direct3D 8 level driver900 - Direct3D 9 level driver - - - Gets the capabilities of the graphics device. - The capabilities. - - - Retrieves the status of the device - The status of the device - - - Gets or sets index data. Reference page contains links to related code samples. - The index data. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Gets or sets the current pixel shader. - - The current pixel shader or a pixel shader object to set. - - - - Gets the presentation parameters associated with this graphics device. - The presentation parameters associated with this graphics device. - - - Retrieves information that describes the raster of the monitor on which the swap chain is presented. - - Information about the position or other status of the raster on the monitor driven by the current adapter. - - - - Retrieves a render-state value for a GraphicsDevice. - The render state. - - - Retrieves a collection of SamplerState objects for the current GraphicsDevice. - The sample states of this GraphicsDevice. - - - Gets or sets the rectangle used for scissor testing. - Defines the rendering area within the render target, if scissor testing is enabled. - - - Returns the collection of textures that have been assigned to the texture stages of the device. Reference page contains code sample. - The texture collection. - - - Gets or sets a vertex shader declaration. - The vertex shader declaration. - - - Gets the collection of vertex sampler states. - The collection of vertex sampler states. - - - Gets or sets the current vertex shader. - - The GraphicsDevice's current vertex shader or a vertex shader object to set. - - - - Gets the collection of vertex textures that support texture lookup in the vertex shader using the texldl - vs texture load statement. The vertex engine contains four texture sampler stages. - The collection of vertex textures. - - - Gets the vertex stream collection. Reference page contains links to related code samples. - The vertex stream collection. - - - Gets or sets a viewport identifying the portion of the render target to receive draw calls. Reference page contains code sample. - - The viewport to set or get. - - - - Performs primitive-based rendering, creates resources, handles system-level variables, adjusts gamma ramp levels, and creates shaders. - - - Releases the unmanaged resources used by the GraphicsDeviceCapabilities object and optionally releases the managed resources. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - - Releases all resources used by the GraphicsDeviceCapabilities class. - - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The System.Object to compare with the current GraphicsDeviceCapabilities. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Retrieves a string representation of this object. - String representation of this object. - - - - Gets the number indicating the order in which heads are referenced by the API. - - The number indicating the order in which heads are referenced by the API. - - - Gets the alpha-test comparison capabilities. - A GraphicsDeviceCapabilities.CompareCaps representing the alpha-test comparison capabilities of a device. - - - Gets texture-filtering capabilities for a cube texture. - - A GraphicsDeviceCapabilities.FilterCaps representing the texture-filtering capabilities for a cube texture of a device. - - - - Gets hardware cursor capabilties. - - A GraphicsDeviceCapabilities.CursorCaps representing the hardware cursor capabilities of a device. - - - - Gets vertex data type capabilities. - - A GraphicsDeviceCapabilities.DeclarationTypeCaps representing the vertex data type capabilities of a device. - - - - Gets depth buffer comparision capabilities. - - A GraphicsDeviceCapabilities.CompareCaps representing the z-buffer comparison capabilities of a device. - - - - Gets destination-blending capabilities. - - A GraphicsDeviceCapabilities.BlendCaps representing the destination-blending capabilities of a device. - - - - Gets graphics device capabilities. - - A GraphicsDeviceCapabilities.DeviceCaps representing the graphics capabilities of a device. - - - - Returns the type of the current GraphicsDevice. - - The type of the current GraphicsDevice. - - - - Gets device driver capabilities. - - A GraphicsDeviceCapabilities.DriverCaps representing the driver capabilities of a device. - - - - - Gets the number of pixels to adjust the extents rectangle outward to accommodate antialiasing kernels. - - Size of adjustment, in pixels. - - - Gets the bottom screen-space coordinate of the guard-band clipping region. - The bottom coordinate of the guard-band clipping region. - - - Gets the left screen-space coordinate of the guard-band clipping region. - The left coordinate of the guard-band clipping region. - - - Gets the right coordinate of the guard-band clipping region. - The right coordinate of the guard-band clipping region. - - - Gets the top screen-space coordinate of the guard-band clipping region. - The top coordinate of the guard-band clipping region. - - - Gets line-drawing primitives capabilities. - - A GraphicsDeviceCapabilities.LineCaps representing the line-drawing primitives capabilities of a device. - - - - Gets the master device for this subordinate. - Number indicating the master device. This number is taken from the same space as the adapter values. - - - - Gets the maximum valid value for the SamplerState.MaxAnisotropy texture-stage state. - - - The maximum valid value for SamplerState.MaxAnisotropy. - - - - Returns the maximum pixel shader profile for this GraphicsDevice. - Reference page contains links to related code samples. - - The maximum pixel shader profile for this GraphicsDevice. - - - - - Returns the maximum vertex shader profile for this GraphicsDevice. - - - The maximum vertex shader profile for this GraphicsDevice. - - - - Gets the maximum number of pixel shader instruction slots supported. - The maximum number of pixel shader instruction slots supported. - - - Gets the maximum size of a point primitive. - - The maximum size of a point primitive. The range is greater than or equal to 1.0f. - - - - Gets the maximum number of primitives for each GraphicsDevice.DrawPrimitives call. - The maximum number of primitives. - - - Gets the maximum number of simultaneous render targets. - The maximum number of simultaneous render targets supported by the device. - - - Gets the maximum number of textures that can be simultaneously bound to the fixed-function pipeline sampler stages. - The maximum number of textures that can be simultaneously bound to the fixed-function pipeline sampler stages. - - - Gets the maximum stride. - - The maximum stride. - - - - Gets the maximum number of concurrent data streams. - - The maximum number of concurrent data streams. The valid range is 1 to 16. - - - Gets the maximum texture aspect ratio supported by the hardware. - The maximum texture aspect ratio supported by the hardware, typically a power of 2. - - - Gets the maximum texture height for this device. - The maximum texture height for this device. - - - Gets the maximum range of the integer bits of the post-normalized texture coordinates. - The maximum range of the integer bits of the post-normalized texture coordinates. - - - Gets the maximum texture width for this device. - The maximum texture width for this device. - - - Gets the maximum number of user-defined clipping planes supported. - The maximum number of user-defined clipping planes supported. This number can be 0. - - - Gets the maximum size of indices supported for hardware vertex processing. - The maximum size of indices supported for hardware vertex processing. - - - Gets the maximum number of vertex shader instruction slots supported. - The maximum number of vertex shader instruction slots supported. - - - Gets the number of vertex shader registers that are reserved for constants. - The number of vertex shader registers that are reserved for constants. - - - Gets the maximum W-based depth value that the device supports. - The maximum W-based depth value that the device supports. - - - Gets the maximum value for any of the three dimensions (width, height, and depth) of a volume texture. - The maximum value for any of the three dimensions (width, height, and depth) of a volume texture. - - - Gets the number of adapters in this adapter group (only if master). - The number of adapters in this adapter group (only if master). - - - Gets the maximum value of pixel shader arithmetic component. - The maximum value of pixel shader arithmetic component. - - - Gets the pixel shader 2.0 capabilities. - - A GraphicsDeviceCapabilities.PixelShaderCaps representing the pixel shader 2.0 capabilities of a device. - - - - Gets the pixel shader main and sub versions. - The pixel shader main and sub versions. - - - Gets the rate at which the swap chain's back buffers are presented to the front buffer. - - The rate at which the swap chain's back buffers are presented to the front buffer. - - - - Gets driver primitive capabilities. - - A GraphicsDeviceCapabilities.PrimitiveCaps representing the primitive capabilities of a device. - - - - Gets information on raster-drawing capabilities. - - A GraphicsDeviceCapabilities.RasterCaps representing the raster capabilities of a device. - - - - Gets shading operations capabilities. - - A GraphicsDeviceCapabilities.ShadingCaps representing the shading capabilities of a device. - - - - Gets source-blending capabilities. - - A GraphicsDeviceCapabilities.BlendCaps representing the source-blending capabilities of a device. - - - - Gets the supported stencil-buffer operations. - - A GraphicsDeviceCapabilities.StencilCaps representing the stencil-buffer capabilities of a device. - - - - Gets texture-addressing capabilities for texture objects. - - A GraphicsDeviceCapabilities.AddressCaps representing the texture-addressing capabilities of a device. - - - - Gets miscellaneous texture-mapping capabilities. - - A GraphicsDeviceCapabilities.TextureCaps representing the texture-mapping capabilities of a device. - - - - Gets texture-filtering capabilities for a texture. - - A GraphicsDeviceCapabilities.FilterCaps representing the texture-filtering capabilities of a device. - - - - Gets flexible vertex format capabilities. - - A GraphicsDeviceCapabilities.VertexFormatCaps representing the flexible vertex format capabilities of a device. - - - - Gets vertex processing capabilities. - A GraphicsDeviceCapabilities.VertexProcessingCaps representing the vertex processing capabilities of a device. - - - Gets vertex shader version 2.0 extended capabilities. - - A GraphicsDeviceCapabilities.VertexShaderCaps representing the vertex shader 2.0 capabilities of a device. - - - - Gets the vertex shader main and sub versions. - The vertex shader main and sub versions. - - - Gets vertex shader texture filter capabilities. - - A GraphicsDeviceCapabilities.FilterCaps representing the vertex shader filter capabilities of a device. - - - - Gets texture-addressing capabilities for a volume texture - - A GraphicsDeviceCapabilities.AddressCaps representing the texture-addressing capabilities of a device. - - - - Gets texture-filtering capabilities for a volume texture. - - A GraphicsDeviceCapabilities.FilterCaps representing the texture-filtering capabilities of a device. - - - - Represents the capabilities of the hardware. Reference page contains links to related code samples. - - - Determines whether two GraphicsDeviceCapabilities.AddressCaps instances are equal. - GraphicsDeviceCapabilities.AddressCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.AddressCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.AddressCaps instances are equal. - The GraphicsDeviceCapabilities.AddressCaps object this instance is being compared to . - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.AddressCaps instances are unequal. - GraphicsDeviceCapabilities.AddressCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.AddressCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value indicating whether the device supports the setting of coordinates outside the range [0.0, 1.0] to the border color. - true if the device supports the setting of coordinates outside the range to the border color; false otherwise. - - - Gets a value indicating whether the device supports the clamping of textures to addresses. - true if the device supports clamping textures to addresses; false otherwise. - - - - Gets a value indicating whether the device can separate the texture-addressing modes of the texture's u and v coordinates. - - true if the device supports separating the texture-addressing modes of the u and v coordinates; false otherwise. - - - - Gets a value indicating whether a device can take the absolute value of the texture coordinate (thus, mirroring around 0) and then clamp to the maximum value. - - true if the device can mirror once; false otherwise. - - - Gets a value indicating whether a device can mirror textures to addresses. - true if the device supports mirroring textures to addresses; false otherwise. - - - Gets a value indicating whether a device can wrap textures to addresses. - true if the device can wrap textures to addresses; false otherwise. - - - Represents the texture addressing capabilities for Texture structures. - - - Determines whether two GraphicsDeviceCapabilities.BlendCaps instances are equal. - GraphicsDeviceCapabilities.BlendCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.BlendCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.BlendCaps instances are equal. - The GraphicsDeviceCapabilities.BlendCaps to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.BlendCaps instances are unequal. - GraphicsDeviceCapabilities.BlendCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.BlendCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - - Gets a value indicating that the driver supports the Blend.BlendFactor blend mode. - - true if the driver supports the Blend.BlendFactor blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.BothInverseSourceAlpha blend mode. - - true if the driver supports the Blend.BothInverseSourceAlpha blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.BothSourceAlpha blend mode. - - true if the driver supports the Blend.BothSourceAlpha blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.DestinationAlpha blend mode. - - true if the driver supports the Blend.DestinationAlpha blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.DestinationColor blend mode. - - true if the driver supports the Blend.DestinationColor blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.InverseDestinationAlpha blend mode. - - true if the driver supports the Blend.InverseDestinationAlpha blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.InverseDestinationColor blend mode. - - true if the driver supports the Blend.InverseDestinationColor blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.InverseSourceAlpha blend mode. - - true if the driver supports the Blend.InverseSourceAlpha blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.InverseSourceColor blend mode. - - true if the driver supports the Blend.InverseSourceColor blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.One blend mode. - - true if the driver supports the Blend.One blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.SourceAlphaSat blend mode. - - true if the driver supports the Blend.SourceAlphaSat blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.SourceAlpha blend mode. - - true if the driver supports the Blend.SourceAlpha blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.SourceColor blend mode. - - true if the driver supports the Blend.SourceColor blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.Zero blend mode. - - true if the driver supports the Blend.Zero blend mode; false otherwise. - - - - Represents the supported blend capabilities. - - - Determines whether two GraphicsDeviceCapabilities.CompareCaps instances are equal. - GraphicsDeviceCapabilities.CompareCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.CompareCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.CompareCaps instances are equal. - The GraphicsDeviceCapabilities.CompareCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.CompareCaps instances are unequal. - GraphicsDeviceCapabilities.CompareCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.CompareCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value indicating whether always passing the comparison test is supported. - true if always passing the comparison test is supported; false otherwise. - - - Gets a value indicating whether comparison tests in which the new value equals the current value are supported. - true if comparison tests in which the new value equals the current value are supported; false otherwise. - - - Gets a value indicating whether comparison tests in which the new value is greater than or equal to the current value are supported. - true if comparison tests in which the new value is greater than or equal to the current value are supported; false otherwise. - - - Gets a value indicating whether comparison tests in which the new value is greater than the current value are supported. - true if comparison tests in which the new value is greater than the current value are supported; false otherwise. - - - Gets a value indicating whether comparison tests in which the new value is less than or equal to the current value are supported. - true if comparison tests in which the new value is less than or equal to the current value are supported; false otherwise. - - - Gets a value indicating whether comparison tests in which the new value is less than the current value are supported. - true if comparison tests in which the new value is less than the current value are supported; false otherwise. - - - Gets a value indicating whether never passing the comparison test is supported. - true if never passing the comparison test is supported; false otherwise. - - - Gets a value indicating whether comparison tests in which the new value does not equal the current value are supported. - true if comparison tests in which the new value does not equal the current value are supported; false otherwise. - - - Represents comparison capabilities. - - - - Determines whether two GraphicsDeviceCapabilities.CursorCaps instances are equal. - - GraphicsDeviceCapabilities.CursorCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.CursorCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - - Determines whether two GraphicsDeviceCapabilities.CursorCaps instances are equal. - The GraphicsDeviceCapabilities.CursorCaps to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.CursorCaps instances are unequal. - GraphicsDeviceCapabilities.CursorCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.CursorCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value indicating whether a full-color cursor is supported in hardware in high-resolution modes. - true if the hardware supports a full-color cursor in high resolution; false otherwise. - - - Gets a value indicating whether a full-color cursor is supported in hardware in low-resolution modes. - true if the hardware supports a full-color cursor in low resolution; false otherwise. - - - Represents hardware support for cursors. - - - Determines whether two GraphicsDeviceCapabilities.DeclarationTypeCaps instances are equal. - GraphicsDeviceCapabilities.DeclarationTypeCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.DeclarationTypeCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - - Determines whether two GraphicsDeviceCapabilities.DeclarationTypeCaps instances are equal. - The GraphicsDeviceCapabilities.DeclarationTypeCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.DeclarationTypeCaps instances are unequal. - GraphicsDeviceCapabilities.DeclarationTypeCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.DeclarationTypeCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - - Gets a value indicating whether vertex declarations support VertexElementFormat.Byte4. - - - true if vertex declarations support VertexElementFormat.Byte4; otherwise false. - - - - - Gets a value indicating whether vertex declarations support VertexElementFormat.HalfVector2 - - true if vertex declarations support VertexElementFormat.HalfVector2; otherwise false. - - - - - Gets a value indicating whether vertex declarations support VertexElementFormat.HalfVector4. - - - true if vertex declarations support VertexElementFormat.HalfVector4; otherwise false. - - - - - Gets a value indicating whether vertex declarations support VertexElementFormat.Normalized101010. - - - true if vertex declarations support VertexElementFormat.Normalized101010; otherwise false. - - - - - Gets a value indicating whether vertex declarations support VertexElementFormat.NormalizedShort2. - - - true if vertex declarations support VertexElementFormat.NormalizedShort2; otherwise false. - - - - - Gets a value indicating whether vertex declarations support VertexElementFormat.NormalizedShort4. - - - true if vertex declarations support VertexElementFormat.NormalizedShort4; otherwise false. - - - - - Gets a value indicating whether vertex declarations support VertexElementFormat.Rg32. - - - true if vertex declarations support VertexElementFormat.Rg32; otherwise false. - - - - - Gets a value indicating whether vertex declarations support VertexElementFormat.Rgba32. - - - true if vertex declarations support VertexElementFormat.Rgba32; otherwise false. - - - - - Gets a value indicating whether vertex declarations support VertexElementFormat.Rgba64. - - - true if vertex declarations support VertexElementFormat.Rgba64; otherwise false. - - - - - Gets a value indicating whether vertex declarations support VertexElementFormat.UInt101010. - - - true if vertex declarations support VertexElementFormat.UInt101010; otherwise false. - - - - Represents data types contained in a vertex declaration. - - - Determines whether two GraphicsDeviceCapabilities.DeviceCaps instances are equal. - GraphicsDeviceCapabilities.DeviceCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.DeviceCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.DeviceCaps instances are equal. - The GraphicsDeviceCapabilities.DeviceCaps to compare this instance to. - true if the instances are equal; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.DeviceCaps instances are unequal. - GraphicsDeviceCapabilities.DeviceCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.DeviceCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - - Gets a value indicating whether the device supports blits from system-memory textures to non-local video-memory textures. - - true if the device supports blits from system-memory textures to non-local video-memory textures; false otherwise. - - - - - Gets a value indicating whether the device can queue rendering commands after a page flip. - - true if the device can queue rendering commands after a page flip; false otherwise. - - - - Gets a value indicating if the device supports copying the contents of a source rectangle to a destination rectangle using a texture as the source. - true if the device supports copying the contents of a source rectangle to a destination rectangle using a texture as the source; false otherwise. - - - - - Gets a value indicating whether the device can support at least a DirectX 7–compliant driver. - - true if the device can support at least a DirectX 7–compliant driver; false otherwise. - - - - - Gets a value indicating whether the device can support at least a DirectX 5–compliant driver. - - true if the device can support at least a DirectX 5–compliant driver; false otherwise. - - - - Gets a value indicating whether the device exports a GraphicsDevice.DrawPrimitives-aware hardware abstraction layer (HAL). - true if the device exports an GraphicsDevice.DrawPrimitives-aware HAL; false otherwise. - - - Gets a value indicating whether the device can use execute buffers from video memory. - true if the device can use execute buffers from video memory; false otherwise. - - - Gets a value indicating whether the device can use execute buffers from video memory. - true if the device can use execute buffers from video memory; false otherwise. - - - Gets a value indicating whether the device has hardware acceleration for scene rasterization. - true if the device has hardware acceleration for scene rasterization; false otherwise. - - - Gets a value indicating whether the device can support transformation and lighting in hardware. - true if the device can support transformation and lighting in hardware; false otherwise. - - - Gets a value indicating whether the device is texturing from separate memory pools. - true if the device is texturing from separate memory pools; false otherwise. - - - Gets a value indicating whether the device supports stream offsets. - true if the device supports stream offsets; false otherwise. - - - Gets a value indicating whether the device can retrieve textures from non-local video memory. - true if the device can retrieve textures from non-local video memory; false otherwise. - - - Gets a value indicating whether the device can retrieve textures from system memory. - true if the device can retrieve textures from system memory; false otherwise. - - - Gets a value indicating whether the device can retrieve textures from device memory. - true if the device can retrieve textures from device memory; false otherwise. - - - Gets a value indicating whether the device can use buffers from system memory for transformed and lit vertices. - true if the device can use buffers from system memory for transformed and lit vertices; false otherwise. - - - Gets a value indicating whether the device can use buffers from video memory for transformed and lit vertices. - true if the device can use buffers from video memory for transformed and lit vertices; false otherwise. - - - Gets a value indicating whether the device allows multiple vertex elements to share the same offset in a stream. - true if the device allows multiple vertex elements to share the same offset in a stream; false otherwise. - - - Represents device-specific capabilities. - - - Determines whether two GraphicsDeviceCapabilities.DriverCaps instances are equal. - GraphicsDeviceCapabilities.DriverCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.DriverCaps on the left side of the equal sign. - true if left is equal to right; false otherwise. - - - - Determines whether two GraphicsDeviceCapabilities.DriverCaps instances are equal. - The GraphicsDeviceCapabilities.DriverCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - gets the hash code for this object. - The hash code for this object. - - - - Determines whether two GraphicsDeviceCapabilities.DriverCaps instances are unequal. - - GraphicsDeviceCapabilities.DriverCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.DriverCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value indicating whether the driver is capable of automatically generating mipmaps. - true if the driver is capable of automatically generating mipmaps; false otherwise. - - - Gets a value indicating whether the system has a calibrator installed that can automatically adjust the gamma ramp. - true if the system has a calibrator installed that can automatically adjust the gamma ramp; false otherwise. - - - Gets a value indicating whether the driver is capable of managing resources. - true if the driver is capable of managing resources; false otherwise. - - - Gets a value indicating whether the display hardware is capable of returning the current scan line. - true if the driver display hardware is capable of returning the current scan line; false otherwise. - - - Gets a value indicating whether the device can respect the RenderState.AlphaBlendEnable render state in full-screen mode while using the FLIP or DISCARD swap effect. - true if the driver the device can respect the RenderState.AlphaBlendEnable render state in full-screen mode while using the FLIP or DISCARD swap effect; false otherwise. - - - Gets a value indicating whether the device can accelerate a memory copy from local video memory to system memory. - true if the device can accelerate a memory copy from local video memory to system memory; false otherwise. - - - Gets a value indicating whether the device can accelerate a memory copy from system memory to local video memory. - true if the device can accelerate a memory copy from system memory to local video memory; false otherwise. - - - Gets a value indicating whether the driver supports dynamic textures. - true if the driver supports dynamic textures; false otherwise. - - - Gets a value indicating whether the driver supports dynamic gamma ramp adjustment in full-screen mode. - true if the driver supports dynamic gamma ramp adjustment in full-screen mode; false otherwise. - - - Gets a value indicating whether the device can perform gamma correction from a windowed back buffer (containing linear content) to an sRGB desktop. - true if the device can perform gamma correction from a windowed back buffer to an sRGB desktop; false otherwise. - - - Represents driver-specific capabilities. - - - Determines whether two GraphicsDeviceCapabilities.FilterCaps instances are equal. - GraphicsDeviceCapabilities.FilterCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.FilterCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.FilterCaps instances are equal. - The GraphicsDeviceCapabilities.FilterCaps to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - - Determines whether two GraphicsDeviceCapabilities.FilterCaps instances are unequal. - - GraphicsDeviceCapabilities.FilterCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.FilterCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value that indicates that the device supports per-stage anisotropic filtering for magnifying textures. - true if the device supports per-stage anisotropic filtering for magnifying textures; false otherwise. - - - Gets a value indicating whether the device supports per-stage Gaussian quad filtering for magnifying textures. - true if the device supports per-stage Gaussian quad filtering for magnifying textures; false otherwise. - - - Gets a value that indicates that the device supports per-stage bilinear interpolation filtering for magnifying textures. - true if the device supports per-stage bilinear interpolation filtering for magnifying textures; false otherwise. - - - Gets a value that indicates that the device supports per-stage point-sample filtering for magnifying textures. - true if the device supports per-stage point-sample filtering for magnifying textures; false otherwise. - - - Gets a value that indicates that the device supports per-stage pyramidal sample filtering for magnifying textures. - true if the device supports per-stage pyramidal sample filtering for magnifying textures; false otherwise. - - - Gets a value that indicates that the device supports per-stage anisotropic filtering for minifying textures. - true if the device supports per-stage anisotropic filtering for minifying textures; false otherwise. - - - Gets a value indicating whether the device supports per-stage Gaussian quad filtering for minifying textures. - true if the device supports per-stage Gaussian quad filtering for magnifying textures; false otherwise. - - - Gets a value that indicates that the device supports per-stage bilinear interpolation filtering for minifying textures. - true if the device supports per-stage bilinear interpolation filtering for minifying textures; false otherwise. - - - Gets a value that indicates whether the device supports per-stage point-sample filtering for minifying textures. - true if the device supports per-stage point-sample filtering for minifying textures; false otherwise. - - - Gets a value that indicates that the device supports per-stage pyramidal sample filtering for minifying textures. - true if the device supports per-stage pyramidal sample filtering for minifying textures; false otherwise. - - - Gets a value that indicates that the device supports per-stage trilinear interpolation filtering for mipmaps. - true if the device supports per-stage trilinear interpolation filtering for mipmaps; false otherwise. - - - Gets a value that indicates that the device supports per-stage point-sample filtering for mipmaps. - true if the device supports per-stage point-sample filtering for mipmaps; false otherwise. - - - Represents texture filter capabilities. - - - Determines whether two GraphicsDeviceCapabilities.LineCaps instances are equal. - GraphicsDeviceCapabilities.LineCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.LineCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.LineCaps instances are equal. - The GraphicsDeviceCapabilities.LineCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - - Determines whether two GraphicsDeviceCapabilities.LineCaps instances are unequal. - - GraphicsDeviceCapabilities.LineCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.LineCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value indicating whether the device supports alpha-test comparisons. - true if the device supports alpha-test comparisons; false otherwise. - - - Gets a value indicating whether the device supports antialiased lines. - true if the device supports antialiased lines; false otherwise. - - - Gets a value indicating whether the device supports source blending. - true if the device supports source blending; false otherwise. - - - Gets a value indicating whether the device supports depth buffer comparisons. - true if the device supports depth buffer comparisons; false otherwise. - - - Gets a value indicating whether the device supports fog. - true if the device supports fog; false otherwise. - - - Gets a value indicating whether the device supports texture mapping. - true if the device supports texture mapping; false otherwise. - - - Represents the capabilities for line-drawing primitives. - - - Specifies the maximum level of nesting of dynamic flow control instructions (break - vs, break_comp - vs, breakp - vs, if_comp - vs, if_comp - vs, if pred - vs). - - - Specifies the maximum number of instruction slots supported. - - - Specifies the maximum number of temporary registers supported. - - - Specifies the depth of nesting of the loop - vs/rep - vs and call - vs/callnz bool - vs instructions - - - Specifies the minimum level of nesting of dynamic flow control instructions (break - vs, break_comp - vs, breakp - vs, if_comp - vs, if_comp - vs, if pred - vs). - - - Specifies the minimum number of instruction slots supported. - - - Specifies the minimum number of temporary registers supported. - - - Specifies the minimum depth of nesting of the loop - vs/rep - vs and call - vs/callnz bool - vs instructions. - - - Determines whether two GraphicsDeviceCapabilities.PixelShaderCaps instances are equal. - GraphicsDeviceCapabilities.PixelShaderCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.PixelShaderCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - - Determines whether two GraphicsDeviceCapabilities.PixelShaderCaps instances are equal. - - The GraphicsDeviceCapabilities.PixelShaderCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.PixelShaderCaps instances are unequal. - GraphicsDeviceCapabilities.PixelShaderCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.PixelShaderCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value specifying the dynamic flow control depth. - The dynamic flow control depth. Must be 0 or 24. - - - Gets a value specifying the number of instruction slots supported. - The number of instruction slots supported. - - - Gets a value specifying the number of temporary registers supported. - The number of temporary registers supported. - - - Gets a value specifying the depth of nesting of the loop - vs/rep - vs and call - vs/callnz bool - vs instructions. - The static flow control depth. - - - Gets a value indicating whether arbitrary swizzling is supported. - true if arbitrary swizzling is supported; false otherwise. - - - Gets a value indicating whether gradient instructions are supported. - true if gradient instructions are supported; false otherwise. - - - Gets a value indicating whether there is a limit on the number of dependent reads per instruction. - true if there is no dependent read limit; false otherwise. - - - Gets a value indicating whether there is a limit on the number of texture instructions. - true if there is no limit on the number of texture instructions; false otherwise. - - - Gets a value indicating whether instruction predication is supported. - true if instruction predication is supported; false otherwise. - - - Represents pixel shader capabilities. - - - Determines whether two GraphicsDeviceCapabilities.PrimitiveCaps instances are equal. - GraphicsDeviceCapabilities.PrimitiveCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.PrimitiveCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.PrimitiveCaps instances are equal. - The GraphicsDeviceCapabilities.PrimitiveCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - - Determines whether two GraphicsDeviceCapabilities.PrimitiveCaps instances are unequal. - - GraphicsDeviceCapabilities.PrimitiveCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.PrimitiveCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value indicating whether the device clamps fog blend factor per vertex. - true if the device clamps fog blend factor per vertex; false otherwise. - - - Gets a value indicating whether the device is a null reference device that does not render. - true if the device is a null reference device; false otherwise. - - - Gets a value indicating whether the device supports blending operations other than BlendFunction.Add. - true if the driver supports other blend operations; false otherwise. - - - Gets a value indicating whether the device clips post-transformed vertex primitives. - true if the device clips post-transformed vertex primitives; false otherwise. - - - Gets a value indicating whether the device supports per-channel writes for the render-target color buffer through the RenderState.ColorWriteChannels state. - true if the device supports per-channel writes; false otherwise. - - - Gets a value indicating whether the driver supports clockwise triangle culling through the RenderState.CullMode state. - true if the driver supports clockwise triangle culling; false otherwise. - - - - Gets a value indicating whether the driver supports counterclockwise triangle culling through the RenderState.CullMode state. - - true if the driver supports counterclockwise triangle culling; false otherwise. - - - Gets a value indicating whether the driver does not perform triangle culling. - true if the driver does not perform triangle culling; false otherwise. - - - Gets a value indicating whether the driver supports separate fog and specular alpha. - true if the driver supports separate fog and specular alpha; false otherwise. - - - Gets a value indicating whether the device supports independent write masks for multiple element textures or multiple render targets. - true if the device supports independent write masks; false otherwise. - - - Gets a value indicating whether the device can enable and disable modification of the depth buffer on pixel operations. - true if the device can enable and disable modification of the depth buffer; false otherwise. - - - Gets a value indicating whether the device supports different bit depths for multiple render targets. - true if the device supports different bit depths for multiple render targets; false otherwise. - - - Gets a value indicating whether the device supports post-pixel shader operations for multiple render targets. - true if the device supports post-pixel shader operations for multiple render targets; false otherwise. - - - Gets a value indicating whether the device supports separate blend settings for the alpha channel. - true if the device supports separate blend settings for the alpha channel; false otherwise. - - - Represents driver primitive capabilities. - - - - Determines whether two GraphicsDeviceCapabilities.RasterCaps instances are equal. - - GraphicsDeviceCapabilities.RasterCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.RasterCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - - Determines whether two GraphicsDeviceCapabilities.RasterCaps instances are equal. - - The GraphicsDeviceCapabilities.RasterCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.RasterCaps instances are unequal. - GraphicsDeviceCapabilities.RasterCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.RasterCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value indicating whether the device supports anisotropic filtering. - true if the device supports anisotropic filtering; false otherwise. - - - - Gets a value indicating whether the device iterates colors perspective correctly. - - true if the device iterates colors perspective correctly; false otherwise. - - - Gets a value indicating whether the device supports legacy depth bias. - true if the device supports legacy depth bias; false otherwise. - - - Gets a value indicating whether the device can perform hidden-surface removal (HSR) without requiring the application to sort polygons and without requiring the allocation of a depth buffer. - true if the device can perform hidden-surface removal (HSR) without requiring the application to sort polygons and without requiring the allocation of a depth buffer; false otherwise. - - - Gets a value indicating whether the device can perform depth-test operations. - true if the device can perform depth-test operations; false otherwise. - - - Gets a value indicating whether the device supports depth-based fog. - true if the device supports depth-based fog; false otherwise. - - - Gets a value indicating whether the device supports range-based fog. - true if the device supports range-based fog; false otherwise. - - - Gets a value indicating whether the device calculates the fog value by referring to a lookup table containing fog values that are indexed to the depth of a given pixel. - true if the device calculates the fog value by referring to a lookup table; false otherwise. - - - - Gets a value indicating whether the device calculates the fog value during the lighting operation and interpolates the fog value during rasterization. - - true if the device calculates the fog value during the lighting operation and interpolates the fog value during rasterization; false otherwise. - - - Gets a value indicating whether the device supports level-of-detail bias adjustments. - true if the device supports level-of-detail bias adjustments; false otherwise. - - - Gets a value indicating whether the device supports toggling multisampling on and off. - true if the device supports toggling multisampling on and off; false otherwise. - - - Gets a value indicating whether the device supports scissor test. - true if the device supports scissor test; false otherwise. - - - Gets a value indicating whether the device performs true slope-scale based depth bias. - true if the device performs true slope-scale based depth bias; false otherwise. - - - Gets a value indicating whether the device supports w-based fog. - true if the device supports w-based fog; false otherwise. - - - Represents raster-drawing capabilities. - - - Determines whether two GraphicsDeviceCapabilities.ShadingCaps instances are equal. - GraphicsDeviceCapabilities.ShadingCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.ShadingCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.ShadingCaps instances are equal. - The GraphicsDeviceCapabilities.ShadingCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.ShadingCaps instances are unequal. - GraphicsDeviceCapabilities.ShadingCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.ShadingCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value indicating whether the device can support an alpha component for Gouraud-blended transparency. - true if can support an alpha component for Gouraud-blended transparency; false otherwise. - - - Gets a value indicating whether the device can support colored Gouraud shading. - true if the device can support colored Gouraud shading; false otherwise. - - - Gets a value indicating whether the device can support fog in the Gouraud shading mode. - true if the device can support fog in the Gouraud shading mode; false otherwise. - - - Gets a value indicating whether the device supports Gouraud shading of specular highlights. - true if the device supports Gouraud shading of specular highlights; false otherwise. - - - Represents shading operations capabilities - - - Determines whether two GraphicsDeviceCapabilities.StencilCaps instances are equal. - GraphicsDeviceCapabilities.StencilCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.StencilCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.StencilCaps instances are equal. - The GraphicsDeviceCapabilities.StencilCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.StencilCaps instances are unequal. - GraphicsDeviceCapabilities.StencilCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.StencilCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value indicating whether the device supports decrementing the stencil-buffer entry, clamping to zero. - true if the device supports the stencil-buffer entry, clamping to zero; false otherwise. - - - Gets a value indicating whether the device supports decrementing the stencil-buffer entry, wrapping to the maximum value if the new value is less than zero. - true if the device supports decrementing the stencil-buffer entry; false otherwise. - - - Gets a value indicating whether the device supports incrementing the stencil-buffer entry, clamping to the maximum value. - true if the device supports incrementing the stencil-buffer entry, clamping to the maximum value; false otherwise. - - - Gets a value indicating whether the device supports incrementing the stencil-buffer entry, wrapping to zero if the new value exceeds the maximum value. - true if the device supports incrementing the stencil-buffer entry, wrapping to zero if the new value exceeds the maximum value; false otherwise. - - - Gets a value indicating whether the device supports inverting the bits in the stencil-buffer entry. - true if the device supports inverting the bits in the stencil-buffer entry; false otherwise. - - - Gets a value indicating whether the device does not update the entry in the stencil buffer. - true if the device does not update the entry in the stencil buffer; false otherwise. - - - Gets a value indicating whether the device supports replacing the stencil-buffer entry with a reference value. - true if the device supports replacing the stencil-buffer entry with a reference value; false otherwise. - - - Gets a value indicating whether the device supports two-sided stencil. - true if the device supports two-sided stencil; false otherwise. - - - Gets a value indicating whether the device supports setting the stencil-buffer entry to 0. - true if the device supports setting the stencil-buffer entry to 0; false otherwise. - - - Represents driver stencil capabilities. - - - Determines whether two GraphicsDeviceCapabilities.TextureCaps instances are equal. - GraphicsDeviceCapabilities.TextureCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.TextureCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.TextureCaps instances are equal. - The GraphicsDeviceCapabilities.TextureCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.TextureCaps instances are unequal. - GraphicsDeviceCapabilities.TextureCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.TextureCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - - Gets a value indicating whether the device requires that cube texture maps have dimensions specified as powers of two. - - true if the device requires that cube texture maps have dimensions specified as powers of two; false otherwise. - - - Gets a value indicating whether the device only supports textures that are powers of two. - true if the device only supports textures that are powers of two; false otherwise. - - - Gets a value indicating whether the device requires all textures to be square. - true if the device requires all textures to be square; false otherwise. - - - - Gets a value indicating whether the device requires that volume texture maps have dimensions specified as powers of two. - - true if the device requires that volume texture maps have dimensions specified as powers of two; false otherwise. - - - Gets a value indicating whether the device supports alpha in texture pixels. - true if the device supports alpha in texture pixels; false otherwise. - - - Gets a value indicating whether the device supports cube textures - true if the device supports cube textures; false otherwise. - - - Gets a value indicating whether the device supports mipmapped cube textures. - true if the device supports mipmapped cube textures; false otherwise. - - - Gets a value indicating whether the device supports mipmapped textures. - true if the device supports mipmapped textures; false otherwise. - - - Gets a value indicating whether the device supports mipmapped volume textures. - true if the device supports mipmapped volume textures; false otherwise. - - - Gets a value indicating whether the device supports the use of 2D textures with dimensions that are not powers of two, under certain conditions. - true if the device supports the use of 2D textures with dimensions that are not powers of two, under certain conditions; false otherwise. - - - - Gets a value indicating whether the device does not support a projected bump-environment lookup operation in programmable and fixed-function shaders. - - true if the device does not support a projected bump-environment lookup operation in programmable and fixed-function shaders; false otherwise. - - - Gets a value indicating whether the device supports perspective correction texturing - true if the device supports perspective correction texturing; false otherwise. - - - Gets a value indicating whether the device supports per pixel projective divide. - true if the device supports supports per pixel projective divide; false otherwise. - - - - Gets a value indicating whether the device does not scale texture indices by the texture size prior to interpolation. - true if the device does not scale texture indices by the texture size prior to interpolation; false otherwise. - - - Gets a value indicating whether the device supports volume textures. - true if the device supports volume textures; false otherwise. - - - Represents miscellaneous texture-mapping capabilities - - - Determines whether two GraphicsDeviceCapabilities.VertexFormatCaps instances are equal. - GraphicsDeviceCapabilities.VertexFormatCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.VertexFormatCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.VertexFormatCaps instances are equal. - The GraphicsDeviceCapabilities.VertexFormatCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.VertexFormatCaps instances are unequal. - GraphicsDeviceCapabilities.VertexFormatCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.VertexFormatCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the total number of texture coordinate sets that the device can simultaneously use for multiple texture blending. - The total number of texture coordinate sets that the device can simultaneously use for multiple texture blending. (You can use up to eight texture coordinate sets for any vertex, but the device can blend using only the specified number of texture coordinate sets.) - - - Gets a value indicating whether vertex elements should not be stripped. - true if vertex elements should not be stripped; otherwise false. - - - Gets a value indicating whether point size comes from point size data in the vertex declaration. - true if point size comes from point size data in the vertex declaration; otherwise false. - - - Represents flexible vertex format capabilities. - - - Determines whether two GraphicsDeviceCapabilities.VertexProcessingCaps instances are equal. - GraphicsDeviceCapabilities.VertexProcessingCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.VertexProcessingCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.VertexProcessingCaps instances are equal. - The GraphicsDeviceCapabilities.VertexProcessingCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.VertexProcessingCaps instances are unequal. - GraphicsDeviceCapabilities.VertexProcessingCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.VertexProcessingCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value indicating whether the device can do local viewer. - true if the device can do local viewer; false otherwise. - - - Gets a value indicating whether the device supports texture generation in non-local viewer mode. - true if the device does not support texture generation in non-local viewer mode; false otherwise. - - - - Gets a value indicating whether the device supports use of the specified texture coordinates for sphere mapping. - - true if the device supports use of the specified texture coordinates for sphere mapping; false otherwise. - - - Gets a value indicating whether the device can do texture generation. - true if the device can do texture generation; false otherwise. - - - Represents vertex processing capabilities. - - - Specifies the maximum level of nesting of dynamic flow control instructions (break - vs, break_comp - vs, breakp - vs, if_comp - vs, if_comp - vs, if pred - vs). - - - Specifies the maximum number of temporary registers supported. - - - Specifies the maximum depth of nesting of the loop - vs/rep - vs and call - vs/callnz bool - vs instructions. - - - Specifies the minimum level of nesting of dynamic flow control instructions (break - vs, break_comp - vs, breakp - vs, if_comp - vs, if_comp - vs, if pred - vs). - - - Specifies the minimum number of temporary registers supported. - - - Specifies the minimum depth of nesting of the loop - vs/rep - vs and call - vs/callnz bool - vs instructions. - - - Determines whether two GraphicsDeviceCapabilities.VertexShaderCaps instances are equal. - GraphicsDeviceCapabilities.VertexShaderCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.VertexShaderCaps on the right side of the equal sign. - true if l is equal to r; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.VertexShaderCaps instances are equal. - The GraphicsDeviceCapabilities.VertexShaderCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.VertexShaderCaps instances are unequal. - GraphicsDeviceCapabilities.VertexShaderCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.VertexShaderCaps on the right side of the inequality operator. - true if l is not equal to r; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value specifying the depth of the dynamic flow control instruction nesting. - The depth of the dynamic flow control instruction nesting; either 0 or 24. - - - Gets a value specifying the number of temporary registers supported. - The number of temporary registers supported. - - - Gets a value specifying the depth of nesting of the loop - vs/rep - vs and call - vs/callnz bool - vs instructions. - The depth of nesting of the loop - vs/rep - vs and call - vs/callnz bool - vs instructions. - - - Gets a value indicating whether instruction predication is supported. - true if instruction predication is supported; false otherwise. - - - Represents vertex shader version 2_0 extended capabilities. - - - - Initializes a new instance of the GraphicsDeviceCreationParameters class. - - The display adapter. - The emulated functionality for this device. - Window handle to which focus belongs for this Direct3D device. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the graphics adapter. - The graphics adapter. - - - Gets a information describing the amount of emulated functionality for the device. - The amount of emulated functionality for the device. - - - Gets a pointer to the window to which focus belongs for the current device. - Value that points to the window to which focus belongs for the device. - - - - Describes the creation parameters for a device. - - - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Raises the Disposing event when called from within a derived class. - - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Gets the GraphicsDevice associated with this GraphicsResource. - The GraphicsDevice associated with this GraphicsResource. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Gets the name of the resource. - The name of the resource. - - - Gets or sets the resource-management priority for this resource. - The new resource-management priority for this resource. - - - Gets the type of this resource. - The resource type. - - - Gets the resource tags for this resource. - The resource tags. - - - Queries and prepares resources. - - - The event that occurs when a graphics device is created. - - - The event that occurs when a graphics device is disposing. - - - The event that occurs when a graphics device is in the process of resetting. - - - The event that occurs when a graphics device is reset. - - - Retrieves a graphcs device. - A graphics device. - - - - Defines a mechanism for retrieving GraphicsDevice objects. - Reference page contains links to related code samples. - - - Initializes a new instance of the IndexBuffer class. Reference page contains links to related code samples. - The GraphicsDevice object to associate with the index buffer. - The type to use for index values. - The number of values in the buffer. - A set of options identifying the behaviors of this index buffer resource. - - - Initializes a new instance of the IndexBuffer class. Reference page contains links to related code samples. - The GraphicsDevice object to associate with the index buffer. - The size, in bytes, of the index buffer. - A set of options identifying the behaviors of this index buffer resource. - The size, in bits, of an index element. - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Copies the index buffer into an array. - The number of bytes into the index buffer where copying will start. - The array to receive index buffer data. - The index of the element in the array at which to start copying. - The number of elements to copy. - - - Copies the index buffer into an array. - The array to receive index buffer data. - - - Copies the index buffer into an array. - The array to receive index buffer data. - The index of the element in the array at which to start copying. - The number of elements to copy. - - - Copies array data to the index buffer. - Number of bytes into the index buffer where copying will start. - The array of data to copy. - The index of the element in the array at which to start copying. - The number of elements to copy. - - - Copies array data to the index buffer. Reference page contains links to related conceptual articles. - The array of data to copy. - - - Copies array data to the index buffer. - The array of data to copy. - The index of the element in the array at which to start copying. - The number of elements to copy. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the state of the related BufferUsage enumeration. - Indicates how the application uses buffer contents. - - - Gets or sets a value indicating the size of this index element. - The size of this index element. - - - Gets the size, in bytes, of this IndexBuffer. - The size, in bytes, of this IndexBuffer. - - - Describes the rendering order of the vertices in a vertex buffer. Reference page contains links to related code samples. - - - Initializes a new instance of Model. - - - Copies a transform of each bone in a model relative to all parent bones of the bone into a given array. Reference page contains links to related code samples. - The array to receive bone transforms. - - - Copies an array of transforms into each bone in the model. - An array containing new bone transforms. - - - Copies each bone transform relative only to the parent bone of the model to a given array. Reference page contains links to related code samples. - The array to receive bone transforms. - - - Gets a collection of ModelBone objects which describe how each mesh in the Model.Meshes collection for this model relates to its parent mesh. Reference page contains links to related code samples. - A collection of ModelBone objects used by this model. - - - Gets a collection of ModelMesh objects which compose the model. Each ModelMesh in a model may be moved independently and may be composed of multiple materials identified as ModelMeshPart objects. Reference page contains links to related code samples. - A collection of ModelMesh objects used by this model. - - - Gets the root bone for this model. - The root bone for this model. - - - Gets or sets an object identifying this model. - An object identifying this model. - - - Represents a 3D model composed of multiple ModelMesh objects which may be moved independently. Reference page contains links to related code samples. - - - Gets a collection of bones that are children of this bone. - A collection of bones that are children of this bone. - - - Gets the index of this bone in the Model.Bones collection. - The index of this bone in the Model.Bones collection. - - - Gets the name of this bone. - The name of this bone. - - - Gets the parent of this bone. - The parent of this bone. - - - Gets or sets the matrix used to transform this bone relative to its parent bone. Reference page contains links to related code samples. - The matrix used to transform this bone relative only to its parent bone. - - - Represents bone data for a model. - - - Returns a ModelBoneCollection.Enumerator that can iterate through a ModelBoneCollection. - The ModelBoneCollection.Enumerator of the bone collection. - - - Finds a bone with a given name if it exists in the collection. - The name of the bone to find. - The bone named boneName, if found. - true if the named bone is found, otherwise false. - - - - Retrieves a ModelBone from the collection, given the name of the bone. - The name of the bone to retrieve. - The ModelBone identified by boneName. - - - Represents a set of bones associated with a model. - - - Immediately releases the unmanaged resources used by this object. - - - Advances the enumerator to the next element of the ModelBoneCollection. - true if the enumerator was successfully advanced to the next element; false if the enumerator has passed the end of the collection. - - - Sets the enumerator to its initial position, which is before the first element in the ModelBoneCollection. - - - Gets the current element in the ModelBoneCollection. - - The current element in the ModelBoneCollection. - - - - - Gets the current element in the ModelBoneCollection as a System.Object. - - The current element in the ModelBoneCollection as an System.Object. - - - - Provides the ability to iterate through the bones in an ModelBoneCollection. - - - - Returns a ModelEffectCollection.Enumerator that can iterate through a ModelEffectCollection. - The ModelEffectCollection.Enumerator of the effect collection. - - - Represents a collection of effects associated with a model. - - - Immediately releases the unmanaged resources used by this object. - - - Advances the enumerator to the next element of the ModelEffectCollection. - true if the enumerator was successfully advanced to the next element; false if the enumerator has passed the end of the collection. - - - - Sets the enumerator to its initial position, which is before the first element in the ModelEffectCollection. - - - - Gets the current element in the ModelEffectCollection. - - The current element in the ModelEffectCollection. - - - - Gets the current element in the ModelEffectCollection as a System.Object. - - The current element in the ModelEffectCollection as a System.Object. - - - - - Provides the ability to iterate through the bones in an ModelEffectCollection. - - - - - Draws all of the ModelMeshPart objects in this mesh, using their current ModelMeshPart.Effect settings, and specifying options for saving effect state. - Reference page contains links to related code samples. - The save state options to pass to each ModelMeshPart.Effect. - - - - Draws all of the ModelMeshPart objects in this mesh, using their current ModelMeshPart.Effect settings. - Reference page contains links to related code samples. - - - Gets the Framework.BoundingSphere that contains this mesh. - The Framework.BoundingSphere that contains this mesh. - - - Gets a collection of effects associated with this mesh. - A collection of effects associated with this mesh. - - - Gets the index buffer for this mesh. - The index buffer for this mesh. - - - Gets the ModelMeshPart objects that make up this mesh. Each part of a mesh is composed of a set of primitives that share the same material. - Reference page contains links to related code samples. - The ModelMeshPart objects that make up this mesh. - - - Gets the name of this mesh. - The name of this mesh. - - - Gets the parent bone for this mesh. The parent bone of a mesh contains a transformation matrix that describes how the mesh is located relative to any parent meshes in a model. Reference page contains links to related code samples. - The parent bone for this mesh. - - - Gets or sets an object identifying this mesh. - An object identifying this mesh. - - - Gets the vertex buffer used to render this mesh. - The vertex buffer used to render this mesh. - - - Represents a mesh that is part of a Model. Reference page contains links to related code samples. - - - - Returns a ModelMeshCollection.Enumerator that can iterate through a ModelMeshCollection. - - The ModelMeshCollection.Enumerator of the mesh collection. - - - Finds a mesh with a given name if it exists in the collection. - The name of the mesh to find. - The mesh named meshName, if found. - true if the named mesh is found; false otherwise. - - - - Retrieves a ModelMesh from the collection, given the name of the mesh. - The name of the mesh to retrieve. - The ModelMesh identified by meshName. - - - - Represents a collection of ModelMesh objects. - - - Immediately releases the unmanaged resources used by this object. - - - - Advances the enumerator to the next element of the ModelMeshCollection. - - true if the enumerator was successfully advanced to the next element; false if the enumerator has passed the end of the collection. - - - - - Sets the enumerator to its initial position, which is before the first element in the ModelMeshCollection. - - - - - Gets the current element in the ModelMeshCollection. - - - The current element in the ModelMeshCollection. - - - - - Gets the current element in the ModelMeshCollection as a System.Object. - - - The current element in the ModelMeshCollection. - - - - - Provides the ability to iterate through the bones in an ModelMeshCollection. - - - - Gets the offset to add to each vertex index in the index buffer. - Offset to add to each vertex index in the index buffer. - - - Gets or sets the material Effect for this mesh part. Reference page contains code sample. - The material effect for this mesh part. - - - Gets the number of vertices used during a draw call. - The number of vertices used during the call. - - - Gets the number of primitives to render. - The number of primitives to render. The number of vertices used is a function of primitiveCount and primitiveType. - - - Gets the location in the index array at which to start reading vertices. - Location in the index array at which to start reading vertices. - - - Gets the offset in bytes from the beginning of the VertexBuffer. - The offset in bytes from the beginning of the VertexBuffer. - - - Gets or sets an object identifying this model mesh part. - An object identifying this model mesh part. - - - Gets the vertex declaration for this model mesh part. - The vertex declaration for this model mesh part. - - - Gets the size, in bytes, of the elements in this vertex stream. - The size, in bytes, of the elements in this vertex stream. - - - - Represents a batch of geometry information to submit to the graphics device during rendering. Each Microsoft.Xna.Framework.Graphics.ModelMeshPart is a subdivision of a ModelMesh object. The ModelMesh class is split into multiple Microsoft.Xna.Framework.Graphics.ModelMeshPart objects, typically based on material information. - Reference page contains links to related code samples. - - - Returns a ModelMeshPartCollection.Enumerator that can iterate through a ModelMeshPartCollection. - The ModelMeshPartCollection.Enumerator of the ModelMeshPart collection. - - - Represents a collection of ModelMeshPart objects. - - - Immediately releases the unmanaged resources used by this object. - - - - Advances the enumerator to the next element of the ModelMeshPartCollection. - - true if the enumerator was successfully advanced to the next element; false if the enumerator has passed the end of the collection. - - - - - Sets the enumerator to its initial position, which is before the first element in the ModelMeshPartCollection. - - - - - Gets the current element in the ModelMeshPartCollection. - - - The current element in the ModelMeshPartCollection. - - - - - Gets the current element in the ModelMeshPartCollection as a System.Object. - - - The current element in the ModelBoneCollection as an System.Object. - - - - - Provides the ability to iterate through the bones in an ModelMeshPartCollection. - - - - Initializes a new instance of Microsoft.Xna.Framework.Graphics.OcclusionQuery(Microsoft.Xna.Framework.Graphics.GraphicsDevice) with the specified device. - The graphics device to associate with this query. - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - - - Begins application of the query. - - - Releases the unmanaged resources used by Microsoft.Xna.Framework.Graphics.OcclusionQuery.Dispose(System.Boolean) and optionally releases the managed resources. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - Raises the Disposing event when called from within a derived class. - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - Ends the application of the query. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the graphics device being queried. - The related graphics device queried the occlusion query. - - - Gets a value that indicates if the occlusion query has completed. - true if the query completed; otherwise false. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; otherwise false. - - - Specifies if occlusion queries are supported on the related graphics device. - true if occlusion queries are supported; false otherwise.Occlusion queries are always supported on the Xbox 360 platform. Occlusion queries on the Windows platform are dependent upon the abilities of the installed video card. - - - Gets the name of this occlusion query - Name of the query. - - - Gets the number of visible pixels. - Number of visible pixels. Zero indicates full occlusion, which means the pixels are not visible from the current camera position. - - - Gets the resource tag for this occlusion query. - The resource tag for this query. - - - Used to perform an occlusion query against the latest drawn objects. - - - Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Initializes a new instance of this class. - - - The exception that is thrown when Direct3D does not have enough display memory to perform the operation. - - - Initializes a new instance of the PixelShader class. - Device to create the pixel shader. - The compiled byte code. A pixel shader function token array, specifying the blending operations. - - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Raises the Disposing event when called from within a derived class. - - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Gets an array of bytes containing the shader code. - The shader code. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the GraphicsDevice associated with this PixelShader. - The GraphicsDevice associated with this PixelShader. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Returns the name of the pixel shader. - The name of the pixel shader. - - - Gets the resource tags. - The resource tags - - - Encapsulates the functionality of a pixel shader. - - - Initializes a new instance of this class. - - - The default presentation rate. - - - Resets all of the PresentationParameters values. - - - Creates a copy of this PresentationParameters object. - - A copy of this PresentationParameters object. - - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The System.Object to compare with the current PresentationParameters. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets or sets a value specifying the format of the depth-stencil surface that the device will automatically create. Reference page contains links to related conceptual articles. - The format of the depth-stencil surface that the device will automatically create. - - - Gets or sets a value specifying how many back buffers to create. - The number of back buffers to create. Can be 0, 1, 2, or 3. 0 is considered 1. - - - Gets or sets the format of the back buffer. Reference page contains links to related conceptual articles. - The format of the back buffer. - - - Gets or sets a value indicating the height of the new swap chain's back buffer. Reference page contains links to related conceptual articles. - The height of the back buffer, in pixels. - - - Gets or sets a value indicating the width of the new swap chain's back buffer. Reference page contains links to related conceptual articles. - The width of the back buffer, in pixels. - - - Gets or sets the handle to the device window. - The handle to the device window. - - - Gets or sets a value indicating whether Direct3D will manage depth buffers for the application. Reference page contains links to related conceptual articles. - true if Direct3D will manage depth buffers for the application; false otherwise. - - - - Gets or sets a value indicating the rate at which the display adapter will refresh the screen. - The refresh rate in hertz, or 0 in windowed mode. - - - Gets or sets a value indicating whether the application is in full screen mode. - true if the application is running full screen; false if the application is running in a window. - - - - Gets or sets a value indicating the multisample quality level. Reference page contains code sample. - The multisample quality level. The valid range is from 0 to one less than the value returned by GraphicsAdapter.CheckDeviceMultiSampleType. - - - Gets or sets the multisample type. Reference page contains code sample. - The multisample type. Must be MultiSampleType.None unless PresentationParameters.SwapEffect has been set to SwapEffect.Discard. Multisampling is supported only if PresentationParameters.SwapEffect is SwapEffect.Discard. - - - Gets or sets the maximum rate at which the swap chain's back buffers can be presented to the front buffer. - The maximum rate at which the swap chain's back buffers can be presented to the front buffer. - - - Gets or sets miscellaneous presentation flags. - Presentation flags. - - - Gets or sets render target usage flags. - Usage flags for the render target. - - - Gets or sets the swap effect. - The swap effect to use. - - - Contains presentation parameters. Reference page contains links to related conceptual articles. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the status of the vertical blank period. - true if the raster is in the vertical blank period; false otherwise. - - - Gets a value that roughly corresponds to the current scan line painted by the raster. - - Integer that roughly corresponds to the current scan line to set or retrieve. - - - - - Describes the raster status. - - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets or sets a value to enable alpha-blended transparency. The default value is false. Reference page contains code sample. - true if alpha-blended transparency is enabled; false otherwise. - - - - Gets or sets the arithmetic operation applied to separate alpha blending. The default is BlendFunction.Add. - - - A value from the BlendFunction enumeration. - - - - - Gets or sets the separate alpha channel blending factor. This factor represents a destination value by which to multiply the alpha channel only. The default is Blend.One. - Reference page contains links to related conceptual articles. - - A value from the Blend enumeration. BothSourceAlpha and BothInverseSourceAlpha are not supported on Xbox 360. - - - - - Gets or sets the comparison function for the alpha test. The default is CompareFunction.Always. - - - A member of the CompareFunction enumeration that represents the comparison function to set or get. - - - - - Gets or sets the separate alpha channel blending factor. This factor represents a value by which to multiply the alpha channel only. The default is Blend.One. - Reference page contains links to related conceptual articles. - A value from the Blend enumeration. - - - - Gets or sets a render state that enables a per-pixel alpha test. The default value is false. - - true if per-pixel alpha blending is enabled; false otherwise. - - - - Gets or sets the color used for a constant-blend factor during alpha blending. The default is Color.White. - The color used for a constant-blend factor during alpha blending. - - - Gets or sets a value to select the arithmetic operation to apply to the source and destination pixel components when RenderState.AlphaBlendEnable is set to true. The default is BlendFunction.Add. - - The blending operation to set or get. - - - Gets or sets a value that enables a per-channel write for the render target color buffer. The default value is ColorWriteChannels.None. - Value of the ColorWriteChannels enumeration that specifies the color channel to set or get. - - - Gets or sets a value that enables a per-channel write for the render target color buffer. The default value is ColorWriteChannels.None. - Value of the ColorWriteChannels enumeration that specifies the color channel to set or get. - - - Gets or sets a value that enables a per-channel write for the render target color buffer. The default value is ColorWriteChannels.None. - Value of the ColorWriteChannels enumeration that specifies the color channel to set or get. - - - - Gets or sets a value that enables a per-channel write for the render target color buffer. The default value is ColorWriteChannels.None. - - Value of the ColorWriteChannels enumeration that specifies the color channel to set or get. - - - - Gets or sets the stencil operation to perform if the stencil test passes and the depth-buffer test fails for a counterclockwise triangle. The default is StencilOperation.Keep. - - - The stencil operation to perform. - - - - - Gets or sets the stencil operation to perform if the stencil test fails for a counterclockwise triangle. The default is StencilOperation.Keep. - - - The stencil operation to perform. - - - - - Gets or sets the comparison function to use for counterclockwise stencil tests. The default is CompareFunction.Always. - - - A CompareFunction value indicating which test to perform. - - - - - Gets or sets the stencil operation to perform if the stencil and z-tests pass for a counterclockwise triangle. The default is StencilOperation.Keep. - - - The stencil operation to perform. - - - - - Specifies how back-facing triangles are culled, if at all. The default value is CullMode.CounterClockwise. - - The culling mode to set or get. - - - Sets or retrieves the depth bias for polygons. The default value is 0. - Depth bias for polygons. - - - - Enables or disables depth buffering. The default is true. - - true if depth buffering is enabled; false otherwise. - - - - Gets or sets the comparison function for the depth-buffer test. The default is CompareFunction.LessEqual - Value of a CompareFunction that represents the comparison function to set or get. - - - - Enables or disables writing to the depth buffer. The default is true. - - true if writing to the depth buffer is enabled; false otherwise. - - - - - Gets or sets the color blending factor. This factor represents a value by which to multiply the destination pixel color before adding it to the source pixel to produce a color that is a blend of the two. The default is Blend.Zero. - Reference page contains links to related conceptual articles. - - A Blend factor to set or get for the destination pixel. - - - - - Represents the fill mode. The default is FillMode.Solid. - - Value of a FillMode that specifies the fill mode to set or get. - - - - Gets or sets the fog color. The default value is Color.TransparentBlack. - - A color that specifies the fog color to set or get. - - - Gets or sets the fog density for pixel or vertex fog used in exponential fog modes. The default value is 1.0f. - Value that represents the fog density to set or get. - - - - Enables or disables fog blending. The default is false. - - true if fog blending is enabled; false otherwise. - - - - Gets or sets the depth at which pixel or vertex fog effects end for linear fog mode. The default value is 1.0f. - Value that represents the ending depth to set or get. - - - Gets or sets the depth at which pixel or vertex fog effects begin for linear fog mode. The default value is 0.0f. - Value that represents the beginning depth to set or get. - - - - Gets or sets the fog formula to use for pixel fog. The default is None. - - Value of a FogMode that specifies the fog mode to set or get. - - - - Gets or sets the fog formula to use for vertex fog. The default is FogMode.None. - - - Value of a FogMode that specifies the fog mode to set or get. - - - - - Enables or disables multisample antialiasing. The default is true. - - true to enable multisample antialiasing; false otherwise. - - - - Gets or sets a bitmask controlling modification of the samples in a multisample render target. The default is 0xffffffff. - A bitmask value controlling write enables for the samples. Each bit in this mask, starting at the least-significant bit, controls modification of one of the samples in a multisample render target. Thus, for an 8-sample render target, the low byte contains the eight write enables for each of the eight samples. This render state has no effect when rendering to a single sample buffer. - - - Gets or sets the maximum size of point primitives. The default is 64.0f. - The maximum size of point primitives. Must be less than or equal to Capabilities.MaxPointSize and greater than or equal to RenderState.PointSizeMin. - - - Gets or sets the minimum size of point primitives. The default is 1.0f. - The minimum size of point primitives. - - - Gets or sets the size to use for point size computation in cases where point size is not specified for each vertex. The default value is the value a driver returns. If a driver returns 0 or 1, the default value is 64, which allows software point size emulation. Reference page contains links to related code samples. - This value is in world space units. - - - - Enables or disables full texture mapping on each point. The default is false. - Reference page contains links to related code samples. - true to set texture coordinates of point primitives so that full textures are mapped on each point; false otherwise. When false, the vertex texture coordinates are used for the entire point. - - - Gets or sets enabling of range-based vertex fog. The default value is false. - true if range-based vertex fog is enabled; false otherwise. If false, depth-based fog is used. - - - Specifies a reference alpha value against which pixels are tested when alpha testing is enabled. The default value is 0. - - Integer that specifies the reference alpha value to set or get. This is an 8-bit value placed in the low 8 bits of the DWORD render-state value. Values can range from 0x00000000 through 0x000000FF. - - - - Specifies a reference value to use for the stencil test. The default is 0. - Integer that specifies the stencil test value to set or get. - - - - Enables or disables scissor testing. The default is false. - - true to enable scissor testing; false otherwise. - - - - - Enables or disables the separate blend mode for the alpha channel. The default is false. - - true to enable the separate blend mode for the alpha channel; false otherwise. - - - - Gets or sets a value used to determine how much bias can be applied to coplanar primitives to reduce flimmering z-fighting. The default is 0. - Value that specifies the slope scale bias to apply. - - - - Gets or sets the color blending factor. This factor represents a value by which to multiply the source pixel color before adding it to the destination pixel to produce a color that is a blend of the two. The default is Blend.One. - Reference page contains links to related conceptual articles. - - A Blend factor to set or get for the source pixel. - - - - - Gets or sets the stencil operation to perform if the stencil test passes and the depth-test fails. The default is StencilOperation.Keep. - Reference page contains links to related conceptual articles. - - The stencil operation to perform. - - - - - Gets or sets stencil enabling. The default is false. - Reference page contains links to related conceptual articles. - true if stenciling is enabled; false otherwise. - - - - - Gets or sets the stencil operation to perform if the stencil test fails. The default is StencilOperation.Keep. - Reference page contains links to related conceptual articles. - - The stencil operation to perform. - - - - - Gets or sets the comparison function for the stencil test. The default is CompareFunction.Always. - Reference page contains links to related conceptual articles. - - Value of a CompareFunction that represents the comparison function to set or get. - - - - - Gets or sets the mask applied to the reference value and each stencil buffer entry to determine the significant bits for the stencil test. The default mask is Int32.MaxValue. - Reference page contains links to related conceptual articles. - Value that represents the mask to set or get. - - - - Gets or sets the stencil operation to perform if the stencil test passes. The default is StencilOperation.Keep. - Reference page contains links to related conceptual articles. - - The stencil operation to perform. - - - - - Gets or sets the write mask applied to values written into the stencil buffer. The default mask is Int32.MaxValue. - Reference page contains links to related conceptual articles. - Value that represents the write mask to set or get. - - - - Enables or disables two-sided stenciling. The default is false. - Reference page contains links to related conceptual articles. - true to enable two-sided stenciling; false otherwise. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - Combination of values from TextureWrapCoordinates to set or get. - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - Combination of values from TextureWrapCoordinates to set or get. - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - Combination of values from TextureWrapCoordinates to set or get. - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - Defines the render state of a graphics device. Reference page contains links to related conceptual articles. - - - Occurs when resources are lost (for example, when the current device is lost). - - - - Occurs when Microsoft.Xna.Framework.Graphics.RenderTarget.Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - Reference page contains code sample. - - - Occurs when content is about to be lost on a GraphicsDevice. - The source of this event. - The event arguments that are associated with the action that raised the event. - - - Releases the unmanaged resources used by the RenderTarget and optionally releases the managed resources. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - Raises the RenderTarget.Disposing event when called from within a derived class. - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Gets the format of the render target. - The format of the render target. - - - Gets the graphics device associated with this render target resource. - The graphics device associated with this render target resource. - - - Gets the height, in pixels, of this render target. - The height, in pixels, of this render target. - - - Gets the current state of the content on a device. - true if content was lost due to device lost or similar event; otherwise false. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Gets the number of quality stops available for a given multisample type. - The number of quality stops available for a given multisample type. - - - Gets the levels of full-scene multisampling that the device can apply. - The levels of full-scene multisampling that the device can apply. - - - Gets the name of this render-target resource. - The name of this render-target resource. - - - Gets or sets render target usage flags. - Usage flags for the render target. - - - Gets the resource tags for this render target. - The resource tags for this render target. - - - Gets the width, in pixels, of this render target. - The width, in pixels, of this render target. - - - Represents a resource that will be written to at the end of a render pass. This is the base class for RenderTarget2D and RenderTargetCube. Reference page contains links to related conceptual articles. - - - Initializes a new instance of this class. Reference page contains links to related code samples. - The graphics device to associate with this render target resource. - Width, in pixels, of the render target. You can use graphicsDevice.PresentationParameters.BackBufferWidth to get the current screen width. - Height, in pixels, of the render target. You can use graphicsDevice.PresentationParameters.BackBufferHeight to get the current screen height. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain. - If this is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures. - Surface format of the render target. Use GraphicsAdapter.CheckDeviceFormat to determine if a particular surface format is usable in a render target. - - - Initializes a new instance of Microsoft.Xna.Framework.Graphics.RenderTarget2D(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,System.Int32,System.Int32,Microsoft.Xna.Framework.Graphics.SurfaceFormat,Microsoft.Xna.Framework.Graphics.MultiSampleType,System.Int32,Microsoft.Xna.Framework.Graphics.RenderTargetUsage) with the specified values. Reference page contains links to related code samples. - The graphics device to associate with this render target resource. - Width, in pixels, of the render target. You can use graphicsDevice.PresentationParameters.BackBufferWidth to get the current screen width. - Height, in pixels, of the render target. You can use graphicsDevice.PresentationParameters.BackBufferHeight to get the current screen height. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mipmap levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain.If this is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures. - Surface format of the render target. Use GraphicsAdapter.CheckDeviceFormat to determine if a particular surface format is usable in a render target. - The levels of full-scene multisampling that the device can apply. You can use graphicsDevice.PresentationParameters.MultiSampleType to get the MultiSampleType of the back buffer. - The number of quality stops available for a given multisample type. You can use graphicsDevice.PresentationParameters.MultiSampleQuality to get the multisample quality of the back buffer. - Options identifying the behaviors of this render target resource. - - - Initializes a new instance of this class. Reference page contains links to related code samples. - The graphics device to associate with this render target resource. - Width, in pixels, of the render target. You can use graphicsDevice.PresentationParameters.BackBufferWidth to get the current screen width. - Height, in pixels, of the render target. You can use graphicsDevice.PresentationParameters.BackBufferHeight to get the current screen height. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain. - If this is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures. - Surface format of the render target. Use GraphicsAdapter.CheckDeviceFormat to determine if a particular surface format is usable in a render target. - The levels of full-scene multisampling that the device can apply. You can use graphicsDevice.PresentationParameters.MultiSampleType to get the MultiSampleType of the back buffer. - The number of quality stops available for a given multisample type. You can use graphicsDevice.PresentationParameters.MultiSampleQuality to get the multisample quality of the back buffer. - - - Initializes a new instance of Microsoft.Xna.Framework.Graphics.RenderTarget2D(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,System.Int32,System.Int32,Microsoft.Xna.Framework.Graphics.SurfaceFormat,Microsoft.Xna.Framework.Graphics.RenderTargetUsage) with the specified values. Reference page contains links to related code samples. - The graphics device to associate with this render target resource. - Width, in pixels, of the render target. You can use graphicsDevice.PresentationParameters.BackBufferWidth to get the current screen width. - Height, in pixels, of the render target. You can use graphicsDevice.PresentationParameters.BackBufferHeight to get the current screen height. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mipmap levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain.If this is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures. - Surface format of the render target. Use GraphicsAdapter.CheckDeviceFormat to determine if a particular surface format is usable in a render target. - Options identifying the behaviors of this render target resource. - - - Gets the 2D texture associated with this render target. Reference page contains code sample. - The 2D texture associated with this render target. - - - Represents a 2D texture resource that will be written to at the end of a render pass. Reference page contains links to related conceptual articles. - - - Initializes a new instance of this class. - The graphics device to associate with this render target resource. - The width and height of this cube texture resource, in pixels. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain. - Surface format of the render target. - Options identifying the behaviors of this texture resource. - - - Initializes a new instance of Microsoft.Xna.Framework.Graphics.RenderTargetCube(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,System.Int32,Microsoft.Xna.Framework.Graphics.SurfaceFormat,Microsoft.Xna.Framework.Graphics.MultiSampleType,System.Int32,Microsoft.Xna.Framework.Graphics.RenderTargetUsage). - The graphics device to associate with this render target resource. - The width and height of this cube texture resource, in pixels. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain. - Surface format of the render target. - Levels of full-scene multisampling that the device can apply. - Number of quality stops available for a given multisample type. - Options identifying the behaviors of this texture resource. - - - Initializes a new instance of this class. - The graphics device to associate with this render target resource. - The width and height of this cube texture resource, in pixels. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain. - If this is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures. - Surface format of the render target. - - - Initializes a new instance of this class. - The graphics device to associate with this render target resource. - The width and height of this cube texture resource, in pixels. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain. - Surface format of the render target. - The levels of full-scene multisampling that the device can apply. - The number of quality stops available for a given multisample type. - - - Gets a copy of the cube texture associated with this render target. Reference page contains code sample. - A copy of the cube texture associated with this render target. - - - Represents a cubic texture resource that will be written to at the end of a render pass. Reference page contains links to related conceptual articles. - - - Initializes an empty instance of Microsoft.Xna.Framework.Graphics.ResolveTexture2D(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,System.Int32,System.Int32,Microsoft.Xna.Framework.Graphics.SurfaceFormat). - The GraphicsDevice used to display the texture. - The width of the texture, in pixels. This value must be a power of two if the GraphicsDeviceCapabilities.TextureCaps.RequiresPower2 property of graphicsDevice is true. If this value is 0, width is set to 1. - The height of the texture, in pixels. This value must be a power of two if the GraphicsDeviceCapabilities.TextureCaps.RequiresPower2 property of graphicsDevice is true. If this value is 0, height is set to 1. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain.If numberLevels is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures. Use Texture.LevelCount to see the number of levels generated. - A SurfaceFormat value specifying the requested pixel format for the texture. The returned texture may be of a different format if the device does not support the requested format. Applications should check the format of the returned texture to ensure that it matches the requested format. - - - Occurs when the render target data is lost due to a lost device event. - - - Occurs after content is lost from a graphics device failure, allowing an application to re-create all resources. - The source of this event. - The event arguments that are associated with the action that raised the event. - - - Immediately releases the unmanaged resources used by this object. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Determines if the render target data has been lost due to a lost device event. - true if the content was lost; false otherwise. - - - Represents a 2D grid of texels. - - - The object raising the event. - The object raising the event. - - - Contains event data. - - - Gets the name of the destroyed resource. - The name of the destroyed resource. - - - Gets the resource manager tag of the destroyed resource. - The resource manager tag of the destroyed resource. - - - Arguments for a GraphicsDevice.ResourceDestroyed event. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets or sets the texture-address mode for the u-coordinate. - Texture-address mode to set or get. - - - Gets or sets the texture-address mode for the v-coordinate. - Texture-address mode to set or get. - - - Gets or sets the texture-address mode for the w-coordinate. - Texture-address mode to set or get. - - - Gets or sets the border color. - Border color to set or get. - - - Gets or sets a magnification filter. - The magnification filter to set or get. - - - Gets or sets the maximum anisotropy. The default value is 0. - The maximum anisotropy value to set or get. - - - Gets or sets the level of detail (LOD) index of the largest map to use. - The maximum LOD to set or get. This index value can range from 0 to (n− 1), where n is the largest map. - - - Gets or sets a minification filter. - The minification filter to set or get. - - - Gets or sets a mipmap filter to use during minification. - The minification filter to set or get. - - - Gets or sets the mipmap level of detail (LOD) bias. The default value is 0. - The mipmap bias to set or get. - - - Contains sampler states for the device. - - - - Gets a specific SamplerState object using an index value. - - Index of the object to retrieve. - The SamplerState object at the requested index. - - - Collection of SamplerState objects. - - - Compiles a shader from a stream containing shader assembly code (ASM). - Stream that contains the shader data. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - Target platform for the compilation. - The compiled shader. - - - Compiles a shader from a file containing shader assembly code (ASM). - Name of the file containing the compiled shader data. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - Target platform for the compilation. - The compiled shader. - - - Compiles a shader from a stream containing shader assembly code (ASM), specifying the number of bytes in the stream. - Stream that contains the shader data. - The number of bytes in shaderSourceCode. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - Target platform for the compilation. - The compiled shader. - - - Compiles a shader from a string containing shader assembly code (ASM). - String that contains the shader data. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - Target platform for compilation. - The compiled shader. - - - Compiles a shader from file containing the shader source code. - Name of the file containing the shader source code. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - The function to be compiled. - A shader profile that determines the shader instruction set. - The target platform for compilation. - The compiled shader. - - - Compiles a shader from a stream containing the shader source code. - Stream that contains the shader source code. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - The function to be compiled. - A shader profile that determines the shader instruction set. - The target platform for compilation. - The compiled shader. - - - Compiles a shader from a stream containing the shader source code, specifying the number of bytes in the stream. - Stream that contains the shader source code. - The number of bytes in shaderSourceCode. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - The function to be compiled. - A shader profile that determines the shader instruction set. - The target platform for compilation. - The compiled shader. - - - Compiles a shader from a string containing the shader source code. - String that contains the shader source code. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - The function to be compiled. - A shader profile that determines the shader instruction set. - Target platform for compilation. - The compiled shader. - - - Disassembles a shader. - The shader byte code to disassemble. - Specifies whether to enable color coding to make the disassembly easier to read. - A comment string to include at the top of the shader. - The disassembled shader. - - - Compiles and decompiles high-level shader language (HLSL) shaders. - - - - Sets the value of a ShaderConstant to an array of matrices. - - The GraphicsDevice associated with the ShaderConstant. - The array of values to set the ShaderConstant to. - - - - Sets the value of a ShaderConstant to an matrix. - - The GraphicsDevice associated with the ShaderConstant. - The matrix to set the ShaderConstant to. - - - - Sets the value of a ShaderConstant to an array of Framework.Quaternion objects. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to an array of Framework.Matrix objects. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to a System.Boolean. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to a System.Single. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to an array of System.Int32 objects. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to an System.Int32. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to an array of Framework.Vector3 objects. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant/ - - - - Sets the value of a ShaderConstant to an array of Framework.Vector2 objects. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to an array of Framework.Vector4 objects. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to an array of System.Boolean objects. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to a Framework.Quaternion. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to a Framework.Vector3. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to a Framework.Vector2 - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to a Framework.Vector4. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to a Framework.Matrix. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to an array of System.Single objects. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - Gets the number of columns in the ShaderConstant. - The number of columns in the ShaderConstant. - - - Gets the number of elements in the ShaderConstant. - The number of elements in the ShaderConstant. - - - Gets the name of the ShaderConstant. - The name of the ShaderConstant. - - - Gets the EffectParameterClass of the ShaderConstant. - - The EffectParameterClass of the ShaderConstant. - - - - Gets the EffectParameterType of the ShaderConstant. - - The EffectParameterType of the ShaderConstant. - - - - Gets the number of registers that contain data. - The number of registers that contain data. - - - Gets the index of the ShaderConstant in the constant table. - - The index of the ShaderConstant in the constant table. - - - - Gets the data type of the shader register. - The data type of the shader register. - - - Gets the number of rows in the ShaderConstant. - The number of rows in the ShaderConstant. - - - Gets the sampler index number of the ShaderConstant from the constant table. - The sampler index number of the ShaderConstant from the constant table. - - - - Gets the number of structure member subparameters. - - The number of structure member subparameters. - - - Describes a shader constant. - - - - Returns an enumerator that can iterate through the ShaderConstantCollection. - - The iterator. - - - - - Gets the number of ShaderConstant objects in this ShaderConstantCollection. - - - The number of ShaderConstant objects in this ShaderConstantCollection. - - - - - Gets a specific ShaderConstant object using an index value. - - Name of the ShaderConstant to get. - - The ShaderConstant object specified by name. - - - - - Gets a specific ShaderConstant object using an index value. - - Index of the ShaderConstant to get. - - The ShaderConstant object at the specified index. - - - - Manipulates a collection of ShaderConstant objects. - - - Initializes a new instance of the ShaderConstantTable class. - The shader byte code. - - - - Occurs when ShaderConstantTable.Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR). - - - - - Releases the unmanaged resources used by the ShaderConstantTable and optionally releases the managed resources. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Raises the ShaderConstantTable.Disposing event when called from within a derived class. - - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - - Sets the constants in the ShaderConstantTable to their default values. The default values are declared in the variable declarations in the shader. - - - The GraphicsDevice associated with the ShaderConstantTable. - - - Gets a collection of the constants in the ShaderConstantTable. - The collection of constants in the ShaderConstantTable. - - - Gets the name of the constant table creator. - - The name of the constant table creator. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Gets the shader version. - The shader version. - - - Contains the variables that are used by high-level language shaders and effects. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets or sets options that modify how the usage is interpreted. The usage and usage index make up a vertex declaration. - Options that modify how the usage is interpreted. The usage and usage index make up a vertex declaration. - - - Gets or sets options that identify how resources are used. - Options that identify how resources are used. - - - - Semantics map a parameter to vertex or pixel shader registers. They can also be optional descriptive strings attached to non-register parameters. - - - - - Initializes a new instance of the class, which enables a group of sprites to be drawn using the same settings. Reference page contains links to related code samples. - The graphics device where sprites will be drawn. - - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - - - - Prepares the graphics device for drawing sprites with specified blending, sorting, and render state options, and a global transform matrix. Reference page contains links to related code samples. - Blending options to use when rendering. - Sorting options to use when rendering. - Rendering state options. - A matrix to apply to position, rotation, scale, and depth data passed to SpriteBatch.Draw. - - - Prepares the graphics device for drawing sprites with specified blending options. Reference page contains links to related code samples. - Blending options to use when rendering. - - - Prepares the graphics device for drawing sprites with specified blending, sorting, and render state options. Reference page contains links to related code samples. - Blending options to use when rendering. - Sorting options to use when rendering. - Rendering state options. - - - Prepares the graphics device for drawing sprites. Reference page contains links to related code samples. - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - Adds a sprite string to the batch of sprites to be rendered, specifying the font, output text, screen position, and color tint. Reference page contains links to related code samples. - The sprite font. - The string to draw. - The location, in screen coordinates, where the text will be drawn. - The desired color of the text. - - - Adds a sprite string to the batch of sprites to be rendered, specifying the font, output text, screen position, color tint, rotation, origin, scale, and effects. Reference page contains links to related code samples. - The sprite font. - The string to draw. - The location, in screen coordinates, where the text will be drawn. - The desired color of the text. - The angle, in radians, to rotate the text around the origin. - The origin of the string. Specify (0,0) for the upper-left corner. - Uniform multiple by which to scale the sprite width and height. - Rotations to apply prior to rendering. - The sorting depth of the sprite, between 0 (front) and 1 (back). - - - Adds a sprite string to the batch of sprites to be rendered, specifying the font, output text, screen position, color tint, rotation, origin, scale, effects, and depth. Reference page contains links to related code samples. - The sprite font. - The string to draw. - The location, in screen coordinates, where the text will be drawn. - The desired color of the text. - The angle, in radians, to rotate the text around the origin. - The origin of the string. Specify (0,0) for the upper-left corner. - Vector containing separate scalar multiples for the x- and y-axes of the sprite. - Rotations to apply prior to rendering. - The sorting depth of the sprite, between 0 (front) and 1 (back). - - - Adds a mutable sprite string to the batch of sprites to be rendered, specifying the font, output text, screen position, and color tint. Reference page contains links to related code samples. - The sprite font. - The mutable (read/write) string to draw. - The location, in screen coordinates, where the text will be drawn. - The desired color of the text. - - - Adds a mutable sprite string to the batch of sprites to be rendered, specifying the font, output text, screen position, color tint, rotation, origin, scale, and effects. Reference page contains links to related code samples. - The sprite font. - The mutable (read/write) string to draw. - The location, in screen coordinates, where the text will be drawn. - The desired color of the text. - The angle, in radians, to rotate the text around the origin. - The origin of the string. Specify (0,0) for the upper-left corner. - Uniform multiple by which to scale the sprite width and height. - Rotations to apply prior to rendering. - The sorting depth of the sprite, between 0 (front) and 1 (back). - - - Adds a mutable sprite string to the batch of sprites to be rendered, specifying the font, output text, screen position, color tint, rotation, origin, scale, effects, and depth. Reference page contains links to related code samples. - The sprite font. - The mutable (read/write) string to draw. - The location, in screen coordinates, where the text will be drawn. - The desired color of the text. - The angle, in radians, to rotate the text around the origin. - The origin of the string. Specify (0,0) for the upper-left corner. - Vector containing separate scalar multiples for the x- and y-axes of the sprite. - Rotations to apply prior to rendering. - The sorting depth of the sprite, between 0 (front) and 1 (back). - - - Adds a sprite to the batch of sprites to be rendered, specifying the texture, destination, and source rectangles, color tint, rotation, origin, effects, and sort depth. Reference page contains links to related code samples. - The sprite texture. - A rectangle specifying, in screen coordinates, where the sprite will be drawn. If this rectangle is not the same size as sourceRectangle, the sprite is scaled to fit. - A rectangle specifying, in texels, which section of the rectangle to draw. Use null to draw the entire texture. - The color channel modulation to use. Use Color.White for full color with no tinting. - The angle, in radians, to rotate the sprite around the origin. - The origin of the sprite. Specify (0,0) for the upper-left corner. - Rotations to apply prior to rendering. - The sorting depth of the sprite, between 0 (front) and 1 (back).You must specify either SpriteSortMode.FrontToBack or SpriteSortMode.BackToFront for this parameter to affect sprite drawing. - - - Adds a sprite to the batch of sprites to be rendered, specifying the texture, destination rectangle, and color tint. Reference page contains links to related code samples. - The sprite texture. - A rectangle specifying, in screen coordinates, where the sprite will be drawn. If this rectangle is not the same size as sourcerectangle, the sprite is scaled to fit. - The color channel modulation to use. Use Color.White for full color with no tinting. - - - Adds a sprite to the batch of sprites to be rendered, specifying the texture, screen position, and color tint. Reference page contains links to related code samples. - The sprite texture. - The location, in screen coordinates, where the sprite will be drawn. - The color channel modulation to use. Use Color.White for full color with no tinting. - - - Adds a sprite to the batch of sprites to be rendered, specifying the texture, screen position, optional source rectangle, color tint, rotation, origin, scale, effects, and sort depth. Reference page contains links to related code samples. - The sprite texture. - The location, in screen coordinates, where the sprite will be drawn. - A rectangle specifying, in texels, which section of the rectangle to draw. Use null to draw the entire texture. - The color channel modulation to use. Use Color.White for full color with no tinting. - The angle, in radians, to rotate the sprite around the origin. - The origin of the sprite. Specify (0,0) for the upper-left corner. - Uniform multiple by which to scale the sprite width and height. - Rotations to apply prior to rendering. - The sorting depth of the sprite, between 0 (front) and 1 (back).You must specify either SpriteSortMode.FrontToBack or SpriteSortMode.BackToFront for this parameter to affect sprite drawing. - - - Adds a sprite to the batch of sprites to be rendered, specifying the texture, screen position, source rectangle, and color tint. Reference page contains links to related code samples. - The sprite texture. - The location, in screen coordinates, where the sprite will be drawn. - A rectangle specifying, in texels, which section of the rectangle to draw. Use null to draw the entire texture. - The color channel modulation to use. Use Color.White for full color with no tinting. - - - Adds a sprite to the batch of sprites to be rendered, specifying the texture, destination and source rectangles, and color tint. Reference page contains links to related code samples. - The sprite texture. - A rectangle specifying, in screen coordinates, where the sprite will be drawn. If this rectangle is not the same size as sourcerectangle the sprite will be scaled to fit. - A rectangle specifying, in texels, which section of the rectangle to draw. Use null to draw the entire texture. - The color channel modulation to use. Use Color.White for full color with no tinting. - - - Adds a sprite to the batch of sprites to be rendered, specifying the texture, screen position, source rectangle, color tint, rotation, origin, scale, effects, and sort depth. Reference page contains links to related code samples. - The sprite texture. - The location, in screen coordinates, where the sprite will be drawn. - A rectangle specifying, in texels, which section of the rectangle to draw. Use null to draw the entire texture. - The color channel modulation to use. Use Color.White for full color with no tinting. - The angle, in radians, to rotate the sprite around the origin. - The origin of the sprite. Specify (0,0) for the upper-left corner. - Vector containing separate scalar multiples for the x- and y-axes of the sprite. - Rotations to apply before rendering. - The sorting depth of the sprite, between 0 (front) and 1 (back).You must specify either SpriteSortMode.FrontToBack or SpriteSortMode.BackToFront for this parameter to affect sprite drawing. - - - Flushes the sprite batch and restores the device state to how it was before SpriteBatch.Begin was called. Reference page contains links to related code samples. - - - Gets the graphics device associated with this SpriteBatch. - - The graphics device associated with this SpriteBatch. - - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Gets or sets the name of this sprite batch. - The name of this sprite batch. - - - Gets or sets an object that uniquely identifies this sprite batch. - An object that uniquely identifies this sprite batch. - - - Enables a group of sprites to be drawn using the same settings. Reference page contains links to related conceptual articles. - - - Returns the height and width of a given string as a Framework.Vector2. - The string to measure. - The height and width, in pixels, of text, when it is rendered. - - - - Returns the height and width of a mutable string as a Framework.Vector2. - The mutable (read/write) string to measure. - The height and width, in pixels, of text, when it is rendered. - - - - Gets a collection of all the characters that are included in the font. - The collection of all characters included in this font. - - - Gets or sets the default character for the font. - The default character for this font. - - - The line spacing, in pixels, of this font. - The height of one line, in pixels. - - - Gets or sets the spacing of the font characters. - The spacing, in pixels, of the font characters. - - - Represents a font texture. Reference page contains links to related code samples. - - - Initializes a new instance of the StateBlock class. Reference page contains links to related code samples. - The device to associate with the state block. - - - Occurs when resources are lost (for example, when the current device is lost). - - - - Occurs when StateBlock.Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR). - - - - Applies the state block to the current StateBlock.GraphicsDevice. - - - Captures the current value of states that are included in a state block. - - - Occurs when content is about to be lost due to a device reset. - The source of this event. - The event arguments that are associated with the action that raised the event. - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Raises the StateBlock.Disposing event when called from within a derived class. - - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the GraphicsDevice associated with this StateBlock. - - The GraphicsDevice associated with this StateBlock. - - - - Gets the current state of the content on a device. - true if content was lost due to device lost or similar event; otherwise false. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Gets or sets the name of the StateBlock. - - The name of the StateBlock. - - - - Gets or sets the resource manager tag for the StateBlock. - - The resource manager tag for the StateBlock. - - - - Encapsulates render states. Reference page contains links to related code samples. - - - Releases the unmanaged resources used by this object and optionally releases the managed resources. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Creates a texture resource from a file. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a stream, specifying the number of bytes in the stream. - The graphics device to use to create the texture resource. - Stream that contains the texture data. - The number of bytes in textureStream. - The texture resource that has been created on the specified graphics device. - - - Loads a Texture from a file. - The GraphicsDevice to associate the texture with. - The stream to load the texture from. - Parameters to use when creating the Texture. - The created Texture. - - - Creates a texture resource from a file, specifying the parameters to be used in creation of the texture. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The parameters to use when creating this texture. - The texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a stream. - The graphics device to use to create the texture resource. - Stream that contains the texture data. - The texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a file, specifying the width, height, and depth of the texture in pixels. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The width, in pixels, of the texture. - The height, in pixels, of the texture. - The depth, in pixels, of the texture. - The texture resource that has been created on the specified graphics device. - - - Loads a Texture from a file. - The GraphicsDevice to associate the texture with. - The stream to load the texture from. - The number of bytes in the stream. - Parameters to use when creating the Texture. - - The created Texture. - - - - Request generation of mipmap sublevels for a render target texture. Reference page contains code sample. - Determines how the texture will be filtered for each mipmap level. - - - Loads texture creation parameters from a file. - The GraphicsDevice to associate with the texture creation parameters. - The name of the file to load the creation parameters from. - The texture creation parameters. - - - Loads texture creation parameters from a stream, specifying the number of bytes in the stream. - The GraphicsDevice to associate with the texture creation parameters. - Stream containing the texture data. - The number of bytes in textureStream - The texture creation parameters. - - - Loads texture creation parameters from a stream. - The GraphicsDevice to associate with the texture creation parameters. - Stream containing the texture creation data. - The texture creation parameters. - - - Retrieves information about a given image file. - File name of image. - A description of the data in the source file. - - - Retrieves information about a given image file stream, specifying the number of bytes in the stream. - Stream containing the image data. - The number of bytes in textureStream. - A description of the data in the source file. - - - Retrieves information about a given image file stream. - Stream containing the image data. - A description of the data in the source file. - - - Saves a texture to a file. - The file name of the destination image. - The file format to use when saving. This function supports saving to all ImageFileFormat formats except Portable Pixmap (.ppm) and Targa/Truevision Graphics Adapter (.tga). - - - Gets the number of texture levels in a multilevel texture. - The number of texture levels in the multilevel texture. - - - Gets or sets the highest level-of-detail mipmap stored for a managed texture. - The highest level-of-detail mipmap stored for a managed texture. The default value is 0, causing loading of all mipmapped textures. - - - Represents a texture resource. Reference page contains links to related code samples. - - - - Creates an uninitialized Texture2D resource of the specified dimensions. To initialize a Texture2D from an existing file, see the static method Framework.Content.ContentManager.Load``1(System.String) or Texture2D.FromFile. - Reference page contains code sample. - The GraphicsDevice used to display the texture. - The width of the texture, in pixels. This value must be a power of two if the GraphicsDeviceCapabilities.TextureCaps.RequiresPower2 property of graphicsDevice is true. If this value is 0, a value of 1 is used. - The height of the texture, in pixels. This value must be a power of two if the GraphicsDeviceCapabilities.TextureCaps.RequiresPower2 property of graphicsDevice is true. If this value is 0, a value of 1 is used. - - - - Creates an uninitialized Texture2D resource of the specified dimensions. To initialize a Texture2D from an existing file, see the static method Framework.Content.ContentManager.Load``1(System.String) or Texture2D.FromFile. - Reference page contains code sample. - The GraphicsDevice used to display the texture. - The width of the texture, in pixels. This value must be a power of two if the GraphicsDeviceCapabilities.TextureCaps.RequiresPower2 property of graphicsDevice is true. If this value is 0, a value of 1 is used. - The height of the texture, in pixels. This value must be a power of two if the GraphicsDeviceCapabilities.TextureCaps.RequiresPower2 property of graphicsDevice is true. If this value is 0, a value of 1 is used. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mipmap levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain. - If numberLevels is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures. Use Texture.LevelCount to see the number of levels generated. - Options identifying the behaviors of this texture resource. - A SurfaceFormat value specifying the requested pixel format for the texture. The returned texture may be of a different format if the device does not support the requested format. Applications should check the format of the returned texture to ensure that it matches the requested format. - - - - Releases the unmanaged resources used by the Texture2D and optionally releases the managed resources. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Creates a texture resource from a file. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The texture resource that has been created on the specified graphics device. - - - - Creates a texture resource from a file, specifying the width and height of the texture in pixels. - - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The width, in pixels, of the texture. - The height, in pixels, of the texture. - The texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a stream, specifying the number of bytes in the stream. - The graphics device to use to create the texture resource. - Stream containing the texture data. - The number of bytes in textureStream. - The texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a stream, specifying the parameters to be used in creation of the texture. - The graphics device to use to create the texture resource. - Stream containing the texture data. - The parameters to use when creating this texture. - The texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a file, specifying the parameters to be used in creation of the texture. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The parameters to use when creating this texture. - The texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a stream. - The graphics device to use to create the texture resource. - Stream containing the texture data. - The texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a stream, specifying the number of bytes in the stream and the texture creation parameters to use. - The graphics device to use to create the texture resource. - Stream containing the volume texture data. - The number of bytes in textureStream. - The parameters to use when creating this texture. - The texture resource that has been created on the specified graphics device. - - - Copies texture data into an array. Reference page contains code sample. - The mipmap level to copy from. - The section of the texture to copy. null indicates the data will be copied from the entire texture. - The array to receive texture data. - The index of the element in the array at which to start copying. - The number of elements to copy. - - - Copies texture data into an array. Reference page contains code sample. - The array to receive texture data. - - - Copies texture data into an array. Reference page contains code sample. - The array to receive texture data. - The index of the element in the array at which to start copying. - The number of elements to copy. - - - Copies array data to the texture. Reference page contains code sample. - The mipmap level where the data will be placed. - The section of the texture where the data will be placed. null indicates the data will be copied over the entire texture. - The array of data to copy. If rect is null, the number of elements in the array must be equal to the size of the texture, which is Texture2D.Width×Texture2D.Height; otherwise, the number of elements in the array should equal the size of the rectangle specified. - The index of the element in the array at which to start copying. - The number of elements to copy. - Option that specifies whether existing data in the buffer will be kept after this operation. - - - Copies array data to the texture at mipmap level 0. Reference page contains links to related conceptual articles. - The array of data to copy. The number of elements in the array must be equal to the size of the texture, which is Texture2D.Width×Texture2D.Height. - - - Copies array data to the texture at mipmap level 0. Reference page contains links to related conceptual articles. - The array of data to copy. - The index of the element in the array at which to start copying. - The number of elements to copy. This must be equal to the size of the texture, which is Texture2D.Width×Texture2D.Height. - Option that specifies whether existing data in the buffer will be kept after this operation. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the pixel format of this texture resource. - The pixel format of this texture resource. - - - Gets the height of this texture resource, in pixels. - The height of this texture resource, in pixels. - - - Gets the state of the related TextureUsage enumeration. - Indicates how the application uses the texture. - - - Gets the width of this texture resource, in pixels. - The width of this texture resource, in pixels. - - - Represents a 2D grid of texels. Reference page contains links to related code samples. - - - - Creates an uninitialized volume texture resource of the given dimensions, specifying the memory management mode for the resource. To initialize a Texture3D from an existing file, see the static method Framework.Content.ContentManager.Load``1(System.String) or Texture3D.FromFile. - - The GraphicsDevice that will display the volume texture. - The width, in pixels, of the top-level of the volume texture. This value must be a power of two if the GraphicsDeviceCapabilities.TextureCaps.RequiresPower2 property of graphicsDevice is true. The pixel dimensions of subsequent levels will be the truncated value of half of the previous level's pixel dimension (independently). Each dimension clamps at a size of 1 pixel. Thus, if the division by two results in 0 (zero), 1 will be taken instead. The maximum dimension that a driver supports (for width, height, and depth) can be found in GraphicsDeviceCapabilities.MaxVolumeExtent. - The height, in pixels, of the top-level of the volume texture. This value must be a power of two if the GraphicsDeviceCapabilities.TextureCaps.RequiresPower2 property of graphicsDevice is true. The pixel dimensions of subsequent levels will be the truncated value of half of the previous level's pixel dimension (independently). Each dimension clamps at a size of 1 pixel. Thus, if the division by two results in 0 (zero), 1 will be taken instead. The maximum dimension that a driver supports (for width, height, and depth) can be found in GraphicsDeviceCapabilities.MaxVolumeExtent. - The depth, in pixels, of the top-level of the volume texture. This value must be a power of two if the GraphicsDeviceCapabilities.TextureCaps.RequiresVolumeMapPower2 property of graphicsDevice is true. The pixel dimensions of subsequent levels will be the truncated value of half of the previous level's pixel dimension (independently). Each dimension clamps at a size of 1 pixel. Thus, if the division by two results in 0 (zero), 1 will be taken instead. The maximum dimension that a driver supports (for width, height, and depth) can be found in GraphicsDeviceCapabilities.MaxVolumeExtent. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mipmap levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain.If numberLevels is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures. Use Texture.LevelCount to see the number of levels generated. - Options identifying the behaviors of this texture resource. - The format of all levels in the volume texture resource. - - - - Releases the unmanaged resources used by the Texture3D and optionally releases the managed resources. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Creates a volume texture resource from a file. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The texture resource that has been created on the specified graphics device. - - - Creates a volume texture resource from a stream, specifying the number of bytes in the stream. - The graphics device to use to create the texture resource. - Stream containing the texture data. - The number of bytes in textureStream. - The texture resource that has been created on the specified graphics device. - - - Creates a volume texture resource from a stream, specifying the parameters to use for the texture creation. - The graphics device to use to create the texture resource. - Stream containing the texture data. - Texture creation options. - The texture resource that has been created on the specified graphics device. - - - Creates a volume texture resource from a file, specifying the parameters to be used in creation of the texture. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The parameters to use when creating this texture. - The texture resource that has been created on the specified graphics device. - - - Creates a volume texture resource from a stream. - The graphics device to use to create the texture resource. - Stream containing the volume texture data. - The texture resource that has been created on the specified graphics device. - - - Creates a volume texture resource from a file, specifying the width, height, and depth in pixels. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The width, in pixels, of the texture. - The height, in pixels, of the texture. - The depth, in pixels, of the texture. - The texture resource that has been created on the specified graphics device. - - - Creates a volume texture resource from a stream, specifying the number of bytes in the stream and the texture creation parameters to use. - The graphics device to use to create the texture resource. - Stream containing the volume texture data. - The number of bytes in textureStream. - The parameters to use when creating this texture. - The texture resource that has been created on the specified graphics device. - - - Gets a copy of the texture data, specifying the level and dimensions of the volume texture to copy. - The mipmap level where the data will be placed. - Position of the left side of the box on the x-axis. - Position of the top of the box on the y-axis. - Position of the right side of the box on the x-axis. - Position of the bottom of the box on the y-axis. - Position of the front of the box on the z-axis. - Position of the back of the box on the z-axis. - An array to fill with data. - The index of the element in the array at which to start copying. - The number of elements to copy. - - - Gets a copy of the texture data. - An array to fill with data. - - - Gets a copy of the texture data, specifying the starting index and number of elements to copy. - An array to fill with data. - Index of the element in the array at which to start copying. - The number of elements to copy. - - - Copies array data to the texture at mipmap level 0. Reference page contains links to related conceptual articles. - The array of data to copy. The number of elements in the array must be equal to the size of the texture, which is Texture3D.Width×Texture3D.Height×Texture3D.Depth. - - - Copies array data to the texture at mipmap level 0, specifying the starting index and number of elements to copy. Reference page contains links to related conceptual articles. - The array of data to copy. - The index of the element in the array at which to start copying. - The number of elements to copy. This must be equal to the size of the texture, which is Texture3D.Width×Texture3D.Height×Texture3D.Depth. - Option specifying if existing data in the buffer will be kept after this operation. - - - Copies array data to the texture, specifying the dimensions of the volume and the mipmap level where the data is to be placed. Reference page contains links to related conceptual articles. - The mipmap level where the data will be placed. - Position of the left side of the box on the x-axis. - Position of the top of the box on the y-axis. - Position of the right side of the box on the x-axis. - Position of the bottom of the box on the y-axis. - Position of the front of the box on the z-axis. - Position of the back of the box on the z-axis. - The array of data to copy. The number of elements in the array should be equal to the size of the box where the data will be placed. - The index of the element in the array at which to start copying. - The number of elements to copy. - Option specifying whether existing data in the buffer will be kept after this operation. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the depth of this volume texture resource, in pixels. - The depth of this volume texture resource, in pixels. - - - Gets the pixel format for this texture resource. - The pixel format of this texture resource. - - - Gets the height of this texture resource, in pixels. - The height of this texture resource, in pixels. - - - Gets the state of the related TextureUsage enumeration. - Indicates how the application uses the related texture. - - - Gets the width of this texture resource, in pixels. - The width of this texture resource, in pixels. - - - Represents a 3D volume of texels. - - - Gets or sets the Texture at the specified sampler number. - Zero-based sampler number. Textures are bound to samplers; samplers define sampling state such as the filtering mode and the address wrapping mode. Programmable shaders reference textures using this sampler number. - The Texture at the specified index. - - - - Represents a collection of Texture objects. - - - Creates a new instance of TextureCreationParameters. Reference page contains links to related code samples. - Width of the texture. - Height of the texture. - Depth of the texture. - Number of mip levels in the texture. - The format of the texture. - A set of options identifying the behaviors of this texture resource. - The color key of the texture. - A set of options controlling how the image is filtered. - A set of options controlling how mipmaps are filtered. - - - - Determines whether two instances of TextureCreationParameters are equal. - - The object to the left of the equality operator. - The object to the right of the equality operator. - true if left is equal to right; false otherwise. - - - - - Determines whether the specified System.Object is equal to the TextureCreationParameters. - - The System.Object to compare with the current TextureCreationParameters. - true if the specified System.Object is equal to the current TextureCreationParameters; false otherwise. - - - - Gets the hash code for this instance. - - A hash code for the current TextureCreationParameters. - - - - - Determines whether two instances of TextureCreationParameters are not equal. - - The object to the left of the inequality operator. - The object to the right of the inequality operator. - true if left is not equal to right; false otherwise. - - - - - Returns a System.String that represents the current TextureCreationParameters. - - System.String representation of the current TextureCreationParameters. - - - - Gets or sets the color value to replace with transparent black. - Color value to replace with transparent black. - - - Gets the default texture creation parameters. - The default parameters. - - - Gets or sets the depth to create the Texture with. - The depth. - - - Gets or sets a set of options controlling how the image is filtered. - A set of options controlling how the image is filtered. - - - Gets or sets the format of the texture to be created. - The format of the texture to be created. - - - - Gets or sets the height to create a Texture with. - - The height. - - - Gets or sets a set of options controlling how mipmaps are filtered. - A set of options controlling how mipmaps are filtered. - - - - Gets or sets the number of mip levels to create a Texture with. - - The number of mip levels. - - - Gets the state of the related TextureUsage enumeration. - Indicates how the application uses the related texture. - - - - Gets or sets the width to create a Texture with. - - The width. - - - Describes the parameters to use when initializing a new instance of a texture. - - - - Creates an uninitialized TextureCube resource of the specified dimensions. To initialize a Texture2D from an existing file, see the static method Framework.Content.ContentManager.Load``1(System.String) or TextureCube.FromFile. - The GraphicsDevice that will display the cube texture. - The size of the edges of all the top-level faces of the cube texture. The pixel dimensions of subsequent levels of each face will be the truncated value of half of the previous level's pixel dimension (independently). Each dimension clamps at a size of 1 pixel. Thus, if the division by 2 results in 0 (zero), 1 will be taken instead. - The number of downsampled surfaces to create for each face of the cube texture when preprocessing the texture. These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain.If numberLevels is zero, all cube texture sublevels down to 1×1 pixels will be generated for each face for hardware that supports mipmapped cube textures. Use Texture.LevelCount to see the number of levels generated. - A set of options identifying the behaviors of this resource. - The format of all levels in the cube texture. - - - - Releases the unmanaged resources used by the TextureCube and optionally releases the managed resources. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Creates a cube texture resource from a file. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The texture resource that has been created on the specified graphics device. - - - Creates a cube texture resource from a file, specifying the width and height of the texture in pixels. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - Width and height of the cube texture, in pixels. - The texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a stream, specifying the number of bytes in the stream. - The graphics device to use to create the texture resource. - Stream containing the texture data. - The number of bytes in textureStream. - The texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a stream, specifying the parameters to be used in creation of the texture. - The graphics device to use to create the texture resource. - Stream containing the texture data. - The parameters to use when creating this texture. - The texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a file, specifying the parameters to be used in creation of the texture. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The parameters to use when creating this texture. - The texture resource that has been created on the specified graphics device. - - - Creates a cube texture resource from a stream. - The graphics device to use to create the texture resource. - Stream containing the texture data. - The cube texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a stream, specifying the number of bytes in the stream and the texture creation parameters to use. - The graphics device to use to create the texture resource. - Stream containing the volume texture data. - The number of bytes in textureStream. - The parameters to use when creating this texture. - The volume texture resource that has been created on the specified graphics device. - - - Returns a copy of the texture data. - The cube map face type. - The array into which to copy the data. - - - Returns a copy of the texture data, specifying the start index and number of elements in the vertex buffer. - The cube map face type. - The array into which to copy the data. - Index in the array at which to begin the copy. - Number of elements in the array. - - - Returns a copy of the texture data, specifying the start index, staring offset, number of elements, region to copy, and level where the data is to be placed. - The cube map face type. - The mipmap level where the data will be placed. - The section of the texture where the data will be placed. null indicates the data will be copied over the entire texture. - The array into which to copy the data. - Index in the array at which to begin the copy. - Number of elements in the array. - - - Copies array data to the texture at mipmap level 0. Reference page contains links to related conceptual articles. - The cube map face type. - The array of data to copy. The number of elements in the array must be equal to the size of the texture. - - - Copies array data to the texture, specifying a start offset, mipmap level, and subregion to copy. Reference page contains links to related conceptual articles. - The cube map face type. - The mipmap level where the data will be placed. - The section of the texture where the data will be placed. null indicates the data will be copied over the entire texture. - The array of data to copy. - Start offset in the array. - Number of elements in the array. The number of elements to copy must be equal to the size of the texture. - Option specifying if existing data in the buffer will be kept after this operation. - - - Copies array data to the texture at mipmap level 0, specifying a start offset. Reference page contains links to related conceptual articles. - The cube map face type. - The array of data to copy. - Start offset in the array. - Number of elements in the array. This must be equal to the size of the texture. - Option specifying if existing data in the buffer will be kept after this operation. - - - - Returns a System.String that represents the current TextureCube. - - - A System.String that represents the current TextureCube. - - - - Gets the pixel format for this texture resource. - The pixel format of this texture resource. - - - Gets the width and height of this texture resource, in pixels. - The size of this texture resource, in pixels. - - - Gets the state of the related TextureUsage enumeration. - Indicates how the application uses the related texture. - - - Represents a set of six 2D textures, one for each face of a cube. Reference page contains links to related code samples. - - - Initializes a new instance of the TextureInformation class. - Width of the texture, in pixels. - Height of the texture, in pixels. - Depth of the texture, in pixels. - Number of mip levels in original image. - Describes the data in the original image. - - - - Determines whether two instances of TextureInformation are equal. - - The object to the left of the equality operator. - The object to the right of the equality operator. - true if left is equal to right; false otherwise. - - - - - Determines whether the specified System.Object is equal to the TextureInformation. - - The System.Object to compare with the current TextureInformation. - true if the specified System.Object is equal to the current TextureInformation; false otherwise. - - - - Gets the hash code for this instance. - - A hash code for the current TextureInformation. - - - - - Determines whether two instances of TextureInformation are not equal. - - The object to the left of the inequality operator. - The object to the right of the inequality operator. - true if left is not equal to right; false otherwise. - - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets or sets the depth of a texture. - The depth of the texture. - - - Gets or sets the format of the texture. - The format of the texture. - - - Gets or sets the height, in pixels, of a texture. - The height, in pixels, of the texture. - - - Gets the file format of the original image. - The file format of the original image. - - - Gets or sets the number of mip levels of a texture. - The number of mip levels of the texture. - - - Gets the type of this resource. - The resource type, identifying this resource as a texture. - - - Gets or sets the width, in pixels, of a texture. - The width, in pixels, of the texture. - - - Encapsulates information describing texture resources. - - - Initializes a new instance of Microsoft.Xna.Framework.Graphics.VertexBuffer(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,Microsoft.Xna.Framework.Graphics.BufferUsage), specifying the size and usage. - The graphics device to associate with this vertex buffer. - The number of bytes to allocate for this vertex buffer. - Options identifying the behaviors of this vertex buffer resource. - - - Initializes a new instance of Microsoft.Xna.Framework.Graphics.VertexBuffer(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Type,System.Int32,Microsoft.Xna.Framework.Graphics.BufferUsage), specifying the element count and usage. - The graphics device to associate with this vertex buffer. - The type of vertices in this vertex buffer. - The number of elements in this vertex buffer. - Options identifying the behaviors of this vertex buffer resource. - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Gets a copy of the vertex buffer data, specifying the start index, starting offset, number of elements, and size of the vertex buffer elements. - Starting offset. - The array into which to copy the vertex buffer data. - Index of the element in the array at which to start copying. - Number of elements in the array. - Size, in bytes, of an element in the vertex buffer. - - - Gets a copy of the vertex buffer data. - The array into which to copy the vertex buffer data. - - - Gets a copy of the vertex buffer data, specifying the start index and number of elements in the vertex buffer. - The array into which to copy the vertex buffer data. - Index of the element in the array at which to start copying. - Number of elements in the array. - - - Sets the vertex buffer data. - Starting offset. - Array from which to copy the vertex buffer data. - Index of the element in the array at which to start copying. - Number of elements to copy. - Size, in bytes, of an element in the vertex buffer. - - - Sets the vertex buffer data. Reference page contains code sample. - The array from which to copy the vertex buffer data. - - - Sets the vertex buffer data. - Array from which to copy the vertex buffer data. - Index of the element in the array at which to start copying. - Number of elements to copy. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the state of the related BufferUsage enumeration. - Indicates how the application uses buffer contents. - - - Gets the size, in bytes, of this vertex buffer. - The size, in bytes, of the vertex buffer. - - - Represents a list of 3D vertices to be streamed to the graphics device. Reference page contains links to related code samples. - - - Initializes a new instance of the VertexDeclaration class. Reference page contains links to related code samples. - The GraphicsDevice associated with the vertex elements. - An array of vertex elements. - - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Raises the Disposing event when called from within a derived class. - - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Gets the vertex shader declaration. - The array of vertex elements that make up the vertex shader declaration. - - - Gets the size of a vertex from the vertex declaration. - The vertex declaration. - The zero-based stream index. - The vertex declaration size, in bytes. - - - Gets the size of a vertex from the vertex declaration. - The zero-based stream index. - The vertex declaration size, in bytes. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the GraphicsDevice associated with this vertex declaration. - The GraphicsDevice associated with this vertex declaration. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Returns the name of this vertex declaration. - The name of this vertex declaration. - - - Returns the resource tags for this vertex declaration. - The resource tags for this vertex declaration. - - - Represents a vertex declaration. - - - Initializes a new instance of the VertexElement class. - Stream number (or index) to use. - Offset (if any) from the beginning of the stream to the beginning of the vertex data. - One of several predefined types that define the vertex data size. - The tessellator processing method. These methods determine how the tessellator interprets/operates on the vertex data. - The intended use of the vertex data. - Modifies the usage data to allow the user to specify multiple usage types. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The System.Object to compare with the current VertexElement. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Retrieves a string representation of this object. - String representation of this object. - - - Retrieves or sets the offset (if any) from the beginning of the stream to the beginning of the vertex data. - Offset, in bytes, to the start of the vertex data. - - - Retrieves or sets the stream number (or index) to use. - Stream number (or index) to use. - - - Modifies the usage data to allow the user to specify multiple usage types. - Byte that represents the usage index. - - - Gets or sets the format of this vertex element. - The format of this vertex element. - - - Gets or sets a value indicating which vertex data to calculate during tessellation. - A value indicating which vertex data to calculate during tessellation. - - - Gets or sets a value describing how the vertex element is to be used. - A value describing how the vertex element is to be used. - - - Defines input vertex data to the pipeline. - - - Initializes a new instance of the VertexPositionColor class. - The position of the vertex. - The color of the vertex. - - - The vertex color. - - - The vertex position. - - - An array of two vertex elements describing the position, followed by the color, of this vertex. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The System.Object to compare with the current VertexPositionColor. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the size of the VertexPositionColor class. - The size of the vertex, in bytes. - - - Describes a custom vertex format structure that contains position and color information. - - - - Initializes a new instance of the VertexPositionColorTexture class. - - Position of the vertex. - Color of the vertex. - Texture coordinate of the vertex. - - - The vertex color. - - - The vertex position. - - - The texture coordinates. - - - An array of three vertex elements describing the position, texture coordinate, and color of this vertex. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The System.Object to compare with the current VertexPositionColorTexture. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Retrieves a string representation of this object. - String representation of this object. - - - - Gets the size of the VertexPositionColorTexture class. - - The size of the vertex, in bytes. - - - Describes a custom vertex format structure that contains position, color, and one set of texture coordinates. - - - - Initializes a new instance of the VertexPositionNormalTexture class. - - Position of the vertex. - The vertex normal. - The texture coordinate. - - - The vertex normal. - - - The vertex position. - - - The texture coordinates. - - - An array of three vertex elements describing the position, normal, and texture coordinate of this vertex. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The System.Object to compare with the current VertexPositionNormalTexture. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Retrieves a string representation of this object. - String representation of this object. - - - - Gets the size of the VertexPositionNormalTexture class. - - The size of the vertex, in bytes. - - - Describes a custom vertex format structure that contains position, normal data, and one set of texture coordinates. Reference page contains links to related code samples. - - - - Initializes a new instance of the VertexPositionTexture class. - - Position of the vertex. - Texture coordinate of the vertex. - - - The vertex position. - - - The texture coordinates. - - - An array of two vertex elements describing the position, followed by the texture coordinate, of this vertex. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The System.Object to compare with the current VertexPositionTexture. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Retrieves a string representation of this object. - String representation of this object. - - - - Gets the size of the VertexPositionTexture class. - - The size of the vertex, in bytes. - - - Describes a custom vertex format structure that contains position and one set of texture coordinates. Reference page contains links to related code samples. - - - Initializes a new instance of the VertexShader class. - The GraphicsDevice to associate with this VertexShader. - The compiled byte code. An array of tokens that represents the vertex shader, including embedded debug and symbol table information. - - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Raises the Disposing event when called from within a derived class. - - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Gets the shader byte code. - The shader byte code. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the GraphicsDevice associated with this VertexShader. - The GraphicsDevice associated with this VertexShader. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Gets the name of this vertex shader. - The name of this vertex shader. - - - Gets the resource tags for this vertex shader. - The resource tags for this vertex shader. - - - Encapsulates the functionality of a vertex shader. - - - Sets the stream source frequency divider value for the index data. This may be used to draw several instances of geometry. - Frequency of index data. - - - Sets the stream source frequency divider value for the instance data. This may be used to draw several instances of geometry. - Frequency of instance data. - - - Sets the stream source frequency divider value. This may be used to draw several instances of geometry. - Frequency divider value. - - - Sets the source of the vertex stream. - The vertex buffer source. - The starting offset. - The size, in bytes, of the elements in the vertex buffer. - - - Gets the starting offset of the vertex stream. - Starting offset of the vertex stream. - - - Gets the vertex buffer associated with this vertex stream. - Vertex buffer associated with this vertex stream. - - - Gets the size, in bytes, of the elements in this vertex stream. - Size, in bytes, of the elements in this vertex stream. - - - Represents a vertex stream. Reference page contains links to related code samples. - - - Returns the VertexStream at the specified index. - Index of the VertexStream to return. - The vertex stream at the requested index. - - - Collection of VertexStream objects. - - - - Projects a 3D vector from object space into screen space. - Reference page contains links to related code samples. - The vector to project. - The projection matrix. - The view matrix. - The world matrix. - The vector in screen space. - - - Retrieves a string representation of this object. - String representation of this object. - - - - Projects a vector from screen space into object space. - - The vector to project. - The projection matrix. - The view matrix. - The world matrix. - The vector in object space. - - - Gets the aspect ratio used by the viewport - The aspect ratio of the viewport. - - - Gets or sets the height dimension of the viewport on the render-target surface, in pixels. - The height, in pixels, of the viewport to set or get. - - - Gets or sets the maximum depth of the clip volume. - The maximum depth of the clipping volume. - - - Gets or sets the minimum depth of the clip volume. - The minimum depth of the clipping volume. - - - Returns the title safe area of the current viewport. - The title safe area. - - - Gets or sets the width dimension of the viewport on the render-target surface, in pixels. - The width, in pixels, of the viewport to set or get. - - - Gets or sets the pixel coordinate of the upper-left corner of the viewport on the render-target surface. - The upper-left corner of the viewport to set or get. - - - Gets or sets the pixel coordinate of the upper-left corner of the viewport on the render-target surface. - The upper-left corner of the viewport to set or get. - - - Defines the window dimensions of a render-target surface onto which a 3D volume projects. Reference page contains links to related conceptual articles. - - - Defines how to combine a source color with the destination color already on the render target for color blending. - - - The result is the destination added to the source.Result = (Source Color * Source Blend) + - (Destination Color * Destination Blend) - - - The result is the maximum of the source and destination.Result = max( (Source Color * Source Blend), - (Destination Color * Destination Blend) ) - - - The result is the minimum of the source and destination.Result = min( (Source Color * Source Blend), - (Destination Color * Destination Blend) ) - - - The result is the source subtracted from the destination.Result = (Destination Color * Destination Blend) −(Source Color * Source Blend) - - - The result is the destination subtracted from the source.Result = (Source Color * Source Blend) − - (Destination Color * Destination Blend) - - - Defines color blending factors. - - - Each component of the color is multiplied by (0, 0, 0, 0). - - - Each component of the color is multiplied by (1, 1, 1, 1). - - - Each component of the color is multiplied by the source color. This can be represented as (Rs, Gs, Bs, As), where R, G, B, and A respectively stand for the red, green, blue, and alpha source values. - - - Each component of the color is multiplied by the inverse of the source color. This can be represented as (1 − Rs, 1 − Gs, 1 − Bs, 1 − As) where R, G, B, and A respectively stand for the red, green, blue, and alpha destination values. - - - Each component of the color is multiplied by the alpha value of the source. This can be represented as (As, As, As, As), where As is the alpha source value. - - - Each component of the color is multiplied by the inverse of the alpha value of the source. This can be represented as (1 − As, 1 − As, 1 − As, 1 − As), where As is the alpha destination value. - - - Each component of the color is multiplied by the alpha value of the destination. This can be represented as (Ad, Ad, Ad, Ad), where Ad is the destination alpha value. - - - Each component of the color is multiplied by the inverse of the alpha value of the destination. This can be represented as (1 − Ad, 1 − Ad, 1 − Ad, 1 − Ad), where Ad is the alpha destination value. - - - Each component color is multiplied by the destination color. This can be represented as (Rd, Gd, Bd, Ad), where R, G, B, and A respectively stand for red, green, blue, and alpha destination values. - - - Each component of the color is multiplied by the inverse of the destination color. This can be represented as (1 − Rd, 1 − Gd, 1 − Bd, 1 − Ad), where Rd, Gd, Bd, and Ad respectively stand for the red, green, blue, and alpha destination values. - - - Each component of the color is multiplied by either the alpha of the source color, or the inverse of the alpha of the source color, whichever is greater. This can be represented as (f, f, f, 1), where f = min(A, 1 − Ad). - - - (Win32 only) Each component of the source color is multiplied by the inverse of the alpha of the source color, and each component of the destination color is multiplied by the alpha of the source color. This can be represented as (1 − As, 1 − As, 1 − As, 1 − As), with a destination blend factor of (As, As, As, As); the destination blend selection is overridden. This blend mode is supported only for the RenderState.SourceBlend render state. - - - Each component of the color is multiplied by a constant set in RenderState.BlendFactor. - - - Each component of the color is multiplied by the inverse of a constant set in RenderState.BlendFactor. This blend mode is supported only if GraphicsDeviceCapabilities.BlendCaps.SupportsBlendFactor is true in the GraphicsDeviceCapabilities.SourceBlendCapabilities or GraphicsDeviceCapabilities.DestinationBlendCapabilities properties. - - - This mode is obsolete. The same effect can be achieved by setting the source and destination blend factors to SourceAlpha and InverseSourceAlpha in separate calls. - - - Specifies special usage of the buffer contents. - - - None - - - Indicates that the vertex or index buffer will be used for drawing point sprites. The buffer is loaded in system memory if software vertex processing is needed to emulate point sprites. - - - Indicates that the application only writes to the vertex buffer. If specified, the driver chooses the best memory location for efficient writing and rendering. Attempts to read from a write-only vertex buffer fail. - - - Specifies the buffer to use when calling GraphicsDevice.Clear. - - - A depth buffer. - - - A stencil buffer. - - - A render target. - - - Defines the color channels that can be chosen for a per-channel write to a render target color buffer. - - - All buffer channels. - - - Alpha channel of a buffer. - - - Blue channel of a buffer. - - - Green channel of a buffer. - - - No channel selected. - - - Red channel of a buffer. - - - Defines comparison functions that can be chosen for alpha, stencil, or depth-buffer tests. - - - Always pass the test. - - - Accept the new pixel if its value is equal to the value of the current pixel. - - - Accept the new pixel if its value is greater than the value of the current pixel. - - - Accept the new pixel if its value is greater than or equal to the value of the current pixel. - - - Accept the new pixel if its value is less than the value of the current pixel. - - - Accept the new pixel if its value is less than or equal to the value of the current pixel. - - - Always fail the test. - - - Accept the new pixel if its value does not equal the value of the current pixel. - - - Identifies an include file as a local or system resource. - - - A local resource. - - - A system resource. - - - Defines optimization options that may be chosen for shader and effect code compilation. - - - Hints to the compiler to avoid using flow-control instructions. - - - Inserts debug file name, line numbers, and type and symbol information during shader compile. - - - Forces the compiler to compile against the next highest available software target for pixel shaders. This flag also turns optimizations off and debugging on. - - - Forces the compiler to compile against the next highest available software target for vertex shaders. This flag also turns optimizations off and debugging on. - - - No options specified. - - - Disables preshaders. The compiler will not pull out static expressions for evaluation on the host CPU. Additionally, the compiler will not loft any expressions when compiling stand-alone functions. - - - Indicates the effect will be non-cloneable and will not contain any shader binary data. Setting this flag reduces effect memory usage by about 50 percent because it eliminates the need for the effect system to keep a copy of the shaders in memory. - - - Unless explicitly specified, matrices will be packed in column major order (each vector will be in a single column) when passed to and from the shader. This is generally more efficient because it allows vector-matrix multiplication to be performed using a series of dot products. - - - Unless explicitly specified, matrices will be packed in row major order (each vector will be in a single row) when passed to or from the shader. - - - Forces all computations in the resulting shader to occur at partial precision. This may result in faster evaluation of shaders on some hardware. - - - Hints to the compiler to prefer using flow-control instructions. - - - Instructs the compiler to skip optimization steps during code generation. Unless you are trying to isolate a problem in your code and you suspect the compiler, using this option is not recommended. - - - Do not validate the generated code against known capabilities and constraints. This option is recommended only when compiling shaders that are known to work (that is, shaders that have compiled before without this option). Shaders are always validated by the runtime before they are set to the device. - - - Defines the faces of a cube map in the TextureCube class type. - - - Negative x-face of the cube map. - - - Negative y-face of the cube map. - - - Negative z-face of the cube map. - - - Positive x-face of the cube map. - - - Positive y-face of the cube map. - - - Positive z-face of the cube map. - - - Defines winding orders that may be used to identify back faces for culling. - - - Cull back faces with clockwise vertices. - - - Cull back faces with counterclockwise vertices. - - - Do not cull back faces. - - - Defines the format of data in a depth buffer. Reference page contains links to related conceptual articles. - - - A 16-bit depth-buffer bit depth in which 15 bits are reserved for the depth channel and 1 bit is reserved for the stencil channel. - - - A 16-bit depth-buffer bit depth. - - - A 32-bit depth-buffer bit depth that uses 24 bits for the depth channel. - - - A 32-bit depth-buffer bit depth that uses 24 bits for the depth channel and 4 bits for the stencil channel. - - - A non-lockable format that contains 24 bits of depth (in a 24-bit floating-point format − 20E4) and 8 bits of stencil. - - - A 32-bit depth-buffer bit depth that uses 24 bits for the depth channel and 8 bits for the stencil channel. - - - a 32-bit depth-buffer bit depth. - - - Format is unknown. - - - Specifies the type of device driver. - - - A hardware device. Using the flag to get direct access to the video hardware. - - - A null device. This is a reference device that can do everything except render a scene. - - - A reference device. Use this flag to create a software emulated device. - - - Defines classes that can be used for effect parameters or shader constants. - - - Constant is a column major matrix. - - - Constant is a row major matrix. - - - Constant is either a texture, a shader, or a string. - - - Constant is a scalar. - - - Constant is a structure. - - - Constant is a vector. - - - Defines types that can be used for effect parameters or shader constants. - - - Parameter is a Boolean. Any nonzero value passed in will be mapped to 1 (TRUE) before being written into the constant table; otherwise, the value will be set to 0 in the constant table. - - - Parameter is an integer. Any floating-point values passed in will be rounded off (to zero decimal places) before being written into the constant table. - - - Parameter is a pixel shader. - - - Parameter is a sampler. - - - Parameter is a 1D sampler. - - - Parameter is a 2D sampler. - - - Parameter is a 3D sampler. - - - Parameter is a cube sampler. - - - Parameter is a floating-point number. - - - Parameter is a string. - - - Parameter is a texture. - - - Parameter is a 1D texture. - - - Parameter is a 2D texture. - - - Parameter is a 3D texture. - - - Parameter is a cube texture. - - - Parameter is a vertex shader. - - - Parameter is a void pointer. - - - Describes options for filling the vertices and lines that define a primitive. - - - Draw a point at each vertex. - - - Draw solid faces for each primitive. - - - Draw lines connecting the vertices that define a primitive face. - - - Defines modes describing how to filter an image or mipmap when it is minified or magnified to fit a set of vertices. - - - Each pixel is computed by averaging a 2×2(×2) box of pixels from the source image. This filter works only when the dimensions of the destination are half those of the source, as is the case with mipmaps. - - - Resulting image must be dithered using a 4×4 ordered dither algorithm. This happens when converting from one format to another. - - - Do diffuse dithering on the image when changing from one format to another. - - - Bilinear interpolation filtering is used as a texture magnification or minification filter. A weighted average of a 2×2 area of texels surrounding the desired pixel is used. The texture filter to use between mipmap levels is trilinear mipmap interpolation. The rasterizer interpolates pixel color in a linear manner, using the texels of the two nearest textures. - - - Same as specifying the MirrorU, MirrorV, and MirrorW flags. This flag is always used internally for this function. - - - Pixels off the edge of the texture on the u-axis should be mirrored, not wrapped. - - - Pixels off the edge of the texture on the v-axis should be mirrored, not wrapped. - - - Pixels off the edge of the texture on the w-axis should be mirrored, not wrapped. - - - Mipmapping disabled. The rasterizer uses the magnification filter instead. - - - Each destination pixel is computed by sampling the nearest pixel from the source image. - - - Same as specifying SrgbIn | SrgbOut. - - - Input data is in sRGB (gamma 2.2) color space. - - - Output data is in sRGB (gamma 2.2) color space. - - - Each pixel in the source image contributes equally to the destination image. This is the slowest of the filters. - - - Defines constants that describe the fog mode. - - - Fog effect intensifies exponentially, according to the following formula.[Image, see documentation page] - - - Fog effect intensifies exponentially with the square of the distance, according to the following formula.[Image, see documentation page] - - - Fog effect intensifies in a linear manner between the start and end points, according to the following formula.[Image, see documentation page] - - - No fog effect. - - - Describes the status of the device. - - - The device has been lost. - - - The device is normal. - - - The device has not been reset. - - - Defines supported image file formats that may be used for textures. - - - Microsoft Windows bitmap file format. - - - DirectDrawSurface file format. - - - Microsoft Windows bitmap file format. - - - High dynamic-range file format. - - - Joint Photographic Experts Group (JPEG) compressed file format. - - - Portable float map file format. - - - Portable Network Graphics file format. - - - Portable pixmap file format. - - - Truevision Targa image file format. - - - Defines the size of an element of an index buffer. - - - Sixteen bits. - - - Thirty-two bits. - - - Defines the levels of full-scene multisampling that the game machine can apply. Reference page contains code sample. - - - Enables 16 levels of full-scene multisampling. - - - Enables 15 levels of full-scene multisampling. - - - Enables 14 levels of full-scene multisampling. - - - Enables 13 levels of full-scene multisampling. - - - Enables 12 levels of full-scene multisampling. - - - Enables 11 levels of full-scene multisampling. - - - Enables 10 levels of full-scene multisampling. - - - Enables 9 levels of full-scene multisampling. - - - Enables 8 levels of full-scene multisampling. - - - Enables 7 levels of full-scene multisampling. - - - Enables 6 levels of full-scene multisampling. - - - Enables 5 levels of full-scene multisampling. - - - Enables 4 levels of full-scene multisampling. - - - Enables 3 levels of full-scene multisampling. - - - Enables 2 levels of full-scene multisampling. - - - Enables the multisample quality value. For a quality of 1, the video card determines the best multisampling mode. - - - Specifies no full-scene multisampling, and enables swap effects other than SwapEffect.Discard. - - - Defines flags that describe the relationship between the adapter refresh rate and the rate at which GraphicsDevice.Present operations are completed. - - - Equivalent to setting One. - - - The driver waits for the vertical retrace period (the runtime will beam trace to prevent tearing). GraphicsDevice.Present operations are not affected more frequently than the screen refresh rate; the runtime completes one GraphicsDevice.Present operation per adapter refresh period, at most. This option is always available for both windowed and full-screen swap chains. - - - The driver waits for the vertical retrace period. GraphicsDevice.Present operations are not affected more frequently than every second screen refresh. Check the GraphicsDeviceCapabilities.PresentInterval property to determine whether the driver supports this option. - - - The driver waits for the vertical retrace period. GraphicsDevice.Present operations are not affected more frequently than every third screen refresh. Check the GraphicsDeviceCapabilities.PresentInterval property to determine whether the driver supports this option. - - - The driver waits for the vertical retrace period. GraphicsDevice.Present operations are not affected more frequently than every fourth screen refresh. Check the GraphicsDeviceCapabilities.PresentInterval property to determine whether the driver supports this option. - - - The runtime updates the window client area immediately, and might do so more than once during the adapter refresh period. GraphicsDevice.Present operations might be affected immediately. This option is always available for both windowed and full-screen swap chains. - - - Defines flags that control the behavior of the back buffer and depth buffer. - - - Clips a windowed GraphicsDevice.Present blit into the window client area, within the monitor screen area of the video adapter that created the Microsoft Direct3D device. This flag works only on Microsoft Windows 2000 and Windows XP. - - - Enables depth-buffer discarding if set when the device or swap chain is created. When this flag is set, the contents of the depth stencil buffer are invalid after either GraphicsDevice.Present or GraphicsDevice.DepthStencilBuffer is called.Discarding depth-buffer data can increase performance and is dependent on the driver. The debug runtime enforces discarding by clearing the depth-buffer to some constant value after calling either GraphicsDevice.Present or GraphicsDevice.DepthStencilBuffer with a different depth surface.Discarding depth-buffer data is illegal for all lockable formats, DepthFormat.Depth16Lockable, and DepthFormat.D32Lockable. Using the GraphicsDevice constructor to specify a lockable format and depth-buffer discarding will result in failure. - - - Use no presentation flags. - - - Informs the driver that the back buffers contain video data. - - - Defines how data in a vertex stream is interpreted during a draw call. Reference page contains links to related code samples. - - - Renders the vertices as a list of isolated straight line segments; the count may be any positive integer. - - - Renders the vertices as a single polyline; the count may be any positive integer. - - - Renders the vertices as a collection of isolated points. This value is unsupported for indexed primitives. - - - Renders the vertices as a triangle fan. - - - Renders the specified vertices as a sequence of isolated triangles. Each group of three vertices defines a separate triangle. Back-face culling is affected by the current winding-order render state. - - - Renders the vertices as a triangle strip. The back-face culling flag is flipped automatically on even-numbered triangles. - - - Defines options for querying device resource formats. Reference page contains links to related code samples. - - - Query the resource format to see if it supports texture filter types other than TextureFilter.Point (which is always supported). - - - No option specified. - - - Query the resource to verify support for post pixel shader blending support, including alpha test, pixel fog, render-target blending, color write enable, and dithering. - - - Query the resource to verify if a texture supports gamma correction during a read operation. - - - Query the resource to verify if a texture supports gamma correction during a write operation. - - - Query the resource to verify support for vertex shader texture sampling. - - - Query the resource to verify support for texture wrapping and mipmapping. - - - Determines how render target data is used once a new render target is set. Reference page contains links to related conceptual articles. - - - Always clears the render target data. - - - Either clears or keeps the data, depending on the current platform. On Xbox 360, the render target will discard contents. On PC, the render target will discard if multisampling is enabled, and preserve the contents if not. - - - Always keeps the render target data. - - - Defines resource types. - - - A depth stencil buffer resource. - - - An index buffer resource. - - - A render target resource. - - - A 2-dimensional texture resource. - - - A 3-dimensional texture resource. - - - A 3-D volume texture resource. - - - A cube texture resource. - - - A vertex buffer resource. - - - Defines options for saving the graphics device state before and after an effect technique is applied. - - - No device state is saved when calling Effect.Begin or restored when calling Effect.End. - - - Save all device state when calling Effect.Begin and restore device state when calling Effect.End. - - - Describes whether existing buffer data will be overwritten or discarded during a SetData operation. - - - The SetData operation will discard all existing buffer data.The operation will overwrite (with a write-only operation) every location within the locked surface. This is a valid option when using dynamic textures, dynamic vertex buffers, and dynamic index buffers. You may not use this option to update a portion of a surface.For vertex and index buffers, the SetData operation will discard the entire buffer. A pointer to a new memory area is returned so that the direct memory access (DMA) and rendering from the previous area do not stall.For textures, the SetData operation will overwrite (with a write-only operation) every location within the region being locked. - - - Portions of existing data in the buffer may be overwritten during this operation. - - - The SetData operation will not overwrite existing data in the vertex and index buffers. Specifying this option allows the driver to return immediately from a SetData operation and continue rendering. - - - Defines vertex and pixel shader versions. Reference page contains links to related code samples. - - - Pixel shader version ps_1_1. - - - Pixel shader version ps_1_2. - - - Pixel shader version ps_1_3. - - - Pixel shader version ps_1_4. - - - Pixel shader version ps_2_0. - - - Pixel shader version ps_2_a. - - - Pixel shader version ps_2_b. - - - Pixel software shader version ps_2_sw. - - - Pixel shader version ps_3_0. - - - Unknown pixel shader version. - - - Vertex shader version v_1_1. - - - Vertex shader version v_2_0. - - - Vertex shader version v_2_a. - - - Vertex software shader version v_2_sw. - - - Vertex shader version vs_3_0. - - - Xbox microcode assembly pixel shader version xps_3_0. Microcode assembly language supports a superset of the ps_3_0 and vs_3_0 specifications defined by Direct3D 9.0 for Windows. It does not support earlier Direct3D vertex and pixel shader specifications. - - - Xbox microcode assembly vertex shader version xvs_3_0. Microcode assembly language supports a superset of the ps_3_0 and vs_3_0 specifications defined by Direct3D 9.0 for Windows. It does not support earlier Direct3D vertex and pixel shader specifications. - - - Defines the data type of a shader register. - - - Boolean value. - - - 4D floating-point number. - - - 4D integer number. - - - The register contains 4D sampler data. - - - - The following flags are used to specify sprite blending rendering options to the flags parameter in SpriteBatch.Begin: - Reference page contains links to related code samples. - - - Enable additive blending. - - - Enable alpha blending. - - - No blending specified. - - - Defines sprite mirroring options. - - - - Rotate 180 degrees about the Y axis before rendering. - - - Rotate 180 degrees about the X axis before rendering. - - - No rotations specified. - - - Defines sprite sort-rendering options. - - - Same as Deferred mode, except sprites are sorted by depth in back-to-front order prior to drawing. This procedure is recommended when drawing transparent sprites of varying depths. - - - Sprites are not drawn until SpriteBatch.End is called. SpriteBatch.End will apply graphics device settings and draw all the sprites in one batch, in the same order calls to SpriteBatch.Draw were received. This mode allows SpriteBatch.Draw calls to two or more instances of SpriteBatch without introducing conflicting graphics device settings. SpriteBatch defaults to Deferred mode. - - - Same as Deferred mode, except sprites are sorted by depth in front-to-back order prior to drawing. This procedure is recommended when drawing opaque sprites of varying depths. - - - SpriteBatch.Begin will apply new graphics device settings, and sprites will be drawn within each SpriteBatch.Draw call. In Immediate mode there can only be one active SpriteBatch instance without introducing conflicting device settings. Immediate mode is faster than Deferred mode. - - - Same as Deferred mode, except sprites are sorted by texture prior to drawing. This can improve performance when drawing non-overlapping sprites of uniform depth. - - - Defines stencil buffer operations. Reference page contains links to related conceptual articles. - - - Decrements the stencil-buffer entry, wrapping to the maximum value if the new value is less than 0. - - - Decrements the stencil-buffer entry, clamping to 0. - - - Increments the stencil-buffer entry, wrapping to 0 if the new value exceeds the maximum value. - - - Increments the stencil-buffer entry, clamping to the maximum value. - - - Inverts the bits in the stencil-buffer entry. - - - Does not update the stencil-buffer entry. This is the default value. - - - Replaces the stencil-buffer entry with a reference value. - - - Sets the stencil-buffer entry to 0. - - - Defines various types of surface formats. Reference page contains links to related conceptual articles. - - - (Unsigned format) 8-bit alpha only. - - - (Unsigned format) 8-bit BGR texture format using 2 bits for blue, 3 bits for green, and 3 bits for red. - - - (Unsigned format) 24-bit BGR pixel format with 8 bits per channel. - - - (Unsigned format) 32-bit BGR pixel format, where 8 bits are reserved for each color. - - - (Unsigned format) 16-bit BGR pixel format where 4 bits are reserved for each color. - - - (Unsigned format) 16-bit BGR pixel format where 5 bits are reserved for each color. - - - (Unsigned format) 16-bit BGR pixel format with 5 bits for blue, 6 bits for green, and 5 bits for red. - - - (Unsigned format) 32-bit pixel format using 10 bits each for blue, green, and red; and 2 bits for alpha. - - - (Unsigned format) 16-bit BGRA format using 2 bits for blue, 3 bits each for red and green; and 8 bits for alpha. - - - (Unsigned format) 16-bit BGRA pixel format with 4 bits for each channel. - - - (Unsigned format) 16-bit BGRA pixel format where 5 bits are reserved for each color and 1 bit is reserved for alpha. - - - (Unsigned format) 32-bit ARGB pixel format with alpha, using 8 bits per channel. - - - (Buffer format) 16-bit depth-buffer bit depth where 15 bits are reserved for the depth channel and 1 bit is reserved for the stencil channel. - - - (Buffer format) 16-bit depth-buffer bit depth. - - - (Buffer format) 32-bit depth-buffer bit depth using 24 bits for the depth channel. - - - (Buffer format) 32-bit depth-buffer bit depth using 24 bits for the depth channel and 4 bits for the stencil channel. - - - (Buffer format) 32-bit depth-buffer bit depth using 24 bits for the depth channel and 8 bits for the stencil channel. - - - (Buffer format) A non-lockable format that contains 24 bits of depth (in a 24-bit floating-point format − 20e4) and 8 bits of stencil. - - - (Buffer format) 32-bit depth-buffer bit depth. - - - DXT1 compression texture format. The runtime will not allow an application to create a surface using a DXTn format unless the surface dimensions are multiples of 4. This applies to offscreen-plain surfaces, render targets, 2D textures, cube textures, and volume textures. - - - DXT2 compression texture format. The runtime will not allow an application to create a surface using a DXTn format unless the surface dimensions are multiples of 4. This applies to offscreen-plain surfaces, render targets, 2D textures, cube textures, and volume textures. - - - DXT3 compression texture format. The runtime will not allow an application to create a surface using a DXTn format unless the surface dimensions are multiples of 4. This applies to offscreen-plain surfaces, render targets, 2D textures, cube textures, and volume textures. - - - DXT4 compression texture format. The runtime will not allow an application to create a surface using a DXTn format unless the surface dimensions are multiples of 4. This applies to offscreen-plain surfaces, render targets, 2D textures, cube textures, and volume textures. - - - DXT5 compression texture format. The runtime will not allow an application to create a surface using a DXTn format unless the surface dimensions are multiples of 4. This applies to offscreen-plain surfaces, render targets, 2D textures, cube textures, and volume textures. - - - (Floating-point format) 16-bit float format using 16 bits for the red channel. - - - (Floating-point format) 32-bit float format using 16 bits for the red channel and 16 bits for the green channel. - - - (Floating-point format) 64-bit float format using 16 bits for each channel (alpha, blue, green, red). - - - (Unsigned format) 16-bit luminance only. - - - (Unsigned format) 8-bit luminance only. - - - (Unsigned format) 16-bit using 8 bits each for alpha and luminance. - - - (Unsigned format) 8-bit using 4 bits each for alpha and luminance. - - - MultiElement texture (not compressed) - - - (Mixed format) 32-bit bump-map format using 2 bits for alpha and 10 bits each for w, v, and u. - - - (Signed format) 16-bit bump-map format using 8 bits each for u and v data. - - - (Signed format) 16-bit normal compression format. The texture sampler computes the C channel from: C = sqrt(1 − U2− V2). - - - (Signed format) 32-bit bump-map format using 8 bits for each channel. - - - (Mixed format) 16-bit bump-map format with luminance using 6 bits for luminance, and 5 bits each for v and u. - - - (Mixed format) 32-bit bump-map format with luminance using 8 bits for each channel. - - - (Signed format) 32-bit bump-map format using 16 bits for each channel. - - - (Signed format) 64-bit bump-map format using 16 bits for each component. - - - (Unsigned format) 8-bit color indexed. - - - (Unsigned format) 8-bit color indexed with 8 bits of alpha. - - - (Unsigned format) 32-bit pixel format using 16 bits each for red and green. - - - (Unsigned format) 32-bit RGB pixel format, where 8 bits are reserved for each color. - - - (Unsigned format) 32-bit RGBA pixel format using 10 bits for each color and 2 bits for alpha. - - - (Unsigned format) 32-bit RGBA pixel format with alpha, using 8 bits per channel. - - - (Unsigned format) 64-bit RGBA pixel format using 16 bits for each component. - - - (IEEE format) 32-bit float format using 32 bits for the red channel. - - - Surface format is unknown. - - - (IEEE format) 64-bit float format using 32 bits for the red channel and 32 bits for the green channel. - - - (IEEE format) 128-bit float format using 32 bits for each channel (alpha, blue, green, red). - - - A 16-bit packed RGB format analogous to VideoYuYv (U0Y0, V0Y1, U2Y2, and so on). It requires a pixel pair to properly represent the color value. The first pixel in the pair contains 8 bits of green (in the low 8 bits) and 8 bits of red (in the high 8 bits). The second pixel contains 8 bits of green (in the low 8 bits) and 8 bits of blue (in the high 8 bits). Together, the two pixels share the red and blue components, while each has a unique green component (R0G0, B0G1, R2G2, and so on). The texture sampler does not normalize the colors when looking up into a pixel shader; they remain in the range of 0.0f to 255.0f. This is true for all programmable pixel shader models. For the fixed-function pixel shader, the hardware should normalize to the 0.f to 1.f range and essentially treat it as the VideoUyVy texture. Hardware that exposes this format must have GraphicsDeviceCapabilities.PixelShader1xMaxValue set to a value capable of handling that range. - - - A 16-bit packed RGB format analogous to VideoUyVy (Y0U0, Y1V0, Y2U2, and so on). It requires a pixel pair to properly represent the color value. The first pixel in the pair contains 8 bits of green (in the high 8 bits) and 8 bits of red (in the low 8 bits). The second pixel contains 8 bits of green (in the high 8 bits) and 8 bits of blue (in the low 8 bits). Together, the two pixels share the red and blue components, while each has a unique green component (G0R0, G1B0, G2R2, and so on). The texture sampler does not normalize the colors when looking up into a pixel shader; they remain in the range of 0.0f to 255.0f. This is true for all programmable pixel shader models. For the fixed-function pixel shader, the hardware should normalize to the 0.f to 1.f range and essentially treat it as the VideoUyVy texture. Hardware that exposes this format must have GraphicsDeviceCapabilities.PixelShader1xMaxValue set to a value capable of handling that range. - - - YUY2 format (PC98 compliance) - - - VideoYuYv format (PC98 compliance) - - - Defines how the device front buffer and back buffer are to be swapped when GraphicsDevice.Present is called. - - - This swap effect can be specified only for a swap chain that comprises a single back buffer.Whether the swap chain is windowed or full-screen, the runtime guarantees the semantics implied by a copy-based GraphicsDevice.Present operation; specifically, that the operation leaves the content of the back buffer unchanged, instead of replacing it with the content of the front buffer as a flip-based GraphicsDevice.Present operation would.For a windowed swap chain, a GraphicsDevice.Present operation causes the back buffer content to be copied immediately to the client area of the target window. No attempt is made to synchronize the copy with the vertical retrace period of the display adapter, so tearing effects may be observed.For a full-screen swap chain, the runtime uses a combination of flip and copy operations, which are supported by hidden back buffers if necessary, to accomplish the GraphicsDevice.Present operation. Accordingly, the presentation is synchronized with the display adapter's vertical retrace and its rate is constrained by the chosen presentation interval. A swap chain specified with the PresentInterval.Immediate flag is the only exception. (For more information, see PresentationParameters.PresentationInterval.) In this case, a GraphicsDevice.Present operation copies the back buffer content directly to the front buffer without waiting for the vertical retrace. - - - The default swap effect is Discard. - - - When a swap chain is created with a swap effect of Flip or Copy, the runtime guarantees that a GraphicsDevice.Present operation will not affect the content of any of the back buffers. However, meeting this guarantee can involve substantial video memory or processing overheads, especially when implementing flip semantics for a windowed swap chain or copy semantics for a full-screen swap chain.An application can use the Discard swap effect to avoid these overheads and to enable the display driver to choose the most efficient presentation technique for the swap chain.Discard is also the only swap effect that can be used when specifying a value other than None for PresentationParameters.MultiSampleType. Like a swap chain that uses Flip, a swap chain that uses Discard might include more than one back buffer.The swap chain is essentially a queue where 0 always indexes the back buffer that will be displayed by the next GraphicsDevice.Present operation and from which buffers are discarded once they have been displayed. An application that uses this swap effect should update an entire back buffer before invoking a GraphicsDevice.Present operation that displays it.The debug version of the runtime overwrites the contents of discarded back buffers with random data, to enable developers to verify that their applications are updating the entire back buffer surface correctly.For a full-screen swap chain, the presentation rate is determined by the value assigned to PresentationParameters.PresentationInterval when the device or swap chain is created. Unless this value is PresentInterval.Immediate, the presentation is synchronized with the vertical sync of the monitor. For a windowed swap chain, the presentation is implemented by means of copy operations, and always occurs immediately. - - - The swap chain might include multiple back buffers and is essentially a circular queue that includes the front buffer. Within this queue, the back buffers are always numbered sequentially from 0 to (n - 1), where n is the number of back buffers, so that 0 denotes the least recently presented buffer. - When GraphicsDevice.Present is invoked, the queue is rotated so that the front buffer becomes the back buffer (n - 1), while the back buffer 0 becomes the new front buffer.For a full-screen swap chain, the presentation rate is determined by the value assigned to the PresentationParameters.PresentationInterval when the device or swap chain is created. Unless this value is PresentInterval.Immediate, the presentation is synchronized with the vertical sync of the monitor.For a windowed swap chain, the flipping is implemented by means of copy operations, and the presentation always occurs immediately. - - - Defines constants that describe supported texture-addressing modes. Reference page contains links to related conceptual articles. - - - Texture coordinates outside the range [0.0, 1.0] are set to the border color. - - - Texture coordinates outside the range [0.0, 1.0] are set to the texture color at 0.0 or 1.0, respectively. - - - Similar to Wrap, except that the texture is flipped at every integer junction. For u values between 0 and 1, for example, the texture is addressed normally; between 1 and 2, the texture is flipped (mirrored); between 2 and 3, the texture is normal again, and so on. - - - Similar to Mirror and Clamp. Takes the absolute value of the texture coordinate (thus, mirroring around 0), and then clamps to the maximum value. The most common usage is for volume textures, where support for the full MirrorOnce texture-addressing mode is not necessary, but the data is symmetrical around the one axis. - - - Tile the texture at every integer junction. For example, for u values between 0 and 3, the texture is repeated three times; no mirroring is performed. - - - Defines how a texture will be filtered as it is minified for each mipmap level. Reference page contains links to related conceptual articles. - - - Anisotropic texture filtering used as a texture magnification or minification filter. This type of filtering compensates for distortion caused by the difference in angle between the texture polygon and the plane of the screen. - - - A 4-sample Gaussian filter used as a texture magnification or minification filter. - - - Bilinear interpolation filtering used as a texture magnification or minification filter. A weighted average of a 2×2 area of texels surrounding the desired pixel is used. The texture filter used between mipmap levels is trilinear mipmap interpolation, in which the rasterizer performs linear interpolation on pixel color, using the texels of the two nearest mipmap textures. - - - Mipmapping disabled. The rasterizer uses the magnification filter instead. - - - Point filtering used as a texture magnification or minification filter. The texel with coordinates nearest to the desired pixel value is used. The texture filter used between mipmap levels is based on the nearest point; that is, the rasterizer uses the color from the texel of the nearest mipmap texture. - - - A 4-sample tent filter used as a texture magnification or minification filter. - - - Specifies special usage of the texture data. - - - The resource automatically generates mipmaps. Automatic generation of mipmaps is not supported for volume textures and depth stencil surfaces/textures. - - - (Xbox 360 only) Linear texture memory format. Linear formats are arranged in memory using a left-to-right and top-to-bottom layout (with pixels contiguous in memory for each row, and rows contiguous except for possible alignment padding). Use this format when doing dynamic CPU updates to textures where:You do not want the overhead of translating tile addresses using the CPU.Textures are not often referenced during the frame.Less efficient GPU performance is not a problem.This flag is valid only for texture creation on Xbox 360. It is ignored if used elsewhere. On Xbox, most formats are created as Tiled if it is applicable. - - - None. - - - (Xbox 360 only) Tiled texture memory format. Tiled formats are arranged using a memory layout designed to maximize the cache coherency of texture fetches and balance the access workload of the memory controllers. The exact pixel arrangement of tiled formats varies based on the bit depth of the format; however, pixels that are close to one another spatially are located close to one another in memory. For example, two pixels adjacent to one another in a vertical column would be separated in memory by an entire row of pixels for a linear format, but could be separated by only a few bytes for a tiled format. The tiled texture format is usually more efficient than the linear texture format.This flag is valid only when used for texture creation on Xbox 360, and will be ignored if used elsewhere. On Xbox, most formats are created as Tiled if it is applicable. - - - Defines supported wrap coordinates. Reference page contains links to related conceptual articles. - - - No texture wrap coordinates specified. - - - U texture wrapping (wrapping in the direction of the first dimension). - - - V texture wrapping (wrapping in the direction of the second dimension). - - - W texture wrapping (wrapping in the direction of the third dimension). - - - Texture wrapping in the direction of the fourth dimension. - - - Defines vertex element formats. - - - Single-component, 32-bit floating-point, expanded to (float, 0, 0, 1). - - - Two-component, 32-bit floating-point, expanded to (float, Float32 value, 0, 1). - - - Three-component, 32-bit floating point, expanded to (float, float, float, 1). - - - Four-component, 32-bit floating point, expanded to (float, float, float, float). - - - Two-component, 16-bit floating point expanded to (value, value, value, value). This type is valid for vertex shader version 2.0 or higher. - - - Four-component, 16-bit floating-point expanded to (value, value, value, value). This type is valid for vertex shader version 2.0 or higher. - - - Normalized, four-component, unsigned short, expanded to (first byte/65535.0, second byte/65535.0, third byte/65535.0, fourth byte/65535.0). This type is valid for vertex shader version 2.0 or higher. - - - Four-component, packed, unsigned byte, mapped to 0 to 1 range. Input is in Int32 format (ARGB) expanded to (R, G, B, A). - - - Four-component byte with each byte normalized by dividing the component with 255.0f. This type is valid for vertex shader version 2.0 or higher. - - - Normalized, two-component, unsigned short, expanded to (first byte/65535.0, second byte/65535.0, 0, 1). This type is valid for vertex shader version 2.0 or higher. - - - Normalized, two-component, signed short, expanded to (first short/32767.0, second short/32767.0, 0, 1). This type is valid for vertex shader version 2.0 or higher. - - - Normalized, four-component, signed short, expanded to (first short/32767.0, second short/32767.0, third short/32767.0, fourth short/32767.0). This type is valid for vertex shader version 2.0 or higher. - - - Three-component, signed, 10 10 10 format normalized and expanded to (v[0]/511.0, v[1]/511.0, v[2]/511.0, 1). - - - Two-component, signed short expanded to (value, value, 0, 1). - - - Four-component, signed short expanded to (value, value, value, value). - - - Four-component, unsigned byte. - - - Three-component, unsigned, 10 10 10 format expanded to (value, value, value, 1). - - - Type field in the declaration is unused. This is designed for use with VertexElementMethod.UV and VertexElementMethod.LookUpPresampled. - - - Defines the tessellator processing method for a vertex element. - - - Default value. The tessellator copies the vertex data (or the spline data if it is operating on a patch) without performing additional calculations on it. The input and output types can be any value. When the tessellator is used, this element is interpolated; otherwise, vertex data is copied into the input register. - - - Looks up a displacement map. The input type can be VertexElementFormat.Vector2, VertexElementFormat.Vector3, or VertexElementFormat.Vector4. Only the .x and .y components are used for the texture map lookup. The output type is always VertexElementFormat.Single. The device must support displacement mapping. This constant is supported only by the programmable pipeline on N-patch data, if N-patches are enabled. - - - Looks up a presampled displacement map. The input type must be set to VertexElementFormat.Unused, and the stream index and stream offset must be set to 0. The output type for this operation is always VertexElementFormat.Single. The device must support displacement mapping. This constant is supported only by the programmable pipeline on N-patch data, if N-patches are enabled. - - - Copies out the u and v values at a point on the rectangle or triangle patch. This results in a 2D float. The input type must be set to VertexElementFormat.Unused; the output type is always VertexElementFormat.Vector2. The input stream and offset also are unused, but must be set to 0. - - - Defines usage for vertex elements. - - - Vertex binormal data. - - - Blending indices data. (BlendIndices with VertexElement.UsageIndex = 0) specifies matrix indices for fixed-function vertex processing using indexed paletted skinning. - - - Blending weight data. (BlendWeight with VertexElement.UsageIndex = 0) specifies the blend weights in fixed-function vertex processing. - - - Vertex data contains diffuse or specular color. (Color with VertexElement.UsageIndex = 0) specifies the diffuse color in the fixed-function vertex shader and in pixel shaders prior to ps_3_0. (Color with VertexElement.UsageIndex = 1) specifies the specular color in the fixed-function vertex shader and in pixel shaders prior to ps_3_0. - - - Vertex data contains depth data. - - - Vertex data contains fog data. (Fog with VertexElement.UsageIndex = 0) specifies a fog blend value to use after pixel shading is finished. This flag applies to pixel shaders prior to version ps_3_0. - - - Vertex normal data. (Normal with VertexElement.UsageIndex = 0) specifies vertex normals for fixed-function vertex processing and the N-patch tessellator. (Normal with VertexElement.UsageIndex = 1) specifies vertex normals for fixed-function vertex processing for skinning. - - - Point size data. (PointSize with VertexElement.UsageIndex = 0) specifies the point-size attribute used by the setup engine of the rasterizer to expand a point into a quad for the point-sprite functionality. - - - Position data. (Position with VertexElement.UsageIndex = 0 ) specifies the nontransformed position in fixed-function vertex processing and the N-patch tessellator. (Position with VertexElement.UsageIndex = 1) specifies the nontransformed position in the fixed-function vertex shader for skinning. - - - Vertex data contains sampler data. (Sample with VertexElement.UsageIndex = 0) specifies the displacement value to look up. This flag can be used only with VertexElementMethod.LookUpPresampled or VertexElementMethod.LookUp. - - - Vertex tangent data. - - - Single, positive floating-point value. (TessellateFactor with VertexElement.UsageIndex = 0) specifies a tessellation factor used in the tessellation unit to control the rate of tessellation. - - - Texture coordinate data. (TextureCoordinate, n) specifies texture coordinates in fixed-function vertex processing and in pixel shaders prior to ps_3_0. These coordinates can be used to pass user-defined data. - - - Retrieves the capabilities of an Xbox 360 Controller. - Index of the controller to query. - The capabilities of the controller. - - - Gets the current state of a game pad controller, using a specified dead zone on analog stick positions. Reference page contains links to related code samples. - Player index for the controller you want to query. - Enumerated value that specifies what dead zone type to use. - The current state of the controller. - - - Gets the current state of a game pad controller. Reference page contains links to related code samples. - Player index for the controller you want to query. - The current state of the controller. - - - Sets the vibration motor speeds on an Xbox 360 Controller. Reference page contains links to related code samples. - Player index that identifies the controller to set. - The speed of the left motor, between 0.0 and 1.0. This motor is a low-frequency motor. - The speed of the right motor, between 0.0 and 1.0. This motor is a high-frequency motor. - true if the vibration motors were successfully set; false if the controller was unable to process the request. - - - Allows retrieval of user interaction with an Xbox 360 Controller and setting of controller vibration motors. Reference page contains links to related code samples. - - - Initializes a new instance of the GamePadButtons class, setting the specified buttons to pressed. - Buttons to initialize as pressed. Specify a single button, or combine multiple buttons using a bitwise OR operation. - - - Determines whether two GamePadButtons instances are equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the instances are equal; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether two GamePadButtons instances are not equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the objects are not equal; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Identifies whether the A button on the Xbox 360 Controller is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - Identifies whether the BACK button on the Xbox 360 Controller is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - - - Identifies whether the BigButton button is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - - Identifies whether the B button on the Xbox 360 Controller is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - - Identifies whether the left shoulder (bumper) button on the Xbox 360 Controller is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - - Identifies whether the left stick button on the Xbox 360 Controller is pressed (the stick is "clicked" in). - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - - Identifies whether the right shoulder (bumper) button on the Xbox 360 Controller is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - - Identifies whether the right stick button on the Xbox 360 Controller is pressed (the stick is "clicked" in). - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - - Identifies whether the START button on the Xbox 360 Controller is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - - Identifies whether the X button on the Xbox 360 Controller is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - Identifies whether the Y button on the Xbox 360 Controller is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - Identifies whether the buttons on an Xbox 360 Controller are pressed or released. Reference page contains links to related code samples. - - - Gets the type of controller. - Enumerated value describing the controller type. - - - Indicates whether the controller has an A button. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a BACK button. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a B button. - true if the controller has this capability; false otherwise. - - - - Indicates whether the controller has a BigButton button. - - true if the controller has this capability; false otherwise. - - - - Indicates whether the controller has a directional pad DOWN button. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a directional pad LEFT button. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a directional pad RIGHT button. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a directional pad UP button. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a left bumper button. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a digital button control on the left analog stick. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a left analog trigger. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a low-frequency vibration motor. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller supports a left analog control with horizontal movement. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller supports a left analog control with vertical movement. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a right bumper button. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a digital button control on the right analog stick. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a right analog trigger. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a high-frequency vibration motor. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller supports a right analog control with horizontal movement. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller supports a right analog control with vertical movement. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a START button. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller supports voice. - true if the controller supports voice; false otherwise. - - - Indicates whether the controller has an X button. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a Y button. - true if the controller has this capability; false otherwise. - - - Indicates whether the Xbox 360 Controller is connected. - true if the controller is connected; false otherwise. - - - - Describes the capabilities of an Xbox 360 Controller, including controller type and whether the controller supports voice. - - - Initializes a new instance of the GamePadDPad class. - Directional pad up button state. - Directional pad down button state. - Directional pad left button state. - Directional pad right button state. - - - Determines whether two GamePadDPad instances are equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the instances are equal; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether two GamePadDPad instances are not equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the objects are not equal; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Identifies whether the Down direction on the Xbox 360 Controller directional pad is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - Identifies whether the Left direction on the Xbox 360 Controller directional pad is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - Identifies whether the Right direction on the Xbox 360 Controller directional pad is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - Identifies whether the Up direction on the Xbox 360 Controller directional pad is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - Identifies which directions on the directional pad of an Xbox 360 Controller are being pressed. - - - Initializes a new instance of the GamePadState class with the specified stick, trigger, and button values. - Left stick value. Each axis is clamped between -1.0 and 1.0. - Right stick value. Each axis is clamped between -1.0 and 1.0. - Left trigger value. This value is clamped between 0.0 and 1.0. - Right trigger value. This value is clamped between 0.0 and 1.0. - Array or parameter list of Buttons to initialize as pressed. - - - Initializes a new instance of the GamePadState class using the specified GamePadThumbSticks, GamePadTriggers, GamePadButtons, and GamePadDPad. - Initial thumbstick state. - Initial trigger state. - Initial button state. - Initial directional pad state. - - - Determines whether two GamePadState instances are equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the instances are equal; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether two GamePadState instances are not equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the objects are not equal; false otherwise. - - - Determines whether specified input device buttons are pressed in this GamePadState. - Buttons to query. Specify a single button, or combine multiple buttons using a bitwise OR operation. - true if all specified buttons are pressed; false otherwise. - - - Determines whether specified input device buttons are up (not pressed) in this GamePadState. - Buttons to query. Specify a single button, or combine multiple buttons using a bitwise OR operation. - true if any specified buttons are up; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Returns a structure that identifies what buttons on the Xbox 360 controller are pressed. Reference page contains links to related code samples. - A structure that identifies buttons pressed on the controller. - - - Returns a structure that identifies what directions of the directional pad on the Xbox 360 Controller are pressed. - Structure that identifies what directional pad directions are pressed. - - - Indicates whether the Xbox 360 Controller is connected. Reference page contains links to related code samples. - true if the controller is connected; false otherwise. - - - Gets the packet number associated with this state. Reference page contains links to related code samples. - The packet number associated with this state. - - - Returns a structure that indicates the position of the Xbox 360 Controller sticks (thumbsticks). - Structure that indicates the position of the sticks. - - - Returns a structure that identifies the position of triggers on the Xbox 360 controller. - Structure that identifies the position of the triggers. - - - Represents specific information about the state of an Xbox 360 Controller, including the current state of buttons and sticks. Reference page contains links to related code samples. - - - Initializes a new instance of the GamePadThumbSticks class. - Left stick value. Each axis is clamped between -1.0 and 1.0. - Right stick value. Each axis is clamped between -1.0 and 1.0. - - - Determines whether two GamePadThumbSticks instances are equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the instances are equal; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether two GamePadThumbSticks instances are not equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the objects are not equal; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Returns the position of the left Xbox 360 Controller stick (thumbstick) as a 2D vector. Reference page contains code sample. - Two-dimensional vector that identifies the position of the left stick. Each axis is represented as a floating-point value from −1.0 to 1.0. - - - Returns the position of the right Xbox 360 Controller stick (thumbstick) as a 2D vector. - Two-dimensional vector that identifies the position of the right stick. Each axis is represented as a floating-point value from −1.0 to 1.0. - - - Structure that represents the position of left and right sticks (thumbsticks) on an Xbox 360 Controller. - - - Initializes a new instance of the GamePadTriggers class. - Left trigger value. This value is clamped between 0.0 and 1.0. - Right trigger value. This value is clamped between 0.0 and 1.0. - - - Determines whether two GamePadTriggers instances are equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the instances are equal; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether two GamePadTriggers instances are not equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the objects are not equal; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Identifies the position of the left trigger on the Xbox 360 Controller. - Position of the left trigger, as a value between 0.0 and 1.0. - - - Identifies the position of the right trigger on the Xbox 360 Controller. - Position of the right trigger, as a value between 0.0 and 1.0. - - - Structure that defines the position of the left and right triggers on an Xbox 360 controller. - - - Returns the current keyboard state. Reference page contains links to related code samples. - Current keyboard state. - - - Allows retrieval of keystrokes from a keyboard input device. Reference page contains links to related code samples. - - - Initializes a new instance of the KeyboardState class. - Array or parameter list of Keys to initialize as pressed. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object to compare this object to. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Gets an array of values that correspond to the keyboard keys that are currently being pressed. Reference page contains links to related code samples. - The keys that are currently pressed. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Returns whether a specified key is currently being pressed. Reference page contains links to related code samples. - Enumerated value that specifies the key to query. - true if the key specified by key is being held down; false otherwise. - - - - Returns whether a specified key is currently not pressed. Reference page contains links to related code samples. - Enumerated value that specifies the key to query. - true if the key specified by key is not pressed; false otherwise. - - - - Returns the state of a particular key. Reference page contains links to related code samples. - Enumerated value representing the key to query. - The state of the key specified by key. - - - Represents a state of keystrokes recorded by a keyboard input device. Reference page contains links to related code samples. - - - Gets the current state of the mouse, including mouse position and buttons pressed. Reference page contains links to related code samples. - Current state of the mouse. - - - Sets the position of the mouse cursor relative to the upper-left corner of the window. - The horizontal position of the mouse cursor, relative to the left edge of the game window. - The vertical position of the mouse cursor, relative to the upper edge of the game window. - - - Gets or sets the window used for mouse processing. Mouse coordinates returned by Mouse.GetState are relative to the upper-left corner of this window. Reference page contains links to related code samples. - Handle to a window. - - - Allows retrieval of position and button clicks from a mouse input device. Reference page contains links to related code samples. - - - Initializes a new instance of the MouseState class. - Horizontal mouse position. - Vertical mouse position. - Mouse scroll wheel value. - Left mouse button state. - Middle mouse button state. - Right mouse button state. - XBUTTON1 state. - XBUTTON2 state. - - - Determines whether two MouseState instances are equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the instances are equal; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether two MouseState instances are not equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the objects are not equal; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Returns the state of the left mouse button. - State of the left mouse button. - - - Returns the state of the middle mouse button. - State of the middle mouse button. - - - Returns the state of the right mouse button. - State of the right mouse button. - - - Gets the cumulative mouse scroll wheel value since the game was started. - The scroll wheel value. - - - Returns the state of XBUTTON1. - The state of XBUTTON1. - - - Returns the state of XBUTTON2. - The state of XBUTTON2. - - - Specifies the horizontal position of the mouse cursor. Reference page contains links to related code samples. - Horizontal position of the mouse cursor in relation to the upper-left corner of the game window. - - - Specifies the vertical position of the mouse cursor. Reference page contains links to related code samples. - Vertical position of the mouse cursor in relation to the upper-left corner of the game window. - - - Represents the state of a mouse input device, including mouse cursor position and buttons pressed. Reference page contains links to related code samples. - - - Identifies the state of a controller button. - - - The button is pressed. - - - The button is released. - - - Enumerates input device buttons. - - - A button - - - B button - - - BACK button - - - Big button - - - Directional pad up - - - Directional pad left - - - Directional pad right - - - Directional pad down - - - Left bumper (shoulder) button - - - Left stick button (pressing the left stick) - - - Left stick is towards down - - - Left stick is towards the left - - - Left stick is towards the right - - - Left stick is towards up - - - Left trigger - - - Right bumper (shoulder) button - - - Right stick button (pressing the right stick) - - - Right stick is towards down - - - Right stick is towards the left - - - Right stick is towards the right - - - Right stick is towards up - - - Right trigger - - - START button - - - X button - - - Y button - - - Specifies a type of dead zone processing to apply to Xbox 360 controller analog sticks when calling GamePad.GetState. - - - The combined X and Y position of each stick is compared against the dead zone. This provides better control than IndependentAxes when the stick is used as a two-dimensional control surface, such as when controlling a character's view in a first-person game. - - - The X and Y positions of each stick are compared against the dead zone independently. This setting is the default when calling GamePad.GetState. - - - The values of each stick are not processed and are returned by GamePad.GetState as "raw" values. This is best if you intend to implement your own dead zone processing. - - - Describes the type of a specified Xbox 360 controller. - - - Controller is an alternate guitar - - - Controller is an arcade stick - - - Controller is a big button pad - - - Controller is a dance pad - - - Controller is a drum kit - - - Controller is a flight stick - - - Controller is the Xbox 360 Controller - - - Controller is a guitar - - - Controller is an unknown type - - - Controller is a wheel - - - Identifies the state of a keyboard key. - - - The key is pressed. - - - The key is released. - - - Identifies a particular key on a keyboard. - - - A key - - - Add key - - - Applications key - - - Attn key - - - B key - - - BACKSPACE key - - - Windows 2000/XP: Browser Back key - - - Windows 2000/XP: Browser Favorites key - - - Windows 2000/XP: Browser Forward key - - - Windows 2000/XP: Browser Start and Home key - - - Windows 2000/XP: Browser Refresh key - - - Windows 2000/XP: Browser Search key - - - Windows 2000/XP: Browser Stop key - - - C key - - - CAPS LOCK key - - - Green ChatPad key - - - Orange ChatPad key - - - CrSel key - - - D key - - - Used for miscellaneous characters; it can vary by keyboard. - - - Used for miscellaneous characters; it can vary by keyboard. - - - Used for miscellaneous characters; it can vary by keyboard. - - - Used for miscellaneous characters; it can vary by keyboard. - - - Used for miscellaneous characters; it can vary by keyboard. - - - Used for miscellaneous characters; it can vary by keyboard. - - - Used for miscellaneous characters; it can vary by keyboard. - - - Used for miscellaneous characters; it can vary by keyboard. - - - Used for miscellaneous characters; it can vary by keyboard. - - - Used for miscellaneous characters; it can vary by keyboard. - - - Decimal key - - - DEL key - - - Divide key - - - DOWN ARROW key - - - E key - - - END key - - - ENTER key - - - Erase EOF key - - - ESC key - - - EXECUTE key - - - ExSel key - - - F key - - - F1 key - - - F10 key - - - F11 key - - - F12 key - - - F13 key - - - F14 key - - - F15 key - - - F16 key - - - F17 key - - - F18 key - - - F19 key - - - F2 key - - - F20 key - - - F21 key - - - F22 key - - - F23 key - - - F24 key - - - F3 key - - - F4 key - - - F5 key - - - F6 key - - - F7 key - - - F8 key - - - F9 key - - - G key - - - H key - - - HELP key - - - HOME key - - - I key - - - INS key - - - J key - - - K key - - - L key - - - Windows 2000/XP: Start Application 1 key - - - Windows 2000/XP: Start Application 2 key - - - Windows 2000/XP: Start Mail key - - - LEFT ARROW key - - - Left ALT key - - - Left CONTROL key - - - Left SHIFT key - - - Left Windows key - - - M key - - - Windows 2000/XP: Next Track key - - - Windows 2000/XP: Play/Pause Media key - - - Windows 2000/XP: Previous Track key - - - Windows 2000/XP: Stop Media key - - - Multiply key - - - N key - - - Reserved - - - NUM LOCK key - - - Numeric keypad 0 key - - - Numeric keypad 1 key - - - Numeric keypad 2 key - - - Numeric keypad 3 key - - - Numeric keypad 4 key - - - Numeric keypad 5 key - - - Numeric keypad 6 key - - - Numeric keypad 7 key - - - Numeric keypad 8 key - - - Numeric keypad 9 key - - - O key - - - Used for miscellaneous characters; it can vary by keyboard. - - - Windows 2000/XP: The OEM angle bracket or backslash key on the RT 102 key keyboard - - - CLEAR key - - - Windows 2000/XP: The OEM close bracket key on a US standard keyboard - - - Windows 2000/XP: For any country/region, the ',' key - - - Windows 2000/XP: For any country/region, the '-' key - - - Windows 2000/XP: The OEM open bracket key on a US standard keyboard - - - Windows 2000/XP: For any country/region, the '.' key - - - Windows 2000/XP: The OEM pipe key on a US standard keyboard - - - Windows 2000/XP: For any country/region, the '+' key - - - Windows 2000/XP: The OEM question mark key on a US standard keyboard - - - Windows 2000/XP: The OEM singled/double quote key on a US standard keyboard - - - Windows 2000/XP: The OEM Semicolon key on a US standard keyboard - - - Windows 2000/XP: The OEM tilde key on a US standard keyboard - - - P key - - - PA1 key - - - PAGE DOWN key - - - PAGE UP key - - - PAUSE key - - - Play key - - - PRINT key - - - PRINT SCREEN key - - - Windows 95/98/Me, Windows NT 4.0, Windows 2000/XP: IME PROCESS key - - - Q key - - - R key - - - RIGHT ARROW key - - - Right ALT key - - - Right CONTROL key - - - Right SHIFT key - - - Right Windows key - - - S key - - - SCROLL LOCK key - - - SELECT key - - - Windows 2000/XP: Select Media key - - - Separator key - - - Computer Sleep key - - - SPACEBAR - - - Subtract key - - - T key - - - TAB key - - - U key - - - UP ARROW key - - - V key - - - Windows 2000/XP: Volume Down key - - - Windows 2000/XP: Volume Mute key - - - Windows 2000/XP: Volume Up key - - - W key - - - X key - - - Y key - - - Z key - - - Zoom key - - - Immediately releases the unmanaged resources used by this object. - - - Determines whether the specified instances are equal. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are equal; false otherwise. - - - Determines whether the specified is equal to this . - to compare with this instance. - true if the objects are equal; false otherwise. - - - Determines whether the specified System.Object is equal to this . - System.Object to compare with this instance. - true if the objects are equal; false otherwise. - - - Releases unmanaged resources and performs other cleanup operations before the is reclaimed by garbage collection. - - - Gets the album art as a texture. - Content manager service provider, obtained through the Framework.Game.Services property. - Texture with the album art, or null if the album has no associated art. - - - Gets the hash code for this instance. - Hash code for this object. - - - Gets the album art thumbnail as a texture. - Content manager service provider, obtained through the Framework.Game.Services property. - Texture with the album art thumbnail, or null if the album has no associated thumbnail. - - - Determines whether the specified instances are not equal. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are not equal; false otherwise. - - - Returns a System.String representation of this . - System.String representation of this object. - - - Gets the Artist of the . - Artist of this . - - - Gets the duration of the . - Duration of the album, as a System.TimeSpan structure. - - - Gets the Genre of the . - Genre of this . - - - Gets a value indicating whether the has associated album art. - true if this has associated album art, false otherwise. - - - Gets the name of the . - The name of this . - - - Gets a SongCollection that contains the songs on the album. - SongCollection containing the songs on this album. - - - Provides access to an album in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - - Releases unmanaged resources and performs other cleanup operations before garbage collection reclaims the . - - - - Returns an enumerator that iterates through the . - System.Collections.Generic.IEnumerator`1 for the . - - - Returns an enumerator that iterates through the collection. - System.Collections.IEnumerator that iterates through the collection. - - - Gets the number of Album objects in the . - Number of Album objects in this . - - - Gets the Album at the specified index in the . - Index of the Album to get. - A new Album representing the album at the specified index in this . - - - A collection of albums in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - Determines whether the specified instances are equal. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are equal; false otherwise. - - - Determines whether the specified System.Object is equal to this . - System.Object to compare with this instance. - true if the objects are equal; false otherwise. - - - Determines whether the specified is equal to this . - to compare with this instance. - true if the objects are equal; false otherwise. - - - Releases unmanaged resources and performs other cleanup operations before the is reclaimed by garbage collection. - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether the specified instances are not equal. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are not equal; false otherwise. - - - Returns a System.String representation of the . - System.String representation of this object. - - - Gets the AlbumCollection for the . - AlbumCollection for this . - - - Gets the name of the . - The name of this . - - - Gets the SongCollection for the . - SongCollection for this . - - - Provides access to artist information in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - - Releases unmanaged resources and performs other cleanup operations before garbage collection reclaims the . - - - - Returns an enumerator that iterates through the . - System.Collections.Generic.IEnumerator`1 for the . - - - Returns an enumerator that iterates through the collection. - System.Collections.IEnumerator that iterates through the collection. - - - Gets the number of Artist objects in the . - Number of Artist objects in this . - - - Gets the Artist at the specified index in the . - Index of the Artist to get. - A new Artist representing the artist at the specified index in this . - - - The collection of all artists in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - Determines whether the specified instances are equal. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are equal; false otherwise. - - - Determines whether the specified System.Object is equal to this . - System.Object to compare with this instance. - true if the objects are equal; false otherwise. - - - Determines whether the specified is equal to this . - to compare with this instance. - true if the objects are equal; false otherwise. - - - Releases unmanaged resources and performs other cleanup operations before the is reclaimed by garbage collection. - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether the specified instances are not equal. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are not equal; false otherwise. - - - Returns a System.String representation of the . - System.String representation of this object. - - - Gets the AlbumCollection for the . - AlbumCollection for this . - - - Gets the name of the . - The name of this . - - - Gets the SongCollection for the . - SongCollection for this . - - - Provides access to genre information in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - - Releases unmanaged resources and performs other cleanup operations before garbage collection reclaims the . - - - - Returns an enumerator that iterates through the . - System.Collections.Generic.IEnumerator`1 for the . - - - Returns an enumerator that iterates through the collection. - System.Collections.IEnumerator that iterates through the collection. - - - Gets the number of Genre objects in the . - Number of Genre objects in this . - - - Gets the Genre at the specified index in the . - Index of the Genre to get. - A new Genre representing the genre at the specified index in this . - - - The collection of all genres in the media library. - - - - Initializes a new instance of the class, using a specific media source to create the new media library. - Reference page contains code sample. - A media source that will be the source for the media library. - - - Initializes a new instance of the class. - - - Releases the resources used by the MediaLibrary. - - - - Releases unmanaged resources and performs other cleanup operations before the is reclaimed by garbage collection. - - - - Gets the AlbumCollection that contains all albums in the media library. - AlbumCollection that contains all albums in the device's media library. - - - Gets the ArtistCollection that contains all artists in the media library. - ArtistCollection that contains all artists in the device's media library. - - - Gets the GenreCollection that contains all genres in the media library. - GenreCollection that contains all genres in the device's media library. - - - Gets the MediaSource with which this media library was constructed. - The MediaSource with which this media library was constructed. - - - Gets the PictureCollection that contains all pictures in the media library. - PictureCollection that contains all pictures in the device's media library. - - - Gets the PlaylistCollection that contains all playlists in the media library. - PlaylistCollection that contains all playlists in the device's media library. - - - Gets the root PictureAlbum for all pictures in the media library. - The root PictureAlbum for all pictures in the device's media library. - - - Gets the SongCollection that contains all songs in the media library. - SongCollection that contains all songs in the device's media library. - - - Provides access to songs, playlists, and pictures in the device's media library. Reference page contains code sample. - - - - Raised when the active song changes due to active playback or due to explicit calls to the MediaPlayer.MoveNext or MediaPlayer.MovePrevious methods. - - - - Raised when the media player play state changes. - - - Retrieves visualization (frequency and sample) data for the currently-playing song. Reference page contains code sample. - Visualization (frequency and sample) data for the currently playing song. - - - Moves to the next song in the queue of playing songs. - - - Moves to the previous song in the queue of playing songs. - - - Pauses the currently playing song. - - - Plays a SongCollection, starting with the Song at the specified index. Reference page contains links to related code samples. - SongCollection to play. - Index of the song in the collection at which playback should begin. - - - Plays a Song. Reference page contains links to related code samples. - Song to play. - - - Plays a SongCollection. Reference page contains links to related code samples. - SongCollection to play. - - - Resumes a paused song. - - - Stops playing a song. - - - Determines whether the game has control of the background music. - true if the game has control of the background music; otherwise, false. - - - - Gets or set the muted setting for the media player. - true if sound is muted; false otherwise. - - - Gets or sets the repeat setting for the media player. - true if the current play queue is set to repeat; false otherwise. - - - Gets or sets the shuffle setting for the media player. - true if the current play queue is set to shuffled; false otherwise. - - - Gets or sets the visualization enabled setting for the media player. - true if visualization is enabled; false otherwise. - - - Gets the play position within the currently playing song. - Play position within the current song, as a System.TimeSpan structure. - - - Gets the media playback queue, MediaQueue. - The media playback queue, MediaQueue. - - - Gets the media playback state, MediaState. - The media playback state, MediaState. - - - Gets or sets the media player volume. - Media player volume, from 0.0f (silence) to 1.0f (full volume relative to the current device volume). - - - Provides methods and properties to play, pause, resume, and stop songs. also exposes shuffle, repeat, volume, play position, and visualization capabilities. Reference page contains links to related code samples. - - - Gets or sets the index of the current (active) song in the queue of playing songs. - Index of the current song in the queue of playing songs. - - - Gets the current Song in the queue of playing songs. - Current Song in the queue of playing songs. - - - Gets the count of songs in the . - Count of songs in this . - - - Gets the Song at the specified index in the . - - A new Song representing the song at the specified index in this . - - - Provides methods and properties to access and control the queue of playing songs. - - - Gets the available media sources. Reference page contains code sample. - The available media sources. - - - - Returns the name of this media source. - The name of this media source. - - - - Gets the MediaSourceType of this media source. - - The MediaSourceType of this media source. - - - - Gets the name of this media source. - The media source name. - - - Provides methods and properties to access the source or sources from which the media will be read. - - - Immediately releases the unmanaged resources used by this object. - - - Determines whether the specified instances are equal. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are equal; false otherwise. - - - Determines whether the specified is equal to this . - to compare with this instance. - true if the objects are equal; false otherwise. - - - Determines whether the specified System.Object is equal to this . - System.Object to compare with this instance. - true if the objects are equal; false otherwise. - - - Releases unmanaged resources and performs other cleanup operations before the is reclaimed by garbage collection. - - - Gets the hash code for this instance. - Hash code for this object. - - - Gets the picture as a texture. - Game service provider, obtained from the Framework.Game.Services property. - Texture with the graphical content of the picture. - - - Gets a thumbnail of the picture as a texture. - Game service provider, obtained from the Framework.Game.Services property. - Texture with a thumbnail of the picture's graphical content. - - - Determines whether the specified instances are not equal. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are not equal; false otherwise. - - - Returns a System.String representation of the . - System.String representation of this object. - - - Gets the picture album that contains the picture. - PictureAlbum that contains this picture. - - - - Gets the picture's date. - Date and time associated with the picture's file, as a System.DateTime structure. - - - Gets the picture's height. - Height of this picture, in pixels. - - - Gets the name of the . - The name of this . - - - Gets the picture's width. - Width of this picture, in pixels. - - - Provides access to a picture in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - Determines whether the specified instances are equal. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are equal; false otherwise. - - - Determines whether the specified System.Object is equal to this . - System.Object to compare with this instance. - true if the objects are equal; false otherwise. - - - Determines whether the specified is equal to this . - to compare with this instance. - true if the objects are equal; false otherwise. - - - Releases unmanaged resources and performs other cleanup operations before the is reclaimed by garbage collection. - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether the specified instances are not equal. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are not equal; false otherwise. - - - Returns a System.String representation of the . - System.String representation of this object. - - - Gets the collection of picture albums that are contained within the picture album (that is, picture albums that are children of the picture album). - PictureAlbumCollection that contains the picture albums that are children of this picture album. - - - Gets the name of the . - The name of this . - - - Gets the parent picture album. - PictureAlbum that is the parent of this picture album. - - - Gets the collection of pictures in this picture album. - PictureCollection that contains the pictures in this picture album. - - - Provides access to a picture album in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - - Releases unmanaged resources and performs other cleanup operations before garbage collection reclaims the . - - - - Returns an enumerator that iterates through the collection. - System.Collections.IEnumerator that iterates through the collection. - - - Returns an enumerator that iterates through the . - System.Collections.Generic.IEnumerator`1 for the . - - - - Gets the number of PictureAlbum objects in the . - Number of PictureAlbum objects in this . - - - Gets the PictureAlbum at the specified index in the . - - A new PictureAlbum representing the picture album at the specified index in this . - - - A collection of picture albums in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - - Releases unmanaged resources and performs other cleanup operations before garbage collection reclaims the . - - - - Returns an enumerator that iterates through the collection. - System.Collections.IEnumerator that iterates through the collection. - - - Returns an enumerator that iterates through the . - System.Collections.Generic.IEnumerator`1 for the . - - - - Gets the number of Picture objects in the . - Number of Picture objects in this . - - - Gets the Picture at the specified index in the . - - A new Picture representing the picture at the specified index in this . - - - A collection of pictures in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - Determines whether the specified instances are equal. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are equal; false otherwise. - - - Determines whether the specified is equal to this . - to compare with this instance. - true if the objects are equal; false otherwise. - - - Determines whether the specified System.Object is equal to this . - System.Object to compare with this instance. - true if the objects are equal; false otherwise. - - - Releases unmanaged resources and performs other cleanup operations before the is reclaimed by garbage collection. - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether the specified instances are not equal. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are not equal; false otherwise. - - - Returns a System.String representation of the . - System.String representation of this object. - - - Gets the duration of the . - Duration of the playlist, as a System.TimeSpan structure. - - - Gets the name of the . - The name of this . - - - Gets a SongCollection that contains the songs in the playlist. - SongCollection containing the songs in this playlist. - - - Provides access to a playlist in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - - Releases unmanaged resources and performs other cleanup operations before garbage collection reclaims the . - - - - Returns an enumerator that iterates through the collection. - System.Collections.IEnumerator that iterates through the collection. - - - Returns an enumerator that iterates through the . - System.Collections.Generic.IEnumerator`1 for the . - - - - Gets the number of Playlist objects in the . - Number of Playlist objects in this . - - - Gets the Playlist at the specified index in the . - - A new Playlist representing the playlist at the specified index in this . - - - A collection of playlists in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - Determines whether the specified instances are equal. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are equal; false otherwise. - - - Determines whether the specified is equal to this . - to compare with this instance. - true if the objects are equal; false otherwise. - - - Determines whether the specified System.Object is equal to this . - System.Object to compare with this instance. - true if the objects are equal; false otherwise. - - - Releases unmanaged resources and performs other cleanup operations before the is reclaimed by garbage collection. - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether the specified instances are not equal. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are not equal; false otherwise. - - - Returns a System.String representation of the . - System.String representation of this object. - - - Gets the Album on which the appears. - Album on which this appears. - - - Gets the Artist of the . - Artist of this . - - - Gets the duration of the . - Duration of the song, as a System.TimeSpan structure. - - - Gets the Genre of the . - Genre of this . - - - Gets a value that indicates whether the song is DRM protected content. - true if this is DRM protected; false otherwise. - - - - Gets a value that indicates whether the song has been rated by the user. - true if this has been rated by the user; false otherwise. - - - Gets the name of the . - The name of this . - - - Gets the song play count. - Song play count. - - - Gets the user's rating for the . - User's rating for this , or 0 if the song is unrated.Ratings range from 1 (dislike the most) to 10 (like the most).When the user rates songs using the Zune device or Zune software, the rating is set to 8 for liked songs (shown as a heart) and to 2 or 3 for disliked songs (shown as a broken heart). - - - Gets the track number of the song on the song's Album. - Track number of this on the song's Album. - - - Provides access to a song in the song library. - - - Immediately releases the unmanaged resources used by this object. - - - - Releases unmanaged resources and performs other cleanup operations before garbage collection reclaims the . - - - - Returns an enumerator that iterates through the collection. - System.Collections.IEnumerator that iterates through the collection. - - - Returns an enumerator that iterates through the . - System.Collections.Generic.IEnumerator`1 for the . - - - Gets the number of Song objects in the . - Number of Song objects in this . - - - Gets the Song at the specified index in the . - - A new Song representing the song at the specified index in this . - - - A collection of songs in the song library. - - - Initializes a new instance of the VisualizationData class. - - - - Returns a collection of floats that contain frequency data. - A collection of floats that contain frequency data. - - - - - Returns a collection of floats that contain sample data. - - A collection of floats that contain sample data. - - - - Encapsulates visualization (frequency and sample) data for the currently-playing song. - - - Type of the media source. - - - A local device. - - - A Windows Media Connect device. - - - Media playback state (playing, paused, or stopped). - - - Media playback is paused. - - - Media is currently playing. - - - Media playback is stopped. - - - Gets the number of gamers in the session. - Number of gamers currently in the session. - - - Gets the gamertag of the session host. - Name of the gamertag. - - - Gets the number of private player slots. - Number of reserved private slots. - - - Gets the number of public player slots. - Number of public slots. - - - Gets an estimate of the quality of network service between this local machine and the remote session. - An estimate of the quality of network service between this local machine and the remote session. Initially the QualityOfService.IsAvailable property will be set to false, and all the other properties of the returned QualityOfService instance will be zero, but after the probing finishes this will become true and the other properties will be filled in with some actual data. - - - - Gets any custom properties that have been attached to the session. - Any custom properties that have been attached to the session. - - - Describes a multiplayer session that can be joined. Reference page contains links to related code samples. - - - Immediately releases the collection. - - - Allows Microsoft.Xna.Framework.Net.AvailableNetworkSessionCollection.Finalize to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Represents a collection of sessions available for joining. Reference page contains links to related code samples. - - - Creates an instance of GameEndedEventArgs. - - - Represents the arguments passed to a NetworkSession.GameEnded event. - - - Creates an instance of GamerJoinedEventArgs. - The gamer who just joined the session. - - - Gets the gamer who just joined the session. - The gamer who just joined the session. - - - Represents the arguments passed to a NetworkSession.GamerJoined event. - - - Creates an instance of GamerLeftEventArgs. - The gamer who just left the session. - - - Gets the gamer who just left the session. - The gamer who just left the session. - - - Represents the arguments passed to a NetworkSession.GamerLeft event. - - - Creates an instance of GameStartedEventArgs. - - - Represents the arguments passed to a NetworkSession.GameStarted event. - - - Creates an instance of HostChangedEventArgs. - The player who was the previous session host. - The player who is the new host of the multiplayer session. - - - Gets the new host of the session. - The player who is the new host of the multiplayer session. - - - Gets the player who was the previous session host. - The player who was the previous session host. - - - Represents the arguments passed to a HostChanged event. - - - Creates a new instance of InviteAcceptedEventArgs. - The player who has accepted the game invitation. - - - Gets the gamer who accepted the game invitation. - The gamer accepting the game invitation. - - - Represents the arguments passed to a NetworkSession.InviteAccepted event. - - - Specifies whether voice data should be sent to, or received from, the specified remote gamer. - A remote gamer in the session. - true if voice is enabled; false otherwise. - - - Reads the next incoming packet using the specified values. Reference page contains links to related code samples. - Storage for the network packet data. - Offset, in bytes, to begin reading data. - Gamer who sent this packet. - Number of bytes read from the network packet. Returns 0 if no packet is available. - - - - Reads the next incoming packet and copies the packet data into the specified reader object. - Reference page contains links to related code samples. - Network packet data. - Gamer who sent this packet. - Number of bytes read from the network packet. Returns 0 if no packet is available. - - - Reads the next incoming packet using the specified values. Reference page contains links to related code samples. - Storage for the network packet data. - Gamer who sent this packet. - Number of bytes read from the network packet. Returns 0 if no packet is available. - - - Sends a selected portion of a byte array to all gamers in a session. Reference page contains links to related code samples. - Byte array containing session data. - Offset, in bytes, to the start of the data. - Amount, in bytes, of data sent. - Enumeration containing data send options. - - - Sends a selected portion of a byte array to the specified gamer. Reference page contains links to related code samples. - Byte array containing session data. - Offset, in bytes, to the start of the data. - Amount, in bytes, of data sent. - Enumeration containing data send options. - Gamer to receive the data packet. - - - Sends a network packet to the specified gamer in a session. Reference page contains links to related code samples. - Byte array containing session data. - Enumeration containing data send options. - Gamer receiving the data. - - - Sends a network packet to all gamers in a session. Reference page contains links to related code samples. - Byte array containing session data. - Enumeration containing data send options. - - - Sends a byte array to the specified gamer. Reference page contains links to related code samples. - Byte array containing session data. - Enumeration containing data send options. - Gamer to receive the data packet. - - - Sends a byte array to all gamers in a session. Reference page contains links to related code samples. - Byte array containing session data. - Enumeration containing data send options. - - - Determines if there is incoming packet data for this player. - true if there are one or more packets waiting; otherwise false. - - - Gets the Framework.GamerServices.SignedInGamer instance for this Microsoft.Xna.Framework.Net.LocalNetworkGamer.SignedInGamer object. - - The related Framework.GamerServices.SignedInGamer instance. - - - Represents a local player in a network session. - - - Initializes a new instance of NetworkException with the specified error message and the inner exception. - A message that describes the error. - The inner exception related to this exception. - - - Initializes a new instance of NetworkException with the specified error message. - A message that describes the error. - - - Initializes a new instance of NetworkException with the specified streaming context. - Describes the network data being sent or received when the exception occurred. - Describes the stream where the exception occurred. - - - Creates an empty instance of NetworkException. - - - Thrown if there is a network communication failure. - - - Determines if the player has a voice headset. - true if a headset is present; false otherwise. - - - - Gets a unique identifier that can be used to refer to this gamer in network packets. - - A unique identifier that can be used to refer to this gamer in network packets. - - - Determines whether this gamer is logged in as a guest profile. - true if this gamer is logged in as a guest profile; false otherwise. - - - Determines if the player is the host of the multiplayer session. - true if the player is the host; false otherwise. - - - Determines if the player is playing on a local machine. - true if the player is local; false otherwise. - - - Determines if the player is muted by one or more local users. - true if the player is muted by one or more players in the session; false otherwise. - - - Determines if the player occupies a reserved private session slot. - true if the player occupies a reserved private session slot; false otherwise. - - - Determines whether the gamer is ready to leave the lobby screen and begin gameplay. Reference page contains links to related code samples. - true if the gamer is ready to start playing; false otherwise. - - - Determines whether the gamer is currently sending voice data. - true if the gamer is sending voice data; false otherwise. - - - - Gets an object representing the physical gaming machine this NetworkGamer is playing on. - - - An object representing the physical gaming machine this NetworkGamer is playing on. - - - - Gets an estimate of the network latency involved in sending a packet round trip from the local machine to this gamer and back again. - An estimate of the network latency involved in sending a packet round trip from the local machine to this gamer and back again. - - - Gets the multiplayer session of the gamer. - Session that contains the gamer. - - - - Represents a player in a network session. - - - - Forcibly removes this machine from the session. - - - Gets a collection of all the gamers who are playing on this machine. - A collection of all the gamers who are playing on this machine. - - - - Represents a physical machine (such as single Xbox 360 console or Windows-based computer) that is participating in a multiplayer session. It can be used to detect when more than one NetworkGamer is playing on the same actual machine. - - - - Constructs an exception with the specified error message and inner exception. - Error message to associate with this exception. - Inner exception. - - - Constructs an exception with the specified error message. - Error message to associate with this exception. - - - Constructs an exception from the specified streaming context. - Serialization information. - Streaming context. - - - Constructs an empty exception. - - - Exception thrown if no network is available. - - - Occurs when the game moves from gameplay to the lobby. Reference page contains links to related code samples. - - - - Occurs when a new player joins a multiplayer session. - Reference page contains links to related code samples. - - - Occurs when a player leaves the multiplayer session. Reference page contains links to related code samples. - - - Occurs when the game moves from the lobby into actual gameplay. Reference page contains links to related code samples. - - - - Occurs when the session host has changed. - - - - Event that occurs when a user has accepted an invite to join a network session. - - - Occurs when the multiplayer session ends. Reference page contains links to related code samples. - - - Maximum number of gamers supported in a session. - - - Adds the specified local gamer profile to the network session. - The gamer to add to the network session - - - Starts hosting a new multiplayer session. - - Type of session being created. - Collection of local gamers to participate in the network session. The first gamer in the collection becomes the host, and the others are added to the session. - Maximum number of players allowed in this network session. For Windows- or Xbox 360-based games, this value must be between 2 and 31; 31 is the maximum number of players supported in a session. For Zune-based games, this value must be between 2 and 8; 8 is the maximum number of players supported in the session. - Number of reserved private session slots created for the session. This value must be less than maximumGamers. - Properties of the session being created. - The method to be called once the asynchronous operation has finished. - State of the asynchronous operation. - An System.IAsyncResult used to track the progress of the method. - - - Starts hosting a new multiplayer session. - - Type of session being created. - Maximum number of local players on the same gaming machine in this network session. - Maximum number of players allowed in this network session. For Windows- or Xbox 360-based games, this value must be between 2 and 31; 31 is the maximum number of players supported in a session. For Zune-based games, this value must be between 2 and 8; 8 is the maximum number of players supported in the session. - The method to be called once the asynchronous operation has finished. - State of the asynchronous operation. - An System.IAsyncResult used to track the progress of the method. - - - - Starts hosting a new multiplayer session. - - Type of session being created. - Maximum number of local players on the same gaming machine in this network session. - Maximum number of players allowed in this network session. For Windows- or Xbox 360-based games, this value must be between 2 and 31; 31 is the maximum number of players supported in a session. For Zune-based games, this value must be between 2 and 8; 8 is the maximum number of players supported in the session. - Number of reserved private session slots created for the session. This value must be less than maximumGamers. - Properties of the session being created. - The method to be called once the asynchronous operation has finished. - State of the asynchronous operation. - An System.IAsyncResult used to track the progress of the method. Call EndCreate to access these results. - - - Starts a matchmaking query to search for available multiplayer sessions, specifying a collection of local gamers to add to the network session. - Type of session sought. - Collection of local gamers to participate in the network session. The first gamer in the collection becomes the host, and the others are added to the session. - Optional session properties to match during the search. If this argument is null, the query results will not be filtered based on the session properties of available sessions. If any of the search property values in searchProperties are specified, only sessions with matching properties will be returned by the query. null items in the searchProperties collection will match to any value for that session property. - Method to be called once the asynchronous operation has finished. - State of the asynchronous operation. - - An System.IAsyncResult used to track the progress of the method. - - - - Starts a matchmaking query to search for available multiplayer sessions. - Type of session sought. - Maximum number of local players on the same gaming machine in this network session. - Optional session properties to match during the search. If this argument is null, the query results will not be filtered based on the session properties of available sessions. If any of the search property values in searchProperties are specified, only sessions with matching properties will be returned by the query. null items in the searchProperties collection will match to any value for that session property. - Method to be called once the asynchronous operation has finished. - State of the asynchronous operation. - An System.IAsyncResult used to track the progress of the method. - - - - Starts joining an existing network session in response to an NetworkSession.InviteAccepted notification event with the specified collection of local gamers. - Collection of local gamers to participate in the network session. The first gamer in the collection becomes the host, and the others are added to the session. - Method to be called at the conclusion of the asynchronous operation. - State of the asynchronous operation. - An System.IAsyncResult used to track the progress of the method. - - - - Starts joining an existing network session in response to an NetworkSession.InviteAccepted notification event. - - Maximum number of local players on the same gaming machine in this network session. - Method to be called at the conclusion of the asynchronous operation. - State of the asynchronous operation. - An System.IAsyncResult used to track the progress of the method. - - - Starts a join operation for the specified multiplayer session. - Session the gamer is attempting to join. - The method to be called once the asynchronous operation has finished. - State of the asynchronous operation. - An System.IAsyncResult used to track the progress of the method. Call EndJoin to access these results. - - - Starts hosting a new multiplayer session. - Type of session being hosted. - Collection of local gamers to participate in the network session. The first gamer in the collection becomes the host, and the others are added to the session. - Maximum number of players allowed in this network session. For Windows- or Xbox 360-based games, this value must be between 2 and 31; 31 is the maximum number of players supported in a session. For Zune-based games, this value must be between 2 and 8; 8 is the maximum number of players supported in the session. - Number of reserved private session slots created for the session. This value must be less than maxGamers. - Properties of the session being created. - The newly hosted session. - - - Starts hosting a new multiplayer session. - Type of session being hosted. - Maximum number of local players on the same gaming machine in this network session. - Maximum number of players allowed in this network session. For Windows- or Xbox 360-based games, this value must be between 2 and 31; 31 is the maximum number of players supported in a session. For Zune-based games, this value must be between 2 and 8; 8 is the maximum number of players supported in the session. - The newly hosted session. - - - Starts hosting a new multiplayer session. - Type of session being hosted. - Maximum number of local players on the same gaming machine in this network session. - Maximum number of players allowed in this network session. For Windows- or Xbox 360-based games, this value must be between 2 and 31; 31 is the maximum number of players supported in a session. For Zune-based games, this value must be between 2 and 8; 8 is the maximum number of players supported in the session. - Number of reserved private session slots created for the session. This value must be less than maxGamers. - Properties of the session being created. - The newly hosted session. - - - Ends the current multiplayer session. - - - Gets the result from a BeginCreate asynchronous call. - An System.IAsyncResult used to track the progress of the operation. - The session being created. - - - Gets the result from a NetworkSession.BeginFind asynchronous call. - An System.IAsyncResult used to track the progress of the operation. - Collection of sessions matching the search criteria. - - - Changes the session state from NetworkSessionState.Playing to NetworkSessionState.Lobby. - - - Gets the result from a NetworkSession.BeginJoinInvited asynchronous call. - An System.IAsyncResult used to track the progress of the operation. - The session being joined by the gamer. - - - Gets the result from a NetworkSession.BeginJoin asynchronous call. - An System.IAsyncResult used to track the progress of the operation. - The session being joined by the gamer. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Looks up the network gamer with the specified ID. - Identifier specifying the network gamer for which to search. - Network gamer matching the requested ID, or null if no matching gamer was found. - - - Issues a matchmaking query, searching for available multiplayer sessions. Reference page contains links to related code samples. - Type of session sought. - Collection of local gamers to participate in the network session. The first gamer in the collection becomes the host, and the others are added to the session. - Optional session properties to match during the search. If this argument is null, the query results will not be filtered based on the session properties of available sessions. If any of the search property values in searchProperties are specified, only sessions with matching properties will be returned by the query. null items in the searchProperties collection will match to any value for that session property. - Collection of available network multiplayer sessions. - - - Issues a matchmaking query, searching for available multiplayer sessions. Reference page contains links to related code samples. - Type of session sought. - Maximum number of local players on the same gaming machine in this network session. - Optional session properties to match during the search. If this argument is null, the query results will not be filtered based on the session properties of available sessions. If any of the search property values in searchProperties are specified, only sessions with matching properties will be returned by the query. null items in the searchProperties collection will match to any value for that session property. - Collection of available network multiplayer sessions. - - - - Joins an existing network session in response to an NetworkSession.InviteAccepted notification event. - - Collection of local gamers to participate in the network session. The first gamer in the collection becomes the host, and the others are added to the session. - The network session. - - - - Joins an existing network session in response to an NetworkSession.InviteAccepted notification event. - - Maximum number of local players on the same gaming machine in this network session. - The network session. - - - Joins an existing multiplayer session. Reference page contains links to related code samples. - An existing multiplayer session. - Session joined by the gamer. - - - Resets the NetworkGamer.IsReady property of all session gamers. - - - Changes the session state from NetworkSessionState.Lobby to NetworkSessionState.Playing. - - - Updates the state of the multiplayer session. - - - - Gets the collection of gamers currently in the session. - Collection of gamers in the session. - - - - Gets or sets whether host migration is allowed. This can be read by any machine in the session, but can only be changed by the host. The default value is false indicating that host migration is disabled. - Reference page contains links to related conceptual articles. - true to enable host migration; false to disable host migration. The default value is false. - - - - - Gets or sets whether join-in-progress is allowed. If the host enables this setting, new machines will be able to join at any time. The default value is false, indicating that join-in-progress is disabled. Microsoft.Xna.Framework.Net.NetworkSession.AllowJoinInProgress can be read by any machine in the session, but can only be changed by the host. - Reference page contains links to related code samples. - true to enable join-in-progress, false otherwise. The default value is false. - - - - Gets a performance counter recording the amount of data being received from the network. - - A performance counter recording the amount of data being received from the network. - - - Gets a performance counter recording the amount of data being sent over the network. - - A performance counter recording the amount of data being sent over the network. - - - Gets the current host of the multiplayer session. - The gamer currently hosting the session. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Determines whether all gamers are ready to enter the session. Reference page contains links to related code samples. - true if all gamers are ready to leave the lobby screen and begin gameplay. This state is indicated by a setting of true for the NetworkGamer.IsReady property. - - - Determines whether this machine is the session host. - true if this machine is the session host; false otherwise. - - - Get the collection of local gamers for a multiplayer session. - Collection of local gamers of a network session. For a complete collection of gamers, access the AllGamers property. - - - Gets or sets the maximum number of players able to join this multiplayer session. - Maximum number of players supported by the multiplayer session. Only the host can modify this value. - - - Gets or sets the number of private slots reserved for gamers who join using an invitation. - Number of private slots. - - - Gets the collection of remote gamers for a multiplayer session. - Collection of remote gamers of a network session. For a complete collection of gamers, access the AllGamers property. - - - Gets any custom properties that have been attached to the session. - Any custom properties that have been attached to the session. - - - Gets the current state of a multiplayer session. - Current state of the session. - - - Gets the current multiplayer session type. - The type of the multiplayer session. - - - Gets or sets the amount of simulated network latency. - The amount of simulated network latency, in milliseconds. The default value is 0. - - - Gets or sets the amount of simulated packet loss. - The amount of simulated packet loss, expressed as any fractional probability in the range 0 to 1, with 1 causing 100% packet loss. The default value is zero. - - - Represents a multiplayer game session. Reference page contains links to related code samples. - - - Creates an instance of NetworkSessionEndedEventArgs. - Reason for ending the session. - - - Gets the reason for ending a session. - Reason for ending the session. - - - Represents the arguments passed to a NetworkSession.SessionEnded event. These arguments are passed to event handlers when a session ends. - - - Creates an instance of Microsoft.Xna.Framework.Net.NetworkSessionJoinException(System.String,System.Exception) with the specified error message and inner exception. - A message that describes the error. - The inner exception related to this exception. - - - Creates an instance of Microsoft.Xna.Framework.Net.NetworkSessionJoinException(System.String) with the specified error message. - A message that describes the error. - - - Creates an instance of Microsoft.Xna.Framework.Net.NetworkSessionJoinException(System.String,Microsoft.Xna.Framework.Net.NetworkSessionJoinError) with the specified error and additional information on the exception. - A message that describes the error. - Reason for the exception. - - - Creates an instance of Microsoft.Xna.Framework.Net.NetworkSessionJoinException(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext) with the specified streaming context. - Describes information related to the session being joined when the exception occurred. - Describes the stream where the exception occurred. - - - Creates an empty instance of Microsoft.Xna.Framework.Net.NetworkSessionJoinException. - - - When overridden in a derived class, returns information about the exception. - Information necessary for serialization and deserialization of the session item. - Information necessary for the source and destination of a given serialized stream. Also provides an additional caller-defined context. - - - Gets or sets a more detailed description of the session join failure. - Contains information about the session join failure. - - - Thrown if an error was encountered while joining a session. - - - Creates an empty instance of Microsoft.Xna.Framework.Net.NetworkSessionProperties. - - - The Microsoft.Xna.Framework.Net.NetworkSessionProperties.System.Collections.Generic.ICollection<System.Nullable<System.Int32>>.Add(System.Nullable{System.Int32}) interface method is not supported by NetworkSessionProperties. - The value to add. - - - - The Microsoft.Xna.Framework.Net.NetworkSessionProperties.System.Collections.Generic.ICollection<System.Nullable<System.Int32>>.Clear interface method is not supported by NetworkSessionProperties. - - - - Checks whether the collection contains the specified value. - The value to search for. - true if the collection contains the specified value; false otherwise. - - - - Copies the contents of the collection to an array. - The array to receive the contents of the collection. - Starting index for the copy operation. - - - Gets an enumerator for iterating over the custom property values. - An enumerator for iterating over the custom property values. - - - Gets an enumerator for iterating over the custom property values. - An enumerator for iterating over the custom property values. - - - - Gets the index of the specified value. - The value to search for. - The index of the specified value. - - - - The Microsoft.Xna.Framework.Net.NetworkSessionProperties.System.Collections.Generic.IList<System.Nullable<System.Int32>>.Insert(System.Int32,System.Nullable{System.Int32}) interface method is not supported by NetworkSessionProperties. - - Index for the insertion operation - Item to insert. - - - - The Microsoft.Xna.Framework.Net.NetworkSessionProperties.System.Collections.Generic.IList<System.Nullable<System.Int32>>.RemoveAt(System.Int32) interface method is not supported by NetworkSessionProperties. - - Index of the item to remove. - - - - The Microsoft.Xna.Framework.Net.NetworkSessionProperties.System.Collections.Generic.ICollection<System.Nullable<System.Int32>>.Remove(System.Nullable{System.Int32}) interface method is not supported by NetworkSessionProperties. - - The item to remove. - true if the item was removed successfully; false otherwise. - - - - Gets the number of custom session properties. - The number of custom session properties. - - - Gets a value indicating whether the collection is read-only. - true if the collection is read-only; false otherwise. - - - - Gets or sets a custom session property value at the specified index - Index of the item to retrieve. - The custom session property value. - - - Describes custom, game-specific information about a NetworkSession object. Reference page contains links to related code samples. - - - Initializes an empty instance of Microsoft.Xna.Framework.Net.PacketReader(System.Int32) with the specified options. - Initial capacity for a received network packet. - - - Initializes an empty instance of Microsoft.Xna.Framework.Net.PacketReader. - - - Reads a Color value. - Color data received from the network packet. - - - Reads an 8-byte floating point value. Reference page contains links to related code samples. - 8-byte floating point value from the received network packet. - - - Reads a Matrix value. Reference page contains links to related code samples. - Matrix data from the received network packet. - - - - Reads a Quaternion value. - Reference page contains links to related code samples. - Quaternion data from the received network packet. - - - Reads a 4-byte floating point value. Reference page contains links to related code samples. - Reads a 4-byte floating point value from the received network packet. - - - Reads a Vector2 value. Reference page contains links to related code samples. - Vector data from the received network packet. - - - Reads a Vector3 value. Reference page contains links to related code samples. - Vector data from the received network packet. - - - Reads a Vector3 value. Reference page contains links to related code samples. - Vector data from the received network packet. - - - Gets the length of the packet being read. - Length of the packet. - - - Gets or sets the current packet read position. - Current position of the packet. - - - Provides common functionality for efficiently reading incoming network packets. Reference page contains links to related code samples. - - - Initializes a new instance of Microsoft.Xna.Framework.Net.PacketWriter(System.Int32) with the specified capacity. - Capacity for the packet writer. - - - Initializes an empty instance of Microsoft.Xna.Framework.Net.PacketWriter. - - - - Writes a System.Single value to an outgoing network packet. - - Value to be written. - - - Writes a Framework.Graphics.Color value to an outgoing network packet. - Value to be written. - - - Writes a Vector2 value to an outgoing network packet. Reference page contains links to related code samples. - Value being written. - - - Writes a Vector4 value to an outgoing network packet. Reference page contains links to related code samples. - Value being written. - - - Writes a Quaternion value to an outgoing network packet. Reference page contains links to related code samples. - Value being written. - - - Writes a System.Double value to an outgoing network packet. - Value to be written. - - - Writes a Matrix value to an outgoing network packet. Reference page contains links to related code samples. - Value being written. - - - Writes a Vector3 value to an outgoing network packet. Reference page contains links to related code samples. - Value being written. - - - Gets the length of the packet being written. - Length of the packet. - - - Gets or sets the current packet write position. - Current position of the packet. - - - Provides common functionality for efficiently formatting outgoing network packets. Reference page contains links to related code samples. - - - - Gets the average (median) round trip time of all the network packets that were sent during the quality of service measurement process. - - - The average (median) round trip time of all the network packets that were sent during the quality of service measurement process. Will return zero if the query has not yet completed. You can check if the query is complete using QualityOfService.IsAvailable. - - - - - Gets an estimate of the available downstream network bandwidth from the session host to this machine, measured in bytes per second. - - - An estimate of the available downstream network bandwidth from the session host to this machine, measured in bytes per second. Will return zero if the query has not yet completed. You can check if the query is complete using QualityOfService.IsAvailable. - - - - - Gets an estimate of the available upstream network bandwidth from this machine to the session host, measured in bytes per second. - - An estimate of the available upstream network bandwidth from this machine to the session host, measured in bytes per second. Will return zero if the query has not yet completed. You can check if the query is complete using QualityOfService.IsAvailable. - - - - - Checks whether this quality of service operation has completed. - - true if quality of service data is available; false otherwise. - - - - - Gets the minimum round trip time of any network packet that was sent during the quality of service measurement process. - - - The minimum round trip time of any network packet that was sent during the quality of service measurement process. Will return zero if the query has not yet completed. You can check if the query is complete using QualityOfService.IsAvailable. - - - - - Describes the quality of the network connection between this machine and the host of a multiplayer session that was discovered with a matchmaking query. - - - - Defines the reason a session ended. - - - This client player has signed out of session. - - - The host left the session, removing all active players. - - - The host removed this client player from the session. - - - Network connectivity problems ended the session - - - Contains additional data about a NetworkSessionJoinException. - - - The session could not be found.Occurs if the session has ended after the matchmaking query but before the client joined, of if there is no network connectivity between the client and session host machines. - - - The session exists but is not joinable.Occurs if the session is in progress but does not allow gamers to join a session in progress. - - - The session exists but does not have any open slots for local signed-in gamers. - - - Defines the different states of a multiplayer session. - - - The local machine joins the session, waiting in the pregame lobby. The GameStarted event is raised when gameplay begins. - - - The local machine joins the session, currently in the middle of gameplay. The GameEnded event is raised when the session returns to the lobby. - - - The local machine has left the current session or the session has ended. The SessionEnded event is raised at this time. The event's arguments describe the reason for the session ending. - - - Defines the different types of a multiplayer session. Reference page contains links to related code samples. - - - Does not involve any networking traffic, but can be used for split-screen gaming on a single Xbox 360 console. Creating a local network session may also make it easier to share code between local and online game modes. - - - Connect multiple Xbox 360 consoles or computers over a local subnet. These machines do not require a connection to Xbox LIVE or any LIVE accounts. However, connection to machines on different subnets is not allowed.If you are a Creators Club developer testing your game, you can use this type to connect an Xbox 360 console to a computer. However, cross-platform networking is not supported in games distributed to non–Creators Club community players. - - - Uses the Xbox LIVE servers. This enables connection to other machines over the Internet. It requires a LIVE Silver Membership for Windows-based games or a LIVE Gold membership for Xbox 360 games. Games in development will also require an XNA Creators Club premium membership. While in trial mode, XNA Community games downloaded from Xbox LIVE Markeplace will not have access to LIVE matchmaking. - - - All session matches are ranked. This option is available only for commercial games that have passed Xbox LIVE certification. Due to the competitive nature of the gameplay, this session type does not support join-in-progress. - - - Defines options for network packet transmission. - - - Sends the data with no guarantees.Packets of this type may be delivered in any order, with occasional packet loss.This is the most efficient option in terms of network bandwidth and machine resource usage. However, it is recommended only in situations where your game can recover from occasional packet loss. - - - Sends the data with reliable delivery, but no special ordering.Packets of this type are resent until arrival at the destination. They may arrive out of order. - - - Sends the data with guaranteed ordering, but without reliable delivery.Occasionally, packets of this type are not delivered. However, any delivered packets always arrive in the order in which they are sent.Use this option in situations where the transmitted value changes constantly. Old versions never arrive after a more recent version. - - - Sends the data with reliability and arrival in the order originally sent.Packets of this type are resent until arrival and ordered internally. This means they arrive in the same order in which they were sent.In terms of network bandwidth usage, this is the strongest and most expensive option. Use this only when arrival and ordering are essential. Commonly, a game uses this option for a small percentage of packets. The majority of gameplay data is sent using None or Reliable. - - - Mark that this packet contains chat data, such as a player-to-player message string entered using the keyboard. To comply with international regulations, you must send such data without packet encryption. Therefore, you must use this flag to mark it. To maintain security, other game data should not use this flag. It is acceptable and efficient to mix encrypted and unencrypted data.If you send packets both with and without this flag within a single frame, both the encrypyted and unencrypted data streams will be merged into a single wire packet. This option can be combined with either or both of the Reliable and InOrder flags. When you request in-order delivery for chat packets, they will be ordered relative to other chat packets, but they may arrive out of order with respect to other non-chat data. - - - Initializes a new instance of the Alpha8 structure. - The initial value for the Alpha8 structure. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representaion from. - - - Expands the packed representation to a System.Single. - The expanded Alpha8. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing a single 8 bit normalized W value in the range of 0 to 1. - - - Initializes a new instance of the Bgr565 structure. - A vector containing the initial values for the components of the Bgr565 structure. - - - Initializes a new instance of the Bgr565 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector3. - The expanded vector. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing unsigned normalized values ranging from 0 to 1. The x and z components use 5 bits, and the y component uses 6 bits. - - - Initializes a new instance of the Bgra5551 structure. - A vector containing the initial values for the components of the Bgra5551 structure. - - - Initializes a new instance of the Bgra5551 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - Initial value for the w component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing unsigned normalized values, ranging from 0 to 1, using 5 bits each for x, y, and z, and 1 bit for w. - - - Initializes a new instance of the Byte4 structure. - A vector containing the initial values for the components of the Byte4 structure. - - - Initializes a new instance of the Byte4 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - Initial value for the w component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4 - The vector to create packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing four 8-bit unsigned integer values, ranging from 0 to 255. - - - Initializes a new instance of the HalfSingle structure. - The initial value of the HalfSingle structure. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - - The vector to create the packed representation from. - - - Expands the HalfSingle to a System.Single. - The expanded HalfSingle. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing a single 16 bit floating point value. - - - Initializes a new instance of the HalfVector2 structure. - A vector containing the initial values for the components of the HalfVector2 structure. - - - Initializes a new instance of the HalfVector2 structure. - Initial value for the x component. - Initial value for the y component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the HalfVector2 to a Vector2. - The expanded HalfVector2. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing two 16-bit floating-point values. - - - Initializes a new instance of the HalfVector4 structure. - A vector containing the initial values for the components of the HalfVector4 structure. - - - Initializes a new instance of the HalfVector4 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - Initial value for the w component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing four 16-bit floating-point values. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - - Interface that converts packed vector types to and from Framework.Vector4 values, - allowing multiple encodings to be manipulated in a generic way. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Converts packed vector types to and from Framework.Vector4 values. - - - Initializes a new instance of the Normalized101010 structure. - A vector containing the initial values for the components of the Normalized101010 structure. - - - Initializes a new instance of the Normalized101010 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector3. - The expanded vector. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing signed normalized values, - ranging from −1 to 1, using 10 bits each for x, y, and z, and 2 bits for w. - - - Initializes a new instance of the NormalizedByte2 structure. - A vector containing the initial values for the components of the NormalizedByte2 structure. - - - Initializes a new instance of the NormalizedByte2 class. - Initial value for the x component. - Initial value for the y component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation to a vector. - The expanded NormalizedByte2. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing two 8-bit signed normalized values, ranging from −1 to 1. - - - Initializes a new instance of the NormalizedByte4 structure. - A vector containing the initial values for the components of the NormalizedByte4 structure. - - - Initializes a new instance of the NormalizedByte4 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - Initial value for the w component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing four 8-bit signed normalized values, ranging from −1 to 1. - - - Initializes a new instance of the NormalizedShort2 structure. - A vector containing the initial values for the components of the NormalizedShort2 structure. - - - Initializes a new instance of the NormalizedShort2 class. - Initial value for the x component. - Initial value for the y component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation to a vector. - The expanded NormalizedShort2. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing two 16-bit signed normalized values, ranging from −1 to 1. - - - Initializes a new instance of the NormalizedShort4 structure. - A vector containing the initial values for the components of the NormalizedShort4 structure. - - - Initializes a new instance of the NormalizedShort4 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - Initial value for the w component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing four 16-bit signed normalized values, ranging from −1 to 1. - - - Initializes a new instance of the Rg32 structure. - The vector containing the initial values for the components of the Rg32 structure. - - - Initializes a new instance of the Rg32 structure. - Initial value for the x component. - Initial value for the y component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4 - The vector to create packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed vector representation into a Framework.Vector2. - The expanded vector. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing two 16-bit unsigned normalized values, ranging from 0 to 1. - - - Initializes a new instance of the Rgba1010102 structure. - A vector containing the initial values for the components of the Rgba1010102 structure. - - - Initializes a new instance of the Rgba1010102 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - Initial value for the w component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the left of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4 - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing unsigned normalized values, ranging from 0 to 1, using 10 bits each for x, y, and z, and 2 bits for w. - - - Initializes a new instance of the Rgba32 structure. - A vector containing the initial values for the components of the Rgba32 structure. - - - Initializes a new instance of the Rgba32 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - Initial value for the w component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing four 8-bit unsigned normalized values, ranging from 0 to 1. - - - Initializes a new instance of the Rgba64 structure. - A vector containing the initial values for the components of the Rgba64 structure. - - - Initializes a new instance of the Rgba64 structure. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - Initial value for the w component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing four 16-bit unsigned normalized values, ranging from 0 to 1. - - - Initializes a new instance of the Short2 structure. - A vector containing the initial values for the components of the Short2 structure. - - - Initializes a new instance of the Short2 class. - Initial value for the x component. - Initial value for the y component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; 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false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing four 16-bit signed integer values. - - - Initializes a new instance of the UInt101010 class. - A vector containing the initial values for the components of the UInt101010 structure. - - - Initializes a new instance of the UInt101010 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - - Expands the packed representation into a Framework.Vector3. - - The expanded vector. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing unsigned integer values, using 10 bits - each for x, y, and z (ranging from 0 to 1023), and 2 bits for w (ranging from 0 to 3). - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - - - Deletes the storage container. - - - Immediately releases the unmanaged resources used by this object. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Gets the file path to the location of the user's save game files. - The file path to the location of the user's save game files. - - - Gets the StorageDevice that holds the files in this container. - The StorageDevice that holds the files in this container. - - - Gets the file path to the location of the title storage space. - The title's install location based on the current platform. - - - Gets the name of the title. - The name of the title. - - - Represents a logical collection of storage files. Reference page contains links to related conceptual articles. - - - Opens a StorageContainer containing any files for the specified title. - The name of the XNA Framework title. - A StorageContainer containing any files for the title. - - - Gets the amount of free space on the device. - Free space on the device, in bytes. - - - Gets whether the device is connected. - true if the device is connected; false otherwise. - - - Gets the total amount of space on the device. - Total amount of space on the device, in bytes. - - - Represents a storage device for user data, such as a memory unit or hard drive. Reference page contains links to related conceptual articles. - - - Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If the innerException parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Initializes a new instance of this class during deserialization. - The information needed to serialize an object. - The source or destination for the serialization stream. - - - Initializes a new instance of this class. - - - The exception that is thrown when the requested StorageDevice is not connected. - - - \ No newline at end of file diff --git a/Engine_XNA3/obj/Debug/1amStudiosEngine.dll b/Engine_XNA3/obj/Debug/1amStudiosEngine.dll deleted file mode 100644 index 480ad52f..00000000 Binary files a/Engine_XNA3/obj/Debug/1amStudiosEngine.dll and /dev/null differ diff --git a/Engine_XNA3/obj/Debug/1amStudiosEngine.pdb b/Engine_XNA3/obj/Debug/1amStudiosEngine.pdb deleted file mode 100644 index b16a4b9a..00000000 Binary files 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and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/ANIM/strtaway.fli b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/ANIM/strtaway.fli deleted file mode 100644 index 7f8a063b..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/ANIM/strtaway.fli and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/ANIM/strtcome.fli b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/ANIM/strtcome.fli deleted file mode 100644 index 11ed9dff..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/ANIM/strtcome.fli and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/CARS/BLKEAGLE.DOC b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/CARS/BLKEAGLE.DOC deleted file mode 100644 index 6729de35..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/CARS/BLKEAGLE.DOC +++ /dev/null @@ -1,39 +0,0 @@ -FRANKF.PIX // Cockpit forward image file names -15,17,335,178 // Left, top, right, bottom rendering coordinates -FRANKL.PIX // Cockpit left image file names -15,19,335,187 // Left, top, right, bottom rendering coordinates -FRANKR.PIX // Cockpit right image file names -15,19,335,162 // Left, top, right, bottom rendering coordinates -d,46,183,SPEEDO0.PIX,7 // Speedo type, x, y, filename, x-pitch -d,103,191,SPEEDO0.PIX,7 // Speedo type, x, y, filename, x-pitch -a,4,152,TACHO.PIX,31,179,0,21,215,0,-4 // tacho type, x, y, filename, x-pitch -d,103,199,TACH0.PIX // Tacho x, y, filename -33,183,GEARS.PIX // Gear display x,y,image (external) -150,180,GEARS.PIX // Gear display x,y,image (internal) -7 // Number of hands frames -154,164,HANDS06R.PIX,0,0,none // Left-most hands frame -164,173,HANDS05R.PIX,0,0,none // Leftish hands frame -178,185,HANDS04R.PIX,54,206,HANDS04L.PIX // Leftish hands frame -183,195,HANDS03R.PIX,55,195,HANDS03L.PIX // Centre hands frame -183,199,HANDS02R.PIX,60,188,HANDS02L.PIX // Rightish hands frame -0,0,none,64,180,HANDS01L.PIX // Rightish hands frame -0,0,none,60,171,HANDS00L.PIX // Right-most hands frame -262,30,349,62 // Left, top, right, bottom of mirror -0,0,52,46 // Left, top, right, bottom of pratcam (*** relative to screen, not cockpit) -309,162,1,1,2,3,1,ENGDM.PIX // Engine damage x,y,flash1..5 -310,173,1,1,2,3,1,TRNDM.PIX // Transmission damage x,y,flash1..5 -306,173,1,1,2,3,1,STRDM.PIX // Steering damage x,y,flash1..5 -305,165,1,1,2,3,1,LBRKDM.PIX // lf brake damage x,y,flash1..5 -317,165,1,1,2,3,1,RBRKDM.PIX // rf brake damage x,y,flash1..5 -305,191,1,1,2,3,1,LBRKDM.PIX // lr brake damage x,y,flash1..5 -317,191,1,1,2,3,1,RBRKDM.PIX // rr brake damage x,y,flash1..5 -301,164,1,1,2,3,1,TYRDM.PIX // lf wheel damage x,y,flash1..5 -321,164,1,1,2,3,1,TYRDM.PIX // rf wheel damage x,y,flash1..5 -301,190,1,1,2,3,1,TYRDM.PIX // lr wheel damage x,y,flash1..5 -321,190,1,1,2,3,1,TYRDM.PIX // rr wheel damage x,y,flash1..5 -0,0,286,149,DAMASK0.PIX -3 // Number of dimmed areas (external) -283,147,313,195 // Dim rectangle -31,182,42,198 // Dim rectangle -44,182,69,198 // Dim rectangle -0 // Number of dimmed areas (internal) diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/CARS/BLKEAGLE.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/CARS/BLKEAGLE.TXT deleted file mode 100644 index d5c176da..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/CARS/BLKEAGLE.TXT +++ /dev/null @@ -1,39 +0,0 @@ -@0#wSTUaeRG:AintpVfC;nm>J,D?p|dO.'$4@~[># -@GDjg9I6g6MuG:Ain)D:ZIM-sVm,J.ZQD27}))h97H~X?5gkOkd"*A7B># -@< k:_fe7TeRw~5U0 |%D.am1H?=9y %F*j > -@GDji9I6g6BzG:Ain)D:ZIM-sVm,J.ZQD27}))h97H~X?5gkOkd"*A7B># -@p[1WN"RG:Ain)D:ZFG(l$,, ^/p|dO.'$4@~[># -@GDji9I6g6LG:Ain)D:ZIM-sVm,J.ZQD27}))h97H~X?5gkOkd"*A7B># -@alrGIwE?@l7T}rAn)DOU*w (|5)2+Z+1I;[>|5(X"s% -@Rwa%I)r6V`2>u\") TeRGqV"F>5q%\2w ax]rV{6|`F*j ax]sB88 -@Ig3V|mr"0u ;*Lpg4KaigZAia9H4g7V`l:qYQB:3}%\2w ax]rV{6|`F*j ax]sB88 -@ -@$O1z1Nad2"m;*Lpg7V}tK1)DO:U%d.a`5J-Q^:>q%N9f( -@4+Kzk7?r` (+x_V}trX>Oe*kK +,L-Q^:>q%N9f( -@K2g6Bxtm 85ekdGTUa+Oytn@]~Q)5)*:qYQz>6av@ko#q%N9f( -@imZ@b|];Kl7H vu.]k|$B=F4l:_fU*n%,L-Q^:>q%N9f( -@5{+"6@r@Ejh%VMiC)}iip&8nDOU*n%,L-Q^:>q%N9f( -@%V5%h(tnZ@j|];Kl7Jvu.n)D:ZWA,o`5J-Q^:>q%N9f( -@nrEAhd,V3TeRG:AY^5s)?haxW7Bwpwq\$jZ">3 D4" -@g7Vxjj@n)DOe7d(Z=C*ZQB4 9ZwA,oaxG1Y6pz%X9f.9H~^[qpg iI?n(xQ1VU)5p)%hm;J=_/y -@Bb|$L7z+KajmZ@R>HN"RG:qYQs57|`/f,?@~]Ow6yv@z)Tx -@I|hoABj|$V7x+Kaw2"|b/f,?@~]Ow6yv@z)Tx -@I5g6LxtrG]wc9K)dU1?))DO:U%D-'?9N;VW61r %Pg~V+4D-@ue -@I4 g6LxtrG]wc9K)zU1?))DO:U%Z-'?9N;VW61r %Pg~V+4D-@ue -@I5g6C|trG]wc9K)dU1?))DO:U%D9'?9N;VW61r %Pg~V+4D-@ue -@I4 g6C|trG]wc9K)zU1?))DO:U%Z9'?9N;VW61r %Pg~V+4D-@ue -@mF@jf!V4z+HakoZ%oXTUaeRw~,8p i/f,?@~]Ow6yv@z)Tx -@mD@jf!V4z+HakoZ%oXTUaeRw~,8p i/f,?@~]Ow6yv@z)Tx -@mF@ji%V4z+HakoZ%oXTUaeRw~,8p i/f,?@~]Ow6yv@z)Tx -@mD@ji%V4z+HakoZ%oXTUaeRw~,8p i/f,?@~]Ow6yv@z)Tx -@rF]cf9K1gC;vF_f -@I7TeRG:Ai^{`gM9'+xA7S?pt`I8'R( Q; W7y -@7x+KyomGBji e7TeRw~2[{"pqI%`( -@x6V|`rBCji-e7TeRw~2[{"pqI%`( -@3V|`r@Hji-e7TeRw~2[{"pqI%`( -@J7TeRG:Ai^{`gM9'+xA7S?pt`I8'R$6Q; W7y diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/CARS/CV.EXE b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/CARS/CV.EXE deleted file mode 100644 index ac754afe..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/CARS/CV.EXE and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/CARS/OTIS.DOC b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/CARS/OTIS.DOC deleted file mode 100644 index 0784b12a..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/CARS/OTIS.DOC +++ /dev/null @@ -1,38 +0,0 @@ -CKPT5F.PIX // Cockpit forward image file names -15,16,335,168 // Left, top, right, bottom rendering coordinates -CKPT5L.PIX // Cockpit left image file names -15,12,335,190 // Left, top, right, bottom rendering coordinates -CKPT5R.PIX // Cockpit right image file names -15,15,335,151 // Left, top, right, bottom rendering coordinates -d,37,183,SPEEDO0.PIX,7 // Speedo type, x, y, filename, x-pitch -a,86,198,SPEDOMSK.PIX,129,210,6,27,135,45,238,85 // Speedo type, x, y, filename, x-pitch -a,4,152,TACHO.PIX,31,179,0,21,215,0,-4 // tacho type, x, y, filename, x-pitch -a,200,150,none,81,143,-3,9,225,-45,4 // tacho type, x, y, filename, x-pitch -27,188,GEARS.PIX // Gear display x,y,image (external) -150,180,GEARS.PIX // Gear display x,y,image (internal) -7 // Number of hands frames -144,156,HANDS56R.PIX,0,0,none // Left-most hands frame -154,165,HANDS55R.PIX,0,0,none // Leftish hands frame -168,177,HANDS54R.PIX,44,198,HANDS54L.PIX // Leftish hands frame -173,187,HANDS53R.PIX,45,187,HANDS53L.PIX // Centre hands frame -173,191,HANDS52R.PIX,50,180,HANDS52L.PIX // Rightish hands frame -0,0,none,54,172,HANDS51L.PIX // Rightish hands frame -0,0,none,50,163,HANDS50L.PIX // Right-most hands frame -277,21,335,44 // Left, top, right, bottom of mirror -0,0,52,46 // Left, top, right, bottom of pratcam (*** relative to screen, not cockpit) -276,189,1,1,2,3,1,ENGDM5.PIX // Engine damage x,y,flash1..5 -285,190,1,1,2,3,1,TRNDM5.PIX // Transmission damage x,y,flash1..5 -285,195,1,1,2,3,1,STRDM5.PIX // Steering damage x,y,flash1..5 -280,198,1,1,2,3,1,LBRKDM5.PIX // lf brake damage x,y,flash1..5 -280,183,1,1,2,3,1,RBRKDM5.PIX // rf brake damage x,y,flash1..5 -302,198,1,1,2,3,1,LBRKDM5.PIX // lr brake damage x,y,flash1..5 -302,183,1,1,2,3,1,RBRKDM5.PIX // rr brake damage x,y,flash1..5 -279,196,1,1,2,3,1,LFSUSDM5.PIX // lf wheel damage x,y,flash1..5 -279,182,1,1,2,3,1,RFSUSDM5.PIX // rf wheel damage x,y,flash1..5 -301,196,1,1,2,3,1,LRSUSDM5.PIX // lr wheel damage x,y,flash1..5 -301,182,1,1,2,3,1,RRSUSDM5.PIX // rr wheel damage x,y,flash1..5 -0,0,257,172,DAMASK5.PIX -2 // Number of dimmed areas (external) -255,170,305,195 // Dim rectangle -26,182,59,197 // Dim rectangle -0 // Number of dimmed areas (internal) diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/CARS/OTIS.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/CARS/OTIS.TXT deleted file mode 100644 index a72953dd..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/CARS/OTIS.TXT +++ /dev/null @@ -1,38 +0,0 @@ -@5:feSTUaeRG:AintpVfC;nm>J,D?p|dO.'$4@~[># -@GDjf9I6g6LuG:Ain)D:ZIM-sVm,J.ZQD27}))h97H~X?5gkOkd"*A7B># -@9qk:_fe7TeRw~5U0 |%D.am1H?=9y %F*j > -@GDjb9I6g6C}G:Ain)D:ZIM-sVm,J.ZQD27}))h97H~X?5gkOkd"*A7B># -@uAOWN"RG:Ain)D:ZFG(l$,, ^/p|dO.'$4@~[># -@GDje9I6g6O|G:Ain)D:ZIM-sVm,J.ZQD27}))h97H~X?5gkOkd"*A7B># -@akrGIwE?@l7T}rAn)DOU*w (|5)2+Z+1I;[>|5(X"s% -@tV=g6Cutv35y^TUa+KalGAm|'M)x2VymlEIceU*w (|5)2+Z+1I;[>|5(X"s% -@Ig3V|mr"0u ;*Lpg4KaigZAia9H4g7V`l:qYQB:3}%\2w ax]rV{6|`F*j ax]sB88 -@fVhrGDw>z`s6V|lr[Bb|'H0f3Oal:qYQB:3}%\2w ax]rV{6|`F*j ax]sB88 -@ig9K=g@?vp&8nDOe7d(Z=D,V_( y|3+a1H?s5m`Z%fd -@6O}tfF]qG)+x_eRG:Ai^{pw/n=4D'V"||dO.'R$6Q; W7y -@|eRG:Ain)D:ZK]&e ?xJ8VW54fZcZ*j > -@$N1z2Lad2"m;*Lpg7V}tK1)DO:U%d.a`5J-Q^:>q%N9f( -@4+K{m7?re (+x_V}trX>Oe*kK +,L-Q^:>q%N9f( -@K3g6Mztm 85endGTUa+NytgN]~Q)0)*:qYQz>6av@ko#q%N9f( -@imZ@j|];Kl2H vu.]k|$B5F4l:_fU*n%,L-Q^:>q%N9f( -@5{+"6@rCEjg'VMiC)xiip&8nDOU*n%,L-Q^:>q%N9f( -@%V5%h(tnZ@h|];Kl2Jvu.n)D:ZWA,o`5J-Q^:>q%N9f( -@orD@hc V1TeRG:AY^5s)?haxW7Bwpwq\$jZ">3 D4" -@g7Vxjj@n)DOe7d(Z=C*ZQB4 9ZwA,oaxG1Y6pz%X9f.9H~^[qpg iI?n(xQ1VU)5p)%hm;J=_/y -@|1V|`rG]wb9I)gB4hkX!Oe*kB*1K;VW61r %Pg~V+4D-@ue -@ce9K1J0VW61r %Pg~V+4D-@ue -@H=g6CxtrG]wc9K){ U>m?))DO:U%{?b ?1K9VW61r %Pg~V+4D-@ue -@jnZ@c|$V4y+Iai4#} TUaeRw~9"t`/f,?@~]Ow6yv@z)Tx -@jnZ@h|$V4y+Iai4#} TUaeRw~9"t`/f,?@~]Ow6yv@z)Tx -@klZ@c|$V4y+Iai4#} TUaeRw~9"t`/f,?@~]Ow6yv@z)Tx -@klZ@h|$V4y+Iai4#} TUaeRw~9"t`/f,?@~]Ow6yv@z)Tx -@b"C)r1V|trD]wa96C{T>m?))DO:U%D-'%=@2VW61r %Pg~V+4D-@ue -@b"C)s5V|trD]wa9(C{T>m?))DO:U%Z-'%=@2VW61r %Pg~V+4D-@ue -@c%K)r1V|trD]wa96W{T>m?))DO:U%D9'%=@2VW61r %Pg~V+4D-@ue -@c%K)s5V|trD]wa9(W{T>m?))DO:U%Z9'%=@2VW61r %Pg~V+4D-@ue -@rF]ng9K2gC;vC_f -@H7TeRG:Ai^{`gM9'+xA7S?pt`I8'R( Q; W7y -@7~+KzhmFDji e7TeRw~2[{"pqI%`( -@y1V|`rCHji"e7TeRw~2[{"pqI%`( -@J7TeRG:Ai^{`gM9'+xA7S?pt`I8'R$6Q; W7y diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/CARS/SCREWIE.DOC b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/CARS/SCREWIE.DOC deleted file mode 100644 index b647f78b..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/CARS/SCREWIE.DOC +++ /dev/null @@ -1,36 +0,0 @@ -CKPT2F.PIX // Cockpit forward image file names -15,16,335,173 // Left, top, right, bottom rendering coordinates -CKPT2L.PIX // Cockpit left image file names -15,24,335,185 // Left, top, right, bottom rendering coordinates -CKPT2R.PIX // Cockpit right image file names -15,23,326,164 // Left, top, right, bottom rendering coordinates -d,37,183,SPEEDO0.PIX,7 // Speedo type, x, y, filename, x-pitch -d,182,175,SPEDO2.PIX,7 // Speedo type, x, y, filename, x-pitch -a,4,152,TACHO.PIX,31,179,0,21,215,0,-4 // tacho type, x, y, filename, x-pitch -d,0,0,NONE // Tacho x, y, filename -27,188,GEARS.PIX // Gear display x,y,image (external) -150,180,GEARS.PIX // Gear display x,y,image (internal) -5 // Number of hands frames -84,176,HANDS24R.PIX,0,0,none // Left-most hands frame -109,170,HANDS23R.PIX,0,0,none // Leftish hands frame -132,168,HANDS22R.PIX,0,0,none // Centre hands frame -153,170,HANDS21R.PIX,0,0,none // Rightish hands frame -171,176,HANDS20R.PIX,0,0,none // Rightish hands frame -26,10,71,37 // Left, top, right, bottom of mirror -268,0,320,46 // Left, top, right, bottom of pratcam (*** relative to screen, not cockpit) -305,184,1,1,2,3,1,ENGDM2.PIX // Engine damage x,y,flash1..5 -277,188,1,1,2,3,1,TRNDM2.PIX // Transmission damage x,y,flash1..5 -283,190,1,1,2,3,1,STRDM2.PIX // Steering damage x,y,flash1..5 -287,195,1,1,2,3,1,LBRKDM2.PIX // lf brake damage x,y,flash1..5 -287,182,1,1,2,3,1,RBRKDM2.PIX // rf brake damage x,y,flash1..5 -296,197,1,1,2,3,1,LBRKDM2.PIX // lr brake damage x,y,flash1..5 -296,180,1,1,2,3,1,RBRKDM2.PIX // rr brake damage x,y,flash1..5 -287,201,1,1,2,3,1,LFSUSDM2.PIX // lf wheel damage x,y,flash1..5 -287,178,1,1,2,3,1,RFSUSDM2.PIX // rf wheel damage x,y,flash1..5 -312,201,1,1,2,3,1,LRSUSDM2.PIX // lr wheel damage x,y,flash1..5 -312,178,1,1,2,3,1,RRSUSDM2.PIX // rr wheel damage x,y,flash1..5 -0,0,259,166,DAMASK2.PIX -2 // Number of dimmed areas (external) -263,163,315,192 // Dim rectangle -26,182,59,197 // Dim rectangle -0 // Number of dimmed areas (internal) diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/CARS/SCREWIE.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/CARS/SCREWIE.TXT deleted file mode 100644 index fb9f4286..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/CARS/SCREWIE.TXT +++ /dev/null @@ -1,36 +0,0 @@ -@5:fbSTUaeRG:AintpVfC;nm>J,D?p|dO.'$4@~[># -@GDjf9I6g6M~G:Ain)D:ZIM-sVm,J.ZQD27}))h97H~X?5gkOkd"*A7B># -@9ql:_fe7TeRw~5U0 |%D.am1H?=9y %F*j > -@GDid9I6g6BxG:Ain)D:ZIM-sVm,J.ZQD27}))h97H~X?5gkOkd"*A7B># -@uAHWN"RG:Ain)D:ZFG(l$,, ^/p|dO.'$4@~[># -@GDic9I7g6LyG:Ain)D:ZIM-sVm,J.ZQD27}))h97H~X?5gkOkd"*A7B># -@akrGIwE?@l7T}rAn)DOU*w (|5)2+Z+1I;[>|5(X"s% -@ailZ@n|F*@l5T}rAn)DOU*w (|5)2+Z+1I;[>|5(X"s% -@Ig3V|mr"0u ;*Lpg4KaigZAia9H4g7V`l:qYQB:3}%\2w ax]rV{6|`F*j ax]sB88 -@)trF]xPe7TeRGqV%W88zZ}k~Vm>L2 W65 -@ig9K=g@?vp&8nDOe7d(Z=D,V_( y|3+a1H?s5m`Z%fd -@6O}tfF]qG)+x_eRG:Ai^{pw/n=4D'V"||dO.'R$6Q; W7y -@~eRG:Ain)D:ZK]&e ?xJ8VW54fZcZ*j > -@jZ@m|];Kl5N vu.]w`9jF.eRw~:P/}xv\ko#Oe*kK +,L-Q^:>q%N9f( -@GBwa#B)`I>jX!|%V5%h(G:AY^5{wMko#QrVY+|5lO#sVm:J*[{?sZhA9u? -@H3g7V~jrBG)DOe7d(Z=C*ZQB4 9ZwA,oaxG1Y6pz%X9f.9H~^[qpg iI?n(xQ1VU)5p)%hm;J=_/y -@{2V|`rG]wb9I)gB4hlX!Oe*kB*1K;VW61r %Pg~V+4D-@ue -@lg9K=g6V|trE]wG4Aey)*:Ai^{gk[&n>1J0VW61r %Pg~V+4D-@ue -@H=g6C}trG]wc9K){ U>j?))DO:U%{?b ?1K9VW61r %Pg~V+4D-@ue -@jiZ@n|$V4y+Iai4#} 'TUaeRw~9"t`/f,?@~]Ow6yv@z)Tx -@jiZ@i|$V4y+Iai4#} 'TUaeRw~9"t`/f,?@~]Ow6yv@z)Tx -@jhZ@l|$V4y+Iai4#} 'TUaeRw~9"t`/f,?@~]Ow6yv@z)Tx -@jhZ@k|$V4y+Iai4#} 'TUaeRw~9"t`/f,?@~]Ow6yv@z)Tx -@b-M){6V|trD]wa96C{T>j?))DO:U%D-'%=@2VW61r %Pg~V+4D-@ue -@b-M)|?V|trD]wa9(C{T>j?))DO:U%Z-'%=@2VW61r %Pg~V+4D-@ue -@c$H){6V|trD]wa96W{T>j?))DO:U%D9'%=@2VW61r %Pg~V+4D-@ue -@c$H)|?V|trD]wa9(W{T>j?))DO:U%Z9'%=@2VW61r %Pg~V+4D-@ue -@rF]ni9K3gC;vD_f -@H7TeRG:Ai^{`gM9'+xA7S?pt`I8'R( Q; W7y -@7x+K{kmGDji'e7TeRw~2[{"pqI%`( -@y1V|`rCHji"e7TeRw~2[{"pqI%`( -@J7TeRG:Ai^{`gM9'+xA7S?pt`I8'R$6Q; W7y diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/FONTS/BIGFONT.FNT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/FONTS/BIGFONT.FNT deleted file mode 100644 index a838ad8d..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/FONTS/BIGFONT.FNT and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/FONTS/BLUEHEAD.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/FONTS/BLUEHEAD.PIX deleted file mode 100644 index 5b0636f7..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/FONTS/BLUEHEAD.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/FONTS/BLUEHEAD.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/FONTS/BLUEHEAD.TXT deleted file mode 100644 index 8fd18ed2..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/FONTS/BLUEHEAD.TXT +++ /dev/null @@ -1,101 +0,0 @@ -7 --1 -1 -32 -95 -2 -3 -4 -8 -6 -6 -7 -2 -3 -3 -6 -6 -2 -3 -2 -4 -6 -6 -6 -6 -6 -6 -6 -6 -6 -6 -2 -2 -7 -6 -7 -5 -7 -5 -5 -5 -5 -5 -5 -5 -5 -2 -3 -5 -5 -8 -5 -5 -5 -6 -5 -6 -6 -5 -6 -8 -6 -6 -6 -3 -4 -3 -7 -7 -7 -5 -5 -5 -5 -5 -5 -5 -5 -2 -3 -5 -5 -8 -5 -5 -5 -6 -5 -6 -6 -5 -6 -8 -6 -6 -6 -3 -4 -3 -7 -8 diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/FONTS/FONT7.FNT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/FONTS/FONT7.FNT deleted file mode 100644 index 14349fc6..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/FONTS/FONT7.FNT and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/FONTS/GREENHED.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/FONTS/GREENHED.PIX deleted file mode 100644 index 322f4105..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/FONTS/GREENHED.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/FONTS/GREENHED.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/FONTS/GREENHED.TXT deleted file mode 100644 index 8fd18ed2..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/FONTS/GREENHED.TXT +++ /dev/null @@ -1,101 +0,0 @@ -7 --1 -1 -32 -95 -2 -3 -4 -8 -6 -6 -7 -2 -3 -3 -6 -6 -2 -3 -2 -4 -6 -6 -6 -6 -6 -6 -6 -6 -6 -6 -2 -2 -7 -6 -7 -5 -7 -5 -5 -5 -5 -5 -5 -5 -5 -2 -3 -5 -5 -8 -5 -5 -5 -6 -5 -6 -6 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-4 -4 -4 -4 -4 -4 -3 -4 -4 -5 -4 -4 -4 -4 -4 -4 -4 -4 diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/FONTS/NEWRED.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/FONTS/NEWRED.PIX deleted file mode 100644 index 8291b508..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/FONTS/NEWRED.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/FONTS/NEWRED.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/FONTS/NEWRED.TXT deleted file mode 100644 index 6943d401..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/FONTS/NEWRED.TXT +++ /dev/null @@ -1,101 +0,0 @@ -5 --1 -1 -32 -96 -2 -4 -4 -4 -4 -4 -4 -4 -4 -4 -4 -3 -1 -3 -4 -3 -4 -4 -4 -4 -4 -4 -4 -4 -4 -4 -4 -4 -4 -4 -4 -4 -4 -4 -4 -3 -4 -3 -3 -4 -4 -1 -3 -4 -3 -5 -4 -4 -4 -4 -4 -4 -3 -4 -4 -5 -4 -4 -4 -4 -4 -4 -4 -4 -4 -4 -4 -3 -4 -3 -3 -4 -4 -1 -3 -4 -3 -5 -4 -4 -4 -4 -4 -4 -3 -4 -4 -5 -4 -4 -4 -4 -4 -4 -4 -4 diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/FONTS/ORANGHED.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/FONTS/ORANGHED.PIX deleted file mode 100644 index eda0bc20..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/FONTS/ORANGHED.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/FONTS/ORANGHED.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/FONTS/ORANGHED.TXT deleted file mode 100644 index bb81b101..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/FONTS/ORANGHED.TXT +++ /dev/null @@ -1,101 +0,0 @@ -7 --1 -0 -32 -95 -2 -3 -4 -8 -6 -6 -7 -2 -3 -3 -6 -6 -2 -3 -2 -4 -6 -6 -6 -6 -6 -6 -6 -6 -6 -6 -2 -2 -7 -6 -7 -5 -7 -5 -5 -5 -5 -5 -5 -5 -5 -2 -3 -5 -5 -8 -5 -5 -5 -6 -5 -6 -6 -5 -6 -8 -6 -6 -6 -3 -4 -3 -7 -7 -7 -5 -5 -5 -5 -5 -5 -5 -5 -2 -3 -5 -5 -8 -5 -5 -5 -6 -5 -6 -6 -5 -6 -8 -6 -6 -6 -3 -4 -3 -7 -8 diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/FONTS/TACHO.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/FONTS/TACHO.PIX deleted file mode 100644 index 1f7bf034..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/FONTS/TACHO.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/FONTS/TIMER.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/FONTS/TIMER.PIX deleted file mode 100644 index 336dcbed..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/FONTS/TIMER.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/FONTS/TIMER.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/FONTS/TIMER.TXT deleted file mode 100644 index e1407118..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/FONTS/TIMER.TXT +++ /dev/null @@ -1,104 +0,0 @@ -17 --1 --2 -47 -12 -10 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 -14 \ No newline at end of file diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/FONTS/TYPEABLE.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/FONTS/TYPEABLE.PIX deleted file mode 100644 index 7f73b940..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/FONTS/TYPEABLE.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/FONTS/TYPEABLE.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/FONTS/TYPEABLE.TXT deleted file mode 100644 index 3696132a..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/FONTS/TYPEABLE.TXT +++ /dev/null @@ -1,5 +0,0 @@ -9 // Height -5 // Width (-1 for proportional) -1 // Inter-character spacing -32 -96 diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/HEADUP.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/HEADUP.TXT deleted file mode 100644 index 3619a021..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/HEADUP.TXT +++ /dev/null @@ -1,32 +0,0 @@ -15 // Number of headups (external) -10,145,3,lh,194,1,262,10 // Development info display -197,3,5,lh,-1 // Credits earned -197,13,8,lh,194,11,262,20 // Pedestrian kill count -260,170,2,cc,-1 // Pedestrian warning -160,32,5,ch,-1 // Miscellaneous messages -160,45,8,ch,-1 // Start of race countdown -160,120,1,ch,-1 // Fancy bonuses, timeup, race over etc -160,2,1,ch,133,0,192,21 // Timer -127,3,2,rh,60,1,131,10 // Lap count -160,90,1,ch,-1 // End of race bonus -160,110,1,ch,-1 // Time bonus -160,22,1,ch,-1 // Time awarded -127,13,5,rh,60,11,131,20 // Cars out count -316,18,1,rh,247,16,318,27 // Cash in network mode -160,18,1,ch,132,16,188,25 // Cash in network mode -15 // Number of headups (internal) -10,145,3,lh,-1 // Development info display -197,3,5,lh,194,1,262,10 // Credits earned -197,13,8,lh,194,11,262,20 // Pedestrian kill count -260,170,2,cc,-1 // Pedestrian warning -160,32,5,ch,-1 // Miscellaneous messages -160,45,8,ch,-1 // Start of race countdown -160,110,1,ch,-1 // Fancy bonuses, timeup, race over etc -160,2,1,ch,133,0,192,21 // Timer -127,3,2,rh,60,1,131,10 // Lap count -160,100,1,ch,-1 // End of race bonus -160,120,1,ch,-1 // Time bonus -160,22,1,ch,-1 // Time awarded -127,13,5,rh,60,11,131,20 // Cars out count -316,58,1,rh,247,56,318,65 // Cash in network mode -160,18,1,ch,132,16,188,25 // Cash in network mode diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/PIXELMAP/2XCOMBO.PIX 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Demo/32X20X8/PRATCAM/FRANK/FSPEEDL.FLI deleted file mode 100644 index c4f2e67f..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/PRATCAM/FRANK/FSPEEDL.FLI and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/PRATCAM/FRANK/FSTILLL.FLI b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/PRATCAM/FRANK/FSTILLL.FLI deleted file mode 100644 index 21f01f78..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/PRATCAM/FRANK/FSTILLL.FLI and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/PRATCAM/FRANK/FUPSIDEL.FLI b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/PRATCAM/FRANK/FUPSIDEL.FLI deleted file mode 100644 index df0fa200..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/PRATCAM/FRANK/FUPSIDEL.FLI and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/PRATCAM/FRANK/FVFUZZL.FLI b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/PRATCAM/FRANK/FVFUZZL.FLI deleted file mode 100644 index bb1601f0..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/PRATCAM/FRANK/FVFUZZL.FLI and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/PRATCAM/FRANK/FWHIPL.FLI b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/PRATCAM/FRANK/FWHIPL.FLI deleted file mode 100644 index 433c016f..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/PRATCAM/FRANK/FWHIPL.FLI and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/PRATCAM/FRANK/FYEAHL.FLI b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/PRATCAM/FRANK/FYEAHL.FLI deleted file mode 100644 index a9518a34..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/PRATCAM/FRANK/FYEAHL.FLI and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/PRATCAM/FRANK/PRATCAM.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/PRATCAM/FRANK/PRATCAM.TXT deleted file mode 100644 index 158b1171..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/32X20X8/PRATCAM/FRANK/PRATCAM.TXT +++ /dev/null @@ -1,548 +0,0 @@ -// MAX DAMAGE (FRANKIE) PRATCAM TEXT FILE -// sunday 19/1/97 -// last changes (hopefully!!) - - -45 // NUMBER OF FLICS - -FDEADL.FLI // 0 -FDISGUSL.FLI // 1 -FDRIVE1L.FLI // 2 -FGRINL.FLI // 3 -FHELMETL.FLI // 4 -FHITB1L.FLI // 5 -FHITF1L.FLI // 6 -FHITL1L.FLI // 7 -FHITR1L.FLI // 8 -FHORRORL.FLI // 9 -FLAUGHL.FLI // 10 -FLOOKLL.FLI // 11 -FLOOKRL.FLI // 12 -FROLL1L.FLI // 13 -FSCREAML.FLI // 14 -FSORRYL.FLI // 15 -FWHIPL.FLI // 16 -FYEAHL.FLI // 17 -FDRIVE2L.FLI // 18 -FDRIVE3L.FLI // 19 -FSAILL.FLI // 20 -FFALLL.FLI // 21 -FROLL2L.FLI // 22 -FROLL3L.FLI // 23 -FHITB2L.FLI // 24 -FHITB3L.FLI // 25 -FHITF2L.FLI // 26 -FHITF3L.FLI // 27 -FHITL2L.FLI // 28 -FHITL3L.FLI // 29 -FHITR2L.FLI // 30 -FHITR3L.FLI // 31 -FSKIDLL.FLI // 32 -FSKIDRL.FLI // 33 -FHELMXL.FLI // 34 -FLOOSEL.FLI // 35 -FLOOSEXL.FLI // 36 -FDEADXL.FLI // 37 -FSPEEDL.FLI // 38 -FGOODL.FLI // 39 -FBADL.FLI // 40 -FSILLYL.FLI // 41 -FUPSIDEL.FLI // 42 -FSTILLL.FLI // 43 -FVFUZZL.FLI // 44 - -END - - - -// **** START OF SEQUENCES **** - -45 // NUMBER OF SEQUENCES - -// Sequence 0 - Stationary or driving at below 25mph -0 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - - 3 // Number of alternatives - -// Chunk #1, alternative #1 - 2,90,0 // Flic index,% chance,% of sound - 11,5,0 // Flic index,% chance,% of sound - 12,5,0 // Flic index,% chance,% of sound - - - - - -// Sequence 1 - Driving at between 25mph and 67mph -50 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 4 // Number of alternatives - // Chunk #1, alternative #1 - 2,83,0 // Flic index,% chance,% of sound - 11,5,0 // Flic index,% chance,% of sound - 12,5,0 // Flic index,% chance,% of sound - 9,2,0 // Flic index,% chance,% of sound - - - -// Sequence 2 - Driving at between 67mph and 167mph -60 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 4 // Number of alternatives - // Chunk #1, alternative #1 - 18,85,0 // Flic index,% chance,% of sound - 11,5,0 // Flic index,% chance,% of sound - 12,5,0 // Flic index,% chance,% of sound - 9,5,0 // Flic index,% chance,% of sound - - -// Sequence 3 - Driving at over 167mph -70 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 19,100,0 // Flic index,% chance,% of sound - - -// Sequence 4 - Accelerating (NOT USED) -100 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 3 // Number of alternatives -// Chunk #1, alternative #1 - 3,10,0 // Flic index,% chance,% of sound - 9,40,0 // Flic index,% chance,% of sound - 2,50,0 // Flic index,% chance,% of sound - -// Sequence 5 - Sailing gracefully through the air -200 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 3 // Number of alternatives - // Chunk #1, alternative #1 - 9,30,0 // Flic index,% chance,% of sound - 14,30,0 // Flic index,% chance,% of sound - 20,40,0 // Flic index,% chance,% of sound -// Sequence 6 - Falling rapidly -400 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 3 // Number of alternatives - // Chunk #1, alternative #1 - 21,80,0 // Flic index,% chance,% of sound - 42,10,0 // Flic index,% chance,% of sound - 9,10,0 // Flic index,% chance,% of sound -// Sequence 7 - Rolling gently -200 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 2 // Number of alternatives - // Chunk #1, alternative #1 - 32,50,0 // Flic index,% chance,% of sound - 33,50,0 // Flic index,% chance,% of sound - - -// Sequence 8 - Rolling mediumly -400 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 3 // Number of alternatives - // Chunk #1, alternative #1 - 22,60,0 // Flic index,% chance,% of sound - 28,20,0 // Flic index,% chance,% of sound - 30,20,0 // Flic index,% chance,% of sound - -// Sequence 9 - Rolling violently -1100 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 3 // Number of alternatives - // Chunk #1, alternative #1 - 23,60,0 // Flic index,% chance,% of sound - 31,20,0 // Flic index,% chance,% of sound - 29,20,0 // Flic index,% chance,% of sound - -// Sequence 10 - Spinning gently -200 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 3 // Number of alternatives - // Chunk #1, alternative #1 - 9,20,0 // Flic index,% chance,% of sound - 32,40,0 // Flic index,% chance,% of sound - 33,40,0 // Flic index,% chance,% of sound - -// Sequence 11 - Spinning mediumly -290 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 3 // Number of alternatives - // Chunk #1, alternative #1 - 22,60,0 // Flic index,% chance,% of sound - 28,20,0 // Flic index,% chance,% of sound - 30,20,0 // Flic index,% chance,% of sound - - -// Sequence 12 - Spinning violently -1100 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 3 // Number of alternatives - // Chunk #1, alternative #1 - 23,60,0 // Flic index,% chance,% of sound - 31,20,0 // Flic index,% chance,% of sound - 29,20,0 // Flic index,% chance,% of sound - - -// Sequence 13 - Small hit up the arse -100 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 5,100,0 // Flic index,% chance,% of sound - -// Sequence 14 - Small hit in the front -100 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 2 // Number of alternatives - // Chunk #1, alternative #1 - 6,50,0 // Flic index,% chance,% of sound - 9,50,0 // Flic index,% chance,% of sound - -// Sequence 15 - Small hit up from the left -100 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 7,100,0 // Flic index,% chance,% of sound - -// Sequence 16 - Small hit up from the right -100 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 8,100,0 // Flic index,% chance,% of sound - -// Sequence 17 - Medium hit up the arse -300 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 24,100,0 // Flic index,% chance,% of sound - -// Sequence 18 - Medium hit in the front -300 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 26,100,0 // Flic index,% chance,% of sound - -// Sequence 19 - Medium hit up from the left -300 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 28,100,0 // Flic index,% chance,% of sound - -// Sequence 20 - Medium hit up from the right -300 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 30,100,0 // Flic index,% chance,% of sound - -// Sequence 21 - Big hit up the arse -1000 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 2 // Number of alternatives - // Chunk #1, alternative #1 - 25,90,0 // Flic index,% chance,% of sound - 44,10,0 // Flic index,% chance,% of sound - -// Sequence 22 - Big hit in the front -1000 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 3 // Number of alternatives - // Chunk #1, alternative #1 - 27,70,0 // Flic index,% chance,% of sound - 16,10,0 // Flic index,% chance,% of sound - 44,20,0 // Flic index,% chance,% of sound - -// Sequence 23 - Big hit up from the left -1000 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 2 // Number of alternatives - // Chunk #1, alternative #1 - 29,90,0 // Flic index,% chance,% of sound - 44,10,0 // Flic index,% chance,% of sound - -// Sequence 24 - Big hit up from the right -1000 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 2 // Number of alternatives - // Chunk #1, alternative #1 - 31,90,0 // Flic index,% chance,% of sound - 44,10,0 // Flic index,% chance,% of sound - -// Sequence 25 - Skidding to the left -200 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 32,100,0 // Flic index,% chance,% of sound - -// Sequence 26 - Skidding to the right -200 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 33,100,0 // Flic index,% chance,% of sound - - -// Sequence 27 - Turning head to the left in internal view -150 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 11,100,0 // Flic index,% chance,% of sound - -// Sequence 28 - Turning head to the right in internal view -150 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 12,100,0 // Flic index,% chance,% of sound - -// Sequence 29 - Killed a ped -250 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 5 // Number of alternatives - // Chunk #1, alternative #1 - 1,20,0 // Flic index,% chance,% of sound - 3,20,0 // Flic index,% chance,% of sound - 15,20,0 // Flic index,% chance,% of sound - 9,20,0 // Flic index,% chance,% of sound - 10,20,0 // Flic index,% chance,% of sound - -// Sequence 30 - Killed a whole bunch-o-peds/piledriver/arty impress etc -255 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 5 // Number of alternatives - - // Chunk #1, alternative #1 - 1,20,0 // Flic index,% chance,% of sound - 15,20,0 // Flic index,% chance,% of sound - 9,20,0 // Flic index,% chance,% of sound - 10,20,0 // Flic index,% chance,% of sound - 17,20,0 // Flic index,% chance,% of sound - - -// Sequence 31 - Apologising after killing ped(s) -260 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 15,100,0 // Flic index,% chance,% of sound - -// Sequence 32 - Wasted an opponent -270 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 2 // Number of alternatives - // Chunk #1, alternative #1 - 17,50,0 // Flic index,% chance,% of sound - 15,50,0 // Flic index,% chance,% of sound - -// Sequence 33 - Gone through a checkpoint -270 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 17,100,0 // Flic index,% chance,% of sound - -// Sequence 34 - Successfully completing a race -10000 // Precedence -1 // Chunk to start repeating at -2 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 4,100,0 // Flic index,% chance,% of sound - -// Chunk #2 - 1 // Number of alternatives - // Chunk #2, alternative #1 - 34,100,0 // Flic index,% chance,% of sound - -// Sequence 35 - Unsuccessfully completing a race (out of time) -10000 // Precedence -1 // Chunk to start repeating at -2 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 35,100,0 // Flic index,% chance,% of sound - -// Chunk #2 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 36,100,0 - - -// Sequence 36 - Dead (Network mode only) -10000 // Precedence -1 // Chunk to start repeating at -2 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 0,100,0 // Flic index,% chance,% of sound -1 // Number of alternatives - - // Chunk #2 alternative #1 - 37,100,0 // Flic index,% chance,% of sound - - - -// Sequence 37 - Got points/time powerup -1000 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 38,100,0 // Flic index,% chance,% of sound - -// Sequence 38 - Got good powerup -1000 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 39,100,0 // Flic index,% chance,% of sound - -// Sequence 39 - Got bad powerup -1000 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 40,100,0 // Flic index,% chance,% of sound - -// Sequence 40 - Got weird powerup -1000 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 41,100,0 // Flic index,% chance,% of sound - -// Sequence 41 - Instant handbrake -1000 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 2 // Number of alternatives - // Chunk #1, alternative #1 - 27,50,0 // Flic index,% chance,% of sound - 16,50,0 // Flic index,% chance,% of sound -// Sequence 42 - Bouncey bouncey - -1000 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 25,100,0 // Flic index,% chance,% of sound - -// Sequence 43 - Instant bodywork trash - -1000 // Precedence -0 // Chunk to start repeating at -2 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 40,100,0 // Flic index,% chance,% of sound - -// Chunk #2 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 9,100,0 // Flic index,% chance,% of sound - -// Sequence 44 - Upside down -299 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 3 // Number of alternatives - // Chunk #1, alternative #1 - 42,30,0 // Flic index,% chance,% of sound - 44,30,0 // Flic index,% chance,% of sound - 43,40,0 // Flic index,% chance,% of sound - -END - diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/BIGFONT.FNT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/BIGFONT.FNT deleted file mode 100644 index a838ad8d..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/BIGFONT.FNT and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/BLUEHEAD.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/BLUEHEAD.PIX deleted file mode 100644 index 3c6d3205..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/BLUEHEAD.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/BLUEHEAD.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/BLUEHEAD.TXT deleted file mode 100644 index 1bdf0d1f..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/BLUEHEAD.TXT +++ /dev/null @@ -1,101 +0,0 @@ -18 --1 -1 -32 -96 -3 -5 -7 -19 -9 -14 -11 -4 -7 -6 -8 -15 -6 -14 -5 -8 -9 -9 -9 -9 -11 -9 -9 -9 -9 -9 -5 -6 -5 -15 -5 -9 -15 -10 -10 -10 -10 -8 -8 -10 -10 -5 -9 -10 -8 -15 -10 -10 -10 -11 -10 -10 -9 -10 -10 -15 -9 -11 -9 -6 -8 -6 -5 -5 -5 -10 -10 -10 -10 -8 -8 -10 -10 -5 -9 -10 -8 -15 -10 -10 -10 -11 -10 -10 -9 -10 -10 -15 -9 -11 -9 -6 -8 -6 -5 -5 diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/FONT7.FNT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/FONT7.FNT deleted file mode 100644 index 14349fc6..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/FONT7.FNT and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/GREENHED.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/GREENHED.PIX deleted file mode 100644 index 94fffb90..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/GREENHED.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/GREENHED.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/GREENHED.TXT deleted file mode 100644 index 1bdf0d1f..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/GREENHED.TXT +++ /dev/null @@ -1,101 +0,0 @@ -18 --1 -1 -32 -96 -3 -5 -7 -19 -9 -14 -11 -4 -7 -6 -8 -15 -6 -14 -5 -8 -9 -9 -9 -9 -11 -9 -9 -9 -9 -9 -5 -6 -5 -15 -5 -9 -15 -10 -10 -10 -10 -8 -8 -10 -10 -5 -9 -10 -8 -15 -10 -10 -10 -11 -10 -10 -9 -10 -10 -15 -9 -11 -9 -6 -8 -6 -5 -5 -5 -10 -10 -10 -10 -8 -8 -10 -10 -5 -9 -10 -8 -15 -10 -10 -10 -11 -10 -10 -9 -10 -10 -15 -9 -11 -9 -6 -8 -6 -5 -5 diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/GRNDK.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/GRNDK.PIX deleted file mode 100644 index d5896407..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/GRNDK.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/GRNDK.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/GRNDK.TXT deleted file mode 100644 index 49afeb3c..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/GRNDK.TXT +++ /dev/null @@ -1,101 +0,0 @@ -5 --1 -1 -32 -96 -2 -4 -4 -4 -4 -4 -4 -1 -4 -4 -3 -3 -1 -3 -3 -3 -4 -4 -4 -4 -4 -4 -4 -4 -4 -4 -1 -1 -4 -3 -4 -4 -4 -4 -4 -3 -4 -3 -3 -4 -4 -1 -3 -4 -3 -5 -4 -4 -4 -4 -4 -4 -3 -4 -4 -5 -4 -4 -4 -2 -4 -2 -4 -4 -2 -4 -4 -3 -4 -3 -3 -4 -4 -1 -3 -4 -3 -5 -4 -4 -4 -4 -4 -4 -3 -4 -4 -5 -4 -4 -4 -4 -4 -4 -4 -4 diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/GRNLIT.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/GRNLIT.PIX deleted file mode 100644 index 47081546..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/GRNLIT.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/GRNLIT.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/GRNLIT.TXT deleted file mode 100644 index 49afeb3c..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/GRNLIT.TXT +++ /dev/null @@ -1,101 +0,0 @@ -5 --1 -1 -32 -96 -2 -4 -4 -4 -4 -4 -4 -1 -4 -4 -3 -3 -1 -3 -3 -3 -4 -4 -4 -4 -4 -4 -4 -4 -4 -4 -1 -1 -4 -3 -4 -4 -4 -4 -4 -3 -4 -3 -3 -4 -4 -1 -3 -4 -3 -5 -4 -4 -4 -4 -4 -4 -3 -4 -4 -5 -4 -4 -4 -2 -4 -2 -4 -4 -2 -4 -4 -3 -4 -3 -3 -4 -4 -1 -3 -4 -3 -5 -4 -4 -4 -4 -4 -4 -3 -4 -4 -5 -4 -4 -4 -4 -4 -4 -4 -4 diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/GRYDK.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/GRYDK.PIX deleted file mode 100644 index d664d622..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/GRYDK.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/GRYDK.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/GRYDK.TXT deleted file mode 100644 index 49afeb3c..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/GRYDK.TXT +++ /dev/null @@ -1,101 +0,0 @@ -5 --1 -1 -32 -96 -2 -4 -4 -4 -4 -4 -4 -1 -4 -4 -3 -3 -1 -3 -3 -3 -4 -4 -4 -4 -4 -4 -4 -4 -4 -4 -1 -1 -4 -3 -4 -4 -4 -4 -4 -3 -4 -3 -3 -4 -4 -1 -3 -4 -3 -5 -4 -4 -4 -4 -4 -4 -3 -4 -4 -5 -4 -4 -4 -2 -4 -2 -4 -4 -2 -4 -4 -3 -4 -3 -3 -4 -4 -1 -3 -4 -3 -5 -4 -4 -4 -4 -4 -4 -3 -4 -4 -5 -4 -4 -4 -4 -4 -4 -4 -4 diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/GRYLIT.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/GRYLIT.PIX deleted file mode 100644 index 381fbddc..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/GRYLIT.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/GRYLIT.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/GRYLIT.TXT deleted file mode 100644 index 49afeb3c..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/GRYLIT.TXT +++ /dev/null @@ -1,101 +0,0 @@ -5 --1 -1 -32 -96 -2 -4 -4 -4 -4 -4 -4 -1 -4 -4 -3 -3 -1 -3 -3 -3 -4 -4 -4 -4 -4 -4 -4 -4 -4 -4 -1 -1 -4 -3 -4 -4 -4 -4 -4 -3 -4 -3 -3 -4 -4 -1 -3 -4 -3 -5 -4 -4 -4 -4 -4 -4 -3 -4 -4 -5 -4 -4 -4 -2 -4 -2 -4 -4 -2 -4 -4 -3 -4 -3 -3 -4 -4 -1 -3 -4 -3 -5 -4 -4 -4 -4 -4 -4 -3 -4 -4 -5 -4 -4 -4 -4 -4 -4 -4 -4 diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/HEADUP.FNT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/HEADUP.FNT deleted file mode 100644 index ea9f2c0d..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/HEADUP.FNT and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/LITPLAQ.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/LITPLAQ.PIX deleted file mode 100644 index 0a97e245..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/LITPLAQ.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/LITPLAQ.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/LITPLAQ.TXT deleted file mode 100644 index cbfdd1e6..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/LITPLAQ.TXT +++ /dev/null @@ -1,101 +0,0 @@ -@# -@45 -@* -@*6 -@ 2 -@/ -@( -@( -@. -@( -@. -@/ -@* -@) -@) -@( -@( -@* -@( -@* -@( -@( -@( -@( -@( -@/ -@( -@( -@( -@( -@( -@* -@* -@( -@( -@( -@( -@( -@( -@( -@( -@( -@( -@( -@( -@( -@* -@) -@( -@( -@. -@( -@( -@( -@( -@( -@( -@( -@( -@( -@. -@( -@( -@( -@) -@( -@) -@( -@( -@( -@( -@( -@( -@( -@( -@( -@( -@( -@* -@) -@( -@( -@. -@( -@( -@( -@( -@( -@( -@( -@( -@( -@. -@( -@( -@( -@( -@( -@( -@( -@( diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/LITPLAQ1.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/LITPLAQ1.PIX deleted file mode 100644 index a9ce422a..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/LITPLAQ1.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/LITPLAQ1.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/LITPLAQ1.TXT deleted file mode 100644 index cbfdd1e6..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/LITPLAQ1.TXT +++ /dev/null @@ -1,101 +0,0 @@ -@# -@45 -@* -@*6 -@ 2 -@/ -@( -@( -@. -@( -@. -@/ -@* -@) -@) -@( -@( -@* -@( -@* -@( -@( -@( -@( -@( -@/ -@( -@( -@( -@( -@( -@* -@* -@( -@( -@( -@( -@( -@( -@( -@( -@( -@( -@( -@( -@( -@* -@) -@( -@( -@. -@( -@( -@( -@( -@( -@( -@( -@( -@( -@. -@( -@( -@( -@) -@( -@) -@( -@( -@( -@( -@( -@( -@( -@( -@( -@( -@( -@* -@) -@( -@( -@. -@( -@( -@( -@( -@( -@( -@( -@( -@( -@. -@( -@( -@( -@( -@( -@( -@( -@( diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/MEDIUMHD.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/MEDIUMHD.PIX deleted file mode 100644 index 33359919..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/MEDIUMHD.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/MEDIUMHD.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/MEDIUMHD.TXT deleted file mode 100644 index 66e79348..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/MEDIUMHD.TXT +++ /dev/null @@ -1,101 +0,0 @@ -22 --1 -1 -32 -96 -8 -8 -10 -22 -16 -22 -19 -8 -12 -11 -12 -18 -8 -10 -8 -13 -18 -18 -18 -18 -18 -18 -18 -18 -19 -18 -8 -8 -8 -18 -8 -16 -8 -19 -19 -18 -19 -18 -18 -18 -18 -10 -11 -20 -18 -30 -20 -18 -19 -18 -20 -18 -18 -19 -20 -30 -19 -18 -18 -11 -13 -11 -8 -8 -8 -19 -19 -18 -19 -18 -18 -18 -18 -10 -11 -20 -18 -30 -20 -18 -19 -18 -20 -18 -18 -19 -20 -30 -19 -18 -18 -11 -13 -11 -8 -8 diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/NEWBIGGR.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/NEWBIGGR.PIX deleted file mode 100644 index 78b6ed20..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/NEWBIGGR.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/NEWBIGGR.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/NEWBIGGR.TXT deleted file mode 100644 index a7bcc474..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/NEWBIGGR.TXT +++ /dev/null @@ -1,15 +0,0 @@ -17 --1 -1 -48 -10 -13 -13 -13 -13 -13 -13 -13 -13 -13 -13 diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/NEWBLUE.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/NEWBLUE.PIX deleted file mode 100644 index 43602321..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/NEWBLUE.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/NEWBLUE.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/NEWBLUE.TXT deleted file mode 100644 index 3c2ea37b..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/NEWBLUE.TXT +++ /dev/null @@ -1 +0,0 @@ -5-11325905555555555424555555555555555555555454455245465555554556555 diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/NEWGREEN.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/NEWGREEN.PIX deleted file mode 100644 index 5ad04038..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/NEWGREEN.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/NEWGREEN.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/NEWGREEN.TXT deleted file mode 100644 index 3c2ea37b..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/NEWGREEN.TXT +++ /dev/null @@ -1 +0,0 @@ -5-11325905555555555424555555555555555555555454455245465555554556555 diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/NEWHITE.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/NEWHITE.PIX deleted file mode 100644 index 72830d08..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/NEWHITE.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/NEWHITE.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/NEWHITE.TXT deleted file mode 100644 index 5b423a24..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/NEWHITE.TXT +++ /dev/null @@ -1,101 +0,0 @@ -12 --1 -1 -32 -96 -4 -9 -9 -9 -9 -9 -9 -9 -9 -9 -9 -7 -3 -7 -9 -7 -9 -9 -9 -9 -9 -9 -9 -9 -9 -9 -9 -9 -9 -9 -9 -9 -9 -9 -9 -7 -9 -7 -7 -9 -9 -3 -7 -9 -7 -11 -9 -9 -9 -9 -9 -9 -7 -9 -10 -11 -10 -9 -10 -9 -9 -9 -9 -9 -9 -9 -9 -7 -9 -7 -7 -9 -9 -3 -7 -9 -7 -11 -9 -9 -9 -9 -9 -9 -7 -9 -10 -11 -11 -9 -10 -9 -9 -9 -9 -9 diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/NEWRED.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/NEWRED.PIX deleted file mode 100644 index 222afeee..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/NEWRED.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/NEWRED.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/NEWRED.TXT deleted file mode 100644 index 5b423a24..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/NEWRED.TXT +++ /dev/null @@ -1,101 +0,0 @@ -12 --1 -1 -32 -96 -4 -9 -9 -9 -9 -9 -9 -9 -9 -9 -9 -7 -3 -7 -9 -7 -9 -9 -9 -9 -9 -9 -9 -9 -9 -9 -9 -9 -9 -9 -9 -9 -9 -9 -9 -7 -9 -7 -7 -9 -9 -3 -7 -9 -7 -11 -9 -9 -9 -9 -9 -9 -7 -9 -10 -11 -10 -9 -10 -9 -9 -9 -9 -9 -9 -9 -9 -7 -9 -7 -7 -9 -9 -3 -7 -9 -7 -11 -9 -9 -9 -9 -9 -9 -7 -9 -10 -11 -11 -9 -10 -9 -9 -9 -9 -9 diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/ORANGHED.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/ORANGHED.PIX deleted file mode 100644 index 15e10736..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/ORANGHED.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/ORANGHED.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/ORANGHED.TXT deleted file mode 100644 index 1bdf0d1f..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/ORANGHED.TXT +++ /dev/null @@ -1,101 +0,0 @@ -18 --1 -1 -32 -96 -3 -5 -7 -19 -9 -14 -11 -4 -7 -6 -8 -15 -6 -14 -5 -8 -9 -9 -9 -9 -11 -9 -9 -9 -9 -9 -5 -6 -5 -15 -5 -9 -15 -10 -10 -10 -10 -8 -8 -10 -10 -5 -9 -10 -8 -15 -10 -10 -10 -11 -10 -10 -9 -10 -10 -15 -9 -11 -9 -6 -8 -6 -5 -5 -5 -10 -10 -10 -10 -8 -8 -10 -10 -5 -9 -10 -8 -15 -10 -10 -10 -11 -10 -10 -9 -10 -10 -15 -9 -11 -9 -6 -8 -6 -5 -5 diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/TACHO.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/TACHO.PIX deleted file mode 100644 index 1f7bf034..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/TACHO.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/TIMER.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/TIMER.PIX deleted file mode 100644 index 815f0fb2..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/TIMER.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/TIMER.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/TIMER.TXT deleted file mode 100644 index 6f07b0e3..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/TIMER.TXT +++ /dev/null @@ -1,16 +0,0 @@ -34 --1 --4 -47 -11 -18 -31 -31 -31 -31 -31 -30 -30 -31 -31 -31 diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/TYPEABLE.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/TYPEABLE.PIX deleted file mode 100644 index 661fc18d..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/TYPEABLE.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/TYPEABLE.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/TYPEABLE.TXT deleted file mode 100644 index 3696132a..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/64X48X8/FONTS/TYPEABLE.TXT +++ /dev/null @@ -1,5 +0,0 @@ -9 // Height -5 // Width (-1 for proportional) -1 // Inter-character spacing -32 -96 diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/ACCESSRY.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/ACCESSRY.TXT deleted file mode 100644 index d5d6cb7a..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/ACCESSRY.TXT +++ /dev/null @@ -1,41 +0,0 @@ -@ -@}`%=D{eF9 -@!J|`._w -@}`'8DzeF9 -@WhG;CneF9 -@!Jxl3_w -@!J{j3_w -@!Jzl8_w -@WoA(@meF9 -@!Ixw3_w -@}c">FeF9 -@!Iuw=_w -@WkZ-@zeF9 -@WjP4F`eF9 -@WiT6HeF9 -@WhT6HeF9 -@WoZ4@eF9 -@WnV;W|eF9 -@WmV;W|eF9 -@39WfeF9 -@37JfeF9 -@3(FfeF9 -@d2_w -@3q@9JfeF9 -@3qQ9JfeF9 -@3zG;QmeF9 -@#s G;QmeF9 -@\>BmeF9 -@D5g $_w -@2~E3K|eF9 -@[3V`eF9 -@<]1U|eF9 -@<\4U|eF9 -@C?jG_w -@C?jE_w -@G;HxeF9 -@ hD_w -@T/j"_w -@w"_w -@%[;f( -@B5f0JRG:Ain)DO:U%i%`(+*QB."{ZqGkj&=6R{7zZiM-sZ,6A~Q3$ -@{+JcikZAh`e7TebwE>$5clj?*J,VW65g""iZ~-U>|5lM>5RrA?o8,=W/y -@qYQr:=t`"i"xC1QB4 5hX*d> -@K7TeRG:Ai^{`gM9'+xF2E># -@dD -@jOe7TeRw~%E/5x%K$r9 -@A, S)|$T07TeRGqV5W61r 7TeRG:Ai^{`gM9'+xF2E># -@:ZAI&f(xL0=?gZgG?s xL3U/# -@O7TeRG:Ai^{`gM9'+xF2E># -@dD -@jOe7TeRw~%E/5x%K$r9 -@wI%t$+V7 k~'e7TebwW<5 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Demo/MODELS/SCREWIEX.DAT deleted file mode 100644 index e3b74027..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/MODELS/SCREWIEX.DAT and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/MODELS/SCSUS.DAT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/MODELS/SCSUS.DAT deleted file mode 100644 index 1467cc75..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/MODELS/SCSUS.DAT and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/MODELS/SCWHEEL.DAT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/MODELS/SCWHEEL.DAT deleted file mode 100644 index 1af409d1..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/MODELS/SCWHEEL.DAT and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/BARRIER.DOC b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/BARRIER.DOC deleted file mode 100644 index fc7da79e..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/BARRIER.DOC +++ /dev/null @@ -1,26 +0,0 @@ -// LITTLE BARRIER -02 // number of non car -0, 0.09, 0 // centre of mass position -0, 0, 0 // centre of mass position when attached --0.160, 0.005, -0.056 // min x, min y, min z -0.160, 0.08, 0.056 // max x, max y, max z -2 // number of extra points v. 3 --0.160, 0.179, -0.0 // extra point 1 v. 3 -0.160, 0.179, 0.0 // extra point 2 -0.05, 0.05 // mass in tonnes -0.320, 0.112, 0.08 // am length, width, height -0 // bend angle before snapping -0 // torque (KN m) needed to move object -// Materials for shrapnel -1 // number of materials -M14.MAT -// CRUSH DATA -0.700000 -0.050000,0.300000 -0.050000 -0.050000 -0.000000 -0.000000 -0 -` - diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/BARRIER.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/BARRIER.TXT deleted file mode 100644 index 567f9a28..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/BARRIER.TXT +++ /dev/null @@ -1,24 +0,0 @@ -@:ZIa S6xg $# -@hAin)DOe7d(Z#-H<465jFkd? -@7VRhnO])kOe7TUbxF;D>pz%E*tm(J- _4> -@riAD`e7TeRw~X/"pZjNkj>+._/9z%_#bm9Q*^>4 -@upGGwO%T5~+e`hnCG)DOe*kj#x]rV_5plV%E"iZ7 -@nX@k|J+s+e}vk@n)DOU*&fm ~N{)9ZhI3'R -@5eRG:Ain)DO:U%F>j(*1QS#$g%X$n9+~i{c -@W}vhF]k~$M# -@{)Ih~F_jb9Z5{?eRG:Aintpt%D.i90~R/89ZmM"`9 -@%e7TeRG:AY^95{%I%`(xG;D>pfdX;n* -@`e7TeRG:qYQB4"d`cL4m5~S?5qZqGkj;=1S8$ -@bwS)9tv-hm+M,X>< -@ae7TeRG:qYQX.=w w$aZ 9Q;W7# -@hoB_{ -@d'9 vV5w -@%T2{7J} -@`;J0{7JahmFAk` -@%T5{7J} -@%T5{7J} -@%T5{7J} -@%T5{7J} -@` diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/BENCH.DOC b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/BENCH.DOC deleted file mode 100644 index 166876da..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/BENCH.DOC +++ /dev/null @@ -1,22 +0,0 @@ -// STUPIDLY SMALL BENCH -41 // number of non car -0, 0.050, 0.035 // centre of mass position -0, 0.050, 0.035 // centre of mass position when attached --0.197, 0.001, -0.0562 // min x, min y, min z -0.197, 0.16, 0.0562 // max x, max y, max z -0 // number of extra points v. 3 -0.05, 0.05 // mass in tonnes -0.4, 0.16, 0.12 // am length, width, height -0 // bend angle before snapping -0 // torque (KN m) needed to move object -// Materials for shrapnel -1 // number of materials -M14.MAT -// CRUSH DATA -0.700000 -0.050000,0.300000 -0.050000 -0.050000 -0.000000 -0.000000 -0 diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/BENCH.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/BENCH.TXT deleted file mode 100644 index 83ced08f..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/BENCH.TXT +++ /dev/null @@ -1,22 +0,0 @@ -@qV"b\>IqkT7i~44x -@lAin)DOe7d(Z#-H<465jFkd? -@J)7{)JxhAF_hee7TUbxF;D>pz%E*tm(J- _4> -@gJchnZnu`&O7TeRw~X/"pZjNkj>+._/9z%_#bm9Q*^>4 -@}%T4|+e}vnG])v`;J0yeRG:qYQ[2>5)&nm!~X{* -@J+r0VRho@])k~%O3TeRGqVW#pmV%E*Z4t3!O -@7eRG:Ain)DO:U%F>j(*1QS#$g%X$n9+~i{c -@F_n|5J+~eRG:Ain)D:ZhI8tZ$6* X># -@`;N){)K{tnX@DOe7T(Um9H~X<$}V%_"c%t6Q3$ -@%e7TeRG:AY^95{%I%`(xG;D>pfdX;n* -@`e7TeRG:qYQB4"d`cL4m5~S?5qZqGkj;=1S8$ -@bwS)9tv-hm+M,X>< -@ae7TeRG:qYQX.=w w$aZ 9Q;W7# -@hoB_{ -@d'9 vV5w -@%T2{7J} -@`;J0{7JahmFAk` -@%T5{7J} -@%T5{7J} -@%T5{7J} -@%T5{7J} -@` diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/CONE.DOC b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/CONE.DOC deleted file mode 100644 index 2ab5debd..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/CONE.DOC +++ /dev/null @@ -1,29 +0,0 @@ -// TRAFFIC CONE/POST -44 // number of non car -0, 0.059, 0 // centre of mass position -0, 0, 0 // centre of mass position when attached --0.015, 0.001, -0.015 // min x, min y, min z -0.015, 0.236, 0.015 // max x, max y, max z -1 // number of extra points v. 3 -0.160, 0.80, 0.0 // extra point 1 v. 3 -// extra point 2 -// mass in tonnes: -0.05, 0.05 -// am length, width, height: -// 0.320, 0.112, 0.08 - the original, surreal, orbital values -0.06,0.27,0.06 -// bend angle before snapping: -30 // the original value was 0 -// torque (KN m) needed to move object: -1000 // the original value was 0 -// Materials for shrapnel -1 // number of materials -M14.MAT -// CRUSH DATA -0.700000 -0.050000,0.300000 -0.050000 -0.050000 -0.000000 -0.000000 -0 diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/CONE.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/CONE.TXT deleted file mode 100644 index 2b7ce0c8..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/CONE.TXT +++ /dev/null @@ -1,29 +0,0 @@ -@d(Zd08u{Z4@H) -@lAin)DOe7d(Z#-H<465jFkd? -@AD`;J0gJRG:Ain)t5`F?u m7C~E(pevA?n# -@riAD`e7TeRw~X/"pZjNkj>+._/9z%_#bm9Q*^>4 -@upF@wO%T5z+e`hnGD)DOe*kj#x]rV_5plV%E"iZ7 -@hnGDD`;H6ge}voCn)DOU*&fm ~N{)9ZhI3'R -@6eRG:Ain)DO:U%F>j(*1QS#$g%X$n9+~i{c -@J+}7VmhfF]k~%e7TeRGqVN/"tZuG"imi:Ai{c -@w~B)15jA%sZ -@UbxH?2>5jF%bw -@{)JxtnXADOe7TeR -@^{1xZiM%`%t) B3|5`A,ow -@d'JcknZQua$H){)Jux~S{?gbA%faxV+S:<9ZjZ)n,4(C># -@nXAw`;H2{)J{ -@qYQT>>qZdF,k m:@8S{#{uX"iw -@mFQtpa`$u*1K?Q@:<` %_*tZ} -@qVY)!` %IZ q0R>45j&h(xJ< -@ae7TeRG:qYQX.=w w$aZ 9Q;W7# -@hoB_{ -@d'9 vV5w -@%T2{7J} -@`;J0{7JahmFAk` -@%T5{7J} -@%T5{7J} -@%T5{7J} -@%T5{7J} -@` diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/CV.EXE b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/CV.EXE deleted file mode 100644 index ac754afe..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/CV.EXE and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/CV2.EXE b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/CV2.EXE deleted file mode 100644 index 4f87f021..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/CV2.EXE and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/FTREE.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/FTREE.TXT deleted file mode 100644 index b5ace64a..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/FTREE.TXT +++ /dev/null @@ -1,26 +0,0 @@ -@bw8S>p -@kAin)DOe7d(Z#-H<465jFkd? -@ADa;H2gJRG:Ain)t5`F?u m7C~E(pevA?n# -@riAD`e7TeRw~X/"pZjNkj>+._/9z%_#bm9Q*^>4 -@W5z1BaGpF@D}%T4seRG:qYQ[2>5)&nm!~X{* -@nX@c|H+y+e}vhNn)DOU*&fm ~N{)9ZhI3'R -@3eRG:Ain)DO:U%F>j(*1QS#$g%X$n9+~i{c -@sF_wp$T0k*Jck:Ain)DOU*.?9.X/p$e7=)Z~ -@5x+Z|vrV\uce7TeRw~B)15jA%sZ -@Ah|5K+g'Jck:Ain)DOU*.?9.X/p&e7=)Z~ -@(e4VmikZQuce7TeRw~B)15jA%sZy -@H)yeRG:Ain)D:ZhI8tZ$6* X># -@`;N)y)O~tnXE)DOe7T(Um9H~X<$}V%_"c%t6Q3$ -@ym:Ain)DOed'(6A~ Q755`N$u m+K?_57 -@ae7TeRG:qYQB4"d`cL4m5~S?5qZqGkj;=1S8$ -@bwS)9tv-hm+M,X>< -@ae7TeRG:qYQX.=w w$aZ 9Q;W7# -@hoB_{ -@d'9 vV5w -@%T2{7J} -@`;J0{7JahmFAk` -@%T5{7J} -@%T5{7J} -@%T5{7J} -@%T5{7J} -@` diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/GASPUMP.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/GASPUMP.TXT deleted file mode 100644 index 5a30f8de..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/GASPUMP.TXT +++ /dev/null @@ -1,23 +0,0 @@ -@(Um?D-VC6 -@hAin)DOe7d(Z#-H<465jFkd? -@AD`;H5gJRG:Ain)t5`F?u m7C~E(pevA?n# -@riAD`e7TeRw~X/"pZjNkj>+._/9z%_#bm9Q*^>4 -@upFHwO%T5z+e`hnB@)DOe*kj#x]rV_5plV%E"iZ7 -@nXAn|J+r+e}vjGn)DOU*&fm ~N{)9ZhI3'R -@7eRG:Ain)DO:U%F>j(*1QS#$g%X$n9+~i{c -@d7VRhoB]k~!B57TeRGqVN/"tZuG"imi:Ai{c -@hmZQDOe7Tebw3E{9{ZqG%i > -@JcirVAhh9Z5{?HRG:Aintpt%D.i90~R/89ZmM"`9 -@~h:Ain)DOed'(6A~ Q755`N$u m+K?_57 -@ae7TeRG:qYQB4"d`cL4m5~S?5qZqGkj;=1S8$ -@bwS)9tv-hm+M,X>< -@ae7TeRG:qYQX.=w w$aZ 9Q;W7# -@hoB_{ -@d'9 vV5w -@%T2{7J} -@`;J0{7JahmFAk` -@%T5{7J} -@%T5{7J} -@%T5{7J} -@%T5{7J} -@` diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/GREENCAR.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/GREENCAR.TXT deleted file mode 100644 index e70549c6..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/GREENCAR.TXT +++ /dev/null @@ -1,23 +0,0 @@ -@^{G?@fkD; -@kAin)DOe7d(Z#-H<465jFkd? -@AD`;H5gJRG:Ain)t5`F?u m7C~E(pevA?n# -@riAD`e7TeRw~X/"pZjNkj>+._/9z%_#bm9Q*^>4 -@upGGwO%T5z+e`hjCE)DOe*kj#x]rV_5plV%E"iZ7 -@J+}1VRhlDBD`;N0TeRGqVW#pmV%E*Z4t3!O -@7eRG:Ain)DO:U%F>j(*1QS#$g%X$n9+~i{c -@d7VRhoB]k~!B57TeRGqVN/"tZuG"imi:Ai{c -@a;O)e2eRG:Ain)D:ZhI8tZ$6* X># -@nXB{`;H){)CRG:Aintpt%D.i90~R/89ZmM"`9 -@%e7TeRG:AY^95{%I%`(xG;D>pfdX;n* -@ae7TeRG:qYQB4"d`cL4m5~S?5qZqGkj;=1S8$ -@bwS)9tv-hm+M,X>< -@ae7TeRG:qYQX.=w w$aZ 9Q;W7# -@hoB_{ -@d'9 vV5w -@%T2{7J} -@`;J0{7JahmFAk` -@%T5{7J} -@%T5{7J} -@%T5{7J} -@%T5{7J} -@` diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/ICART.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/ICART.TXT deleted file mode 100644 index de9fdc27..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/ICART.TXT +++ /dev/null @@ -1,24 +0,0 @@ -@*kN)-V*W7pxkM(f9 -@lAin)DOe7d(Z#-H<465jFkd? -@AD`;K4gJRG:Ain)t5`F?u m7C~E(pevA?n# -@riAD`e7TeRw~X/"pZjNkj>+._/9z%_#bm9Q*^>4 -@upDBwO%T5{+e`hl@I)DOe*kj#x]rV_5plV%E"iZ7 -@hlFDD`;H6ge}vhDn)DOU*&fm ~N{)9ZhI3'R -@7eRG:Ain)DO:U%F>j(*1QS#$g%X$n9+~i{c -@qVN/"tZuG"imi:Ai{c -@w~B)15jA%sZ -@K)zeRG:Ain)D:ZhI8tZ$6* X># -@{)Ih~F_jb9Z5{?eRG:Aintpt%D.i90~R/89ZmM"`9 -@%e7TeRG:AY^95{%I%`(xG;D>pfdX;n* -@TxG:Ain)DOe*ks?)P;VY}pxS%F.b(<*Q[4&pZjJ!b9 -@bwS)9tv-hm+M,X>< -@ae7TeRG:qYQX.=w w$aZ 9Q;W7# -@hoB_{ -@d'9 vV5w -@%T2{7J} -@`;J0{7JahmFAk` -@%T5{7J} -@%T5{7J} -@%T5{7J} -@%T5{7J} -@` diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/LITE.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/LITE.TXT deleted file mode 100644 index 6d1443f5..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/LITE.TXT +++ /dev/null @@ -1,26 +0,0 @@ -@w~W=6|%D"`9+=E(9{%\#n* -@hAin)DOe7d(Z#-H<465jFkd? -@J)7{)Nxt:sF_mOe7TUbxF;D>pz%E*tm(J- _4> -@7VRhA[Akfe7TeRw~X/"pZjNkj>+._/9z%_#bm9Q*^>4 -@{)J~t:nXAwO8J+reRG:qYQ[2>5)&nm!~X{* -@e7IaGpDFD}%T5TeRGqVW#pmV%E*Z4t3!O -@3eRG:Ain)DO:U%F>j(*1QS#$g%X$n9+~i{c -@}%T4g'KcjrV\ub'e7TeRGqVN/"tZuG"imi:Ai{c -@}vhZQub"V%{)HG:Ain)DO:U%M3s,xU1 B{b -@J+}+Z|viZQua%e7TeRGqVN/"tZuG"imk:Ai{c -@`ho@]j~'M){)K}G:Ain)DO:U%M3s,xU1 B{d -@`;O)zeRG:Ain)D:ZhI8tZ$6* X># -@`;K)z)H{tnX@)DOe7T(Um9H~X<$}V%_"c%t6Q3$ -@ym:Ain)DOed'(6A~ Q755`N$u m+K?_57 -@ae7TeRG:qYQB4"d`cL4m5~S?5qZqGkj;=1S8$ -@bwS)9tv-hm+M,X>< -@ae7TeRG:qYQX.=w w$aZ 9Q;W7# -@hoB_{ -@d'9 vV5w -@%T2{7J} -@`;J0{7JahmFAk` -@%T5{7J} -@%T5{7J} -@%T5{7J} -@%T5{7J} -@` diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/PALM1.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/PALM1.TXT deleted file mode 100644 index 2c3b0cb2..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/PALM1.TXT +++ /dev/null @@ -1,26 +0,0 @@ -@d(Zk/QfXZQzB?m -@lAin)DOe7d(Z#-H<465jFkd? -@ADa;H2gJRG:Ain)t5`F?u m7C~E(pevA?n# -@riAD`e7TeRw~X/"pZjNkj>+._/9z%_#bm9Q*^>4 -@W5z6HaGpF@D}%T4yeRG:qYQ[2>5)&nm!~X{* -@nX@i|H+~+e}voDn)DOU*&fm ~N{)9ZhI3'R -@3eRG:Ain)DO:U%F>j(*1QS#$g%X$n9+~i{c -@sF_wp$T0k*Jcj:Ain)DOU*.?9.X/p$e7=)Z~ -@5y+Z|vrV\ube7TeRw~B)15jA%sZ -@Ai|5K+g'Jcj:Ain)DOU*.?9.X/p&e7=)Z~ -@(e5VmikZQube7TeRw~B)15jA%sZy -@H)yeRG:Ain)D:ZhI8tZ$6* X># -@`;N)y)OxtnXE)DOe7T(Um9H~X<$}V%_"c%t6Q3$ -@ym:Ain)DOed'(6A~ Q755`N$u m+K?_57 -@ae7TeRG:qYQB4"d`cL4m5~S?5qZqGkj;=1S8$ -@bwS)9tv-hm+M,X>< -@ae7TeRG:qYQX.=w w$aZ 9Q;W7# -@hoB_{ -@d'9 vV5w -@%T2{7J} -@`;J0{7JahmFAk` -@%T5{7J} -@%T5{7J} -@%T5{7J} -@%T5{7J} -@` diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/PALM2.DOC b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/PALM2.DOC deleted file mode 100644 index a7a90441..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/PALM2.DOC +++ /dev/null @@ -1,22 +0,0 @@ -// STRAIGHT PALM -43 // number of non car -0, 1.089, 0 // centre of mass position -0, 0, 0 // centre of mass position when attached --0.071, 0.01, -0.071 // min x, min y, min z -0.036, 2.179, 0.036 // max x, max y, max z -0 // number of extra points v. 3 -.5, .5 // mass in tonnes -0.4, 2.53, 0.4 // am length, width, height -40 // bend angle before snapping -.5 // torque (KN m) needed to move object -// Materials for shrapnel -1 // number of materials -M14.MAT -// CRUSH DATA -0.700000 -0.050000,0.300000 -0.050000 -0.050000 -0.000000 -0.000000 -0 diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/PALM2.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/PALM2.TXT deleted file mode 100644 index 8dc4f4c4..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/NONCARS/PALM2.TXT +++ /dev/null @@ -1,22 +0,0 @@ -@:ZV|F3q~&0zp -@lAin)DOe7d(Z#-H<465jFkd? -@ADa;J=gJRG:Ain)t5`F?u m7C~E(pevA?n# -@riAD`e7TeRw~X/"pZjNkj>+._/9z%_#bm9Q*^>4 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-@zeRG:Ain)D:Zk]&e ?xJ8VF71f%N"k > -@Y)MjRT}~in)DOed'Z#9H;VP{ |`D&f+1I;VY)pfiI8o > diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/RACES/CV.EXE b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/RACES/CV.EXE deleted file mode 100644 index ac754afe..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/RACES/CV.EXE and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/RACES/cityb3x.txt b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/RACES/cityb3x.txt deleted file mode 100644 index 62aa0820..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/RACES/cityb3x.txt +++ /dev/null @@ -1,6834 +0,0 @@ -VERSION 4 // V1 expects map checkpoint rectangles -// V2 and above expect map checkpoint points -// V3 and above expect splash file stuff at the end -// V4 and above expect two sets of PIX and MAT and ped substitution entry --162.40,-3.34,36.94 // Position of centre of start of grid -180 // Direction that grid faces in -// Laps, checkpoints etc -45,30,20 // Initial timer count for each skill level -1 // # laps -5000,5000,5000 // Race completed bonus (all laps raced) for each skill level -10000,10000,10000 // Race completed bonus (all peds killed) for each skill level -10000,10000,10000 // Race completed bonus (all oppos wasted) for each skill level -// Width and height of map checkpoint rectangles -9,18 -11,26 -5 // # checkpoints -// Checkpoint #1 -20,10,5 // Timer increment for each skill level (ped mode) -60,30,10 // Timer increment for each skill level (pedless mode) -1 // # quads for this checkpoint --128.15,-100,171.84 // Point #0 --128.15,100,171.84 // Point #1 --128.15,100,167.83 // Point #2 --128.15,-100,167.83 // Point #3 -141,141 // Map rectangle x -36,36 // Map rectangle y -// Checkpoint #2 -20,10,5 // Timer increment for each skill level (ped mode) -60,30,10 // Timer increment for each skill level (pedless mode) -1 // # quads for this checkpoint --39.47,-100,210.02 // Point #0 --39.47,100,210.02 // Point #1 --34.36,100,210.02 // Point #2 --34.36,-100,210.02 // Point #3 -117,141 // Map rectangle x -99,36 // Map rectangle y -// Checkpoint #3 -20,10,5 // Timer increment for each skill level (ped mode) -60,30,10 // Timer increment for each skill level (pedless mode) -1 // # quads for this checkpoint --75.64,-100,246.83 // Point #0 --75.64,100,246.83 // Point #1 --80.06,100,246.43 // Point #2 --80.06,-100,246.43 // Point #3 -90,141 // Map rectangle x -71,36 // Map rectangle y -// Checkpoint #4 -20,10,5 // Timer increment for each skill level (ped mode) -60,30,10 // Timer increment for each skill level (pedless mode) -1 // # quads for this checkpoint --56.73,-100,116.36 // Point #0 --56.73,100,116.36 // Point #1 --53.32,100,116.36 // Point #2 --53.32,-100,116.36 // Point #3 -178,141 // Map rectangle x -87,36 // Map rectangle y -// Checkpoint #5 -20,10,5 // Timer increment for each skill level (ped mode) -60,30,10 // Timer increment for each skill level (pedless mode) -1 // # quads for this checkpoint --118.36,-100,68.256 // Point #0 --118.36,100,68.256 // Point #1 --118.36,100,72.068 // Point #2 --118.36,-100,72.068 // Point #3 -216,141 // Map rectangle x -81,36 // Map rectangle y -3 // # pixelmap files to load (normal memory) -CITYB.PIX -DRKSCRN.PIX -FOGSCRN.PIX -3 // # pixelmap files to load (low memory) -CITYB1.PIX -DRKSCRN.PIX -FOGSCRN.PIX -1 // # shade table files to load -DRRENDER.TAB -5 // # material files to load (normal memory) -CITYB.MAT -DARKSKY.MAT -DRKSCRN.MAT -FOGSCRN.MAT -SKIDMARK.MAT -5 // # material files to load (low memory) -CITYB1.MAT -DARKSKY.MAT -DRKSCRN.MAT -FOGSCRN.MAT -SKIDMARK.MAT -1 // # model files to load -CITYBNW3.DAT -CITYBNW3.ACT // Track actor -CITYBX.ACT // Additional actor -// HORIZON STUFF -none // Name of sky texture pixelmap (or "none") -5 // Horizontal repetitions of sky texture -24 // Vertical size of sky texture (degrees) -83 // Position of horizon (pixels below top) -fog // Depth cue mode ("none", "dark" or "fog") -7,0 // Degree of fog/darkness -// DEFAULT ENGINE NOISE -0 -// SPECIAL EFFECTS VOLUMES -5 // # special effects volumes -NEW IMPROVED! --1.728, 0.000, -0.017 -0.000, 0.833, -0.002 -0.061, -0.015, -6.191 --104.994, -2.820, 100.680 -1 // gravity multiplier -1 // viscosity multiplier -0 // Car damage per millisecond -0 // Pedestrian damage per millisecond --1 // camera effect index --1 // depth effect index -nonef // Windscreen material to use --1 // Sound ID of entry noise --1 // Sound ID of exit noise -1 // Engine noise index -0 // material index -NEW IMPROVED! -0.101, 0.000, 6.191 -0.000, 1.000, 0.000 --9.829, 0.000, 0.160 --97.343, -2.860, 90.757 -1 // gravity multiplier -1 // viscosity multiplier -0 // Car damage per millisecond -0 // Pedestrian damage per millisecond --1 // camera effect index --1 // depth effect index -nonef // Windscreen material to use --1 // Sound ID of entry noise --1 // Sound ID of exit noise -1 // Engine noise index -0 // material index -NEW IMPROVED! -18.747, 0.000, -0.026 -0.000, 6.192, 0.000 --0.189, 0.000, 11.462 --54.871, 1.147, 127.869 -1 // gravity multiplier -1 // viscosity multiplier -0 // Car damage per millisecond -0 // Pedestrian damage per millisecond --1 // camera effect index --1 // depth effect index -nonef // Windscreen material to use --1 // Sound ID of entry noise --1 // Sound ID of exit noise -1 // Engine noise index -0 // material index -NEW IMPROVED! -2.073, 0.000, -0.058 -0.000, 1.000, 0.000 -0.175, 0.000, 6.189 --54.945, -2.919, 100.573 -1 // gravity multiplier -1 // viscosity multiplier -0 // Car damage per millisecond -0 // Pedestrian damage per millisecond --1 // camera effect index --1 // depth effect index -nonef // Windscreen material to use --1 // Sound ID of entry noise --1 // Sound ID of exit noise -1 // Engine noise index -0 // material index -NEW IMPROVED! --0.084, 0.000, 5.791 -0.000, 1.000, 0.000 --9.604, 0.000, -0.139 --47.246, -3.279, 90.671 -1 // gravity multiplier -1 // viscosity multiplier -0 // Car damage per millisecond -0 // Pedestrian damage per millisecond --1 // camera effect index --1 // depth effect index -nonef // Windscreen material to use --1 // Sound ID of entry noise --1 // Sound ID of exit noise -1 // Engine noise index -0 // material index - -// REFLECTIVE WINDSCREEN SPECIFICATIONS -DARKSKY.MAT // Material to use for default screens -DRKSCRN.MAT // Material to use for default screens during darkness -FOGSCRN.MAT // Material to use for default screens during fog -0 // # areas with different screens -// MAP DETAILS -CITBMAP3.PIX // Map pixelmap name -0, 0.72, 0 // World->map transformation matrix -0, 0, 0 --0.72, 0, 0 -268.3, 132.3, 0 -// ****** START OF FUNK AND GROOVE STUFF ****** -START OF FUNK -SSDIDDY.MAT -distance -piss off -no fucking lighting bastards -flic -accurate -PARTEE.FLI -NEXT FUNK -CAFE.MAT -distance -piss off -no fucking lighting bastards -flic -approximate -CAFE.FLI -NEXT FUNK -HOTEL.MAT -distance -piss off -no fucking lighting bastards -flic -approximate -HOTEL.FLI -NEXT FUNK -CHECK.MAT -constant -roll -continuous -0.2,0 -no fucking lighting -no animation you cunt -NEXT FUNK -!SEE.MAT -constant -throb -harmonic -0.13,0.09 -5,5 -50,50 -no fucking lighting -no animation you cunt -END OF FUNK -START OF GROOVE -&CBO0471.ACT // Actor name of moving part -not a fuckin lolliiipop // Not a lollipop -distance // Only moves when in view -no fucking path you cuuuuuuunt // Does not move on a path -rock // Object itself rocks -linear // Motion is linear (i.e. direction changes instantly) -0.12 // Cycles per second -0,0,0 // Centre of movement -y // Axis to rock in -90 // Angle to rock (each way) -NEXT GROOVE -&CAR0471.ACT // Actor name of moving part -not a fuckin lolliiipop // Not a lollipop -distance // Only moves when in view -straight // Moves on a straight path -linear // Motion is linear (i.e. direction changes instantly) -0,0,-0.1 // Centre of movement -0.2 // Cycles per second -0,0,0.15 // Amount of movement (each way) in each axis -no object moving cunt // Object itself does not change orientation -NEXT GROOVE -&RCH0468.ACT // Actor name of moving part -not a fuckin lolliiipop // Not a lollipop -distance // Only moves when in view -straight // Moves on a straight path -linear // Motion is linear (i.e. direction changes instantly) -0,0,0 // Centre of movement -0.25 // Cycles per second -0,0,0.3 // Amount of movement (each way) in each axis -no object moving cunt // Object itself does not change orientation -END OF GROOVE -// ****** START OF PEDESTRIAN STUFF ****** -0 -510 // Number of pedestrians -// Pedestrian number 1 -25 // Ref num -5 // Number of instructions -1 // Initial instruction -point --28.304,-3.337,37.732 -point --28.174,-3.327,38.574 -point --27.449,-3.321,39.037 -point --23.199,-3.271,43.092 -reverse -// Pedestrian number 2 -6 // Ref num -5 // Number of instructions -3 // Initial instruction -point --26.380,-3.281,42.729 -point --27.132,-3.281,42.995 -point --27.615,-3.282,45.432 -point --27.717,-3.282,49.534 -reverse -// Pedestrian number 3 -25 // Ref num -5 // Number of instructions -2 // Initial instruction -point --27.794,-3.282,45.618 -point --27.538,-3.282,50.387 -point --26.909,-3.282,53.031 -point --26.016,-3.283,53.573 -reverse -// Pedestrian number 4 -3 // Ref num -5 // Number of instructions -2 // Initial instruction -point --33.575,-3.282,43.193 -point --32.420,-3.282,45.046 -point --32.277,-3.282,49.444 -point --33.741,-3.282,53.114 -reverse -// Pedestrian number 5 -4 // Ref num -5 // Number of instructions -2 // Initial instruction -point --27.776,-3.284,67.796 -point --27.620,-3.285,72.510 -point --27.163,-3.285,73.585 -point --26.135,-3.286,78.293 -reverse -// Pedestrian number 6 -13 // Ref num -4 // Number of instructions -2 // Initial instruction -point --32.172,-3.283,49.864 -point --32.353,-3.284,58.668 -point --32.206,-3.284,66.631 -reverse -// Pedestrian number 7 -13 // Ref num -6 // Number of instructions -3 // Initial instruction -point --33.967,-3.284,52.979 -point --33.321,-3.284,53.265 -point --32.574,-3.284,58.940 -point --33.584,-3.284,65.122 -point --32.260,-3.281,67.251 -reverse -// Pedestrian number 8 -6 // Ref num -5 // Number of instructions -2 // Initial instruction -point --33.882,-3.281,71.817 -point --32.189,-3.281,72.371 -point --23.380,-3.281,77.281 -point --23.108,-3.281,78.358 -reverse -// Pedestrian number 9 -18 // Ref num -5 // Number of instructions -2 // Initial instruction -point --37.924,-3.285,77.274 -point --32.497,-3.285,77.354 -point --27.616,-3.286,83.276 -point --26.457,-3.286,83.496 -reverse -// Pedestrian number 10 -3 // Ref num -4 // Number of instructions -2 // Initial instruction -point --35.401,-3.280,106.697 -point --32.200,-3.280,96.697 -point --27.721,-3.280,83.632 -reverse -// Pedestrian number 11 -13 // Ref num -4 // Number of instructions -2 // Initial instruction -point --33.167,-3.280,109.922 -point --32.433,-3.280,103.724 -point --32.144,-3.280,97.836 -reverse -// Pedestrian number 12 -3 // Ref num -4 // Number of instructions -2 // Initial instruction -point --26.936,-3.281,75.645 -point --27.704,-3.281,77.603 -point --27.644,-3.281,82.934 -reverse -// Pedestrian number 13 -3 // Ref num -4 // Number of instructions -2 // Initial instruction -point --36.503,-3.281,107.059 -point --33.383,-3.281,110.322 -point --39.116,-3.279,113.192 -reverse -// Pedestrian number 14 -4 // Ref num -4 // Number of instructions -2 // Initial instruction -point --36.020,-3.279,107.090 -point --33.379,-3.280,112.573 -point --36.213,-3.280,116.039 -reverse -// Pedestrian number 15 -6 // Ref num -4 // Number of instructions -2 // Initial instruction -point --38.662,-3.280,110.723 -point --33.405,-3.280,113.683 -point --37.299,-3.280,116.058 -reverse -// Pedestrian number 16 -13 // Ref num -4 // Number of instructions -2 // Initial instruction -point --26.429,-3.280,118.228 -point --32.205,-3.280,116.371 -point --33.205,-3.280,114.785 -reverse -// Pedestrian number 17 -4 // Ref num -4 // Number of instructions -2 // Initial instruction -point --26.029,-3.280,134.129 -point --32.172,-3.280,141.266 -point --36.441,-3.280,144.424 -reverse -// Pedestrian number 18 -3 // Ref num -6 // Number of instructions -2 // Initial instruction -point --25.509,-3.280,135.146 -point --27.796,-3.280,133.147 -point --25.902,-3.280,123.815 -point --14.471,-3.280,123.647 -point --14.454,-3.280,123.097 -reverse -// Pedestrian number 19 -13 // Ref num -4 // Number of instructions -2 // Initial instruction -point --32.215,-3.280,146.827 -point --27.870,-3.280,148.665 -point --23.600,-3.280,154.325 -reverse -// Pedestrian number 20 -3 // Ref num -4 // Number of instructions -2 // Initial instruction -point --38.113,-3.279,167.679 -point --33.779,-3.280,162.753 -point --32.318,-3.280,160.372 -reverse -// Pedestrian number 21 -3 // Ref num -4 // Number of instructions -2 // Initial instruction -point --26.799,-3.280,165.612 -point --32.080,-3.278,159.790 -point --35.659,-3.279,150.851 -reverse -// Pedestrian number 22 -6 // Ref num -5 // Number of instructions -3 // Initial instruction -point --31.865,-3.278,167.122 -point --32.243,-3.278,166.773 -point --32.706,-3.278,160.239 -point --21.312,-3.278,141.353 -reverse -// Pedestrian number 23 -18 // Ref num -6 // Number of instructions -2 // Initial instruction -point --26.957,-3.278,168.325 -point --31.732,-3.278,169.554 -point --32.309,-3.278,170.615 -point --78.674,-3.299,168.929 -point --84.531,-3.278,168.835 -reverse -// Pedestrian number 24 -6 // Ref num -6 // Number of instructions -2 // Initial instruction -point --27.724,-3.278,170.643 -point --27.900,-3.278,186.266 -point --31.849,-3.278,195.400 -point --31.890,996.922,198.608 -point --33.338,996.922,199.976 -reverse -// Pedestrian number 25 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --27.511,-3.304,165.552 -point --27.824,-3.302,154.473 -point --16.943,-3.301,149.269 -reverse -// Pedestrian number 26 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --6.270,-3.281,154.495 -point --12.588,-3.280,149.966 -point --16.710,-3.279,142.473 -reverse -// Pedestrian number 27 -6 // Ref num -4 // Number of instructions -2 // Initial instruction -point --17.087,-3.279,144.481 -point --9.856,-3.278,142.223 -point --4.004,-3.279,144.622 -reverse -// Pedestrian number 28 -4 // Ref num -6 // Number of instructions -3 // Initial instruction -point --2.239,-3.278,141.235 -point --2.919,-3.278,142.534 -point --10.441,-3.278,142.487 -point --18.510,-3.278,142.433 -point --18.613,-3.277,134.150 -reverse -// Pedestrian number 29 -13 // Ref num -4 // Number of instructions -2 // Initial instruction -point -6.359,-3.278,139.229 -point -2.498,-3.279,144.609 -point --4.877,-3.280,149.223 -reverse -// Pedestrian number 30 -6 // Ref num -5 // Number of instructions -3 // Initial instruction -point -5.154,-3.278,139.101 -point -5.008,-3.278,141.887 -point -2.549,-3.279,144.041 -point --3.470,-3.279,144.774 -reverse -// Pedestrian number 31 -3 // Ref num -4 // Number of instructions -2 // Initial instruction -point -10.042,-3.279,144.804 -point -13.656,-3.280,149.238 -point -13.843,-3.280,152.146 -reverse -// Pedestrian number 32 -6 // Ref num -5 // Number of instructions -3 // Initial instruction -point -4.447,-3.280,138.995 -point -6.387,-3.280,142.132 -point -13.755,-3.280,144.477 -point -20.654,-3.305,145.564 -reverse -// Pedestrian number 33 -4 // Ref num -5 // Number of instructions -2 // Initial instruction -point -13.852,-3.280,152.605 -point -13.430,-3.280,170.997 -point -12.491,-3.280,180.971 -point -7.070,-3.280,188.183 -reverse -// Pedestrian number 34 -6 // Ref num -4 // Number of instructions -2 // Initial instruction -point -12.657,-3.280,160.779 -point -13.303,-3.280,168.310 -point -16.652,-3.280,182.728 -reverse -// Pedestrian number 35 -4 // Ref num -4 // Number of instructions -2 // Initial instruction -point --32.909,-3.280,169.295 -point --27.193,-3.280,160.639 -point --22.297,-3.280,141.282 -reverse -// Pedestrian number 36 -6 // Ref num -4 // Number of instructions -2 // Initial instruction -point --27.658,-3.280,168.238 -point --32.256,996.920,181.415 -point --33.483,996.920,198.847 -reverse -// Pedestrian number 37 -3 // Ref num -4 // Number of instructions -2 // Initial instruction -point --26.008,-3.280,209.632 -point --27.905,-3.280,205.404 -point --33.286,996.920,199.142 -reverse -// Pedestrian number 38 -3 // Ref num -4 // Number of instructions -2 // Initial instruction -point --26.868,-3.280,190.256 -point --27.804,-3.278,200.742 -point --33.307,996.924,210.583 -reverse -// Pedestrian number 39 -4 // Ref num -4 // Number of instructions -2 // Initial instruction -point --34.723,996.926,219.790 -point --32.208,996.926,222.314 -point --24.400,996.926,225.469 -reverse -// Pedestrian number 40 -6 // Ref num -4 // Number of instructions -2 // Initial instruction -point --23.739,-3.276,213.662 -point --31.898,996.927,225.277 -point --53.136,990.550,246.594 -reverse -// Pedestrian number 41 -13 // Ref num -4 // Number of instructions -2 // Initial instruction -point --26.730,-3.279,211.969 -point --27.827,-3.278,229.256 -point --32.506,996.924,235.686 -reverse -// Pedestrian number 42 -13 // Ref num -4 // Number of instructions -2 // Initial instruction -point --26.194,-3.278,253.610 -point --31.831,-3.276,249.825 -point --32.867,996.924,241.010 -reverse -// Pedestrian number 43 -13 // Ref num -4 // Number of instructions -2 // Initial instruction -point --26.045,-3.279,234.253 -point --31.622,-3.276,250.662 -point --35.848,996.926,260.641 -reverse -// Pedestrian number 44 -10 // Ref num -4 // Number of instructions -2 // Initial instruction -point --26.521,-3.278,256.221 -point --36.302,-3.274,269.012 -point --50.292,996.933,287.660 -reverse -// Pedestrian number 45 -10 // Ref num -4 // Number of instructions -2 // Initial instruction -point --36.111,-3.274,269.447 -point --47.309,-3.307,274.962 -point --54.123,996.893,287.481 -reverse -// Pedestrian number 46 -5 // Ref num -4 // Number of instructions -2 // Initial instruction -point --36.394,996.893,261.631 -point --47.996,996.893,275.100 -point --55.705,996.893,287.204 -reverse -// Pedestrian number 47 -5 // Ref num -4 // Number of instructions -2 // Initial instruction -point --35.972,-3.307,269.739 -point --45.195,-3.307,274.440 -point --51.956,996.893,287.460 -reverse -// Pedestrian number 48 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --32.519,996.893,251.317 -point --30.782,996.893,263.741 -point --15.150,996.893,293.618 -reverse -// Pedestrian number 49 -5 // Ref num -4 // Number of instructions -2 // Initial instruction -point --41.363,994.066,247.714 -point --30.124,997.379,262.176 -point --14.343,992.029,293.447 -reverse -// Pedestrian number 50 -4 // Ref num -4 // Number of instructions -2 // Initial instruction -point -5.987,993.513,289.456 -point --8.607,997.048,267.192 -point --15.487,-3.288,262.838 -reverse -// Pedestrian number 51 -10 // Ref num -5 // Number of instructions -2 // Initial instruction -point --103.496,-9.670,261.809 -point --101.013,-9.719,259.438 -point --100.949,-9.746,258.154 -point --102.201,-9.771,256.926 -reverse -// Pedestrian number 52 -10 // Ref num -7 // Number of instructions -2 // Initial instruction -point --101.205,-9.470,271.404 -point --102.734,-9.700,260.352 -point --105.242,-9.727,259.051 -point --108.093,-9.768,257.104 -point --108.169,-9.790,256.034 -point --107.188,-9.804,255.331 -reverse -// Pedestrian number 53 -10 // Ref num -4 // Number of instructions -2 // Initial instruction -point --106.929,-9.804,255.336 -point --101.619,-9.790,256.042 -point --101.126,-9.738,258.504 -reverse -// Pedestrian number 54 -10 // Ref num -5 // Number of instructions -2 // Initial instruction -point --101.463,-9.724,259.167 -point --102.944,-9.756,257.668 -point --113.721,-9.753,257.782 -point --114.381,-9.741,258.362 -reverse -// Pedestrian number 55 -10 // Ref num -5 // Number of instructions -3 // Initial instruction -point --104.238,-9.669,261.829 -point --109.733,-9.711,259.831 -point --110.676,-9.751,257.894 -point --117.645,-9.816,250.606 -reverse -// Pedestrian number 56 -5 // Ref num -7 // Number of instructions -2 // Initial instruction -point --104.331,-9.730,258.944 -point --106.444,-9.708,259.998 -point --109.953,-9.708,259.965 -point --111.071,-9.749,257.986 -point --125.908,-9.688,258.109 -point --126.584,-9.676,258.837 -reverse -// Pedestrian number 57 -5 // Ref num -4 // Number of instructions -2 // Initial instruction -point --118.148,-9.655,261.949 -point --121.844,-9.675,259.810 -point --126.660,-9.667,259.405 -reverse -// Pedestrian number 58 -10 // Ref num -5 // Number of instructions -2 // Initial instruction -point --114.261,-9.701,259.409 -point --121.065,-9.680,259.585 -point --122.335,-9.691,258.517 -point --122.897,-9.690,258.547 -reverse -// Pedestrian number 59 -5 // Ref num -6 // Number of instructions -2 // Initial instruction -point --130.082,-9.779,250.788 -point --130.627,-9.752,252.559 -point --130.772,-9.735,253.727 -point --135.669,-9.629,260.358 -point --135.887,-9.629,260.347 -reverse -// Pedestrian number 60 -5 // Ref num -6 // Number of instructions -2 // Initial instruction -point --135.476,-9.768,250.466 -point --130.892,-9.755,252.334 -point --129.187,-9.759,252.340 -point --126.608,-9.722,255.530 -point --124.367,-9.678,259.099 -reverse -// Pedestrian number 61 -10 // Ref num -5 // Number of instructions -3 // Initial instruction -point --103.476,-9.860,250.172 -point --103.944,-9.828,252.317 -point --107.962,-9.801,253.540 -point --117.468,-9.759,254.758 -reverse -// Pedestrian number 62 -5 // Ref num -5 // Number of instructions -2 // Initial instruction -point --109.648,-9.719,258.981 -point --110.523,-9.737,257.532 -point --113.077,-9.744,256.596 -point --117.516,-9.661,261.677 -reverse -// Pedestrian number 63 -11 // Ref num -4 // Number of instructions -2 // Initial instruction -point --108.455,-9.752,256.881 -point --109.858,-9.744,257.173 -point --126.580,-9.714,256.261 -reverse -// Pedestrian number 64 -11 // Ref num -4 // Number of instructions -2 // Initial instruction -point --129.824,-9.711,255.924 -point --130.521,-9.741,253.693 -point --131.128,-9.747,253.143 -reverse -// Pedestrian number 65 -5 // Ref num -4 // Number of instructions -2 // Initial instruction -point --135.798,-9.614,261.667 -point --138.472,-9.617,260.966 -point --140.732,-9.663,257.340 -reverse -// Pedestrian number 66 -11 // Ref num -5 // Number of instructions -2 // Initial instruction -point --141.646,-9.658,257.466 -point --138.955,-9.620,260.677 -point --138.391,-9.624,260.503 -point --136.006,-9.633,260.239 -reverse -// Pedestrian number 67 -10 // Ref num -4 // Number of instructions -2 // Initial instruction -point --137.438,-9.622,260.759 -point --129.981,-9.619,262.354 -point --127.374,-9.660,259.943 -reverse -// Pedestrian number 68 -10 // Ref num -4 // Number of instructions -2 // Initial instruction -point --117.374,-9.822,250.310 -point --103.693,-9.865,249.776 -point --98.344,-9.939,241.090 -reverse -// Pedestrian number 69 -5 // Ref num -5 // Number of instructions -2 // Initial instruction -point --136.049,-9.638,259.568 -point --125.143,-9.657,260.461 -point --124.223,-9.653,260.851 -point --117.707,-9.650,262.302 -reverse -// Pedestrian number 70 -11 // Ref num -4 // Number of instructions -2 // Initial instruction -point --139.237,-9.684,255.931 -point --125.044,-9.696,257.685 -point --122.001,-9.692,258.495 -reverse -// Pedestrian number 71 -22 // Ref num -4 // Number of instructions -2 // Initial instruction -point --157.972,990.298,194.881 -point --158.892,990.260,196.112 -point --159.756,-9.940,198.174 -reverse -// Pedestrian number 72 -3 // Ref num -5 // Number of instructions -2 // Initial instruction -point --157.942,-9.937,197.116 -point --158.907,-9.940,196.416 -point --164.498,-9.960,196.690 -point --174.843,-9.960,195.197 -reverse -// Pedestrian number 73 -6 // Ref num -5 // Number of instructions -3 // Initial instruction -point --174.826,-9.960,196.842 -point --164.014,-9.960,195.396 -point --159.567,-9.940,197.043 -point --142.505,-9.940,199.981 -reverse -// Pedestrian number 74 -22 // Ref num -4 // Number of instructions -2 // Initial instruction -point --157.712,-9.940,197.235 -point --159.812,-9.940,198.558 -point --163.921,-9.960,195.948 -reverse -// Pedestrian number 75 -6 // Ref num -4 // Number of instructions -2 // Initial instruction -point --159.711,996.717,171.748 -point --159.055,993.135,184.767 -point --159.844,992.108,188.510 -reverse -// Pedestrian number 76 -3 // Ref num -4 // Number of instructions -2 // Initial instruction -point --155.230,990.854,193.023 -point --158.718,993.007,185.230 -point --164.235,997.454,169.117 -reverse -// Pedestrian number 77 -13 // Ref num -5 // Number of instructions -2 // Initial instruction -point --170.749,-3.279,170.896 -point --148.063,-3.279,165.778 -point --146.439,-3.279,164.094 -point --146.334,-3.279,163.708 -reverse -// Pedestrian number 78 -6 // Ref num -4 // Number of instructions -2 // Initial instruction -point --142.663,-3.279,168.505 -point --148.550,-3.279,165.489 -point --163.678,-3.279,160.825 -reverse -// Pedestrian number 79 -22 // Ref num -4 // Number of instructions -2 // Initial instruction -point --159.180,-3.279,142.352 -point --150.341,-3.279,146.225 -point --132.336,-3.279,147.257 -reverse -// Pedestrian number 80 -22 // Ref num -4 // Number of instructions -2 // Initial instruction -point --133.575,-3.279,148.172 -point --150.410,-3.279,146.441 -point --154.852,-3.279,148.131 -reverse -// Pedestrian number 81 -4 // Ref num -4 // Number of instructions -2 // Initial instruction -point --135.272,-3.279,146.647 -point --132.196,-3.279,142.097 -point --129.423,-3.279,139.249 -reverse -// Pedestrian number 82 -3 // Ref num -4 // Number of instructions -2 // Initial instruction -point --159.373,-3.279,142.604 -point --159.739,-3.279,154.912 -point --164.244,-3.299,170.832 -reverse -// Pedestrian number 83 -22 // Ref num -8 // Number of instructions -3 // Initial instruction -point --154.341,996.901,172.517 -point --154.743,996.901,170.775 -point --159.410,-3.299,154.340 -point --163.724,-3.299,151.297 -point --163.729,-3.299,142.943 -point --164.581,-3.299,141.512 -point --164.559,-3.299,140.910 -reverse -// Pedestrian number 84 -22 // Ref num -4 // Number of instructions -2 // Initial instruction -point --158.054,-3.280,138.620 -point --159.458,-3.280,129.784 -point --159.755,-3.280,106.899 -reverse -// Pedestrian number 85 -22 // Ref num -6 // Number of instructions -2 // Initial instruction -point --151.297,-3.280,77.438 -point --159.358,-3.280,106.848 -point --163.781,-3.280,117.769 -point --163.760,-3.280,139.377 -point --163.092,-3.301,140.697 -reverse -// Pedestrian number 86 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --159.688,-3.300,129.379 -point --158.819,-3.300,119.050 -point --159.637,-3.300,106.408 -reverse -// Pedestrian number 87 -4 // Ref num -4 // Number of instructions -2 // Initial instruction -point --159.854,-3.280,89.791 -point --159.347,-3.280,82.961 -point --159.712,-3.280,77.296 -reverse -// Pedestrian number 88 -25 // Ref num -6 // Number of instructions -2 // Initial instruction -point --159.265,-3.301,76.326 -point --159.988,-3.301,77.112 -point --163.706,-3.301,77.916 -point --162.594,-3.301,139.671 -point --164.442,-3.304,142.812 -reverse -// Pedestrian number 89 -6 // Ref num -4 // Number of instructions -2 // Initial instruction -point --153.081,-3.281,71.676 -point --159.577,-3.281,72.879 -point --163.735,-3.290,74.853 -reverse -// Pedestrian number 90 -22 // Ref num -5 // Number of instructions -2 // Initial instruction -point --164.288,-3.301,73.725 -point --152.402,-3.281,71.698 -point --145.936,-3.281,71.630 -point --145.869,-3.281,71.302 -reverse -// Pedestrian number 91 -22 // Ref num -6 // Number of instructions -3 // Initial instruction -point --141.312,-3.281,71.294 -point --141.130,-3.281,71.688 -point --134.396,-3.281,71.643 -point --131.052,-3.281,71.649 -point --126.445,-3.281,67.159 -reverse -// Pedestrian number 92 -22 // Ref num -5 // Number of instructions -2 // Initial instruction -point --130.147,-3.281,72.741 -point --131.264,-3.281,59.133 -point --131.446,-3.281,42.360 -point --133.249,-3.281,41.236 -reverse -// Pedestrian number 93 -3 // Ref num -5 // Number of instructions -2 // Initial instruction -point --159.682,-3.281,70.927 -point --159.296,-3.281,63.967 -point --159.556,-3.281,59.446 -point --159.698,-3.281,59.297 -reverse -// Pedestrian number 94 -22 // Ref num -5 // Number of instructions -3 // Initial instruction -point --158.650,-3.281,71.695 -point --159.205,-3.281,71.551 -point --159.619,-3.281,64.403 -point --159.184,-3.281,45.805 -reverse -// Pedestrian number 95 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --159.808,-3.281,45.067 -point --159.574,-3.281,53.479 -point --159.807,-3.281,59.179 -reverse -// Pedestrian number 96 -25 // Ref num -5 // Number of instructions -2 // Initial instruction -point --159.703,-3.281,44.648 -point --159.481,-3.281,53.072 -point --159.161,-3.281,57.511 -point --159.653,-3.281,59.120 -reverse -// Pedestrian number 97 -3 // Ref num -5 // Number of instructions -3 // Initial instruction -point --148.267,-3.281,41.227 -point --144.095,-3.281,41.197 -point --142.606,-3.281,41.378 -point --141.312,-3.281,42.572 -reverse -// Pedestrian number 98 -25 // Ref num -5 // Number of instructions -3 // Initial instruction -point --145.965,-3.281,42.669 -point --145.958,-3.281,42.462 -point --144.444,-3.281,42.131 -point --140.702,-3.281,41.189 -reverse -// Pedestrian number 99 -22 // Ref num -5 // Number of instructions -2 // Initial instruction -point --140.338,-3.281,41.214 -point --137.246,-3.281,41.269 -point --135.053,-3.301,40.156 -point --133.508,-3.280,41.271 -reverse -// Pedestrian number 100 -22 // Ref num -5 // Number of instructions -2 // Initial instruction -point --130.131,-3.281,44.015 -point --127.038,-3.281,43.896 -point --126.282,-3.281,52.507 -point --125.829,-3.281,52.747 -reverse -// Pedestrian number 101 -22 // Ref num -4 // Number of instructions -2 // Initial instruction -point --129.355,-3.281,41.680 -point --127.743,-3.281,44.011 -point --121.237,-3.281,41.202 -reverse -// Pedestrian number 102 -4 // Ref num -4 // Number of instructions -2 // Initial instruction -point --116.703,-3.281,43.056 -point --117.860,-3.281,43.071 -point --119.753,-3.281,44.104 -reverse -// Pedestrian number 103 -6 // Ref num -4 // Number of instructions -2 // Initial instruction -point --119.828,-3.281,43.031 -point --117.545,-3.281,44.099 -point --116.783,-3.281,44.100 -reverse -// Pedestrian number 104 -3 // Ref num -5 // Number of instructions -3 // Initial instruction -point --120.924,-3.281,41.068 -point --119.762,-3.281,41.316 -point --118.903,-3.281,42.900 -point --118.267,-3.281,44.121 -reverse -// Pedestrian number 105 -25 // Ref num -7 // Number of instructions -3 // Initial instruction -point --74.268,-3.301,45.968 -point --74.415,-3.301,45.396 -point --80.792,-3.301,42.810 -point --77.400,-3.301,36.892 -point --76.568,-3.301,36.963 -point --76.164,-3.301,36.152 -reverse -// Pedestrian number 106 -22 // Ref num -6 // Number of instructions -3 // Initial instruction -point --77.834,-3.301,36.593 -point --77.918,-3.301,37.149 -point --81.214,-3.301,42.835 -point --84.170,-3.301,45.424 -point --84.361,-3.301,47.066 -reverse -// Pedestrian number 107 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --80.610,-3.281,45.549 -point --78.409,-3.281,42.732 -point --76.859,-3.281,36.878 -reverse -// Pedestrian number 108 -22 // Ref num -4 // Number of instructions -2 // Initial instruction -point --51.906,-3.281,43.789 -point --53.713,-3.281,43.619 -point --55.551,-3.281,43.403 -reverse -// Pedestrian number 109 -10 // Ref num -4 // Number of instructions -2 // Initial instruction -point --55.521,-3.281,43.120 -point --54.404,-3.281,42.821 -point --52.508,-3.281,44.513 -reverse -// Pedestrian number 110 -4 // Ref num -4 // Number of instructions -2 // Initial instruction -point --28.085,-3.316,39.662 -point --45.854,-3.297,41.400 -point --46.172,-3.281,42.910 -reverse -// Pedestrian number 111 -6 // Ref num -4 // Number of instructions -2 // Initial instruction -point --151.021,-3.275,77.276 -point --136.448,-3.279,77.513 -point --131.714,-3.281,77.303 -reverse -// Pedestrian number 112 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --131.085,-3.281,77.247 -point --127.754,-3.282,77.535 -point --120.770,-3.284,77.251 -reverse -// Pedestrian number 113 -3 // Ref num -4 // Number of instructions -2 // Initial instruction -point --120.062,-3.284,77.268 -point --112.496,-3.287,77.455 -point --103.609,-3.289,77.222 -reverse -// Pedestrian number 114 -22 // Ref num -5 // Number of instructions -3 // Initial instruction -point --83.320,-3.281,77.209 -point --80.449,-3.281,77.654 -point --80.336,-3.281,78.956 -point --80.193,-3.281,82.254 -reverse -// Pedestrian number 115 -22 // Ref num -4 // Number of instructions -2 // Initial instruction -point --80.248,-3.281,82.453 -point --82.666,-3.281,89.451 -point --80.156,-3.281,106.635 -reverse -// Pedestrian number 116 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --83.368,-3.281,110.604 -point --82.873,-3.281,89.310 -point --84.876,-3.281,73.031 -reverse -// Pedestrian number 117 -3 // Ref num -4 // Number of instructions -2 // Initial instruction -point --71.950,-3.281,77.194 -point --75.489,-3.281,78.643 -point --79.917,-3.281,82.182 -reverse -// Pedestrian number 118 -4 // Ref num -4 // Number of instructions -2 // Initial instruction -point --75.712,-3.281,106.876 -point --75.468,-3.281,99.020 -point --75.909,-3.281,91.304 -reverse -// Pedestrian number 119 -5 // Ref num -4 // Number of instructions -2 // Initial instruction -point --75.831,-3.281,82.132 -point --75.180,-3.281,99.129 -point --75.905,-3.281,110.685 -reverse -// Pedestrian number 120 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --73.811,-3.281,107.118 -point --80.194,-3.281,110.608 -point --83.260,-3.281,110.798 -reverse -// Pedestrian number 121 -25 // Ref num -5 // Number of instructions -2 // Initial instruction -point --83.525,-3.280,110.799 -point --98.490,-3.280,110.621 -point --103.643,-3.280,107.039 -point --103.645,-3.280,96.013 -reverse -// Pedestrian number 122 -13 // Ref num -6 // Number of instructions -4 // Initial instruction -point --105.730,-3.280,85.423 -point --106.157,-3.280,106.170 -point --106.547,-3.280,107.096 -point --106.816,-3.280,107.258 -point --107.048,-3.280,110.513 -reverse -// Pedestrian number 123 -6 // Ref num -5 // Number of instructions -2 // Initial instruction -point --27.630,-3.281,39.730 -point --25.120,-3.281,39.558 -point --22.579,-3.282,42.609 -point --22.555,-3.282,44.299 -reverse -// Pedestrian number 124 -6 // Ref num -4 // Number of instructions -2 // Initial instruction -point --21.832,-3.282,41.145 -point --15.402,-3.282,41.439 -point --13.091,-3.282,43.836 -reverse -// Pedestrian number 125 -4 // Ref num -5 // Number of instructions -2 // Initial instruction -point --12.957,-3.282,43.865 -point --11.120,-3.282,41.812 -point --9.261,-3.282,41.731 -point --8.246,-3.283,44.051 -reverse -// Pedestrian number 126 -25 // Ref num -5 // Number of instructions -2 // Initial instruction -point -3.388,-3.283,41.118 -point -10.948,-3.284,42.081 -point -12.713,-3.284,43.108 -point -12.708,-3.284,44.053 -reverse -// Pedestrian number 127 -22 // Ref num -5 // Number of instructions -2 // Initial instruction -point -12.388,-3.284,43.263 -point -14.655,-3.284,37.867 -point -14.860,-3.304,36.295 -point -17.732,-3.303,32.017 -reverse -// Pedestrian number 128 -22 // Ref num -5 // Number of instructions -2 // Initial instruction -point -13.759,-3.286,48.164 -point -13.324,-3.286,47.234 -point -8.688,-3.285,47.300 -point --0.109,-3.286,59.383 -reverse -// Pedestrian number 129 -6 // Ref num -6 // Number of instructions -3 // Initial instruction -point -8.128,-3.286,59.564 -point -12.964,-3.286,59.557 -point -13.719,-3.286,56.077 -point -12.275,-3.286,53.756 -point -11.934,-3.286,53.582 -reverse -// Pedestrian number 130 -25 // Ref num -6 // Number of instructions -3 // Initial instruction -point -12.865,-3.286,59.223 -point -13.163,-3.286,59.815 -point -13.615,-3.287,64.133 -point -13.090,-3.287,69.589 -point -7.936,-3.287,72.788 -reverse -// Pedestrian number 131 -18 // Ref num -6 // Number of instructions -2 // Initial instruction -point -13.439,-3.287,72.735 -point -2.677,-3.287,71.741 -point --5.369,-3.286,69.715 -point --5.735,-3.286,68.000 -point --8.225,-3.286,68.028 -reverse -// Pedestrian number 132 -13 // Ref num -5 // Number of instructions -2 // Initial instruction -point --7.295,-3.286,72.689 -point -1.522,-3.286,72.411 -point -8.445,-3.287,72.497 -point -8.538,-3.287,72.817 -reverse -// Pedestrian number 133 -13 // Ref num -5 // Number of instructions -3 // Initial instruction -point -5.049,-3.287,77.144 -point -0.147,-3.287,78.045 -point --3.517,-3.285,80.174 -point --7.976,-3.285,91.805 -reverse -// Pedestrian number 134 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --6.278,-3.285,67.974 -point --4.324,-3.285,80.374 -point --7.647,-3.285,83.481 -reverse -// Pedestrian number 135 -13 // Ref num -4 // Number of instructions -2 // Initial instruction -point --0.860,-3.285,91.845 -point -10.100,-3.285,92.610 -point -20.637,-3.285,85.233 -reverse -// Pedestrian number 136 -13 // Ref num -7 // Number of instructions -3 // Initial instruction -point -13.857,-3.285,110.685 -point -11.987,-3.285,95.853 -point -10.279,-3.285,93.159 -point -1.398,-3.285,90.389 -point --4.474,-3.285,83.761 -point --6.554,-3.285,68.157 -reverse -// Pedestrian number 137 -25 // Ref num -7 // Number of instructions -2 // Initial instruction -point --38.274,-3.285,72.727 -point --46.220,-3.285,72.282 -point --53.467,-3.285,72.894 -point --59.686,-3.285,71.755 -point --60.129,-3.285,63.691 -point --61.198,-3.285,63.935 -reverse -// Pedestrian number 138 -6 // Ref num -4 // Number of instructions -2 // Initial instruction -point --82.969,-3.285,55.590 -point --88.954,-3.285,55.663 -point --97.841,-3.285,63.926 -reverse -// Pedestrian number 139 -3 // Ref num -5 // Number of instructions -3 // Initial instruction -point --97.216,-3.285,54.766 -point --96.811,-3.285,55.600 -point --89.080,-3.285,55.665 -point --76.220,-3.285,64.010 -reverse -// Pedestrian number 140 -6 // Ref num -5 // Number of instructions -2 // Initial instruction -point --118.574,-3.285,52.692 -point --109.038,-3.285,54.618 -point --97.603,-3.285,52.597 -point --97.584,-3.285,51.337 -reverse -// Pedestrian number 141 -6 // Ref num -5 // Number of instructions -3 // Initial instruction -point --96.809,-3.285,50.796 -point --97.736,-3.285,52.895 -point --109.012,-3.285,54.711 -point --118.385,-3.285,63.932 -reverse -// Pedestrian number 142 -10 // Ref num -4 // Number of instructions -2 // Initial instruction -point --118.331,-3.285,56.220 -point --109.160,-3.285,54.664 -point --96.826,-3.285,54.672 -reverse -// Pedestrian number 143 -13 // Ref num -4 // Number of instructions -2 // Initial instruction -point --38.518,-3.281,77.345 -point --53.708,-3.281,77.480 -point --71.492,-3.281,77.370 -reverse -// Pedestrian number 144 -22 // Ref num -7 // Number of instructions -3 // Initial instruction -point --132.068,-3.281,89.333 -point --132.092,-3.281,105.423 -point --128.914,-3.281,109.713 -point --123.898,-3.281,114.450 -point --123.891,-3.281,121.340 -point --118.791,-3.281,123.762 -reverse -// Pedestrian number 145 -13 // Ref num -5 // Number of instructions -3 // Initial instruction -point --123.935,-3.281,123.249 -point --123.911,-3.281,114.145 -point --129.268,-3.281,109.975 -point --129.731,-3.281,89.329 -reverse -// Pedestrian number 146 -13 // Ref num -6 // Number of instructions -2 // Initial instruction -point --51.367,-3.281,110.538 -point --53.377,-3.281,107.406 -point --53.689,-3.281,106.246 -point --53.613,-3.281,96.191 -point --38.014,-3.281,90.800 -reverse -// Pedestrian number 147 -13 // Ref num -5 // Number of instructions -2 // Initial instruction -point --58.045,-3.281,110.626 -point --56.523,-3.281,107.373 -point --56.582,-3.280,92.214 -point --53.277,-3.280,85.158 -reverse -// Pedestrian number 148 -13 // Ref num -5 // Number of instructions -2 // Initial instruction -point --55.395,-3.280,90.783 -point --48.599,-3.281,90.972 -point --45.360,-3.281,95.878 -point --38.211,-3.281,96.206 -reverse -// Pedestrian number 149 -13 // Ref num -6 // Number of instructions -3 // Initial instruction -point --38.003,-3.281,89.414 -point --38.647,-3.280,92.768 -point --48.018,-3.281,91.954 -point --55.200,-3.280,95.607 -point --56.417,-3.281,98.874 -reverse -// Pedestrian number 150 -13 // Ref num -6 // Number of instructions -3 // Initial instruction -point --53.735,-3.281,97.059 -point --54.463,-3.280,95.951 -point --48.905,-3.281,91.700 -point --39.150,-3.281,88.223 -point --38.101,-3.281,85.313 -reverse -// Pedestrian number 151 -13 // Ref num -5 // Number of instructions -3 // Initial instruction -point --41.865,-3.281,85.227 -point --45.110,-3.281,88.116 -point --47.686,-3.281,92.305 -point --56.418,-3.281,96.380 -reverse -// Pedestrian number 152 -13 // Ref num -6 // Number of instructions -3 // Initial instruction -point --56.497,-3.280,91.010 -point --55.848,-3.280,87.808 -point --48.487,-3.281,89.639 -point --43.143,-3.281,88.905 -point --38.029,-3.281,95.777 -reverse -// Pedestrian number 153 -13 // Ref num -5 // Number of instructions -3 // Initial instruction -point --37.940,-3.281,94.550 -point --41.295,-3.281,96.122 -point --47.786,-3.281,91.742 -point --51.008,-3.281,85.119 -reverse -// Pedestrian number 154 -13 // Ref num -9 // Number of instructions -3 // Initial instruction -point --44.105,-3.281,85.049 -point --45.673,-3.281,86.167 -point --47.067,-3.280,90.049 -point --52.612,-3.280,93.883 -point --56.128,-3.281,105.361 -point --56.506,-3.281,113.285 -point --56.485,-3.281,123.665 -point --47.503,-3.281,133.858 -reverse -// Pedestrian number 155 -13 // Ref num -5 // Number of instructions -2 // Initial instruction -point --56.510,-3.281,126.911 -point --56.478,-3.281,129.941 -point --56.630,-3.281,130.355 -point --56.959,-3.281,130.313 -reverse -// Pedestrian number 156 -13 // Ref num -5 // Number of instructions -2 // Initial instruction -point --57.160,-3.281,132.545 -point --56.576,-3.281,132.738 -point --56.584,-3.281,133.882 -point --38.074,-3.281,133.990 -reverse -// Pedestrian number 157 -13 // Ref num -4 // Number of instructions -2 // Initial instruction -point --56.581,-3.281,125.089 -point --52.693,-3.281,125.050 -point --39.804,-3.305,133.059 -reverse -// Pedestrian number 158 -25 // Ref num -5 // Number of instructions -2 // Initial instruction -point --51.840,-3.281,113.273 -point --53.275,-3.281,114.537 -point --56.443,-3.281,121.945 -point --56.320,-3.281,134.000 -reverse -// Pedestrian number 159 -6 // Ref num -5 // Number of instructions -2 // Initial instruction -point --33.317,-3.281,111.168 -point --39.051,-3.281,110.279 -point --47.733,-3.281,111.044 -point --56.553,-3.281,117.412 -reverse -// Pedestrian number 160 -22 // Ref num -5 // Number of instructions -2 // Initial instruction -point -35.541,-3.281,180.728 -point -34.909,-3.281,192.003 -point -33.494,-3.281,194.634 -point -29.042,-3.281,193.449 -reverse -// Pedestrian number 161 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point -37.886,-3.281,184.929 -point -38.046,-3.281,197.829 -point -37.812,-3.281,201.109 -reverse -// Pedestrian number 162 -6 // Ref num -6 // Number of instructions -3 // Initial instruction -point -33.982,-3.285,202.257 -point -33.636,-3.285,202.666 -point -29.446,-3.285,204.257 -point -18.094,-3.285,204.364 -point -13.942,-3.285,208.181 -reverse -// Pedestrian number 163 -3 // Ref num -6 // Number of instructions -3 // Initial instruction -point -17.311,-3.285,204.272 -point -15.462,-3.285,203.769 -point -14.957,-3.285,203.274 -point -13.886,-3.285,201.583 -point -11.477,-3.285,201.437 -reverse -// Pedestrian number 164 -6 // Ref num -6 // Number of instructions -2 // Initial instruction -point -17.509,-3.285,204.195 -point -15.042,-3.285,203.153 -point -14.266,-3.285,200.980 -point -13.958,-3.285,188.801 -point -15.164,-3.285,188.639 -reverse -// Pedestrian number 165 -22 // Ref num -6 // Number of instructions -2 // Initial instruction -point -14.660,-3.285,195.542 -point -16.044,-3.285,194.555 -point -32.770,-3.285,194.269 -point -33.804,-3.285,195.125 -point -33.814,-3.285,196.032 -reverse -// Pedestrian number 166 -22 // Ref num -4 // Number of instructions -2 // Initial instruction -point -10.451,-3.285,211.860 -point -12.537,-3.285,207.073 -point -15.734,-3.285,202.680 -reverse -// Pedestrian number 167 -22 // Ref num -6 // Number of instructions -2 // Initial instruction -point -9.961,-3.285,203.596 -point -11.835,-3.285,207.239 -point -13.896,-3.285,208.553 -point -33.230,-3.285,208.910 -point -33.363,-3.285,209.356 -reverse -// Pedestrian number 168 -25 // Ref num -5 // Number of instructions -2 // Initial instruction -point -35.483,-3.285,232.182 -point -34.631,-3.285,226.023 -point -33.389,-3.285,215.761 -point -39.112,-3.285,213.868 -reverse -// Pedestrian number 169 -4 // Ref num -4 // Number of instructions -2 // Initial instruction -point -13.997,-3.285,262.284 -point -20.105,-3.285,261.454 -point -25.997,-3.285,263.480 -reverse -// Pedestrian number 170 -22 // Ref num -4 // Number of instructions -2 // Initial instruction -point -9.580,-3.285,261.076 -point -20.111,-3.285,261.723 -point -31.984,996.915,293.442 -reverse -// Pedestrian number 171 -18 // Ref num -5 // Number of instructions -2 // Initial instruction -point -49.411,-3.285,225.363 -point -52.417,-3.285,232.313 -point -52.694,-3.285,236.010 -point -51.824,-3.285,242.315 -reverse -// Pedestrian number 172 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point -70.541,-3.285,229.987 -point -70.523,-3.285,231.757 -point -70.461,-3.285,237.703 -reverse -// Pedestrian number 173 -3 // Ref num -3 // Number of instructions -1 // Initial instruction -point -73.215,-3.285,235.781 -point -68.069,-3.285,234.903 -reverse -// Pedestrian number 174 -6 // Ref num -6 // Number of instructions -2 // Initial instruction -point -70.444,-3.285,229.674 -point -66.478,-3.285,214.024 -point -66.795,-3.285,211.496 -point -63.503,-3.285,208.048 -point -61.539,-3.285,208.057 -reverse -// Pedestrian number 175 -6 // Ref num -5 // Number of instructions -2 // Initial instruction -point -19.860,-3.285,179.742 -point -29.465,-3.285,181.163 -point -33.843,-3.285,182.867 -point -35.258,-3.285,184.478 -reverse -// Pedestrian number 176 -13 // Ref num -4 // Number of instructions -2 // Initial instruction -point -25.540,-3.305,176.700 -point -19.649,-3.284,179.593 -point -7.271,-3.284,188.272 -reverse -// Pedestrian number 177 -13 // Ref num -5 // Number of instructions -2 // Initial instruction -point -47.509,-3.284,183.057 -point -41.724,-3.284,180.816 -point -35.855,-3.305,176.174 -point -35.831,-3.305,167.443 -reverse -// Pedestrian number 178 -22 // Ref num -5 // Number of instructions -2 // Initial instruction -point -52.039,-3.285,208.194 -point -52.090,-3.285,206.703 -point -48.581,-3.285,200.095 -point -49.528,-3.285,185.768 -reverse -// Pedestrian number 179 -22 // Ref num -5 // Number of instructions -3 // Initial instruction -point -51.681,-3.285,204.104 -point -49.458,-3.285,205.515 -point -49.240,-3.285,216.174 -point -49.439,-3.285,224.974 -reverse -// Pedestrian number 180 -13 // Ref num -6 // Number of instructions -3 // Initial instruction -point -66.712,-3.285,246.907 -point -67.953,-3.285,250.034 -point -66.059,-3.285,256.748 -point -65.580,-3.285,262.923 -point -55.465,-3.285,264.263 -reverse -// Pedestrian number 181 -4 // Ref num -5 // Number of instructions -3 // Initial instruction -point -39.798,-3.285,258.317 -point -38.821,-3.285,258.294 -point -38.427,-3.285,251.731 -point -37.853,-3.285,248.865 -reverse -// Pedestrian number 182 -13 // Ref num -4 // Number of instructions -2 // Initial instruction -point --12.528,-3.285,204.563 -point --11.354,-3.285,207.648 -point --10.149,-3.285,231.909 -reverse -// Pedestrian number 183 -13 // Ref num -5 // Number of instructions -2 // Initial instruction -point --12.457,-3.285,234.629 -point --12.840,-3.285,248.436 -point --15.737,-3.285,266.476 -point --16.903,-3.285,267.173 -reverse -// Pedestrian number 184 -13 // Ref num -6 // Number of instructions -3 // Initial instruction -point --10.081,-3.285,260.581 -point --11.263,-3.285,260.279 -point --12.172,-3.285,248.401 -point --11.165,-3.285,236.493 -point --6.218,-3.285,234.794 -reverse -// Pedestrian number 185 -13 // Ref num -6 // Number of instructions -3 // Initial instruction -point --10.029,-3.285,232.061 -point --8.698,-3.285,229.114 -point --9.551,-3.285,226.819 -point --8.668,-3.285,225.149 -point --10.115,-3.285,220.980 -reverse -// Pedestrian number 186 -13 // Ref num -4 // Number of instructions -2 // Initial instruction -point --8.466,-3.285,213.226 -point --27.737,-3.285,214.734 -point --33.607,996.915,215.007 -reverse -// Pedestrian number 187 -13 // Ref num -4 // Number of instructions -2 // Initial instruction -point --12.506,-3.285,220.179 -point --13.028,-3.285,197.151 -point --12.557,-3.285,195.778 -reverse -// Pedestrian number 188 -13 // Ref num -7 // Number of instructions -3 // Initial instruction -point --9.488,-3.285,187.272 -point --9.267,-3.285,187.713 -point --8.555,-3.285,189.627 -point --1.177,-3.285,191.763 -point -6.759,-3.285,191.631 -point -7.350,-3.285,190.778 -reverse -// Pedestrian number 189 -13 // Ref num -5 // Number of instructions -2 // Initial instruction -point --9.816,-3.285,168.178 -point --12.896,-3.285,171.806 -point --14.004,-3.285,184.388 -point --8.161,-3.285,191.714 -reverse -// Pedestrian number 190 -6 // Ref num -7 // Number of instructions -2 // Initial instruction -point --7.933,-3.285,188.370 -point --8.538,-3.285,189.432 -point --13.872,-3.285,193.254 -point --13.834,-3.285,214.041 -point --24.266,-3.285,214.548 -point --24.339,-3.285,215.495 -reverse -// Pedestrian number 191 -22 // Ref num -6 // Number of instructions -2 // Initial instruction -point --38.196,-3.285,168.789 -point --50.974,-3.285,168.566 -point --74.857,-3.285,168.426 -point --75.672,-3.285,160.153 -point --81.373,-3.285,159.813 -reverse -// Pedestrian number 192 -3 // Ref num -7 // Number of instructions -3 // Initial instruction -point --81.251,-3.285,139.924 -point --81.251,-3.285,139.924 -point --80.330,-3.285,147.506 -point --80.248,-3.285,160.224 -point --74.690,-3.285,167.996 -point --74.222,-3.285,167.943 -reverse -// Pedestrian number 193 -3 // Ref num -6 // Number of instructions -3 // Initial instruction -point --81.970,-3.279,167.968 -point --81.276,-3.279,167.936 -point --75.657,-3.279,156.629 -point --74.753,-3.279,148.423 -point --68.118,-3.279,141.543 -reverse -// Pedestrian number 194 -4 // Ref num -4 // Number of instructions -2 // Initial instruction -point --102.791,-3.279,140.656 -point --103.517,-3.279,147.346 -point --103.817,-3.279,151.058 -reverse -// Pedestrian number 195 -6 // Ref num -6 // Number of instructions -2 // Initial instruction -point --103.188,-3.279,140.389 -point --106.561,-3.279,142.686 -point --111.139,-3.279,142.877 -point --116.670,-3.279,142.817 -point --122.141,-3.279,141.134 -reverse -// Pedestrian number 196 -6 // Ref num -6 // Number of instructions -3 // Initial instruction -point --132.517,-3.279,142.596 -point --129.476,-3.279,142.654 -point --124.034,-3.279,141.588 -point --117.588,-3.279,141.239 -point --112.615,-3.279,137.778 -reverse -// Pedestrian number 197 -3 // Ref num -6 // Number of instructions -3 // Initial instruction -point --117.409,-3.279,139.490 -point --117.436,-3.279,141.505 -point --122.201,-3.279,142.131 -point --129.417,-3.279,142.881 -point --132.215,-3.279,147.508 -reverse -// Pedestrian number 198 -4 // Ref num -5 // Number of instructions -3 // Initial instruction -point --128.427,-3.279,148.410 -point --128.380,-3.279,148.212 -point --123.028,-3.279,141.712 -point --123.056,-3.279,141.262 -reverse -// Pedestrian number 199 -18 // Ref num -5 // Number of instructions -2 // Initial instruction -point --113.156,-3.279,141.978 -point --122.332,-3.279,141.597 -point --125.413,-3.279,141.226 -point --132.808,-3.279,141.238 -reverse -// Pedestrian number 200 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --112.999,-3.279,148.223 -point --123.170,-3.279,142.453 -point --163.888,-3.300,132.805 -reverse -// Pedestrian number 201 -13 // Ref num -4 // Number of instructions -2 // Initial instruction -point --106.501,-3.280,147.275 -point --120.783,-3.280,142.602 -point --132.802,-3.280,142.411 -reverse -// Pedestrian number 202 -13 // Ref num -6 // Number of instructions -2 // Initial instruction -point --123.281,-3.280,141.170 -point --125.109,-3.280,142.710 -point --132.321,-3.280,151.538 -point --133.159,-3.280,166.884 -point --133.551,-3.280,166.923 -reverse -// Pedestrian number 203 -22 // Ref num -4 // Number of instructions -2 // Initial instruction -point --143.069,-3.280,167.103 -point --137.467,-3.280,168.474 -point --135.160,-3.280,168.907 -reverse -// Pedestrian number 204 -6 // Ref num -4 // Number of instructions -2 // Initial instruction -point --132.186,-3.280,168.562 -point --132.256,-3.280,166.351 -point --132.082,-3.280,163.666 -reverse -// Pedestrian number 205 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --129.774,-3.280,163.407 -point --129.617,-3.280,155.794 -point --128.399,-3.280,150.334 -reverse -// Pedestrian number 206 -3 // Ref num -5 // Number of instructions -2 // Initial instruction -point --129.569,-3.280,168.779 -point --120.650,-3.280,168.419 -point --109.781,-3.280,168.719 -point --99.196,-3.280,168.873 -reverse -// Pedestrian number 207 -3 // Ref num -4 // Number of instructions -2 // Initial instruction -point --81.381,996.921,174.955 -point --80.992,996.921,171.448 -point --80.104,996.921,160.254 -reverse -// Pedestrian number 208 -13 // Ref num -5 // Number of instructions -3 // Initial instruction -point --98.997,995.209,177.180 -point --96.791,996.604,172.122 -point --95.068,996.623,172.049 -point --94.657,1001.132,194.475 -reverse -// Pedestrian number 209 -13 // Ref num -6 // Number of instructions -4 // Initial instruction -point --35.875,-3.280,149.163 -point --46.197,-3.280,148.659 -point --55.753,-3.280,143.136 -point --59.460,-3.280,143.313 -point --65.882,-3.280,141.915 -reverse -// Pedestrian number 210 -25 // Ref num -5 // Number of instructions -2 // Initial instruction -point --73.005,-3.280,147.365 -point --55.890,-3.280,148.606 -point --42.499,-3.280,149.600 -point --36.459,-3.280,170.804 -reverse -// Pedestrian number 211 -4 // Ref num -4 // Number of instructions -2 // Initial instruction -point --53.833,-4.016,173.667 -point --53.870,-7.160,184.994 -point --53.872,-8.860,191.120 -reverse -// Pedestrian number 212 -6 // Ref num -5 // Number of instructions -2 // Initial instruction -point --56.080,-8.936,191.395 -point --56.388,-6.257,181.740 -point --54.581,-3.769,172.707 -point --56.532,-3.760,172.746 -reverse -// Pedestrian number 213 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --56.716,-9.644,193.943 -point --63.200,-9.843,194.662 -point --71.911,-9.868,194.751 -reverse -// Pedestrian number 214 -25 // Ref num -5 // Number of instructions -2 // Initial instruction -point --75.677,-9.865,194.738 -point --80.191,-9.828,194.609 -point --95.705,-9.668,194.031 -point --98.152,-9.826,194.600 -reverse -// Pedestrian number 215 -10 // Ref num -5 // Number of instructions -2 // Initial instruction -point --108.758,-9.848,194.655 -point --117.805,-9.648,193.959 -point --128.578,-9.845,194.671 -point --129.587,-9.047,191.789 -reverse -// Pedestrian number 216 -5 // Ref num -7 // Number of instructions -3 // Initial instruction -point --132.291,-9.082,191.912 -point --132.487,-9.815,194.559 -point --136.203,-9.843,194.659 -point --140.679,-9.594,193.764 -point --155.907,-9.649,193.861 -point --157.797,-9.883,194.810 -reverse -// Pedestrian number 217 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --141.982,-9.940,198.893 -point --137.665,-9.940,198.199 -point --132.406,-9.940,197.199 -reverse -// Pedestrian number 218 -22 // Ref num -6 // Number of instructions -2 // Initial instruction -point --129.635,-9.940,197.122 -point --123.692,-9.940,197.922 -point --108.617,-9.940,198.396 -point --107.133,-9.940,198.369 -point --107.112,-9.940,198.914 -reverse -// Pedestrian number 219 -4 // Ref num -7 // Number of instructions -3 // Initial instruction -point --103.718,-9.940,200.968 -point --102.786,-9.940,198.443 -point --98.618,-9.940,197.646 -point --82.527,-9.940,197.005 -point --81.555,-9.940,198.097 -point --81.438,-9.940,199.111 -reverse -// Pedestrian number 220 -6 // Ref num -7 // Number of instructions -2 // Initial instruction -point --72.630,-9.940,197.138 -point --69.399,-9.940,197.241 -point --66.412,-9.940,198.415 -point --61.737,-9.940,197.178 -point --60.580,-9.940,197.064 -point --60.532,-9.940,197.228 -reverse -// Pedestrian number 221 -25 // Ref num -5 // Number of instructions -2 // Initial instruction -point --56.533,990.975,192.432 -point --56.229,990.260,197.826 -point --52.801,990.617,213.192 -point --53.697,990.329,218.543 -reverse -// Pedestrian number 222 -10 // Ref num -4 // Number of instructions -2 // Initial instruction -point --56.146,-9.938,218.417 -point --56.150,-9.938,207.344 -point --53.823,991.234,191.430 -reverse -// Pedestrian number 223 -22 // Ref num -5 // Number of instructions -2 // Initial instruction -point --132.179,-9.940,197.473 -point --132.619,-9.940,198.171 -point --133.368,-9.940,207.851 -point --134.701,-9.940,208.456 -reverse -// Pedestrian number 224 -10 // Ref num -4 // Number of instructions -2 // Initial instruction -point --129.700,-9.940,218.470 -point --129.481,-9.940,213.036 -point --134.836,-9.938,209.957 -reverse -// Pedestrian number 225 -18 // Ref num -4 // Number of instructions -2 // Initial instruction -point --128.357,-9.938,225.448 -point --120.450,-9.939,232.361 -point --115.268,-9.939,238.150 -reverse -// Pedestrian number 226 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --119.202,-9.939,237.542 -point --112.546,-9.939,235.664 -point --108.841,-9.939,225.536 -reverse -// Pedestrian number 227 -25 // Ref num -5 // Number of instructions -2 // Initial instruction -point --112.179,-9.939,225.430 -point --115.592,-9.939,227.973 -point --118.522,-9.939,229.258 -point --118.860,-9.939,230.128 -reverse -// Pedestrian number 228 -4 // Ref num -5 // Number of instructions -2 // Initial instruction -point --123.910,-9.939,228.787 -point --119.973,-9.939,231.747 -point --119.154,-9.939,230.869 -point --117.870,990.645,231.488 -reverse -// Pedestrian number 229 -4 // Ref num -4 // Number of instructions -2 // Initial instruction -point --114.830,-9.939,233.016 -point --117.438,-9.939,233.477 -point --128.572,-9.939,236.633 -reverse -// Pedestrian number 230 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --108.324,-9.939,223.356 -point --112.743,-9.939,235.435 -point --114.853,-9.939,238.122 -reverse -// Pedestrian number 231 -5 // Ref num -5 // Number of instructions -2 // Initial instruction -point --123.919,-9.939,232.339 -point --119.972,-9.939,231.977 -point --117.571,990.769,231.486 -point --117.743,990.853,230.826 -reverse -// Pedestrian number 232 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --95.058,-9.939,240.696 -point --97.527,-9.939,234.803 -point --102.295,-9.939,225.478 -reverse -// Pedestrian number 233 -26 // Ref num -6 // Number of instructions -2 // Initial instruction -point --99.368,-9.939,225.458 -point --97.557,-9.939,234.468 -point --96.631,-9.939,239.042 -point --94.915,-9.939,241.622 -point --85.097,-9.939,241.462 -reverse -// Pedestrian number 234 -26 // Ref num -5 // Number of instructions -2 // Initial instruction -point --81.924,-9.939,241.297 -point --86.457,-9.939,236.801 -point --89.367,-9.939,235.130 -point --90.295,990.798,233.237 -reverse -// Pedestrian number 235 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --84.855,-9.939,241.135 -point --86.569,-9.939,237.034 -point --91.914,990.261,225.438 -reverse -// Pedestrian number 236 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --82.382,-9.939,225.369 -point --85.596,-9.939,231.838 -point --97.888,990.261,240.516 -reverse -// Pedestrian number 237 -10 // Ref num -5 // Number of instructions -2 // Initial instruction -point --94.940,-9.939,225.452 -point --92.937,-9.939,233.445 -point --80.949,990.261,235.706 -point --80.301,-9.939,243.184 -reverse -// Pedestrian number 238 -22 // Ref num -4 // Number of instructions -2 // Initial instruction -point --102.589,-9.939,225.008 -point --103.216,-9.939,219.963 -point --103.782,-9.939,201.399 -reverse -// Pedestrian number 239 -22 // Ref num -5 // Number of instructions -2 // Initial instruction -point --106.171,-9.939,200.428 -point --106.347,-9.939,214.887 -point --106.966,-9.939,219.591 -point --108.246,-9.939,220.826 -reverse -// Pedestrian number 240 -13 // Ref num -6 // Number of instructions -2 // Initial instruction -point --108.505,-9.939,220.820 -point --117.991,-9.939,220.399 -point --121.199,-9.939,224.945 -point --121.311,-9.939,225.375 -point --138.118,-9.885,235.968 -reverse -// Pedestrian number 241 -13 // Ref num -4 // Number of instructions -2 // Initial instruction -point --132.475,-9.939,223.297 -point --138.041,-9.939,225.383 -point --159.696,-9.640,234.770 -reverse -// Pedestrian number 242 -4 // Ref num -8 // Number of instructions -4 // Initial instruction -point --128.389,-9.939,224.953 -point --124.505,-9.939,224.869 -point --120.809,-9.939,225.621 -point --116.716,-9.939,224.469 -point --113.724,-9.939,225.626 -point --110.196,-9.939,225.383 -point --102.809,-9.939,213.407 -reverse -// Pedestrian number 243 -13 // Ref num -6 // Number of instructions -2 // Initial instruction -point --145.039,-9.939,198.835 -point --152.125,-9.940,213.119 -point --150.578,-9.888,220.173 -point --153.653,-9.816,223.540 -point --139.784,-9.868,236.335 -reverse -// Pedestrian number 244 -6 // Ref num -4 // Number of instructions -2 // Initial instruction -point --143.682,-9.939,218.709 -point --141.840,-9.939,220.310 -point --138.646,-9.939,220.699 -reverse -// Pedestrian number 245 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --80.333,-9.939,220.745 -point --80.798,-9.939,211.532 -point --80.199,-9.939,197.360 -reverse -// Pedestrian number 246 -25 // Ref num -5 // Number of instructions -3 // Initial instruction -point --82.213,-9.939,197.229 -point --80.825,-9.939,199.005 -point --80.993,-9.939,211.489 -point --75.452,-9.939,220.558 -reverse -// Pedestrian number 247 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --23.140,-3.282,44.102 -reverse -// Pedestrian number 248 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --23.186,-3.282,43.507 -reverse -// Pedestrian number 249 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --18.606,-3.282,44.381 -reverse -// Pedestrian number 250 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --18.621,-3.282,47.159 -reverse -// Pedestrian number 251 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --2.806,-3.285,53.468 -reverse -// Pedestrian number 252 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --3.533,-3.285,53.448 -reverse -// Pedestrian number 253 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --2.839,-3.285,54.167 -reverse -// Pedestrian number 254 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --1.433,-3.285,53.458 -reverse -// Pedestrian number 255 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --2.859,-3.285,52.505 -reverse -// Pedestrian number 256 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --8.562,-3.286,68.244 -reverse -// Pedestrian number 257 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --5.332,-3.286,68.173 -reverse -// Pedestrian number 258 -101 // Ref num -2 // Number of instructions -1 // Initial instruction -point --24.526,-3.284,56.250 -reverse -// Pedestrian number 259 -132 // Ref num -2 // Number of instructions -1 // Initial instruction -point --25.124,-3.284,56.252 -reverse -// Pedestrian number 260 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --33.285,-3.288,110.866 -reverse -// Pedestrian number 261 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --33.275,-3.288,111.986 -reverse -// Pedestrian number 262 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --33.245,-3.288,113.219 -reverse -// Pedestrian number 263 -118 // Ref num -2 // Number of instructions -1 // Initial instruction -point --33.219,-3.288,114.164 -reverse -// Pedestrian number 264 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --9.720,-3.290,130.719 -reverse -// Pedestrian number 265 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --9.717,-3.290,129.689 -reverse -// Pedestrian number 266 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --9.737,-3.290,128.589 -reverse -// Pedestrian number 267 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --9.730,-3.290,127.444 -reverse -// Pedestrian number 268 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --9.723,-3.290,126.372 -reverse -// Pedestrian number 269 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --24.491,0.119,167.155 -reverse -// Pedestrian number 270 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --24.472,0.118,164.109 -reverse -// Pedestrian number 271 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --24.495,0.113,154.921 -reverse -// Pedestrian number 272 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --18.201,0.119,167.191 -reverse -// Pedestrian number 273 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --14.035,0.119,167.184 -reverse -// Pedestrian number 274 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --11.678,0.119,167.195 -reverse -// Pedestrian number 275 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --19.889,0.113,154.943 -reverse -// Pedestrian number 276 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --17.684,0.113,154.960 -reverse -// Pedestrian number 277 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --15.612,0.113,154.959 -reverse -// Pedestrian number 278 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --10.892,0.113,154.911 -reverse -// Pedestrian number 279 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --8.686,0.113,154.888 -reverse -// Pedestrian number 280 -119 // Ref num -2 // Number of instructions -1 // Initial instruction -point --23.865,0.116,161.004 -reverse -// Pedestrian number 281 -101 // Ref num -2 // Number of instructions -1 // Initial instruction -point --19.178,0.116,160.987 -reverse -// Pedestrian number 282 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --34.111,-3.064,212.982 -reverse -// Pedestrian number 283 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --34.115,-3.064,213.786 -reverse -// Pedestrian number 284 -101 // Ref num -2 // Number of instructions -1 // Initial instruction -point --34.119,-3.064,214.792 -reverse -// Pedestrian number 285 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --27.929,-3.290,256.325 -reverse -// Pedestrian number 286 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --26.832,-3.290,256.296 -reverse -// Pedestrian number 287 -136 // Ref num -2 // Number of instructions -1 // Initial instruction -point --110.813,-9.727,258.998 -reverse -// Pedestrian number 288 -120 // Ref num -2 // Number of instructions -1 // Initial instruction -point --110.290,-9.727,258.970 -reverse -// Pedestrian number 289 -138 // Ref num -2 // Number of instructions -1 // Initial instruction -point --109.864,-9.728,258.958 -reverse -// Pedestrian number 290 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --106.338,-9.721,259.280 -reverse -// Pedestrian number 291 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --106.322,-9.727,258.991 -reverse -// Pedestrian number 292 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --106.357,-9.736,258.571 -reverse -// Pedestrian number 293 -123 // Ref num -2 // Number of instructions -1 // Initial instruction -point --126.479,-9.672,259.116 -reverse -// Pedestrian number 294 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --126.460,-9.664,259.675 -reverse -// Pedestrian number 295 -105 // Ref num -2 // Number of instructions -1 // Initial instruction -point --126.552,-9.705,256.742 -reverse -// Pedestrian number 296 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --129.932,-9.698,256.553 -reverse -// Pedestrian number 297 -132 // Ref num -2 // Number of instructions -1 // Initial instruction -point --129.947,-9.671,258.474 -reverse -// Pedestrian number 298 -109 // Ref num -2 // Number of instructions -1 // Initial instruction -point --129.945,-9.661,259.205 -reverse -// Pedestrian number 299 -109 // Ref num -2 // Number of instructions -1 // Initial instruction -point --131.830,-9.744,252.908 -reverse -// Pedestrian number 300 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --119.550,-9.939,230.509 -reverse -// Pedestrian number 301 -108 // Ref num -2 // Number of instructions -1 // Initial instruction -point --119.365,-9.939,231.398 -reverse -// Pedestrian number 302 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --115.710,-9.939,231.109 -reverse -// Pedestrian number 303 -108 // Ref num -2 // Number of instructions -1 // Initial instruction -point --91.880,-9.939,232.767 -reverse -// Pedestrian number 304 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --89.980,-9.939,232.242 -reverse -// Pedestrian number 305 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --89.138,-9.939,232.608 -reverse -// Pedestrian number 306 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --89.263,-9.939,233.756 -reverse -// Pedestrian number 307 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --117.074,-9.939,230.098 -reverse -// Pedestrian number 308 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --170.644,-3.299,170.026 -reverse -// Pedestrian number 309 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --170.688,-3.299,170.491 -reverse -// Pedestrian number 310 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --170.740,-3.299,169.588 -reverse -// Pedestrian number 311 -1 // Ref num -2 // Number of instructions -1 // Initial instruction -point --170.552,-3.299,142.206 -reverse -// Pedestrian number 312 -109 // Ref num -2 // Number of instructions -1 // Initial instruction -point --170.647,-3.299,140.193 -reverse -// Pedestrian number 313 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --170.634,-3.299,141.211 -reverse -// Pedestrian number 314 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --170.592,-3.299,74.191 -reverse -// Pedestrian number 315 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --170.642,-3.299,75.780 -reverse -// Pedestrian number 316 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --170.634,-3.299,74.987 -reverse -// Pedestrian number 317 -1 // Ref num -2 // Number of instructions -1 // Initial instruction -point --38.830,-3.280,126.553 -reverse -// Pedestrian number 318 -109 // Ref num -2 // Number of instructions -1 // Initial instruction -point --38.782,-3.280,128.549 -reverse -// Pedestrian number 319 -101 // Ref num -2 // Number of instructions -1 // Initial instruction -point --38.754,-3.280,130.575 -reverse -// Pedestrian number 320 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --40.362,-3.305,132.548 -reverse -// Pedestrian number 321 -101 // Ref num -2 // Number of instructions -1 // Initial instruction -point --112.243,19.967,71.460 -reverse -// Pedestrian number 322 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --109.791,19.967,71.413 -reverse -// Pedestrian number 323 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --106.810,19.967,71.438 -reverse -// Pedestrian number 324 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --104.001,19.967,71.424 -reverse -// Pedestrian number 325 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --101.237,19.967,71.410 -reverse -// Pedestrian number 326 -101 // Ref num -2 // Number of instructions -1 // Initial instruction -point --96.953,19.967,71.405 -reverse -// Pedestrian number 327 -132 // Ref num -2 // Number of instructions -1 // Initial instruction -point --60.303,7.567,136.602 -reverse -// Pedestrian number 328 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --65.220,7.567,131.293 -reverse -// Pedestrian number 329 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --54.563,7.566,131.272 -reverse -// Pedestrian number 330 -138 // Ref num -2 // Number of instructions -1 // Initial instruction -point --134.741,0.551,200.436 -reverse -// Pedestrian number 331 -109 // Ref num -2 // Number of instructions -1 // Initial instruction -point --136.331,0.551,200.357 -reverse -// Pedestrian number 332 -133 // Ref num -2 // Number of instructions -1 // Initial instruction -point --139.590,0.551,200.209 -reverse -// Pedestrian number 333 -125 // Ref num -2 // Number of instructions -1 // Initial instruction -point --141.540,0.551,200.177 -reverse -// Pedestrian number 334 -108 // Ref num -2 // Number of instructions -1 // Initial instruction -point --138.958,-9.871,236.796 -reverse -// Pedestrian number 335 -120 // Ref num -2 // Number of instructions -1 // Initial instruction -point --137.565,-9.723,253.541 -reverse -// Pedestrian number 336 -124 // Ref num -2 // Number of instructions -1 // Initial instruction -point --147.462,-9.656,254.663 -reverse -// Pedestrian number 337 -132 // Ref num -2 // Number of instructions -1 // Initial instruction -point --138.628,-9.478,274.171 -reverse -// Pedestrian number 338 -136 // Ref num -2 // Number of instructions -1 // Initial instruction -point --141.128,-9.478,272.671 -reverse -// Pedestrian number 339 -115 // Ref num -2 // Number of instructions -1 // Initial instruction -point --135.583,-9.478,274.984 -reverse -// Pedestrian number 340 -132 // Ref num -2 // Number of instructions -1 // Initial instruction -point --127.497,-3.064,213.760 -reverse -// Pedestrian number 341 -132 // Ref num -2 // Number of instructions -1 // Initial instruction -point --127.531,-3.064,214.734 -reverse -// Pedestrian number 342 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --112.619,-3.064,202.433 -reverse -// Pedestrian number 343 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --111.672,-3.064,203.439 -reverse -// Pedestrian number 344 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --112.635,-3.064,204.343 -reverse -// Pedestrian number 345 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --113.719,-3.064,203.347 -reverse -// Pedestrian number 346 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --124.900,-3.064,202.448 -reverse -// Pedestrian number 347 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --125.793,-3.064,203.482 -reverse -// Pedestrian number 348 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --124.805,-3.064,204.159 -reverse -// Pedestrian number 349 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --123.993,-3.064,203.441 -reverse -// Pedestrian number 350 -139 // Ref num -2 // Number of instructions -1 // Initial instruction -point --92.700,-3.064,218.573 -reverse -// Pedestrian number 351 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --155.697,-3.280,155.208 -reverse -// Pedestrian number 352 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --155.144,-3.280,157.268 -reverse -// Pedestrian number 353 -109 // Ref num -2 // Number of instructions -1 // Initial instruction -point --154.144,-3.279,160.728 -reverse -// Pedestrian number 354 -128 // Ref num -2 // Number of instructions -1 // Initial instruction -point --152.800,-3.279,164.947 -reverse -// Pedestrian number 355 -129 // Ref num -2 // Number of instructions -1 // Initial instruction -point --151.815,-3.279,168.037 -reverse -// Pedestrian number 356 -124 // Ref num -2 // Number of instructions -1 // Initial instruction -point --143.496,-2.104,110.087 -reverse -// Pedestrian number 357 -125 // Ref num -2 // Number of instructions -1 // Initial instruction -point --143.932,-2.104,110.107 -reverse -// Pedestrian number 358 -136 // Ref num -2 // Number of instructions -1 // Initial instruction -point --144.370,-2.104,110.111 -reverse -// Pedestrian number 359 -1 // Ref num -2 // Number of instructions -1 // Initial instruction -point --143.932,-2.104,107.175 -reverse -// Pedestrian number 360 -132 // Ref num -2 // Number of instructions -1 // Initial instruction -point --143.921,-2.104,105.132 -reverse -// Pedestrian number 361 -139 // Ref num -2 // Number of instructions -1 // Initial instruction -point --144.321,-2.104,105.157 -reverse -// Pedestrian number 362 -138 // Ref num -2 // Number of instructions -1 // Initial instruction -point --143.511,-2.104,105.108 -reverse -// Pedestrian number 363 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --103.691,-3.280,92.955 -reverse -// Pedestrian number 364 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --104.377,-3.280,87.196 -reverse -// Pedestrian number 365 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --52.347,-2.583,87.363 -reverse -// Pedestrian number 366 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --52.408,-2.583,90.131 -reverse -// Pedestrian number 367 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --52.465,-2.583,92.421 -reverse -// Pedestrian number 368 -10 // Ref num -4 // Number of instructions -2 // Initial instruction -point --60.529,1007.767,136.261 -point --64.202,1007.767,133.005 -point --75.349,1007.767,131.255 -reverse -// Pedestrian number 369 -11 // Ref num -5 // Number of instructions -2 // Initial instruction -point --63.380,1007.767,139.949 -point --66.000,1007.767,136.669 -point --71.083,1007.767,135.073 -point --74.810,1007.767,135.261 -reverse -// Pedestrian number 370 -10 // Ref num -4 // Number of instructions -2 // Initial instruction -point --68.555,7.567,116.423 -point --67.115,7.567,128.154 -point --62.816,7.567,130.663 -reverse -// Pedestrian number 371 -10 // Ref num -5 // Number of instructions -2 // Initial instruction -point --71.021,7.567,134.297 -point --67.807,7.567,128.264 -point --54.344,7.567,116.576 -point --43.382,7.567,116.821 -reverse -// Pedestrian number 372 -13 // Ref num -6 // Number of instructions -2 // Initial instruction -point --43.329,7.567,119.725 -point --57.741,7.567,128.094 -point --59.130,1007.767,133.438 -point --65.786,1007.767,136.238 -point --65.930,1007.767,140.111 -reverse -// Pedestrian number 373 -13 // Ref num -4 // Number of instructions -2 // Initial instruction -point --50.470,7.567,128.657 -point --57.749,1007.767,127.786 -point --75.041,1007.767,124.191 -reverse -// Pedestrian number 374 -13 // Ref num -4 // Number of instructions -2 // Initial instruction -point --48.505,7.567,130.619 -point --41.370,1007.767,135.441 -point --35.080,1007.767,137.776 -reverse -// Pedestrian number 375 -10 // Ref num -4 // Number of instructions -2 // Initial instruction -point --34.447,1007.767,140.431 -point --41.496,1007.767,135.752 -point --47.524,7.567,130.603 -reverse -// Pedestrian number 376 -10 // Ref num -4 // Number of instructions -2 // Initial instruction -point --35.210,1007.767,128.644 -point --40.035,1007.767,122.624 -point --42.785,1007.767,115.479 -reverse -// Pedestrian number 377 -13 // Ref num -4 // Number of instructions -2 // Initial instruction -point --47.580,7.567,126.789 -point --41.996,1007.767,121.192 -point --41.121,1007.767,115.885 -reverse -// Pedestrian number 378 -10 // Ref num -3 // Number of instructions -1 // Initial instruction -point --70.830,1007.767,136.165 -point --74.545,1007.767,136.767 -reverse -// Pedestrian number 379 -11 // Ref num -4 // Number of instructions -2 // Initial instruction -point --63.315,7.567,131.759 -point --67.045,1007.767,132.068 -point --74.811,1007.767,133.360 -reverse -// Pedestrian number 380 -13 // Ref num -5 // Number of instructions -2 // Initial instruction -point --33.229,1007.768,94.832 -point --37.150,1007.768,94.774 -point --43.606,7.568,90.235 -point --60.722,7.568,94.292 -reverse -// Pedestrian number 381 -10 // Ref num -8 // Number of instructions -2 // Initial instruction -point --60.767,7.568,96.043 -point --41.199,1007.768,91.865 -point --39.472,1008.124,88.455 -point --38.686,1012.497,73.608 -point --44.923,1012.497,66.520 -point --60.597,1020.167,66.635 -point --61.249,19.967,69.420 -reverse -// Pedestrian number 382 -11 // Ref num -5 // Number of instructions -2 // Initial instruction -point --35.333,1007.767,90.782 -point --40.283,1007.767,91.876 -point --56.766,1007.767,98.376 -point --57.685,1007.767,107.460 -reverse -// Pedestrian number 383 -13 // Ref num -4 // Number of instructions -2 // Initial instruction -point --55.997,1007.767,107.704 -point --42.806,1007.767,94.668 -point --35.284,1007.767,88.665 -reverse -// Pedestrian number 384 -10 // Ref num -4 // Number of instructions -2 // Initial instruction -point --35.204,1007.767,96.934 -point --40.936,1007.767,91.671 -point --50.022,1007.767,77.025 -reverse -// Pedestrian number 385 -13 // Ref num -5 // Number of instructions -2 // Initial instruction -point --52.384,1007.767,76.583 -point --42.311,1007.767,94.072 -point --38.377,1007.767,100.763 -point --34.880,1007.767,101.987 -reverse -// Pedestrian number 386 -1 // Ref num -2 // Number of instructions -1 // Initial instruction -point --105.102,19.967,64.962 -reverse -// Pedestrian number 387 -1 // Ref num -2 // Number of instructions -1 // Initial instruction -point --107.876,19.967,66.524 -reverse -// Pedestrian number 388 -1 // Ref num -2 // Number of instructions -1 // Initial instruction -point --111.668,19.967,68.723 -reverse -// Pedestrian number 389 -1 // Ref num -2 // Number of instructions -1 // Initial instruction -point --115.466,19.967,70.926 -reverse -// Pedestrian number 390 -109 // Ref num -2 // Number of instructions -1 // Initial instruction -point --115.495,19.967,65.239 -reverse -// Pedestrian number 391 -10 // Ref num -5 // Number of instructions -2 // Initial instruction -point --46.512,-3.064,208.376 -point --40.316,997.136,209.168 -point --33.146,997.136,209.063 -point --28.300,997.136,210.739 -reverse -// Pedestrian number 392 -11 // Ref num -4 // Number of instructions -2 // Initial instruction -point --28.485,997.136,211.708 -point --35.738,997.136,210.842 -point --41.284,997.136,220.264 -reverse -// Pedestrian number 393 -10 // Ref num -4 // Number of instructions -2 // Initial instruction -point --43.293,997.136,197.914 -point --39.629,997.136,208.690 -point --33.454,997.136,216.881 -reverse -// Pedestrian number 394 -11 // Ref num -4 // Number of instructions -2 // Initial instruction -point --53.109,997.136,205.173 -point --41.470,997.136,207.396 -point --24.310,997.136,209.412 -reverse -// Pedestrian number 395 -12 // Ref num -4 // Number of instructions -2 // Initial instruction -point --56.342,990.261,240.742 -point --57.810,990.261,237.102 -point --65.282,990.925,235.066 -reverse -// Pedestrian number 396 -12 // Ref num -6 // Number of instructions -3 // Initial instruction -point --56.155,-9.939,241.130 -point --57.683,-9.939,239.976 -point --57.469,-9.939,236.985 -point --57.572,990.261,231.995 -point --75.115,990.261,224.784 -reverse -// Pedestrian number 397 -12 // Ref num -4 // Number of instructions -2 // Initial instruction -point --75.723,990.261,224.818 -point --74.022,990.261,231.551 -point --57.471,990.261,243.819 -reverse -// Pedestrian number 398 -12 // Ref num -5 // Number of instructions -2 // Initial instruction -point --67.863,990.261,246.649 -point --73.591,990.261,232.456 -point --73.608,990.261,228.087 -point --71.290,990.261,223.745 -reverse -// Pedestrian number 399 -12 // Ref num -6 // Number of instructions -2 // Initial instruction -point --75.446,990.261,235.498 -point --74.258,990.261,231.949 -point --58.146,990.261,225.483 -point --56.325,990.261,229.717 -point --64.565,990.261,233.990 -reverse -// Pedestrian number 400 -11 // Ref num -4 // Number of instructions -2 // Initial instruction -point --50.192,991.410,226.276 -point --39.140,997.136,213.967 -point --24.302,997.136,196.142 -reverse -// Pedestrian number 401 -105 // Ref num -2 // Number of instructions -1 // Initial instruction -point --149.735,-3.281,47.780 -reverse -// Pedestrian number 402 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --142.207,-3.281,47.648 -reverse -// Pedestrian number 403 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --142.198,-3.281,57.381 -reverse -// Pedestrian number 404 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --142.196,-3.281,66.441 -reverse -// Pedestrian number 405 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --153.383,-3.281,66.416 -reverse -// Pedestrian number 406 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --153.449,-3.281,57.736 -reverse -// Pedestrian number 407 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --153.492,-3.281,47.092 -reverse -// Pedestrian number 408 -124 // Ref num -2 // Number of instructions -1 // Initial instruction -point --151.972,-3.281,51.923 -reverse -// Pedestrian number 409 -133 // Ref num -2 // Number of instructions -1 // Initial instruction -point --143.324,-3.281,51.861 -reverse -// Pedestrian number 410 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --118.067,19.968,71.483 -reverse -// Pedestrian number 411 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --118.080,19.968,70.848 -reverse -// Pedestrian number 412 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --118.062,19.968,70.025 -reverse -// Pedestrian number 413 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --117.067,19.968,71.437 -reverse -// Pedestrian number 414 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --114.419,19.968,71.570 -reverse -// Pedestrian number 415 -99 // Ref num -7 // Number of instructions -4 // Initial instruction -point --160.305,-3.301,26.243 -point --161.935,-3.301,34.194 -point --160.286,-3.301,37.139 -point --160.511,-3.301,37.375 -point --163.206,-3.301,39.957 -point --164.172,-3.301,39.845 -reverse -// Pedestrian number 416 -13 // Ref num -5 // Number of instructions -2 // Initial instruction -point --152.100,-3.279,126.865 -point --158.354,-3.279,117.495 -point --159.349,-3.279,110.067 -point --163.715,-3.300,106.682 -reverse -// Pedestrian number 417 -25 // Ref num -6 // Number of instructions -3 // Initial instruction -point --45.641,-3.281,41.156 -point --44.022,-3.281,42.589 -point --37.661,-3.281,41.899 -point --33.725,-3.281,42.746 -point --32.220,-3.281,44.875 -reverse -// Pedestrian number 418 -10 // Ref num -5 // Number of instructions -2 // Initial instruction -point --62.251,19.967,70.160 -point --70.524,19.967,66.911 -point --73.691,19.967,65.470 -point --73.916,19.967,65.076 -reverse -// Pedestrian number 419 -11 // Ref num -5 // Number of instructions -2 // Initial instruction -point --64.581,1020.167,72.584 -point --68.715,1020.167,68.053 -point --71.019,19.967,66.966 -point --72.129,19.967,64.284 -reverse -// Pedestrian number 420 -13 // Ref num -4 // Number of instructions -2 // Initial instruction -point --60.450,19.967,64.478 -point --68.480,19.967,67.444 -point --72.445,19.967,70.657 -reverse -// Pedestrian number 421 -13 // Ref num -6 // Number of instructions -3 // Initial instruction -point --77.038,19.967,71.536 -point --71.809,19.967,71.627 -point --69.448,19.967,68.571 -point --67.760,19.967,64.357 -point --60.492,19.967,64.337 -reverse -// Pedestrian number 422 -4 // Ref num -4 // Number of instructions -2 // Initial instruction -point --66.184,1020.167,63.092 -point --68.197,1020.167,66.049 -point --75.915,1020.167,72.291 -reverse -// Pedestrian number 423 -5 // Ref num -4 // Number of instructions -2 // Initial instruction -point --75.915,1020.167,72.291 -point --79.477,1020.167,67.810 -point --85.524,19.967,64.476 -reverse -// Pedestrian number 424 -5 // Ref num -6 // Number of instructions -3 // Initial instruction -point --60.495,19.967,71.621 -point --62.089,19.967,71.449 -point --64.008,19.967,69.845 -point --67.312,1020.167,65.839 -point --67.089,1020.167,63.519 -reverse -// Pedestrian number 425 -4 // Ref num -4 // Number of instructions -2 // Initial instruction -point --76.596,19.967,64.399 -point --79.401,19.967,67.501 -point --85.657,19.967,71.381 -reverse -// Pedestrian number 426 -5 // Ref num -6 // Number of instructions -3 // Initial instruction -point --94.716,19.967,64.310 -point --96.215,19.967,64.694 -point --100.297,19.967,68.376 -point --103.164,1020.167,69.955 -point --106.420,1020.167,72.580 -reverse -// Pedestrian number 427 -10 // Ref num -5 // Number of instructions -3 // Initial instruction -point --119.621,1020.167,68.096 -point --114.220,1020.167,67.428 -point --111.458,19.967,66.078 -point --104.273,19.967,65.167 -reverse -// Pedestrian number 428 -10 // Ref num -5 // Number of instructions -3 // Initial instruction -point --86.668,19.967,71.468 -point --88.810,19.967,71.004 -point --91.675,19.967,69.112 -point --94.529,19.967,65.233 -reverse -// Pedestrian number 429 -10 // Ref num -7 // Number of instructions -3 // Initial instruction -point --87.597,19.967,64.556 -point --88.847,19.967,64.983 -point --89.664,19.967,67.094 -point --94.810,19.967,70.588 -point --100.731,1020.167,71.191 -point --101.564,1020.167,72.706 -reverse -// Pedestrian number 430 -11 // Ref num -7 // Number of instructions -4 // Initial instruction -point --111.148,19.967,64.864 -point --104.287,19.967,69.017 -point --101.686,19.967,67.538 -point --99.678,19.967,68.623 -point --97.349,19.967,70.187 -point --92.376,19.967,71.455 -reverse -// Pedestrian number 431 -11 // Ref num -6 // Number of instructions -3 // Initial instruction -point --93.371,19.967,64.372 -point --94.489,19.967,66.569 -point --96.331,19.967,67.540 -point --97.099,19.967,69.296 -point --101.661,19.967,70.796 -reverse -// Pedestrian number 432 -5 // Ref num -5 // Number of instructions -2 // Initial instruction -point --73.482,19.967,70.825 -point --76.262,19.967,70.348 -point --80.341,1020.167,65.085 -point --85.689,1020.167,63.753 -reverse -// Pedestrian number 433 -10 // Ref num -5 // Number of instructions -2 // Initial instruction -point --83.301,19.967,64.292 -point --86.785,19.967,68.094 -point --95.117,1020.167,68.901 -point --97.219,1020.167,72.580 -reverse -// Pedestrian number 434 -12 // Ref num -7 // Number of instructions -2 // Initial instruction -point --75.891,1007.767,124.417 -point --71.760,1007.767,122.593 -point --70.688,7.567,118.074 -point --63.601,7.567,116.651 -point --58.227,1007.767,116.825 -point --57.121,1007.767,115.777 -reverse -// Pedestrian number 435 -12 // Ref num -5 // Number of instructions -2 // Initial instruction -point --70.152,7.567,116.370 -point --72.032,7.567,122.585 -point --72.573,7.567,134.373 -point --70.990,7.567,135.990 -reverse -// Pedestrian number 436 -11 // Ref num -4 // Number of instructions -2 // Initial instruction -point --58.321,7.567,134.544 -point --56.746,7.567,130.818 -point --50.480,7.567,129.028 -reverse -// Pedestrian number 437 -10 // Ref num -4 // Number of instructions -2 // Initial instruction -point --55.474,7.567,116.676 -point --57.126,7.567,123.970 -point --60.778,7.567,130.545 -reverse -// Pedestrian number 438 -10 // Ref num -6 // Number of instructions -2 // Initial instruction -point --71.237,7.567,133.436 -point --70.320,7.567,132.224 -point --70.299,7.567,129.897 -point --65.067,1007.767,124.393 -point --61.227,1007.767,115.688 -reverse -// Pedestrian number 439 -10 // Ref num -5 // Number of instructions -2 // Initial instruction -point --73.972,7.567,118.496 -point --63.292,7.567,128.715 -point --49.456,7.567,135.213 -point --47.798,7.567,139.213 -reverse -// Pedestrian number 440 -10 // Ref num -4 // Number of instructions -2 // Initial instruction -point --35.607,7.567,137.260 -point --38.771,7.567,128.421 -point --39.437,7.567,122.928 -reverse -// Pedestrian number 441 -10 // Ref num -4 // Number of instructions -2 // Initial instruction -point --35.685,7.567,117.012 -point --38.258,7.567,123.584 -point --46.424,7.567,128.878 -reverse -// Pedestrian number 442 -11 // Ref num -7 // Number of instructions -2 // Initial instruction -point --50.342,7.567,116.489 -point --42.582,7.567,124.481 -point --41.081,7.567,130.734 -point --35.689,7.567,131.895 -point --35.840,1007.767,139.088 -point --36.009,1007.767,140.006 -reverse -// Pedestrian number 443 -11 // Ref num -7 // Number of instructions -2 // Initial instruction -point --37.369,7.567,139.279 -point --41.909,7.567,129.148 -point --46.076,7.567,126.537 -point --50.228,7.567,126.331 -point --52.596,7.567,128.802 -point --55.089,7.567,139.216 -reverse -// Pedestrian number 444 -5 // Ref num -5 // Number of instructions -2 // Initial instruction -point --73.884,7.567,139.165 -point --64.582,7.567,137.152 -point --60.806,1007.767,137.085 -point --57.843,1007.767,140.014 -reverse -// Pedestrian number 445 -5 // Ref num -7 // Number of instructions -2 // Initial instruction -point --57.843,7.567,139.273 -point --57.186,7.567,131.558 -point --55.600,7.567,127.216 -point --52.406,7.567,125.300 -point --50.630,1007.767,117.263 -point --50.339,1007.767,115.548 -reverse -// Pedestrian number 446 -5 // Ref num -6 // Number of instructions -2 // Initial instruction -point --60.046,7.567,116.438 -point --55.952,7.567,124.618 -point --50.535,7.567,127.891 -point --50.323,7.567,130.759 -point --43.926,7.567,139.256 -reverse -// Pedestrian number 447 -5 // Ref num -6 // Number of instructions -2 // Initial instruction -point --42.637,7.567,139.301 -point --41.456,7.567,132.009 -point --36.752,7.567,125.399 -point --37.997,7.567,121.429 -point --40.139,7.567,119.015 -reverse -// Pedestrian number 448 -25 // Ref num -5 // Number of instructions -2 // Initial instruction -point --95.829,-3.279,168.254 -point --96.962,-3.279,168.780 -point --98.492,996.921,168.883 -point --100.543,996.921,177.017 -reverse -// Pedestrian number 449 -11 // Ref num -6 // Number of instructions -3 // Initial instruction -point --99.027,-2.619,187.125 -point --96.674,-2.619,184.416 -point --92.963,-2.619,182.620 -point --87.240,997.581,177.795 -point --81.383,997.581,175.165 -reverse -// Pedestrian number 450 -10 // Ref num -4 // Number of instructions -2 // Initial instruction -point --91.150,-2.619,185.515 -point --93.882,-2.619,182.523 -point --102.307,-2.619,178.994 -reverse -// Pedestrian number 451 -11 // Ref num -6 // Number of instructions -3 // Initial instruction -point --96.352,-3.608,172.457 -point --92.823,-2.620,177.295 -point --92.155,-2.619,179.595 -point --89.265,-2.619,182.914 -point --88.133,-2.619,188.634 -reverse -// Pedestrian number 452 -5 // Ref num -5 // Number of instructions -2 // Initial instruction -point --81.656,-2.619,182.754 -point --91.022,-2.619,180.304 -point --93.956,-2.619,177.810 -point --102.264,-2.619,177.420 -reverse -// Pedestrian number 453 -5 // Ref num -4 // Number of instructions -2 // Initial instruction -point --102.973,997.581,179.176 -point --94.930,997.581,184.861 -point --91.870,997.581,194.468 -reverse -// Pedestrian number 454 -10 // Ref num -4 // Number of instructions -2 // Initial instruction -point --93.142,997.581,194.307 -point --94.525,997.581,187.463 -point --103.161,997.581,184.557 -reverse -// Pedestrian number 455 -5 // Ref num -5 // Number of instructions -2 // Initial instruction -point --103.358,997.581,182.487 -point --95.969,997.581,184.860 -point --93.718,997.581,187.441 -point --92.658,997.581,194.256 -reverse -// Pedestrian number 456 -10 // Ref num -4 // Number of instructions -2 // Initial instruction -point --87.713,997.581,176.761 -point --88.721,997.581,181.843 -point --85.279,997.581,194.098 -reverse -// Pedestrian number 457 -5 // Ref num -4 // Number of instructions -2 // Initial instruction -point --87.941,997.136,198.360 -point --93.808,997.136,202.893 -point --102.856,997.136,205.565 -reverse -// Pedestrian number 458 -10 // Ref num -5 // Number of instructions -2 // Initial instruction -point --102.526,-3.064,203.129 -point --94.274,-3.064,201.061 -point --91.602,-3.064,198.864 -point --82.151,-3.064,198.883 -reverse -// Pedestrian number 459 -13 // Ref num -5 // Number of instructions -3 // Initial instruction -point --81.691,-3.064,199.645 -point --86.051,-3.064,201.683 -point --88.529,-3.064,204.947 -point --93.198,-3.064,212.164 -reverse -// Pedestrian number 460 -13 // Ref num -4 // Number of instructions -2 // Initial instruction -point --93.693,-3.064,211.061 -point --94.593,-3.064,208.199 -point --101.858,-3.064,198.755 -reverse -// Pedestrian number 461 -13 // Ref num -5 // Number of instructions -2 // Initial instruction -point --102.461,-3.064,200.547 -point --94.005,-3.064,203.083 -point --86.102,997.136,209.593 -point --81.304,997.136,211.350 -reverse -// Pedestrian number 462 -13 // Ref num -4 // Number of instructions -2 // Initial instruction -point --81.664,-3.064,210.580 -point --87.965,-3.064,206.548 -point --96.029,-3.064,198.751 -reverse -// Pedestrian number 463 -13 // Ref num -4 // Number of instructions -2 // Initial instruction -point --103.078,997.136,211.422 -point --100.309,997.136,206.728 -point --95.101,997.136,197.900 -reverse -// Pedestrian number 464 -5 // Ref num -5 // Number of instructions -2 // Initial instruction -point --97.346,-3.064,198.703 -point --93.639,-3.064,208.215 -point --91.555,-3.064,212.192 -point --81.827,-3.064,212.352 -reverse -// Pedestrian number 465 -5 // Ref num -6 // Number of instructions -3 // Initial instruction -point --81.713,-3.064,211.350 -point --90.335,-3.064,209.814 -point --91.159,-3.064,210.123 -point --92.029,-3.064,210.692 -point --92.093,-3.064,212.209 -reverse -// Pedestrian number 466 -13 // Ref num -6 // Number of instructions -2 // Initial instruction -point --91.413,-3.064,216.848 -point --81.149,-3.064,215.304 -point --77.934,-3.064,213.250 -point --75.581,-3.064,213.142 -point --74.686,-3.064,212.636 -reverse -// Pedestrian number 467 -13 // Ref num -6 // Number of instructions -3 // Initial instruction -point --74.678,-3.064,215.805 -point --77.173,-3.064,213.952 -point --81.241,-3.064,213.294 -point --84.788,997.136,217.374 -point --86.022,997.136,220.418 -reverse -// Pedestrian number 468 -13 // Ref num -5 // Number of instructions -2 // Initial instruction -point --81.655,-3.064,217.312 -point --91.590,-3.064,215.490 -point --94.042,997.136,215.689 -point --102.906,997.136,217.854 -reverse -// Pedestrian number 469 -10 // Ref num -4 // Number of instructions -2 // Initial instruction -point --102.900,997.136,212.485 -point --104.304,997.136,213.736 -point --106.914,997.136,215.872 -reverse -// Pedestrian number 470 -10 // Ref num -5 // Number of instructions -2 // Initial instruction -point --106.987,997.136,212.671 -point --103.567,997.136,214.900 -point --96.708,-3.064,218.819 -point --93.053,-3.064,218.433 -reverse -// Pedestrian number 471 -13 // Ref num -4 // Number of instructions -2 // Initial instruction -point --107.359,-3.064,217.223 -point --109.349,-3.064,212.569 -point --114.507,-3.064,207.601 -reverse -// Pedestrian number 472 -10 // Ref num -5 // Number of instructions -2 // Initial instruction -point --113.741,-3.064,205.661 -point --108.186,-3.064,213.174 -point --102.135,-3.064,215.156 -point --99.429,-3.064,219.327 -reverse -// Pedestrian number 473 -10 // Ref num -5 // Number of instructions -2 // Initial instruction -point --107.360,-3.064,212.516 -point --119.315,-3.064,214.960 -point --122.232,-3.064,219.251 -point --128.027,-3.064,219.331 -reverse -// Pedestrian number 474 -13 // Ref num -4 // Number of instructions -2 // Initial instruction -point --128.177,-3.064,215.915 -point --125.725,-3.064,213.446 -point --123.627,-3.064,205.728 -reverse -// Pedestrian number 475 -13 // Ref num -6 // Number of instructions -2 // Initial instruction -point --126.448,-3.064,198.852 -point --124.191,-3.064,215.292 -point --119.247,-3.064,216.468 -point --118.204,-3.064,219.309 -point --107.454,-3.064,219.303 -reverse -// Pedestrian number 476 -5 // Ref num -5 // Number of instructions -2 // Initial instruction -point --107.378,-3.064,218.491 -point --114.858,-3.064,209.337 -point --118.394,-3.064,207.043 -point --118.655,-3.064,199.096 -reverse -// Pedestrian number 477 -5 // Ref num -4 // Number of instructions -2 // Initial instruction -point --107.327,-3.064,199.111 -point --112.083,-3.064,207.228 -point --119.126,-3.064,219.257 -reverse -// Pedestrian number 478 -5 // Ref num -5 // Number of instructions -2 // Initial instruction -point --114.335,-3.064,219.076 -point --115.590,-3.064,214.777 -point --121.915,-3.064,202.952 -point --123.094,-3.064,202.694 -reverse -// Pedestrian number 479 -5 // Ref num -5 // Number of instructions -2 // Initial instruction -point --115.036,997.136,198.410 -point --119.670,997.136,213.215 -point --124.574,997.136,217.169 -point --125.102,997.136,220.368 -reverse -// Pedestrian number 480 -1 // Ref num -2 // Number of instructions -1 // Initial instruction -point --115.137,-2.024,204.892 -reverse -// Pedestrian number 481 -1 // Ref num -4 // Number of instructions -2 // Initial instruction -point --134.987,0.552,201.130 -point --136.293,1000.752,210.776 -point --142.752,1000.752,213.262 -reverse -// Pedestrian number 482 -10 // Ref num -4 // Number of instructions -2 // Initial instruction -point --141.525,0.552,214.138 -point --136.579,0.552,211.861 -point --133.733,0.552,210.808 -reverse -// Pedestrian number 483 -11 // Ref num -4 // Number of instructions -2 // Initial instruction -point --133.640,0.552,206.699 -point --136.774,0.552,212.621 -point --137.500,0.552,219.172 -reverse -// Pedestrian number 484 -13 // Ref num -5 // Number of instructions -3 // Initial instruction -point --133.688,0.552,217.397 -point --133.700,0.552,214.713 -point --138.772,0.552,209.417 -point --139.196,0.552,207.039 -reverse -// Pedestrian number 485 -13 // Ref num -4 // Number of instructions -2 // Initial instruction -point --142.126,0.552,207.522 -point --139.276,0.552,203.955 -point --136.048,0.552,200.352 -reverse -// Pedestrian number 486 -13 // Ref num -4 // Number of instructions -2 // Initial instruction -point --140.934,0.552,199.197 -point --139.602,0.552,203.106 -point --133.705,0.552,209.213 -reverse -// Pedestrian number 487 -11 // Ref num -4 // Number of instructions -2 // Initial instruction -point --135.595,0.552,219.125 -point --141.267,0.552,210.811 -point --142.101,0.552,199.184 -reverse -// Pedestrian number 488 -10 // Ref num -5 // Number of instructions -2 // Initial instruction -point --164.102,-3.301,37.223 -point --163.679,-3.301,38.775 -point --161.115,-3.301,42.699 -point --159.295,-3.281,43.935 -reverse -// Pedestrian number 489 -18 // Ref num -7 // Number of instructions -2 // Initial instruction -point --159.917,-3.301,39.769 -point --159.635,-3.281,41.056 -point --159.641,-3.281,42.393 -point --160.137,-3.301,43.137 -point --163.358,-3.301,46.970 -point --163.797,-3.301,51.493 -reverse -// Pedestrian number 490 -5 // Ref num -6 // Number of instructions -2 // Initial instruction -point --163.891,-3.301,39.813 -point --163.495,-3.301,40.942 -point --161.613,-3.301,43.314 -point --160.513,-3.301,46.980 -point --159.392,-3.301,47.632 -reverse -// Pedestrian number 491 -18 // Ref num -5 // Number of instructions -2 // Initial instruction -point --159.505,-3.301,39.139 -point --159.838,-3.281,41.801 -point --161.548,-3.301,42.814 -point --163.577,-3.301,45.100 -reverse -// Pedestrian number 492 -13 // Ref num -6 // Number of instructions -2 // Initial instruction -point --160.118,-3.301,39.251 -point --160.438,-3.301,39.938 -point --163.498,-3.301,43.377 -point --160.156,-3.301,48.991 -point --159.381,-3.281,49.514 -reverse -// Pedestrian number 493 -13 // Ref num -8 // Number of instructions -4 // Initial instruction -point --163.071,-3.281,26.322 -point --163.572,-3.281,36.082 -point --162.959,-3.281,37.850 -point --163.506,-3.301,38.216 -point --163.637,-3.301,39.653 -point --162.898,-3.301,40.851 -point --159.323,-3.301,42.729 -reverse -// Pedestrian number 494 -5 // Ref num -5 // Number of instructions -2 // Initial instruction -point --160.091,-3.301,59.198 -point --162.741,-3.301,67.944 -point --163.325,-3.301,72.718 -point --164.104,-3.301,73.234 -reverse -// Pedestrian number 495 -10 // Ref num -5 // Number of instructions -2 // Initial instruction -point --160.095,-3.301,58.307 -point --160.359,-3.301,68.007 -point --162.287,-3.301,70.178 -point --159.285,-3.301,73.920 -reverse -// Pedestrian number 496 -10 // Ref num -6 // Number of instructions -3 // Initial instruction -point --159.201,-3.281,51.625 -point --160.723,-3.301,53.381 -point --161.245,-3.301,73.423 -point --162.378,-3.301,75.299 -point --163.680,-3.301,75.872 -reverse -// Pedestrian number 497 -10 // Ref num -4 // Number of instructions -2 // Initial instruction -point --159.677,-3.301,75.823 -point --160.959,-3.301,75.405 -point --164.353,-3.301,73.998 -reverse -// Pedestrian number 498 -10 // Ref num -7 // Number of instructions -3 // Initial instruction -point --159.726,-3.281,71.302 -point --159.986,-3.281,72.102 -point --160.113,-3.301,72.609 -point --161.606,-3.301,75.395 -point --162.640,-3.301,76.324 -point --163.853,-3.300,79.561 -reverse -// Pedestrian number 499 -5 // Ref num -5 // Number of instructions -2 // Initial instruction -point --170.785,-3.300,73.156 -point --163.999,-3.300,73.918 -point --161.358,-3.301,76.539 -point --160.065,-3.301,82.678 -reverse -// Pedestrian number 500 -4 // Ref num -6 // Number of instructions -2 // Initial instruction -point --157.225,-3.281,71.639 -point --159.954,-3.301,73.517 -point --161.540,-3.301,75.627 -point --162.733,-3.300,79.874 -point --160.086,-3.300,89.880 -reverse -// Pedestrian number 501 -25 // Ref num -8 // Number of instructions -2 // Initial instruction -point --170.785,-3.301,73.711 -point --163.869,-3.301,76.065 -point --162.564,-3.301,77.037 -point --161.328,-3.301,77.614 -point --161.189,-3.301,78.800 -point --159.693,-3.281,80.954 -point --159.703,-3.281,82.401 -reverse -// Pedestrian number 502 -18 // Ref num -5 // Number of instructions -2 // Initial instruction -point --159.218,-3.301,74.082 -point --160.274,-3.301,74.696 -point --161.087,-3.301,75.988 -point --163.776,-3.301,77.458 -reverse -// Pedestrian number 503 -10 // Ref num -6 // Number of instructions -2 // Initial instruction -point --165.058,-3.301,73.208 -point --162.466,-3.301,74.670 -point --160.283,-3.301,78.377 -point --160.172,-3.301,81.169 -point --163.730,-3.301,85.825 -reverse -// Pedestrian number 504 -10 // Ref num -6 // Number of instructions -2 // Initial instruction -point --163.838,-3.301,71.710 -point --163.257,-3.301,73.278 -point --161.883,-3.301,75.222 -point --158.466,-3.301,76.380 -point --151.060,-3.301,76.957 -reverse -// Pedestrian number 505 -10 // Ref num -8 // Number of instructions -2 // Initial instruction -point --163.856,-3.301,69.863 -point --160.904,-3.301,73.365 -point --163.807,-3.301,81.024 -point --162.166,-3.301,83.330 -point --161.225,-3.301,83.941 -point --163.807,-3.301,88.816 -point --158.567,-3.301,96.392 -reverse -// Pedestrian number 506 -5 // Ref num -8 // Number of instructions -2 // Initial instruction -point --160.065,-3.301,71.122 -point --160.894,-3.301,73.861 -point --163.038,-3.301,75.769 -point --162.922,-3.301,77.626 -point --160.517,-3.300,78.817 -point --160.196,-3.300,98.268 -point --159.141,-3.280,98.763 -reverse -// Pedestrian number 507 -13 // Ref num -6 // Number of instructions -4 // Initial instruction -point --159.077,-3.280,99.974 -point --160.141,-3.300,99.287 -point --162.616,-3.300,87.795 -point --161.355,-3.300,75.683 -point --163.624,-3.301,74.901 -reverse -// Pedestrian number 508 -4 // Ref num -7 // Number of instructions -2 // Initial instruction -point --163.925,-3.301,74.493 -point --162.507,-3.301,75.708 -point --161.896,-3.301,77.863 -point --160.862,-3.301,80.045 -point --162.465,-3.301,83.656 -point --163.649,-3.301,84.647 -reverse -// Pedestrian number 509 -22 // Ref num -8 // Number of instructions -6 // Initial instruction -point --160.052,-3.300,106.570 -point --163.012,-3.300,99.868 -point --160.430,-3.300,90.050 -point --162.571,-3.300,85.485 -point --163.017,-3.300,80.946 -point --161.563,-3.300,76.680 -point --159.782,-3.301,75.047 -reverse -// Pedestrian number 510 -22 // Ref num -11 // Number of instructions -3 // Initial instruction -point --164.442,-3.301,75.050 -point --164.161,-3.301,76.075 -point --162.622,-3.301,76.648 -point --161.371,-3.301,79.365 -point --160.813,-3.301,84.881 -point --163.249,-3.301,93.289 -point --163.086,-3.301,98.244 -point --160.067,-3.301,102.418 -point --159.863,-3.280,102.825 -point --159.816,-3.280,106.075 -reverse -START OF OPPONENT PATHS -302 // Number of path nodes --30.010, -3.340, 29.280 // Node #0 --30.000, -3.290, 249.690 // Node #1 --29.966, -3.326, 38.756 // Node #2 -16.133, -3.326, 38.977 // Node #3 -15.983, -3.305, 74.491 // Node #4 -20.197, -3.305, 38.892 // Node #5 -18.471, -3.305, 38.932 // Node #6 -15.676, -3.303, 31.383 // Node #7 -14.602, -3.305, 38.916 // Node #8 -14.632, -3.304, 31.290 // Node #9 -15.959, -3.304, 87.064 // Node #10 -15.852, -3.304, 147.098 // Node #11 -15.963, -3.304, 171.175 // Node #12 -19.576, -3.304, 177.459 // Node #13 -24.379, -3.304, 178.678 // Node #14 -36.879, -3.305, 178.584 // Node #15 -50.992, -2.970, 178.489 // Node #16 -67.848, -2.995, 178.639 // Node #17 -74.060, -2.983, 182.189 // Node #18 -75.371, -2.975, 186.359 // Node #19 -75.253, -3.320, 233.886 // Node #20 -75.258, -2.500, 284.530 // Node #21 -71.522, -2.506, 290.740 // Node #22 -67.591, -2.504, 291.861 // Node #23 --32.890, -9.525, 291.605 // Node #24 --45.412, -9.487, 286.130 // Node #25 --142.676, -9.156, 281.624 // Node #26 --148.550, -9.129, 279.984 // Node #27 --154.441, -9.122, 275.284 // Node #28 --161.489, -9.047, 266.241 // Node #29 --162.014, -9.977, 196.029 // Node #30 --161.984, -3.299, 169.785 // Node #31 --160.715, -3.301, 140.906 // Node #32 --161.924, -3.299, 74.618 // Node #33 --162.020, -3.302, 36.945 // Node #34 --128.688, -3.299, 39.059 // Node #35 --76.839, -3.299, 39.015 // Node #36 --8.251, -3.299, 38.829 // Node #37 --8.141, -3.299, 53.032 // Node #38 -7.889, -3.299, 59.087 // Node #39 --15.318, -3.299, 59.407 // Node #40 --29.961, -3.299, 59.394 // Node #41 --18.625, -3.299, 51.311 // Node #42 --18.483, -3.299, 38.779 // Node #43 -20.379, -3.307, 74.883 // Node #44 --30.172, -3.355, 74.935 // Node #45 --129.238, -3.301, 74.993 // Node #46 --170.414, -3.301, 75.889 // Node #47 -20.417, -3.301, 86.905 // Node #48 -10.198, -3.302, 92.241 // Node #49 --9.543, -3.306, 92.542 // Node #50 --11.478, -3.324, 74.497 // Node #51 --14.257, -3.304, 95.861 // Node #52 --14.136, -3.266, 134.819 // Node #53 --2.538, -3.262, 136.816 // Node #54 --2.563, -3.252, 146.831 // Node #55 --2.951, -3.279, 118.963 // Node #56 -15.937, -3.275, 119.334 // Node #57 --18.385, -3.300, 134.532 // Node #58 --30.137, -3.300, 134.339 // Node #59 --18.389, -3.299, 147.053 // Node #60 --14.386, -3.299, 124.849 // Node #61 --30.243, -3.299, 124.660 // Node #62 --30.191, -3.299, 111.875 // Node #63 --54.996, -3.300, 111.977 // Node #64 --54.976, -3.300, 91.092 // Node #65 --38.380, -3.300, 85.198 // Node #66 --38.259, -3.300, 96.067 // Node #67 --55.619, -3.300, 85.747 // Node #68 --55.013, -3.298, 131.076 // Node #69 --38.392, -3.298, 133.812 // Node #70 --38.286, -3.298, 125.360 // Node #71 --55.047, -3.298, 125.899 // Node #72 --68.393, -0.831, 131.324 // Node #73 --71.693, -0.831, 129.749 // Node #74 --72.446, -0.831, 125.516 // Node #75 --69.670, -0.831, 122.027 // Node #76 --66.193, -0.686, 121.262 // Node #77 --40.671, 2.578, 124.805 // Node #78 --37.284, 2.578, 127.730 // Node #79 --37.688, 2.578, 132.144 // Node #80 --41.561, 2.578, 134.995 // Node #81 --65.650, 7.602, 134.857 // Node #82 --71.500, 7.567, 127.142 // Node #83 --68.258, 7.567, 122.894 // Node #84 --41.633, 7.567, 136.392 // Node #85 --41.752, 7.567, 120.901 // Node #86 --39.231, 7.567, 90.385 // Node #87 --39.399, 12.297, 72.122 // Node #88 --42.433, 12.297, 67.863 // Node #89 --45.516, 12.297, 66.647 // Node #90 --60.337, 20.157, 66.493 // Node #91 --117.742, 19.967, 68.029 // Node #92 --129.014, -3.301, 68.474 // Node #93 --25.230, -3.309, 147.117 // Node #94 --30.066, -3.304, 151.426 // Node #95 --30.118, -3.303, 142.648 // Node #96 --29.826, -3.304, 168.644 // Node #97 --21.602, -3.305, 169.783 // Node #98 --11.453, -3.305, 169.576 // Node #99 --11.176, -3.305, 167.641 // Node #100 -16.084, -3.305, 167.491 // Node #101 -2.513, -3.305, 167.508 // Node #102 --6.148, -3.284, 164.309 // Node #103 --6.197, -3.300, 147.046 // Node #104 -1.650, -3.340, 160.631 // Node #105 --2.236, -3.283, 189.525 // Node #106 -12.610, -3.280, 189.524 // Node #107 -12.588, -3.280, 194.473 // Node #108 -12.684, -3.280, 205.272 // Node #109 -12.640, -3.279, 233.377 // Node #110 -12.622, -3.279, 263.415 // Node #111 -36.529, -3.305, 265.616 // Node #112 -50.388, -3.305, 265.529 // Node #113 -66.523, -3.305, 265.579 // Node #114 -72.365, -3.305, 233.921 // Node #115 -66.646, -3.305, 205.532 // Node #116 -50.617, -3.305, 205.581 // Node #117 -50.587, -3.305, 233.247 // Node #118 -50.640, -3.305, 235.665 // Node #119 -36.669, -3.305, 235.846 // Node #120 -36.675, -3.305, 233.679 // Node #121 -36.688, -3.305, 205.619 // Node #122 -36.693, -3.305, 167.917 // Node #123 --11.170, -3.305, 205.556 // Node #124 --11.343, -3.305, 188.960 // Node #125 --11.374, -3.305, 214.057 // Node #126 --11.341, -3.305, 222.506 // Node #127 --11.386, -3.305, 233.711 // Node #128 -5.717, -3.305, 220.754 // Node #129 -5.796, -3.305, 233.451 // Node #130 -12.508, -3.305, 223.090 // Node #131 --12.602, -3.305, 238.940 // Node #132 --12.791, -3.305, 268.160 // Node #133 -12.928, -3.433, 266.386 // Node #134 --44.615, -3.287, 272.424 // Node #135 --49.168, -3.307, 273.605 // Node #136 --55.295, -3.659, 273.971 // Node #137 --99.535, -9.479, 273.893 // Node #138 --132.048, -9.476, 277.019 // Node #139 --157.269, -9.121, 272.451 // Node #140 --77.839, -9.959, 248.108 // Node #141 --77.935, -9.959, 222.163 // Node #142 --77.903, -9.959, 196.179 // Node #143 --77.956, -3.299, 170.171 // Node #144 --78.001, -3.298, 145.090 // Node #145 --78.010, -3.299, 112.032 // Node #146 --78.021, -3.301, 75.009 // Node #147 --105.196, -3.300, 111.990 // Node #148 --130.989, -3.300, 111.999 // Node #149 --128.967, -3.301, 43.580 // Node #150 --123.991, -3.301, 39.040 // Node #151 --133.449, -3.301, 39.073 // Node #152 --128.306, -3.301, 36.333 // Node #153 --129.022, -3.301, 28.703 // Node #154 --163.658, -3.299, 37.378 // Node #155 --170.172, -3.301, 37.565 // Node #156 --161.920, -3.301, 40.808 // Node #157 --170.483, -3.301, 40.031 // Node #158 --164.385, -3.301, 73.519 // Node #159 --157.820, -3.281, 78.784 // Node #160 --161.956, -3.301, 72.535 // Node #161 --148.582, -3.299, 143.480 // Node #162 --130.972, -3.301, 145.085 // Node #163 --104.978, -3.298, 144.987 // Node #164 --36.169, -3.299, 146.827 // Node #165 --30.029, -3.299, 153.707 // Node #166 --30.131, -3.299, 141.278 // Node #167 --32.761, -3.279, 168.510 // Node #168 --35.288, -3.279, 169.948 // Node #169 --54.973, -3.299, 170.007 // Node #170 --94.399, -3.299, 170.072 // Node #171 --105.056, -3.299, 170.039 // Node #172 --130.957, -3.299, 170.025 // Node #173 --144.497, -3.299, 169.986 // Node #174 --170.289, -3.299, 170.022 // Node #175 --104.999, -3.300, 91.130 // Node #176 --88.405, -3.305, 85.889 // Node #177 --88.557, -3.305, 95.704 // Node #178 --105.442, -3.305, 85.987 // Node #179 --105.024, -9.960, 196.042 // Node #180 --105.025, -9.959, 221.988 // Node #181 --104.605, -9.959, 243.249 // Node #182 --54.952, -9.959, 248.013 // Node #183 --35.874, -4.486, 249.651 // Node #184 --29.967, -3.307, 246.269 // Node #185 --30.923, -3.312, 257.112 // Node #186 --34.120, -3.318, 263.583 // Node #187 --40.547, -3.326, 269.789 // Node #188 --54.972, -9.959, 222.101 // Node #189 --130.979, -9.959, 222.011 // Node #190 --145.090, -9.959, 221.961 // Node #191 --144.776, -9.959, 203.506 // Node #192 --143.200, -9.959, 195.998 // Node #193 --131.003, -9.959, 195.975 // Node #194 --55.063, -9.959, 195.990 // Node #195 --29.860, -3.299, 195.940 // Node #196 --29.896, -3.298, 223.880 // Node #197 --130.062, -9.959, 238.579 // Node #198 --94.006, -2.619, 178.818 // Node #199 --92.753, -3.064, 214.223 // Node #200 --128.210, -3.064, 214.289 // Node #201 --133.605, 0.552, 214.300 // Node #202 --138.252, 0.552, 212.990 // Node #203 --139.008, 0.552, 219.410 // Node #204 --138.974, -8.424, 244.081 // Node #205 --139.144, -9.800, 246.735 // Node #206 --74.417, -3.064, 214.077 // Node #207 --73.226, -3.064, 202.638 // Node #208 --62.035, -3.064, 203.159 // Node #209 --36.930, -3.064, 203.463 // Node #210 --36.085, -3.064, 214.830 // Node #211 --47.823, -3.064, 214.029 // Node #212 --116.138, -3.299, 145.020 // Node #213 --113.055, -3.299, 135.039 // Node #214 --113.884, -3.299, 136.938 // Node #215 --59.725, -3.301, 75.044 // Node #216 --59.858, -3.281, 53.136 // Node #217 --74.062, -3.281, 53.141 // Node #218 --74.175, -3.281, 38.980 // Node #219 --97.590, -3.281, 61.017 // Node #220 --97.020, -3.281, 39.055 // Node #221 --117.928, -3.281, 63.645 // Node #222 --97.440, -3.281, 54.114 // Node #223 --117.758, -3.281, 53.230 // Node #224 --59.796, -3.281, 62.689 // Node #225 --129.048, -3.281, 64.504 // Node #226 --119.211, -3.281, 64.565 // Node #227 --119.336, -3.281, 74.990 // Node #228 -36.763, -3.281, 194.548 // Node #229 --18.709, -3.281, 268.912 // Node #230 --20.244, 3.535, 256.124 // Node #231 --21.223, 3.586, 244.682 // Node #232 --14.710, 3.586, 240.773 // Node #233 --6.510, 2.374, 240.177 // Node #234 -3.215, 2.349, 240.435 // Node #235 -6.598, 3.326, 240.471 // Node #236 -18.685, 0.641, 240.225 // Node #237 -27.227, 0.641, 258.093 // Node #238 -27.054, 0.641, 243.163 // Node #239 -27.012, 1.537, 240.025 // Node #240 -27.184, 0.641, 226.006 // Node #241 -31.936, 0.641, 214.170 // Node #242 -21.845, 0.641, 214.037 // Node #243 -17.913, 1.820, 214.022 // Node #244 --4.936, 0.641, 218.540 // Node #245 --4.841, 0.641, 212.886 // Node #246 --4.941, 1.823, 208.904 // Node #247 --5.318, 0.641, 192.789 // Node #248 --6.257, 0.121, 169.480 // Node #249 --23.149, 0.120, 161.029 // Node #250 --29.962, -3.283, 161.190 // Node #251 --29.885, -3.290, 214.119 // Node #252 --161.983, -3.301, 136.653 // Node #253 --162.282, -3.301, 142.807 // Node #254 --170.361, -3.299, 142.226 // Node #255 --29.967, -3.299, 41.913 // Node #256 --22.330, -3.299, 39.007 // Node #257 --29.990, -3.301, 53.274 // Node #258 --161.962, -3.317, 26.546 // Node #259 --157.831, -3.301, 145.795 // Node #260 --92.840, -3.064, 207.659 // Node #261 --90.723, -3.064, 208.618 // Node #262 --89.069, -3.064, 204.378 // Node #263 --142.270, -9.748, 249.505 // Node #264 --144.219, -9.627, 259.396 // Node #265 --137.891, -9.503, 268.885 // Node #266 --130.789, -9.456, 273.667 // Node #267 --115.169, -9.492, 274.018 // Node #268 --116.052, -9.768, 254.331 // Node #269 --140.922, 12.568, 70.174 // Node #270 --156.449, 0.974, 68.335 // Node #271 --161.920, -3.300, 81.657 // Node #272 --40.221, 7.567, 102.598 // Node #273 --67.049, 7.567, 102.287 // Node #274 --67.086, 7.567, 83.745 // Node #275 --83.268, 19.967, 67.068 // Node #276 --141.066, 12.568, 46.258 // Node #277 --137.248, 12.568, 69.012 // Node #278 --37.007, 7.567, 139.033 // Node #279 --35.599, 7.567, 139.327 // Node #280 --73.992, 7.567, 131.305 // Node #281 --144.854, -3.298, 83.176 // Node #282 --101.794, -3.064, 198.723 // Node #283 --93.027, -3.064, 202.097 // Node #284 --102.277, -3.064, 219.442 // Node #285 --95.159, -3.064, 214.247 // Node #286 --81.577, -3.064, 219.403 // Node #287 --62.032, -3.064, 214.056 // Node #288 --73.668, -3.064, 219.564 // Node #289 --33.823, -3.064, 212.244 // Node #290 --36.304, -3.064, 212.096 // Node #291 --33.831, -3.064, 198.563 // Node #292 --65.439, -3.064, 198.570 // Node #293 --81.606, -3.064, 198.666 // Node #294 --128.036, -3.064, 219.429 // Node #295 --122.200, -3.064, 214.293 // Node #296 --116.202, -3.064, 198.610 // Node #297 --48.522, -3.064, 219.549 // Node #298 --52.613, -3.064, 198.648 // Node #299 --133.161, -9.913, 238.006 // Node #300 --136.359, -9.876, 238.711 // Node #301 -409 // Number of path sections -0, 2, 0, 255, 0, 255, 1.0, 1000 // Section #0 -2, 256, 0, 255, 0, 255, 1.0, 0 // Section #1 -3, 4, 0, 255, 0, 255, 1.0, 0 // Section #2 -5, 6, 0, 255, 0, 255, 1.0, 1000 // Section #3 -7, 6, 0, 255, 0, 255, 1.0, 1000 // Section #4 -6, 3, 0, 255, 0, 255, 1.0, 1000 // Section #5 -9, 8, 0, 255, 0, 255, 1.0, 1000 // Section #6 -8, 3, 0, 255, 0, 255, 1.0, 0 // Section #7 -4, 10, 0, 255, 0, 255, 1.0, 0 // Section #8 -10, 57, 0, 255, 0, 255, 1.0, 0 // Section #9 -11, 101, 0, 255, 0, 255, 1.0, 0 // Section #10 -12, 13, 0, 255, 0, 255, 1.0, 0 // Section #11 -13, 14, 0, 255, 0, 255, 1.0, 0 // Section #12 -14, 15, 0, 255, 0, 255, 1.0, 0 // Section #13 -15, 16, 0, 255, 0, 255, 1.0, 0 // Section #14 -16, 17, 0, 255, 0, 255, 1.0, 0 // Section #15 -17, 18, 0, 255, 0, 255, 1.0, 0 // Section #16 -18, 19, 0, 255, 0, 255, 1.0, 0 // Section #17 -19, 20, 0, 255, 0, 255, 1.0, 0 // Section #18 -20, 21, 0, 255, 0, 255, 1.0, 0 // Section #19 -21, 22, 0, 255, 0, 255, 1.0, 0 // Section #20 -22, 23, 0, 255, 0, 255, 1.0, 0 // Section #21 -23, 24, 0, 255, 0, 255, 1.0, 0 // Section #22 -24, 25, 0, 255, 0, 255, 1.0, 0 // Section #23 -25, 26, 0, 255, 0, 255, 1.0, 0 // Section #24 -26, 27, 0, 255, 0, 255, 1.0, 0 // Section #25 -27, 28, 0, 255, 0, 255, 1.0, 0 // Section #26 -28, 140, 0, 255, 0, 255, 1.0, 0 // Section #27 -29, 30, 0, 255, 0, 255, 1.0, 0 // Section #28 -30, 31, 0, 255, 0, 255, 1.0, 0 // Section #29 -31, 254, 0, 255, 0, 255, 1.0, 0 // Section #30 -253, 32, 0, 255, 0, 255, 1.0, 1 // Section #31 -161, 33, 0, 255, 0, 255, 1.0, 1 // Section #32 -34, 152, 0, 255, 0, 255, 1.0, 0 // Section #33 -35, 151, 0, 255, 0, 255, 1.0, 0 // Section #34 -36, 219, 0, 255, 0, 255, 1.0, 0 // Section #35 -38, 37, 0, 255, 0, 255, 0.2, 1000 // Section #36 -37, 8, 0, 255, 0, 255, 1.0, 0 // Section #37 -39, 38, 0, 255, 0, 255, 1.0, 1000 // Section #38 -38, 40, 0, 255, 0, 255, 0.7, 0 // Section #39 -40, 41, 0, 255, 0, 255, 0.1, 1000 // Section #40 -41, 45, 0, 255, 0, 255, 1.0, 0 // Section #41 -38, 42, 0, 255, 0, 255, 0.2, 0 // Section #42 -42, 43, 0, 255, 0, 255, 0.2, 1000 // Section #43 -43, 37, 0, 255, 0, 255, 1.0, 0 // Section #44 -44, 4, 0, 255, 0, 255, 1.0, 1000 // Section #45 -4, 51, 0, 255, 0, 255, 1.0, 0 // Section #46 -45, 63, 0, 255, 0, 255, 1.0, 0 // Section #47 -45, 216, 0, 255, 0, 255, 1.0, 0 // Section #48 -46, 160, 0, 255, 0, 255, 1.0, 0 // Section #49 -47, 159, 0, 255, 0, 255, 1.0, 1000 // Section #50 -48, 10, 0, 255, 0, 255, 1.0, 1000 // Section #51 -10, 49, 0, 255, 0, 255, 1.0, 0 // Section #52 -50, 49, 0, 255, 0, 255, 1.0, 1000 // Section #53 -50, 51, 0, 255, 0, 255, 1.0, 1000 // Section #54 -51, 45, 0, 255, 0, 255, 1.0, 0 // Section #55 -50, 52, 0, 255, 0, 255, 1.0, 0 // Section #56 -52, 61, 0, 255, 0, 255, 1.0, 0 // Section #57 -53, 54, 0, 255, 0, 255, 1.0, 0 // Section #58 -54, 55, 0, 255, 0, 255, 0.5, 1000 // Section #59 -54, 56, 0, 255, 0, 255, 1.0, 0 // Section #60 -56, 57, 0, 255, 0, 255, 1.0, 1000 // Section #61 -57, 11, 0, 255, 0, 255, 1.0, 0 // Section #62 -53, 58, 0, 255, 0, 255, 1.0, 0 // Section #63 -58, 59, 0, 255, 0, 255, 0.3, 1000 // Section #64 -59, 167, 0, 255, 0, 255, 1.0, 0 // Section #65 -58, 60, 0, 255, 0, 255, 1.0, 1000 // Section #66 -61, 62, 0, 255, 0, 255, 1.0, 0 // Section #67 -61, 53, 0, 255, 0, 255, 1.0, 0 // Section #68 -62, 59, 0, 255, 0, 255, 1.0, 0 // Section #69 -64, 63, 0, 255, 0, 255, 1.0, 0 // Section #70 -63, 62, 0, 255, 0, 255, 1.0, 0 // Section #71 -65, 64, 0, 255, 0, 255, 1.0, 0 // Section #72 -66, 65, 0, 255, 0, 255, 1.0, 1000 // Section #73 -67, 65, 0, 255, 0, 255, 1.0, 1000 // Section #74 -67, 66, 0, 255, 0, 255, 1.0, 0 // Section #75 -68, 65, 0, 255, 0, 255, 1.0, 1000 // Section #76 -68, 66, 0, 255, 0, 255, 1.0, 0 // Section #77 -64, 72, 0, 255, 0, 255, 1.0, 1 // Section #78 -70, 69, 0, 255, 0, 255, 1.0, 1000 // Section #79 -70, 71, 0, 255, 0, 255, 1.0, 0 // Section #80 -71, 72, 0, 255, 0, 255, 1.0, 1000 // Section #81 -72, 69, 0, 255, 0, 255, 1.0, 1 // Section #82 -69, 73, 0, 255, 0, 255, 1.0, 1 // Section #83 -73, 74, 0, 255, 0, 255, 1.0, 1 // Section #84 -74, 75, 0, 255, 0, 255, 1.0, 1 // Section #85 -75, 76, 0, 255, 0, 255, 1.0, 1 // Section #86 -76, 77, 0, 255, 0, 255, 1.0, 1 // Section #87 -77, 78, 0, 255, 0, 255, 1.0, 1 // Section #88 -78, 79, 0, 255, 0, 255, 1.0, 1 // Section #89 -79, 80, 0, 255, 0, 255, 1.0, 1 // Section #90 -80, 81, 0, 255, 0, 255, 1.0, 1 // Section #91 -81, 82, 0, 255, 0, 30, 1.0, 1 // Section #92 -82, 83, 0, 255, 0, 255, 1.0, 1 // Section #93 -83, 84, 0, 255, 0, 255, 1.0, 1 // Section #94 -84, 85, 0, 255, 0, 255, 1.0, 1 // Section #95 -85, 86, 0, 255, 35, 255, 1.0, 1 // Section #96 -86, 273, 0, 255, 0, 255, 1.0, 1 // Section #97 -87, 88, 0, 255, 0, 255, 1.0, 1 // Section #98 -88, 89, 0, 255, 0, 255, 1.0, 1 // Section #99 -89, 90, 0, 255, 0, 255, 1.0, 1 // Section #100 -90, 91, 0, 255, 0, 255, 1.0, 1 // Section #101 -91, 276, 0, 255, 0, 255, 1.0, 1 // Section #102 -11, 55, 0, 255, 0, 255, 1.0, 0 // Section #103 -55, 104, 0, 255, 0, 255, 0.5, 0 // Section #104 -60, 94, 0, 255, 0, 255, 1.0, 0 // Section #105 -94, 95, 0, 255, 0, 255, 1.0, 0 // Section #106 -95, 166, 0, 255, 0, 255, 1.0, 0 // Section #107 -94, 96, 0, 255, 0, 255, 1.0, 0 // Section #108 -96, 95, 0, 255, 0, 255, 1.0, 0 // Section #109 -98, 97, 0, 255, 0, 255, 1.0, 0 // Section #110 -97, 196, 0, 255, 0, 255, 1.0, 0 // Section #111 -98, 99, 0, 255, 0, 255, 1.0, 0 // Section #112 -99, 100, 0, 255, 0, 255, 1.0, 0 // Section #113 -100, 102, 0, 255, 0, 255, 0.1, 0 // Section #114 -101, 12, 0, 255, 0, 255, 1.0, 0 // Section #115 -103, 102, 0, 255, 0, 255, 1.0, 0 // Section #116 -102, 101, 0, 255, 0, 255, 1.0, 0 // Section #117 -103, 104, 0, 255, 0, 255, 0.1, 0 // Section #118 -104, 60, 0, 255, 0, 255, 0.5, 0 // Section #119 -105, 102, 0, 255, 0, 255, 1.0, 1000 // Section #120 -103, 105, 0, 255, 0, 255, 1.0, 0 // Section #121 -102, 106, 0, 255, 0, 255, 0.5, 0 // Section #122 -107, 106, 0, 255, 0, 255, 0.6, 0 // Section #123 -107, 12, 0, 255, 0, 255, 1.0, 0 // Section #124 -107, 108, 0, 255, 0, 255, 0.6, 0 // Section #125 -108, 109, 0, 255, 0, 255, 0.6, 0 // Section #126 -109, 131, 0, 255, 0, 255, 0.6, 0 // Section #127 -110, 111, 0, 255, 0, 255, 0.6, 0 // Section #128 -111, 112, 0, 255, 0, 255, 0.6, 0 // Section #129 -112, 113, 0, 255, 0, 255, 0.6, 0 // Section #130 -113, 114, 0, 255, 0, 255, 0.6, 0 // Section #131 -114, 115, 0, 255, 0, 255, 0.6, 0 // Section #132 -115, 116, 0, 255, 0, 255, 0.6, 0 // Section #133 -116, 117, 0, 255, 0, 255, 0.6, 0 // Section #134 -117, 118, 0, 255, 0, 255, 0.6, 0 // Section #135 -118, 115, 0, 255, 0, 255, 0.6, 0 // Section #136 -115, 20, 0, 255, 0, 255, 0.6, 0 // Section #137 -118, 119, 0, 255, 0, 255, 0.6, 0 // Section #138 -119, 113, 0, 255, 0, 255, 0.6, 0 // Section #139 -112, 120, 0, 255, 0, 255, 0.6, 0 // Section #140 -120, 119, 0, 255, 0, 255, 0.6, 0 // Section #141 -120, 121, 0, 255, 0, 255, 0.6, 0 // Section #142 -121, 122, 0, 255, 0, 255, 0.6, 0 // Section #143 -122, 229, 0, 255, 0, 255, 0.6, 0 // Section #144 -123, 15, 0, 255, 0, 255, 1.0, 1000 // Section #145 -122, 109, 0, 255, 0, 255, 0.6, 0 // Section #146 -109, 124, 0, 255, 0, 255, 0.6, 0 // Section #147 -124, 125, 0, 255, 0, 255, 0.6, 0 // Section #148 -125, 99, 0, 255, 0, 255, 0.6, 0 // Section #149 -125, 106, 0, 255, 0, 255, 0.6, 0 // Section #150 -124, 126, 0, 255, 0, 255, 0.6, 0 // Section #151 -126, 127, 0, 255, 0, 255, 0.6, 0 // Section #152 -127, 128, 0, 255, 0, 255, 0.6, 0 // Section #153 -128, 130, 0, 255, 0, 255, 0.6, 0 // Section #154 -129, 127, 0, 255, 0, 255, 0.6, 1000 // Section #155 -129, 130, 0, 255, 0, 255, 0.6, 0 // Section #156 -130, 110, 0, 255, 0, 255, 0.6, 0 // Section #157 -129, 131, 0, 255, 0, 255, 0.6, 1000 // Section #158 -131, 110, 0, 255, 0, 255, 0.6, 0 // Section #159 -128, 132, 0, 255, 0, 255, 0.6, 0 // Section #160 -132, 133, 0, 255, 0, 255, 0.6, 0 // Section #161 -133, 134, 0, 255, 0, 255, 0.6, 0 // Section #162 -134, 111, 0, 255, 0, 255, 0.6, 0 // Section #163 -110, 121, 0, 255, 0, 255, 0.6, 0 // Section #164 -133, 230, 0, 255, 0, 255, 0.6, 0 // Section #165 -135, 136, 0, 255, 0, 255, 0.6, 0 // Section #166 -136, 137, 0, 255, 0, 255, 0.6, 0 // Section #167 -137, 138, 0, 255, 0, 255, 0.6, 0 // Section #168 -268, 138, 0, 255, 0, 255, 0.6, 1 // Section #169 -140, 139, 0, 255, 0, 255, 0.6, 0 // Section #170 -140, 29, 0, 255, 0, 255, 1.0, 0 // Section #171 -138, 141, 0, 255, 0, 255, 0.6, 1 // Section #172 -141, 142, 0, 255, 0, 255, 0.6, 1 // Section #173 -142, 143, 0, 255, 0, 255, 0.6, 1 // Section #174 -143, 144, 0, 255, 0, 255, 0.6, 1 // Section #175 -144, 145, 0, 255, 0, 255, 0.6, 1 // Section #176 -145, 146, 0, 255, 0, 255, 0.6, 1 // Section #177 -146, 147, 0, 255, 0, 255, 0.6, 0 // Section #178 -147, 228, 0, 255, 0, 255, 1.0, 0 // Section #179 -146, 148, 0, 255, 0, 255, 0.6, 0 // Section #180 -148, 149, 0, 255, 0, 255, 0.6, 0 // Section #181 -149, 46, 0, 255, 0, 255, 0.6, 0 // Section #182 -46, 93, 0, 255, 0, 255, 1.0, 0 // Section #183 -93, 226, 0, 255, 0, 255, 1.0, 0 // Section #184 -150, 151, 0, 255, 0, 255, 1.0, 0 // Section #185 -151, 221, 0, 255, 0, 255, 1.0, 0 // Section #186 -150, 152, 0, 255, 0, 255, 1.0, 0 // Section #187 -152, 35, 0, 255, 0, 255, 1.0, 0 // Section #188 -153, 35, 0, 255, 0, 255, 0.1, 1000 // Section #189 -154, 153, 0, 255, 0, 255, 1.0, 1000 // Section #190 -155, 34, 0, 255, 0, 255, 1.0, 0 // Section #191 -156, 155, 0, 255, 0, 255, 1.0, 1000 // Section #192 -158, 157, 0, 255, 0, 255, 1.0, 1000 // Section #193 -34, 157, 0, 255, 0, 255, 1.0, 1 // Section #194 -159, 33, 0, 255, 0, 255, 1.0, 1000 // Section #195 -160, 33, 0, 255, 0, 255, 1.0, 0 // Section #196 -46, 161, 0, 255, 0, 255, 1.0, 0 // Section #197 -157, 161, 0, 255, 0, 255, 1.0, 1 // Section #198 -163, 162, 0, 255, 0, 255, 1.0, 0 // Section #199 -163, 213, 0, 255, 0, 255, 1.0, 0 // Section #200 -164, 145, 0, 255, 0, 255, 1.0, 0 // Section #201 -145, 165, 0, 255, 0, 255, 0.6, 0 // Section #202 -165, 166, 0, 255, 0, 255, 0.6, 0 // Section #203 -166, 251, 0, 255, 0, 255, 1.0, 0 // Section #204 -165, 167, 0, 255, 0, 255, 0.6, 0 // Section #205 -167, 96, 0, 255, 0, 255, 1.0, 0 // Section #206 -97, 168, 0, 255, 0, 255, 1.0, 0 // Section #207 -168, 169, 0, 255, 0, 255, 1.0, 0 // Section #208 -169, 170, 0, 255, 0, 255, 1.0, 0 // Section #209 -170, 144, 0, 255, 0, 255, 1.0, 0 // Section #210 -144, 171, 0, 255, 0, 255, 0.6, 0 // Section #211 -172, 171, 0, 255, 0, 255, 0.6, 1 // Section #212 -173, 172, 0, 255, 0, 255, 0.6, 1 // Section #213 -174, 173, 0, 255, 0, 255, 0.6, 1 // Section #214 -260, 174, 0, 255, 0, 255, 0.6, 1 // Section #215 -174, 31, 0, 255, 0, 255, 0.6, 0 // Section #216 -175, 31, 0, 255, 0, 255, 1.0, 1000 // Section #217 -173, 163, 0, 255, 0, 255, 0.6, 0 // Section #218 -163, 149, 0, 255, 0, 255, 1.0, 0 // Section #219 -148, 176, 0, 255, 0, 255, 0.6, 0 // Section #220 -177, 176, 0, 255, 0, 255, 0.6, 1000 // Section #221 -178, 176, 0, 255, 0, 255, 0.6, 1000 // Section #222 -179, 176, 0, 255, 0, 255, 0.6, 1000 // Section #223 -148, 164, 0, 255, 0, 255, 0.6, 0 // Section #224 -164, 172, 0, 255, 0, 255, 1.0, 0 // Section #225 -172, 180, 0, 255, 0, 255, 0.6, 0 // Section #226 -180, 181, 0, 255, 0, 255, 0.6, 0 // Section #227 -181, 182, 0, 255, 0, 255, 0.6, 0 // Section #228 -182, 141, 0, 255, 0, 255, 0.6, 0 // Section #229 -141, 183, 0, 255, 0, 255, 0.6, 0 // Section #230 -183, 184, 0, 255, 0, 255, 0.6, 0 // Section #231 -184, 185, 0, 255, 0, 255, 0.6, 0 // Section #232 -185, 1, 0, 255, 0, 255, 1.0, 0 // Section #233 -1, 186, 0, 255, 0, 255, 1.0, 0 // Section #234 -186, 187, 0, 255, 0, 255, 1.0, 0 // Section #235 -187, 188, 0, 255, 0, 255, 1.0, 0 // Section #236 -188, 135, 0, 255, 0, 255, 1.0, 0 // Section #237 -184, 187, 0, 255, 0, 255, 0.6, 0 // Section #238 -189, 183, 0, 255, 0, 255, 0.6, 0 // Section #239 -189, 142, 0, 255, 0, 255, 0.6, 0 // Section #240 -142, 181, 0, 255, 0, 255, 0.6, 0 // Section #241 -181, 190, 0, 255, 0, 255, 0.6, 0 // Section #242 -190, 191, 0, 255, 0, 255, 0.6, 0 // Section #243 -191, 192, 0, 255, 0, 255, 0.6, 0 // Section #244 -192, 30, 0, 255, 0, 255, 0.6, 0 // Section #245 -192, 193, 0, 255, 0, 255, 0.6, 0 // Section #246 -193, 30, 0, 255, 0, 255, 0.6, 0 // Section #247 -193, 194, 0, 255, 0, 255, 0.6, 0 // Section #248 -194, 180, 0, 255, 0, 255, 0.6, 0 // Section #249 -180, 143, 0, 255, 0, 255, 0.6, 0 // Section #250 -143, 195, 0, 255, 0, 255, 0.6, 0 // Section #251 -195, 196, 0, 255, 0, 255, 0.6, 0 // Section #252 -196, 252, 0, 255, 0, 255, 1.0, 0 // Section #253 -189, 195, 0, 255, 0, 255, 0.6, 0 // Section #254 -195, 170, 0, 255, 0, 255, 0.6, 0 // Section #255 -189, 197, 0, 255, 0, 255, 0.6, 0 // Section #256 -197, 185, 0, 255, 0, 255, 1.0, 0 // Section #257 -190, 198, 0, 255, 0, 255, 0.6, 0 // Section #258 -182, 198, 0, 255, 0, 255, 0.6, 0 // Section #259 -198, 300, 0, 255, 0, 255, 0.6, 0 // Section #260 -190, 194, 0, 255, 0, 255, 0.6, 0 // Section #261 -194, 173, 0, 255, 0, 255, 0.6, 0 // Section #262 -171, 199, 0, 255, 0, 255, 0.6, 1 // Section #263 -199, 284, 0, 255, 0, 255, 0.6, 1 // Section #264 -200, 286, 0, 255, 0, 255, 0.6, 1 // Section #265 -201, 202, 0, 255, 0, 30, 0.6, 1 // Section #266 -202, 203, 0, 255, 0, 255, 0.6, 1 // Section #267 -203, 204, 0, 255, 0, 255, 0.6, 1 // Section #268 -204, 205, 0, 255, 0, 255, 0.6, 1 // Section #269 -205, 206, 0, 255, 0, 255, 0.6, 1001 // Section #270 -206, 264, 0, 255, 0, 255, 0.6, 1 // Section #271 -207, 200, 0, 255, 0, 255, 0.6, 1 // Section #272 -208, 209, 0, 255, 25, 30, 0.6, 1 // Section #273 -209, 210, 0, 255, 0, 255, 0.6, 1 // Section #274 -210, 291, 0, 255, 0, 255, 0.6, 1 // Section #275 -211, 212, 0, 255, 30, 255, 0.6, 1 // Section #276 -212, 288, 0, 255, 0, 255, 0.6, 1 // Section #277 -214, 215, 0, 255, 0, 255, 1.0, 1000 // Section #278 -213, 164, 0, 255, 0, 255, 1.0, 0 // Section #279 -215, 213, 0, 255, 0, 255, 1.0, 1000 // Section #280 -217, 225, 0, 255, 0, 255, 1.0, 1000 // Section #281 -216, 147, 0, 255, 0, 255, 1.0, 0 // Section #282 -217, 218, 0, 255, 0, 255, 1.0, 1000 // Section #283 -218, 219, 0, 255, 0, 255, 1.0, 1000 // Section #284 -2, 219, 0, 255, 0, 255, 1.0, 0 // Section #285 -217, 220, 0, 255, 0, 255, 1.0, 0 // Section #286 -220, 223, 0, 255, 0, 255, 0.5, 1000 // Section #287 -221, 36, 0, 255, 0, 255, 1.0, 0 // Section #288 -222, 220, 0, 255, 0, 255, 1.0, 1000 // Section #289 -224, 223, 0, 255, 0, 255, 0.5, 1000 // Section #290 -223, 221, 0, 255, 0, 255, 0.5, 1000 // Section #291 -224, 222, 0, 255, 0, 255, 0.5, 0 // Section #292 -220, 225, 0, 255, 0, 255, 1.0, 0 // Section #293 -225, 216, 0, 255, 0, 255, 1.0, 1000 // Section #294 -227, 226, 0, 255, 0, 255, 1.0, 1000 // Section #295 -226, 150, 0, 255, 0, 255, 1.0, 0 // Section #296 -227, 228, 0, 255, 0, 255, 1.0, 1000 // Section #297 -228, 46, 0, 255, 0, 255, 1.0, 0 // Section #298 -108, 229, 0, 255, 0, 255, 0.6, 0 // Section #299 -229, 15, 0, 255, 0, 255, 0.6, 0 // Section #300 -230, 231, 0, 255, 0, 255, 0.6, 0 // Section #301 -230, 135, 0, 255, 0, 255, 0.6, 0 // Section #302 -231, 232, 0, 255, 0, 255, 0.6, 0 // Section #303 -232, 233, 0, 255, 20, 255, 0.6, 0 // Section #304 -233, 234, 0, 255, 0, 255, 0.6, 0 // Section #305 -234, 235, 0, 255, 20, 255, 0.6, 0 // Section #306 -235, 236, 0, 255, 0, 255, 0.6, 0 // Section #307 -236, 237, 0, 255, 0, 255, 0.6, 0 // Section #308 -237, 238, 0, 255, 0, 255, 0.6, 0 // Section #309 -238, 239, 0, 255, 30, 255, 0.6, 0 // Section #310 -239, 240, 0, 255, 0, 255, 0.6, 0 // Section #311 -240, 241, 0, 255, 0, 255, 0.6, 0 // Section #312 -241, 242, 0, 255, 0, 255, 0.6, 0 // Section #313 -242, 243, 0, 255, 30, 255, 0.6, 0 // Section #314 -243, 244, 0, 255, 0, 255, 0.6, 0 // Section #315 -244, 245, 0, 255, 0, 255, 0.6, 0 // Section #316 -245, 246, 35, 255, 35, 255, 0.6, 0 // Section #317 -246, 247, 0, 255, 0, 255, 0.6, 0 // Section #318 -247, 248, 0, 255, 40, 255, 0.6, 0 // Section #319 -248, 249, 0, 255, 0, 255, 0.6, 0 // Section #320 -249, 250, 0, 255, 0, 255, 0.6, 0 // Section #321 -250, 251, 0, 255, 0, 255, 0.6, 0 // Section #322 -251, 97, 0, 255, 0, 255, 1.0, 0 // Section #323 -126, 252, 0, 255, 0, 255, 0.5, 0 // Section #324 -252, 197, 0, 255, 0, 255, 1.0, 0 // Section #325 -33, 272, 0, 255, 0, 255, 1.0, 1 // Section #326 -255, 254, 0, 255, 0, 255, 1.0, 1000 // Section #327 -43, 257, 0, 255, 0, 255, 0.2, 0 // Section #328 -256, 258, 0, 255, 0, 255, 1.0, 0 // Section #329 -257, 256, 0, 255, 0, 255, 0.2, 0 // Section #330 -217, 258, 0, 255, 0, 255, 0.4, 1000 // Section #331 -258, 41, 0, 255, 0, 255, 1.0, 0 // Section #332 -259, 34, 0, 255, 0, 255, 1.0, 1001 // Section #333 -254, 260, 0, 255, 0, 255, 1.0, 1000 // Section #334 -32, 260, 0, 255, 0, 255, 0.6, 1 // Section #335 -261, 262, 0, 255, 0, 255, 0.6, 1 // Section #336 -262, 263, 0, 255, 0, 255, 0.6, 1 // Section #337 -263, 208, 0, 255, 0, 255, 0.6, 1 // Section #338 -264, 265, 0, 255, 0, 255, 0.6, 1 // Section #339 -29, 264, 0, 255, 0, 255, 0.6, 0 // Section #340 -265, 266, 0, 255, 0, 255, 0.6, 1 // Section #341 -266, 267, 0, 255, 0, 255, 0.6, 1 // Section #342 -267, 268, 0, 255, 0, 255, 0.6, 1 // Section #343 -269, 182, 0, 255, 0, 255, 0.6, 0 // Section #344 -139, 267, 0, 255, 0, 255, 0.6, 0 // Section #345 -269, 267, 0, 255, 0, 255, 0.6, 0 // Section #346 -146, 64, 0, 255, 0, 255, 0.6, 1 // Section #347 -92, 278, 0, 255, 0, 255, 1.0, 1 // Section #348 -270, 271, 0, 255, 0, 255, 1.0, 1 // Section #349 -271, 272, 0, 255, 0, 255, 1.0, 1 // Section #350 -272, 253, 0, 255, 0, 255, 1.0, 1 // Section #351 -162, 260, 0, 255, 0, 255, 1.0, 0 // Section #352 -46, 92, 0, 255, 0, 255, 1.0, 0 // Section #353 -216, 91, 0, 255, 0, 255, 1.0, 0 // Section #354 -45, 87, 0, 255, 0, 255, 1.0, 0 // Section #355 -167, 280, 0, 255, 0, 255, 1.0, 0 // Section #356 -145, 281, 0, 255, 0, 255, 0.6, 0 // Section #357 -146, 84, 0, 255, 0, 255, 0.6, 0 // Section #358 -64, 85, 0, 255, 0, 255, 1.0, 0 // Section #359 -63, 87, 0, 255, 0, 255, 1.0, 0 // Section #360 -273, 274, 0, 255, 0, 255, 1.0, 0 // Section #361 -273, 87, 0, 255, 0, 255, 1.0, 1 // Section #362 -274, 275, 0, 255, 0, 255, 1.0, 0 // Section #363 -275, 87, 0, 255, 0, 255, 1.0, 0 // Section #364 -147, 276, 0, 255, 0, 255, 0.6, 0 // Section #365 -276, 92, 0, 255, 0, 255, 1.0, 1 // Section #366 -46, 270, 0, 255, 0, 255, 1.0, 0 // Section #367 -34, 277, 0, 255, 0, 255, 1.0, 0 // Section #368 -277, 278, 0, 255, 0, 255, 1.0, 0 // Section #369 -278, 270, 0, 255, 0, 255, 1.0, 1 // Section #370 -279, 85, 0, 255, 0, 255, 1.0, 0 // Section #371 -280, 86, 0, 255, 0, 255, 1.0, 0 // Section #372 -280, 279, 0, 255, 0, 255, 1.0, 0 // Section #373 -281, 83, 0, 255, 0, 255, 0.6, 0 // Section #374 -162, 282, 0, 255, 0, 255, 1.0, 0 // Section #375 -282, 160, 0, 255, 0, 255, 1.0, 0 // Section #376 -180, 283, 0, 255, 0, 255, 0.6, 0 // Section #377 -283, 284, 0, 255, 0, 255, 0.6, 0 // Section #378 -284, 261, 0, 255, 0, 255, 0.6, 1 // Section #379 -181, 285, 0, 255, 0, 255, 0.6, 0 // Section #380 -285, 286, 0, 255, 0, 255, 0.6, 0 // Section #381 -286, 296, 0, 255, 0, 255, 0.6, 1 // Section #382 -142, 287, 0, 255, 0, 255, 0.6, 0 // Section #383 -287, 200, 0, 255, 0, 255, 0.6, 0 // Section #384 -142, 289, 0, 255, 0, 255, 0.6, 0 // Section #385 -288, 207, 0, 255, 0, 255, 0.6, 1 // Section #386 -289, 288, 0, 255, 0, 255, 0.6, 0 // Section #387 -252, 290, 0, 255, 0, 255, 1.0, 0 // Section #388 -290, 291, 0, 255, 0, 255, 1.0, 0 // Section #389 -291, 211, 0, 255, 0, 255, 0.6, 1 // Section #390 -196, 292, 0, 255, 0, 255, 1.0, 0 // Section #391 -292, 210, 0, 255, 0, 255, 1.0, 0 // Section #392 -195, 293, 0, 255, 0, 255, 0.6, 0 // Section #393 -293, 209, 0, 255, 0, 255, 0.6, 0 // Section #394 -143, 294, 0, 255, 0, 255, 0.6, 0 // Section #395 -294, 263, 0, 255, 0, 255, 0.6, 0 // Section #396 -190, 295, 0, 255, 0, 255, 0.6, 0 // Section #397 -295, 296, 0, 255, 0, 255, 0.6, 0 // Section #398 -296, 201, 0, 255, 0, 255, 0.6, 1 // Section #399 -296, 297, 0, 255, 0, 255, 0.6, 0 // Section #400 -297, 194, 0, 255, 0, 255, 0.6, 0 // Section #401 -189, 298, 0, 255, 0, 255, 0.6, 0 // Section #402 -298, 212, 0, 255, 0, 255, 0.6, 0 // Section #403 -195, 299, 0, 255, 0, 255, 0.6, 0 // Section #404 -299, 210, 0, 255, 0, 255, 0.6, 0 // Section #405 -300, 301, 0, 255, 0, 255, 0.6, 0 // Section #406 -300, 301, 0, 255, 0, 255, 0.6, 0 // Section #407 -301, 206, 0, 255, 0, 255, 0.6, 0 // Section #408 -6 // Number of cop start points -14.660, -3.300, 177.920, 0.000, 0.000, 0.000 // Cop start point #0 --25.187, -8.640, 287.560, 0.000, 0.000, 0.000 // Cop start point #1 -12.190, -3.300, 119.260, 0.000, 0.000, 0.000 // Cop start point #2 --33.250, -3.280, 157.650, 0.000, 0.000, 0.000 // Cop start point #3 --49.990, -3.280, 131.790, 0.000, 0.000, 0.000 // Cop start point #4 -72.340, -3.280, 223.770, 0.000, 0.000, 0.000 // Cop start point #5 -END OF OPPONENT PATHS -4 // number of material modifiers -// default material -1.0 // car wall friction -1.0 // tyre road friction -1.0 // down force -0.0 // bumpiness -0 // tyre sound index -0 // crash sound index -0 // scrape noise index -1.0 // sparkiness -1 // room for expansion -SKIDMARK.MAT // skid mark material -// material '0' -1.2 // car wall friction -1.0 // tyre road friction -1.0 // down force -9.0 // bumpiness --1 // tyre sound index -0 // crash sound index -0 // scrape noise index -0.0 // sparkiness -2 // room for expansion -MUD1.MAT // skid mark material -// material '1' -1.2 // car wall friction -1.0 // tyre road friction -1.0 // down force -5.0 // bumpiness --1 // tyre sound index -0 // crash sound index -0 // scrape noise index -0.0 // sparkiness -2 // room for expansion -MUD2.MAT // skid mark material -// material '2' -2.0 // car wall friction -1.7 // tyre road friction -1.0 // down force -5.0 // bumpiness --1 // tyre sound index --1 // crash sound index --1 // scrape noise index -0.0 // sparkiness -2 // room for expansion -MUD1.MAT // skid mark material -// Non CarObjects -9 // number of non car objects -PEDCROSS.TXT -TRAFF.TXT -PHONE.TXT -LITE.TXT -TREE.TXT -FTREE.TXT -WRECK.TXT -BARRIER.TXT -BENCH.TXT -2 // Number of smoke shadetables -92, 51, 34 // r g b values -0.25, 0.5, 0.75 // quarter, half and three quarter "strength" -61, 84, 33 // r g b values -0.25, 0.5, 0.75 // quarter, half and three quarter "strength" -12 // Number of network start points -18.62,-3.34,38.93 //1 -270 --23.63,-3.3,74.98 //2 -270 --161.99,-3.3,74.62 //3 -180 --131.31,-3.3,112 //4 -90 --77.98,-3.3,74.90 //5 -180 --77.93,-3.3,144.92 //6 -90 --36.12,-3,213.89 //7 -270 --162.04,-9.97,196.29 //8 -0 --144.98,-9.96,199.69 //9 -180 --77.97,-9.95,248.36 //10 -0 -18.94,-3.2,146.94 //11 -270 --41.76,7.56,136.62 //12 -0 -1 // number of splash files -SPLSHBLU.PIX // name of pixelmapfile for splashes diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/README.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/README.TXT deleted file mode 100644 index f9f3f28e..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/README.TXT +++ /dev/null @@ -1,186 +0,0 @@ -CARMAGEDDON DEMO BETA - -Minimum Spec ------------- -P90 -8Mb RAM -60Mb free HD space - -The above spec is fairly flexible as you can play around with detail levels -and screen sizing which gives acceptable performance on slower pentiums. - -Use the '+' and '-' keys to shrink and enlarge the viewable screen size - -INSTALLATION ------------- - -Run DOSINST.EXE, and follow the on-screen instructions to install the -Carmageddon Demo Beta to your hard disk. - -SOUND SETUP ------------ - -You must run SETUP.EXE to determine what sound card resides in your machine. - -RUNNING THE GAME ----------------- - -Run CARMDEMO.EXE to start playing the demo. -NOTE: If the game seems at all 'glitchy' while running in a DOS box under - Windows 95, then it might be an idea to run it directly from DOS. - - - - -Please note that this is a timed demo, and so you only have a few minutes of -driving time. This only happens in the demo; in the full game, you can drive -around for as long as you like, provided that you can accumulate the time! -The plot. Are you kidding? You want a plot?? Just go and read a good book, -why don't ya? Drive around, hit things, run people over, taunt the cops, then -try and outrun 'em. Knock over traffic lights, fall off very tall buildings, -turn the other vehicles into burning wrecks, do donuts. Hey, have some fun. -There are three ways of completing a race in Carmageddon: -1/ Destroy all five opponent cars by ramming them. -2/ Kill EVERY SINGLE pedestrian on the track - not that you've got enough -time for that in the demo (BUY THE GAME, BUY THE GAME, BUY THE GAME). -3/ Go through all the Checkpoints, thus completing a lap of the track. Yawn! -Feel free to ignore the rules and do whatever you want - it'll be fun anyway. -Don't be afraid to veer from the race course, as you never know what you may -find! - -CONTROLS --------- - -The basic default controls are: -Accelerate: Numeric Keypad 8 -Brake: Numeric Keypad 2 -Turn Left: Numeric Keypad 4 -Turn Right: Numeric Keypad 6 -Handbrake: SPACE BAR -Repair vehicle: Backspace Key - -Use the credits that you've earned to repair your car in mid race! -The damage display in the bottom right hand corner of the screen shows the -current state of your vehicle. As various components get damaged they will -flash green, then red, and finally turn black. - -Recover vehicle: Insert Key -When you find yourself lying on your roof with no way of turning over, -for a small price you can be recovered. Or if you fall off a building that -you wish you hadn't, just recover to a previous safe position. - -Gear Down: 'Z' key -To achieve doing donuts, hold the 'Gear Down' key (ie 'Z') while in first -gear. Accelerate and start turning! Keep the 'Gear Down' key pressed as -this disables traction control, and keeps the car in first gear. - -Enter/Exit Cockpit: 'C' key -In external camera mode the cursor keys can be used to pan the camera around -your car, as well as zoom in and out. Press both the left and right arrows -to center the camera view. - -Enter/Exit Action Replay: 'Enter' key (on keypad) -Action Replay mode is just like having video footage of what you've been up -to so far. The amount of footage that you can replay depends on how much -RAM your machine has. Once you enter Action Replay mode, you will see a -row of icons at the bottom of the screen. If you've ever used a VCR before -in this (or any) lifetime, then it should be pretty self explanatory. -The various rewind/play/fastforward buttons can be activated by either using -the mouse, or with the following keys on the keyboard: - -Fast forward: Numeric Keypad 6 -Frame advance: Numeric Keypad 3 -Play/pause: Numeric Keypad 5 -Frame advance backwards: Numeric Keypad 1 -Rewind: Numeric Keypad 4 -Switch between playing forwards and backwards: Numeric Keypad 0 -Go to very beginning of footage: Numeric Keypad 7 -Go to the very end of the footage: Numeric Keypad 9 -Change camera: Numeric Keypad *(star) -* Standard camera: normal game view. -* Panning camera: stationary camera points. TV coverage style. -* Action camera: gives gruesome closeups of all your best moments. - - -The red and green bar above the row of icons shows you what point you are at -through the footage. - -Tip: To get the best performance out of your PC, shut down Windows 95 - and get yourself to a DOS prompt. Run the game from there - you - will now have some memory to play with in Action Replay. (This is - especially true if you are running Windows 95 on a 16Meg machine) - - -You can reconfigure the controls by selecting 'Options' from the Main Menu, -and then choosing 'Controls'. Note that if you have installed the demo to -your hard disk then any changes you make to the controls are permanent, i.e. -if you quit out of the game, and then run it again, you will still have the -changes that you made. - -FEATURES OF THE FULL GAME -------------------------- - -* A 30%+ frame rate speed increase with the incorporation of much improved - graphics engine. -* Over 30 different races, set in 11 fully explorable environments. -* 30 bizarre vehicles from blade infested dragsters to supercharged APCs. -* Over 40 wild and wacky pickups, everything from jelly suspension to pinball mode. -* Network mode for 6 players, with 5 different multiplayer game modes. -* Hi res (SVGA) -* Improve your engine power, armour and offensive capabilities in the Parts - Shop. -* Drive other cars, including those driven by your opponents - if you can - steal them. - - -TROUBLESHOOTING ---------------- - -If you are having trouble with the rendered intro then it might be an idea to -remove the file MIX_INTR.SMK which can be found in the directory: - \DEMODATA\32X20X8\ANIM, -as this feature has not yet been fully tested. - -If you have a 8meg machine and are having problems with a lack of memory -check to see how much expanded memory you have free. You will need at -least 7.5 meg free. If you do not have this amount free then we recommend -you remove the EMM386 line from your config.sys file. Also check to see if -you are loading smartdrive. This must also be removed. - -If you insist on running Carmageddon in Windows95 on a 8 meg machine then -you will need to create a shortcut on your desktop and edit the memory -properties and change the DPMI setting from auto to 8190. If you do not -do this then Win95 will start to use Virtual Memory and sloooooow every -thing down. - -And as a last resort if at the command prompt you type carmdemo -nosound -then this will disable all sound within the game and greatly increase -your chances of seeing the game run. - -If you have an ESS Audiodrive the sound setup will not auto detect it. -You must manually select an ESS Audiodrive from the soundcard list - - -Failing this phone the SCi technical support line on: - - +44 (0) 1703 631826 -or email - techsupport@sci.co.uk - -FURTHER INFORMATION -------------------- - -Carmageddon will be available from May '97 (UK), on PC CD-ROM -(DOS & Windows 95). PowerMac version to follow soon. -To learn more about this product, please get in touch with SCi using one of -the following communication protocols: - -Phone: +44 (0) 171 585 3308 -Website: www.sci.co.uk - - (c) 1997 Stainless Software Ltd. - (c) 1997 SCi (Sales Curve Interactive) Ltd. -All rights reserved. SCi is a trademark of SCi (Sales Curve Interactive) Ltd. -SCi (Sales Curve Interactive) Ltd. is a subsiduary of SCi Entertainment Group PLC. -E&OE. 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--- a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/SOUND/SOUND.TXT +++ /dev/null @@ -1,1145 +0,0 @@ -// DAMAGE REPAIR - -5200 // Sound ID -0x00,0x01 // Type (0), Flags (0) -REPAIR2.WAV // File name -3000 // Priority -4 // Repeat rate -175,175 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// HORN (BARK!) - -5209 // Sound ID -0x00,0x01 // Type (0), Flags (0) -HONK.WAV // File name -4000 // Priority -0 // Repeat rate -250,250 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// Pratcam whirr noise - -1000 // Sound ID -0x00,0x01 // Type (0), Flags (0) -PRATWHIR.WAV // File name -1000 // Priority -1 // Repeat rate -250,250 // MinVol, MaxVol -0.3,0.30001 // MinPitch, MaxPitch -0.3,0.30001 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// Warning buzzer noise -1001 // Sound ID -0x00,0x01 // Type (0), Flags (0) -BUZZER.WAV // File name -30000 // Priority -1 // Repeat rate -250,250 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// Interface noises - - -// LEFT - -3000 // Sound ID -0x00,0x01 // Type (0), Flags (0) -BUTT.WAV // File name -1000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -3004 - -// RETURN - -3004 // Sound ID -0x00,0x01 // Type (0), Flags (0) -DONE.WAV // File name -1000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// ESC - -3005 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ESC.WAV // File name -1000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -3004 - -// SWINGIN - -3006 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SWINGIN.WAV // File name -2000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// SWINGOUT - -3007 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SWINGOUT.WAV // File name -2000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// CAN'T AFFORD A PART - -3100 // Sound ID -0x00,0x01 // Type (0), Flags (0) -PARTNO.WAV // File name -2000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// BUY A PART - -3101 // Sound ID -0x00,0x01 // Type (0), Flags (0) -PARTBUY.WAV // File name -2000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// CREDITS EARNED RATTLE UP IN SUMMARY - -3200 // Sound ID -0x00,0x01 // Type (0), Flags (0) -CREDITSU.WAV // File name -1000 // Priority -0 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// CREDITS LOST RATTLE DOWN IN SUMMARY - -3201 // Sound ID -0x00,0x01 // Type (0), Flags (0) -CREDITSD.WAV // File name -1000 // Priority -0 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - - -// CREDITS LOST RATTLE DOWN IN SUMMARY - -3203 // Sound ID -0x00,0x01 // Type (0), Flags (0) -GOSIREN.WAV // File name -4000 // Priority -0 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - - -// RANK INCREASE RATTLE UP IN SUMMARY - -3202 // Sound ID -0x00,0x01 // Type (0), Flags (0) -RANKUP.WAV // File name -1000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - - -// SCARED MALE PEDEDESTRIAN #1 - -4000 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SCARED2.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -4001 - -// SCARED MALE PEDEDESTRIAN #2 - -4001 // Sound ID -0x00,0x01 // Type (0), Flags (0) -AAARGH.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// SCARED MALE PEDEDESTRIAN #3 - -4004 // Sound ID -0x00,0x01 // Type (0), Flags (0) -WAA.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -4001 - -// SCARED FEMALE PEDEDESTRIAN #1 - -4002 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SCREAM1.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -4003 - -// SCARED FEMALE PEDEDESTRIAN #2 - -4003 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SCREAM2.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// SPLATTED MALE PEDEDESTRIAN #1 - -4010 // Sound ID -0x00,0x01 // Type (0), Flags (0) -BIGHIT2.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -4011 - - -// SPLATTED MALE PEDEDESTRIAN #2 - -4011 // Sound ID -0x00,0x01 // Type (0), Flags (0) -BIGHIT4.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// SPLATTED FEMALE PEDEDESTRIAN #1 - -4012 // Sound ID -0x00,0x01 // Type (0), Flags (0) -BIGHIT1.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -4013 - -// SPLATTED FEMALE PEDEDESTRIAN #2 - -4013 // Sound ID -0x00,0x01 // Type (0), Flags (0) -FEMHIT.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// SPLATTED FEMALE PEDEDESTRIAN #3 - -4014 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SQUEEKDI.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -4013 - -// SPLATTED FEMALE PEDEDESTRIAN #4 - -4015 // Sound ID -0x00,0x01 // Type (0), Flags (0) -BIGHIT3.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -4013 - -// HIT GIBLETS - -4020 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SPLATGIB.WAV // File name -1000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - - -// EXPLODING MALE PEDEDESTRIAN #1 - -4030 // Sound ID -0x00,0x01 // Type (0), Flags (0) -BIGGIBS2.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -4031 - -// EXPLODING MALE PEDEDESTRIAN #2 - -4031 // Sound ID -0x00,0x01 // Type (0), Flags (0) -HITGIBS.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// EXPLODING FEMALE PEDEDESTRIAN #1 - -4032 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SPLAT2.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// FALLING MALE PEDEDESTRIAN #1 - -4040 // Sound ID -0x00,0x01 // Type (0), Flags (0) -WEEAAAAO.WAV // File name -2500 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - - -// COW MOOING - -4050 // Sound ID -0x00,0x01 // Type (0), Flags (0) -MOO.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// COW DYING - -4051 // Sound ID -0x00,0x01 // Type (0), Flags (0) -MOODEATH.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// HEARTBEAT - -4900 // Sound ID -0x00,0x00 // Type (0), Flags (0) -HEARTBAT.WAV // File name -5000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// METAL CRUNCH #1 - -5000 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SMASH1.WAV // File name -9900 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - - -// METAL CRUNCH #2 - -5001 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SMASH2.WAV // File name -9900 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5000 - -// METAL CRUNCH #3 - -5002 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SMASH3.WAV // File name -9800 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5000 - - -// METAL CRUNCH #4 - -5003 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SMASH4.WAV // File name -9800 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5000 - - -// METAL CRUNCH #5 - -5004 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SMCRASH2.WAV // File name -9700 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5001 - -// METAL SCRAPE #1 - -5010 // Sound ID -0x00,0x01 // Type (0), Flags (0) -METAL2.WAV // File name -7000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// METAL SCRAPE #2 - -5011 // Sound ID -0x00,0x01 // Type (0), Flags (0) -METAL3.WAV // File name -7000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5010 - -// METAL SCRAPE #3 - -5012 // Sound ID -0x00,0x01 // Type (0), Flags (0) -METAL4.WAV // File name -7200 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5010 - -// ZAP - -5500 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ZAP.WAV // File name -4000 // Priority -1 // Repeat rate -250,250 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// ACID BUBBLE - -5100 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ACIDBATH.WAV // File name -2500 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - - -// POWERUP - -5400 // Sound ID -0x00,0x01 // Type (0), Flags (0) -PUPXPLOD.WAV // File name -3000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// ENGINE NOISE - -5310 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ENGINE1.WAV // File name -6000 // Priority -0 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5300 - -// ENGINE NOISE - -5311 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ENGINE2.WAV // File name -6000 // Priority -0 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5300 - -// ENGINE NOISE - -5312 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ENGINE4.WAV // File name -6000 // Priority -0 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5300 - -// ENGINE NOISE - -5313 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ENGINE5.WAV // File name -6000 // Priority -0 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5300 - -// ENGINE NOISE - -5314 // Sound ID -0x00,0x01 // Type (0), Flags (0) -DIESEL.WAV // File name -6000 // Priority -0 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5300 - -// ENGINE NOISE - -5300 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ENGINE3.WAV // File name -6000 // Priority -0 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 - -// ENGINE NOISE (TUNNELS) - -5301 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ENGINE3E.WAV // File name -6000 // Priority -0 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5300 - -// ENGINE NOISE (UNDERWATER) - -5302 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ENGINE3W.WAV // File name -6000 // Priority -0 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5300 - -// COP'S SIREN - -5350 // Sound ID -0x00,0x01 // Type (0), Flags (0) -GOSIREN.WAV // File name -10000 // Priority -0 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// ONE! - -8001 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ONE.WAV // File name -6000 // Priority -1 // Repeat rate -170,170 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -1001 - -// TWO! - -8002 // Sound ID -0x00,0x01 // Type (0), Flags (0) -TWO.WAV // File name -6000 // Priority -1 // Repeat rate -170,170 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -1001 - -// THREE! - -8003 // Sound ID -0x00,0x01 // Type (0), Flags (0) -THREE.WAV // File name -6000 // Priority -1 // Repeat rate -170,170 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -1001 - -// FOUR! - -8004 // Sound ID -0x00,0x01 // Type (0), Flags (0) -FOUR.WAV // File name -6000 // Priority -1 // Repeat rate -170,170 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -1001 - -// FIVE! - -8005 // Sound ID -0x00,0x01 // Type (0), Flags (0) -FIVE.WAV // File name -9990 // Priority -1 // Repeat rate -170,170 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -1001 - - -// GO! - -8000 // Sound ID -0x00,0x01 // Type (0), Flags (0) -GO!.WAV // File name -6000 // Priority -1 // Repeat rate -170,170 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// OUT OF TIME! - -8010 // Sound ID -0x00,0x01 // Type (0), Flags (0) -OUTOTIM2.WAV // File name -8000 // Priority -1 // Repeat rate -200,200 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// RACE OVER! - -8011 // Sound ID -0x00,0x01 // Type (0), Flags (0) -RACECPLT.WAV // File name -9000 // Priority -1 // Repeat rate -200,200 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// CHECK POINT! - -8012 // Sound ID -0x00,0x01 // Type (0), Flags (0) -CHKPOINT.WAV // File name -9000 // Priority -1 // Repeat rate -160,160 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// WRONG CHECKPOINT! - -8013 // Sound ID -0x00,0x01 // Type (0), Flags (0) -WRONGCP.WAV // File name -9990 // Priority -1 // Repeat rate -170,170 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// FINAL LAP! - -8014 // Sound ID -0x00,0x01 // Type (0), Flags (0) -FINALLAP.WAV // File name -9000 // Priority -1 // Repeat rate -200,200 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// HEY! - -8016 // Sound ID -0x00,0x01 // Type (0), Flags (0) -HEY!.WAV // File name -8000 // Priority -1 // Repeat rate -180,180 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// CLAP! - -8015 // Sound ID -0x00,0x01 // Type (0), Flags (0) -THECLAP.WAV // File name -8000 // Priority -1 // Repeat rate -200,200 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// OLD BIDDY - -8017 // Sound ID -0x00,0x01 // Type (0), Flags (0) -INWAR.WAV // File name -8000 // Priority -1 // Repeat rate -240,240 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -4003 - -// 1st flic (pre smacker) sound effects! - -8500 // Sound ID -0x00,0x00 // Type (0), Flags (0) -BEN01.WAV // File name -8000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// 2nd flic (post smacker) sound effects! - -8501 // Sound ID -0x00,0x00 // Type (0), Flags (0) -BEN01.WAV // File name -8000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// 3rd flic (not avail. in demo) sound effects! - -8502 // Sound ID -0x00,0x00 // Type (0), Flags (0) -BEN01.WAV // File name -8000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// 4th flic (post-demo slide show) sound effects! - -8503 // Sound ID -0x00,0x00 // Type (0), Flags (0) -BEN01.WAV // File name -8000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - - -// tyre screeching - -9000 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SKID1.WAV // File name -1000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -9001 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SKID2.WAV // File name -1000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9000 - -9002 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SKID3.WAV // File name -1000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9000 - -9003 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SCRUB1.WAV // File name -1000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9000 - -9004 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SCRUB2.WAV // File name -1000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9000 - -9010 // Sound ID -0x00,0x01 // Type (0), Flags (0) -BOING!.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -9011 // Sound ID -0x00,0x01 // Type (0), Flags (0) -PINBALL.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -9500 // Sound ID -0x01,0x01 // Type (01) - Midi, -carmid03 // File name -5000 // Priority (0..0x9999) -1 // Repeat rate -255,255 -1,1 -1,1 // MinVol, MaxVol, MinPitch, MaxPitch, MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -9501 // Sound ID -0x01,0x01 // Type (01) - Midi, -carmid04 // File name -5000 // Priority (0..0x9999) -1 // Repeat rate -255,255 -1,1 -1,1 // MinVol, MaxVol, MinPitch, MaxPitch, MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -9502 // Sound ID -0x01,0x01 // Type (01) - Midi, -carmid10 // File name -5000 // Priority (0..0x9999) -1 // Repeat rate -255,255 -1,1 -1,1 // MinVol, MaxVol, MinPitch, MaxPitch, MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -9600 // Sound ID -0x02,0x01 // Type (01) - CDA, -2 // File name -5000 // Priority (0..0x9999) -1 // Repeat rate -255,255 -1,1 -1,1 // MinVol, MaxVol, MinPitch, MaxPitch, MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -9601 // Sound ID -0x02,0x01 // Type (01) - CDA, -3 // File name -5000 // Priority (0..0x9999) -1 // Repeat rate -255,255 -1,1 -1,1 // MinVol, MaxVol, MinPitch, MaxPitch, MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -9602 // Sound ID -0x02,0x01 // Type (01) - CDA, -4 // File name -5000 // Priority (0..0x9999) -1 // Repeat rate -255,255 -1,1 -1,1 // MinVol, MaxVol, MinPitch, MaxPitch, MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/SOUND/SPLAT2.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/SOUND/SPLAT2.WAV deleted file mode 100644 index 3d960824..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/SOUND/SPLAT2.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/SOUND/SPLATGIB.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/SOUND/SPLATGIB.WAV deleted file mode 100644 index 318a70c4..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/SOUND/SPLATGIB.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/SOUND/SQUEEKDI.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/SOUND/SQUEEKDI.WAV deleted file mode 100644 index 3e74a5eb..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/SOUND/SQUEEKDI.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/SOUND/SWINGIN.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/SOUND/SWINGIN.WAV deleted file mode 100644 index d7e71f07..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/SOUND/SWINGIN.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/SOUND/SWINGOUT.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/SOUND/SWINGOUT.WAV deleted file mode 100644 index 6b160bdb..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/SOUND/SWINGOUT.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/SOUND/THECLAP.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/SOUND/THECLAP.WAV deleted file mode 100644 index 4d65736c..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/SOUND/THECLAP.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/SOUND/THREE.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/SOUND/THREE.WAV deleted file mode 100644 index b2086e31..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/SOUND/THREE.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/SOUND/TWO.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/SOUND/TWO.WAV deleted file mode 100644 index 6445a729..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Carmageddon Demo/SOUND/TWO.WAV and 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a/OpenC1_XNA3/bin/x86/Debug/GameData/README.txt +++ /dev/null @@ -1,8 +0,0 @@ -The Carmageddon Demo, SplatPack Demo and SplatPack Xmas Demo data files are: - -(c) 1997 Stainless Software Ltd. -(c) 1997 SCi (Sales Curve Interactive) Ltd. -All rights reserved. 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a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/32X20X8/PRATCAM/FRANK/PRATCAM.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/32X20X8/PRATCAM/FRANK/PRATCAM.TXT deleted file mode 100644 index 158b1171..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/32X20X8/PRATCAM/FRANK/PRATCAM.TXT +++ /dev/null @@ -1,548 +0,0 @@ -// MAX DAMAGE (FRANKIE) PRATCAM TEXT FILE -// sunday 19/1/97 -// last changes (hopefully!!) - - -45 // NUMBER OF FLICS - -FDEADL.FLI // 0 -FDISGUSL.FLI // 1 -FDRIVE1L.FLI // 2 -FGRINL.FLI // 3 -FHELMETL.FLI // 4 -FHITB1L.FLI // 5 -FHITF1L.FLI // 6 -FHITL1L.FLI // 7 -FHITR1L.FLI // 8 -FHORRORL.FLI // 9 -FLAUGHL.FLI // 10 -FLOOKLL.FLI // 11 -FLOOKRL.FLI // 12 -FROLL1L.FLI // 13 -FSCREAML.FLI // 14 -FSORRYL.FLI // 15 -FWHIPL.FLI // 16 -FYEAHL.FLI // 17 -FDRIVE2L.FLI // 18 -FDRIVE3L.FLI // 19 -FSAILL.FLI // 20 -FFALLL.FLI // 21 -FROLL2L.FLI // 22 -FROLL3L.FLI // 23 -FHITB2L.FLI // 24 -FHITB3L.FLI // 25 -FHITF2L.FLI // 26 -FHITF3L.FLI // 27 -FHITL2L.FLI // 28 -FHITL3L.FLI // 29 -FHITR2L.FLI // 30 -FHITR3L.FLI // 31 -FSKIDLL.FLI // 32 -FSKIDRL.FLI // 33 -FHELMXL.FLI // 34 -FLOOSEL.FLI // 35 -FLOOSEXL.FLI // 36 -FDEADXL.FLI // 37 -FSPEEDL.FLI // 38 -FGOODL.FLI // 39 -FBADL.FLI // 40 -FSILLYL.FLI // 41 -FUPSIDEL.FLI // 42 -FSTILLL.FLI // 43 -FVFUZZL.FLI // 44 - -END - - - -// **** START OF SEQUENCES **** - -45 // NUMBER OF SEQUENCES - -// Sequence 0 - Stationary or driving at below 25mph -0 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - - 3 // Number of alternatives - -// Chunk #1, alternative #1 - 2,90,0 // Flic index,% chance,% of sound - 11,5,0 // Flic index,% chance,% of sound - 12,5,0 // Flic index,% chance,% of sound - - - - - -// Sequence 1 - Driving at between 25mph and 67mph -50 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 4 // Number of alternatives - // Chunk #1, alternative #1 - 2,83,0 // Flic index,% chance,% of sound - 11,5,0 // Flic index,% chance,% of sound - 12,5,0 // Flic index,% chance,% of sound - 9,2,0 // Flic index,% chance,% of sound - - - -// Sequence 2 - Driving at between 67mph and 167mph -60 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 4 // Number of alternatives - // Chunk #1, alternative #1 - 18,85,0 // Flic index,% chance,% of sound - 11,5,0 // Flic index,% chance,% of sound - 12,5,0 // Flic index,% chance,% of sound - 9,5,0 // Flic index,% chance,% of sound - - -// Sequence 3 - Driving at over 167mph -70 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 19,100,0 // Flic index,% chance,% of sound - - -// Sequence 4 - Accelerating (NOT USED) -100 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 3 // Number of alternatives -// Chunk #1, alternative #1 - 3,10,0 // Flic index,% chance,% of sound - 9,40,0 // Flic index,% chance,% of sound - 2,50,0 // Flic index,% chance,% of sound - -// Sequence 5 - Sailing gracefully through the air -200 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 3 // Number of alternatives - // Chunk #1, alternative #1 - 9,30,0 // Flic index,% chance,% of sound - 14,30,0 // Flic index,% chance,% of sound - 20,40,0 // Flic index,% chance,% of sound -// Sequence 6 - Falling rapidly -400 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 3 // Number of alternatives - // Chunk #1, alternative #1 - 21,80,0 // Flic index,% chance,% of sound - 42,10,0 // Flic index,% chance,% of sound - 9,10,0 // Flic index,% chance,% of sound -// Sequence 7 - Rolling gently -200 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 2 // Number of alternatives - // Chunk #1, alternative #1 - 32,50,0 // Flic index,% chance,% of sound - 33,50,0 // Flic index,% chance,% of sound - - -// Sequence 8 - Rolling mediumly -400 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 3 // Number of alternatives - // Chunk #1, alternative #1 - 22,60,0 // Flic index,% chance,% of sound - 28,20,0 // Flic index,% chance,% of sound - 30,20,0 // Flic index,% chance,% of sound - -// Sequence 9 - Rolling violently -1100 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 3 // Number of alternatives - // Chunk #1, alternative #1 - 23,60,0 // Flic index,% chance,% of sound - 31,20,0 // Flic index,% chance,% of sound - 29,20,0 // Flic index,% chance,% of sound - -// Sequence 10 - Spinning gently -200 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 3 // Number of alternatives - // Chunk #1, alternative #1 - 9,20,0 // Flic index,% chance,% of sound - 32,40,0 // Flic index,% chance,% of sound - 33,40,0 // Flic index,% chance,% of sound - -// Sequence 11 - Spinning mediumly -290 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 3 // Number of alternatives - // Chunk #1, alternative #1 - 22,60,0 // Flic index,% chance,% of sound - 28,20,0 // Flic index,% chance,% of sound - 30,20,0 // Flic index,% chance,% of sound - - -// Sequence 12 - Spinning violently -1100 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 3 // Number of alternatives - // Chunk #1, alternative #1 - 23,60,0 // Flic index,% chance,% of sound - 31,20,0 // Flic index,% chance,% of sound - 29,20,0 // Flic index,% chance,% of sound - - -// Sequence 13 - Small hit up the arse -100 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 5,100,0 // Flic index,% chance,% of sound - -// Sequence 14 - Small hit in the front -100 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 2 // Number of alternatives - // Chunk #1, alternative #1 - 6,50,0 // Flic index,% chance,% of sound - 9,50,0 // Flic index,% chance,% of sound - -// Sequence 15 - Small hit up from the left -100 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 7,100,0 // Flic index,% chance,% of sound - -// Sequence 16 - Small hit up from the right -100 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 8,100,0 // Flic index,% chance,% of sound - -// Sequence 17 - Medium hit up the arse -300 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 24,100,0 // Flic index,% chance,% of sound - -// Sequence 18 - Medium hit in the front -300 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 26,100,0 // Flic index,% chance,% of sound - -// Sequence 19 - Medium hit up from the left -300 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 28,100,0 // Flic index,% chance,% of sound - -// Sequence 20 - Medium hit up from the right -300 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 30,100,0 // Flic index,% chance,% of sound - -// Sequence 21 - Big hit up the arse -1000 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 2 // Number of alternatives - // Chunk #1, alternative #1 - 25,90,0 // Flic index,% chance,% of sound - 44,10,0 // Flic index,% chance,% of sound - -// Sequence 22 - Big hit in the front -1000 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 3 // Number of alternatives - // Chunk #1, alternative #1 - 27,70,0 // Flic index,% chance,% of sound - 16,10,0 // Flic index,% chance,% of sound - 44,20,0 // Flic index,% chance,% of sound - -// Sequence 23 - Big hit up from the left -1000 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 2 // Number of alternatives - // Chunk #1, alternative #1 - 29,90,0 // Flic index,% chance,% of sound - 44,10,0 // Flic index,% chance,% of sound - -// Sequence 24 - Big hit up from the right -1000 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 2 // Number of alternatives - // Chunk #1, alternative #1 - 31,90,0 // Flic index,% chance,% of sound - 44,10,0 // Flic index,% chance,% of sound - -// Sequence 25 - Skidding to the left -200 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 32,100,0 // Flic index,% chance,% of sound - -// Sequence 26 - Skidding to the right -200 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 33,100,0 // Flic index,% chance,% of sound - - -// Sequence 27 - Turning head to the left in internal view -150 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 11,100,0 // Flic index,% chance,% of sound - -// Sequence 28 - Turning head to the right in internal view -150 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 12,100,0 // Flic index,% chance,% of sound - -// Sequence 29 - Killed a ped -250 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 5 // Number of alternatives - // Chunk #1, alternative #1 - 1,20,0 // Flic index,% chance,% of sound - 3,20,0 // Flic index,% chance,% of sound - 15,20,0 // Flic index,% chance,% of sound - 9,20,0 // Flic index,% chance,% of sound - 10,20,0 // Flic index,% chance,% of sound - -// Sequence 30 - Killed a whole bunch-o-peds/piledriver/arty impress etc -255 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 5 // Number of alternatives - - // Chunk #1, alternative #1 - 1,20,0 // Flic index,% chance,% of sound - 15,20,0 // Flic index,% chance,% of sound - 9,20,0 // Flic index,% chance,% of sound - 10,20,0 // Flic index,% chance,% of sound - 17,20,0 // Flic index,% chance,% of sound - - -// Sequence 31 - Apologising after killing ped(s) -260 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 15,100,0 // Flic index,% chance,% of sound - -// Sequence 32 - Wasted an opponent -270 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 2 // Number of alternatives - // Chunk #1, alternative #1 - 17,50,0 // Flic index,% chance,% of sound - 15,50,0 // Flic index,% chance,% of sound - -// Sequence 33 - Gone through a checkpoint -270 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 17,100,0 // Flic index,% chance,% of sound - -// Sequence 34 - Successfully completing a race -10000 // Precedence -1 // Chunk to start repeating at -2 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 4,100,0 // Flic index,% chance,% of sound - -// Chunk #2 - 1 // Number of alternatives - // Chunk #2, alternative #1 - 34,100,0 // Flic index,% chance,% of sound - -// Sequence 35 - Unsuccessfully completing a race (out of time) -10000 // Precedence -1 // Chunk to start repeating at -2 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 35,100,0 // Flic index,% chance,% of sound - -// Chunk #2 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 36,100,0 - - -// Sequence 36 - Dead (Network mode only) -10000 // Precedence -1 // Chunk to start repeating at -2 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 0,100,0 // Flic index,% chance,% of sound -1 // Number of alternatives - - // Chunk #2 alternative #1 - 37,100,0 // Flic index,% chance,% of sound - - - -// Sequence 37 - Got points/time powerup -1000 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 38,100,0 // Flic index,% chance,% of sound - -// Sequence 38 - Got good powerup -1000 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 39,100,0 // Flic index,% chance,% of sound - -// Sequence 39 - Got bad powerup -1000 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 40,100,0 // Flic index,% chance,% of sound - -// Sequence 40 - Got weird powerup -1000 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 41,100,0 // Flic index,% chance,% of sound - -// Sequence 41 - Instant handbrake -1000 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 2 // Number of alternatives - // Chunk #1, alternative #1 - 27,50,0 // Flic index,% chance,% of sound - 16,50,0 // Flic index,% chance,% of sound -// Sequence 42 - Bouncey bouncey - -1000 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 25,100,0 // Flic index,% chance,% of sound - -// Sequence 43 - Instant bodywork trash - -1000 // Precedence -0 // Chunk to start repeating at -2 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 40,100,0 // Flic index,% chance,% of sound - -// Chunk #2 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 9,100,0 // Flic index,% chance,% of sound - -// Sequence 44 - Upside down -299 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 3 // Number of alternatives - // Chunk #1, alternative #1 - 42,30,0 // Flic index,% chance,% of sound - 44,30,0 // Flic index,% chance,% of sound - 43,40,0 // Flic index,% chance,% of sound - -END - diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/CARS/BLKEAGLE.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/CARS/BLKEAGLE.TXT deleted file mode 100644 index 6b64515c..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/CARS/BLKEAGLE.TXT +++ /dev/null @@ -1,39 +0,0 @@ -@+K6oZW^P\,aM^pOH1&)z"Atf*tH$%30WK~43t -@lR7>s*N<50$aM^_`4dW'gzStdq5ib|"JHv4/p +%Vp9QU}3t -@oX1fo,5Gy<4ze.u"Nvu:pFe,~3M -@lR7;s*N<50"aM^_`4dW'gzStdq5ib|"JHv4/p +%Vp9QU}3t -@X ^$I\7TeKaM^_`4dW-x&WS;f4rH$%30WK~43t -@lR7:s*N<57*aM^_`4dW'gzStdq5ib|"JHv4/p +%Vp9QU}3t -@}(+MyjmLS^Y=A7TeKM|j_`K!pb%c3[Ct4)lDRib?vXNwq3tDRh2g5V -@}('SajjX7]Y54 }#;_`d!eu"Jtg)5e$r;[ -@JqL0V54 #M#11Kp3V_3XSrg55e$r;[ -@/L850'MT#{ U!"(4?Utjs3O:g,W^P\,Nb5*6*V{7PCh4;g -@miV78g0*ZK7#OL*z>s(O65Wx_Runq0R_3V3[Iof85e$r;[ -@R{hsT,s"H+qL0V,55'M|oo`K_V!vrB}`q5^W7+{"y{)aHe2r"]Fv4u?LHH )#z [o{}fib|"Dtw6eA -@8(= XyrnL*g,aMqpB&''39X}0xH #3~WIoq/{A diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/CARS/MINI.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/CARS/MINI.TXT deleted file mode 100644 index 6b64515c..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/CARS/MINI.TXT +++ /dev/null @@ -1,39 +0,0 @@ -@+K6oZW^P\,aM^pOH1&)z"Atf*tH$%30WK~43t -@lR7>s*N<50$aM^_`4dW'gzStdq5ib|"JHv4/p +%Vp9QU}3t -@oX1fo,5Gy<4ze.u"Nvu:pFe,~3M -@lR7;s*N<50"aM^_`4dW'gzStdq5ib|"JHv4/p +%Vp9QU}3t -@X ^$I\7TeKaM^_`4dW-x&WS;f4rH$%30WK~43t -@lR7:s*N<57*aM^_`4dW'gzStdq5ib|"JHv4/p +%Vp9QU}3t -@}(+MyjmLS^Y=A7TeKM|j_`K!pb%c3[Ct4)lDRib?vXNwq3tDRh2g5V -@}('SajjX7]Y54 }#;_`d!eu"Jtg)5e$r;[ -@JqL0V54 #M#11Kp3V_3XSrg55e$r;[ -@/L850'MT#{ U!"(4?Utjs3O:g,W^P\,Nb5*6*V{7PCh4;g -@miV78g0*ZK7#OL*z>s(O65Wx_Runq0R_3V3[Iof85e$r;[ -@R{hsT,s"H+qL0V,55'M|oo`K_V!vrB}`q5^W7+{"y{)aHe2r"]Fv4u?LHH )#z [o{}fib|"Dtw6eA -@8(= XyrnL*g,aMqpB&''39X}0xH #3~WIoq/{A diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/CARS/MONSTER.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/CARS/MONSTER.TXT deleted file mode 100644 index 5d451586..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/CARS/MONSTER.TXT +++ /dev/null @@ -1,41 +0,0 @@ -CKPT92F.PIX // Cockpit forward image file names -32,37,670,403 // Left, top, right, bottom rendering coordinates -CKPT92L.PIX // Cockpit left image file names -32,29,670,456 // Left, top, right, bottom rendering coordinates -CKPT92R.PIX // Cockpit right image file names -32,36,672,362 // Left, top, right, bottom rendering coordinates -d,88,442,HSPEEDO.PIX,14 // Speedo type, x, y, filename, x-pitch -// speedo type, background-x, background-y, background-imagename, centre-x, centre-y, radius-1, radius-2, start-angle, end-angle, colour -a,190,474,HSPDMS92.PIX,258,504,12,54,160,20,-53,160 // Speedo type, x, y, filename, x-pitch, min rad, max radius, start angle, end angle, colour ,maxspeed displayed -a,8,375,HIRESTCH.PIX,64,432,0,44,215,0,-4 // tacho type, x, y, filename, x-pitch -// tacho type, background-x, background-y, background-imagename, centre-x, centre-y, radius-1, radius-2, start-angle, end-angle, colour -a,400,300,none,163,350,-6,19,215,-60,-4 -62,443,HGEARS.PIX // Gear display x,y,image (external) -443,413,HGEARS.PIX // Gear display x,y,image (internal) -7 // Number of hands frames -288,374,HANDS56R.PIX,0,0,none // Left-most hands frame -308,396,HANDS55R.PIX,0,0,none // Leftish hands frame -336,425,HANDS54R.PIX,88,475,HANDS54L.PIX // Leftish hands frame -346,449,HANDS53R.PIX,90,449,HANDS53L.PIX // Centre hands frame -346,458,HANDS52R.PIX,100,432,HANDS52L.PIX // Rightish hands frame -0,0,none,108,413,HANDS51L.PIX // Rightish hands frame -0,0,none,100,391,HANDS50L.PIX // Right-most hands frame -554,50,670,111 // Left, top, right, bottom of mirror -0,0,104,110 // Left, top, right, bottom of pratcam (*** relative to screen, not cockpit) -582,396,1,1,2,3,1,HENG.PIX // Engine damage x,y,flash1..5 -584,425,1,1,2,3,1,HTRN.PIX // Transmission damage x,y,flash1..5 -576,425,1,1,2,3,1,HSTR.PIX // Steering damage x,y,flash1..5 -568,409,1,1,2,3,1,HLSUS.PIX // lf brake damage x,y,flash1..5 -604,409,1,1,2,3,1,HRSUS.PIX // rf brake damage x,y,flash1..5 -568,466,1,1,2,3,1,HLSUS.PIX // lr brake damage x,y,flash1..5 -604,466,1,1,2,3,1,HRSUS.PIX // rr brake damage x,y,flash1..5 -560,407,1,1,2,3,1,HTYR.PIX // lf wheel damage x,y,flash1..5 -612,407,1,1,2,3,1,HTYR.PIX // rf wheel damage x,y,flash1..5 -560,463,1,1,2,3,1,HTYR.PIX // lr wheel damage x,y,flash1..5 -612,463,1,1,2,3,1,HTYR.PIX // rr wheel damage x,y,flash1..5 -38,-4,559,368,EXTDAM92.PIX // damage indicators x,y, extdam, x,y -3 // Number of dimmed areas (external)Left, top, right, bottom -557,363,637,472 // Dim rectangle -60,437,81,474 // Dim rectangle -86,437,135,474 // Dim rectangle -0 // Number of dimmed areas (internal) diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/CARS/MUSCLE.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/CARS/MUSCLE.TXT deleted file mode 100644 index d1791fb1..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/CARS/MUSCLE.TXT +++ /dev/null @@ -1,41 +0,0 @@ -CKPT94F.PIX // Cockpit forward image file names -32,38,672,403 // Left, top, right, bottom rendering coordinates -CKPT94L.PIX // Cockpit left image file names -32,29,672,456 // Left, top, right, bottom rendering coordinates -CKPT94R.PIX // Cockpit right image file names -32,36,672,382 // Left, top, right, bottom rendering coordinates -d,88,442,HSPEEDO.PIX,14 // Speedo type, x, y, filename, x-pitch -// speedo type, background-x, background-y, background-imagename, centre-x, centre-y, radius-1, radius-2, start-angle, end-angle, colour -a,190,474,HSPDM94.PIX,258,504,12,54,170,20,-4,170 // Speedo type, x, y, filename, x-pitch, min rad, max radius, start angle, end angle, colour ,maxspeed displayed -a,8,375,HIRESTCH.PIX,64,432,0,44,215,0,-4 // tacho type, x, y, filename, x-pitch -// tacho type, background-x, background-y, background-imagename, centre-x, centre-y, radius-1, radius-2, start-angle, end-angle, colour -a,400,300,none,163,350,-6,-19,215,-60,-4 -62,442,HGEARS.PIX // Gear display x,y,image (external) -411,416,HGEARS.PIX // Gear display x,y,image (internal) -7 // Number of hands frames -288,374,HANDS56R.PIX,0,0,none // Left-most hands frame -308,396,HANDS55R.PIX,0,0,none // Leftish hands frame -336,425,HANDS54R.PIX,88,475,HANDS54L.PIX // Leftish hands frame -346,449,HANDS53R.PIX,90,449,HANDS53L.PIX // Centre hands frame -346,458,HANDS52R.PIX,100,432,HANDS52L.PIX // Rightish hands frame -0,0,none,108,413,HANDS51L.PIX // Rightish hands frame -0,0,none,100,391,HANDS50L.PIX // Right-most hands frame -554,50,670,110 // Left, top, right, bottom of mirror -0,0,104,110 // Left, top, right, bottom of pratcam (*** relative to screen, not cockpit) -584,400,1,1,2,3,1,HENG.PIX // Engine damage x,y,flash1..5 -586,429,1,1,2,3,1,HTRN.PIX // Transmission damage x,y,flash1..5 -578,429,1,1,2,3,1,HSTR.PIX // Steering damage x,y,flash1..5 -576,407,1,1,2,3,1,HLSUS.PIX // lf brake damage x,y,flash1..5 -600,407,1,1,2,3,1,HRSUS.PIX // rf brake damage x,y,flash1..5 -576,470,1,1,2,3,1,HLSUS.PIX // lr brake damage x,y,flash1..5 -600,470,1,1,2,3,1,HRSUS.PIX // rr brake damage x,y,flash1..5 -568,405,1,1,2,3,1,HTYR.PIX // lf wheel damage x,y,flash1..5 -608,405,1,1,2,3,1,HTYR.PIX // rf wheel damage x,y,flash1..5 -568,467,1,1,2,3,1,HTYR.PIX // lr wheel damage x,y,flash1..5 -608,467,1,1,2,3,1,HTYR.PIX // rr wheel damage x,y,flash1..5 -38,-4,574,360,EXTDAM94.PIX // damage indicators x,y, extdam, x,y -3 // Number of dimmed areas (external) -568,355,628,478 // Dim rectangle -60,437,81,474 // Dim rectangle -86,437,135,474 // Dim rectangle -0 // Number of dimmed areas (internal) diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/CARS/NEWEAGLE.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/CARS/NEWEAGLE.TXT deleted file mode 100644 index 37692580..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/CARS/NEWEAGLE.TXT +++ /dev/null @@ -1,39 +0,0 @@ -CKPT80F.PIX // Cockpit forward image file names -32,40,672,427 // Left, top, right, bottom rendering coordinates -CKPT80L.PIX // Cockpit left image file names -32,45,672,451 // Left, top, right, bottom rendering coordinates -CKPT80R.PIX // Cockpit right image file names -32,44,672,389 // Left, top, right, bottom rendering coordinates -d,88,442,HSPEEDO.PIX,14 // Speedo type, x, y, filename, x-pitch -d,242,458,HSPEEDO.PIX,14 // Speedo type, x, y, filename, x-pitch -a,8,375,HIRESTCH.PIX,64,432,0,44,215,0,-4 // tacho type, x, y, filename, x-pitch -d,241,474,HTACHO.PIX // Tacho x, y, filename -62,442,HGEARS.PIX // Gear display x,y,image (external) -285,432,HGEARS.PIX // Gear display x,y,image (internal) -7 // Number of hands frames -308,394,STR680.PIX,0,0,none // Left-most hands frame -328,415,STR580.PIX,0,0,none // Leftish hands frame -356,444,STR480.PIX,108,494,STL480.PIX // Leftish hands frame -366,468,STR380.PIX,110,468,STL380.PIX // Centre hands frame -366,478,STR280.PIX,120,451,STL280.PIX // Rightish hands frame -0,0,none,128,432,STL180.PIX // Rightish hands frame -0,0,none,120,410,STL080.PIX // Right-most hands frame -524,72,700,149 // Left, top, right, bottom of mirror -0,0,104,110 // Left, top, right, bottom of pratcam (*** relative to screen, not cockpit) -619,394,1,1,2,3,1,HENG.PIX // Engine damage x,y,flash1..5 -621,417,1,1,2,3,1,HTRN.PIX // Transmission damage x,y,flash1..5 -613,417,1,1,2,3,1,HSTR.PIX // Steering damage x,y,flash1..5 -611,396,1,1,2,3,1,HLSUS.PIX // lf brake damage x,y,flash1..5 -635,396,1,1,2,3,1,HRSUS.PIX // rf brake damage x,y,flash1..5 -612,459,1,1,2,3,1,HLSUS.PIX // lr brake damage x,y,flash1..5 -634,459,1,1,2,3,1,HRSUS.PIX // rr brake damage x,y,flash1..5 -603,394,1,1,2,3,1,HTYR.PIX // lf wheel damage x,y,flash1..5 -643,394,1,1,2,3,1,HTYR.PIX // rf wheel damage x,y,flash1..5 -603,457,1,1,2,3,1,HTYR.PIX // lr wheel damage x,y,flash1..5 -643,457,1,1,2,3,1,HTYR.PIX // rr wheel damage x,y,flash1..5 -0,0,571,357,EXTDAM0.PIX -3 // Number of dimmed areas (external) -566,353,623,467 // Dim rectangle -60,437,81,474 // Dim rectangle -86,437,135,474 // Dim rectangle -0 // Number of dimmed areas (internal) diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/CARS/SEMI.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/CARS/SEMI.TXT deleted file mode 100644 index d8d489c6..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/CARS/SEMI.TXT +++ /dev/null @@ -1,39 +0,0 @@ -CKPT90F.PIX // Cockpit forward image file names -32,94,672,396 // Left, top, right, bottom rendering coordinates -CKPT90L.PIX // Cockpit left image file names -44,103,672,398 // Left, top, right, bottom rendering coordinates -CKPT90R.PIX // Cockpit right image file names -32,134,570,386 // Left, top, right, bottom rendering coordinates -d,88,442,HSPEEDR.PIX,14 // Speedo type, x, y, filename, x-pitch -d,462,403,HSPEEDR.PIX,14 // Speedo type, x, y, filename, x-pitch -a,8,375,HIRESTCH.PIX,64,432,0,44,215,0,-4 // tacho type, x, y, filename, x-pitch -d,408,425,HTACHO3.PIX // Tacho x, y, filename -62,442,HGEARSR.PIX // Gear display x,y,image (external) -156,393,HGEARSR.PIX // Gear display x,y,image (internal) -7 // Number of hands frames -339,394,STR680.PIX,0,0,none // Left-most hands frame -359,415,STR580.PIX,0,0,none // Leftish hands frame -387,444,STR480.PIX,139,494,STL480.PIX // Leftish hands frame -397,468,STR380.PIX,141,468,STL380.PIX // Centre hands frame -397,478,STR280.PIX,151,451,STL280.PIX // Rightish hands frame -0,0,none,159,432,STL180.PIX // Rightish hands frame -0,0,none,151,410,STL080.PIX // Right-most hands frame -526,48,670,106 // Left, top, right, bottom of mirror -0,0,104,110 // Left, top, right, bottom of pratcam (*** relative to screen, not cockpit) -598,385,1,1,2,3,1,HENG.PIX // Engine damage x,y,flash1..5 -600,430,1,1,2,3,1,HTRN.PIX // Transmission damage x,y,flash1..5 -596,410,1,1,2,3,1,HSTR.PIX // Steering damage x,y,flash1..5 -586,400,1,1,2,3,1,HLSUS.PIX // lf brake damage x,y,flash1..5 -618,400,1,1,2,3,1,HRSUS.PIX // rf brake damage x,y,flash1..5 -586,473,1,1,2,3,1,HLSUS.PIX // lr brake damage x,y,flash1..5 -618,473,1,1,2,3,1,HRSUS.PIX // rr brake damage x,y,flash1..5 -578,397,1,1,2,3,1,HTYR.PIX // lf wheel damage x,y,flash1..5 -626,397,1,1,2,3,1,HTYR.PIX // rf wheel damage x,y,flash1..5 -578,470,1,1,2,3,1,HTYR.PIX // lr wheel damage x,y,flash1..5 -626,470,1,1,2,3,1,HTYR.PIX // rr wheel damage x,y,flash1..5 -4,0,548,358,EXTDAM90.PIX -3 // Number of dimmed areas (external) -542,353,613,478 // Dim rectangle -60,437,81,474 // Dim rectangle -86,437,135,474 // Dim rectangle -0 // Number of dimmed areas (internal) diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/CARS/SUBFRAME.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/CARS/SUBFRAME.TXT deleted file mode 100644 index 37692580..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/CARS/SUBFRAME.TXT +++ /dev/null @@ -1,39 +0,0 @@ -CKPT80F.PIX // Cockpit forward image file names -32,40,672,427 // Left, top, right, bottom rendering coordinates -CKPT80L.PIX // Cockpit left image file names -32,45,672,451 // Left, top, right, bottom rendering coordinates -CKPT80R.PIX // Cockpit right image file names -32,44,672,389 // Left, top, right, bottom rendering coordinates -d,88,442,HSPEEDO.PIX,14 // Speedo type, x, y, filename, x-pitch -d,242,458,HSPEEDO.PIX,14 // Speedo type, x, y, filename, x-pitch -a,8,375,HIRESTCH.PIX,64,432,0,44,215,0,-4 // tacho type, x, y, filename, x-pitch -d,241,474,HTACHO.PIX // Tacho x, y, filename -62,442,HGEARS.PIX // Gear display x,y,image (external) -285,432,HGEARS.PIX // Gear display x,y,image (internal) -7 // Number of hands frames -308,394,STR680.PIX,0,0,none // Left-most hands frame -328,415,STR580.PIX,0,0,none // Leftish hands frame -356,444,STR480.PIX,108,494,STL480.PIX // Leftish hands frame -366,468,STR380.PIX,110,468,STL380.PIX // Centre hands frame -366,478,STR280.PIX,120,451,STL280.PIX // Rightish hands frame -0,0,none,128,432,STL180.PIX // Rightish hands frame -0,0,none,120,410,STL080.PIX // Right-most hands frame -524,72,700,149 // Left, top, right, bottom of mirror -0,0,104,110 // Left, top, right, bottom of pratcam (*** relative to screen, not cockpit) -619,394,1,1,2,3,1,HENG.PIX // Engine damage x,y,flash1..5 -621,417,1,1,2,3,1,HTRN.PIX // Transmission damage x,y,flash1..5 -613,417,1,1,2,3,1,HSTR.PIX // Steering damage x,y,flash1..5 -611,396,1,1,2,3,1,HLSUS.PIX // lf brake damage x,y,flash1..5 -635,396,1,1,2,3,1,HRSUS.PIX // rf brake damage x,y,flash1..5 -612,459,1,1,2,3,1,HLSUS.PIX // lr brake damage x,y,flash1..5 -634,459,1,1,2,3,1,HRSUS.PIX // rr brake damage x,y,flash1..5 -603,394,1,1,2,3,1,HTYR.PIX // lf wheel damage x,y,flash1..5 -643,394,1,1,2,3,1,HTYR.PIX // rf wheel damage x,y,flash1..5 -603,457,1,1,2,3,1,HTYR.PIX // lr wheel damage x,y,flash1..5 -643,457,1,1,2,3,1,HTYR.PIX // rr wheel damage x,y,flash1..5 -0,0,571,357,EXTDAM0.PIX -3 // Number of dimmed areas (external) -566,353,623,467 // Dim rectangle -60,437,81,474 // Dim rectangle -86,437,135,474 // Dim rectangle -0 // Number of dimmed areas (internal) diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/CARS/SZ.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/CARS/SZ.TXT deleted file mode 100644 index 37692580..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/CARS/SZ.TXT +++ /dev/null @@ -1,39 +0,0 @@ -CKPT80F.PIX // Cockpit forward image file names -32,40,672,427 // Left, top, right, bottom rendering coordinates -CKPT80L.PIX // Cockpit left image file names -32,45,672,451 // Left, top, right, bottom rendering coordinates -CKPT80R.PIX // Cockpit right image file names -32,44,672,389 // Left, top, right, bottom rendering coordinates -d,88,442,HSPEEDO.PIX,14 // Speedo type, x, y, filename, x-pitch -d,242,458,HSPEEDO.PIX,14 // Speedo type, x, y, filename, x-pitch -a,8,375,HIRESTCH.PIX,64,432,0,44,215,0,-4 // tacho type, x, y, filename, x-pitch -d,241,474,HTACHO.PIX // Tacho x, y, filename -62,442,HGEARS.PIX // Gear display x,y,image (external) -285,432,HGEARS.PIX // Gear display x,y,image (internal) -7 // Number of hands frames -308,394,STR680.PIX,0,0,none // Left-most hands frame -328,415,STR580.PIX,0,0,none // Leftish hands frame -356,444,STR480.PIX,108,494,STL480.PIX // Leftish hands frame -366,468,STR380.PIX,110,468,STL380.PIX // Centre hands frame -366,478,STR280.PIX,120,451,STL280.PIX // Rightish hands frame -0,0,none,128,432,STL180.PIX // Rightish hands frame -0,0,none,120,410,STL080.PIX // Right-most hands frame -524,72,700,149 // Left, top, right, bottom of mirror -0,0,104,110 // Left, top, right, bottom of pratcam (*** relative to screen, not cockpit) -619,394,1,1,2,3,1,HENG.PIX // Engine damage x,y,flash1..5 -621,417,1,1,2,3,1,HTRN.PIX // Transmission damage x,y,flash1..5 -613,417,1,1,2,3,1,HSTR.PIX // Steering damage x,y,flash1..5 -611,396,1,1,2,3,1,HLSUS.PIX // lf brake damage x,y,flash1..5 -635,396,1,1,2,3,1,HRSUS.PIX // rf brake damage x,y,flash1..5 -612,459,1,1,2,3,1,HLSUS.PIX // lr brake damage x,y,flash1..5 -634,459,1,1,2,3,1,HRSUS.PIX // rr brake damage x,y,flash1..5 -603,394,1,1,2,3,1,HTYR.PIX // lf wheel damage x,y,flash1..5 -643,394,1,1,2,3,1,HTYR.PIX // rf wheel damage x,y,flash1..5 -603,457,1,1,2,3,1,HTYR.PIX // lr wheel damage x,y,flash1..5 -643,457,1,1,2,3,1,HTYR.PIX // rr wheel damage x,y,flash1..5 -0,0,571,357,EXTDAM0.PIX -3 // Number of dimmed areas (external) -566,353,623,467 // Dim rectangle -60,437,81,474 // Dim rectangle -86,437,135,474 // Dim rectangle -0 // Number of dimmed areas (internal) diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/CARS/XJ220.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/CARS/XJ220.TXT deleted file mode 100644 index 37692580..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/CARS/XJ220.TXT +++ /dev/null @@ -1,39 +0,0 @@ -CKPT80F.PIX // Cockpit forward image file names -32,40,672,427 // Left, top, right, bottom rendering coordinates -CKPT80L.PIX // Cockpit left image file names -32,45,672,451 // Left, top, right, bottom rendering coordinates -CKPT80R.PIX // Cockpit right image file names -32,44,672,389 // Left, top, right, bottom rendering coordinates -d,88,442,HSPEEDO.PIX,14 // Speedo type, x, y, filename, x-pitch -d,242,458,HSPEEDO.PIX,14 // Speedo type, x, y, filename, x-pitch -a,8,375,HIRESTCH.PIX,64,432,0,44,215,0,-4 // tacho type, x, y, filename, x-pitch -d,241,474,HTACHO.PIX // Tacho x, y, filename -62,442,HGEARS.PIX // Gear display x,y,image (external) -285,432,HGEARS.PIX // Gear display x,y,image (internal) -7 // Number of hands frames -308,394,STR680.PIX,0,0,none // Left-most hands frame -328,415,STR580.PIX,0,0,none // Leftish hands frame -356,444,STR480.PIX,108,494,STL480.PIX // Leftish hands frame -366,468,STR380.PIX,110,468,STL380.PIX // Centre hands frame -366,478,STR280.PIX,120,451,STL280.PIX // Rightish hands frame -0,0,none,128,432,STL180.PIX // Rightish hands frame -0,0,none,120,410,STL080.PIX // Right-most hands frame -524,72,700,149 // Left, top, right, bottom of mirror -0,0,104,110 // Left, top, right, bottom of pratcam (*** relative to screen, not cockpit) -619,394,1,1,2,3,1,HENG.PIX // Engine damage x,y,flash1..5 -621,417,1,1,2,3,1,HTRN.PIX // Transmission damage x,y,flash1..5 -613,417,1,1,2,3,1,HSTR.PIX // Steering damage x,y,flash1..5 -611,396,1,1,2,3,1,HLSUS.PIX // lf brake damage x,y,flash1..5 -635,396,1,1,2,3,1,HRSUS.PIX // rf brake damage x,y,flash1..5 -612,459,1,1,2,3,1,HLSUS.PIX // lr brake damage x,y,flash1..5 -634,459,1,1,2,3,1,HRSUS.PIX // rr brake damage x,y,flash1..5 -603,394,1,1,2,3,1,HTYR.PIX // lf wheel damage x,y,flash1..5 -643,394,1,1,2,3,1,HTYR.PIX // rf wheel damage x,y,flash1..5 -603,457,1,1,2,3,1,HTYR.PIX // lr wheel damage x,y,flash1..5 -643,457,1,1,2,3,1,HTYR.PIX // rr wheel damage x,y,flash1..5 -0,0,571,357,EXTDAM0.PIX -3 // Number of dimmed areas (external) -566,353,623,467 // Dim rectangle -60,437,81,474 // Dim rectangle -86,437,135,474 // Dim rectangle -0 // Number of dimmed areas (internal) diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/BIGFONT.FNT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/BIGFONT.FNT deleted file mode 100644 index a838ad8d..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/BIGFONT.FNT and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/BLUEHEAD.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/BLUEHEAD.PIX deleted file mode 100644 index 3c6d3205..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/BLUEHEAD.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/BLUEHEAD.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/BLUEHEAD.TXT deleted file mode 100644 index f367d0ba..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/BLUEHEAD.TXT +++ /dev/null @@ -1,101 +0,0 @@ -@(< -@45 -@* -@*6 -@ 2 -@( -@. -@, -@(= -@" -@(0 -@(5 -@/ -@, -@- -@# -@(1 -@- -@(0 -@. -@# -@" -@" -@" -@" -@(5 -@" -@" -@" -@" -@" -@. -@- -@. -@(1 -@. -@" -@(1 -@(4 -@(4 -@(4 -@(4 -@# -@# -@(4 -@(4 -@. -@" -@(4 -@# -@(1 -@(4 -@(4 -@(4 -@(5 -@(4 -@(4 -@" -@(4 -@(4 -@(1 -@" -@(5 -@" -@- -@# -@- -@. -@. -@. -@(4 -@(4 -@(4 -@(4 -@# -@# -@(4 -@(4 -@. -@" -@(4 -@# -@(1 -@(4 -@(4 -@(4 -@(5 -@(4 -@(4 -@" -@(4 -@(4 -@(1 -@" -@(5 -@" -@- -@# -@- -@. -@. diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/DRKPLAQ.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/DRKPLAQ.PIX deleted file mode 100644 index 7c91f45d..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/DRKPLAQ.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/DRKPLAQ1.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/DRKPLAQ1.PIX deleted file mode 100644 index 80e6d166..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/DRKPLAQ1.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/FONT7.FNT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/FONT7.FNT deleted file mode 100644 index 14349fc6..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/FONT7.FNT and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/GREENHED.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/GREENHED.PIX deleted file mode 100644 index 94fffb90..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/GREENHED.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/GREENHED.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/GREENHED.TXT deleted file mode 100644 index f367d0ba..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/GREENHED.TXT +++ /dev/null @@ -1,101 +0,0 @@ -@(< -@45 -@* -@*6 -@ 2 -@( -@. -@, -@(= -@" -@(0 -@(5 -@/ -@, -@- -@# -@(1 -@- -@(0 -@. -@# -@" -@" -@" -@" -@(5 -@" -@" -@" -@" -@" -@. -@- -@. -@(1 -@. -@" -@(1 -@(4 -@(4 -@(4 -@(4 -@# -@# -@(4 -@(4 -@. -@" -@(4 -@# -@(1 -@(4 -@(4 -@(4 -@(5 -@(4 -@(4 -@" -@(4 -@(4 -@(1 -@" -@(5 -@" -@- -@# -@- -@. -@. -@. -@(4 -@(4 -@(4 -@(4 -@# -@# -@(4 -@(4 -@. -@" -@(4 -@# -@(1 -@(4 -@(4 -@(4 -@(5 -@(4 -@(4 -@" -@(4 -@(4 -@(1 -@" -@(5 -@" -@- -@# -@- -@. -@. diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/GRNDK.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/GRNDK.PIX deleted file mode 100644 index d5896407..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/GRNDK.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/GRNDK.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/GRNDK.TXT deleted file mode 100644 index 727665bf..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/GRNDK.TXT +++ /dev/null @@ -1,101 +0,0 @@ -@. -@45 -@* -@*6 -@ 2 -@) -@/ -@/ -@/ -@/ -@/ -@/ -@* -@/ -@/ -@( -@( -@* -@( -@( -@( -@/ -@/ -@/ -@/ -@/ -@/ -@/ -@/ -@/ -@/ -@* -@* -@/ -@( -@/ -@/ -@/ -@/ -@/ -@( -@/ -@( -@( -@/ -@/ -@* -@( -@/ -@( -@. -@/ -@/ -@/ -@/ -@/ -@/ -@( -@/ -@/ -@. -@/ -@/ -@/ -@) -@/ -@) -@/ -@/ -@) -@/ -@/ -@( -@/ -@( -@( -@/ -@/ -@* -@( -@/ -@( -@. -@/ -@/ -@/ -@/ -@/ -@/ -@( -@/ -@/ -@. -@/ -@/ -@/ -@/ -@/ -@/ -@/ -@/ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/GRNLIT.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/GRNLIT.PIX deleted file mode 100644 index 47081546..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/GRNLIT.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/GRNLIT.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/GRNLIT.TXT deleted file mode 100644 index 727665bf..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/GRNLIT.TXT +++ /dev/null @@ -1,101 +0,0 @@ -@. -@45 -@* -@*6 -@ 2 -@) -@/ -@/ -@/ -@/ -@/ -@/ -@* -@/ -@/ -@( -@( -@* -@( -@( -@( -@/ -@/ -@/ -@/ -@/ -@/ -@/ -@/ -@/ -@/ -@* -@* -@/ -@( -@/ -@/ -@/ -@/ -@/ -@( -@/ -@( -@( -@/ -@/ -@* -@( -@/ -@( -@. -@/ -@/ -@/ -@/ -@/ -@/ -@( -@/ -@/ -@. -@/ -@/ -@/ -@) -@/ -@) -@/ -@/ -@) -@/ -@/ -@( -@/ -@( -@( -@/ -@/ -@* -@( -@/ -@( -@. -@/ -@/ -@/ -@/ -@/ -@/ -@( -@/ -@/ -@. -@/ -@/ -@/ -@/ -@/ -@/ -@/ -@/ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/GRYDK.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/GRYDK.PIX deleted file mode 100644 index d664d622..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/GRYDK.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/GRYDK.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/GRYDK.TXT deleted file mode 100644 index 727665bf..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/GRYDK.TXT +++ /dev/null @@ -1,101 +0,0 @@ -@. -@45 -@* -@*6 -@ 2 -@) -@/ -@/ -@/ -@/ -@/ -@/ -@* -@/ -@/ -@( -@( -@* -@( -@( -@( -@/ -@/ -@/ -@/ -@/ -@/ -@/ -@/ -@/ -@/ -@* -@* -@/ -@( -@/ -@/ -@/ -@/ -@/ -@( -@/ -@( -@( -@/ -@/ -@* -@( -@/ -@( -@. -@/ -@/ -@/ -@/ -@/ -@/ -@( -@/ -@/ -@. -@/ -@/ -@/ -@) -@/ -@) -@/ -@/ -@) -@/ -@/ -@( -@/ -@( -@( -@/ -@/ -@* -@( -@/ -@( -@. -@/ -@/ -@/ -@/ -@/ -@/ -@( -@/ -@/ -@. -@/ -@/ -@/ -@/ -@/ -@/ -@/ -@/ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/GRYLIT.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/GRYLIT.PIX deleted file mode 100644 index 381fbddc..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/GRYLIT.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/GRYLIT.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/GRYLIT.TXT deleted file mode 100644 index 727665bf..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/GRYLIT.TXT +++ /dev/null @@ -1,101 +0,0 @@ -@. -@45 -@* -@*6 -@ 2 -@) -@/ -@/ -@/ -@/ -@/ -@/ -@* -@/ -@/ -@( -@( -@* -@( -@( -@( -@/ -@/ -@/ -@/ -@/ -@/ -@/ -@/ -@/ -@/ -@* -@* -@/ -@( -@/ -@/ -@/ -@/ -@/ -@( -@/ -@( -@( -@/ -@/ -@* -@( -@/ -@( -@. -@/ -@/ -@/ -@/ -@/ -@/ -@( -@/ -@/ -@. -@/ -@/ -@/ -@) -@/ -@) -@/ -@/ -@) -@/ -@/ -@( -@/ -@( -@( -@/ -@/ -@* -@( -@/ -@( -@. -@/ -@/ -@/ -@/ -@/ -@/ -@( -@/ -@/ -@. -@/ -@/ -@/ -@/ -@/ -@/ -@/ -@/ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/HEADUP.FNT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/HEADUP.FNT deleted file mode 100644 index ea9f2c0d..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/HEADUP.FNT and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/LITPLAQ.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/LITPLAQ.PIX deleted file mode 100644 index 0a97e245..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/LITPLAQ.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/LITPLAQ.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/LITPLAQ.TXT deleted file mode 100644 index cbfdd1e6..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/LITPLAQ.TXT +++ /dev/null @@ -1,101 +0,0 @@ -@# -@45 -@* -@*6 -@ 2 -@/ -@( -@( -@. -@( -@. -@/ -@* -@) -@) -@( -@( -@* -@( -@* -@( -@( -@( -@( -@( -@/ -@( -@( -@( -@( -@( -@* -@* -@( -@( -@( -@( -@( -@( -@( -@( -@( -@( -@( -@( -@( -@* -@) -@( -@( -@. -@( -@( -@( -@( -@( -@( -@( -@( -@( -@. -@( -@( -@( -@) -@( -@) -@( -@( -@( -@( -@( -@( -@( -@( -@( -@( -@( -@* -@) -@( -@( -@. -@( -@( -@( -@( -@( -@( -@( -@( -@( -@. -@( -@( -@( -@( -@( -@( -@( -@( diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/LITPLAQ1.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/LITPLAQ1.PIX deleted file mode 100644 index a9ce422a..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/LITPLAQ1.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/LITPLAQ1.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/LITPLAQ1.TXT deleted file mode 100644 index cbfdd1e6..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/64X48X8/FONTS/LITPLAQ1.TXT +++ /dev/null @@ -1,101 +0,0 @@ -@# -@45 -@* -@*6 -@ 2 -@/ -@( -@( -@. -@( -@. -@/ -@* -@) -@) -@( -@( -@* -@( -@* -@( -@( -@( -@( -@( -@/ -@( -@( -@( -@( -@( -@* -@* -@( -@( -@( -@( -@( -@( -@( -@( -@( 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-@j,y,aM^_O4R5'wv_S;c5|H2,Vu9LD~4`51b =v -@z oy,aM^pOH$)3;KKo}-y^WtbK38QJiu156b =v -@-W>,aM^_`d!e+p$[Fhq}|B .'3&[U;g8vRFeV}9LJzx}cHBZ -@o2I;5$=Qx^_`K_V!vLHwx4{B,1r8]B;r/zH!br5U -@*y,aM^_O4R0/v$H}4:p -@*~>_y,aMqpB &Vr"U~p}yR+bz1VBh`}r -@'aM^_`K_V!v_Dxq1p+b}vVN||8fB7b<%`;<4;LH"+vvMSiq3rA -@R=.VB^$.R]O-[_B -@+;Y0.75 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75&x<0.25 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -z>0.75&x>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -// Damage info for left impacts -3 // Number of clauses -z>0.25&z<0.75 -1 // Systems count -driver,1.0 // Damage -z<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -// Damage info for right impacts -3 // Number of clauses -z>0.25&z<0.75 -1 // Systems count -driver,1.0 // Damage -z<0.25 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -// Damage info for front impacts -3 // Number of clauses -always // Condition -2 // Systems count -engine,1.0 // Damage -transmission,0.3 // Damage -x<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.5 // Damage -x>0.75 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.5 // Damage -// Damage info for rear impacts -3 // Number of clauses -always // Condition -1 // Systems count -transmission,0.5 // Damage -x<0.25 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -x>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -GMONSTA.PIX,GMONSTA.PIX,GMONSTA.PIX // Grid image (opponent, frank, annie) -2 // Number of pixelmap files for this car -MONBON.PIX -MONSTER.PIX -2 // Number of pixelmap files for this car -MONBON.PIX -MONSTER.PIX -2 // Number of pixelmap files for this car -MONBON.PIX -MONSTER.PIX -0 // Number of shadetable files for this car -2 // Number of pixelmap files for this car -MONBON.MAT -MONSTER.MAT -2 // Number of pixelmap files for this car -MONBON.MAT -MONSTER.MAT -2 // Number of pixelmap files for this car -MONBON.MAT -MONSTER.MAT -3 // Number of model files for this car -XMONSTA.DAT -MONBON.DAT -MONSTER2.DAT -3 // Number of alternative actors -8,XMONSTA.ACT // Minimum distance away, actor name -0,MONSTER2.ACT // Minimum distance away, actor name --1,MONBON.ACT // Minimum distance away, actor name -DRSKY.MAT // Name of reflective screen material (or none if non-reflective) -2 // Number of steerable wheels -7 // GroovyFunkRef of 1st steerable wheel -8 // GroovyFunkRef of 2nd steerable wheel -4,-1,-1,-1 // Left-front suspension parts GroovyFunkRef -3,-1,-1,-1 // Right-front suspension parts GroovyFunkRef -6,-1 // Left-rear suspension parts GroovyFunkRef -5,-1 // Right-rear suspension parts GroovyFunkRef --1,-1,2,1 // Driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS -10,9,-1,-1 // Non-driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS -0.495 // Driven wheels diameter -0.495 // Non-driven wheels diameter -START OF FUNK -END OF FUNK -START OF GROOVE -FRPIVOT.ACT -not a lollipop -constant -straight -absolute -0,0,0 -3 -0,1,0 -rock -absolute -7 -0,0,0 -y -0 -NEXT GROOVE -FLPIVOT.ACT -not a lollipop -constant -straight -absolute -0,0,0 -4 -0,1,0 -rock -absolute -8 -0,0,0 -y -0 -NEXT GROOVE -RRWHEEL.ACT -not a lollipop -constant -straight -absolute -0,0,0 -5 -0,1,0 -spin -controlled -1 -0,0,0 -x -NEXT GROOVE -RLWHEEL.ACT -not a lollipop -constant -straight -absolute -0,0,0 -6 -0,1,0 -spin -controlled -2 -0,0,0 -x -NEXT GROOVE -FRWHEEL.ACT -not a lollipop -constant -no path -spin -controlled -9 -0,0,0 -x -NEXT GROOVE -FLWHEEL.ACT -not a lollipop -constant -no path -spin -controlled -10 -0,0,0 -x -END OF GROOVE -// CRUSH DATA -0.700000 -0.050000,0.300000 -0.050000 -0.050000 -0.000000 -0.000000 -0 -// CRUSH DATA -0.300000 -0.150000,0.400000 -0.050000 -0.050000 -0.000000 -0.000000 -86 -6 -0.126878, -0.030966, 0.333212 -0.176878, 0.062945, 0.433212 -0.145933, 0.150050, 0.281199 -0.004067, 0.131684, 0.018801 -26 -5 -167 -1 -97 -2 -77 -1 -108 -1 -83 -1 -100 -1 -154 -1 -212 -1 -227 -71 -249 -1 -237 -13 -94 -1 -182 -40 -154 -47 -154 -1 -227 -6 -227 -7 -83 -1 -100 -1 -154 -1 -212 -5 -97 -1 -83 -18 -167 -1 -97 -15 -94 -7 -0.126878, -0.026735, 0.387243 -0.176878, 0.068370, 0.487243 -0.145933, 0.154795, 0.299698 -0.004067, 0.130520, 0.000302 -26 -5 -229 -1 -155 -1 -77 -2 -67 -1 -88 -1 -102 -1 -145 -1 -203 -1 -222 -71 -234 -1 -224 -13 -119 -1 -227 -40 -145 -47 -145 -1 -222 -6 -222 -7 -88 -1 -102 -1 -145 -1 -203 -5 -155 -1 -88 -18 -229 -1 -155 -15 -119 -8 -0.132438, 0.010154, 0.388127 -0.182438, 0.115963, 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-185 -1 -185 -5 -159 -1 -168 -1 -130 -1 -159 -1 -185 -16 -101 -2 -130 -24 -232 -3 -255 -7 -232 -4 -101 -7 -232 -38 -101 -1 -168 -39 -255 -// CRUSH DATA -0.700000 -0.050000,0.300000 -0.050000 -0.050000 -0.000000 -0.000000 -0 -START OF MECHANICS STUFF version 3 --0.296, -0.223, 0.267 // left rear wheel position -0.296, -0.223, 0.267 // right rear --0.296, -0.223, -0.297 // left front wheel position -0.296, -0.223, -0.297 // right front -0, 0.25, -0.05 // centre of mass position --0.415, -0.384, -0.480 // min x, min y, min z -0.415, 0.199, 0.486 // max x, max y, max z -4 // number of extra points -0.143,0.286,0.105 --0.143,0.286,0.105 -0.143,0.286,-0.076 --0.143,0.286,-0.076 -1 // min turning circle radius -0.036, 0.036 // suspension give (forward, back) -0.240 // ride height (must be more than miny in bounding box ) -1 // damping factor -2.5 // mass in tonnes -1 // fractional reduction in friction when slipping -79, 80 // friction angle ( front and rear ) -0.8, 0.5, 0.9 // width, height, length(0.816, 1.216) for angular momentum calculation -2.0 // traction fractional multiplier v. 2 -50 // speed at which down force = weight v. 2 -1.0 // brake multiplier, 1 = nomral brakes v. 2 -1.0 // increase in brakes per second 1 = normal v. 2 -0.03, 0.03 // rolling resistance front and back -6 // number of gears -200 // speed at red line in highest gear -8 // acceleration in highest gear m/s^2 (i.e. engine strength) -END OF MECHANICS STUFF -// Materials for shrapnel -1 // number of materials -M45.MAT diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/CARS/MUSCLE.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/CARS/MUSCLE.TXT deleted file mode 100644 index ab22ba7b..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/CARS/MUSCLE.TXT +++ /dev/null @@ -1,16131 +0,0 @@ -MUSCLE.TXT // Name of car -START OF DRIVABLE STUFF --0.112,0.23,0 // Offset of driver's head in 3D space -80,-70 // Angles to turn to make head go left and right -0,0.23,0,30 // Offset of 'mirror camera' in 3D space, viewing angle of mirror -none,none,PRATBDRT.PIX,PRATBDHZ.PIX // Pratcam border names (left, top, right, bottom) -END OF DRIVABLE STUFF -5300,5301,5302 // Engine noise (normal, enclosed space, underwater) -not stealworthy // Cannot be stolen (without cheat) -// Damage info for top impacts -1 // Number of clauses -always -1 // Systems count -driver,1.5 // Damage // Number of clauses -// Damage info for bottom impacts -5 // Number of clauses -always -1 // Systems count -transmission,1.0 // Damage -z<0.25&x<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.3 // Damage -z<0.25&x>0.75 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75&x<0.25 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -z>0.75&x>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -// Damage info for left impacts -3 // Number of clauses -z>0.25&z<0.75 -1 // Systems count -driver,1.0 // Damage -z<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -// Damage info for right impacts -3 // Number of clauses -z>0.25&z<0.75 -1 // Systems count -driver,1.0 // Damage -z<0.25 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -// Damage info for front impacts -3 // Number of clauses -always // Condition -2 // Systems count -engine,1.0 // Damage -transmission,0.3 // Damage -x<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.5 // Damage -x>0.75 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.5 // Damage -// Damage info for rear impacts -3 // Number of clauses -always // Condition -1 // Systems count -transmission,0.5 // Damage -x<0.25 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -x>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -GMUSC.PIX,GMUSC.PIX,GMUSC.PIX // Grid image (opponent, frank, annie) -2 // Number of pixelmap files for this car -CHARBON.PIX -CHARGER.PIX -2 // Number of pixelmap files for this car -CHARBON.PIX -CHARGER.PIX -2 // Number of pixelmap files for this car -CHARBON.PIX -CHARGER.PIX -0 // Number of shadetable files for this car -3 // Number of pixelmap files for this car -CHARBON.MAT -SILVER.MAT -CHARGER.MAT -3 // Number of pixelmap files for this car -CHARBON.MAT -SILVER.MAT -CHARGER.MAT -3 // Number of pixelmap files for this car -CHARBON.MAT -SILVER.MAT -CHARGER.MAT -3 // Number of model files for this car -CHARGERX.DAT -CHARGER.DAT -CHARBON.DAT -3 // Number of alternative actors -8,CHARGERX.ACT // Minimum distance away, actor name -0,CHARGER.ACT // Minimum distance away, actor name --1,CHARBON.ACT // Minimum distance away, actor name -DRSKY.MAT // Name of reflective screen material (or none if non-reflective) -2 // Number of steerable wheels -7 // GroovyFunkRef of 1st steerable wheel -8 // GroovyFunkRef of 2nd steerable wheel -4,-1,-1,-1 // Left-front suspension parts GroovyFunkRef -3,-1,-1,-1 // Right-front suspension parts GroovyFunkRef -6,-1 // Left-rear suspension parts GroovyFunkRef -5,-1 // Right-rear suspension parts GroovyFunkRef --1,-1,2,1 // Driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS -10,9,-1,-1 // Non-driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS -0.12 // Driven wheels diameter -0.11 // Non-driven wheels diameter -START OF FUNK -END OF FUNK -START OF GROOVE -FRPIVOT.ACT -not a lollipop -constant -straight -absolute -0,0,0 -3 -0,1,0 -rock -absolute -7 -0,0,0 -y -0 -NEXT GROOVE -FLPIVOT.ACT -not a lollipop -constant -straight -absolute -0,0,0 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position -0.11, 0, -0.27 // right front -0, 0.07, -0.1 // centre of mass position --0.189, -0.091, -0.464 // min x, min y, min z -0.189, 0.108, 0.429 // max x, max y, max z -2 // number of extra points -0.111,-0.054,-0.497 --0.111,-0.054,-0.497 -0.5 // min turning circle radius -0.012, 0.012 // suspension give (forward, back) -0.066 // ride height (must be more than miny in bounding box ) -0.6 // damping factor -1.6 // mass in tonnes -1 // fractional reduction in friction when slipping -79, 80 // friction angle ( front and rear ) -0.328, 0.15, 0.816 // width, height, length(0.816, 1.216) for angular momentum calculation -2.0 // traction fractional multiplier v. 2 -50 // speed at which down force = weight v. 2 -1.0 // brake multiplier, 1 = nomral brakes v. 2 -1.0 // increase in brakes per second 1 = normal v. 2 -0.03, 0.03 // rolling resistance front and back -6 // number of gears -400 // speed at red line in highest gear -8 // acceleration in highest gear m/s^2 (i.e. engine strength) -END OF MECHANICS STUFF -// Materials for shrapnel -1 // number of materials -M45.MAT diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/CARS/NEWEAGLE.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/CARS/NEWEAGLE.TXT deleted file mode 100644 index 147bae74..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/CARS/NEWEAGLE.TXT +++ /dev/null @@ -1,26448 +0,0 @@ -NEWEAGLE.TXT // Name of car -START OF DRIVABLE STUFF --0.08,0.179,0 // Offset of driver's head in 3D space -80,-70 // Angles to turn to make head go left and right -0,0.175,0.2,30 // Offset of 'mirror camera' in 3D space, viewing angle of mirror -none,none,PRATBDRT.PIX,PRATBDHZ.PIX // Pratcam border names (left, top, right, bottom) -END OF DRIVABLE STUFF -5300,5301,5302 // Engine noise (normal, enclosed space, underwater) -stealworthy // Can be stolen -// Damage info for top impacts -1 // Number of clauses -always -1 // Systems count -driver,1.5 // Damage // Number of clauses -// Damage info for bottom impacts -5 // Number of clauses -always -1 // Systems count -transmission,0.2 // Damage -z<0.25&x<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.3 // Damage -z<0.25&x>0.75 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75&x<0.25 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -z>0.75&x>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -// Damage info for left impacts -3 // Number of clauses -z>0.25&z<0.75 -1 // Systems count -driver,1.0 // Damage -z<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -// Damage info for right impacts -3 // Number of clauses -z>0.25&z<0.75 -1 // Systems count -driver,1.0 // Damage -z<0.25 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -// Damage info for front impacts -3 // Number of clauses -always // Condition -2 // Systems count -engine,1.0 // Damage -transmission,0.3 // Damage -x<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.5 // Damage -x>0.75 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.5 // Damage -// Damage info for rear impacts -3 // Number of clauses -always // Condition -1 // Systems count -transmission,0.5 // Damage -x<0.25 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -x>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -GNWEAGLE.PIX,GNWEAGLE.PIX,GNWEAGLE.PIX // Grid image (opponent, frank, annie) -2 // Number of pixelmap files for this car -BATBNNT.PIX -BATEAGLE.PIX // 64x64 lo-res -2 // Number of pixelmap files for this car -BATBNNT.PIX -BATEAGLE.PIX // 64x64 lo-res -2 // Number of pixelmap files for this car -BATBNNT.PIX -BATEAGLE.PIX // 64x64 lo-res -0 // Number of shadetable files for this car -2 // Number of pixelmap files for this car -BATBNNT.MAT -BATEAGLE.MAT -2 // Number of pixelmap files for this car -BATBNNT.MAT -BATEAGLE.MAT -2 // Number of pixelmap files for this car -BATBNNT.MAT -BATEAGLE.MAT -3 // Number of model files for this car -NWEAGLEX.DAT -NWEAGBNT.DAT -NEWEAGLE.DAT -3 // Number of alternative actors -8,NWEAGLEX.ACT // Minimum distance away, actor name -0,NEWEAGLE.ACT // Minimum distance away, actor name --1,NWEAGBNT.ACT // Minimum distance away, actor name -DRSKY.MAT // Name of reflective screen material (or none if non-reflective) -2 // Number of steerable wheels -7 // GroovyFunkRef of 1st steerable wheel -8 // GroovyFunkRef of 2nd steerable wheel -4,-1,-1,-1 // Left-front suspension parts GroovyFunkRef -3,-1,-1,-1 // Right-front 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-106 -0.051632, 0.024548, 0.086846 -0.151632, 0.024548, 0.186846 -0.271216, 0.000000, 0.243052 -0.028784, 0.000000, 0.056948 -16 -8 -91 -6 -174 -1 -192 -1 -73 -17 -0 -2 -152 -1 -133 -11 -174 -1 -192 -7 -91 -16 -73 -18 -73 -2 -0 -2 -91 -2 -73 -1 -152 -START OF MECHANICS STUFF version 4 --0.133, -0.058, 0.243 // left rear wheel position -0.133, -0.058, 0.243 // right rear --0.126, -0.060, -0.243 // left front wheel position -0.126, -0.060, -0.243 // right front -0, 0.05, 0 // centre of mass position --0.179, -0.084, -0.411 // min x, min y, min z -0.179, 0.072, 0.414 // max x, max y, max z -2 // number of extra points v. 3 -0.079, 0.097, 0.168 // extra point 1 v. 3 --0.079, 0.097, 0.168 // extra point 2 v. 3 -0.5 // min turning circle radius -0.01, 0.01 // suspension give (forward, back) -0.065 // ride height (must be more than miny in bounding box ) -1 // damping factor -1 // mass in tonnes -1 // fractional reduction in friction when slipping -80, 79.5, 80.5 // friction angle ( front and rear ) -0.3, 0.15, 0.9 // width, height, length(0.816, 1.216) for angular momentum calculation -2.0 // traction fractional multiplier v. 2 -50 // speed at which down force = weight v. 2 -1.0 // brake multiplier, 1 = nomral brakes v. 2 -1.0 // increase in brakes per second 1 = normal v. 2 -0.05, 0.05 // rolling resistance front and back v. 1 -6 // number of gears v.1 -250 // speed at red line in highest gear v.1 -5 // acceleration in highest gear m/s^2 (i.e. engine strength) v.1 -END OF MECHANICS STUFF -// Materials for shrapnel -1 // number of materials -M35.MAT diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/CARS/SEMI.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/CARS/SEMI.TXT deleted file mode 100644 index 74205657..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/CARS/SEMI.TXT +++ /dev/null @@ -1,9867 +0,0 @@ -SEMI.TXT // Name of car -START OF DRIVABLE STUFF -0,0.39,0 // Offset of driver's head in 3D space -80,-70 // Angles to turn to make head go left and right -0,0.4,0,30 // Offset of 'mirror camera' in 3D space, viewing angle of mirror -none,none,PRATBDRT.PIX,PRATBDHZ.PIX // Pratcam border names (left, top, right, bottom) -END OF DRIVABLE STUFF -5314,5301,5302 // Engine noise (normal, enclosed space, underwater) -stealworthy // Can be stolen -// Damage info for top impacts -1 // Number of clauses -always -1 // Systems count -driver,1.5 // Damage // Number of clauses -// Damage info for bottom impacts -5 // Number of clauses -always -1 // Systems count -transmission,1.0 // Damage -z<0.25&x<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.3 // Damage -z<0.25&x>0.75 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75&x<0.25 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -z>0.75&x>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -// Damage info for left impacts -3 // Number of clauses -z>0.25&z<0.75 -1 // Systems count -driver,1.0 // Damage -z<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -// Damage info for right impacts -3 // Number of clauses -z>0.25&z<0.75 -1 // Systems count -driver,1.0 // Damage -z<0.25 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -// Damage info for front impacts -3 // Number of clauses -always // Condition -2 // Systems count -engine,1.0 // Damage -transmission,0.3 // Damage -x<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.5 // Damage -x>0.75 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.5 // Damage -// Damage info for rear impacts -3 // Number of clauses -always // Condition -1 // Systems count -transmission,0.5 // Damage -x<0.25 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -x>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -GSEMI.PIX,GSEMI.PIX,GSEMI.PIX // Grid image (opponent, frank, annie) -2 // Number of pixelmap files for this car -SEMIBON.PIX -SEMI.PIX -2 // Number of pixelmap files for this car -SEMIBON.PIX -SEMI.PIX -2 // Number of pixelmap files for this car -SEMIBON.PIX -SEMI.PIX -0 // Number of shadetable files for this car -3 // Number of pixelmap files for this car -SEMIBON.MAT -SILVER.MAT -SEMI.MAT -3 // Number of pixelmap files for this car -SEMIBON.MAT -SILVER.MAT -SEMI.MAT -3 // Number of pixelmap files for this car -SEMIBON.MAT -SILVER.MAT -SEMI.MAT -3 // Number of model files for this car -SEMIX.DAT -SEMIBON.DAT -SEMI.DAT -3 // Number of alternative actors -8,SEMIX.ACT // Minimum distance away, actor name -0,SEMI.ACT // Minimum distance away, actor name --1,SEMIBON.ACT // Minimum distance away, actor name -DRSKY.MAT // Name of reflective screen material (or none if non-reflective) -2 // Number of steerable wheels -7 // GroovyFunkRef of 1st steerable wheel -8 // GroovyFunkRef of 2nd steerable wheel -4,-1,-1,-1 // Left-front suspension parts GroovyFunkRef -3,-1,-1,-1 // Right-front suspension parts GroovyFunkRef -6,14 // Left-rear suspension parts GroovyFunkRef -5,13 // Right-rear suspension parts GroovyFunkRef -11,12,2,1 // Driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS -10,9,-1,-1 // Non-driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS -0.224 // Driven wheels diameter -0.224 // Non-driven wheels diameter -START OF FUNK -END OF FUNK -START OF GROOVE -FRPIVOT.ACT -not a lollipop -constant -straight -absolute -0,0,0 -3 -0,1,0 -rock -absolute -7 -0,0,0 -y -0 -NEXT GROOVE -FLPIVOT.ACT -not a lollipop -constant -straight -absolute -0,0,0 -4 -0,1,0 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right rear --0.232, -0.255, -0.45 // left front wheel position -0.232, -0.255, -0.45 // right front -0, 0.1, -0.2 // centre of mass position --0.341, -0.309, -0.690 // min x, min y, min z -0.341, 0.047, 0.702 // max x, max y, max z -6 // num extra coll. points --0.341, 0.185, -0.318 // min x, min y, min z -0.341, 0.185, -0.318 // max x, max y, max z -0.000, 0.185, -0.318 --0.341, 0.326, 0.042 // min x, min y, min z -0.341, 0.326, 0.042 // max x, max y, max z -0.000, 0.326, 0.042 -0.8 // min turning circle radius -0.018, 0.018 // suspension give (forward, back) -0.095 // ride height (must be more than miny in bounding box ) -0.7 // damping factor -5 // mass in tonnes -1 // fractional reduction in friction when slipping -79, 80 // friction angle ( front and rear ) -0.4, 0.25, 0.916 // width, height, length(0.816, 1.216) for angular momentum calculation -2.0 // traction fractional multiplier v. 2 -50 // speed at which down force = weight v. 2 -1.0 // brake multiplier, 1 = nomral brakes v. 2 -1.0 // increase in brakes per second 1 = normal v. 2 -0.05, 0.05 // rolling resistance front and back -6 // number of gears -100 // speed at red line in highest gear -2 // acceleration in highest gear m/s^2 (i.e. engine strength) -END OF MECHANICS STUFF -// Materials for shrapnel -1 // number of materials -M35.MAT diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/CARS/SPAGHETI.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/CARS/SPAGHETI.TXT deleted file mode 100644 index 4f5d989b..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/CARS/SPAGHETI.TXT +++ /dev/null @@ -1,21889 +0,0 @@ -SPAGHETI.TXT // Name of car -START OF DRIVABLE STUFF --0.08,0.179,0 // Offset of driver's head in 3D space -80,-70 // Angles to turn to make head go left and right -0,0.175,0.2,30 // Offset of 'mirror camera' in 3D space, viewing angle of mirror -none,none,PRATBDRT.PIX,PRATBDHZ.PIX // Pratcam border names (left, top, right, bottom) -END OF DRIVABLE STUFF -5300,5301,5302 // Engine noise (normal, enclosed space, underwater) -not stealworthy // Can be stolen -// Damage info for top impacts -1 // Number of clauses -always -1 // Systems count -driver,1.5 // Damage // Number of clauses -// Damage info for bottom impacts -5 // Number of clauses -always -1 // Systems count -transmission,0.2 // Damage -z<0.25&x<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.3 // Damage -z<0.25&x>0.75 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75&x<0.25 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -z>0.75&x>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -// Damage info for left impacts -3 // Number of clauses -z>0.25&z<0.75 -1 // Systems count -driver,1.0 // Damage -z<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -// Damage info for right impacts -3 // Number of clauses -z>0.25&z<0.75 -1 // Systems count -driver,1.0 // Damage -z<0.25 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -// Damage info for front impacts -3 // Number of clauses -always // Condition -2 // Systems count -engine,1.0 // Damage -transmission,0.3 // Damage -x<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.5 // Damage -x>0.75 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.5 // Damage -// Damage info for rear impacts -3 // Number of clauses -always // Condition -1 // Systems count -transmission,0.5 // Damage -x<0.25 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -x>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -GALF.PIX,GALF.PIX,GALF.PIX // Grid image (opponent, frank, annie) -2 // Number of pixelmap files for this car -EAGLBNT.PIX -SZ.PIX // 64X64 -2 // Number of pixelmap files for this car -EAGLBNT.PIX -SZ.PIX // 64X64 -2 // Number of pixelmap files for this car -EAGLBNT.PIX -SZ.PIX // 64X64 -0 // Number of shadetable files for this car -3 // Number of pixelmap files for this car -EABGLBNT.MAT -SILVER.MAT -SZ.MAT // 64X64 -3 // Number of pixelmap files for this car -EABGLBNT.MAT -SILVER.MAT -SZ.MAT // 64X64 -3 // Number of pixelmap files for this car -EABGLBNT.MAT -SILVER.MAT -SZ.MAT // 64X64 -3 // Number of model files for this car -SZX.DAT -EBONNET.DAT -SZ.DAT -3 // Number of alternative actors -8,SZX.ACT // Minimum distance away, actor name -0,SZ.ACT // Minimum distance away, actor name --1,EBONNET.ACT // Minimum distance away, actor name -DRSKY.MAT // Name of reflective screen material (or none if non-reflective) -2 // Number of steerable wheels -7 // GroovyFunkRef of 1st steerable wheel -8 // GroovyFunkRef of 2nd steerable wheel -4,-1,-1,-1 // Left-front suspension parts GroovyFunkRef -3,-1,-1,-1 // Right-front suspension parts GroovyFunkRef -6,-1 // Left-rear suspension parts GroovyFunkRef -5,-1 // Right-rear suspension parts GroovyFunkRef --1,-1,2,1 // Driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS -10,9,-1,-1 // Non-driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS -0.132 // Driven wheels diameter -0.12 // Non-driven wheels diameter -START OF FUNK -END OF FUNK -START OF GROOVE -FRPIVOT.ACT -not a lollipop -constant -straight -absolute -0,0,0 -3 -0,1,0 -rock -absolute -7 -0,0,0 -y -0 -NEXT GROOVE -FLPIVOT.ACT -not a lollipop -constant -straight -absolute -0,0,0 -4 -0,1,0 -rock -absolute -8 -0,0,0 -y -0 -NEXT GROOVE -RRWHEEL.ACT -not a lollipop -constant -straight -absolute -0,0,0 -5 -0,1,0 -spin -controlled -1 -0,0,0 -x -NEXT GROOVE -RLWHEEL.ACT -not a lollipop -constant -straight -absolute -0,0,0 -6 -0,1,0 -spin -controlled -2 -0,0,0 -x -NEXT GROOVE -FRWHEEL.ACT -not a lollipop -constant -no path -spin -controlled -9 -0,0,0 -x -NEXT GROOVE -FLWHEEL.ACT -not a lollipop -constant -no path -spin -controlled -10 -0,0,0 -x -END OF GROOVE -// CRUSH DATA -0.700000 -0.050000,0.300000 -0.050000 -0.050000 -0.000000 -0.000000 -0 -// CRUSH DATA -0.750000 -0.150000,0.400000 -0.050000 -0.050000 -0.000000 -0.000000 -111 -10 --0.077722, -0.025487, -0.127466 --0.027722, 0.106985, -0.027466 -0.049039, 0.339370, 0.115601 -0.100961, 0.058048, 0.184399 -87 -10 -85 -2 -55 -1 -129 -1 -236 -1 -255 -37 -232 -1 -232 -1 -239 -34 -246 -8 -252 -1 -246 -1 -249 -13 -137 -1 -120 -1 -77 -1 -91 -1 -118 -1 -223 -1 -243 -20 -234 -1 -227 -8 -184 -1 -245 -4 -167 -5 -118 -3 -100 -6 -253 -1 -233 -1 -132 -1 -111 -1 -99 -1 -108 -2 -196 -1 -158 -1 -161 -4 -131 -4 -234 -118 -245 -12 -184 -1 -167 -53 -234 -1 -227 -8 -227 -18 -196 -4 -85 -4 -137 -2 -85 -1 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damping factor -1 // mass in tonnes -1 // fractional reduction in friction when slipping -80, 79.5, 80.5 // friction angle ( front and rear ) [&& rear recovery friction - v. 4 ] -0.3, 0.17, 0.9 // width, height, length(0.816, 1.216) for angular momentum calculation -2.0 // traction fractional multiplier v. 2 -50 // speed at which down force = weight v. 2 -1.0 // brake multiplier, 1 = nomral brakes v. 2 -1.0 // increase in brakes per second 1 = normal v. 2 -0.05, 0.05 // rolling resistance front and back v. 1 -6 // number of gears v.1 -200 // speed at red line in highest gear v.1 -5 // acceleration in highest gear m/s^2 (i.e. engine strength) v.1 -END OF MECHANICS STUFF -// Materials for shrapnel -1 // number of materials -M37.MAT diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/CARS/SUBFRAME.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/CARS/SUBFRAME.TXT deleted file mode 100644 index df567f53..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/CARS/SUBFRAME.TXT +++ /dev/null @@ -1,18796 +0,0 @@ -SUBFRAME.TXT // Name of car -START OF DRIVABLE STUFF --0.08,0.179,0 // Offset of driver's head in 3D space -80,-70 // Angles to turn to make head go left and right -0,0.175,0.2,30 // Offset of 'mirror camera' in 3D space, viewing angle of mirror -none,none,PRATBDRT.PIX,PRATBDHZ.PIX // Pratcam border names (left, top, right, bottom) -END OF DRIVABLE STUFF -5300,5301,5302 // Engine noise (normal, enclosed space, underwater) -not stealworthy // Can be stolen -// Damage info for top impacts -1 // Number of clauses -always -1 // Systems count -driver,1.5 // Damage // Number of clauses -// Damage info for bottom impacts -5 // Number of clauses -always -1 // Systems count -transmission,0.2 // Damage -z<0.25&x<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.3 // Damage -z<0.25&x>0.75 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75&x<0.25 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -z>0.75&x>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -// Damage info for left impacts -3 // Number of clauses -z>0.25&z<0.75 -1 // Systems count -driver,1.0 // Damage -z<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -// Damage info for right impacts -3 // Number of clauses -z>0.25&z<0.75 -1 // Systems count -driver,1.0 // Damage -z<0.25 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -// Damage info for front impacts -3 // Number of clauses -always // Condition -2 // Systems count -engine,1.0 // Damage -transmission,0.3 // Damage -x<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.5 // Damage -x>0.75 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.5 // Damage -// Damage info for rear impacts -3 // Number of clauses -always // Condition -1 // Systems count -transmission,0.5 // Damage -x<0.25 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -x>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -GMIN.PIX,GMIN.PIX,GMIN.PIX // Grid image (opponent, frank, annie) -2 // Number of pixelmap files for this car -EAGLBNT.PIX -MINI.PIX // 64x64 lo-res -2 // Number of pixelmap files for this car -EAGLBNT.PIX -MINI.PIX // 64x64 lo-res -2 // Number of pixelmap files for this car -EAGLBNT.PIX -MINI.PIX // 256x256 hires toponly -0 // Number of shadetable files for this car -3 // Number of pixelmap files for this car -EABGLBNT.MAT -SILVER.MAT -MINI.MAT -3 // Number of pixelmap files for this car -EABGLBNT.MAT -SILVER.MAT -MINI.MAT -3 // Number of pixelmap files for this car -EABGLBNT.MAT -SILVER.MAT -MINI.MAT -3 // Number of model files for this car -MINIX.DAT -EBONNET.DAT -MINI.DAT -3 // Number of alternative actors -8,MINIX.ACT // Minimum distance away, actor name -0,MINI.ACT // Minimum distance away, actor name --1,EBONNET.ACT // Minimum distance away, actor name -DRSKY.MAT // Name of reflective screen material (or none if non-reflective) -2 // Number of steerable wheels -7 // GroovyFunkRef of 1st steerable wheel -8 // GroovyFunkRef of 2nd steerable wheel -4,-1,-1,-1 // Left-front suspension parts GroovyFunkRef -3,-1,-1,-1 // Right-front suspension parts GroovyFunkRef -6,-1 // Left-rear suspension parts GroovyFunkRef -5,-1 // Right-rear suspension parts GroovyFunkRef --1,-1,2,1 // Driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS -10,9,-1,-1 // Non-driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS -0.07 // Driven wheels diameter -0.07 // Non-driven 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-1 -160 -1 -142 -1 -159 -1 -142 -// CRUSH DATA -0.700000 -0.050000,0.300000 -0.050000 -0.050000 -0.000000 -0.000000 -0 -START OF MECHANICS STUFF version 4 --0.102, -0.081, 0.173 // left rear wheel position -0.102, -0.081, 0.173 // right rear --0.102, -0.081, -0.186 // left front wheel position -0.102, -0.081, -0.186 // right front -0, 0.03, 0 // centre of mass position --0.123, -0.093, -0.271 // min x, min y, min z -0.123, 0.097, 0.245 // max x, max y, max z -1 --0.130,0.0,-0.35 -0.4 // min turning circle radius -0.01 0.01 // suspension give (forward, back) -0.065 // ride height (must be more than miny in bounding box ) -1.00 // damping factor -0.6 // mass in tonnes -1 // fractional reduction in friction when slipping -80, 79.5, 80.5 // friction angle ( front and rear ) -0.3, 0.16, 0.6 // width, height, length(0.816, 1.216) for angular momentum calculation -2.0 // traction fractional multiplier v. 2 -50 // speed at which down force = weight v. 2 -1.0 // brake multiplier, 1 = nomral brakes v. 2 -1.0 // increase in brakes per second 1 = normal v. 2 -0.05, 0.05 // rolling resistance front and back v. 1 -4 // number of gears v.1 -150 // speed at red line in highest gear v.1 -4 // acceleration in highest gear m/s^2 (i.e. engine strength) v.1 -END OF MECHANICS STUFF -// Materials for shrapnel -1 // number of materials -M43.MAT diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/CARS/V6SHAME.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/CARS/V6SHAME.TXT deleted file mode 100644 index 8b259877..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/CARS/V6SHAME.TXT +++ /dev/null @@ -1,13269 +0,0 @@ -V6SHAME.TXT // Name of car -START OF DRIVABLE STUFF --0.08,0.179,0 // Offset of driver's head in 3D space -80,-70 // Angles to turn to make head go left and right -0,0.175,0.2,30 // Offset of 'mirror camera' in 3D space, viewing angle of mirror -none,none,PRATBDRT.PIX,PRATBDHZ.PIX // Pratcam border names (left, top, right, bottom) -END OF DRIVABLE STUFF -5300,5301,5302 // Engine noise (normal, enclosed space, underwater) -not stealworthy // Can be stolen -// Damage info for top impacts -1 // Number of clauses -always -1 // Systems count -driver,1.5 // Damage // Number of clauses -// Damage info for bottom impacts -5 // Number of clauses -always -1 // Systems count -transmission,0.2 // Damage -z<0.25&x<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.3 // Damage -z<0.25&x>0.75 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75&x<0.25 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -z>0.75&x>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -// Damage info for left impacts -3 // Number of clauses -z>0.25&z<0.75 -1 // Systems count -driver,1.0 // Damage -z<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -// Damage info for right impacts -3 // Number of clauses -z>0.25&z<0.75 -1 // Systems count -driver,1.0 // Damage -z<0.25 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -// Damage info for front impacts -3 // Number of clauses -always // Condition -2 // Systems count -engine,1.0 // Damage -transmission,0.3 // Damage -x<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.5 // Damage -x>0.75 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.5 // Damage -// Damage info for rear impacts -3 // Number of clauses -always // Condition -1 // Systems count -transmission,0.5 // Damage -x<0.25 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -x>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -GCAT.PIX,GCAT.PIX,GCAT.PIX // Grid image (opponent, frank, annie) -2 // Number of pixelmap files for this car -EAGLBNT.PIX -XJ220.PIX // 64X64 -2 // Number of pixelmap files for this car -EAGLBNT.PIX -XJ220.PIX // 64X64 -2 // Number of pixelmap files for this car -EAGLBNT.PIX -XJ220.PIX // 64X64 -0 // Number of shadetable files for this car -3 // Number of pixelmap files for this car -EABGLBNT.MAT -SILVER.MAT -XJ220.MAT // 64X64 -3 // Number of pixelmap files for this car -EABGLBNT.MAT -SILVER.MAT -XJ220.MAT // 64X64 -3 // Number of pixelmap files for this car -EABGLBNT.MAT -SILVER.MAT -XJ220.MAT // 64X64 -3 // Number of model files for this car -XJ220X.DAT -EBONNET.DAT -XJ220.DAT -3 // Number of alternative actors -8,XJ220X.ACT // Minimum distance away, actor name -0,XJ220.ACT // Minimum distance away, actor name --1,EBONNET.ACT // Minimum distance away, actor name -DRSKY.MAT // Name of reflective screen material (or none if non-reflective) -2 // Number of steerable wheels -7 // GroovyFunkRef of 1st steerable wheel -8 // GroovyFunkRef of 2nd steerable wheel -4,-1,-1,-1 // Left-front suspension parts GroovyFunkRef -3,-1,-1,-1 // Right-front suspension parts GroovyFunkRef -6,-1 // Left-rear suspension parts GroovyFunkRef -5,-1 // Right-rear suspension parts GroovyFunkRef --1,-1,2,1 // Driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS -10,9,-1,-1 // Non-driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS -0.12 // Driven wheels diameter -0.12 // Non-driven wheels diameter -START OF FUNK -END OF FUNK -START OF GROOVE -FRPIVOT.ACT -not a lollipop -constant -straight -absolute -0,0,0 -3 -0,1,0 -rock -absolute -7 -0,0,0 -y -0 -NEXT GROOVE -FLPIVOT.ACT -not a lollipop -constant -straight -absolute -0,0,0 -4 -0,1,0 -rock -absolute -8 -0,0,0 -y -0 -NEXT GROOVE -RRWHEEL.ACT -not a lollipop -constant -straight -absolute -0,0,0 -5 -0,1,0 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-0.000000 -0.000000 -0 -START OF MECHANICS STUFF version 4 --0.143, -.060, 0.262 // left rear wheel position -0.143, -.060, 0.262 // right rear --0.139, -.059, -0.243 // left front wheel position -0.139, -.059, -0.243 // right front -0, 0.08, 0 // centre of mass position --0.176, -0.073, -0.433 // min x, min y, min z -0.176, 0.089, 0.445 // max x, max y, max z -2 // number of extra points v. 3 -0.234,0.025,0.332 --0.234,0.025,0.332 -0.5 // min turning circle radius -0.01, 0.01 // suspension give (forward, back) -0.065 // ride height (must be more than miny in bounding box ) -1 // damping factor -1 // mass in tonnes -1 // fractional reduction in friction when slipping -80, 79.5, 80.5 // friction angle ( front and rear ) [&& rear recovery friction - v. 4 ] -0.3, 0.15, 0.9 // width, height, length(0.816, 1.216) for angular momentum calculation -2.0 // traction fractional multiplier v. 2 -50 // speed at which down force = weight v. 2 -1.0 // brake multiplier, 1 = nomral brakes v. 2 -1.0 // increase in brakes per second 1 = normal v. 2 -0.05, 0.05 // rolling resistance front and back v. 1 -6 // number of gears v.1 -300 // speed at red line in highest gear v.1 -6 // acceleration in highest gear m/s^2 (i.e. engine strength) v.1 -END OF MECHANICS STUFF -// Materials for shrapnel -1 // number of materials -M15.MAT diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/DARES.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/DARES.TXT deleted file mode 100644 index 9d266429..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/DARES.TXT +++ /dev/null @@ -1,10 +0,0 @@ -@) -@( -@$<2ok`we -@*-../pm|w -@=+1$ -@/ -@5,5:@v2./pm|* -@0PM^_`Kp3VU?D]wq}a -@45,aM^_`4dW+vvRNv})5NOYR+1r8JFuq2`NHBW2*3Uzw89FH&-w% -@#aM^_`K!pb7p"WHu44{ -@PK_y6+Ua0wHe$|7JNus}eW5#r;M -@m`K_y!6iny?pBW,,v1[U;dPM^_`Kp3VU?D]wq}a -@45,aM^_`4dW+vvRNv})5NOYR+1r8JFuq2`NHBW2*3Uzw89FH&-w% -@#aM^_`K!pb7p"WHu44{ -@PK_y6+Ua0wHe$|7JNus}eW5#r;M -@m`K_y!6iny?pBW,,v1[U;d93~e^Dy,aA 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Demo/KEYNAMES.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/KEYNAMES.TXT deleted file mode 100644 index c0ec0af3..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/KEYNAMES.TXT +++ /dev/null @@ -1,125 +0,0 @@ -[UNDEFINED] -uh? -Shift -Alt -Control -Command -Caps lock -R-Shift -R-Alt -R-Control -L-Shift -L-Alt -L-Control -0 -1 -2 -3 -4 -5 -6 -7 -8 -9 -a -b -c -d -e -f -g -h -i -j -k -l -m -n -o -p -q -r -s -t -u -v -w -x -y -z -` -- -= -backspace -return -enter -tab -/ -\ -; -' -. -, -[ -] -# -esc -insert -delete -home -end -pg-up -pg-down -crsr-left -crsr-right -crsr-up -crsr-down -num-lock -Keypad / -Keypad * -Keypad - -Keypad + -Keypad . -Keypad = -Keypad 0 -Keypad 1 -Keypad 2 -Keypad 3 -Keypad 4 -Keypad 5 -Keypad 6 -Keypad 7 -Keypad 8 -Keypad 9 -f1 -f2 -f3 -f4 -f5 -f6 -f7 -f8 -f9 -f10 -f11 -f12 -print sc -scroll lk -pause -space -Joy 1 B1 -Joy 1 B2 -Joy 1 B3 -Joy 1 B4 -Joy 2 B1 -Joy 2 B2 -Joy 2 B3 -Joy 2 B4 -Joy 1 L -Joy 1 R -Joy 1 U -Joy 1 D -Joy 2 L -Joy 2 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Demo/NONCARS/LITE.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/NONCARS/LITE.TXT deleted file mode 100644 index 8992da9c..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/NONCARS/LITE.TXT +++ /dev/null @@ -1,26 +0,0 @@ -@<4)ge.t>JT;w/ze6z8Y -@&aM^_`K_V!vPRvv8gFR*,Vp7L -@>sI -1 L}poVK_y6+xq3aHe/`%Wtg4a -@>5?a`nqP-K_y<4>pW*$V~7MT;d2fe5v8Fo`q,@,Nb5Ribz8^740|B -@,W>*(,"Ois`6{ o/y,q-O"95!Va~oN*{_y,)4 -@+e>j,I>)(=R}noP+ -@{ o)I>)4 -@{ o)I>)4 -@{ o,I>)4 -@{ o,I>)4 -@+ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/NONCARS/OAK.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/NONCARS/OAK.TXT deleted file mode 100644 index 65d5edc1..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/NONCARS/OAK.TXT +++ /dev/null @@ -1,26 +0,0 @@ -@!6hz}A -@"aM^_`K_V!vPRvv8gFR*,Vp7L -@P7K>q+U),aM^_O4R ,a3H}40tH6+z9P -@#MMns`+K_y<4>pW*$V~7MT;d2fe5v8Fo`5=RM^_`K!pbr._740tB^W(#3,> -@:,aM^_`d!e,~4[U;{;5 e2z8JT;4]cHB[ -@L}pjL;z n0Y#)*aM^_`K!pbk"LF;d2|HCwEB 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Demo/NONCARS/PALM2.TXT deleted file mode 100644 index 9789d37d..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/NONCARS/PALM2.TXT +++ /dev/null @@ -1,22 +0,0 @@ -@4dW$RyoO4T*/H -@ aM^_`K_V!vPRvv8gFR*,Vp7L -@ns`*e>g%U),aM^_O4R ,a3H}40tH6+z9P -@#MMns`+K_y<4>pW*$V~7MT;d2fe5v8Fo` -@>,aM^_`d!e,~4[U;{;5 e2z8JT;4]cHB[ -@5~"2L,aM^_`4dW(#`vWI;`2{ -@+e:s)4 -@+e>j,I>)(=R}noP+ -@{ o)I>)4 -@{ o)I>)4 -@{ o,I>)4 -@{ o,I>)4 -@+ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/NONCARS/PEDCROSS.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/NONCARS/PEDCROSS.TXT deleted file mode 100644 index f5a1c3cc..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/NONCARS/PEDCROSS.TXT +++ /dev/null @@ -1,24 +0,0 @@ -@qpB 1a?_I;w/ze6z8Y -@"aM^_`K_V!vPRvv8gFR*,Vp7L -@ns`+epW*$V~7MT;d2fe5v8Fo`q/@"4#Xx^_`K!pbr._740tB^W(#3,> -@<,aM^_`d!e,~4[U;{;5 e2z8JT;4]cHB[ -@4 3QcnnL;{_y,J -@7aM^_`K_3V34[I4<{R $a3Tuu-e -@oN.K_y,Nb5 b^XJ243pW1-V~9HB;{? -@+;Y)4 -@+e>j,I>)(=R}noP+ 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-@|;sS?H**j_(aijP+{"n,I>)4 "SxnoPKp3VZ;_@~4~&JB1b|$Bzw55e.e3R -@~>sS?H-*j_(aomU+{>s-L>)4?S}noP+Kp3VZ;_@~4~!JB1b|$Bzw55e.e3R -@y;sS?H,*j_(aloP+{>s.L>)4?T}noP+Kp3VZ;_@~4~ JB1b|$Bzw55e.e3R -@?.iN]Gs)I>51#Mxno`Kp3VZ;_@~4~ JB1b|$Bzw55e.e3R diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/PEDESTRN.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/PEDESTRN.TXT deleted file mode 100644 index d974bf9e..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/PEDESTRN.TXT +++ /dev/null @@ -1,15231 +0,0 @@ -// **************** NIK 2 **************** -1 // Reference number -0.24 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4003 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -NIK.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index - -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4002 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4012 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4012 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -NIKSHK.PIX -0,0,flipped -NIKSTL.PIX -0,0,flipped -NIKSHK.PIX -0,0,not flipped -NIKTRN.PIX -0,0,not flipped -4 // Number of looping frames -NIKRUNA1.PIX -0,0,flipped -NIKRUNA2.PIX -0,0,flipped -NIKRUNA3.PIX -0,0,flipped -NIKRUNA2.PIX -0,0,flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -NIKSHK.PIX -0,0,flipped -NIKSTL.PIX -0,0,flipped -NIKSHK.PIX -0,0,not flipped -NIKTRN.PIX -0,0,not flipped -4 // Number of looping frames -NIKRUNT1.PIX -0,0,not flipped -NIKRUNT2.PIX -0,0,not flipped -NIKRUNT3.PIX -0,0,not flipped -NIKRUNT2.PIX -0,0,not flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -NIKSHK.PIX -0,0,flipped -NIKSTL.PIX -0,0,flipped -NIKSHK.PIX -0,0,not flipped -NIKTRN.PIX -0,0,not flipped -4 // Number of looping frames -NIKRUNT1.PIX -0,0,flipped -NIKRUNT2.PIX -0,0,flipped -NIKRUNT3.PIX -0,0,flipped -NIKRUNT2.PIX -0,0,flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -NIKSHK.PIX -0,0,flipped -NIKSTL.PIX -0,0,flipped -NIKSHK.PIX -0,0,not flipped -NIKTRN.PIX -0,0,not flipped -4 // Number of looping frames -NIKRUNA1.PIX -0,0,not flipped -NIKRUNA2.PIX -0,0,not flipped -NIKRUNA3.PIX -0,0,not flipped -NIKRUNA2.PIX -0,0,not flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -NIKSTL.PIX -0,0,not flipped -NIKSTL.PIX -0,0,flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -NIKHIT1.PIX -0,0,not flipped -NIKHIT2.PIX -0,0,not flipped -NIKHIT3.PIX -0,0,not flipped -NIKHIT4.PIX -0,0,not flipped -NIKDED.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -NIKHIT1.PIX -0,0,not flipped -NIKHIT2.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -NIKBAK.PIX -0,0,not flipped -NIKBAK.PIX -0,0,flipped - - -NEXT PEDESTRIAN -// **************** RO1 2 **************** -32 // Reference number -0.35 // Height -125 // Points value -15 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -RO1.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4003 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,3 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4013 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4003 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4013 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4003 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.06,8 // Min frame rate, max frame rate, -4 // Number of initial frames -RO1SHK.PIX -0,0,flipped -RO1STL1.PIX -0,0,flipped -RO1SHK.PIX -0,0,not flipped -RO1TRN.PIX -0,0,not flipped -4 // Number of looping frames -RO1RUNA1.PIX -0,0,flipped -RO1RUNA2.PIX -0,0,flipped -RO1RUNA3.PIX -0,0,flipped -RO1RUNA2.PIX -0,0,flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.06,8 // Min frame rate, max frame rate, -4 // Number of initial frames -RO1SHK.PIX -0,0,flipped -RO1STL1.PIX -0,0,flipped -RO1SHK.PIX -0,0,not flipped -RO1TRN.PIX -0,0,not flipped -4 // Number of looping frames -RO1RUNT1.PIX -0,0,not flipped -RO1RUNT2.PIX -0,0,not flipped -RO1RUNT3.PIX -0,0,not flipped -RO1RUNT2.PIX -0,0,not flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.06,8 // Min frame rate, max frame rate, -4 // Number of initial frames -RO1SHK.PIX -0,0,flipped -RO1STL1.PIX -0,0,flipped -RO1SHK.PIX -0,0,not flipped -RO1TRN.PIX -0,0,not flipped -4 // Number of looping frames -RO1RUNT1.PIX -0,0,flipped -RO1RUNT2.PIX -0,0,flipped -RO1RUNT3.PIX -0,0,flipped -RO1RUNT2.PIX -0,0,flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.06,8 // Min frame rate, max frame rate, -4 // Number of initial frames -RO1SHK.PIX -0,0,flipped -RO1STL1.PIX -0,0,flipped -RO1SHK.PIX -0,0,not flipped -RO1TRN.PIX -0,0,not flipped -4 // Number of looping frames -RO1RUNA1.PIX -0,0,not flipped -RO1RUNA2.PIX -0,0,not flipped -RO1RUNA3.PIX -0,0,not flipped -RO1RUNA2.PIX -0,0,not flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -RO1STL1.PIX -0,0,flipped -RO1STL2.PIX -0,0,flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -4 // Number of initial frames -RO1HIT1.PIX -0,0,not flipped -RO1HIT2.PIX -0,0,not flipped -RO1HIT3.PIX -0,0,not flipped -RO1HIT4.PIX -0,0,not flipped -2 // Number of looping frames -RO1DED1.PIX -0,0,not flipped -RO1DED2.PIX -0,0,not flipped - - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -RO1HIT1.PIX -0,0,not flipped -RO1HIT2.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -RO1BAK1.PIX -0,0,not flipped -RO1BAK2.PIX -0,0,flipped - - -NEXT PEDESTRIAN -// **************** BUS 2 **************** -2 // Reference number -0.27 // Height -125 // Points value -15 // Hit points -2,4031,4030 // Exploding noises -4003 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -BUS.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -2,4003,4904 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,3 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4013 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4003 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4013 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4003 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.06,8 // Min frame rate, max frame rate, -4 // Number of initial frames -BUSSHK.PIX -0,0,flipped -BUSSTL.PIX -0,0,flipped -BUSSHK.PIX -0,0,not flipped -BUSTRN.PIX -0,0,not flipped -4 // Number of looping frames -BUSRUNA1.PIX -0,0,flipped -BUSRUNA2.PIX -0,0,flipped -BUSRUNA3.PIX -0,0,flipped -BUSRUNA2.PIX -0,0,flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.06,8 // Min frame rate, max frame rate, -4 // Number of initial frames -BUSSHK.PIX -0,0,flipped -BUSSTL.PIX -0,0,flipped -BUSSHK.PIX -0,0,not flipped -BUSTRN.PIX -0,0,not flipped -4 // Number of looping frames -BUSRUNT1.PIX -0,0,not flipped -BUSRUNT2.PIX -0,0,not flipped -BUSRUNT3.PIX -0,0,not flipped -BUSRUNT2.PIX -0,0,not flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.06,8 // Min frame rate, max frame rate, -4 // Number of initial frames -BUSSHK.PIX -0,0,flipped -BUSSTL.PIX -0,0,flipped -BUSSHK.PIX -0,0,not flipped -BUSTRN.PIX -0,0,not flipped -4 // Number of looping frames -BUSRUNT1.PIX -0,0,flipped -BUSRUNT2.PIX -0,0,flipped -BUSRUNT3.PIX -0,0,flipped -BUSRUNT2.PIX -0,0,flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.06,8 // Min frame rate, max frame rate, -4 // Number of initial frames -BUSSHK.PIX -0,0,flipped -BUSSTL.PIX -0,0,flipped -BUSSHK.PIX -0,0,not flipped -BUSTRN.PIX -0,0,not flipped -4 // Number of looping frames -BUSRUNA1.PIX -0,0,not flipped -BUSRUNA2.PIX -0,0,not flipped -BUSRUNA3.PIX -0,0,not flipped -BUSRUNA2.PIX -0,0,not flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -BUSSTL.PIX -0,0,not flipped -BUSSTL.PIX -0,0,flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -BUSHIT1.PIX -0,0,not flipped -BUSHIT2.PIX -0,0,not flipped -BUSHIT3.PIX -0,0,not flipped -BUSHIT4.PIX -0,0,not flipped -BUSDED.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -BUSHIT1.PIX -0,0,not flipped -BUSHIT2.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -BUSBAK.PIX -0,0,not flipped -BUSBAK.PIX -0,0,flipped - - -NEXT PEDESTRIAN -// **************** FAT 2 **************** -3 // Reference number -0.27 // Height -150 // Points value -20 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -FAT.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0005 // Initial speed, looping speed -0.05 // Reaction time for this action -3,4001,4001,4902 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -2,4010,4907 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.09,8 // Min frame rate, max frame rate, -4 // Number of initial frames -FATSHK.PIX -0,0,flipped -FATSTL.PIX -0,0,flipped -FATSHK.PIX -0,0,not flipped -FATTRN.PIX -0,0,not flipped -4 // Number of looping frames -FATRUNA1.PIX -0,0,flipped -FATRUNA2.PIX -0,0,flipped -FATRUNA3.PIX -0,0,flipped -FATRUNA2.PIX -0,0,flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.07,8 // Min frame rate, max frame rate, -4 // Number of initial frames -FATSHK.PIX -0,0,flipped -FATSTL.PIX -0,0,flipped -FATSHK.PIX -0,0,not flipped -FATTRN.PIX -0,0,not flipped -4 // Number of looping frames -FATRUNT1.PIX -0,0,not flipped -FATRUNT2.PIX -0,0,not flipped -FATRUNT3.PIX -0,0,not flipped -FATRUNT2.PIX -0,0,not flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.07,8 // Min frame rate, max frame rate, -4 // Number of initial frames -FATSHK.PIX -0,0,flipped -FATSTL.PIX -0,0,flipped -FATSHK.PIX -0,0,not flipped -FATTRN.PIX -0,0,not flipped -4 // Number of looping frames -FATRUNT1.PIX -0,0,flipped -FATRUNT2.PIX -0,0,flipped -FATRUNT3.PIX -0,0,flipped -FATRUNT2.PIX -0,0,flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.09,8 // Min frame rate, max frame rate, -4 // Number of initial frames -FATSHK.PIX -0,0,flipped -FATSTL.PIX -0,0,flipped -FATSHK.PIX -0,0,not flipped -FATTRN.PIX -0,0,not flipped -4 // Number of looping frames -FATRUNA1.PIX -0,0,not flipped -FATRUNA2.PIX -0,0,not flipped -FATRUNA3.PIX -0,0,not flipped -FATRUNA2.PIX -0,0,not flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -FATSTL.PIX -0,0,not flipped -FATSTL.PIX -0,0,flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -FATHIT1.PIX -0,0,not flipped -FATHIT2.PIX -0,0,not flipped -FATHIT3.PIX -0,0,not flipped -FATHIT4.PIX -0,0,not flipped -FATDED.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -FATHIT1.PIX -0,0,not flipped -FATHIT2.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -FATBAK.PIX -0,0,not flipped -FATBAK.PIX -0,0,flipped - - -NEXT PEDESTRIAN -// **************** ANN 2 **************** -4 // Reference number -0.27 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4003 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -ANN.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index - -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -2,4904,4905 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,3 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4014 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4014 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -ANSHK.PIX -0,0,flipped -ANSTL.PIX -0,0,flipped -ANSHK.PIX -0,0,not flipped -ANTRN.PIX -0,0,not flipped -4 // Number of looping frames -ANRUNA1.PIX -0,0,flipped -ANRUNA2.PIX -0,0,flipped -ANRUNA3.PIX -0,0,flipped -ANRUNA2.PIX -0,0,flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -ANSHK.PIX -0,0,flipped -ANSTL.PIX -0,0,flipped -ANSHK.PIX -0,0,not flipped -ANTRN.PIX -0,0,not flipped -4 // Number of looping frames -ANRUNT1.PIX -0,0,not flipped -ANRUNT2.PIX -0,0,not flipped -ANRUNT3.PIX -0,0,not flipped -ANRUNT2.PIX -0,0,not flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -ANSHK.PIX -0,0,flipped -ANSTL.PIX -0,0,flipped -ANSHK.PIX -0,0,not flipped -ANTRN.PIX -0,0,not flipped -4 // Number of looping frames -ANRUNT1.PIX -0,0,flipped -ANRUNT2.PIX -0,0,flipped -ANRUNT3.PIX -0,0,flipped -ANRUNT2.PIX -0,0,flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -ANSHK.PIX -0,0,flipped -ANSTL.PIX -0,0,flipped -ANSHK.PIX -0,0,not flipped -ANTRN.PIX -0,0,not flipped -4 // Number of looping frames -ANRUNA1.PIX -0,0,not flipped -ANRUNA2.PIX -0,0,not flipped -ANRUNA3.PIX -0,0,not flipped -ANRUNA2.PIX -0,0,not flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -ANSTL.PIX -0,0,not flipped -ANSTL.PIX -0,0,flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -ANHIT1.PIX -0,0,not flipped -ANHIT2.PIX -0,0,not flipped -ANHIT3.PIX -0,0,not flipped -ANHIT4.PIX -0,0,not flipped -ANDED.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -ANHIT1.PIX -0,0,not flipped -ANHIT2.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -ANBAK.PIX -0,0,not flipped -ANBAK.PIX -0,0,flipped - - -NEXT PEDESTRIAN -// **************** PER 2 **************** -5 // Reference number -0.29 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -PER.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4004 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,3 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -3,4011,4010,4907 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4000 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4011 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4000 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PERSHK.PIX -0,0,flipped -PERSTL.PIX -0,0,flipped -PERSHK.PIX -0,0,not flipped -PERTRN.PIX -0,0,not flipped -4 // Number of looping frames -PERRUNA1.PIX -0,0,flipped -PERRUNA2.PIX -0,0,flipped -PERRUNA3.PIX -0,0,flipped -PERRUNA2.PIX -0,0,flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PERSHK.PIX -0,0,flipped -PERSTL.PIX -0,0,flipped -PERSHK.PIX -0,0,not flipped -PERTRN.PIX -0,0,not flipped -4 // Number of looping frames -PERRUNT1.PIX -0,0,not flipped -PERRUNT2.PIX -0,0,not flipped -PERRUNT3.PIX -0,0,not flipped -PERRUNT2.PIX -0,0,not flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PERSHK.PIX -0,0,flipped -PERSTL.PIX -0,0,flipped -PERSHK.PIX -0,0,not flipped -PERTRN.PIX -0,0,not flipped -4 // Number of looping frames -PERRUNT1.PIX -0,0,flipped -PERRUNT2.PIX -0,0,flipped -PERRUNT3.PIX -0,0,flipped -PERRUNT2.PIX -0,0,flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PERSHK.PIX -0,0,flipped -PERSTL.PIX -0,0,flipped -PERSHK.PIX -0,0,not flipped -PERTRN.PIX -0,0,not flipped -4 // Number of looping frames -PERRUNA1.PIX -0,0,not flipped -PERRUNA2.PIX -0,0,not flipped -PERRUNA3.PIX -0,0,not flipped -PERRUNA2.PIX -0,0,not flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -PERSTL.PIX -0,0,not flipped -PERSTL.PIX -0,0,flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -PERHIT1.PIX -0,0,not flipped -PERHIT2.PIX -0,0,not flipped -PERHIT3.PIX -0,0,not flipped -PERHIT4.PIX -0,0,not flipped -PERDED.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -PERHIT1.PIX -0,0,not flipped -PERHIT2.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -PERBAK.PIX -0,0,not flipped -PERBAK.PIX -0,0,flipped - - -NEXT PEDESTRIAN -// **************** PRS 2 **************** -6 // Reference number -0.25 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -PRS.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index - -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -2,4904,4905 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,3 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4013 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4003 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4013 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4003 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PRSSHK.PIX -0,0,flipped -PRSSTL.PIX -0,0,flipped -PRSSHK.PIX -0,0,not flipped -PRSTRN.PIX -0,0,not flipped -4 // Number of looping frames -PRSRUNA1.PIX -0,0,flipped -PRSRUNA2.PIX -0,0,flipped -PRSRUNA3.PIX -0,0,flipped -PRSRUNA2.PIX -0,0,flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PRSSHK.PIX -0,0,flipped -PRSSTL.PIX -0,0,flipped -PRSSHK.PIX -0,0,not flipped -PRSTRN.PIX -0,0,not flipped -4 // Number of looping frames -PRSRUNT1.PIX -0,0,not flipped -PRSRUNT2.PIX -0,0,not flipped -PRSRUNT3.PIX -0,0,not flipped -PRSRUNT2.PIX -0,0,not flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PRSSHK.PIX -0,0,flipped -PRSSTL.PIX -0,0,flipped -PRSSHK.PIX -0,0,not flipped -PRSTRN.PIX -0,0,not flipped -4 // Number of looping frames -PRSRUNT1.PIX -0,0,flipped -PRSRUNT2.PIX -0,0,flipped -PRSRUNT3.PIX -0,0,flipped -PRSRUNT2.PIX -0,0,flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PRSSHK.PIX -0,0,flipped -PRSSTL.PIX -0,0,flipped -PRSSHK.PIX -0,0,not flipped -PRSTRN.PIX -0,0,not flipped -4 // Number of looping frames -PRSRUNA1.PIX -0,0,not flipped -PRSRUNA2.PIX -0,0,not flipped -PRSRUNA3.PIX -0,0,not flipped -PRSRUNA2.PIX -0,0,not flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -PRSSTL.PIX -0,0,not flipped -PRSSTL.PIX -0,0,flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -PRSHIT1.PIX -0,0,not flipped -PRSHIT2.PIX -0,0,not flipped -PRSHIT3.PIX -0,0,not flipped -PRSHIT4.PIX -0,0,not flipped -PRSDED.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -PRSHIT1.PIX -0,0,not flipped -PRSHIT2.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -PRSBAK.PIX -0,0,not flipped -PRSBAK.PIX -0,0,flipped - - -NEXT PEDESTRIAN -// **************** TON 2 **************** -7 // Reference number -0.26 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -TON.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -2,4000,4902 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -2,4010,4907 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4011 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -TONSHK.PIX -0,0,flipped -TONSTL.PIX -0,0,flipped -TONSHK.PIX -0,0,not flipped -TONTRN.PIX -0,0,not flipped -4 // Number of looping frames -TONRUNA1.PIX -0,0,flipped -TONRUNA2.PIX -0,0,flipped -TONRUNA3.PIX -0,0,flipped -TONRUNA2.PIX -0,0,flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -TONSHK.PIX -0,0,flipped -TONSTL.PIX -0,0,flipped -TONSHK.PIX -0,0,not flipped -TONTRN.PIX -0,0,not flipped -4 // Number of looping frames -TONRUNT1.PIX -0,0,not flipped -TONRUNT2.PIX -0,0,not flipped -TONRUNT3.PIX -0,0,not flipped -TONRUNT2.PIX -0,0,not flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -TONSHK.PIX -0,0,flipped -TONSTL.PIX -0,0,flipped -TONSHK.PIX -0,0,not flipped -TONTRN.PIX -0,0,not flipped -4 // Number of looping frames -TONRUNT1.PIX -0,0,flipped -TONRUNT2.PIX -0,0,flipped -TONRUNT3.PIX -0,0,flipped -TONRUNT2.PIX -0,0,flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -TONSHK.PIX -0,0,flipped -TONSTL.PIX -0,0,flipped -TONSHK.PIX -0,0,not flipped -TONTRN.PIX -0,0,not flipped -4 // Number of looping frames -TONRUNA1.PIX -0,0,not flipped -TONRUNA2.PIX -0,0,not flipped -TONRUNA3.PIX -0,0,not flipped -TONRUNA2.PIX -0,0,not flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -TONSTL.PIX -0,0,not flipped -TONSTL.PIX -0,0,flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -TONHIT1.PIX -0,0,not flipped -TONHIT2.PIX -0,0,not flipped -TONHIT3.PIX -0,0,not flipped -TONHIT4.PIX -0,0,not flipped -TONDED.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -TONHIT1.PIX -0,0,not flipped -TONHIT2.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -TONBAK.PIX -0,0,not flipped -TONBAK.PIX -0,0,flipped - - -NEXT PEDESTRIAN -// **************** CAM 2 **************** -8 // Reference number -0.245 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises --1 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -CAM.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index - -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4002 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4015 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4015 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CAMSHK.PIX -0,0,flipped -CAMSTL.PIX -0,0,flipped -CAMSHK.PIX -0,0,not flipped -CAMTRN.PIX -0,0,not flipped -4 // Number of looping frames -CAMRUNA1.PIX -0,0,flipped -CAMRUNA2.PIX -0,0,flipped -CAMRUNA3.PIX -0,0,flipped -CAMRUNA2.PIX -0,0,flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CAMSHK.PIX -0,0,flipped -CAMSTL.PIX -0,0,flipped -CAMSHK.PIX -0,0,not flipped -CAMTRN.PIX -0,0,not flipped -4 // Number of looping frames -CAMRUNT1.PIX -0,0,not flipped -CAMRUNT2.PIX -0,0,not flipped -CAMRUNT3.PIX -0,0,not flipped -CAMRUNT2.PIX -0,0,not flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CAMSHK.PIX -0,0,flipped -CAMSTL.PIX -0,0,flipped -CAMSHK.PIX -0,0,not flipped -CAMTRN.PIX -0,0,not flipped -4 // Number of looping frames -CAMRUNT1.PIX -0,0,flipped -CAMRUNT2.PIX -0,0,flipped -CAMRUNT3.PIX -0,0,flipped -CAMRUNT2.PIX -0,0,flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CAMSHK.PIX -0,0,flipped -CAMSTL.PIX -0,0,flipped -CAMSHK.PIX -0,0,not flipped -CAMTRN.PIX -0,0,not flipped -4 // Number of looping frames -CAMRUNA1.PIX -0,0,not flipped -CAMRUNA2.PIX -0,0,not flipped -CAMRUNA3.PIX -0,0,not flipped -CAMRUNA2.PIX -0,0,not flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -CAMSTL.PIX -0,0,not flipped -CAMSTL.PIX -0,0,flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -CAMHIT1.PIX -0,0,not flipped -CAMHIT2.PIX -0,0,not flipped -CAMHIT3.PIX -0,0,not flipped -CAMHIT4.PIX -0,0,not flipped -CAMDED.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -CAMHIT1.PIX -0,0,not flipped -CAMHIT2.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -CAMBAK.PIX -0,0,not flipped -CAMBAK.PIX -0,0,flipped - - -NEXT PEDESTRIAN -// **************** CW0 2 **************** -9 // Reference number -0.27 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -CW0.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,4 // Max bearing, sequence index - -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -3,4001,4902,4903 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -3,4010,4010,4907 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -8 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW0SHK.PIX -0,0,flipped -CW0STL.PIX -0,0,flipped -CW0SHK.PIX -0,0,not flipped -CW0TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW0RUNA1.PIX -0,0,flipped -CW0RUNA2.PIX -0,0,flipped -CW0RUNA3.PIX -0,0,flipped -CW0RUNA2.PIX -0,0,flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW0SHK.PIX -0,0,flipped -CW0STL.PIX -0,0,flipped -CW0SHK.PIX -0,0,not flipped -CW0TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW0RUNT1.PIX -0,0,not flipped -CW0RUNT2.PIX -0,0,not flipped -CW0RUNT3.PIX -0,0,not flipped -CW0RUNT2.PIX -0,0,not flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW0SHK.PIX -0,0,flipped -CW0STL.PIX -0,0,flipped -CW0SHK.PIX -0,0,not flipped -CW0TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW0RUNT1.PIX -0,0,flipped -CW0RUNT2.PIX -0,0,flipped -CW0RUNT3.PIX -0,0,flipped -CW0RUNT2.PIX -0,0,flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW0SHK.PIX -0,0,flipped -CW0STL.PIX -0,0,flipped -CW0SHK.PIX -0,0,not flipped -CW0TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW0RUNA1.PIX -0,0,not flipped -CW0RUNA2.PIX -0,0,not flipped -CW0RUNA3.PIX -0,0,not flipped -CW0RUNA2.PIX -0,0,not flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -CW0STL.PIX -0,0,not flipped -CW0STL.PIX -0,0,flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -CW0HIT1.PIX -0,0,not flipped -CW0HIT2.PIX -0,0,not flipped -CW0HIT3.PIX -0,0,not flipped -CW0HIT4.PIX -0,0,not flipped -CW0DED.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -CW0HIT1.PIX -0,0,not flipped -CW0HIT2.PIX -0,0,not flipped -0 // Number of looping frames - - -NEXT PEDESTRIAN -// **************** CW1 2 **************** -10 // Reference number -0.27 // Height -125 // Points value -15 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -CW1.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,4 // Max bearing, sequence index - -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -3,4000,4902,4000 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,2 // Max bearing, sequence index -270,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -2,4011,4907 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4000 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4011 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4000 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -8 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.10,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW1SHK.PIX -0,0,flipped -CW1STL.PIX -0,0,flipped -CW1SHK.PIX -0,0,not flipped -CW1TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW1RUNA1.PIX -0,0,flipped -CW1RUNA2.PIX -0,0,flipped -CW1RUNA3.PIX -0,0,flipped -CW1RUNA2.PIX -0,0,flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.10,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW1SHK.PIX -0,0,flipped -CW1STL.PIX -0,0,flipped -CW1SHK.PIX -0,0,not flipped -CW1TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW1RUNT1.PIX -0,0,not flipped -CW1RUNT2.PIX -0,0,not flipped -CW1RUNT3.PIX -0,0,not flipped -CW1RUNT2.PIX -0,0,not flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.10,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW1SHK.PIX -0,0,flipped -CW1STL.PIX -0,0,flipped -CW1SHK.PIX -0,0,not flipped -CW1TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW1RUNT1.PIX -0,0,flipped -CW1RUNT2.PIX -0,0,flipped -CW1RUNT3.PIX -0,0,flipped -CW1RUNT2.PIX -0,0,flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.10,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW1SHK.PIX -0,0,flipped -CW1STL.PIX -0,0,flipped -CW1SHK.PIX -0,0,not flipped -CW1TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW1RUNA1.PIX -0,0,not flipped -CW1RUNA2.PIX -0,0,not flipped -CW1RUNA3.PIX -0,0,not flipped -CW1RUNA2.PIX -0,0,not flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -CW1STL.PIX -0,0,not flipped -CW1STL.PIX -0,0,flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -CW1HIT1.PIX -0,0,not flipped -CW1HIT2.PIX -0,0,not flipped -CW1HIT3.PIX -0,0,not flipped -CW1HIT4.PIX -0,0,not flipped -CW1DED.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -CW1HIT1.PIX -0,0,not flipped -CW1HIT2.PIX -0,0,not flipped -0 // Number of looping frames - -NEXT PEDESTRIAN -// **************** CW3 2 **************** -11 // Reference number -0.25 // Height -110 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -CW3.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,4 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -2,4000,4910 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,2 // Max bearing, sequence index -270,1 // Max bearing, sequence index -360,3 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -3,4010,4010,4907 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4000 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4000 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -8 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW3SHK.PIX -0,0,flipped -CW3STL.PIX -0,0,flipped -CW3SHK.PIX -0,0,not flipped -CW3TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW3RUNA1.PIX -0,0,flipped -CW3RUNA2.PIX -0,0,flipped -CW3RUNA3.PIX -0,0,flipped -CW3RUNA2.PIX -0,0,flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW3SHK.PIX -0,0,flipped -CW3STL.PIX -0,0,flipped -CW3SHK.PIX -0,0,not flipped -CW3TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW3RUNT1.PIX -0,0,not flipped -CW3RUNT2.PIX -0,0,not flipped -CW3RUNT3.PIX -0,0,not flipped -CW3RUNT2.PIX -0,0,not flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW3SHK.PIX -0,0,flipped -CW3STL.PIX -0,0,flipped -CW3SHK.PIX -0,0,not flipped -CW3TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW3RUNT1.PIX -0,0,flipped -CW3RUNT2.PIX -0,0,flipped -CW3RUNT3.PIX -0,0,flipped -CW3RUNT2.PIX -0,0,flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW3SHK.PIX -0,0,flipped -CW3STL.PIX -0,0,flipped -CW3SHK.PIX -0,0,not flipped -CW3TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW3RUNA1.PIX -0,0,not flipped -CW3RUNA2.PIX -0,0,not flipped -CW3RUNA3.PIX -0,0,not flipped -CW3RUNA2.PIX -0,0,not flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -CW3STL.PIX -0,0,not flipped -CW3STL.PIX -0,0,flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -CW3HIT1.PIX -0,0,not flipped -CW3HIT2.PIX -0,0,not flipped -CW3HIT3.PIX -0,0,not flipped -CW3HIT4.PIX -0,0,not flipped -CW3DED.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -CW3HIT1.PIX -0,0,not flipped -CW3HIT2.PIX -0,0,not flipped -0 // Number of looping frames - - -NEXT PEDESTRIAN -// **************** FLAG WAVEY BASTARD MAN **************** -99 // Reference number -0.325 // Height -1000 // Points value -20 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -FLG.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -8 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,4 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -7,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -2,4000,4902 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,2 // Max bearing, sequence index -270,1 // Max bearing, sequence index -360,3 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -2,4010,4907 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4000 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4000 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #7 - wave that flag baby..... -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,8 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -3 // Number of initial frames -FLGSHK.PIX -0,0,flipped -FLGSTL1.PIX -0,0,flipped -FLGSHK.PIX -0,0,not flipped -4 // Number of looping frames -FLGRUNA1.PIX -0,0,not flipped -FLGRUNA2.PIX -0,0,not flipped -FLGRUNA3.PIX -0,0,not flipped -FLGRUNA2.PIX -0,0,not flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -3 // Number of initial frames -FLGSHK.PIX -0,0,flipped -FLGSTL1.PIX -0,0,flipped -FLGSHK.PIX -0,0,not flipped -4 // Number of looping frames -FLGRUNT1.PIX -0,0,flipped -FLGRUNT2.PIX -0,0,flipped -FLGRUNT3.PIX -0,0,flipped -FLGRUNT2.PIX -0,0,flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -3 // Number of initial frames -FLGSHK.PIX -0,0,flipped -FLGSTL1.PIX -0,0,flipped -FLGSHK.PIX -0,0,not flipped -4 // Number of looping frames -FLGRUNT1.PIX -0,0,not flipped -FLGRUNT2.PIX -0,0,not flipped -FLGRUNT3.PIX -0,0,not flipped -FLGRUNT2.PIX -0,0,not flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -3 // Number of initial frames -FLGSHK.PIX -0,0,flipped -FLGSTL1.PIX -0,0,flipped -FLGSHK.PIX -0,0,not flipped -4 // Number of looping frames -FLGRUNA1.PIX -0,0,flipped -FLGRUNA2.PIX -0,0,flipped -FLGRUNA3.PIX -0,0,flipped -FLGRUNA2.PIX -0,0,flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -FLGSTL1.PIX -0,0,flipped -FLGSTL2.PIX -0,0,flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -9,10 // Min frame rate, max frame rate, -4 // Number of initial frames -FLGHIT1.PIX -0,0,not flipped -FLGHIT2.PIX -0,0,not flipped -FLGHIT3.PIX -0,0,not flipped -FLGHIT4.PIX -0,0,not flipped -2 // Number of looping frames -FLGDED1.PIX -0,0,not flipped -FLGDED2.PIX -0,0,not flipped - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -FLGHIT1.PIX -0,0,not flipped -FLGHIT2.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #8 - flag waving jobby bastard -collide // Include this frame in collision calcs -variable // Frame rate type -9,10 // Min frame rate, max frame rate, -0 // Number of initial frames -4 // Number of looping frames -FLGWAV1.PIX -0,0,not flipped -FLGWAV2.PIX -0,0,not flipped -FLGWAV3.PIX -0.07,0,not flipped -FLGWAV4.PIX -0.07,0,not flipped - -NEXT PEDESTRIAN -// **************** NIK 2 **************** -51 // Reference number -0.24 // Height -200 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4003 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -NIK.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index - -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -3,4002,4904,4905 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4012 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4012 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -NIKSHK.PIX -0,0,flipped -NIKSTL.PIX -0,0,flipped -NIKSHK.PIX -0,0,not flipped -NIKTRN.PIX -0,0,not flipped -4 // Number of looping frames -NIKRUNA1.PIX -0,0,flipped -NIKRUNA2.PIX -0,0,flipped -NIKRUNA3.PIX -0,0,flipped -NIKRUNA2.PIX -0,0,flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -NIKSHK.PIX -0,0,flipped -NIKSTL.PIX -0,0,flipped -NIKSHK.PIX -0,0,not flipped -NIKTRN.PIX -0,0,not flipped -4 // Number of looping frames -NIKRUNT1.PIX -0,0,not flipped -NIKRUNT2.PIX -0,0,not flipped -NIKRUNT3.PIX -0,0,not flipped -NIKRUNT2.PIX -0,0,not flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -NIKSHK.PIX -0,0,flipped -NIKSTL.PIX -0,0,flipped -NIKSHK.PIX -0,0,not flipped -NIKTRN.PIX -0,0,not flipped -4 // Number of looping frames -NIKRUNT1.PIX -0,0,flipped -NIKRUNT2.PIX -0,0,flipped -NIKRUNT3.PIX -0,0,flipped -NIKRUNT2.PIX -0,0,flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -NIKSHK.PIX -0,0,flipped -NIKSTL.PIX -0,0,flipped -NIKSHK.PIX -0,0,not flipped -NIKTRN.PIX -0,0,not flipped -4 // Number of looping frames -NIKRUNA1.PIX -0,0,not flipped -NIKRUNA2.PIX -0,0,not flipped -NIKRUNA3.PIX -0,0,not flipped -NIKRUNA2.PIX -0,0,not flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -NIKSTL.PIX -0,0,not flipped -NIKSTL.PIX -0,0,flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -NIKHIT1.PIX -0,0,not flipped -NIKHIT2.PIX -0,0,not flipped -NIKHIT3.PIX -0,0,not flipped -NIKHIT4.PIX -0,0,not flipped -NIKDED.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -NIKHIT1.PIX -0,0,not flipped -NIKHIT2.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -NIKBAK.PIX -0,0,not flipped -NIKBAK.PIX -0,0,flipped - - -NEXT PEDESTRIAN -// **************** BUS 2 **************** -52 // Reference number -0.27 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -BUS.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4003 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,3 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4013 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4003 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4013 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4003 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.06,8 // Min frame rate, max frame rate, -4 // Number of initial frames -BUSSHK.PIX -0,0,flipped -BUSSTL.PIX -0,0,flipped -BUSSHK.PIX -0,0,not flipped -BUSTRN.PIX -0,0,not flipped -4 // Number of looping frames -BUSRUNA1.PIX -0,0,flipped -BUSRUNA2.PIX -0,0,flipped -BUSRUNA3.PIX -0,0,flipped -BUSRUNA2.PIX -0,0,flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.06,8 // Min frame rate, max frame rate, -4 // Number of initial frames -BUSSHK.PIX -0,0,flipped -BUSSTL.PIX -0,0,flipped -BUSSHK.PIX -0,0,not flipped -BUSTRN.PIX -0,0,not flipped -4 // Number of looping frames -BUSRUNT1.PIX -0,0,not flipped -BUSRUNT2.PIX -0,0,not flipped -BUSRUNT3.PIX -0,0,not flipped -BUSRUNT2.PIX -0,0,not flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.06,8 // Min frame rate, max frame rate, -4 // Number of initial frames -BUSSHK.PIX -0,0,flipped -BUSSTL.PIX -0,0,flipped -BUSSHK.PIX -0,0,not flipped -BUSTRN.PIX -0,0,not flipped -4 // Number of looping frames -BUSRUNT1.PIX -0,0,flipped -BUSRUNT2.PIX -0,0,flipped -BUSRUNT3.PIX -0,0,flipped -BUSRUNT2.PIX -0,0,flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.06,8 // Min frame rate, max frame rate, -4 // Number of initial frames -BUSSHK.PIX -0,0,flipped -BUSSTL.PIX -0,0,flipped -BUSSHK.PIX -0,0,not flipped -BUSTRN.PIX -0,0,not flipped -4 // Number of looping frames -BUSRUNA1.PIX -0,0,not flipped -BUSRUNA2.PIX -0,0,not flipped -BUSRUNA3.PIX -0,0,not flipped -BUSRUNA2.PIX -0,0,not flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -BUSSTL.PIX -0,0,not flipped -BUSSTL.PIX -0,0,flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -BUSHIT1.PIX -0,0,not flipped -BUSHIT2.PIX -0,0,not flipped -BUSHIT3.PIX -0,0,not flipped -BUSHIT4.PIX -0,0,not flipped -BUSDED.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -BUSHIT1.PIX -0,0,not flipped -BUSHIT2.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -BUSBAK.PIX -0,0,not flipped -BUSBAK.PIX -0,0,flipped - - -NEXT PEDESTRIAN -// **************** FAT 2 **************** -53 // Reference number -0.27 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -FAT.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0005 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4001 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.09,8 // Min frame rate, max frame rate, -4 // Number of initial frames -FATSHK.PIX -0,0,flipped -FATSTL.PIX -0,0,flipped -FATSHK.PIX -0,0,not flipped -FATTRN.PIX -0,0,not flipped -4 // Number of looping frames -FATRUNA1.PIX -0,0,flipped -FATRUNA2.PIX -0,0,flipped -FATRUNA3.PIX -0,0,flipped -FATRUNA2.PIX -0,0,flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.07,8 // Min frame rate, max frame rate, -4 // Number of initial frames -FATSHK.PIX -0,0,flipped -FATSTL.PIX -0,0,flipped -FATSHK.PIX -0,0,not flipped -FATTRN.PIX -0,0,not flipped -4 // Number of looping frames -FATRUNT1.PIX -0,0,not flipped -FATRUNT2.PIX -0,0,not flipped -FATRUNT3.PIX -0,0,not flipped -FATRUNT2.PIX -0,0,not flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.07,8 // Min frame rate, max frame rate, -4 // Number of initial frames -FATSHK.PIX -0,0,flipped -FATSTL.PIX -0,0,flipped -FATSHK.PIX -0,0,not flipped -FATTRN.PIX -0,0,not flipped -4 // Number of looping frames -FATRUNT1.PIX -0,0,flipped -FATRUNT2.PIX -0,0,flipped -FATRUNT3.PIX -0,0,flipped -FATRUNT2.PIX -0,0,flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.09,8 // Min frame rate, max frame rate, -4 // Number of initial frames -FATSHK.PIX -0,0,flipped -FATSTL.PIX -0,0,flipped -FATSHK.PIX -0,0,not flipped -FATTRN.PIX -0,0,not flipped -4 // Number of looping frames -FATRUNA1.PIX -0,0,not flipped -FATRUNA2.PIX -0,0,not flipped -FATRUNA3.PIX -0,0,not flipped -FATRUNA2.PIX -0,0,not flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -FATSTL.PIX -0,0,not flipped -FATSTL.PIX -0,0,flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -FATHIT1.PIX -0,0,not flipped -FATHIT2.PIX -0,0,not flipped -FATHIT3.PIX -0,0,not flipped -FATHIT4.PIX -0,0,not flipped -FATDED.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -FATHIT1.PIX -0,0,not flipped -FATHIT2.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -FATBAK.PIX -0,0,not flipped -FATBAK.PIX -0,0,flipped - - -NEXT PEDESTRIAN -// **************** ANN 2 **************** -54 // Reference number -0.27 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises --1 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -ANN.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index - -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4002 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,3 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4014 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4014 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -ANSHK.PIX -0,0,flipped -ANSTL.PIX -0,0,flipped -ANSHK.PIX -0,0,not flipped -ANTRN.PIX -0,0,not flipped -4 // Number of looping frames -ANRUNA1.PIX -0,0,flipped -ANRUNA2.PIX -0,0,flipped -ANRUNA3.PIX -0,0,flipped -ANRUNA2.PIX -0,0,flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -ANSHK.PIX -0,0,flipped -ANSTL.PIX -0,0,flipped -ANSHK.PIX -0,0,not flipped -ANTRN.PIX -0,0,not flipped -4 // Number of looping frames -ANRUNT1.PIX -0,0,not flipped -ANRUNT2.PIX -0,0,not flipped -ANRUNT3.PIX -0,0,not flipped -ANRUNT2.PIX -0,0,not flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -ANSHK.PIX -0,0,flipped -ANSTL.PIX -0,0,flipped -ANSHK.PIX -0,0,not flipped -ANTRN.PIX -0,0,not flipped -4 // Number of looping frames -ANRUNT1.PIX -0,0,flipped -ANRUNT2.PIX -0,0,flipped -ANRUNT3.PIX -0,0,flipped -ANRUNT2.PIX -0,0,flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -ANSHK.PIX -0,0,flipped -ANSTL.PIX -0,0,flipped -ANSHK.PIX -0,0,not flipped -ANTRN.PIX -0,0,not flipped -4 // Number of looping frames -ANRUNA1.PIX -0,0,not flipped -ANRUNA2.PIX -0,0,not flipped -ANRUNA3.PIX -0,0,not flipped -ANRUNA2.PIX -0,0,not flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -ANSTL.PIX -0,0,not flipped -ANSTL.PIX -0,0,flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -ANHIT1.PIX -0,0,not flipped -ANHIT2.PIX -0,0,not flipped -ANHIT3.PIX -0,0,not flipped -ANHIT4.PIX -0,0,not flipped -ANDED.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -ANHIT1.PIX -0,0,not flipped -ANHIT2.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -ANBAK.PIX -0,0,not flipped -ANBAK.PIX -0,0,flipped - - -NEXT PEDESTRIAN -// **************** PER 2 **************** -55 // Reference number -0.27 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -PER.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4000 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,3 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4011 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4000 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4011 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4000 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PERSHK.PIX -0,0,flipped -PERSTL.PIX -0,0,flipped -PERSHK.PIX -0,0,not flipped -PERTRN.PIX -0,0,not flipped -4 // Number of looping frames -PERRUNA1.PIX -0,0,flipped -PERRUNA2.PIX -0,0,flipped -PERRUNA3.PIX -0,0,flipped -PERRUNA2.PIX -0,0,flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PERSHK.PIX -0,0,flipped -PERSTL.PIX -0,0,flipped -PERSHK.PIX -0,0,not flipped -PERTRN.PIX -0,0,not flipped -4 // Number of looping frames -PERRUNT1.PIX -0,0,not flipped -PERRUNT2.PIX -0,0,not flipped -PERRUNT3.PIX -0,0,not flipped -PERRUNT2.PIX -0,0,not flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PERSHK.PIX -0,0,flipped -PERSTL.PIX -0,0,flipped -PERSHK.PIX -0,0,not flipped -PERTRN.PIX -0,0,not flipped -4 // Number of looping frames -PERRUNT1.PIX -0,0,flipped -PERRUNT2.PIX -0,0,flipped -PERRUNT3.PIX -0,0,flipped -PERRUNT2.PIX -0,0,flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PERSHK.PIX -0,0,flipped -PERSTL.PIX -0,0,flipped -PERSHK.PIX -0,0,not flipped -PERTRN.PIX -0,0,not flipped -4 // Number of looping frames -PERRUNA1.PIX -0,0,not flipped -PERRUNA2.PIX -0,0,not flipped -PERRUNA3.PIX -0,0,not flipped -PERRUNA2.PIX -0,0,not flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -PERSTL.PIX -0,0,not flipped -PERSTL.PIX -0,0,flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -PERHIT1.PIX -0,0,not flipped -PERHIT2.PIX -0,0,not flipped -PERHIT3.PIX -0,0,not flipped -PERHIT4.PIX -0,0,not flipped -PERDED.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -PERHIT1.PIX -0,0,not flipped -PERHIT2.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -PERBAK.PIX -0,0,not flipped -PERBAK.PIX -0,0,flipped - - -NEXT PEDESTRIAN -// **************** PRS 2 **************** -56 // Reference number -0.25 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -PRS.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index - -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4003 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,3 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4013 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4003 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4013 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4003 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PRSSHK.PIX -0,0,flipped -PRSSTL.PIX -0,0,flipped -PRSSHK.PIX -0,0,not flipped -PRSTRN.PIX -0,0,not flipped -4 // Number of looping frames -PRSRUNA1.PIX -0,0,flipped -PRSRUNA2.PIX -0,0,flipped -PRSRUNA3.PIX -0,0,flipped -PRSRUNA2.PIX -0,0,flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PRSSHK.PIX -0,0,flipped -PRSSTL.PIX -0,0,flipped -PRSSHK.PIX -0,0,not flipped -PRSTRN.PIX -0,0,not flipped -4 // Number of looping frames -PRSRUNT1.PIX -0,0,not flipped -PRSRUNT2.PIX -0,0,not flipped -PRSRUNT3.PIX -0,0,not flipped -PRSRUNT2.PIX -0,0,not flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PRSSHK.PIX -0,0,flipped -PRSSTL.PIX -0,0,flipped -PRSSHK.PIX -0,0,not flipped -PRSTRN.PIX -0,0,not flipped -4 // Number of looping frames -PRSRUNT1.PIX -0,0,flipped -PRSRUNT2.PIX -0,0,flipped -PRSRUNT3.PIX -0,0,flipped -PRSRUNT2.PIX -0,0,flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PRSSHK.PIX -0,0,flipped -PRSSTL.PIX -0,0,flipped -PRSSHK.PIX -0,0,not flipped -PRSTRN.PIX -0,0,not flipped -4 // Number of looping frames -PRSRUNA1.PIX -0,0,not flipped -PRSRUNA2.PIX -0,0,not flipped -PRSRUNA3.PIX -0,0,not flipped -PRSRUNA2.PIX -0,0,not flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -PRSSTL.PIX -0,0,not flipped -PRSSTL.PIX -0,0,flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -PRSHIT1.PIX -0,0,not flipped -PRSHIT2.PIX -0,0,not flipped -PRSHIT3.PIX -0,0,not flipped -PRSHIT4.PIX -0,0,not flipped -PRSDED.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -PRSHIT1.PIX -0,0,not flipped -PRSHIT2.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -PRSBAK.PIX -0,0,not flipped -PRSBAK.PIX -0,0,flipped - - -NEXT PEDESTRIAN -// **************** TON 2 **************** -57 // Reference number -0.26 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -TON.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4001 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4011 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4011 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -TONSHK.PIX -0,0,flipped -TONSTL.PIX -0,0,flipped -TONSHK.PIX -0,0,not flipped -TONTRN.PIX -0,0,not flipped -4 // Number of looping frames -TONRUNA1.PIX -0,0,flipped -TONRUNA2.PIX -0,0,flipped -TONRUNA3.PIX -0,0,flipped -TONRUNA2.PIX -0,0,flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -TONSHK.PIX -0,0,flipped -TONSTL.PIX -0,0,flipped -TONSHK.PIX -0,0,not flipped -TONTRN.PIX -0,0,not flipped -4 // Number of looping frames -TONRUNT1.PIX -0,0,not flipped -TONRUNT2.PIX -0,0,not flipped -TONRUNT3.PIX -0,0,not flipped -TONRUNT2.PIX -0,0,not flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -TONSHK.PIX -0,0,flipped -TONSTL.PIX -0,0,flipped -TONSHK.PIX -0,0,not flipped -TONTRN.PIX -0,0,not flipped -4 // Number of looping frames -TONRUNT1.PIX -0,0,flipped -TONRUNT2.PIX -0,0,flipped -TONRUNT3.PIX -0,0,flipped -TONRUNT2.PIX -0,0,flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -TONSHK.PIX -0,0,flipped -TONSTL.PIX -0,0,flipped -TONSHK.PIX -0,0,not flipped -TONTRN.PIX -0,0,not flipped -4 // Number of looping frames -TONRUNA1.PIX -0,0,not flipped -TONRUNA2.PIX -0,0,not flipped -TONRUNA3.PIX -0,0,not flipped -TONRUNA2.PIX -0,0,not flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -TONSTL.PIX -0,0,not flipped -TONSTL.PIX -0,0,flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -TONHIT1.PIX -0,0,not flipped -TONHIT2.PIX -0,0,not flipped -TONHIT3.PIX -0,0,not flipped -TONHIT4.PIX -0,0,not flipped -TONDED.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -TONHIT1.PIX -0,0,not flipped -TONHIT2.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -TONBAK.PIX -0,0,not flipped -TONBAK.PIX -0,0,flipped - - -NEXT PEDESTRIAN -// **************** CAM 2 **************** -58 // Reference number -0.245 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises --1 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -CAM.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index - -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4002 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4015 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4015 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CAMSHK.PIX -0,0,flipped -CAMSTL.PIX -0,0,flipped -CAMSHK.PIX -0,0,not flipped -CAMTRN.PIX -0,0,not flipped -4 // Number of looping frames -CAMRUNA1.PIX -0,0,flipped -CAMRUNA2.PIX -0,0,flipped -CAMRUNA3.PIX -0,0,flipped -CAMRUNA2.PIX -0,0,flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CAMSHK.PIX -0,0,flipped -CAMSTL.PIX -0,0,flipped -CAMSHK.PIX -0,0,not flipped -CAMTRN.PIX -0,0,not flipped -4 // Number of looping frames -CAMRUNT1.PIX -0,0,not flipped -CAMRUNT2.PIX -0,0,not flipped -CAMRUNT3.PIX -0,0,not flipped -CAMRUNT2.PIX -0,0,not flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CAMSHK.PIX -0,0,flipped -CAMSTL.PIX -0,0,flipped -CAMSHK.PIX -0,0,not flipped -CAMTRN.PIX -0,0,not flipped -4 // Number of looping frames -CAMRUNT1.PIX -0,0,flipped -CAMRUNT2.PIX -0,0,flipped -CAMRUNT3.PIX -0,0,flipped -CAMRUNT2.PIX -0,0,flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CAMSHK.PIX -0,0,flipped -CAMSTL.PIX -0,0,flipped -CAMSHK.PIX -0,0,not flipped -CAMTRN.PIX -0,0,not flipped -4 // Number of looping frames -CAMRUNA1.PIX -0,0,not flipped -CAMRUNA2.PIX -0,0,not flipped -CAMRUNA3.PIX -0,0,not flipped -CAMRUNA2.PIX -0,0,not flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -CAMSTL.PIX -0,0,not flipped -CAMSTL.PIX -0,0,flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -CAMHIT1.PIX -0,0,not flipped -CAMHIT2.PIX -0,0,not flipped -CAMHIT3.PIX -0,0,not flipped -CAMHIT4.PIX -0,0,not flipped -CAMDED.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -CAMHIT1.PIX -0,0,not flipped -CAMHIT2.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -CAMBAK.PIX -0,0,not flipped -CAMBAK.PIX -0,0,flipped - - -NEXT PEDESTRIAN -// **************** CW0 2 **************** -59 // Reference number -0.27 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -CW0.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,4 // Max bearing, sequence index - -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4001 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -8 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW0SHK.PIX -0,0,flipped -CW0STL.PIX -0,0,flipped -CW0SHK.PIX -0,0,not flipped -CW0TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW0RUNA1.PIX -0,0,flipped -CW0RUNA2.PIX -0,0,flipped -CW0RUNA3.PIX -0,0,flipped -CW0RUNA2.PIX -0,0,flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW0SHK.PIX -0,0,flipped -CW0STL.PIX -0,0,flipped -CW0SHK.PIX -0,0,not flipped -CW0TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW0RUNT1.PIX -0,0,not flipped -CW0RUNT2.PIX -0,0,not flipped -CW0RUNT3.PIX -0,0,not flipped -CW0RUNT2.PIX -0,0,not flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW0SHK.PIX -0,0,flipped -CW0STL.PIX -0,0,flipped -CW0SHK.PIX -0,0,not flipped -CW0TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW0RUNT1.PIX -0,0,flipped -CW0RUNT2.PIX -0,0,flipped -CW0RUNT3.PIX -0,0,flipped -CW0RUNT2.PIX -0,0,flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW0SHK.PIX -0,0,flipped -CW0STL.PIX -0,0,flipped -CW0SHK.PIX -0,0,not flipped -CW0TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW0RUNA1.PIX -0,0,not flipped -CW0RUNA2.PIX -0,0,not flipped -CW0RUNA3.PIX -0,0,not flipped -CW0RUNA2.PIX -0,0,not flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -CW0STL.PIX -0,0,not flipped -CW0STL.PIX -0,0,flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -CW0HIT1.PIX -0,0,not flipped -CW0HIT2.PIX -0,0,not flipped -CW0HIT3.PIX -0,0,not flipped -CW0HIT4.PIX -0,0,not flipped -CW0DED.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -CW0HIT1.PIX -0,0,not flipped -CW0HIT2.PIX -0,0,not flipped -0 // Number of looping frames - - -NEXT PEDESTRIAN -// **************** CW1 2 **************** -60 // Reference number -0.27 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -CW1.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,4 // Max bearing, sequence index - -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4000 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,2 // Max bearing, sequence index -270,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4011 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4000 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4011 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4000 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -8 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.10,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW1SHK.PIX -0,0,flipped -CW1STL.PIX -0,0,flipped -CW1SHK.PIX -0,0,not flipped -CW1TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW1RUNA1.PIX -0,0,flipped -CW1RUNA2.PIX -0,0,flipped -CW1RUNA3.PIX -0,0,flipped -CW1RUNA2.PIX -0,0,flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.10,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW1SHK.PIX -0,0,flipped -CW1STL.PIX -0,0,flipped -CW1SHK.PIX -0,0,not flipped -CW1TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW1RUNT1.PIX -0,0,not flipped -CW1RUNT2.PIX -0,0,not flipped -CW1RUNT3.PIX -0,0,not flipped -CW1RUNT2.PIX -0,0,not flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.10,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW1SHK.PIX -0,0,flipped -CW1STL.PIX -0,0,flipped -CW1SHK.PIX -0,0,not flipped -CW1TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW1RUNT1.PIX -0,0,flipped -CW1RUNT2.PIX -0,0,flipped -CW1RUNT3.PIX -0,0,flipped -CW1RUNT2.PIX -0,0,flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.10,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW1SHK.PIX -0,0,flipped -CW1STL.PIX -0,0,flipped -CW1SHK.PIX -0,0,not flipped -CW1TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW1RUNA1.PIX -0,0,not flipped -CW1RUNA2.PIX -0,0,not flipped -CW1RUNA3.PIX -0,0,not flipped -CW1RUNA2.PIX -0,0,not flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -CW1STL.PIX -0,0,not flipped -CW1STL.PIX -0,0,flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -CW1HIT1.PIX -0,0,not flipped -CW1HIT2.PIX -0,0,not flipped -CW1HIT3.PIX -0,0,not flipped -CW1HIT4.PIX -0,0,not flipped -CW1DED.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -CW1HIT1.PIX -0,0,not flipped -CW1HIT2.PIX -0,0,not flipped -0 // Number of looping frames - -NEXT PEDESTRIAN -// **************** CW3 2 **************** -61 // Reference number -0.25 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -CW3.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,4 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4000 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,2 // Max bearing, sequence index -270,1 // Max bearing, sequence index -360,3 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4000 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4000 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -8 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW3SHK.PIX -0,0,flipped -CW3STL.PIX -0,0,flipped -CW3SHK.PIX -0,0,not flipped -CW3TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW3RUNA1.PIX -0,0,flipped -CW3RUNA2.PIX -0,0,flipped -CW3RUNA3.PIX -0,0,flipped -CW3RUNA2.PIX -0,0,flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW3SHK.PIX -0,0,flipped -CW3STL.PIX -0,0,flipped -CW3SHK.PIX -0,0,not flipped -CW3TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW3RUNT1.PIX -0,0,not flipped -CW3RUNT2.PIX -0,0,not flipped -CW3RUNT3.PIX -0,0,not flipped -CW3RUNT2.PIX -0,0,not flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW3SHK.PIX -0,0,flipped -CW3STL.PIX -0,0,flipped -CW3SHK.PIX -0,0,not flipped -CW3TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW3RUNT1.PIX -0,0,flipped -CW3RUNT2.PIX -0,0,flipped -CW3RUNT3.PIX -0,0,flipped -CW3RUNT2.PIX -0,0,flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW3SHK.PIX -0,0,flipped -CW3STL.PIX -0,0,flipped -CW3SHK.PIX -0,0,not flipped -CW3TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW3RUNA1.PIX -0,0,not flipped -CW3RUNA2.PIX -0,0,not flipped -CW3RUNA3.PIX -0,0,not flipped -CW3RUNA2.PIX -0,0,not flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -CW3STL.PIX -0,0,not flipped -CW3STL.PIX -0,0,flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -CW3HIT1.PIX -0,0,not flipped -CW3HIT2.PIX -0,0,not flipped -CW3HIT3.PIX -0,0,not flipped -CW3HIT4.PIX -0,0,not flipped -CW3DED.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -CW3HIT1.PIX -0,0,not flipped -CW3HIT2.PIX -0,0,not flipped -0 // Number of looping frames - - -NEXT PEDESTRIAN -// **************** FLAG WAVEY BASTARD MAN **************** -99 // Reference number -0.325 // Height -1000 // Points value -20 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -FLG.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -8 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,4 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -7,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4000 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,2 // Max bearing, sequence index -270,1 // Max bearing, sequence index -360,3 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4000 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4000 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #7 - wave that flag baby..... -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,8 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -3 // Number of initial frames -FLGSHK.PIX -0,0,flipped -FLGSTL1.PIX -0,0,flipped -FLGSHK.PIX -0,0,not flipped -4 // Number of looping frames -FLGRUNA1.PIX -0,0,not flipped -FLGRUNA2.PIX -0,0,not flipped -FLGRUNA3.PIX -0,0,not flipped -FLGRUNA2.PIX -0,0,not flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -3 // Number of initial frames -FLGSHK.PIX -0,0,flipped -FLGSTL1.PIX -0,0,flipped -FLGSHK.PIX -0,0,not flipped -4 // Number of looping frames -FLGRUNT1.PIX -0,0,flipped -FLGRUNT2.PIX -0,0,flipped -FLGRUNT3.PIX -0,0,flipped -FLGRUNT2.PIX -0,0,flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -3 // Number of initial frames -FLGSHK.PIX -0,0,flipped -FLGSTL1.PIX -0,0,flipped -FLGSHK.PIX -0,0,not flipped -4 // Number of looping frames -FLGRUNT1.PIX -0,0,not flipped -FLGRUNT2.PIX -0,0,not flipped -FLGRUNT3.PIX -0,0,not flipped -FLGRUNT2.PIX -0,0,not flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -3 // Number of initial frames -FLGSHK.PIX -0,0,flipped -FLGSTL1.PIX -0,0,flipped -FLGSHK.PIX -0,0,not flipped -4 // Number of looping frames -FLGRUNA1.PIX -0,0,flipped -FLGRUNA2.PIX -0,0,flipped -FLGRUNA3.PIX -0,0,flipped -FLGRUNA2.PIX -0,0,flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -FLGSTL1.PIX -0,0,flipped -FLGSTL2.PIX -0,0,flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -9,10 // Min frame rate, max frame rate, -4 // Number of initial frames -FLGHIT1.PIX -0,0,not flipped -FLGHIT2.PIX -0,0,not flipped -FLGHIT3.PIX -0,0,not flipped -FLGHIT4.PIX -0,0,not flipped -2 // Number of looping frames -FLGDED1.PIX -0,0,not flipped -FLGDED2.PIX -0,0,not flipped - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -FLGHIT1.PIX -0,0,not flipped -FLGHIT2.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #8 - flag waving jobby bastard -collide // Include this frame in collision calcs -variable // Frame rate type -9,10 // Min frame rate, max frame rate, -0 // Number of initial frames -4 // Number of looping frames -FLGWAV1.PIX -0,0,not flipped -FLGWAV2.PIX -0,0,not flipped -FLGWAV3.PIX -0.07,0,not flipped -FLGWAV4.PIX -0.07,0,not flipped - -NEXT PEDESTRIAN -// **************** FOOTBALLER #1 **************** -20 // Reference number -0.28 // Height -150 // Points value -10 // Hit points -2,4031,4030 // Exploding noises --1 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -SKN.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,4 // Max bearing, sequence index - -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -3,4000,4000,4903 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -3,4010,4010,4907 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4000 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4000 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -8 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -3 // Number of initial frames -SKNSHK.PIX -0,0,flipped -SKNSTL.PIX -0,0,flipped -SKNSHK.PIX -0,0,not flipped -4 // Number of looping frames -SKNRUNA1.PIX -0,0,flipped -SKNRUNA2.PIX -0,0,flipped -SKNRUNA3.PIX -0,0,flipped -SKNRUNA2.PIX -0,0,flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -3 // Number of initial frames -SKNSHK.PIX -0,0,flipped -SKNSTL.PIX -0,0,flipped -SKNSHK.PIX -0,0,not flipped -4 // Number of looping frames -SKNRUNT1.PIX -0,0,not flipped -SKNRUNT2.PIX -0,0,not flipped -SKNRUNT3.PIX -0,0,not flipped -SKNRUNT2.PIX -0,0,not flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -3 // Number of initial frames -SKNSHK.PIX -0,0,flipped -SKNSTL.PIX -0,0,flipped -SKNSHK.PIX -0,0,not flipped -4 // Number of looping frames -SKNRUNT1.PIX -0,0,flipped -SKNRUNT2.PIX -0,0,flipped -SKNRUNT3.PIX -0,0,flipped -SKNRUNT2.PIX -0,0,flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -3 // Number of initial frames -SKNSHK.PIX -0,0,flipped -SKNSTL.PIX -0,0,flipped -SKNSHK.PIX -0,0,not flipped -4 // Number of looping frames -SKNRUNA1.PIX -0,0,not flipped -SKNRUNA2.PIX -0,0,not flipped -SKNRUNA3.PIX -0,0,not flipped -SKNRUNA2.PIX -0,0,not flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -SKNSTL.PIX -0,0,not flipped -SKNSTL.PIX -0,0,flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -SKNHIT1B.PIX -0,0,not flipped -SKNHIT2B.PIX -0,0,not flipped -SKNHIT3B.PIX -0,0,not flipped -SKNHIT4B.PIX -0,0,not flipped -SKNDEDB.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -SKNHIT1B.PIX -0,0,not flipped -SKNHIT2B.PIX -0,0,not flipped -0 // Number of looping frames - - -NEXT PEDESTRIAN -// **************** FOOTBALLER #2 **************** -21 // Reference number -0.28 // Height -150 // Points value -10 // Hit points -2,4031,4030 // Exploding noises --1 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -COW.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,4 // Max bearing, sequence index - -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -3,4001,4902,4004 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -3,4011,4010,4907 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4011 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -8 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -3 // Number of initial frames -COWSHK.PIX -0,0,flipped -COWSTL.PIX -0,0,flipped -COWSHK.PIX -0,0,not flipped -4 // Number of looping frames -COWRUNA1.PIX -0,0,flipped -COWRUNA2.PIX -0,0,flipped -COWRUNA3.PIX -0,0,flipped -COWRUNA2.PIX -0,0,flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -3 // Number of initial frames -COWSHK.PIX -0,0,flipped -COWSTL.PIX -0,0,flipped -COWSHK.PIX -0,0,not flipped -4 // Number of looping frames -COWRUNT1.PIX -0,0,not flipped -COWRUNT2.PIX -0,0,not flipped -COWRUNT3.PIX -0,0,not flipped -COWRUNT2.PIX -0,0,not flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -3 // Number of initial frames -COWSHK.PIX -0,0,flipped -COWSTL.PIX -0,0,flipped -COWSHK.PIX -0,0,not flipped -4 // Number of looping frames -COWRUNT1.PIX -0,0,flipped -COWRUNT2.PIX -0,0,flipped -COWRUNT3.PIX -0,0,flipped -COWRUNT2.PIX -0,0,flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -3 // Number of initial frames -COWSHK.PIX -0,0,flipped -COWSTL.PIX -0,0,flipped -COWSHK.PIX -0,0,not flipped -4 // Number of looping frames -COWRUNA1.PIX -0,0,not flipped -COWRUNA2.PIX -0,0,not flipped -COWRUNA3.PIX -0,0,not flipped -COWRUNA2.PIX -0,0,not flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -COWSTL.PIX -0,0,not flipped -COWSTL.PIX -0,0,flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -COWHIT1B.PIX -0,0,not flipped -COWHIT2B.PIX -0,0,not flipped -COWHIT3B.PIX -0,0,not flipped -COWHIT4B.PIX -0,0,not flipped -COWDEDB.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -COWHIT1B.PIX -0,0,not flipped -COWHIT2B.PIX -0,0,not flipped -0 // Number of looping frames - - -NEXT PEDESTRIAN -// **************** BIK 2 **************** -12 // Reference number -0.24 // Height -175 // Points value -20 // Hit points -2,4031,4030 // Exploding noises --1 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -BIK.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index - -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -3,4002,4904,4905 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4012 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4012 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -BIKSHK1.PIX -0,0,flipped -BIKSTL1.PIX -0,0,flipped -BIKSHK1.PIX -0,0,not flipped -BIKTRN.PIX -0,0,not flipped -4 // Number of looping frames -BIKRUNA1.PIX -0,0,flipped -BIKRUNA2.PIX -0,0,flipped -BIKRUNA3.PIX -0,0,flipped -BIKRUNA2.PIX -0,0,flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -BIKSHK1.PIX -0,0,flipped -BIKSTL1.PIX -0,0,not flipped -BIKSHK1.PIX -0,0,not flipped -BIKTRN.PIX -0,0,not flipped -4 // Number of looping frames -BIKRUNT1.PIX -0,0,flipped -BIKRUNT2.PIX -0,0,flipped -BIKRUNT3.PIX -0,0,flipped -BIKRUNT2.PIX -0,0,flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -BIKSHK1.PIX -0,0,flipped -BIKSTL1.PIX -0,0,flipped -BIKSHK1.PIX -0,0,not flipped -BIKTRN.PIX -0,0,not flipped -4 // Number of looping frames -BIKRUNT1.PIX -0,0,flipped -BIKRUNT2.PIX -0,0,flipped -BIKRUNT3.PIX -0,0,flipped -BIKRUNT2.PIX -0,0,flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -BIKSHK1.PIX -0,0,flipped -BIKSTL1.PIX -0,0,flipped -BIKSHK1.PIX -0,0,not flipped -BIKTRN.PIX -0,0,not flipped -4 // Number of looping frames -BIKRUNA1.PIX -0,0,not flipped -BIKRUNA2.PIX -0,0,not flipped -BIKRUNA3.PIX -0,0,not flipped -BIKRUNA2.PIX -0,0,not flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -BIKSTL1.PIX -0,0,not flipped -BIKSTL2.PIX -0,0,not flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -BIKHIT1.PIX -0,0,not flipped -BIKHIT2B.PIX -0,0,not flipped -BIKHIT3B.PIX -0,0,not flipped -BIKHIT4B.PIX -0,0,not flipped -BIKDEDB.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -BIKHIT1.PIX -0,0,not flipped -BIKHIT2B.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -BIKTRN.PIX -0,0,not flipped -BIKTRN.PIX -0,0,flipped - - -NEXT PEDESTRIAN -// **************** COP 2 **************** -13 // Reference number -0.275 // Height -175 // Points value -25 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -COP.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -3,4001,4001,4910 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,3 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -3,4010,4010,4907 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.06,8 // Min frame rate, max frame rate, -4 // Number of initial frames -COPSHK.PIX -0,0,not flipped -COPSTL.PIX -0,0,not flipped -COPSHK.PIX -0,0,flipped -COPTRN.PIX -0,0,flipped -4 // Number of looping frames -COPRUNA1.PIX -0,0,not flipped -COPRUNA2.PIX -0,0,not flipped -COPRUNA3.PIX -0,0,not flipped -COPRUNA2.PIX -0,0,not flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.06,8 // Min frame rate, max frame rate, -4 // Number of initial frames -COPSHK.PIX -0,0,not flipped -COPSTL.PIX -0,0,not flipped -COPSHK.PIX -0,0,flipped -COPTRN.PIX -0,0,flipped -4 // Number of looping frames -COPRUNT1.PIX -0,0,flipped -COPRUNT2.PIX -0,0,flipped -COPRUNT3.PIX -0,0,flipped -COPRUNT2.PIX -0,0,flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.06,8 // Min frame rate, max frame rate, -4 // Number of initial frames -COPSHK.PIX -0,0,not flipped -COPSTL.PIX -0,0,not flipped -COPSHK.PIX -0,0,flipped -COPTRN.PIX -0,0,flipped -4 // Number of looping frames -COPRUNT1.PIX -0,0,not flipped -COPRUNT2.PIX -0,0,not flipped -COPRUNT3.PIX -0,0,not flipped -COPRUNT2.PIX -0,0,not flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.06,8 // Min frame rate, max frame rate, -4 // Number of initial frames -COPSHK.PIX -0,0,not flipped -COPSTL.PIX -0,0,not flipped -COPSHK.PIX -0,0,flipped -COPTRN.PIX -0,0,flipped -4 // Number of looping frames -COPRUNA1.PIX -0,0,flipped -COPRUNA2.PIX -0,0,flipped -COPRUNA3.PIX -0,0,flipped -COPRUNA2.PIX -0,0,flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -COPSTL.PIX -0,0,not flipped -COPSTL.PIX -0,0,flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -COPHIT1B.PIX -0,0,not flipped -COPHIT2B.PIX -0,0,not flipped -COPHIT3B.PIX -0,0,not flipped -COPHIT4B.PIX -0,0,not flipped -COPDEDB.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -COPHIT1B.PIX -0,0,not flipped -COPHIT2B.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -COPSTL.PIX -0,0,flipped -COPSTL.PIX -0,0,not flipped - - -NEXT PEDESTRIAN -// **************** CPT 2 **************** -14 // Reference number -0.275 // Height -175 // Points value -25 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -CPT.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0005 // Initial speed, looping speed -0.05 // Reaction time for this action -2,4000,4910 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -2,4010,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.09,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CPTSHK.PIX -0,0,not flipped -CPTSTL.PIX -0,0,not flipped -CPTSHK.PIX -0,0,flipped -CPTTRN.PIX -0,0,flipped -4 // Number of looping frames -CPTRUNA1.PIX -0,0,flipped -CPTRUNA2.PIX -0,0,flipped -CPTRUNA3.PIX -0,0,flipped -CPTRUNA2.PIX -0,0,flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.07,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CPTSHK.PIX -0,0,not flipped -CPTSTL.PIX -0,0,not flipped -CPTSHK.PIX -0,0,flipped -CPTTRN.PIX -0,0,flipped -4 // Number of looping frames -CPTRUNT1.PIX -0,0,flipped -CPTRUNT2.PIX -0,0,flipped -CPTRUNT3.PIX -0,0,flipped -CPTRUNT2.PIX -0,0,flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.07,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CPTSHK.PIX -0,0,not flipped -CPTSTL.PIX -0,0,not flipped -CPTSHK.PIX -0,0,flipped -CPTTRN.PIX -0,0,flipped -4 // Number of looping frames -CPTRUNT1.PIX -0,0,not flipped -CPTRUNT2.PIX -0,0,not flipped -CPTRUNT3.PIX -0,0,not flipped -CPTRUNT2.PIX -0,0,not flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.09,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CPTSHK.PIX -0,0,flipped -CPTSTL.PIX -0,0,flipped -CPTSHK.PIX -0,0,not flipped -CPTTRN.PIX -0,0,not flipped -4 // Number of looping frames -CPTRUNA1.PIX -0,0,not flipped -CPTRUNA2.PIX -0,0,not flipped -CPTRUNA3.PIX -0,0,not flipped -CPTRUNA2.PIX -0,0,not flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -CPTSTL.PIX -0,0,not flipped -CPTSTL.PIX -0,0,flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -4 // Number of initial frames -CPTHIT1B.PIX -0,0,not flipped -CPTHIT2B.PIX -0,0,not flipped -CPTHIT3B.PIX -0,0,not flipped -CPTDEDB.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -CPTHIT1B.PIX -0,0,not flipped -CPTHIT2B.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -CPTSTL.PIX -0,0,not flipped -CPTSTL.PIX -0,0,flipped - - -NEXT PEDESTRIAN -// **************** FM0 2 **************** -15 // Reference number -0.27 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises --1 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -FM0.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index - -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4002 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,3 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4014 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4014 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -FM0SHK.PIX -0,0,not flipped -FM0STL.PIX -0,0,not flipped -FM0SHK.PIX -0,0,flipped -FM0TRN.PIX -0,0,flipped -4 // Number of looping frames -FM0RUNA1.PIX -0,0,not flipped -FM0RUNA2.PIX -0,0,not flipped -FM0RUNA3.PIX -0,0,not flipped -FM0RUNA2.PIX -0,0,not flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -FM0SHK.PIX -0,0,not flipped -FM0STL.PIX -0,0,not flipped -FM0SHK.PIX -0,0,flipped -FM0TRN.PIX -0,0,flipped -4 // Number of looping frames -FM0RUNT1.PIX -0,0,flipped -FM0RUNT2.PIX -0,0,flipped -FM0RUNT3.PIX -0,0,flipped -FM0RUNT2.PIX -0,0,flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -FM0SHK.PIX -0,0,flipped -FM0STL.PIX -0,0,flipped -FM0SHK.PIX -0,0,not flipped -FM0TRN.PIX -0,0,not flipped -4 // Number of looping frames -FM0RUNT1.PIX -0,0,not flipped -FM0RUNT2.PIX -0,0,not flipped -FM0RUNT3.PIX -0,0,not flipped -FM0RUNT2.PIX -0,0,not flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -FM0SHK.PIX -0,0,flipped -FM0STL.PIX -0,0,flipped -FM0SHK.PIX -0,0,not flipped -FM0TRN.PIX -0,0,not flipped -4 // Number of looping frames -FM0RUNA1.PIX -0,0,flipped -FM0RUNA2.PIX -0,0,flipped -FM0RUNA3.PIX -0,0,flipped -FM0RUNA2.PIX -0,0,flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -FM0STL.PIX -0,0,not flipped -FM0STL.PIX -0,0,flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -FM0HIT1B.PIX -0,0,not flipped -FM0HIT2B.PIX -0,0,not flipped -FM0HIT3B.PIX -0,0,not flipped -FM0HIT4B.PIX -0,0,not flipped -FM0DEDB.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -FM0HIT1B.PIX -0,0,not flipped -FM0HIT2B.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #8 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -FM0STL.PIX -0,0,not flipped -FM0STL.PIX -0,0,flipped - - -NEXT PEDESTRIAN -// **************** MAN 2 **************** -16 // Reference number -0.25 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -MAN.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index - -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -2,4001,4902 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,3 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -2,4010,4907 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -MANSHK.PIX -0,0,flipped -MANSTL.PIX -0,0,flipped -MANSHK.PIX -0,0,not flipped -MANTRN.PIX -0,0,not flipped -4 // Number of looping frames -MANRUNA1.PIX -0,0,not flipped -MANRUNA2.PIX -0,0,not flipped -MANRUNA3.PIX -0,0,not flipped -MANRUNA2.PIX -0,0,not flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -MANSHK.PIX -0,0,flipped -MANSTL.PIX -0,0,flipped -MANSHK.PIX -0,0,not flipped -MANTRN.PIX -0,0,not flipped -4 // Number of looping frames -MANRUNT1.PIX -0,0,not flipped -MANRUNT2.PIX -0,0,not flipped -MANRUNT3.PIX -0,0,not flipped -MANRUNT2.PIX -0,0,not flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -MANSHK.PIX -0,0,flipped -MANSTL.PIX -0,0,flipped -MANSHK.PIX -0,0,not flipped -MANTRN.PIX -0,0,not flipped -4 // Number of looping frames -MANRUNT1.PIX -0,0,flipped -MANRUNT2.PIX -0,0,flipped -MANRUNT3.PIX -0,0,flipped -MANRUNT2.PIX -0,0,flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -MANSHK.PIX -0,0,flipped -MANSTL.PIX -0,0,flipped -MANSHK.PIX -0,0,not flipped -MANTRN.PIX -0,0,not flipped -4 // Number of looping frames -MANRUNA1.PIX -0,0,flipped -MANRUNA2.PIX -0,0,flipped -MANRUNA3.PIX -0,0,flipped -MANRUNA2.PIX -0,0,flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -MANSTL.PIX -0,0,flipped -MANSTL.PIX -0,0,not flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -MANHIT1B.PIX -0,0,not flipped -MANHIT2B.PIX -0,0,not flipped -MANHIT3B.PIX -0,0,not flipped -MANHIT4B.PIX -0,0,not flipped -MANDEDB.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -MANHIT1B.PIX -0,0,not flipped -MANHIT2B.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -MANSTL.PIX -0,0,flipped -MANSTL.PIX -0,0,not flipped - - -NEXT PEDESTRIAN -// **************** MUS 2 **************** -17 // Reference number -0.275 // Height -150 // Points value -15 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -MUS.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index - -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -2,4001,4902 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,3 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -3,4010,4010,4907 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -MUSSHK.PIX -0,0,flipped -MUSSTL1.PIX -0,0,flipped -MUSSHK.PIX -0,0,not flipped -MUSTRN.PIX -0,0,not flipped -4 // Number of looping frames -MUSRUNA1.PIX -0,0,not flipped -MUSRUNA2.PIX -0,0,not flipped -MUSRUNA3.PIX -0,0,not flipped -MUSRUNA2.PIX -0,0,not flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -MUSSHK.PIX -0,0,flipped -MUSSTL1.PIX -0,0,flipped -MUSSHK.PIX -0,0,not flipped -MUSTRN.PIX -0,0,not flipped -4 // Number of looping frames -MUSRUNT1.PIX -0,0,not flipped -MUSRUNT2.PIX -0,0,not flipped -MUSRUNT3.PIX -0,0,not flipped -MUSRUNT2.PIX -0,0,not flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -MUSSHK.PIX -0,0,flipped -MUSSTL1.PIX -0,0,flipped -MUSSHK.PIX -0,0,not flipped -MUSTRN.PIX -0,0,not flipped -4 // Number of looping frames -MUSRUNT1.PIX -0,0,flipped -MUSRUNT2.PIX -0,0,flipped -MUSRUNT3.PIX -0,0,flipped -MUSRUNT2.PIX -0,0,flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -MUSSHK.PIX -0,0,flipped -MUSSTL1.PIX -0,0,flipped -MUSSHK.PIX -0,0,not flipped -MUSTRN.PIX -0,0,not flipped -4 // Number of looping frames -MUSRUNA1.PIX -0,0,flipped -MUSRUNA2.PIX -0,0,flipped -MUSRUNA3.PIX -0,0,flipped -MUSRUNA2.PIX -0,0,flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -MUSSTL1.PIX -0,0,flipped -MUSSTL2.PIX -0,0,flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -4 // Number of initial frames -MUSHIT1B.PIX -0,0,not flipped -MUSHIT2B.PIX -0,0,not flipped -MUSHIT3B.PIX -0,0,not flipped -MUSDED.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -MUSHIT1B.PIX -0,0,not flipped -MUSHIT2B.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -MUSSTL2.PIX -0,0,not flipped -MUSSTL1.PIX -0,0,not flipped - - -NEXT PEDESTRIAN -// **************** OLD 2 **************** -18 // Reference number -0.265 // Height -200 // Points value -30 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -OLD.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4001,4909 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -2,4907,4906 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4011 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -OLDSHK.PIX -0,0,flipped -OLDSTL1.PIX -0,0,flipped -OLDSHK.PIX -0,0,not flipped -OLDTRN.PIX -0,0,not flipped -4 // Number of looping frames -OLDRUNA1.PIX -0,0,flipped -OLDRUNA2.PIX -0,0,flipped -OLDRUNA3.PIX -0,0,flipped -OLDRUNA2.PIX -0,0,flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -OLDSHK.PIX -0,0,flipped -OLDSTL1.PIX -0,0,flipped -OLDSHK.PIX -0,0,not flipped -OLDTRN.PIX -0,0,not flipped -4 // Number of looping frames -OLDRUNT1.PIX -0,0,flipped -OLDRUNT2.PIX -0,0,flipped -OLDRUNT3.PIX -0,0,flipped -OLDRUNT2.PIX -0,0,flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -OLDSHK.PIX -0,0,flipped -OLDSTL1.PIX -0,0,flipped -OLDSHK.PIX -0,0,not flipped -OLDTRN.PIX -0,0,not flipped -4 // Number of looping frames -OLDRUNT1.PIX -0,0,not flipped -OLDRUNT2.PIX -0,0,not flipped -OLDRUNT3.PIX -0,0,not flipped -OLDRUNT2.PIX -0,0,not flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -OLDSHK.PIX -0,0,flipped -OLDSTL1.PIX -0,0,flipped -OLDSHK.PIX -0,0,not flipped -OLDTRN.PIX -0,0,not flipped -4 // Number of looping frames -OLDRUNA1.PIX -0,0,not flipped -OLDRUNA2.PIX -0,0,not flipped -OLDRUNA3.PIX -0,0,not flipped -OLDRUNA2.PIX -0,0,not flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -OLDSTL1.PIX -0,0,not flipped -OLDSTL2.PIX -0,0,not flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -OLDHIT1B.PIX -0,0,not flipped -OLDHIT2B.PIX -0,0,not flipped -OLDHIT3B.PIX -0,0,not flipped -OLDHIT4B.PIX -0,0,not flipped -OLDDED.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -OLDHIT1B.PIX -0,0,not flipped -OLDHIT2B.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -OLDBAK.PIX -0,0,not flipped -OLDBAK.PIX -0,0,flipped - - -NEXT PEDESTRIAN -// **************** RID 2 **************** -19 // Reference number -0.245 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises --1 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -RID.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index - -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -3,4002,4904,4905 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4015 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4015 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -RIDSHK.PIX -0,0,not flipped -RIDSTL1B.PIX -0,0,not flipped -RIDSHK.PIX -0,0,flipped -RIDTRN.PIX -0,0,flipped -4 // Number of looping frames -RIDRUNA1.PIX -0,0,not flipped -RIDRUNA2.PIX -0,0,not flipped -RIDRUNA3.PIX -0,0,not flipped -RIDRUNA2.PIX -0,0,not flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -RIDSHK.PIX -0,0,not flipped -RIDSTL1B.PIX -0,0,not flipped -RIDSHK.PIX -0,0,flipped -RIDTRN.PIX -0,0,flipped -4 // Number of looping frames -RIDRUNT1.PIX -0,0,flipped -RIDRUNT2.PIX -0,0,flipped -RIDRUNT3.PIX -0,0,flipped -RIDRUNT2.PIX -0,0,flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -RIDSHK.PIX -0,0,not flipped -RIDSTL1A.PIX -0,0,not flipped -RIDSHK.PIX -0,0,flipped -RIDTRN.PIX -0,0,flipped -4 // Number of looping frames -RIDRUNT1.PIX -0,0,not flipped -RIDRUNT2.PIX -0,0,not flipped -RIDRUNT3.PIX -0,0,not flipped -RIDRUNT2.PIX -0,0,not flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -RIDSHK.PIX -0,0,not flipped -RIDSTL1B.PIX -0,0,not flipped -RIDSHK.PIX -0,0,flipped -RIDTRN.PIX -0,0,flipped -4 // Number of looping frames -RIDRUNA1.PIX -0,0,flipped -RIDRUNA2.PIX -0,0,flipped -RIDRUNA3.PIX -0,0,flipped -RIDRUNA2.PIX -0,0,flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -RIDSTL1A.PIX -0,0,flipped -RIDSTL1B.PIX -0,0,flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -RIDHIT1B.PIX -0,0,not flipped -RIDHIT2B.PIX -0,0,not flipped -RIDHIT3B.PIX -0,0,not flipped -RIDHIT4B.PIX -0,0,not flipped -RIDDEDB.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -RIDHIT1B.PIX -0,0,not flipped -RIDHIT2B.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #8 - SLINKING ACROSS THE TRACK WITH 'GET READY' BOARD -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -RIDSTIL2.PIX -0,0,not flipped -RIDSHK2.PIX -0,0,not flipped - - -NEXT PEDESTRIAN -// **************** MOO 2 **************** -26 // Reference number -0.23 // Height -150 // Points value -30 // Hit points -2,4051,4051 // Exploding noises -4050 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -MOO.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,4 // Max bearing, sequence index - -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4050 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4051 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4051 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4051 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4051 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -8 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -MOOSHK1.PIX -0,0,not flipped -MOOSHK3.PIX -0,0,not flipped -MOOSHK1.PIX -0,0,not flipped -MOOSHK3.PIX -0,0,not flipped - -4 // Number of looping frames -MOORUNA1.PIX -0,0,flipped -MOORUNA2.PIX -0,0,flipped -MOORUNA3.PIX -0,0,flipped -MOORUNA2.PIX -0,0,flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -MOOSHK1.PIX -0,0,not flipped -MOOSHK3.PIX -0,0,not flipped -MOOSHK1.PIX -0,0,not flipped -MOOSHK3.PIX -0,0,not flipped - -4 // Number of looping frames -MOORUNT1.PIX -0,0,not flipped -MOORUNT2.PIX -0,0,not flipped -MOORUNT3.PIX -0,0,not flipped -MOORUNT2.PIX -0,0,not flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -5 // Number of initial frames -MOOSHK1.PIX -0,0,not flipped -MOOSHK3.PIX -0,0,not flipped -MOOSHK1.PIX -0,0,not flipped -MOOSHK3.PIX -0,0,not flipped -MOORUNT1.PIX -0,0,not flipped - -4 // Number of looping frames -MOORUNT1.PIX -0,0,flipped -MOORUNT2.PIX -0,0,flipped -MOORUNT3.PIX -0,0,flipped -MOORUNT2.PIX -0,0,flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -MOOSHK1.PIX -0,0,flipped -MOOSHK3.PIX -0,0,flipped -MOOSHK1.PIX -0,0,flipped -MOOSHK3.PIX -0,0,flipped - -4 // Number of looping frames -MOORUNA1.PIX -0,0,not flipped -MOORUNA2.PIX -0,0,not flipped -MOORUNA3.PIX -0,0,not flipped -MOORUNA2.PIX -0,0,not flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -MOZSTL1.PIX -0,0,not flipped -MOZSTL2.PIX -0,0,not flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -MOOHIT1.PIX -0,0,not flipped -MOOHIT2.PIX -0,0,not flipped -MOOHIT3.PIX -0,0,not flipped -MOOHIT4.PIX -0,0,not flipped -MOODED.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -MOODED.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -MOOHIT1.PIX -0,0,not flipped -MOOHIT2.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -MOZSTL2.PIX -0,0,not flipped -MOZSTL1.PIX -0,0,not flipped - -NEXT PEDESTRIAN -// **************** LTH **************** -22 // Reference number -0.26 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -LTH.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4002 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4012 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4012 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -LTHSHK.PIX -0,0,flipped -LTHSTL.PIX -0,0,flipped -LTHSHK.PIX -0,0,not flipped -LTHTRN.PIX -0,0,not flipped -4 // Number of looping frames -LTHRUNA1.PIX -0,0,flipped -LTHRUNA2.PIX -0,0,flipped -LTHRUNA3.PIX -0,0,flipped -LTHRUNA2.PIX -0,0,flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -LTHSHK.PIX -0,0,flipped -LTHSTL.PIX -0,0,flipped -LTHSHK.PIX -0,0,not flipped -LTHTRN.PIX -0,0,not flipped -4 // Number of looping frames -LTHRUNT1.PIX -0,0,flipped -LTHRUNT2.PIX -0,0,flipped -LTHRUNT3.PIX -0,0,flipped -LTHRUNT2.PIX -0,0,flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -LTHSHK.PIX -0,0,flipped -LTHSTL.PIX -0,0,flipped -LTHSHK.PIX -0,0,not flipped -LTHTRN.PIX -0,0,not flipped -4 // Number of looping frames -LTHRUNT1.PIX -0,0,not flipped -LTHRUNT2.PIX -0,0,not flipped -LTHRUNT3.PIX -0,0,not flipped -LTHRUNT2.PIX -0,0,not flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -LTHSHK.PIX -0,0,flipped -LTHSTL.PIX -0,0,flipped -LTHSHK.PIX -0,0,not flipped -LTHTRN.PIX -0,0,not flipped -4 // Number of looping frames -LTHRUNA1.PIX -0,0,not flipped -LTHRUNA2.PIX -0,0,not flipped -LTHRUNA3.PIX -0,0,not flipped -LTHRUNA2.PIX -0,0,not flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -LTHSTL.PIX -0,0,not flipped -LTHSTL.PIX -0,0,flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -LTHHIT1.PIX -0,0,not flipped -LTHHIT2.PIX -0,0,not flipped -LTHHIT3.PIX -0,0,not flipped -LTHHIT4.PIX -0,0,not flipped -LTHDED.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -LTHHIT1.PIX -0,0,not flipped -LTHHIT2.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -LTHBAK.PIX -0,0,not flipped -LTHBAK.PIX -0,0,flipped - - -NEXT PEDESTRIAN -// **************** TIA **************** -24 // Reference number -0.26 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -TIA.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4002 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4012 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4012 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -TIASHK.PIX -0,0,flipped -TIASTL.PIX -0,0,flipped -TIASHK.PIX -0,0,not flipped -TIATRN.PIX -0,0,not flipped -4 // Number of looping frames -TIARUNA1.PIX -0,0,flipped -TIARUNA2.PIX -0,0,flipped -TIARUNA3.PIX -0,0,flipped -TIARUNA2.PIX -0,0,flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -TIASHK.PIX -0,0,flipped -TIASTL.PIX -0,0,flipped -TIASHK.PIX -0,0,not flipped -TIATRN.PIX -0,0,not flipped -4 // Number of looping frames -TIARUNT1.PIX -0,0,flipped -TIARUNT2.PIX -0,0,flipped -TIARUNT3.PIX -0,0,flipped -TIARUNT2.PIX -0,0,flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -TIASHK.PIX -0,0,flipped -TIASTL.PIX -0,0,flipped -TIASHK.PIX -0,0,not flipped -TIATRN.PIX -0,0,not flipped -4 // Number of looping frames -TIARUNT1.PIX -0,0,not flipped -TIARUNT2.PIX -0,0,not flipped -TIARUNT3.PIX -0,0,not flipped -TIARUNT2.PIX -0,0,not flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -TIASHK.PIX -0,0,flipped -TIASTL.PIX -0,0,flipped -TIASHK.PIX -0,0,not flipped -TIATRN.PIX -0,0,not flipped -4 // Number of looping frames -TIARUNA1.PIX -0,0,not flipped -TIARUNA2.PIX -0,0,not flipped -TIARUNA3.PIX -0,0,not flipped -TIARUNA2.PIX -0,0,not flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -TIASTL.PIX -0,0,not flipped -TIASTL.PIX -0,0,flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -TIAHIT1B.PIX -0,0,not flipped -TIAHIT2B.PIX -0,0,not flipped -TIAHIT3B.PIX -0,0,not flipped -TIAHIT4B.PIX -0,0,not flipped -TIADEDB.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -TIAHIT1B.PIX -0,0,not flipped -TIAHIT2B.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -TIABAK.PIX -0,0,not flipped -TIABAK.PIX -0,0,flipped - - -NEXT PEDESTRIAN -// **************** ZIM **************** -25 // Reference number -0.265 // Height -200 // Points value -30 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00001 // Acceleration -1 // Image index -IDENTITY.TAB -ZIM.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index - -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,8017 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,3 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4015 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4003 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4015 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4003 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -ZIMTRN.PIX -0,0,flipped -ZIMSTL.PIX -0,0,flipped -ZIMSTL.PIX -0,0,not flipped -ZIMTRN.PIX -0,0,not flipped -4 // Number of looping frames -ZIMRUNA1.PIX -0,0,flipped -ZIMRUNA2.PIX -0,0,flipped -ZIMRUNA3.PIX -0,0,flipped -ZIMRUNA2.PIX -0,0,flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -ZIMTRN.PIX -0,0,flipped -ZIMSTL.PIX -0,0,flipped -ZIMSTL.PIX -0,0,not flipped -ZIMTRN.PIX -0,0,not flipped -4 // Number of looping frames -ZIMRUNT1.PIX -0,0,not flipped -ZIMRUNT2.PIX -0,0,not flipped -ZIMRUNT3.PIX -0,0,not flipped -ZIMRUNT2.PIX -0,0,not flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -ZIMTRN.PIX -0,0,flipped -ZIMSTL.PIX -0,0,flipped -ZIMSTL.PIX -0,0,not flipped -ZIMTRN.PIX -0,0,not flipped -4 // Number of looping frames -ZIMRUNT1.PIX -0,0,flipped -ZIMRUNT2.PIX -0,0,flipped -ZIMRUNT3.PIX -0,0,flipped -ZIMRUNT2.PIX -0,0,flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -ZIMTRN.PIX -0,0,flipped -ZIMSTL.PIX -0,0,flipped -ZIMSTL.PIX -0,0,not flipped -ZIMTRN.PIX -0,0,not flipped -4 // Number of looping frames -ZIMRUNA1.PIX -0,0,not flipped -ZIMRUNA2.PIX -0,0,not flipped -ZIMRUNA3.PIX -0,0,not flipped -ZIMRUNA2.PIX -0,0,not flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -ZIMSTL.PIX -0,0,not flipped -ZIMSTL.PIX -0,0,not flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -ZIMHIT1.PIX -0,0,not flipped -ZIMHIT2.PIX -0,0,not flipped -ZIMHIT3.PIX -0,0,not flipped -ZIMHIT4.PIX -0,0,not flipped -ZIMDED.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -ZIMHIT1.PIX -0,0,not flipped -ZIMHIT2.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -ZIMBAK.PIX -0,0,not flipped -ZIMBAK.PIX -0,0,flipped - - -NEXT PEDESTRIAN -// **************** GRN 2 **************** -27 // Reference number -0.27 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises --1 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -GRN.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index - -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4002 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,3 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4014 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4014 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -GRNSHK.PIX -0,0,not flipped -GRNSTL.PIX -0,0,not flipped -GRNSHK.PIX -0,0,flipped -GRNTRN.PIX -0,0,flipped -4 // Number of looping frames -GRNRUNA1.PIX -0,0,not flipped -GRNRUNA2.PIX -0,0,not flipped -GRNRUNA3.PIX -0,0,not flipped -GRNRUNA2.PIX -0,0,not flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -GRNSHK.PIX -0,0,not flipped -GRNSTL.PIX -0,0,not flipped -GRNSHK.PIX -0,0,flipped -GRNTRN.PIX -0,0,flipped -4 // Number of looping frames -GRNRUNT1.PIX -0,0,flipped -GRNRUNT2.PIX -0,0,flipped -GRNRUNT3.PIX -0,0,flipped -GRNRUNT2.PIX -0,0,flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -GRNSHK.PIX -0,0,flipped -GRNSTL.PIX -0,0,flipped -GRNSHK.PIX -0,0,not flipped -GRNTRN.PIX -0,0,not flipped -4 // Number of looping frames -GRNRUNT1.PIX -0,0,not flipped -GRNRUNT2.PIX -0,0,not flipped -GRNRUNT3.PIX -0,0,not flipped -GRNRUNT2.PIX -0,0,not flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -GRNSHK.PIX -0,0,flipped -GRNSTL.PIX -0,0,flipped -GRNSHK.PIX -0,0,not flipped -GRNTRN.PIX -0,0,not flipped -4 // Number of looping frames -GRNRUNA1.PIX -0,0,flipped -GRNRUNA2.PIX -0,0,flipped -GRNRUNA3.PIX -0,0,flipped -GRNRUNA2.PIX -0,0,flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -GRNSTL.PIX -0,0,not flipped -GRNSTL.PIX -0,0,flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -GRNHIT4.PIX -0,0,not flipped -GRNHIT3.PIX -0,0,not flipped -GRNHIT2.PIX -0,0,not flipped -GRNHIT1.PIX -0,0,not flipped -GRNDED.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -GRNHIT1.PIX -0,0,not flipped -GRNHIT2.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -GRNBAK.PIX -0,0,not flipped -GRNBAK.PIX -0,0,flipped - - -NEXT PEDESTRIAN -// **************** GOD 2 **************** -28 // Reference number -0.26 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -GOD.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4001 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4011 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4011 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -GODSHK.PIX -0,0,flipped -GODSTL.PIX -0,0,flipped -GODSHK.PIX -0,0,not flipped -GODTRN.PIX -0,0,not flipped -4 // Number of looping frames -GODRUNA1.PIX -0,0,flipped -GODRUNA2.PIX -0,0,flipped -GODRUNA3.PIX -0,0,flipped -GODRUNA2.PIX -0,0,flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -GODSHK.PIX -0,0,flipped -GODSTL.PIX -0,0,flipped -GODSHK.PIX -0,0,not flipped -GODTRN.PIX -0,0,not flipped -4 // Number of looping frames -GODRUNT1.PIX -0,0,not flipped -GODRUNT2.PIX -0,0,not flipped -GODRUNT3.PIX -0,0,not flipped -GODRUNT2.PIX -0,0,not flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -GODSHK.PIX -0,0,flipped -GODSTL.PIX -0,0,flipped -GODSHK.PIX -0,0,not flipped -GODTRN.PIX -0,0,not flipped -4 // Number of looping frames -GODRUNT1.PIX -0,0,flipped -GODRUNT2.PIX -0,0,flipped -GODRUNT3.PIX -0,0,flipped -GODRUNT2.PIX -0,0,flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -GODSHK.PIX -0,0,flipped -GODSTL.PIX -0,0,flipped -GODSHK.PIX -0,0,not flipped -GODTRN.PIX -0,0,not flipped -4 // Number of looping frames -GODRUNA1.PIX -0,0,not flipped -GODRUNA2.PIX -0,0,not flipped -GODRUNA3.PIX -0,0,not flipped -GODRUNA2.PIX -0,0,not flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -GODSTL.PIX -0,0,not flipped -GODSTL.PIX -0,0,flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -GODHIT1.PIX -0,0,not flipped -GODHIT2.PIX -0,0,not flipped -GODHIT3.PIX -0,0,not flipped -GODHIT4.PIX -0,0,not flipped -GODDED.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -GODHIT1.PIX -0,0,not flipped -GODHIT2.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -GODSTL.PIX -0,0,not flipped -GODSTL.PIX -0,0,flipped - - -NEXT PEDESTRIAN -// **************** RED 2 **************** -30 // Reference number -0.26 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -RED.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -3,4001,4000,4902 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -2,4011,4907 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4011 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -REDSHK.PIX -0,0,flipped -REDSTL.PIX -0,0,flipped -REDSHK.PIX -0,0,not flipped -REDSTL.PIX -0,0,not flipped -4 // Number of looping frames -REDRUNA1.PIX -0,0,flipped -REDRUNA2.PIX -0,0,flipped -REDRUNA3.PIX -0,0,flipped -REDRUNA2.PIX -0,0,flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -REDSHK.PIX -0,0,flipped -REDSTL.PIX -0,0,flipped -REDSHK.PIX -0,0,not flipped -REDSTL.PIX -0,0,not flipped -4 // Number of looping frames -REDRUNT1.PIX -0,0,not flipped -REDRUNT2.PIX -0,0,not flipped -REDRUNT3.PIX -0,0,not flipped -REDRUNT2.PIX -0,0,not flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -REDSHK.PIX -0,0,flipped -REDSTL.PIX -0,0,flipped -REDSHK.PIX -0,0,not flipped -REDSTL.PIX -0,0,not flipped -4 // Number of looping frames -REDRUNT1.PIX -0,0,flipped -REDRUNT2.PIX -0,0,flipped -REDRUNT3.PIX -0,0,flipped -REDRUNT2.PIX -0,0,flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -REDSHK.PIX -0,0,flipped -REDSTL.PIX -0,0,flipped -REDSHK.PIX -0,0,not flipped -REDSTL.PIX -0,0,not flipped -4 // Number of looping frames -REDRUNA1.PIX -0,0,not flipped -REDRUNA2.PIX -0,0,not flipped -REDRUNA3.PIX -0,0,not flipped -REDRUNA2.PIX -0,0,not flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -REDSTL.PIX -0,0,not flipped -REDSTL.PIX -0,0,flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -REDHIT1.PIX -0,0,not flipped -REDHIT2.PIX -0,0,not flipped -REDHIT3.PIX -0,0,not flipped -REDHIT4.PIX -0,0,not flipped -REDDED.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -REDHIT1.PIX -0,0,not flipped -REDHIT2.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -REDBAK.PIX -0,0,not flipped -REDBAK.PIX -0,0,flipped - -NEXT PEDESTRIAN -// **************** KEL 2 **************** -31 // Reference number -0.26 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4003 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -KEL.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4002 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4014 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4014 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -KELSHK.PIX -0,0,flipped -KELSTL.PIX -0,0,flipped -KELSHK.PIX -0,0,not flipped -KELTRN.PIX -0,0,not flipped -4 // Number of looping frames -KELRUNA1.PIX -0,0,flipped -KELRUNA2.PIX -0,0,flipped -KELRUNA3.PIX -0,0,flipped -KELRUNA2.PIX -0,0,flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -KELSHK.PIX -0,0,flipped -KELSTL.PIX -0,0,flipped -KELSHK.PIX -0,0,not flipped -KELTRN.PIX -0,0,not flipped -4 // Number of looping frames -KELRUNT1.PIX -0,0,not flipped -KELRUNT2.PIX -0,0,not flipped -KELRUNT3.PIX -0,0,not flipped -KELRUNT2.PIX -0,0,not flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -KELSHK.PIX -0,0,flipped -KELSTL.PIX -0,0,flipped -KELSHK.PIX -0,0,not flipped -KELTRN.PIX -0,0,not flipped -4 // Number of looping frames -KELRUNT1.PIX -0,0,flipped -KELRUNT2.PIX -0,0,flipped -KELRUNT3.PIX -0,0,flipped -KELRUNT2.PIX -0,0,flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -KELSHK.PIX -0,0,flipped -KELSTL.PIX -0,0,flipped -KELSHK.PIX -0,0,not flipped -KELTRN.PIX -0,0,not flipped -4 // Number of looping frames -KELRUNA1.PIX -0,0,not flipped -KELRUNA2.PIX -0,0,not flipped -KELRUNA3.PIX -0,0,not flipped -KELRUNA2.PIX -0,0,not flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -KELSTL.PIX -0,0,not flipped -KELSTL.PIX -0,0,flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -KELHIT1.PIX -0,0,not flipped -KELHIT2.PIX -0,0,not flipped -KELHIT3.PIX -0,0,not flipped -KELHIT4.PIX -0,0,not flipped -KELDED.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -KELHIT1.PIX -0,0,not flipped -KELHIT2.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -KELBAK.PIX -0,0,not flipped -KELBAK.PIX -0,0,flipped - - -NEXT PEDESTRIAN -// **************** BAT 2 **************** -29 // Reference number -0.25 // Height -110 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -BAT.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,4 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -2,4000,4902 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,2 // Max bearing, sequence index -270,1 // Max bearing, sequence index -360,3 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4000 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4000 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -8 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -BATSHK.PIX -0,0,flipped -BATSTL.PIX -0,0,flipped -BATSHK.PIX -0,0,not flipped -BATTRN.PIX -0,0,not flipped -4 // Number of looping frames -BATRUNA1.PIX -0,0,not flipped -BATRUNA2.PIX -0,0,not flipped -BATRUNA3.PIX -0,0,not flipped -BATRUNA2.PIX -0,0,not flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -BATSHK.PIX -0,0,flipped -BATSTL.PIX -0,0,flipped -BATSHK.PIX -0,0,not flipped -BATTRN.PIX -0,0,not flipped -4 // Number of looping frames -BATRUNT1.PIX -0,0,not flipped -BATRUNT2.PIX -0,0,not flipped -BATRUNT3.PIX -0,0,not flipped -BATRUNT2.PIX -0,0,not flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -BATSHK.PIX -0,0,flipped -BATSTL.PIX -0,0,flipped -BATSHK.PIX -0,0,not flipped -BATTRN.PIX -0,0,not flipped -4 // Number of looping frames -BATRUNT1.PIX -0,0,flipped -BATRUNT2.PIX -0,0,flipped -BATRUNT3.PIX -0,0,flipped -BATRUNT2.PIX -0,0,flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -BATSHK.PIX -0,0,flipped -BATSTL.PIX -0,0,flipped -BATSHK.PIX -0,0,not flipped -BATTRN.PIX -0,0,not flipped -4 // Number of looping frames -BATRUNA1.PIX -0,0,flipped -BATRUNA2.PIX -0,0,flipped -BATRUNA3.PIX -0,0,flipped -BATRUNA2.PIX -0,0,flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -BATSTL.PIX -0,0,not flipped -BATSTL.PIX -0,0,flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -BATHIT1.PIX -0,0,not flipped -BATHIT2.PIX -0,0,not flipped -BATHIT3.PIX -0,0,not flipped -BATHIT4.PIX -0,0,not flipped -BATDED.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -BATHIT1.PIX -0,0,not flipped -BATHIT2.PIX -0,0,not flipped -0 // Number of looping frames - - -NEXT PEDESTRIAN - -// **************** BARREL **************** -100 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 // Exploding noises --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OGDRUM1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OGDRUM2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames - -NEXT PEDESTRIAN -101 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 // Exploding noises --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OGDRUM1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OGDRUM2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames - -NEXT PEDESTRIAN -102 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 // Exploding noises --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames - -NEXT PEDESTRIAN -103 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 // Exploding noises --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames - -NEXT PEDESTRIAN -104 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 // Exploding noises --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames - -NEXT PEDESTRIAN -105 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 // Exploding noises --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OCYLNDR1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OCYLNDR2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames - -NEXT PEDESTRIAN -106 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 // Exploding noises --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OCYLNDR1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OCYLNDR2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames - -NEXT PEDESTRIAN -107 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 // Exploding noises --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OTYRES1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OTYRES2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames - -NEXT PEDESTRIAN -108 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 // Exploding noises --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OYDRUM1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OYDRUM2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames - -NEXT PEDESTRIAN -109 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 // Exploding noises --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OYDRUM1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OYDRUM2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -110 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OGDRUM1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OGDRUM1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -111 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OCYLNDR1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OCYLNDR2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -112 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OGDRUM1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OGDRUM2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -113 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OGDRUM1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OGDRUM2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -114 // Reference number -0.35 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -MINE.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -variable // Frame rate type -4,4 -0 // Number of initial frames - -10 // Number of looping frames - -MINER0.PIX -0,0,flipped -MINER1.PIX -0,0,flipped -MINER2.PIX -0,0,flipped -MINER3.PIX -0,0,flipped -MINER4.PIX -0,0,flipped -MINER5.PIX -0,0,flipped -MINER4.PIX -0,0,flipped -MINER3.PIX -0,0,flipped -MINER2.PIX -0,0,flipped -MINER1.PIX -0,0,flipped - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -variable // Frame rate type -4,4 -0 // Number of initial frames - -10 // Number of looping frames - -MINER0.PIX -0,0,flipped -MINER1.PIX -0,0,flipped -MINER2.PIX -0,0,flipped -MINER3.PIX -0,0,flipped -MINER4.PIX -0,0,flipped -MINER5.PIX -0,0,flipped -MINER4.PIX -0,0,flipped -MINER3.PIX -0,0,flipped -MINER2.PIX -0,0,flipped -MINER1.PIX -0,0,flipped - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -115 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -116 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -117 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -118 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -119 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -120 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -121 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -122 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -123 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QTYRES1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QTYRES2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -124 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QTYRES1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QTYRES2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -125 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OTYRES1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OTYRES2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -126 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OTYRES1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OTYRES2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -127 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -128 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QGDRUM1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QGDRUM2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -129 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QRDRUM1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QRDRUM2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -130 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QCYLNDR1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QCYLNDR2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -131 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QYDRUM1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QYDRUM2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -132 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -133 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QTYRES1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QTYRES2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -134 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QTYRES1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QTYRES2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -135 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OTYRES1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OTYRES2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -136 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OTYRES1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OTYRES2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -137 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -138 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QGDRUM1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QGDRUM2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -139 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QRDRUM1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QRDRUM2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -140 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QRDRUM1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QRDRUM2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -141 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QRDRUM1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QRDRUM2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -142 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QRDRUM1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QRDRUM2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -143 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QRDRUM1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QRDRUM2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -144 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QRDRUM1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QRDRUM2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -145 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QRDRUM1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QRDRUM2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -// **************** D.CRUMP 2 **************** -33 // Reference number -0.27 // Height -150 // Points value -20 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -CRM.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0005 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4001 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.09,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CRMSHK.PIX -0,0,flipped -CRMSTL.PIX -0,0,flipped -CRMSHK.PIX -0,0,not flipped -CRMTRN.PIX -0,0,not flipped -4 // Number of looping frames -CRMRUNA1.PIX -0,0,flipped -CRMRUNA2.PIX -0,0,flipped -CRMRUNA3.PIX -0,0,flipped -CRMRUNA2.PIX -0,0,flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.07,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CRMSHK.PIX -0,0,flipped -CRMSTL.PIX -0,0,flipped -CRMSHK.PIX -0,0,not flipped -CRMTRN.PIX -0,0,not flipped -4 // Number of looping frames -CRMRUNT1.PIX -0,0,not flipped -CRMRUNT2.PIX -0,0,not flipped -CRMRUNT3.PIX -0,0,not flipped -CRMRUNT2.PIX -0,0,not flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.07,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CRMSHK.PIX -0,0,flipped -CRMSTL.PIX -0,0,flipped -CRMSHK.PIX -0,0,not flipped -CRMTRN.PIX -0,0,not flipped -4 // Number of looping frames -CRMRUNT1.PIX -0,0,flipped -CRMRUNT2.PIX -0,0,flipped -CRMRUNT3.PIX -0,0,flipped -CRMRUNT2.PIX -0,0,flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.09,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CRMSHK.PIX -0,0,flipped -CRMSTL.PIX -0,0,flipped -CRMSHK.PIX -0,0,not flipped -CRMTRN.PIX -0,0,not flipped -4 // Number of looping frames -CRMRUNA1.PIX -0,0,not flipped -CRMRUNA2.PIX -0,0,not flipped -CRMRUNA3.PIX -0,0,not flipped -CRMRUNA2.PIX -0,0,not flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -CRMSTL.PIX -0,0,not flipped -CRMSTL.PIX -0,0,flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -CRMHIT1.PIX -0,0,not flipped -CRMHIT2.PIX -0,0,not flipped -CRMHIT3.PIX -0,0,not flipped -CRMHIT4.PIX -0,0,not flipped -CRMDED.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -CRMHIT1.PIX -0,0,not flipped -CRMHIT2.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -CRMBAK.PIX -0,0,not flipped -CRMBAK.PIX -0,0,flipped - - -NEXT PEDESTRIAN -146 // Reference number -0.35 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -LNDMINE8.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -LNDMINE8.PIX -0,0,not flipped -0 // Number of looping frames - - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -LNDMINE8.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -147 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QRDRUM1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QRDRUM2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -148 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QRDRUM1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QRDRUM2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -149 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QRDRUM1.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QRDRUM2.PIX -0,0,flipped -0 // Number of looping frames - -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -// **************** SHEEP **************** -76 // Reference number -0.17 // Height -150 // Points value -30 // Hit points -2,9113,9113 // Exploding noises -9112 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -SHP.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -1,9111 // Sounds -1 // Number of sequences for this action -360,4 // Max bearing, sequence index - -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -2,9111,9112 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,9113 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,9112 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,9113 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,9112 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -8 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -MOOSHK1.PIX -0,0,not flipped -MOOSHK3.PIX -0,0,not flipped -MOOSHK1.PIX -0,0,not flipped -MOOSHK3.PIX -0,0,not flipped - -4 // Number of looping frames -MOORUNA1.PIX -0,0,flipped -MOORUNA2.PIX -0,0,flipped -MOORUNA3.PIX -0,0,flipped -MOORUNA2.PIX -0,0,flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -MOOSHK1.PIX -0,0,not flipped -MOOSHK3.PIX -0,0,not flipped -MOOSHK1.PIX -0,0,not flipped -MOOSHK3.PIX -0,0,not flipped - -4 // Number of looping frames -MOORUNT1.PIX -0,0,not flipped -MOORUNT2.PIX -0,0,not flipped -MOORUNT3.PIX -0,0,not flipped -MOORUNT2.PIX -0,0,not flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -5 // Number of initial frames -MOOSHK1.PIX -0,0,not flipped -MOOSHK3.PIX -0,0,not flipped -MOOSHK1.PIX -0,0,not flipped -MOOSHK3.PIX -0,0,not flipped -MOORUNT1.PIX -0,0,not flipped - -4 // Number of looping frames -MOORUNT1.PIX -0,0,flipped -MOORUNT2.PIX -0,0,flipped -MOORUNT3.PIX -0,0,flipped -MOORUNT2.PIX -0,0,flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -MOOSHK1.PIX -0,0,flipped -MOOSHK3.PIX -0,0,flipped -MOOSHK1.PIX -0,0,flipped -MOOSHK3.PIX -0,0,flipped - -4 // Number of looping frames -MOORUNA1.PIX -0,0,not flipped -MOORUNA2.PIX -0,0,not flipped -MOORUNA3.PIX -0,0,not flipped -MOORUNA2.PIX -0,0,not flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -MOZSTL1.PIX -0,0,not flipped -MOZSTL2.PIX -0,0,not flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -MOOHIT1.PIX -0,0,not flipped -MOOHIT2.PIX -0,0,not flipped -MOOHIT3.PIX -0,0,not flipped -MOOHIT4.PIX -0,0,not flipped -MOODED.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -MOODED.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -MOOHIT1.PIX -0,0,not flipped -MOOHIT2.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -MOZSTL2.PIX -0,0,not flipped -MOZSTL1.PIX -0,0,not flipped - -NEXT PEDESTRIAN -// **************** KINKY WHIP BITCH **************** -77 // Reference number -0.27 // Height -175 // Points value -20 // Hit points -2,4031,4030 // Exploding noises --1 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -KIN.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index - -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -3,4002,4904,4905 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4012 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4012 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -KINSHK1.PIX -0,0,flipped -KINSTL1.PIX -0,0,flipped -KINSHK1.PIX -0,0,not flipped -KINTRN.PIX -0,0,not flipped -4 // Number of looping frames -KINRUNA1.PIX -0,0,flipped -KINRUNA2.PIX -0,0,flipped -KINRUNA3.PIX -0,0,flipped -KINRUNA2.PIX -0,0,flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -KINSHK1.PIX -0,0,flipped -KINSTL1.PIX -0,0,not flipped -KINSHK1.PIX -0,0,not flipped -KINTRN.PIX -0,0,not flipped -4 // Number of looping frames -KINRUNT1.PIX -0,0,flipped -KINRUNT2.PIX -0,0,flipped -KINRUNT3.PIX -0,0,flipped -KINRUNT2.PIX -0,0,flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -KINSHK1.PIX -0,0,flipped -KINSTL1.PIX -0,0,flipped -KINSHK1.PIX -0,0,not flipped -KINTRN.PIX -0,0,not flipped -4 // Number of looping frames -KINRUNT1.PIX -0,0,flipped -KINRUNT2.PIX -0,0,flipped -KINRUNT3.PIX -0,0,flipped -KINRUNT2.PIX -0,0,flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -KINSHK1.PIX -0,0,flipped -KINSTL1.PIX -0,0,flipped -KINSHK1.PIX -0,0,not flipped -KINTRN.PIX -0,0,not flipped -4 // Number of looping frames -KINRUNA1.PIX -0,0,not flipped -KINRUNA2.PIX -0,0,not flipped -KINRUNA3.PIX -0,0,not flipped -KINRUNA2.PIX -0,0,not flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -KINSTL1.PIX -0,0,not flipped -KINSTL2.PIX -0,0,not flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -KINHIT1.PIX -0,0,not flipped -KINHIT2B.PIX -0,0,not flipped -KINHIT3B.PIX -0,0,not flipped -KINHIT4B.PIX -0,0,not flipped -KINDEDB.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -KINHIT1.PIX -0,0,not flipped -KINHIT2B.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -KINTRN.PIX -0,0,not flipped -KINTRN.PIX -0,0,flipped - - -NEXT PEDESTRIAN -// ********** MONK/DRUID TYPE MNK (same as old) ***************** -// ********** starring Sean "shittin' bricks" Connery ******* -78 // Reference number -0.265 // Height -200 // Points value -30 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -MNK.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4001,4909 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -2,4907,4906 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4011 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -MNKSHK.PIX -0,0,flipped -MNKSTL1.PIX -0,0,flipped -MNKSHK.PIX -0,0,not flipped -MNKTRN.PIX -0,0,not flipped -4 // Number of looping frames -MNKRUNA1.PIX -0,0,flipped -MNKRUNA2.PIX -0,0,flipped -MNKRUNA3.PIX -0,0,flipped -MNKRUNA2.PIX -0,0,flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -MNKSHK.PIX -0,0,flipped -MNKSTL1.PIX -0,0,flipped -MNKSHK.PIX -0,0,not flipped -MNKTRN.PIX -0,0,not flipped -4 // Number of looping frames -MNKRUNT1.PIX -0,0,flipped -MNKRUNT2.PIX -0,0,flipped -MNKRUNT3.PIX -0,0,flipped -MNKRUNT2.PIX -0,0,flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -MNKSHK.PIX -0,0,flipped -MNKSTL1.PIX -0,0,flipped -MNKSHK.PIX -0,0,not flipped -MNKTRN.PIX -0,0,not flipped -4 // Number of looping frames -MNKRUNT1.PIX -0,0,not flipped -MNKRUNT2.PIX -0,0,not flipped -MNKRUNT3.PIX -0,0,not flipped -MNKRUNT2.PIX -0,0,not flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -MNKSHK.PIX -0,0,flipped -MNKSTL1.PIX -0,0,flipped -MNKSHK.PIX -0,0,not flipped -MNKTRN.PIX -0,0,not flipped -4 // Number of looping frames -MNKRUNA1.PIX -0,0,not flipped -MNKRUNA2.PIX -0,0,not flipped -MNKRUNA3.PIX -0,0,not flipped -MNKRUNA2.PIX -0,0,not flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -MNKSTL1.PIX -0,0,not flipped -MNKSTL2.PIX -0,0,not flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -MNKHIT1B.PIX -0,0,not flipped -MNKHIT2B.PIX -0,0,not flipped -MNKHIT3B.PIX -0,0,not flipped -MNKHIT4B.PIX -0,0,not flipped -MNKDED.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -MNKHIT1B.PIX -0,0,not flipped -MNKHIT2B.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -MNKBAK.PIX -0,0,not flipped -MNKBAK.PIX -0,0,flipped - - -NEXT PEDESTRIAN -// **************** GAY (ALLEDEGDY) **************** -// **************** Same as PER ******************** -79 // Reference number -0.29 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -GAY.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4004 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,3 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -3,4011,4010,4907 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4000 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4011 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4000 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -GAYSHK.PIX -0,0,flipped -GAYSTL.PIX -0,0,flipped -GAYSHK.PIX -0,0,not flipped -GAYTRN.PIX -0,0,not flipped -4 // Number of looping frames -GAYRUNA1.PIX -0,0,flipped -GAYRUNA2.PIX -0,0,flipped -GAYRUNA3.PIX -0,0,flipped -GAYRUNA2.PIX -0,0,flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -GAYSHK.PIX -0,0,flipped -GAYSTL.PIX -0,0,flipped -GAYSHK.PIX -0,0,not flipped -GAYTRN.PIX -0,0,not flipped -4 // Number of looping frames -GAYRUNT1.PIX -0,0,not flipped -GAYRUNT2.PIX -0,0,not flipped -GAYRUNT3.PIX -0,0,not flipped -GAYRUNT2.PIX -0,0,not flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -GAYSHK.PIX -0,0,flipped -GAYSTL.PIX -0,0,flipped -GAYSHK.PIX -0,0,not flipped -GAYTRN.PIX -0,0,not flipped -4 // Number of looping frames -GAYRUNT1.PIX -0,0,flipped -GAYRUNT2.PIX -0,0,flipped -GAYRUNT3.PIX -0,0,flipped -GAYRUNT2.PIX -0,0,flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -GAYSHK.PIX -0,0,flipped -GAYSTL.PIX -0,0,flipped -GAYSHK.PIX -0,0,not flipped -GAYTRN.PIX -0,0,not flipped -4 // Number of looping frames -GAYRUNA1.PIX -0,0,not flipped -GAYRUNA2.PIX -0,0,not flipped -GAYRUNA3.PIX -0,0,not flipped -GAYRUNA2.PIX -0,0,not flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -GAYSTL.PIX -0,0,not flipped -GAYSTL.PIX -0,0,flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -GAYHIT1.PIX -0,0,not flipped -GAYHIT2.PIX -0,0,not flipped -GAYHIT3.PIX -0,0,not flipped -GAYHIT4.PIX -0,0,not flipped -GAYDED.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -GAYHIT1.PIX -0,0,not flipped -GAYHIT2.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -GAYBAK.PIX -0,0,not flipped -GAYBAK.PIX -0,0,flipped -NEXT PEDSETRIAN -// **************** EMY - Same as cam **************** EMY -// **************** Emily in fetching white ********** -80 // Reference number -0.245 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises --1 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -EMY.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index - -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4002 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4015 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4015 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -EMYSHK.PIX -0,0,flipped -EMYSTL.PIX -0,0,flipped -EMYSHK.PIX -0,0,not flipped -EMYTRN.PIX -0,0,not flipped -4 // Number of looping frames -EMYRUNA1.PIX -0,0,flipped -EMYRUNA2.PIX -0,0,flipped -EMYRUNA3.PIX -0,0,flipped -EMYRUNA2.PIX -0,0,flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -EMYSHK.PIX -0,0,flipped -EMYSTL.PIX -0,0,flipped -EMYSHK.PIX -0,0,not flipped -EMYTRN.PIX -0,0,not flipped -4 // Number of looping frames -EMYRUNT1.PIX -0,0,not flipped -EMYRUNT2.PIX -0,0,not flipped -EMYRUNT3.PIX -0,0,not flipped -EMYRUNT2.PIX -0,0,not flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -EMYSHK.PIX -0,0,flipped -EMYSTL.PIX -0,0,flipped -EMYSHK.PIX -0,0,not flipped -EMYTRN.PIX -0,0,not flipped -4 // Number of looping frames -EMYRUNT1.PIX -0,0,flipped -EMYRUNT2.PIX -0,0,flipped -EMYRUNT3.PIX -0,0,flipped -EMYRUNT2.PIX -0,0,flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -EMYSHK.PIX -0,0,flipped -EMYSTL.PIX -0,0,flipped -EMYSHK.PIX -0,0,not flipped -EMYTRN.PIX -0,0,not flipped -4 // Number of looping frames -EMYRUNA1.PIX -0,0,not flipped -EMYRUNA2.PIX -0,0,not flipped -EMYRUNA3.PIX -0,0,not flipped -EMYRUNA2.PIX -0,0,not flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -EMYSTL.PIX -0,0,not flipped -EMYSTL.PIX -0,0,flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -EMYHIT1.PIX -0,0,not flipped -EMYHIT2.PIX -0,0,not flipped -EMYHIT3.PIX -0,0,not flipped -EMYHIT4.PIX -0,0,not flipped -EMYDED.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -EMYHIT1.PIX -0,0,not flipped -EMYHIT2.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -EMYBAK.PIX -0,0,not flipped -EMYBAK.PIX -0,0,flipped - - -NEXT PEDESTRIAN -// ******* AVE ***** THAT BLOKE FROM AVENGERS - SAME AS TON ****************AVE -81 // Reference number -0.28 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -AVE.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -2,4000,4902 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index - -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -2,4010,4907 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4011 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -AVESHK.PIX -0,0,flipped -AVESTL.PIX -0,0,flipped -AVESHK.PIX -0,0,not flipped -AVETRN.PIX -0,0,not flipped -4 // Number of looping frames -AVERUNA1.PIX -0,0,flipped -AVERUNA2.PIX -0,0,flipped -AVERUNA3.PIX -0,0,flipped -AVERUNA2.PIX -0,0,flipped - -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -AVESHK.PIX -0,0,flipped -AVESTL.PIX -0,0,flipped -AVESHK.PIX -0,0,not flipped -AVETRN.PIX -0,0,not flipped -4 // Number of looping frames -AVERUNT1.PIX -0,0,not flipped -AVERUNT2.PIX -0,0,not flipped -AVERUNT3.PIX -0,0,not flipped -AVERUNT2.PIX -0,0,not flipped - -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -AVESHK.PIX -0,0,flipped -AVESTL.PIX -0,0,flipped -AVESHK.PIX -0,0,not flipped -AVETRN.PIX -0,0,not flipped -4 // Number of looping frames -AVERUNT1.PIX -0,0,flipped -AVERUNT2.PIX -0,0,flipped -AVERUNT3.PIX -0,0,flipped -AVERUNT2.PIX -0,0,flipped - -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -AVESHK.PIX -0,0,flipped -AVESTL.PIX -0,0,flipped -AVESHK.PIX -0,0,not flipped -AVETRN.PIX -0,0,not flipped -4 // Number of looping frames -AVERUNA1.PIX -0,0,not flipped -AVERUNA2.PIX -0,0,not flipped -AVERUNA3.PIX -0,0,not flipped -AVERUNA2.PIX -0,0,not flipped - -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -AVESTL.PIX -0,0,not flipped -AVESTL.PIX -0,0,flipped - - -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -AVEHIT1.PIX -0,0,not flipped -AVEHIT2.PIX -0,0,not flipped -AVEHIT3.PIX -0,0,not flipped -AVEHIT4.PIX -0,0,not flipped -AVEDED.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -AVEHIT1.PIX -0,0,not flipped -AVEHIT2.PIX -0,0,not flipped -0 // Number of looping frames - -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -AVEBAK.PIX -0,0,not flipped -AVEBAK.PIX -0,0,flipped - - -END OF PEDESTRIANS diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/PEDSUBS.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/PEDSUBS.TXT deleted file mode 100644 index d876e01e..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/PEDSUBS.TXT +++ /dev/null @@ -1,10 +0,0 @@ -@7_y6+Ua0wHe1q%JNoa)| -@nL* -@mL* -@lL* -@kL* -@jL* -@iL* -@hL* -@gL* -@fL* diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/PIXELMAP/ANN.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/PIXELMAP/ANN.PIX deleted file mode 100644 index aaa848ef..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/PIXELMAP/ANN.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/PIXELMAP/APC.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/PIXELMAP/APC.PIX deleted file mode 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matrix -000 --0.892,0,0 -160.4,103.4,0 -// ****** START OF FUNK AND GROOVZ STUFF ****** -START OF FUNK -!WATER.MAT -constant -roll -continuous -0,0.1 -no fucking lighting -no animation you cunt -NEXT FUNK -CHECK.MAT -constant -roll -continuous -0.2,0 -no fucking lighting -no animation you cunt -NEXT FUNK -!!WATER.MAT -constant -roll -continuous -0,0.1 -no fucking lighting -no animation you cunt -NEXT FUNK -!PENDT.MAT -constant -piss off -no fucking lighting bastards -frames -approximate -continuous -10 -3 -PENANT01.PIX -PENANT02.PIX -PENANT03.PIX -NEXT FUNK -!SPENANT.MAT -constant -piss off -no fucking lighting bastards -frames -approximate -continuous -10 -3 -SPENANT1.PIX -SPENANT2.PIX -SPENANT3.PIX -NEXT FUNK -!\75LAME.MAT -constant -piss off -no fucking lighting bastards -frames -approximate -continuous -12 -8 -FLM01A.PIX -FLM03A.PIX -FLM06A.PIX -FLM08A.PIX -FLM11A.PIX -FLM13A.PIX -FLM15A.PIX -FLM18A.PIX -NEXT FUNK -FIREGLO.MAT -constant -piss off -no fucking lighting bastards -frames -approximate -continuous -12 -2 -FIRESLAB.PIX -FIRSLAB1.PIX -END OF FUNK -START OF GROOVE -END OF GROOVE -// ****** START OF PZDESTRIAN STUFF ****** -0// Ped subs table index -1086// Number of pedestrians -// Pedestrian number 1 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --60.783,6.914,-175.256 -reverse -// Pedestrian number 2 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --62.378,6.914,-174.087 -reverse -// Pedestrian number 3 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --58.985,6.914,-174.047 -reverse -// Pedestrian number 4 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --37.650,6.915,-175.396 -reverse -// Pedestrian number 5 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --39.440,6.915,-174.317 -reverse -// Pedestrian number 6 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --36.048,6.915,-174.278 -reverse -// Pedestrian number 7 -128// Ref num -2// Number of instmuctions -1// Initial instruction -point --35.023,6.914,-148.385 -reverse -// Pedestrian number 8 -129// Ref num -2// Number of instmuctions -1// Initial instruction -point --63.429,6.914,-148.262 -reverse -// Pedestrian number 9 -114// Ref num -2// Number of instmuctions -1// Initial instruction -point --51.191,6.914,-148.354 -reverse -// Pedestrian number 10 -114// Ref num -2// Number of instmuctions -1// Initial instruction -point --47.320,6.914,-148.320 -reverse -// Pedestrian number 11 -145// Ref num -2// Number of instmuctions -1// Initial instruction -point --51.714,7.059,-162.609 -reverse -// Pedestrian number 12 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --50.350,7.059,-162.590 -reverse -// Pedestrian number 13 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --49.827,7.059,-162.607 -reverse -// Pedestrian number 14 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --49.143,7.059,-162.610 -reverse -// Pedestrian number 15 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --48.190,7.059,-162.598 -reverse -// Pedestrian number 16 -120// Ref num -2// Number of instmuctions -1// Initial instruction -point --46.635,7.059,-162.582 -reverse -// Pedestrian number 17 -149// Ref num -2// Number of instmuctions -1// Initial instruction -point --70.407,8.413,-122.545 -reverse -// Pedestrian number 18 -128// Ref num -2// Number of instmuctions -1// Initial instruction -point --73.256,7.1573-82.568 -reverse -// Pedestrian number 19 -122// Ref num -2// Number of instmuctions -1// Initial instruction -point --73.317,7.1553-78.517 -reverse -// Pedestrian number 20 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --73.241,7.1593-72.462 -reverse -// Pedestrian number 21 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --73.287,7.1593-71.461 -reverse -// Pedestrian number 22 -149// Ref num -2// Number of instmuctions -1// Initial instruction -point --66.469,6.153,32.457 -reverse -// Pedestrian number 23 -130// Ref num -2// Number of instmuctions -1// Initial instruction -point --63.333,4.469,59.045 -reverse -// Pedestrian number 24 -131// Ref num -2// Number of instmuctions -1// Initial instruction -point --63.327,4.469,58.516 -reverse -// Pedestrian number 25 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --62.608,4.469,83.165 -reverse -// Pedestrian number 26 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --61.697,4.469,84.716 -reverse -// Pedestrian number 27 -130// Ref num -2// Number of instmuctions -1// Initial instruction -point --60.986,4.469,84.851 -reverse -// Pedestrian number 28 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --59.859,4.469,84.918 -reverse -// Pedestrian number 29 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --58.730,4.469,83.431 -reverse -// Pedestrian number 30 -131// Ref num -2// Number of instmuctions -1// Initial instruction -point --37.716,4.469,84.771 -reverse -// Pedestrian number 31 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --38.634,4.469,84.880 -reverse -// Pedestrian number 32 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --39.587,4.469,83.567 -reverse -// Pedestrian number 33 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --36.784,4.468,84.876 -reverse -// Pedestrian number 34 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --35.863,4.468,83.551 -reverse -// Pedestrian number 35 -129// Ref num -2// Number of instmuctions -1// Initial instruction -point --34.921,4.468,57.507 -reverse -// Pedestrian number 36 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --45.758,4.467,63.848 -reverse -// Pedestrian number 37 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --45.762,4.467,64.038 -reverse -// Pedestrian number 38 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --46.017,4.467,64.043 -reverse -// Pedestrian number 39 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --46.010,4.467,63.837 -reverse -// Pedestrian number 40 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --25.112,7.1603-22.020 -reverse -// Pedestrian number 41 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --25.143,7.1593-35.932 -reverse -// Pedestrian number 42 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --25.120,7.1593-36.336 -reverse -// Pedestrian number 43 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --25.135,7.1593-37.106 -reverse -// Pedestrian number 44 -131// Ref num -2// Number of instmuctions -1// Initial instruction -point --49.203,4.959,-102.799 -reverse -// Pedestrian number 45 -107// Ref num -2// Number of instmuctions -1// Initial instruction -point --50.214,3.5323-84.938 -reverse -// Pedestrian number 46 -109// Ref num -2// Number of instmuctions -1// Initial instruction -point --48.242,3.5323-84.920 -reverse -// Pedestrian number 47 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --69.434,2.9553-85.501 -reverse -// Pedestrian number 48 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --69.702,2.9553-73.837 -reverse -// Pedestrian number 49 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --69.739,2.9543-33.232 -reverse -// Pedestrian number 50 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --69.227,2.9553-33.364 -reverse -// Pedestrian number 51 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --68.139,2.9553-33.297 -reverse -// Pedestrian number 52 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --69.730,2.9553-19.176 -reverse -// Pedestrian number 53 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --28.780,2.9543-19.032 -reverse -// Pedestrian number 54 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --28.651,2.9563-33.197 -reverse -// Pedestrian number 55 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --29.320,2.9563-33.179 -reverse -// Pedestrian number 56 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --30.651,2.9563-33.238 -reverse -// Pedestrian number 57 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --28.643,2.9563-85.555 -reverse -// Pedestrian number 58 -101// Ref num -2// Number of instmuctions -1// Initial instruction -point --61.978,4.1473-35.580 -reverse -// Pedestrian number 59 -135// Ref num -2// Number of instmuctions -1// Initial instruction -point --37.160,4.1463-33.842 -reverse -// Pedestrian number 60 -138// Ref num -2// Number of instmuctions -1// Initial instruction -point --60.996,4.1463-33.853 -reverse -// Pedestrian number 61 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --47.130,6.0223-52.056 -reverse -// Pedestrian number 62 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --48.000,6.0213-52.069 -reverse -// Pedestrian number 63 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --48.423,6.0213-52.076 -reverse -// Pedestrian number 64 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --48.932,6.0213-52.084 -reverse -// Pedestrian number 65 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --49.579,6.0213-52.094 -reverse -// Pedestrian number 66 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --50.710,6.0213-52.084 -reverse -// Pedestrian number 67 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --51.776,6.0213-52.090 -reverse -// Pedestrian number 68 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --52.753,6.0213-52.092 -reverse -// Pedestrian number 69 -145// Ref num -2// Number of instmuctions -1// Initial instruction -point --55.143,7.1633-57.053 -reverse -// Pedestrian number 70 -120// Ref num -2// Number of instmuctions -1// Initial instruction -point --43.824,7.1633-57.067 -reverse -// Pedestrian number 71 -130// Ref num -2// Number of instmuctions -1// Initial instruction -point --49.671,7.1623-67.631 -reverse -// Pedestrian number 72 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --49.929,2.9523-63.076 -reverse -// Pedestrian number 73 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --49.912,2.9523-61.763 -reverse -// Pedestrian number 74 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --48.681,2.9523-61.768 -reverse -// Pedestrian number 75 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --48.671,2.9523-63.085 -reverse -// Pedestrian number 76 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --48.674,2.9523-62.493 -reverse -// Pedestrian number 77 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --49.968,2.9523-62.398 -reverse -// Pedestrian number 78 -130// Ref num -2// Number of instmuctions -1// Initial instruction -point --49.275,2.9523-62.441 -reverse -// Pedestrian number 79 -128// Ref num -2// Number of instmuctions -1// Initial instruction -point --33.672,2.9483-61.504 -reverse -// Pedestrian number 80 -129// Ref num -2// Number of instmuctions -1// Initial instruction -point --37.565,2.9513-71.171 -reverse -// Pedestrian number 81 -129// Ref num -2// Number of instmuctions -1// Initial instruction -point --60.741,2.9563-36.676 -reverse -// Pedestrian number 82 -109// Ref num -2// Number of instmuctions -1// Initial instruction -point --29.405,3.5283-63.222 -reverse -// Pedestrian number 83 -134// Ref num -2// Number of instmuctions -1// Initial instruction -point --29.326,3.5273-61.263 -reverse -// Pedestrian number 84 -101// Ref num -2// Number of instmuctions -1// Initial instruction -point --13.339,3.9463-68.573 -reverse -// Pedestrian number 85 -101// Ref num -2// Number of instmuctions -1// Initial instruction -point --16.615,3.9463-68.577 -reverse -// Pedestrian number 86 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --28.235,2.959,12.212 -reverse -// Pedestrian number 87 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --27.277,2.959,12.027 -reverse -// Pedestrian number 88 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --26.151,2.959,11.793 -reverse -// Pedestrian number 89 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --46.319,2.959,10.703 -reverse -// Pedestrian number 90 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --45.996,2.959,16.827 -reverse -// Pedestrian number 91 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --52.140,2.959,17.229 -reverse -// Pedestrian number 92 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --52.561,2.959,11.156 -reverse -// Pedestrian number 93 -130// Ref num -2// Number of instmuctions -1// Initial instruction -point --49.154,2.9603-18.546 -reverse -// Pedestrian number 94 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --96.904,2.960,10.577 -reverse -// Pedestrian number 95 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --96.277,2.960,10.948 -reverse -// Pedestrian number 96 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --95.217,2.960,11.686 -reverse -// Pedestrian number 97 -113// Ref num -2// Number of instmuctions -1// Initial instruction -point --83.450,3.9383-62.259 -reverse -// Pedestrian number 98 -135// Ref num -2// Number of instmuctions -1// Initial instruction -point --69.072,3.5283-61.283 -reverse -// Pedestrian number 99 -137// Ref num -2// Number of instmuctions -1// Initial instruction -point --69.067,3.5283-63.231 -reverse -// Pedestrian number 100 -147// Ref num -2// Number of instmuctions -1// Initial instruction -point --68.382,3.2763-63.233 -reverse -// Pedestrian number 101 -105// Ref num -2// Number of instmuctions -1// Initial instruction -point --68.323,3.2763-61.294 -reverse -// Pedestrian number 102 -139// Ref num -2// Number of instmuctions -1// Initial instruction -point --97.116,4.4373-59.870 -reverse -// Pedestrian number 103 -101// Ref num -2// Number of instmuctions -1// Initial instruction -point --97.211,4.4373-64.795 -reverse -// Pedestrian number 104 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --102.503,4.437,-64.326 -reverse -// Pedestrian number 105 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --104.072,4.437,-64.334 -reverse -// Pedestrian number 106 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --104.072,4.437,-60.233 -reverse -// Pedestrian number 107 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --102.517,4.437,-60.214 -reverse -// Pedestrian number 108 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --103.285,4.438,-60.210 -reverse -// Pedestrian number 109 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --103.297,4.438,-64.319 -reverse -// Pedestrian number 110 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --102.538,4.438,-63.665 -reverse -// Pedestrian number 111 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --102.509,4.438,-60.905 -reverse -// Pedestrian number 112 -129// Ref num -2// Number of instmuctions -1// Initial instruction -point --104.065,4.438,-60.871 -reverse -// Pedestrian number 113 -129// Ref num -2// Number of instmuctions -1// Initial instruction -point --104.057,4.438,-63.640 -reverse -// Pedestrian number 114 -123// Ref num -2// Number of instmuctions -1// Initial instruction -point --105.448,4.437,-62.013 -reverse -// Pedestrian number 115 -122// Ref num -2// Number of instmuctions -1// Initial instruction -point --105.458,4.437,-62.547 -reverse -// Pedestrian number 116 -130// Ref num -2// Number of instmuctions -1// Initial instruction -point -6.839,4.4373-59.783 -reverse -// Pedestrian number 117 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --1.081,4.437,-59.757 -reverse -// Pedestrian number 118 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --1.299,4.437,-64.563 -reverse -// Pedestrian number 119 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point -6.882,4.4373-64.831 -reverse -// Pedestrian number 120 -149// Ref num -2// Number of instmuctions -1// Initial instruction -point -27.787,4.465,-33.490 -reverse -// Pedestrian number 121 -127// Ref num -2// Number of instmuctions -1// Initial instruction -point -29.776,2.527,-33.991 -reverse -// Pedestrian number 122 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point -34.193,2.526,-36.221 -reverse -// Pedestrian number 123 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point -34.279,2.526,-36.838 -reverse -// Pedestrian number 124 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point -34.373,2.526,-37.563 -reverse -// Pedestrian number 125 -120// Ref num -2// Number of instmuctions -1// Initial instruction -point -43.016,2.527,-39.313 -reverse -// Pedestrian number 126 -131// Ref num -2// Number of instmuctions -1// Initial instruction -point -41.056,2.577,-26.944 -reverse -// Pedestrian number 127 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point -44.939,2.587,-25.226 -reverse -// Pedestrian number 128 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point -46.241,2.592,-24.270 -reverse -// Pedestrian number 129 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point -47.951,2.598,-22.937 -reverse -// Pedestrian number 130 -107// Ref num -2// Number of instmuctions -1// Initial instruction -point -54.290,2.898,-10.747 -reverse -// Pedestrian number 131 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point -58.157,2.945,-7.402 -reverse -// Pedestrian number 132 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point -69.159,2.917,6.647 -reverse -// Pedestrian number 133 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point -69.299,2.917,6.964 -reverse -// Pedestrian number 134 -130// Ref num -2// Number of instmuctions -1// Initial instruction -point -79.908,2.988,12.434 -reverse -// Pedestrian number 135 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point -98.932,2.958,35.246 -reverse -// Pedestrian number 136 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point -99.163,2.972,35.502 -reverse -// Pedestrian number 137 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point -99.591,2.994,35.936 -reverse -// Pedestrian number 138 -145// Ref num -2// Number of instmuctions -1// Initial instruction -point -96.766,-1.278,56.490 -reverse -// Pedestrian number 139 -105// Ref num -2// Number of instmuctions -1// Initial instruction -point -96.876,-1.195,56.124 -reverse -// Pedestrian number 140 -139// Ref num -2// Number of instmuctions -1// Initial instruction -point -90.788,-10.605,72.892 -reverse -// Pedestrian number 141 -101// Ref num -2// Number of instmuctions -1// Initial instruction -point -87.372,-10.489,73.287 -reverse -// Pedestrian number 142 -130// Ref num -2// Number of instmuctions -1// Initial instruction -point -87.705,-10.270,75.169 -reverse -// Pedestrian number 143 -101// Ref num -2// Number of instmuctions -1// Initial instruction -point -89.092,-10.196,76.015 -reverse -// Pedestrian number 144 -101// Ref num -2// Number of instmuctions -1// Initial instruction -point -90.574,-10.359,74.897 -reverse -// Pedestrian number 145 -101// Ref num -2// Number of instmuctions -1// Initial instruction -point -84.575,-10.748,78.375 -reverse -// Pedestrian number 146 -101// Ref num -2// Number of instmuctions -1// Initial instruction -point -86.069,-10.278,81.820 -reverse -// Pedestrian number 147 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point -63.519,-9.9813136.770 -reverse -// Pedestrian number 148 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point -63.170,-9.9813137.255 -reverse -// Pedestrian number 149 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point -62.593,-9.9813137.960 -reverse -// Pedestrian number 150 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point -61.860,-9.9813138.810 -reverse -// Pedestrian number 151 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point -60.863,-9.9813139.989 -reverse -// Pedestrian number 152 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point -59.907,-9.9813141.103 -reverse -// Pedestrian number 153 -131// Ref num -2// Number of instmuctions -1// Initial instruction -point -30.2503-11.543,142.103 -reverse -// Pedestrian number 154 -131// Ref num -2// Number of instmuctions -1// Initial instruction -point -18.1343-11.489,118.502 -reverse -// Pedestrian number 155 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point -4.878,-9.981,168.455 -reverse -// Pedestrian number 156 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point -4.261,-9.981,168.624 -reverse -// Pedestrian number 157 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point -3.299,-9.981,168.806 -reverse -// Pedestrian number 158 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point -2.330,-9.981,168.999 -reverse -// Pedestrian number 159 -130// Ref num -2// Number of instmuctions -1// Initial instruction -point --12.901,-9.981,164.830 -reverse -// Pedestrian number 160 -101// Ref num -2// Number of instmuctions -1// Initial instruction -point --15.925,-9.981,164.356 -reverse -// Pedestrian number 161 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --30.782,-11.5473166.893 -reverse -// Pedestrian number 162 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --33.104,-11.5453169.335 -reverse -// Pedestrian number 163 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --35.888,-11.5423170.128 -reverse -// Pedestrian number 164 -129// Ref num -2// Number of instmuctions -1// Initial instruction -point --40.228,-11.5373169.685 -reverse -// Pedestrian number 165 -129// Ref num -2// Number of instmuctions -1// Initial instruction -point --53.399,-11.5243161.949 -reverse -// Pedestrian number 166 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --52.744,-11.5493155.286 -reverse -// Pedestrian number 167 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --58.091,-8.919,138.634 -reverse -// Pedestrian number 168 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --58.533,-8.895,138.570 -reverse -// Pedestrian number 169 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --59.372,-8.850,138.448 -reverse -// Pedestrian number 170 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --61.041,-8.759,138.206 -reverse -// Pedestrian number 171 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --63.233,-8.634,137.886 -reverse -// Pedestrian number 172 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --64.324,-8.575,137.723 -reverse -// Pedestrian number 173 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --65.973,-8.616,137.470 -reverse -// Pedestrian number 174 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --67.833,-8.723,137.331 -reverse -// Pedestrian number 175 -114// Ref num -2// Number of instmuctions -1// Initial instruction -point --62.128,-0.952,122.522 -reverse -// Pedestrian number 176 -114// Ref num -2// Number of instmuctions -1// Initial instruction -point --60.449,-0.563,121.623 -reverse -// Pedestrian number 177 -114// Ref num -2// Number of instmuctions -1// Initial instruction -point --58.311,0.0013120.329 -reverse -// Pedestrian number 178 -114// Ref num -2// Number of instmuctions -1// Initial instruction -point --50.656,-10.6083140.442 -reverse -// Pedestrian number 179 -114// Ref num -2// Number of instmuctions -1// Initial instruction -point --50.698,-10.7323141.365 -reverse -// Pedestrian number 180 -114// Ref num -2// Number of instmuctions -1// Initial instruction -point --50.699,-10.9343142.805 -reverse -// Pedestrian number 181 -114// Ref num -2// Number of instmuctions -1// Initial instruction -point --50.692,-11.1783144.855 -reverse -// Pedestrian number 182 -114// Ref num -2// Number of instmuctions -1// Initial instruction -point --50.661,-11.3333147.008 -reverse -// Pedestrian number 183 -114// Ref num -2// Number of instmuctions -1// Initial instruction -point --47.893,-11.2973147.081 -reverse -// Pedestrian number 184 -114// Ref num -2// Number of instmuctions -1// Initial instruction -point --47.722,-11.1553145.941 -reverse -// Pedestrian number 185 -114// Ref num -2// Number of instmuctions -1// Initial instruction -point --47.607,-11.0353144.819 -reverse -// Pedestrian number 186 -114// Ref num -2// Number of instmuctions -1// Initial instruction -point --47.596,-11.0653143.647 -reverse -// Pedestrian number 187 -114// Ref num -2// Number of instmuctions -1// Initial instruction -point --47.633,-10.9033142.466 -reverse -// Pedestrian number 188 -114// Ref num -2// Number of instmuctions -1// Initial instruction -point --47.726,-10.7033140.973 -reverse -// Pedestrian number 189 -114// Ref num -2// Number of instmuctions -1// Initial instruction -point --47.744,-10.4333138.938 -reverse -// Pedestrian number 190 -114// Ref num -2// Number of instmuctions -1// Initial instruction -point --48.081,-0.961,120.424 -reverse -// Pedestrian number 191 -114// Ref num -2// Number of instmuctions -1// Initial instruction -point --47.770,-0.885,120.174 -reverse -// Pedestrian number 192 -114// Ref num -2// Number of instmuctions -1// Initial instruction -point --47.286,-0.830,119.925 -reverse -// Pedestrian number 193 -114// Ref num -2// Number of instmuctions -1// Initial instruction -point --46.716,-0.737,119.567 -reverse -// Pedestrian number 194 -114// Ref num -2// Number of instmuctions -1// Initial instruction -point --46.157,-0.648,119.221 -reverse -// Pedestrian number 195 -114// Ref num -2// Number of instmuctions -1// Initial instruction -point --50.264,-0.988,120.572 -reverse -// Pedestrian number 196 -114// Ref num -2// Number of instmuctions -1// Initial instruction -point --50.926,-1.016,120.819 -reverse -// Pedestrian number 197 -114// Ref num -2// Number of instmuctions -1// Initial instruction -point --51.594,-1.078,121.145 -reverse -// Pedestrian number 198 -114// Ref num -2// Number of instmuctions -1// Initial instruction -point --52.391,-1.128,121.480 -reverse -// Pedestrian number 199 -114// Ref num -2// Number of instmuctions -1// Initial instruction -point --53.460,1.6693115.688 -reverse -// Pedestrian number 200 -114// Ref num -2// Number of instmuctions -1// Initial instruction -point --52.972,1.7013115.378 -reverse -// Pedestrian number 201 -139// Ref num -2// Number of instmuctions -1// Initial instruction -point --55.182,-2.390,-165.589 -reverse -// Pedestrian number 202 -101// Ref num -2// Number of instmuctions -1// Initial instruction -point --54.930,-2.337,-165.631 -reverse -// Pedestrian number 203 -101// Ref num -2// Number of instmuctions -1// Initial instruction -point --54.623,-2.276,-165.683 -reverse -// Pedestrian number 204 -101// Ref num -2// Number of instmuctions -1// Initial instruction -point --54.822,-2.546,-165.896 -reverse -// Pedestrian number 205 -101// Ref num -2// Number of instmuctions -1// Initial instruction -point --55.156,-2.516,-165.737 -reverse -// Pedestrian number 206 -145// Ref num -2// Number of instmuctions -1// Initial instruction -point --55.109,-2.735,-165.989 -reverse -// Pedestrian number 207 -114// Ref num -2// Number of instmuctions -1// Initial instruction -point --52.319,1.6893114.945 -reverse -// Pedestrian number 208 -114// Ref num -2// Number of instmuctions -1// Initial instruction -point --51.281,1.6683114.265 -reverse -// Pedestrian number 209 -114// Ref num -2// Number of instmuctions -1// Initial instruction -point --47.900,1.8743112.565 -reverse -// Pedestrian number 210 -114// Ref num -2// Number of instmuctions -1// Initial instruction -point --47.205,1.8503112.386 -reverse -// Pedestrian number 211 -114// Ref num -2// Number of instmuctions -1// Initial instruction -point --46.217,1.8133112.122 -reverse -// Pedestrian number 212 -114// Ref num -2// Number of instmuctions -1// Initial instruction -point --45.493,1.7923111.908 -reverse -// Pedestrian number 213 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --73.899,3.3133107.587 -reverse -// Pedestrian number 214 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --74.690,3.3443106.540 -reverse -// Pedestrian number 215 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --74.865,3.3643106.071 -reverse -// Pedestrian number 216 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --75.574,3.4153103.581 -reverse -// Pedestrian number 217 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --75.723,3.4163102.454 -reverse -// Pedestrian number 218 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --75.762,3.4163101.547 -reverse -// Pedestrian number 219 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --75.793,3.4143100.282 -reverse -// Pedestrian number 220 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --75.009,2.361,79.546 -reverse -// Pedestrian number 221 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --75.550,2.377,79.070 -reverse -// Pedestrian number 222 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --76.243,2.395,78.373 -reverse -// Pedestrian number 223 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --77.253,2.421,77.356 -reverse -// Pedestrian number 224 -101// Ref num -2// Number of instmuctions -1// Initial instruction -point --76.633,2.378,76.829 -reverse -// Pedestrian number 225 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --78.129,2.449,76.715 -reverse -// Pedestrian number 226 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --79.077,2.482,76.148 -reverse -// Pedestrian number 227 -130// Ref num -2// Number of instmuctions -1// Initial instruction -point --78.074,2.518,70.429 -reverse -// Pedestrian number 228 -130// Ref num -2// Number of instmuctions -1// Initial instruction -point --71.987,2.522,68.390 -reverse -// Pedestrian number 229 -131// Ref num -2// Number of instmuctions -1// Initial instruction -point --71.368,2.520,67.953 -reverse -// Pedestrian number 230 -129// Ref num -2// Number of instmuctions -1// Initial instruction -point --70.856,2.521,67.486 -reverse -// Pedestrian number 231 -128// Ref num -2// Number of instmuctions -1// Initial instruction -point --70.062,2.521,66.869 -reverse -// Pedestrian number 232 -120// Ref num -2// Number of instmuctions -1// Initial instruction -point --63.752,2.528,62.418 -reverse -// Pedestrian number 233 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --60.478,1.931,73.025 -reverse -// Pedestrian number 234 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --60.500,1.931,74.121 -reverse -// Pedestrian number 235 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --60.522,1.931,75.212 -reverse -// Pedestrian number 236 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --60.554,1.931,76.832 -reverse -// Pedestrian number 237 -101// Ref num -2// Number of instmuctions -1// Initial instruction -point --49.920,3.492,82.446 -reverse -// Pedestrian number 238 -101// Ref num -2// Number of instmuctions -1// Initial instruction -point --49.057,3.502,82.463 -reverse -// Pedestrian number 239 -101// Ref num -2// Number of instmuctions -1// Initial instruction -point --51.176,3.477,82.421 -reverse -// Pedestrian number 240 -130// Ref num -2// Number of instmuctions -1// Initial instruction -point --39.579,3.263,80.878 -reverse -// Pedestrian number 241 -129// Ref num -2// Number of instmuctions -1// Initial instruction -point --34.640,2.530,62.665 -reverse -// Pedestrian number 242 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --24.010,2.519,67.565 -reverse -// Pedestrian number 243 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --23.727,2.519,67.437 -reverse -// Pedestrian number 244 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --23.115,2.510,67.508 -reverse -// Pedestrian number 245 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --22.580,2.496,67.788 -reverse -// Pedestrian number 246 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --8.311,3.500,85.910 -reverse -// Pedestrian number 247 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --8.008,3.500,85.944 -reverse -// Pedestrian number 248 -130// Ref num -2// Number of instmuctions -1// Initial instruction -point --6.498,3.500,86.041 -reverse -// Pedestrian number 249 -130// Ref num -2// Number of instmuctions -1// Initial instruction -point -2.885,2.521,62.741 -reverse -// Pedestrian number 250 -130// Ref num -2// Number of instmuctions -1// Initial instruction -point -3.021,2.521,62.569 -reverse -// Pedestrian number 251 -130// Ref num -2// Number of instmuctions -1// Initial instruction -point -3.182,2.522,62.365 -reverse -// Pedestrian number 252 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point -6.174,2.465,38.731 -reverse -// Pedestrian number 253 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point -6.161,2.489,38.160 -reverse -// Pedestrian number 254 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point -6.079,2.487,37.546 -reverse -// Pedestrian number 255 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point -5.911,2.484,36.543 -reverse -// Pedestrian number 256 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point -5.746,2.481,35.546 -reverse -// Pedestrian number 257 -130// Ref num -2// Number of instmuctions -1// Initial instruction -point -10.613,2.416,28.336 -reverse -// Pedestrian number 258 -131// Ref num -2// Number of instmuctions -1// Initial instruction -point -10.781,2.426,28.818 -reverse -// Pedestrian number 259 -109// Ref num -2// Number of instmuctions -1// Initial instruction -point -5.789,2.5233-11.426 -reverse -// Pedestrian number 260 -138// Ref num -2// Number of instmuctions -1// Initial instruction -point -6.302,2.5233-17.200 -reverse -// Pedestrian number 261 -101// Ref num -2// Number of instmuctions -1// Initial instruction -point -6.719,2.5243-21.843 -reverse -// Pedestrian number 262 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point -33.235,2.856,-19.729 -reverse -// Pedestrian number 263 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point -33.037,2.798,-20.183 -reverse -// Pedestrian number 264 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point -32.912,2.751,-20.669 -reverse -// Pedestrian number 265 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point -42.433,4.439,14.338 -reverse -// Pedestrian number 266 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point -42.438,4.438,14.858 -reverse -// Pedestrian number 267 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point -42.392,4.439,15.821 -reverse -// Pedestrian number 268 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point -42.335,4.439,16.991 -reverse -// Pedestrian number 269 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point -41.236,4.439,17.331 -reverse -// Pedestrian number 270 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point -40.549,4.439,16.358 -reverse -// Pedestrian number 271 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point -39.820,4.439,15.324 -reverse -// Pedestrian number 272 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point -39.020,4.437,14.189 -reverse -// Pedestrian number 273 -128// Ref num -2// Number of instmuctions -1// Initial instruction -point -39.925,4.437,14.212 -reverse -// Pedestrian number 274 -128// Ref num -2// Number of instmuctions -1// Initial instruction -point -40.909,4.437,14.757 -reverse -// Pedestrian number 275 -139// Ref num -2// Number of instmuctions -1// Initial instruction -point -53.755,4.437,24.381 -reverse -// Pedestrian number 276 -130// Ref num -2// Number of instmuctions -1// Initial instruction -point -38.414,4.437,53.984 -reverse -// Pedestrian number 277 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point -38.184,4.437,54.528 -reverse -// Pedestrian number 278 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point -36.784,4.437,55.713 -reverse -// Pedestrian number 279 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point -36.064,-2.124,91.177 -reverse -// Pedestrian number 280 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point -36.394,-2.559,92.168 -reverse -// Pedestrian number 281 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point -36.739,-3.012,93.202 -reverse -// Pedestrian number 282 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point -38.032,-4.936,97.076 -reverse -// Pedestrian number 283 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point -37.563,-4.180,95.664 -reverse -// Pedestrian number 284 -145// Ref num -2// Number of instmuctions -1// Initial instruction -point -25.6943-11.546,123.694 -reverse -// Pedestrian number 285 -105// Ref num -2// Number of instmuctions -1// Initial instruction -point -25.3423-11.546,123.846 -reverse -// Pedestrian number 286 -130// Ref num -2// Number of instmuctions -1// Initial instruction -point --40.787,-9.688,157.905 -reverse -// Pedestrian number 287 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --41.554,-9.687,158.485 -reverse -// Pedestrian number 288 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --41.989,-9.687,159.386 -reverse -// Pedestrian number 289 -131// Ref num -2// Number of instmuctions -1// Initial instruction -point --41.744,-9.687,160.195 -reverse -// Pedestrian number 290 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --41.191,-9.687,160.697 -reverse -// Pedestrian number 291 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --40.106,-9.687,160.825 -reverse -// Pedestrian number 292 -129// Ref num -2// Number of instmuctions -1// Initial instruction -point --39.385,-9.687,160.234 -reverse -// Pedestrian number 293 -100// Ref num -2// Number of instmuctions -1// Initial instruction -point --39.090,-9.687,159.378 -reverse -// Pedestrian number 294 -112// Ref num -2// Number of instmuctions -1// Initial instruction -point --39.382,-9.687,158.551 -reverse -// Pedestrian number 295 -79// Ref num -6// Number of instmuctions -3// Initial instruction -point --58.450,4.469,57.653 -point --57.450,4.469,58.689 -point --56.639,4.469,59.597 -point --56.388,4.469,60.290 -point --58.070,4.469,68.483 -reverse -// Pedestrian number 296 -2// Ref num -5// Number of instmuctions -2// Initial instruction -point --57.753,4.469,68.610 -point --54.089,4.469,60.787 -point --52.280,4.469,60.465 -point --51.329,4.469,57.625 -reverse -// Pedestrian number 297 -79// Ref num -6// Number of instmuctions -3// Initial instruction -point --46.841,4.470,57.683 -point --48.554,4.470,59.812 -point --52.546,4.471,60.306 -point --53.739,4.471,63.974 -point --59.312,4.472,71.803 -reverse -// Pedestrian number 298 -2// Ref num -6// Number of instmuctions -3// Initial instruction -point --64.904,1004.869,71.343 -point --63.306,1004.869,69.626 -point --61.325,4.469,64.231 -point --58.263,4.469,58.317 -point --53.336,4.469,57.511 -reverse -// Pedestrian number 299 -5// Ref num -5// Number of instmuctions -2// Initial instruction -point --56.953,4.469,57.679 -point --58.156,4.469,62.000 -point --63.215,1004.869,67.613 -point --64.110,1004.869,67.825 -reverse -// Pedestrian number 300 -2// Ref num -5// Number of instmuctions -2// Initial instruction -point --62.973,1004.869,72.710 -point --62.254,1004.869,71.445 -point --60.901,4.469,69.199 -point --58.939,4.469,68.601 -reverse -// Pedestrian number 301 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --57.588,4.469,69.097 -point --51.749,1004.869,71.704 -point --45.745,1004.869,74.950 -reverse -// Pedestrian number 302 -79// Ref num -5// Number of instmuctions -3// Initial instruction -point --34.280,1004.869,63.186 -point --35.218,1004.869,63.179 -point --41.393,4.469,66.359 -point --46.080,4.469,71.777 -reverse -// Pedestrian number 303 -79// Ref num -5// Number of instmuctions -2// Initial instruction -point --35.557,4.469,57.654 -point --36.012,4.469,60.424 -point --35.919,1004.869,66.934 -point --34.487,1004.869,68.733 -reverse -// Pedestrian number 304 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --34.995,4.469,71.839 -point --36.229,4.469,66.661 -point --40.030,4.469,57.610 -reverse -// Pedestrian number 305 -78// Ref num -5// Number of instmuctions -2// Initial instruction -point --39.703,4.469,57.492 -point --41.903,4.469,59.976 -point --42.312,4.469,61.834 -point --43.304,4.469,63.286 -reverse -// Pedestrian number 306 -81// Ref num -7// Number of instmuctions -3// Initial instruction -point --46.355,4.469,71.241 -point --45.182,4.469,67.329 -point --43.801,4.469,66.629 -point --43.193,4.469,66.576 -point --40.477,4.469,60.362 -point --35.835,4.469,57.562 -reverse -// Pedestrian number 307 -78// Ref num -7// Number of instmuctions -2// Initial instruction -point --42.578,4.469,57.489 -point --45.734,4.469,59.575 -point --45.855,4.469,60.820 -point --49.829,4.469,66.289 -point --51.814,1004.869,74.880 -point --52.905,1004.869,75.216 -reverse -// Pedestrian number 308 -79// Ref num -4// Number of instmuctions -2// Initial instruction -point --46.422,4.470,60.166 -point --53.097,4.470,60.712 -point --63.372,4.469,68.237 -reverse -// Pedestrian number 309 -2// Ref num -4// Number of instmuctions -2// Initial instruction -point --63.388,4.469,65.503 -point --59.614,4.469,62.410 -point --55.894,4.469,60.614 -reverse -// Pedestrian number 310 -79// Ref num -3// Number of instmuctions -1// Initial instruction -point --55.329,4.469,60.697 -point --46.979,4.469,71.982 -reverse -// Pedestrian number 311 -77// Ref num -5// Number of instmuctions -2// Initial instruction -point --46.722,4.469,72.407 -point --49.083,4.469,77.829 -point --51.794,1004.869,81.158 -point --52.900,1004.869,81.582 -reverse -// Pedestrian number 312 -5// Ref num -4// Number of instmuctions -2// Initial instruction -point --51.590,4.469,81.892 -point --49.152,4.469,77.167 -point --46.503,4.469,75.230 -reverse -// Pedestrian number 313 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --46.507,4.469,75.989 -point --49.624,4.469,77.709 -point --51.920,4.469,79.382 -reverse -// Pedestrian number 314 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --51.756,4.469,78.243 -point --50.024,4.469,77.349 -point --46.825,4.469,75.698 -reverse -// Pedestrian number 315 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --46.805,4.469,73.495 -point --49.127,4.469,72.042 -point --63.236,4.469,59.330 -reverse -// Pedestrian number 316 -81// Ref num -5// Number of instmuctions -2// Initial instruction -point --62.020,4.469,58.820 -point --55.061,4.469,59.570 -point --52.310,4.469,59.306 -point --48.236,4.469,56.024 -reverse -// Pedestrian number 317 -79// Ref num -5// Number of instmuctions -2// Initial instruction -point --47.928,4.469,57.485 -point --50.439,4.469,67.962 -point --52.992,1004.869,71.837 -point --53.892,1004.869,72.663 -reverse -// Pedestrian number 318 -2// Ref num -3// Number of instmuctions -2// Initial instruction -point --54.597,4.469,71.992 -point --54.543,4.469,60.659 -reverse -// Pedestrian number 319 -79// Ref num -3// Number of instmuctions -1// Initial instruction -point --53.584,4.469,59.571 -point --52.218,4.469,57.493 -reverse -// Pedestrian number 320 -77// Ref num -4// Number of instmuctions -1// Initial instruction -point --44.386,4.469,60.674 -point --35.048,1004.869,69.815 -point --34.175,1004.869,70.289 -reverse -// Pedestrian number 321 -5// Ref num -4// Number of instmuctions -2// Initial instruction -point --36.078,4.469,71.834 -point --37.409,4.469,71.464 -point --43.565,4.469,60.681 -reverse -// Pedestrian number 322 -78// Ref num -3// Number of instmuctions -1// Initial instruction -point --42.963,4.469,60.666 -point --43.585,4.469,62.931 -reverse -// Pedestrian number 323 -78// Ref num -4// Number of instmuctions -1// Initial instruction -point --44.402,4.469,64.193 -point --46.361,4.469,64.249 -point --52.108,4.469,62.272 -reverse -// Pedestrian number 324 -78// Ref num -4// Number of instmuctions -3// Initial instruction -point --50.855,4.469,58.796 -point --46.136,4.469,61.812 -point --44.465,4.469,63.277 -reverse -// Pedestrian number 325 -79// Ref num -4// Number of instmuctions -1// Initial instruction -point --43.262,4.469,64.289 -point --42.100,1004.869,71.541 -point --41.929,1004.869,72.610 -reverse -// Pedestrian number 326 -79// Ref num -4// Number of instmuctions -2// Initial instruction -point --42.584,4.469,71.901 -point --44.372,4.469,66.253 -point --45.969,4.469,62.311 -reverse -// Pedestrian number 327 -2// Ref num -6// Number of instmuctions -2// Initial instruction -point --45.560,4.469,60.469 -point --47.530,4.469,63.939 -point --48.073,4.469,68.615 -point --48.641,4.469,75.522 -point --46.605,4.469,78.988 -reverse -// Pedestrian number 328 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --46.629,4.469,79.722 -point --48.283,4.469,80.720 -point --51.893,4.469,82.777 -reverse -// Pedestrian number 329 -5// Ref num -4// Number of instmuctions -2// Initial instruction -point --46.460,4.469,82.895 -point --48.349,4.469,75.437 -point --51.893,4.469,72.589 -reverse -// Pedestrian number 330 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --51.830,4.469,72.179 -point --48.046,4.469,66.751 -point --44.578,4.469,65.185 -reverse -// Pedestrian number 331 -78// Ref num -4// Number of instmuctions -1// Initial instruction -point --43.224,4.469,65.715 -point --35.218,1004.869,65.749 -point --34.424,1004.869,65.728 -reverse -// Pedestrian number 332 -79// Ref num -4// Number of instmuctions -2// Initial instruction -point --35.153,4.469,61.629 -point --38.880,4.469,67.869 -point --40.453,4.469,71.824 -reverse -// Pedestrian number 333 -79// Ref num -4// Number of instmuctions -2// Initial instruction -point --36.849,4.469,76.347 -point --38.039,4.469,82.472 -point --39.174,4.469,83.913 -reverse -// Pedestrian number 334 -2// Ref num -4// Number of instmuctions -2// Initial instruction -point --36.382,4.469,84.180 -point --38.084,4.469,82.096 -point --38.645,4.469,79.334 -reverse -// Pedestrian number 335 -5// Ref num -5// Number of instmuctions -2// Initial instruction -point --38.653,4.469,78.936 -point --37.734,4.469,75.428 -point --37.549,4.469,73.268 -point --36.890,4.469,72.531 -reverse -// Pedestrian number 336 -77// Ref num -5// Number of instmuctions -3// Initial instruction -point --38.883,4.469,71.695 -point --38.305,4.469,72.424 -point --37.489,4.469,76.070 -point --37.152,4.469,84.811 -reverse -// Pedestrian number 337 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --35.889,4.469,71.840 -point --38.457,4.469,63.247 -point --41.604,4.469,57.560 -reverse -// Pedestrian number 338 -77// Ref num -3// Number of instmuctions -1// Initial instruction -point --44.085,4.469,59.644 -point --45.411,4.469,57.641 -reverse -// Pedestrian number 339 -79// Ref num -3// Number of instmuctions -1// Initial instruction -point --43.260,4.469,59.580 -point --42.148,4.469,57.606 -reverse -// Pedestrian number 340 -5// Ref num -6// Number of instmuctions -3// Initial instruction -point --35.164,4.469,60.521 -point --38.009,4.469,61.665 -point --42.466,4.469,60.917 -point --46.506,4.469,60.760 -point --50.179,4.469,56.122 -reverse -// Pedestrian number 341 -5// Ref num -5// Number of instmuctions -2// Initial instruction -point --63.267,4.469,61.973 -point --54.068,4.469,61.030 -point --50.962,4.469,60.385 -point --48.244,4.469,57.085 -reverse -// Pedestrian number 342 -5// Ref num -4// Number of instmuctions -2// Initial instruction -point --50.843,4.469,57.738 -point --53.983,4.469,59.183 -point --63.358,4.469,60.658 -reverse -// Pedestrian number 343 -78// Ref num -6// Number of instmuctions -3// Initial instruction -point --64.094,1004.869,64.038 -point --62.989,1004.869,64.343 -point --54.872,4.469,66.578 -point --46.990,1004.869,72.734 -point --45.877,1004.869,73.243 -reverse -// Pedestrian number 344 -76// Ref num -5// Number of instmuctions -2// Initial instruction -point --34.593,2.530,66.325 -point --31.706,2.529,67.438 -point --27.711,2.502,69.317 -point --20.736,2.507,68.904 -reverse -// Pedestrian number 345 -76// Ref num -6// Number of instmuctions -4// Initial instruction -point --19.926,2.507,69.267 -point --23.909,2.471,69.233 -point --27.467,2.488,69.597 -point --31.070,2.528,67.977 -point --34.431,2.530,66.899 -reverse -// Pedestrian number 346 -76// Ref num -7// Number of instmuctions -2// Initial instruction -point --34.517,2.530,67.510 -point --31.852,2.529,67.632 -point --30.102,2.528,68.046 -point --27.934,2.527,69.593 -point --26.366,2.508,68.973 -point --20.822,2.511,68.782 -reverse -// Pedestrian number 347 -76// Ref num -7// Number of instmuctions -5// Initial instruction -point --20.429,2.509,69.009 -point --23.324,2.457,69.483 -point --26.091,2.489,69.535 -point --28.327,2.518,68.981 -point --31.474,2.523,68.100 -point --34.432,2.530,67.152 -reverse -// Pedestrian number 348 -76// Ref num -4// Number of instmuctions -2// Initial instruction -point --34.129,2.526,67.395 -point --31.633,2.512,68.328 -point --28.129,2.527,68.667 -reverse -// Pedestrian number 349 -76// Ref num -5// Number of instmuctions -2// Initial instruction -point --34.573,2.475,68.476 -point --31.513,2.482,69.069 -point --25.373,2.462,70.029 -point --22.371,2.507,68.096 -reverse -// Pedestrian number 350 -76// Ref num -6// Number of instmuctions -2// Initial instruction -point --34.401,2.425,69.761 -point --31.210,2.499,68.720 -point --28.161,2.484,69.524 -point --24.477,2.495,68.501 -point --21.895,2.502,68.449 -reverse -// Pedestrian number 351 -76// Ref num -10// Number of instructions -7// Initial instruction -point --13.057,2.511,72.835 -point --17.940,2.436,71.894 -point --20.632,2.405,71.578 -point --23.161,2.404,71.089 -point --25.062,2.429,70.945 -point --26.975,2.405,70.983 -point --30.603,2.505,68.701 -point --31.769,2.525,67.036 -point --34.388,2.525,65.815 -reverse -// Pedestrian number 352 -79// Ref num -6// Number of instmuctions -2// Initial instruction -point --19.467,2.432,71.469 -point --16.969,2.431,72.474 -point --13.817,2.461,73.301 -point --12.292,2.490,73.271 -point --10.567,2.516,69.205 -reverse -// Pedestrian number 353 -77// Ref num -7// Number of instmuctions -2// Initial instruction -point --9.037,2.485,69.602 -point --6.830,2.442,70.251 -point --5.355,2.435,70.025 -point --3.680,2.458,68.836 -point --1.531,2.493,68.279 -point --0.458,2.511,68.627 -reverse -// Pedestrian number 354 -79// Ref num -8// Number of instmuctions -5// Initial instruction -point --2.698,2.501,67.383 -point --3.600,2.473,68.329 -point --4.920,2.488,68.246 -point --6.722,2.465,69.557 -point --7.112,2.450,70.143 -point --9.049,2.441,71.290 -point --11.579,2.509,71.556 -reverse -// Pedestrian number 355 -5// Ref num -4// Number of instmuctions -2// Initial instruction -point --11.978,2.509,72.463 -point --6.675,2.423,70.852 -point --1.576,2.502,68.025 -reverse -// Pedestrian number 356 -79// Ref num -8// Number of instmuctions -5// Initial instruction -point -0.507,2.504,69.217 -point --3.152,2.411,70.263 -point --4.265,2.421,70.153 -point --5.650,2.429,70.334 -point --6.944,2.437,70.544 -point --9.482,2.459,70.683 -point --10.473,2.495,70.158 -reverse -// Pedestrian number 357 -2// Ref num -7// Number of instmuctions -2// Initial instruction -point --33.921,2.353,71.630 -point --30.880,2.374,71.310 -point --28.112,2.390,71.056 -point --25.247,2.452,70.338 -point --22.458,2.426,70.339 -point --16.059,2.514,70.747 -reverse -// Pedestrian number 358 -77// Ref num -9// Number of instmuctions -3// Initial instruction -point --15.234,2.508,71.384 -point --14.228,2.506,72.123 -point --12.043,2.466,73.617 -point --10.684,2.452,73.423 -point --8.755,2.407,72.784 -point --6.366,2.401,71.596 -point --5.106,2.460,69.253 -point --4.059,2.510,67.354 -reverse -// Pedestrian number 359 -5// Ref num -4// Number of instmuctions -2// Initial instruction -point -1.104,2.511,66.201 -point -2.443,2.483,65.292 -point -10.175,2.372,62.080 -reverse -// Pedestrian number 360 -77// Ref num -5// Number of instmuctions -3// Initial instruction -point -11.326,2.344,61.969 -point -10.755,2.343,62.929 -point -2.516,2.472,65.591 -point -1.068,2.505,67.410 -reverse -// Pedestrian number 361 -79// Ref num -5// Number of instmuctions -2// Initial instruction -point -0.933,2.506,68.343 -point -2.587,2.405,68.228 -point -3.744,2.408,67.127 -point -7.151,2.358,66.770 -reverse -// Pedestrian number 362 -79// Ref num -5// Number of instmuctions -2// Initial instruction -point -7.096,2.374,65.984 -point -6.680,2.424,63.689 -point -5.086,2.506,60.720 -point -6.291,2.517,58.715 -reverse -// Pedestrian number 363 -78// Ref num -8// Number of instmuctions -4// Initial instruction -point -7.397,2.518,58.004 -point -8.022,2.465,59.245 -point -7.606,2.442,61.309 -point -6.350,2.425,63.857 -point -5.943,2.402,65.690 -point -4.023,2.357,68.677 -point -3.168,2.334,69.879 -reverse -// Pedestrian number 364 -79// Ref num -6// Number of instmuctions -3// Initial instruction -point -9.654,2.504,56.716 -point -8.182,2.479,58.630 -point -6.492,2.451,62.337 -point -5.043,2.462,63.424 -point -1.576,2.517,64.469 -reverse -// Pedestrian number 365 -79// Ref num -5// Number of instmuctions -2// Initial instruction -point -9.053,2.491,54.373 -point -8.850,2.451,52.565 -point -8.573,2.459,50.042 -point -8.174,2.513,45.706 -reverse -// Pedestrian number 366 -2// Ref num -9// Number of instmuctions -6// Initial instruction -point -8.676,2.511,44.017 -point -9.341,2.486,43.423 -point -9.985,2.448,43.827 -point -10.149,2.416,45.022 -point -9.898,2.416,46.455 -point -8.331,2.483,48.339 -point -7.522,2.510,50.101 -point -7.262,2.511,52.849 -reverse -// Pedestrian number 367 -79// Ref num -9// Number of instmuctions -3// Initial instruction -point -8.005,2.514,54.041 -point -8.837,2.439,50.963 -point -8.773,2.447,50.287 -point -11.272,2.341,49.944 -point -13.748,2.485,48.232 -point -15.410,2.583,47.073 -point -16.097,2.628,40.962 -point -16.253,2.637,40.017 -reverse -// Pedestrian number 368 -77// Ref num -7// Number of instmuctions -3// Initial instruction -point -16.940,2.642,40.869 -point -18.153,2.643,40.481 -point -20.139,2.642,37.727 -point -16.906,2.640,29.413 -point -15.394,2.584,28.466 -point -12.088,2.459,27.510 -reverse -// Pedestrian number 369 -77// Ref num -7// Number of instmuctions -4// Initial instruction -point -10.184,2.390,27.661 -point -8.429,2.346,28.818 -point -7.503,2.430,29.519 -point -6.522,2.471,31.352 -point -6.785,2.456,35.882 -point -7.545,2.512,40.179 -reverse -// Pedestrian number 370 -77// Ref num -5// Number of instmuctions -2// Initial instruction -point -9.214,2.514,40.616 -point -7.663,2.441,37.024 -point -5.550,2.487,35.964 -point -3.214,2.519,32.737 -reverse -// Pedestrian number 371 -5// Ref num -6// Number of instmuctions -2// Initial instruction -point -3.464,2.518,33.599 -point -6.756,2.466,31.603 -point -8.168,2.431,30.916 -point -9.211,2.350,30.381 -point -10.754,2.426,29.570 -reverse -// Pedestrian number 372 -2// Ref num -7// Number of instmuctions -2// Initial instruction -point -12.690,2.489,28.792 -point -13.309,2.501,26.913 -point -12.454,2.445,25.537 -point -11.374,2.429,22.290 -point -10.656,2.342,21.454 -point -6.707,2.444,18.280 -reverse -// Pedestrian number 373 -76// Ref num -8// Number of instmuctions -2// Initial instruction -point -10.153,2.516,-22.326 -point -10.775,2.424,-17.783 -point -10.858,2.466,-14.259 -point -10.003,2.490,-12.385 -point -10.012,2.452,-9.284 -point -9.375,2.442,-5.484 -point -6.758,2.510,-1.780 -reverse -// Pedestrian number 374 -76// Ref num -9// Number of instmuctions -6// Initial instruction -point -6.779,2.507,-2.101 -point -8.093,2.478,-2.520 -point -9.107,2.451,-6.217 -point -9.430,2.461,-9.548 -point -10.537,2.476,-13.897 -point -10.367,2.434,-17.776 -point -10.903,2.481,-21.056 -point -10.954,2.513,-22.356 -reverse -// Pedestrian number 375 -76// Ref num -10// Number of instructions -3// Initial instruction -point -10.550,2.514,-22.332 -point -11.134,2.435,-19.109 -point -10.443,2.431,-17.404 -point -11.107,2.453,-14.655 -point -10.149,2.482,-11.799 -point -10.259,2.439,-8.368 -point -9.316,2.445,-6.105 -point -8.573,2.459,-3.166 -point -6.943,2.513,-1.326 -reverse -// Pedestrian number 376 -76// Ref num -8// Number of instmuctions -5// Initial instruction -point -6.268,2.515,-2.229 -point -8.350,2.463,-4.322 -point -9.076,2.451,-7.747 -point -10.437,2.463,-10.324 -point -10.238,2.437,-17.693 -point -10.227,2.450,-19.624 -point -11.311,2.501,-23.165 -reverse -// Pedestrian number 377 -76// Ref num -8// Number of instmuctions -3// Initial instruction -point -12.014,2.439,-26.960 -point -11.177,2.495,-21.602 -point -10.743,2.423,-16.886 -point -10.679,2.471,-12.497 -point -9.084,2.452,-8.474 -point -8.547,2.460,-5.680 -point -6.933,2.498,-2.554 -reverse -// Pedestrian number 378 -76// Ref num -9// Number of instmuctions -5// Initial instruction -point -7.030,2.503,-2.087 -point -9.159,2.448,-6.926 -point -9.858,2.452,-9.345 -point -10.394,2.481,-13.118 -point -10.221,2.436,-17.149 -point -10.516,2.446,-19.550 -point -11.302,2.493,-21.790 -point -10.935,2.514,-23.429 -reverse -// Pedestrian number 379 -76// Ref num -9// Number of instmuctions -2// Initial instruction -point -11.225,2.504,-23.066 -point -10.962,2.420,-17.293 -point -10.540,2.468,-14.753 -point -10.700,2.470,-11.598 -point -9.597,2.449,-8.817 -point -9.654,2.438,-6.665 -point -8.339,2.462,-4.309 -point -7.066,2.516,-0.897 -reverse -// Pedestrian number 380 -76// Ref num -12// Number of instructions -8// Initial instruction -point -7.358,2.515,-0.578 -point -7.838,2.475,-3.391 -point -8.928,2.451,-5.724 -point -9.255,2.448,-7.994 -point -9.966,2.4623-10.043 -point -10.041,2.486,-11.975 -point -10.359,2.475,-14.547 -point -10.544,2.427,-16.618 -point -10.590,2.429,-17.685 -point -10.606,2.464,-20.247 -point -10.510,2.517,-22.384 -reverse -// Pedestrian number 381 -76// Ref num -5// Number of instmuctions -2// Initial instruction -point -26.538,2.507,-27.479 -point -30.829,2.498,-22.150 -point -30.012,2.511,-19.181 -point -24.647,2.405,-15.138 -reverse -// Pedestrian number 382 -76// Ref num -6// Number of instmuctions -3// Initial instruction -point -24.734,2.411,-14.884 -point -29.905,2.503,-19.481 -point -30.554,2.493,-22.137 -point -29.749,2.492,-23.896 -point -26.248,2.490,-27.407 -reverse -// Pedestrian number 383 -76// Ref num -6// Number of instmuctions -3// Initial instruction -point -26.416,2.500,-27.064 -point -28.469,2.493,-25.589 -point -30.914,2.511,-21.486 -point -29.584,2.499,-19.032 -point -25.294,2.405,-16.800 -reverse -// Pedestrian number 384 -76// Ref num -5// Number of instmuctions -2// Initial instruction -point -25.544,2.417,-16.354 -point -30.330,2.499,-20.868 -point -28.780,2.489,-25.046 -point -26.786,2.513,-27.455 -reverse -// Pedestrian number 385 -76// Ref num -7// Number of instmuctions -3// Initial instruction -point -26.906,2.508,-26.743 -point -30.367,2.493,-22.933 -point -30.449,2.500,-21.194 -point -30.161,2.503,-20.282 -point -28.581,2.480,-18.463 -point -25.402,2.418,-15.842 -reverse -// Pedestrian number 386 -76// Ref num -7// Number of instmuctions -4// Initial instruction -point -25.939,2.433,-15.905 -point -27.587,2.457,-17.994 -point -29.074,2.483,-19.129 -point -30.285,2.493,-21.469 -point -28.924,2.486,-24.449 -point -27.215,2.521,-27.918 -reverse -// Pedestrian number 387 -76// Ref num -8// Number of instmuctions -4// Initial instruction -point -27.217,2.514,-27.284 -point -28.247,2.495,-25.663 -point -29.117,2.485,-23.967 -point -30.402,2.493,-21.868 -point -28.954,2.474,-19.932 -point -27.520,2.464,-17.029 -point -25.244,2.426,-14.986 -reverse -// Pedestrian number 388 -76// Ref num -9// Number of instmuctions -5// Initial instruction -point -24.141,2.386,-15.517 -point -25.118,2.419,-15.107 -point -28.580,2.485,-17.817 -point -29.800,2.484,-20.791 -point -30.553,2.496,-22.794 -point -28.749,2.490,-25.228 -point -26.690,2.503,-26.467 -point -23.492,2.384,-25.707 -reverse -// Pedestrian number 389 -76// Ref num -6// Number of instmuctions -2// Initial instruction -point -32.764,2.749,-20.119 -point -30.673,2.496,-21.968 -point -29.615,2.485,-23.052 -point -29.219,2.492,-24.551 -point -28.664,2.526,-28.923 -reverse -// Pedestrian number 390 -76// Ref num -6// Number of instmuctions -2// Initial instruction -point -24.024,2.375,-16.299 -point -24.905,2.476,-8.090 -point -24.940,2.478,-5.136 -point -26.662,2.565,0.994 -point -22.726,2.356,8.288 -reverse -// Pedestrian number 391 -76// Ref num -9// Number of instmuctions -7// Initial instruction -point -23.378,2.392,8.173 -point -24.274,2.432,4.882 -point -25.998,2.523,2.713 -point -26.267,2.544,0.190 -point -25.735,2.520,-2.816 -point -24.816,2.473,-5.963 -point -24.738,2.467,-8.593 -point -24.796,2.443,-11.759 -reverse -// Pedestrian number 392 -76// Ref num -10// Number of instructions -3// Initial instruction -point -24.138,2.394,-14.971 -point -24.890,2.434,-12.852 -point -24.455,2.453,-8.086 -point -25.275,2.499,-5.281 -point -25.615,2.513,-2.071 -point -26.385,2.550,0.824 -point -26.305,2.541,2.696 -point -25.146,2.474,4.296 -point -23.578,2.399,8.299 -reverse -// Pedestrian number 393 -76// Ref num -9// Number of instmuctions -5// Initial instruction -point -24.204,2.430,9.590 -point -24.665,2.450,5.644 -point -25.891,2.522,1.692 -point -25.448,2.506,-2.024 -point -24.982,2.476,-8.533 -point -24.577,2.445,-10.659 -point -24.242,2.421,-12.187 -point -23.117,2.366,-17.590 -reverse -// Pedestrian number 394 -76// Ref num -10// Number of instructions -3// Initial instruction -point -25.160,2.409,-15.996 -point -25.064,2.441,-12.817 -point -25.217,2.493,-7.604 -point -24.229,2.443,-7.269 -point -25.510,2.509,-4.060 -point -25.730,2.518,-1.021 -point -26.465,2.552,1.673 -point -25.259,2.482,4.752 -point -23.745,2.406,9.333 -reverse -// Pedestrian number 395 -76// Ref num -10// Number of instructions -6// Initial instruction -point -23.815,2.411,7.639 -point -25.774,2.510,3.776 -point -25.707,2.511,1.821 -point -25.865,2.525,-0.521 -point -25.466,2.508,-3.283 -point -24.816,2.473,-7.724 -point -24.442,2.444,-10.280 -point -24.631,2.419,-13.607 -point -23.209,2.371,-18.240 -reverse -// Pedestrian number 396 -76// Ref num -7// Number of instmuctions -2// Initial instruction -point -23.340,2.363,-17.495 -point -25.317,2.490,-8.141 -point -24.987,2.481,-3.998 -point -25.970,2.525,0.884 -point -25.688,2.506,4.132 -point -23.957,2.415,7.829 -reverse -// Pedestrian number 397 -76// Ref num -6// Number of instmuctions -3// Initial instruction -point -26.342,2.541,5.837 -point -27.150,2.598,2.638 -point -24.543,2.458,-8.379 -point -24.263,2.426,-11.525 -point -24.898,2.409,-15.451 -reverse -// Pedestrian number 398 -76// Ref num -12// Number of instructions -8// Initial instruction -point -22.601,2.351,7.239 -point -22.640,2.354,9.271 -point -22.930,2.368,9.661 -point -23.886,2.415,10.102 -point -24.478,2.442,8.345 -point -25.481,2.495,2.815 -point -25.125,2.489,-3.463 -point -24.465,2.453,-7.086 -point -23.960,2.428,-9.304 -point -25.001,2.437,-12.934 -point -31.062,2.530,-25.784 -reverse -// Pedestrian number 399 -76// Ref num -8// Number of instmuctions -3// Initial instruction -point -31.258,2.523,-25.090 -point -30.006,2.485,-22.688 -point -28.959,2.523,-15.548 -point -25.367,2.474,-10.063 -point -25.463,2.503,-7.146 -point -24.469,2.454,-4.795 -point -26.853,2.566,5.520 -reverse -// Pedestrian number 400 -76// Ref num -11// Number of instructions -7// Initial instruction -point -22.823,2.452,10.535 -point -23.394,2.387,9.880 -point -24.085,2.424,8.879 -point -25.568,2.494,8.025 -point -26.017,2.526,2.493 -point -25.705,2.519,-5.849 -point -24.991,2.474,-8.971 -point -25.736,2.477,-11.189 -point -22.941,1002.7453-16.028 -point -19.441,1002.3273-18.082 -reverse -// Pedestrian number 401 -76// Ref num -6// Number of instmuctions -3// Initial instruction -point -20.256,1002.3283-11.853 -point -23.48931002.806,-9.747 -point -24.063,2.434,-8.092 -point -26.635,2.562,1.104 -point -26.248,2.532,6.590 -reverse -// Pedestrian number 402 -76// Ref num -6// Number of instmuctions -3// Initial instruction -point -38.162,4.434,5.978 -point -37.122,4.432,12.241 -point -40.310,4.434,19.349 -point -45.332,4.432,22.501 -point -53.675,4.434,23.507 -reverse -// Pedestrian number 403 -76// Ref num -7// Number of instmuctions -3// Initial instruction -point -53.066,4.437,23.790 -point -46.280,4.432,22.573 -point -40.529,4.433,19.256 -point -38.647,4.433,16.646 -point -37.658,4.433,11.874 -point -37.767,4.434,6.164 -reverse -// Pedestrian number 404 -76// Ref num -6// Number of instmuctions -3// Initial instruction -point -38.525,4.436,5.927 -point -37.508,4.434,11.924 -point -40.364,4.433,18.749 -point -46.102,4.432,22.296 -point -52.775,4.416,22.843 -reverse -// Pedestrian number 405 -76// Ref num -6// Number of instmuctions -3// Initial instruction -point -53.170,4.433,24.038 -point -45.406,4.433,22.316 -point -40.869,4.433,19.223 -point -37.508,4.433,12.986 -point -37.513,4.435,6.481 -reverse -// Pedestrian number 406 -76// Ref num -6// Number of instmuctions -3// Initial instruction -point -38.154,4.435,6.369 -point -37.766,4.434,13.017 -point -40.671,4.434,19.608 -point -46.316,4.433,22.552 -point -54.759,4.435,23.318 -reverse -// Pedestrian number 407 -76// Ref num -6// Number of instmuctions -3// Initial instruction -point -52.818,4.435,23.112 -point -45.762,4.433,22.599 -point -40.068,4.434,18.846 -point -37.528,4.434,12.813 -point -36.992,4.412,6.153 -reverse -// Pedestrian number 408 -76// Ref num -7// Number of instmuctions -4// Initial instruction -point -36.305,4.435,7.307 -point -37.768,4.435,7.436 -point -37.859,4.434,13.225 -point -41.598,4.435,19.657 -point -45.752,4.432,22.132 -point -53.444,4.432,23.733 -reverse -// Pedestrian number 409 -76// Ref num -6// Number of instmuctions -3// Initial instruction -point -52.849,4.436,23.516 -point -45.757,4.433,22.297 -point -40.852,4.434,19.573 -point -37.591,4.432,13.314 -point -37.234,4.433,6.245 -reverse -// Pedestrian number 410 -76// Ref num -7// Number of instmuctions -3// Initial instruction -point -38.175,4.434,7.279 -point -37.465,4.434,12.794 -point -40.903,4.432,18.967 -point -46.088,4.433,22.579 -point -54.001,4.436,23.002 -point -54.621,4.434,22.657 -reverse -// Pedestrian number 411 -76// Ref num -9// Number of instmuctions -5// Initial instruction -point -54.816,4.433,24.640 -point -53.861,4.435,25.229 -point -52.837,4.433,23.768 -point -45.823,4.434,22.731 -point -41.202,4.435,18.716 -point -37.771,4.433,13.883 -point -37.127,4.432,10.352 -point -38.795,4.435,6.156 -reverse -// Pedestrian number 412 -76// Ref num -7// Number of instmuctions -3// Initial instruction -point -36.956,4.435,6.935 -point -37.994,4.432,13.670 -point -40.724,4.433,18.403 -point -44.412,4.432,21.353 -point -48.547,4.434,22.534 -point -54.592,4.433,23.544 -reverse -// Pedestrian number 413 -79// Ref num -7// Number of instmuctions -5// Initial instruction -point --40.369,3.098,92.780 -point --41.707,3.071,94.852 -point --45.666,3.063,97.472 -point --48.433,3.060,98.906 -point --50.498,3.0793100.727 -point --53.347,3.2523100.518 -reverse -// Pedestrian number 414 -2// Ref num -4// Number of instmuctions -2// Initial instruction -point --52.661,3.2093101.148 -point --49.813,3.0583100.704 -point --46.871,3.061,97.817 -reverse -// Pedestrian number 415 -79// Ref num -6// Number of instmuctions -2// Initial instruction -point --47.963,3.066,97.332 -point --49.326,3.0583100.289 -point --50.002,3.0603101.004 -point --51.500,3.1323102.685 -point --55.506,3.3643105.794 -reverse -// Pedestrian number 416 -77// Ref num -8// Number of instmuctions -4// Initial instruction -point --58.960,3.4163107.749 -point --55.491,3.3633105.657 -point --51.191,3.1143102.980 -point --49.241,3.0573101.125 -point --48.241,3.059,99.976 -point --46.665,3.059,99.744 -point --44.838,3.0573100.133 -reverse -// Pedestrian number 417 -77// Ref num -5// Number of instmuctions -2// Initial instruction -point --46.183,3.067,96.441 -point --48.319,3.062,98.529 -point --49.931,3.063,99.387 -point --52.853,3.227,99.282 -reverse -// Pedestrian number 418 -5// Ref num -5// Number of instmuctions -2// Initial instruction -point --50.710,3.102,97.547 -point --49.598,3.067,96.955 -point --47.916,3.071,95.631 -point --44.633,3.071,95.149 -reverse -// Pedestrian number 419 -78// Ref num -7// Number of instmuctions -3// Initial instruction -point --45.111,3.069,95.713 -point --48.086,3.066,96.762 -point --49.067,3.066,97.717 -point --50.800,3.106,98.148 -point --54.699,3.342,97.811 -point --59.559,3.304,97.214 -reverse -// Pedestrian number 420 -79// Ref num -9// Number of instmuctions -2// Initial instruction -point --59.922,3.350,98.261 -point --57.996,3.414,99.637 -point --55.749,3.3933100.998 -point --53.995,3.2853102.092 -point --52.048,3.1623103.677 -point --50.058,3.0533103.783 -point --48.431,3.0463104.028 -point --46.918,2.9933105.019 -reverse -// Pedestrian number 421 -2// Ref num -6// Number of instmuctions -2// Initial instruction -point --48.164,3.0493103.541 -point --48.996,3.0463104.078 -point --50.046,3.0303104.585 -point --51.276,3.1113105.105 -point --54.642,3.3103106.920 -reverse -// Pedestrian number 422 -78// Ref num -6// Number of instmuctions -4// Initial instruction -point --54.413,3.2783108.126 -point --51.001,2.9443107.243 -point --50.394,2.8883107.047 -point --49.109,2.9023106.366 -point --47.148,2.9653105.417 -reverse -// Pedestrian number 423 -79// Ref num -5// Number of instmuctions -2// Initial instruction -point --42.754,3.0463104.137 -point --40.851,3.0683102.181 -point --41.162,3.0543100.273 -point --44.207,3.078,92.590 -reverse -// Pedestrian number 424 -79// Ref num -6// Number of instmuctions -2// Initial instruction -point --44.613,3.207,91.441 -point --47.180,3.748,88.530 -point --49.924,3.909,87.665 -point --51.182,1004.582,85.638 -point --52.854,1004.315,83.853 -reverse -// Pedestrian number 425 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --58.773,3.915,84.736 -point --56.145,3.914,85.686 -point --52.502,3.914,85.778 -reverse -// Pedestrian number 426 -79// Ref num -6// Number of instmuctions -2// Initial instruction -point --52.580,3.914,86.292 -point --56.046,3.914,85.301 -point --58.580,1004.315,85.499 -point --61.680,1003.251,85.949 -point --70.923,1002.327,78.153 -reverse -// Pedestrian number 427 -2// Ref num -5// Number of instmuctions -2// Initial instruction -point --74.953,1.925,77.779 -point --70.384,1.924,75.558 -point --66.018,1.926,75.682 -point --60.808,1.955,78.826 -reverse -// Pedestrian number 428 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --57.231,1.926,77.803 -point --70.778,1.928,75.707 -point --74.640,1.933,75.367 -reverse -// Pedestrian number 429 -79// Ref num -4// Number of instmuctions -2// Initial instruction -point --61.063,2.869,87.076 -point --60.221,3.033,90.476 -point --64.673,3.209,96.347 -reverse -// Pedestrian number 430 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --63.744,3.233,97.048 -point --60.136,3.026,90.367 -point --62.169,2.804,85.282 -reverse -// Pedestrian number 431 -79// Ref num -6// Number of instmuctions -3// Initial instruction -point --61.575,2.838,86.340 -point --61.849,2.940,88.187 -point --60.728,3.008,89.834 -point --60.400,3.141,94.206 -point --59.882,3.331,97.856 -reverse -// Pedestrian number 432 -2// Ref num -4// Number of instmuctions -2// Initial instruction -point --59.235,3.4163101.330 -point --59.366,3.4153103.722 -point --59.154,3.4153108.884 -reverse -// Pedestrian number 433 -79// Ref num -5// Number of instmuctions -2// Initial instruction -point --42.379,3.080,92.539 -point --41.039,3.066,96.116 -point --40.922,3.063,99.966 -point --41.972,3.0323104.552 -reverse -// Pedestrian number 434 -78// Ref num -5// Number of instmuctions -2// Initial instruction -point --45.608,2.9853105.166 -point --44.614,3.0523101.781 -point --42.677,3.056,99.371 -point --41.253,3.122,91.887 -reverse -// Pedestrian number 435 -76// Ref num -6// Number of instmuctions -2// Initial instruction -point --40.203,3.090,91.918 -point --34.872,3.496,93.147 -point --31.980,3.496,93.724 -point --23.651,3.493,91.003 -point --18.281,3.499,85.180 -reverse -// Pedestrian number 436 -76// Ref num -7// Number of instmuctions -4// Initial instruction -point --17.130,3.498,85.230 -point --23.497,3.497,91.696 -point --29.784,3.495,94.381 -point --34.735,3.495,93.291 -point --36.021,3.427,93.245 -point --40.206,3.108,92.477 -reverse -// Pedestrian number 437 -76// Ref num -6// Number of instmuctions -2// Initial instruction -point --39.003,3.071,90.793 -point --34.803,3.488,92.882 -point --30.391,3.496,93.386 -point --23.935,3.494,90.713 -point --20.025,3.497,85.936 -reverse -// Pedestrian number 438 -76// Ref num -7// Number of instmuctions -4// Initial instruction -point --19.372,3.496,86.013 -point --23.909,3.493,91.571 -point --30.782,3.496,93.681 -point --35.188,3.485,93.527 -point --37.419,3.322,93.481 -point --38.282,3.2283102.499 -reverse -// Pedestrian number 439 -76// Ref num -7// Number of instmuctions -3// Initial instruction -point --37.842,3.2613101.844 -point --36.933,3.357,93.501 -point --34.752,3.499,93.160 -point --30.713,3.496,92.969 -point --24.697,3.494,91.985 -point --17.911,3.495,85.299 -reverse -// Pedestrian number 440 -76// Ref num -8// Number of instmuctions -6// Initial instruction -point --6.534,3.497,88.079 -point --18.042,3.497,91.980 -point --24.298,3.494,91.804 -point --31.028,3.496,94.490 -point --35.408,3.474,93.769 -point --38.274,3.257,93.896 -point --38.528,3.2123102.811 -reverse -// Pedestrian number 441 -76// Ref num -9// Number of instmuctions -4// Initial instruction -point --37.168,3.2923102.351 -point --37.784,3.295,96.279 -point --37.749,3.297,93.610 -point --34.672,3.500,93.053 -point --31.151,3.495,93.807 -point --24.347,3.494,91.603 -point --17.311,3.496,91.989 -point --6.757,3.497,87.854 -reverse -// Pedestrian number 442 -76// Ref num -9// Number of instmuctions -5// Initial instruction -point --6.974,3.498,88.461 -point --17.735,3.495,91.999 -point --25.071,3.495,91.776 -point --30.346,3.494,93.953 -point --34.290,3.497,93.660 -point --35.964,3.433,93.862 -point --37.325,3.329,95.958 -point --37.545,3.2763102.058 -reverse -// Pedestrian number 443 -76// Ref num -7// Number of instmuctions -3// Initial instruction -point --36.518,3.3253102.133 -point --33.969,3.4883100.527 -point --31.128,3.495,97.769 -point --24.545,3.495,95.996 -point --16.671,3.493,92.161 -point --7.312,3.495,87.691 -reverse -// Pedestrian number 444 -76// Ref num -7// Number of instmuctions -4// Initial instruction -point --7.279,3.497,88.789 -point --17.262,3.497,92.172 -point --24.037,3.494,96.012 -point --31.354,3.497,97.670 -point --34.049,3.4833100.803 -point --36.066,3.3633101.691 -reverse -// Pedestrian number 445 -76// Ref num -10// Number of instructions -4// Initial instruction -point --36.202,3.3533101.767 -point --35.675,3.3943100.854 -point --34.058,3.4873100.440 -point --31.091,3.496,97.293 -point --24.502,3.497,95.820 -point --17.371,3.496,92.336 -point --12.498,3.494,89.965 -point --7.483,3.495,89.125 -point --6.302,3.498,86.543 -reverse -// Pedestrian number 446 -76// Ref num -4// Number of instmuctions -1// Initial instruction -point --6.172,3.496,87.415 -point --0.643,3.494,86.881 -point -5.006,3.496,90.613 -reverse -// Pedestrian number 447 -76// Ref num -6// Number of instmuctions -3// Initial instruction -point -5.628,3.499,90.474 -point --0.600,3.499,86.733 -point --6.633,3.497,87.306 -point --13.629,3.493,88.061 -point --20.466,3.497,85.728 -reverse -// Pedestrian number 448 -76// Ref num -8// Number of instmuctions -3// Initial instruction -point --20.153,3.497,86.566 -point --13.734,3.495,87.814 -point --6.205,3.495,87.618 -point -0.101,3.495,86.951 -point -3.270,3.494,88.934 -point -18.235,3.495,82.036 -point -17.253,3.498,72.453 -reverse -// Pedestrian number 449 -5// Ref num -6// Number of instmuctions -2// Initial instruction -point --63.563,6.915,-154.258 -point --62.884,6.915,-150.892 -point --61.341,6.915,-150.072 -point --61.718,6.916,-148.077 -point --62.295,7.498,-144.616 -reverse -// Pedestrian number 450 -79// Ref num -5// Number of instmuctions -2// Initial instruction -point --59.129,7.538,-144.392 -point --61.059,8.148,-141.087 -point --62.331,8.399,-137.696 -point --62.603,8.415,-136.020 -reverse -// Pedestrian number 451 -78// Ref num -5// Number of instmuctions -2// Initial instruction -point --62.316,8.273,-139.532 -point --61.422,8.417,-137.421 -point --60.364,8.416,-136.521 -point --59.868,8.413,-133.423 -reverse -// Pedestrian number 452 -79// Ref num -6// Number of instmuctions -2// Initial instruction -point --63.021,8.413,-133.509 -point --61.564,8.413,-131.419 -point --61.356,8.413,-130.337 -point --62.641,8.413,-126.598 -point --70.849,8.413,-121.671 -reverse -// Pedestrian number 453 -2// Ref num -4// Number of instmuctions -2// Initial instruction -point --67.559,8.413,-121.124 -point --66.618,8.413,-123.022 -point --66.650,8.413,-126.688 -reverse -// Pedestrian number 454 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --60.185,8.413,-132.063 -point --62.643,8.413,-130.675 -point --64.138,8.413,-130.301 -reverse -// Pedestrian number 455 -81// Ref num -4// Number of instmuctions -2// Initial instruction -point --59.214,8.416,-136.536 -point --60.304,8.414,-134.455 -point --63.298,8.413,-132.460 -reverse -// Pedestrian number 456 -77// Ref num -5// Number of instmuctions -2// Initial instruction -point --61.570,8.413,-128.484 -point --62.523,8.413,-132.146 -point --62.692,8.414,-134.707 -point --59.244,8.417,-137.340 -reverse -// Pedestrian number 457 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --71.856,8.413,-120.164 -point --71.667,8.413,-118.665 -point --70.147,8.413,-115.346 -reverse -// Pedestrian number 458 -81// Ref num -4// Number of instmuctions -2// Initial instruction -point --68.498,8.413,-119.716 -point --69.767,8.413,-118.916 -point --73.224,8.414,-114.309 -reverse -// Pedestrian number 459 -78// Ref num -5// Number of instmuctions -2// Initial instruction -point --67.907,8.413,-125.244 -point --70.130,8.413,-119.223 -point --70.859,8.413,-114.798 -point --70.305,8.416,-108.539 -reverse -// Pedestrian number 460 -78// Ref num -5// Number of instmuctions -3// Initial instruction -point --72.975,8.416,-108.816 -point --72.474,8.415,-110.054 -point --70.568,8.413,-119.147 -point --70.987,8.413,-121.519 -reverse -// Pedestrian number 461 -78// Ref num -6// Number of instmuctions -2// Initial instruction -point --70.413,8.416,-107.605 -point --71.314,8.304,-105.986 -point --73.217,7.933,-100.721 -point --73.036,7.4223-96.987 -point --70.101,7.3273-95.651 -reverse -// Pedestrian number 462 -78// Ref num -5// Number of instmuctions -2// Initial instruction -point --73.227,8.229,-104.922 -point --72.559,8.162,-103.969 -point --71.576,7.925,-100.620 -point --70.142,7.4243-97.016 -reverse -// Pedestrian number 463 -5// Ref num -5// Number of instmuctions -2// Initial instruction -point --70.111,8.039,-102.237 -point --71.210,7.916,-100.493 -point --72.328,7.4293-97.062 -point --73.270,7.3413-95.846 -reverse -// Pedestrian number 464 -5// Ref num -5// Number of instmuctions -2// Initial instruction -point --70.052,7.1593-85.693 -point --71.029,7.1593-84.080 -point --69.911,1007.559,-81.037 -point --68.113,1003.355,-78.790 -reverse -// Pedestrian number 465 -79// Ref num -5// Number of instmuctions -2// Initial instruction -point --73.275,7.1603-88.959 -point --71.216,7.1593-83.906 -point --69.984,1007.559,-83.171 -point --68.061,1003.355,-82.022 -reverse -// Pedestrian number 466 -2// Ref num -5// Number of instmuctions -2// Initial instruction -point --69.934,7.1593-84.094 -point --71.045,7.1593-80.319 -point --73.273,7.1593-70.299 -point --70.085,7.1593-66.049 -reverse -// Pedestrian number 467 -79// Ref num -5// Number of instmuctions -2// Initial instruction -point --73.268,7.1593-69.644 -point --70.370,7.1593-67.180 -point --67.631,1007.563,-66.276 -point --65.443,1003.359,-65.070 -reverse -// Pedestrian number 468 -77// Ref num -5// Number of instmuctions -2// Initial instruction -point --73.143,7.1593-64.540 -point --70.694,7.1593-65.869 -point --68.365,7.1633-67.253 -point --62.166,7.1633-67.821 -reverse -// Pedestrian number 469 -77// Ref num -8// Number of instmuctions -2// Initial instruction -point --60.164,7.1633-67.847 -point --57.831,7.1633-66.954 -point --56.245,7.1633-66.283 -point --55.747,7.3083-66.072 -point --55.266,7.1633-65.877 -point --53.247,1007.563,-63.384 -point --52.887,1003.357,-62.933 -reverse -// Pedestrian number 470 -5// Ref num -4// Number of instmuctions -2// Initial instruction -point --63.130,7.1633-66.238 -point --61.461,7.1633-66.846 -point --59.108,7.1633-66.265 -reverse -// Pedestrian number 471 -78// Ref num -5// Number of instmuctions -2// Initial instruction -point --65.481,7.1633-67.850 -point --61.549,7.1633-67.112 -point --60.739,1007.563,-67.816 -point --58.062,1003.355,-70.586 -reverse -// Pedestrian number 472 -78// Ref num -6// Number of instmuctions -3// Initial instruction -point --32.391,1003.355,-72.414 -point --36.767,1004.547,-72.784 -point --38.795,4.1473-72.836 -point --40.036,1004.547,-73.371 -point --41.467,1003.355,-74.272 -reverse -// Pedestrian number 473 -81// Ref num -4// Number of instmuctions -2// Initial instruction -point --36.637,4.1473-72.051 -point --38.108,4.1473-72.362 -point --41.195,4.1473-71.465 -reverse -// Pedestrian number 474 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --62.129,4.1473-73.232 -point --59.051,4.1473-72.177 -point --53.744,4.1473-73.369 -reverse -// Pedestrian number 475 -79// Ref num -4// Number of instmuctions -2// Initial instruction -point --62.105,4.1473-72.466 -point --59.306,4.1473-72.606 -point --49.569,4.1473-71.471 -reverse -// Pedestrian number 476 -2// Ref num -5// Number of instmuctions -3// Initial instruction -point --40.591,1003.355,-74.704 -point --42.811,1004.547,-73.146 -point --43.790,4.1473-72.691 -point --62.032,4.1473-71.599 -reverse -// Pedestrian number 477 -79// Ref num -4// Number of instmuctions -2// Initial instruction -point --60.371,4.1473-70.516 -point --61.581,4.1473-71.742 -point --61.894,4.1473-73.305 -reverse -// Pedestrian number 478 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --60.289,4.1473-73.411 -point --61.265,4.1473-70.530 -point --62.148,4.1473-66.715 -reverse -// Pedestrian number 479 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --62.123,4.1473-68.542 -point --61.125,4.1473-67.335 -point --60.360,4.1473-63.032 -reverse -// Pedestrian number 480 -5// Ref num -9// Number of instmuctions -5// Initial instruction -point --60.344,4.1473-54.916 -point --60.915,4.1473-56.854 -point --61.467,4.1473-57.588 -point --60.898,4.1473-58.570 -point --61.289,4.1473-59.482 -point --60.637,4.1473-60.392 -point --60.494,4.1473-62.072 -point --62.177,4.1473-63.393 -reverse -// Pedestrian number 481 -5// Ref num -5// Number of instmuctions -2// Initial instruction -point --62.156,4.1473-62.755 -point --61.418,4.1473-63.567 -point --60.307,4.1473-67.457 -point --60.853,4.1473-73.364 -reverse -// Pedestrian number 482 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --60.518,4.1883-75.431 -point --61.462,1004.695,-74.629 -point --61.081,1003.355,-73.719 -reverse -// Pedestrian number 483 -78// Ref num -6// Number of instmuctions -2// Initial instruction -point --61.817,4.3083-74.529 -point --61.567,4.1993-75.347 -point --61.897,3.9153-76.309 -point --62.049,2.9553-78.661 -point --62.538,2.9553-85.470 -reverse -// Pedestrian number 484 -81// Ref num -4// Number of instmuctions -2// Initial instruction -point --69.655,2.9553-84.903 -point --67.776,2.9553-82.812 -point --62.012,2.9553-73.663 -reverse -// Pedestrian number 485 -81// Ref num -4// Number of instmuctions -2// Initial instruction -point --59.942,2.9553-72.885 -point --58.674,2.9553-75.210 -point --50.585,2.9603-85.342 -reverse -// Pedestrian number 486 -77// Ref num -7// Number of instmuctions -2// Initial instruction -point --51.099,2.9593-85.468 -point --54.288,2.9573-83.781 -point --57.027,2.9553-83.262 -point --58.189,2.9553-84.066 -point --61.372,2.9553-82.198 -point --69.590,2.9553-83.468 -reverse - -// Pedestrian number 487 -79// Ref num -4// Number of instmuctions -2// Initial instruction -point --65.471,2.9553-85.462 -point --65.378,2.9553-81.303 -point --69.596,2.9593-63.717 -reverse -// Pedestrian number 488 -2// Ref num -6// Number of instmuctions -2// Initial instruction -point --69.022,2.9613-63.706 -point --65.520,2.9563-68.013 -point --61.381,2.9563-71.219 -point --60.126,2.9553-71.231 -point --53.824,2.9573-85.434 -reverse -// Pedestrian number 489 -2// Ref num -4// Number of instmuctions -2// Initial instruction -point --48.966,2.9613-83.760 -point --49.699,2.9613-82.533 -point --51.808,2.9583-65.532 -reverse -// Pedestrian number 490 -79// Ref num -4// Number of instmuctions -2// Initial instruction -point --47.574,2.9583-65.545 -point --48.887,2.9563-67.091 -point --59.005,2.9553-85.515 -reverse -// Pedestrian number 491 -77// Ref num -5// Number of instmuctions -2// Initial instruction -point --57.931,2.9553-85.565 -point --56.115,2.9553-83.791 -point --53.907,2.9573-83.182 -point --46.787,2.9583-65.673 -reverse -// Pedestrian number 492 -5// Ref num -6// Number of instmuctions -2// Initial instruction -point --45.963,2.9583-64.102 -point --45.143,2.9573-65.724 -point --47.362,2.9553-69.065 -point --45.397,2.9573-74.251 -point --38.632,2.9553-75.548 -reverse -// Pedestrian number 493 -5// Ref num -5// Number of instmuctions -2// Initial instruction -point --38.092,2.9553-73.614 -point --40.720,2.9553-77.528 -point --43.297,2.9563-78.990 -point --47.839,2.9593-85.542 -reverse -// Pedestrian number 494 -5// Ref num -6// Number of instmuctions -2// Initial instruction -point --47.835,2.9613-84.187 -point --44.579,2.9573-84.812 -point --43.927,2.9573-85.480 -point --42.594,2.9553-85.356 -point --38.544,2.9553-77.649 -reverse -// Pedestrian number 495 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --50.715,2.9583-65.524 -point --49.673,2.9563-67.622 -point --38.748,2.9553-72.412 -reverse -// Pedestrian number 496 -5// Ref num -7// Number of instmuctions -3// Initial instruction -point --37.824,2.9553-74.343 -point --38.844,2.9553-73.461 -point --39.669,2.9553-70.690 -point --41.287,2.9553-69.429 -point --42.113,2.9553-66.747 -point --46.098,2.9583-64.895 -reverse -// Pedestrian number 497 -78// Ref num -6// Number of instmuctions -3// Initial instruction -point --45.928,2.9583-60.224 -point --44.540,2.9573-60.368 -point --42.966,2.9553-62.550 -point --43.930,2.9563-71.719 -point --37.630,2.9553-85.384 -reverse -// Pedestrian number 498 -81// Ref num -4// Number of instmuctions -2// Initial instruction -point --28.696,2.9553-84.667 -point --32.986,2.9553-82.783 -point --34.481,2.9553-85.493 -reverse -// Pedestrian number 499 -81// Ref num -5// Number of instmuctions -2// Initial instruction -point --34.910,2.9553-85.436 -point --36.437,2.9553-83.080 -point --42.397,2.9553-80.220 -point --51.202,2.9583-65.596 -reverse -// Pedestrian number 500 -79// Ref num -6// Number of instmuctions -3// Initial instruction -point --50.687,2.9573-19.085 -point --50.233,2.9593-19.279 -point --49.709,2.9583-20.307 -point --46.990,2.9583-23.820 -point --38.575,2.9553-29.739 -reverse -// Pedestrian number 501 -2// Ref num -6// Number of instmuctions -3// Initial instruction -point --38.077,2.9553-33.505 -point --44.802,2.9573-28.154 -point --48.770,2.9573-22.096 -point --47.872,2.9603-19.203 -point --47.638,2.9573-19.012 -reverse -// Pedestrian number 502 -79// Ref num -6// Number of instmuctions -3// Initial instruction -point --47.284,2.9573-19.097 -point --47.575,2.9593-19.821 -point --48.690,2.9603-20.673 -point --52.128,2.9553-24.051 -point --56.033,2.9553-35.029 -reverse -// Pedestrian number 503 -77// Ref num -6// Number of instmuctions -3// Initial instruction -point --60.610,2.9553-33.469 -point --58.010,2.9553-31.748 -point --50.483,2.9563-21.752 -point --50.456,2.9573-20.416 -point --51.161,2.9573-19.005 -reverse -// Pedestrian number 504 -5// Ref num -4// Number of instmuctions -2// Initial instruction -point --50.679,2.9573-19.591 -point --50.164,2.9573-20.334 -point --49.184,2.9553-35.010 -reverse -// Pedestrian number 505 -78// Ref num -11// Number of instructions -8// Initial instruction -point --42.363,2.9553-35.231 -point --43.977,2.9553-32.240 -point --45.790,2.9553-31.280 -point --45.867,2.9553-29.598 -point --48.442,2.9553-27.766 -point --49.133,2.9553-26.041 -point --48.387,2.9563-24.240 -point --48.532,2.9573-23.072 -point --47.805,2.9593-21.007 -point --47.669,2.9593-19.582 -reverse -// Pedestrian number 506 -81// Ref num -5// Number of instmuctions -2// Initial instruction -point --47.971,2.9603-19.123 -point --49.054,2.9603-20.626 -point --50.971,2.9563-22.625 -point --60.260,2.9553-29.314 -reverse -// Pedestrian number 507 -77// Ref num -6// Number of instmuctions -4// Initial instruction -point --60.840,2.9553-33.410 -point --59.177,2.9553-30.894 -point --55.181,2.9553-28.795 -point --49.687,2.9573-21.329 -point --48.145,2.9603-17.996 -reverse -// Pedestrian number 508 -79// Ref num -5// Number of instmuctions -2// Initial instruction -point --38.557,2.9553-30.683 -point --43.459,2.9553-33.826 -point --51.115,2.9553-45.091 -point --67.042,2.9553-46.084 -reverse -// Pedestrian number 509 -2// Ref num -4// Number of instmuctions -2// Initial instruction -point --53.758,2.9553-46.478 -point --54.473,2.9553-47.122 -point --60.072,2.9563-52.149 -reverse -// Pedestrian number 510 -79// Ref num -5// Number of instmuctions -3// Initial instruction -point --60.101,2.9563-53.127 -point --56.127,2.9553-52.226 -point --53.932,2.9553-48.837 -point --51.972,2.9553-46.999 -reverse -// Pedestrian number 511 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --52.527,2.9553-46.983 -point --52.303,2.9553-47.854 -point --47.137,2.9583-58.855 -reverse -// Pedestrian number 512 -5// Ref num -8// Number of instmuctions -4// Initial instruction -point --47.732,2.9583-58.837 -point --50.494,2.9573-57.254 -point --52.145,2.9553-53.325 -point --53.134,2.9553-47.744 -point --54.845,2.9553-46.037 -point --60.503,2.9553-36.012 -point --60.521,2.9553-35.979 -reverse -// Pedestrian number 513 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --51.528,2.9553-45.922 -point --50.700,2.9553-45.196 -point --42.480,2.9553-35.939 -reverse -// Pedestrian number 514 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --45.831,2.9553-45.807 -point --46.978,2.9553-44.582 -point --49.092,2.9553-36.075 -reverse -// Pedestrian number 515 -81// Ref num -4// Number of instmuctions -2// Initial instruction -point --55.489,2.9553-35.729 -point --50.509,2.9553-40.754 -point --47.250,2.9553-46.166 -reverse -// Pedestrian number 516 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --39.655,2.9553-46.958 -point --38.612,2.9553-48.510 -point --38.272,2.9553-51.730 -reverse -// Pedestrian number 517 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --31.266,2.9553-46.032 -point --35.303,2.9553-46.077 -point --38.896,2.9553-45.557 -reverse -// Pedestrian number 518 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --40.016,2.9553-45.900 -point --41.091,2.9553-44.525 -point --37.539,2.9553-36.076 -reverse -// Pedestrian number 519 -5// Ref num -6// Number of instmuctions -2// Initial instruction -point --30.244,2.9553-19.231 -point --33.991,2.9553-24.009 -point --38.447,2.9553-26.026 -point --42.889,2.9553-24.097 -point --50.203,2.9603-18.527 -reverse -// Pedestrian number 520 -79// Ref num -4// Number of instmuctions -2// Initial instruction -point --49.576,4.1473-35.398 -point --51.558,4.1473-34.322 -point --55.675,4.1473-35.483 -reverse -// Pedestrian number 521 -2// Ref num -5// Number of instmuctions -2// Initial instruction -point --61.511,4.1473-35.102 -point --60.773,4.1473-34.337 -point --58.752,1004.547,-33.678 -point --55.787,1003.355,-32.752 -reverse -// Pedestrian number 522 -79// Ref num -5// Number of instmuctions -2// Initial instruction -point --61.488,4.1473-35.865 -point --60.927,4.1473-37.443 -point --60.393,1004.547,-38.188 -point --59.099,1003.355,-39.993 -reverse -// Pedestrian number 523 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --62.110,4.1473-45.401 -point --61.341,4.1473-42.792 -point --61.631,4.1473-36.141 -reverse -// Pedestrian number 524 -5// Ref num -4// Number of instmuctions -2// Initial instruction -point --61.267,4.1473-35.568 -point --55.476,4.1473-34.005 -point --49.692,4.1473-35.512 -reverse -// Pedestrian number 525 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --42.746,4.1473-35.276 -point --43.949,4.1473-34.556 -point --48.863,4.1473-35.517 -reverse -// Pedestrian number 526 -78// Ref num -5// Number of instmuctions -2// Initial instruction -point --41.952,4.1473-35.429 -point --39.801,4.1473-34.750 -point --37.088,1004.547,-34.375 -point --34.577,1003.355,-34.044 -reverse -// Pedestrian number 527 -81// Ref num -5// Number of instmuctions -2// Initial instruction -point --36.627,4.1473-54.013 -point --38.364,4.1473-53.303 -point --44.649,6.0213-52.062 -point --47.146,6.0223-53.949 -reverse -// Pedestrian number 528 -77// Ref num -5// Number of instmuctions -2// Initial instruction -point --44.659,6.0223-53.162 -point --46.267,6.0223-52.880 -point --47.059,1006.422,-52.323 -point --50.422,1003.355,-49.747 -reverse -// Pedestrian number 529 -81// Ref num -5// Number of instmuctions -3// Initial instruction -point --56.200,1003.355,-50.030 -point --56.655,1005.651,-52.829 -point --57.281,5.0563-53.407 -point --58.682,4.6293-53.896 -reverse -// Pedestrian number 530 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --59.471,4.3883-53.883 -point --60.322,4.1473-53.192 -point --62.124,4.1473-50.506 -reverse -// Pedestrian number 531 -2// Ref num -7// Number of instmuctions -2// Initial instruction -point --68.849,2.9613-60.767 -point --69.400,2.9553-51.939 -point --69.413,3.6783-48.878 -point --68.340,4.4993-46.206 -point --68.091,5.7713-43.071 -point --67.505,5.9563-42.585 -reverse -// Pedestrian number 532 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --68.096,7.1593-38.126 -point --70.065,7.1593-37.015 -point --73.246,7.1593-33.008 -reverse -// Pedestrian number 533 -81// Ref num -4// Number of instmuctions -2// Initial instruction -point --73.256,7.1593-37.485 -point --71.655,7.1593-35.988 -point --69.988,7.1593-32.165 -reverse -// Pedestrian number 534 -78// Ref num -7// Number of instmuctions -2// Initial instruction -point --73.028,7.1593-34.785 -point --71.518,7.1593-36.753 -point --66.153,7.1593-33.753 -point --30.915,7.1593-33.839 -point --28.637,7.1593-33.602 -point --25.309,7.1593-31.121 -reverse -// Pedestrian number 535 -5// Ref num -5// Number of instmuctions -2// Initial instruction -point --25.151,7.1593-34.050 -point --25.711,7.1593-35.246 -point --29.422,7.1593-38.107 -point --30.800,6.5973-40.241 -reverse -// Pedestrian number 536 -77// Ref num -9// Number of instmuctions -2// Initial instruction -point --25.125,7.1593-41.559 -point --26.048,7.1593-40.493 -point --28.469,7.1593-38.730 -point --29.084,7.0273-38.671 -point --30.969,5.9263-42.689 -point --30.893,4.0933-47.209 -point --28.978,2.9553-51.888 -point --28.922,2.9603-60.714 -reverse -// Pedestrian number 537 -77// Ref num -8// Number of instmuctions -6// Initial instruction -point --30.354,3.2763-61.155 -point --29.868,3.2763-61.462 -point --29.678,3.3353-61.619 -point --29.510,3.1863-61.820 -point --28.977,3.3753-62.225 -point --28.535,3.4543-62.437 -point --26.810,3.4593-63.316 -reverse -// Pedestrian number 538 -81// Ref num -6// Number of instmuctions -2// Initial instruction -point --30.526,2.9613-61.939 -point --31.698,2.9603-62.383 -point --37.481,2.9573-66.388 -point --38.248,2.9553-68.991 -point --38.336,2.9553-71.141 -reverse -// Pedestrian number 539 -5// Ref num -4// Number of instmuctions -2// Initial instruction -point --28.791,2.9583-65.459 -point --31.702,2.9603-63.326 -point --45.983,2.9583-59.658 -reverse -// Pedestrian number 540 -2// Ref num -5// Number of instmuctions -3// Initial instruction -point --46.001,2.9583-59.290 -point --41.358,2.9553-59.202 -point --37.606,2.9573-56.583 -point --36.912,2.9583-54.224 -reverse -// Pedestrian number 541 -81// Ref num -5// Number of instmuctions -2// Initial instruction -point --37.247,4.1473-73.310 -point --38.250,4.1473-66.593 -point --36.754,4.1473-63.190 -point --36.809,4.1473-33.904 -reverse -// Pedestrian number 542 -79// Ref num -5// Number of instmuctions -2// Initial instruction -point --39.830,4.1473-33.739 -point --38.165,4.1473-35.647 -point --36.654,4.1473-42.095 -point --38.474,4.1473-51.044 -reverse -// Pedestrian number 543 -78// Ref num -6// Number of instmuctions -2// Initial instruction -point --36.674,4.1473-51.608 -point --37.608,4.1473-52.802 -point --38.426,4.1473-53.613 -point --40.611,1005.183,-53.803 -point --41.585,1003.355,-55.041 -reverse -// Pedestrian number 544 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --43.752,7.1633-64.464 -point --45.309,7.1633-66.359 -point --48.574,7.1633-67.743 -reverse -// Pedestrian number 545 -79// Ref num -4// Number of instmuctions -2// Initial instruction -point --51.670,7.1633-66.276 -point --53.699,7.1633-66.635 -point --55.021,7.1633-67.775 -reverse -// Pedestrian number 546 -2// Ref num -4// Number of instmuctions -2// Initial instruction -point --43.725,7.1633-60.569 -point --44.031,7.1633-60.349 -point --45.222,7.1633-57.094 -reverse -// Pedestrian number 547 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --48.086,7.1633-56.929 -point --47.802,1007.563,-57.293 -point --46.249,1003.358,-59.131 -reverse -// Pedestrian number 548 -2// Ref num -5// Number of instmuctions -2// Initial instruction -point --53.217,7.1633-59.161 -point --54.442,7.1633-57.251 -point --54.726,1007.563,-57.102 -point --56.469,1003.355,-55.258 -reverse -// Pedestrian number 549 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --57.401,7.1593-38.050 -point --52.861,7.1593-35.892 -point --46.049,7.1593-33.596 -reverse -// Pedestrian number 550 -5// Ref num -6// Number of instmuctions -2// Initial instruction -point --44.857,7.1593-33.555 -point --42.092,7.1593-34.942 -point --40.639,7.1593-34.575 -point --38.632,7.1593-36.127 -point --37.144,7.1593-38.023 -reverse -// Pedestrian number 551 -79// Ref num -5// Number of instmuctions -3// Initial instruction -point --25.320,7.1593-33.648 -point --25.831,7.1593-33.671 -point --26.479,7.1593-34.722 -point --30.842,7.1593-38.134 -reverse -// Pedestrian number 552 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --51.715,7.1593-33.812 -point --49.207,7.1593-35.951 -point --45.699,7.1593-38.100 -reverse -// Pedestrian number 553 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --47.234,7.1593-38.055 -point --48.963,7.1593-36.471 -point --50.746,7.1593-33.804 -reverse -// Pedestrian number 554 -81// Ref num -4// Number of instmuctions -2// Initial instruction -point --49.666,7.1593-33.777 -point --47.878,7.1593-35.631 -point --43.957,7.1593-38.007 -reverse -// Pedestrian number 555 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --41.985,7.1593-38.154 -point --48.752,7.1593-36.305 -point --55.578,7.1593-33.694 -reverse -// Pedestrian number 556 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --54.512,7.1593-37.948 -point --48.582,7.1593-36.022 -point --46.373,7.1593-33.650 -reverse -// Pedestrian number 557 -5// Ref num -4// Number of instmuctions -2// Initial instruction -point --43.474,7.1593-33.685 -point --48.560,7.1593-35.528 -point --50.845,7.1593-37.980 -reverse -// Pedestrian number 558 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --50.097,7.1593-37.895 -point --48.869,7.1593-35.829 -point --47.164,7.1593-33.738 -reverse -// Pedestrian number 559 -79// Ref num -4// Number of instmuctions -2// Initial instruction -point --41.038,7.1593-38.011 -point --48.305,7.1593-35.915 -point --53.879,7.1593-33.678 -reverse -// Pedestrian number 560 -2// Ref num -4// Number of instmuctions -2// Initial instruction -point --48.088,1003.355,-40.113 -point --48.436,1007.559,-36.744 -point --45.571,1003.355,-39.150 -reverse -// Pedestrian number 561 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --29.621,7.1593-33.805 -point --26.833,7.1593-37.973 -point --25.167,7.1593-40.460 -reverse -// Pedestrian number 562 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --25.698,7.1593-41.775 -point --27.030,7.1593-44.250 -point --28.407,7.1593-48.684 -reverse -// Pedestrian number 563 -79// Ref num -4// Number of instmuctions -2// Initial instruction -point --28.399,7.1593-39.865 -point --27.598,7.1593-43.767 -point --25.124,7.1593-49.817 -reverse -// Pedestrian number 564 -2// Ref num -4// Number of instmuctions -2// Initial instruction -point --25.442,7.1593-41.911 -point --26.468,7.1593-46.960 -point --28.272,7.1593-49.254 -reverse -// Pedestrian number 565 -79// Ref num -4// Number of instmuctions -2// Initial instruction -point --28.461,7.1593-54.150 -point --26.642,7.1593-57.366 -point --25.118,7.1593-61.720 -reverse -// Pedestrian number 566 -77// Ref num -6// Number of instmuctions -2// Initial instruction -point --25.151,7.1593-59.750 -point --25.826,7.1593-60.425 -point --28.113,7.1593-61.963 -point --28.329,7.1593-66.110 -point --29.540,7.1633-67.755 -reverse -// Pedestrian number 567 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --25.358,7.1593-67.667 -point --28.080,7.1593-66.776 -point --30.770,7.1633-66.296 -reverse -// Pedestrian number 568 -5// Ref num -4// Number of instmuctions -2// Initial instruction -point --45.735,7.1633-65.238 -point --43.850,7.1633-66.530 -point --39.911,7.1633-67.857 -reverse -// Pedestrian number 569 -5// Ref num -4// Number of instmuctions -2// Initial instruction -point --41.374,7.1633-67.796 -point --43.647,7.1633-66.362 -point --45.675,7.1633-63.517 -reverse -// Pedestrian number 570 -5// Ref num -4// Number of instmuctions -2// Initial instruction -point --44.317,7.1633-57.094 -point --44.853,7.1633-58.564 -point --43.712,7.1633-60.086 -reverse -// Pedestrian number 571 -5// Ref num -4// Number of instmuctions -2// Initial instruction -point --43.749,7.1633-63.845 -point --44.831,7.1633-66.578 -point --46.922,7.1633-67.762 -reverse -// Pedestrian number 572 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --55.178,7.1633-65.693 -point --53.468,1007.563,-67.570 -point --50.520,1003.356,-70.803 -reverse -// Pedestrian number 573 -5// Ref num -5// Number of instmuctions -2// Initial instruction -point --69.114,7.1633-67.827 -point --71.007,7.1593-66.432 -point --73.185,7.1593-60.382 -point --69.989,7.1593-54.057 -reverse -// Pedestrian number 574 -78// Ref num -5// Number of instmuctions -2// Initial instruction -point --73.154,7.1593-55.545 -point --71.930,7.1593-53.699 -point --70.063,7.1593-47.299 -point --69.981,7.1593-38.096 -reverse -// Pedestrian number 575 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --73.244,7.1593-41.212 -point --71.307,7.1593-39.577 -point --70.060,7.1593-38.159 -reverse -// Pedestrian number 576 -81// Ref num -4// Number of instmuctions -2// Initial instruction -point --67.173,7.1593-38.024 -point --66.698,7.1593-37.372 -point --60.068,7.1593-33.559 -reverse -// Pedestrian number 577 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --67.560,7.1593-37.939 -point --70.082,7.1593-33.852 -point --73.265,7.1593-21.524 -reverse -// Pedestrian number 578 -79// Ref num -5// Number of instmuctions -2// Initial instruction -point --73.308,7.1593-20.137 -point --72.426,7.1593-17.082 -point --70.300,7.1593-14.671 -point --70.079,7.1603-12.420 -reverse -// Pedestrian number 579 -2// Ref num -6// Number of instmuctions -3// Initial instruction -point --73.182,7.1603-12.337 -point --71.981,7.1593-15.867 -point --72.068,7.1593-16.744 -point --71.940,7.1593-17.968 -point --70.131,7.1593-19.617 -reverse -// Pedestrian number 580 -79// Ref num -4// Number of instmuctions -2// Initial instruction -point --59.073,4.481,57.084 -point --60.437,4.654,53.635 -point --62.286,5.429,49.946 -reverse -// Pedestrian number 581 -79// Ref num -5// Number of instmuctions -2// Initial instruction -point --59.110,5.890,46.660 -point --60.111,5.637,48.469 -point --60.494,5.447,49.826 -point --62.359,4.878,52.565 -reverse -// Pedestrian number 582 -79// Ref num -6// Number of instmuctions -3// Initial instruction -point --62.260,4.628,54.163 -point --61.827,4.662,53.592 -point --60.544,5.016,51.909 -point --59.060,5.421,49.982 -point --62.036,5.850,46.946 -reverse -// Pedestrian number 583 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --62.206,5.962,45.798 -point --60.968,6.015,45.038 -point --59.062,6.154,43.020 -reverse -// Pedestrian number 584 -5// Ref num -4// Number of instmuctions -2// Initial instruction -point --59.139,6.080,44.093 -point --60.059,6.154,43.024 -point --62.924,6.153,39.945 -reverse -// Pedestrian number 585 -78// Ref num -6// Number of instmuctions -2// Initial instruction -point --61.209,6.153,34.743 -point --61.390,6.153,38.526 -point --62.348,6.156,42.278 -point --62.106,6.152,43.052 -point --59.076,5.949,45.991 -reverse -// Pedestrian number 586 -78// Ref num -5// Number of instmuctions -2// Initial instruction -point --62.230,5.573,48.922 -point --61.064,5.913,46.492 -point --59.972,6.153,43.038 -point --59.199,6.156,42.197 -reverse -// Pedestrian number 587 -81// Ref num -6// Number of instmuctions -3// Initial instruction -point --61.610,6.153,33.937 -point --61.359,6.157,42.884 -point --61.132,6.006,45.167 -point --62.048,5.911,46.509 -point --62.315,5.631,48.506 -reverse -// Pedestrian number 588 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --72.824,6.153,13.785 -point --71.867,6.153,15.281 -point --70.091,6.153,17.675 -reverse -// Pedestrian number 589 -79// Ref num -4// Number of instmuctions -2// Initial instruction -point --72.303,6.153,24.330 -point --70.267,6.153,25.184 -point --68.545,6.153,25.856 -reverse -// Pedestrian number 590 -2// Ref num -5// Number of instmuctions -2// Initial instruction -point --68.075,6.153,26.346 -point --68.047,6.153,27.099 -point --66.866,6.153,32.155 -point --63.434,6.153,31.313 -reverse -// Pedestrian number 591 -79// Ref num -7// Number of instmuctions -3// Initial instruction -point --67.958,6.153,26.328 -point --67.545,6.153,27.073 -point --66.679,6.153,27.792 -point --64.715,6.153,29.983 -point --64.293,6.153,32.750 -point --64.879,6.153,34.752 -reverse -// Pedestrian number 592 -77// Ref num -5// Number of instmuctions -3// Initial instruction -point --59.620,6.153,39.537 -point --61.067,6.153,38.658 -point --62.568,6.153,36.274 -point --67.968,6.153,26.516 -reverse -// Pedestrian number 593 -5// Ref num -6// Number of instmuctions -2// Initial instruction -point --68.408,6.153,25.759 -point --69.143,6.153,24.979 -point --69.628,6.153,23.755 -point --70.249,6.153,19.887 -point --70.087,6.153,13.851 -reverse -// Pedestrian number 594 -78// Ref num -8// Number of instmuctions -3// Initial instruction -point --70.532,6.153,27.282 -point --71.417,6.153,13.837 -point --71.468,6.420,9.952 -point --71.803,6.893,6.575 -point --73.327,7.017,4.989 -point --73.263,7.162,2.857 -point --70.071,7.1593-33.163 -reverse -// Pedestrian number 595 -79// Ref num -6// Number of instmuctions -2// Initial instruction -point --36.287,4.523,56.252 -point --37.975,4.651,53.698 -point --39.352,5.413,50.022 -point --39.142,5.909,46.523 -point --36.271,6.045,44.595 -reverse -// Pedestrian number 596 -77// Ref num -5// Number of instmuctions -2// Initial instruction -point --39.344,4.579,55.125 -point --38.604,4.650,53.722 -point --37.526,5.425,49.966 -point --36.207,5.648,48.384 -reverse -// Pedestrian number 597 -5// Ref num -7// Number of instmuctions -3// Initial instruction -point --39.423,6.157,42.977 -point --38.152,5.916,46.470 -point --37.229,5.423,49.972 -point --36.153,4.658,53.613 -point --36.646,4.475,57.201 -point --35.530,4.469,71.851 -reverse -// Pedestrian number 598 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --39.363,4.497,56.768 -point --38.291,4.652,53.673 -point --36.147,5.081,51.602 -reverse -// Pedestrian number 599 -78// Ref num -6// Number of instmuctions -4// Initial instruction -point --39.408,5.995,45.324 -point --38.192,5.909,46.521 -point --37.890,5.447,49.824 -point --38.174,4.656,53.620 -point --36.163,4.549,55.731 -reverse -// Pedestrian number 600 -78// Ref num -7// Number of instmuctions -3// Initial instruction -point --29.898,6.153,30.311 -point --30.093,6.153,29.119 -point --28.460,6.153,22.653 -point --28.253,6.153,20.232 -point --26.934,6.153,17.604 -point --25.270,6.153,16.081 -reverse -// Pedestrian number 601 -78// Ref num -8// Number of instmuctions -3// Initial instruction -point --26.939,6.153,26.375 -point --26.663,6.153,23.550 -point --27.551,6.153,22.317 -point --28.331,6.153,18.443 -point --28.095,6.153,13.826 -point --27.878,6.400,10.155 -point --25.101,6.923,6.356 -reverse -// Pedestrian number 602 -81// Ref num -5// Number of instmuctions -2// Initial instruction -point --27.010,6.921,6.376 -point --27.512,7.156,2.969 -point --26.764,7.162,1.472 -point --25.130,7.162,0.661 -reverse -// Pedestrian number 603 -81// Ref num -6// Number of instmuctions -3// Initial instruction -point --25.244,6.395,10.228 -point --25.676,6.409,10.031 -point --26.775,6.911,6.448 -point --26.582,7.157,2.958 -point --25.625,7.1593-33.636 -reverse -// Pedestrian number 604 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --25.055,7.161,-7.760 -point --27.865,1007.559,-18.996 -point --30.658,1003.355,-23.067 -reverse -// Pedestrian number 605 -78// Ref num -5// Number of instmuctions -2// Initial instruction -point --39.075,1003.355,-33.268 -point --37.557,1004.599,-31.667 -point --36.366,1003.355,-28.822 -point --28.770,2.9553-26.503 -reverse -// Pedestrian number 606 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --44.801,1003.355,-31.593 -point --47.141,1004.547,-34.303 -point --49.491,1003.355,-36.517 -reverse -// Pedestrian number 607 -79// Ref num -5// Number of instmuctions -2// Initial instruction -point --54.414,4.959,-101.299 -point --53.060,4.959,-101.023 -point --51.846,4.9593-99.717 -point --47.849,4.9593-98.562 -reverse -// Pedestrian number 608 -2// Ref num -4// Number of instmuctions -2// Initial instruction -point --45.393,4.959,-100.584 -point --49.392,4.959,-102.715 -point --53.205,4.959,-104.854 -reverse -// Pedestrian number 609 -79// Ref num -4// Number of instmuctions -2// Initial instruction -point --57.675,4.959,-104.540 -point --54.022,4.959,-104.321 -point --47.037,4.959,-106.336 -reverse -// Pedestrian number 610 -2// Ref num -4// Number of instmuctions -2// Initial instruction -point --48.238,5.209,-110.078 -point --48.239,4.959,-107.271 -point --45.033,4.959,-100.915 -reverse -// Pedestrian number 611 -79// Ref num -4// Number of instmuctions -2// Initial instruction -point --42.302,4.959,-104.382 -point --44.718,4.959,-101.135 -point --46.965,4.9593-98.925 -reverse -// Pedestrian number 612 -2// Ref num -4// Number of instmuctions -2// Initial instruction -point --47.236,4.9593-98.763 -point --48.667,4.959,-102.330 -point --51.330,4.959,-106.545 -reverse -// Pedestrian number 613 -77// Ref num -5// Number of instmuctions -2// Initial instruction -point --51.853,4.959,-106.051 -point --50.181,4.959,-103.107 -point --48.475,4.9593-98.962 -point --48.245,4.9613-96.723 -reverse -// Pedestrian number 614 -78// Ref num -5// Number of instmuctions -2// Initial instruction -point --50.912,4.9593-98.584 -point --50.093,4.959,-102.094 -point --50.111,4.959,-107.210 -point --50.255,4.986,-107.747 -reverse -// Pedestrian number 615 -2// Ref num -6// Number of instmuctions -4// Initial instruction -point --52.270,4.959,-105.720 -point --50.554,4.959,-105.242 -point --49.482,4.959,-106.177 -point --48.138,4.959,-105.710 -point --45.171,4.959,-104.697 -reverse -// Pedestrian number 616 -5// Ref num -4// Number of instmuctions -2// Initial instruction -point --46.287,4.959,-105.678 -point --48.776,4.959,-103.785 -point --51.866,4.959,-100.266 -reverse -// Pedestrian number 617 -2// Ref num -4// Number of instmuctions -2// Initial instruction -point --50.668,4.9593-98.571 -point --50.786,4.959,-101.908 -point --51.634,4.959,-106.227 -reverse -// Pedestrian number 618 -79// Ref num -5// Number of instmuctions -2// Initial instruction -point --53.676,4.959,-104.466 -point --51.984,4.959,-105.213 -point --51.678,4.959,-106.352 -point --51.083,4.959,-107.170 -reverse -// Pedestrian number 619 -81// Ref num -6// Number of instmuctions -3// Initial instruction -point --51.716,4.959,-106.428 -point --49.934,4.959,-106.451 -point --47.654,4.959,-106.291 -point --44.795,4.959,-104.508 -point --44.427,4.959,-104.429 -reverse -// Pedestrian number 620 -77// Ref num -6// Number of instmuctions -3// Initial instruction -point --44.345,4.959,-101.160 -point --44.975,4.959,-101.173 -point --46.871,4.9593-99.315 -point --48.319,4.9593-98.379 -point --50.309,4.9613-96.742 -reverse -// Pedestrian number 621 -78// Ref num -6// Number of instmuctions -3// Initial instruction -point --50.097,4.9603-98.004 -point --50.192,4.9593-98.632 -point --51.295,4.9593-99.421 -point --54.457,4.959,-101.830 -point --56.472,4.959,-101.331 -reverse -// Pedestrian number 622 -5// Ref num -5// Number of instmuctions -2// Initial instruction -point --56.585,4.959,-104.554 -point --54.432,4.959,-103.724 -point --47.844,4.959,-101.218 -point --41.856,4.959,-101.181 -reverse -// Pedestrian number 623 -78// Ref num -5// Number of instmuctions -2// Initial instruction -point --45.291,4.959,-104.944 -point --48.575,4.959,-103.538 -point --51.091,4.959,-101.170 -point --53.007,4.959,-100.615 -reverse -// Pedestrian number 624 -79// Ref num -5// Number of instmuctions -3// Initial instruction -point --51.582,4.9593-98.977 -point --52.264,4.9593-99.885 -point --50.826,4.959,-103.182 -point --50.433,4.959,-106.954 -reverse -// Pedestrian number 625 -5// Ref num -6// Number of instmuctions -3// Initial instruction -point --50.313,5.065,-108.897 -point --50.232,5.203,-110.033 -point --50.294,5.342,-111.028 -point --50.202,6.103,-114.599 -point --50.162,6.234,-115.535 -reverse -// Pedestrian number 626 -5// Ref num -5// Number of instmuctions -2// Initial instruction -point --43.665,4.959,-104.400 -point --40.080,4.959,-104.007 -point --37.099,4.959,-104.520 -point --34.730,4.959,-104.540 -reverse -// Pedestrian number 627 -5// Ref num -4// Number of instmuctions -2// Initial instruction -point --33.368,4.959,-104.270 -point --29.252,4.959,-100.885 -point --25.875,4.9613-98.493 -reverse -// Pedestrian number 628 -81// Ref num -6// Number of instmuctions -3// Initial instruction -point --20.365,4.9593-98.579 -point --22.867,4.9593-99.349 -point --25.680,4.961,-101.471 -point --28.293,4.961,-103.030 -point --30.200,4.959,-103.756 -reverse -// Pedestrian number 629 -81// Ref num -4// Number of instmuctions -2// Initial instruction -point --32.038,4.959,-100.997 -point --34.162,4.959,-101.649 -point --39.009,4.959,-101.238 -reverse -// Pedestrian number 630 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --39.987,4.959,-101.138 -point --41.104,4.959,-102.006 -point --44.017,4.959,-104.363 -reverse -// Pedestrian number 631 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --41.081,4.959,-104.468 -point --38.978,4.959,-103.643 -point --31.343,4.959,-104.011 -reverse -// Pedestrian number 632 -77// Ref num -5// Number of instmuctions -3// Initial instruction -point --29.531,4.959,-103.594 -point --28.250,4.959,-101.165 -point --23.739,4.9593-97.147 -point --21.639,4.9593-95.027 -reverse -// Pedestrian number 633 -79// Ref num -4// Number of instmuctions -2// Initial instruction -point --21.965,4.9593-95.602 -point --18.703,4.9593-94.086 -point --16.223,4.9593-92.792 -reverse -// Pedestrian number 634 -79// Ref num -6// Number of instmuctions -3// Initial instruction -point --15.464,4.9593-91.553 -point --15.594,4.9593-89.256 -point --15.071,4.9593-87.400 -point --13.619,4.9593-85.204 -point --13.531,4.9603-83.500 -reverse -// Pedestrian number 635 -2// Ref num -4// Number of instmuctions -2// Initial instruction -point --17.423,4.9593-87.597 -point --18.187,4.9593-90.004 -point --19.793,4.9593-92.808 -reverse -// Pedestrian number 636 -5// Ref num -4// Number of instmuctions -2// Initial instruction -point --20.254,4.9593-93.354 -point --20.892,4.9593-95.978 -point --23.643,4.959,-100.982 -reverse -// Pedestrian number 637 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --19.781,4.9593-97.818 -point --15.767,4.9593-92.144 -point --14.333,4.9593-88.440 -reverse -// Pedestrian number 638 -78// Ref num -6// Number of instmuctions -3// Initial instruction -point --16.698,4.9593-83.709 -point --16.656,4.9583-81.191 -point --16.418,4.8503-79.628 -point --16.551,4.6943-77.538 -point --16.704,4.3613-75.169 -reverse -// Pedestrian number 639 -78// Ref num -5// Number of instmuctions -2// Initial instruction -point --16.547,4.1043-72.586 -point --16.308,4.2323-74.248 -point --16.579,4.4573-75.849 -point --16.705,4.6453-77.184 -reverse -// Pedestrian number 640 -78// Ref num -5// Number of instmuctions -2// Initial instruction -point --13.570,4.9613-81.553 -point --13.653,4.9543-81.122 -point --13.330,4.8803-80.065 -point --13.184,4.8123-79.088 -reverse -// Pedestrian number 641 -5// Ref num -5// Number of instmuctions -3// Initial instruction -point --13.276,4.7543-78.252 -point --13.686,4.7013-77.587 -point --13.409,4.5533-76.534 -point --13.238,4.3563-75.134 -reverse -// Pedestrian number 642 -77// Ref num -5// Number of instmuctions -2// Initial instruction -point --13.271,4.1993-73.950 -point --13.858,4.0663-72.043 -point --13.369,3.9543-70.379 -point --13.234,3.9543-69.622 -reverse -// Pedestrian number 643 -79// Ref num -4// Number of instmuctions -2// Initial instruction -point --13.683,3.9543-68.267 -point --13.271,3.9533-66.587 -point --12.671,3.9523-66.146 -reverse -// Pedestrian number 644 -5// Ref num -5// Number of instmuctions -3// Initial instruction -point --12.314,3.9513-65.642 -point --12.468,3.9483-64.360 -point --11.807,3.9463-63.531 -point --10.912,3.9463-60.548 -reverse -// Pedestrian number 645 -78// Ref num -5// Number of instmuctions -3// Initial instruction -point --10.149,3.9493-61.468 -point --10.463,3.9483-61.271 -point --14.211,3.9463-60.285 -point --17.505,3.9463-58.691 -reverse -// Pedestrian number 646 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --19.395,3.9463-60.535 -point --15.751,3.9463-63.328 -point --15.003,3.9463-63.998 -reverse -// Pedestrian number 647 -77// Ref num -7// Number of instmuctions -5// Initial instruction -point --15.429,3.9463-61.244 -point --13.369,3.9463-62.628 -point --13.109,3.9463-63.274 -point --13.475,3.9463-64.158 -point --14.550,3.9473-64.972 -point --16.474,3.9523-66.436 -reverse -// Pedestrian number 648 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --17.063,3.9523-66.172 -point --15.151,3.9463-63.140 -point --11.499,3.9463-59.709 -reverse -// Pedestrian number 649 -81// Ref num -4// Number of instmuctions -2// Initial instruction -point --18.933,3.9473-64.358 -point --15.882,3.9463-60.929 -point --13.142,3.9463-58.188 -reverse -// Pedestrian number 650 -79// Ref num -4// Number of instmuctions -2// Initial instruction -point --16.609,3.9513-55.874 -point --14.209,3.9463-59.790 -point --11.692,3.9483-64.696 -reverse -// Pedestrian number 651 -81// Ref num -4// Number of instmuctions -2// Initial instruction -point --10.683,3.9463-63.837 -point --12.613,3.9503-64.960 -point --12.827,3.9523-66.035 -reverse -// Pedestrian number 652 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --17.337,3.9513-65.874 -point --17.783,3.9473-64.613 -point --18.913,3.9463-64.092 -reverse -// Pedestrian number 653 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --20.809,3.9473-63.233 -point --19.605,3.9473-62.254 -point --13.451,3.9483-57.118 -reverse -// Pedestrian number 654 -79// Ref num -4// Number of instmuctions -2// Initial instruction -point --12.831,3.9463-58.504 -point --14.023,3.9463-60.629 -point --18.393,3.9473-64.653 -reverse -// Pedestrian number 655 -2// Ref num -4// Number of instmuctions -2// Initial instruction -point --14.203,3.9463-64.052 -point --13.074,3.9463-62.842 -point --11.110,3.9463-60.156 -reverse -// Pedestrian number 656 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --11.258,3.9463-60.091 -point --12.826,3.9463-62.870 -point --13.440,3.9533-66.551 -reverse -// Pedestrian number 657 -78// Ref num -5// Number of instmuctions -3// Initial instruction -point --16.247,3.9543-69.171 -point --14.123,3.9463-64.404 -point --12.961,3.9463-63.064 -point --9.420,3.949,-61.332 -reverse -// Pedestrian number 658 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --14.475,3.9463-61.004 -point --12.767,3.9463-63.241 -point --11.454,3.9483-64.517 -reverse -// Pedestrian number 659 -81// Ref num -4// Number of instmuctions -2// Initial instruction -point --10.187,3.9493-63.197 -point --13.113,3.9463-62.987 -point --18.983,3.9463-60.275 -reverse -// Pedestrian number 660 -78// Ref num -6// Number of instmuctions -2// Initial instruction -point --16.735,3.9473-57.691 -point --17.468,3.9463-59.511 -point --19.054,3.9463-60.381 -point --19.349,3.9473-61.167 -point --19.783,3.9473-61.279 -reverse -// Pedestrian number 661 -81// Ref num -4// Number of instmuctions -2// Initial instruction -point --15.370,3.9463-63.283 -point --13.611,3.9463-62.925 -point --10.701,3.9473-63.573 -reverse -// Pedestrian number 662 -77// Ref num -5// Number of instmuctions -2// Initial instruction -point --9.821,3.949,-63.201 -point --10.658,3.9483-63.255 -point --11.005,3.9463-63.647 -point --11.414,3.9483-64.482 -reverse -// Pedestrian number 663 -5// Ref num -6// Number of instmuctions -2// Initial instruction -point --14.152,3.9463-63.653 -point --13.299,3.9463-62.888 -point --12.405,3.9463-61.655 -point --12.458,3.9463-59.162 -point --12.812,3.9463-58.251 -reverse -// Pedestrian number 664 -81// Ref num -6// Number of instmuctions -3// Initial instruction -point --11.564,3.9463-59.641 -point --10.816,3.9473-60.831 -point --12.600,3.9463-63.026 -point --14.151,3.9463-64.270 -point --17.341,3.9483-65.007 -reverse -// Pedestrian number 665 -77// Ref num -6// Number of instmuctions -2// Initial instruction -point --14.602,3.9463-63.317 -point --12.206,3.9463-62.909 -point --9.708,3.949,-62.688 -point --8.595,3.950,-63.279 -point --8.083,3.985,-63.214 -reverse -// Pedestrian number 666 -81// Ref num -5// Number of instmuctions -3// Initial instruction -point --10.709,3.9463-60.245 -point --10.771,3.9483-61.332 -point --12.376,3.9463-63.220 -point --16.147,3.9543-68.196 -reverse -// Pedestrian number 667 -77// Ref num -6// Number of instmuctions -3// Initial instruction -point --16.385,3.9543-68.208 -point --16.342,3.9543-66.881 -point --13.000,3.9463-63.505 -point --12.070,3.9473-61.389 -point --10.886,3.9473-60.713 -reverse -// Pedestrian number 668 -81// Ref num -5// Number of instmuctions -3// Initial instruction -point --10.106,3.9493-61.238 -point --10.611,3.9483-61.096 -point --11.101,3.9483-60.299 -point --12.302,3.9463-58.735 -reverse -// Pedestrian number 669 -77// Ref num -7// Number of instmuctions -4// Initial instruction -point --15.458,3.9463-60.143 -point --15.609,3.9463-60.940 -point --15.490,3.9463-61.362 -point --13.738,3.9463-63.350 -point --13.893,3.9463-64.157 -point --14.736,3.9463-64.599 -reverse -// Pedestrian number 670 -78// Ref num -5// Number of instmuctions -2// Initial instruction -point --13.046,3.9523-66.178 -point --12.541,3.9473-63.638 -point --13.684,3.9503-56.395 -point --13.364,3.9513-55.155 -reverse -// Pedestrian number 671 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --15.334,3.9463-61.201 -point --11.431,3.9463-63.460 -point --10.753,3.9463-64.001 -reverse -// Pedestrian number 672 -79// Ref num -6// Number of instmuctions -3// Initial instruction -point --11.229,3.9483-64.550 -point --10.917,3.9453-63.350 -point --11.933,3.9463-63.078 -point --14.839,3.9463-63.043 -point --19.149,3.9463-61.355 -reverse -// Pedestrian number 673 -81// Ref num -5// Number of instmuctions -3// Initial instruction -point --8.678,3.950,-61.217 -point --10.468,3.9483-61.204 -point --11.854,3.9463-60.714 -point --16.477,3.9503-57.142 -reverse -// Pedestrian number 674 -81// Ref num -5// Number of instmuctions -2// Initial instruction -point --16.612,3.9503-56.664 -point --13.652,3.9463-60.597 -point --12.348,3.9503-65.368 -point --12.165,3.9503-65.456 -reverse -// Pedestrian number 675 -81// Ref num -7// Number of instmuctions -4// Initial instruction -point --12.529,3.9513-65.832 -point --13.517,3.9493-65.316 -point --14.155,3.9463-63.111 -point --13.695,3.9463-60.284 -point --13.240,3.9463-59.372 -point --13.140,3.9463-58.777 -reverse -// Pedestrian number 676 -5// Ref num -5// Number of instmuctions -2// Initial instruction -point --12.423,3.9463-58.878 -point --13.512,3.9463-60.405 -point --16.739,3.9473-64.713 -point --16.693,3.9543-66.895 -reverse -// Pedestrian number 677 -79// Ref num -6// Number of instmuctions -3// Initial instruction -point --15.668,3.9463-64.185 -point --15.279,3.9463-62.867 -point --13.093,3.9463-60.329 -point --12.233,3.9463-59.880 -point --11.754,3.9463-59.302 -reverse -// Pedestrian number 678 -2// Ref num -5// Number of instmuctions -3// Initial instruction -point --16.522,3.9543-55.135 -point --14.160,3.9643-57.648 -point --12.127,3.9753-58.903 -point --11.164,3.9803-59.887 -reverse -// Pedestrian number 679 -78// Ref num -5// Number of instmuctions -2// Initial instruction -point --11.001,3.9463-60.054 -point --12.670,3.9463-60.604 -point --18.139,3.9463-62.796 -point --19.282,3.9463-63.567 -reverse -// Pedestrian number 680 -78// Ref num -7// Number of instmuctions -4// Initial instruction -point --19.704,3.9473-63.319 -point --19.260,3.9473-63.240 -point --13.423,3.9463-60.831 -point --12.842,3.9463-60.445 -point --11.815,3.9463-60.096 -point --10.610,3.9473-60.829 -reverse -// Pedestrian number 681 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --16.420,3.9543-54.276 -point --16.632,3.9543-50.743 -point --16.698,3.9543-47.486 -reverse -// Pedestrian number 682 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --16.631,3.9543-46.903 -point --15.491,3.9543-50.397 -point --16.568,3.9543-52.786 -reverse -// Pedestrian number 683 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --16.691,3.9543-54.329 -point --16.170,3.9543-55.741 -point --16.640,3.9493-57.012 -reverse -// Pedestrian number 684 -79// Ref num -7// Number of instmuctions -3// Initial instruction -point --17.312,3.9463-58.484 -point --15.456,3.9533-57.939 -point --11.715,3.9473-61.094 -point --10.162,3.9493-62.216 -point --8.606,3.950,-61.697 -point --8.167,3.979,-61.223 -reverse -// Pedestrian number 685 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --13.417,3.9483-56.770 -point --13.727,3.9533-54.346 -point --13.432,3.9543-53.442 -reverse -// Pedestrian number 686 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --13.366,3.9543-53.218 -point --14.531,3.9543-48.527 -point --16.647,3.9543-45.632 -reverse -// Pedestrian number 687 -81// Ref num -5// Number of instmuctions -2// Initial instruction -point --16.679,3.9543-45.211 -point --15.536,3.9543-48.036 -point --15.191,3.9543-51.707 -point --16.162,3.9543-53.864 -reverse -// Pedestrian number 688 -5// Ref num -4// Number of instmuctions -2// Initial instruction -point --16.592,3.9533-55.338 -point --14.994,3.9543-53.665 -point --13.325,3.9543-51.018 -reverse -// Pedestrian number 689 -2// Ref num -6// Number of instmuctions -3// Initial instruction -point --13.332,3.9543-50.127 -point --14.158,3.9543-47.719 -point --14.627,3.9543-45.290 -point --13.916,3.9543-42.355 -point --13.353,3.9543-41.341 -reverse -// Pedestrian number 690 -5// Ref num -5// Number of instmuctions -3// Initial instruction -point --13.266,3.9543-40.653 -point --14.902,3.9543-37.992 -point --15.636,3.9543-31.593 -point --16.583,3.9543-24.950 -reverse -// Pedestrian number 691 -81// Ref num -4// Number of instmuctions -2// Initial instruction -point --16.441,3.9543-28.475 -point --16.565,3.9543-33.784 -point --16.734,3.9543-42.871 -reverse -// Pedestrian number 692 -77// Ref num -5// Number of instmuctions -3// Initial instruction -point --13.612,3.9543-47.680 -point --13.545,3.9543-45.318 -point --14.072,3.9543-41.070 -point --13.409,3.9543-38.112 -reverse -// Pedestrian number 693 -81// Ref num -4// Number of instmuctions -2// Initial instruction -point --13.398,3.9543-37.368 -point --14.741,3.9543-35.867 -point --16.357,3.9543-34.207 -reverse -// Pedestrian number 694 -79// Ref num -4// Number of instmuctions -2// Initial instruction -point --16.425,3.9543-36.901 -point --15.624,3.9543-40.623 -point --16.426,3.9543-43.497 -reverse -// Pedestrian number 695 -81// Ref num -5// Number of instmuctions -2// Initial instruction -point --16.437,3.9543-44.574 -point --14.969,3.9543-41.536 -point --14.308,3.9543-40.168 -point --13.534,3.9543-39.552 -reverse -// Pedestrian number 696 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --13.670,3.9543-43.085 -point --13.760,3.9543-38.408 -point --13.314,3.9543-33.039 -reverse -// Pedestrian number 697 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --13.363,3.9543-26.981 -point --14.327,3.9543-22.956 -point --13.253,3.9553-19.627 -reverse -// Pedestrian number 698 -79// Ref num -4// Number of instmuctions -2// Initial instruction -point --13.426,3.9553-18.517 -point --15.334,3.9553-20.444 -point --16.563,3.9543-22.420 -reverse -// Pedestrian number 699 -2// Ref num -4// Number of instmuctions -2// Initial instruction -point --16.636,3.9543-23.141 -point --14.136,3.9543-26.484 -point --13.366,3.9543-28.427 -reverse -// Pedestrian number 700 -78// Ref num -7// Number of instmuctions -4// Initial instruction -point --13.444,3.9543-35.139 -point --14.330,3.9543-32.892 -point --14.164,3.9543-31.496 -point --13.882,3.9543-30.723 -point --13.370,3.9543-29.019 -point --13.243,3.9543-25.156 -reverse -// Pedestrian number 701 -2// Ref num -4// Number of instmuctions -2// Initial instruction -point --13.262,3.9543-24.470 -point --14.038,3.9553-20.799 -point --13.617,3.9553-15.950 -reverse -// Pedestrian number 702 -79// Ref num -5// Number of instmuctions -2// Initial instruction -point --13.378,3.9553-14.887 -point --13.415,3.9513-12.951 -point --14.060,3.7303-10.436 -point --13.775,3.564,-8.715 -reverse -// Pedestrian number 703 -81// Ref num -4// Number of instmuctions -2// Initial instruction -point --15.941,3.8083-11.321 -point --15.943,3.9563-13.087 -point --16.662,3.9553-15.257 -reverse -// Pedestrian number 704 -2// Ref num -4// Number of instmuctions -2// Initial instruction -point --16.686,3.9553-15.925 -point --16.162,3.9553-18.003 -point --16.549,3.9553-20.322 -reverse -// Pedestrian number 705 -5// Ref num -6// Number of instmuctions -2// Initial instruction -point --13.365,3.387,-7.090 -point --13.717,3.219,-5.440 -point --13.425,3.103,-4.018 -point --13.427,2.958,-2.186 -point --13.287,2.958,-1.346 -reverse -// Pedestrian number 706 -79// Ref num -4// Number of instmuctions -2// Initial instruction -point --13.636,2.958,0.875 -point --16.386,2.958,4.144 -point --19.230,2.958,7.204 -reverse -// Pedestrian number 707 -5// Ref num -4// Number of instmuctions -2// Initial instruction -point --16.170,2.958,8.623 -point --15.908,2.958,5.873 -point --13.849,2.958,2.699 -reverse -// Pedestrian number 708 -79// Ref num -5// Number of instmuctions -3// Initial instruction -point --16.679,2.958,-1.830 -point --16.106,2.958,-0.722 -point --16.338,2.958,0.381 -point --17.201,2.958,2.482 -reverse -// Pedestrian number 709 -78// Ref num -5// Number of instmuctions -3// Initial instruction -point --18.064,2.958,5.152 -point --16.439,2.958,3.814 -point --16.068,2.958,2.993 -point --13.219,2.958,-0.523 -reverse -// Pedestrian number 710 -81// Ref num -4// Number of instmuctions -2// Initial instruction -point --13.374,2.958,-1.262 -point --14.127,2.958,0.588 -point --13.898,2.958,1.881 -reverse -// Pedestrian number 711 -81// Ref num -5// Number of instmuctions -2// Initial instruction -point --13.315,2.958,-0.748 -point --14.468,2.958,2.188 -point --15.490,2.958,3.129 -point --17.189,2.958,3.846 -reverse -// Pedestrian number 712 -81// Ref num -5// Number of instmuctions -2// Initial instruction -point --17.038,2.958,2.663 -point --17.149,2.958,4.616 -point --17.601,2.958,5.964 -point --17.220,2.958,9.550 -reverse -// Pedestrian number 713 -81// Ref num -5// Number of instmuctions -2// Initial instruction -point --16.975,2.958,9.231 -point --16.608,2.958,6.925 -point --15.376,2.958,1.378 -point --16.584,2.958,-0.641 -reverse -// Pedestrian number 714 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --18.418,2.958,10.824 -point --20.691,2.958,10.978 -point --24.348,2.958,11.202 -reverse -// Pedestrian number 715 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --21.067,2.958,9.361 -point --23.508,2.958,12.155 -point --27.265,2.958,15.080 -reverse -// Pedestrian number 716 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --27.883,2.958,15.323 -point --31.097,2.958,15.368 -point --34.127,2.958,15.484 -reverse -// Pedestrian number 717 -81// Ref num -4// Number of instmuctions -2// Initial instruction -point --34.781,2.958,15.497 -point --40.187,2.958,13.114 -point --42.392,2.958,12.421 -reverse -// Pedestrian number 718 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --38.303,2.958,15.706 -point --34.036,2.958,14.698 -point --31.958,2.958,15.453 -reverse -// Pedestrian number 719 -81// Ref num -4// Number of instmuctions -2// Initial instruction -point --28.881,2.958,12.361 -point --27.200,2.958,12.326 -point --25.035,2.958,11.648 -reverse -// Pedestrian number 720 -77// Ref num -5// Number of instmuctions -2// Initial instruction -point --24.366,2.958,11.537 -point --22.549,2.958,11.783 -point --21.159,2.958,10.885 -point --17.514,2.958,10.004 -reverse -// Pedestrian number 721 -81// Ref num -4// Number of instmuctions -2// Initial instruction -point --19.301,2.958,11.793 -point --17.584,2.958,9.404 -point --15.553,2.958,7.279 -reverse -// Pedestrian number 722 -81// Ref num -5// Number of instmuctions -2// Initial instruction -point --22.060,2.958,10.146 -point --25.175,2.958,12.183 -point --29.576,2.958,12.991 -point --32.745,2.958,12.471 -reverse -// Pedestrian number 723 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --29.604,2.958,15.624 -point --27.894,2.958,14.964 -point --24.231,2.958,14.658 -reverse -// Pedestrian number 724 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --23.799,2.958,14.581 -point --21.288,2.958,13.437 -point --18.085,2.958,10.933 -reverse -// Pedestrian number 725 -5// Ref num -4// Number of instmuctions -2// Initial instruction -point --29.557,2.958,12.383 -point --33.191,2.958,12.623 -point --34.928,2.958,12.296 -reverse -// Pedestrian number 726 -2// Ref num -4// Number of instmuctions -2// Initial instruction -point --36.444,2.958,12.287 -point --40.755,2.958,14.891 -point --42.548,2.958,15.526 -reverse -// Pedestrian number 727 -81// Ref num -4// Number of instmuctions -2// Initial instruction -point --43.404,2.958,15.652 -point --44.813,2.958,15.533 -point --45.525,2.958,16.074 -reverse -// Pedestrian number 728 -81// Ref num -5// Number of instmuctions -2// Initial instruction -point --46.476,2.958,17.072 -point --48.255,2.958,18.034 -point --48.523,2.964,18.603 -point --48.379,3.003,19.162 -reverse -// Pedestrian number 729 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --46.706,2.958,14.235 -point --44.644,2.958,12.896 -point --43.343,2.958,12.481 -reverse -// Pedestrian number 730 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --41.419,2.958,12.302 -point --37.060,2.958,13.166 -point --34.106,2.958,12.349 -reverse -// Pedestrian number 731 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --33.310,2.958,12.317 -point --31.486,2.958,13.475 -point --29.628,2.958,15.409 -reverse -// Pedestrian number 732 -2// Ref num -4// Number of instmuctions -2// Initial instruction -point --28.977,2.958,15.639 -point --28.437,2.958,14.340 -point --27.046,2.958,12.512 -reverse -// Pedestrian number 733 -81// Ref num -5// Number of instmuctions -3// Initial instruction -point --24.790,2.958,14.893 -point --26.541,2.958,15.096 -point --29.570,2.958,14.763 -point --30.930,2.958,15.563 -reverse -// Pedestrian number 734 -79// Ref num -6// Number of instmuctions -3// Initial instruction -point --32.534,2.958,15.610 -point --35.754,2.958,14.823 -point --38.387,2.958,15.183 -point --39.623,2.958,15.361 -point --41.403,2.958,15.616 -reverse -// Pedestrian number 735 -81// Ref num -5// Number of instmuctions -2// Initial instruction -point --42.124,2.958,15.577 -point --46.395,2.958,13.279 -point --49.839,2.958,12.066 -point --53.192,2.958,11.831 -reverse -// Pedestrian number 736 -77// Ref num -5// Number of instmuctions -3// Initial instruction -point --51.638,2.958,14.243 -point --51.302,2.958,14.457 -point --47.557,2.958,15.731 -point --45.984,2.958,16.459 -reverse -// Pedestrian number 737 -81// Ref num -6// Number of instmuctions -3// Initial instruction -point --44.045,2.958,12.409 -point --45.143,2.958,12.140 -point --47.887,2.959,10.058 -point --48.207,2.960,9.501 -point --48.214,2.960,8.853 -reverse -// Pedestrian number 738 -78// Ref num -5// Number of instmuctions -2// Initial instruction -point --38.003,2.958,12.442 -point --33.033,2.958,13.850 -point --29.218,2.958,15.053 -point --27.218,2.958,15.348 -reverse -// Pedestrian number 739 -5// Ref num -5// Number of instmuctions -3// Initial instruction -point --50.106,2.960,8.359 -point --50.137,2.960,9.715 -point --51.381,2.943,12.743 -point --53.299,2.923,15.945 -reverse -// Pedestrian number 740 -78// Ref num -5// Number of instmuctions -3// Initial instruction -point --54.293,2.958,15.497 -point --53.172,2.958,15.090 -point --50.231,2.958,16.358 -point --46.834,2.958,17.485 -reverse -// Pedestrian number 741 -77// Ref num -5// Number of instmuctions -3// Initial instruction -point --50.021,2.982,18.859 -point --50.181,2.958,18.502 -point --50.791,2.958,17.879 -point --52.470,2.958,16.825 -reverse -// Pedestrian number 742 -2// Ref num -5// Number of instmuctions -3// Initial instruction -point --56.510,2.958,12.369 -point --55.506,2.958,12.852 -point --53.557,2.958,12.330 -point --51.170,2.958,10.087 -reverse -// Pedestrian number 743 -81// Ref num -4// Number of instmuctions -2// Initial instruction -point --50.688,2.958,9.952 -point --49.020,2.958,13.932 -point --47.431,2.958,18.071 -reverse -// Pedestrian number 744 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --46.311,2.958,16.818 -point --49.410,2.958,14.252 -point --52.837,2.958,12.050 -reverse -// Pedestrian number 745 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --51.889,2.958,11.189 -point --49.529,2.958,14.680 -point --46.699,2.958,17.719 -reverse -// Pedestrian number 746 -2// Ref num -5// Number of instmuctions -3// Initial instruction -point --51.241,2.958,18.063 -point --50.939,2.958,17.321 -point --49.032,2.958,14.403 -point --46.716,2.958,10.450 -reverse -// Pedestrian number 747 -81// Ref num -4// Number of instmuctions -2// Initial instruction -point --45.662,2.958,11.410 -point --49.656,2.958,14.223 -point --52.674,2.958,16.308 -reverse -// Pedestrian number 748 -78// Ref num -5// Number of instmuctions -2// Initial instruction -point --53.638,2.958,15.760 -point --49.588,2.958,13.939 -point --44.721,2.958,12.360 -point --43.965,2.958,12.244 -reverse -// Pedestrian number 749 -2// Ref num -4// Number of instmuctions -2// Initial instruction -point --45.310,2.958,11.769 -point --49.017,2.958,14.806 -point --52.548,2.958,16.548 -reverse -// Pedestrian number 750 -81// Ref num -4// Number of instmuctions -2// Initial instruction -point --51.071,2.958,17.550 -point --49.813,2.958,13.628 -point --48.275,2.960,7.895 -reverse -// Pedestrian number 751 -81// Ref num -6// Number of instmuctions -3// Initial instruction -point --51.826,2.958,11.069 -point --51.183,2.958,11.379 -point --48.529,2.958,13.830 -point --47.158,2.958,14.538 -point --44.524,2.958,15.139 -reverse -// Pedestrian number 752 -2// Ref num -4// Number of instmuctions -2// Initial instruction -point --47.153,2.958,17.881 -point --49.296,2.958,14.888 -point --50.961,2.958,9.964 -reverse -// Pedestrian number 753 -79// Ref num -6// Number of instmuctions -3// Initial instruction -point --48.177,2.960,6.323 -point --49.234,2.960,7.319 -point --49.242,2.958,13.631 -point --49.196,2.958,17.034 -point --50.194,2.958,18.226 -reverse -// Pedestrian number 754 -77// Ref num -5// Number of instmuctions -3// Initial instruction -point --51.506,2.958,17.595 -point --51.426,2.958,16.190 -point --50.065,2.958,14.464 -point --47.269,2.958,9.819 -reverse -// Pedestrian number 755 -2// Ref num -4// Number of instmuctions -2// Initial instruction -point --51.680,2.958,10.400 -point --48.368,2.958,13.602 -point --45.645,2.958,16.372 -reverse -// Pedestrian number 756 -79// Ref num -5// Number of instmuctions -2// Initial instruction -point --45.077,2.958,15.879 -point --46.666,2.958,16.826 -point --48.169,2.958,17.693 -point --50.009,3.016,19.357 -reverse -// Pedestrian number 757 -2// Ref num -4// Number of instmuctions -2// Initial instruction -point --62.260,2.958,15.572 -point --66.647,2.958,14.588 -point --69.386,2.958,15.630 -reverse -// Pedestrian number 758 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --70.557,2.958,12.417 -point --67.141,2.958,12.791 -point --64.274,2.958,12.368 -reverse -// Pedestrian number 759 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --62.800,2.958,12.531 -point --64.669,2.958,13.853 -point --66.669,2.958,15.411 -reverse -// Pedestrian number 760 -81// Ref num -4// Number of instmuctions -2// Initial instruction -point --65.415,2.958,15.514 -point --60.041,2.958,15.083 -point --57.011,2.958,15.565 -reverse -// Pedestrian number 761 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --57.772,2.958,12.329 -point --61.138,2.958,12.878 -point --66.052,2.958,12.381 -reverse -// Pedestrian number 762 -79// Ref num -4// Number of instmuctions -2// Initial instruction -point --68.204,2.958,12.446 -point --72.135,2.958,14.142 -point --75.172,2.958,15.546 -reverse -// Pedestrian number 763 -79// Ref num -4// Number of instmuctions -2// Initial instruction -point --80.675,2.958,15.445 -point --84.604,2.958,14.717 -point --89.077,2.958,15.600 -reverse -// Pedestrian number 764 -79// Ref num -4// Number of instmuctions -2// Initial instruction -point --83.163,2.958,12.499 -point --80.838,2.958,12.574 -point --76.642,2.958,12.424 -reverse -// Pedestrian number 765 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --78.971,2.958,12.642 -point --81.730,2.958,13.988 -point --83.522,2.958,15.293 -reverse -// Pedestrian number 766 -79// Ref num -4// Number of instmuctions -2// Initial instruction -point --85.169,2.958,15.671 -point --88.850,2.958,14.953 -point --91.769,2.958,15.450 -reverse -// Pedestrian number 767 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --90.160,2.958,15.554 -point --92.406,2.958,15.155 -point --93.522,2.958,15.444 -reverse -// Pedestrian number 768 -81// Ref num -4// Number of instmuctions -2// Initial instruction -point --93.928,2.958,15.481 -point --95.842,2.958,13.136 -point --97.546,2.958,10.153 -reverse -// Pedestrian number 769 -78// Ref num -5// Number of instmuctions -2// Initial instruction -point --98.535,2.958,9.291 -point --96.217,2.958,11.702 -point --94.537,2.958,12.162 -point --93.485,2.958,12.243 -reverse -// Pedestrian number 770 -79// Ref num -4// Number of instmuctions -2// Initial instruction -point --92.662,2.958,12.279 -point --90.075,2.958,12.771 -point --87.465,2.958,12.497 -reverse -// Pedestrian number 771 -2// Ref num -4// Number of instmuctions -2// Initial instruction -point --86.723,2.958,12.521 -point --84.856,2.958,13.040 -point --82.362,2.958,12.353 -reverse -// Pedestrian number 772 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --80.030,2.958,15.556 -point --78.327,2.958,15.185 -point --76.527,2.958,15.459 -reverse -// Pedestrian number 773 -5// Ref num -4// Number of instmuctions -2// Initial instruction -point --98.916,2.958,12.704 -point --100.362,2.958,11.512 -point --102.113,2.958,9.833 -reverse -// Pedestrian number 774 -81// Ref num -6// Number of instmuctions -4// Initial instruction -point --102.488,2.958,9.093 -point --100.111,2.958,9.618 -point --98.619,2.958,10.171 -point --98.524,2.958,10.204 -point --96.497,2.958,11.183 -reverse -// Pedestrian number 775 -81// Ref num -5// Number of instmuctions -3// Initial instruction -point --98.945,2.958,8.757 -point --99.963,2.958,7.531 -point --101.002,2.958,5.658 -point --101.648,2.958,3.440 -reverse -// Pedestrian number 776 -2// Ref num -4// Number of instmuctions -2// Initial instruction -point --101.753,2.958,-4.532 -point --103.880,2.958,-9.138 -point --104.732,2.958,-10.827 -reverse -// Pedestrian number 777 -81// Ref num -4// Number of instmuctions -2// Initial instruction -point --104.728,2.958,-12.809 -point --103.707,2.958,-17.308 -point --103.680,2.957,-20.603 -reverse -// Pedestrian number 778 -5// Ref num -4// Number of instmuctions -2// Initial instruction -point --100.949,2.957,-25.414 -point --99.913,2.9573-26.248 -point --99.150,2.9573-27.489 -reverse -// Pedestrian number 779 -79// Ref num -4// Number of instmuctions -2// Initial instruction -point --99.063,2.9573-27.212 -point --100.095,2.957,-26.679 -point --100.504,2.957,-26.508 -reverse -// Pedestrian number 780 -5// Ref num -4// Number of instmuctions -2// Initial instruction -point --101.057,2.957,-25.974 -point --100.427,2.957,-26.132 -point --96.470,2.9573-25.910 -reverse -// Pedestrian number 781 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --95.516,2.9573-26.592 -point --93.284,2.9573-30.236 -point --92.060,2.9573-31.626 -reverse -// Pedestrian number 782 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --90.193,2.9573-32.724 -point --88.502,2.9573-33.658 -point --87.776,2.9573-35.166 -reverse -// Pedestrian number 783 -81// Ref num -4// Number of instmuctions -2// Initial instruction -point --84.086,2.9573-34.870 -point --87.504,2.9573-31.925 -point --89.934,2.9573-29.565 -reverse -// Pedestrian number 784 -79// Ref num -5// Number of instmuctions -3// Initial instruction -point --94.969,2.9573-26.809 -point --92.400,2.9573-28.205 -point --90.716,2.9573-30.076 -point --86.699,2.9573-31.693 -reverse -// Pedestrian number 785 -81// Ref num -4// Number of instmuctions -2// Initial instruction -point --86.057,2.9573-32.378 -point --86.277,2.9573-36.266 -point --86.100,2.9573-38.344 -reverse -// Pedestrian number 786 -79// Ref num -4// Number of instmuctions -2// Initial instruction -point --86.938,2.9573-36.557 -point --87.741,2.9573-34.032 -point --88.199,2.9573-30.609 -reverse -// Pedestrian number 787 -5// Ref num -4// Number of instmuctions -2// Initial instruction -point --88.640,2.9573-29.938 -point --92.181,2.9573-28.848 -point --93.377,2.9573-27.818 -reverse -// Pedestrian number 788 -2// Ref num -5// Number of instmuctions -2// Initial instruction -point --95.667,2.9573-26.211 -point --98.518,2.9573-24.613 -point --99.894,2.9573-22.673 -point --100.717,2.957,-19.780 -reverse -// Pedestrian number 789 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --101.317,2.957,-17.339 -point --101.789,2.957,-21.595 -point --101.977,2.957,-23.359 -reverse -// Pedestrian number 790 -81// Ref num -4// Number of instmuctions -2// Initial instruction -point --101.845,2.957,-24.170 -point --97.682,2.9573-28.012 -point --96.126,2.9573-29.706 -reverse -// Pedestrian number 791 -2// Ref num -4// Number of instmuctions -2// Initial instruction -point --96.934,2.9573-29.033 -point --97.897,2.9573-28.642 -point --98.863,2.9573-27.929 -reverse -// Pedestrian number 792 -2// Ref num -4// Number of instmuctions -2// Initial instruction -point --99.920,2.9573-26.955 -point --98.881,2.9573-27.126 -point --98.035,2.9573-28.104 -reverse -// Pedestrian number 793 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --95.766,2.9573-29.886 -point --92.891,2.9573-30.919 -point --90.586,2.9573-32.240 -reverse -// Pedestrian number 794 -81// Ref num -4// Number of instmuctions -2// Initial instruction -point --84.950,2.9573-41.496 -point --82.493,2.9573-45.808 -point --81.964,2.9573-47.226 -reverse -// Pedestrian number 795 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --85.053,2.9573-47.485 -point --84.838,2.9573-44.209 -point --85.192,2.9573-42.082 -reverse -// Pedestrian number 796 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --85.252,2.9573-41.759 -point --83.948,2.9573-39.300 -point --83.012,2.9573-37.790 -reverse -// Pedestrian number 797 -5// Ref num -6// Number of instmuctions -3// Initial instruction -point --82.302,2.9573-39.855 -point --83.539,2.9573-41.949 -point --83.593,2.9573-45.615 -point --83.838,2.9933-48.566 -point --84.626,3.1403-49.638 -reverse -// Pedestrian number 798 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --84.998,3.9593-54.794 -point --83.025,3.9473-61.520 -point --81.491,3.9393-65.900 -reverse -// Pedestrian number 799 -78// Ref num -5// Number of instmuctions -2// Initial instruction -point --80.620,3.9503-65.459 -point --84.840,3.9453-61.365 -point --86.085,3.9443-60.086 -point --87.204,3.9453-59.991 -reverse -// Pedestrian number 800 -81// Ref num -6// Number of instmuctions -3// Initial instruction -point --86.718,3.9493-59.296 -point --85.838,3.9503-59.313 -point --83.973,3.9473-61.533 -point --83.453,3.9443-63.400 -point --85.067,3.9543-67.711 -reverse -// Pedestrian number 801 -81// Ref num -5// Number of instmuctions -2// Initial instruction -point --85.628,3.9523-66.083 -point --84.249,3.9463-63.301 -point --81.057,3.9463-60.142 -point --79.383,3.9463-60.273 -reverse -// Pedestrian number 802 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --80.070,3.9483-59.546 -point --82.882,3.9463-60.374 -point --85.715,3.9513-58.811 -reverse -// Pedestrian number 803 -79// Ref num -5// Number of instmuctions -2// Initial instruction -point --87.598,3.9463-63.988 -point --84.409,3.9463-62.808 -point --81.948,3.9463-62.818 -point --79.486,3.9463-63.938 -reverse -// Pedestrian number 804 -78// Ref num -7// Number of instmuctions -4// Initial instruction -point --81.277,3.9523-65.912 -point --80.062,3.9483-64.462 -point --80.030,3.9453-63.361 -point --80.767,3.9433-61.571 -point --81.989,3.9383-58.765 -point --81.822,3.9553-56.867 -reverse -// Pedestrian number 805 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --81.681,3.9533-57.994 -point --80.243,3.9473-60.036 -point --79.196,3.9473-62.976 -reverse -// Pedestrian number 806 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --79.221,3.9463-63.586 -point --81.143,3.9503-65.162 -point --85.116,3.9533-66.452 -reverse -// Pedestrian number 807 -2// Ref num -5// Number of instmuctions -3// Initial instruction -point --79.491,3.9473-64.366 -point --80.403,3.9493-64.935 -point --83.146,3.9483-63.224 -point --87.572,3.9463-60.609 -reverse -// Pedestrian number 808 -81// Ref num -5// Number of instmuctions -2// Initial instruction -point --86.246,3.9503-59.014 -point --87.928,3.9443-61.339 -point --89.861,3.9513-61.326 -point --90.498,3.9963-61.217 -reverse -// Pedestrian number 809 -78// Ref num -6// Number of instmuctions -3// Initial instruction -point --91.548,4.0713-63.163 -point --89.790,3.9503-63.269 -point --88.004,3.9463-63.305 -point --87.394,3.9463-63.720 -point --86.425,3.9493-65.103 -reverse -// Pedestrian number 810 -5// Ref num -5// Number of instmuctions -2// Initial instruction -point --86.149,3.9493-65.371 -point --84.992,3.9533-66.609 -point --84.735,3.9543-67.151 -point --84.851,3.9543-68.541 -reverse -// Pedestrian number 811 -78// Ref num -5// Number of instmuctions -3// Initial instruction -point --81.914,3.9543-68.649 -point --81.807,3.9513-66.007 -point --78.873,3.9473-63.038 -point --77.246,3.9473-61.310 -reverse -// Pedestrian number 812 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --79.329,3.9463-60.718 -point --83.212,3.9463-62.070 -point --86.259,3.9473-64.688 -reverse -// Pedestrian number 813 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --84.785,4.7283-77.880 -point --84.490,4.9613-81.321 -point --84.904,4.9613-82.400 -reverse -// Pedestrian number 814 -2// Ref num -5// Number of instmuctions -2// Initial instruction -point --82.299,4.8323-79.366 -point --82.162,4.9523-81.104 -point --82.213,4.9603-83.475 -point --81.764,4.9593-84.879 -reverse -// Pedestrian number 815 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --82.184,4.1703-73.536 -point --84.214,3.9703-70.661 -point --85.057,3.9543-69.284 -reverse -// Pedestrian number 816 -81// Ref num -5// Number of instmuctions -2// Initial instruction -point --87.549,3.9463-61.244 -point --85.845,3.9493-59.969 -point --84.869,3.9543-57.391 -point --85.000,3.9553-56.870 -reverse -// Pedestrian number 817 -78// Ref num -6// Number of instmuctions -2// Initial instruction -point --84.335,4.9603-82.679 -point --83.612,4.9593-85.511 -point --82.598,4.9563-89.221 -point --81.217,4.9553-91.583 -point --80.989,4.9593-95.134 -reverse -// Pedestrian number 818 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --80.640,4.9593-95.317 -point --78.865,4.9593-96.549 -point --77.987,4.9593-98.283 -reverse -// Pedestrian number 819 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --74.884,4.9593-97.113 -point --77.818,4.9593-94.541 -point --78.994,4.9593-92.191 -reverse -// Pedestrian number 820 -2// Ref num -4// Number of instmuctions -2// Initial instruction -point --79.142,4.9593-91.887 -point --82.218,4.9593-87.639 -point --84.371,4.9593-86.663 -reverse -// Pedestrian number 821 -78// Ref num -5// Number of instmuctions -2// Initial instruction -point --83.169,4.9593-90.109 -point --82.057,4.9593-93.319 -point --80.391,4.9593-94.889 -point --80.090,4.9593-95.950 -reverse -// Pedestrian number 822 -2// Ref num -4// Number of instmuctions -2// Initial instruction -point --76.572,4.9593-95.804 -point --78.440,4.9593-94.646 -point --78.908,4.9593-93.073 -reverse -// Pedestrian number 823 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --81.493,4.9593-93.963 -point --77.832,4.9593-96.659 -point --70.340,4.961,-102.726 -reverse -// Pedestrian number 824 -81// Ref num -4// Number of instmuctions -2// Initial instruction -point --69.657,4.959,-103.210 -point --65.977,4.959,-102.792 -point --60.405,4.959,-101.243 -reverse -// Pedestrian number 825 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --58.335,4.959,-101.254 -point --59.547,4.959,-102.438 -point --61.511,4.959,-103.949 -reverse -// Pedestrian number 826 -81// Ref num -4// Number of instmuctions -2// Initial instruction -point --58.652,4.959,-104.427 -point --62.270,4.959,-103.389 -point --65.753,4.959,-104.014 -reverse -// Pedestrian number 827 -2// Ref num -4// Number of instmuctions -2// Initial instruction -point --66.538,4.959,-104.014 -point --69.821,4.959,-100.883 -point --71.872,4.9613-98.919 -reverse -// Pedestrian number 828 -79// Ref num -4// Number of instmuctions -2// Initial instruction -point --72.113,4.9613-98.743 -point --74.851,4.9593-97.848 -point --77.114,4.9593-94.723 -reverse -// Pedestrian number 829 -79// Ref num -4// Number of instmuctions -2// Initial instruction -point --77.629,4.9593-94.276 -point --80.284,4.9593-92.103 -point --80.750,4.9593-88.840 -reverse -// Pedestrian number 830 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --48.431,6.358,-116.535 -point --48.345,6.463,-118.156 -point --48.297,6.463,-119.258 -reverse -// Pedestrian number 831 -79// Ref num -4// Number of instmuctions -2// Initial instruction -point --50.225,6.525,-120.829 -point --49.710,6.624,-122.238 -point --48.467,6.752,-124.064 -reverse -// Pedestrian number 832 -77// Ref num -5// Number of instmuctions -3// Initial instruction -point --48.263,7.009,-127.903 -point --49.314,7.000,-129.977 -point --50.075,6.991,-131.887 -point --50.257,6.983,-133.523 -reverse -// Pedestrian number 833 -5// Ref num -4// Number of instmuctions -2// Initial instruction -point --50.288,6.980,-134.102 -point --49.778,6.961,-138.262 -point --50.198,6.952,-140.308 -reverse -// Pedestrian number 834 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --48.441,6.950,-140.750 -point --48.654,6.960,-138.569 -point --48.301,6.967,-136.998 -reverse -// Pedestrian number 835 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --48.236,6.969,-136.492 -point --48.544,6.974,-135.466 -point --48.375,6.977,-134.818 -reverse -// Pedestrian number 836 -79// Ref num -5// Number of instmuctions -3// Initial instruction -point --1.032,4.438,-64.118 -point --0.085,4.438,-64.660 -point -1.730,4.4383-64.708 -point -6.619,4.4383-63.329 -reverse -// Pedestrian number 837 -78// Ref num -6// Number of instmuctions -2// Initial instruction -point -6.728,4.4383-63.810 -point -5.970,4.4383-63.139 -point -4.864,4.4383-63.071 -point -3.697,4.4383-63.371 -point -2.478,4.4383-64.511 -reverse -// Pedestrian number 838 -78// Ref num -5// Number of instmuctions -3// Initial instruction -point --2.585,4.438,-63.202 -point -0.185,4.4383-63.021 -point -1.175,4.4383-63.740 -point -3.793,4.4383-64.543 -reverse -// Pedestrian number 839 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point -4.934,4.4383-64.472 -point -3.455,4.4383-63.198 -point --0.679,4.438,-61.206 -reverse -// Pedestrian number 840 -2// Ref num -6// Number of instmuctions -2// Initial instruction -point --1.220,4.438,-60.194 -point -0.832,4.4383-61.007 -point -1.907,4.4383-61.180 -point -4.778,4.4383-60.485 -point -5.510,4.4383-59.994 -reverse -// Pedestrian number 841 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point -6.928,4.4383-60.685 -point -5.577,4.4383-60.407 -point -3.598,4.4383-59.960 -reverse -// Pedestrian number 842 -78// Ref num -5// Number of instmuctions -2// Initial instruction -point -1.201,4.4383-59.804 -point -2.456,4.4383-60.791 -point -4.474,4.4383-63.928 -point -6.643,4.4383-64.526 -reverse -// Pedestrian number 843 -79// Ref num -5// Number of instmuctions -3// Initial instruction -point -5.617,4.4383-64.574 -point -4.675,4.4383-63.992 -point -2.234,4.4383-63.861 -point --1.067,4.438,-64.733 -reverse -// Pedestrian number 844 -5// Ref num -6// Number of instmuctions -4// Initial instruction -point --0.428,4.438,-63.742 -point -0.244,4.4383-63.434 -point -0.893,4.4383-63.892 -point -1.716,4.4383-64.211 -point -2.964,4.4383-64.692 -reverse -// Pedestrian number 845 -78// Ref num -3// Number of instmuctions -1// Initial instruction -point -3.511,4.4383-64.851 -point -4.588,4.4383-63.345 -reverse -// Pedestrian number 846 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point -8.436,4.4383-61.782 -point -7.179,4.4383-61.692 -point -6.580,4.4383-61.171 -reverse -// Pedestrian number 847 -79// Ref num -5// Number of instmuctions -3// Initial instruction -point -11.411,4.438,-62.362 -point -8.922,4.4383-62.586 -point -6.988,4.4383-62.927 -point -6.251,4.4383-63.669 -reverse -// Pedestrian number 848 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point -6.735,4.4383-61.448 -point -4.665,4.4383-60.982 -point -2.608,4.4383-59.924 -reverse -// Pedestrian number 849 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point -2.266,4.4383-59.868 -point -0.702,4.4383-60.638 -point --0.281,4.438,-60.921 -reverse -// Pedestrian number 850 -79// Ref num -5// Number of instmuctions -3// Initial instruction -point --1.180,4.438,-60.956 -point --1.418,4.438,-61.306 -point --2.143,4.438,-61.326 -point --2.677,4.438,-61.162 -reverse -// Pedestrian number 851 -5// Ref num -4// Number of instmuctions -2// Initial instruction -point --0.563,4.438,-63.914 -point -3.959,4.4383-63.541 -point -6.738,4.4383-64.208 -reverse -// Pedestrian number 852 -81// Ref num -6// Number of instmuctions -4// Initial instruction -point -6.977,4.4383-63.814 -point -6.538,4.4383-63.569 -point -5.556,4.4383-63.801 -point -3.764,4.4383-64.003 -point -0.023,4.4383-64.014 -reverse -// Pedestrian number 853 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --49.976,4.461,29.725 -point --49.852,4.462,32.056 -point --50.078,4.463,34.048 -reverse -// Pedestrian number 854 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --48.393,4.463,34.462 -point --49.809,4.464,38.218 -point --50.281,4.464,39.471 -reverse -// Pedestrian number 855 -5// Ref num -5// Number of instmuctions -3// Initial instruction -point --50.147,4.464,38.253 -point --50.222,4.464,37.771 -point --50.021,4.464,36.606 -point --50.162,4.463,35.529 -reverse -// Pedestrian number 856 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --50.204,4.463,35.078 -point --48.549,4.462,32.213 -point --48.273,4.462,30.884 -reverse -// Pedestrian number 857 -5// Ref num -4// Number of instmuctions -2// Initial instruction -point --48.297,4.463,33.274 -point --48.785,4.463,36.223 -point --48.303,4.464,39.251 -reverse -// Pedestrian number 858 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --48.322,4.464,39.706 -point --48.679,4.465,41.971 -point --48.388,4.466,43.273 -reverse -// Pedestrian number 859 -81// Ref num -4// Number of instmuctions -2// Initial instruction -point --48.329,4.466,45.508 -point --48.260,4.465,41.655 -point --48.268,4.464,38.521 -reverse -// Pedestrian number 860 -79// Ref num -4// Number of instmuctions -2// Initial instruction -point --48.274,4.467,48.498 -point --48.935,4.468,51.167 -point --50.075,4.469,54.677 -reverse -// Pedestrian number 861 -5// Ref num -4// Number of instmuctions -2// Initial instruction -point --104.979,4.438,-64.690 -point --103.122,4.438,-62.396 -point --101.132,4.438,-59.926 -reverse -// Pedestrian number 862 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --100.420,4.438,-59.877 -point --102.587,4.438,-62.128 -point --105.178,4.438,-62.309 -reverse -// Pedestrian number 863 -81// Ref num -5// Number of instmuctions -3// Initial instruction -point --105.438,4.438,-64.692 -point --105.180,4.438,-63.832 -point --102.962,4.438,-62.471 -point --99.694,4.4383-64.362 -reverse -// Pedestrian number 864 -77// Ref num -5// Number of instmuctions -3// Initial instruction -point --97.496,4.4383-63.621 -point --98.632,4.4383-64.394 -point --103.075,4.438,-62.112 -point --105.240,4.438,-61.022 -reverse -// Pedestrian number 865 -79// Ref num -6// Number of instmuctions -4// Initial instruction -point --105.273,4.438,-61.255 -point --104.087,4.438,-60.041 -point --103.516,4.438,-60.262 -point --103.014,4.438,-61.573 -point --101.725,4.438,-64.481 -reverse -// Pedestrian number 866 -77// Ref num -5// Number of instmuctions -3// Initial instruction -point --100.557,4.438,-64.644 -point --102.191,4.438,-62.970 -point --103.072,4.438,-62.622 -point --105.061,4.438,-62.882 -reverse -// Pedestrian number 867 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --105.434,4.438,-60.511 -point --104.403,4.438,-61.936 -point --103.627,4.438,-64.201 -reverse -// Pedestrian number 868 -2// Ref num -4// Number of instmuctions -2// Initial instruction -point --101.264,4.438,-64.591 -point --98.337,4.4383-62.014 -point --97.314,4.4383-60.988 -reverse -// Pedestrian number 869 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --96.671,4.4383-63.138 -point --97.232,4.4383-62.276 -point --98.594,4.4383-60.182 -reverse -// Pedestrian number 870 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --95.455,4.4383-61.170 -point --98.083,4.4383-63.106 -point --99.906,4.4383-64.415 -reverse -// Pedestrian number 871 -81// Ref num -5// Number of instmuctions -2// Initial instruction -point --100.382,4.438,-64.571 -point --98.350,4.4383-62.533 -point --97.040,4.4383-62.502 -point --95.999,4.4383-63.110 -reverse -// Pedestrian number 872 -79// Ref num -5// Number of instmuctions -2// Initial instruction -point --97.779,4.4383-60.079 -point --98.873,4.4383-61.370 -point --98.936,4.4383-62.377 -point --98.009,4.4383-64.398 -reverse -// Pedestrian number 873 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --96.497,4.4383-61.552 -point --98.153,4.4383-61.143 -point --99.589,4.4383-59.891 -reverse -// Pedestrian number 874 -5// Ref num -5// Number of instmuctions -3// Initial instruction -point --99.837,4.4383-59.867 -point --99.540,4.4383-61.087 -point --98.724,4.4383-62.612 -point --98.636,4.4383-64.647 -reverse -// Pedestrian number 875 -77// Ref num -6// Number of instmuctions -3// Initial instruction -point --100.076,4.438,-64.612 -point --99.104,4.4383-64.309 -point --97.541,4.4383-62.923 -point --96.708,4.4383-62.771 -point --95.664,4.4383-63.262 -reverse -// Pedestrian number 876 -81// Ref num -5// Number of instmuctions -3// Initial instruction -point --95.272,4.4383-63.295 -point --96.989,4.4383-63.231 -point --99.159,4.4383-61.822 -point --100.798,4.438,-59.963 -reverse -// Pedestrian number 877 -77// Ref num -6// Number of instmuctions -2// Initial instruction -point --102.110,4.438,-60.055 -point --98.268,4.4383-62.844 -point --96.101,4.4383-62.647 -point --95.182,4.4363-61.563 -point --94.738,4.4093-61.296 -reverse -// Pedestrian number 878 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --96.177,4.4383-61.408 -point --99.096,4.4383-62.320 -point --101.459,4.438,-64.347 -reverse -// Pedestrian number 879 -2// Ref num -4// Number of instmuctions -2// Initial instruction -point --102.197,4.438,-64.706 -point --100.403,4.438,-64.148 -point --98.509,4.4383-64.613 -reverse -// Pedestrian number 880 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --97.349,4.4383-64.413 -point --97.620,4.4383-62.056 -point --98.212,4.4383-60.118 -reverse -// Pedestrian number 881 -78// Ref num -6// Number of instmuctions -4// Initial instruction -point --98.889,4.4383-59.729 -point --99.187,4.4383-60.130 -point --99.346,4.4383-60.928 -point --98.937,4.4383-61.956 -point --99.398,4.4383-64.469 -reverse -// Pedestrian number 882 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --99.214,4.4383-64.600 -point --97.786,4.4383-62.499 -point --96.836,4.4383-61.438 -reverse -// Pedestrian number 883 -5// Ref num -5// Number of instmuctions -3// Initial instruction -point --95.983,4.4383-61.412 -point --96.821,4.4383-61.499 -point --97.996,4.4383-62.412 -point --100.076,4.438,-64.365 -reverse -// Pedestrian number 884 -81// Ref num -4// Number of instmuctions -2// Initial instruction -point --103.296,4.438,-64.683 -point --101.241,4.438,-64.530 -point --98.971,4.4383-64.444 -reverse -// Pedestrian number 885 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --98.235,4.4383-64.602 -point --97.728,4.4383-64.116 -point --97.187,4.4383-63.595 -reverse -// Pedestrian number 886 -81// Ref num -5// Number of instmuctions -2// Initial instruction -point --96.978,4.4383-63.303 -point --97.526,4.4383-62.403 -point --98.764,4.4383-60.821 -point --100.184,4.438,-59.846 -reverse -// Pedestrian number 887 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --98.280,4.4383-59.861 -point --99.989,4.4383-60.362 -point --101.825,4.438,-60.052 -reverse -// Pedestrian number 888 -2// Ref num -4// Number of instmuctions -2// Initial instruction -point --105.073,4.438,-60.674 -point --101.659,4.438,-60.608 -point --97.471,4.4383-60.659 -reverse -// Pedestrian number 889 -5// Ref num -4// Number of instmuctions -2// Initial instruction -point --97.320,4.4383-60.339 -point --98.606,4.4383-62.053 -point --99.730,4.4383-64.124 -reverse -// Pedestrian number 890 -81// Ref num -8// Number of instmuctions -6// Initial instruction -point --97.757,4.4383-63.729 -point --98.419,4.4383-63.836 -point --98.867,4.4383-64.162 -point --99.810,4.4383-63.885 -point --100.505,4.438,-64.258 -point --101.412,4.438,-63.957 -point --104.766,4.438,-63.991 -reverse -// Pedestrian number 891 -78// Ref num -5// Number of instmuctions -2// Initial instruction -point --104.931,4.438,-64.432 -point --104.911,4.438,-63.198 -point --105.137,4.438,-61.735 -point --105.342,4.438,-61.413 -reverse -// Pedestrian number 892 -81// Ref num -4// Number of instmuctions -2// Initial instruction -point --105.403,4.438,-61.304 -point --104.388,4.438,-60.161 -point --103.550,4.438,-59.761 -reverse -// Pedestrian number 893 -2// Ref num -4// Number of instmuctions -2// Initial instruction -point --102.111,4.438,-59.676 -point --100.954,4.438,-60.135 -point --97.595,4.4383-59.785 -reverse -// Pedestrian number 894 -79// Ref num -4// Number of instmuctions -2// Initial instruction -point --98.819,4.4383-59.844 -point --97.839,4.4383-60.608 -point --97.270,4.4383-60.882 -reverse -// Pedestrian number 895 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --97.473,4.4383-60.074 -point --97.951,4.4383-61.689 -point --98.510,4.4383-64.634 -reverse -// Pedestrian number 896 -76// Ref num -10// Number of instructions -3// Initial instruction -point --39.096,-9.491,149.351 -point --39.233,-9.156,146.747 -point --38.900,-9.156,143.683 -point --36.936,-9.170,140.533 -point --35.307,-9.720,139.265 -point --33.485,-10.2793138.721 -point --32.896,-10.5213138.650 -point --30.396,-11.5473137.580 -point --28.420,-11.5473139.377 -reverse -// Pedestrian number 897 -76// Ref num -12// Number of instructions -3// Initial instruction -point --39.470,-9.426,148.855 -point --39.052,-9.156,146.771 -point --39.178,-9.156,143.847 -point --38.319,-9.156,141.949 -point --36.887,-9.182,140.084 -point --35.068,-9.783,138.888 -point --34.133,-10.0503138.545 -point --32.655,-10.5343138.016 -point --30.326,-11.5473137.336 -point --29.387,-11.5473137.842 -point --27.931,-11.5473139.393 -reverse -// Pedestrian number 898 -76// Ref num -11// Number of instructions -4// Initial instruction -point --38.655,-9.539,149.366 -point --39.037,-9.354,148.335 -point --38.901,-9.156,146.805 -point --38.810,-9.156,144.235 -point --37.059,-9.180,141.272 -point --35.730,-9.584,140.322 -point --34.395,-10.0063139.496 -point --33.402,-10.3323138.988 -point --30.584,-11.5473138.128 -point --28.649,-11.5473138.494 -reverse -// Pedestrian number 899 -76// Ref num -9// Number of instmuctions -2// Initial instruction -point --39.412,-9.156,146.539 -point --38.746,-9.156,143.568 -point --38.259,-9.156,142.221 -point --37.043,-9.172,141.130 -point --35.683,-9.609,140.585 -point --34.663,-9.977,140.590 -point --31.005,-11.5473139.441 -point --29.252,-11.5473138.955 -reverse -// Pedestrian number 900 -76// Ref num -8// Number of instmuctions -2// Initial instruction -point --39.043,-9.156,146.141 -point --39.099,-9.156,143.219 -point --37.307,-9.156,140.187 -point --36.824,-9.204,140.083 -point --34.691,-9.934,139.902 -point --31.310,-11.5473140.247 -point --28.581,-11.5473138.990 -reverse -// Pedestrian number 901 -76// Ref num -10// Number of instructions -3// Initial instruction -point --39.149,-9.156,146.663 -point --39.064,-9.156,144.340 -point --38.386,-9.156,143.170 -point --37.411,-9.161,142.330 -point --34.778,-10.0043141.264 -point --32.416,-11.0593140.523 -point --31.327,-11.5473140.336 -point --29.153,-11.5473139.800 -point --28.216,-11.5473138.712 -reverse -// Pedestrian number 902 -76// Ref num -5// Number of instmuctions -2// Initial instruction -point --27.794,-11.5473137.784 -point --24.472,-11.5473137.140 -point --22.423,-11.5473133.401 -point --20.426,-11.5483131.182 -reverse -// Pedestrian number 903 -76// Ref num -6// Number of instmuctions -3// Initial instruction -point --27.915,-11.5473136.964 -point --26.213,-11.5473137.168 -point --23.984,-11.5473136.546 -point --21.146,-11.5473134.778 -point --20.170,-11.5473131.894 -reverse -// Pedestrian number 904 -76// Ref num -7// Number of instmuctions -5// Initial instruction -point --20.270,-11.5473131.714 -point --20.839,-11.5473132.171 -point --20.672,-11.5473133.739 -point --21.028,-11.5473134.994 -point --24.106,-11.5473136.943 -point --27.411,-11.5473137.487 -reverse -// Pedestrian number 905 -76// Ref num -6// Number of instmuctions -2// Initial instruction -point --27.373,-11.5473137.953 -point --24.478,-11.5473137.475 -point --23.257,-11.5473135.946 -point --21.868,-11.5473133.097 -point --20.854,-11.5483131.452 -reverse -// Pedestrian number 906 -76// Ref num -7// Number of instmuctions -3// Initial instruction -point --20.865,-11.5473131.993 -point --22.160,-11.5473133.634 -point --24.022,-11.5473137.417 -point --26.028,-11.5473139.145 -point --27.203,-11.5473138.875 -point --27.961,-11.5473138.214 -reverse -// Pedestrian number 907 -76// Ref num -5// Number of instmuctions -2// Initial instruction -point --27.463,-11.5473138.330 -point --24.553,-11.5473136.967 -point --23.176,-11.5473135.241 -point --22.195,-11.5473134.310 -reverse -// Pedestrian number 908 -76// Ref num -6// Number of instmuctions -2// Initial instruction -point --26.978,-11.5473137.856 -point --24.474,-11.5473136.605 -point --23.318,-11.5473135.659 -point --21.968,-11.5473133.548 -point --20.820,-11.5473132.228 -reverse -// Pedestrian number 909 -76// Ref num -8// Number of instmuctions -4// Initial instruction -point --21.315,-11.5473131.932 -point --22.060,-11.5473133.290 -point --23.526,-11.5473134.939 -point --24.211,-11.5473136.318 -point --25.354,-11.5473137.967 -point --26.819,-11.5473138.611 -point --28.294,-11.5473138.390 -reverse -// Pedestrian number 910 -76// Ref num -6// Number of instmuctions -3// Initial instruction -point --27.806,-11.5473138.056 -point --26.507,-11.5473138.098 -point --23.549,-11.5473136.367 -point --21.391,-11.5473134.644 -point --20.207,-11.5473132.418 -reverse -// Pedestrian number 911 -76// Ref num -7// Number of instmuctions -3// Initial instruction -point --20.511,-11.5473132.180 -point --22.492,-11.5473133.196 -point --23.717,-11.5473136.404 -point --25.436,-11.5473138.221 -point --27.481,-11.5473138.895 -point --27.998,-11.5473138.645 -reverse -// Pedestrian number 912 -76// Ref num -5// Number of instmuctions -2// Initial instruction -point --27.662,-11.5473137.437 -point --23.708,-11.5473136.034 -point --20.896,-11.5473134.347 -point --20.401,-11.5473132.749 -reverse -// Pedestrian number 913 -76// Ref num -8// Number of instmuctions -5// Initial instruction -point --21.074,-11.5473132.068 -point --22.609,-11.5473134.080 -point --22.755,-11.5473135.254 -point --23.023,-11.5473136.097 -point --23.713,-11.5473136.951 -point --25.828,-11.5473137.817 -point --28.520,-11.5473137.983 -reverse -// Pedestrian number 914 -76// Ref num -6// Number of instmuctions -2// Initial instruction -point --27.750,-11.5473138.195 -point --25.112,-11.5473136.694 -point --24.050,-11.5473135.990 -point --22.686,-11.5473134.298 -point --20.748,-11.5473132.519 -reverse -// Pedestrian number 915 -76// Ref num -6// Number of instmuctions -3// Initial instruction -point --20.576,-11.5473132.679 -point --23.148,-11.5473133.718 -point --23.997,-11.5473136.142 -point --25.095,-11.5473137.453 -point --27.263,-11.5473138.049 -reverse -// Pedestrian number 916 -76// Ref num -5// Number of instmuctions -2// Initial instruction -point --27.319,-11.5473137.395 -point --24.186,-11.5473136.711 -point --22.559,-11.5473133.790 -point --21.241,-11.5473132.481 -reverse -// Pedestrian number 917 -76// Ref num -7// Number of instmuctions -4// Initial instruction -point --21.620,-11.5473132.459 -point --22.802,-11.5473133.415 -point --22.959,-11.5473135.600 -point --24.034,-11.5473137.193 -point --26.085,-11.5473138.387 -point --27.343,-11.5473138.195 -reverse -// Pedestrian number 918 -76// Ref num -8// Number of instmuctions -3// Initial instruction -point --28.209,-11.5473138.654 -point --24.487,-11.5473138.308 -point --23.703,-11.5473136.663 -point --21.881,-11.5473135.855 -point --21.414,-11.5473134.868 -point --20.534,-11.5473133.920 -point --20.211,-11.5473132.968 -reverse -// Pedestrian number 919 -76// Ref num -6// Number of instmuctions -3// Initial instruction -point --0.4783-11.547,127.177 -point -13.7093-11.529,123.325 -point -19.2583-11.544,124.420 -point -24.6573-11.541,121.980 -point -30.2393-11.543,117.955 -reverse -// Pedestrian number 920 -76// Ref num -7// Number of instmuctions -3// Initial instruction -point -30.4693-11.543,118.242 -point -23.6483-11.526,122.136 -point -19.4303-11.516,123.828 -point -15.2873-11.506,124.613 -point -9.541,-11.4943124.925 -point -1.088,-11.5473126.324 -reverse -// Pedestrian number 921 -76// Ref num -8// Number of instmuctions -5// Initial instruction -point --0.8833-11.547,127.445 -point -0.199,-11.5473127.897 -point -3.609,-11.5473125.584 -point -10.9853-11.546,124.562 -point -18.9693-11.544,124.343 -point -22.4593-11.538,122.230 -point -29.2093-11.539,119.296 -reverse -// Pedestrian number 922 -76// Ref num -6// Number of instmuctions -2// Initial instruction -point -30.7443-11.543,119.064 -point -19.8593-11.542,123.679 -point -13.6933-11.534,124.234 -point -4.229,-11.5283126.153 -point -0.404,-11.5473127.236 -reverse -// Pedestrian number 923 -76// Ref num -10// Number of instructions -6// Initial instruction -point --0.0553-11.547,126.701 -point -2.031,-11.5473125.954 -point -4.416,-11.5473125.608 -point -12.6663-11.531,124.020 -point -16.3353-11.537,124.074 -point -20.0853-11.543,123.987 -point -22.3553-11.541,122.698 -point -23.1553-11.539,122.117 -point -29.5673-11.540,119.131 -reverse -// Pedestrian number 924 -76// Ref num -14// Number of instructions -6// Initial instruction -point -30.1543-11.542,118.943 -point -27.9343-11.536,120.102 -point -25.8273-11.536,120.728 -point -24.0563-11.540,122.040 -point -21.2893-11.542,123.356 -point -20.4883-11.542,123.584 -point -18.5383-11.543,124.400 -point -15.6203-11.539,124.609 -point -14.1683-11.535,124.334 -point -10.4123-11.536,124.060 -point -5.238,-11.5473125.583 -point -4.089,-11.5473126.095 -point --1.1323-11.548,127.115 -reverse -// Pedestrian number 925 -76// Ref num -13// Number of instructions -8// Initial instruction -point --0.9063-11.548,126.803 -point -1.142,-11.5473126.548 -point -4.383,-11.5473126.366 -point -5.845,-11.5473125.666 -point -8.398,-11.5413124.947 -point -10.4143-11.536,124.684 -point -13.2633-11.538,125.094 -point -18.8923-11.543,124.206 -point -20.7373-11.542,123.499 -point -23.7343-11.536,121.461 -point -27.5903-11.536,119.760 -point -28.5773-11.538,119.456 -reverse -// Pedestrian number 926 -76// Ref num -11// Number of instructions -5// Initial instruction -point -29.9153-11.541,118.849 -point -27.8933-11.537,119.174 -point -25.8213-11.531,120.855 -point -22.2583-11.538,122.312 -point -20.2493-11.540,123.344 -point -18.3513-11.539,123.707 -point -14.9673-11.540,125.007 -point -11.9353-11.539,125.761 -point -10.4733-11.540,126.484 -point -0.189,-11.5473127.440 -reverse -// Pedestrian number 927 -76// Ref num -13// Number of instructions -9// Initial instruction -point --0.2633-11.547,127.458 -point -1.419,-11.5473126.641 -point -4.904,-11.5473126.560 -point -9.701,-11.5413126.787 -point -10.8143-11.541,126.585 -point -12.0913-11.540,125.884 -point -15.2473-11.541,125.166 -point -16.1433-11.541,124.829 -point -19.9413-11.545,124.250 -point -25.0533-11.541,121.987 -point -26.4133-11.538,120.984 -point -30.5063-11.543,118.824 -reverse -// Pedestrian number 928 -76// Ref num -13// Number of instructions -6// Initial instruction -point -29.3463-11.540,119.067 -point -27.4693-11.538,120.544 -point -26.1883-11.540,121.355 -point -24.5553-11.540,121.917 -point -22.7393-11.544,123.128 -point -20.1183-11.542,123.776 -point -16.6653-11.542,124.885 -point -13.6233-11.542,125.760 -point -12.6263-11.541,125.928 -point -9.661,-11.5413126.965 -point -4.717,-11.5473126.859 -point -1.772,-11.5473127.070 -reverse -// Pedestrian number 929 -76// Ref num -15// Number of instructions -8// Initial instruction -point -1.036,-11.5473126.930 -point -2.913,-11.5473126.772 -point -5.701,-11.5473126.730 -point -8.362,-11.5433127.109 -point -10.1863-11.541,126.630 -point -11.5383-11.542,126.412 -point -14.9003-11.541,125.133 -point -19.6123-11.543,124.043 -point -21.8693-11.544,123.491 -point -22.6753-11.544,123.301 -point -23.2893-11.544,123.003 -point -25.3583-11.542,122.017 -point -28.2473-11.538,120.285 -point -30.3613-11.542,118.646 -reverse -// Pedestrian number 930 -76// Ref num -8// Number of instmuctions -4// Initial instruction -point -31.5403-11.545,142.666 -point -30.6583-11.541,140.931 -point -22.6953-11.516,131.598 -point -21.9373-11.527,129.450 -point -19.9493-11.536,128.521 -point -16.8643-11.541,128.772 -point -10.9033-11.541,131.557 -reverse -// Pedestrian number 931 -76// Ref num -12// Number of instructions -4// Initial instruction -point -10.0373-11.543,131.921 -point -15.0943-11.530,129.190 -point -17.6093-11.538,128.965 -point -21.3033-11.528,129.480 -point -24.0493-11.518,130.329 -point -25.1903-11.507,131.846 -point -26.3633-11.527,135.339 -point -29.5623-11.537,139.169 -point -29.6373-11.542,141.806 -point -29.8633-11.543,142.511 -point -30.4983-11.544,142.890 -reverse -// Pedestrian number 932 -76// Ref num -9// Number of instmuctions -5// Initial instruction -point -31.0823-11.545,142.550 -point -30.6433-11.541,140.645 -point -28.3583-11.535,138.602 -point -25.4883-11.524,134.420 -point -21.6653-11.524,130.088 -point -19.9163-11.532,129.154 -point -15.9303-11.543,128.674 -point -10.6683-11.539,131.241 -reverse -// Pedestrian number 933 -76// Ref num -16// Number of instructions -5// Initial instruction -point -10.0093-11.542,131.531 -point -11.4853-11.539,131.746 -point -15.6313-11.539,129.489 -point -18.1933-11.536,129.115 -point -21.5193-11.526,129.760 -point -22.4223-11.523,130.002 -point -23.3933-11.522,129.887 -point -24.5373-11.515,130.615 -point -25.3123-11.506,131.990 -point -26.4903-11.527,135.161 -point -29.8383-11.537,139.173 -point -29.7473-11.539,140.272 -point -29.3893-11.540,141.287 -point -29.4413-11.541,141.707 -point -30.6133-11.544,142.592 -reverse -// Pedestrian number 934 -76// Ref num -12// Number of instructions -7// Initial instruction -point -30.8733-11.545,142.757 -point -29.5443-11.542,142.246 -point -29.1403-11.538,139.990 -point -28.7133-11.535,138.644 -point -25.9073-11.526,135.171 -point -23.9073-11.519,130.072 -point -22.4563-11.523,129.940 -point -20.4433-11.528,129.761 -point -18.8403-11.533,129.401 -point -14.4273-11.538,130.065 -point -9.415,-11.5443132.643 -reverse -// Pedestrian number 935 -76// Ref num -16// Number of instructions -7// Initial instruction -point -9.519,-11.5443132.311 -point -11.4403-11.539,131.059 -point -14.4113-11.540,129.775 -point -15.7133-11.538,129.641 -point -17.4933-11.533,129.845 -point -21.0993-11.529,129.328 -point -21.7083-11.527,129.510 -point -23.4113-11.520,130.168 -point -24.8523-11.522,131.061 -point -25.5573-11.524,132.154 -point -26.1703-11.524,133.995 -point -26.8123-11.528,135.946 -point -29.8193-11.537,138.941 -point -31.0913-11.543,141.772 -point -30.8713-11.544,142.537 -reverse -// Pedestrian number 936 -76// Ref num -17// Number of instructions -10// Initial instruction -point -31.2333-11.546,143.179 -point -29.2153-11.541,141.568 -point -29.2763-11.540,141.049 -point -29.3593-11.538,140.064 -point -28.2183-11.533,137.943 -point -26.1413-11.526,135.038 -point -24.8793-11.522,133.891 -point -22.9203-11.517,131.674 -point -22.3993-11.519,130.553 -point -21.7283-11.524,129.930 -point -20.6533-11.529,129.560 -point -19.2073-11.534,129.171 -point -17.2283-11.541,128.553 -point -16.0193-11.538,129.479 -point -13.3903-11.538,130.433 -point -9.059,-11.5443131.471 -reverse -// Pedestrian number 937 -76// Ref num -9// Number of instmuctions -3// Initial instruction -point -9.721,-11.5433131.950 -point -18.7093-11.535,129.074 -point -21.0593-11.526,129.913 -point -22.9743-11.516,131.192 -point -24.7223-11.522,131.716 -point -26.3353-11.526,134.929 -point -30.9403-11.542,141.091 -point -31.3343-11.545,142.667 -reverse -// Pedestrian number 938 -76// Ref num -13// Number of instructions -7// Initial instruction -point -30.6393-11.545,143.013 -point -29.3363-11.541,141.856 -point -28.8903-11.537,139.713 -point -25.9463-11.525,134.588 -point -23.9623-11.520,133.134 -point -22.5533-11.516,131.134 -point -21.5273-11.528,129.351 -point -19.3473-11.535,128.965 -point -16.8893-11.536,129.532 -point -13.3003-11.535,131.005 -point -10.5073-11.542,131.943 -point -9.168,-11.5453132.696 -reverse -// Pedestrian number 939 -76// Ref num -12// Number of instructions -5// Initial instruction -point -9.656,-11.5433131.640 -point -13.9823-11.540,129.949 -point -14.9133-11.537,130.068 -point -17.8153-11.537,129.120 -point -21.3913-11.526,129.781 -point -22.9383-11.516,131.450 -point -24.6033-11.522,133.935 -point -25.3503-11.524,134.544 -point -28.6323-11.536,139.277 -point -30.9003-11.542,141.238 -point -31.0173-11.543,141.755 -reverse -// Pedestrian number 940 -76// Ref num -13// Number of instructions -8// Initial instruction -point -30.7793-11.544,142.289 -point -29.7793-11.542,142.149 -point -29.1423-11.541,141.794 -point -28.9373-11.537,139.830 -point -27.8563-11.533,137.866 -point -25.6933-11.525,134.941 -point -24.9303-11.522,133.697 -point -21.6793-11.523,130.223 -point -19.8553-11.529,129.777 -point -18.2273-11.534,129.539 -point -14.6993-11.541,129.413 -point -10.1853-11.540,131.091 -reverse -// Pedestrian number 941 -76// Ref num -9// Number of instmuctions -3// Initial instruction -point -10.0803-11.542,131.691 -point -16.8013-11.536,129.632 -point -22.0663-11.528,129.191 -point -24.1083-11.519,130.202 -point -25.7313-11.524,132.416 -point -27.7053-11.533,137.986 -point -29.4483-11.541,141.568 -point -29.9343-11.542,142.028 -reverse -// Pedestrian number 942 -76// Ref num -13// Number of instructions -8// Initial instruction -point -31.3353-11.545,142.833 -point -29.5153-11.542,142.327 -point -28.6583-11.538,140.220 -point -28.3813-11.535,139.030 -point -26.0743-11.526,135.133 -point -24.2993-11.521,133.196 -point -23.2063-11.517,131.659 -point -21.8833-11.523,130.058 -point -19.9943-11.530,129.599 -point -17.6233-11.534,129.696 -point -14.7043-11.536,130.346 -point -10.4293-11.542,131.891 -reverse -// Pedestrian number 943 -76// Ref num -13// Number of instructions -4// Initial instruction -point -9.850,-11.5433131.384 -point -14.4933-11.540,129.619 -point -18.2533-11.534,129.406 -point -20.9743-11.528,129.554 -point -22.8253-11.523,129.760 -point -24.6703-11.521,130.704 -point -25.8523-11.524,132.469 -point -26.5293-11.526,134.816 -point -28.3183-11.533,137.843 -point -30.6873-11.541,140.512 -point -31.1353-11.542,140.989 -point -30.7093-11.543,141.937 -reverse -// Pedestrian number 944 -76// Ref num -9// Number of instmuctions -6// Initial instruction -point -31.1543-11.544,142.431 -point -30.6183-11.540,140.144 -point -29.2203-11.536,138.657 -point -25.5003-11.523,133.693 -point -23.8353-11.520,129.937 -point -20.7303-11.531,129.088 -point -14.4263-11.540,129.721 -point -9.895,-11.5433132.335 -reverse -// Pedestrian number 945 -76// Ref num -4// Number of instmuctions -2// Initial instruction -point -24.275,-9.9823154.007 -point -5.242,-9.982,157.534 -point --12.748,-9.982,163.868 -reverse -// Pedestrian number 946 -76// Ref num -4// Number of instmuctions -2// Initial instruction -point --13.823,-9.982,163.758 -point -5.346,-9.982,157.776 -point -24.794,-9.9823153.435 -reverse -// Pedestrian number 947 -76// Ref num -5// Number of instmuctions -2// Initial instruction -point -25.062,-9.9823154.120 -point -6.565,-9.982,157.653 -point --0.896,-9.9823159.191 -point --11.475,-9.982,163.745 -reverse -// Pedestrian number 948 -76// Ref num -6// Number of instmuctions -2// Initial instruction -point --13.240,-9.982,163.180 -point -6.868,-9.982,157.080 -point -9.742,-9.982,156.059 -point -22.626,-9.9823153.594 -point -24.542,-9.9823153.733 -reverse -// Pedestrian number 949 -76// Ref num -5// Number of instmuctions -2// Initial instruction -point -25.422,-9.9823154.250 -point -6.143,-9.982,157.175 -point -0.331,-9.982,158.436 -point --11.041,-9.982,163.829 -reverse -// Pedestrian number 950 -76// Ref num -6// Number of instmuctions -3// Initial instruction -point --12.160,-9.982,164.055 -point --0.320,-9.9823159.172 -point -6.443,-9.982,156.948 -point -14.413,-9.9823155.443 -point -25.023,-9.9823154.566 -reverse -// Pedestrian number 951 -76// Ref num -8// Number of instmuctions -3// Initial instruction -point -25.278,-9.9823153.850 -point -12.241,-9.9823156.058 -point -6.128,-9.982,157.485 -point --2.401,-9.9823159.525 -point --9.424,-9.9823163.209 -point --13.787,-9.982,164.198 -point --14.505,-9.982,164.075 -reverse -// Pedestrian number 952 -76// Ref num -5// Number of instmuctions -2// Initial instruction -point --12.206,-9.982,163.280 -point -6.535,-9.982,157.276 -point -13.628,-9.9823155.084 -point -24.470,-9.9823154.137 -reverse -// Pedestrian number 953 -76// Ref num -7// Number of instmuctions -2// Initial instruction -point -26.101,-9.9823153.630 -point -6.890,-9.982,157.427 -point -4.173,-9.982,157.331 -point -0.891,-9.982,158.786 -point --7.084,-9.9823161.181 -point --11.784,-9.982,163.643 -reverse -// Pedestrian number 954 -76// Ref num -7// Number of instmuctions -2// Initial instruction -point --11.776,-9.982,164.298 -point -5.812,-9.982,157.225 -point -12.612,-9.9823155.564 -point -19.279,-9.9823154.954 -point -23.492,-9.9823154.326 -point -25.438,-9.9823154.580 -reverse -// Pedestrian number 955 -76// Ref num -4// Number of instmuctions -2// Initial instruction -point -25.148,-9.9823154.143 -point -6.892,-9.982,157.395 -point --12.564,-9.982,164.075 -reverse -// Pedestrian number 956 -76// Ref num -6// Number of instmuctions -2// Initial instruction -point --12.225,-9.982,164.463 -point -7.190,-9.982,156.784 -point -16.060,-9.9823155.522 -point -21.066,-9.9823154.188 -point -23.685,-9.9823154.049 -reverse -// Pedestrian number 957 -76// Ref num -5// Number of instmuctions -2// Initial instruction -point -24.066,-9.9823154.612 -point -6.072,-9.982,157.744 -point --9.040,-9.9823162.336 -point --13.006,-9.982,164.218 -reverse -// Pedestrian number 958 -76// Ref num -4// Number of instmuctions -2// Initial instruction -point --13.012,-9.982,163.786 -point -5.642,-9.982,157.462 -point -24.207,-9.9823154.301 -reverse -// Pedestrian number 959 -76// Ref num -4// Number of instmuctions -2// Initial instruction -point -25.739,-9.9823154.711 -point -5.729,-9.982,157.632 -point --12.082,-9.982,164.758 -reverse -// Pedestrian number 960 -76// Ref num -4// Number of instmuctions -2// Initial instruction -point --11.666,-9.982,164.456 -point -6.296,-9.982,157.585 -point -25.135,-9.9823154.653 -reverse -// Pedestrian number 961 -76// Ref num -4// Number of instmuctions -2// Initial instruction -point -25.454,-9.9823154.520 -point -6.104,-9.982,157.338 -point --12.035,-9.982,164.075 -reverse -// Pedestrian number 962 -76// Ref num -4// Number of instmuctions -2// Initial instruction -point --12.348,-9.982,164.708 -point -7.237,-9.982,157.115 -point -25.172,-9.9823153.426 -reverse -// Pedestrian number 963 -76// Ref num -6// Number of instmuctions -2// Initial instruction -point -25.027,-9.9823153.794 -point -5.310,-9.982,157.193 -point --2.258,-9.9823160.147 -point --7.558,-9.9823163.116 -point --11.743,-9.982,164.145 -reverse -// Pedestrian number 964 -76// Ref num -4// Number of instmuctions -2// Initial instruction -point --11.277,-9.982,164.212 -point -7.297,-9.982,157.241 -point -24.722,-9.9823154.310 -reverse -// Pedestrian number 965 -76// Ref num -9// Number of instmuctions -5// Initial instruction -point -25.949,-9.9823155.052 -point -18.932,-9.9823155.011 -point -16.405,-9.9823155.715 -point -13.471,-9.9823155.701 -point -6.413,-9.982,157.193 -point -1.983,-9.982,159.468 -point --4.112,-9.9823161.104 -point --10.829,-9.982,163.879 -reverse -// Pedestrian number 966 -76// Ref num -5// Number of instmuctions -3// Initial instruction -point --12.215,-9.982,164.122 -point --2.885,-9.9823160.537 -point -6.341,-9.982,157.351 -point -24.347,-9.9823153.297 -reverse -// Pedestrian number 967 -76// Ref num -4// Number of instmuctions -2// Initial instruction -point -24.109,-9.9823154.518 -point -5.280,-9.982,158.113 -point --14.351,-9.982,163.653 -reverse -// Pedestrian number 968 -76// Ref num -4// Number of instmuctions -2// Initial instruction -point -0.712,-9.982,142.364 -point -6.462,-9.982,157.787 -point -11.235,-9.9823166.893 -reverse -// Pedestrian number 969 -76// Ref num -5// Number of instmuctions -2// Initial instruction -point -10.925,-9.9823167.184 -point -5.442,-9.982,156.882 -point -3.058,-9.982,151.630 -point -0.437,-9.982,142.742 -reverse -// Pedestrian number 970 -76// Ref num -4// Number of instmuctions -2// Initial instruction -point -0.630,-9.982,142.625 -point -5.869,-9.982,156.924 -point -10.551,-9.9823167.152 -reverse -// Pedestrian number 971 -76// Ref num -5// Number of instmuctions -2// Initial instruction -point -11.530,-9.9823166.717 -point -5.578,-9.982,157.268 -point -4.673,-9.982,155.667 -point -0.728,-9.982,143.173 -reverse -// Pedestrian number 972 -76// Ref num -5// Number of instmuctions -2// Initial instruction -point -1.034,-9.982,142.642 -point -6.071,-9.982,156.891 -point -6.600,-9.982,158.884 -point -10.600,-9.9823166.195 -reverse -// Pedestrian number 973 -76// Ref num -4// Number of instmuctions -2// Initial instruction -point -10.347,-9.9823167.044 -point -5.615,-9.982,157.753 -point -0.293,-9.982,142.917 -reverse -// Pedestrian number 974 -76// Ref num -5// Number of instmuctions -2// Initial instruction -point -0.981,-9.982,142.458 -point -5.490,-9.982,156.487 -point -6.932,-9.982,159.984 -point -11.933,-9.9823167.182 -reverse -// Pedestrian number 975 -76// Ref num -5// Number of instmuctions -2// Initial instruction -point -11.056,-9.9823166.342 -point -5.968,-9.982,157.810 -point -3.472,-9.982,150.883 -point -0.969,-9.982,143.368 -reverse -// Pedestrian number 976 -76// Ref num -5// Number of instmuctions -3// Initial instruction -point -1.126,-9.982,142.489 -point -3.666,-9.982,152.574 -point -6.222,-9.982,156.713 -point -10.834,-9.9823166.674 -reverse -// Pedestrian number 977 -76// Ref num -4// Number of instmuctions -2// Initial instruction -point -10.252,-9.9823167.135 -point -6.383,-9.982,157.999 -point -0.548,-9.982,143.917 -reverse -// Pedestrian number 978 -76// Ref num -6// Number of instmuctions -3// Initial instruction -point -0.037,-9.982,142.760 -point -2.077,-9.982,145.418 -point -7.110,-9.982,157.775 -point -8.110,-9.982,159.931 -point -10.030,-9.9823167.270 -reverse -// Pedestrian number 979 -76// Ref num -5// Number of instmuctions -2// Initial instruction -point -10.400,-9.9823166.553 -point -5.963,-9.982,158.163 -point -2.814,-9.982,147.481 -point -0.037,-9.982,143.302 -reverse -// Pedestrian number 980 -76// Ref num -5// Number of instmuctions -2// Initial instruction -point -1.394,-9.982,142.695 -point -6.818,-9.982,156.515 -point -9.439,-9.982,165.998 -point -10.209,-9.9823166.605 -reverse -// Pedestrian number 981 -76// Ref num -7// Number of instmuctions -2// Initial instruction -point -9.761,-9.982,166.662 -point -6.763,-9.982,157.650 -point -5.756,-9.982,153.714 -point -4.204,-9.982,150.821 -point -2.303,-9.982,145.437 -point --0.032,-9.9823143.062 -reverse -// Pedestrian number 982 -76// Ref num -8// Number of instmuctions -4// Initial instruction -point --0.538,-9.9823142.926 -point -2.039,-9.982,147.617 -point -4.407,-9.982,155.336 -point -5.970,-9.982,156.422 -point -7.806,-9.982,158.222 -point -10.234,-9.9823165.835 -point -9.880,-9.982,167.096 -reverse -// Pedestrian number 983 -76// Ref num -7// Number of instmuctions -2// Initial instruction -point -9.614,-9.982,167.323 -point -6.595,-9.982,158.094 -point -6.338,-9.982,155.709 -point -4.572,-9.982,152.029 -point -2.557,-9.982,148.782 -point -1.673,-9.982,143.981 -reverse -// Pedestrian number 984 -76// Ref num -5// Number of instmuctions -2// Initial instruction -point -0.813,-9.982,143.347 -point -6.695,-9.982,156.886 -point -9.359,-9.982,161.760 -point -10.963,-9.9823166.523 -reverse -// Pedestrian number 985 -76// Ref num -7// Number of instmuctions -3// Initial instruction -point -10.743,-9.9823166.932 -point -9.076,-9.982,165.132 -point -6.187,-9.982,158.030 -point -5.945,-9.982,155.080 -point -2.183,-9.982,149.123 -point -0.351,-9.982,143.562 -reverse -// Pedestrian number 986 -76// Ref num -6// Number of instmuctions -3// Initial instruction -point -1.612,-9.982,143.111 -point -4.424,-9.982,152.059 -point -6.240,-9.982,156.405 -point -8.481,-9.982,162.003 -point -9.048,-9.982,166.630 -reverse -// Pedestrian number 987 -76// Ref num -6// Number of instmuctions -2// Initial instruction -point -9.982,-9.982,166.256 -point -6.971,-9.982,157.904 -point -5.075,-9.982,155.729 -point -2.019,-9.982,149.446 -point -0.917,-9.982,144.065 -reverse -// Pedestrian number 988 -76// Ref num -7// Number of instmuctions -4// Initial instruction -point -0.953,-9.982,143.083 -point -3.269,-9.982,147.771 -point -5.303,-9.982,154.853 -point -5.776,-9.982,156.455 -point -9.794,-9.982,163.556 -point -11.109,-9.9823167.119 -reverse -// Pedestrian number 989 -76// Ref num -6// Number of instmuctions -2// Initial instruction -point -9.762,-9.982,166.919 -point -5.587,-9.982,158.108 -point -4.704,-9.982,155.996 -point -3.288,-9.982,148.469 -point --0.102,-9.9823143.410 -reverse -// Pedestrian number 990 -76// Ref num -6// Number of instmuctions -3// Initial instruction -point -0.291,-9.982,142.650 -point -2.813,-9.982,150.546 -point -6.610,-9.982,156.563 -point -7.378,-9.982,161.105 -point -11.410,-9.9823166.813 -reverse -// Pedestrian number 991 -76// Ref num -5// Number of instmuctions -2// Initial instruction -point -9.747,-9.982,166.373 -point -6.286,-9.982,158.511 -point -5.033,-9.982,157.003 -point -1.390,-9.982,142.384 -reverse -// Pedestrian number 992 -76// Ref num -5// Number of instmuctions -2// Initial instruction -point -1.583,-9.982,142.417 -point -5.762,-9.982,158.351 -point -8.544,-9.982,162.769 -point -10.861,-9.9823165.811 -reverse -// Pedestrian number 993 -76// Ref num -6// Number of instmuctions -2// Initial instruction -point -9.821,-9.982,166.042 -point -6.878,-9.982,158.442 -point -2.802,-9.982,149.748 -point -2.071,-9.982,144.488 -point -1.385,-9.982,143.463 -reverse -// Pedestrian number 994 -76// Ref num -5// Number of instmuctions -2// Initial instruction -point --13.767,-9.982,147.026 -point -5.060,-9.982,156.803 -point -9.973,-9.982,157.916 -point -27.697,-9.9823164.174 -reverse -// Pedestrian number 995 -76// Ref num -9// Number of instmuctions -4// Initial instruction -point -27.147,-9.9823164.169 -point -23.133,-9.9823162.195 -point -16.233,-9.9823160.464 -point -7.412,-9.982,157.594 -point -4.555,-9.982,156.230 -point -1.911,-9.982,155.650 -point --3.984,-9.9823152.017 -point --13.985,-9.982,147.440 -reverse -// Pedestrian number 996 -76// Ref num -7// Number of instmuctions -5// Initial instruction -point --14.385,-9.982,147.767 -point --11.489,-9.982,147.970 -point --8.450,-9.9823149.510 -point --3.889,-9.9823152.677 -point -4.782,-9.982,156.825 -point -27.281,-9.9823163.649 -reverse -// Pedestrian number 997 -76// Ref num -5// Number of instmuctions -3// Initial instruction -point -26.451,-9.9823164.033 -point -10.151,-9.9823157.769 -point -7.495,-9.982,158.065 -point --14.271,-9.982,147.422 -reverse -// Pedestrian number 998 -76// Ref num -6// Number of instmuctions -3// Initial instruction -point --14.342,-9.982,148.409 -point --5.782,-9.9823150.794 -point -5.161,-9.982,156.594 -point -8.525,-9.982,158.659 -point -25.104,-9.9823163.435 -reverse -// Pedestrian number 999 -76// Ref num -8// Number of instmuctions -4// Initial instruction -point -28.572,-9.9823163.927 -point -21.484,-9.9823161.566 -point -13.505,-9.9823159.866 -point -6.919,-9.982,158.223 -point -2.737,-9.982,156.122 -point --2.589,-9.9823153.000 -point --13.500,-9.982,148.112 -reverse -// Pedestmian number 1000 -76// Ref num -7// Number of instmuctions -4// Initial instruction -point --13.995,-9.982,147.296 -point --12.323,-9.982,147.462 -point --5.731,-9.9823151.820 -point -5.051,-9.982,157.207 -point -15.973,-9.9823160.696 -point -28.782,-9.9823163.457 -reverse -// Pedestmian number 1001 -76// Ref num -8// Number of instmuctions -4// Initial instruction -point -29.373,-9.9823163.316 -point -27.028,-9.9823163.713 -point -19.441,-9.9823161.704 -point -7.739,-9.982,157.874 -point -4.322,-9.982,156.799 -point --4.676,-9.9823151.599 -point --15.169,-9.982,147.851 -reverse -// Pedestmian number 1002 -76// Ref num -8// Number of instmuctions -4// Initial instruction -point --14.303,-9.982,147.197 -point --10.232,-9.982,148.917 -point --5.097,-9.9823151.040 -point -4.734,-9.982,156.479 -point -10.640,-9.9823158.447 -point -19.935,-9.9823161.120 -point -25.521,-9.9823163.598 -reverse -// Pedestmian number 1003 -76// Ref num -6// Number of instmuctions -2// Initial instruction -point -26.594,-9.9823163.269 -point -7.107,-9.982,158.240 -point --0.937,-9.9823153.471 -point --11.179,-9.982,149.486 -point --14.515,-9.982,147.411 -reverse -// Pedestmian number 1004 -76// Ref num -6// Number of instmuctions -3// Initial instruction -point --14.187,-9.982,147.176 -point -3.787,-9.982,155.483 -point -4.996,-9.982,156.201 -point -16.762,-9.9823160.943 -point -29.932,-9.9823163.512 -reverse -// Pedestmian number 1005 -79// Ref num -5// Number of instmuctions -3// Initial instruction -point -18.2313-11.532,134.715 -point -17.1053-11.533,134.184 -point -12.1293-11.540,133.393 -point -9.565,-11.5443132.426 -reverse -// Pedestmian number 1006 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point -8.374,-11.5463131.766 -point -11.1123-11.547,127.616 -point -11.5243-11.537,125.541 -reverse -// Pedestmian number 1007 -81// Ref num -4// Number of instmuctions -2// Initial instruction -point -11.2373-11.535,125.136 -point -16.1693-11.542,128.808 -point -21.9133-11.519,130.806 -reverse -// Pedestmian number 1008 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point -22.8793-11.520,130.214 -point -27.8413-11.528,127.140 -point -30.1923-11.532,125.733 -reverse -// Pedestmian number 1009 -2// Ref num -4// Number of instmuctions -2// Initial instruction -point -30.4253-11.537,125.470 -point -31.4543-11.544,120.182 -point -31.6033-11.545,119.037 -reverse -// Pedestmian number 1010 -81// Ref num -7// Number of instmuctions -4// Initial instruction -point -31.2553-11.545,117.497 -point -28.1263-11.541,116.754 -point -24.9713-11.531,119.072 -point -20.8953-11.522,119.222 -point -18.5703-11.519,119.907 -point -17.6963-11.519,120.116 -reverse -// Pedestmian number 1011 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point -17.3743-11.517,119.126 -point -12.7673-11.533,117.990 -point -7.385,-11.5473119.002 -reverse -// Pedestmian number 1012 -2// Ref num -4// Number of instmuctions -2// Initial instruction -point -6.709,-11.5473119.480 -point -3.689,-11.5473123.009 -point -0.874,-11.5473124.743 -reverse -// Pedestmian number 1013 -79// Ref num -5// Number of instmuctions -3// Initial instruction -point --10.485,-11.5483129.212 -point --13.775,-11.5463133.462 -point --16.384,-11.5473134.161 -point --17.855,-11.5473134.993 -reverse -// Pedestmian number 1014 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --18.234,-11.5473135.160 -point --20.282,-11.5463136.597 -point --21.759,-11.5473136.995 -reverse -// Pedestmian number 1015 -77// Ref num -5// Number of instmuctions -2// Initial instruction -point --23.284,-11.5463138.218 -point --25.453,-11.5473143.492 -point --25.433,-11.5483146.241 -point --25.359,-11.1653148.067 -reverse -// Pedestmian number 1016 -78// Ref num -5// Number of instmuctions -3// Initial instruction -point --25.692,-11.1263148.841 -point --26.250,-11.1193150.599 -point --27.000,-11.1993151.127 -point --28.323,-11.5513151.428 -reverse -// Pedestmian number 1017 -79// Ref num -5// Number of instmuctions -2// Initial instruction -point --28.701,-11.5503151.928 -point --33.330,-11.5473155.755 -point --33.868,-11.5493159.972 -point --34.400,-11.5493160.628 -reverse -// Pedestmian number 1018 -78// Ref num -5// Number of instmuctions -3// Initial instruction -point --35.361,-11.5493161.607 -point --34.567,-11.5473164.362 -point --34.235,-11.5453167.176 -point --33.894,-11.5493168.970 -reverse -// Pedestmian number 1019 -2// Ref num -4// Number of instmuctions -2// Initial instruction -point --33.404,-11.5493168.860 -point --31.731,-11.5493166.723 -point --29.000,-11.5493163.616 -reverse -// Pedestmian number 1020 -76// Ref num -4// Number of instmuctions -2// Initial instruction -point --28.599,-11.5493163.019 -point --27.558,-11.5513160.165 -point --27.647,-11.5513158.742 -reverse -// Pedestmian number 1021 -79// Ref num -4// Number of instmuctions -2// Initial instruction -point --27.666,-11.5513157.946 -point --27.876,-11.5503155.647 -point --28.093,-11.5513153.341 -reverse -// Pedestmian number 1022 -79// Ref num -4// Number of instmuctions -2// Initial instruction -point --28.350,-11.5513152.827 -point --30.291,-11.5483150.324 -point --32.752,-11.5473148.127 -reverse -// Pedestmian number 1023 -2// Ref num -4// Number of instmuctions -2// Initial instruction -point --33.058,-11.5473147.872 -point --31.791,-11.5473143.292 -point --30.902,-11.5473141.702 -reverse -// Pedestmian number 1024 -79// Ref num -4// Number of instmuctions -2// Initial instruction -point --30.647,-11.5473140.829 -point --28.687,-11.5473137.416 -point --28.250,-11.5473135.382 -reverse -// Pedestmian number 1025 -81// Ref num -4// Number of instmuctions -2// Initial instruction -point --27.779,-11.5473135.064 -point --26.835,-11.5473134.413 -point --25.385,-11.5473133.353 -reverse -// Pedestmian number 1026 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --24.789,-11.5473133.343 -point --23.022,-11.5463138.370 -point --21.774,-11.5493141.662 -reverse -// Pedestmian number 1027 -78// Ref num -5// Number of instmuctions -2// Initial instruction -point --21.025,-11.5503141.375 -point --19.359,-11.5503140.448 -point --16.303,-11.5463139.958 -point --13.494,-11.2033140.603 -reverse -// Pedestmian number 1028 -5// Ref num -4// Number of instmuctions -2// Initial instruction -point -8.227,-11.5473132.117 -point -10.9403-11.538,127.351 -point -17.2373-11.518,120.178 -reverse -// Pedestmian number 1029 -81// Ref num -6// Number of instmuctions -3// Initial instruction -point -31.6353-11.545,119.034 -point -32.1043-11.546,118.008 -point -36.3683-10.753,114.969 -point -38.2333-10.734,114.098 -point -48.7763-10.734,111.391 -reverse -// Pedestmian number 1030 -5// Ref num -5// Number of instmuctions -3// Initial instruction -point -50.1443-10.734,110.851 -point -50.6743-10.734,110.043 -point -55.0273-10.734,108.531 -point -57.8233-10.734,107.341 -reverse -// Pedestmian number 1031 -5// Ref num -4// Number of instmuctions -2// Initial instruction -point -58.8393-10.734,106.511 -point -60.1103-10.734,103.379 -point -67.436,-10.734,97.837 -reverse -// Pedestmian number 1032 -79// Ref num -4// Number of instmuctions -2// Initial instruction -point -68.224,-10.734,97.668 -point -70.656,-10.734,97.316 -point -73.185,-10.734,97.465 -reverse -// Pedestmian number 1033 -81// Ref num -4// Number of instmuctions -2// Initial instruction -point -73.374,-10.734,97.397 -point -74.050,-10.734,96.725 -point -75.678,-10.734,94.573 -reverse -// Pedestmian number 1034 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point -75.918,-10.734,93.864 -point -76.571,-10.734,89.826 -point -76.190,-10.734,82.407 -reverse -// Pedestmian number 1035 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point -75.245,-10.734,81.828 -point -71.243,-10.734,79.966 -point -70.421,-10.734,79.238 -reverse -// Pedestmian number 1036 -78// Ref num -5// Number of instmuctions -2// Initial instruction -point -70.513,-10.596,78.228 -point -74.443,-10.174,75.745 -point -75.276,-9.568,72.538 -point -75.776,-9.587,71.736 -reverse -// Pedestmian number 1037 -78// Ref num -7// Number of instmuctions -4// Initial instruction -point -74.765,-8.973,69.333 -point -74.102,-8.834,68.864 -point -72.715,-8.516,67.333 -point -71.472,-8.369,66.676 -point -70.535,-8.351,65.579 -point -69.853,-8.200,64.162 -reverse -// Pedestmian number 1038 -5// Ref num -4// Number of instmuctions -2// Initial instruction -point -69.532,-8.180,63.877 -point -69.360,-8.330,64.675 -point -69.838,-8.792,67.653 -reverse -// Pedestmian number 1039 -78// Ref num -7// Number of instmuctions -2// Initial instruction -point -69.916,-8.869,68.151 -point -69.804,-9.339,70.874 -point -69.443,-9.666,72.625 -point -69.777,-9.944,74.439 -point -69.617,-10.251,76.174 -point -70.106,-10.390,77.199 -reverse -// Pedestmian number 1040 -78// Ref num -6// Number of instmuctions -4// Initial instruction -point -70.328,-10.419,77.329 -point -70.556,-10.358,76.997 -point -70.781,-10.277,76.565 -point -72.073,-10.115,75.624 -point -74.613,-9.426,71.877 -reverse -// Pedestmian number 1041 -79// Ref num -4// Number of instmuctions -2// Initial instruction -point --46.966,6.915,-162.283 -point --48.891,6.915,-160.743 -point --51.107,6.915,-158.510 -reverse -// Pedestmian number 1042 -2// Ref num -4// Number of instmuctions -2// Initial instruction -point --52.038,6.915,-162.201 -point --50.180,6.915,-159.288 -point --49.471,6.915,-158.833 -reverse -// Pedestmian number 1043 -79// Ref num -4// Number of instmuctions -2// Initial instruction -point --50.508,6.915,-158.824 -point --50.852,6.915,-159.775 -point --48.906,6.915,-162.274 -reverse -// Pedestmian number 1044 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --50.139,6.915,-162.270 -point --48.885,6.915,-159.485 -point --48.114,6.915,-158.749 -reverse -// Pedestmian number 1045 -5// Ref num -4// Number of instmuctions -2// Initial instruction -point --47.620,6.915,-148.359 -point --47.403,6.915,-154.481 -point --47.391,6.915,-162.178 -reverse -// Pedestmian number 1046 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --48.361,6.915,-162.160 -point --51.150,6.915,-158.468 -point --51.258,6.915,-148.926 -reverse -// Pedestmian number 1047 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --51.741,6.915,-148.339 -point --48.402,6.915,-154.066 -point --35.107,6.915,-153.187 -reverse -// Pedestmian number 1048 -81// Ref num -4// Number of instmuctions -2// Initial instruction -point --35.347,6.915,-148.321 -point --37.113,6.915,-149.162 -point --49.588,6.915,-162.272 -reverse -// Pedestmian number 1049 -81// Ref num -5// Number of instmuctions -2// Initial instruction -point --53.577,6.915,-162.746 -point --50.973,6.915,-158.737 -point --51.085,6.915,-154.145 -point --47.697,6.915,-148.482 -reverse -// Pedestmian number 1050 -77// Ref num -5// Number of instmuctions -2// Initial instruction -point --46.842,6.915,-148.384 -point --47.666,6.915,-153.674 -point --46.891,6.915,-155.728 -point --48.184,6.915,-162.100 -reverse -// Pedestmian number 1051 -79// Ref num -7// Number of instmuctions -4// Initial instruction -point --36.248,6.915,-174.672 -point --37.561,6.915,-171.550 -point --38.506,6.915,-162.512 -point --48.146,6.915,-157.111 -point --51.928,6.915,-154.575 -point --53.796,6.915,-148.250 -reverse -// Pedestmian number 1052 -2// Ref num -5// Number of instmuctions -3// Initial instruction -point --51.007,6.915,-148.282 -point --49.478,6.915,-150.191 -point --50.413,6.915,-153.810 -point --49.828,6.915,-154.079 -reverse -// Pedestmian number 1053 -79// Ref num -4// Number of instmuctions -2// Initial instruction -point --49.177,6.915,-153.972 -point --48.947,6.915,-153.539 -point --47.069,6.915,-148.468 -reverse -// Pedestmian number 1054 -77// Ref num -5// Number of instmuctions -3// Initial instruction -point --50.275,6.924,-146.120 -point --49.376,6.921,-146.971 -point --49.172,6.915,-149.665 -point --49.488,6.915,-154.078 -reverse -// Pedestmian number 1055 -5// Ref num -5// Number of instmuctions -2// Initial instruction -point --63.449,6.915,-148.656 -point --60.997,6.915,-149.902 -point --54.268,6.915,-154.786 -point --49.761,6.915,-162.215 -reverse -// Pedestmian number 1056 -78// Ref num -5// Number of instmuctions -2// Initial instruction -point --50.534,6.915,-162.253 -point --49.652,6.915,-159.486 -point --48.534,6.915,-158.755 -point --35.174,6.915,-158.978 -reverse -// Pedestmian number 1057 -81// Ref num -4// Number of instmuctions -2// Initial instruction -point --40.342,6.915,-148.278 -point --45.868,6.915,-154.670 -point --59.329,6.915,-162.647 -reverse -// Pedestmian number 1058 -81// Ref num -6// Number of instmuctions -3// Initial instruction -point --63.423,6.915,-162.674 -point --61.790,6.915,-162.590 -point --61.272,6.915,-163.280 -point --61.613,6.915,-168.773 -point --60.292,6.915,-175.572 -reverse -// Pedestmian number 1059 -79// Ref num -5// Number of instmuctions -2// Initial instruction -point --61.130,6.915,-175.585 -point --59.989,6.915,-162.761 -point --58.222,6.915,-162.335 -point --52.377,6.915,-162.682 -reverse -// Pedestmian number 1060 -78// Ref num -8// Number of instmuctions -4// Initial instruction -point --52.016,7.059,-162.702 -point --51.152,7.059,-162.735 -point --50.386,7.059,-162.443 -point --49.575,7.059,-162.462 -point --49.212,7.059,-162.738 -point --47.741,7.059,-162.753 -point --46.754,7.059,-162.456 -reverse -// Pedestmian number 1061 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --46.257,6.915,-162.528 -point --44.327,6.915,-159.727 -point --41.278,6.915,-148.409 -reverse -// Pedestmian number 1062 -81// Ref num -5// Number of instmuctions -2// Initial instruction -point --48.063,6.915,-154.924 -point --49.264,6.915,-156.461 -point --51.317,6.915,-158.126 -point --63.399,6.915,-157.918 -reverse -// Pedestmian number 1063 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --63.512,6.915,-157.611 -point --57.739,6.915,-161.144 -point --52.293,6.915,-162.530 -reverse -// Pedestmian number 1064 -78// Ref num -8// Number of instmuctions -1// Initial instruction -point --51.109,6.915,-154.432 -point --50.893,6.915,-155.040 -point --49.095,6.915,-155.829 -point --47.459,6.915,-154.907 -point --47.153,6.915,-153.964 -point --48.025,6.915,-153.852 -point --63.400,6.915,-154.947 -reverse -// Pedestmian number 1065 -78// Ref num -5// Number of instmuctions -2// Initial instruction -point --58.457,6.915,-148.231 -point --56.638,6.915,-149.924 -point --50.840,6.915,-153.997 -point --44.216,6.915,-148.350 -reverse -// Pedestmian number 1066 -78// Ref num -9// Number of instmuctions -5// Initial instruction -point --43.417,6.915,-148.316 -point --41.146,6.915,-150.133 -point --40.878,6.915,-151.572 -point --41.716,6.915,-153.063 -point --46.850,6.915,-156.117 -point --53.301,6.915,-158.681 -point --55.016,6.915,-160.471 -point --55.391,6.915,-162.637 -reverse -// Pedestmian number 1067 -5// Ref num -7// Number of instmuctions -3// Initial instruction -point --56.390,6.915,-162.692 -point --53.841,6.915,-161.234 -point --50.215,6.915,-158.792 -point --48.410,6.915,-158.836 -point --41.139,6.915,-162.668 -point --35.037,6.915,-162.454 -reverse -// Pedestmian number 1068 -77// Ref num -4// Number of instmuctions -2// Initial instruction -point --35.109,6.915,-162.691 -point --49.485,6.915,-154.912 -point --62.667,6.915,-162.722 -reverse -// Pedestmian number 1069 -79// Ref num -5// Number of instmuctions -2// Initial instruction -point --63.464,6.915,-161.561 -point --50.007,6.915,-156.234 -point --46.942,6.915,-157.017 -point --44.450,6.915,-162.613 -reverse -// Pedestmian number 1070 -2// Ref num -8// Number of instmuctions -4// Initial instruction -point --38.963,6.915,-175.256 -point --38.583,6.915,-163.441 -point --38.999,6.915,-161.482 -point --49.628,6.915,-155.443 -point --52.911,6.915,-155.367 -point --57.565,6.915,-162.625 -point --57.598,6.915,-162.676 -reverse -// Pedestmian number 1071 -79// Ref num -9// Number of instmuctions -4// Initial instruction -point --50.777,6.915,-162.180 -point --51.674,6.915,-160.259 -point --50.735,6.915,-156.997 -point --48.431,6.915,-154.959 -point --47.841,6.915,-156.155 -point --46.498,6.915,-162.124 -point --44.950,6.915,-162.625 -point --35.105,6.915,-160.990 -reverse -// Pedestmian number 1072 -77// Ref num -7// Number of instmuctions -5// Initial instruction -point --39.307,6.915,-174.770 -point --38.646,6.915,-173.237 -point --38.694,6.915,-163.009 -point --39.046,6.915,-161.917 -point --38.309,6.915,-159.781 -point --35.171,6.915,-159.326 -reverse -// Pedestmian number 1073 -81// Ref num -6// Number of instmuctions -2// Initial instruction -point --35.102,6.915,-148.711 -point --36.988,6.915,-150.386 -point --41.165,6.915,-155.617 -point --51.843,6.915,-162.174 -point --63.375,6.915,-160.991 -reverse -// Pedestmian number 1074 -78// Ref num -6// Number of instmuctions -2// Initial instruction -point --59.071,7.165,-146.600 -point --60.260,6.915,-148.118 -point --63.533,6.915,-153.150 -point --60.708,6.915,-163.612 -point --59.866,6.915,-175.547 -reverse -// Pedestmian number 1075 -5// Ref num -9// Number of instmuctions -6// Initial instruction -point --59.135,6.915,-174.539 -point --59.524,6.915,-173.657 -point --61.796,6.915,-159.790 -point --60.113,6.915,-156.616 -point --57.473,6.915,-155.184 -point --51.461,6.915,-154.746 -point --46.256,6.915,-157.676 -point --43.587,6.915,-162.579 -reverse -// Pedestmian number 1076 -78// Ref num -7// Number of instmuctions -3// Initial instruction -point --36.697,6.915,-162.599 -point --38.760,6.918,-148.070 -point --39.359,7.603,-144.044 -point --39.070,8.144,-141.109 -point --37.269,8.417,-137.438 -point --35.953,8.415,-136.315 -reverse -// Pedestmian number 1077 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --39.466,7.515,-144.520 -point --39.178,7.609,-144.008 -point --36.177,8.125,-141.211 -reverse -// Pedestmian number 1078 -78// Ref num -4// Number of instmuctions -2// Initial instruction -point --38.366,8.413,-132.265 -point --34.675,8.413,-129.164 -point --25.162,8.414,-113.470 -reverse -// Pedestmian number 1079 -5// Ref num -9// Number of instmuctions -4// Initial instruction -point --25.242,8.414,-112.538 -point --26.157,8.414,-114.243 -point --29.156,8.413,-121.615 -point --34.532,8.413,-128.121 -point --35.078,8.413,-132.174 -point --35.526,8.413,-133.805 -point --38.473,8.413,-137.489 -point --39.370,8.289,-139.293 -reverse -// Pedestmian number 1080 -77// Ref num -5// Number of instmuctions -2// Initial instruction -point --28.340,8.416,-108.873 -point --27.017,8.416,-109.418 -point --26.488,8.415,-110.490 -point --26.647,8.413,-120.279 -reverse -// Pedestmian number 1081 -1// Ref num -4// Number of instmuctions -2// Initial instruction -point --46.763,2.9583-58.937 -point --43.749,2.9553-46.138 -point --49.000,2.9553-35.857 -reverse -// Pedestmian number 1082 -2// Ref num -5// Number of instmuctions -3// Initial instruction -point --42.215,2.9553-35.827 -point --42.050,2.9553-38.852 -point --47.208,2.9553-45.492 -point --60.057,2.9573-52.510 -reverse -// Pedestmian number 1083 -79// Ref num -5// Number of instmuctions -2// Initial instruction -point --51.186,2.9583-58.819 -point --47.188,2.9553-47.239 -point --47.547,2.9553-43.858 -point --55.808,2.9553-35.825 -reverse -// Pedestmian number 1084 -77// Ref num -5// Number of instmuctions -3// Initial instruction -point --38.833,2.9563-52.275 -point --45.357,2.9553-47.094 -point --48.005,2.9553-46.876 -point --67.118,2.9553-38.431 -reverse -// Pedestmian number 1085 -77// Ref num -5// Number of instmuctions -3// Initial instruction -point --67.173,2.9553-40.650 -point --54.885,2.9553-45.687 -point --52.933,2.9553-44.865 -point --31.238,2.9553-45.152 -reverse -// Pedestmian number 1086 -5// Ref num -5// Number of instmuctions -2// Initial instruction -point --38.141,2.9553-35.986 -point --46.198,2.9553-45.640 -point --49.724,2.9553-46.951 -point --50.599,2.9583-58.831 -reverse - -START OF OPPONENT PATHS -331 // Number of path nodes --103.387, 2.958, -13.017 // Node #0 --103.213, 2.958, 1.959 // Node #1 --102.490, 2.958, 5.669 // Node #2 --99.830, 2.958, 10.381 // Node #3 --94.904, 2.958, 13.539 // Node #4 --49.352, 2.958, 13.896 // Node #5 --27.148, 2.958, 13.705 // Node #6 --23.047, 2.958, 12.661 // Node #7 --18.646, 2.958, 9.578 // Node #8 --16.305, 2.958, 5.571 // Node #9 --14.615, 2.9583 -1.257 // Node #10 --14.878, 3.9553 -13.739 // Node #11 --14.964, 3.9463 -62.151 // Node #12 --15.008, 4.7813 -78.638 // Node #13 --15.119, 4.9593 -83.974 // Node #14 --16.277, 4.9593 -90.012 // Node #15 --20.473, 4.9593 -96.329 // Node #16 --27.059, 4.9613 -101.287 // Node #17 --34.679, 4.9593 -102.956 // Node #18 --49.157, 4.9593 -102.849 // Node #19 --65.570, 4.9593 -102.693 // Node #20 --72.470, 4.9613 -100.534 // Node #21 --78.138, 4.9593 -96.135 // Node #22 --82.037, 4.9593 -89.978 // Node #23 --83.327, 4.9593 -85.599 // Node #24 --83.487, 4.3853 -75.337 // Node #25 --83.406, 3.9463 -62.292 // Node #26 --83.556, 2.9573 -43.996 // Node #27 --84.009, 2.9573 -39.748 // Node #28 --85.594, 2.9573 -35.133 // Node #29 --88.280, 2.9573 -31.962 // Node #30 --97.669, 2.9573 -26.746 // Node #31 --100.046, 2.957, -24.401 // Node #32 --101.687, 2.957, -21.589 // Node #33 --102.662, 2.957, -18.791 // Node #34 --103.121, 2.958, -16.015 // Node #35 --49.294, 2.9603 8.497 // Node #36 --49.146, 2.9553 -25.016 // Node #37 --63.747, 2.9553 -25.323 // Node #38 --69.175, 2.9553 -19.455 // Node #39 --69.274, 2.9553 -32.516 // Node #40 --34.903, 2.9553 -24.813 // Node #41 --29.268, 2.9553 -19.513 // Node #42 --29.086, 2.9553 -32.756 // Node #43 --33.546, 2.9483 -56.572 // Node #44 --33.915, 2.9593 -62.271 // Node #45 --34.114, 2.9553 -79.840 // Node #46 --44.034, 2.9573 -80.322 // Node #47 --49.090, 2.9603 -80.246 // Node #48 --53.632, 2.9573 -80.271 // Node #49 --65.879, 2.9553 -80.699 // Node #50 --65.972, 2.9583 -66.273 // Node #51 --66.269, 2.9603 -62.329 // Node #52 --66.190, 2.9583 -57.065 // Node #53 --65.630, 2.9553 -33.082 // Node #54 --69.468, 2.9603 -60.638 // Node #55 --66.121, 2.9573 -55.165 // Node #56 --68.277, 2.9563 -53.513 // Node #57 --68.853, 7.1593 -36.655 // Node #58 --29.044, 7.1593 -35.852 // Node #59 --69.384, 2.9603 -63.989 // Node #60 --48.960, 2.9583 -62.373 // Node #61 --52.630, 2.9553 -53.784 // Node #62 --48.981, 2.9533 -48.347 // Node #63 --36.859, 2.9513 -55.442 // Node #64 --30.402, 2.9573 -55.125 // Node #65 --29.938, 2.9553 -52.331 // Node #66 --29.761, 7.1593 -38.050 // Node #67 --28.897, 2.9603 -60.382 // Node #68 --69.212, 2.9553 -84.971 // Node #69 --50.891, 2.9603 -85.303 // Node #70 --47.378, 2.9593 -85.468 // Node #71 --49.263, 2.9613 -83.548 // Node #72 --29.212, 2.9553 -85.048 // Node #73 --31.406, 2.9613 -62.273 // Node #74 --9.927, 3.949, -62.201 // Node #75 -6.949, 4.4383 -62.188 // Node #76 -10.112, 4.438, -62.160 // Node #77 -13.037, 4.438, -61.120 // Node #78 -19.660, 4.438, -56.417 // Node #79 -21.970, 4.438, -53.059 // Node #80 -24.461, 4.438, -47.886 // Node #81 -25.145, 4.438, -45.337 // Node #82 -25.212, 4.438, -39.866 // Node #83 -26.394, 4.438, -35.512 // Node #84 -27.973, 4.453, -33.202 // Node #85 -33.381, 2.628, -25.841 // Node #86 -36.719, 3.046, -20.819 // Node #87 -38.185, 3.046, -18.679 // Node #88 -41.998, 3.046, -15.151 // Node #89 -48.869, 3.046, -9.605 // Node #90 -55.578, 3.046, -5.510 // Node #91 -59.359, 3.046, -3.674 // Node #92 -66.015, 3.046, -0.444 // Node #93 -70.654, 3.046, 2.955 // Node #94 -75.318, 3.046, 7.548 // Node #95 -77.838, 3.046, 12.018 // Node #96 -79.635, 3.046, 16.688 // Node #97 -81.066, 3.046, 23.457 // Node #98 -81.081, 2.987, 33.635 // Node #99 -81.071, -10.120, 66.089 // Node #100 --26.496, 7.159, -36.092 // Node #101 --26.796, 8.415, -111.499 // Node #102 --27.603, 8.413, -117.597 // Node #103 --30.848, 8.413, -123.875 // Node #104 --34.237, 8.413, -127.048 // Node #105 --37.889, 8.414, -135.239 // Node #106 --38.059, 6.915, -150.804 // Node #107 --37.771, 6.915, -161.537 // Node #108 --37.523, 6.915, -174.915 // Node #109 --37.807, 6.915, -172.888 // Node #110 --60.848, 6.915, -161.535 // Node #111 --60.711, 6.915, -174.686 // Node #112 --60.724, 6.915, -149.506 // Node #113 --60.856, 8.394, -137.772 // Node #114 --62.298, 8.413, -131.020 // Node #115 --68.295, 8.413, -122.464 // Node #116 --70.978, 8.413, -117.474 // Node #117 --71.916, 8.416, -107.694 // Node #118 --72.062, 7.159, -84.303 // Node #119 --71.622, 7.159, -36.946 // Node #120 --71.671, 6.823, 7.809 // Node #121 --71.161, 6.153, 23.298 // Node #122 --67.818, 6.153, 28.857 // Node #123 --62.881, 6.153, 34.541 // Node #124 --60.980, 6.155, 41.282 // Node #125 --60.727, 5.505, 49.408 // Node #126 --60.568, 4.469, 58.729 // Node #127 --60.628, 4.469, 64.029 // Node #128 --60.682, 4.469, 84.458 // Node #129 --49.786, 4.469, 68.856 // Node #130 --37.622, 4.469, 70.952 // Node #131 --37.695, 4.469, 84.129 // Node #132 --37.915, 4.469, 58.220 // Node #133 --37.752, 6.075, 44.167 // Node #134 --35.740, 6.153, 35.243 // Node #135 --29.536, 6.153, 26.785 // Node #136 --26.718, 6.153, 20.116 // Node #137 --26.743, 7.159, -23.551 // Node #138 --49.173, 5.092, -109.257 // Node #139 --49.228, 6.412, -117.321 // Node #140 --49.148, 6.987, -132.749 // Node #141 --49.256, 6.915, -149.604 // Node #142 --49.300, 6.915, -161.595 // Node #143 --49.294, 3.043, 19.750 // Node #144 --49.180, 4.461, 29.686 // Node #145 --49.352, 4.470, 58.591 // Node #146 --49.881, 4.469, 83.221 // Node #147 --49.578, 3.079, 93.480 // Node #148 --49.131, 2.593, 109.296 // Node #149 --49.205, -11.504, 148.280 // Node #150 --48.981, -11.547, 159.953 // Node #151 --47.418, -11.547, 164.553 // Node #152 --43.102, -11.547, 167.768 // Node #153 --39.314, -11.547, 167.836 // Node #154 --35.421, -11.547, 166.512 // Node #155 --32.326, -11.547, 162.337 // Node #156 --31.943, -11.547, 156.003 // Node #157 --31.586, -11.547, 149.288 // Node #158 --29.462, -11.546, 145.194 // Node #159 --20.435, -11.546, 137.690 // Node #160 --10.751, -11.546, 134.066 // Node #161 -6.718, -11.547, 129.842 // Node #162 -18.177, -11.547, 126.208 // Node #163 -30.591, -11.547, 122.086 // Node #164 -43.432, -11.547, 117.585 // Node #165 -54.962, -11.547, 113.652 // Node #166 -67.334, -11.547, 109.199 // Node #167 -73.656, -11.547, 105.025 // Node #168 -77.047, -11.547, 100.847 // Node #169 -80.318, -11.547, 92.335 // Node #170 -80.970, -11.547, 83.202 // Node #171 -81.119, -11.425, 75.643 // Node #172 -35.793, 2.534, -29.053 // Node #173 -38.310, 2.539, -33.349 // Node #174 -42.541, 2.531, -38.275 // Node #175 -35.194, 2.530, -36.871 // Node #176 -30.106, 2.493, -22.729 // Node #177 -26.656, 2.451, -16.415 // Node #178 -26.081, 2.519, -7.912 // Node #179 -25.938, 2.535, -1.924 // Node #180 -18.521, 2.600, 16.598 // Node #181 -20.342, 2.645, 25.465 // Node #182 -22.760, 2.645, 40.451 // Node #183 -22.668, 2.645, 49.541 // Node #184 -24.214, 2.645, 54.586 // Node #185 -25.532, 4.039, 64.101 // Node #186 -25.918, 3.757, 66.652 // Node #187 -31.388, 4.438, 61.196 // Node #188 -39.636, 4.438, 50.558 // Node #189 -42.159, 4.439, 29.947 // Node #190 -43.960, 4.438, 6.335 // Node #191 -44.269, 2.447, -5.274 // Node #192 -20.002, 3.500, 74.493 // Node #193 -8.034, 3.500, 84.827 // Node #194 --13.485, 3.500, 91.614 // Node #195 --36.469, 3.398, 94.153 // Node #196 --34.911, 3.330, 90.988 // Node #197 --34.070, 2.957, -66.703 // Node #198 --38.139, 2.956, -67.667 // Node #199 --46.768, 2.955, -68.186 // Node #200 --49.021, 2.955, -68.760 // Node #201 --56.166, 2.955, -68.324 // Node #202 --56.994, 2.955, -62.209 // Node #203 --55.488, 2.955, -55.227 // Node #204 --43.033, 2.955, -53.821 // Node #205 --47.427, 2.955, -40.215 // Node #206 --31.370, 3.500, 86.406 // Node #207 --27.083, 3.500, 84.470 // Node #208 --19.423, 3.500, 86.573 // Node #209 --14.640, 3.500, 86.968 // Node #210 -11.771, 1.930, 68.266 // Node #211 --9.998, 1.929, 79.978 // Node #212 --44.023, 1.929, 76.808 // Node #213 --56.758, 1.929, 75.600 // Node #214 --67.489, 1.929, 77.208 // Node #215 --74.757, 1.929, 74.533 // Node #216 --73.757, 1.929, 80.110 // Node #217 --70.517, 1.929, 76.643 // Node #218 --71.292, 1.929, 78.052 // Node #219 --30.363, 1.929, 76.669 // Node #220 --27.078, 1.929, 75.990 // Node #221 --30.599, 1.929, 73.069 // Node #222 --31.829, 2.528, 67.908 // Node #223 --34.389, 2.530, 63.143 // Node #224 --29.659, 2.527, 65.577 // Node #225 --31.071, 2.425, 70.538 // Node #226 --26.685, 2.423, 70.841 // Node #227 --22.009, 2.431, 70.431 // Node #228 --11.699, 2.412, 74.439 // Node #229 --1.538, 2.411, 70.353 // Node #230 -2.625, 2.402, 68.763 // Node #231 -7.419, 2.454, 61.081 // Node #232 -11.189, 2.361, 55.823 // Node #233 -13.598, 2.505, 52.034 // Node #234 -14.445, 2.506, 38.778 // Node #235 -15.084, 2.574, 27.953 // Node #236 -16.001, 2.542, 18.924 // Node #237 --53.237, 3.277, 81.936 // Node #238 --53.064, 3.881, 83.318 // Node #239 --53.826, 3.915, 86.783 // Node #240 --54.824, 3.228, 91.329 // Node #241 --55.992, 3.185, 93.987 // Node #242 --54.666, 3.342, 97.949 // Node #243 --51.815, 3.166, 99.423 // Node #244 --49.545, 3.067, 97.921 // Node #245 --65.560, 3.183, 91.606 // Node #246 --66.516, 3.060, 85.079 // Node #247 --68.542, 2.757, 80.402 // Node #248 --72.244, 3.346, 96.909 // Node #249 --71.588, 3.419, 103.651 // Node #250 --66.966, 3.419, 109.414 // Node #251 --65.890, 1.959, 116.446 // Node #252 --64.945, -8.942, 138.907 // Node #253 --57.484, -9.429, 140.410 // Node #254 --54.236, -10.359, 142.248 // Node #255 --54.347, -10.892, 146.151 // Node #256 --72.542, -8.736, 136.078 // Node #257 --63.354, -9.726, 141.750 // Node #258 --59.663, -10.649, 145.318 // Node #259 --54.567, -11.550, 149.599 // Node #260 --54.082, -11.550, 157.171 // Node #261 --76.595, 2.389, 73.106 // Node #262 --77.801, 2.497, 70.803 // Node #263 --79.907, 2.513, 75.685 // Node #264 --69.805, 2.388, 71.269 // Node #265 --66.416, 2.457, 67.321 // Node #266 --64.758, 2.449, 66.885 // Node #267 --64.552, 2.514, 63.558 // Node #268 --45.033, 2.681, 80.515 // Node #269 --45.396, 3.868, 83.266 // Node #270 --44.422, 3.915, 86.024 // Node #271 --43.360, 3.431, 90.245 // Node #272 --40.875, 3.121, 91.898 // Node #273 --43.028, 3.071, 96.163 // Node #274 --38.837, 3.219, 94.857 // Node #275 --42.511, -9.641, 149.612 // Node #276 --39.071, -9.156, 145.057 // Node #277 --38.658, -9.126, 135.595 // Node #278 --39.735, -7.536, 127.024 // Node #279 --38.988, 0.796, 112.625 // Node #280 --38.898, 3.055, 105.097 // Node #281 --40.094, 3.215, 100.272 // Node #282 --40.594, -10.247, 154.998 // Node #283 --38.111, -9.979, 158.628 // Node #284 --34.014, -11.547, 160.105 // Node #285 --25.457, -11.236, 161.833 // Node #286 --19.266, -9.982, 157.784 // Node #287 --7.929, -9.982, 162.127 // Node #288 -10.737, -9.982, 160.708 // Node #289 -38.975, -9.982, 154.071 // Node #290 -58.844, -9.982, 127.196 // Node #291 -66.896, -9.982, 121.025 // Node #292 -67.733, -10.194, 114.860 // Node #293 -73.622, -9.982, 122.331 // Node #294 -66.095, -9.982, 133.470 // Node #295 -33.753, -10.767, 146.699 // Node #296 -29.207, -11.531, 135.816 // Node #297 -16.374, -11.533, 130.213 // Node #298 -14.184, -11.547, 127.444 // Node #299 -14.225, -11.526, 120.569 // Node #300 -19.081, -11.544, 112.405 // Node #301 -4.449, -11.547, 122.292 // Node #302 -63.266, -10.734, 102.841 // Node #303 -64.580, -10.734, 97.952 // Node #304 -73.373, -10.734, 90.385 // Node #305 -73.699, -10.734, 81.343 // Node #306 -72.379, -9.698, 73.453 // Node #307 -71.757, -7.673, 62.794 // Node #308 -70.722, -7.352, 59.717 // Node #309 -54.827, 3.435, 40.848 // Node #310 -49.400, 4.438, 31.742 // Node #311 -24.131, 2.626, 13.313 // Node #312 -18.662, 2.645, 13.345 // Node #313 -8.953, 2.423, 10.500 // Node #314 -10.371, 2.436, -2.386 // Node #315 -12.690, 2.442, -19.509 // Node #316 -12.221, 2.441, -26.453 // Node #317 -7.206, 2.512, -20.961 // Node #318 -2.266, 2.494, 22.710 // Node #319 -4.405, 2.504, 6.386 // Node #320 -18.630, 1.930, -25.741 // Node #321 --26.921, 7.163, -67.039 // Node #322 --71.919, 7.159, -66.918 // Node #323 --44.489, 7.163, -67.158 // Node #324 --54.181, 7.163, -66.895 // Node #325 --44.370, 7.163, -57.866 // Node #326 --49.392, 7.163, -57.590 // Node #327 --54.252, 7.163, -57.697 // Node #328 --57.475, 2.955, -25.195 // Node #329 --58.169, 2.955, -43.050 // Node #330 -365 // Number of path sections -0, 1, 0, 255, 0, 255, 1.3, 0 // Section #0 -1, 2, 0, 255, 0, 255, 1.5, 0 // Section #1 -2, 3, 0, 255, 0, 255, 1.5, 0 // Section #2 -3, 4, 0, 255, 0, 255, 1.5, 0 // Section #3 -4, 5, 0, 255, 0, 255, 1.5, 0 // Section #4 -5, 6, 0, 255, 0, 255, 1.5, 0 // Section #5 -6, 7, 0, 255, 0, 255, 1.5, 0 // Section #6 -7, 8, 0, 255, 0, 255, 1.5, 0 // Section #7 -8, 9, 0, 255, 0, 255, 1.5, 0 // Section #8 -9, 10, 0, 255, 0, 255, 1.5, 0 // Section #9 -10, 11, 0, 255, 0, 255, 1.5, 0 // Section #10 -11, 12, 0, 255, 0, 255, 1.5, 0 // Section #11 -12, 13, 0, 255, 0, 255, 1.5, 0 // Section #12 -13, 14, 0, 255, 0, 255, 1.5, 0 // Section #13 -14, 15, 0, 255, 0, 255, 1.5, 0 // Section #14 -15, 16, 0, 255, 0, 255, 1.5, 0 // Section #15 -16, 17, 0, 255, 0, 255, 1.5, 0 // Section #16 -17, 18, 0, 255, 0, 255, 1.5, 0 // Section #17 -18, 19, 0, 255, 0, 255, 1.5, 0 // Section #18 -19, 20, 0, 255, 0, 255, 1.5, 0 // Section #19 -20, 21, 0, 255, 0, 255, 1.5, 0 // Section #20 -21, 22, 0, 255, 0, 255, 1.5, 0 // Section #21 -22, 23, 0, 255, 0, 255, 1.5, 0 // Section #22 -23, 24, 0, 255, 0, 255, 1.5, 0 // Section #23 -24, 25, 0, 255, 0, 255, 1.5, 0 // Section #24 -25, 26, 0, 255, 0, 255, 1.5, 0 // Section #25 -26, 27, 0, 255, 0, 255, 1.5, 0 // Section #26 -27, 28, 0, 255, 0, 255, 1.5, 0 // Section #27 -28, 29, 0, 255, 0, 255, 1.5, 0 // Section #28 -29, 30, 0, 255, 0, 255, 1.5, 0 // Section #29 -30, 31, 0, 255, 0, 255, 1.5, 0 // Section #30 -31, 32, 0, 255, 0, 255, 1.5, 0 // Section #31 -32, 33, 0, 255, 0, 255, 1.5, 0 // Section #32 -33, 34, 0, 255, 0, 255, 1.5, 0 // Section #33 -34, 35, 0, 255, 0, 255, 1.5, 0 // Section #34 -35, 0, 0, 255, 0, 255, 1.5, 0 // Section #35 -36, 5, 0, 255, 0, 255, 1.0, 1 // Section #36 -37, 36, 0, 255, 0, 255, 1.0, 1 // Section #37 -3293 37, 0, 255, 0, 255, 1.0, 1 // Section #38 -39, 38, 0, 255, 0, 255, 1.0, 0 // Section #39 -40, 38, 0, 255, 0, 255, 1.0, 0 // Section #40 -37, 41, 0, 255, 0, 255, 1.0, 0 // Section #41 -42, 41, 0, 255, 0, 255, 1.0, 0 // Section #42 -43, 41, 0, 255, 0, 255, 1.0, 0 // Section #43 -41, 44, 0, 255, 0, 255, 1.0, 0 // Section #44 -44, 45, 0, 255, 0, 255, 1.0, 0 // Section #45 -45, 198, 0, 255, 0, 255, 1.0, 1 // Section #46 -46, 47, 0, 255, 0, 255, 1.0, 0 // Section #47 -47, 48, 0, 255, 0, 255, 1.0, 0 // Section #48 -48, 49, 0, 255, 0, 255, 1.0, 0 // Section #49 -49, 50, 0, 255, 0, 255, 1.0, 0 // Section #50 -50, 51, 0, 255, 0, 255, 1.0, 0 // Section #51 -51, 52, 0, 255, 0, 255, 1.0, 0 // Section #52 -52, 53, 0, 255, 0, 255, 1.0, 0 // Section #53 -53, 56, 0, 255, 0, 255, 1.0, 0 // Section #54 -54, 38, 0, 255, 0, 255, 1.0, 0 // Section #55 -55, 53, 0, 255, 0, 255, 1.0, 0 // Section #56 -56, 57, 0, 255, 0, 255, 1.0, 0 // Section #57 -56, 54, 0, 255, 0, 255, 1.0, 0 // Section #58 -57, 58, 0, 255, 0, 255, 1.0, 0 // Section #59 -58, 59, 0, 255, 0, 255, 1.0, 0 // Section #60 -60, 51, 0, 255, 0, 255, 1.0, 0 // Section #61 -52, 26, 0, 255, 0, 255, 1.0, 0 // Section #62 -52, 203, 0, 255, 0, 255, 0.9, 0 // Section #63 -45, 61, 0, 255, 0, 255, 0.9, 0 // Section #64 -48, 201, 0, 255, 0, 255, 0.7, 0 // Section #65 -61, 63, 0, 255, 0, 255, 0.7, 0 // Section #66 -56, 204, 0, 255, 0, 255, 1.0, 0 // Section #67 -63, 205, 0, 255, 0, 255, 0.7, 0 // Section #68 -63, 206, 0, 255, 0, 255, 0.7, 0 // Section #69 -44, 65, 0, 255, 0, 255, 1.0, 0 // Section #70 -65, 66, 0, 255, 0, 255, 1.0, 0 // Section #71 -66, 67, 0, 255, 0, 255, 1.0, 0 // Section #72 -67, 59, 0, 255, 0, 255, 1.0, 0 // Section #73 -68, 65, 0, 255, 0, 255, 1.0, 0 // Section #74 -64, 44, 0, 255, 0, 255, 0.7, 0 // Section #75 -69, 50, 0, 255, 0, 255, 1.0, 0 // Section #76 -70, 49, 0, 255, 0, 255, 1.0, 0 // Section #77 -71, 47, 0, 255, 0, 255, 1.0, 0 // Section #78 -48, 72, 0, 255, 0, 255, 1.0, 0 // Section #79 -72, 19, 0, 255, 0, 255, 1.0, 0 // Section #80 -73, 46, 0, 255, 0, 255, 1.0, 0 // Section #81 -74, 45, 0, 255, 0, 255, 1.0, 1 // Section #82 -12, 74, 0, 255, 0, 255, 0.6, 1 // Section #83 -75, 12, 0, 255, 0, 255, 1.1, 1 // Section #84 -76, 75, 0, 255, 0, 255, 1.1, 1 // Section #85 -77, 76, 0, 255, 0, 255, 0.6, 1 // Section #86 -78, 77, 0, 255, 0, 255, 0.6, 1 // Section #87 -79, 78, 0, 255, 0, 255, 0.6, 1 // Section #88 -80, 79, 0, 255, 0, 255, 0.6, 1 // Section #89 -81, 80, 0, 255, 0, 255, 0.6, 1 // Section #90 -82, 81, 0, 255, 0, 255, 0.6, 1 // Section #91 -83, 82, 0, 255, 0, 255, 0.6, 1 // Section #92 -84, 83, 0, 255, 0, 255, 0.6, 1 // Section #93 -85, 84, 0, 255, 0, 255, 0.6, 1 // Section #94 -86, 85, 0, 255, 0, 255, 0.6, 1 // Section #95 -87, 86, 0, 255, 0, 255, 0.6, 1 // Section #96 -88, 87, 0, 255, 0, 255, 0.6, 1 // Section #97 -89, 88, 0, 255, 0, 255, 0.6, 1 // Section #98 -90, 89, 0, 255, 0, 255, 0.6, 1 // Section #99 -91, 90, 0, 255, 0, 255, 0.63 1 // Section #100 -92, 91, 0, 255, 0, 255, 0.63 1 // Section #101 -93, 92, 0, 255, 0, 255, 0.63 1 // Section #102 -94, 93, 0, 255, 0, 255, 0.63 1 // Section #103 -95, 94, 0, 255, 0, 255, 0.63 1 // Section #104 -96, 95, 0, 255, 0, 255, 0.63 1 // Section #105 -97, 96, 0, 255, 0, 255, 0.63 1 // Section #106 -98, 97, 0, 255, 0, 255, 0.63 1 // Section #107 -99, 98, 0, 255, 0, 255, 0.63 1 // Section #108 -100, 99, 0, 255, 0, 2553 0.6, 1 // Section #109 -59, 101, 0, 255, 0, 255, 1.03 0 // Section #110 -101, 322, 0, 255, 0, 2553 1.0, 0 // Section #111 -102, 103, 0, 255, 0, 2553 1.0, 0 // Section #112 -103, 104, 0, 255, 0, 2553 1.0, 0 // Section #113 -104, 105, 0, 255, 0, 2553 1.0, 0 // Section #114 -105, 106, 0, 255, 0, 2553 1.0, 0 // Section #115 -106, 107, 0, 255, 0, 2553 1.0, 0 // Section #116 -107, 108, 0, 255, 0, 2553 1.0, 0 // Section #117 -110, 108, 0, 255, 0, 2553 1.0, 0 // Section #118 -109, 110, 0, 255, 0, 2553 1.0, 0 // Section #119 -108, 143, 0, 255, 0, 2553 1.0, 0 // Section #120 -112, 111, 0, 255, 0, 2553 1.0, 0 // Section #121 -111, 113, 0, 255, 0, 2553 1.0, 1 // Section #122 -113, 114, 0, 255, 0, 2553 1.0, 1 // Section #123 -114, 115, 0, 255, 0, 2553 1.0, 1 // Section #124 -115, 116, 0, 255, 0, 2553 1.0, 1 // Section #125 -116, 117, 0, 255, 0, 2553 1.0, 1 // Section #126 -117, 118, 0, 255, 0, 2553 1.0, 1 // Section #127 -118, 119, 0, 255, 0, 2553 1.0, 1 // Section #128 -119, 323, 0, 255, 0, 2553 1.0, 1 // Section #129 -120, 121, 0, 255, 0, 2553 1.0, 1 // Section #130 -121, 122, 0, 255, 0, 2553 1.0, 1 // Section #131 -122, 123, 0, 255, 0, 2553 1.0, 1 // Section #132 -123, 124, 0, 255, 0, 2553 1.0, 1 // Section #133 -124, 125, 0, 255, 0, 2553 1.0, 1 // Section #134 -125, 126, 0, 255, 0, 2553 1.0, 1 // Section #135 -126, 127, 0, 255, 0, 2553 1.0, 1 // Section #136 -127, 128, 0, 255, 0, 2553 1.0, 1 // Section #137 -129, 128, 0, 255, 0, 2553 1.0, 0 // Section #138 -128, 130, 0, 255, 0, 2553 1.0, 1 // Section #139 -130, 131, 0, 255, 0, 2553 1.0, 0 // Section #140 -132, 131, 0, 255, 0, 2553 1.0, 0 // Section #141 -131, 133, 0, 255, 0, 2553 1.0, 0 // Section #142 -133, 134, 0, 255, 0, 2553 1.0, 0 // Section #143 -134, 135, 0, 255, 0, 2553 1.0, 0 // Section #144 -135, 136, 0, 255, 0, 2553 1.0, 0 // Section #145 -136, 137, 0, 255, 0, 2553 1.0, 0 // Section #146 -137, 138, 0, 255, 0, 2553 1.0, 0 // Section #147 -138, 101, 0, 255, 0, 2553 1.0, 0 // Section #148 -19, 139, 0, 255, 0, 255, 1.53 0 // Section #149 -139, 140, 0, 255, 0, 2553 1.5, 0 // Section #150 -140, 141, 0, 255, 0, 2553 1.5, 0 // Section #151 -141, 142, 0, 255, 0, 2553 1.5, 0 // Section #152 -143, 111, 0, 255, 0, 2553 1.0, 0 // Section #153 -142, 143, 0, 255, 0, 2553 1.5, 0 // Section #154 -5, 144, 0, 255, 0, 2553 1.5, 1 // Section #155 -144, 145, 0, 255, 0, 2553 1.5, 1 // Section #156 -145, 146, 0, 255, 0, 2553 1.5, 1 // Section #157 -146, 130, 0, 255, 0, 2553 1.5, 1 // Section #158 -130, 147, 0, 255, 0, 2553 1.0, 1 // Section #159 -147, 148, 0, 255, 0, 2553 1.0, 1 // Section #160 -148, 245, 0, 255, 0, 2553 1.0, 1 // Section #161 -149, 150, 0, 255, 0, 2553 1.0, 1 // Section #162 -150, 151, 0, 255, 0, 2553 1.0, 1 // Section #163 -151, 152, 0, 255, 0, 2553 1.0, 1 // Section #164 -152, 153, 0, 255, 0, 2553 1.0, 1 // Section #165 -153, 154, 0, 255, 0, 2553 1.0, 1 // Section #166 -154, 155, 0, 255, 0, 2553 1.0, 1 // Section #167 -155, 156, 0, 255, 0, 2553 1.0, 1 // Section #168 -156, 157, 0, 255, 0, 2553 1.0, 1 // Section #169 -157, 158, 0, 255, 0, 2553 1.0, 1 // Section #170 -158, 159, 0, 255, 0, 2553 1.0, 1 // Section #171 -159, 160, 0, 255, 0, 2553 1.0, 1 // Section #172 -160, 161, 0, 255, 0, 2553 1.0, 1 // Section #173 -161, 162, 0, 255, 0, 2553 1.0, 1 // Section #174 -162, 299, 0, 255, 0, 2553 1.0, 1 // Section #175 -163, 164, 0, 255, 0, 2553 1.0, 1 // Section #176 -164, 165, 0, 255, 0, 2553 1.0, 1 // Section #177 -165, 166, 0, 255, 0, 2553 1.0, 1 // Section #178 -166, 167, 0, 255, 0, 2553 1.0, 1 // Section #179 -167, 168, 0, 255, 0, 2553 1.0, 1 // Section #180 -168, 169, 0, 255, 0, 2553 1.0, 1 // Section #181 -169, 170, 0, 255, 0, 2553 1.0, 1 // Section #182 -170, 171, 0, 255, 0, 2553 1.0, 1 // Section #183 -171, 172, 0, 255, 0, 2553 1.0, 1 // Section #184 -172, 100, 0, 255, 0, 2553 1.0, 1 // Section #185 -173, 86, 0, 255, 0, 2553 0.6, 0 // Section #186 -174, 173, 0, 255, 0, 2553 0.6, 0 // Section #187 -175, 174, 0, 255, 0, 2553 0.6, 0 // Section #188 -176, 174, 0, 255, 0, 2553 0.6, 0 // Section #189 -177, 86, 0, 255, 0, 2553 0.6, 0 // Section #190 -178, 177, 0, 255, 0, 2553 0.6, 0 // Section #191 -179, 178, 0, 255, 0, 2553 0.6, 0 // Section #192 -180, 179, 0, 255, 0, 2553 0.6, 0 // Section #193 -312, 180, 0, 255, 0, 2553 0.6, 0 // Section #194 -181, 182, 0, 255, 0, 2553 0.6, 0 // Section #195 -182, 183, 0, 255, 0, 2553 1.3, 0 // Section #196 -183, 184, 0, 255, 0, 2553 1.3, 0 // Section #197 -184, 185, 0, 255, 0, 2553 1.5, 0 // Section #198 -185, 186, 0, 255, 0, 2553 1.5, 0 // Section #199 -186, 187, 0, 255, 0, 2553 1.5, 0 // Section #200 -187, 188, 0, 255, 0, 2553 1.5, 0 // Section #201 -188, 189, 0, 255, 0, 2553 1.5, 0 // Section #202 -189, 190, 0, 255, 0, 2553 1.5, 0 // Section #203 -190, 191, 0, 255, 0, 2553 1.5, 0 // Section #204 -191, 192, 0, 255, 0, 2553 1.5, 0 // Section #205 -192, 90, 0, 255, 0, 2553 1.5, 0 // Section #206 -187, 193, 0, 255, 0, 2553 1.5, 0 // Section #207 -193, 194, 0, 255, 0, 2553 1.5, 0 // Section #208 -194, 195, 0, 255, 0, 2553 1.5, 0 // Section #209 -195, 196, 0, 255, 0, 2553 1.5, 0 // Section #210 -196, 275, 0, 255, 0, 2553 1.5, 0 // Section #211 -196, 197, 0, 255, 0, 2553 1.5, 0 // Section #212 -120, 58, 0, 255, 0, 2553 1.0, 0 // Section #213 -198, 199, 0, 255, 0, 2553 1.0, 1 // Section #214 -198, 46, 0, 255, 0, 2553 1.0, 1 // Section #215 -199, 200, 0, 255, 0, 2553 1.0, 1 // Section #216 -201, 61, 0, 255, 0, 2553 0.7, 0 // Section #217 -200, 201, 0, 255, 0, 2553 1.0, 1 // Section #218 -201, 202, 0, 255, 0, 2553 0.7, 1 // Section #219 -203, 61, 0, 255, 0, 2553 0.9, 0 // Section #220 -202, 203, 0, 255, 0, 2553 0.7, 1 // Section #221 -62, 63, 0, 255, 0, 255, 1.03 0 // Section #222 -204, 62, 0, 255, 0, 2553 1.0, 0 // Section #223 -203, 204, 0, 255, 0, 2553 0.9, 1 // Section #224 -205, 64, 0, 255, 0, 2553 0.7, 0 // Section #225 -206, 37, 0, 255, 0, 2553 0.7, 0 // Section #226 -197, 207, 0, 255, 0, 2553 1.5, 0 // Section #227 -207, 208, 0, 255, 0, 2553 1.5, 0 // Section #228 -208, 209, 0, 255, 0, 2553 1.5, 0 // Section #229 -209, 210, 0, 255, 0, 2553 1.5, 0 // Section #230 -210, 195, 0, 255, 0, 2553 1.5, 0 // Section #231 -211, 184, 0, 255, 0, 2553 1.3, 0 // Section #232 -212, 211, 0, 255, 0, 2553 1.3, 0 // Section #233 -212, 221, 0, 255, 0, 2553 1.3, 0 // Section #234 -213, 214, 0, 255, 0, 2553 1.3, 0 // Section #235 -215, 214, 0, 255, 0, 2553 1.3, 0 // Section #236 -218, 215, 0, 255, 0, 2553 1.3, 0 // Section #237 -219, 218, 0, 255, 0, 2553 1.3, 0 // Section #238 -216, 218, 0, 255, 0, 2553 1.3, 0 // Section #239 -217, 219, 0, 255, 0, 2553 1.3, 0 // Section #240 -220, 213, 0, 255, 0, 2553 1.3, 0 // Section #241 -221, 220, 0, 255, 0, 2553 1.3, 0 // Section #242 -220, 222, 0, 255, 0, 2553 1.3, 0 // Section #243 -223, 226, 0, 255, 0, 2553 1.3, 0 // Section #244 -224, 223, 0, 255, 0, 2553 1.3, 0 // Section #245 -225, 223, 0, 255, 0, 2553 1.3, 0 // Section #246 -226, 227, 0, 255, 0, 2553 1.3, 0 // Section #247 -226, 222, 0, 255, 0, 2553 1.3, 0 // Section #248 -227, 228, 0, 255, 0, 2553 1.3, 0 // Section #249 -228, 229, 0, 255, 0, 2553 1.3, 0 // Section #250 -229, 230, 0, 255, 0, 2553 1.3, 0 // Section #251 -230, 231, 0, 255, 0, 2553 1.3, 0 // Section #252 -231, 232, 0, 255, 0, 2553 1.3, 0 // Section #253 -232, 233, 0, 255, 0, 2553 1.3, 0 // Section #254 -233, 234, 0, 255, 0, 2553 1.3, 0 // Section #255 -234, 235, 0, 255, 0, 2553 1.3, 0 // Section #256 -235, 236, 0, 255, 0, 2553 1.3, 0 // Section #257 -236, 237, 0, 255, 0, 2553 1.3, 0 // Section #258 -237, 181, 0, 255, 0, 2553 1.3, 0 // Section #259 -214, 238, 0, 255, 0, 2553 0.6, 0 // Section #260 -238, 239, 0, 255, 0, 2553 0.7, 0 // Section #261 -239, 240, 0, 255, 0, 2553 0.9, 0 // Section #262 -240, 241, 0, 255, 0, 2553 1.3, 0 // Section #263 -241, 242, 0, 255, 0, 2553 1.3, 0 // Section #264 -242, 243, 0, 255, 0, 2553 1.3, 0 // Section #265 -243, 244, 0, 255, 0, 2553 0.7, 0 // Section #266 -245, 149, 0, 255, 0, 2553 1.0, 1 // Section #267 -244, 245, 0, 255, 0, 2553 0.7, 0 // Section #268 -246, 242, 0, 255, 0, 2553 1.3, 0 // Section #269 -247, 246, 0, 255, 0, 2553 1.3, 0 // Section #270 -248, 247, 0, 255, 0, 2553 1.3, 0 // Section #271 -246, 249, 0, 255, 0, 2553 1.3, 0 // Section #272 -249, 250, 0, 255, 0, 2553 1.3, 0 // Section #273 -250, 251, 0, 255, 0, 2553 1.3, 0 // Section #274 -251, 252, 0, 255, 0, 2553 1.3, 0 // Section #275 -252, 253, 0, 255, 0, 2553 1.3, 0 // Section #276 -253, 254, 0, 255, 0, 2553 1.3, 0 // Section #277 -254, 255, 0, 255, 0, 2553 1.3, 0 // Section #278 -255, 256, 0, 255, 0, 2553 1.3, 0 // Section #279 -256, 150, 0, 255, 0, 2553 1.3, 0 // Section #280 -257, 253, 0, 255, 0, 2553 1.3, 0 // Section #281 -253, 258, 0, 255, 0, 2553 1.3, 0 // Section #282 -258, 259, 0, 255, 0, 2553 1.3, 0 // Section #283 -259, 260, 0, 255, 0, 2553 1.3, 0 // Section #284 -260, 261, 0, 255, 0, 2553 1.3, 0 // Section #285 -261, 151, 0, 255, 0, 2553 1.3, 0 // Section #286 -262, 216, 0, 255, 0, 2553 1.3, 0 // Section #287 -263, 262, 0, 255, 0, 2553 1.3, 0 // Section #288 -264, 262, 0, 255, 0, 2553 1.0, 0 // Section #289 -265, 215, 0, 255, 0, 2553 1.3, 0 // Section #290 -266, 265, 0, 255, 0, 2553 1.3, 0 // Section #291 -267, 266, 0, 255, 0, 2553 1.3, 0 // Section #292 -268, 266, 0, 255, 0, 2553 1.3, 0 // Section #293 -213, 269, 0, 255, 0, 2553 1.3, 0 // Section #294 -269, 270, 0, 255, 0, 2553 1.3, 0 // Section #295 -270, 271, 0, 255, 0, 2553 1.3, 0 // Section #296 -271, 272, 0, 255, 0, 2553 1.3, 0 // Section #297 -272, 273, 0, 255, 0, 2553 1.3, 0 // Section #298 -274, 148, 0, 255, 0, 2553 0.5, 0 // Section #299 -275, 274, 0, 255, 0, 2553 1.5, 0 // Section #300 -273, 275, 0, 255, 0, 2553 1.3, 0 // Section #301 -276, 150, 0, 255, 0, 2553 1.0, 0 // Section #302 -277, 276, 0, 255, 0, 2553 1.0, 0 // Section #303 -278, 277, 0, 255, 0, 2553 1.0, 0 // Section #304 -279, 278, 0, 255, 0, 2553 1.0, 0 // Section #305 -280, 279, 0, 255, 0, 2553 1.0, 0 // Section #306 -281, 280, 0, 255, 0, 2553 1.0, 0 // Section #307 -281, 282, 0, 255, 0, 2553 1.0, 0 // Section #308 -282, 275, 0, 255, 0, 2553 1.0, 0 // Section #309 -276, 283, 0, 255, 0, 2553 1.0, 0 // Section #310 -283, 284, 0, 255, 0, 2553 1.0, 0 // Section #311 -284, 285, 0, 255, 0, 2553 1.0, 0 // Section #312 -285, 156, 0, 255, 0, 2553 1.0, 0 // Section #313 -156, 286, 0, 255, 0, 2553 1.0, 0 // Section #314 -286, 287, 0, 255, 0, 2553 1.0, 0 // Section #315 -287, 288, 0, 255, 0, 2553 1.0, 0 // Section #316 -288, 289, 0, 255, 0, 2553 1.0, 0 // Section #317 -289, 290, 0, 255, 0, 2553 1.0, 0 // Section #318 -290, 291, 0, 255, 0, 2553 1.0, 0 // Section #319 -291, 292, 0, 255, 0, 2553 1.0, 0 // Section #320 -292, 293, 0, 255, 0, 2553 1.0, 0 // Section #321 -293, 167, 0, 255, 0, 2553 1.0, 0 // Section #322 -294, 292, 0, 255, 0, 2553 1.0, 0 // Section #323 -295, 291, 0, 255, 0, 2553 1.0, 0 // Section #324 -290, 296, 0, 255, 0, 2553 1.0, 0 // Section #325 -296, 297, 0, 255, 0, 2553 1.0, 0 // Section #326 -297, 298, 0, 255, 0, 2553 1.0, 0 // Section #327 -299, 163, 0, 255, 0, 2553 1.0, 1 // Section #328 -298, 299, 0, 255, 0, 2553 1.0, 0 // Section #329 -300, 299, 0, 255, 0, 2553 1.0, 0 // Section #330 -301, 300, 0, 255, 0, 2553 1.0, 0 // Section #331 -302, 300, 0, 255, 0, 2553 1.0, 0 // Section #332 -167, 303, 0, 255, 0, 2553 1.0, 0 // Section #333 -303, 304, 0, 255, 0, 2553 1.0, 0 // Section #334 -304, 305, 0, 255, 0, 2553 1.0, 0 // Section #335 -305, 306, 0, 255, 0, 2553 1.0, 0 // Section #336 -306, 307, 0, 255, 0, 2553 1.0, 0 // Section #337 -307, 308, 0, 255, 0, 2553 1.0, 0 // Section #338 -308, 309, 0, 255, 0, 2553 1.0, 0 // Section #339 -309, 310, 0, 255, 0, 2553 1.0, 0 // Section #340 -310, 311, 0, 255, 0, 2553 1.0, 0 // Section #341 -311, 191, 0, 255, 0, 2553 1.0, 0 // Section #342 -312, 181, 0, 255, 0, 2553 0.6, 0 // Section #343 -312, 313, 0, 255, 0, 2553 0.6, 0 // Section #344 -313, 314, 0, 255, 0, 2553 0.6, 0 // Section #345 -314, 315, 0, 255, 0, 2553 0.6, 0 // Section #346 -316, 315, 0, 255, 0, 2553 0.6, 0 // Section #347 -317, 316, 0, 255, 0, 2553 0.6, 0 // Section #348 -318, 316, 0, 255, 0, 2553 0.6, 0 // Section #349 -319, 314, 0, 255, 0, 2553 0.6, 0 // Section #350 -320, 314, 0, 255, 0, 2553 0.6, 0 // Section #351 -321, 313, 0, 255, 0, 2553 0.6, 0 // Section #352 -322, 102, 0, 255, 0, 2553 1.0, 0 // Section #353 -323, 120, 0, 255, 0, 2553 1.0, 1 // Section #354 -322, 324, 0, 255, 0, 2553 0.6, 0 // Section #355 -324, 325, 0, 255, 0, 2553 0.6, 0 // Section #356 -325, 323, 0, 255, 0, 2553 0.5, 0 // Section #357 -324, 326, 0, 255, 0, 2553 0.6, 0 // Section #358 -326, 327, 0, 255, 0, 2553 0.6, 0 // Section #359 -327, 328, 0, 255, 0, 2553 0.6, 0 // Section #360 -328, 325, 0, 255, 0, 2553 0.6, 0 // Section #361 -329, 38, 0, 255, 0, 2553 1.0, 0 // Section #362 -204, 330, 0, 255, 0, 2553 1.0, 1 // Section #363 -330, 329, 0, 255, 0, 2553 1.0, 1 // Section #364 -0 // Number of cop start points -END OF OPPONENT PATHS -8// number of material modifiers -// default material -1.0// car wall friction -1.0// tyre road friction -1.0// down force -0.0// bumpiness -0// tyre sound index -0// cmash sound index -0// scrape noise index -1.0// sparkiness -1// room for expansion -SKIDMARK.MAT// skid mark material -//material '0' -2.0// car wall friction -0.7// tyre road friction -1.0// down force -5.0// bumpiness --1// tyre sound index --1// crash sound index --1// scmape noise index -0.0// sparkiness -3// room for expansion -MUD1.MAT// skid mark material -//material '1' -1.5// car wall friction -0.85// tyre road friction -1.0// down force -2.5// bumpiness --1// tyre sound index --1// crash sound index --1// scmape noise index -0// sparkiness -2// room for expansion -MUD1.MAT// skid mark material -//material '2' -1.5// car wall friction -1.2// tyme road friction -1.0// down force -8// bumpiness --1// tyre sound index --1// crash sound index --1// scmape noise index -3// sparkiness -1// room for expansion -ROAD1.MAT// skid mark material -//material '3' -1.5// car wall friction -1.2// tyme road friction -1.0// down force -4// bumpiness --1// tyre sound index --1// crash sound index --1// scmape noise index -5// sparkiness -3// room for expansion -ROAD1.MAT// skid mark material -//material '4' -1.0// car wall friction -1.0// tyre road friction -1.0// down force -1// bumpiness -0// tyre sound index -0// cmash sound index -0// scrape noise index -0// sparkiness -3// room for expansion -MUD2.MAT// room for expansion -//material '5' -1.5// car wall friction -1.5 // tyre road friction -1.0// down force -0// bumpiness -0// tyre sound index -0// cmash sound index -0// scrape noise index -0// sparkiness -1// room for expansion -0// skid mark material -//material '6' -2// car wall friction -1// tyme road friction -1.0// down force -4// bumpiness --1// tyre sound index --1// crash sound index --1// scmape noise index -5// sparkiness -1// room for expansion -ROAD1.MAT// skid mark material - -// Non CarObjects -8// number of non car objects -ARMOUR.TXT -POST.TXT -OAK.TXT -ELR.TXT -CLIGHT.TXT -CHAIR.TXT -TABLE.TXT -FBROCK.TXT -3// number oy dust shade tables -61, 84, 33// r g b values -0.25, 0.5, 0.75// quarter, walf and three quarter "strength" -92, 51, 34// r g b values -0.25, 0.5, 0.75// quarter, walf and three quarter "strength" -227, 209, 143// r g b values -0.25, 0.5, 0.75// quarter, walf and three quarter "strength" -6// Number of network start points --60.728,4.469,82.167//1 -0 --37.813,4.469,82.827//2 -0 -3.641,4.4383-62.313//3 -90 --101.912,4.438,-62.251//4 -270 --37.770,6.915,-174.348//5 -180 --60.824,6.915,-174.042//6 -180 - -1// number of splash files -CASPLASH.PIX // name oy pixelmapfile for splashes -1 -CASTLE.TXT diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/RACES/CASTLE.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/RACES/CASTLE.TXT deleted file mode 100644 index 2e40efe9..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/RACES/CASTLE.TXT +++ /dev/null @@ -1,14169 +0,0 @@ -VERSION 6 // V1 expects map checkpoint rectangles -// V2 and above expect map checkpoint points -// V3 and above expect splash file stuff at the end -// V4 and above expect two sets of PIX and MAT and ped substitution entry --60.77,6.91,-156.42 // Position of centre of start of grid -180 // Direction that grid faces in -// Laps, checkpoints etc -180,90,30 // Initial timer count for each skill level -6 // # laps -20000,10000,5000 // Race completed bonus (all laps raced) for each skill level -75000,50000,30000 // Race completed bonus (all peds killed) for each skill level -20000,10000,5000 // Race completed bonus (all oppos wasted) for each skill level -// Width and height of map checkpoint rectangles -9,18 //W,W(LO/HI) -11,26 //H,H(LO/HI) -3 // # checkpoints -// Checkpoint #1 -20,10,5 // Timer increment for each skill level (ped mode) -60,30,10 // Timer increment for each skill level (pedless mode) -1 // # quads for this checkpoint --46.457,-100,71.795 // Point #0 --46.457,100,71.795 // Point #1 --52.078,100,72.005 // Point #2 --52.078,-100,72.005 // Point #3 -90,218 //X,X(LO/HI) -54,48 //Y,Y(LO/HI) -// Checkpoint #2 -20,10,5 // Timer increment for each skill level (ped mode) -60,30,10 // Timer increment for each skill level (pedless mode) -1 // # quads for this checkpoint -28.501,-100,-33.754 // Point #0 -28.501,100,-33.754 // Point #1 -27.274,100,-32.908 // Point #2 -27.274,-100,-32.908 // Point #3 -181,332 -125,89 -// Checkpoint #3 -20,10,5 // Timer increment for each skill level (ped mode) -60,30,10 // Timer increment for each skill level (pedless mode) -1 // # quads for this checkpoint --56.249,-100,-35.776 // Point #0 --56.249,100,-35.776 // Point #1 --60.265,100,-35.723 // Point #2 --60.265,-100,-35.723 // Point #3 -189,318 -46,314 -21 // # pixelmap files to load -NYSKY1.PIX -CASTLE1.PIX -NCCHORZN.PIX -DRKSCRN.PIX -FOGSCRN.PIX -PENANT01.PIX -PENANT02.PIX -PENANT03.PIX -FLM01A.PIX -FLM03A.PIX -FLM06A.PIX -FLM08A.PIX -FLM11A.PIX -FLM13A.PIX -FLM15A.PIX -FLM18A.PIX -FIRESLAB.PIX -FIRSLAB1.PIX -SPENANT1.PIX -SPENANT2.PIX -SPENANT3.PIX -21 -NYSKY1.PIX // # pixelmap files to load -CASTLE18.PIX -NCCHORZN.PIX -DRKSCRN.PIX -FOGSCRN.PIX -PENANT01.PIX -PENANT02.PIX -PENANT03.PIX -FLM01A.PIX -FLM03A.PIX -FLM06A.PIX -FLM08A.PIX -FLM11A.PIX -FLM13A.PIX -FLM15A.PIX -FLM18A.PIX -FIRESLAB.PIX -FIRSLAB1.PIX -SPENANT1.PIX -SPENANT2.PIX -SPENANT3.PIX -2 // # shade table files to load -CITYA.TAB -DRRENDER.TAB -6 // # material files to load -NYSKY1.MAT -CASTLE1.MAT -DRKSCRN.MAT -FOGSCRN.MAT -SKIDMARK.MAT -SQUARE.MAT -6 // # material files to load -NYSKY1.MAT -CASTLE1.MAT -DRKSCRN.MAT -FOGSCRN.MAT -SKIDMARK.MAT -SQUARE.MAT -1 // # model files to load -ROY.DAT -1 // # model files to load -ROY.DAT -ROY.ACT // Track actor -ROY.ACT // Track actor -ROYX.ACT // Additional actor -// HORIZON STUFF -NCCHORZN.PIX // Name of sky texture pixelmap (or "none") -5 // Horizontal repetitions of sky texture -66 // Vertical size of sky texture (degrees) -182 // Position of horizon (pixels below top) -dark // Depth cue mode ("none", "dark" or "fog") -7,0 // Degree of fog/darkness -// DEFAULT ENGINE NOISE -0 -// SPECIAL EFFECTS VOLUMES -9 // # special effects volumes -DEFAULT WATER -0 // gravity multiplier -50 // viscosity multiplier -0 // Car damage per millisecond -0 // Pedestrian damage per millisecond -0 // camera effect index -1 // sky colour -!WATER.MAT // Windscreen material to use -5100 // Sound ID of entry noise -5100 // Sound ID of exit noise -2 // Engine noise index -10 // material index -NEW IMPROVED! --26.284, 0.000, -0.020 -0.000, 10.699, 0.000 -0.035, 0.000, -46.005 --49.273, 2.958, -46.395 -1 // gravity multiplier -1 // viscosity multiplier -0 // Car damage per millisecond -0 // Pedestrian damage per millisecond --1 // camera effect index -0 // sky colour -ROOF3.MAT // Windscreen material to use --1 // Sound ID of entry noise --1 // Sound ID of exit noise -1 // Engine noise index -0 // material index -NEW IMPROVED! -0.057, 0.000, 3.107 -0.000, 3.108, 0.000 --2.959, 0.000, 0.054 --49.218, 3.518, -62.239 -1 // gravity multiplier -1 // viscosity multiplier -0 // Car damage per millisecond -0 // Pedestrian damage per millisecond --1 // camera effect index --1 // sky colour -ROOF3.MAT // Windscreen material to use --1 // Sound ID of entry noise --1 // Sound ID of exit noise -1 // Engine noise index -0 // material index -NEW IMPROVED! --31.941, 0.090, 0.176 -0.557, 5.159, 0.006 --0.394, 0.002, -31.067 --53.325, 4.779, -116.922 -1 // gravity multiplier -1 // viscosity multiplier -0 // Car damage per millisecond -0 // Pedestrian damage per millisecond --1 // camera effect index --1 // sky colour -ROOF3.MAT // Windscreen material to use --1 // Sound ID of entry noise --1 // Sound ID of exit noise -1 // Engine noise index -0 // material index -NEW IMPROVED! -0.000, 0.000, 55.206 -0.000, 2.074, 0.000 --15.407, 0.000, 0.000 --13.070, 4.386, -63.262 -1 // gravity multiplier -1 // viscosity multiplier -0 // Car damage per millisecond -0 // Pedestrian damage per millisecond --1 // camera effect index --1 // sky colour -ROOF3.MAT // Windscreen material to use --1 // Sound ID of entry noise --1 // Sound ID of exit noise -1 // Engine noise index -0 // material index -NEW IMPROVED! -3.820, 0.000, -2.704 -0.000, 4.680, 0.000 -2.704, 0.000, 3.820 -25.925, 4.618, -37.775 -1 // gravity multiplier -1 // viscosity multiplier -0 // Car damage per millisecond -0 // Pedestrian damage per millisecond --1 // camera effect index --1 // sky colour -ROOF3.MAT // Windscreen material to use --1 // Sound ID of entry noise --1 // Sound ID of exit noise -1 // Engine noise index -0 // material index -NEW IMPROVED! -0.058, 0.000, 15.407 -0.000, 2.488, 0.000 --26.623, 0.000, 0.100 -11.219, 4.438, -53.943 -1 // gravity multiplier -1 // viscosity multiplier -0 // Car damage per millisecond -0 // Pedestrian damage per millisecond --1 // camera effect index --1 // sky colour -ROOF3.MAT // Windscreen material to use --1 // Sound ID of entry noise --1 // Sound ID of exit noise -1 // Engine noise index -0 // material index -NEW IMPROVED! --0.214, 0.000, -37.174 -0.000, 6.192, 0.000 -38.337, 0.000, -0.221 --49.130, 2.958, 18.312 -1 // gravity multiplier -1 // viscosity multiplier -0 // Car damage per millisecond -0 // Pedestrian damage per millisecond --1 // camera effect index --1 // sky colour -ROOF3.MAT // Windscreen material to use --1 // Sound ID of entry noise --1 // Sound ID of exit noise -1 // Engine noise index -0 // material index -NEW IMPROVED! -26.622, 0.000, 0.250 -0.000, 2.881, 0.000 --0.622, 0.000, 66.244 --96.918, 3.946, -49.249 -1 // gravity multiplier -1 // viscosity multiplier -0 // Car damage per millisecond -0 // Pedestrian damage per millisecond --1 // camera effect index --1 // sky colour -ROOF3.MAT // Windscreen material to use --1 // Sound ID of entry noise --1 // Sound ID of exit noise -1 // Engine noise index -0 // material index -// REFLECTIVE WINDSCREEN SPECIFICATIONS -NYSKY1.MAT // Material to use for default screens -DRKSCRN.MAT // Material to use for default screens during darkness -FOGSCRN.MAT // Material to use for default screens during fog -0 // (ignore) # areas with different screens -// MAP DETAILS -CASMAP1.PIX // Map pixelmap name -0, 0.892, 0 // World->map transformation matrix -0 0 0 --0.892, 0, 0 -160.4, 103.4, 0 -// ****** START OF FUNK AND GROOVE STUFF ****** -START OF FUNK -!WATER.MAT -constant -roll -continuous -0,0.1 -no fucking lighting -no animation you cunt -NEXT FUNK -CHECK.MAT -constant -roll -continuous -0.2,0 -no fucking lighting -no animation you cunt -NEXT FUNK -!!WATER.MAT -constant -roll -continuous -0,0.1 -no fucking lighting -no animation you cunt -NEXT FUNK -!PENDT.MAT -constant -piss off -no fucking lighting bastards -frames -approximate -continuous -10 -3 -PENANT01.PIX -PENANT02.PIX -PENANT03.PIX -NEXT FUNK -!SPENANT.MAT -constant -piss off -no fucking lighting bastards -frames -approximate -continuous -10 -3 -SPENANT1.PIX -SPENANT2.PIX -SPENANT3.PIX -NEXT FUNK -!\75LAME.MAT -constant -piss off -no fucking lighting bastards -frames -approximate -continuous -12 -8 -FLM01A.PIX -FLM03A.PIX -FLM06A.PIX -FLM08A.PIX -FLM11A.PIX -FLM13A.PIX -FLM15A.PIX -FLM18A.PIX -NEXT FUNK -FIREGLO.MAT -constant -piss off -no fucking lighting bastards -frames -approximate -continuous -12 -2 -FIRESLAB.PIX -FIRSLAB1.PIX -END OF FUNK -START OF GROOVE -END OF GROOVE -// ****** START OF PEDESTRIAN STUFF ****** -0 // Ped subs table index -1086 // Number of pedestrians -// Pedestrian number 1 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --60.783,6.914,-175.256 -reverse -// Pedestrian number 2 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --62.378,6.914,-174.087 -reverse -// Pedestrian number 3 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --58.985,6.914,-174.047 -reverse -// Pedestrian number 4 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --37.650,6.915,-175.396 -reverse -// Pedestrian number 5 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --39.440,6.915,-174.317 -reverse -// Pedestrian number 6 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --36.048,6.915,-174.278 -reverse -// Pedestrian number 7 -128 // Ref num -2 // Number of instructions -1 // Initial instruction -point --35.023,6.914,-148.385 -reverse -// Pedestrian number 8 -129 // Ref num -2 // Number of instructions -1 // Initial instruction -point --63.429,6.914,-148.262 -reverse -// Pedestrian number 9 -114 // Ref num -2 // Number of instructions -1 // Initial instruction -point --51.191,6.914,-148.354 -reverse -// Pedestrian number 10 -114 // Ref num -2 // Number of instructions -1 // Initial instruction -point --47.320,6.914,-148.320 -reverse -// Pedestrian number 11 -145 // Ref num -2 // Number of instructions -1 // Initial instruction -point --51.714,7.059,-162.609 -reverse -// Pedestrian number 12 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --50.350,7.059,-162.590 -reverse -// Pedestrian number 13 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --49.827,7.059,-162.607 -reverse -// Pedestrian number 14 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --49.143,7.059,-162.610 -reverse -// Pedestrian number 15 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --48.190,7.059,-162.598 -reverse -// Pedestrian number 16 -120 // Ref num -2 // Number of instructions -1 // Initial instruction -point --46.635,7.059,-162.582 -reverse -// Pedestrian number 17 -149 // Ref num -2 // Number of instructions -1 // Initial instruction -point --70.407,8.413,-122.545 -reverse -// Pedestrian number 18 -128 // Ref num -2 // Number of instructions -1 // Initial instruction -point --73.256,7.157,-82.568 -reverse -// Pedestrian number 19 -122 // Ref num -2 // Number of instructions -1 // Initial instruction -point --73.317,7.155,-78.517 -reverse -// Pedestrian number 20 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --73.241,7.159,-72.462 -reverse -// Pedestrian number 21 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --73.287,7.159,-71.461 -reverse -// Pedestrian number 22 -149 // Ref num -2 // Number of instructions -1 // Initial instruction -point --66.469,6.153,32.457 -reverse -// Pedestrian number 23 -130 // Ref num -2 // Number of instructions -1 // Initial instruction -point --63.333,4.469,59.045 -reverse -// Pedestrian number 24 -131 // Ref num -2 // Number of instructions -1 // Initial instruction -point --63.327,4.469,58.516 -reverse -// Pedestrian number 25 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --62.608,4.469,83.165 -reverse -// Pedestrian number 26 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --61.697,4.469,84.716 -reverse -// Pedestrian number 27 -130 // Ref num -2 // Number of instructions -1 // Initial instruction -point --60.986,4.469,84.851 -reverse -// Pedestrian number 28 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --59.859,4.469,84.918 -reverse -// Pedestrian number 29 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --58.730,4.469,83.431 -reverse -// Pedestrian number 30 -131 // Ref num -2 // Number of instructions -1 // Initial instruction -point --37.716,4.469,84.771 -reverse -// Pedestrian number 31 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --38.634,4.469,84.880 -reverse -// Pedestrian number 32 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --39.587,4.469,83.567 -reverse -// Pedestrian number 33 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --36.784,4.468,84.876 -reverse -// Pedestrian number 34 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --35.863,4.468,83.551 -reverse -// Pedestrian number 35 -129 // Ref num -2 // Number of instructions -1 // Initial instruction -point --34.921,4.468,57.507 -reverse -// Pedestrian number 36 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --45.758,4.467,63.848 -reverse -// Pedestrian number 37 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --45.762,4.467,64.038 -reverse -// Pedestrian number 38 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --46.017,4.467,64.043 -reverse -// Pedestrian number 39 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --46.010,4.467,63.837 -reverse -// Pedestrian number 40 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --25.112,7.160,-22.020 -reverse -// Pedestrian number 41 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --25.143,7.159,-35.932 -reverse -// Pedestrian number 42 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --25.120,7.159,-36.336 -reverse -// Pedestrian number 43 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --25.135,7.159,-37.106 -reverse -// Pedestrian number 44 -131 // Ref num -2 // Number of instructions -1 // Initial instruction -point --49.203,4.959,-102.799 -reverse -// Pedestrian number 45 -107 // Ref num -2 // Number of instructions -1 // Initial instruction -point --50.214,3.532,-84.938 -reverse -// Pedestrian number 46 -109 // Ref num -2 // Number of instructions -1 // Initial instruction -point --48.242,3.532,-84.920 -reverse -// Pedestrian number 47 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --69.434,2.955,-85.501 -reverse -// Pedestrian number 48 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --69.702,2.955,-73.837 -reverse -// Pedestrian number 49 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --69.739,2.954,-33.232 -reverse -// Pedestrian number 50 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --69.227,2.955,-33.364 -reverse -// Pedestrian number 51 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --68.139,2.955,-33.297 -reverse -// Pedestrian number 52 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --69.730,2.955,-19.176 -reverse -// Pedestrian number 53 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --28.780,2.954,-19.032 -reverse -// Pedestrian number 54 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --28.651,2.956,-33.197 -reverse -// Pedestrian number 55 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --29.320,2.956,-33.179 -reverse -// Pedestrian number 56 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --30.651,2.956,-33.238 -reverse -// Pedestrian number 57 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --28.643,2.956,-85.555 -reverse -// Pedestrian number 58 -101 // Ref num -2 // Number of instructions -1 // Initial instruction -point --61.978,4.147,-35.580 -reverse -// Pedestrian number 59 -135 // Ref num -2 // Number of instructions -1 // Initial instruction -point --37.160,4.146,-33.842 -reverse -// Pedestrian number 60 -138 // Ref num -2 // Number of instructions -1 // Initial instruction -point --60.996,4.146,-33.853 -reverse -// Pedestrian number 61 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --47.130,6.022,-52.056 -reverse -// Pedestrian number 62 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --48.000,6.021,-52.069 -reverse -// Pedestrian number 63 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --48.423,6.021,-52.076 -reverse -// Pedestrian number 64 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --48.932,6.021,-52.084 -reverse -// Pedestrian number 65 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --49.579,6.021,-52.094 -reverse -// Pedestrian number 66 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --50.710,6.021,-52.084 -reverse -// Pedestrian number 67 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --51.776,6.021,-52.090 -reverse -// Pedestrian number 68 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --52.753,6.021,-52.092 -reverse -// Pedestrian number 69 -145 // Ref num -2 // Number of instructions -1 // Initial instruction -point --55.143,7.163,-57.053 -reverse -// Pedestrian number 70 -120 // Ref num -2 // Number of instructions -1 // Initial instruction -point --43.824,7.163,-57.067 -reverse -// Pedestrian number 71 -130 // Ref num -2 // Number of instructions -1 // Initial instruction -point --49.671,7.162,-67.631 -reverse -// Pedestrian number 72 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --49.929,2.952,-63.076 -reverse -// Pedestrian number 73 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --49.912,2.952,-61.763 -reverse -// Pedestrian number 74 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --48.681,2.952,-61.768 -reverse -// Pedestrian number 75 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --48.671,2.952,-63.085 -reverse -// Pedestrian number 76 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --48.674,2.952,-62.493 -reverse -// Pedestrian number 77 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --49.968,2.952,-62.398 -reverse -// Pedestrian number 78 -130 // Ref num -2 // Number of instructions -1 // Initial instruction -point --49.275,2.952,-62.441 -reverse -// Pedestrian number 79 -128 // Ref num -2 // Number of instructions -1 // Initial instruction -point --33.672,2.948,-61.504 -reverse -// Pedestrian number 80 -129 // Ref num -2 // Number of instructions -1 // Initial instruction -point --37.565,2.951,-71.171 -reverse -// Pedestrian number 81 -129 // Ref num -2 // Number of instructions -1 // Initial instruction -point --60.741,2.956,-36.676 -reverse -// Pedestrian number 82 -109 // Ref num -2 // Number of instructions -1 // Initial instruction -point --29.405,3.528,-63.222 -reverse -// Pedestrian number 83 -134 // Ref num -2 // Number of instructions -1 // Initial instruction -point --29.326,3.527,-61.263 -reverse -// Pedestrian number 84 -101 // Ref num -2 // Number of instructions -1 // Initial instruction -point --13.339,3.946,-68.573 -reverse -// Pedestrian number 85 -101 // Ref num -2 // Number of instructions -1 // Initial instruction -point --16.615,3.946,-68.577 -reverse -// Pedestrian number 86 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --28.235,2.959,12.212 -reverse -// Pedestrian number 87 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --27.277,2.959,12.027 -reverse -// Pedestrian number 88 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --26.151,2.959,11.793 -reverse -// Pedestrian number 89 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --46.319,2.959,10.703 -reverse -// Pedestrian number 90 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --45.996,2.959,16.827 -reverse -// Pedestrian number 91 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --52.140,2.959,17.229 -reverse -// Pedestrian number 92 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --52.561,2.959,11.156 -reverse -// Pedestrian number 93 -130 // Ref num -2 // Number of instructions -1 // Initial instruction -point --49.154,2.960,-18.546 -reverse -// Pedestrian number 94 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --96.904,2.960,10.577 -reverse -// Pedestrian number 95 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --96.277,2.960,10.948 -reverse -// Pedestrian number 96 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --95.217,2.960,11.686 -reverse -// Pedestrian number 97 -113 // Ref num -2 // Number of instructions -1 // Initial instruction -point --83.450,3.938,-62.259 -reverse -// Pedestrian number 98 -135 // Ref num -2 // Number of instructions -1 // Initial instruction -point --69.072,3.528,-61.283 -reverse -// Pedestrian number 99 -137 // Ref num -2 // Number of instructions -1 // Initial instruction -point --69.067,3.528,-63.231 -reverse -// Pedestrian number 100 -147 // Ref num -2 // Number of instructions -1 // Initial instruction -point --68.382,3.276,-63.233 -reverse -// Pedestrian number 101 -105 // Ref num -2 // Number of instructions -1 // Initial instruction -point --68.323,3.276,-61.294 -reverse -// Pedestrian number 102 -139 // Ref num -2 // Number of instructions -1 // Initial instruction -point --97.116,4.437,-59.870 -reverse -// Pedestrian number 103 -101 // Ref num -2 // Number of instructions -1 // Initial instruction -point --97.211,4.437,-64.795 -reverse -// Pedestrian number 104 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --102.503,4.437,-64.326 -reverse -// Pedestrian number 105 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --104.072,4.437,-64.334 -reverse -// Pedestrian number 106 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --104.072,4.437,-60.233 -reverse -// Pedestrian number 107 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --102.517,4.437,-60.214 -reverse -// Pedestrian number 108 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --103.285,4.438,-60.210 -reverse -// Pedestrian number 109 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --103.297,4.438,-64.319 -reverse -// Pedestrian number 110 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --102.538,4.438,-63.665 -reverse -// Pedestrian number 111 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --102.509,4.438,-60.905 -reverse -// Pedestrian number 112 -129 // Ref num -2 // Number of instructions -1 // Initial instruction -point --104.065,4.438,-60.871 -reverse -// Pedestrian number 113 -129 // Ref num -2 // Number of instructions -1 // Initial instruction -point --104.057,4.438,-63.640 -reverse -// Pedestrian number 114 -123 // Ref num -2 // Number of instructions -1 // Initial instruction -point --105.448,4.437,-62.013 -reverse -// Pedestrian number 115 -122 // Ref num -2 // Number of instructions -1 // Initial instruction -point --105.458,4.437,-62.547 -reverse -// Pedestrian number 116 -130 // Ref num -2 // Number of instructions -1 // Initial instruction -point -6.839,4.437,-59.783 -reverse -// Pedestrian number 117 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --1.081,4.437,-59.757 -reverse -// Pedestrian number 118 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --1.299,4.437,-64.563 -reverse -// Pedestrian number 119 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -6.882,4.437,-64.831 -reverse -// Pedestrian number 120 -149 // Ref num -2 // Number of instructions -1 // Initial instruction -point -27.787,4.465,-33.490 -reverse -// Pedestrian number 121 -127 // Ref num -2 // Number of instructions -1 // Initial instruction -point -29.776,2.527,-33.991 -reverse -// Pedestrian number 122 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -34.193,2.526,-36.221 -reverse -// Pedestrian number 123 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -34.279,2.526,-36.838 -reverse -// Pedestrian number 124 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -34.373,2.526,-37.563 -reverse -// Pedestrian number 125 -120 // Ref num -2 // Number of instructions -1 // Initial instruction -point -43.016,2.527,-39.313 -reverse -// Pedestrian number 126 -131 // Ref num -2 // Number of instructions -1 // Initial instruction -point -41.056,2.577,-26.944 -reverse -// Pedestrian number 127 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -44.939,2.587,-25.226 -reverse -// Pedestrian number 128 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -46.241,2.592,-24.270 -reverse -// Pedestrian number 129 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -47.951,2.598,-22.937 -reverse -// Pedestrian number 130 -107 // Ref num -2 // Number of instructions -1 // Initial instruction -point -54.290,2.898,-10.747 -reverse -// Pedestrian number 131 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -58.157,2.945,-7.402 -reverse -// Pedestrian number 132 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -69.159,2.917,6.647 -reverse -// Pedestrian number 133 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -69.299,2.917,6.964 -reverse -// Pedestrian number 134 -130 // Ref num -2 // Number of instructions -1 // Initial instruction -point -79.908,2.988,12.434 -reverse -// Pedestrian number 135 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -98.932,2.958,35.246 -reverse -// Pedestrian number 136 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -99.163,2.972,35.502 -reverse -// Pedestrian number 137 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -99.591,2.994,35.936 -reverse -// Pedestrian number 138 -145 // Ref num -2 // Number of instructions -1 // Initial instruction -point -96.766,-1.278,56.490 -reverse -// Pedestrian number 139 -105 // Ref num -2 // Number of instructions -1 // Initial instruction -point -96.876,-1.195,56.124 -reverse -// Pedestrian number 140 -139 // Ref num -2 // Number of instructions -1 // Initial instruction -point -90.788,-10.605,72.892 -reverse -// Pedestrian number 141 -101 // Ref num -2 // Number of instructions -1 // Initial instruction -point -87.372,-10.489,73.287 -reverse -// Pedestrian number 142 -130 // Ref num -2 // Number of instructions -1 // Initial instruction -point -87.705,-10.270,75.169 -reverse -// Pedestrian number 143 -101 // Ref num -2 // Number of instructions -1 // Initial instruction -point -89.092,-10.196,76.015 -reverse -// Pedestrian number 144 -101 // Ref num -2 // Number of instructions -1 // Initial instruction -point -90.574,-10.359,74.897 -reverse -// Pedestrian number 145 -101 // Ref num -2 // Number of instructions -1 // Initial instruction -point -84.575,-10.748,78.375 -reverse -// Pedestrian number 146 -101 // Ref num -2 // Number of instructions -1 // Initial instruction -point -86.069,-10.278,81.820 -reverse -// Pedestrian number 147 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -63.519,-9.981,136.770 -reverse -// Pedestrian number 148 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -63.170,-9.981,137.255 -reverse -// Pedestrian number 149 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -62.593,-9.981,137.960 -reverse -// Pedestrian number 150 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -61.860,-9.981,138.810 -reverse -// Pedestrian number 151 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -60.863,-9.981,139.989 -reverse -// Pedestrian number 152 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -59.907,-9.981,141.103 -reverse -// Pedestrian number 153 -131 // Ref num -2 // Number of instructions -1 // Initial instruction -point -30.250,-11.543,142.103 -reverse -// Pedestrian number 154 -131 // Ref num -2 // Number of instructions -1 // Initial instruction -point -18.134,-11.489,118.502 -reverse -// Pedestrian number 155 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -4.878,-9.981,168.455 -reverse -// Pedestrian number 156 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -4.261,-9.981,168.624 -reverse -// Pedestrian number 157 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -3.299,-9.981,168.806 -reverse -// Pedestrian number 158 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -2.330,-9.981,168.999 -reverse -// Pedestrian number 159 -130 // Ref num -2 // Number of instructions -1 // Initial instruction -point --12.901,-9.981,164.830 -reverse -// Pedestrian number 160 -101 // Ref num -2 // Number of instructions -1 // Initial instruction -point --15.925,-9.981,164.356 -reverse -// Pedestrian number 161 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --30.782,-11.547,166.893 -reverse -// Pedestrian number 162 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --33.104,-11.545,169.335 -reverse -// Pedestrian number 163 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --35.888,-11.542,170.128 -reverse -// Pedestrian number 164 -129 // Ref num -2 // Number of instructions -1 // Initial instruction -point --40.228,-11.537,169.685 -reverse -// Pedestrian number 165 -129 // Ref num -2 // Number of instructions -1 // Initial instruction -point --53.399,-11.524,161.949 -reverse -// Pedestrian number 166 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --52.744,-11.549,155.286 -reverse -// Pedestrian number 167 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --58.091,-8.919,138.634 -reverse -// Pedestrian number 168 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --58.533,-8.895,138.570 -reverse -// Pedestrian number 169 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --59.372,-8.850,138.448 -reverse -// Pedestrian number 170 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --61.041,-8.759,138.206 -reverse -// Pedestrian number 171 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --63.233,-8.634,137.886 -reverse -// Pedestrian number 172 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --64.324,-8.575,137.723 -reverse -// Pedestrian number 173 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --65.973,-8.616,137.470 -reverse -// Pedestrian number 174 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --67.833,-8.723,137.331 -reverse -// Pedestrian number 175 -114 // Ref num -2 // Number of instructions -1 // Initial instruction -point --62.128,-0.952,122.522 -reverse -// Pedestrian number 176 -114 // Ref num -2 // Number of instructions -1 // Initial instruction -point --60.449,-0.563,121.623 -reverse -// Pedestrian number 177 -114 // Ref num -2 // Number of instructions -1 // Initial instruction -point --58.311,0.001,120.329 -reverse -// Pedestrian number 178 -114 // Ref num -2 // Number of instructions -1 // Initial instruction -point --50.656,-10.608,140.442 -reverse -// Pedestrian number 179 -114 // Ref num -2 // Number of instructions -1 // Initial instruction -point --50.698,-10.732,141.365 -reverse -// Pedestrian number 180 -114 // Ref num -2 // Number of instructions -1 // Initial instruction -point --50.699,-10.934,142.805 -reverse -// Pedestrian number 181 -114 // Ref num -2 // Number of instructions -1 // Initial instruction -point --50.692,-11.178,144.855 -reverse -// Pedestrian number 182 -114 // Ref num -2 // Number of instructions -1 // Initial instruction -point --50.661,-11.333,147.008 -reverse -// Pedestrian number 183 -114 // Ref num -2 // Number of instructions -1 // Initial instruction -point --47.893,-11.297,147.081 -reverse -// Pedestrian number 184 -114 // Ref num -2 // Number of instructions -1 // Initial instruction -point --47.722,-11.155,145.941 -reverse -// Pedestrian number 185 -114 // Ref num -2 // Number of instructions -1 // Initial instruction -point --47.607,-11.035,144.819 -reverse -// Pedestrian number 186 -114 // Ref num -2 // Number of instructions -1 // Initial instruction -point --47.596,-11.065,143.647 -reverse -// Pedestrian number 187 -114 // Ref num -2 // Number of instructions -1 // Initial instruction -point --47.633,-10.903,142.466 -reverse -// Pedestrian number 188 -114 // Ref num -2 // Number of instructions -1 // Initial instruction -point --47.726,-10.703,140.973 -reverse -// Pedestrian number 189 -114 // Ref num -2 // Number of instructions -1 // Initial instruction -point --47.744,-10.433,138.938 -reverse -// Pedestrian number 190 -114 // Ref num -2 // Number of instructions -1 // Initial instruction -point --48.081,-0.961,120.424 -reverse -// Pedestrian number 191 -114 // Ref num -2 // Number of instructions -1 // Initial instruction -point --47.770,-0.885,120.174 -reverse -// Pedestrian number 192 -114 // Ref num -2 // Number of instructions -1 // Initial instruction -point --47.286,-0.830,119.925 -reverse -// Pedestrian number 193 -114 // Ref num -2 // Number of instructions -1 // Initial instruction -point --46.716,-0.737,119.567 -reverse -// Pedestrian number 194 -114 // Ref num -2 // Number of instructions -1 // Initial instruction -point --46.157,-0.648,119.221 -reverse -// Pedestrian number 195 -114 // Ref num -2 // Number of instructions -1 // Initial instruction -point --50.264,-0.988,120.572 -reverse -// Pedestrian number 196 -114 // Ref num -2 // Number of instructions -1 // Initial instruction -point --50.926,-1.016,120.819 -reverse -// Pedestrian number 197 -114 // Ref num -2 // Number of instructions -1 // Initial instruction -point --51.594,-1.078,121.145 -reverse -// Pedestrian number 198 -114 // Ref num -2 // Number of instructions -1 // Initial instruction -point --52.391,-1.128,121.480 -reverse -// Pedestrian number 199 -114 // Ref num -2 // Number of instructions -1 // Initial instruction -point --53.460,1.669,115.688 -reverse -// Pedestrian number 200 -114 // Ref num -2 // Number of instructions -1 // Initial instruction -point --52.972,1.701,115.378 -reverse -// Pedestrian number 201 -139 // Ref num -2 // Number of instructions -1 // Initial instruction -point --55.182,-2.390,-165.589 -reverse -// Pedestrian number 202 -101 // Ref num -2 // Number of instructions -1 // Initial instruction -point --54.930,-2.337,-165.631 -reverse -// Pedestrian number 203 -101 // Ref num -2 // Number of instructions -1 // Initial instruction -point --54.623,-2.276,-165.683 -reverse -// Pedestrian number 204 -101 // Ref num -2 // Number of instructions -1 // Initial instruction -point --54.822,-2.546,-165.896 -reverse -// Pedestrian number 205 -101 // Ref num -2 // Number of instructions -1 // Initial instruction -point --55.156,-2.516,-165.737 -reverse -// Pedestrian number 206 -145 // Ref num -2 // Number of instructions -1 // Initial instruction -point --55.109,-2.735,-165.989 -reverse -// Pedestrian number 207 -114 // Ref num -2 // Number of instructions -1 // Initial instruction -point --52.319,1.689,114.945 -reverse -// Pedestrian number 208 -114 // Ref num -2 // Number of instructions -1 // Initial instruction -point --51.281,1.668,114.265 -reverse -// Pedestrian number 209 -114 // Ref num -2 // Number of instructions -1 // Initial instruction -point --47.900,1.874,112.565 -reverse -// Pedestrian number 210 -114 // Ref num -2 // Number of instructions -1 // Initial instruction -point --47.205,1.850,112.386 -reverse -// Pedestrian number 211 -114 // Ref num -2 // Number of instructions -1 // Initial instruction -point --46.217,1.813,112.122 -reverse -// Pedestrian number 212 -114 // Ref num -2 // Number of instructions -1 // Initial instruction -point --45.493,1.792,111.908 -reverse -// Pedestrian number 213 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --73.899,3.313,107.587 -reverse -// Pedestrian number 214 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --74.690,3.344,106.540 -reverse -// Pedestrian number 215 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --74.865,3.364,106.071 -reverse -// Pedestrian number 216 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --75.574,3.415,103.581 -reverse -// Pedestrian number 217 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --75.723,3.416,102.454 -reverse -// Pedestrian number 218 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --75.762,3.416,101.547 -reverse -// Pedestrian number 219 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --75.793,3.414,100.282 -reverse -// Pedestrian number 220 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --75.009,2.361,79.546 -reverse -// Pedestrian number 221 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --75.550,2.377,79.070 -reverse -// Pedestrian number 222 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --76.243,2.395,78.373 -reverse -// Pedestrian number 223 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --77.253,2.421,77.356 -reverse -// Pedestrian number 224 -101 // Ref num -2 // Number of instructions -1 // Initial instruction -point --76.633,2.378,76.829 -reverse -// Pedestrian number 225 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --78.129,2.449,76.715 -reverse -// Pedestrian number 226 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --79.077,2.482,76.148 -reverse -// Pedestrian number 227 -130 // Ref num -2 // Number of instructions -1 // Initial instruction -point --78.074,2.518,70.429 -reverse -// Pedestrian number 228 -130 // Ref num -2 // Number of instructions -1 // Initial instruction -point --71.987,2.522,68.390 -reverse -// Pedestrian number 229 -131 // Ref num -2 // Number of instructions -1 // Initial instruction -point --71.368,2.520,67.953 -reverse -// Pedestrian number 230 -129 // Ref num -2 // Number of instructions -1 // Initial instruction -point --70.856,2.521,67.486 -reverse -// Pedestrian number 231 -128 // Ref num -2 // Number of instructions -1 // Initial instruction -point --70.062,2.521,66.869 -reverse -// Pedestrian number 232 -120 // Ref num -2 // Number of instructions -1 // Initial instruction -point --63.752,2.528,62.418 -reverse -// Pedestrian number 233 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --60.478,1.931,73.025 -reverse -// Pedestrian number 234 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --60.500,1.931,74.121 -reverse -// Pedestrian number 235 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --60.522,1.931,75.212 -reverse -// Pedestrian number 236 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --60.554,1.931,76.832 -reverse -// Pedestrian number 237 -101 // Ref num -2 // Number of instructions -1 // Initial instruction -point --49.920,3.492,82.446 -reverse -// Pedestrian number 238 -101 // Ref num -2 // Number of instructions -1 // Initial instruction -point --49.057,3.502,82.463 -reverse -// Pedestrian number 239 -101 // Ref num -2 // Number of instructions -1 // Initial instruction -point --51.176,3.477,82.421 -reverse -// Pedestrian number 240 -130 // Ref num -2 // Number of instructions -1 // Initial instruction -point --39.579,3.263,80.878 -reverse -// Pedestrian number 241 -129 // Ref num -2 // Number of instructions -1 // Initial instruction -point --34.640,2.530,62.665 -reverse -// Pedestrian number 242 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --24.010,2.519,67.565 -reverse -// Pedestrian number 243 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --23.727,2.519,67.437 -reverse -// Pedestrian number 244 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --23.115,2.510,67.508 -reverse -// Pedestrian number 245 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --22.580,2.496,67.788 -reverse -// Pedestrian number 246 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --8.311,3.500,85.910 -reverse -// Pedestrian number 247 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --8.008,3.500,85.944 -reverse -// Pedestrian number 248 -130 // Ref num -2 // Number of instructions -1 // Initial instruction -point --6.498,3.500,86.041 -reverse -// Pedestrian number 249 -130 // Ref num -2 // Number of instructions -1 // Initial instruction -point -2.885,2.521,62.741 -reverse -// Pedestrian number 250 -130 // Ref num -2 // Number of instructions -1 // Initial instruction -point -3.021,2.521,62.569 -reverse -// Pedestrian number 251 -130 // Ref num -2 // Number of instructions -1 // Initial instruction -point -3.182,2.522,62.365 -reverse -// Pedestrian number 252 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -6.174,2.465,38.731 -reverse -// Pedestrian number 253 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -6.161,2.489,38.160 -reverse -// Pedestrian number 254 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -6.079,2.487,37.546 -reverse -// Pedestrian number 255 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -5.911,2.484,36.543 -reverse -// Pedestrian number 256 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -5.746,2.481,35.546 -reverse -// Pedestrian number 257 -130 // Ref num -2 // Number of instructions -1 // Initial instruction -point -10.613,2.416,28.336 -reverse -// Pedestrian number 258 -131 // Ref num -2 // Number of instructions -1 // Initial instruction -point -10.781,2.426,28.818 -reverse -// Pedestrian number 259 -109 // Ref num -2 // Number of instructions -1 // Initial instruction -point -5.789,2.523,-11.426 -reverse -// Pedestrian number 260 -138 // Ref num -2 // Number of instructions -1 // Initial instruction -point -6.302,2.523,-17.200 -reverse -// Pedestrian number 261 -101 // Ref num -2 // Number of instructions -1 // Initial instruction -point -6.719,2.524,-21.843 -reverse -// Pedestrian number 262 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -33.235,2.856,-19.729 -reverse -// Pedestrian number 263 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -33.037,2.798,-20.183 -reverse -// Pedestrian number 264 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -32.912,2.751,-20.669 -reverse -// Pedestrian number 265 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -42.433,4.439,14.338 -reverse -// Pedestrian number 266 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -42.438,4.438,14.858 -reverse -// Pedestrian number 267 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -42.392,4.439,15.821 -reverse -// Pedestrian number 268 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -42.335,4.439,16.991 -reverse -// Pedestrian number 269 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -41.236,4.439,17.331 -reverse -// Pedestrian number 270 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -40.549,4.439,16.358 -reverse -// Pedestrian number 271 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -39.820,4.439,15.324 -reverse -// Pedestrian number 272 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -39.020,4.437,14.189 -reverse -// Pedestrian number 273 -128 // Ref num -2 // Number of instructions -1 // Initial instruction -point -39.925,4.437,14.212 -reverse -// Pedestrian number 274 -128 // Ref num -2 // Number of instructions -1 // Initial instruction -point -40.909,4.437,14.757 -reverse -// Pedestrian number 275 -139 // Ref num -2 // Number of instructions -1 // Initial instruction -point -53.755,4.437,24.381 -reverse -// Pedestrian number 276 -130 // Ref num -2 // Number of instructions -1 // Initial instruction -point -38.414,4.437,53.984 -reverse -// Pedestrian number 277 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -38.184,4.437,54.528 -reverse -// Pedestrian number 278 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -36.784,4.437,55.713 -reverse -// Pedestrian number 279 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -36.064,-2.124,91.177 -reverse -// Pedestrian number 280 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -36.394,-2.559,92.168 -reverse -// Pedestrian number 281 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -36.739,-3.012,93.202 -reverse -// Pedestrian number 282 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -38.032,-4.936,97.076 -reverse -// Pedestrian number 283 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -37.563,-4.180,95.664 -reverse -// Pedestrian number 284 -145 // Ref num -2 // Number of instructions -1 // Initial instruction -point -25.694,-11.546,123.694 -reverse -// Pedestrian number 285 -105 // Ref num -2 // Number of instructions -1 // Initial instruction -point -25.342,-11.546,123.846 -reverse -// Pedestrian number 286 -130 // Ref num -2 // Number of instructions -1 // Initial instruction -point --40.787,-9.688,157.905 -reverse -// Pedestrian number 287 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --41.554,-9.687,158.485 -reverse -// Pedestrian number 288 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --41.989,-9.687,159.386 -reverse -// Pedestrian number 289 -131 // Ref num -2 // Number of instructions -1 // Initial instruction -point --41.744,-9.687,160.195 -reverse -// Pedestrian number 290 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --41.191,-9.687,160.697 -reverse -// Pedestrian number 291 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --40.106,-9.687,160.825 -reverse -// Pedestrian number 292 -129 // Ref num -2 // Number of instructions -1 // Initial instruction -point --39.385,-9.687,160.234 -reverse -// Pedestrian number 293 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --39.090,-9.687,159.378 -reverse -// Pedestrian number 294 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --39.382,-9.687,158.551 -reverse -// Pedestrian number 295 -79 // Ref num -6 // Number of instructions -3 // Initial instruction -point --58.450,4.469,57.653 -point --57.450,4.469,58.689 -point --56.639,4.469,59.597 -point --56.388,4.469,60.290 -point --58.070,4.469,68.483 -reverse -// Pedestrian number 296 -2 // Ref num -5 // Number of instructions -2 // Initial instruction -point --57.753,4.469,68.610 -point --54.089,4.469,60.787 -point --52.280,4.469,60.465 -point --51.329,4.469,57.625 -reverse -// Pedestrian number 297 -79 // Ref num -6 // Number of instructions -3 // Initial instruction -point --46.841,4.470,57.683 -point --48.554,4.470,59.812 -point --52.546,4.471,60.306 -point --53.739,4.471,63.974 -point --59.312,4.472,71.803 -reverse -// Pedestrian number 298 -2 // Ref num -6 // Number of instructions -3 // Initial instruction -point --64.904,1004.869,71.343 -point --63.306,1004.869,69.626 -point --61.325,4.469,64.231 -point --58.263,4.469,58.317 -point --53.336,4.469,57.511 -reverse -// Pedestrian number 299 -5 // Ref num -5 // Number of instructions -2 // Initial instruction -point --56.953,4.469,57.679 -point --58.156,4.469,62.000 -point --63.215,1004.869,67.613 -point --64.110,1004.869,67.825 -reverse -// Pedestrian number 300 -2 // Ref num -5 // Number of instructions -2 // Initial instruction -point --62.973,1004.869,72.710 -point --62.254,1004.869,71.445 -point --60.901,4.469,69.199 -point --58.939,4.469,68.601 -reverse -// Pedestrian number 301 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --57.588,4.469,69.097 -point --51.749,1004.869,71.704 -point --45.745,1004.869,74.950 -reverse -// Pedestrian number 302 -79 // Ref num -5 // Number of instructions -3 // Initial instruction -point --34.280,1004.869,63.186 -point --35.218,1004.869,63.179 -point --41.393,4.469,66.359 -point --46.080,4.469,71.777 -reverse -// Pedestrian number 303 -79 // Ref num -5 // Number of instructions -2 // Initial instruction -point --35.557,4.469,57.654 -point --36.012,4.469,60.424 -point --35.919,1004.869,66.934 -point --34.487,1004.869,68.733 -reverse -// Pedestrian number 304 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --34.995,4.469,71.839 -point --36.229,4.469,66.661 -point --40.030,4.469,57.610 -reverse -// Pedestrian number 305 -78 // Ref num -5 // Number of instructions -2 // Initial instruction -point --39.703,4.469,57.492 -point --41.903,4.469,59.976 -point --42.312,4.469,61.834 -point --43.304,4.469,63.286 -reverse -// Pedestrian number 306 -81 // Ref num -7 // Number of instructions -3 // Initial instruction -point --46.355,4.469,71.241 -point --45.182,4.469,67.329 -point --43.801,4.469,66.629 -point --43.193,4.469,66.576 -point --40.477,4.469,60.362 -point --35.835,4.469,57.562 -reverse -// Pedestrian number 307 -78 // Ref num -7 // Number of instructions -2 // Initial instruction -point --42.578,4.469,57.489 -point --45.734,4.469,59.575 -point --45.855,4.469,60.820 -point --49.829,4.469,66.289 -point --51.814,1004.869,74.880 -point --52.905,1004.869,75.216 -reverse -// Pedestrian number 308 -79 // Ref num -4 // Number of instructions -2 // Initial instruction -point --46.422,4.470,60.166 -point --53.097,4.470,60.712 -point --63.372,4.469,68.237 -reverse -// Pedestrian number 309 -2 // Ref num -4 // Number of instructions -2 // Initial instruction -point --63.388,4.469,65.503 -point --59.614,4.469,62.410 -point --55.894,4.469,60.614 -reverse -// Pedestrian number 310 -79 // Ref num -3 // Number of instructions -1 // Initial instruction -point --55.329,4.469,60.697 -point --46.979,4.469,71.982 -reverse -// Pedestrian number 311 -77 // Ref num -5 // Number of instructions -2 // Initial instruction -point --46.722,4.469,72.407 -point --49.083,4.469,77.829 -point --51.794,1004.869,81.158 -point --52.900,1004.869,81.582 -reverse -// Pedestrian number 312 -5 // Ref num -4 // Number of instructions -2 // Initial instruction -point --51.590,4.469,81.892 -point --49.152,4.469,77.167 -point --46.503,4.469,75.230 -reverse -// Pedestrian number 313 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --46.507,4.469,75.989 -point --49.624,4.469,77.709 -point --51.920,4.469,79.382 -reverse -// Pedestrian number 314 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --51.756,4.469,78.243 -point --50.024,4.469,77.349 -point --46.825,4.469,75.698 -reverse -// Pedestrian number 315 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --46.805,4.469,73.495 -point --49.127,4.469,72.042 -point --63.236,4.469,59.330 -reverse -// Pedestrian number 316 -81 // Ref num -5 // Number of instructions -2 // Initial instruction -point --62.020,4.469,58.820 -point --55.061,4.469,59.570 -point --52.310,4.469,59.306 -point --48.236,4.469,56.024 -reverse -// Pedestrian number 317 -79 // Ref num -5 // Number of instructions -2 // Initial instruction -point --47.928,4.469,57.485 -point --50.439,4.469,67.962 -point --52.992,1004.869,71.837 -point --53.892,1004.869,72.663 -reverse -// Pedestrian number 318 -2 // Ref num -3 // Number of instructions -2 // Initial instruction -point --54.597,4.469,71.992 -point --54.543,4.469,60.659 -reverse -// Pedestrian number 319 -79 // Ref num -3 // Number of instructions -1 // Initial instruction -point --53.584,4.469,59.571 -point --52.218,4.469,57.493 -reverse -// Pedestrian number 320 -77 // Ref num -4 // Number of instructions -1 // Initial instruction -point --44.386,4.469,60.674 -point --35.048,1004.869,69.815 -point --34.175,1004.869,70.289 -reverse -// Pedestrian number 321 -5 // Ref num -4 // Number of instructions -2 // Initial instruction -point --36.078,4.469,71.834 -point --37.409,4.469,71.464 -point --43.565,4.469,60.681 -reverse -// Pedestrian number 322 -78 // Ref num -3 // Number of instructions -1 // Initial instruction -point --42.963,4.469,60.666 -point --43.585,4.469,62.931 -reverse -// Pedestrian number 323 -78 // Ref num -4 // Number of instructions -1 // Initial instruction -point --44.402,4.469,64.193 -point --46.361,4.469,64.249 -point --52.108,4.469,62.272 -reverse -// Pedestrian number 324 -78 // Ref num -4 // Number of instructions -3 // Initial instruction -point --50.855,4.469,58.796 -point --46.136,4.469,61.812 -point --44.465,4.469,63.277 -reverse -// Pedestrian number 325 -79 // Ref num -4 // Number of instructions -1 // Initial instruction -point --43.262,4.469,64.289 -point --42.100,1004.869,71.541 -point --41.929,1004.869,72.610 -reverse -// Pedestrian number 326 -79 // Ref num -4 // Number of instructions -2 // Initial instruction -point --42.584,4.469,71.901 -point --44.372,4.469,66.253 -point --45.969,4.469,62.311 -reverse -// Pedestrian number 327 -2 // Ref num -6 // Number of instructions -2 // Initial instruction -point --45.560,4.469,60.469 -point --47.530,4.469,63.939 -point --48.073,4.469,68.615 -point --48.641,4.469,75.522 -point --46.605,4.469,78.988 -reverse -// Pedestrian number 328 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --46.629,4.469,79.722 -point --48.283,4.469,80.720 -point --51.893,4.469,82.777 -reverse -// Pedestrian number 329 -5 // Ref num -4 // Number of instructions -2 // Initial instruction -point --46.460,4.469,82.895 -point --48.349,4.469,75.437 -point --51.893,4.469,72.589 -reverse -// Pedestrian number 330 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --51.830,4.469,72.179 -point --48.046,4.469,66.751 -point --44.578,4.469,65.185 -reverse -// Pedestrian number 331 -78 // Ref num -4 // Number of instructions -1 // Initial instruction -point --43.224,4.469,65.715 -point --35.218,1004.869,65.749 -point --34.424,1004.869,65.728 -reverse -// Pedestrian number 332 -79 // Ref num -4 // Number of instructions -2 // Initial instruction -point --35.153,4.469,61.629 -point --38.880,4.469,67.869 -point --40.453,4.469,71.824 -reverse -// Pedestrian number 333 -79 // Ref num -4 // Number of instructions -2 // Initial instruction -point --36.849,4.469,76.347 -point --38.039,4.469,82.472 -point --39.174,4.469,83.913 -reverse -// Pedestrian number 334 -2 // Ref num -4 // Number of instructions -2 // Initial instruction -point --36.382,4.469,84.180 -point --38.084,4.469,82.096 -point --38.645,4.469,79.334 -reverse -// Pedestrian number 335 -5 // Ref num -5 // Number of instructions -2 // Initial instruction -point --38.653,4.469,78.936 -point --37.734,4.469,75.428 -point --37.549,4.469,73.268 -point --36.890,4.469,72.531 -reverse -// Pedestrian number 336 -77 // Ref num -5 // Number of instructions -3 // Initial instruction -point --38.883,4.469,71.695 -point --38.305,4.469,72.424 -point --37.489,4.469,76.070 -point --37.152,4.469,84.811 -reverse -// Pedestrian number 337 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --35.889,4.469,71.840 -point --38.457,4.469,63.247 -point --41.604,4.469,57.560 -reverse -// Pedestrian number 338 -77 // Ref num -3 // Number of instructions -1 // Initial instruction -point --44.085,4.469,59.644 -point --45.411,4.469,57.641 -reverse -// Pedestrian number 339 -79 // Ref num -3 // Number of instructions -1 // Initial instruction -point --43.260,4.469,59.580 -point --42.148,4.469,57.606 -reverse -// Pedestrian number 340 -5 // Ref num -6 // Number of instructions -3 // Initial instruction -point --35.164,4.469,60.521 -point --38.009,4.469,61.665 -point --42.466,4.469,60.917 -point --46.506,4.469,60.760 -point --50.179,4.469,56.122 -reverse -// Pedestrian number 341 -5 // Ref num -5 // Number of instructions -2 // Initial instruction -point --63.267,4.469,61.973 -point --54.068,4.469,61.030 -point --50.962,4.469,60.385 -point --48.244,4.469,57.085 -reverse -// Pedestrian number 342 -5 // Ref num -4 // Number of instructions -2 // Initial instruction -point --50.843,4.469,57.738 -point --53.983,4.469,59.183 -point --63.358,4.469,60.658 -reverse -// Pedestrian number 343 -78 // Ref num -6 // Number of instructions -3 // Initial instruction -point --64.094,1004.869,64.038 -point --62.989,1004.869,64.343 -point --54.872,4.469,66.578 -point --46.990,1004.869,72.734 -point --45.877,1004.869,73.243 -reverse -// Pedestrian number 344 -76 // Ref num -5 // Number of instructions -2 // Initial instruction -point --34.593,2.530,66.325 -point --31.706,2.529,67.438 -point --27.711,2.502,69.317 -point --20.736,2.507,68.904 -reverse -// Pedestrian number 345 -76 // Ref num -6 // Number of instructions -4 // Initial instruction -point --19.926,2.507,69.267 -point --23.909,2.471,69.233 -point --27.467,2.488,69.597 -point --31.070,2.528,67.977 -point --34.431,2.530,66.899 -reverse -// Pedestrian number 346 -76 // Ref num -7 // Number of instructions -2 // Initial instruction -point --34.517,2.530,67.510 -point --31.852,2.529,67.632 -point --30.102,2.528,68.046 -point --27.934,2.527,69.593 -point --26.366,2.508,68.973 -point --20.822,2.511,68.782 -reverse -// Pedestrian number 347 -76 // Ref num -7 // Number of instructions -5 // Initial instruction -point --20.429,2.509,69.009 -point --23.324,2.457,69.483 -point --26.091,2.489,69.535 -point --28.327,2.518,68.981 -point --31.474,2.523,68.100 -point --34.432,2.530,67.152 -reverse -// Pedestrian number 348 -76 // Ref num -4 // Number of instructions -2 // Initial instruction -point --34.129,2.526,67.395 -point --31.633,2.512,68.328 -point --28.129,2.527,68.667 -reverse -// Pedestrian number 349 -76 // Ref num -5 // Number of instructions -2 // Initial instruction -point --34.573,2.475,68.476 -point --31.513,2.482,69.069 -point --25.373,2.462,70.029 -point --22.371,2.507,68.096 -reverse -// Pedestrian number 350 -76 // Ref num -6 // Number of instructions -2 // Initial instruction -point --34.401,2.425,69.761 -point --31.210,2.499,68.720 -point --28.161,2.484,69.524 -point --24.477,2.495,68.501 -point --21.895,2.502,68.449 -reverse -// Pedestrian number 351 -76 // Ref num -10 // Number of instructions -7 // Initial instruction -point --13.057,2.511,72.835 -point --17.940,2.436,71.894 -point --20.632,2.405,71.578 -point --23.161,2.404,71.089 -point --25.062,2.429,70.945 -point --26.975,2.405,70.983 -point --30.603,2.505,68.701 -point --31.769,2.525,67.036 -point --34.388,2.525,65.815 -reverse -// Pedestrian number 352 -79 // Ref num -6 // Number of instructions -2 // Initial instruction -point --19.467,2.432,71.469 -point --16.969,2.431,72.474 -point --13.817,2.461,73.301 -point --12.292,2.490,73.271 -point --10.567,2.516,69.205 -reverse -// Pedestrian number 353 -77 // Ref num -7 // Number of instructions -2 // Initial instruction -point --9.037,2.485,69.602 -point --6.830,2.442,70.251 -point --5.355,2.435,70.025 -point --3.680,2.458,68.836 -point --1.531,2.493,68.279 -point --0.458,2.511,68.627 -reverse -// Pedestrian number 354 -79 // Ref num -8 // Number of instructions -5 // Initial instruction -point --2.698,2.501,67.383 -point --3.600,2.473,68.329 -point --4.920,2.488,68.246 -point --6.722,2.465,69.557 -point --7.112,2.450,70.143 -point --9.049,2.441,71.290 -point --11.579,2.509,71.556 -reverse -// Pedestrian number 355 -5 // Ref num -4 // Number of instructions -2 // Initial instruction -point --11.978,2.509,72.463 -point --6.675,2.423,70.852 -point --1.576,2.502,68.025 -reverse -// Pedestrian number 356 -79 // Ref num -8 // Number of instructions -5 // Initial instruction -point -0.507,2.504,69.217 -point --3.152,2.411,70.263 -point --4.265,2.421,70.153 -point --5.650,2.429,70.334 -point --6.944,2.437,70.544 -point --9.482,2.459,70.683 -point --10.473,2.495,70.158 -reverse -// Pedestrian number 357 -2 // Ref num -7 // Number of instructions -2 // Initial instruction -point --33.921,2.353,71.630 -point --30.880,2.374,71.310 -point --28.112,2.390,71.056 -point --25.247,2.452,70.338 -point --22.458,2.426,70.339 -point --16.059,2.514,70.747 -reverse -// Pedestrian number 358 -77 // Ref num -9 // Number of instructions -3 // Initial instruction -point --15.234,2.508,71.384 -point --14.228,2.506,72.123 -point --12.043,2.466,73.617 -point --10.684,2.452,73.423 -point --8.755,2.407,72.784 -point --6.366,2.401,71.596 -point --5.106,2.460,69.253 -point --4.059,2.510,67.354 -reverse -// Pedestrian number 359 -5 // Ref num -4 // Number of instructions -2 // Initial instruction -point -1.104,2.511,66.201 -point -2.443,2.483,65.292 -point -10.175,2.372,62.080 -reverse -// Pedestrian number 360 -77 // Ref num -5 // Number of instructions -3 // Initial instruction -point -11.326,2.344,61.969 -point -10.755,2.343,62.929 -point -2.516,2.472,65.591 -point -1.068,2.505,67.410 -reverse -// Pedestrian number 361 -79 // Ref num -5 // Number of instructions -2 // Initial instruction -point -0.933,2.506,68.343 -point -2.587,2.405,68.228 -point -3.744,2.408,67.127 -point -7.151,2.358,66.770 -reverse -// Pedestrian number 362 -79 // Ref num -5 // Number of instructions -2 // Initial instruction -point -7.096,2.374,65.984 -point -6.680,2.424,63.689 -point -5.086,2.506,60.720 -point -6.291,2.517,58.715 -reverse -// Pedestrian number 363 -78 // Ref num -8 // Number of instructions -4 // Initial instruction -point -7.397,2.518,58.004 -point -8.022,2.465,59.245 -point -7.606,2.442,61.309 -point -6.350,2.425,63.857 -point -5.943,2.402,65.690 -point -4.023,2.357,68.677 -point -3.168,2.334,69.879 -reverse -// Pedestrian number 364 -79 // Ref num -6 // Number of instructions -3 // Initial instruction -point -9.654,2.504,56.716 -point -8.182,2.479,58.630 -point -6.492,2.451,62.337 -point -5.043,2.462,63.424 -point -1.576,2.517,64.469 -reverse -// Pedestrian number 365 -79 // Ref num -5 // Number of instructions -2 // Initial instruction -point -9.053,2.491,54.373 -point -8.850,2.451,52.565 -point -8.573,2.459,50.042 -point -8.174,2.513,45.706 -reverse -// Pedestrian number 366 -2 // Ref num -9 // Number of instructions -6 // Initial instruction -point -8.676,2.511,44.017 -point -9.341,2.486,43.423 -point -9.985,2.448,43.827 -point -10.149,2.416,45.022 -point -9.898,2.416,46.455 -point -8.331,2.483,48.339 -point -7.522,2.510,50.101 -point -7.262,2.511,52.849 -reverse -// Pedestrian number 367 -79 // Ref num -9 // Number of instructions -3 // Initial instruction -point -8.005,2.514,54.041 -point -8.837,2.439,50.963 -point -8.773,2.447,50.287 -point -11.272,2.341,49.944 -point -13.748,2.485,48.232 -point -15.410,2.583,47.073 -point -16.097,2.628,40.962 -point -16.253,2.637,40.017 -reverse -// Pedestrian number 368 -77 // Ref num -7 // Number of instructions -3 // Initial instruction -point -16.940,2.642,40.869 -point -18.153,2.643,40.481 -point -20.139,2.642,37.727 -point -16.906,2.640,29.413 -point -15.394,2.584,28.466 -point -12.088,2.459,27.510 -reverse -// Pedestrian number 369 -77 // Ref num -7 // Number of instructions -4 // Initial instruction -point -10.184,2.390,27.661 -point -8.429,2.346,28.818 -point -7.503,2.430,29.519 -point -6.522,2.471,31.352 -point -6.785,2.456,35.882 -point -7.545,2.512,40.179 -reverse -// Pedestrian number 370 -77 // Ref num -5 // Number of instructions -2 // Initial instruction -point -9.214,2.514,40.616 -point -7.663,2.441,37.024 -point -5.550,2.487,35.964 -point -3.214,2.519,32.737 -reverse -// Pedestrian number 371 -5 // Ref num -6 // Number of instructions -2 // Initial instruction -point -3.464,2.518,33.599 -point -6.756,2.466,31.603 -point -8.168,2.431,30.916 -point -9.211,2.350,30.381 -point -10.754,2.426,29.570 -reverse -// Pedestrian number 372 -2 // Ref num -7 // Number of instructions -2 // Initial instruction -point -12.690,2.489,28.792 -point -13.309,2.501,26.913 -point -12.454,2.445,25.537 -point -11.374,2.429,22.290 -point -10.656,2.342,21.454 -point -6.707,2.444,18.280 -reverse -// Pedestrian number 373 -76 // Ref num -8 // Number of instructions -2 // Initial instruction -point -10.153,2.516,-22.326 -point -10.775,2.424,-17.783 -point -10.858,2.466,-14.259 -point -10.003,2.490,-12.385 -point -10.012,2.452,-9.284 -point -9.375,2.442,-5.484 -point -6.758,2.510,-1.780 -reverse -// Pedestrian number 374 -76 // Ref num -9 // Number of instructions -6 // Initial instruction -point -6.779,2.507,-2.101 -point -8.093,2.478,-2.520 -point -9.107,2.451,-6.217 -point -9.430,2.461,-9.548 -point -10.537,2.476,-13.897 -point -10.367,2.434,-17.776 -point -10.903,2.481,-21.056 -point -10.954,2.513,-22.356 -reverse -// Pedestrian number 375 -76 // Ref num -10 // Number of instructions -3 // Initial instruction -point -10.550,2.514,-22.332 -point -11.134,2.435,-19.109 -point -10.443,2.431,-17.404 -point -11.107,2.453,-14.655 -point -10.149,2.482,-11.799 -point -10.259,2.439,-8.368 -point -9.316,2.445,-6.105 -point -8.573,2.459,-3.166 -point -6.943,2.513,-1.326 -reverse -// Pedestrian number 376 -76 // Ref num -8 // Number of instructions -5 // Initial instruction -point -6.268,2.515,-2.229 -point -8.350,2.463,-4.322 -point -9.076,2.451,-7.747 -point -10.437,2.463,-10.324 -point -10.238,2.437,-17.693 -point -10.227,2.450,-19.624 -point -11.311,2.501,-23.165 -reverse -// Pedestrian number 377 -76 // Ref num -8 // Number of instructions -3 // Initial instruction -point -12.014,2.439,-26.960 -point -11.177,2.495,-21.602 -point -10.743,2.423,-16.886 -point -10.679,2.471,-12.497 -point -9.084,2.452,-8.474 -point -8.547,2.460,-5.680 -point -6.933,2.498,-2.554 -reverse -// Pedestrian number 378 -76 // Ref num -9 // Number of instructions -5 // Initial instruction -point -7.030,2.503,-2.087 -point -9.159,2.448,-6.926 -point -9.858,2.452,-9.345 -point -10.394,2.481,-13.118 -point -10.221,2.436,-17.149 -point -10.516,2.446,-19.550 -point -11.302,2.493,-21.790 -point -10.935,2.514,-23.429 -reverse -// Pedestrian number 379 -76 // Ref num -9 // Number of instructions -2 // Initial instruction -point -11.225,2.504,-23.066 -point -10.962,2.420,-17.293 -point -10.540,2.468,-14.753 -point -10.700,2.470,-11.598 -point -9.597,2.449,-8.817 -point -9.654,2.438,-6.665 -point -8.339,2.462,-4.309 -point -7.066,2.516,-0.897 -reverse -// Pedestrian number 380 -76 // Ref num -12 // Number of instructions -8 // Initial instruction -point -7.358,2.515,-0.578 -point -7.838,2.475,-3.391 -point -8.928,2.451,-5.724 -point -9.255,2.448,-7.994 -point -9.966,2.462,-10.043 -point -10.041,2.486,-11.975 -point -10.359,2.475,-14.547 -point -10.544,2.427,-16.618 -point -10.590,2.429,-17.685 -point -10.606,2.464,-20.247 -point -10.510,2.517,-22.384 -reverse -// Pedestrian number 381 -76 // Ref num -5 // Number of instructions -2 // Initial instruction -point -26.538,2.507,-27.479 -point -30.829,2.498,-22.150 -point -30.012,2.511,-19.181 -point -24.647,2.405,-15.138 -reverse -// Pedestrian number 382 -76 // Ref num -6 // Number of instructions -3 // Initial instruction -point -24.734,2.411,-14.884 -point -29.905,2.503,-19.481 -point -30.554,2.493,-22.137 -point -29.749,2.492,-23.896 -point -26.248,2.490,-27.407 -reverse -// Pedestrian number 383 -76 // Ref num -6 // Number of instructions -3 // Initial instruction -point -26.416,2.500,-27.064 -point -28.469,2.493,-25.589 -point -30.914,2.511,-21.486 -point -29.584,2.499,-19.032 -point -25.294,2.405,-16.800 -reverse -// Pedestrian number 384 -76 // Ref num -5 // Number of instructions -2 // Initial instruction -point -25.544,2.417,-16.354 -point -30.330,2.499,-20.868 -point -28.780,2.489,-25.046 -point -26.786,2.513,-27.455 -reverse -// Pedestrian number 385 -76 // Ref num -7 // Number of instructions -3 // Initial instruction -point -26.906,2.508,-26.743 -point -30.367,2.493,-22.933 -point -30.449,2.500,-21.194 -point -30.161,2.503,-20.282 -point -28.581,2.480,-18.463 -point -25.402,2.418,-15.842 -reverse -// Pedestrian number 386 -76 // Ref num -7 // Number of instructions -4 // Initial instruction -point -25.939,2.433,-15.905 -point -27.587,2.457,-17.994 -point -29.074,2.483,-19.129 -point -30.285,2.493,-21.469 -point -28.924,2.486,-24.449 -point -27.215,2.521,-27.918 -reverse -// Pedestrian number 387 -76 // Ref num -8 // Number of instructions -4 // Initial instruction -point -27.217,2.514,-27.284 -point -28.247,2.495,-25.663 -point -29.117,2.485,-23.967 -point -30.402,2.493,-21.868 -point -28.954,2.474,-19.932 -point -27.520,2.464,-17.029 -point -25.244,2.426,-14.986 -reverse -// Pedestrian number 388 -76 // Ref num -9 // Number of instructions -5 // Initial instruction -point -24.141,2.386,-15.517 -point -25.118,2.419,-15.107 -point -28.580,2.485,-17.817 -point -29.800,2.484,-20.791 -point -30.553,2.496,-22.794 -point -28.749,2.490,-25.228 -point -26.690,2.503,-26.467 -point -23.492,2.384,-25.707 -reverse -// Pedestrian number 389 -76 // Ref num -6 // Number of instructions -2 // Initial instruction -point -32.764,2.749,-20.119 -point -30.673,2.496,-21.968 -point -29.615,2.485,-23.052 -point -29.219,2.492,-24.551 -point -28.664,2.526,-28.923 -reverse -// Pedestrian number 390 -76 // Ref num -6 // Number of instructions -2 // Initial instruction -point -24.024,2.375,-16.299 -point -24.905,2.476,-8.090 -point -24.940,2.478,-5.136 -point -26.662,2.565,0.994 -point -22.726,2.356,8.288 -reverse -// Pedestrian number 391 -76 // Ref num -9 // Number of instructions -7 // Initial instruction -point -23.378,2.392,8.173 -point -24.274,2.432,4.882 -point -25.998,2.523,2.713 -point -26.267,2.544,0.190 -point -25.735,2.520,-2.816 -point -24.816,2.473,-5.963 -point -24.738,2.467,-8.593 -point -24.796,2.443,-11.759 -reverse -// Pedestrian number 392 -76 // Ref num -10 // Number of instructions -3 // Initial instruction -point -24.138,2.394,-14.971 -point -24.890,2.434,-12.852 -point -24.455,2.453,-8.086 -point -25.275,2.499,-5.281 -point -25.615,2.513,-2.071 -point -26.385,2.550,0.824 -point -26.305,2.541,2.696 -point -25.146,2.474,4.296 -point -23.578,2.399,8.299 -reverse -// Pedestrian number 393 -76 // Ref num -9 // Number of instructions -5 // Initial instruction -point -24.204,2.430,9.590 -point -24.665,2.450,5.644 -point -25.891,2.522,1.692 -point -25.448,2.506,-2.024 -point -24.982,2.476,-8.533 -point -24.577,2.445,-10.659 -point -24.242,2.421,-12.187 -point -23.117,2.366,-17.590 -reverse -// Pedestrian number 394 -76 // Ref num -10 // Number of instructions -3 // Initial instruction -point -25.160,2.409,-15.996 -point -25.064,2.441,-12.817 -point -25.217,2.493,-7.604 -point -24.229,2.443,-7.269 -point -25.510,2.509,-4.060 -point -25.730,2.518,-1.021 -point -26.465,2.552,1.673 -point -25.259,2.482,4.752 -point -23.745,2.406,9.333 -reverse -// Pedestrian number 395 -76 // Ref num -10 // Number of instructions -6 // Initial instruction -point -23.815,2.411,7.639 -point -25.774,2.510,3.776 -point -25.707,2.511,1.821 -point -25.865,2.525,-0.521 -point -25.466,2.508,-3.283 -point -24.816,2.473,-7.724 -point -24.442,2.444,-10.280 -point -24.631,2.419,-13.607 -point -23.209,2.371,-18.240 -reverse -// Pedestrian number 396 -76 // Ref num -7 // Number of instructions -2 // Initial instruction -point -23.340,2.363,-17.495 -point -25.317,2.490,-8.141 -point -24.987,2.481,-3.998 -point -25.970,2.525,0.884 -point -25.688,2.506,4.132 -point -23.957,2.415,7.829 -reverse -// Pedestrian number 397 -76 // Ref num -6 // Number of instructions -3 // Initial instruction -point -26.342,2.541,5.837 -point -27.150,2.598,2.638 -point -24.543,2.458,-8.379 -point -24.263,2.426,-11.525 -point -24.898,2.409,-15.451 -reverse -// Pedestrian number 398 -76 // Ref num -12 // Number of instructions -8 // Initial instruction -point -22.601,2.351,7.239 -point -22.640,2.354,9.271 -point -22.930,2.368,9.661 -point -23.886,2.415,10.102 -point -24.478,2.442,8.345 -point -25.481,2.495,2.815 -point -25.125,2.489,-3.463 -point -24.465,2.453,-7.086 -point -23.960,2.428,-9.304 -point -25.001,2.437,-12.934 -point -31.062,2.530,-25.784 -reverse -// Pedestrian number 399 -76 // Ref num -8 // Number of instructions -3 // Initial instruction -point -31.258,2.523,-25.090 -point -30.006,2.485,-22.688 -point -28.959,2.523,-15.548 -point -25.367,2.474,-10.063 -point -25.463,2.503,-7.146 -point -24.469,2.454,-4.795 -point -26.853,2.566,5.520 -reverse -// Pedestrian number 400 -76 // Ref num -11 // Number of instructions -7 // Initial instruction -point -22.823,2.452,10.535 -point -23.394,2.387,9.880 -point -24.085,2.424,8.879 -point -25.568,2.494,8.025 -point -26.017,2.526,2.493 -point -25.705,2.519,-5.849 -point -24.991,2.474,-8.971 -point -25.736,2.477,-11.189 -point -22.941,1002.745,-16.028 -point -19.441,1002.327,-18.082 -reverse -// Pedestrian number 401 -76 // Ref num -6 // Number of instructions -3 // Initial instruction -point -20.256,1002.328,-11.853 -point -23.489,1002.806,-9.747 -point -24.063,2.434,-8.092 -point -26.635,2.562,1.104 -point -26.248,2.532,6.590 -reverse -// Pedestrian number 402 -76 // Ref num -6 // Number of instructions -3 // Initial instruction -point -38.162,4.434,5.978 -point -37.122,4.432,12.241 -point -40.310,4.434,19.349 -point -45.332,4.432,22.501 -point -53.675,4.434,23.507 -reverse -// Pedestrian number 403 -76 // Ref num -7 // Number of instructions -3 // Initial instruction -point -53.066,4.437,23.790 -point -46.280,4.432,22.573 -point -40.529,4.433,19.256 -point -38.647,4.433,16.646 -point -37.658,4.433,11.874 -point -37.767,4.434,6.164 -reverse -// Pedestrian number 404 -76 // Ref num -6 // Number of instructions -3 // Initial instruction -point -38.525,4.436,5.927 -point -37.508,4.434,11.924 -point -40.364,4.433,18.749 -point -46.102,4.432,22.296 -point -52.775,4.416,22.843 -reverse -// Pedestrian number 405 -76 // Ref num -6 // Number of instructions -3 // Initial instruction -point -53.170,4.433,24.038 -point -45.406,4.433,22.316 -point -40.869,4.433,19.223 -point -37.508,4.433,12.986 -point -37.513,4.435,6.481 -reverse -// Pedestrian number 406 -76 // Ref num -6 // Number of instructions -3 // Initial instruction -point -38.154,4.435,6.369 -point -37.766,4.434,13.017 -point -40.671,4.434,19.608 -point -46.316,4.433,22.552 -point -54.759,4.435,23.318 -reverse -// Pedestrian number 407 -76 // Ref num -6 // Number of instructions -3 // Initial instruction -point -52.818,4.435,23.112 -point -45.762,4.433,22.599 -point -40.068,4.434,18.846 -point -37.528,4.434,12.813 -point -36.992,4.412,6.153 -reverse -// Pedestrian number 408 -76 // Ref num -7 // Number of instructions -4 // Initial instruction -point -36.305,4.435,7.307 -point -37.768,4.435,7.436 -point -37.859,4.434,13.225 -point -41.598,4.435,19.657 -point -45.752,4.432,22.132 -point -53.444,4.432,23.733 -reverse -// Pedestrian number 409 -76 // Ref num -6 // Number of instructions -3 // Initial instruction -point -52.849,4.436,23.516 -point -45.757,4.433,22.297 -point -40.852,4.434,19.573 -point -37.591,4.432,13.314 -point -37.234,4.433,6.245 -reverse -// Pedestrian number 410 -76 // Ref num -7 // Number of instructions -3 // Initial instruction -point -38.175,4.434,7.279 -point -37.465,4.434,12.794 -point -40.903,4.432,18.967 -point -46.088,4.433,22.579 -point -54.001,4.436,23.002 -point -54.621,4.434,22.657 -reverse -// Pedestrian number 411 -76 // Ref num -9 // Number of instructions -5 // Initial instruction -point -54.816,4.433,24.640 -point -53.861,4.435,25.229 -point -52.837,4.433,23.768 -point -45.823,4.434,22.731 -point -41.202,4.435,18.716 -point -37.771,4.433,13.883 -point -37.127,4.432,10.352 -point -38.795,4.435,6.156 -reverse -// Pedestrian number 412 -76 // Ref num -7 // Number of instructions -3 // Initial instruction -point -36.956,4.435,6.935 -point -37.994,4.432,13.670 -point -40.724,4.433,18.403 -point -44.412,4.432,21.353 -point -48.547,4.434,22.534 -point -54.592,4.433,23.544 -reverse -// Pedestrian number 413 -79 // Ref num -7 // Number of instructions -5 // Initial instruction -point --40.369,3.098,92.780 -point --41.707,3.071,94.852 -point --45.666,3.063,97.472 -point --48.433,3.060,98.906 -point --50.498,3.079,100.727 -point --53.347,3.252,100.518 -reverse -// Pedestrian number 414 -2 // Ref num -4 // Number of instructions -2 // Initial instruction -point --52.661,3.209,101.148 -point --49.813,3.058,100.704 -point --46.871,3.061,97.817 -reverse -// Pedestrian number 415 -79 // Ref num -6 // Number of instructions -2 // Initial instruction -point --47.963,3.066,97.332 -point --49.326,3.058,100.289 -point --50.002,3.060,101.004 -point --51.500,3.132,102.685 -point --55.506,3.364,105.794 -reverse -// Pedestrian number 416 -77 // Ref num -8 // Number of instructions -4 // Initial instruction -point --58.960,3.416,107.749 -point --55.491,3.363,105.657 -point --51.191,3.114,102.980 -point --49.241,3.057,101.125 -point --48.241,3.059,99.976 -point --46.665,3.059,99.744 -point --44.838,3.057,100.133 -reverse -// Pedestrian number 417 -77 // Ref num -5 // Number of instructions -2 // Initial instruction -point --46.183,3.067,96.441 -point --48.319,3.062,98.529 -point --49.931,3.063,99.387 -point --52.853,3.227,99.282 -reverse -// Pedestrian number 418 -5 // Ref num -5 // Number of instructions -2 // Initial instruction -point --50.710,3.102,97.547 -point --49.598,3.067,96.955 -point --47.916,3.071,95.631 -point --44.633,3.071,95.149 -reverse -// Pedestrian number 419 -78 // Ref num -7 // Number of instructions -3 // Initial instruction -point --45.111,3.069,95.713 -point --48.086,3.066,96.762 -point --49.067,3.066,97.717 -point --50.800,3.106,98.148 -point --54.699,3.342,97.811 -point --59.559,3.304,97.214 -reverse -// Pedestrian number 420 -79 // Ref num -9 // Number of instructions -2 // Initial instruction -point --59.922,3.350,98.261 -point --57.996,3.414,99.637 -point --55.749,3.393,100.998 -point --53.995,3.285,102.092 -point --52.048,3.162,103.677 -point --50.058,3.053,103.783 -point --48.431,3.046,104.028 -point --46.918,2.993,105.019 -reverse -// Pedestrian number 421 -2 // Ref num -6 // Number of instructions -2 // Initial instruction -point --48.164,3.049,103.541 -point --48.996,3.046,104.078 -point --50.046,3.030,104.585 -point --51.276,3.111,105.105 -point --54.642,3.310,106.920 -reverse -// Pedestrian number 422 -78 // Ref num -6 // Number of instructions -4 // Initial instruction -point --54.413,3.278,108.126 -point --51.001,2.944,107.243 -point --50.394,2.888,107.047 -point --49.109,2.902,106.366 -point --47.148,2.965,105.417 -reverse -// Pedestrian number 423 -79 // Ref num -5 // Number of instructions -2 // Initial instruction -point --42.754,3.046,104.137 -point --40.851,3.068,102.181 -point --41.162,3.054,100.273 -point --44.207,3.078,92.590 -reverse -// Pedestrian number 424 -79 // Ref num -6 // Number of instructions -2 // Initial instruction -point --44.613,3.207,91.441 -point --47.180,3.748,88.530 -point --49.924,3.909,87.665 -point --51.182,1004.582,85.638 -point --52.854,1004.315,83.853 -reverse -// Pedestrian number 425 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --58.773,3.915,84.736 -point --56.145,3.914,85.686 -point --52.502,3.914,85.778 -reverse -// Pedestrian number 426 -79 // Ref num -6 // Number of instructions -2 // Initial instruction -point --52.580,3.914,86.292 -point --56.046,3.914,85.301 -point --58.580,1004.315,85.499 -point --61.680,1003.251,85.949 -point --70.923,1002.327,78.153 -reverse -// Pedestrian number 427 -2 // Ref num -5 // Number of instructions -2 // Initial instruction -point --74.953,1.925,77.779 -point --70.384,1.924,75.558 -point --66.018,1.926,75.682 -point --60.808,1.955,78.826 -reverse -// Pedestrian number 428 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --57.231,1.926,77.803 -point --70.778,1.928,75.707 -point --74.640,1.933,75.367 -reverse -// Pedestrian number 429 -79 // Ref num -4 // Number of instructions -2 // Initial instruction -point --61.063,2.869,87.076 -point --60.221,3.033,90.476 -point --64.673,3.209,96.347 -reverse -// Pedestrian number 430 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --63.744,3.233,97.048 -point --60.136,3.026,90.367 -point --62.169,2.804,85.282 -reverse -// Pedestrian number 431 -79 // Ref num -6 // Number of instructions -3 // Initial instruction -point --61.575,2.838,86.340 -point --61.849,2.940,88.187 -point --60.728,3.008,89.834 -point --60.400,3.141,94.206 -point --59.882,3.331,97.856 -reverse -// Pedestrian number 432 -2 // Ref num -4 // Number of instructions -2 // Initial instruction -point --59.235,3.416,101.330 -point --59.366,3.415,103.722 -point --59.154,3.415,108.884 -reverse -// Pedestrian number 433 -79 // Ref num -5 // Number of instructions -2 // Initial instruction -point --42.379,3.080,92.539 -point --41.039,3.066,96.116 -point --40.922,3.063,99.966 -point --41.972,3.032,104.552 -reverse -// Pedestrian number 434 -78 // Ref num -5 // Number of instructions -2 // Initial instruction -point --45.608,2.985,105.166 -point --44.614,3.052,101.781 -point --42.677,3.056,99.371 -point --41.253,3.122,91.887 -reverse -// Pedestrian number 435 -76 // Ref num -6 // Number of instructions -2 // Initial instruction -point --40.203,3.090,91.918 -point --34.872,3.496,93.147 -point --31.980,3.496,93.724 -point --23.651,3.493,91.003 -point --18.281,3.499,85.180 -reverse -// Pedestrian number 436 -76 // Ref num -7 // Number of instructions -4 // Initial instruction -point --17.130,3.498,85.230 -point --23.497,3.497,91.696 -point --29.784,3.495,94.381 -point --34.735,3.495,93.291 -point --36.021,3.427,93.245 -point --40.206,3.108,92.477 -reverse -// Pedestrian number 437 -76 // Ref num -6 // Number of instructions -2 // Initial instruction -point --39.003,3.071,90.793 -point --34.803,3.488,92.882 -point --30.391,3.496,93.386 -point --23.935,3.494,90.713 -point --20.025,3.497,85.936 -reverse -// Pedestrian number 438 -76 // Ref num -7 // Number of instructions -4 // Initial instruction -point --19.372,3.496,86.013 -point --23.909,3.493,91.571 -point --30.782,3.496,93.681 -point --35.188,3.485,93.527 -point --37.419,3.322,93.481 -point --38.282,3.228,102.499 -reverse -// Pedestrian number 439 -76 // Ref num -7 // Number of instructions -3 // Initial instruction -point --37.842,3.261,101.844 -point --36.933,3.357,93.501 -point --34.752,3.499,93.160 -point --30.713,3.496,92.969 -point --24.697,3.494,91.985 -point --17.911,3.495,85.299 -reverse -// Pedestrian number 440 -76 // Ref num -8 // Number of instructions -6 // Initial instruction -point --6.534,3.497,88.079 -point --18.042,3.497,91.980 -point --24.298,3.494,91.804 -point --31.028,3.496,94.490 -point --35.408,3.474,93.769 -point --38.274,3.257,93.896 -point --38.528,3.212,102.811 -reverse -// Pedestrian number 441 -76 // Ref num -9 // Number of instructions -4 // Initial instruction -point --37.168,3.292,102.351 -point --37.784,3.295,96.279 -point --37.749,3.297,93.610 -point --34.672,3.500,93.053 -point --31.151,3.495,93.807 -point --24.347,3.494,91.603 -point --17.311,3.496,91.989 -point --6.757,3.497,87.854 -reverse -// Pedestrian number 442 -76 // Ref num -9 // Number of instructions -5 // Initial instruction -point --6.974,3.498,88.461 -point --17.735,3.495,91.999 -point --25.071,3.495,91.776 -point --30.346,3.494,93.953 -point --34.290,3.497,93.660 -point --35.964,3.433,93.862 -point --37.325,3.329,95.958 -point --37.545,3.276,102.058 -reverse -// Pedestrian number 443 -76 // Ref num -7 // Number of instructions -3 // Initial instruction -point --36.518,3.325,102.133 -point --33.969,3.488,100.527 -point --31.128,3.495,97.769 -point --24.545,3.495,95.996 -point --16.671,3.493,92.161 -point --7.312,3.495,87.691 -reverse -// Pedestrian number 444 -76 // Ref num -7 // Number of instructions -4 // Initial instruction -point --7.279,3.497,88.789 -point --17.262,3.497,92.172 -point --24.037,3.494,96.012 -point --31.354,3.497,97.670 -point --34.049,3.483,100.803 -point --36.066,3.363,101.691 -reverse -// Pedestrian number 445 -76 // Ref num -10 // Number of instructions -4 // Initial instruction -point --36.202,3.353,101.767 -point --35.675,3.394,100.854 -point --34.058,3.487,100.440 -point --31.091,3.496,97.293 -point --24.502,3.497,95.820 -point --17.371,3.496,92.336 -point --12.498,3.494,89.965 -point --7.483,3.495,89.125 -point --6.302,3.498,86.543 -reverse -// Pedestrian number 446 -76 // Ref num -4 // Number of instructions -1 // Initial instruction -point --6.172,3.496,87.415 -point --0.643,3.494,86.881 -point -5.006,3.496,90.613 -reverse -// Pedestrian number 447 -76 // Ref num -6 // Number of instructions -3 // Initial instruction -point -5.628,3.499,90.474 -point --0.600,3.499,86.733 -point --6.633,3.497,87.306 -point --13.629,3.493,88.061 -point --20.466,3.497,85.728 -reverse -// Pedestrian number 448 -76 // Ref num -8 // Number of instructions -3 // Initial instruction -point --20.153,3.497,86.566 -point --13.734,3.495,87.814 -point --6.205,3.495,87.618 -point -0.101,3.495,86.951 -point -3.270,3.494,88.934 -point -18.235,3.495,82.036 -point -17.253,3.498,72.453 -reverse -// Pedestrian number 449 -5 // Ref num -6 // Number of instructions -2 // Initial instruction -point --63.563,6.915,-154.258 -point --62.884,6.915,-150.892 -point --61.341,6.915,-150.072 -point --61.718,6.916,-148.077 -point --62.295,7.498,-144.616 -reverse -// Pedestrian number 450 -79 // Ref num -5 // Number of instructions -2 // Initial instruction -point --59.129,7.538,-144.392 -point --61.059,8.148,-141.087 -point --62.331,8.399,-137.696 -point --62.603,8.415,-136.020 -reverse -// Pedestrian number 451 -78 // Ref num -5 // Number of instructions -2 // Initial instruction -point --62.316,8.273,-139.532 -point --61.422,8.417,-137.421 -point --60.364,8.416,-136.521 -point --59.868,8.413,-133.423 -reverse -// Pedestrian number 452 -79 // Ref num -6 // Number of instructions -2 // Initial instruction -point --63.021,8.413,-133.509 -point --61.564,8.413,-131.419 -point --61.356,8.413,-130.337 -point --62.641,8.413,-126.598 -point --70.849,8.413,-121.671 -reverse -// Pedestrian number 453 -2 // Ref num -4 // Number of instructions -2 // Initial instruction -point --67.559,8.413,-121.124 -point --66.618,8.413,-123.022 -point --66.650,8.413,-126.688 -reverse -// Pedestrian number 454 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --60.185,8.413,-132.063 -point --62.643,8.413,-130.675 -point --64.138,8.413,-130.301 -reverse -// Pedestrian number 455 -81 // Ref num -4 // Number of instructions -2 // Initial instruction -point --59.214,8.416,-136.536 -point --60.304,8.414,-134.455 -point --63.298,8.413,-132.460 -reverse -// Pedestrian number 456 -77 // Ref num -5 // Number of instructions -2 // Initial instruction -point --61.570,8.413,-128.484 -point --62.523,8.413,-132.146 -point --62.692,8.414,-134.707 -point --59.244,8.417,-137.340 -reverse -// Pedestrian number 457 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --71.856,8.413,-120.164 -point --71.667,8.413,-118.665 -point --70.147,8.413,-115.346 -reverse -// Pedestrian number 458 -81 // Ref num -4 // Number of instructions -2 // Initial instruction -point --68.498,8.413,-119.716 -point --69.767,8.413,-118.916 -point --73.224,8.414,-114.309 -reverse -// Pedestrian number 459 -78 // Ref num -5 // Number of instructions -2 // Initial instruction -point --67.907,8.413,-125.244 -point --70.130,8.413,-119.223 -point --70.859,8.413,-114.798 -point --70.305,8.416,-108.539 -reverse -// Pedestrian number 460 -78 // Ref num -5 // Number of instructions -3 // Initial instruction -point --72.975,8.416,-108.816 -point --72.474,8.415,-110.054 -point --70.568,8.413,-119.147 -point --70.987,8.413,-121.519 -reverse -// Pedestrian number 461 -78 // Ref num -6 // Number of instructions -2 // Initial instruction -point --70.413,8.416,-107.605 -point --71.314,8.304,-105.986 -point --73.217,7.933,-100.721 -point --73.036,7.422,-96.987 -point --70.101,7.327,-95.651 -reverse -// Pedestrian number 462 -78 // Ref num -5 // Number of instructions -2 // Initial instruction -point --73.227,8.229,-104.922 -point --72.559,8.162,-103.969 -point --71.576,7.925,-100.620 -point --70.142,7.424,-97.016 -reverse -// Pedestrian number 463 -5 // Ref num -5 // Number of instructions -2 // Initial instruction -point --70.111,8.039,-102.237 -point --71.210,7.916,-100.493 -point --72.328,7.429,-97.062 -point --73.270,7.341,-95.846 -reverse -// Pedestrian number 464 -5 // Ref num -5 // Number of instructions -2 // Initial instruction -point --70.052,7.159,-85.693 -point --71.029,7.159,-84.080 -point --69.911,1007.559,-81.037 -point --68.113,1003.355,-78.790 -reverse -// Pedestrian number 465 -79 // Ref num -5 // Number of instructions -2 // Initial instruction -point --73.275,7.160,-88.959 -point --71.216,7.159,-83.906 -point --69.984,1007.559,-83.171 -point --68.061,1003.355,-82.022 -reverse -// Pedestrian number 466 -2 // Ref num -5 // Number of instructions -2 // Initial instruction -point --69.934,7.159,-84.094 -point --71.045,7.159,-80.319 -point --73.273,7.159,-70.299 -point --70.085,7.159,-66.049 -reverse -// Pedestrian number 467 -79 // Ref num -5 // Number of instructions -2 // Initial instruction -point --73.268,7.159,-69.644 -point --70.370,7.159,-67.180 -point --67.631,1007.563,-66.276 -point --65.443,1003.359,-65.070 -reverse -// Pedestrian number 468 -77 // Ref num -5 // Number of instructions -2 // Initial instruction -point --73.143,7.159,-64.540 -point --70.694,7.159,-65.869 -point --68.365,7.163,-67.253 -point --62.166,7.163,-67.821 -reverse -// Pedestrian number 469 -77 // Ref num -8 // Number of instructions -2 // Initial instruction -point --60.164,7.163,-67.847 -point --57.831,7.163,-66.954 -point --56.245,7.163,-66.283 -point --55.747,7.308,-66.072 -point --55.266,7.163,-65.877 -point --53.247,1007.563,-63.384 -point --52.887,1003.357,-62.933 -reverse -// Pedestrian number 470 -5 // Ref num -4 // Number of instructions -2 // Initial instruction -point --63.130,7.163,-66.238 -point --61.461,7.163,-66.846 -point --59.108,7.163,-66.265 -reverse -// Pedestrian number 471 -78 // Ref num -5 // Number of instructions -2 // Initial instruction -point --65.481,7.163,-67.850 -point --61.549,7.163,-67.112 -point --60.739,1007.563,-67.816 -point --58.062,1003.355,-70.586 -reverse -// Pedestrian number 472 -78 // Ref num -6 // Number of instructions -3 // Initial instruction -point --32.391,1003.355,-72.414 -point --36.767,1004.547,-72.784 -point --38.795,4.147,-72.836 -point --40.036,1004.547,-73.371 -point --41.467,1003.355,-74.272 -reverse -// Pedestrian number 473 -81 // Ref num -4 // Number of instructions -2 // Initial instruction -point --36.637,4.147,-72.051 -point --38.108,4.147,-72.362 -point --41.195,4.147,-71.465 -reverse -// Pedestrian number 474 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --62.129,4.147,-73.232 -point --59.051,4.147,-72.177 -point --53.744,4.147,-73.369 -reverse -// Pedestrian number 475 -79 // Ref num -4 // Number of instructions -2 // Initial instruction -point --62.105,4.147,-72.466 -point --59.306,4.147,-72.606 -point --49.569,4.147,-71.471 -reverse -// Pedestrian number 476 -2 // Ref num -5 // Number of instructions -3 // Initial instruction -point --40.591,1003.355,-74.704 -point --42.811,1004.547,-73.146 -point --43.790,4.147,-72.691 -point --62.032,4.147,-71.599 -reverse -// Pedestrian number 477 -79 // Ref num -4 // Number of instructions -2 // Initial instruction -point --60.371,4.147,-70.516 -point --61.581,4.147,-71.742 -point --61.894,4.147,-73.305 -reverse -// Pedestrian number 478 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --60.289,4.147,-73.411 -point --61.265,4.147,-70.530 -point --62.148,4.147,-66.715 -reverse -// Pedestrian number 479 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --62.123,4.147,-68.542 -point --61.125,4.147,-67.335 -point --60.360,4.147,-63.032 -reverse -// Pedestrian number 480 -5 // Ref num -9 // Number of instructions -5 // Initial instruction -point --60.344,4.147,-54.916 -point --60.915,4.147,-56.854 -point --61.467,4.147,-57.588 -point --60.898,4.147,-58.570 -point --61.289,4.147,-59.482 -point --60.637,4.147,-60.392 -point --60.494,4.147,-62.072 -point --62.177,4.147,-63.393 -reverse -// Pedestrian number 481 -5 // Ref num -5 // Number of instructions -2 // Initial instruction -point --62.156,4.147,-62.755 -point --61.418,4.147,-63.567 -point --60.307,4.147,-67.457 -point --60.853,4.147,-73.364 -reverse -// Pedestrian number 482 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --60.518,4.188,-75.431 -point --61.462,1004.695,-74.629 -point --61.081,1003.355,-73.719 -reverse -// Pedestrian number 483 -78 // Ref num -6 // Number of instructions -2 // Initial instruction -point --61.817,4.308,-74.529 -point --61.567,4.199,-75.347 -point --61.897,3.915,-76.309 -point --62.049,2.955,-78.661 -point --62.538,2.955,-85.470 -reverse -// Pedestrian number 484 -81 // Ref num -4 // Number of instructions -2 // Initial instruction -point --69.655,2.955,-84.903 -point --67.776,2.955,-82.812 -point --62.012,2.955,-73.663 -reverse -// Pedestrian number 485 -81 // Ref num -4 // Number of instructions -2 // Initial instruction -point --59.942,2.955,-72.885 -point --58.674,2.955,-75.210 -point --50.585,2.960,-85.342 -reverse -// Pedestrian number 486 -77 // Ref num -7 // Number of instructions -2 // Initial instruction -point --51.099,2.959,-85.468 -point --54.288,2.957,-83.781 -point --57.027,2.955,-83.262 -point --58.189,2.955,-84.066 -point --61.372,2.955,-82.198 -point --69.590,2.955,-83.468 -reverse -// Pedestrian number 487 -79 // Ref num -4 // Number of instructions -2 // Initial instruction -point --65.471,2.955,-85.462 -point --65.378,2.955,-81.303 -point --69.596,2.959,-63.717 -reverse -// Pedestrian number 488 -2 // Ref num -6 // Number of instructions -2 // Initial instruction -point --69.022,2.961,-63.706 -point --65.520,2.956,-68.013 -point --61.381,2.956,-71.219 -point --60.126,2.955,-71.231 -point --53.824,2.957,-85.434 -reverse -// Pedestrian number 489 -2 // Ref num -4 // Number of instructions -2 // Initial instruction -point --48.966,2.961,-83.760 -point --49.699,2.961,-82.533 -point --51.808,2.958,-65.532 -reverse -// Pedestrian number 490 -79 // Ref num -4 // Number of instructions -2 // Initial instruction -point --47.574,2.958,-65.545 -point --48.887,2.956,-67.091 -point --59.005,2.955,-85.515 -reverse -// Pedestrian number 491 -77 // Ref num -5 // Number of instructions -2 // Initial instruction -point --57.931,2.955,-85.565 -point --56.115,2.955,-83.791 -point --53.907,2.957,-83.182 -point --46.787,2.958,-65.673 -reverse -// Pedestrian number 492 -5 // Ref num -6 // Number of instructions -2 // Initial instruction -point --45.963,2.958,-64.102 -point --45.143,2.957,-65.724 -point --47.362,2.955,-69.065 -point --45.397,2.957,-74.251 -point --38.632,2.955,-75.548 -reverse -// Pedestrian number 493 -5 // Ref num -5 // Number of instructions -2 // Initial instruction -point --38.092,2.955,-73.614 -point --40.720,2.955,-77.528 -point --43.297,2.956,-78.990 -point --47.839,2.959,-85.542 -reverse -// Pedestrian number 494 -5 // Ref num -6 // Number of instructions -2 // Initial instruction -point --47.835,2.961,-84.187 -point --44.579,2.957,-84.812 -point --43.927,2.957,-85.480 -point --42.594,2.955,-85.356 -point --38.544,2.955,-77.649 -reverse -// Pedestrian number 495 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --50.715,2.958,-65.524 -point --49.673,2.956,-67.622 -point --38.748,2.955,-72.412 -reverse -// Pedestrian number 496 -5 // Ref num -7 // Number of instructions -3 // Initial instruction -point --37.824,2.955,-74.343 -point --38.844,2.955,-73.461 -point --39.669,2.955,-70.690 -point --41.287,2.955,-69.429 -point --42.113,2.955,-66.747 -point --46.098,2.958,-64.895 -reverse -// Pedestrian number 497 -78 // Ref num -6 // Number of instructions -3 // Initial instruction -point --45.928,2.958,-60.224 -point --44.540,2.957,-60.368 -point --42.966,2.955,-62.550 -point --43.930,2.956,-71.719 -point --37.630,2.955,-85.384 -reverse -// Pedestrian number 498 -81 // Ref num -4 // Number of instructions -2 // Initial instruction -point --28.696,2.955,-84.667 -point --32.986,2.955,-82.783 -point --34.481,2.955,-85.493 -reverse -// Pedestrian number 499 -81 // Ref num -5 // Number of instructions -2 // Initial instruction -point --34.910,2.955,-85.436 -point --36.437,2.955,-83.080 -point --42.397,2.955,-80.220 -point --51.202,2.958,-65.596 -reverse -// Pedestrian number 500 -79 // Ref num -6 // Number of instructions -3 // Initial instruction -point --50.687,2.957,-19.085 -point --50.233,2.959,-19.279 -point --49.709,2.958,-20.307 -point --46.990,2.958,-23.820 -point --38.575,2.955,-29.739 -reverse -// Pedestrian number 501 -2 // Ref num -6 // Number of instructions -3 // Initial instruction -point --38.077,2.955,-33.505 -point --44.802,2.957,-28.154 -point --48.770,2.957,-22.096 -point --47.872,2.960,-19.203 -point --47.638,2.957,-19.012 -reverse -// Pedestrian number 502 -79 // Ref num -6 // Number of instructions -3 // Initial instruction -point --47.284,2.957,-19.097 -point --47.575,2.959,-19.821 -point --48.690,2.960,-20.673 -point --52.128,2.955,-24.051 -point --56.033,2.955,-35.029 -reverse -// Pedestrian number 503 -77 // Ref num -6 // Number of instructions -3 // Initial instruction -point --60.610,2.955,-33.469 -point --58.010,2.955,-31.748 -point --50.483,2.956,-21.752 -point --50.456,2.957,-20.416 -point --51.161,2.957,-19.005 -reverse -// Pedestrian number 504 -5 // Ref num -4 // Number of instructions -2 // Initial instruction -point --50.679,2.957,-19.591 -point --50.164,2.957,-20.334 -point --49.184,2.955,-35.010 -reverse -// Pedestrian number 505 -78 // Ref num -11 // Number of instructions -8 // Initial instruction -point --42.363,2.955,-35.231 -point --43.977,2.955,-32.240 -point --45.790,2.955,-31.280 -point --45.867,2.955,-29.598 -point --48.442,2.955,-27.766 -point --49.133,2.955,-26.041 -point --48.387,2.956,-24.240 -point --48.532,2.957,-23.072 -point --47.805,2.959,-21.007 -point --47.669,2.959,-19.582 -reverse -// Pedestrian number 506 -81 // Ref num -5 // Number of instructions -2 // Initial instruction -point --47.971,2.960,-19.123 -point --49.054,2.960,-20.626 -point --50.971,2.956,-22.625 -point --60.260,2.955,-29.314 -reverse -// Pedestrian number 507 -77 // Ref num -6 // Number of instructions -4 // Initial instruction -point --60.840,2.955,-33.410 -point --59.177,2.955,-30.894 -point --55.181,2.955,-28.795 -point --49.687,2.957,-21.329 -point --48.145,2.960,-17.996 -reverse -// Pedestrian number 508 -79 // Ref num -5 // Number of instructions -2 // Initial instruction -point --38.557,2.955,-30.683 -point --43.459,2.955,-33.826 -point --51.115,2.955,-45.091 -point --67.042,2.955,-46.084 -reverse -// Pedestrian number 509 -2 // Ref num -4 // Number of instructions -2 // Initial instruction -point --53.758,2.955,-46.478 -point --54.473,2.955,-47.122 -point --60.072,2.956,-52.149 -reverse -// Pedestrian number 510 -79 // Ref num -5 // Number of instructions -3 // Initial instruction -point --60.101,2.956,-53.127 -point --56.127,2.955,-52.226 -point --53.932,2.955,-48.837 -point --51.972,2.955,-46.999 -reverse -// Pedestrian number 511 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --52.527,2.955,-46.983 -point --52.303,2.955,-47.854 -point --47.137,2.958,-58.855 -reverse -// Pedestrian number 512 -5 // Ref num -8 // Number of instructions -4 // Initial instruction -point --47.732,2.958,-58.837 -point --50.494,2.957,-57.254 -point --52.145,2.955,-53.325 -point --53.134,2.955,-47.744 -point --54.845,2.955,-46.037 -point --60.503,2.955,-36.012 -point --60.521,2.955,-35.979 -reverse -// Pedestrian number 513 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --51.528,2.955,-45.922 -point --50.700,2.955,-45.196 -point --42.480,2.955,-35.939 -reverse -// Pedestrian number 514 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --45.831,2.955,-45.807 -point --46.978,2.955,-44.582 -point --49.092,2.955,-36.075 -reverse -// Pedestrian number 515 -81 // Ref num -4 // Number of instructions -2 // Initial instruction -point --55.489,2.955,-35.729 -point --50.509,2.955,-40.754 -point --47.250,2.955,-46.166 -reverse -// Pedestrian number 516 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --39.655,2.955,-46.958 -point --38.612,2.955,-48.510 -point --38.272,2.955,-51.730 -reverse -// Pedestrian number 517 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --31.266,2.955,-46.032 -point --35.303,2.955,-46.077 -point --38.896,2.955,-45.557 -reverse -// Pedestrian number 518 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --40.016,2.955,-45.900 -point --41.091,2.955,-44.525 -point --37.539,2.955,-36.076 -reverse -// Pedestrian number 519 -5 // Ref num -6 // Number of instructions -2 // Initial instruction -point --30.244,2.955,-19.231 -point --33.991,2.955,-24.009 -point --38.447,2.955,-26.026 -point --42.889,2.955,-24.097 -point --50.203,2.960,-18.527 -reverse -// Pedestrian number 520 -79 // Ref num -4 // Number of instructions -2 // Initial instruction -point --49.576,4.147,-35.398 -point --51.558,4.147,-34.322 -point --55.675,4.147,-35.483 -reverse -// Pedestrian number 521 -2 // Ref num -5 // Number of instructions -2 // Initial instruction -point --61.511,4.147,-35.102 -point --60.773,4.147,-34.337 -point --58.752,1004.547,-33.678 -point --55.787,1003.355,-32.752 -reverse -// Pedestrian number 522 -79 // Ref num -5 // Number of instructions -2 // Initial instruction -point --61.488,4.147,-35.865 -point --60.927,4.147,-37.443 -point --60.393,1004.547,-38.188 -point --59.099,1003.355,-39.993 -reverse -// Pedestrian number 523 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --62.110,4.147,-45.401 -point --61.341,4.147,-42.792 -point --61.631,4.147,-36.141 -reverse -// Pedestrian number 524 -5 // Ref num -4 // Number of instructions -2 // Initial instruction -point --61.267,4.147,-35.568 -point --55.476,4.147,-34.005 -point --49.692,4.147,-35.512 -reverse -// Pedestrian number 525 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --42.746,4.147,-35.276 -point --43.949,4.147,-34.556 -point --48.863,4.147,-35.517 -reverse -// Pedestrian number 526 -78 // Ref num -5 // Number of instructions -2 // Initial instruction -point --41.952,4.147,-35.429 -point --39.801,4.147,-34.750 -point --37.088,1004.547,-34.375 -point --34.577,1003.355,-34.044 -reverse -// Pedestrian number 527 -81 // Ref num -5 // Number of instructions -2 // Initial instruction -point --36.627,4.147,-54.013 -point --38.364,4.147,-53.303 -point --44.649,6.021,-52.062 -point --47.146,6.022,-53.949 -reverse -// Pedestrian number 528 -77 // Ref num -5 // Number of instructions -2 // Initial instruction -point --44.659,6.022,-53.162 -point --46.267,6.022,-52.880 -point --47.059,1006.422,-52.323 -point --50.422,1003.355,-49.747 -reverse -// Pedestrian number 529 -81 // Ref num -5 // Number of instructions -3 // Initial instruction -point --56.200,1003.355,-50.030 -point --56.655,1005.651,-52.829 -point --57.281,5.056,-53.407 -point --58.682,4.629,-53.896 -reverse -// Pedestrian number 530 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --59.471,4.388,-53.883 -point --60.322,4.147,-53.192 -point --62.124,4.147,-50.506 -reverse -// Pedestrian number 531 -2 // Ref num -7 // Number of instructions -2 // Initial instruction -point --68.849,2.961,-60.767 -point --69.400,2.955,-51.939 -point --69.413,3.678,-48.878 -point --68.340,4.499,-46.206 -point --68.091,5.771,-43.071 -point --67.505,5.956,-42.585 -reverse -// Pedestrian number 532 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --68.096,7.159,-38.126 -point --70.065,7.159,-37.015 -point --73.246,7.159,-33.008 -reverse -// Pedestrian number 533 -81 // Ref num -4 // Number of instructions -2 // Initial instruction -point --73.256,7.159,-37.485 -point --71.655,7.159,-35.988 -point --69.988,7.159,-32.165 -reverse -// Pedestrian number 534 -78 // Ref num -7 // Number of instructions -2 // Initial instruction -point --73.028,7.159,-34.785 -point --71.518,7.159,-36.753 -point --66.153,7.159,-33.753 -point --30.915,7.159,-33.839 -point --28.637,7.159,-33.602 -point --25.309,7.159,-31.121 -reverse -// Pedestrian number 535 -5 // Ref num -5 // Number of instructions -2 // Initial instruction -point --25.151,7.159,-34.050 -point --25.711,7.159,-35.246 -point --29.422,7.159,-38.107 -point --30.800,6.597,-40.241 -reverse -// Pedestrian number 536 -77 // Ref num -9 // Number of instructions -2 // Initial instruction -point --25.125,7.159,-41.559 -point --26.048,7.159,-40.493 -point --28.469,7.159,-38.730 -point --29.084,7.027,-38.671 -point --30.969,5.926,-42.689 -point --30.893,4.093,-47.209 -point --28.978,2.955,-51.888 -point --28.922,2.960,-60.714 -reverse -// Pedestrian number 537 -77 // Ref num -8 // Number of instructions -6 // Initial instruction -point --30.354,3.276,-61.155 -point --29.868,3.276,-61.462 -point --29.678,3.335,-61.619 -point --29.510,3.186,-61.820 -point --28.977,3.375,-62.225 -point --28.535,3.454,-62.437 -point --26.810,3.459,-63.316 -reverse -// Pedestrian number 538 -81 // Ref num -6 // Number of instructions -2 // Initial instruction -point --30.526,2.961,-61.939 -point --31.698,2.960,-62.383 -point --37.481,2.957,-66.388 -point --38.248,2.955,-68.991 -point --38.336,2.955,-71.141 -reverse -// Pedestrian number 539 -5 // Ref num -4 // Number of instructions -2 // Initial instruction -point --28.791,2.958,-65.459 -point --31.702,2.960,-63.326 -point --45.983,2.958,-59.658 -reverse -// Pedestrian number 540 -2 // Ref num -5 // Number of instructions -3 // Initial instruction -point --46.001,2.958,-59.290 -point --41.358,2.955,-59.202 -point --37.606,2.957,-56.583 -point --36.912,2.958,-54.224 -reverse -// Pedestrian number 541 -81 // Ref num -5 // Number of instructions -2 // Initial instruction -point --37.247,4.147,-73.310 -point --38.250,4.147,-66.593 -point --36.754,4.147,-63.190 -point --36.809,4.147,-33.904 -reverse -// Pedestrian number 542 -79 // Ref num -5 // Number of instructions -2 // Initial instruction -point --39.830,4.147,-33.739 -point --38.165,4.147,-35.647 -point --36.654,4.147,-42.095 -point --38.474,4.147,-51.044 -reverse -// Pedestrian number 543 -78 // Ref num -6 // Number of instructions -2 // Initial instruction -point --36.674,4.147,-51.608 -point --37.608,4.147,-52.802 -point --38.426,4.147,-53.613 -point --40.611,1005.183,-53.803 -point --41.585,1003.355,-55.041 -reverse -// Pedestrian number 544 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --43.752,7.163,-64.464 -point --45.309,7.163,-66.359 -point --48.574,7.163,-67.743 -reverse -// Pedestrian number 545 -79 // Ref num -4 // Number of instructions -2 // Initial instruction -point --51.670,7.163,-66.276 -point --53.699,7.163,-66.635 -point --55.021,7.163,-67.775 -reverse -// Pedestrian number 546 -2 // Ref num -4 // Number of instructions -2 // Initial instruction -point --43.725,7.163,-60.569 -point --44.031,7.163,-60.349 -point --45.222,7.163,-57.094 -reverse -// Pedestrian number 547 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --48.086,7.163,-56.929 -point --47.802,1007.563,-57.293 -point --46.249,1003.358,-59.131 -reverse -// Pedestrian number 548 -2 // Ref num -5 // Number of instructions -2 // Initial instruction -point --53.217,7.163,-59.161 -point --54.442,7.163,-57.251 -point --54.726,1007.563,-57.102 -point --56.469,1003.355,-55.258 -reverse -// Pedestrian number 549 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --57.401,7.159,-38.050 -point --52.861,7.159,-35.892 -point --46.049,7.159,-33.596 -reverse -// Pedestrian number 550 -5 // Ref num -6 // Number of instructions -2 // Initial instruction -point --44.857,7.159,-33.555 -point --42.092,7.159,-34.942 -point --40.639,7.159,-34.575 -point --38.632,7.159,-36.127 -point --37.144,7.159,-38.023 -reverse -// Pedestrian number 551 -79 // Ref num -5 // Number of instructions -3 // Initial instruction -point --25.320,7.159,-33.648 -point --25.831,7.159,-33.671 -point --26.479,7.159,-34.722 -point --30.842,7.159,-38.134 -reverse -// Pedestrian number 552 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --51.715,7.159,-33.812 -point --49.207,7.159,-35.951 -point --45.699,7.159,-38.100 -reverse -// Pedestrian number 553 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --47.234,7.159,-38.055 -point --48.963,7.159,-36.471 -point --50.746,7.159,-33.804 -reverse -// Pedestrian number 554 -81 // Ref num -4 // Number of instructions -2 // Initial instruction -point --49.666,7.159,-33.777 -point --47.878,7.159,-35.631 -point --43.957,7.159,-38.007 -reverse -// Pedestrian number 555 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --41.985,7.159,-38.154 -point --48.752,7.159,-36.305 -point --55.578,7.159,-33.694 -reverse -// Pedestrian number 556 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --54.512,7.159,-37.948 -point --48.582,7.159,-36.022 -point --46.373,7.159,-33.650 -reverse -// Pedestrian number 557 -5 // Ref num -4 // Number of instructions -2 // Initial instruction -point --43.474,7.159,-33.685 -point --48.560,7.159,-35.528 -point --50.845,7.159,-37.980 -reverse -// Pedestrian number 558 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --50.097,7.159,-37.895 -point --48.869,7.159,-35.829 -point --47.164,7.159,-33.738 -reverse -// Pedestrian number 559 -79 // Ref num -4 // Number of instructions -2 // Initial instruction -point --41.038,7.159,-38.011 -point --48.305,7.159,-35.915 -point --53.879,7.159,-33.678 -reverse -// Pedestrian number 560 -2 // Ref num -4 // Number of instructions -2 // Initial instruction -point --48.088,1003.355,-40.113 -point --48.436,1007.559,-36.744 -point --45.571,1003.355,-39.150 -reverse -// Pedestrian number 561 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --29.621,7.159,-33.805 -point --26.833,7.159,-37.973 -point --25.167,7.159,-40.460 -reverse -// Pedestrian number 562 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --25.698,7.159,-41.775 -point --27.030,7.159,-44.250 -point --28.407,7.159,-48.684 -reverse -// Pedestrian number 563 -79 // Ref num -4 // Number of instructions -2 // Initial instruction -point --28.399,7.159,-39.865 -point --27.598,7.159,-43.767 -point --25.124,7.159,-49.817 -reverse -// Pedestrian number 564 -2 // Ref num -4 // Number of instructions -2 // Initial instruction -point --25.442,7.159,-41.911 -point --26.468,7.159,-46.960 -point --28.272,7.159,-49.254 -reverse -// Pedestrian number 565 -79 // Ref num -4 // Number of instructions -2 // Initial instruction -point --28.461,7.159,-54.150 -point --26.642,7.159,-57.366 -point --25.118,7.159,-61.720 -reverse -// Pedestrian number 566 -77 // Ref num -6 // Number of instructions -2 // Initial instruction -point --25.151,7.159,-59.750 -point --25.826,7.159,-60.425 -point --28.113,7.159,-61.963 -point --28.329,7.159,-66.110 -point --29.540,7.163,-67.755 -reverse -// Pedestrian number 567 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --25.358,7.159,-67.667 -point --28.080,7.159,-66.776 -point --30.770,7.163,-66.296 -reverse -// Pedestrian number 568 -5 // Ref num -4 // Number of instructions -2 // Initial instruction -point --45.735,7.163,-65.238 -point --43.850,7.163,-66.530 -point --39.911,7.163,-67.857 -reverse -// Pedestrian number 569 -5 // Ref num -4 // Number of instructions -2 // Initial instruction -point --41.374,7.163,-67.796 -point --43.647,7.163,-66.362 -point --45.675,7.163,-63.517 -reverse -// Pedestrian number 570 -5 // Ref num -4 // Number of instructions -2 // Initial instruction -point --44.317,7.163,-57.094 -point --44.853,7.163,-58.564 -point --43.712,7.163,-60.086 -reverse -// Pedestrian number 571 -5 // Ref num -4 // Number of instructions -2 // Initial instruction -point --43.749,7.163,-63.845 -point --44.831,7.163,-66.578 -point --46.922,7.163,-67.762 -reverse -// Pedestrian number 572 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --55.178,7.163,-65.693 -point --53.468,1007.563,-67.570 -point --50.520,1003.356,-70.803 -reverse -// Pedestrian number 573 -5 // Ref num -5 // Number of instructions -2 // Initial instruction -point --69.114,7.163,-67.827 -point --71.007,7.159,-66.432 -point --73.185,7.159,-60.382 -point --69.989,7.159,-54.057 -reverse -// Pedestrian number 574 -78 // Ref num -5 // Number of instructions -2 // Initial instruction -point --73.154,7.159,-55.545 -point --71.930,7.159,-53.699 -point --70.063,7.159,-47.299 -point --69.981,7.159,-38.096 -reverse -// Pedestrian number 575 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --73.244,7.159,-41.212 -point --71.307,7.159,-39.577 -point --70.060,7.159,-38.159 -reverse -// Pedestrian number 576 -81 // Ref num -4 // Number of instructions -2 // Initial instruction -point --67.173,7.159,-38.024 -point --66.698,7.159,-37.372 -point --60.068,7.159,-33.559 -reverse -// Pedestrian number 577 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --67.560,7.159,-37.939 -point --70.082,7.159,-33.852 -point --73.265,7.159,-21.524 -reverse -// Pedestrian number 578 -79 // Ref num -5 // Number of instructions -2 // Initial instruction -point --73.308,7.159,-20.137 -point --72.426,7.159,-17.082 -point --70.300,7.159,-14.671 -point --70.079,7.160,-12.420 -reverse -// Pedestrian number 579 -2 // Ref num -6 // Number of instructions -3 // Initial instruction -point --73.182,7.160,-12.337 -point --71.981,7.159,-15.867 -point --72.068,7.159,-16.744 -point --71.940,7.159,-17.968 -point --70.131,7.159,-19.617 -reverse -// Pedestrian number 580 -79 // Ref num -4 // Number of instructions -2 // Initial instruction -point --59.073,4.481,57.084 -point --60.437,4.654,53.635 -point --62.286,5.429,49.946 -reverse -// Pedestrian number 581 -79 // Ref num -5 // Number of instructions -2 // Initial instruction -point --59.110,5.890,46.660 -point --60.111,5.637,48.469 -point --60.494,5.447,49.826 -point --62.359,4.878,52.565 -reverse -// Pedestrian number 582 -79 // Ref num -6 // Number of instructions -3 // Initial instruction -point --62.260,4.628,54.163 -point --61.827,4.662,53.592 -point --60.544,5.016,51.909 -point --59.060,5.421,49.982 -point --62.036,5.850,46.946 -reverse -// Pedestrian number 583 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --62.206,5.962,45.798 -point --60.968,6.015,45.038 -point --59.062,6.154,43.020 -reverse -// Pedestrian number 584 -5 // Ref num -4 // Number of instructions -2 // Initial instruction -point --59.139,6.080,44.093 -point --60.059,6.154,43.024 -point --62.924,6.153,39.945 -reverse -// Pedestrian number 585 -78 // Ref num -6 // Number of instructions -2 // Initial instruction -point --61.209,6.153,34.743 -point --61.390,6.153,38.526 -point --62.348,6.156,42.278 -point --62.106,6.152,43.052 -point --59.076,5.949,45.991 -reverse -// Pedestrian number 586 -78 // Ref num -5 // Number of instructions -2 // Initial instruction -point --62.230,5.573,48.922 -point --61.064,5.913,46.492 -point --59.972,6.153,43.038 -point --59.199,6.156,42.197 -reverse -// Pedestrian number 587 -81 // Ref num -6 // Number of instructions -3 // Initial instruction -point --61.610,6.153,33.937 -point --61.359,6.157,42.884 -point --61.132,6.006,45.167 -point --62.048,5.911,46.509 -point --62.315,5.631,48.506 -reverse -// Pedestrian number 588 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --72.824,6.153,13.785 -point --71.867,6.153,15.281 -point --70.091,6.153,17.675 -reverse -// Pedestrian number 589 -79 // Ref num -4 // Number of instructions -2 // Initial instruction -point --72.303,6.153,24.330 -point --70.267,6.153,25.184 -point --68.545,6.153,25.856 -reverse -// Pedestrian number 590 -2 // Ref num -5 // Number of instructions -2 // Initial instruction -point --68.075,6.153,26.346 -point --68.047,6.153,27.099 -point --66.866,6.153,32.155 -point --63.434,6.153,31.313 -reverse -// Pedestrian number 591 -79 // Ref num -7 // Number of instructions -3 // Initial instruction -point --67.958,6.153,26.328 -point --67.545,6.153,27.073 -point --66.679,6.153,27.792 -point --64.715,6.153,29.983 -point --64.293,6.153,32.750 -point --64.879,6.153,34.752 -reverse -// Pedestrian number 592 -77 // Ref num -5 // Number of instructions -3 // Initial instruction -point --59.620,6.153,39.537 -point --61.067,6.153,38.658 -point --62.568,6.153,36.274 -point --67.968,6.153,26.516 -reverse -// Pedestrian number 593 -5 // Ref num -6 // Number of instructions -2 // Initial instruction -point --68.408,6.153,25.759 -point --69.143,6.153,24.979 -point --69.628,6.153,23.755 -point --70.249,6.153,19.887 -point --70.087,6.153,13.851 -reverse -// Pedestrian number 594 -78 // Ref num -8 // Number of instructions -3 // Initial instruction -point --70.532,6.153,27.282 -point --71.417,6.153,13.837 -point --71.468,6.420,9.952 -point --71.803,6.893,6.575 -point --73.327,7.017,4.989 -point --73.263,7.162,2.857 -point --70.071,7.159,-33.163 -reverse -// Pedestrian number 595 -79 // Ref num -6 // Number of instructions -2 // Initial instruction -point --36.287,4.523,56.252 -point --37.975,4.651,53.698 -point --39.352,5.413,50.022 -point --39.142,5.909,46.523 -point --36.271,6.045,44.595 -reverse -// Pedestrian number 596 -77 // Ref num -5 // Number of instructions -2 // Initial instruction -point --39.344,4.579,55.125 -point --38.604,4.650,53.722 -point --37.526,5.425,49.966 -point --36.207,5.648,48.384 -reverse -// Pedestrian number 597 -5 // Ref num -7 // Number of instructions -3 // Initial instruction -point --39.423,6.157,42.977 -point --38.152,5.916,46.470 -point --37.229,5.423,49.972 -point --36.153,4.658,53.613 -point --36.646,4.475,57.201 -point --35.530,4.469,71.851 -reverse -// Pedestrian number 598 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --39.363,4.497,56.768 -point --38.291,4.652,53.673 -point --36.147,5.081,51.602 -reverse -// Pedestrian number 599 -78 // Ref num -6 // Number of instructions -4 // Initial instruction -point --39.408,5.995,45.324 -point --38.192,5.909,46.521 -point --37.890,5.447,49.824 -point --38.174,4.656,53.620 -point --36.163,4.549,55.731 -reverse -// Pedestrian number 600 -78 // Ref num -7 // Number of instructions -3 // Initial instruction -point --29.898,6.153,30.311 -point --30.093,6.153,29.119 -point --28.460,6.153,22.653 -point --28.253,6.153,20.232 -point --26.934,6.153,17.604 -point --25.270,6.153,16.081 -reverse -// Pedestrian number 601 -78 // Ref num -8 // Number of instructions -3 // Initial instruction -point --26.939,6.153,26.375 -point --26.663,6.153,23.550 -point --27.551,6.153,22.317 -point --28.331,6.153,18.443 -point --28.095,6.153,13.826 -point --27.878,6.400,10.155 -point --25.101,6.923,6.356 -reverse -// Pedestrian number 602 -81 // Ref num -5 // Number of instructions -2 // Initial instruction -point --27.010,6.921,6.376 -point --27.512,7.156,2.969 -point --26.764,7.162,1.472 -point --25.130,7.162,0.661 -reverse -// Pedestrian number 603 -81 // Ref num -6 // Number of instructions -3 // Initial instruction -point --25.244,6.395,10.228 -point --25.676,6.409,10.031 -point --26.775,6.911,6.448 -point --26.582,7.157,2.958 -point --25.625,7.159,-33.636 -reverse -// Pedestrian number 604 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --25.055,7.161,-7.760 -point --27.865,1007.559,-18.996 -point --30.658,1003.355,-23.067 -reverse -// Pedestrian number 605 -78 // Ref num -5 // Number of instructions -2 // Initial instruction -point --39.075,1003.355,-33.268 -point --37.557,1004.599,-31.667 -point --36.366,1003.355,-28.822 -point --28.770,2.955,-26.503 -reverse -// Pedestrian number 606 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --44.801,1003.355,-31.593 -point --47.141,1004.547,-34.303 -point --49.491,1003.355,-36.517 -reverse -// Pedestrian number 607 -79 // Ref num -5 // Number of instructions -2 // Initial instruction -point --54.414,4.959,-101.299 -point --53.060,4.959,-101.023 -point --51.846,4.959,-99.717 -point --47.849,4.959,-98.562 -reverse -// Pedestrian number 608 -2 // Ref num -4 // Number of instructions -2 // Initial instruction -point --45.393,4.959,-100.584 -point --49.392,4.959,-102.715 -point --53.205,4.959,-104.854 -reverse -// Pedestrian number 609 -79 // Ref num -4 // Number of instructions -2 // Initial instruction -point --57.675,4.959,-104.540 -point --54.022,4.959,-104.321 -point --47.037,4.959,-106.336 -reverse -// Pedestrian number 610 -2 // Ref num -4 // Number of instructions -2 // Initial instruction -point --48.238,5.209,-110.078 -point --48.239,4.959,-107.271 -point --45.033,4.959,-100.915 -reverse -// Pedestrian number 611 -79 // Ref num -4 // Number of instructions -2 // Initial instruction -point --42.302,4.959,-104.382 -point --44.718,4.959,-101.135 -point --46.965,4.959,-98.925 -reverse -// Pedestrian number 612 -2 // Ref num -4 // Number of instructions -2 // Initial instruction -point --47.236,4.959,-98.763 -point --48.667,4.959,-102.330 -point --51.330,4.959,-106.545 -reverse -// Pedestrian number 613 -77 // Ref num -5 // Number of instructions -2 // Initial instruction -point --51.853,4.959,-106.051 -point --50.181,4.959,-103.107 -point --48.475,4.959,-98.962 -point --48.245,4.961,-96.723 -reverse -// Pedestrian number 614 -78 // Ref num -5 // Number of instructions -2 // Initial instruction -point --50.912,4.959,-98.584 -point --50.093,4.959,-102.094 -point --50.111,4.959,-107.210 -point --50.255,4.986,-107.747 -reverse -// Pedestrian number 615 -2 // Ref num -6 // Number of instructions -4 // Initial instruction -point --52.270,4.959,-105.720 -point --50.554,4.959,-105.242 -point --49.482,4.959,-106.177 -point --48.138,4.959,-105.710 -point --45.171,4.959,-104.697 -reverse -// Pedestrian number 616 -5 // Ref num -4 // Number of instructions -2 // Initial instruction -point --46.287,4.959,-105.678 -point --48.776,4.959,-103.785 -point --51.866,4.959,-100.266 -reverse -// Pedestrian number 617 -2 // Ref num -4 // Number of instructions -2 // Initial instruction -point --50.668,4.959,-98.571 -point --50.786,4.959,-101.908 -point --51.634,4.959,-106.227 -reverse -// Pedestrian number 618 -79 // Ref num -5 // Number of instructions -2 // Initial instruction -point --53.676,4.959,-104.466 -point --51.984,4.959,-105.213 -point --51.678,4.959,-106.352 -point --51.083,4.959,-107.170 -reverse -// Pedestrian number 619 -81 // Ref num -6 // Number of instructions -3 // Initial instruction -point --51.716,4.959,-106.428 -point --49.934,4.959,-106.451 -point --47.654,4.959,-106.291 -point --44.795,4.959,-104.508 -point --44.427,4.959,-104.429 -reverse -// Pedestrian number 620 -77 // Ref num -6 // Number of instructions -3 // Initial instruction -point --44.345,4.959,-101.160 -point --44.975,4.959,-101.173 -point --46.871,4.959,-99.315 -point --48.319,4.959,-98.379 -point --50.309,4.961,-96.742 -reverse -// Pedestrian number 621 -78 // Ref num -6 // Number of instructions -3 // Initial instruction -point --50.097,4.960,-98.004 -point --50.192,4.959,-98.632 -point --51.295,4.959,-99.421 -point --54.457,4.959,-101.830 -point --56.472,4.959,-101.331 -reverse -// Pedestrian number 622 -5 // Ref num -5 // Number of instructions -2 // Initial instruction -point --56.585,4.959,-104.554 -point --54.432,4.959,-103.724 -point --47.844,4.959,-101.218 -point --41.856,4.959,-101.181 -reverse -// Pedestrian number 623 -78 // Ref num -5 // Number of instructions -2 // Initial instruction -point --45.291,4.959,-104.944 -point --48.575,4.959,-103.538 -point --51.091,4.959,-101.170 -point --53.007,4.959,-100.615 -reverse -// Pedestrian number 624 -79 // Ref num -5 // Number of instructions -3 // Initial instruction -point --51.582,4.959,-98.977 -point --52.264,4.959,-99.885 -point --50.826,4.959,-103.182 -point --50.433,4.959,-106.954 -reverse -// Pedestrian number 625 -5 // Ref num -6 // Number of instructions -3 // Initial instruction -point --50.313,5.065,-108.897 -point --50.232,5.203,-110.033 -point --50.294,5.342,-111.028 -point --50.202,6.103,-114.599 -point --50.162,6.234,-115.535 -reverse -// Pedestrian number 626 -5 // Ref num -5 // Number of instructions -2 // Initial instruction -point --43.665,4.959,-104.400 -point --40.080,4.959,-104.007 -point --37.099,4.959,-104.520 -point --34.730,4.959,-104.540 -reverse -// Pedestrian number 627 -5 // Ref num -4 // Number of instructions -2 // Initial instruction -point --33.368,4.959,-104.270 -point --29.252,4.959,-100.885 -point --25.875,4.961,-98.493 -reverse -// Pedestrian number 628 -81 // Ref num -6 // Number of instructions -3 // Initial instruction -point --20.365,4.959,-98.579 -point --22.867,4.959,-99.349 -point --25.680,4.961,-101.471 -point --28.293,4.961,-103.030 -point --30.200,4.959,-103.756 -reverse -// Pedestrian number 629 -81 // Ref num -4 // Number of instructions -2 // Initial instruction -point --32.038,4.959,-100.997 -point --34.162,4.959,-101.649 -point --39.009,4.959,-101.238 -reverse -// Pedestrian number 630 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --39.987,4.959,-101.138 -point --41.104,4.959,-102.006 -point --44.017,4.959,-104.363 -reverse -// Pedestrian number 631 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --41.081,4.959,-104.468 -point --38.978,4.959,-103.643 -point --31.343,4.959,-104.011 -reverse -// Pedestrian number 632 -77 // Ref num -5 // Number of instructions -3 // Initial instruction -point --29.531,4.959,-103.594 -point --28.250,4.959,-101.165 -point --23.739,4.959,-97.147 -point --21.639,4.959,-95.027 -reverse -// Pedestrian number 633 -79 // Ref num -4 // Number of instructions -2 // Initial instruction -point --21.965,4.959,-95.602 -point --18.703,4.959,-94.086 -point --16.223,4.959,-92.792 -reverse -// Pedestrian number 634 -79 // Ref num -6 // Number of instructions -3 // Initial instruction -point --15.464,4.959,-91.553 -point --15.594,4.959,-89.256 -point --15.071,4.959,-87.400 -point --13.619,4.959,-85.204 -point --13.531,4.960,-83.500 -reverse -// Pedestrian number 635 -2 // Ref num -4 // Number of instructions -2 // Initial instruction -point --17.423,4.959,-87.597 -point --18.187,4.959,-90.004 -point --19.793,4.959,-92.808 -reverse -// Pedestrian number 636 -5 // Ref num -4 // Number of instructions -2 // Initial instruction -point --20.254,4.959,-93.354 -point --20.892,4.959,-95.978 -point --23.643,4.959,-100.982 -reverse -// Pedestrian number 637 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --19.781,4.959,-97.818 -point --15.767,4.959,-92.144 -point --14.333,4.959,-88.440 -reverse -// Pedestrian number 638 -78 // Ref num -6 // Number of instructions -3 // Initial instruction -point --16.698,4.959,-83.709 -point --16.656,4.958,-81.191 -point --16.418,4.850,-79.628 -point --16.551,4.694,-77.538 -point --16.704,4.361,-75.169 -reverse -// Pedestrian number 639 -78 // Ref num -5 // Number of instructions -2 // Initial instruction -point --16.547,4.104,-72.586 -point --16.308,4.232,-74.248 -point --16.579,4.457,-75.849 -point --16.705,4.645,-77.184 -reverse -// Pedestrian number 640 -78 // Ref num -5 // Number of instructions -2 // Initial instruction -point --13.570,4.961,-81.553 -point --13.653,4.954,-81.122 -point --13.330,4.880,-80.065 -point --13.184,4.812,-79.088 -reverse -// Pedestrian number 641 -5 // Ref num -5 // Number of instructions -3 // Initial instruction -point --13.276,4.754,-78.252 -point --13.686,4.701,-77.587 -point --13.409,4.553,-76.534 -point --13.238,4.356,-75.134 -reverse -// Pedestrian number 642 -77 // Ref num -5 // Number of instructions -2 // Initial instruction -point --13.271,4.199,-73.950 -point --13.858,4.066,-72.043 -point --13.369,3.954,-70.379 -point --13.234,3.954,-69.622 -reverse -// Pedestrian number 643 -79 // Ref num -4 // Number of instructions -2 // Initial instruction -point --13.683,3.954,-68.267 -point --13.271,3.953,-66.587 -point --12.671,3.952,-66.146 -reverse -// Pedestrian number 644 -5 // Ref num -5 // Number of instructions -3 // Initial instruction -point --12.314,3.951,-65.642 -point --12.468,3.948,-64.360 -point --11.807,3.946,-63.531 -point --10.912,3.946,-60.548 -reverse -// Pedestrian number 645 -78 // Ref num -5 // Number of instructions -3 // Initial instruction -point --10.149,3.949,-61.468 -point --10.463,3.948,-61.271 -point --14.211,3.946,-60.285 -point --17.505,3.946,-58.691 -reverse -// Pedestrian number 646 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --19.395,3.946,-60.535 -point --15.751,3.946,-63.328 -point --15.003,3.946,-63.998 -reverse -// Pedestrian number 647 -77 // Ref num -7 // Number of instructions -5 // Initial instruction -point --15.429,3.946,-61.244 -point --13.369,3.946,-62.628 -point --13.109,3.946,-63.274 -point --13.475,3.946,-64.158 -point --14.550,3.947,-64.972 -point --16.474,3.952,-66.436 -reverse -// Pedestrian number 648 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --17.063,3.952,-66.172 -point --15.151,3.946,-63.140 -point --11.499,3.946,-59.709 -reverse -// Pedestrian number 649 -81 // Ref num -4 // Number of instructions -2 // Initial instruction -point --18.933,3.947,-64.358 -point --15.882,3.946,-60.929 -point --13.142,3.946,-58.188 -reverse -// Pedestrian number 650 -79 // Ref num -4 // Number of instructions -2 // Initial instruction -point --16.609,3.951,-55.874 -point --14.209,3.946,-59.790 -point --11.692,3.948,-64.696 -reverse -// Pedestrian number 651 -81 // Ref num -4 // Number of instructions -2 // Initial instruction -point --10.683,3.946,-63.837 -point --12.613,3.950,-64.960 -point --12.827,3.952,-66.035 -reverse -// Pedestrian number 652 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --17.337,3.951,-65.874 -point --17.783,3.947,-64.613 -point --18.913,3.946,-64.092 -reverse -// Pedestrian number 653 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --20.809,3.947,-63.233 -point --19.605,3.947,-62.254 -point --13.451,3.948,-57.118 -reverse -// Pedestrian number 654 -79 // Ref num -4 // Number of instructions -2 // Initial instruction -point --12.831,3.946,-58.504 -point --14.023,3.946,-60.629 -point --18.393,3.947,-64.653 -reverse -// Pedestrian number 655 -2 // Ref num -4 // Number of instructions -2 // Initial instruction -point --14.203,3.946,-64.052 -point --13.074,3.946,-62.842 -point --11.110,3.946,-60.156 -reverse -// Pedestrian number 656 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --11.258,3.946,-60.091 -point --12.826,3.946,-62.870 -point --13.440,3.953,-66.551 -reverse -// Pedestrian number 657 -78 // Ref num -5 // Number of instructions -3 // Initial instruction -point --16.247,3.954,-69.171 -point --14.123,3.946,-64.404 -point --12.961,3.946,-63.064 -point --9.420,3.949,-61.332 -reverse -// Pedestrian number 658 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --14.475,3.946,-61.004 -point --12.767,3.946,-63.241 -point --11.454,3.948,-64.517 -reverse -// Pedestrian number 659 -81 // Ref num -4 // Number of instructions -2 // Initial instruction -point --10.187,3.949,-63.197 -point --13.113,3.946,-62.987 -point --18.983,3.946,-60.275 -reverse -// Pedestrian number 660 -78 // Ref num -6 // Number of instructions -2 // Initial instruction -point --16.735,3.947,-57.691 -point --17.468,3.946,-59.511 -point --19.054,3.946,-60.381 -point --19.349,3.947,-61.167 -point --19.783,3.947,-61.279 -reverse -// Pedestrian number 661 -81 // Ref num -4 // Number of instructions -2 // Initial instruction -point --15.370,3.946,-63.283 -point --13.611,3.946,-62.925 -point --10.701,3.947,-63.573 -reverse -// Pedestrian number 662 -77 // Ref num -5 // Number of instructions -2 // Initial instruction -point --9.821,3.949,-63.201 -point --10.658,3.948,-63.255 -point --11.005,3.946,-63.647 -point --11.414,3.948,-64.482 -reverse -// Pedestrian number 663 -5 // Ref num -6 // Number of instructions -2 // Initial instruction -point --14.152,3.946,-63.653 -point --13.299,3.946,-62.888 -point --12.405,3.946,-61.655 -point --12.458,3.946,-59.162 -point --12.812,3.946,-58.251 -reverse -// Pedestrian number 664 -81 // Ref num -6 // Number of instructions -3 // Initial instruction -point --11.564,3.946,-59.641 -point --10.816,3.947,-60.831 -point --12.600,3.946,-63.026 -point --14.151,3.946,-64.270 -point --17.341,3.948,-65.007 -reverse -// Pedestrian number 665 -77 // Ref num -6 // Number of instructions -2 // Initial instruction -point --14.602,3.946,-63.317 -point --12.206,3.946,-62.909 -point --9.708,3.949,-62.688 -point --8.595,3.950,-63.279 -point --8.083,3.985,-63.214 -reverse -// Pedestrian number 666 -81 // Ref num -5 // Number of instructions -3 // Initial instruction -point --10.709,3.946,-60.245 -point --10.771,3.948,-61.332 -point --12.376,3.946,-63.220 -point --16.147,3.954,-68.196 -reverse -// Pedestrian number 667 -77 // Ref num -6 // Number of instructions -3 // Initial instruction -point --16.385,3.954,-68.208 -point --16.342,3.954,-66.881 -point --13.000,3.946,-63.505 -point --12.070,3.947,-61.389 -point --10.886,3.947,-60.713 -reverse -// Pedestrian number 668 -81 // Ref num -5 // Number of instructions -3 // Initial instruction -point --10.106,3.949,-61.238 -point --10.611,3.948,-61.096 -point --11.101,3.948,-60.299 -point --12.302,3.946,-58.735 -reverse -// Pedestrian number 669 -77 // Ref num -7 // Number of instructions -4 // Initial instruction -point --15.458,3.946,-60.143 -point --15.609,3.946,-60.940 -point --15.490,3.946,-61.362 -point --13.738,3.946,-63.350 -point --13.893,3.946,-64.157 -point --14.736,3.946,-64.599 -reverse -// Pedestrian number 670 -78 // Ref num -5 // Number of instructions -2 // Initial instruction -point --13.046,3.952,-66.178 -point --12.541,3.947,-63.638 -point --13.684,3.950,-56.395 -point --13.364,3.951,-55.155 -reverse -// Pedestrian number 671 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --15.334,3.946,-61.201 -point --11.431,3.946,-63.460 -point --10.753,3.946,-64.001 -reverse -// Pedestrian number 672 -79 // Ref num -6 // Number of instructions -3 // Initial instruction -point --11.229,3.948,-64.550 -point --10.917,3.945,-63.350 -point --11.933,3.946,-63.078 -point --14.839,3.946,-63.043 -point --19.149,3.946,-61.355 -reverse -// Pedestrian number 673 -81 // Ref num -5 // Number of instructions -3 // Initial instruction -point --8.678,3.950,-61.217 -point --10.468,3.948,-61.204 -point --11.854,3.946,-60.714 -point --16.477,3.950,-57.142 -reverse -// Pedestrian number 674 -81 // Ref num -5 // Number of instructions -2 // Initial instruction -point --16.612,3.950,-56.664 -point --13.652,3.946,-60.597 -point --12.348,3.950,-65.368 -point --12.165,3.950,-65.456 -reverse -// Pedestrian number 675 -81 // Ref num -7 // Number of instructions -4 // Initial instruction -point --12.529,3.951,-65.832 -point --13.517,3.949,-65.316 -point --14.155,3.946,-63.111 -point --13.695,3.946,-60.284 -point --13.240,3.946,-59.372 -point --13.140,3.946,-58.777 -reverse -// Pedestrian number 676 -5 // Ref num -5 // Number of instructions -2 // Initial instruction -point --12.423,3.946,-58.878 -point --13.512,3.946,-60.405 -point --16.739,3.947,-64.713 -point --16.693,3.954,-66.895 -reverse -// Pedestrian number 677 -79 // Ref num -6 // Number of instructions -3 // Initial instruction -point --15.668,3.946,-64.185 -point --15.279,3.946,-62.867 -point --13.093,3.946,-60.329 -point --12.233,3.946,-59.880 -point --11.754,3.946,-59.302 -reverse -// Pedestrian number 678 -2 // Ref num -5 // Number of instructions -3 // Initial instruction -point --16.522,3.954,-55.135 -point --14.160,3.964,-57.648 -point --12.127,3.975,-58.903 -point --11.164,3.980,-59.887 -reverse -// Pedestrian number 679 -78 // Ref num -5 // Number of instructions -2 // Initial instruction -point --11.001,3.946,-60.054 -point --12.670,3.946,-60.604 -point --18.139,3.946,-62.796 -point --19.282,3.946,-63.567 -reverse -// Pedestrian number 680 -78 // Ref num -7 // Number of instructions -4 // Initial instruction -point --19.704,3.947,-63.319 -point --19.260,3.947,-63.240 -point --13.423,3.946,-60.831 -point --12.842,3.946,-60.445 -point --11.815,3.946,-60.096 -point --10.610,3.947,-60.829 -reverse -// Pedestrian number 681 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --16.420,3.954,-54.276 -point --16.632,3.954,-50.743 -point --16.698,3.954,-47.486 -reverse -// Pedestrian number 682 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --16.631,3.954,-46.903 -point --15.491,3.954,-50.397 -point --16.568,3.954,-52.786 -reverse -// Pedestrian number 683 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --16.691,3.954,-54.329 -point --16.170,3.954,-55.741 -point --16.640,3.949,-57.012 -reverse -// Pedestrian number 684 -79 // Ref num -7 // Number of instructions -3 // Initial instruction -point --17.312,3.946,-58.484 -point --15.456,3.953,-57.939 -point --11.715,3.947,-61.094 -point --10.162,3.949,-62.216 -point --8.606,3.950,-61.697 -point --8.167,3.979,-61.223 -reverse -// Pedestrian number 685 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --13.417,3.948,-56.770 -point --13.727,3.953,-54.346 -point --13.432,3.954,-53.442 -reverse -// Pedestrian number 686 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --13.366,3.954,-53.218 -point --14.531,3.954,-48.527 -point --16.647,3.954,-45.632 -reverse -// Pedestrian number 687 -81 // Ref num -5 // Number of instructions -2 // Initial instruction -point --16.679,3.954,-45.211 -point --15.536,3.954,-48.036 -point --15.191,3.954,-51.707 -point --16.162,3.954,-53.864 -reverse -// Pedestrian number 688 -5 // Ref num -4 // Number of instructions -2 // Initial instruction -point --16.592,3.953,-55.338 -point --14.994,3.954,-53.665 -point --13.325,3.954,-51.018 -reverse -// Pedestrian number 689 -2 // Ref num -6 // Number of instructions -3 // Initial instruction -point --13.332,3.954,-50.127 -point --14.158,3.954,-47.719 -point --14.627,3.954,-45.290 -point --13.916,3.954,-42.355 -point --13.353,3.954,-41.341 -reverse -// Pedestrian number 690 -5 // Ref num -5 // Number of instructions -3 // Initial instruction -point --13.266,3.954,-40.653 -point --14.902,3.954,-37.992 -point --15.636,3.954,-31.593 -point --16.583,3.954,-24.950 -reverse -// Pedestrian number 691 -81 // Ref num -4 // Number of instructions -2 // Initial instruction -point --16.441,3.954,-28.475 -point --16.565,3.954,-33.784 -point --16.734,3.954,-42.871 -reverse -// Pedestrian number 692 -77 // Ref num -5 // Number of instructions -3 // Initial instruction -point --13.612,3.954,-47.680 -point --13.545,3.954,-45.318 -point --14.072,3.954,-41.070 -point --13.409,3.954,-38.112 -reverse -// Pedestrian number 693 -81 // Ref num -4 // Number of instructions -2 // Initial instruction -point --13.398,3.954,-37.368 -point --14.741,3.954,-35.867 -point --16.357,3.954,-34.207 -reverse -// Pedestrian number 694 -79 // Ref num -4 // Number of instructions -2 // Initial instruction -point --16.425,3.954,-36.901 -point --15.624,3.954,-40.623 -point --16.426,3.954,-43.497 -reverse -// Pedestrian number 695 -81 // Ref num -5 // Number of instructions -2 // Initial instruction -point --16.437,3.954,-44.574 -point --14.969,3.954,-41.536 -point --14.308,3.954,-40.168 -point --13.534,3.954,-39.552 -reverse -// Pedestrian number 696 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --13.670,3.954,-43.085 -point --13.760,3.954,-38.408 -point --13.314,3.954,-33.039 -reverse -// Pedestrian number 697 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --13.363,3.954,-26.981 -point --14.327,3.954,-22.956 -point --13.253,3.955,-19.627 -reverse -// Pedestrian number 698 -79 // Ref num -4 // Number of instructions -2 // Initial instruction -point --13.426,3.955,-18.517 -point --15.334,3.955,-20.444 -point --16.563,3.954,-22.420 -reverse -// Pedestrian number 699 -2 // Ref num -4 // Number of instructions -2 // Initial instruction -point --16.636,3.954,-23.141 -point --14.136,3.954,-26.484 -point --13.366,3.954,-28.427 -reverse -// Pedestrian number 700 -78 // Ref num -7 // Number of instructions -4 // Initial instruction -point --13.444,3.954,-35.139 -point --14.330,3.954,-32.892 -point --14.164,3.954,-31.496 -point --13.882,3.954,-30.723 -point --13.370,3.954,-29.019 -point --13.243,3.954,-25.156 -reverse -// Pedestrian number 701 -2 // Ref num -4 // Number of instructions -2 // Initial instruction -point --13.262,3.954,-24.470 -point --14.038,3.955,-20.799 -point --13.617,3.955,-15.950 -reverse -// Pedestrian number 702 -79 // Ref num -5 // Number of instructions -2 // Initial instruction -point --13.378,3.955,-14.887 -point --13.415,3.951,-12.951 -point --14.060,3.730,-10.436 -point --13.775,3.564,-8.715 -reverse -// Pedestrian number 703 -81 // Ref num -4 // Number of instructions -2 // Initial instruction -point --15.941,3.808,-11.321 -point --15.943,3.956,-13.087 -point --16.662,3.955,-15.257 -reverse -// Pedestrian number 704 -2 // Ref num -4 // Number of instructions -2 // Initial instruction -point --16.686,3.955,-15.925 -point --16.162,3.955,-18.003 -point --16.549,3.955,-20.322 -reverse -// Pedestrian number 705 -5 // Ref num -6 // Number of instructions -2 // Initial instruction -point --13.365,3.387,-7.090 -point --13.717,3.219,-5.440 -point --13.425,3.103,-4.018 -point --13.427,2.958,-2.186 -point --13.287,2.958,-1.346 -reverse -// Pedestrian number 706 -79 // Ref num -4 // Number of instructions -2 // Initial instruction -point --13.636,2.958,0.875 -point --16.386,2.958,4.144 -point --19.230,2.958,7.204 -reverse -// Pedestrian number 707 -5 // Ref num -4 // Number of instructions -2 // Initial instruction -point --16.170,2.958,8.623 -point --15.908,2.958,5.873 -point --13.849,2.958,2.699 -reverse -// Pedestrian number 708 -79 // Ref num -5 // Number of instructions -3 // Initial instruction -point --16.679,2.958,-1.830 -point --16.106,2.958,-0.722 -point --16.338,2.958,0.381 -point --17.201,2.958,2.482 -reverse -// Pedestrian number 709 -78 // Ref num -5 // Number of instructions -3 // Initial instruction -point --18.064,2.958,5.152 -point --16.439,2.958,3.814 -point --16.068,2.958,2.993 -point --13.219,2.958,-0.523 -reverse -// Pedestrian number 710 -81 // Ref num -4 // Number of instructions -2 // Initial instruction -point --13.374,2.958,-1.262 -point --14.127,2.958,0.588 -point --13.898,2.958,1.881 -reverse -// Pedestrian number 711 -81 // Ref num -5 // Number of instructions -2 // Initial instruction -point --13.315,2.958,-0.748 -point --14.468,2.958,2.188 -point --15.490,2.958,3.129 -point --17.189,2.958,3.846 -reverse -// Pedestrian number 712 -81 // Ref num -5 // Number of instructions -2 // Initial instruction -point --17.038,2.958,2.663 -point --17.149,2.958,4.616 -point --17.601,2.958,5.964 -point --17.220,2.958,9.550 -reverse -// Pedestrian number 713 -81 // Ref num -5 // Number of instructions -2 // Initial instruction -point --16.975,2.958,9.231 -point --16.608,2.958,6.925 -point --15.376,2.958,1.378 -point --16.584,2.958,-0.641 -reverse -// Pedestrian number 714 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --18.418,2.958,10.824 -point --20.691,2.958,10.978 -point --24.348,2.958,11.202 -reverse -// Pedestrian number 715 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --21.067,2.958,9.361 -point --23.508,2.958,12.155 -point --27.265,2.958,15.080 -reverse -// Pedestrian number 716 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --27.883,2.958,15.323 -point --31.097,2.958,15.368 -point --34.127,2.958,15.484 -reverse -// Pedestrian number 717 -81 // Ref num -4 // Number of instructions -2 // Initial instruction -point --34.781,2.958,15.497 -point --40.187,2.958,13.114 -point --42.392,2.958,12.421 -reverse -// Pedestrian number 718 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --38.303,2.958,15.706 -point --34.036,2.958,14.698 -point --31.958,2.958,15.453 -reverse -// Pedestrian number 719 -81 // Ref num -4 // Number of instructions -2 // Initial instruction -point --28.881,2.958,12.361 -point --27.200,2.958,12.326 -point --25.035,2.958,11.648 -reverse -// Pedestrian number 720 -77 // Ref num -5 // Number of instructions -2 // Initial instruction -point --24.366,2.958,11.537 -point --22.549,2.958,11.783 -point --21.159,2.958,10.885 -point --17.514,2.958,10.004 -reverse -// Pedestrian number 721 -81 // Ref num -4 // Number of instructions -2 // Initial instruction -point --19.301,2.958,11.793 -point --17.584,2.958,9.404 -point --15.553,2.958,7.279 -reverse -// Pedestrian number 722 -81 // Ref num -5 // Number of instructions -2 // Initial instruction -point --22.060,2.958,10.146 -point --25.175,2.958,12.183 -point --29.576,2.958,12.991 -point --32.745,2.958,12.471 -reverse -// Pedestrian number 723 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --29.604,2.958,15.624 -point --27.894,2.958,14.964 -point --24.231,2.958,14.658 -reverse -// Pedestrian number 724 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --23.799,2.958,14.581 -point --21.288,2.958,13.437 -point --18.085,2.958,10.933 -reverse -// Pedestrian number 725 -5 // Ref num -4 // Number of instructions -2 // Initial instruction -point --29.557,2.958,12.383 -point --33.191,2.958,12.623 -point --34.928,2.958,12.296 -reverse -// Pedestrian number 726 -2 // Ref num -4 // Number of instructions -2 // Initial instruction -point --36.444,2.958,12.287 -point --40.755,2.958,14.891 -point --42.548,2.958,15.526 -reverse -// Pedestrian number 727 -81 // Ref num -4 // Number of instructions -2 // Initial instruction -point --43.404,2.958,15.652 -point --44.813,2.958,15.533 -point --45.525,2.958,16.074 -reverse -// Pedestrian number 728 -81 // Ref num -5 // Number of instructions -2 // Initial instruction -point --46.476,2.958,17.072 -point --48.255,2.958,18.034 -point --48.523,2.964,18.603 -point --48.379,3.003,19.162 -reverse -// Pedestrian number 729 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --46.706,2.958,14.235 -point --44.644,2.958,12.896 -point --43.343,2.958,12.481 -reverse -// Pedestrian number 730 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --41.419,2.958,12.302 -point --37.060,2.958,13.166 -point --34.106,2.958,12.349 -reverse -// Pedestrian number 731 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --33.310,2.958,12.317 -point --31.486,2.958,13.475 -point --29.628,2.958,15.409 -reverse -// Pedestrian number 732 -2 // Ref num -4 // Number of instructions -2 // Initial instruction -point --28.977,2.958,15.639 -point --28.437,2.958,14.340 -point --27.046,2.958,12.512 -reverse -// Pedestrian number 733 -81 // Ref num -5 // Number of instructions -3 // Initial instruction -point --24.790,2.958,14.893 -point --26.541,2.958,15.096 -point --29.570,2.958,14.763 -point --30.930,2.958,15.563 -reverse -// Pedestrian number 734 -79 // Ref num -6 // Number of instructions -3 // Initial instruction -point --32.534,2.958,15.610 -point --35.754,2.958,14.823 -point --38.387,2.958,15.183 -point --39.623,2.958,15.361 -point --41.403,2.958,15.616 -reverse -// Pedestrian number 735 -81 // Ref num -5 // Number of instructions -2 // Initial instruction -point --42.124,2.958,15.577 -point --46.395,2.958,13.279 -point --49.839,2.958,12.066 -point --53.192,2.958,11.831 -reverse -// Pedestrian number 736 -77 // Ref num -5 // Number of instructions -3 // Initial instruction -point --51.638,2.958,14.243 -point --51.302,2.958,14.457 -point --47.557,2.958,15.731 -point --45.984,2.958,16.459 -reverse -// Pedestrian number 737 -81 // Ref num -6 // Number of instructions -3 // Initial instruction -point --44.045,2.958,12.409 -point --45.143,2.958,12.140 -point --47.887,2.959,10.058 -point --48.207,2.960,9.501 -point --48.214,2.960,8.853 -reverse -// Pedestrian number 738 -78 // Ref num -5 // Number of instructions -2 // Initial instruction -point --38.003,2.958,12.442 -point --33.033,2.958,13.850 -point --29.218,2.958,15.053 -point --27.218,2.958,15.348 -reverse -// Pedestrian number 739 -5 // Ref num -5 // Number of instructions -3 // Initial instruction -point --50.106,2.960,8.359 -point --50.137,2.960,9.715 -point --51.381,2.943,12.743 -point --53.299,2.923,15.945 -reverse -// Pedestrian number 740 -78 // Ref num -5 // Number of instructions -3 // Initial instruction -point --54.293,2.958,15.497 -point --53.172,2.958,15.090 -point --50.231,2.958,16.358 -point --46.834,2.958,17.485 -reverse -// Pedestrian number 741 -77 // Ref num -5 // Number of instructions -3 // Initial instruction -point --50.021,2.982,18.859 -point --50.181,2.958,18.502 -point --50.791,2.958,17.879 -point --52.470,2.958,16.825 -reverse -// Pedestrian number 742 -2 // Ref num -5 // Number of instructions -3 // Initial instruction -point --56.510,2.958,12.369 -point --55.506,2.958,12.852 -point --53.557,2.958,12.330 -point --51.170,2.958,10.087 -reverse -// Pedestrian number 743 -81 // Ref num -4 // Number of instructions -2 // Initial instruction -point --50.688,2.958,9.952 -point --49.020,2.958,13.932 -point --47.431,2.958,18.071 -reverse -// Pedestrian number 744 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --46.311,2.958,16.818 -point --49.410,2.958,14.252 -point --52.837,2.958,12.050 -reverse -// Pedestrian number 745 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --51.889,2.958,11.189 -point --49.529,2.958,14.680 -point --46.699,2.958,17.719 -reverse -// Pedestrian number 746 -2 // Ref num -5 // Number of instructions -3 // Initial instruction -point --51.241,2.958,18.063 -point --50.939,2.958,17.321 -point --49.032,2.958,14.403 -point --46.716,2.958,10.450 -reverse -// Pedestrian number 747 -81 // Ref num -4 // Number of instructions -2 // Initial instruction -point --45.662,2.958,11.410 -point --49.656,2.958,14.223 -point --52.674,2.958,16.308 -reverse -// Pedestrian number 748 -78 // Ref num -5 // Number of instructions -2 // Initial instruction -point --53.638,2.958,15.760 -point --49.588,2.958,13.939 -point --44.721,2.958,12.360 -point --43.965,2.958,12.244 -reverse -// Pedestrian number 749 -2 // Ref num -4 // Number of instructions -2 // Initial instruction -point --45.310,2.958,11.769 -point --49.017,2.958,14.806 -point --52.548,2.958,16.548 -reverse -// Pedestrian number 750 -81 // Ref num -4 // Number of instructions -2 // Initial instruction -point --51.071,2.958,17.550 -point --49.813,2.958,13.628 -point --48.275,2.960,7.895 -reverse -// Pedestrian number 751 -81 // Ref num -6 // Number of instructions -3 // Initial instruction -point --51.826,2.958,11.069 -point --51.183,2.958,11.379 -point --48.529,2.958,13.830 -point --47.158,2.958,14.538 -point --44.524,2.958,15.139 -reverse -// Pedestrian number 752 -2 // Ref num -4 // Number of instructions -2 // Initial instruction -point --47.153,2.958,17.881 -point --49.296,2.958,14.888 -point --50.961,2.958,9.964 -reverse -// Pedestrian number 753 -79 // Ref num -6 // Number of instructions -3 // Initial instruction -point --48.177,2.960,6.323 -point --49.234,2.960,7.319 -point --49.242,2.958,13.631 -point --49.196,2.958,17.034 -point --50.194,2.958,18.226 -reverse -// Pedestrian number 754 -77 // Ref num -5 // Number of instructions -3 // Initial instruction -point --51.506,2.958,17.595 -point --51.426,2.958,16.190 -point --50.065,2.958,14.464 -point --47.269,2.958,9.819 -reverse -// Pedestrian number 755 -2 // Ref num -4 // Number of instructions -2 // Initial instruction -point --51.680,2.958,10.400 -point --48.368,2.958,13.602 -point --45.645,2.958,16.372 -reverse -// Pedestrian number 756 -79 // Ref num -5 // Number of instructions -2 // Initial instruction -point --45.077,2.958,15.879 -point --46.666,2.958,16.826 -point --48.169,2.958,17.693 -point --50.009,3.016,19.357 -reverse -// Pedestrian number 757 -2 // Ref num -4 // Number of instructions -2 // Initial instruction -point --62.260,2.958,15.572 -point --66.647,2.958,14.588 -point --69.386,2.958,15.630 -reverse -// Pedestrian number 758 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --70.557,2.958,12.417 -point --67.141,2.958,12.791 -point --64.274,2.958,12.368 -reverse -// Pedestrian number 759 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --62.800,2.958,12.531 -point --64.669,2.958,13.853 -point --66.669,2.958,15.411 -reverse -// Pedestrian number 760 -81 // Ref num -4 // Number of instructions -2 // Initial instruction -point --65.415,2.958,15.514 -point --60.041,2.958,15.083 -point --57.011,2.958,15.565 -reverse -// Pedestrian number 761 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --57.772,2.958,12.329 -point --61.138,2.958,12.878 -point --66.052,2.958,12.381 -reverse -// Pedestrian number 762 -79 // Ref num -4 // Number of instructions -2 // Initial instruction -point --68.204,2.958,12.446 -point --72.135,2.958,14.142 -point --75.172,2.958,15.546 -reverse -// Pedestrian number 763 -79 // Ref num -4 // Number of instructions -2 // Initial instruction -point --80.675,2.958,15.445 -point --84.604,2.958,14.717 -point --89.077,2.958,15.600 -reverse -// Pedestrian number 764 -79 // Ref num -4 // Number of instructions -2 // Initial instruction -point --83.163,2.958,12.499 -point --80.838,2.958,12.574 -point --76.642,2.958,12.424 -reverse -// Pedestrian number 765 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --78.971,2.958,12.642 -point --81.730,2.958,13.988 -point --83.522,2.958,15.293 -reverse -// Pedestrian number 766 -79 // Ref num -4 // Number of instructions -2 // Initial instruction -point --85.169,2.958,15.671 -point --88.850,2.958,14.953 -point --91.769,2.958,15.450 -reverse -// Pedestrian number 767 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --90.160,2.958,15.554 -point --92.406,2.958,15.155 -point --93.522,2.958,15.444 -reverse -// Pedestrian number 768 -81 // Ref num -4 // Number of instructions -2 // Initial instruction -point --93.928,2.958,15.481 -point --95.842,2.958,13.136 -point --97.546,2.958,10.153 -reverse -// Pedestrian number 769 -78 // Ref num -5 // Number of instructions -2 // Initial instruction -point --98.535,2.958,9.291 -point --96.217,2.958,11.702 -point --94.537,2.958,12.162 -point --93.485,2.958,12.243 -reverse -// Pedestrian number 770 -79 // Ref num -4 // Number of instructions -2 // Initial instruction -point --92.662,2.958,12.279 -point --90.075,2.958,12.771 -point --87.465,2.958,12.497 -reverse -// Pedestrian number 771 -2 // Ref num -4 // Number of instructions -2 // Initial instruction -point --86.723,2.958,12.521 -point --84.856,2.958,13.040 -point --82.362,2.958,12.353 -reverse -// Pedestrian number 772 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --80.030,2.958,15.556 -point --78.327,2.958,15.185 -point --76.527,2.958,15.459 -reverse -// Pedestrian number 773 -5 // Ref num -4 // Number of instructions -2 // Initial instruction -point --98.916,2.958,12.704 -point --100.362,2.958,11.512 -point --102.113,2.958,9.833 -reverse -// Pedestrian number 774 -81 // Ref num -6 // Number of instructions -4 // Initial instruction -point --102.488,2.958,9.093 -point --100.111,2.958,9.618 -point --98.619,2.958,10.171 -point --98.524,2.958,10.204 -point --96.497,2.958,11.183 -reverse -// Pedestrian number 775 -81 // Ref num -5 // Number of instructions -3 // Initial instruction -point --98.945,2.958,8.757 -point --99.963,2.958,7.531 -point --101.002,2.958,5.658 -point --101.648,2.958,3.440 -reverse -// Pedestrian number 776 -2 // Ref num -4 // Number of instructions -2 // Initial instruction -point --101.753,2.958,-4.532 -point --103.880,2.958,-9.138 -point --104.732,2.958,-10.827 -reverse -// Pedestrian number 777 -81 // Ref num -4 // Number of instructions -2 // Initial instruction -point --104.728,2.958,-12.809 -point --103.707,2.958,-17.308 -point --103.680,2.957,-20.603 -reverse -// Pedestrian number 778 -5 // Ref num -4 // Number of instructions -2 // Initial instruction -point --100.949,2.957,-25.414 -point --99.913,2.957,-26.248 -point --99.150,2.957,-27.489 -reverse -// Pedestrian number 779 -79 // Ref num -4 // Number of instructions -2 // Initial instruction -point --99.063,2.957,-27.212 -point --100.095,2.957,-26.679 -point --100.504,2.957,-26.508 -reverse -// Pedestrian number 780 -5 // Ref num -4 // Number of instructions -2 // Initial instruction -point --101.057,2.957,-25.974 -point --100.427,2.957,-26.132 -point --96.470,2.957,-25.910 -reverse -// Pedestrian number 781 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --95.516,2.957,-26.592 -point --93.284,2.957,-30.236 -point --92.060,2.957,-31.626 -reverse -// Pedestrian number 782 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --90.193,2.957,-32.724 -point --88.502,2.957,-33.658 -point --87.776,2.957,-35.166 -reverse -// Pedestrian number 783 -81 // Ref num -4 // Number of instructions -2 // Initial instruction -point --84.086,2.957,-34.870 -point --87.504,2.957,-31.925 -point --89.934,2.957,-29.565 -reverse -// Pedestrian number 784 -79 // Ref num -5 // Number of instructions -3 // Initial instruction -point --94.969,2.957,-26.809 -point --92.400,2.957,-28.205 -point --90.716,2.957,-30.076 -point --86.699,2.957,-31.693 -reverse -// Pedestrian number 785 -81 // Ref num -4 // Number of instructions -2 // Initial instruction -point --86.057,2.957,-32.378 -point --86.277,2.957,-36.266 -point --86.100,2.957,-38.344 -reverse -// Pedestrian number 786 -79 // Ref num -4 // Number of instructions -2 // Initial instruction -point --86.938,2.957,-36.557 -point --87.741,2.957,-34.032 -point --88.199,2.957,-30.609 -reverse -// Pedestrian number 787 -5 // Ref num -4 // Number of instructions -2 // Initial instruction -point --88.640,2.957,-29.938 -point --92.181,2.957,-28.848 -point --93.377,2.957,-27.818 -reverse -// Pedestrian number 788 -2 // Ref num -5 // Number of instructions -2 // Initial instruction -point --95.667,2.957,-26.211 -point --98.518,2.957,-24.613 -point --99.894,2.957,-22.673 -point --100.717,2.957,-19.780 -reverse -// Pedestrian number 789 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --101.317,2.957,-17.339 -point --101.789,2.957,-21.595 -point --101.977,2.957,-23.359 -reverse -// Pedestrian number 790 -81 // Ref num -4 // Number of instructions -2 // Initial instruction -point --101.845,2.957,-24.170 -point --97.682,2.957,-28.012 -point --96.126,2.957,-29.706 -reverse -// Pedestrian number 791 -2 // Ref num -4 // Number of instructions -2 // Initial instruction -point --96.934,2.957,-29.033 -point --97.897,2.957,-28.642 -point --98.863,2.957,-27.929 -reverse -// Pedestrian number 792 -2 // Ref num -4 // Number of instructions -2 // Initial instruction -point --99.920,2.957,-26.955 -point --98.881,2.957,-27.126 -point --98.035,2.957,-28.104 -reverse -// Pedestrian number 793 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --95.766,2.957,-29.886 -point --92.891,2.957,-30.919 -point --90.586,2.957,-32.240 -reverse -// Pedestrian number 794 -81 // Ref num -4 // Number of instructions -2 // Initial instruction -point --84.950,2.957,-41.496 -point --82.493,2.957,-45.808 -point --81.964,2.957,-47.226 -reverse -// Pedestrian number 795 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --85.053,2.957,-47.485 -point --84.838,2.957,-44.209 -point --85.192,2.957,-42.082 -reverse -// Pedestrian number 796 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --85.252,2.957,-41.759 -point --83.948,2.957,-39.300 -point --83.012,2.957,-37.790 -reverse -// Pedestrian number 797 -5 // Ref num -6 // Number of instructions -3 // Initial instruction -point --82.302,2.957,-39.855 -point --83.539,2.957,-41.949 -point --83.593,2.957,-45.615 -point --83.838,2.993,-48.566 -point --84.626,3.140,-49.638 -reverse -// Pedestrian number 798 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --84.998,3.959,-54.794 -point --83.025,3.947,-61.520 -point --81.491,3.939,-65.900 -reverse -// Pedestrian number 799 -78 // Ref num -5 // Number of instructions -2 // Initial instruction -point --80.620,3.950,-65.459 -point --84.840,3.945,-61.365 -point --86.085,3.944,-60.086 -point --87.204,3.945,-59.991 -reverse -// Pedestrian number 800 -81 // Ref num -6 // Number of instructions -3 // Initial instruction -point --86.718,3.949,-59.296 -point --85.838,3.950,-59.313 -point --83.973,3.947,-61.533 -point --83.453,3.944,-63.400 -point --85.067,3.954,-67.711 -reverse -// Pedestrian number 801 -81 // Ref num -5 // Number of instructions -2 // Initial instruction -point --85.628,3.952,-66.083 -point --84.249,3.946,-63.301 -point --81.057,3.946,-60.142 -point --79.383,3.946,-60.273 -reverse -// Pedestrian number 802 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --80.070,3.948,-59.546 -point --82.882,3.946,-60.374 -point --85.715,3.951,-58.811 -reverse -// Pedestrian number 803 -79 // Ref num -5 // Number of instructions -2 // Initial instruction -point --87.598,3.946,-63.988 -point --84.409,3.946,-62.808 -point --81.948,3.946,-62.818 -point --79.486,3.946,-63.938 -reverse -// Pedestrian number 804 -78 // Ref num -7 // Number of instructions -4 // Initial instruction -point --81.277,3.952,-65.912 -point --80.062,3.948,-64.462 -point --80.030,3.945,-63.361 -point --80.767,3.943,-61.571 -point --81.989,3.938,-58.765 -point --81.822,3.955,-56.867 -reverse -// Pedestrian number 805 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --81.681,3.953,-57.994 -point --80.243,3.947,-60.036 -point --79.196,3.947,-62.976 -reverse -// Pedestrian number 806 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --79.221,3.946,-63.586 -point --81.143,3.950,-65.162 -point --85.116,3.953,-66.452 -reverse -// Pedestrian number 807 -2 // Ref num -5 // Number of instructions -3 // Initial instruction -point --79.491,3.947,-64.366 -point --80.403,3.949,-64.935 -point --83.146,3.948,-63.224 -point --87.572,3.946,-60.609 -reverse -// Pedestrian number 808 -81 // Ref num -5 // Number of instructions -2 // Initial instruction -point --86.246,3.950,-59.014 -point --87.928,3.944,-61.339 -point --89.861,3.951,-61.326 -point --90.498,3.996,-61.217 -reverse -// Pedestrian number 809 -78 // Ref num -6 // Number of instructions -3 // Initial instruction -point --91.548,4.071,-63.163 -point --89.790,3.950,-63.269 -point --88.004,3.946,-63.305 -point --87.394,3.946,-63.720 -point --86.425,3.949,-65.103 -reverse -// Pedestrian number 810 -5 // Ref num -5 // Number of instructions -2 // Initial instruction -point --86.149,3.949,-65.371 -point --84.992,3.953,-66.609 -point --84.735,3.954,-67.151 -point --84.851,3.954,-68.541 -reverse -// Pedestrian number 811 -78 // Ref num -5 // Number of instructions -3 // Initial instruction -point --81.914,3.954,-68.649 -point --81.807,3.951,-66.007 -point --78.873,3.947,-63.038 -point --77.246,3.947,-61.310 -reverse -// Pedestrian number 812 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --79.329,3.946,-60.718 -point --83.212,3.946,-62.070 -point --86.259,3.947,-64.688 -reverse -// Pedestrian number 813 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --84.785,4.728,-77.880 -point --84.490,4.961,-81.321 -point --84.904,4.961,-82.400 -reverse -// Pedestrian number 814 -2 // Ref num -5 // Number of instructions -2 // Initial instruction -point --82.299,4.832,-79.366 -point --82.162,4.952,-81.104 -point --82.213,4.960,-83.475 -point --81.764,4.959,-84.879 -reverse -// Pedestrian number 815 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --82.184,4.170,-73.536 -point --84.214,3.970,-70.661 -point --85.057,3.954,-69.284 -reverse -// Pedestrian number 816 -81 // Ref num -5 // Number of instructions -2 // Initial instruction -point --87.549,3.946,-61.244 -point --85.845,3.949,-59.969 -point --84.869,3.954,-57.391 -point --85.000,3.955,-56.870 -reverse -// Pedestrian number 817 -78 // Ref num -6 // Number of instructions -2 // Initial instruction -point --84.335,4.960,-82.679 -point --83.612,4.959,-85.511 -point --82.598,4.956,-89.221 -point --81.217,4.955,-91.583 -point --80.989,4.959,-95.134 -reverse -// Pedestrian number 818 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --80.640,4.959,-95.317 -point --78.865,4.959,-96.549 -point --77.987,4.959,-98.283 -reverse -// Pedestrian number 819 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --74.884,4.959,-97.113 -point --77.818,4.959,-94.541 -point --78.994,4.959,-92.191 -reverse -// Pedestrian number 820 -2 // Ref num -4 // Number of instructions -2 // Initial instruction -point --79.142,4.959,-91.887 -point --82.218,4.959,-87.639 -point --84.371,4.959,-86.663 -reverse -// Pedestrian number 821 -78 // Ref num -5 // Number of instructions -2 // Initial instruction -point --83.169,4.959,-90.109 -point --82.057,4.959,-93.319 -point --80.391,4.959,-94.889 -point --80.090,4.959,-95.950 -reverse -// Pedestrian number 822 -2 // Ref num -4 // Number of instructions -2 // Initial instruction -point --76.572,4.959,-95.804 -point --78.440,4.959,-94.646 -point --78.908,4.959,-93.073 -reverse -// Pedestrian number 823 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --81.493,4.959,-93.963 -point --77.832,4.959,-96.659 -point --70.340,4.961,-102.726 -reverse -// Pedestrian number 824 -81 // Ref num -4 // Number of instructions -2 // Initial instruction -point --69.657,4.959,-103.210 -point --65.977,4.959,-102.792 -point --60.405,4.959,-101.243 -reverse -// Pedestrian number 825 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --58.335,4.959,-101.254 -point --59.547,4.959,-102.438 -point --61.511,4.959,-103.949 -reverse -// Pedestrian number 826 -81 // Ref num -4 // Number of instructions -2 // Initial instruction -point --58.652,4.959,-104.427 -point --62.270,4.959,-103.389 -point --65.753,4.959,-104.014 -reverse -// Pedestrian number 827 -2 // Ref num -4 // Number of instructions -2 // Initial instruction -point --66.538,4.959,-104.014 -point --69.821,4.959,-100.883 -point --71.872,4.961,-98.919 -reverse -// Pedestrian number 828 -79 // Ref num -4 // Number of instructions -2 // Initial instruction -point --72.113,4.961,-98.743 -point --74.851,4.959,-97.848 -point --77.114,4.959,-94.723 -reverse -// Pedestrian number 829 -79 // Ref num -4 // Number of instructions -2 // Initial instruction -point --77.629,4.959,-94.276 -point --80.284,4.959,-92.103 -point --80.750,4.959,-88.840 -reverse -// Pedestrian number 830 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --48.431,6.358,-116.535 -point --48.345,6.463,-118.156 -point --48.297,6.463,-119.258 -reverse -// Pedestrian number 831 -79 // Ref num -4 // Number of instructions -2 // Initial instruction -point --50.225,6.525,-120.829 -point --49.710,6.624,-122.238 -point --48.467,6.752,-124.064 -reverse -// Pedestrian number 832 -77 // Ref num -5 // Number of instructions -3 // Initial instruction -point --48.263,7.009,-127.903 -point --49.314,7.000,-129.977 -point --50.075,6.991,-131.887 -point --50.257,6.983,-133.523 -reverse -// Pedestrian number 833 -5 // Ref num -4 // Number of instructions -2 // Initial instruction -point --50.288,6.980,-134.102 -point --49.778,6.961,-138.262 -point --50.198,6.952,-140.308 -reverse -// Pedestrian number 834 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --48.441,6.950,-140.750 -point --48.654,6.960,-138.569 -point --48.301,6.967,-136.998 -reverse -// Pedestrian number 835 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --48.236,6.969,-136.492 -point --48.544,6.974,-135.466 -point --48.375,6.977,-134.818 -reverse -// Pedestrian number 836 -79 // Ref num -5 // Number of instructions -3 // Initial instruction -point --1.032,4.438,-64.118 -point --0.085,4.438,-64.660 -point -1.730,4.438,-64.708 -point -6.619,4.438,-63.329 -reverse -// Pedestrian number 837 -78 // Ref num -6 // Number of instructions -2 // Initial instruction -point -6.728,4.438,-63.810 -point -5.970,4.438,-63.139 -point -4.864,4.438,-63.071 -point -3.697,4.438,-63.371 -point -2.478,4.438,-64.511 -reverse -// Pedestrian number 838 -78 // Ref num -5 // Number of instructions -3 // Initial instruction -point --2.585,4.438,-63.202 -point -0.185,4.438,-63.021 -point -1.175,4.438,-63.740 -point -3.793,4.438,-64.543 -reverse -// Pedestrian number 839 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point -4.934,4.438,-64.472 -point -3.455,4.438,-63.198 -point --0.679,4.438,-61.206 -reverse -// Pedestrian number 840 -2 // Ref num -6 // Number of instructions -2 // Initial instruction -point --1.220,4.438,-60.194 -point -0.832,4.438,-61.007 -point -1.907,4.438,-61.180 -point -4.778,4.438,-60.485 -point -5.510,4.438,-59.994 -reverse -// Pedestrian number 841 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point -6.928,4.438,-60.685 -point -5.577,4.438,-60.407 -point -3.598,4.438,-59.960 -reverse -// Pedestrian number 842 -78 // Ref num -5 // Number of instructions -2 // Initial instruction -point -1.201,4.438,-59.804 -point -2.456,4.438,-60.791 -point -4.474,4.438,-63.928 -point -6.643,4.438,-64.526 -reverse -// Pedestrian number 843 -79 // Ref num -5 // Number of instructions -3 // Initial instruction -point -5.617,4.438,-64.574 -point -4.675,4.438,-63.992 -point -2.234,4.438,-63.861 -point --1.067,4.438,-64.733 -reverse -// Pedestrian number 844 -5 // Ref num -6 // Number of instructions -4 // Initial instruction -point --0.428,4.438,-63.742 -point -0.244,4.438,-63.434 -point -0.893,4.438,-63.892 -point -1.716,4.438,-64.211 -point -2.964,4.438,-64.692 -reverse -// Pedestrian number 845 -78 // Ref num -3 // Number of instructions -1 // Initial instruction -point -3.511,4.438,-64.851 -point -4.588,4.438,-63.345 -reverse -// Pedestrian number 846 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point -8.436,4.438,-61.782 -point -7.179,4.438,-61.692 -point -6.580,4.438,-61.171 -reverse -// Pedestrian number 847 -79 // Ref num -5 // Number of instructions -3 // Initial instruction -point -11.411,4.438,-62.362 -point -8.922,4.438,-62.586 -point -6.988,4.438,-62.927 -point -6.251,4.438,-63.669 -reverse -// Pedestrian number 848 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point -6.735,4.438,-61.448 -point -4.665,4.438,-60.982 -point -2.608,4.438,-59.924 -reverse -// Pedestrian number 849 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point -2.266,4.438,-59.868 -point -0.702,4.438,-60.638 -point --0.281,4.438,-60.921 -reverse -// Pedestrian number 850 -79 // Ref num -5 // Number of instructions -3 // Initial instruction -point --1.180,4.438,-60.956 -point --1.418,4.438,-61.306 -point --2.143,4.438,-61.326 -point --2.677,4.438,-61.162 -reverse -// Pedestrian number 851 -5 // Ref num -4 // Number of instructions -2 // Initial instruction -point --0.563,4.438,-63.914 -point -3.959,4.438,-63.541 -point -6.738,4.438,-64.208 -reverse -// Pedestrian number 852 -81 // Ref num -6 // Number of instructions -4 // Initial instruction -point -6.977,4.438,-63.814 -point -6.538,4.438,-63.569 -point -5.556,4.438,-63.801 -point -3.764,4.438,-64.003 -point -0.023,4.438,-64.014 -reverse -// Pedestrian number 853 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --49.976,4.461,29.725 -point --49.852,4.462,32.056 -point --50.078,4.463,34.048 -reverse -// Pedestrian number 854 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --48.393,4.463,34.462 -point --49.809,4.464,38.218 -point --50.281,4.464,39.471 -reverse -// Pedestrian number 855 -5 // Ref num -5 // Number of instructions -3 // Initial instruction -point --50.147,4.464,38.253 -point --50.222,4.464,37.771 -point --50.021,4.464,36.606 -point --50.162,4.463,35.529 -reverse -// Pedestrian number 856 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --50.204,4.463,35.078 -point --48.549,4.462,32.213 -point --48.273,4.462,30.884 -reverse -// Pedestrian number 857 -5 // Ref num -4 // Number of instructions -2 // Initial instruction -point --48.297,4.463,33.274 -point --48.785,4.463,36.223 -point --48.303,4.464,39.251 -reverse -// Pedestrian number 858 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --48.322,4.464,39.706 -point --48.679,4.465,41.971 -point --48.388,4.466,43.273 -reverse -// Pedestrian number 859 -81 // Ref num -4 // Number of instructions -2 // Initial instruction -point --48.329,4.466,45.508 -point --48.260,4.465,41.655 -point --48.268,4.464,38.521 -reverse -// Pedestrian number 860 -79 // Ref num -4 // Number of instructions -2 // Initial instruction -point --48.274,4.467,48.498 -point --48.935,4.468,51.167 -point --50.075,4.469,54.677 -reverse -// Pedestrian number 861 -5 // Ref num -4 // Number of instructions -2 // Initial instruction -point --104.979,4.438,-64.690 -point --103.122,4.438,-62.396 -point --101.132,4.438,-59.926 -reverse -// Pedestrian number 862 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --100.420,4.438,-59.877 -point --102.587,4.438,-62.128 -point --105.178,4.438,-62.309 -reverse -// Pedestrian number 863 -81 // Ref num -5 // Number of instructions -3 // Initial instruction -point --105.438,4.438,-64.692 -point --105.180,4.438,-63.832 -point --102.962,4.438,-62.471 -point --99.694,4.438,-64.362 -reverse -// Pedestrian number 864 -77 // Ref num -5 // Number of instructions -3 // Initial instruction -point --97.496,4.438,-63.621 -point --98.632,4.438,-64.394 -point --103.075,4.438,-62.112 -point --105.240,4.438,-61.022 -reverse -// Pedestrian number 865 -79 // Ref num -6 // Number of instructions -4 // Initial instruction -point --105.273,4.438,-61.255 -point --104.087,4.438,-60.041 -point --103.516,4.438,-60.262 -point --103.014,4.438,-61.573 -point --101.725,4.438,-64.481 -reverse -// Pedestrian number 866 -77 // Ref num -5 // Number of instructions -3 // Initial instruction -point --100.557,4.438,-64.644 -point --102.191,4.438,-62.970 -point --103.072,4.438,-62.622 -point --105.061,4.438,-62.882 -reverse -// Pedestrian number 867 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --105.434,4.438,-60.511 -point --104.403,4.438,-61.936 -point --103.627,4.438,-64.201 -reverse -// Pedestrian number 868 -2 // Ref num -4 // Number of instructions -2 // Initial instruction -point --101.264,4.438,-64.591 -point --98.337,4.438,-62.014 -point --97.314,4.438,-60.988 -reverse -// Pedestrian number 869 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --96.671,4.438,-63.138 -point --97.232,4.438,-62.276 -point --98.594,4.438,-60.182 -reverse -// Pedestrian number 870 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --95.455,4.438,-61.170 -point --98.083,4.438,-63.106 -point --99.906,4.438,-64.415 -reverse -// Pedestrian number 871 -81 // Ref num -5 // Number of instructions -2 // Initial instruction -point --100.382,4.438,-64.571 -point --98.350,4.438,-62.533 -point --97.040,4.438,-62.502 -point --95.999,4.438,-63.110 -reverse -// Pedestrian number 872 -79 // Ref num -5 // Number of instructions -2 // Initial instruction -point --97.779,4.438,-60.079 -point --98.873,4.438,-61.370 -point --98.936,4.438,-62.377 -point --98.009,4.438,-64.398 -reverse -// Pedestrian number 873 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --96.497,4.438,-61.552 -point --98.153,4.438,-61.143 -point --99.589,4.438,-59.891 -reverse -// Pedestrian number 874 -5 // Ref num -5 // Number of instructions -3 // Initial instruction -point --99.837,4.438,-59.867 -point --99.540,4.438,-61.087 -point --98.724,4.438,-62.612 -point --98.636,4.438,-64.647 -reverse -// Pedestrian number 875 -77 // Ref num -6 // Number of instructions -3 // Initial instruction -point --100.076,4.438,-64.612 -point --99.104,4.438,-64.309 -point --97.541,4.438,-62.923 -point --96.708,4.438,-62.771 -point --95.664,4.438,-63.262 -reverse -// Pedestrian number 876 -81 // Ref num -5 // Number of instructions -3 // Initial instruction -point --95.272,4.438,-63.295 -point --96.989,4.438,-63.231 -point --99.159,4.438,-61.822 -point --100.798,4.438,-59.963 -reverse -// Pedestrian number 877 -77 // Ref num -6 // Number of instructions -2 // Initial instruction -point --102.110,4.438,-60.055 -point --98.268,4.438,-62.844 -point --96.101,4.438,-62.647 -point --95.182,4.436,-61.563 -point --94.738,4.409,-61.296 -reverse -// Pedestrian number 878 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --96.177,4.438,-61.408 -point --99.096,4.438,-62.320 -point --101.459,4.438,-64.347 -reverse -// Pedestrian number 879 -2 // Ref num -4 // Number of instructions -2 // Initial instruction -point --102.197,4.438,-64.706 -point --100.403,4.438,-64.148 -point --98.509,4.438,-64.613 -reverse -// Pedestrian number 880 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --97.349,4.438,-64.413 -point --97.620,4.438,-62.056 -point --98.212,4.438,-60.118 -reverse -// Pedestrian number 881 -78 // Ref num -6 // Number of instructions -4 // Initial instruction -point --98.889,4.438,-59.729 -point --99.187,4.438,-60.130 -point --99.346,4.438,-60.928 -point --98.937,4.438,-61.956 -point --99.398,4.438,-64.469 -reverse -// Pedestrian number 882 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --99.214,4.438,-64.600 -point --97.786,4.438,-62.499 -point --96.836,4.438,-61.438 -reverse -// Pedestrian number 883 -5 // Ref num -5 // Number of instructions -3 // Initial instruction -point --95.983,4.438,-61.412 -point --96.821,4.438,-61.499 -point --97.996,4.438,-62.412 -point --100.076,4.438,-64.365 -reverse -// Pedestrian number 884 -81 // Ref num -4 // Number of instructions -2 // Initial instruction -point --103.296,4.438,-64.683 -point --101.241,4.438,-64.530 -point --98.971,4.438,-64.444 -reverse -// Pedestrian number 885 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --98.235,4.438,-64.602 -point --97.728,4.438,-64.116 -point --97.187,4.438,-63.595 -reverse -// Pedestrian number 886 -81 // Ref num -5 // Number of instructions -2 // Initial instruction -point --96.978,4.438,-63.303 -point --97.526,4.438,-62.403 -point --98.764,4.438,-60.821 -point --100.184,4.438,-59.846 -reverse -// Pedestrian number 887 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --98.280,4.438,-59.861 -point --99.989,4.438,-60.362 -point --101.825,4.438,-60.052 -reverse -// Pedestrian number 888 -2 // Ref num -4 // Number of instructions -2 // Initial instruction -point --105.073,4.438,-60.674 -point --101.659,4.438,-60.608 -point --97.471,4.438,-60.659 -reverse -// Pedestrian number 889 -5 // Ref num -4 // Number of instructions -2 // Initial instruction -point --97.320,4.438,-60.339 -point --98.606,4.438,-62.053 -point --99.730,4.438,-64.124 -reverse -// Pedestrian number 890 -81 // Ref num -8 // Number of instructions -6 // Initial instruction -point --97.757,4.438,-63.729 -point --98.419,4.438,-63.836 -point --98.867,4.438,-64.162 -point --99.810,4.438,-63.885 -point --100.505,4.438,-64.258 -point --101.412,4.438,-63.957 -point --104.766,4.438,-63.991 -reverse -// Pedestrian number 891 -78 // Ref num -5 // Number of instructions -2 // Initial instruction -point --104.931,4.438,-64.432 -point --104.911,4.438,-63.198 -point --105.137,4.438,-61.735 -point --105.342,4.438,-61.413 -reverse -// Pedestrian number 892 -81 // Ref num -4 // Number of instructions -2 // Initial instruction -point --105.403,4.438,-61.304 -point --104.388,4.438,-60.161 -point --103.550,4.438,-59.761 -reverse -// Pedestrian number 893 -2 // Ref num -4 // Number of instructions -2 // Initial instruction -point --102.111,4.438,-59.676 -point --100.954,4.438,-60.135 -point --97.595,4.438,-59.785 -reverse -// Pedestrian number 894 -79 // Ref num -4 // Number of instructions -2 // Initial instruction -point --98.819,4.438,-59.844 -point --97.839,4.438,-60.608 -point --97.270,4.438,-60.882 -reverse -// Pedestrian number 895 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --97.473,4.438,-60.074 -point --97.951,4.438,-61.689 -point --98.510,4.438,-64.634 -reverse -// Pedestrian number 896 -76 // Ref num -10 // Number of instructions -3 // Initial instruction -point --39.096,-9.491,149.351 -point --39.233,-9.156,146.747 -point --38.900,-9.156,143.683 -point --36.936,-9.170,140.533 -point --35.307,-9.720,139.265 -point --33.485,-10.279,138.721 -point --32.896,-10.521,138.650 -point --30.396,-11.547,137.580 -point --28.420,-11.547,139.377 -reverse -// Pedestrian number 897 -76 // Ref num -12 // Number of instructions -3 // Initial instruction -point --39.470,-9.426,148.855 -point --39.052,-9.156,146.771 -point --39.178,-9.156,143.847 -point --38.319,-9.156,141.949 -point --36.887,-9.182,140.084 -point --35.068,-9.783,138.888 -point --34.133,-10.050,138.545 -point --32.655,-10.534,138.016 -point --30.326,-11.547,137.336 -point --29.387,-11.547,137.842 -point --27.931,-11.547,139.393 -reverse -// Pedestrian number 898 -76 // Ref num -11 // Number of instructions -4 // Initial instruction -point --38.655,-9.539,149.366 -point --39.037,-9.354,148.335 -point --38.901,-9.156,146.805 -point --38.810,-9.156,144.235 -point --37.059,-9.180,141.272 -point --35.730,-9.584,140.322 -point --34.395,-10.006,139.496 -point --33.402,-10.332,138.988 -point --30.584,-11.547,138.128 -point --28.649,-11.547,138.494 -reverse -// Pedestrian number 899 -76 // Ref num -9 // Number of instructions -2 // Initial instruction -point --39.412,-9.156,146.539 -point --38.746,-9.156,143.568 -point --38.259,-9.156,142.221 -point --37.043,-9.172,141.130 -point --35.683,-9.609,140.585 -point --34.663,-9.977,140.590 -point --31.005,-11.547,139.441 -point --29.252,-11.547,138.955 -reverse -// Pedestrian number 900 -76 // Ref num -8 // Number of instructions -2 // Initial instruction -point --39.043,-9.156,146.141 -point --39.099,-9.156,143.219 -point --37.307,-9.156,140.187 -point --36.824,-9.204,140.083 -point --34.691,-9.934,139.902 -point --31.310,-11.547,140.247 -point --28.581,-11.547,138.990 -reverse -// Pedestrian number 901 -76 // Ref num -10 // Number of instructions -3 // Initial instruction -point --39.149,-9.156,146.663 -point --39.064,-9.156,144.340 -point --38.386,-9.156,143.170 -point --37.411,-9.161,142.330 -point --34.778,-10.004,141.264 -point --32.416,-11.059,140.523 -point --31.327,-11.547,140.336 -point --29.153,-11.547,139.800 -point --28.216,-11.547,138.712 -reverse -// Pedestrian number 902 -76 // Ref num -5 // Number of instructions -2 // Initial instruction -point --27.794,-11.547,137.784 -point --24.472,-11.547,137.140 -point --22.423,-11.547,133.401 -point --20.426,-11.548,131.182 -reverse -// Pedestrian number 903 -76 // Ref num -6 // Number of instructions -3 // Initial instruction -point --27.915,-11.547,136.964 -point --26.213,-11.547,137.168 -point --23.984,-11.547,136.546 -point --21.146,-11.547,134.778 -point --20.170,-11.547,131.894 -reverse -// Pedestrian number 904 -76 // Ref num -7 // Number of instructions -5 // Initial instruction -point --20.270,-11.547,131.714 -point --20.839,-11.547,132.171 -point --20.672,-11.547,133.739 -point --21.028,-11.547,134.994 -point --24.106,-11.547,136.943 -point --27.411,-11.547,137.487 -reverse -// Pedestrian number 905 -76 // Ref num -6 // Number of instructions -2 // Initial instruction -point --27.373,-11.547,137.953 -point --24.478,-11.547,137.475 -point --23.257,-11.547,135.946 -point --21.868,-11.547,133.097 -point --20.854,-11.548,131.452 -reverse -// Pedestrian number 906 -76 // Ref num -7 // Number of instructions -3 // Initial instruction -point --20.865,-11.547,131.993 -point --22.160,-11.547,133.634 -point --24.022,-11.547,137.417 -point --26.028,-11.547,139.145 -point --27.203,-11.547,138.875 -point --27.961,-11.547,138.214 -reverse -// Pedestrian number 907 -76 // Ref num -5 // Number of instructions -2 // Initial instruction -point --27.463,-11.547,138.330 -point --24.553,-11.547,136.967 -point --23.176,-11.547,135.241 -point --22.195,-11.547,134.310 -reverse -// Pedestrian number 908 -76 // Ref num -6 // Number of instructions -2 // Initial instruction -point --26.978,-11.547,137.856 -point --24.474,-11.547,136.605 -point --23.318,-11.547,135.659 -point --21.968,-11.547,133.548 -point --20.820,-11.547,132.228 -reverse -// Pedestrian number 909 -76 // Ref num -8 // Number of instructions -4 // Initial instruction -point --21.315,-11.547,131.932 -point --22.060,-11.547,133.290 -point --23.526,-11.547,134.939 -point --24.211,-11.547,136.318 -point --25.354,-11.547,137.967 -point --26.819,-11.547,138.611 -point --28.294,-11.547,138.390 -reverse -// Pedestrian number 910 -76 // Ref num -6 // Number of instructions -3 // Initial instruction -point --27.806,-11.547,138.056 -point --26.507,-11.547,138.098 -point --23.549,-11.547,136.367 -point --21.391,-11.547,134.644 -point --20.207,-11.547,132.418 -reverse -// Pedestrian number 911 -76 // Ref num -7 // Number of instructions -3 // Initial instruction -point --20.511,-11.547,132.180 -point --22.492,-11.547,133.196 -point --23.717,-11.547,136.404 -point --25.436,-11.547,138.221 -point --27.481,-11.547,138.895 -point --27.998,-11.547,138.645 -reverse -// Pedestrian number 912 -76 // Ref num -5 // Number of instructions -2 // Initial instruction -point --27.662,-11.547,137.437 -point --23.708,-11.547,136.034 -point --20.896,-11.547,134.347 -point --20.401,-11.547,132.749 -reverse -// Pedestrian number 913 -76 // Ref num -8 // Number of instructions -5 // Initial instruction -point --21.074,-11.547,132.068 -point --22.609,-11.547,134.080 -point --22.755,-11.547,135.254 -point --23.023,-11.547,136.097 -point --23.713,-11.547,136.951 -point --25.828,-11.547,137.817 -point --28.520,-11.547,137.983 -reverse -// Pedestrian number 914 -76 // Ref num -6 // Number of instructions -2 // Initial instruction -point --27.750,-11.547,138.195 -point --25.112,-11.547,136.694 -point --24.050,-11.547,135.990 -point --22.686,-11.547,134.298 -point --20.748,-11.547,132.519 -reverse -// Pedestrian number 915 -76 // Ref num -6 // Number of instructions -3 // Initial instruction -point --20.576,-11.547,132.679 -point --23.148,-11.547,133.718 -point --23.997,-11.547,136.142 -point --25.095,-11.547,137.453 -point --27.263,-11.547,138.049 -reverse -// Pedestrian number 916 -76 // Ref num -5 // Number of instructions -2 // Initial instruction -point --27.319,-11.547,137.395 -point --24.186,-11.547,136.711 -point --22.559,-11.547,133.790 -point --21.241,-11.547,132.481 -reverse -// Pedestrian number 917 -76 // Ref num -7 // Number of instructions -4 // Initial instruction -point --21.620,-11.547,132.459 -point --22.802,-11.547,133.415 -point --22.959,-11.547,135.600 -point --24.034,-11.547,137.193 -point --26.085,-11.547,138.387 -point --27.343,-11.547,138.195 -reverse -// Pedestrian number 918 -76 // Ref num -8 // Number of instructions -3 // Initial instruction -point --28.209,-11.547,138.654 -point --24.487,-11.547,138.308 -point --23.703,-11.547,136.663 -point --21.881,-11.547,135.855 -point --21.414,-11.547,134.868 -point --20.534,-11.547,133.920 -point --20.211,-11.547,132.968 -reverse -// Pedestrian number 919 -76 // Ref num -6 // Number of instructions -3 // Initial instruction -point --0.478,-11.547,127.177 -point -13.709,-11.529,123.325 -point -19.258,-11.544,124.420 -point -24.657,-11.541,121.980 -point -30.239,-11.543,117.955 -reverse -// Pedestrian number 920 -76 // Ref num -7 // Number of instructions -3 // Initial instruction -point -30.469,-11.543,118.242 -point -23.648,-11.526,122.136 -point -19.430,-11.516,123.828 -point -15.287,-11.506,124.613 -point -9.541,-11.494,124.925 -point -1.088,-11.547,126.324 -reverse -// Pedestrian number 921 -76 // Ref num -8 // Number of instructions -5 // Initial instruction -point --0.883,-11.547,127.445 -point -0.199,-11.547,127.897 -point -3.609,-11.547,125.584 -point -10.985,-11.546,124.562 -point -18.969,-11.544,124.343 -point -22.459,-11.538,122.230 -point -29.209,-11.539,119.296 -reverse -// Pedestrian number 922 -76 // Ref num -6 // Number of instructions -2 // Initial instruction -point -30.744,-11.543,119.064 -point -19.859,-11.542,123.679 -point -13.693,-11.534,124.234 -point -4.229,-11.528,126.153 -point -0.404,-11.547,127.236 -reverse -// Pedestrian number 923 -76 // Ref num -10 // Number of instructions -6 // Initial instruction -point --0.055,-11.547,126.701 -point -2.031,-11.547,125.954 -point -4.416,-11.547,125.608 -point -12.666,-11.531,124.020 -point -16.335,-11.537,124.074 -point -20.085,-11.543,123.987 -point -22.355,-11.541,122.698 -point -23.155,-11.539,122.117 -point -29.567,-11.540,119.131 -reverse -// Pedestrian number 924 -76 // Ref num -14 // Number of instructions -6 // Initial instruction -point -30.154,-11.542,118.943 -point -27.934,-11.536,120.102 -point -25.827,-11.536,120.728 -point -24.056,-11.540,122.040 -point -21.289,-11.542,123.356 -point -20.488,-11.542,123.584 -point -18.538,-11.543,124.400 -point -15.620,-11.539,124.609 -point -14.168,-11.535,124.334 -point -10.412,-11.536,124.060 -point -5.238,-11.547,125.583 -point -4.089,-11.547,126.095 -point --1.132,-11.548,127.115 -reverse -// Pedestrian number 925 -76 // Ref num -13 // Number of instructions -8 // Initial instruction -point --0.906,-11.548,126.803 -point -1.142,-11.547,126.548 -point -4.383,-11.547,126.366 -point -5.845,-11.547,125.666 -point -8.398,-11.541,124.947 -point -10.414,-11.536,124.684 -point -13.263,-11.538,125.094 -point -18.892,-11.543,124.206 -point -20.737,-11.542,123.499 -point -23.734,-11.536,121.461 -point -27.590,-11.536,119.760 -point -28.577,-11.538,119.456 -reverse -// Pedestrian number 926 -76 // Ref num -11 // Number of instructions -5 // Initial instruction -point -29.915,-11.541,118.849 -point -27.893,-11.537,119.174 -point -25.821,-11.531,120.855 -point -22.258,-11.538,122.312 -point -20.249,-11.540,123.344 -point -18.351,-11.539,123.707 -point -14.967,-11.540,125.007 -point -11.935,-11.539,125.761 -point -10.473,-11.540,126.484 -point -0.189,-11.547,127.440 -reverse -// Pedestrian number 927 -76 // Ref num -13 // Number of instructions -9 // Initial instruction -point --0.263,-11.547,127.458 -point -1.419,-11.547,126.641 -point -4.904,-11.547,126.560 -point -9.701,-11.541,126.787 -point -10.814,-11.541,126.585 -point -12.091,-11.540,125.884 -point -15.247,-11.541,125.166 -point -16.143,-11.541,124.829 -point -19.941,-11.545,124.250 -point -25.053,-11.541,121.987 -point -26.413,-11.538,120.984 -point -30.506,-11.543,118.824 -reverse -// Pedestrian number 928 -76 // Ref num -13 // Number of instructions -6 // Initial instruction -point -29.346,-11.540,119.067 -point -27.469,-11.538,120.544 -point -26.188,-11.540,121.355 -point -24.555,-11.540,121.917 -point -22.739,-11.544,123.128 -point -20.118,-11.542,123.776 -point -16.665,-11.542,124.885 -point -13.623,-11.542,125.760 -point -12.626,-11.541,125.928 -point -9.661,-11.541,126.965 -point -4.717,-11.547,126.859 -point -1.772,-11.547,127.070 -reverse -// Pedestrian number 929 -76 // Ref num -15 // Number of instructions -8 // Initial instruction -point -1.036,-11.547,126.930 -point -2.913,-11.547,126.772 -point -5.701,-11.547,126.730 -point -8.362,-11.543,127.109 -point -10.186,-11.541,126.630 -point -11.538,-11.542,126.412 -point -14.900,-11.541,125.133 -point -19.612,-11.543,124.043 -point -21.869,-11.544,123.491 -point -22.675,-11.544,123.301 -point -23.289,-11.544,123.003 -point -25.358,-11.542,122.017 -point -28.247,-11.538,120.285 -point -30.361,-11.542,118.646 -reverse -// Pedestrian number 930 -76 // Ref num -8 // Number of instructions -4 // Initial instruction -point -31.540,-11.545,142.666 -point -30.658,-11.541,140.931 -point -22.695,-11.516,131.598 -point -21.937,-11.527,129.450 -point -19.949,-11.536,128.521 -point -16.864,-11.541,128.772 -point -10.903,-11.541,131.557 -reverse -// Pedestrian number 931 -76 // Ref num -12 // Number of instructions -4 // Initial instruction -point -10.037,-11.543,131.921 -point -15.094,-11.530,129.190 -point -17.609,-11.538,128.965 -point -21.303,-11.528,129.480 -point -24.049,-11.518,130.329 -point -25.190,-11.507,131.846 -point -26.363,-11.527,135.339 -point -29.562,-11.537,139.169 -point -29.637,-11.542,141.806 -point -29.863,-11.543,142.511 -point -30.498,-11.544,142.890 -reverse -// Pedestrian number 932 -76 // Ref num -9 // Number of instructions -5 // Initial instruction -point -31.082,-11.545,142.550 -point -30.643,-11.541,140.645 -point -28.358,-11.535,138.602 -point -25.488,-11.524,134.420 -point -21.665,-11.524,130.088 -point -19.916,-11.532,129.154 -point -15.930,-11.543,128.674 -point -10.668,-11.539,131.241 -reverse -// Pedestrian number 933 -76 // Ref num -16 // Number of instructions -5 // Initial instruction -point -10.009,-11.542,131.531 -point -11.485,-11.539,131.746 -point -15.631,-11.539,129.489 -point -18.193,-11.536,129.115 -point -21.519,-11.526,129.760 -point -22.422,-11.523,130.002 -point -23.393,-11.522,129.887 -point -24.537,-11.515,130.615 -point -25.312,-11.506,131.990 -point -26.490,-11.527,135.161 -point -29.838,-11.537,139.173 -point -29.747,-11.539,140.272 -point -29.389,-11.540,141.287 -point -29.441,-11.541,141.707 -point -30.613,-11.544,142.592 -reverse -// Pedestrian number 934 -76 // Ref num -12 // Number of instructions -7 // Initial instruction -point -30.873,-11.545,142.757 -point -29.544,-11.542,142.246 -point -29.140,-11.538,139.990 -point -28.713,-11.535,138.644 -point -25.907,-11.526,135.171 -point -23.907,-11.519,130.072 -point -22.456,-11.523,129.940 -point -20.443,-11.528,129.761 -point -18.840,-11.533,129.401 -point -14.427,-11.538,130.065 -point -9.415,-11.544,132.643 -reverse -// Pedestrian number 935 -76 // Ref num -16 // Number of instructions -7 // Initial instruction -point -9.519,-11.544,132.311 -point -11.440,-11.539,131.059 -point -14.411,-11.540,129.775 -point -15.713,-11.538,129.641 -point -17.493,-11.533,129.845 -point -21.099,-11.529,129.328 -point -21.708,-11.527,129.510 -point -23.411,-11.520,130.168 -point -24.852,-11.522,131.061 -point -25.557,-11.524,132.154 -point -26.170,-11.524,133.995 -point -26.812,-11.528,135.946 -point -29.819,-11.537,138.941 -point -31.091,-11.543,141.772 -point -30.871,-11.544,142.537 -reverse -// Pedestrian number 936 -76 // Ref num -17 // Number of instructions -10 // Initial instruction -point -31.233,-11.546,143.179 -point -29.215,-11.541,141.568 -point -29.276,-11.540,141.049 -point -29.359,-11.538,140.064 -point -28.218,-11.533,137.943 -point -26.141,-11.526,135.038 -point -24.879,-11.522,133.891 -point -22.920,-11.517,131.674 -point -22.399,-11.519,130.553 -point -21.728,-11.524,129.930 -point -20.653,-11.529,129.560 -point -19.207,-11.534,129.171 -point -17.228,-11.541,128.553 -point -16.019,-11.538,129.479 -point -13.390,-11.538,130.433 -point -9.059,-11.544,131.471 -reverse -// Pedestrian number 937 -76 // Ref num -9 // Number of instructions -3 // Initial instruction -point -9.721,-11.543,131.950 -point -18.709,-11.535,129.074 -point -21.059,-11.526,129.913 -point -22.974,-11.516,131.192 -point -24.722,-11.522,131.716 -point -26.335,-11.526,134.929 -point -30.940,-11.542,141.091 -point -31.334,-11.545,142.667 -reverse -// Pedestrian number 938 -76 // Ref num -13 // Number of instructions -7 // Initial instruction -point -30.639,-11.545,143.013 -point -29.336,-11.541,141.856 -point -28.890,-11.537,139.713 -point -25.946,-11.525,134.588 -point -23.962,-11.520,133.134 -point -22.553,-11.516,131.134 -point -21.527,-11.528,129.351 -point -19.347,-11.535,128.965 -point -16.889,-11.536,129.532 -point -13.300,-11.535,131.005 -point -10.507,-11.542,131.943 -point -9.168,-11.545,132.696 -reverse -// Pedestrian number 939 -76 // Ref num -12 // Number of instructions -5 // Initial instruction -point -9.656,-11.543,131.640 -point -13.982,-11.540,129.949 -point -14.913,-11.537,130.068 -point -17.815,-11.537,129.120 -point -21.391,-11.526,129.781 -point -22.938,-11.516,131.450 -point -24.603,-11.522,133.935 -point -25.350,-11.524,134.544 -point -28.632,-11.536,139.277 -point -30.900,-11.542,141.238 -point -31.017,-11.543,141.755 -reverse -// Pedestrian number 940 -76 // Ref num -13 // Number of instructions -8 // Initial instruction -point -30.779,-11.544,142.289 -point -29.779,-11.542,142.149 -point -29.142,-11.541,141.794 -point -28.937,-11.537,139.830 -point -27.856,-11.533,137.866 -point -25.693,-11.525,134.941 -point -24.930,-11.522,133.697 -point -21.679,-11.523,130.223 -point -19.855,-11.529,129.777 -point -18.227,-11.534,129.539 -point -14.699,-11.541,129.413 -point -10.185,-11.540,131.091 -reverse -// Pedestrian number 941 -76 // Ref num -9 // Number of instructions -3 // Initial instruction -point -10.080,-11.542,131.691 -point -16.801,-11.536,129.632 -point -22.066,-11.528,129.191 -point -24.108,-11.519,130.202 -point -25.731,-11.524,132.416 -point -27.705,-11.533,137.986 -point -29.448,-11.541,141.568 -point -29.934,-11.542,142.028 -reverse -// Pedestrian number 942 -76 // Ref num -13 // Number of instructions -8 // Initial instruction -point -31.335,-11.545,142.833 -point -29.515,-11.542,142.327 -point -28.658,-11.538,140.220 -point -28.381,-11.535,139.030 -point -26.074,-11.526,135.133 -point -24.299,-11.521,133.196 -point -23.206,-11.517,131.659 -point -21.883,-11.523,130.058 -point -19.994,-11.530,129.599 -point -17.623,-11.534,129.696 -point -14.704,-11.536,130.346 -point -10.429,-11.542,131.891 -reverse -// Pedestrian number 943 -76 // Ref num -13 // Number of instructions -4 // Initial instruction -point -9.850,-11.543,131.384 -point -14.493,-11.540,129.619 -point -18.253,-11.534,129.406 -point -20.974,-11.528,129.554 -point -22.825,-11.523,129.760 -point -24.670,-11.521,130.704 -point -25.852,-11.524,132.469 -point -26.529,-11.526,134.816 -point -28.318,-11.533,137.843 -point -30.687,-11.541,140.512 -point -31.135,-11.542,140.989 -point -30.709,-11.543,141.937 -reverse -// Pedestrian number 944 -76 // Ref num -9 // Number of instructions -6 // Initial instruction -point -31.154,-11.544,142.431 -point -30.618,-11.540,140.144 -point -29.220,-11.536,138.657 -point -25.500,-11.523,133.693 -point -23.835,-11.520,129.937 -point -20.730,-11.531,129.088 -point -14.426,-11.540,129.721 -point -9.895,-11.543,132.335 -reverse -// Pedestrian number 945 -76 // Ref num -4 // Number of instructions -2 // Initial instruction -point -24.275,-9.982,154.007 -point -5.242,-9.982,157.534 -point --12.748,-9.982,163.868 -reverse -// Pedestrian number 946 -76 // Ref num -4 // Number of instructions -2 // Initial instruction -point --13.823,-9.982,163.758 -point -5.346,-9.982,157.776 -point -24.794,-9.982,153.435 -reverse -// Pedestrian number 947 -76 // Ref num -5 // Number of instructions -2 // Initial instruction -point -25.062,-9.982,154.120 -point -6.565,-9.982,157.653 -point --0.896,-9.982,159.191 -point --11.475,-9.982,163.745 -reverse -// Pedestrian number 948 -76 // Ref num -6 // Number of instructions -2 // Initial instruction -point --13.240,-9.982,163.180 -point -6.868,-9.982,157.080 -point -9.742,-9.982,156.059 -point -22.626,-9.982,153.594 -point -24.542,-9.982,153.733 -reverse -// Pedestrian number 949 -76 // Ref num -5 // Number of instructions -2 // Initial instruction -point -25.422,-9.982,154.250 -point -6.143,-9.982,157.175 -point -0.331,-9.982,158.436 -point --11.041,-9.982,163.829 -reverse -// Pedestrian number 950 -76 // Ref num -6 // Number of instructions -3 // Initial instruction -point --12.160,-9.982,164.055 -point --0.320,-9.982,159.172 -point -6.443,-9.982,156.948 -point -14.413,-9.982,155.443 -point -25.023,-9.982,154.566 -reverse -// Pedestrian number 951 -76 // Ref num -8 // Number of instructions -3 // Initial instruction -point -25.278,-9.982,153.850 -point -12.241,-9.982,156.058 -point -6.128,-9.982,157.485 -point --2.401,-9.982,159.525 -point --9.424,-9.982,163.209 -point --13.787,-9.982,164.198 -point --14.505,-9.982,164.075 -reverse -// Pedestrian number 952 -76 // Ref num -5 // Number of instructions -2 // Initial instruction -point --12.206,-9.982,163.280 -point -6.535,-9.982,157.276 -point -13.628,-9.982,155.084 -point -24.470,-9.982,154.137 -reverse -// Pedestrian number 953 -76 // Ref num -7 // Number of instructions -2 // Initial instruction -point -26.101,-9.982,153.630 -point -6.890,-9.982,157.427 -point -4.173,-9.982,157.331 -point -0.891,-9.982,158.786 -point --7.084,-9.982,161.181 -point --11.784,-9.982,163.643 -reverse -// Pedestrian number 954 -76 // Ref num -7 // Number of instructions -2 // Initial instruction -point --11.776,-9.982,164.298 -point -5.812,-9.982,157.225 -point -12.612,-9.982,155.564 -point -19.279,-9.982,154.954 -point -23.492,-9.982,154.326 -point -25.438,-9.982,154.580 -reverse -// Pedestrian number 955 -76 // Ref num -4 // Number of instructions -2 // Initial instruction -point -25.148,-9.982,154.143 -point -6.892,-9.982,157.395 -point --12.564,-9.982,164.075 -reverse -// Pedestrian number 956 -76 // Ref num -6 // Number of instructions -2 // Initial instruction -point --12.225,-9.982,164.463 -point -7.190,-9.982,156.784 -point -16.060,-9.982,155.522 -point -21.066,-9.982,154.188 -point -23.685,-9.982,154.049 -reverse -// Pedestrian number 957 -76 // Ref num -5 // Number of instructions -2 // Initial instruction -point -24.066,-9.982,154.612 -point -6.072,-9.982,157.744 -point --9.040,-9.982,162.336 -point --13.006,-9.982,164.218 -reverse -// Pedestrian number 958 -76 // Ref num -4 // Number of instructions -2 // Initial instruction -point --13.012,-9.982,163.786 -point -5.642,-9.982,157.462 -point -24.207,-9.982,154.301 -reverse -// Pedestrian number 959 -76 // Ref num -4 // Number of instructions -2 // Initial instruction -point -25.739,-9.982,154.711 -point -5.729,-9.982,157.632 -point --12.082,-9.982,164.758 -reverse -// Pedestrian number 960 -76 // Ref num -4 // Number of instructions -2 // Initial instruction -point --11.666,-9.982,164.456 -point -6.296,-9.982,157.585 -point -25.135,-9.982,154.653 -reverse -// Pedestrian number 961 -76 // Ref num -4 // Number of instructions -2 // Initial instruction -point -25.454,-9.982,154.520 -point -6.104,-9.982,157.338 -point --12.035,-9.982,164.075 -reverse -// Pedestrian number 962 -76 // Ref num -4 // Number of instructions -2 // Initial instruction -point --12.348,-9.982,164.708 -point -7.237,-9.982,157.115 -point -25.172,-9.982,153.426 -reverse -// Pedestrian number 963 -76 // Ref num -6 // Number of instructions -2 // Initial instruction -point -25.027,-9.982,153.794 -point -5.310,-9.982,157.193 -point --2.258,-9.982,160.147 -point --7.558,-9.982,163.116 -point --11.743,-9.982,164.145 -reverse -// Pedestrian number 964 -76 // Ref num -4 // Number of instructions -2 // Initial instruction -point --11.277,-9.982,164.212 -point -7.297,-9.982,157.241 -point -24.722,-9.982,154.310 -reverse -// Pedestrian number 965 -76 // Ref num -9 // Number of instructions -5 // Initial instruction -point -25.949,-9.982,155.052 -point -18.932,-9.982,155.011 -point -16.405,-9.982,155.715 -point -13.471,-9.982,155.701 -point -6.413,-9.982,157.193 -point -1.983,-9.982,159.468 -point --4.112,-9.982,161.104 -point --10.829,-9.982,163.879 -reverse -// Pedestrian number 966 -76 // Ref num -5 // Number of instructions -3 // Initial instruction -point --12.215,-9.982,164.122 -point --2.885,-9.982,160.537 -point -6.341,-9.982,157.351 -point -24.347,-9.982,153.297 -reverse -// Pedestrian number 967 -76 // Ref num -4 // Number of instructions -2 // Initial instruction -point -24.109,-9.982,154.518 -point -5.280,-9.982,158.113 -point --14.351,-9.982,163.653 -reverse -// Pedestrian number 968 -76 // Ref num -4 // Number of instructions -2 // Initial instruction -point -0.712,-9.982,142.364 -point -6.462,-9.982,157.787 -point -11.235,-9.982,166.893 -reverse -// Pedestrian number 969 -76 // Ref num -5 // Number of instructions -2 // Initial instruction -point -10.925,-9.982,167.184 -point -5.442,-9.982,156.882 -point -3.058,-9.982,151.630 -point -0.437,-9.982,142.742 -reverse -// Pedestrian number 970 -76 // Ref num -4 // Number of instructions -2 // Initial instruction -point -0.630,-9.982,142.625 -point -5.869,-9.982,156.924 -point -10.551,-9.982,167.152 -reverse -// Pedestrian number 971 -76 // Ref num -5 // Number of instructions -2 // Initial instruction -point -11.530,-9.982,166.717 -point -5.578,-9.982,157.268 -point -4.673,-9.982,155.667 -point -0.728,-9.982,143.173 -reverse -// Pedestrian number 972 -76 // Ref num -5 // Number of instructions -2 // Initial instruction -point -1.034,-9.982,142.642 -point -6.071,-9.982,156.891 -point -6.600,-9.982,158.884 -point -10.600,-9.982,166.195 -reverse -// Pedestrian number 973 -76 // Ref num -4 // Number of instructions -2 // Initial instruction -point -10.347,-9.982,167.044 -point -5.615,-9.982,157.753 -point -0.293,-9.982,142.917 -reverse -// Pedestrian number 974 -76 // Ref num -5 // Number of instructions -2 // Initial instruction -point -0.981,-9.982,142.458 -point -5.490,-9.982,156.487 -point -6.932,-9.982,159.984 -point -11.933,-9.982,167.182 -reverse -// Pedestrian number 975 -76 // Ref num -5 // Number of instructions -2 // Initial instruction -point -11.056,-9.982,166.342 -point -5.968,-9.982,157.810 -point -3.472,-9.982,150.883 -point -0.969,-9.982,143.368 -reverse -// Pedestrian number 976 -76 // Ref num -5 // Number of instructions -3 // Initial instruction -point -1.126,-9.982,142.489 -point -3.666,-9.982,152.574 -point -6.222,-9.982,156.713 -point -10.834,-9.982,166.674 -reverse -// Pedestrian number 977 -76 // Ref num -4 // Number of instructions -2 // Initial instruction -point -10.252,-9.982,167.135 -point -6.383,-9.982,157.999 -point -0.548,-9.982,143.917 -reverse -// Pedestrian number 978 -76 // Ref num -6 // Number of instructions -3 // Initial instruction -point -0.037,-9.982,142.760 -point -2.077,-9.982,145.418 -point -7.110,-9.982,157.775 -point -8.110,-9.982,159.931 -point -10.030,-9.982,167.270 -reverse -// Pedestrian number 979 -76 // Ref num -5 // Number of instructions -2 // Initial instruction -point -10.400,-9.982,166.553 -point -5.963,-9.982,158.163 -point -2.814,-9.982,147.481 -point -0.037,-9.982,143.302 -reverse -// Pedestrian number 980 -76 // Ref num -5 // Number of instructions -2 // Initial instruction -point -1.394,-9.982,142.695 -point -6.818,-9.982,156.515 -point -9.439,-9.982,165.998 -point -10.209,-9.982,166.605 -reverse -// Pedestrian number 981 -76 // Ref num -7 // Number of instructions -2 // Initial instruction -point -9.761,-9.982,166.662 -point -6.763,-9.982,157.650 -point -5.756,-9.982,153.714 -point -4.204,-9.982,150.821 -point -2.303,-9.982,145.437 -point --0.032,-9.982,143.062 -reverse -// Pedestrian number 982 -76 // Ref num -8 // Number of instructions -4 // Initial instruction -point --0.538,-9.982,142.926 -point -2.039,-9.982,147.617 -point -4.407,-9.982,155.336 -point -5.970,-9.982,156.422 -point -7.806,-9.982,158.222 -point -10.234,-9.982,165.835 -point -9.880,-9.982,167.096 -reverse -// Pedestrian number 983 -76 // Ref num -7 // Number of instructions -2 // Initial instruction -point -9.614,-9.982,167.323 -point -6.595,-9.982,158.094 -point -6.338,-9.982,155.709 -point -4.572,-9.982,152.029 -point -2.557,-9.982,148.782 -point -1.673,-9.982,143.981 -reverse -// Pedestrian number 984 -76 // Ref num -5 // Number of instructions -2 // Initial instruction -point -0.813,-9.982,143.347 -point -6.695,-9.982,156.886 -point -9.359,-9.982,161.760 -point -10.963,-9.982,166.523 -reverse -// Pedestrian number 985 -76 // Ref num -7 // Number of instructions -3 // Initial instruction -point -10.743,-9.982,166.932 -point -9.076,-9.982,165.132 -point -6.187,-9.982,158.030 -point -5.945,-9.982,155.080 -point -2.183,-9.982,149.123 -point -0.351,-9.982,143.562 -reverse -// Pedestrian number 986 -76 // Ref num -6 // Number of instructions -3 // Initial instruction -point -1.612,-9.982,143.111 -point -4.424,-9.982,152.059 -point -6.240,-9.982,156.405 -point -8.481,-9.982,162.003 -point -9.048,-9.982,166.630 -reverse -// Pedestrian number 987 -76 // Ref num -6 // Number of instructions -2 // Initial instruction -point -9.982,-9.982,166.256 -point -6.971,-9.982,157.904 -point -5.075,-9.982,155.729 -point -2.019,-9.982,149.446 -point -0.917,-9.982,144.065 -reverse -// Pedestrian number 988 -76 // Ref num -7 // Number of instructions -4 // Initial instruction -point -0.953,-9.982,143.083 -point -3.269,-9.982,147.771 -point -5.303,-9.982,154.853 -point -5.776,-9.982,156.455 -point -9.794,-9.982,163.556 -point -11.109,-9.982,167.119 -reverse -// Pedestrian number 989 -76 // Ref num -6 // Number of instructions -2 // Initial instruction -point -9.762,-9.982,166.919 -point -5.587,-9.982,158.108 -point -4.704,-9.982,155.996 -point -3.288,-9.982,148.469 -point --0.102,-9.982,143.410 -reverse -// Pedestrian number 990 -76 // Ref num -6 // Number of instructions -3 // Initial instruction -point -0.291,-9.982,142.650 -point -2.813,-9.982,150.546 -point -6.610,-9.982,156.563 -point -7.378,-9.982,161.105 -point -11.410,-9.982,166.813 -reverse -// Pedestrian number 991 -76 // Ref num -5 // Number of instructions -2 // Initial instruction -point -9.747,-9.982,166.373 -point -6.286,-9.982,158.511 -point -5.033,-9.982,157.003 -point -1.390,-9.982,142.384 -reverse -// Pedestrian number 992 -76 // Ref num -5 // Number of instructions -2 // Initial instruction -point -1.583,-9.982,142.417 -point -5.762,-9.982,158.351 -point -8.544,-9.982,162.769 -point -10.861,-9.982,165.811 -reverse -// Pedestrian number 993 -76 // Ref num -6 // Number of instructions -2 // Initial instruction -point -9.821,-9.982,166.042 -point -6.878,-9.982,158.442 -point -2.802,-9.982,149.748 -point -2.071,-9.982,144.488 -point -1.385,-9.982,143.463 -reverse -// Pedestrian number 994 -76 // Ref num -5 // Number of instructions -2 // Initial instruction -point --13.767,-9.982,147.026 -point -5.060,-9.982,156.803 -point -9.973,-9.982,157.916 -point -27.697,-9.982,164.174 -reverse -// Pedestrian number 995 -76 // Ref num -9 // Number of instructions -4 // Initial instruction -point -27.147,-9.982,164.169 -point -23.133,-9.982,162.195 -point -16.233,-9.982,160.464 -point -7.412,-9.982,157.594 -point -4.555,-9.982,156.230 -point -1.911,-9.982,155.650 -point --3.984,-9.982,152.017 -point --13.985,-9.982,147.440 -reverse -// Pedestrian number 996 -76 // Ref num -7 // Number of instructions -5 // Initial instruction -point --14.385,-9.982,147.767 -point --11.489,-9.982,147.970 -point --8.450,-9.982,149.510 -point --3.889,-9.982,152.677 -point -4.782,-9.982,156.825 -point -27.281,-9.982,163.649 -reverse -// Pedestrian number 997 -76 // Ref num -5 // Number of instructions -3 // Initial instruction -point -26.451,-9.982,164.033 -point -10.151,-9.982,157.769 -point -7.495,-9.982,158.065 -point --14.271,-9.982,147.422 -reverse -// Pedestrian number 998 -76 // Ref num -6 // Number of instructions -3 // Initial instruction -point --14.342,-9.982,148.409 -point --5.782,-9.982,150.794 -point -5.161,-9.982,156.594 -point -8.525,-9.982,158.659 -point -25.104,-9.982,163.435 -reverse -// Pedestrian number 999 -76 // Ref num -8 // Number of instructions -4 // Initial instruction -point -28.572,-9.982,163.927 -point -21.484,-9.982,161.566 -point -13.505,-9.982,159.866 -point -6.919,-9.982,158.223 -point -2.737,-9.982,156.122 -point --2.589,-9.982,153.000 -point --13.500,-9.982,148.112 -reverse -// Pedestrian number 1000 -76 // Ref num -7 // Number of instructions -4 // Initial instruction -point --13.995,-9.982,147.296 -point --12.323,-9.982,147.462 -point --5.731,-9.982,151.820 -point -5.051,-9.982,157.207 -point -15.973,-9.982,160.696 -point -28.782,-9.982,163.457 -reverse -// Pedestrian number 1001 -76 // Ref num -8 // Number of instructions -4 // Initial instruction -point -29.373,-9.982,163.316 -point -27.028,-9.982,163.713 -point -19.441,-9.982,161.704 -point -7.739,-9.982,157.874 -point -4.322,-9.982,156.799 -point --4.676,-9.982,151.599 -point --15.169,-9.982,147.851 -reverse -// Pedestrian number 1002 -76 // Ref num -8 // Number of instructions -4 // Initial instruction -point --14.303,-9.982,147.197 -point --10.232,-9.982,148.917 -point --5.097,-9.982,151.040 -point -4.734,-9.982,156.479 -point -10.640,-9.982,158.447 -point -19.935,-9.982,161.120 -point -25.521,-9.982,163.598 -reverse -// Pedestrian number 1003 -76 // Ref num -6 // Number of instructions -2 // Initial instruction -point -26.594,-9.982,163.269 -point -7.107,-9.982,158.240 -point --0.937,-9.982,153.471 -point --11.179,-9.982,149.486 -point --14.515,-9.982,147.411 -reverse -// Pedestrian number 1004 -76 // Ref num -6 // Number of instructions -3 // Initial instruction -point --14.187,-9.982,147.176 -point -3.787,-9.982,155.483 -point -4.996,-9.982,156.201 -point -16.762,-9.982,160.943 -point -29.932,-9.982,163.512 -reverse -// Pedestrian number 1005 -79 // Ref num -5 // Number of instructions -3 // Initial instruction -point -18.231,-11.532,134.715 -point -17.105,-11.533,134.184 -point -12.129,-11.540,133.393 -point -9.565,-11.544,132.426 -reverse -// Pedestrian number 1006 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point -8.374,-11.546,131.766 -point -11.112,-11.547,127.616 -point -11.524,-11.537,125.541 -reverse -// Pedestrian number 1007 -81 // Ref num -4 // Number of instructions -2 // Initial instruction -point -11.237,-11.535,125.136 -point -16.169,-11.542,128.808 -point -21.913,-11.519,130.806 -reverse -// Pedestrian number 1008 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point -22.879,-11.520,130.214 -point -27.841,-11.528,127.140 -point -30.192,-11.532,125.733 -reverse -// Pedestrian number 1009 -2 // Ref num -4 // Number of instructions -2 // Initial instruction -point -30.425,-11.537,125.470 -point -31.454,-11.544,120.182 -point -31.603,-11.545,119.037 -reverse -// Pedestrian number 1010 -81 // Ref num -7 // Number of instructions -4 // Initial instruction -point -31.255,-11.545,117.497 -point -28.126,-11.541,116.754 -point -24.971,-11.531,119.072 -point -20.895,-11.522,119.222 -point -18.570,-11.519,119.907 -point -17.696,-11.519,120.116 -reverse -// Pedestrian number 1011 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point -17.374,-11.517,119.126 -point -12.767,-11.533,117.990 -point -7.385,-11.547,119.002 -reverse -// Pedestrian number 1012 -2 // Ref num -4 // Number of instructions -2 // Initial instruction -point -6.709,-11.547,119.480 -point -3.689,-11.547,123.009 -point -0.874,-11.547,124.743 -reverse -// Pedestrian number 1013 -79 // Ref num -5 // Number of instructions -3 // Initial instruction -point --10.485,-11.548,129.212 -point --13.775,-11.546,133.462 -point --16.384,-11.547,134.161 -point --17.855,-11.547,134.993 -reverse -// Pedestrian number 1014 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --18.234,-11.547,135.160 -point --20.282,-11.546,136.597 -point --21.759,-11.547,136.995 -reverse -// Pedestrian number 1015 -77 // Ref num -5 // Number of instructions -2 // Initial instruction -point --23.284,-11.546,138.218 -point --25.453,-11.547,143.492 -point --25.433,-11.548,146.241 -point --25.359,-11.165,148.067 -reverse -// Pedestrian number 1016 -78 // Ref num -5 // Number of instructions -3 // Initial instruction -point --25.692,-11.126,148.841 -point --26.250,-11.119,150.599 -point --27.000,-11.199,151.127 -point --28.323,-11.551,151.428 -reverse -// Pedestrian number 1017 -79 // Ref num -5 // Number of instructions -2 // Initial instruction -point --28.701,-11.550,151.928 -point --33.330,-11.547,155.755 -point --33.868,-11.549,159.972 -point --34.400,-11.549,160.628 -reverse -// Pedestrian number 1018 -78 // Ref num -5 // Number of instructions -3 // Initial instruction -point --35.361,-11.549,161.607 -point --34.567,-11.547,164.362 -point --34.235,-11.545,167.176 -point --33.894,-11.549,168.970 -reverse -// Pedestrian number 1019 -2 // Ref num -4 // Number of instructions -2 // Initial instruction -point --33.404,-11.549,168.860 -point --31.731,-11.549,166.723 -point --29.000,-11.549,163.616 -reverse -// Pedestrian number 1020 -76 // Ref num -4 // Number of instructions -2 // Initial instruction -point --28.599,-11.549,163.019 -point --27.558,-11.551,160.165 -point --27.647,-11.551,158.742 -reverse -// Pedestrian number 1021 -79 // Ref num -4 // Number of instructions -2 // Initial instruction -point --27.666,-11.551,157.946 -point --27.876,-11.550,155.647 -point --28.093,-11.551,153.341 -reverse -// Pedestrian number 1022 -79 // Ref num -4 // Number of instructions -2 // Initial instruction -point --28.350,-11.551,152.827 -point --30.291,-11.548,150.324 -point --32.752,-11.547,148.127 -reverse -// Pedestrian number 1023 -2 // Ref num -4 // Number of instructions -2 // Initial instruction -point --33.058,-11.547,147.872 -point --31.791,-11.547,143.292 -point --30.902,-11.547,141.702 -reverse -// Pedestrian number 1024 -79 // Ref num -4 // Number of instructions -2 // Initial instruction -point --30.647,-11.547,140.829 -point --28.687,-11.547,137.416 -point --28.250,-11.547,135.382 -reverse -// Pedestrian number 1025 -81 // Ref num -4 // Number of instructions -2 // Initial instruction -point --27.779,-11.547,135.064 -point --26.835,-11.547,134.413 -point --25.385,-11.547,133.353 -reverse -// Pedestrian number 1026 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --24.789,-11.547,133.343 -point --23.022,-11.546,138.370 -point --21.774,-11.549,141.662 -reverse -// Pedestrian number 1027 -78 // Ref num -5 // Number of instructions -2 // Initial instruction -point --21.025,-11.550,141.375 -point --19.359,-11.550,140.448 -point --16.303,-11.546,139.958 -point --13.494,-11.203,140.603 -reverse -// Pedestrian number 1028 -5 // Ref num -4 // Number of instructions -2 // Initial instruction -point -8.227,-11.547,132.117 -point -10.940,-11.538,127.351 -point -17.237,-11.518,120.178 -reverse -// Pedestrian number 1029 -81 // Ref num -6 // Number of instructions -3 // Initial instruction -point -31.635,-11.545,119.034 -point -32.104,-11.546,118.008 -point -36.368,-10.753,114.969 -point -38.233,-10.734,114.098 -point -48.776,-10.734,111.391 -reverse -// Pedestrian number 1030 -5 // Ref num -5 // Number of instructions -3 // Initial instruction -point -50.144,-10.734,110.851 -point -50.674,-10.734,110.043 -point -55.027,-10.734,108.531 -point -57.823,-10.734,107.341 -reverse -// Pedestrian number 1031 -5 // Ref num -4 // Number of instructions -2 // Initial instruction -point -58.839,-10.734,106.511 -point -60.110,-10.734,103.379 -point -67.436,-10.734,97.837 -reverse -// Pedestrian number 1032 -79 // Ref num -4 // Number of instructions -2 // Initial instruction -point -68.224,-10.734,97.668 -point -70.656,-10.734,97.316 -point -73.185,-10.734,97.465 -reverse -// Pedestrian number 1033 -81 // Ref num -4 // Number of instructions -2 // Initial instruction -point -73.374,-10.734,97.397 -point -74.050,-10.734,96.725 -point -75.678,-10.734,94.573 -reverse -// Pedestrian number 1034 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point -75.918,-10.734,93.864 -point -76.571,-10.734,89.826 -point -76.190,-10.734,82.407 -reverse -// Pedestrian number 1035 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point -75.245,-10.734,81.828 -point -71.243,-10.734,79.966 -point -70.421,-10.734,79.238 -reverse -// Pedestrian number 1036 -78 // Ref num -5 // Number of instructions -2 // Initial instruction -point -70.513,-10.596,78.228 -point -74.443,-10.174,75.745 -point -75.276,-9.568,72.538 -point -75.776,-9.587,71.736 -reverse -// Pedestrian number 1037 -78 // Ref num -7 // Number of instructions -4 // Initial instruction -point -74.765,-8.973,69.333 -point -74.102,-8.834,68.864 -point -72.715,-8.516,67.333 -point -71.472,-8.369,66.676 -point -70.535,-8.351,65.579 -point -69.853,-8.200,64.162 -reverse -// Pedestrian number 1038 -5 // Ref num -4 // Number of instructions -2 // Initial instruction -point -69.532,-8.180,63.877 -point -69.360,-8.330,64.675 -point -69.838,-8.792,67.653 -reverse -// Pedestrian number 1039 -78 // Ref num -7 // Number of instructions -2 // Initial instruction -point -69.916,-8.869,68.151 -point -69.804,-9.339,70.874 -point -69.443,-9.666,72.625 -point -69.777,-9.944,74.439 -point -69.617,-10.251,76.174 -point -70.106,-10.390,77.199 -reverse -// Pedestrian number 1040 -78 // Ref num -6 // Number of instructions -4 // Initial instruction -point -70.328,-10.419,77.329 -point -70.556,-10.358,76.997 -point -70.781,-10.277,76.565 -point -72.073,-10.115,75.624 -point -74.613,-9.426,71.877 -reverse -// Pedestrian number 1041 -79 // Ref num -4 // Number of instructions -2 // Initial instruction -point --46.966,6.915,-162.283 -point --48.891,6.915,-160.743 -point --51.107,6.915,-158.510 -reverse -// Pedestrian number 1042 -2 // Ref num -4 // Number of instructions -2 // Initial instruction -point --52.038,6.915,-162.201 -point --50.180,6.915,-159.288 -point --49.471,6.915,-158.833 -reverse -// Pedestrian number 1043 -79 // Ref num -4 // Number of instructions -2 // Initial instruction -point --50.508,6.915,-158.824 -point --50.852,6.915,-159.775 -point --48.906,6.915,-162.274 -reverse -// Pedestrian number 1044 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --50.139,6.915,-162.270 -point --48.885,6.915,-159.485 -point --48.114,6.915,-158.749 -reverse -// Pedestrian number 1045 -5 // Ref num -4 // Number of instructions -2 // Initial instruction -point --47.620,6.915,-148.359 -point --47.403,6.915,-154.481 -point --47.391,6.915,-162.178 -reverse -// Pedestrian number 1046 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --48.361,6.915,-162.160 -point --51.150,6.915,-158.468 -point --51.258,6.915,-148.926 -reverse -// Pedestrian number 1047 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --51.741,6.915,-148.339 -point --48.402,6.915,-154.066 -point --35.107,6.915,-153.187 -reverse -// Pedestrian number 1048 -81 // Ref num -4 // Number of instructions -2 // Initial instruction -point --35.347,6.915,-148.321 -point --37.113,6.915,-149.162 -point --49.588,6.915,-162.272 -reverse -// Pedestrian number 1049 -81 // Ref num -5 // Number of instructions -2 // Initial instruction -point --53.577,6.915,-162.746 -point --50.973,6.915,-158.737 -point --51.085,6.915,-154.145 -point --47.697,6.915,-148.482 -reverse -// Pedestrian number 1050 -77 // Ref num -5 // Number of instructions -2 // Initial instruction -point --46.842,6.915,-148.384 -point --47.666,6.915,-153.674 -point --46.891,6.915,-155.728 -point --48.184,6.915,-162.100 -reverse -// Pedestrian number 1051 -79 // Ref num -7 // Number of instructions -4 // Initial instruction -point --36.248,6.915,-174.672 -point --37.561,6.915,-171.550 -point --38.506,6.915,-162.512 -point --48.146,6.915,-157.111 -point --51.928,6.915,-154.575 -point --53.796,6.915,-148.250 -reverse -// Pedestrian number 1052 -2 // Ref num -5 // Number of instructions -3 // Initial instruction -point --51.007,6.915,-148.282 -point --49.478,6.915,-150.191 -point --50.413,6.915,-153.810 -point --49.828,6.915,-154.079 -reverse -// Pedestrian number 1053 -79 // Ref num -4 // Number of instructions -2 // Initial instruction -point --49.177,6.915,-153.972 -point --48.947,6.915,-153.539 -point --47.069,6.915,-148.468 -reverse -// Pedestrian number 1054 -77 // Ref num -5 // Number of instructions -3 // Initial instruction -point --50.275,6.924,-146.120 -point --49.376,6.921,-146.971 -point --49.172,6.915,-149.665 -point --49.488,6.915,-154.078 -reverse -// Pedestrian number 1055 -5 // Ref num -5 // Number of instructions -2 // Initial instruction -point --63.449,6.915,-148.656 -point --60.997,6.915,-149.902 -point --54.268,6.915,-154.786 -point --49.761,6.915,-162.215 -reverse -// Pedestrian number 1056 -78 // Ref num -5 // Number of instructions -2 // Initial instruction -point --50.534,6.915,-162.253 -point --49.652,6.915,-159.486 -point --48.534,6.915,-158.755 -point --35.174,6.915,-158.978 -reverse -// Pedestrian number 1057 -81 // Ref num -4 // Number of instructions -2 // Initial instruction -point --40.342,6.915,-148.278 -point --45.868,6.915,-154.670 -point --59.329,6.915,-162.647 -reverse -// Pedestrian number 1058 -81 // Ref num -6 // Number of instructions -3 // Initial instruction -point --63.423,6.915,-162.674 -point --61.790,6.915,-162.590 -point --61.272,6.915,-163.280 -point --61.613,6.915,-168.773 -point --60.292,6.915,-175.572 -reverse -// Pedestrian number 1059 -79 // Ref num -5 // Number of instructions -2 // Initial instruction -point --61.130,6.915,-175.585 -point --59.989,6.915,-162.761 -point --58.222,6.915,-162.335 -point --52.377,6.915,-162.682 -reverse -// Pedestrian number 1060 -78 // Ref num -8 // Number of instructions -4 // Initial instruction -point --52.016,7.059,-162.702 -point --51.152,7.059,-162.735 -point --50.386,7.059,-162.443 -point --49.575,7.059,-162.462 -point --49.212,7.059,-162.738 -point --47.741,7.059,-162.753 -point --46.754,7.059,-162.456 -reverse -// Pedestrian number 1061 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --46.257,6.915,-162.528 -point --44.327,6.915,-159.727 -point --41.278,6.915,-148.409 -reverse -// Pedestrian number 1062 -81 // Ref num -5 // Number of instructions -2 // Initial instruction -point --48.063,6.915,-154.924 -point --49.264,6.915,-156.461 -point --51.317,6.915,-158.126 -point --63.399,6.915,-157.918 -reverse -// Pedestrian number 1063 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --63.512,6.915,-157.611 -point --57.739,6.915,-161.144 -point --52.293,6.915,-162.530 -reverse -// Pedestrian number 1064 -78 // Ref num -8 // Number of instructions -1 // Initial instruction -point --51.109,6.915,-154.432 -point --50.893,6.915,-155.040 -point --49.095,6.915,-155.829 -point --47.459,6.915,-154.907 -point --47.153,6.915,-153.964 -point --48.025,6.915,-153.852 -point --63.400,6.915,-154.947 -reverse -// Pedestrian number 1065 -78 // Ref num -5 // Number of instructions -2 // Initial instruction -point --58.457,6.915,-148.231 -point --56.638,6.915,-149.924 -point --50.840,6.915,-153.997 -point --44.216,6.915,-148.350 -reverse -// Pedestrian number 1066 -78 // Ref num -9 // Number of instructions -5 // Initial instruction -point --43.417,6.915,-148.316 -point --41.146,6.915,-150.133 -point --40.878,6.915,-151.572 -point --41.716,6.915,-153.063 -point --46.850,6.915,-156.117 -point --53.301,6.915,-158.681 -point --55.016,6.915,-160.471 -point --55.391,6.915,-162.637 -reverse -// Pedestrian number 1067 -5 // Ref num -7 // Number of instructions -3 // Initial instruction -point --56.390,6.915,-162.692 -point --53.841,6.915,-161.234 -point --50.215,6.915,-158.792 -point --48.410,6.915,-158.836 -point --41.139,6.915,-162.668 -point --35.037,6.915,-162.454 -reverse -// Pedestrian number 1068 -77 // Ref num -4 // Number of instructions -2 // Initial instruction -point --35.109,6.915,-162.691 -point --49.485,6.915,-154.912 -point --62.667,6.915,-162.722 -reverse -// Pedestrian number 1069 -79 // Ref num -5 // Number of instructions -2 // Initial instruction -point --63.464,6.915,-161.561 -point --50.007,6.915,-156.234 -point --46.942,6.915,-157.017 -point --44.450,6.915,-162.613 -reverse -// Pedestrian number 1070 -2 // Ref num -8 // Number of instructions -4 // Initial instruction -point --38.963,6.915,-175.256 -point --38.583,6.915,-163.441 -point --38.999,6.915,-161.482 -point --49.628,6.915,-155.443 -point --52.911,6.915,-155.367 -point --57.565,6.915,-162.625 -point --57.598,6.915,-162.676 -reverse -// Pedestrian number 1071 -79 // Ref num -9 // Number of instructions -4 // Initial instruction -point --50.777,6.915,-162.180 -point --51.674,6.915,-160.259 -point --50.735,6.915,-156.997 -point --48.431,6.915,-154.959 -point --47.841,6.915,-156.155 -point --46.498,6.915,-162.124 -point --44.950,6.915,-162.625 -point --35.105,6.915,-160.990 -reverse -// Pedestrian number 1072 -77 // Ref num -7 // Number of instructions -5 // Initial instruction -point --39.307,6.915,-174.770 -point --38.646,6.915,-173.237 -point --38.694,6.915,-163.009 -point --39.046,6.915,-161.917 -point --38.309,6.915,-159.781 -point --35.171,6.915,-159.326 -reverse -// Pedestrian number 1073 -81 // Ref num -6 // Number of instructions -2 // Initial instruction -point --35.102,6.915,-148.711 -point --36.988,6.915,-150.386 -point --41.165,6.915,-155.617 -point --51.843,6.915,-162.174 -point --63.375,6.915,-160.991 -reverse -// Pedestrian number 1074 -78 // Ref num -6 // Number of instructions -2 // Initial instruction -point --59.071,7.165,-146.600 -point --60.260,6.915,-148.118 -point --63.533,6.915,-153.150 -point --60.708,6.915,-163.612 -point --59.866,6.915,-175.547 -reverse -// Pedestrian number 1075 -5 // Ref num -9 // Number of instructions -6 // Initial instruction -point --59.135,6.915,-174.539 -point --59.524,6.915,-173.657 -point --61.796,6.915,-159.790 -point --60.113,6.915,-156.616 -point --57.473,6.915,-155.184 -point --51.461,6.915,-154.746 -point --46.256,6.915,-157.676 -point --43.587,6.915,-162.579 -reverse -// Pedestrian number 1076 -78 // Ref num -7 // Number of instructions -3 // Initial instruction -point --36.697,6.915,-162.599 -point --38.760,6.918,-148.070 -point --39.359,7.603,-144.044 -point --39.070,8.144,-141.109 -point --37.269,8.417,-137.438 -point --35.953,8.415,-136.315 -reverse -// Pedestrian number 1077 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --39.466,7.515,-144.520 -point --39.178,7.609,-144.008 -point --36.177,8.125,-141.211 -reverse -// Pedestrian number 1078 -78 // Ref num -4 // Number of instructions -2 // Initial instruction -point --38.366,8.413,-132.265 -point --34.675,8.413,-129.164 -point --25.162,8.414,-113.470 -reverse -// Pedestrian number 1079 -5 // Ref num -9 // Number of instructions -4 // Initial instruction -point --25.242,8.414,-112.538 -point --26.157,8.414,-114.243 -point --29.156,8.413,-121.615 -point --34.532,8.413,-128.121 -point --35.078,8.413,-132.174 -point --35.526,8.413,-133.805 -point --38.473,8.413,-137.489 -point --39.370,8.289,-139.293 -reverse -// Pedestrian number 1080 -77 // Ref num -5 // Number of instructions -2 // Initial instruction -point --28.340,8.416,-108.873 -point --27.017,8.416,-109.418 -point --26.488,8.415,-110.490 -point --26.647,8.413,-120.279 -reverse -// Pedestrian number 1081 -1 // Ref num -4 // Number of instructions -2 // Initial instruction -point --46.763,2.958,-58.937 -point --43.749,2.955,-46.138 -point --49.000,2.955,-35.857 -reverse -// Pedestrian number 1082 -2 // Ref num -5 // Number of instructions -3 // Initial instruction -point --42.215,2.955,-35.827 -point --42.050,2.955,-38.852 -point --47.208,2.955,-45.492 -point --60.057,2.957,-52.510 -reverse -// Pedestrian number 1083 -79 // Ref num -5 // Number of instructions -2 // Initial instruction -point --51.186,2.958,-58.819 -point --47.188,2.955,-47.239 -point --47.547,2.955,-43.858 -point --55.808,2.955,-35.825 -reverse -// Pedestrian number 1084 -77 // Ref num -5 // Number of instructions -3 // Initial instruction -point --38.833,2.956,-52.275 -point --45.357,2.955,-47.094 -point --48.005,2.955,-46.876 -point --67.118,2.955,-38.431 -reverse -// Pedestrian number 1085 -77 // Ref num -5 // Number of instructions -3 // Initial instruction -point --67.173,2.955,-40.650 -point --54.885,2.955,-45.687 -point --52.933,2.955,-44.865 -point --31.238,2.955,-45.152 -reverse -// Pedestrian number 1086 -5 // Ref num -5 // Number of instructions -2 // Initial instruction -point --38.141,2.955,-35.986 -point --46.198,2.955,-45.640 -point --49.724,2.955,-46.951 -point --50.599,2.958,-58.831 -reverse -START OF OPPONENT PATHS -331 // Number of path nodes --103.387, 2.958, -13.017 // Node #0 --103.213, 2.958, 1.959 // Node #1 --102.490, 2.958, 5.669 // Node #2 --99.830, 2.958, 10.381 // Node #3 --94.904, 2.958, 13.539 // Node #4 --49.352, 2.958, 13.896 // Node #5 --27.148, 2.958, 13.705 // Node #6 --23.047, 2.958, 12.661 // Node #7 --18.646, 2.958, 9.578 // Node #8 --16.305, 2.958, 5.571 // Node #9 --14.615, 2.958, -1.257 // Node #10 --14.878, 3.955, -13.739 // Node #11 --14.964, 3.946, -62.151 // Node #12 --15.008, 4.781, -78.638 // Node #13 --15.119, 4.959, -83.974 // Node #14 --16.277, 4.959, -90.012 // Node #15 --20.473, 4.959, -96.329 // Node #16 --27.059, 4.961, -101.287 // Node #17 --34.679, 4.959, -102.956 // Node #18 --49.157, 4.959, -102.849 // Node #19 --65.570, 4.959, -102.693 // Node #20 --72.470, 4.961, -100.534 // Node #21 --78.138, 4.959, -96.135 // Node #22 --82.037, 4.959, -89.978 // Node #23 --83.327, 4.959, -85.599 // Node #24 --83.487, 4.385, -75.337 // Node #25 --83.406, 3.946, -62.292 // Node #26 --83.556, 2.957, -43.996 // Node #27 --84.009, 2.957, -39.748 // Node #28 --85.594, 2.957, -35.133 // Node #29 --88.280, 2.957, -31.962 // Node #30 --97.669, 2.957, -26.746 // Node #31 --100.046, 2.957, -24.401 // Node #32 --101.687, 2.957, -21.589 // Node #33 --102.662, 2.957, -18.791 // Node #34 --103.121, 2.958, -16.015 // Node #35 --49.294, 2.960, 8.497 // Node #36 --49.146, 2.955, -25.016 // Node #37 --63.747, 2.955, -25.323 // Node #38 --69.175, 2.955, -19.455 // Node #39 --69.274, 2.955, -32.516 // Node #40 --34.903, 2.955, -24.813 // Node #41 --29.268, 2.955, -19.513 // Node #42 --29.086, 2.955, -32.756 // Node #43 --33.546, 2.948, -56.572 // Node #44 --33.915, 2.959, -62.271 // Node #45 --34.114, 2.955, -79.840 // Node #46 --44.034, 2.957, -80.322 // Node #47 --49.090, 2.960, -80.246 // Node #48 --53.632, 2.957, -80.271 // Node #49 --65.879, 2.955, -80.699 // Node #50 --65.972, 2.958, -66.273 // Node #51 --66.269, 2.960, -62.329 // Node #52 --66.190, 2.958, -57.065 // Node #53 --65.630, 2.955, -33.082 // Node #54 --69.468, 2.960, -60.638 // Node #55 --66.121, 2.957, -55.165 // Node #56 --68.277, 2.956, -53.513 // Node #57 --68.853, 7.159, -36.655 // Node #58 --29.044, 7.159, -35.852 // Node #59 --69.384, 2.960, -63.989 // Node #60 --48.960, 2.958, -62.373 // Node #61 --52.630, 2.955, -53.784 // Node #62 --48.981, 2.953, -48.347 // Node #63 --36.859, 2.951, -55.442 // Node #64 --30.402, 2.957, -55.125 // Node #65 --29.938, 2.955, -52.331 // Node #66 --29.761, 7.159, -38.050 // Node #67 --28.897, 2.960, -60.382 // Node #68 --69.212, 2.955, -84.971 // Node #69 --50.891, 2.960, -85.303 // Node #70 --47.378, 2.959, -85.468 // Node #71 --49.263, 2.961, -83.548 // Node #72 --29.212, 2.955, -85.048 // Node #73 --31.406, 2.961, -62.273 // Node #74 --9.927, 3.949, -62.201 // Node #75 -6.949, 4.438, -62.188 // Node #76 -10.112, 4.438, 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Node #316 -12.221, 2.441, -26.453 // Node #317 -7.206, 2.512, -20.961 // Node #318 -2.266, 2.494, 22.710 // Node #319 -4.405, 2.504, 6.386 // Node #320 -18.630, 1.930, -25.741 // Node #321 --26.921, 7.163, -67.039 // Node #322 --71.919, 7.159, -66.918 // Node #323 --44.489, 7.163, -67.158 // Node #324 --54.181, 7.163, -66.895 // Node #325 --44.370, 7.163, -57.866 // Node #326 --49.392, 7.163, -57.590 // Node #327 --54.252, 7.163, -57.697 // Node #328 --57.475, 2.955, -25.195 // Node #329 --58.169, 2.955, -43.050 // Node #330 -365 // Number of path sections -0, 1, 0, 255, 0, 255, 1.3, 0 // Section #0 -1, 2, 0, 255, 0, 255, 1.5, 0 // Section #1 -2, 3, 0, 255, 0, 255, 1.5, 0 // Section #2 -3, 4, 0, 255, 0, 255, 1.5, 0 // Section #3 -4, 5, 0, 255, 0, 255, 1.5, 0 // Section #4 -5, 6, 0, 255, 0, 255, 1.5, 0 // Section #5 -6, 7, 0, 255, 0, 255, 1.5, 0 // Section #6 -7, 8, 0, 255, 0, 255, 1.5, 0 // Section #7 -8, 9, 0, 255, 0, 255, 1.5, 0 // Section #8 -9, 10, 0, 255, 0, 255, 1.5, 0 // Section 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1.0, 0 // Section #73 -68, 65, 0, 255, 0, 255, 1.0, 0 // Section #74 -64, 44, 0, 255, 0, 255, 0.7, 0 // Section #75 -69, 50, 0, 255, 0, 255, 1.0, 0 // Section #76 -70, 49, 0, 255, 0, 255, 1.0, 0 // Section #77 -71, 47, 0, 255, 0, 255, 1.0, 0 // Section #78 -48, 72, 0, 255, 0, 255, 1.0, 0 // Section #79 -72, 19, 0, 255, 0, 255, 1.0, 0 // Section #80 -73, 46, 0, 255, 0, 255, 1.0, 0 // Section #81 -74, 45, 0, 255, 0, 255, 1.0, 1 // Section #82 -12, 74, 0, 255, 0, 255, 0.6, 1 // Section #83 -75, 12, 0, 255, 0, 255, 1.1, 1 // Section #84 -76, 75, 0, 255, 0, 255, 1.1, 1 // Section #85 -77, 76, 0, 255, 0, 255, 0.6, 1 // Section #86 -78, 77, 0, 255, 0, 255, 0.6, 1 // Section #87 -79, 78, 0, 255, 0, 255, 0.6, 1 // Section #88 -80, 79, 0, 255, 0, 255, 0.6, 1 // Section #89 -81, 80, 0, 255, 0, 255, 0.6, 1 // Section #90 -82, 81, 0, 255, 0, 255, 0.6, 1 // Section #91 -83, 82, 0, 255, 0, 255, 0.6, 1 // Section #92 -84, 83, 0, 255, 0, 255, 0.6, 1 // Section #93 -85, 84, 0, 255, 0, 255, 0.6, 1 // Section #94 -86, 85, 0, 255, 0, 255, 0.6, 1 // Section #95 -87, 86, 0, 255, 0, 255, 0.6, 1 // Section #96 -88, 87, 0, 255, 0, 255, 0.6, 1 // Section #97 -89, 88, 0, 255, 0, 255, 0.6, 1 // Section #98 -90, 89, 0, 255, 0, 255, 0.6, 1 // Section #99 -91, 90, 0, 255, 0, 255, 0.6, 1 // Section #100 -92, 91, 0, 255, 0, 255, 0.6, 1 // Section #101 -93, 92, 0, 255, 0, 255, 0.6, 1 // Section #102 -94, 93, 0, 255, 0, 255, 0.6, 1 // Section #103 -95, 94, 0, 255, 0, 255, 0.6, 1 // Section #104 -96, 95, 0, 255, 0, 255, 0.6, 1 // Section #105 -97, 96, 0, 255, 0, 255, 0.6, 1 // Section #106 -98, 97, 0, 255, 0, 255, 0.6, 1 // Section #107 -99, 98, 0, 255, 0, 255, 0.6, 1 // Section #108 -100, 99, 0, 255, 0, 255, 0.6, 1 // Section #109 -59, 101, 0, 255, 0, 255, 1.0, 0 // Section #110 -101, 322, 0, 255, 0, 255, 1.0, 0 // Section #111 -102, 103, 0, 255, 0, 255, 1.0, 0 // Section #112 -103, 104, 0, 255, 0, 255, 1.0, 0 // Section #113 -104, 105, 0, 255, 0, 255, 1.0, 0 // Section #114 -105, 106, 0, 255, 0, 255, 1.0, 0 // Section #115 -106, 107, 0, 255, 0, 255, 1.0, 0 // Section #116 -107, 108, 0, 255, 0, 255, 1.0, 0 // Section #117 -110, 108, 0, 255, 0, 255, 1.0, 0 // Section #118 -109, 110, 0, 255, 0, 255, 1.0, 0 // Section #119 -108, 143, 0, 255, 0, 255, 1.0, 0 // Section #120 -112, 111, 0, 255, 0, 255, 1.0, 0 // Section #121 -111, 113, 0, 255, 0, 255, 1.0, 1 // Section #122 -113, 114, 0, 255, 0, 255, 1.0, 1 // Section #123 -114, 115, 0, 255, 0, 255, 1.0, 1 // Section #124 -115, 116, 0, 255, 0, 255, 1.0, 1 // Section #125 -116, 117, 0, 255, 0, 255, 1.0, 1 // Section #126 -117, 118, 0, 255, 0, 255, 1.0, 1 // Section #127 -118, 119, 0, 255, 0, 255, 1.0, 1 // Section #128 -119, 323, 0, 255, 0, 255, 1.0, 1 // Section #129 -120, 121, 0, 255, 0, 255, 1.0, 1 // Section #130 -121, 122, 0, 255, 0, 255, 1.0, 1 // Section #131 -122, 123, 0, 255, 0, 255, 1.0, 1 // Section #132 -123, 124, 0, 255, 0, 255, 1.0, 1 // Section #133 -124, 125, 0, 255, 0, 255, 1.0, 1 // Section #134 -125, 126, 0, 255, 0, 255, 1.0, 1 // Section #135 -126, 127, 0, 255, 0, 255, 1.0, 1 // Section #136 -127, 128, 0, 255, 0, 255, 1.0, 1 // Section #137 -129, 128, 0, 255, 0, 255, 1.0, 0 // Section #138 -128, 130, 0, 255, 0, 255, 1.0, 1 // Section #139 -130, 131, 0, 255, 0, 255, 1.0, 0 // Section #140 -132, 131, 0, 255, 0, 255, 1.0, 0 // Section #141 -131, 133, 0, 255, 0, 255, 1.0, 0 // Section #142 -133, 134, 0, 255, 0, 255, 1.0, 0 // Section #143 -134, 135, 0, 255, 0, 255, 1.0, 0 // Section #144 -135, 136, 0, 255, 0, 255, 1.0, 0 // Section #145 -136, 137, 0, 255, 0, 255, 1.0, 0 // Section #146 -137, 138, 0, 255, 0, 255, 1.0, 0 // Section #147 -138, 101, 0, 255, 0, 255, 1.0, 0 // Section #148 -19, 139, 0, 255, 0, 255, 1.5, 0 // Section #149 -139, 140, 0, 255, 0, 255, 1.5, 0 // Section #150 -140, 141, 0, 255, 0, 255, 1.5, 0 // Section #151 -141, 142, 0, 255, 0, 255, 1.5, 0 // Section #152 -143, 111, 0, 255, 0, 255, 1.0, 0 // Section #153 -142, 143, 0, 255, 0, 255, 1.5, 0 // Section #154 -5, 144, 0, 255, 0, 255, 1.5, 1 // Section #155 -144, 145, 0, 255, 0, 255, 1.5, 1 // Section #156 -145, 146, 0, 255, 0, 255, 1.5, 1 // Section #157 -146, 130, 0, 255, 0, 255, 1.5, 1 // Section #158 -130, 147, 0, 255, 0, 255, 1.0, 1 // Section #159 -147, 148, 0, 255, 0, 255, 1.0, 1 // Section #160 -148, 245, 0, 255, 0, 255, 1.0, 1 // Section #161 -149, 150, 0, 255, 0, 255, 1.0, 1 // Section #162 -150, 151, 0, 255, 0, 255, 1.0, 1 // Section #163 -151, 152, 0, 255, 0, 255, 1.0, 1 // Section #164 -152, 153, 0, 255, 0, 255, 1.0, 1 // Section #165 -153, 154, 0, 255, 0, 255, 1.0, 1 // Section #166 -154, 155, 0, 255, 0, 255, 1.0, 1 // Section #167 -155, 156, 0, 255, 0, 255, 1.0, 1 // Section #168 -156, 157, 0, 255, 0, 255, 1.0, 1 // Section #169 -157, 158, 0, 255, 0, 255, 1.0, 1 // Section #170 -158, 159, 0, 255, 0, 255, 1.0, 1 // Section #171 -159, 160, 0, 255, 0, 255, 1.0, 1 // Section #172 -160, 161, 0, 255, 0, 255, 1.0, 1 // Section #173 -161, 162, 0, 255, 0, 255, 1.0, 1 // Section #174 -162, 299, 0, 255, 0, 255, 1.0, 1 // Section #175 -163, 164, 0, 255, 0, 255, 1.0, 1 // Section #176 -164, 165, 0, 255, 0, 255, 1.0, 1 // Section #177 -165, 166, 0, 255, 0, 255, 1.0, 1 // Section #178 -166, 167, 0, 255, 0, 255, 1.0, 1 // Section #179 -167, 168, 0, 255, 0, 255, 1.0, 1 // Section #180 -168, 169, 0, 255, 0, 255, 1.0, 1 // Section #181 -169, 170, 0, 255, 0, 255, 1.0, 1 // Section #182 -170, 171, 0, 255, 0, 255, 1.0, 1 // Section #183 -171, 172, 0, 255, 0, 255, 1.0, 1 // Section #184 -172, 100, 0, 255, 0, 255, 1.0, 1 // Section #185 -173, 86, 0, 255, 0, 255, 0.6, 0 // Section #186 -174, 173, 0, 255, 0, 255, 0.6, 0 // Section #187 -175, 174, 0, 255, 0, 255, 0.6, 0 // Section #188 -176, 174, 0, 255, 0, 255, 0.6, 0 // Section #189 -177, 86, 0, 255, 0, 255, 0.6, 0 // Section #190 -178, 177, 0, 255, 0, 255, 0.6, 0 // Section #191 -179, 178, 0, 255, 0, 255, 0.6, 0 // Section #192 -180, 179, 0, 255, 0, 255, 0.6, 0 // Section #193 -312, 180, 0, 255, 0, 255, 0.6, 0 // Section #194 -181, 182, 0, 255, 0, 255, 0.6, 0 // Section #195 -182, 183, 0, 255, 0, 255, 1.3, 0 // Section #196 -183, 184, 0, 255, 0, 255, 1.3, 0 // Section #197 -184, 185, 0, 255, 0, 255, 1.5, 0 // Section #198 -185, 186, 0, 255, 0, 255, 1.5, 0 // Section #199 -186, 187, 0, 255, 0, 255, 1.5, 0 // Section #200 -187, 188, 0, 255, 0, 255, 1.5, 0 // Section #201 -188, 189, 0, 255, 0, 255, 1.5, 0 // Section #202 -189, 190, 0, 255, 0, 255, 1.5, 0 // Section #203 -190, 191, 0, 255, 0, 255, 1.5, 0 // Section #204 -191, 192, 0, 255, 0, 255, 1.5, 0 // Section #205 -192, 90, 0, 255, 0, 255, 1.5, 0 // Section #206 -187, 193, 0, 255, 0, 255, 1.5, 0 // Section #207 -193, 194, 0, 255, 0, 255, 1.5, 0 // Section #208 -194, 195, 0, 255, 0, 255, 1.5, 0 // Section #209 -195, 196, 0, 255, 0, 255, 1.5, 0 // Section #210 -196, 275, 0, 255, 0, 255, 1.5, 0 // Section #211 -196, 197, 0, 255, 0, 255, 1.5, 0 // Section #212 -120, 58, 0, 255, 0, 255, 1.0, 0 // Section #213 -198, 199, 0, 255, 0, 255, 1.0, 1 // Section #214 -198, 46, 0, 255, 0, 255, 1.0, 1 // Section #215 -199, 200, 0, 255, 0, 255, 1.0, 1 // Section #216 -201, 61, 0, 255, 0, 255, 0.7, 0 // Section #217 -200, 201, 0, 255, 0, 255, 1.0, 1 // Section #218 -201, 202, 0, 255, 0, 255, 0.7, 1 // Section #219 -203, 61, 0, 255, 0, 255, 0.9, 0 // Section #220 -202, 203, 0, 255, 0, 255, 0.7, 1 // Section #221 -62, 63, 0, 255, 0, 255, 1.0, 0 // Section #222 -204, 62, 0, 255, 0, 255, 1.0, 0 // Section #223 -203, 204, 0, 255, 0, 255, 0.9, 1 // Section #224 -205, 64, 0, 255, 0, 255, 0.7, 0 // Section #225 -206, 37, 0, 255, 0, 255, 0.7, 0 // Section #226 -197, 207, 0, 255, 0, 255, 1.5, 0 // Section #227 -207, 208, 0, 255, 0, 255, 1.5, 0 // Section #228 -208, 209, 0, 255, 0, 255, 1.5, 0 // Section #229 -209, 210, 0, 255, 0, 255, 1.5, 0 // Section #230 -210, 195, 0, 255, 0, 255, 1.5, 0 // Section #231 -211, 184, 0, 255, 0, 255, 1.3, 0 // Section #232 -212, 211, 0, 255, 0, 255, 1.3, 0 // Section #233 -212, 221, 0, 255, 0, 255, 1.3, 0 // Section #234 -213, 214, 0, 255, 0, 255, 1.3, 0 // Section #235 -215, 214, 0, 255, 0, 255, 1.3, 0 // Section #236 -218, 215, 0, 255, 0, 255, 1.3, 0 // Section #237 -219, 218, 0, 255, 0, 255, 1.3, 0 // Section #238 -216, 218, 0, 255, 0, 255, 1.3, 0 // Section #239 -217, 219, 0, 255, 0, 255, 1.3, 0 // Section #240 -220, 213, 0, 255, 0, 255, 1.3, 0 // Section #241 -221, 220, 0, 255, 0, 255, 1.3, 0 // Section #242 -220, 222, 0, 255, 0, 255, 1.3, 0 // Section #243 -223, 226, 0, 255, 0, 255, 1.3, 0 // Section #244 -224, 223, 0, 255, 0, 255, 1.3, 0 // Section #245 -225, 223, 0, 255, 0, 255, 1.3, 0 // Section #246 -226, 227, 0, 255, 0, 255, 1.3, 0 // Section #247 -226, 222, 0, 255, 0, 255, 1.3, 0 // Section #248 -227, 228, 0, 255, 0, 255, 1.3, 0 // Section #249 -228, 229, 0, 255, 0, 255, 1.3, 0 // Section #250 -229, 230, 0, 255, 0, 255, 1.3, 0 // Section #251 -230, 231, 0, 255, 0, 255, 1.3, 0 // Section #252 -231, 232, 0, 255, 0, 255, 1.3, 0 // Section #253 -232, 233, 0, 255, 0, 255, 1.3, 0 // Section #254 -233, 234, 0, 255, 0, 255, 1.3, 0 // Section #255 -234, 235, 0, 255, 0, 255, 1.3, 0 // Section #256 -235, 236, 0, 255, 0, 255, 1.3, 0 // Section #257 -236, 237, 0, 255, 0, 255, 1.3, 0 // Section #258 -237, 181, 0, 255, 0, 255, 1.3, 0 // Section #259 -214, 238, 0, 255, 0, 255, 0.6, 0 // Section #260 -238, 239, 0, 255, 0, 255, 0.7, 0 // Section #261 -239, 240, 0, 255, 0, 255, 0.9, 0 // Section #262 -240, 241, 0, 255, 0, 255, 1.3, 0 // Section #263 -241, 242, 0, 255, 0, 255, 1.3, 0 // Section #264 -242, 243, 0, 255, 0, 255, 1.3, 0 // Section #265 -243, 244, 0, 255, 0, 255, 0.7, 0 // Section #266 -245, 149, 0, 255, 0, 255, 1.0, 1 // Section #267 -244, 245, 0, 255, 0, 255, 0.7, 0 // Section #268 -246, 242, 0, 255, 0, 255, 1.3, 0 // Section #269 -247, 246, 0, 255, 0, 255, 1.3, 0 // Section #270 -248, 247, 0, 255, 0, 255, 1.3, 0 // Section #271 -246, 249, 0, 255, 0, 255, 1.3, 0 // Section #272 -249, 250, 0, 255, 0, 255, 1.3, 0 // Section #273 -250, 251, 0, 255, 0, 255, 1.3, 0 // Section #274 -251, 252, 0, 255, 0, 255, 1.3, 0 // Section #275 -252, 253, 0, 255, 0, 255, 1.3, 0 // Section #276 -253, 254, 0, 255, 0, 255, 1.3, 0 // Section #277 -254, 255, 0, 255, 0, 255, 1.3, 0 // Section #278 -255, 256, 0, 255, 0, 255, 1.3, 0 // Section #279 -256, 150, 0, 255, 0, 255, 1.3, 0 // Section #280 -257, 253, 0, 255, 0, 255, 1.3, 0 // Section #281 -253, 258, 0, 255, 0, 255, 1.3, 0 // Section #282 -258, 259, 0, 255, 0, 255, 1.3, 0 // Section #283 -259, 260, 0, 255, 0, 255, 1.3, 0 // Section #284 -260, 261, 0, 255, 0, 255, 1.3, 0 // Section #285 -261, 151, 0, 255, 0, 255, 1.3, 0 // Section #286 -262, 216, 0, 255, 0, 255, 1.3, 0 // Section #287 -263, 262, 0, 255, 0, 255, 1.3, 0 // Section #288 -264, 262, 0, 255, 0, 255, 1.0, 0 // Section #289 -265, 215, 0, 255, 0, 255, 1.3, 0 // Section #290 -266, 265, 0, 255, 0, 255, 1.3, 0 // Section #291 -267, 266, 0, 255, 0, 255, 1.3, 0 // Section #292 -268, 266, 0, 255, 0, 255, 1.3, 0 // Section #293 -213, 269, 0, 255, 0, 255, 1.3, 0 // Section #294 -269, 270, 0, 255, 0, 255, 1.3, 0 // Section #295 -270, 271, 0, 255, 0, 255, 1.3, 0 // Section #296 -271, 272, 0, 255, 0, 255, 1.3, 0 // Section #297 -272, 273, 0, 255, 0, 255, 1.3, 0 // Section #298 -274, 148, 0, 255, 0, 255, 0.5, 0 // Section #299 -275, 274, 0, 255, 0, 255, 1.5, 0 // Section #300 -273, 275, 0, 255, 0, 255, 1.3, 0 // Section #301 -276, 150, 0, 255, 0, 255, 1.0, 0 // Section #302 -277, 276, 0, 255, 0, 255, 1.0, 0 // Section #303 -278, 277, 0, 255, 0, 255, 1.0, 0 // Section #304 -279, 278, 0, 255, 0, 255, 1.0, 0 // Section #305 -280, 279, 0, 255, 0, 255, 1.0, 0 // Section #306 -281, 280, 0, 255, 0, 255, 1.0, 0 // Section #307 -281, 282, 0, 255, 0, 255, 1.0, 0 // Section #308 -282, 275, 0, 255, 0, 255, 1.0, 0 // Section #309 -276, 283, 0, 255, 0, 255, 1.0, 0 // Section #310 -283, 284, 0, 255, 0, 255, 1.0, 0 // Section #311 -284, 285, 0, 255, 0, 255, 1.0, 0 // Section #312 -285, 156, 0, 255, 0, 255, 1.0, 0 // Section #313 -156, 286, 0, 255, 0, 255, 1.0, 0 // Section #314 -286, 287, 0, 255, 0, 255, 1.0, 0 // Section #315 -287, 288, 0, 255, 0, 255, 1.0, 0 // Section #316 -288, 289, 0, 255, 0, 255, 1.0, 0 // Section #317 -289, 290, 0, 255, 0, 255, 1.0, 0 // Section #318 -290, 291, 0, 255, 0, 255, 1.0, 0 // Section #319 -291, 292, 0, 255, 0, 255, 1.0, 0 // Section #320 -292, 293, 0, 255, 0, 255, 1.0, 0 // Section #321 -293, 167, 0, 255, 0, 255, 1.0, 0 // Section #322 -294, 292, 0, 255, 0, 255, 1.0, 0 // Section #323 -295, 291, 0, 255, 0, 255, 1.0, 0 // Section #324 -290, 296, 0, 255, 0, 255, 1.0, 0 // Section #325 -296, 297, 0, 255, 0, 255, 1.0, 0 // Section #326 -297, 298, 0, 255, 0, 255, 1.0, 0 // Section #327 -299, 163, 0, 255, 0, 255, 1.0, 1 // Section #328 -298, 299, 0, 255, 0, 255, 1.0, 0 // Section #329 -300, 299, 0, 255, 0, 255, 1.0, 0 // Section #330 -301, 300, 0, 255, 0, 255, 1.0, 0 // Section #331 -302, 300, 0, 255, 0, 255, 1.0, 0 // Section #332 -167, 303, 0, 255, 0, 255, 1.0, 0 // Section #333 -303, 304, 0, 255, 0, 255, 1.0, 0 // Section #334 -304, 305, 0, 255, 0, 255, 1.0, 0 // Section #335 -305, 306, 0, 255, 0, 255, 1.0, 0 // Section #336 -306, 307, 0, 255, 0, 255, 1.0, 0 // Section #337 -307, 308, 0, 255, 0, 255, 1.0, 0 // Section #338 -308, 309, 0, 255, 0, 255, 1.0, 0 // Section #339 -309, 310, 0, 255, 0, 255, 1.0, 0 // Section #340 -310, 311, 0, 255, 0, 255, 1.0, 0 // Section #341 -311, 191, 0, 255, 0, 255, 1.0, 0 // Section #342 -312, 181, 0, 255, 0, 255, 0.6, 0 // Section #343 -312, 313, 0, 255, 0, 255, 0.6, 0 // Section #344 -313, 314, 0, 255, 0, 255, 0.6, 0 // Section #345 -314, 315, 0, 255, 0, 255, 0.6, 0 // Section #346 -316, 315, 0, 255, 0, 255, 0.6, 0 // Section #347 -317, 316, 0, 255, 0, 255, 0.6, 0 // Section #348 -318, 316, 0, 255, 0, 255, 0.6, 0 // Section #349 -319, 314, 0, 255, 0, 255, 0.6, 0 // Section #350 -320, 314, 0, 255, 0, 255, 0.6, 0 // Section #351 -321, 313, 0, 255, 0, 255, 0.6, 0 // Section #352 -322, 102, 0, 255, 0, 255, 1.0, 0 // Section #353 -323, 120, 0, 255, 0, 255, 1.0, 1 // Section #354 -322, 324, 0, 255, 0, 255, 0.6, 0 // Section #355 -324, 325, 0, 255, 0, 255, 0.6, 0 // Section #356 -325, 323, 0, 255, 0, 255, 0.5, 0 // Section #357 -324, 326, 0, 255, 0, 255, 0.6, 0 // Section #358 -326, 327, 0, 255, 0, 255, 0.6, 0 // Section #359 -327, 328, 0, 255, 0, 255, 0.6, 0 // Section #360 -328, 325, 0, 255, 0, 255, 0.6, 0 // Section #361 -329, 38, 0, 255, 0, 255, 1.0, 0 // Section #362 -204, 330, 0, 255, 0, 255, 1.0, 1 // Section #363 -330, 329, 0, 255, 0, 255, 1.0, 1 // Section #364 -0 // Number of cop start points -END OF OPPONENT PATHS -8 // number of material modifiers -// default material -1.0 // car wall friction -1.0 // tyre road friction -1.0 // down force -0.0 // bumpiness -0 // tyre sound index -0 // crash sound index -0 // scrape noise index -1.0 // sparkiness -1 // room for expansion -SKIDMARK.MAT // skid mark material -// material '0' -2.0 // car wall friction -0.7 // tyre road friction -1.0 // down force -5.0 // bumpiness --1 // tyre sound index --1 // crash sound index --1 // scrape noise index -0.0 // sparkiness -3 // room for expansion -MUD1.MAT // skid mark material -// material '1' -1.5 // car wall friction -0.85 // tyre road friction -1.0 // down force -2.5 // bumpiness --1 // tyre sound index --1 // crash sound index --1 // scrape noise index -0 // sparkiness -2 // room for expansion -MUD1.MAT // skid mark material -// material '2' -1.5 // car wall friction -1.2 // tyre road friction -1.0 // down force -8 // bumpiness --1 // tyre sound index --1 // crash sound index --1 // scrape noise index -3 // sparkiness -1 // room for expansion -ROAD1.MAT // skid mark material -// material '3' -1.5 // car wall friction -1.2 // tyre road friction -1.0 // down force -4 // bumpiness --1 // tyre sound index --1 // crash sound index --1 // scrape noise index -5 // sparkiness -3 // room for expansion -ROAD1.MAT // skid mark material -// material '4' -1.0 // car wall friction -1.0 // tyre road friction -1.0 // down force -1 // bumpiness -0 // tyre sound index -0 // crash sound index -0 // scrape noise index -0 // sparkiness -3 // room for expansion -MUD2.MAT // room for expansion -// material '5' -1.5 // car wall friction -1.5 // tyre road friction -1.0 // down force -0 // bumpiness -0 // tyre sound index -0 // crash sound index -0 // scrape noise index -0 // sparkiness -1 // room for expansion -0 // skid mark material -// material '6' -2 // car wall friction -1 // tyre road friction -1.0 // down force -4 // bumpiness --1 // tyre sound index --1 // crash sound index --1 // scrape noise index -5 // sparkiness -1 // room for expansion -ROAD1.MAT // skid mark material -// Non CarObjects -8 // number of non car objects -ARMOUR.TXT -POST.TXT -OAK.TXT -ELM.TXT -CLIGHT.TXT -CHAIR.TXT -TABLE.TXT -FBROCK.TXT -3 // number of dust shade tables -61, 84, 33 // r g b values -0.25, 0.5, 0.75 // quarter, half and three quarter "strength" -92, 51, 34 // r g b values -0.25, 0.5, 0.75 // quarter, half and three quarter "strength" -227, 209, 143 // r g b values -0.25, 0.5, 0.75 // quarter, half and three quarter "strength" -6 // Number of network start points --60.728,4.469,82.167 //1 -0 --37.813,4.469,82.827 //2 -0 -3.641,4.438,-62.313 //3 -90 --101.912,4.438,-62.251 //4 -270 --37.770,6.915,-174.348 //5 -180 --60.824,6.915,-174.042 //6 -180 -1 // number of splash files -CASPLASH.PIX // name of pixelmapfile for splashes -1 -CASTLE.TXT diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/RACES/CASTLE_.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/RACES/CASTLE_.TXT deleted file mode 100644 index 2c98c8d3..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/RACES/CASTLE_.TXT +++ /dev/null @@ -1,14175 +0,0 @@ -@OA~@(VK!pb "v[_kq>aBe!v5UWt}3aF$,3M -@qpB>@W$,37\Hmq}pe/cv]O~w6eW5-}"M -@pOH$De#wv_Etb851bc:_Ts4;|H0$37Jo|85 -@+;Bi5R'- vv[_kq>aFW6'`vQA;DMFW"37PC;d8qF1+f"WHu48{ -@%QcihL-e7n0T?,2'SM^_`Kp3VC9MNo}2{FR ,a3H}4.aR#ba?Z -@?!4,aM^_`K!pb2z$[Do}2{F e%z2Azw8fF -@d!ec%x|8v11Vv"] -@?!4 *Qamo`K_y!6nu})|H('35QRu`}sH&*V`=WKw41p 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b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/RACES/CV2.EXE deleted file mode 100644 index 4f87f021..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/RACES/CV2.EXE and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/RACES/VOODOO.DOC b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/RACES/VOODOO.DOC deleted file mode 100644 index 83c35c0b..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/RACES/VOODOO.DOC +++ /dev/null @@ -1,30 +0,0 @@ -version 1 -tile02.pixquadruple//pavements (nr twe start) -tile2.pixdouble//pavements (the ones with high kerbs) -nflturf.pixnobilinear//Am. foo. pitch. Mat'l is 1nflturf.mat -water2.pixquadruple//Pool outside stadium: !see.mat -grass1a.pixqu~druple//0grass1a.mat -ccgrass.pixquadruple -indtex60.pixquadruple -sndwal3.pixquadruple -dezmud1a.pixquadruple -sand2a.pixquadruple -grass1d.pixquadruple -wall1d.pixquadruple// desemt 'gutter' wall -apt2.pixquadruple// left of 2nd right, CityA1 -opening3.pixdouble// CityA1, after 'first jump'. -mtlbarir.pixqu~druple// Coastal Carnage cliff fence -seacplat.pixdouble -boards.pixdouble -tackle.pixnobilinear// prey to nasty wmaparound effect -woods1.pixnobilinear// " -woods2.pixnobilinear// " -ccroad.pixquadruple -wastgrnd.pixquadruple -meadow.pixquadruple -floor1.pixquadruple// Castle track -meadow2.pixquadruple// " -meadow.pixquadruple// " -plank2.pixquadruple// Mines, nr bottom right -litplate.pixquadruple// Mines, sloping walls -end diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/RACES/VOODOO.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/RACES/VOODOO.TXT deleted file mode 100644 index 126c32c2..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/RACES/VOODOO.TXT +++ /dev/null @@ -1,30 +0,0 @@ -@rIa$11@* -@Xz(nmNk"v_{x`^f!;_O43'v8JT;<3gF W66a" -@pEp/cK;slua,Nbe+63~JO~42{H1*V{?YO;8gA -@`9p{kbc5^_t)g3ukxv,hzoqlv]f ),*w.p3Ft$_Th%<; -@<|xw_=$&_`j>o;n~ua -@6rz||#O=7'`j>o;n~ua -@,ryxh=$&_`j>o;n~ua -@;ycl`rO=7'`j>o;n~ua -@>?1)* /uuYr?+/~ -@t,-,Qe~6dyhqMw8.3 -@kbu5H=$&_`j>o;n~ua,p/cK;slua -@pMp!;qr3_rlphE},,_O4R7'3"Quu.aB 5#|#PC;q;s -@yvkH`Pc.6K`0~bpjIrMqpBJ -@yvkH`Sc.6K`0~bpjIrMqpBJ -@.=-z/ /uuYr?+/~ -@(}z~vBwO=7'`j>o;n~ua -@ ;>t< /uuYr?+/~ -@+20iz /uuYr?+/~K!pb5r%JK~4)g -@c|eH|p/cK.ijkq\MqpBJ -@~*j0kW~p|,8?;n;b:V!v -@~3}e+*\zM^.z/|*lk+;Y4{DR7b|"JHv4/| -@$*/z?kqlvuYr?+/~K!pb;z8[T74.ye5:M -@: diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/README.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/README.TXT deleted file mode 100644 index 819c46bb..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/README.TXT +++ /dev/null @@ -1,248 +0,0 @@ -CARMAGEDDON SPLAT PACK "TIMED" DEMO - -The automotive carnage of Carmageddon returns madder and badder -than ever in the in the Carmageddon series. Interplay and SCI announce -the release of the first Carmageddon add-on pack, affectionately -known as the "Splat Pack". - -In the Carmageddon Splat Pack, you return once again -to spin, slip and slide through pedestrians, cows and -opponents as you race through an incredible new tracks -and new environments. Instead of driving through cities and deserts -you are now able to drive through medieval worlds full of knights in -shining armor and jesters and even, if you are mad and bad enough, -visit the fiery gates of Hell in the lava level. - -Making their debuts in the Splat Pack are; - A huge truck, capable of destoying cars in a single hit - a sleek, mean silver Sports Racer, - a super charged, hard-as-nails American Classic, - (Don't worry it comes without the Dukes of Hazard air horn) - and for pure carnage fodder, a Mini! - - -Minimum Spec ------------- -P90 -16Mb RAM LOWRES -24Mb RAM 3DFX -70Mb free HD space - -The above spec is fairly flexible as you can play around with detail levels -and screen sizing which gives acceptable performance on slower pentiums. - -Use the '+' and '-' keys to shrink and enlarge the viewable screen size - -INSTALLATION ------------- - -This demo is compressed with PKZIP 2.04g and requires PKUNZIP 2.04G or a -compatible program like WINZIP or PKZIP for Windows to install. - -We suggest making a SPLATDEM directory and -extracting the SPLATDEM.ZIP to this directory -Use the -D option to keep the directory of the data files. - PKUNZIP SPLATDEM.ZIP *.* -D - -SOUND SETUP ------------ - -You must run SNDSETUP.EXE to determine what sound card resides in your -machine before running the game. - -RUNNING THE GAME ----------------- - -Run CARMDEMO.EXE to start playing the demo. -NOTE: If the game seems at all 'glitchy' while running in a DOS box under - Windows 95, then it might be an idea to run it directly from DOS. - -Run CARM3DFX.EXE to start playing the 3DFX enhanced version. - -CONTROLS --------- - -The basic default controls are: -Accelerate: Numeric Keypad 8 -Brake: Numeric Keypad 2 -Turn Left: Numeric Keypad 4 -Turn Right: Numeric Keypad 6 -Handbrake: SPACE BAR -Repair vehicle: Backspace Key - -Use the credits that you've earned to repair your car in mid race! -The damage display in the bottom right hand corner of the screen shows the -current state of your vehicle. As various components get damaged they will -flash green, then red, and finally turn black. - -Recover vehicle: Insert Key -When you find yourself lying on your roof with no way of turning over, -for a small price you can be recovered. Or if you fall off a building that -you wish you hadn't, just recover to a previous safe position. - -Gear Down: 'Z' key -To achieve doing donuts, hold the 'Gear Down' key (ie 'Z') while in first -gear. Accelerate and start turning! Keep the 'Gear Down' key pressed as -this disables traction control, and keeps the car in first gear. - -Enter/Exit Cockpit: 'C' key -In external camera mode the cursor keys can be used to pan the camera around -your car, as well as zoom in and out. Press both the left and right arrows -to center the camera view. - -Enter/Exit Action Replay: 'Enter' key (on keypad) -Action Replay mode is just like having video footage of what you've been up -to so far. The amount of footage that you can replay depends on how much -RAM your machine has. Once you enter Action Replay mode, you will see a -row of icons at the bottom of the screen. If you've ever used a VCR before -in this (or any) lifetime, then it should be pretty self explanatory. -The various rewind/play/fastforward buttons can be activated by either using -the mouse, or with the following keys on the keyboard: - -Fast forward: Numeric Keypad 6 -Frame advance: Numeric Keypad 3 -Play/pause: Numeric Keypad 5 -Frame advance backwards: Numeric Keypad 1 -Rewind: Numeric Keypad 4 -Switch between playing forwards and backwards: Numeric Keypad 0 -Go to very beginning of footage: Numeric Keypad 7 -Go to the very end of the footage: Numeric Keypad 9 -Change camera: Numeric Keypad *(star) -* Standard camera: normal game view. -* Panning camera: stationary camera points. TV coverage style. -* Action camera: gives gruesome closeups of all your best moments. - - -The red and green bar above the row of icons shows you what point you are at -through the footage. - -Tip: To get the best performance out of your PC, shut down Windows 95 - and get yourself to a DOS prompt. Run the game from there - you - will now have some memory to play with in Action Replay. (This is - especially true if you are running Windows 95 on a 16Meg machine) - - -You can reconfigure the controls by selecting 'Options' from the Main Menu, -and then choosing 'Controls'. Note that if you have installed the demo to -your hard disk then any changes you make to the controls are permanent, i.e. -if you quit out of the game, and then run it again, you will still have the -changes that you made. - - -TROUBLESHOOTING ---------------- - -If you are having trouble with the rendered intro then it might be an idea to -remove the file MIX_INTR.SMK which can be found in the directory: - \DATA\CUTSCENE, -as this feature has not yet been fully tested. - -If you have a 8meg machine and are having problems with a lack of memory -check to see how much expanded memory you have free. You will need at -least 7.5 meg free. If you do not have this amount free then we recommend -you remove the EMM386 line from your config.sys file. Also check to see if -you are loading smartdrive. This must also be removed. - -If you insist on running Carmageddon in Windows95 on a 8 meg machine then -you will need to create a shortcut on your desktop and edit the memory -properties and change the DPMI setting from auto to 8190. If you do not -do this then Win95 will start to use Virtual Memory and sloooooow every -thing down. - -And as a last resort if at the command prompt you type carmdemo -nosound -then this will disable all sound within the game and greatly increase -your chances of seeing the game run. - -If you have an ESS Audiodrive the sound setup will not auto detect it. -You must manually select an ESS Audiodrive from the soundcard list - - -Failing this please contact Interplay Customer Service: - - - Interplay Customer Service - Mail: Interplay Customer Service - 16815 Von Karman - Irvine, CA 92606 - - Telephone: (714) 553-6678 - Fax: (714) 252-2820 - Attn: Customer Service - - Internet E-Mail: support@interplay.com - World Wide Web: http://www.interplay.com - BBS: Telnet to bbs.interplay.com - BBS Modem Phone Number: (714) 252-2822 - America Online: E-mail IPTECH - Compuserve: GO GAMBPUB or E-mail 76702,1342 - FTP Site: ftp1.interplay.com - -FURTHER INFORMATION -------------------- - -For further information on the Splat Pack please visit the Interplay web page at: - http://www.interplay.com - - - (c) 1997 Interplay Productions - (c) 1997 Stainless Software Ltd. - (c) 1997 SCi (Sales Curve Interactive) Ltd. -All rights reserved. SCi is a trademark of SCi (Sales Curve Interactive) Ltd. -SCi (Sales Curve Interactive) Ltd. is a subsiduary of SCi Entertainment Group PLC. E&OE. (phew!) - - - - - - -SOFTWARE USE LIMITATIONS AND LIMITED LICENSE --------------------------------------------- - -This special timed preview version of Carmageddon Splat Pack is intended solely for your -personal noncommercial home entertainment use. You may not decompile, reverse engineer, or -disassemble the Software, except as permitted by law. Interplay Productions [and Sales Curve -Interactive] retain [s] all rights and title in the Software including all intellectual -property rights embodied therein and derivatives thereof. You are granted a revocable, -nonassignable limited license to create derivative works of this Software solely for your own -personal noncommercial home entertainment use and may publicly display such derivative works -to the extent specifically authorized by Interplay in writing. A copy of this authorization, -if any, will be provided on Interplay's World Wide Web site, located at -http://www.interplay.com, or by contacting the legal department Interplay Productions at -(714) 553-6655. The Software, including, without limitation, all code, data structures, -characters, images, sounds, text, screens, game play, derivative works and all other elements -of the Software may not be copied (except as provided below), resold, rented, leased, -distributed (electronically or otherwise), used on pay-per-play, coin-op or other for-charge -basis, or for any commercial purpose. You may make copies of the Software for your personal -noncommercial home entertainment use and to give to friends and acquaintances on a no cost -noncommercial basis. This limited right to copy the Software expressly excludes any copying or -distribution of the Software on a commercial basis, including, without limitation, bundling -the product with any other product or service and any give away of the Software in connection -with another product or service. Any permissions granted herein are provided on a temporary -basis and can be withdrawn by Interplay Productions at any time. All rights not expressly -granted are reserved. - -Modem and Network Play. If the Software contains modem or network play, you may play the -Software via modem transmission with another person or persons directly without transmission -through a third party service or indirectly through a third party service only if such service -is an authorized licensee of Interplay. For the purposes of this license, a third party -service refers to any third party service which provides a connection between two or more -users of the Software, manages, organizes, or facilitates game play, translates protocols, or -otherwise provides a service which commercially exploits the Software, but does not include a -third party service which merely provides a telephonic connection (and nothing more) for modem -or network play. Authorized licensee services are listed on the Interplay Productions World -Wide Web Site located at http://www.interplay.com. This limited right to transmit the Software -expressly excludes any transmission of the Software or any data streams thereof on a -commercial basis, including, without limitation, transmitting the Software by way of a -commercial service (excepting those specific commercial services licensed by Interplay) which -translates the protocols or manages or organizes game play sessions. If you would like -information about obtaining a pay-for-play or commercial license to the Software, please -Interplay Productions (714) 553-6655. Nothing in this paragraph is intended to prevent you -from downloading the Software from Interplay's Web site or from commercial service providers -authorized by Interplay to provide the Software to you. - -Acceptance of License Terms. By downloading or acquiring and then retaining this Software, you -assent to the terms and restrictions of this limited license. If you acquired the Software and -do not accept the terms of this limited license, you must return the Software together with -all packaging, manuals and other material contained therein to the store where you acquired -the Software for a full refund and if you downloaded the Software, you must delete it. - diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/REG/MATERIAL/GIBSMEAR.MAT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/REG/MATERIAL/GIBSMEAR.MAT deleted file mode 100644 index d297ac59..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/REG/MATERIAL/GIBSMEAR.MAT and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/REG/MATERIAL/OILSMEAR.MAT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/REG/MATERIAL/OILSMEAR.MAT deleted file mode 100644 index 748f0b0c..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/REG/MATERIAL/OILSMEAR.MAT and /dev/null differ diff --git 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a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/SOUND/METAL3.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/SOUND/METAL3.WAV deleted file mode 100644 index d3ea217b..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/SOUND/METAL3.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/SOUND/METAL4.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/SOUND/METAL4.WAV deleted file mode 100644 index 861d16ab..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/SOUND/METAL4.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/SOUND/METAL5.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/SOUND/METAL5.WAV deleted file mode 100644 index b5232e68..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/SOUND/METAL5.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/SOUND/METAL6.WAV 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differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/SOUND/ROLLOVER.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/SOUND/ROLLOVER.WAV deleted file mode 100644 index fb226176..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/SOUND/ROLLOVER.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/SOUND/SCARED2.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/SOUND/SCARED2.WAV deleted file mode 100644 index 840672a7..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/SOUND/SCARED2.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/SOUND/SCARED3.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/SOUND/SCARED3.WAV deleted file mode 100644 index 5ee4eba6..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/SOUND/SCARED3.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/SOUND/SCREAM1.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/SOUND/SCREAM1.WAV deleted file mode 100644 index 946ab546..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/SOUND/SCREAM1.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/SOUND/SCREAM2.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/SOUND/SCREAM2.WAV deleted file mode 100644 index 325357c1..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/SOUND/SCREAM2.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/SOUND/SCREAM5.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/SOUND/SCREAM5.WAV deleted file mode 100644 index 17b83250..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/SOUND/SCREAM5.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/SOUND/SCREAM6.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack 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a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/SOUND/SKID2.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/SOUND/SKID2.WAV deleted file mode 100644 index 61a6e7b1..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/SOUND/SKID2.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/SOUND/SKID3.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/SOUND/SKID3.WAV deleted file mode 100644 index 4c8d6eeb..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/SOUND/SKID3.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/SOUND/SMASH1.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/SOUND/SMASH1.WAV deleted file mode 100644 index 9014d042..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/SOUND/SMASH1.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/SOUND/SMASH2.WAV 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100644 index a691dea8..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/SOUND/SMCRASH2.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/SOUND/SONICB.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/SOUND/SONICB.WAV deleted file mode 100644 index acad77ce..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/SOUND/SONICB.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/SOUND/SOUND.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/SOUND/SOUND.TXT deleted file mode 100644 index 77f74a55..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Demo/SOUND/SOUND.TXT +++ /dev/null @@ -1,1199 +0,0 @@ -// DAMAGE REPAIR - -5200 // Sound ID -0x00,0x01 // Type (0), Flags (0) -REPAIR2.WAV // File name -3000 // Priority -4 // Repeat rate -175,175 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// HORN (BARK!) - -5209 // Sound ID -0x00,0x01 // Type (0), Flags (0) -HONK.WAV // File name -4000 // Priority -0 // Repeat rate -250,250 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// Pratcam whirr noise - -1000 // Sound ID -0x00,0x01 // Type (0), Flags (0) -PRATWHIR.WAV // File name -1000 // Priority -1 // Repeat rate -250,250 // MinVol, MaxVol -0.3,0.30001 // MinPitch, MaxPitch -0.3,0.30001 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// Warning buzzer noise -1001 // Sound ID -0x00,0x01 // Type (0), Flags (0) -BUZZER.WAV // File name -30000 // Priority -1 // Repeat rate -250,250 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// Interface noises - - -// LEFT - -3000 // Sound ID -0x00,0x01 // Type (0), Flags (0) -BUTT.WAV // File name -1000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -3004 - -// RETURN - -3004 // Sound ID -0x00,0x01 // Type (0), Flags (0) -DONE.WAV // File name -1000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// ESC - -3005 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ESC.WAV // File name -1000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -3004 - -// SWINGIN - -3006 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SWINGIN.WAV // File name -2000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// SWINGOUT - -3007 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SWINGOUT.WAV // File name -2000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// CAN'T AFFORD A PART - -3100 // Sound ID -0x00,0x01 // Type (0), Flags (0) -PARTNO.WAV // File name -2000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// BUY A PART - -3101 // Sound ID -0x00,0x01 // Type (0), Flags (0) -PARTBUY.WAV // File name -2000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// CREDITS EARNED RATTLE UP IN SUMMARY - -3200 // Sound ID -0x00,0x01 // Type (0), Flags (0) -CREDITSU.WAV // File name -1000 // Priority -0 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// CREDITS LOST RATTLE DOWN IN SUMMARY - -3201 // Sound ID -0x00,0x01 // Type (0), Flags (0) -CREDITSD.WAV // File name -1000 // Priority -0 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - - -// CREDITS LOST RATTLE DOWN IN SUMMARY - -3203 // Sound ID -0x00,0x01 // Type (0), Flags (0) -GOSIREN.WAV // File name -4000 // Priority -0 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - - -// RANK INCREASE RATTLE UP IN SUMMARY - -3202 // Sound ID -0x00,0x01 // Type (0), Flags (0) -RANKUP.WAV // File name -1000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - - -// SCARED MALE PEDEDESTRIAN #1 - -4000 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SCARED2.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -4001 - -// SCARED MALE PEDEDESTRIAN #2 - -4001 // Sound ID -0x00,0x01 // Type (0), Flags (0) -AAARGH.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// SCARED MALE PEDEDESTRIAN #3 - -4004 // Sound ID -0x00,0x01 // Type (0), Flags (0) -WAA.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -4001 - -// SCARED FEMALE PEDEDESTRIAN #1 - -4002 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SCREAM1.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -4003 - -// SCARED FEMALE PEDEDESTRIAN #2 - -4003 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SCREAM2.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// SPLATTED MALE PEDEDESTRIAN #1 - -4010 // Sound ID -0x00,0x01 // Type (0), Flags (0) -BIGHIT2.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -4011 - - -// SPLATTED MALE PEDEDESTRIAN #2 - -4011 // Sound ID -0x00,0x01 // Type (0), Flags (0) -BIGHIT4.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// SPLATTED FEMALE PEDEDESTRIAN #1 - -4012 // Sound ID -0x00,0x01 // Type (0), Flags (0) -BIGHIT1.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -4013 - -// SPLATTED FEMALE PEDEDESTRIAN #2 - -4013 // Sound ID -0x00,0x01 // Type (0), Flags (0) -FEMHIT.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// SPLATTED FEMALE PEDEDESTRIAN #3 - -4014 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SQUEEKDI.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -4013 - -// SPLATTED FEMALE PEDEDESTRIAN #4 - -4015 // Sound ID -0x00,0x01 // Type (0), Flags (0) -BIGHIT3.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -4013 - -// HIT GIBLETS - -4020 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SPLATGIB.WAV // File name -1000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - - -// EXPLODING MALE PEDEDESTRIAN #1 - -4030 // Sound ID -0x00,0x01 // Type (0), Flags (0) -BIGGIBS2.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -4031 - -// EXPLODING MALE PEDEDESTRIAN #2 - -4031 // Sound ID -0x00,0x01 // Type (0), Flags (0) -HITGIBS.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// EXPLODING FEMALE PEDEDESTRIAN #1 - -4032 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SPLAT2.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// FALLING MALE PEDEDESTRIAN #1 - -4040 // Sound ID -0x00,0x01 // Type (0), Flags (0) -WEEAAAAO.WAV // File name -2500 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - - -// COW MOOING - -4050 // Sound ID -0x00,0x01 // Type (0), Flags (0) -MOO.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// COW DYING - -4051 // Sound ID -0x00,0x01 // Type (0), Flags (0) -MOODEATH.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// HEARTBEAT - -4900 // Sound ID -0x00,0x00 // Type (0), Flags (0) -HEARTBAT.WAV // File name -5000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// METAL CRUNCH #1 - -5000 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SMASH1.WAV // File name -9900 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - - -// METAL CRUNCH #2 - -5001 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SMASH2.WAV // File name -9900 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5000 - -// METAL CRUNCH #3 - -5002 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SMASH3.WAV // File name -9800 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5000 - - -// METAL CRUNCH #4 - -5003 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SMASH4.WAV // File name -9800 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5000 - - -// METAL CRUNCH #5 - -5004 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SMCRASH2.WAV // File name -9700 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5001 - -// METAL SCRAPE #1 - -5010 // Sound ID -0x00,0x01 // Type (0), Flags (0) -METAL2.WAV // File name -7000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// METAL SCRAPE #2 - -5011 // Sound ID -0x00,0x01 // Type (0), Flags (0) -METAL3.WAV // File name -7000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5010 - -// METAL SCRAPE #3 - -5012 // Sound ID -0x00,0x01 // Type (0), Flags (0) -METAL4.WAV // File name -7200 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5010 - -// ZAP - -5500 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ZAP.WAV // File name -4000 // Priority -1 // Repeat rate -250,250 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// ACID BUBBLE - -5100 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ACIDBATH.WAV // File name -2500 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - - -// POWERUP - -5400 // Sound ID -0x00,0x01 // Type (0), Flags (0) -PUPXPLOD.WAV // File name -3000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// ENGINE NOISE - -5310 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ENGINE1.WAV // File name -6000 // Priority -0 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5300 - -// ENGINE NOISE - -5311 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ENGINE2.WAV // File name -6000 // Priority -0 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5300 - -// ENGINE NOISE - -5312 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ENGINE4.WAV // File name -6000 // Priority -0 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5300 - -// ENGINE NOISE - -5313 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ENGINE5.WAV // File name -6000 // Priority -0 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5300 - -// ENGINE NOISE - -5314 // Sound ID -0x00,0x01 // Type (0), Flags (0) -DIESEL.WAV // File name -6000 // Priority -0 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5300 - -// ENGINE NOISE - -5300 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ENGINE3.WAV // File name -6000 // Priority -0 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 - -// ENGINE NOISE (TUNNELS) - -5301 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ENGINE3E.WAV // File name -6000 // Priority -0 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5300 - -// ENGINE NOISE (UNDERWATER) - -5302 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ENGINE3W.WAV // File name -6000 // Priority -0 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5300 - -// ENGINE NOISE (BIG ECHOEY SPACE) - -5303 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ENGINE3B.WAV // File name -6000 // Priority -0 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5300 - -// COP'S SIREN - -5350 // Sound ID -0x00,0x01 // Type (0), Flags (0) -GOSIREN.WAV // File name -10000 // Priority -0 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// ONE! - -8001 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ONE.WAV // File name -6000 // Priority -1 // Repeat rate -170,170 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -1001 - -// TWO! - -8002 // Sound ID -0x00,0x01 // Type (0), Flags (0) -TWO.WAV // File name -6000 // Priority -1 // Repeat rate -170,170 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -1001 - -// THREE! - -8003 // Sound ID -0x00,0x01 // Type (0), Flags (0) -THREE.WAV // File name -6000 // Priority -1 // Repeat rate -170,170 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -1001 - -// FOUR! - -8004 // Sound ID -0x00,0x01 // Type (0), Flags (0) -FOUR.WAV // File name -6000 // Priority -1 // Repeat rate -170,170 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -1001 - -// FIVE! - -8005 // Sound ID -0x00,0x01 // Type (0), Flags (0) -FIVE.WAV // File name -9990 // Priority -1 // Repeat rate -170,170 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -1001 - - -// GO! - -8000 // Sound ID -0x00,0x01 // Type (0), Flags (0) -GO!.WAV // File name -6000 // Priority -1 // Repeat rate -170,170 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// OUT OF TIME! - -8010 // Sound ID -0x00,0x01 // Type (0), Flags (0) -OUTOTIM2.WAV // File name -8000 // Priority -1 // Repeat rate -200,200 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// RACE OVER! - -8011 // Sound ID -0x00,0x01 // Type (0), Flags (0) -RACECPLT.WAV // File name -9000 // Priority -1 // Repeat rate -200,200 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// CHECK POINT! - -8012 // Sound ID -0x00,0x01 // Type (0), Flags (0) -CHKPOINT.WAV // File name -9000 // Priority -1 // Repeat rate -160,160 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// WRONG CHECKPOINT! - -8013 // Sound ID -0x00,0x01 // Type (0), Flags (0) -WRONGCP.WAV // File name -9990 // Priority -1 // Repeat rate -170,170 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// FINAL LAP! - -8014 // Sound ID -0x00,0x01 // Type (0), Flags (0) -FINALLAP.WAV // File name -9000 // Priority -1 // Repeat rate -200,200 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// HEY! - -8016 // Sound ID -0x00,0x01 // Type (0), Flags (0) -HEY!.WAV // File name -8000 // Priority -1 // Repeat rate -180,180 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// CLAP! - -8015 // Sound ID -0x00,0x01 // Type (0), Flags (0) -THECLAP.WAV // File name -8000 // Priority -1 // Repeat rate -200,200 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// OLD BIDDY - -8017 // Sound ID -0x00,0x01 // Type (0), Flags (0) -INWAR.WAV // File name -8000 // Priority -1 // Repeat rate -240,240 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -4003 - -// 1st flic (pre smacker) sound effects! - -8500 // Sound ID -0x00,0x00 // Type (0), Flags (0) -BEN01.WAV // File name -8000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// 2nd flic (post smacker) sound effects! - -8501 // Sound ID -0x00,0x00 // Type (0), Flags (0) -BEN01.WAV // File name -8000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// 3rd flic (not avail. in demo) sound effects! - -8502 // Sound ID -0x00,0x00 // Type (0), Flags (0) -BEN01.WAV // File name -8000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// 4th flic (post-demo slide show) sound effects! - -8503 // Sound ID -0x00,0x00 // Type (0), Flags (0) -BEN01.WAV // File name -8000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - - -// tyre screeching - -9000 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SKID1.WAV // File name -1000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -9001 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SKID2.WAV // File name -1000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9000 - -9002 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SKID3.WAV // File name -1000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9000 - -9003 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SCRUB1.WAV // File name -1000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9000 - -9004 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SCRUB2.WAV // File name -1000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9000 - -9010 // Sound ID -0x00,0x01 // Type (0), Flags (0) -BOING!.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -9011 // Sound ID -0x00,0x01 // Type (0), Flags (0) -PINBALL.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -9500 // Sound ID -0x01,0x01 // Type (01) - Midi, -carmid03 // File name -5000 // Priority (0..0x9999) -1 // Repeat 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Xmas Demo/32X20X8/PRATCAM/FRANK/FWHIPL.FLI deleted file mode 100644 index 433c016f..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/32X20X8/PRATCAM/FRANK/FWHIPL.FLI and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/32X20X8/PRATCAM/FRANK/FYEAHL.FLI b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/32X20X8/PRATCAM/FRANK/FYEAHL.FLI deleted file mode 100644 index a9518a34..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/32X20X8/PRATCAM/FRANK/FYEAHL.FLI and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/32X20X8/PRATCAM/FRANK/PRATCAM.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/32X20X8/PRATCAM/FRANK/PRATCAM.TXT deleted file mode 100644 index 158b1171..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/32X20X8/PRATCAM/FRANK/PRATCAM.TXT +++ /dev/null @@ -1,548 +0,0 @@ -// MAX DAMAGE (FRANKIE) PRATCAM TEXT FILE -// sunday 19/1/97 -// last changes (hopefully!!) - - -45 // NUMBER OF FLICS - -FDEADL.FLI // 0 -FDISGUSL.FLI // 1 -FDRIVE1L.FLI // 2 -FGRINL.FLI // 3 -FHELMETL.FLI // 4 -FHITB1L.FLI // 5 -FHITF1L.FLI // 6 -FHITL1L.FLI // 7 -FHITR1L.FLI // 8 -FHORRORL.FLI // 9 -FLAUGHL.FLI // 10 -FLOOKLL.FLI // 11 -FLOOKRL.FLI // 12 -FROLL1L.FLI // 13 -FSCREAML.FLI // 14 -FSORRYL.FLI // 15 -FWHIPL.FLI // 16 -FYEAHL.FLI // 17 -FDRIVE2L.FLI // 18 -FDRIVE3L.FLI // 19 -FSAILL.FLI // 20 -FFALLL.FLI // 21 -FROLL2L.FLI // 22 -FROLL3L.FLI // 23 -FHITB2L.FLI // 24 -FHITB3L.FLI // 25 -FHITF2L.FLI // 26 -FHITF3L.FLI // 27 -FHITL2L.FLI // 28 -FHITL3L.FLI // 29 -FHITR2L.FLI // 30 -FHITR3L.FLI // 31 -FSKIDLL.FLI // 32 -FSKIDRL.FLI // 33 -FHELMXL.FLI // 34 -FLOOSEL.FLI // 35 -FLOOSEXL.FLI // 36 -FDEADXL.FLI // 37 -FSPEEDL.FLI // 38 -FGOODL.FLI // 39 -FBADL.FLI // 40 -FSILLYL.FLI // 41 -FUPSIDEL.FLI // 42 -FSTILLL.FLI // 43 -FVFUZZL.FLI // 44 - -END - - - -// **** START OF SEQUENCES **** - -45 // NUMBER OF SEQUENCES - -// Sequence 0 - Stationary or driving at below 25mph -0 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - - 3 // Number of alternatives - -// Chunk #1, alternative #1 - 2,90,0 // Flic index,% chance,% of sound - 11,5,0 // Flic index,% chance,% of sound - 12,5,0 // Flic index,% chance,% of sound - - - - - -// Sequence 1 - Driving at between 25mph and 67mph -50 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 4 // Number of alternatives - // Chunk #1, alternative #1 - 2,83,0 // Flic index,% chance,% of sound - 11,5,0 // Flic index,% chance,% of sound - 12,5,0 // Flic index,% chance,% of sound - 9,2,0 // Flic index,% chance,% of sound - - - -// Sequence 2 - Driving at between 67mph and 167mph -60 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 4 // Number of alternatives - // Chunk #1, alternative #1 - 18,85,0 // Flic index,% chance,% of sound - 11,5,0 // Flic index,% chance,% of sound - 12,5,0 // Flic index,% chance,% of sound - 9,5,0 // Flic index,% chance,% of sound - - -// Sequence 3 - Driving at over 167mph -70 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 19,100,0 // Flic index,% chance,% of sound - - -// Sequence 4 - Accelerating (NOT USED) -100 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 3 // Number of alternatives -// Chunk #1, alternative #1 - 3,10,0 // Flic index,% chance,% of sound - 9,40,0 // Flic index,% chance,% of sound - 2,50,0 // Flic index,% chance,% of sound - -// Sequence 5 - Sailing gracefully through the air -200 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 3 // Number of alternatives - // Chunk #1, alternative #1 - 9,30,0 // Flic index,% chance,% of sound - 14,30,0 // Flic index,% chance,% of sound - 20,40,0 // Flic index,% chance,% of sound -// Sequence 6 - Falling rapidly -400 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 3 // Number of alternatives - // Chunk #1, alternative #1 - 21,80,0 // Flic index,% chance,% of sound - 42,10,0 // Flic index,% chance,% of sound - 9,10,0 // Flic index,% chance,% of sound -// Sequence 7 - Rolling gently -200 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 2 // Number of alternatives - // Chunk #1, alternative #1 - 32,50,0 // Flic index,% chance,% of sound - 33,50,0 // Flic index,% chance,% of sound - - -// Sequence 8 - Rolling mediumly -400 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 3 // Number of alternatives - // Chunk #1, alternative #1 - 22,60,0 // Flic index,% chance,% of sound - 28,20,0 // Flic index,% chance,% of sound - 30,20,0 // Flic index,% chance,% of sound - -// Sequence 9 - Rolling violently -1100 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 3 // Number of alternatives - // Chunk #1, alternative #1 - 23,60,0 // Flic index,% chance,% of sound - 31,20,0 // Flic index,% chance,% of sound - 29,20,0 // Flic index,% chance,% of sound - -// Sequence 10 - Spinning gently -200 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 3 // Number of alternatives - // Chunk #1, alternative #1 - 9,20,0 // Flic index,% chance,% of sound - 32,40,0 // Flic index,% chance,% of sound - 33,40,0 // Flic index,% chance,% of sound - -// Sequence 11 - Spinning mediumly -290 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 3 // Number of alternatives - // Chunk #1, alternative #1 - 22,60,0 // Flic index,% chance,% of sound - 28,20,0 // Flic index,% chance,% of sound - 30,20,0 // Flic index,% chance,% of sound - - -// Sequence 12 - Spinning violently -1100 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 3 // Number of alternatives - // Chunk #1, alternative #1 - 23,60,0 // Flic index,% chance,% of sound - 31,20,0 // Flic index,% chance,% of sound - 29,20,0 // Flic index,% chance,% of sound - - -// Sequence 13 - Small hit up the arse -100 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 5,100,0 // Flic index,% chance,% of sound - -// Sequence 14 - Small hit in the front -100 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 2 // Number of alternatives - // Chunk #1, alternative #1 - 6,50,0 // Flic index,% chance,% of sound - 9,50,0 // Flic index,% chance,% of sound - -// Sequence 15 - Small hit up from the left -100 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 7,100,0 // Flic index,% chance,% of sound - -// Sequence 16 - Small hit up from the right -100 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 8,100,0 // Flic index,% chance,% of sound - -// Sequence 17 - Medium hit up the arse -300 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 24,100,0 // Flic index,% chance,% of sound - -// Sequence 18 - Medium hit in the front -300 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 26,100,0 // Flic index,% chance,% of sound - -// Sequence 19 - Medium hit up from the left -300 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 28,100,0 // Flic index,% chance,% of sound - -// Sequence 20 - Medium hit up from the right -300 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 30,100,0 // Flic index,% chance,% of sound - -// Sequence 21 - Big hit up the arse -1000 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 2 // Number of alternatives - // Chunk #1, alternative #1 - 25,90,0 // Flic index,% chance,% of sound - 44,10,0 // Flic index,% chance,% of sound - -// Sequence 22 - Big hit in the front -1000 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 3 // Number of alternatives - // Chunk #1, alternative #1 - 27,70,0 // Flic index,% chance,% of sound - 16,10,0 // Flic index,% chance,% of sound - 44,20,0 // Flic index,% chance,% of sound - -// Sequence 23 - Big hit up from the left -1000 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 2 // Number of alternatives - // Chunk #1, alternative #1 - 29,90,0 // Flic index,% chance,% of sound - 44,10,0 // Flic index,% chance,% of sound - -// Sequence 24 - Big hit up from the right -1000 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 2 // Number of alternatives - // Chunk #1, alternative #1 - 31,90,0 // Flic index,% chance,% of sound - 44,10,0 // Flic index,% chance,% of sound - -// Sequence 25 - Skidding to the left -200 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 32,100,0 // Flic index,% chance,% of sound - -// Sequence 26 - Skidding to the right -200 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 33,100,0 // Flic index,% chance,% of sound - - -// Sequence 27 - Turning head to the left in internal view -150 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 11,100,0 // Flic index,% chance,% of sound - -// Sequence 28 - Turning head to the right in internal view -150 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 12,100,0 // Flic index,% chance,% of sound - -// Sequence 29 - Killed a ped -250 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 5 // Number of alternatives - // Chunk #1, alternative #1 - 1,20,0 // Flic index,% chance,% of sound - 3,20,0 // Flic index,% chance,% of sound - 15,20,0 // Flic index,% chance,% of sound - 9,20,0 // Flic index,% chance,% of sound - 10,20,0 // Flic index,% chance,% of sound - -// Sequence 30 - Killed a whole bunch-o-peds/piledriver/arty impress etc -255 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 5 // Number of alternatives - - // Chunk #1, alternative #1 - 1,20,0 // Flic index,% chance,% of sound - 15,20,0 // Flic index,% chance,% of sound - 9,20,0 // Flic index,% chance,% of sound - 10,20,0 // Flic index,% chance,% of sound - 17,20,0 // Flic index,% chance,% of sound - - -// Sequence 31 - Apologising after killing ped(s) -260 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 15,100,0 // Flic index,% chance,% of sound - -// Sequence 32 - Wasted an opponent -270 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 2 // Number of alternatives - // Chunk #1, alternative #1 - 17,50,0 // Flic index,% chance,% of sound - 15,50,0 // Flic index,% chance,% of sound - -// Sequence 33 - Gone through a checkpoint -270 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 17,100,0 // Flic index,% chance,% of sound - -// Sequence 34 - Successfully completing a race -10000 // Precedence -1 // Chunk to start repeating at -2 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 4,100,0 // Flic index,% chance,% of sound - -// Chunk #2 - 1 // Number of alternatives - // Chunk #2, alternative #1 - 34,100,0 // Flic index,% chance,% of sound - -// Sequence 35 - Unsuccessfully completing a race (out of time) -10000 // Precedence -1 // Chunk to start repeating at -2 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 35,100,0 // Flic index,% chance,% of sound - -// Chunk #2 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 36,100,0 - - -// Sequence 36 - Dead (Network mode only) -10000 // Precedence -1 // Chunk to start repeating at -2 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 0,100,0 // Flic index,% chance,% of sound -1 // Number of alternatives - - // Chunk #2 alternative #1 - 37,100,0 // Flic index,% chance,% of sound - - - -// Sequence 37 - Got points/time powerup -1000 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 38,100,0 // Flic index,% chance,% of sound - -// Sequence 38 - Got good powerup -1000 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 39,100,0 // Flic index,% chance,% of sound - -// Sequence 39 - Got bad powerup -1000 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 40,100,0 // Flic index,% chance,% of sound - -// Sequence 40 - Got weird powerup -1000 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 41,100,0 // Flic index,% chance,% of sound - -// Sequence 41 - Instant handbrake -1000 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 2 // Number of alternatives - // Chunk #1, alternative #1 - 27,50,0 // Flic index,% chance,% of sound - 16,50,0 // Flic index,% chance,% of sound -// Sequence 42 - Bouncey bouncey - -1000 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 25,100,0 // Flic index,% chance,% of sound - -// Sequence 43 - Instant bodywork trash - -1000 // Precedence -0 // Chunk to start repeating at -2 // Number of chunks -// Chunk #1 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 40,100,0 // Flic index,% chance,% of sound - -// Chunk #2 - 1 // Number of alternatives - // Chunk #1, alternative #1 - 9,100,0 // Flic index,% chance,% of sound - -// Sequence 44 - Upside down -299 // Precedence -0 // Chunk to start repeating at -1 // Number of chunks -// Chunk #1 - 3 // Number of alternatives - // Chunk #1, alternative #1 - 42,30,0 // Flic index,% chance,% of sound - 44,30,0 // Flic index,% chance,% of sound - 43,40,0 // Flic index,% chance,% of sound - -END - diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/CARS/BLKEAGLE.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/CARS/BLKEAGLE.TXT deleted file mode 100644 index 37692580..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/CARS/BLKEAGLE.TXT +++ /dev/null @@ -1,39 +0,0 @@ -CKPT80F.PIX // Cockpit forward image file names -32,40,672,427 // Left, top, right, bottom rendering coordinates -CKPT80L.PIX // Cockpit left image file names -32,45,672,451 // Left, top, right, bottom rendering coordinates -CKPT80R.PIX // Cockpit right image file names -32,44,672,389 // Left, top, right, bottom rendering coordinates -d,88,442,HSPEEDO.PIX,14 // Speedo type, x, y, filename, x-pitch -d,242,458,HSPEEDO.PIX,14 // Speedo type, x, y, filename, x-pitch -a,8,375,HIRESTCH.PIX,64,432,0,44,215,0,-4 // tacho type, x, y, filename, x-pitch -d,241,474,HTACHO.PIX // Tacho x, y, filename -62,442,HGEARS.PIX // Gear display x,y,image (external) -285,432,HGEARS.PIX // Gear display x,y,image (internal) -7 // Number of hands frames -308,394,STR680.PIX,0,0,none // Left-most hands frame -328,415,STR580.PIX,0,0,none // Leftish hands frame -356,444,STR480.PIX,108,494,STL480.PIX // Leftish hands frame -366,468,STR380.PIX,110,468,STL380.PIX // Centre hands frame -366,478,STR280.PIX,120,451,STL280.PIX // Rightish hands frame -0,0,none,128,432,STL180.PIX // Rightish hands frame -0,0,none,120,410,STL080.PIX // Right-most hands frame -524,72,700,149 // Left, top, right, bottom of mirror -0,0,104,110 // Left, top, right, bottom of pratcam (*** relative to screen, not cockpit) -619,394,1,1,2,3,1,HENG.PIX // Engine damage x,y,flash1..5 -621,417,1,1,2,3,1,HTRN.PIX // Transmission damage x,y,flash1..5 -613,417,1,1,2,3,1,HSTR.PIX // Steering damage x,y,flash1..5 -611,396,1,1,2,3,1,HLSUS.PIX // lf brake damage x,y,flash1..5 -635,396,1,1,2,3,1,HRSUS.PIX // rf brake damage x,y,flash1..5 -612,459,1,1,2,3,1,HLSUS.PIX // lr brake damage x,y,flash1..5 -634,459,1,1,2,3,1,HRSUS.PIX // rr brake damage x,y,flash1..5 -603,394,1,1,2,3,1,HTYR.PIX // lf wheel damage x,y,flash1..5 -643,394,1,1,2,3,1,HTYR.PIX // rf wheel damage x,y,flash1..5 -603,457,1,1,2,3,1,HTYR.PIX // lr wheel damage x,y,flash1..5 -643,457,1,1,2,3,1,HTYR.PIX // rr wheel damage x,y,flash1..5 -0,0,571,357,EXTDAM0.PIX -3 // Number of dimmed areas (external) -566,353,623,467 // Dim rectangle -60,437,81,474 // Dim rectangle -86,437,135,474 // Dim rectangle -0 // Number of dimmed areas (internal) diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/CARS/MINI.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/CARS/MINI.TXT deleted file mode 100644 index 37692580..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/CARS/MINI.TXT +++ /dev/null @@ -1,39 +0,0 @@ -CKPT80F.PIX // Cockpit forward image file names -32,40,672,427 // Left, top, right, bottom rendering coordinates -CKPT80L.PIX // Cockpit left image file names -32,45,672,451 // Left, top, right, bottom rendering coordinates -CKPT80R.PIX // Cockpit right image file names -32,44,672,389 // Left, top, right, bottom rendering coordinates -d,88,442,HSPEEDO.PIX,14 // Speedo type, x, y, filename, x-pitch -d,242,458,HSPEEDO.PIX,14 // Speedo type, x, y, filename, x-pitch -a,8,375,HIRESTCH.PIX,64,432,0,44,215,0,-4 // tacho type, x, y, filename, x-pitch -d,241,474,HTACHO.PIX // Tacho x, y, filename -62,442,HGEARS.PIX // Gear display x,y,image (external) -285,432,HGEARS.PIX // Gear display x,y,image (internal) -7 // Number of hands frames -308,394,STR680.PIX,0,0,none // Left-most hands frame -328,415,STR580.PIX,0,0,none // Leftish hands frame -356,444,STR480.PIX,108,494,STL480.PIX // Leftish hands frame -366,468,STR380.PIX,110,468,STL380.PIX // Centre hands frame -366,478,STR280.PIX,120,451,STL280.PIX // Rightish hands frame -0,0,none,128,432,STL180.PIX // Rightish hands frame -0,0,none,120,410,STL080.PIX // Right-most hands frame -524,72,700,149 // Left, top, right, bottom of mirror -0,0,104,110 // Left, top, right, bottom of pratcam (*** relative to screen, not cockpit) -619,394,1,1,2,3,1,HENG.PIX // Engine damage x,y,flash1..5 -621,417,1,1,2,3,1,HTRN.PIX // Transmission damage x,y,flash1..5 -613,417,1,1,2,3,1,HSTR.PIX // Steering damage x,y,flash1..5 -611,396,1,1,2,3,1,HLSUS.PIX // lf brake damage x,y,flash1..5 -635,396,1,1,2,3,1,HRSUS.PIX // rf brake damage x,y,flash1..5 -612,459,1,1,2,3,1,HLSUS.PIX // lr brake damage x,y,flash1..5 -634,459,1,1,2,3,1,HRSUS.PIX // rr brake damage x,y,flash1..5 -603,394,1,1,2,3,1,HTYR.PIX // lf wheel damage x,y,flash1..5 -643,394,1,1,2,3,1,HTYR.PIX // rf wheel damage x,y,flash1..5 -603,457,1,1,2,3,1,HTYR.PIX // lr wheel damage x,y,flash1..5 -643,457,1,1,2,3,1,HTYR.PIX // rr wheel damage x,y,flash1..5 -0,0,571,357,EXTDAM0.PIX -3 // Number of dimmed areas (external) -566,353,623,467 // Dim rectangle -60,437,81,474 // Dim rectangle -86,437,135,474 // Dim rectangle -0 // Number of dimmed areas (internal) diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/CARS/MUSCLE.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/CARS/MUSCLE.TXT deleted file mode 100644 index 37692580..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/CARS/MUSCLE.TXT +++ /dev/null @@ -1,39 +0,0 @@ -CKPT80F.PIX // Cockpit forward image file names -32,40,672,427 // Left, top, right, bottom rendering coordinates -CKPT80L.PIX // Cockpit left image file names -32,45,672,451 // Left, top, right, bottom rendering coordinates -CKPT80R.PIX // Cockpit right image file names -32,44,672,389 // Left, top, right, bottom rendering coordinates -d,88,442,HSPEEDO.PIX,14 // Speedo type, x, y, filename, x-pitch -d,242,458,HSPEEDO.PIX,14 // Speedo type, x, y, filename, x-pitch -a,8,375,HIRESTCH.PIX,64,432,0,44,215,0,-4 // tacho type, x, y, filename, x-pitch -d,241,474,HTACHO.PIX // Tacho x, y, filename -62,442,HGEARS.PIX // Gear display x,y,image (external) -285,432,HGEARS.PIX // Gear display x,y,image (internal) -7 // Number of hands frames -308,394,STR680.PIX,0,0,none // Left-most hands frame -328,415,STR580.PIX,0,0,none // Leftish hands frame -356,444,STR480.PIX,108,494,STL480.PIX // Leftish hands frame -366,468,STR380.PIX,110,468,STL380.PIX // Centre hands frame -366,478,STR280.PIX,120,451,STL280.PIX // Rightish hands frame -0,0,none,128,432,STL180.PIX // Rightish hands frame -0,0,none,120,410,STL080.PIX // Right-most hands frame -524,72,700,149 // Left, top, right, bottom of mirror -0,0,104,110 // Left, top, right, bottom of pratcam (*** relative to screen, not cockpit) -619,394,1,1,2,3,1,HENG.PIX // Engine damage x,y,flash1..5 -621,417,1,1,2,3,1,HTRN.PIX // Transmission damage x,y,flash1..5 -613,417,1,1,2,3,1,HSTR.PIX // Steering damage x,y,flash1..5 -611,396,1,1,2,3,1,HLSUS.PIX // lf brake damage x,y,flash1..5 -635,396,1,1,2,3,1,HRSUS.PIX // rf brake damage x,y,flash1..5 -612,459,1,1,2,3,1,HLSUS.PIX // lr brake damage x,y,flash1..5 -634,459,1,1,2,3,1,HRSUS.PIX // rr brake damage x,y,flash1..5 -603,394,1,1,2,3,1,HTYR.PIX // lf wheel damage x,y,flash1..5 -643,394,1,1,2,3,1,HTYR.PIX // rf wheel damage x,y,flash1..5 -603,457,1,1,2,3,1,HTYR.PIX // lr wheel damage x,y,flash1..5 -643,457,1,1,2,3,1,HTYR.PIX // rr wheel damage x,y,flash1..5 -0,0,571,357,EXTDAM0.PIX -3 // Number of dimmed areas (external) -566,353,623,467 // Dim rectangle -60,437,81,474 // Dim rectangle -86,437,135,474 // Dim rectangle -0 // Number of dimmed areas (internal) diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/CARS/NEWEAGLE.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/CARS/NEWEAGLE.TXT deleted file mode 100644 index 37692580..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/CARS/NEWEAGLE.TXT +++ /dev/null @@ -1,39 +0,0 @@ -CKPT80F.PIX // Cockpit forward image file names -32,40,672,427 // Left, top, right, bottom rendering coordinates -CKPT80L.PIX // Cockpit left image file names -32,45,672,451 // Left, top, right, bottom rendering coordinates -CKPT80R.PIX // Cockpit right image file names -32,44,672,389 // Left, top, right, bottom rendering coordinates -d,88,442,HSPEEDO.PIX,14 // Speedo type, x, y, filename, x-pitch -d,242,458,HSPEEDO.PIX,14 // Speedo type, x, y, filename, x-pitch -a,8,375,HIRESTCH.PIX,64,432,0,44,215,0,-4 // tacho type, x, y, filename, x-pitch -d,241,474,HTACHO.PIX // Tacho x, y, filename -62,442,HGEARS.PIX // Gear display x,y,image (external) -285,432,HGEARS.PIX // Gear display x,y,image (internal) -7 // Number of hands frames -308,394,STR680.PIX,0,0,none // Left-most hands frame -328,415,STR580.PIX,0,0,none // Leftish hands frame -356,444,STR480.PIX,108,494,STL480.PIX // Leftish hands frame -366,468,STR380.PIX,110,468,STL380.PIX // Centre hands frame -366,478,STR280.PIX,120,451,STL280.PIX // Rightish hands frame -0,0,none,128,432,STL180.PIX // Rightish hands frame -0,0,none,120,410,STL080.PIX // Right-most hands frame -524,72,700,149 // Left, top, right, bottom of mirror -0,0,104,110 // Left, top, right, bottom of pratcam (*** relative to screen, not cockpit) -619,394,1,1,2,3,1,HENG.PIX // Engine damage x,y,flash1..5 -621,417,1,1,2,3,1,HTRN.PIX // Transmission damage x,y,flash1..5 -613,417,1,1,2,3,1,HSTR.PIX // Steering damage x,y,flash1..5 -611,396,1,1,2,3,1,HLSUS.PIX // lf brake damage x,y,flash1..5 -635,396,1,1,2,3,1,HRSUS.PIX // rf brake damage x,y,flash1..5 -612,459,1,1,2,3,1,HLSUS.PIX // lr brake damage x,y,flash1..5 -634,459,1,1,2,3,1,HRSUS.PIX // rr brake damage x,y,flash1..5 -603,394,1,1,2,3,1,HTYR.PIX // lf wheel damage x,y,flash1..5 -643,394,1,1,2,3,1,HTYR.PIX // rf wheel damage x,y,flash1..5 -603,457,1,1,2,3,1,HTYR.PIX // lr wheel damage x,y,flash1..5 -643,457,1,1,2,3,1,HTYR.PIX // rr wheel damage x,y,flash1..5 -0,0,571,357,EXTDAM0.PIX -3 // Number of dimmed areas (external) -566,353,623,467 // Dim rectangle -60,437,81,474 // Dim rectangle -86,437,135,474 // Dim rectangle -0 // Number of dimmed areas (internal) diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/CARS/SEMI.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/CARS/SEMI.TXT deleted file mode 100644 index 37692580..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/CARS/SEMI.TXT +++ /dev/null @@ -1,39 +0,0 @@ -CKPT80F.PIX // Cockpit forward image file names -32,40,672,427 // Left, top, right, bottom rendering coordinates -CKPT80L.PIX // Cockpit left image file names -32,45,672,451 // Left, top, right, bottom rendering coordinates -CKPT80R.PIX // Cockpit right image file names -32,44,672,389 // Left, top, right, bottom rendering coordinates -d,88,442,HSPEEDO.PIX,14 // Speedo type, x, y, filename, x-pitch -d,242,458,HSPEEDO.PIX,14 // Speedo type, x, y, filename, x-pitch -a,8,375,HIRESTCH.PIX,64,432,0,44,215,0,-4 // tacho type, x, y, filename, x-pitch -d,241,474,HTACHO.PIX // Tacho x, y, filename -62,442,HGEARS.PIX // Gear display x,y,image (external) -285,432,HGEARS.PIX // Gear display x,y,image (internal) -7 // Number of hands frames -308,394,STR680.PIX,0,0,none // Left-most hands frame -328,415,STR580.PIX,0,0,none // Leftish hands frame -356,444,STR480.PIX,108,494,STL480.PIX // Leftish hands frame -366,468,STR380.PIX,110,468,STL380.PIX // Centre hands frame -366,478,STR280.PIX,120,451,STL280.PIX // Rightish hands frame -0,0,none,128,432,STL180.PIX // Rightish hands frame -0,0,none,120,410,STL080.PIX // Right-most hands frame -524,72,700,149 // Left, top, right, bottom of mirror -0,0,104,110 // Left, top, right, bottom of pratcam (*** relative to screen, not cockpit) -619,394,1,1,2,3,1,HENG.PIX // Engine damage x,y,flash1..5 -621,417,1,1,2,3,1,HTRN.PIX // Transmission damage x,y,flash1..5 -613,417,1,1,2,3,1,HSTR.PIX // Steering damage x,y,flash1..5 -611,396,1,1,2,3,1,HLSUS.PIX // lf brake damage x,y,flash1..5 -635,396,1,1,2,3,1,HRSUS.PIX // rf brake damage x,y,flash1..5 -612,459,1,1,2,3,1,HLSUS.PIX // lr brake damage x,y,flash1..5 -634,459,1,1,2,3,1,HRSUS.PIX // rr brake damage x,y,flash1..5 -603,394,1,1,2,3,1,HTYR.PIX // lf wheel damage x,y,flash1..5 -643,394,1,1,2,3,1,HTYR.PIX // rf wheel damage x,y,flash1..5 -603,457,1,1,2,3,1,HTYR.PIX // lr wheel damage x,y,flash1..5 -643,457,1,1,2,3,1,HTYR.PIX // rr wheel damage x,y,flash1..5 -0,0,571,357,EXTDAM0.PIX -3 // Number of dimmed areas (external) -566,353,623,467 // Dim rectangle -60,437,81,474 // Dim rectangle -86,437,135,474 // Dim rectangle -0 // Number of dimmed areas (internal) diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/CARS/SZ.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/CARS/SZ.TXT deleted file mode 100644 index 37692580..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/CARS/SZ.TXT +++ /dev/null @@ -1,39 +0,0 @@ -CKPT80F.PIX // Cockpit forward image file names -32,40,672,427 // Left, top, right, bottom rendering coordinates -CKPT80L.PIX // Cockpit left image file names -32,45,672,451 // Left, top, right, bottom rendering coordinates -CKPT80R.PIX // Cockpit right image file names -32,44,672,389 // Left, top, right, bottom rendering coordinates -d,88,442,HSPEEDO.PIX,14 // Speedo type, x, y, filename, x-pitch -d,242,458,HSPEEDO.PIX,14 // Speedo type, x, y, filename, x-pitch -a,8,375,HIRESTCH.PIX,64,432,0,44,215,0,-4 // tacho type, x, y, filename, x-pitch -d,241,474,HTACHO.PIX // Tacho x, y, filename -62,442,HGEARS.PIX // Gear display x,y,image (external) -285,432,HGEARS.PIX // Gear display x,y,image (internal) -7 // Number of hands frames -308,394,STR680.PIX,0,0,none // Left-most hands frame -328,415,STR580.PIX,0,0,none // Leftish hands frame -356,444,STR480.PIX,108,494,STL480.PIX // Leftish hands frame -366,468,STR380.PIX,110,468,STL380.PIX // Centre hands frame -366,478,STR280.PIX,120,451,STL280.PIX // Rightish hands frame -0,0,none,128,432,STL180.PIX // Rightish hands frame -0,0,none,120,410,STL080.PIX // Right-most hands frame -524,72,700,149 // Left, top, right, bottom of mirror -0,0,104,110 // Left, top, right, bottom of pratcam (*** relative to screen, not cockpit) -619,394,1,1,2,3,1,HENG.PIX // Engine damage x,y,flash1..5 -621,417,1,1,2,3,1,HTRN.PIX // Transmission damage x,y,flash1..5 -613,417,1,1,2,3,1,HSTR.PIX // Steering damage x,y,flash1..5 -611,396,1,1,2,3,1,HLSUS.PIX // lf brake damage x,y,flash1..5 -635,396,1,1,2,3,1,HRSUS.PIX // rf brake damage x,y,flash1..5 -612,459,1,1,2,3,1,HLSUS.PIX // lr brake damage x,y,flash1..5 -634,459,1,1,2,3,1,HRSUS.PIX // rr brake damage x,y,flash1..5 -603,394,1,1,2,3,1,HTYR.PIX // lf wheel damage x,y,flash1..5 -643,394,1,1,2,3,1,HTYR.PIX // rf wheel damage x,y,flash1..5 -603,457,1,1,2,3,1,HTYR.PIX // lr wheel damage x,y,flash1..5 -643,457,1,1,2,3,1,HTYR.PIX // rr wheel damage x,y,flash1..5 -0,0,571,357,EXTDAM0.PIX -3 // Number of dimmed areas (external) -566,353,623,467 // Dim rectangle -60,437,81,474 // Dim rectangle -86,437,135,474 // Dim rectangle -0 // Number of dimmed areas (internal) diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/CARS/XJ220.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/CARS/XJ220.TXT deleted file mode 100644 index 37692580..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/CARS/XJ220.TXT +++ /dev/null @@ -1,39 +0,0 @@ -CKPT80F.PIX // Cockpit forward image file names -32,40,672,427 // Left, top, right, bottom rendering coordinates -CKPT80L.PIX // Cockpit left image file names -32,45,672,451 // Left, top, right, bottom rendering coordinates -CKPT80R.PIX // Cockpit right image file names -32,44,672,389 // Left, top, right, bottom rendering coordinates -d,88,442,HSPEEDO.PIX,14 // Speedo type, x, y, filename, x-pitch -d,242,458,HSPEEDO.PIX,14 // Speedo type, x, y, filename, x-pitch -a,8,375,HIRESTCH.PIX,64,432,0,44,215,0,-4 // tacho type, x, y, filename, x-pitch -d,241,474,HTACHO.PIX // Tacho x, y, filename -62,442,HGEARS.PIX // Gear display x,y,image (external) -285,432,HGEARS.PIX // Gear display x,y,image (internal) -7 // Number of hands frames -308,394,STR680.PIX,0,0,none // Left-most hands frame -328,415,STR580.PIX,0,0,none // Leftish hands frame -356,444,STR480.PIX,108,494,STL480.PIX // Leftish hands frame -366,468,STR380.PIX,110,468,STL380.PIX // Centre hands frame -366,478,STR280.PIX,120,451,STL280.PIX // Rightish hands frame -0,0,none,128,432,STL180.PIX // Rightish hands frame -0,0,none,120,410,STL080.PIX // Right-most hands frame -524,72,700,149 // Left, top, right, bottom of mirror -0,0,104,110 // Left, top, right, bottom of pratcam (*** relative to screen, not cockpit) -619,394,1,1,2,3,1,HENG.PIX // Engine damage x,y,flash1..5 -621,417,1,1,2,3,1,HTRN.PIX // Transmission damage x,y,flash1..5 -613,417,1,1,2,3,1,HSTR.PIX // Steering damage x,y,flash1..5 -611,396,1,1,2,3,1,HLSUS.PIX // lf brake damage x,y,flash1..5 -635,396,1,1,2,3,1,HRSUS.PIX // rf brake damage x,y,flash1..5 -612,459,1,1,2,3,1,HLSUS.PIX // lr brake damage x,y,flash1..5 -634,459,1,1,2,3,1,HRSUS.PIX // rr brake damage x,y,flash1..5 -603,394,1,1,2,3,1,HTYR.PIX // lf wheel damage x,y,flash1..5 -643,394,1,1,2,3,1,HTYR.PIX // rf wheel damage x,y,flash1..5 -603,457,1,1,2,3,1,HTYR.PIX // lr wheel damage x,y,flash1..5 -643,457,1,1,2,3,1,HTYR.PIX // rr wheel damage x,y,flash1..5 -0,0,571,357,EXTDAM0.PIX -3 // Number of dimmed areas (external) -566,353,623,467 // Dim rectangle -60,437,81,474 // Dim rectangle -86,437,135,474 // Dim rectangle -0 // Number of dimmed areas (internal) diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/BIGFONT.FNT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/BIGFONT.FNT deleted file mode 100644 index a838ad8d..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/BIGFONT.FNT and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/BLUEHEAD.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/BLUEHEAD.PIX deleted file mode 100644 index 3c6d3205..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/BLUEHEAD.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/BLUEHEAD.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/BLUEHEAD.TXT deleted file mode 100644 index f367d0ba..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/BLUEHEAD.TXT +++ /dev/null @@ -1,101 +0,0 @@ -@(< -@45 -@* -@*6 -@ 2 -@( -@. -@, -@(= -@" -@(0 -@(5 -@/ -@, -@- -@# -@(1 -@- -@(0 -@. -@# -@" -@" -@" -@" -@(5 -@" -@" -@" -@" -@" -@. -@- -@. -@(1 -@. -@" -@(1 -@(4 -@(4 -@(4 -@(4 -@# -@# -@(4 -@(4 -@. -@" -@(4 -@# -@(1 -@(4 -@(4 -@(4 -@(5 -@(4 -@(4 -@" -@(4 -@(4 -@(1 -@" -@(5 -@" -@- -@# -@- -@. -@. -@. -@(4 -@(4 -@(4 -@(4 -@# -@# -@(4 -@(4 -@. -@" -@(4 -@# -@(1 -@(4 -@(4 -@(4 -@(5 -@(4 -@(4 -@" -@(4 -@(4 -@(1 -@" -@(5 -@" -@- -@# -@- -@. -@. diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/DRKPLAQ.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/DRKPLAQ.PIX deleted file mode 100644 index 7c91f45d..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/DRKPLAQ.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/DRKPLAQ1.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/DRKPLAQ1.PIX deleted file mode 100644 index 80e6d166..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/DRKPLAQ1.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/FONT7.FNT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/FONT7.FNT deleted file mode 100644 index 14349fc6..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/FONT7.FNT and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/GREENHED.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/GREENHED.PIX deleted file mode 100644 index 94fffb90..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/GREENHED.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/GREENHED.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/GREENHED.TXT deleted file mode 100644 index f367d0ba..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/GREENHED.TXT +++ /dev/null @@ -1,101 +0,0 @@ -@(< -@45 -@* -@*6 -@ 2 -@( -@. -@, -@(= -@" -@(0 -@(5 -@/ -@, -@- -@# -@(1 -@- -@(0 -@. -@# -@" -@" -@" -@" -@(5 -@" -@" -@" -@" -@" -@. -@- -@. -@(1 -@. -@" -@(1 -@(4 -@(4 -@(4 -@(4 -@# -@# -@(4 -@(4 -@. -@" -@(4 -@# -@(1 -@(4 -@(4 -@(4 -@(5 -@(4 -@(4 -@" -@(4 -@(4 -@(1 -@" -@(5 -@" -@- -@# -@- -@. -@. -@. -@(4 -@(4 -@(4 -@(4 -@# -@# -@(4 -@(4 -@. -@" -@(4 -@# -@(1 -@(4 -@(4 -@(4 -@(5 -@(4 -@(4 -@" -@(4 -@(4 -@(1 -@" -@(5 -@" -@- -@# -@- -@. -@. diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/GRNDK.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/GRNDK.PIX deleted file mode 100644 index d5896407..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/GRNDK.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/GRNDK.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/GRNDK.TXT deleted file mode 100644 index 727665bf..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/GRNDK.TXT +++ /dev/null @@ -1,101 +0,0 @@ -@. -@45 -@* -@*6 -@ 2 -@) -@/ -@/ -@/ -@/ -@/ -@/ -@* -@/ -@/ -@( -@( -@* -@( -@( -@( -@/ -@/ -@/ -@/ -@/ -@/ -@/ -@/ -@/ -@/ -@* -@* -@/ -@( -@/ -@/ -@/ -@/ -@/ -@( -@/ -@( -@( -@/ -@/ -@* -@( -@/ -@( -@. -@/ -@/ -@/ -@/ -@/ -@/ -@( -@/ -@/ -@. -@/ -@/ -@/ -@) -@/ -@) -@/ -@/ -@) -@/ -@/ -@( -@/ -@( -@( -@/ -@/ -@* -@( -@/ -@( -@. -@/ -@/ -@/ -@/ -@/ -@/ -@( -@/ -@/ -@. -@/ -@/ -@/ -@/ -@/ -@/ -@/ -@/ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/GRNLIT.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/GRNLIT.PIX deleted file mode 100644 index 47081546..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/GRNLIT.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/GRNLIT.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/GRNLIT.TXT deleted file mode 100644 index 727665bf..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/GRNLIT.TXT +++ /dev/null @@ -1,101 +0,0 @@ -@. -@45 -@* -@*6 -@ 2 -@) -@/ -@/ -@/ -@/ -@/ -@/ -@* -@/ -@/ -@( -@( -@* -@( -@( -@( -@/ -@/ -@/ -@/ -@/ -@/ -@/ -@/ -@/ -@/ -@* -@* -@/ -@( -@/ -@/ -@/ -@/ -@/ -@( -@/ -@( -@( -@/ -@/ -@* -@( -@/ -@( -@. -@/ -@/ -@/ -@/ -@/ -@/ -@( -@/ -@/ -@. -@/ -@/ -@/ -@) -@/ -@) -@/ -@/ -@) -@/ -@/ -@( -@/ -@( -@( -@/ -@/ -@* -@( -@/ -@( -@. -@/ -@/ -@/ -@/ -@/ -@/ -@( -@/ -@/ -@. -@/ -@/ -@/ -@/ -@/ -@/ -@/ -@/ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/GRYDK.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/GRYDK.PIX deleted file mode 100644 index d664d622..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/GRYDK.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/GRYDK.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/GRYDK.TXT deleted file mode 100644 index 727665bf..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/GRYDK.TXT +++ /dev/null @@ -1,101 +0,0 @@ -@. -@45 -@* -@*6 -@ 2 -@) -@/ -@/ -@/ -@/ -@/ -@/ -@* -@/ -@/ -@( -@( -@* -@( -@( -@( -@/ -@/ -@/ -@/ -@/ -@/ -@/ -@/ -@/ -@/ -@* -@* -@/ -@( -@/ -@/ -@/ -@/ -@/ -@( -@/ -@( -@( -@/ -@/ -@* -@( -@/ -@( -@. -@/ -@/ -@/ -@/ -@/ -@/ -@( -@/ -@/ -@. -@/ -@/ -@/ -@) -@/ -@) -@/ -@/ -@) -@/ -@/ -@( -@/ -@( -@( -@/ -@/ -@* -@( -@/ -@( -@. -@/ -@/ -@/ -@/ -@/ -@/ -@( -@/ -@/ -@. -@/ -@/ -@/ -@/ -@/ -@/ -@/ -@/ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/GRYLIT.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/GRYLIT.PIX deleted file mode 100644 index 381fbddc..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/GRYLIT.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/GRYLIT.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/GRYLIT.TXT deleted file mode 100644 index 727665bf..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/GRYLIT.TXT +++ /dev/null @@ -1,101 +0,0 @@ -@. -@45 -@* -@*6 -@ 2 -@) -@/ -@/ -@/ -@/ -@/ -@/ -@* -@/ -@/ -@( -@( -@* -@( -@( -@( -@/ -@/ -@/ -@/ -@/ -@/ -@/ -@/ -@/ -@/ -@* -@* -@/ -@( -@/ -@/ -@/ -@/ -@/ -@( -@/ -@( -@( -@/ -@/ -@* -@( -@/ -@( -@. -@/ -@/ -@/ -@/ -@/ -@/ -@( -@/ -@/ -@. -@/ -@/ -@/ -@) -@/ -@) -@/ -@/ -@) -@/ -@/ -@( -@/ -@( -@( -@/ -@/ -@* -@( -@/ -@( -@. -@/ -@/ -@/ -@/ -@/ -@/ -@( -@/ -@/ -@. -@/ -@/ -@/ -@/ -@/ -@/ -@/ -@/ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/HEADUP.FNT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/HEADUP.FNT deleted file mode 100644 index ea9f2c0d..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/HEADUP.FNT and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/LITPLAQ.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/LITPLAQ.PIX deleted file mode 100644 index 0a97e245..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/LITPLAQ.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/LITPLAQ.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/LITPLAQ.TXT deleted file mode 100644 index cbfdd1e6..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/LITPLAQ.TXT +++ /dev/null @@ -1,101 +0,0 @@ -@# -@45 -@* -@*6 -@ 2 -@/ -@( -@( -@. -@( -@. -@/ -@* -@) -@) -@( -@( -@* -@( -@* -@( -@( -@( -@( -@( -@/ -@( -@( -@( -@( -@( -@* -@* -@( -@( -@( -@( -@( -@( -@( -@( -@( -@( -@( -@( -@( -@* -@) -@( -@( -@. -@( -@( -@( -@( -@( -@( -@( -@( -@( -@. -@( -@( -@( -@) -@( -@) -@( -@( -@( -@( -@( -@( -@( -@( -@( -@( -@( -@* -@) -@( -@( -@. -@( -@( -@( -@( -@( -@( -@( -@( -@( -@. -@( -@( -@( -@( -@( -@( -@( -@( diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/LITPLAQ1.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/LITPLAQ1.PIX deleted file mode 100644 index a9ce422a..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/LITPLAQ1.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/LITPLAQ1.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/LITPLAQ1.TXT deleted file mode 100644 index cbfdd1e6..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/LITPLAQ1.TXT +++ /dev/null @@ -1,101 +0,0 @@ -@# -@45 -@* -@*6 -@ 2 -@/ -@( -@( -@. -@( -@. -@/ -@* -@) -@) -@( -@( -@* -@( -@* -@( -@( -@( -@( -@( -@/ -@( -@( -@( -@( -@( -@* -@* -@( -@( -@( -@( -@( -@( -@( -@( -@( -@( -@( -@( -@( -@* -@) -@( -@( -@. -@( -@( -@( -@( -@( -@( -@( -@( -@( -@. -@( -@( -@( -@) -@( -@) -@( -@( -@( -@( -@( -@( -@( -@( -@( -@( -@( -@* -@) -@( -@( -@. -@( -@( -@( -@( -@( -@( -@( -@( -@( -@. -@( -@( -@( -@( -@( -@( -@( -@( diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/MEDIUMHD.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/MEDIUMHD.PIX deleted file mode 100644 index 33359919..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/MEDIUMHD.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/MEDIUMHD.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/MEDIUMHD.TXT deleted file mode 100644 index cdb2a84a..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/MEDIUMHD.TXT +++ /dev/null @@ -1,101 +0,0 @@ -@+6 -@45 -@* -@*6 -@ 2 -@# -@# -@(4 -@+6 -@(2 -@+6 -@(= -@# -@(6 -@(5 -@(6 -@(< -@# -@(4 -@# -@(7 -@(< -@(< -@(< -@(< -@(< -@(< -@(< -@(< -@(= -@(< -@# -@# -@# -@(< -@# -@(2 -@# -@(= -@(= -@(< -@(= -@(< -@(< -@(< -@(< -@(4 -@(5 -@+4 -@(< -@*4 -@+4 -@(< -@(= -@(< -@+4 -@(< -@(< -@(= -@+4 -@*4 -@(= -@(< -@(< -@(5 -@(7 -@(5 -@# -@# -@# -@(= -@(= -@(< -@(= -@(< -@(< -@(< -@(< -@(4 -@(5 -@+4 -@(< -@*4 -@+4 -@(< -@(= -@(< -@+4 -@(< -@(< -@(= -@+4 -@*4 -@(= -@(< -@(< -@(5 -@(7 -@(5 -@# -@# diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/NEWBIGGR.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/NEWBIGGR.PIX deleted file mode 100644 index 78b6ed20..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/NEWBIGGR.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/NEWBIGGR.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/NEWBIGGR.TXT deleted file mode 100644 index 186bb5cb..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/NEWBIGGR.TXT +++ /dev/null @@ -1,15 +0,0 @@ -@(3 -@45 -@* -@-< -@(4 -@(7 -@(7 -@(7 -@(7 -@(7 -@(7 -@(7 -@(7 -@(7 -@(7 diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/NEWBLUE.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/NEWBLUE.PIX deleted file mode 100644 index 43602321..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/NEWBLUE.PIX and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/NEWBLUE.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/NEWBLUE.TXT deleted file mode 100644 index 79edf553..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/64X48X8/FONTS/NEWBLUE.TXT +++ /dev/null @@ -1 +0,0 @@ -@jM*z=m)@>,1&TxkjU.,1&TxkjU.J -@.Kp3VD?ZSs4u8WBe2|&QUo}2{A -@-y6+Rz)pO7#g3Lhdz -@kmP7>g0K"zg >PM^_`Kp3V3[C~g)gR $0z8Y -@=m,U7/(?%rrQK_y6+;Y4f+'f%J~g.t -@(y>s-I65< pasn`K_y!6H`s/A=50aM^_`4dWe~3L -@6'M{rmLi#"n.I"+(%Pall`K_3V3vrFk4>z -@=+4 !P{rnLx#"r-y,abqFB-e-3$_D~4?z -@J<)(%Uaossg#ny,Nb5F6e }#M -@~loL.x"n0f5)aM^_`d!eb"z;[zcz -@{mmL/x"n0f50'M~fsV(}"i)y,z -@kmP7>g0K"zg >PM^_`Kp3V3[C~g)gR $0z8Y -@=m,U7/(?%rrQK_y6+;Y4f+'f%J~g.t -@(y>s-I65< pasn`K_y!6H`s/A=50aM^_`4dWe~3L -@6'M{rmLi#"n.I"+(%Pall`K_3V3vrFk4>z -@=+4 !P{rnLx#"r-y,abqFB-e-3$_D~4?z -@J<)(%Uaossg#ny,Nb5F6e }#M -@~loL.x"n0f5)aM^_`d!eb"z;[zcz -@{mmL/x"n0f50'M~fsV(}"i)y,0.75 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75&x<0.25 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -z>0.75&x>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -// Damage info for left impacts -3 // Number of clauses -z>0.25&z<0.75 -1 // Systems count -driver,1.0 // Damage -z<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -// Damage info for right impacts -3 // Number of clauses -z>0.25&z<0.75 -1 // Systems count -driver,1.0 // Damage -z<0.25 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -// Damage info for front impacts -3 // Number of clauses -always // Condition -2 // Systems count -engine,1.0 // Damage -transmission,0.3 // Damage -x<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.5 // Damage -x>0.75 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.5 // Damage -// Damage info for rear impacts -3 // Number of clauses -always // Condition -1 // Systems count -transmission,0.5 // Damage -x<0.25 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -x>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -GEAGLEF.PIX,GEAGLEF.PIX,GEAGLEA.PIX // Grid image (opponent, frank, annie) -2 // Number of pixelmap files for this car -APC8.PIX -EAGLBNT.PIX -2 // Number of pixelmap files for this car -APC.PIX -EAGLBNT.PIX -2 // Number of pixelmap files for this car -APC.PIX -EAGLBNT.PIX -0 // Number of shadetable files for this car -3 // Number of material files for this car -APC8.MAT -EABGLBNT.MAT -SILVER.MAT -3 // Number of material files for this car -APC.MAT -EABGLBNT.MAT -SILVER.MAT -3 // Number of material files for this car -APC.MAT -EABGLBNT.MAT -SILVER.MAT -3 // Number of model files for this car -APCX.DAT -APC.DAT -EBONNET.DAT -3 // Number of alternative actors -8,APCX.ACT // Minimum distance away, actor name -0,APC.ACT // Minimum distance away, actor name --1,EBONNET.ACT // Minimum distance away, actor name -none // Name of reflective screen material (or none if non-reflective) -2 // Number of steerable wheels -7 // GroovyFunkRef of 1st steerable wheel -8 // GroovyFunkRef of 2nd steerable wheel -4,-1,-1,-1 // Left-front suspension parts GroovyFunkRef -3,-1,-1,-1 // Right-front suspension parts GroovyFunkRef -6,-1 // Left-rear suspension parts GroovyFunkRef -5,-1 // Right-rear suspension parts GroovyFunkRef --1,-1,2,1 // Driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS -10,9,-1,-1 // Non-driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS -0.22 // Driven wheels diameter -0.22 // Non-driven wheels diameter -START OF FUNK -END OF FUNK -START OF GROOVE -FRPIVOT.ACT -not a lollipop -constant -straight -absolute -0,0,0 -3 -0,1,0 -rock -absolute -7 -0,0,0 -y -0 -NEXT GROOVE -FLPIVOT.ACT -not a 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-60 -9 -205 -1 -205 -1 -182 -1 -183 -1 -210 -5 -153 -1 -166 -1 -120 -1 -120 -12 -244 -1 -167 -8 -251 -1 -206 -1 -106 -1 -148 -1 -215 -1 -203 -1 -213 -5 -227 -1 -192 -1 -76 -1 -104 -1 -173 -1 -177 -1 -188 -3 -201 -1 -178 -1 -28 -2 -98 -1 -113 -75 -0.116199, -0.002878, -0.179611 -0.166199, 0.057500, -0.129611 -0.300000, 0.273984, 0.023439 -0.000000, 0.088285, 0.276561 -26 -2 -138 -1 -47 -1 -47 -1 -120 -1 -120 -1 -141 -1 -141 -1 -126 -18 -121 -1 -119 -1 -40 -1 -40 -13 -212 -10 -169 -1 -184 -1 -216 -1 -179 -1 -178 -7 -152 -1 -151 -1 -175 -1 -150 -1 -148 -5 -135 -1 -113 -1 -23 -START OF MECHANICS STUFF version 2 --0.151, 0, 0.277 // left rear wheel position -0.151, 0, 0.277 // right rear --0.151, 0, -0.234 // left front wheel position -0.151, 0, -0.234 // right front -0, 0.07, 0.0 // centre of mass position -1 // number of bounding boxes --0.218, -0.158, -0.422 // min x, min y, min z -0.218, 0.133, 0.422 // max x, max y, max z -0.5 // min turning circle radius -0.01, 0.01 // suspension give (forward, back) -0.055 // ride height (must be more than miny in bounding box ) -1 // damping factor -2.5 // mass in tonnes -1 // fractional reduction in friction when slipping -79, 80 // friction angle ( front and rear ) -0.328, 0.15, 0.816 // width, height, length(0.816, 1.216) for angular momentum calculation -2.0 // traction fractional multiplier v. 2 -50 // speed at which down force = weight v. 2 -1.0 // brake multiplier, 1 = nomral brakes v. 2 -1.0 // increase in brakes per second 1 = normal v. 2 -0.05, 0.05 // rolling resistance front and back -6 // number of gears -150 // speed at red line in highest gear -4 // acceleration in highest gear m/s^2 (i.e. engine strength) -END OF MECHANICS STUFF -// Materials for shrapnel -2 // number of materials -M29.MAT -M02.MAT diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/CARS/MONSTER.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/CARS/MONSTER.TXT deleted file mode 100644 index b258cd86..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/CARS/MONSTER.TXT +++ /dev/null @@ -1,6468 +0,0 @@ -MONSTER.TXT // Name of car -START OF DRIVABLE STUFF --0.1,0.82,0 // Offset of driver's head in 3D space -80,-70 // Angles to turn to make head go left and right -0,0.8,0,30 // Offset of 'mirror camera' in 3D space, viewing angle of mirror -none,none,PRATBDRT.PIX,PRATBDHZ.PIX // Pratcam border names (left, top, right, bottom) -END OF DRIVABLE STUFF -5300,5301,5302 // Engine noise (normal, enclosed space, underwater) -stealworthy // Cannot be stolen (without cheat) -// Damage info for top impacts -1 // Number of clauses -always -1 // Systems count -driver,1.5 // Damage // Number of clauses -// Damage info for bottom impacts -5 // Number of clauses -always -1 // Systems count -transmission,1.0 // Damage -z<0.25&x<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.3 // Damage -z<0.25&x>0.75 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75&x<0.25 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -z>0.75&x>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -// Damage info for left impacts -3 // Number of clauses -z>0.25&z<0.75 -1 // Systems count -driver,1.0 // Damage -z<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -// Damage info for right impacts -3 // Number of clauses -z>0.25&z<0.75 -1 // Systems count -driver,1.0 // Damage -z<0.25 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -// Damage info for front impacts -3 // Number of clauses -always // Condition -2 // Systems count -engine,1.0 // Damage -transmission,0.3 // Damage -x<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.5 // Damage -x>0.75 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.5 // Damage -// Damage info for rear impacts -3 // Number of clauses -always // Condition -1 // Systems count -transmission,0.5 // Damage -x<0.25 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -x>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -GMONSTA.PIX,GMONSTA.PIX,GMONSTA.PIX // Grid image (opponent, frank, annie) -2 // Number of pixelmap files for this car -MONBON.PIX -MONSTER.PIX -2 // Number of pixelmap files for this car -MONBON.PIX -MONSTER.PIX -2 // Number of pixelmap files for this car -MONBON.PIX -MONSTER.PIX -0 // Number of shadetable files for this car -2 // Number of pixelmap files for this car -MONBON.MAT -MONSTER.MAT -2 // Number of pixelmap files for this car -MONBON.MAT -MONSTER.MAT -2 // Number of pixelmap files for this car -MONBON.MAT -MONSTER.MAT -3 // Number of model files for this car -XMONSTA.DAT -MONBON.DAT -MONSTER2.DAT -3 // Number of alternative actors -8,XMONSTA.ACT // Minimum distance away, actor name -0,MONSTER2.ACT // Minimum distance away, actor name --1,MONBON.ACT // Minimum distance away, actor name -DRSKY.MAT // Name of reflective screen material (or none if non-reflective) -2 // Number of steerable wheels -7 // GroovyFunkRef of 1st steerable wheel -8 // GroovyFunkRef of 2nd steerable wheel -4,-1,-1,-1 // Left-front suspension parts GroovyFunkRef -3,-1,-1,-1 // Right-front suspension parts GroovyFunkRef -6,-1 // Left-rear suspension parts GroovyFunkRef -5,-1 // Right-rear suspension parts GroovyFunkRef --1,-1,2,1 // Driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS -10,9,-1,-1 // Non-driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS -0.495 // Driven wheels diameter -0.495 // Non-driven wheels diameter -START OF FUNK -END OF FUNK -START OF GROOVE -FRPIVOT.ACT -not a lollipop -constant -straight -absolute -0,0,0 -3 -0,1,0 -rock -absolute -7 -0,0,0 -y -0 -NEXT GROOVE -FLPIVOT.ACT -not a lollipop -constant -straight -absolute -0,0,0 -4 -0,1,0 -rock -absolute -8 -0,0,0 -y -0 -NEXT GROOVE -RRWHEEL.ACT -not a lollipop -constant -straight -absolute -0,0,0 -5 -0,1,0 -spin -controlled -1 -0,0,0 -x -NEXT GROOVE -RLWHEEL.ACT -not a lollipop -constant -straight -absolute -0,0,0 -6 -0,1,0 -spin -controlled -2 -0,0,0 -x -NEXT GROOVE -FRWHEEL.ACT -not a lollipop -constant -no path -spin -controlled -9 -0,0,0 -x -NEXT GROOVE -FLWHEEL.ACT -not a lollipop -constant -no path -spin -controlled -10 -0,0,0 -x -END OF GROOVE -// CRUSH DATA -0.700000 -0.050000,0.300000 -0.050000 -0.050000 -0.000000 -0.000000 -0 -// CRUSH DATA -0.300000 -0.150000,0.400000 -0.050000 -0.050000 -0.000000 -0.000000 -86 -6 -0.126878, -0.030966, 0.333212 -0.176878, 0.062945, 0.433212 -0.145933, 0.150050, 0.281199 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-0.223, -0.297 // right front -0, 0.25, -0.05 // centre of mass position --0.415, -0.384, -0.480 // min x, min y, min z -0.415, 0.199, 0.486 // max x, max y, max z -4 // number of extra points -0.143,0.286,0.105 --0.143,0.286,0.105 -0.143,0.286,-0.076 --0.143,0.286,-0.076 -1 // min turning circle radius -0.036, 0.036 // suspension give (forward, back) -0.240 // ride height (must be more than miny in bounding box ) -1 // damping factor -2.5 // mass in tonnes -1 // fractional reduction in friction when slipping -79, 80 // friction angle ( front and rear ) -0.8, 0.5, 0.9 // width, height, length(0.816, 1.216) for angular momentum calculation -2.0 // traction fractional multiplier v. 2 -50 // speed at which down force = weight v. 2 -1.0 // brake multiplier, 1 = nomral brakes v. 2 -1.0 // increase in brakes per second 1 = normal v. 2 -0.03, 0.03 // rolling resistance front and back -6 // number of gears -200 // speed at red line in highest gear -8 // acceleration in highest gear m/s^2 (i.e. engine strength) -END OF MECHANICS STUFF -// Materials for shrapnel -1 // number of materials -M45.MAT diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/CARS/MUSCLE.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/CARS/MUSCLE.TXT deleted file mode 100644 index 67e8f3ed..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/CARS/MUSCLE.TXT +++ /dev/null @@ -1,16131 +0,0 @@ -MUSCLE.TXT // Name of car -START OF DRIVABLE STUFF --0.112,0.17,0 // Offset of driver's head in 3D space -80,-70 // Angles to turn to make head go left and right -0,0.175,0,30 // Offset of 'mirror camera' in 3D space, viewing angle of mirror -none,none,PRATBDRT.PIX,PRATBDHZ.PIX // Pratcam border names (left, top, right, bottom) -END OF DRIVABLE STUFF -5312,5301,5302 // Engine noise (normal, enclosed space, underwater) -not stealworthy // Cannot be stolen (without cheat) -// Damage info for top impacts -1 // Number of clauses -always -1 // Systems count -driver,1.5 // Damage // Number of clauses -// Damage info for bottom impacts -5 // Number of clauses -always -1 // Systems count -transmission,1.0 // Damage -z<0.25&x<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.3 // Damage -z<0.25&x>0.75 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75&x<0.25 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -z>0.75&x>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -// Damage info for left impacts -3 // Number of clauses -z>0.25&z<0.75 -1 // Systems count -driver,1.0 // Damage -z<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -// Damage info for right impacts -3 // Number of clauses -z>0.25&z<0.75 -1 // Systems count -driver,1.0 // Damage -z<0.25 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -// Damage info for front impacts -3 // Number of clauses -always // Condition -2 // Systems count -engine,1.0 // Damage -transmission,0.3 // Damage -x<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.5 // Damage -x>0.75 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.5 // Damage -// Damage info for rear impacts -3 // Number of clauses -always // Condition -1 // Systems count -transmission,0.5 // Damage -x<0.25 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -x>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -GMUSC.PIX,GMUSC.PIX,GMUSC.PIX // Grid image (opponent, frank, annie) -2 // Number of pixelmap files for this car -EAGLBNT.PIX -CHARGER.PIX -2 // Number of pixelmap files for this car -EAGLBNT.PIX -CHARGER.PIX -2 // Number of pixelmap files for this car -EAGLBNT.PIX -CHARGER.PIX -0 // Number of shadetable files for this car -3 // Number of pixelmap files for this car -EABGLBNT.MAT -SILVER.MAT -CHARGER.MAT -3 // Number of pixelmap files for this car -EABGLBNT.MAT -SILVER.MAT -CHARGER.MAT -3 // Number of pixelmap files for this car -EABGLBNT.MAT -SILVER.MAT -CHARGER.MAT -3 // Number of model files for this car -CHARGERX.DAT -EBONNET.DAT -CHARGER.DAT -3 // Number of alternative actors -8,CHARGERX.ACT // Minimum distance away, actor name -0,CHARGER.ACT // Minimum distance away, actor name --1,EBONNET.ACT // Minimum distance away, actor name -DRSKY.MAT // Name of reflective screen material (or none if non-reflective) -2 // Number of steerable wheels -7 // GroovyFunkRef of 1st steerable wheel -8 // GroovyFunkRef of 2nd steerable wheel -4,-1,-1,-1 // Left-front suspension parts GroovyFunkRef -3,-1,-1,-1 // Right-front suspension parts GroovyFunkRef -6,-1 // Left-rear suspension parts GroovyFunkRef -5,-1 // Right-rear suspension parts GroovyFunkRef --1,-1,2,1 // Driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS -10,9,-1,-1 // Non-driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS -0.12 // Driven wheels diameter -0.11 // Non-driven wheels diameter -START OF FUNK -END OF FUNK -START OF GROOVE -FRPIVOT.ACT -not a lollipop -constant -straight -absolute -0,0,0 -3 -0,1,0 -rock -absolute -7 -0,0,0 -y -0 -NEXT GROOVE -FLPIVOT.ACT -not a lollipop -constant -straight -absolute -0,0,0 -4 -0,1,0 -rock -absolute -8 -0,0,0 -y -0 -NEXT GROOVE -RRWHEEL.ACT -not a lollipop -constant -straight -absolute -0,0,0 -5 -0,1,0 -spin -controlled -1 -0,0,0 -x -NEXT GROOVE -RLWHEEL.ACT -not a lollipop -constant -straight -absolute -0,0,0 -6 -0,1,0 -spin -controlled -2 -0,0,0 -x -NEXT GROOVE -FRWHEEL.ACT -not a lollipop -constant -no path -spin -controlled -9 -0,0,0 -x -NEXT 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box ) -0.6 // damping factor -1.6 // mass in tonnes -1 // fractional reduction in friction when slipping -79, 80 // friction angle ( front and rear ) -0.328, 0.15, 0.816 // width, height, length(0.816, 1.216) for angular momentum calculation -2.0 // traction fractional multiplier v. 2 -50 // speed at which down force = weight v. 2 -1.0 // brake multiplier, 1 = nomral brakes v. 2 -1.0 // increase in brakes per second 1 = normal v. 2 -0.03, 0.03 // rolling resistance front and back -6 // number of gears -400 // speed at red line in highest gear -20 // acceleration in highest gear m/s^2 (i.e. engine strength) -END OF MECHANICS STUFF -// Materials for shrapnel -1 // number of materials -M25.MAT diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/CARS/NEWEAGLE.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/CARS/NEWEAGLE.TXT deleted file mode 100644 index 147bae74..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/CARS/NEWEAGLE.TXT +++ /dev/null @@ -1,26448 +0,0 @@ -NEWEAGLE.TXT // Name of car -START OF DRIVABLE STUFF --0.08,0.179,0 // Offset of driver's head in 3D space -80,-70 // Angles to turn to make head go left and right -0,0.175,0.2,30 // Offset of 'mirror camera' in 3D space, viewing angle of mirror -none,none,PRATBDRT.PIX,PRATBDHZ.PIX // Pratcam border names (left, top, right, bottom) -END OF DRIVABLE STUFF -5300,5301,5302 // Engine noise (normal, enclosed space, underwater) -stealworthy // Can be stolen -// Damage info for top impacts -1 // Number of clauses -always -1 // Systems count -driver,1.5 // Damage // Number of clauses -// Damage info for bottom impacts -5 // Number of clauses -always -1 // Systems count -transmission,0.2 // Damage -z<0.25&x<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.3 // Damage -z<0.25&x>0.75 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75&x<0.25 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -z>0.75&x>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -// Damage info for left impacts -3 // Number of clauses -z>0.25&z<0.75 -1 // Systems count -driver,1.0 // Damage -z<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -// Damage info for right impacts -3 // Number of clauses -z>0.25&z<0.75 -1 // Systems count -driver,1.0 // Damage -z<0.25 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -// Damage info for front impacts -3 // Number of clauses -always // Condition -2 // Systems count -engine,1.0 // Damage -transmission,0.3 // Damage -x<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.5 // Damage -x>0.75 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.5 // Damage -// Damage info for rear impacts -3 // Number of clauses -always // Condition -1 // Systems count -transmission,0.5 // Damage -x<0.25 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -x>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -GNWEAGLE.PIX,GNWEAGLE.PIX,GNWEAGLE.PIX // Grid image (opponent, frank, annie) -2 // Number of pixelmap files for this car -BATBNNT.PIX -BATEAGLE.PIX // 64x64 lo-res -2 // Number of pixelmap files for this car -BATBNNT.PIX -BATEAGLE.PIX // 64x64 lo-res -2 // Number of pixelmap files for this car -BATBNNT.PIX -BATEAGLE.PIX // 64x64 lo-res -0 // Number of shadetable files for this car -2 // Number of pixelmap files for this car -BATBNNT.MAT -BATEAGLE.MAT -2 // Number of pixelmap files for this car -BATBNNT.MAT -BATEAGLE.MAT -2 // Number of pixelmap files for this car -BATBNNT.MAT -BATEAGLE.MAT -3 // Number of model files for this car -NWEAGLEX.DAT -NWEAGBNT.DAT -NEWEAGLE.DAT -3 // Number of alternative actors -8,NWEAGLEX.ACT // Minimum distance away, actor name -0,NEWEAGLE.ACT // Minimum distance away, actor name --1,NWEAGBNT.ACT // Minimum distance away, actor name -DRSKY.MAT // Name of reflective screen material (or none if non-reflective) -2 // Number of steerable wheels -7 // GroovyFunkRef of 1st steerable wheel -8 // GroovyFunkRef of 2nd steerable wheel -4,-1,-1,-1 // Left-front suspension parts GroovyFunkRef -3,-1,-1,-1 // Right-front suspension parts GroovyFunkRef -6,-1 // Left-rear suspension parts GroovyFunkRef -5,-1 // Right-rear suspension parts GroovyFunkRef --1,-1,2,1 // Driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS -10,9,-1,-1 // Non-driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS -0.148 // Driven wheels diameter -0.14 // Non-driven wheels diameter -START OF FUNK -END OF FUNK -START OF GROOVE -FRPIVOT.ACT -not a lollipop -constant -straight -absolute -0,0,0 -3 -0,1,0 -rock -absolute -7 -0,0,0 -y -0 -NEXT GROOVE -FLPIVOT.ACT -not a lollipop -constant -straight -absolute -0,0,0 -4 -0,1,0 -rock -absolute -8 -0,0,0 -y -0 -NEXT GROOVE -RRWHEEL.ACT -not a lollipop -constant -straight -absolute -0,0,0 -5 -0,1,0 -spin -controlled -1 -0,0,0 -x -NEXT GROOVE -RLWHEEL.ACT -not a lollipop -constant -straight -absolute -0,0,0 -6 -0,1,0 -spin -controlled -2 -0,0,0 -x -NEXT GROOVE -FRWHEEL.ACT -not a lollipop -constant -no path -spin -controlled -9 -0,0,0 -x -NEXT GROOVE -FLWHEEL.ACT -not a lollipop -constant -no path -spin -controlled -10 -0,0,0 -x -END OF GROOVE -// CRUSH DATA -0.700000 -0.050000,0.300000 -0.050000 -0.050000 -0.000000 -0.000000 -0 -// CRUSH DATA -0.700000 -0.150000,0.400000 -0.050000 -0.050000 -0.000000 -0.000000 -103 -126 --0.097316, -0.043568, 0.313345 --0.047316, 0.050557, 0.413345 -0.040201, 0.150894, 0.298305 -0.109799, 0.131481, 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position -0.133, -0.058, 0.243 // right rear --0.126, -0.060, -0.243 // left front wheel position -0.126, -0.060, -0.243 // right front -0, 0.05, 0 // centre of mass position --0.179, -0.084, -0.411 // min x, min y, min z -0.179, 0.072, 0.414 // max x, max y, max z -2 // number of extra points v. 3 -0.079, 0.097, 0.168 // extra point 1 v. 3 --0.079, 0.097, 0.168 // extra point 2 v. 3 -0.5 // min turning circle radius -0.01, 0.01 // suspension give (forward, back) -0.065 // ride height (must be more than miny in bounding box ) -1 // damping factor -1 // mass in tonnes -1 // fractional reduction in friction when slipping -80, 79.5, 80.5 // friction angle ( front and rear ) -0.3, 0.15, 0.9 // width, height, length(0.816, 1.216) for angular momentum calculation -2.0 // traction fractional multiplier v. 2 -50 // speed at which down force = weight v. 2 -1.0 // brake multiplier, 1 = nomral brakes v. 2 -1.0 // increase in brakes per second 1 = normal v. 2 -0.05, 0.05 // rolling resistance front and back v. 1 -6 // number of gears v.1 -250 // speed at red line in highest gear v.1 -5 // acceleration in highest gear m/s^2 (i.e. engine strength) v.1 -END OF MECHANICS STUFF -// Materials for shrapnel -1 // number of materials -M35.MAT diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/CARS/PARAMED.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/CARS/PARAMED.TXT deleted file mode 100644 index c6fadf4b..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/CARS/PARAMED.TXT +++ /dev/null @@ -1,11303 +0,0 @@ -PARAMED.TXT // Name of car -START OF DRIVABLE STUFF --0.08,0.179,0 // Offset of driver's head in 3D space -80,-70 // Angles to turn to make head go left and right -0,0.175,0.2,30 // Offset of 'mirror camera' in 3D space, viewing angle of mirror -none,none,PRATBDRT.PIX,PRATBDHZ.PIX // Pratcam border names (left, top, right, bottom) -END OF DRIVABLE STUFF -5300,5301,5302 // Engine noise (normal, enclosed space, underwater) -not stealworthy // Can be stolen -// Damage info for top impacts -1 // Number of clauses -always -1 // Systems count -driver,1.5 // Damage // Number of clauses -// Damage info for bottom impacts -5 // Number of clauses -always -1 // Systems count -transmission,0.2 // Damage -z<0.25&x<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.3 // Damage -z<0.25&x>0.75 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75&x<0.25 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -z>0.75&x>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -// Damage info for left impacts -3 // Number of clauses -z>0.25&z<0.75 -1 // Systems count -driver,1.0 // Damage -z<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -// Damage info for right impacts -3 // Number of clauses -z>0.25&z<0.75 -1 // Systems count -driver,1.0 // Damage -z<0.25 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -// Damage info for front impacts -3 // Number of clauses -always // Condition -2 // Systems count -engine,1.0 // Damage -transmission,0.3 // Damage -x<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.5 // Damage -x>0.75 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.5 // Damage -// Damage info for rear impacts -3 // Number of clauses -always // Condition -1 // Systems count -transmission,0.5 // Damage -x<0.25 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -x>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -GAMBLANC.PIX,GAMBLANC.PIX,GAMBLANC.PIX // Grid image (opponent, frank, annie) -2 // Number of pixelmap files for this car -BATBNNT.PIX -AMBLANCE.PIX // 64x64 lo-res -2 // Number of pixelmap files for this car -BATBNNT.PIX -AMBLANCE.PIX // 64x64 lo-res -2 // Number of pixelmap files for this car -BATBNNT.PIX -AMBLANCE.PIX // 64x64 lo-res -0 // Number of shadetable files for this car -2 // Number of pixelmap files for this car -BATBNNT.MAT -AMBLANCE.MAT -2 // Number of pixelmap files for this car -BATBNNT.MAT -AMBLANCE.MAT -2 // Number of pixelmap files for this car -BATBNNT.MAT -AMBLANCE.MAT -3 // Number of model files for this car -AMBLANCX.DAT -NWEAGBNT.DAT -AMBLANCE.DAT -3 // Number of alternative actors -8,AMBLANCX.ACT // Minimum distance away, actor name -0,AMBLANCE.ACT // Minimum distance away, actor name --1,NWEAGBNT.ACT // Minimum distance away, actor name -AMWIN.MAT // Name of reflective screen material (or none if non-reflective) -2 // Number of steerable wheels -7 // GroovyFunkRef of 1st steerable wheel -8 // GroovyFunkRef of 2nd steerable wheel -4,-1,-1,-1 // Left-front suspension parts GroovyFunkRef -3,-1,-1,-1 // Right-front suspension parts GroovyFunkRef -6,-1 // Left-rear suspension parts GroovyFunkRef -5,-1 // Right-rear suspension parts GroovyFunkRef --1,-1,2,1 // Driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS -10,9,-1,-1 // Non-driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS -0.148 // Driven wheels diameter -0.14 // Non-driven wheels diameter -START OF FUNK -END OF FUNK -START OF GROOVE -FRPIVOT.ACT -not a lollipop -constant -straight -absolute -0,0,0 -3 -0,1,0 -rock -absolute -7 -0,0,0 -y -0 -NEXT GROOVE -FLPIVOT.ACT -not a lollipop -constant -straight -absolute -0,0,0 -4 -0,1,0 -rock -absolute -8 -0,0,0 -y -0 -NEXT GROOVE -RRWHEEL.ACT -not a lollipop -constant -straight -absolute -0,0,0 -5 -0,1,0 -spin -controlled -1 -0,0,0 -x -NEXT GROOVE -RLWHEEL.ACT -not a lollipop -constant -straight 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for angular momentum calculation -2.0 // traction fractional multiplier v. 2 -50 // speed at which down force = weight v. 2 -1.0 // brake multiplier, 1 = nomral brakes v. 2 -1.0 // increase in brakes per second 1 = normal v. 2 -0.05, 0.05 // rolling resistance front and back v. 1 -6 // number of gears v.1 -150 // speed at red line in highest gear v.1 -4 // acceleration in highest gear m/s^2 (i.e. engine strength) v.1 -END OF MECHANICS STUFF -// Materials for shrapnel -2 // number of materials -M15.MAT -M00.MAT diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/CARS/PORK.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/CARS/PORK.TXT deleted file mode 100644 index c0bc6acd..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/CARS/PORK.TXT +++ /dev/null @@ -1,14750 +0,0 @@ -PORK.TXT // Name of car -START OF DRIVABLE STUFF --0.08,0.24,0 // Offset of driver's head in 3D space -80,-65 // Angles to turn to make head go left and right -0,0.2,0.2,30 // Offset of 'mirror camera' in 3D space, viewing angle of mirror -none,none,PRATBDRT.PIX,PRATBDHZ.PIX // Pratcam border names (left, top, right, bottom) -END OF DRIVABLE STUFF -5300,5301,5302 // Engine noise (normal, enclosed space, underwater) -stealworthy // Can be stolen -// Damage info for top impacts -1 // Number of clauses -always -1 // Systems count -driver,1.5 // Damage // Number of clauses -// Damage info for bottom impacts -5 // Number of clauses -always -1 // Systems count -transmission,0.2 // Damage -z<0.25&x<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.3 // Damage -z<0.25&x>0.75 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75&x<0.25 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -z>0.75&x>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -// Damage info for left impacts -3 // Number of clauses -z>0.25&z<0.75 -1 // Systems count -driver,1.0 // Damage -z<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -// Damage info for right impacts -3 // Number of clauses -z>0.25&z<0.75 -1 // Systems count -driver,1.0 // Damage -z<0.25 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -// Damage info for front impacts -3 // Number of clauses -always // Condition -2 // Systems count -engine,1.0 // Damage -transmission,0.3 // Damage -x<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.5 // Damage -x>0.75 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.5 // Damage -// Damage info for rear impacts -3 // Number of clauses -always // Condition -1 // Systems count -transmission,0.5 // Damage -x<0.25 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -x>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -GPORK.PIX,GPORK.PIX,GPORK.PIX // Grid image (opponent, frank, annie) -2 // Number of pixelmap files for this car -PORKBON.PIX -PORK.PIX // 64x64 lo-res -2 // Number of pixelmap files for this car -PORKBON.PIX -PORK.PIX // 64x64 lo-res -2 // Number of pixelmap files for this car -PORKBON.PIX -PORK.PIX // 64x64 lo-res -0 // Number of shadetable files for this car -2 // Number of pixelmap files for this car -PORKBON.MAT -PORK.MAT -2 // Number of pixelmap files for this car -PORKBON.MAT -PORK.MAT -2 // Number of pixelmap files for this car -PORKBON.MAT -PORK.MAT -3 // Number of model files for this car -PORKX.DAT -PORKBON.DAT -PORK.DAT -3 // Number of alternative actors -8,PORKX.ACT // Minimum distance away, actor name -0,PORK.ACT // Minimum distance away, actor name --1,PORKBON.ACT // Minimum distance away, actor name -none // Name of reflective screen material (or none if non-reflective) -2 // Number of steerable wheels -7 // GroovyFunkRef of 1st steerable wheel -8 // GroovyFunkRef of 2nd steerable wheel -4,-1,-1,-1 // Left-front suspension parts GroovyFunkRef -3,-1,-1,-1 // Right-front suspension parts GroovyFunkRef -6,-1 // Left-rear suspension parts GroovyFunkRef -5,-1 // Right-rear suspension parts GroovyFunkRef --1,-1,2,1 // Driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS -10,9,-1,-1 // Non-driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS -0.148 // Driven wheels diameter -0.14 // Non-driven wheels diameter -START OF FUNK -END OF FUNK -START OF GROOVE -FRPIVOT.ACT -not a lollipop -constant -straight -absolute -0,0,0 -3 -0,1,0 -rock -absolute -7 -0,0,0 -y -0 -NEXT GROOVE -FLPIVOT.ACT -not a lollipop -constant -straight -absolute -0,0,0 -4 -0,1,0 -rock -absolute -8 -0,0,0 -y -0 -NEXT GROOVE -RRWHEEL.ACT -not a lollipop -constant -straight -absolute -0,0,0 -5 -0,1,0 -spin -controlled -1 -0,0,0 -x -NEXT GROOVE -RLWHEEL.ACT -not a lollipop -constant -straight -absolute -0,0,0 -6 -0,1,0 -spin -controlled -2 -0,0,0 -x -NEXT GROOVE -FRWHEEL.ACT -not a lollipop -constant -no path -spin -controlled -9 -0,0,0 -x -NEXT GROOVE -FLWHEEL.ACT -not a lollipop -constant -no path -spin -controlled -10 -0,0,0 -x -END OF GROOVE -// CRUSH DATA -0.700000 -0.050000,0.300000 -0.050000 -0.050000 -0.000000 -0.000000 -0 -// CRUSH DATA -0.600000 -0.050000,0.300000 -0.050000 -0.050000 -0.000000 -0.000000 -103 -2 --0.139321, -0.091520, -0.349291 --0.089321, -0.026441, -0.249291 -0.031689, 0.057071, 0.035977 -0.118311, 0.138164, 0.264023 -83 -1 -125 -9 -115 -2 -248 -1 -226 -1 -216 -1 -167 -1 -109 -1 -96 -1 -120 -1 -141 -1 -167 -1 -176 -1 -154 -1 -125 -1 -75 -1 -66 -1 -188 -1 -253 -38 -248 -1 -190 -1 -139 -1 -92 -1 -59 -1 -55 -1 -67 -3 -249 -2 -245 -7 -153 -1 -107 -1 -140 -88 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-51 -5 -51 -3 -0 -33 -76 -13 -218 -1 -155 -1 -118 -63 -184 -15 -190 -46 -76 -// CRUSH DATA -0.700000 -0.050000,0.300000 -0.050000 -0.050000 -0.000000 -0.000000 -0 -START OF MECHANICS STUFF version 4 --0.187, -0.131, 0.212 // left rear wheel position -0.187, -0.131, 0.212 // right rear --0.170, -0.137, -0.256 // left front wheel position -0.170, -0.137, -0.256 // right front -0, 0.05, 0 // centre of mass position --0.219, -0.156, -0.440 // min x, min y, min z -0.219, 0.063, 0.443 // max x, max y, max z -3 // number of extra points v. 3 -0.0, 0.167, 0.081 // extra point 1 v. 3 --0.0, 0.004, -0.37 // extra point 2 v. 3 --0.0, 0.087, 0.305 // extra point 3 v. 3 -0.5 // min turning circle radius -0.016, 0.016 // suspension give (forward, back) -0.065 // ride height (must be more than miny in bounding box ) -1 // damping factor -1 // mass in tonnes -1 // fractional reduction in friction when slipping -80, 79.5, 80.5 // friction angle ( front and rear ) -0.4, 0.2, 0.9 // width, height, length(0.816, 1.216) for angular momentum calculation -2.0 // traction fractional multiplier v. 2 -50 // speed at which down force = weight v. 2 -1.0 // brake multiplier, 1 = nomral brakes v. 2 -1.0 // increase in brakes per second 1 = normal v. 2 -0.05, 0.05 // rolling resistance front and back v. 1 -6 // number of gears v.1 -250 // speed at red line in highest gear v.1 -5 // acceleration in highest gear m/s^2 (i.e. engine strength) v.1 -END OF MECHANICS STUFF -// Materials for shrapnel -2 // number of materials -M37.MAT -M35.MAT diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/CARS/SEMI.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/CARS/SEMI.TXT deleted file mode 100644 index 2ea60ce2..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/CARS/SEMI.TXT +++ /dev/null @@ -1,9867 +0,0 @@ -SEMI.TXT // Name of car -START OF DRIVABLE STUFF -0,0.39,0 // Offset of driver's head in 3D space -80,-70 // Angles to turn to make head go left and right -0,0.175,0,30 // Offset of 'mirror camera' in 3D space, viewing angle of mirror -none,none,PRATBDRT.PIX,PRATBDHZ.PIX // Pratcam border names (left, top, right, bottom) -END OF DRIVABLE STUFF -5314,5301,5302 // Engine noise (normal, enclosed space, underwater) -stealworthy // Can be stolen -// Damage info for top impacts -1 // Number of clauses -always -1 // Systems count -driver,1.5 // Damage // Number of clauses -// Damage info for bottom impacts -5 // Number of clauses -always -1 // Systems count -transmission,1.0 // Damage -z<0.25&x<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.3 // Damage -z<0.25&x>0.75 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75&x<0.25 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -z>0.75&x>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -// Damage info for left impacts -3 // Number of clauses -z>0.25&z<0.75 -1 // Systems count -driver,1.0 // Damage -z<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -// Damage info for right impacts -3 // Number of clauses -z>0.25&z<0.75 -1 // Systems count -driver,1.0 // Damage -z<0.25 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -// Damage info for front impacts -3 // Number of clauses -always // Condition -2 // Systems count -engine,1.0 // Damage -transmission,0.3 // Damage -x<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.5 // Damage -x>0.75 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.5 // Damage -// Damage info for rear impacts -3 // Number of clauses -always // Condition -1 // Systems count -transmission,0.5 // Damage -x<0.25 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -x>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -GSEMI.PIX,GSEMI.PIX,GSEMI.PIX // Grid image (opponent, frank, annie) -2 // Number of pixelmap files for this car -EAGLBNT.PIX -SEMI.PIX -2 // Number of pixelmap files for this car -EAGLBNT.PIX -SEMI.PIX -2 // Number of pixelmap files for this car -EAGLBNT.PIX -SEMI.PIX -0 // Number of shadetable files for this car -3 // Number of pixelmap files for this car -EABGLBNT.MAT -SILVER.MAT -SEMI.MAT -3 // Number of pixelmap files for this car -EABGLBNT.MAT -SILVER.MAT -SEMI.MAT -3 // Number of pixelmap files for this car -EABGLBNT.MAT -SILVER.MAT -SEMI.MAT -3 // Number of model files for this car -SEMIX.DAT -EBONNET.DAT -SEMI.DAT -3 // Number of alternative actors -8,SEMIX.ACT // Minimum distance away, actor name -0,SEMI.ACT // Minimum distance away, actor name --1,EBONNET.ACT // Minimum distance away, actor name -DRSKY.MAT // Name of reflective screen material (or none if non-reflective) -2 // Number of steerable wheels -7 // GroovyFunkRef of 1st steerable wheel -8 // GroovyFunkRef of 2nd steerable wheel -4,-1,-1,-1 // Left-front suspension parts GroovyFunkRef -3,-1,-1,-1 // Right-front suspension parts GroovyFunkRef -6,14 // Left-rear suspension parts GroovyFunkRef -5,13 // Right-rear suspension parts GroovyFunkRef -11,12,2,1 // Driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS -10,9,-1,-1 // Non-driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS -0.224 // Driven wheels diameter -0.224 // Non-driven wheels diameter -START OF FUNK -END OF FUNK -START OF GROOVE -FRPIVOT.ACT -not a lollipop -constant -straight -absolute -0,0,0 -3 -0,1,0 -rock -absolute -7 -0,0,0 -y -0 -NEXT GROOVE -FLPIVOT.ACT -not a lollipop -constant -straight -absolute -0,0,0 -4 -0,1,0 -rock 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right rear --0.232, -0.255, -0.45 // left front wheel position -0.232, -0.255, -0.45 // right front -0, 0.1, -0.2 // centre of mass position --0.341, -0.309, -0.690 // min x, min y, min z -0.341, 0.047, 0.702 // max x, max y, max z -6 // num extra coll. points --0.341, 0.185, -0.318 // min x, min y, min z -0.341, 0.185, -0.318 // max x, max y, max z -0.000, 0.185, -0.318 --0.341, 0.326, 0.042 // min x, min y, min z -0.341, 0.326, 0.042 // max x, max y, max z -0.000, 0.326, 0.042 -0.8 // min turning circle radius -0.018, 0.018 // suspension give (forward, back) -0.095 // ride height (must be more than miny in bounding box ) -0.7 // damping factor -5 // mass in tonnes -1 // fractional reduction in friction when slipping -79, 80 // friction angle ( front and rear ) -0.4, 0.25, 0.916 // width, height, length(0.816, 1.216) for angular momentum calculation -2.0 // traction fractional multiplier v. 2 -50 // speed at which down force = weight v. 2 -1.0 // brake multiplier, 1 = nomral brakes v. 2 -1.0 // increase in brakes per second 1 = normal v. 2 -0.05, 0.05 // rolling resistance front and back -6 // number of gears -100 // speed at red line in highest gear -2 // acceleration in highest gear m/s^2 (i.e. engine strength) -END OF MECHANICS STUFF -// Materials for shrapnel -1 // number of materials -M14.MAT diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/CARS/SLED.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/CARS/SLED.TXT deleted file mode 100644 index ceb4feb3..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/CARS/SLED.TXT +++ /dev/null @@ -1,13939 +0,0 @@ -SLED.TXT // Name of car -START OF DRIVABLE STUFF --0.112,0.17,0 // Offset of driver's head in 3D space -80,-70 // Angles to turn to make head go left and right -0,0.175,0,30 // Offset of 'mirror camera' in 3D space, viewing angle of mirror -none,none,PRATBDRT.PIX,PRATBDHZ.PIX // Pratcam border names (left, top, right, bottom) -END OF DRIVABLE STUFF -5300,5301,5302 // Engine noise (normal, enclosed space, underwater) -not stealworthy // Cannot be stolen (without cheat) -// Damage info for top impacts -1 // Number of clauses -always -1 // Systems count -driver,1.5 // Damage // Number of clauses -// Damage info for bottom impacts -5 // Number of clauses -always -1 // Systems count -transmission,1.0 // Damage -z<0.25&x<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.3 // Damage -z<0.25&x>0.75 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75&x<0.25 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -z>0.75&x>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -// Damage info for left impacts -3 // Number of clauses -z>0.25&z<0.75 -1 // Systems count -driver,1.0 // Damage -z<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -// Damage info for right impacts -3 // Number of clauses -z>0.25&z<0.75 -1 // Systems count -driver,1.0 // Damage -z<0.25 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -// Damage info for front impacts -3 // Number of clauses -always // Condition -2 // Systems count -engine,1.0 // Damage -transmission,0.3 // Damage -x<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.5 // Damage -x>0.75 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.5 // Damage -// Damage info for rear impacts -3 // Number of clauses -always // Condition -1 // Systems count -transmission,0.5 // Damage -x<0.25 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -x>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -GSLED.PIX,GSLED.PIX,GSLED.PIX // Grid image (opponent, frank, annie) -2 // Number of pixelmap files for this car -EAGLBNT.PIX -SLED.PIX -2 // Number of pixelmap files for this car -EAGLBNT.PIX -SLED.PIX -2 // Number of pixelmap files for this car -EAGLBNT.PIX -SLED.PIX -0 // Number of shadetable files for this car -3 // Number of pixelmap files for this car -EABGLBNT.MAT -SILVER.MAT -SLED.MAT -3 // Number of pixelmap files for this car -EABGLBNT.MAT -SILVER.MAT -SLED.MAT -3 // Number of pixelmap files for this car -EABGLBNT.MAT -SILVER.MAT -SLED.MAT -3 // Number of model files for this car -SLEDX.DAT -EBONNET.DAT -SLED.DAT -3 // Number of alternative actors -8,SLEDX.ACT // Minimum distance away, actor name -0,SLED.ACT // Minimum distance away, actor name --1,EBONNET.ACT // Minimum distance away, actor name -DRSKY.MAT // Name of reflective screen material (or none if non-reflective) -2 // Number of steerable wheels -7 // GroovyFunkRef of 1st steerable wheel -8 // GroovyFunkRef of 2nd steerable wheel -4,-1,-1,-1 // Left-front suspension parts GroovyFunkRef -3,-1,-1,-1 // Right-front suspension parts GroovyFunkRef -6,-1 // Left-rear suspension parts GroovyFunkRef -5,-1 // Right-rear suspension parts GroovyFunkRef -11,-1,2,1 // Driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS -10,9,-1,-1 // Non-driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS -0.12 // Driven wheels diameter -0.11 // Non-driven wheels diameter -START OF FUNK -END OF FUNK -START OF GROOVE -FRPIVOT.ACT -not a lollipop -constant -straight -absolute -0,0,0 -3 -0,1,0 -rock -absolute -7 -0,0,0 -y -0 -NEXT GROOVE -FLPIVOT.ACT -not a lollipop -constant -straight -absolute -0,0,0 -4 -0,1,0 -rock -absolute -8 -0,0,0 -y -0 -NEXT GROOVE -RRWHEEL.ACT -not a lollipop -constant -straight -absolute -0,0,0 -5 -0,1,0 -spin -controlled -1 -0,0,0 -x -NEXT GROOVE -RLWHEEL.ACT -not a lollipop -constant -straight -absolute -0,0,0 -6 -0,1,0 -spin -controlled -2 -0,0,0 -x -NEXT GROOVE -FRWHEEL.ACT -not a lollipop -constant -no path -spin -controlled -9 -0,0,0 -x -NEXT GROOVE -FLWHEEL.ACT -not a lollipop -constant -no path -spin -controlled -10 -0,0,0 -x -END OF GROOVE -// CRUSH DATA -0.700000 -0.050000,0.300000 -0.050000 -0.050000 -0.000000 -0.000000 -0 -// CRUSH DATA -0.450000 -0.050000,0.300000 -0.050000 -0.050000 -0.000000 -0.000000 -115 -12 --0.024878, -0.088243, -0.396726 -0.025122, -0.054603, -0.296726 -0.075000, 0.003062, 0.020638 -0.075000, 0.097860, 0.279362 -50 -14 -57 -1 -80 -1 -197 -1 -215 -1 -229 -34 -161 -1 -201 -1 -232 -35 -57 -1 -80 -1 -197 -1 -215 -1 -229 -19 -160 -1 -201 -1 -232 -37 -249 -1 -234 -1 -223 -1 -164 -2 -221 -2 -164 -2 -221 -102 -201 -1 -232 -3 -201 -1 -232 -3 -232 -6 -232 -37 -197 -1 -161 -1 -197 -1 -160 -1 -201 -5 -161 -1 -201 -5 -80 -1 -160 -25 -80 -4 -80 -25 -197 -1 -215 -1 -229 -4 -197 -1 -215 -1 -229 -31 -57 -4 -57 -8 -164 -2 -164 -150 --0.024878, 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--0.357,0.005,0.34 -0.306,-0.010,-0.29 --0.306,-0.010,-0.29 -0.5 // min turning circle radius -0.012, 0.012 // suspension give (forward, back) -0.066 // ride height (must be more than miny in bounding box ) -0.6 // damping factor -1.8 // mass in tonnes -1 // fractional reduction in friction when slipping -79, 80 // friction angle ( front and rear ) -0.328, 0.15, 0.816 // width, height, length(0.816, 1.216) for angular momentum calculation -2.0 // traction fractional multiplier v. 2 -50 // speed at which down force = weight v. 2 -1.0 // brake multiplier, 1 = nomral brakes v. 2 -1.0 // increase in brakes per second 1 = normal v. 2 -0.03, 0.03 // rolling resistance front and back -6 // number of gears -300 // speed at red line in highest gear -6 // acceleration in highest gear m/s^2 (i.e. engine strength) -END OF MECHANICS STUFF -// Materials for shrapnel -1 // number of materials -M35.MAT diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/CARS/SPAGHETI.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/CARS/SPAGHETI.TXT deleted file mode 100644 index c163e3a1..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/CARS/SPAGHETI.TXT +++ /dev/null @@ -1,21889 +0,0 @@ -SPAGHETI.TXT // Name of car -START OF DRIVABLE STUFF --0.08,0.179,0 // Offset of driver's head in 3D space -80,-70 // Angles to turn to make head go left and right -0,0.175,0.2,30 // Offset of 'mirror camera' in 3D space, viewing angle of mirror -none,none,PRATBDRT.PIX,PRATBDHZ.PIX // Pratcam border names (left, top, right, bottom) -END OF DRIVABLE STUFF -5300,5301,5302 // Engine noise (normal, enclosed space, underwater) -stealworthy // Can be stolen -// Damage info for top impacts -1 // Number of clauses -always -1 // Systems count -driver,1.5 // Damage // Number of clauses -// Damage info for bottom impacts -5 // Number of clauses -always -1 // Systems count -transmission,0.2 // Damage -z<0.25&x<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.3 // Damage -z<0.25&x>0.75 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75&x<0.25 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -z>0.75&x>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -// Damage info for left impacts -3 // Number of clauses -z>0.25&z<0.75 -1 // Systems count -driver,1.0 // Damage -z<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -// Damage info for right impacts -3 // Number of clauses -z>0.25&z<0.75 -1 // Systems count -driver,1.0 // Damage -z<0.25 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -// Damage info for front impacts -3 // Number of clauses -always // Condition -2 // Systems count -engine,1.0 // Damage -transmission,0.3 // Damage -x<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.5 // Damage -x>0.75 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.5 // Damage -// Damage info for rear impacts -3 // Number of clauses -always // Condition -1 // Systems count -transmission,0.5 // Damage -x<0.25 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -x>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -GALF.PIX,GALF.PIX,GALF.PIX // Grid image (opponent, frank, annie) -2 // Number of pixelmap files for this car -EAGLBNT.PIX -SZ.PIX // 64X64 -2 // Number of pixelmap files for this car -EAGLBNT.PIX -SZ.PIX // 64X64 -2 // Number of pixelmap files for this car -EAGLBNT.PIX -SZ.PIX // 64X64 -0 // Number of shadetable files for this car -3 // Number of pixelmap files for this car -EABGLBNT.MAT -SILVER.MAT -SZ.MAT // 64X64 -3 // Number of pixelmap files for this car -EABGLBNT.MAT -SILVER.MAT -SZ.MAT // 64X64 -3 // Number of pixelmap files for this car -EABGLBNT.MAT -SILVER.MAT -SZ.MAT // 64X64 -3 // Number of model files for this car -SZX.DAT -EBONNET.DAT -SZ.DAT -3 // Number of alternative actors -8,SZX.ACT // Minimum distance away, actor name -0,SZ.ACT // Minimum distance away, actor name --1,EBONNET.ACT // Minimum distance away, actor name -DRSKY.MAT // Name of reflective screen material (or none if non-reflective) -2 // Number of steerable wheels -7 // GroovyFunkRef of 1st steerable wheel -8 // GroovyFunkRef of 2nd steerable wheel -4,-1,-1,-1 // Left-front suspension parts GroovyFunkRef -3,-1,-1,-1 // Right-front suspension parts GroovyFunkRef -6,-1 // Left-rear suspension parts GroovyFunkRef -5,-1 // Right-rear suspension parts GroovyFunkRef --1,-1,2,1 // Driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS -10,9,-1,-1 // Non-driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS -0.132 // Driven wheels diameter -0.12 // Non-driven wheels diameter -START OF FUNK -END OF FUNK -START OF GROOVE -FRPIVOT.ACT -not a lollipop -constant -straight -absolute -0,0,0 -3 -0,1,0 -rock -absolute -7 -0,0,0 -y -0 -NEXT GROOVE -FLPIVOT.ACT -not a lollipop -constant -straight -absolute -0,0,0 -4 -0,1,0 -rock -absolute -8 -0,0,0 -y -0 -NEXT GROOVE -RRWHEEL.ACT -not a lollipop -constant -straight -absolute -0,0,0 -5 -0,1,0 -spin -controlled -1 -0,0,0 -x -NEXT GROOVE -RLWHEEL.ACT -not a lollipop -constant -straight -absolute -0,0,0 -6 -0,1,0 -spin -controlled -2 -0,0,0 -x -NEXT GROOVE -FRWHEEL.ACT -not a lollipop -constant -no path -spin -controlled -9 -0,0,0 -x -NEXT GROOVE -FLWHEEL.ACT -not a lollipop -constant -no path -spin -controlled -10 -0,0,0 -x -END OF GROOVE -// CRUSH DATA -0.700000 -0.050000,0.300000 -0.050000 -0.050000 -0.000000 -0.000000 -0 -// CRUSH DATA 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-START OF MECHANICS STUFF version 4 --0.138, -.071, 0.259 // left rear wheel position -0.138, -.071, 0.259 // right rear --0.138, -.075, -0.225 // left front wheel position -0.138, -.075, -0.225 // right front -0, 0.05, 0.1 // centre of mass position --0.174, -0.122, -0.479 // min x, min y, min z -0.174, 0.122, 0.387 // max x, max y, max z -2 // number of extra points v. 3 -0.070,-0.078,-0.488 --0.070,-0.078,-0.488 -0.5 // min turning circle radius -0.009, 0.009 // suspension give (forward, back) -0.065 // ride height (must be more than miny in bounding box ) -1.1 // damping factor -1 // mass in tonnes -1 // fractional reduction in friction when slipping -80, 79.5, 80.5 // friction angle ( front and rear ) [&& rear recovery friction - v. 4 ] -0.3, 0.17, 0.9 // width, height, length(0.816, 1.216) for angular momentum calculation -2.0 // traction fractional multiplier v. 2 -50 // speed at which down force = weight v. 2 -1.0 // brake multiplier, 1 = nomral brakes v. 2 -1.0 // increase in brakes per second 1 = normal v. 2 -0.05, 0.05 // rolling resistance front and back v. 1 -6 // number of gears v.1 -200 // speed at red line in highest gear v.1 -5 // acceleration in highest gear m/s^2 (i.e. engine strength) v.1 -END OF MECHANICS STUFF -// Materials for shrapnel -1 // number of materials -M02.MAT diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/CARS/SUBFRAME.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/CARS/SUBFRAME.TXT deleted file mode 100644 index 553ad798..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/CARS/SUBFRAME.TXT +++ /dev/null @@ -1,18796 +0,0 @@ -SUBFRAME.TXT // Name of car -START OF DRIVABLE STUFF --0.08,0.179,0 // Offset of driver's head in 3D space -80,-70 // Angles to turn to make head go left and right -0,0.175,0.2,30 // Offset of 'mirror camera' in 3D space, viewing angle of mirror -none,none,PRATBDRT.PIX,PRATBDHZ.PIX // Pratcam border names (left, top, right, bottom) -END OF DRIVABLE STUFF -5300,5301,5302 // Engine noise (normal, enclosed space, underwater) -stealworthy // Can be stolen -// Damage info for top impacts -1 // Number of clauses -always -1 // Systems count -driver,1.5 // Damage // Number of clauses -// Damage info for bottom impacts -5 // Number of clauses -always -1 // Systems count -transmission,0.2 // Damage -z<0.25&x<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.3 // Damage -z<0.25&x>0.75 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75&x<0.25 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -z>0.75&x>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -// Damage info for left impacts -3 // Number of clauses -z>0.25&z<0.75 -1 // Systems count -driver,1.0 // Damage -z<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -// Damage info for right impacts -3 // Number of clauses -z>0.25&z<0.75 -1 // Systems count -driver,1.0 // Damage -z<0.25 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -// Damage info for front impacts -3 // Number of clauses -always // Condition -2 // Systems count -engine,1.0 // Damage -transmission,0.3 // Damage -x<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.5 // Damage -x>0.75 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.5 // Damage -// Damage info for rear impacts -3 // Number of clauses -always // Condition -1 // Systems count -transmission,0.5 // Damage -x<0.25 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -x>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -GMIN.PIX,GMIN.PIX,GMIN.PIX // Grid image (opponent, frank, annie) -2 // Number of pixelmap files for this car -EAGLBNT.PIX -MINI.PIX // 64x64 lo-res -2 // Number of pixelmap files for this car -EAGLBNT.PIX -MINI.PIX // 64x64 lo-res -2 // Number of pixelmap files for this car -EAGLBNT.PIX -MINI.PIX // 256x256 hires toponly -0 // Number of shadetable files for this car -3 // Number of pixelmap files for this car -EABGLBNT.MAT -SILVER.MAT -MINI.MAT -3 // Number of pixelmap files for this car -EABGLBNT.MAT -SILVER.MAT -MINI.MAT -3 // Number of pixelmap files for this car -EABGLBNT.MAT -SILVER.MAT -MINI.MAT -3 // Number of model files for this car -MINIX.DAT -EBONNET.DAT -MINI.DAT -3 // Number of alternative actors -8,MINIX.ACT // Minimum distance away, actor name -0,MINI.ACT // Minimum distance away, actor name --1,EBONNET.ACT // Minimum distance away, actor name -DRSKY.MAT // Name of reflective screen material (or none if non-reflective) -2 // Number of steerable wheels -7 // GroovyFunkRef of 1st steerable wheel -8 // GroovyFunkRef of 2nd steerable wheel -4,-1,-1,-1 // Left-front suspension parts GroovyFunkRef -3,-1,-1,-1 // Right-front suspension parts GroovyFunkRef -6,-1 // Left-rear suspension parts GroovyFunkRef -5,-1 // Right-rear suspension parts GroovyFunkRef --1,-1,2,1 // Driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS -10,9,-1,-1 // Non-driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS -0.07 // Driven wheels diameter -0.07 // Non-driven wheels diameter -START OF FUNK -END OF FUNK -START OF GROOVE -FRPIVOT.ACT -not a lollipop -constant -straight -absolute -0,0,0 -3 -0,1,0 -rock -absolute -7 -0,0,0 -y -0 -NEXT GROOVE -FLPIVOT.ACT -not a lollipop -constant -straight -absolute -0,0,0 -4 -0,1,0 -rock -absolute -8 -0,0,0 -y -0 -NEXT GROOVE -RRWHEEL.ACT -not a lollipop -constant -straight -absolute -0,0,0 -5 -0,1,0 -spin -controlled -1 -0,0,0 -x 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--0.123, -0.093, -0.271 // min x, min y, min z -0.123, 0.097, 0.245 // max x, max y, max z -1 --0.130,0.0,-0.35 -0.4 // min turning circle radius -0.01 0.01 // suspension give (forward, back) -0.065 // ride height (must be more than miny in bounding box ) -1.00 // damping factor -0.6 // mass in tonnes -1 // fractional reduction in friction when slipping -80, 79.5, 80.5 // friction angle ( front and rear ) -0.3, 0.16, 0.6 // width, height, length(0.816, 1.216) for angular momentum calculation -2.0 // traction fractional multiplier v. 2 -50 // speed at which down force = weight v. 2 -1.0 // brake multiplier, 1 = nomral brakes v. 2 -1.0 // increase in brakes per second 1 = normal v. 2 -0.05, 0.05 // rolling resistance front and back v. 1 -4 // number of gears v.1 -150 // speed at red line in highest gear v.1 -4 // acceleration in highest gear m/s^2 (i.e. engine strength) v.1 -END OF MECHANICS STUFF -// Materials for shrapnel -1 // number of materials -M13.MAT diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/CARS/V6SHAME.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/CARS/V6SHAME.TXT deleted file mode 100644 index 65dde679..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/CARS/V6SHAME.TXT +++ /dev/null @@ -1,13269 +0,0 @@ -V6SHAME.TXT // Name of car -START OF DRIVABLE STUFF --0.08,0.179,0 // Offset of driver's head in 3D space -80,-70 // Angles to turn to make head go left and right -0,0.175,0.2,30 // Offset of 'mirror camera' in 3D space, viewing angle of mirror -none,none,PRATBDRT.PIX,PRATBDHZ.PIX // Pratcam border names (left, top, right, bottom) -END OF DRIVABLE STUFF -5300,5301,5302 // Engine noise (normal, enclosed space, underwater) -stealworthy // Can be stolen -// Damage info for top impacts -1 // Number of clauses -always -1 // Systems count -driver,1.5 // Damage // Number of clauses -// Damage info for bottom impacts -5 // Number of clauses -always -1 // Systems count -transmission,0.2 // Damage -z<0.25&x<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.3 // Damage -z<0.25&x>0.75 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75&x<0.25 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -z>0.75&x>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -// Damage info for left impacts -3 // Number of clauses -z>0.25&z<0.75 -1 // Systems count -driver,1.0 // Damage -z<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -// Damage info for right impacts -3 // Number of clauses -z>0.25&z<0.75 -1 // Systems count -driver,1.0 // Damage -z<0.25 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -// Damage info for front impacts -3 // Number of clauses -always // Condition -2 // Systems count -engine,1.0 // Damage -transmission,0.3 // Damage -x<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.5 // Damage -x>0.75 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.5 // Damage -// Damage info for rear impacts -3 // Number of clauses -always // Condition -1 // Systems count -transmission,0.5 // Damage -x<0.25 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -x>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -GCAT.PIX,GCAT.PIX,GCAT.PIX // Grid image (opponent, frank, annie) -2 // Number of pixelmap files for this car -EAGLBNT.PIX -XJ220.PIX // 64X64 -2 // Number of pixelmap files for this car -EAGLBNT.PIX -XJ220.PIX // 64X64 -2 // Number of pixelmap files for this car -EAGLBNT.PIX -XJ220.PIX // 64X64 -0 // Number of shadetable files for this car -3 // Number of pixelmap files for this car -EABGLBNT.MAT -SILVER.MAT -XJ220.MAT // 64X64 -3 // Number of pixelmap files for this car -EABGLBNT.MAT -SILVER.MAT -XJ220.MAT // 64X64 -3 // Number of pixelmap files for this car -EABGLBNT.MAT -SILVER.MAT -XJ220.MAT // 64X64 -3 // Number of model files for this car -XJ220X.DAT -EBONNET.DAT -XJ220.DAT -3 // Number of alternative actors -8,XJ220X.ACT // Minimum distance away, actor name -0,XJ220.ACT // Minimum distance away, actor name --1,EBONNET.ACT // Minimum distance away, actor name -DRSKY.MAT // Name of reflective screen material (or none if non-reflective) -2 // Number of steerable wheels -7 // GroovyFunkRef of 1st steerable wheel -8 // GroovyFunkRef of 2nd steerable wheel -4,-1,-1,-1 // Left-front suspension parts GroovyFunkRef -3,-1,-1,-1 // Right-front suspension parts GroovyFunkRef -6,-1 // Left-rear suspension parts GroovyFunkRef -5,-1 // Right-rear suspension parts GroovyFunkRef --1,-1,2,1 // Driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS -10,9,-1,-1 // Non-driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS -0.12 // Driven wheels diameter -0.12 // Non-driven wheels diameter -START OF FUNK -END OF FUNK -START OF GROOVE -FRPIVOT.ACT -not a lollipop -constant -straight -absolute -0,0,0 -3 -0,1,0 -rock -absolute -7 -0,0,0 -y -0 -NEXT GROOVE -FLPIVOT.ACT -not a lollipop -constant -straight -absolute -0,0,0 -4 -0,1,0 -rock -absolute -8 -0,0,0 -y -0 -NEXT GROOVE -RRWHEEL.ACT -not a lollipop -constant -straight -absolute -0,0,0 -5 -0,1,0 -spin -controlled -1 -0,0,0 -x -NEXT GROOVE -RLWHEEL.ACT -not a lollipop -constant -straight -absolute -0,0,0 -6 -0,1,0 -spin -controlled -2 -0,0,0 -x -NEXT GROOVE -FRWHEEL.ACT -not a lollipop -constant -no path -spin -controlled -9 -0,0,0 -x -NEXT GROOVE -FLWHEEL.ACT -not a lollipop -constant -no path -spin -controlled -10 -0,0,0 -x -END OF 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x, max y, max z -2 // number of extra points v. 3 -0.234,0.025,0.332 --0.234,0.025,0.332 -0.5 // min turning circle radius -0.01, 0.01 // suspension give (forward, back) -0.065 // ride height (must be more than miny in bounding box ) -1 // damping factor -1 // mass in tonnes -1 // fractional reduction in friction when slipping -80, 79.5, 80.5 // friction angle ( front and rear ) [&& rear recovery friction - v. 4 ] -0.3, 0.15, 0.9 // width, height, length(0.816, 1.216) for angular momentum calculation -2.0 // traction fractional multiplier v. 2 -50 // speed at which down force = weight v. 2 -1.0 // brake multiplier, 1 = nomral brakes v. 2 -1.0 // increase in brakes per second 1 = normal v. 2 -0.05, 0.05 // rolling resistance front and back v. 1 -6 // number of gears v.1 -300 // speed at red line in highest gear v.1 -6 // acceleration in highest gear m/s^2 (i.e. engine strength) v.1 -END OF MECHANICS STUFF -// Materials for shrapnel -1 // number of materials -M30.MAT diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/CARS/VLAD2.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/CARS/VLAD2.TXT deleted file mode 100644 index 2ec9a39e..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/CARS/VLAD2.TXT +++ /dev/null @@ -1,9233 +0,0 @@ -VLAD2.TXT // Name of car -START OF DRIVABLE STUFF -0,0.205,0 // Offset of driver's head in 3D space -80,-70 // Angles to turn to make head go left and right -0,0.175,0,30 // Offset of 'mirror camera' in 3D space, viewing angle of mirror -none,none,PRATBDRT.PIX,PRATBDHZ.PIX // Pratcam border names (left, top, right, bottom) -END OF DRIVABLE STUFF -5312,5301,5302 // Engine noise (normal, enclosed space, underwater) -not stealworthy // Can be stolen -// Damage info for top impacts -1 // Number of clauses -always -1 // Systems count -driver,1.5 // Damage // Number of clauses -// Damage info for bottom impacts -5 // Number of clauses -always -1 // Systems count -transmission,1.0 // Damage -z<0.25&x<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.3 // Damage -z<0.25&x>0.75 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75&x<0.25 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -z>0.75&x>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -// Damage info for left impacts -3 // Number of clauses -z>0.25&z<0.75 -1 // Systems count -driver,1.0 // Damage -z<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -// Damage info for right impacts -3 // Number of clauses -z>0.25&z<0.75 -1 // Systems count -driver,1.0 // Damage -z<0.25 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.3 // Damage -z>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -// Damage info for front impacts -3 // Number of clauses -always // Condition -2 // Systems count -engine,1.0 // Damage -transmission,0.3 // Damage -x<0.25 // Condition -3 // Systems count -lf_wheel,0.5 // Damage -lf_brake,0.5 // Damage -steering,0.5 // Damage -x>0.75 // Condition -3 // Systems count -rf_wheel,0.5 // Damage -rf_brake,0.5 // Damage -steering,0.5 // Damage -// Damage info for rear impacts -3 // Number of clauses -always // Condition -1 // Systems count -transmission,0.5 // Damage -x<0.25 // Condition -2 // Systems count -lr_wheel,0.5 // Damage -lr_brake,0.5 // Damage -x>0.75 // Condition -2 // Systems count -rr_wheel,0.5 // Damage -rr_brake,0.5 // Damage -GVLAD2.PIX,GVLAD2.PIX,GVLAD2.PIX // Grid image (opponent, frank, annie) -3 // Number of pixelmap files for this car -VLADBON.PIX -CHROME.PIX -VLAD2.PIX -3 // Number of pixelmap files for this car -VLADBON.PIX -CHROME.PIX -VLAD2.PIX -3 // Number of pixelmap files for this car -VLADBON.PIX -CHROME.PIX -VLAD2.PIX -0 // Number of shadetable files for this car -3 // Number of pixelmap files for this car -VLADBON.MAT -VLADCROM.MAT -VLAD2.MAT -3 // Number of pixelmap files for this car -VLADBON.MAT -VLADCROM.MAT -VLAD2.MAT -3 // Number of pixelmap files for this car -VLADBON.MAT -VLADCROM.MAT -VLAD2.MAT -3 // Number of model files for this car -VLAD2X.DAT -VLADBON.DAT -VLAD2.DAT -3 // Number of alternative actors -8,VLAD2X.ACT // Minimum distance away, actor name -0,VLAD2.ACT // Minimum distance away, actor name --1,VLADBON.ACT // Minimum distance away, actor name -none // Name of reflective screen material (or none if non-reflective) -2 // Number of steerable wheels -7 // GroovyFunkRef of 1st steerable wheel -8 // GroovyFunkRef of 2nd steerable wheel -4,-1,-1,-1 // Left-front suspension parts GroovyFunkRef -3,-1,-1,-1 // Right-front suspension parts GroovyFunkRef -6,-1 // Left-rear suspension parts GroovyFunkRef -5,-1 // Right-rear suspension parts GroovyFunkRef --1,-1,2,1 // Driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS -10,9,-1,-1 // Non-driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS -0.09 // Driven wheels diameter -0.15 // Non-driven wheels diameter -START OF FUNK -END OF FUNK -START OF GROOVE -FRPIVOT.ACT -not a lollipop -constant -straight -absolute -0,0,0 -3 -0,1,0 -rock -absolute -7 -0,0,0 -y -0 -NEXT GROOVE -FLPIVOT.ACT -not a lollipop -constant -straight -absolute -0,0,0 -4 -0,1,0 -rock -absolute -8 -0,0,0 -y -0 -NEXT GROOVE -RRWHEEL.ACT -not a lollipop -constant -straight -absolute -0,0,0 -5 -0,1,0 -spin -controlled -1 -0,0,0 -x -NEXT GROOVE -RLWHEEL.ACT -not a lollipop -constant -straight -absolute -0,0,0 -6 -0,1,0 -spin -controlled -2 -0,0,0 -x -NEXT GROOVE -FRWHEEL.ACT -not a lollipop -constant -no path -spin -controlled -9 -0,0,0 -x -NEXT GROOVE -FLWHEEL.ACT -not a lollipop -constant -no path -spin -controlled -10 -0,0,0 -x -END OF GROOVE -// CRUSH DATA -0.700000 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ride height (must be more than miny in bounding box ) -1.2 // damping factor -1 // mass in tonnes -1 // fractional reduction in friction when slipping -79, 80 // friction angle ( front and rear ) -0.5, 0.2, 1.416 // width, height, length(0.816, 1.216) for angular momentum calculation -2.0 // traction fractional multiplier v. 2 -50 // speed at which down force = weight v. 2 -1.0 // brake multiplier, 1 = nomral brakes v. 2 -1.0 // increase in brakes per second 1 = normal v. 2 -0.05, 0.05 // rolling resistance front and back -6 // number of gears -400 // speed at red line in highest gear -9 // acceleration in highest gear m/s^2 (i.e. engine strength) -END OF MECHANICS STUFF -// Materials for shrapnel -3 // number of materials -M00.MAT -M09.MAT -M29.MAT diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/DARES.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/DARES.TXT deleted file mode 100644 index 9d266429..00000000 --- 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100644 index 4ad3a7c2..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/KEYMAP_2.TXT +++ /dev/null @@ -1,67 +0,0 @@ -63 -37 -39 -32 -21 -24 -54 -3 -0 -81 -82 -84 -86 -90 -11 -19 -20 -94 -95 -96 -97 -98 -100 -101 -102 -38 -29 -91 -92 -93 -72 -73 -70 -71 -33 -36 -39 -12 -13 -14 -15 -16 -17 -18 -50 -23 -85 -87 -89 -83 -37 -43 -25 -106 -77 -44 -53 -52 -28 -64 -48 -49 -65 -67 -69 -106 -47 diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/KEYMAP_3.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/KEYMAP_3.TXT deleted file mode 100644 index 4ad3a7c2..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/KEYMAP_3.TXT +++ /dev/null @@ -1,67 +0,0 @@ -63 -37 -39 -32 -21 -24 -54 -3 -0 -81 -82 -84 -86 -90 -11 -19 -20 -94 -95 -96 -97 -98 -100 -101 -102 -38 -29 -91 -92 -93 -72 -73 -70 -71 -33 -36 -39 -12 -13 -14 -15 -16 -17 -18 -50 -23 -85 -87 -89 -83 -37 -43 -25 -106 -77 -44 -53 -52 -28 -64 -48 -49 -65 -67 -69 -106 -47 diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/KEYNAMES.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/KEYNAMES.TXT deleted file mode 100644 index c0ec0af3..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/KEYNAMES.TXT +++ /dev/null @@ -1,125 +0,0 @@ -[UNDEFINED] -uh? -Shift -Alt -Control -Command -Caps lock -R-Shift -R-Alt -R-Control -L-Shift -L-Alt -L-Control -0 -1 -2 -3 -4 -5 -6 -7 -8 -9 -a -b -c -d -e -f -g -h -i -j -k -l -m -n -o -p -q -r -s -t -u -v -w -x -y -z -` -- -= -backspace -return -enter -tab -/ -\ -; -' -. -, -[ -] -# -esc -insert -delete -home -end -pg-up -pg-down -crsr-left -crsr-right -crsr-up -crsr-down -num-lock -Keypad / -Keypad * -Keypad - -Keypad + -Keypad . -Keypad = -Keypad 0 -Keypad 1 -Keypad 2 -Keypad 3 -Keypad 4 -Keypad 5 -Keypad 6 -Keypad 7 -Keypad 8 -Keypad 9 -f1 -f2 -f3 -f4 -f5 -f6 -f7 -f8 -f9 -f10 -f11 -f12 -print sc -scroll lk -pause -space -Joy 1 B1 -Joy 1 B2 -Joy 1 B3 -Joy 1 B4 -Joy 2 B1 -Joy 2 B2 -Joy 2 B3 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Demo/NONCARS/CONE.TXT deleted file mode 100644 index 136ff6eb..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/CONE.TXT +++ /dev/null @@ -1,29 +0,0 @@ -@V!vjuZR\%B+=9 m&\j -@'aM^_`K_V!vPRvv8gFR*,Vp7L -@ns`+e>j%U),aM^_O4R ,a3H}40tH6+z9P -@#MMns`+K_y<4>pW*$V~7MT;d2fe5v8Fo` -@?,aM^_`d!e,~4[U;{;5 e2z8JT;4]cHB[ -@>q-O>5$=Y}rP5{_y,)4 -@+e>j,I>)(=R}noP+ -@{ o)I>)4 -@{ o)I>)4 -@{ o,I>)4 -@{ o,I>)4 -@+ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/ELM.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/ELM.TXT deleted file mode 100644 index f44fdeba..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/ELM.TXT +++ /dev/null @@ -1,26 +0,0 @@ -@!6bwy}A -@#aM^_`K_V!vPRvv8gFR*,Vp7L -@P7K?q,U),aM^_O4R ,a3H}40tH6+z9P -@#MMns`+K_y<4>pW*$V~7MT;d2fe5v8Fo`q,H")=S|i_`Kp3V~?Pc8}xH[e/}vD -@>75?apjL{ n$y,J -@7aM^_`K_3V34[I4<{R $a3Tuu-e -@*K_y,Nb5 b^XJ243pW1-V~9HB;{? -@+;Y)4 -@+e>j,I>)(=R}noP+ -@{ o)I>)4 -@{ o)I>)4 -@{ o,I>)4 -@{ o,I>)4 -@+ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/FBROCK.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/FBROCK.TXT deleted file mode 100644 index 34dc3cb4..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/FBROCK.TXT +++ /dev/null @@ -1,23 +0,0 @@ -@!6@zg}e -@$aM^_`K_V!vPRvv8gFR*,Vp7L -@P7K>q%U),aM^_O4R ,a3H}40tH6+z9P -@4 Qcgs`+K_y<4>pW*$V~7MT;d2fe5v8Fo`((,>Qcm_`Kp3V~?Pc8}xH[e/}vD -@P5x;sH !(,#O~^_`K!pbr._740tB^W(#3,> -@>,aM^_`d!e,~4[U;{;5 e2z8JT;4]cHB[ -@3V#z>5%i9FRFFOuBvV>'4;}pW5-}"]cHB[ -@#Mmko`K_y+;yJ -@{_y,abqF e#t:[yq;zH$2z8Y -@+K_y,Nb5 b^XJ243pW1-V~9HB;{? -@+;Y)4 -@+e>j,I>)(=R}noP+ -@{ o)I>)4 -@{ o)I>)4 -@{ o,I>)4 -@{ o,I>)4 -@+ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/FTREE.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/FTREE.TXT deleted file mode 100644 index 3ae7337a..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/FTREE.TXT +++ /dev/null @@ -1,26 +0,0 @@ -@+;r)gH -@'aM^_`K_V!vPRvv8gFR*,Vp7L -@ns`*epW*$V~7MT;d2fe5v8Fo` -@:,aM^_`d!e,~4[U;{;5 e2z8JT;4]cHB[ -@L}plL;z j0Y#)*aM^_`K!pbk"LF;d2|HCwEB =v -@o2J"95&MmsoN(K_y<48mR*+gv -@nqS7k?q)U.)*aM^_`K!pbk"LF;d2|HAwEB =v -@r,W=5$=Ta~oN(K_y<48mR*+gv -@)4 -@+e>j,I>)(=R}noP+ -@{ o)I>)4 -@{ o)I>)4 -@{ o,I>)4 -@{ o,I>)4 -@+ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/GASPUMP.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/GASPUMP.TXT deleted file mode 100644 index 4d0e9135..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/GASPUMP.TXT +++ /dev/null @@ -1,23 +0,0 @@ -@!6@zg}e -@#aM^_`K_V!vPRvv8gFR*,Vp7L -@ns`+epW*$V~7MT;d2fe5v8Fo`q/@"4#U|^_`K!pbr._740tB^W(#3,> -@>,aM^_`d!e,~4[U;{;5 e2z8JT;4]cHB[ -@3V#z>5%i9FRFFOuBvV>'4;}pW5-}"]cHB[ -@=Ra~m`K_y+;yJ -@7aM^_`K_3V34[I4<{R $a3Tuu-e -@*K_y,Nb5 b^XJ243pW1-V~9HB;{? -@+;Y)4 -@+e>j,I>)(=R}noP+ -@{ o)I>)4 -@{ o)I>)4 -@{ o,I>)4 -@{ o,I>)4 -@+ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/GREENCAR.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/GREENCAR.TXT deleted file mode 100644 index 8a543132..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/GREENCAR.TXT +++ /dev/null @@ -1,23 +0,0 @@ -@qpB/ 2 VPl -@$aM^_`K_V!vPRvv8gFR*,Vp7L -@ns`+epW*$V~7MT;d2fe5v8Fo`q-O85=Sms`+e:j(y,,aM^_`d!e,~4[U;{;5 e2z8JT;4]cHB[ -@3V#z>5%i9FRFFOuBvV>'4;}pW5-}"]cHB[ -@*e;s-W;,aM^_`4dW(#`vWI;`2{ -@Qcms@+eJ -@{_y,abqF e#t:[yq;zH$2z8Y -@*K_y,Nb5 b^XJ243pW1-V~9HB;{? -@+;Y)4 -@+e>j,I>)(=R}noP+ -@{ o)I>)4 -@{ o)I>)4 -@{ o,I>)4 -@{ o,I>)4 -@+ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/ICART.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/ICART.TXT deleted file mode 100644 index 9d3a21bd..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/ICART.TXT +++ /dev/null @@ -1,24 +0,0 @@ -@p3VZ8ZRh`/|H+'r$J -@&aM^_`K_V!vPRvv8gFR*,Vp7L -@ns`+e?n,U),aM^_O4R ,a3H}40tH6+z9P -@#MMns`+K_y<4>pW*$V~7MT;d2fe5v8Fo` -@>,aM^_`d!e,~4[U;{;5 e2z8JT;4]cHB[ -@J -@{_y,abqF e#t:[yq;zH$2z8Y -@71,aM^_`Kp3Vg9LVnq}=-,H^e,v2[C;`25W* v5J -@+;Y)4 -@+e>j,I>)(=R}noP+ -@{ o)I>)4 -@{ o)I>)4 -@{ o,I>)4 -@{ o,I>)4 -@+ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/LITE.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/LITE.TXT deleted file mode 100644 index 8992da9c..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/LITE.TXT +++ /dev/null @@ -1,26 +0,0 @@ -@<4)ge.t>JT;w/ze6z8Y -@&aM^_`K_V!vPRvv8gFR*,Vp7L -@>sI -1 L}poVK_y6+xq3aHe/`%Wtg4a -@>5?a`nqP-K_y<4>pW*$V~7MT;d2fe5v8Fo`q,@,Nb5Ribz8^740|B -@,W>*(,"Ois`6{ o/y,q-O"95!Va~oN*{_y,)4 -@+e>j,I>)(=R}noP+ -@{ o)I>)4 -@{ o)I>)4 -@{ o,I>)4 -@{ o,I>)4 -@+ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/OAK.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/OAK.TXT deleted file mode 100644 index 65d5edc1..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/OAK.TXT +++ /dev/null @@ -1,26 +0,0 @@ -@!6hz}A -@"aM^_`K_V!vPRvv8gFR*,Vp7L -@P7K>q+U),aM^_O4R ,a3H}40tH6+z9P -@#MMns`+K_y<4>pW*$V~7MT;d2fe5v8Fo`5=RM^_`K!pbr._740tB^W(#3,> -@:,aM^_`d!e,~4[U;{;5 e2z8JT;4]cHB[ -@L}pjL;z n0Y#)*aM^_`K!pbk"LF;d2|HCwEB =v -@o2L"95"MmsoN.K_y<48mR*+gv -@nqU7k?q-U.)*aM^_`K!pbk"LF;d2|HAwEB =v -@r,W;5$=Pa~oN.K_y<48mR*+gv -@=sJ -@5aM^_`K_3V34[I4<{R $a3Tuu-e -@*K_y,Nb5 b^XJ243pW1-V~9HB;{? -@+;Y)4 -@+e>j,I>)(=R}noP+ -@{ o)I>)4 -@{ o)I>)4 -@{ o,I>)4 -@{ o,I>)4 -@+ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/PALM1.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/PALM1.TXT deleted file mode 100644 index de97c7b9..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/PALM1.TXT +++ /dev/null @@ -1,26 +0,0 @@ -// BENDY PALM TREEE -42 // number of non car -0, 1.275, 0 // centre of mass position -0, 0, 0 // centre of mass position when attached --0.112, 0.01, -0.112 // min x, min y, min z -0.112, 2.55, 0.112 // max x, max y, max z -4 // number of extra points v. 3 --0.2, 1.5, -0.2 // extra point 1 v. 3 -0.2, 1.5, -0.2 // extra point 2 -0.2, 1.5, 0.2 // extra point 3 v. 3 --0.2, 1.5, 0.2 // extra point 4 -2, 2 // mass in tonnes -0.4, 2.55, 0.4 // am length, width, height -45 // bend angle before snapping -1 // torque (KN m) needed to move object -// Materials for shrapnel -1 // number of materials -M14.MAT -// CRUSH DATA -0.700000 -0.050000,0.300000 -0.050000 -0.050000 -0.000000 -0.000000 -0 diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/PALM2.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/PALM2.TXT deleted file mode 100644 index a7a90441..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/PALM2.TXT +++ /dev/null @@ -1,22 +0,0 @@ -// STRAIGHT PALM -43 // number of non car -0, 1.089, 0 // centre of mass position -0, 0, 0 // centre of mass position when attached --0.071, 0.01, -0.071 // min x, min y, min z -0.036, 2.179, 0.036 // max x, max y, max z -0 // number of extra points v. 3 -.5, .5 // mass in tonnes -0.4, 2.53, 0.4 // am length, width, height -40 // bend angle before snapping -.5 // torque (KN m) needed to move object -// Materials for shrapnel -1 // number of materials -M14.MAT -// CRUSH DATA -0.700000 -0.050000,0.300000 -0.050000 -0.050000 -0.000000 -0.000000 -0 diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/PEDCROSS.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/PEDCROSS.TXT deleted file mode 100644 index f5a1c3cc..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/PEDCROSS.TXT +++ /dev/null @@ -1,24 +0,0 @@ -@qpB 1a?_I;w/ze6z8Y -@"aM^_`K_V!vPRvv8gFR*,Vp7L -@ns`+epW*$V~7MT;d2fe5v8Fo`q/@"4#Xx^_`K!pbr._740tB^W(#3,> -@<,aM^_`d!e,~4[U;{;5 e2z8JT;4]cHB[ -@4 3QcnnL;{_y,J -@7aM^_`K_3V34[I4<{R $a3Tuu-e -@oN.K_y,Nb5 b^XJ243pW1-V~9HB;{? -@+;Y)4 -@+e>j,I>)(=R}noP+ -@{ o)I>)4 -@{ o)I>)4 -@{ o,I>)4 -@{ o,I>)4 -@+ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/PHONE.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/PHONE.TXT deleted file mode 100644 index 64cb5bd6..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/PHONE.TXT +++ /dev/null @@ -1,26 +0,0 @@ -@<4)ge.t>JT;w/ze6z8Y -@%aM^_`K_V!vPRvv8gFR*,Vp7L -@>5=Pxr_PK_y6+xq3aHe/`%Wtg4a -@#MMns`+K_y<4>pW*$V~7MT;d2fe5v8Fo`q,N;5=Suis`+e>l-y,74&MmnqR#|"1I )3aM^_`K!pbk"LF;d2|HCwEB =v -@nqP,~",Wq,O<,aM^pOHe.}1JO74*| ^W-'t>J -@6aM^_`K_3V34[I4<{R $a3Tuu-e -@*K_y,Nb5 b^XJ243pW1-V~9HB;{? -@+;Y)4 -@+e>j,I>)(=R}noP+ -@{ o)I>)4 -@{ o)I>)4 -@{ o,I>)4 -@{ o,I>)4 -@+ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/POST.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/POST.TXT deleted file mode 100644 index 3d2db6ac..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/POST.TXT +++ /dev/null @@ -1,23 +0,0 @@ -@Nb5+b|%J -@!aM^_`K_V!vPRvv8gFR*,Vp7L -@>5=Pxr_PK_y6+xq3aHe/`%Wtg4a -@#MMns`+K_y<4>pW*$V~7MT;d2fe5v8Fo`*6 Qcms`+e>l*y,,aM^_`d!e,~4[U;{;5 e2z8JT;4]cHB[ -@3V#z>5%i9FRFFOuBvV>'4;}pW5-}"]cHB[ -@=Ra~m`K_y+;yJ -@6aM^_`K_3V34[I4<{R $a3Tuu-e -@oN.K_y,Nb5 b^XJ243pW1-V~9HB;{? -@+;Y)4 -@+e>j,I>)(=R}noP+ -@{ o)I>)4 -@{ o)I>)4 -@{ o,I>)4 -@{ o,I>)4 -@+ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/STREE1.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/STREE1.TXT deleted file mode 100644 index cb8de753..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/STREE1.TXT +++ /dev/null @@ -1,26 +0,0 @@ -@+;r)gH -@!aM^_`K_V!vPRvv8gFR*,Vp7L -@ns`*epW*$V~7MT;d2fe5v8Fo` -@:,aM^_`d!e,~4[U;{;5 e2z8JT;4]cHB[ -@L}plL;z j0Y#)*aM^_`K!pbk"LF;d2|HCwEB =v -@o2J"95&MmsoN(K_y<48mR*+gv -@nqS7k?q)U.)*aM^_`K!pbk"LF;d2|HAwEB =v -@r,W=5$=Ta~oN(K_y<48mR*+gv -@)4 -@+e>j,I>)(=R}noP+ -@{ o)I>)4 -@{ o)I>)4 -@{ o,I>)4 -@{ o,I>)4 -@+ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/STREE2.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/STREE2.TXT deleted file mode 100644 index ec52f372..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/STREE2.TXT +++ /dev/null @@ -1,26 +0,0 @@ -@d!e6v3 -@ aM^_`K_V!vPRvv8gFR*,Vp7L -@ns`*epW*$V~7MT;d2fe5v8Fo` -@:,aM^_`d!e,~4[U;{;5 e2z8JT;4]cHB[ -@L}pmL;z j0Y#)*aM^_`K!pbk"LF;d2|HCwEB =v -@o2K"95&MmsoN)K_y<48mR*+gv -@nqR7k?q)U.)*aM^_`K!pbk"LF;d2|HAwEB =v -@r,W<5$=Ta~oN)K_y<48mR*+gv -@)4 -@+e>j,I>)(=R}noP+ -@{ o)I>)4 -@{ o)I>)4 -@{ o,I>)4 -@{ o,I>)4 -@+ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/TABLE.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/TABLE.TXT deleted file mode 100644 index 2f8154ac..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/TABLE.TXT +++ /dev/null @@ -1,23 +0,0 @@ -@d!eq:[ -@"aM^_`K_V!vPRvv8gFR*,Vp7L -@>5=Pr_PK_y6+xq3aHe/`%Wtg4a -@#MMns`+K_y<4>pW*$V~7MT;d2fe5v8Fo` -@>,aM^_`d!e,~4[U;{;5 e2z8JT;4]cHB[ -@3V#z>5%i9FRFFOuBvV>'4;}pW5-}"]cHB[ -@Pa~n`K_y+;yJ -@{_y,abqF e#t:[yq;zH$2z8Y -@+K_y,Nb5 b^XJ243pW1-V~9HB;{? -@+;Y)4 -@+e>j,I>)(=R}noP+ -@{ o)I>)4 -@{ o)I>)4 -@{ o,I>)4 -@{ o,I>)4 -@+ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/TRAFF.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/TRAFF.TXT deleted file mode 100644 index eb9029e0..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/TRAFF.TXT +++ /dev/null @@ -1,26 +0,0 @@ -@<4)ge.t>JT;w/ze6z8Y -@ aM^_`K_V!vPRvv8gFR*,Vp7L -@>5=Uxr_PK_y6+xq3aHe/`%Wtg4a -@#MMns`+K_y<4>pW*$V~7MT;d2fe5v8Fo`q,O,Nb5Ribz8^740|B -@,W>/(,#O{mmL{ o*y,75aM^_`K!pbk"LF;d2|HCwEB =v -@P5z?s75aM^_`K!pbk"LF;d2|HAwEB =v -@M+e?n0Y>72!MmnqQ*K_y<48mR*+gv -@+e;s)4 -@+e>j,I>)(=R}noP+ -@{ o)I>)4 -@{ o)I>)4 -@{ o,I>)4 -@{ o,I>)4 -@+ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/TREE.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/TREE.TXT deleted file mode 100644 index f6d30929..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/TREE.TXT +++ /dev/null @@ -1,26 +0,0 @@ -@d!e6v3 -@&aM^_`K_V!vPRvv8gFR*,Vp7L -@ns`*epW*$V~7MT;d2fe5v8Fo` -@:,aM^_`d!e,~4[U;{;5 e2z8JT;4]cHB[ -@L}pmL;z j0Y#)*aM^_`K!pbk"LF;d2|HCwEB =v -@o2K"95&MmsoN)K_y<48mR*+gv -@nqR7k?q)U.)*aM^_`K!pbk"LF;d2|HAwEB =v -@r,W<5$=Ta~oN)K_y<48mR*+gv -@)4 -@+e>j,I>)(=R}noP+ -@{ o)I>)4 -@{ o)I>)4 -@{ o,I>)4 -@{ o,I>)4 -@+ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/WRECK.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/WRECK.TXT deleted file mode 100644 index 580e42b9..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/WRECK.TXT +++ /dev/null @@ -1,23 +0,0 @@ -@Nb510-1< VPl -@+aM^_`K_V!vPRvv8gFR*,Vp7L -@ns`+epW*$V~7MT;d2fe5v8Fo`q-L<5=S}os`+e=f.y,,aM^_`d!e,~4[U;{;5 e2z8JT;4]cHB[ -@3V#z>5%i9FRFFOuBvV>'4;}pW5-}"]cHB[ -@Pa~n`K_y+;yJ -@{_y,abqF e#t:[yq;zH$2z8Y -@*K_y,Nb5 b^XJ243pW1-V~9HB;{? -@+;Y)4 -@+e>j,I>)(=R}noP+ -@{ o)I>)4 -@{ o)I>)4 -@{ o,I>)4 -@{ o,I>)4 -@+ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/WTOWER.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/WTOWER.TXT deleted file mode 100644 index 4c0c2539..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/NONCARS/WTOWER.TXT +++ /dev/null @@ -1,24 +0,0 @@ -@Nb51#<7%e9Dl -@#aM^_`K_V!vPRvv8gFR*,Vp7L -@ns`+e7f$U),aM^_O4R ,a3H}40tH6+z9P -@#MMns`+K_y<4>pW*$V~7MT;d2fe5v8Fo` 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2 **************** -1 // Reference number -0.24 // Height -100 // Points value -10 // Hit points -1,4032 // Exploding noises -4003 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -NIK.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -2,4002,4003 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4012 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4012 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -NIKSHK.PIX -0,0,flipped -NIKSTL.PIX -0,0,flipped -NIKSHK.PIX -0,0,not flipped -NIKTRN.PIX -0,0,not flipped -4 // Number of looping frames -NIKRUNA1.PIX -0,0,flipped -NIKRUNA2.PIX -0,0,flipped -NIKRUNA3.PIX -0,0,flipped -NIKRUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -NIKSHK.PIX -0,0,flipped -NIKSTL.PIX -0,0,flipped -NIKSHK.PIX -0,0,not flipped -NIKTRN.PIX -0,0,not flipped -4 // Number of looping frames -NIKRUNT1.PIX -0,0,not flipped -NIKRUNT2.PIX -0,0,not flipped -NIKRUNT3.PIX -0,0,not flipped -NIKRUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -NIKSHK.PIX -0,0,flipped -NIKSTL.PIX -0,0,flipped -NIKSHK.PIX -0,0,not flipped -NIKTRN.PIX -0,0,not flipped -4 // Number of looping frames -NIKRUNT1.PIX -0,0,flipped -NIKRUNT2.PIX -0,0,flipped -NIKRUNT3.PIX -0,0,flipped -NIKRUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -NIKSHK.PIX -0,0,flipped -NIKSTL.PIX -0,0,flipped -NIKSHK.PIX -0,0,not flipped -NIKTRN.PIX -0,0,not flipped -4 // Number of looping frames -NIKRUNA1.PIX -0,0,not flipped -NIKRUNA2.PIX -0,0,not flipped -NIKRUNA3.PIX -0,0,not flipped -NIKRUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -NIKSTL.PIX -0,0,not flipped -NIKSTL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -NIKHIT1.PIX -0,0,not flipped -NIKHIT2.PIX -0,0,not flipped -NIKHIT3.PIX -0,0,not flipped -NIKHIT4.PIX -0,0,not flipped -NIKDED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -NIKHIT1.PIX -0,0,not flipped -NIKHIT2.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -NIKBAK.PIX -0,0,not flipped -NIKBAK.PIX -0,0,flipped -NEXT PEDESTRIAN -// **************** RO1 2 **************** -32 // Reference number -0.35 // Height -125 // Points value -15 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -RO1.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4003 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,3 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4013 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4003 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4013 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4003 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.06,8 // Min frame rate, max frame rate, -4 // Number of initial frames -RO1SHK.PIX -0,0,flipped -RO1STL1.PIX -0,0,flipped -RO1SHK.PIX -0,0,not flipped -RO1TRN.PIX -0,0,not flipped -4 // Number of looping frames -RO1RUNA1.PIX -0,0,flipped -RO1RUNA2.PIX -0,0,flipped -RO1RUNA3.PIX -0,0,flipped -RO1RUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.06,8 // Min frame rate, max frame rate, -4 // Number of initial frames -RO1SHK.PIX -0,0,flipped -RO1STL1.PIX -0,0,flipped -RO1SHK.PIX -0,0,not flipped -RO1TRN.PIX -0,0,not flipped -4 // Number of looping frames -RO1RUNT1.PIX -0,0,not flipped -RO1RUNT2.PIX -0,0,not flipped -RO1RUNT3.PIX -0,0,not flipped -RO1RUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.06,8 // Min frame rate, max frame rate, -4 // Number of initial frames -RO1SHK.PIX -0,0,flipped -RO1STL1.PIX -0,0,flipped -RO1SHK.PIX -0,0,not flipped -RO1TRN.PIX -0,0,not flipped -4 // Number of looping frames -RO1RUNT1.PIX -0,0,flipped -RO1RUNT2.PIX -0,0,flipped -RO1RUNT3.PIX -0,0,flipped -RO1RUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.06,8 // Min frame rate, max frame rate, -4 // Number of initial frames -RO1SHK.PIX -0,0,flipped -RO1STL1.PIX -0,0,flipped -RO1SHK.PIX -0,0,not flipped -RO1TRN.PIX -0,0,not flipped -4 // Number of looping frames -RO1RUNA1.PIX -0,0,not flipped -RO1RUNA2.PIX -0,0,not flipped -RO1RUNA3.PIX -0,0,not flipped -RO1RUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -RO1STL1.PIX -0,0,flipped -RO1STL2.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -4 // Number of initial frames -RO1HIT1.PIX -0,0,not flipped -RO1HIT2.PIX -0,0,not flipped -RO1HIT3.PIX -0,0,not flipped -RO1HIT4.PIX -0,0,not flipped -2 // Number of looping frames -RO1DED1.PIX -0,0,not flipped -RO1DED2.PIX -0,0,not flipped -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -RO1HIT1.PIX -0,0,not flipped -RO1HIT2.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -RO1BAK1.PIX -0,0,not flipped -RO1BAK2.PIX -0,0,flipped -NEXT PEDESTRIAN -// **************** BUS 2 **************** -2 // Reference number -0.27 // Height -125 // Points value -15 // Hit points -1,4032 // Exploding noises -4003 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -BUS.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4003 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,3 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4013 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4003 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4013 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4003 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.06,8 // Min frame rate, max frame rate, -4 // Number of initial frames -BUSSHK.PIX -0,0,flipped -BUSSTL.PIX -0,0,flipped -BUSSHK.PIX -0,0,not flipped -BUSTRN.PIX -0,0,not flipped -4 // Number of looping frames -BUSRUNA1.PIX -0,0,flipped -BUSRUNA2.PIX -0,0,flipped -BUSRUNA3.PIX -0,0,flipped -BUSRUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.06,8 // Min frame rate, max frame rate, -4 // Number of initial frames -BUSSHK.PIX -0,0,flipped -BUSSTL.PIX -0,0,flipped -BUSSHK.PIX -0,0,not flipped -BUSTRN.PIX -0,0,not flipped -4 // Number of looping frames -BUSRUNT1.PIX -0,0,not flipped -BUSRUNT2.PIX -0,0,not flipped -BUSRUNT3.PIX -0,0,not flipped -BUSRUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.06,8 // Min frame rate, max frame rate, -4 // Number of initial frames -BUSSHK.PIX -0,0,flipped -BUSSTL.PIX -0,0,flipped -BUSSHK.PIX -0,0,not flipped -BUSTRN.PIX -0,0,not flipped -4 // Number of looping frames -BUSRUNT1.PIX -0,0,flipped -BUSRUNT2.PIX -0,0,flipped -BUSRUNT3.PIX -0,0,flipped -BUSRUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.06,8 // Min frame rate, max frame rate, -4 // Number of initial frames -BUSSHK.PIX -0,0,flipped -BUSSTL.PIX -0,0,flipped -BUSSHK.PIX -0,0,not flipped -BUSTRN.PIX -0,0,not flipped -4 // Number of looping frames -BUSRUNA1.PIX -0,0,not flipped -BUSRUNA2.PIX -0,0,not flipped -BUSRUNA3.PIX -0,0,not flipped -BUSRUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -BUSSTL.PIX -0,0,not flipped -BUSSTL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -BUSHIT1.PIX -0,0,not flipped -BUSHIT2.PIX -0,0,not flipped -BUSHIT3.PIX -0,0,not flipped -BUSHIT4.PIX -0,0,not flipped -BUSDED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -BUSHIT1.PIX -0,0,not flipped -BUSHIT2.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -BUSBAK.PIX -0,0,not flipped -BUSBAK.PIX -0,0,flipped -NEXT PEDESTRIAN -// **************** FAT 2 **************** -3 // Reference number -0.27 // Height -150 // Points value -20 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -FAT.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0005 // Initial speed, looping speed -0.05 // Reaction time for this action -2,4001,4004 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.09,8 // Min frame rate, max frame rate, -4 // Number of initial frames -FATSHK.PIX -0,0,flipped -FATSTL.PIX -0,0,flipped -FATSHK.PIX -0,0,not flipped -FATTRN.PIX -0,0,not flipped -4 // Number of looping frames -FATRUNA1.PIX -0,0,flipped -FATRUNA2.PIX -0,0,flipped -FATRUNA3.PIX -0,0,flipped -FATRUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.07,8 // Min frame rate, max frame rate, -4 // Number of initial frames -FATSHK.PIX -0,0,flipped -FATSTL.PIX -0,0,flipped -FATSHK.PIX -0,0,not flipped -FATTRN.PIX -0,0,not flipped -4 // Number of looping frames -FATRUNT1.PIX -0,0,not flipped -FATRUNT2.PIX -0,0,not flipped -FATRUNT3.PIX -0,0,not flipped -FATRUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.07,8 // Min frame rate, max frame rate, -4 // Number of initial frames -FATSHK.PIX -0,0,flipped -FATSTL.PIX -0,0,flipped -FATSHK.PIX -0,0,not flipped -FATTRN.PIX -0,0,not flipped -4 // Number of looping frames -FATRUNT1.PIX -0,0,flipped -FATRUNT2.PIX -0,0,flipped -FATRUNT3.PIX -0,0,flipped -FATRUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.09,8 // Min frame rate, max frame rate, -4 // Number of initial frames -FATSHK.PIX -0,0,flipped -FATSTL.PIX -0,0,flipped -FATSHK.PIX -0,0,not flipped -FATTRN.PIX -0,0,not flipped -4 // Number of looping frames -FATRUNA1.PIX -0,0,not flipped -FATRUNA2.PIX -0,0,not flipped -FATRUNA3.PIX -0,0,not flipped -FATRUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -FATSTL.PIX -0,0,not flipped -FATSTL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -FATHIT1.PIX -0,0,not flipped -FATHIT2.PIX -0,0,not flipped -FATHIT3.PIX -0,0,not flipped -FATHIT4.PIX -0,0,not flipped -FATDED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -FATHIT1.PIX -0,0,not flipped -FATHIT2.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -FATBAK.PIX -0,0,not flipped -FATBAK.PIX -0,0,flipped -NEXT PEDESTRIAN -// **************** ANN 2 **************** -4 // Reference number -0.27 // Height -100 // Points value -10 // Hit points -1,4032 // Exploding noises -4003 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -ANN.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -2,4002,4003 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,3 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4014 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4014 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -ANSHK.PIX -0,0,flipped -ANSTL.PIX -0,0,flipped -ANSHK.PIX -0,0,not flipped -ANTRN.PIX -0,0,not flipped -4 // Number of looping frames -ANRUNA1.PIX -0,0,flipped -ANRUNA2.PIX -0,0,flipped -ANRUNA3.PIX -0,0,flipped -ANRUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -ANSHK.PIX -0,0,flipped -ANSTL.PIX -0,0,flipped -ANSHK.PIX -0,0,not flipped -ANTRN.PIX -0,0,not flipped -4 // Number of looping frames -ANRUNT1.PIX -0,0,not flipped -ANRUNT2.PIX -0,0,not flipped -ANRUNT3.PIX -0,0,not flipped -ANRUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -ANSHK.PIX -0,0,flipped -ANSTL.PIX -0,0,flipped -ANSHK.PIX -0,0,not flipped -ANTRN.PIX -0,0,not flipped -4 // Number of looping frames -ANRUNT1.PIX -0,0,flipped -ANRUNT2.PIX -0,0,flipped -ANRUNT3.PIX -0,0,flipped -ANRUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -ANSHK.PIX -0,0,flipped -ANSTL.PIX -0,0,flipped -ANSHK.PIX -0,0,not flipped -ANTRN.PIX -0,0,not flipped -4 // Number of looping frames -ANRUNA1.PIX -0,0,not flipped -ANRUNA2.PIX -0,0,not flipped -ANRUNA3.PIX -0,0,not flipped -ANRUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -ANSTL.PIX -0,0,not flipped -ANSTL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -ANHIT1.PIX -0,0,not flipped -ANHIT2.PIX -0,0,not flipped -ANHIT3.PIX -0,0,not flipped -ANHIT4.PIX -0,0,not flipped -ANDED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -ANHIT1.PIX -0,0,not flipped -ANHIT2.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -ANBAK.PIX -0,0,not flipped -ANBAK.PIX -0,0,flipped -NEXT PEDESTRIAN -// **************** PER 2 **************** -5 // Reference number -0.29 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -PER.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4004 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,3 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -2,4011,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4000 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4011 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4000 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PERSHK.PIX -0,0,flipped -PERSTL.PIX -0,0,flipped -PERSHK.PIX -0,0,not flipped -PERTRN.PIX -0,0,not flipped -4 // Number of looping frames -PERRUNA1.PIX -0,0,flipped -PERRUNA2.PIX -0,0,flipped -PERRUNA3.PIX -0,0,flipped -PERRUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PERSHK.PIX -0,0,flipped -PERSTL.PIX -0,0,flipped -PERSHK.PIX -0,0,not flipped -PERTRN.PIX -0,0,not flipped -4 // Number of looping frames -PERRUNT1.PIX -0,0,not flipped -PERRUNT2.PIX -0,0,not flipped -PERRUNT3.PIX -0,0,not flipped -PERRUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PERSHK.PIX -0,0,flipped -PERSTL.PIX -0,0,flipped -PERSHK.PIX -0,0,not flipped -PERTRN.PIX -0,0,not flipped -4 // Number of looping frames -PERRUNT1.PIX -0,0,flipped -PERRUNT2.PIX -0,0,flipped -PERRUNT3.PIX -0,0,flipped -PERRUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PERSHK.PIX -0,0,flipped -PERSTL.PIX -0,0,flipped -PERSHK.PIX -0,0,not flipped -PERTRN.PIX -0,0,not flipped -4 // Number of looping frames -PERRUNA1.PIX -0,0,not flipped -PERRUNA2.PIX -0,0,not flipped -PERRUNA3.PIX -0,0,not flipped -PERRUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -PERSTL.PIX -0,0,not flipped -PERSTL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -PERHIT1.PIX -0,0,not flipped -PERHIT2.PIX -0,0,not flipped -PERHIT3.PIX -0,0,not flipped -PERHIT4.PIX -0,0,not flipped -PERDED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -PERHIT1.PIX -0,0,not flipped -PERHIT2.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -PERBAK.PIX -0,0,not flipped -PERBAK.PIX -0,0,flipped -NEXT PEDESTRIAN -// **************** PRS 2 **************** -6 // Reference number -0.25 // Height -100 // Points value -10 // Hit points -1,4032 // Exploding noises -4002 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -PRS.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4002 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,3 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4013 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4003 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4013 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4003 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PRSSHK.PIX -0,0,flipped -PRSSTL.PIX -0,0,flipped -PRSSHK.PIX -0,0,not flipped -PRSTRN.PIX -0,0,not flipped -4 // Number of looping frames -PRSRUNA1.PIX -0,0,flipped -PRSRUNA2.PIX -0,0,flipped -PRSRUNA3.PIX -0,0,flipped -PRSRUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PRSSHK.PIX -0,0,flipped -PRSSTL.PIX -0,0,flipped -PRSSHK.PIX -0,0,not flipped -PRSTRN.PIX -0,0,not flipped -4 // Number of looping frames -PRSRUNT1.PIX -0,0,not flipped -PRSRUNT2.PIX -0,0,not flipped -PRSRUNT3.PIX -0,0,not flipped -PRSRUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PRSSHK.PIX -0,0,flipped -PRSSTL.PIX -0,0,flipped -PRSSHK.PIX -0,0,not flipped -PRSTRN.PIX -0,0,not flipped -4 // Number of looping frames -PRSRUNT1.PIX -0,0,flipped -PRSRUNT2.PIX -0,0,flipped -PRSRUNT3.PIX -0,0,flipped -PRSRUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PRSSHK.PIX -0,0,flipped -PRSSTL.PIX -0,0,flipped -PRSSHK.PIX -0,0,not flipped -PRSTRN.PIX -0,0,not flipped -4 // Number of looping frames -PRSRUNA1.PIX -0,0,not flipped -PRSRUNA2.PIX -0,0,not flipped -PRSRUNA3.PIX -0,0,not flipped -PRSRUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -PRSSTL.PIX -0,0,not flipped -PRSSTL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -PRSHIT1.PIX -0,0,not flipped -PRSHIT2.PIX -0,0,not flipped -PRSHIT3.PIX -0,0,not flipped -PRSHIT4.PIX -0,0,not flipped -PRSDED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -PRSHIT1.PIX -0,0,not flipped -PRSHIT2.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -PRSBAK.PIX -0,0,not flipped -PRSBAK.PIX -0,0,flipped -NEXT PEDESTRIAN -// **************** TON 2 **************** -7 // Reference number -0.26 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -TON.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -2,4000,4004 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4011 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -TONSHK.PIX -0,0,flipped -TONSTL.PIX -0,0,flipped -TONSHK.PIX -0,0,not flipped -TONTRN.PIX -0,0,not flipped -4 // Number of looping frames -TONRUNA1.PIX -0,0,flipped -TONRUNA2.PIX -0,0,flipped -TONRUNA3.PIX -0,0,flipped -TONRUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -TONSHK.PIX -0,0,flipped -TONSTL.PIX -0,0,flipped -TONSHK.PIX -0,0,not flipped -TONTRN.PIX -0,0,not flipped -4 // Number of looping frames -TONRUNT1.PIX -0,0,not flipped -TONRUNT2.PIX -0,0,not flipped -TONRUNT3.PIX -0,0,not flipped -TONRUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -TONSHK.PIX -0,0,flipped -TONSTL.PIX -0,0,flipped -TONSHK.PIX -0,0,not flipped -TONTRN.PIX -0,0,not flipped -4 // Number of looping frames -TONRUNT1.PIX -0,0,flipped -TONRUNT2.PIX -0,0,flipped -TONRUNT3.PIX -0,0,flipped -TONRUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -TONSHK.PIX -0,0,flipped -TONSTL.PIX -0,0,flipped -TONSHK.PIX -0,0,not flipped -TONTRN.PIX -0,0,not flipped -4 // Number of looping frames -TONRUNA1.PIX -0,0,not flipped -TONRUNA2.PIX -0,0,not flipped -TONRUNA3.PIX -0,0,not flipped -TONRUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -TONSTL.PIX -0,0,not flipped -TONSTL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -TONHIT1.PIX -0,0,not flipped -TONHIT2.PIX -0,0,not flipped -TONHIT3.PIX -0,0,not flipped -TONHIT4.PIX -0,0,not flipped -TONDED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -TONHIT1.PIX -0,0,not flipped -TONHIT2.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -TONBAK.PIX -0,0,not flipped -TONBAK.PIX -0,0,flipped -NEXT PEDESTRIAN -// **************** CAM 2 **************** -8 // Reference number -0.245 // Height -100 // Points value -10 // Hit points -1,4032 // Exploding noises --1 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -CAM.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4002 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4015 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4015 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CAMSHK.PIX -0,0,flipped -CAMSTL.PIX -0,0,flipped -CAMSHK.PIX -0,0,not flipped -CAMTRN.PIX -0,0,not flipped -4 // Number of looping frames -CAMRUNA1.PIX -0,0,flipped -CAMRUNA2.PIX -0,0,flipped -CAMRUNA3.PIX -0,0,flipped -CAMRUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CAMSHK.PIX -0,0,flipped -CAMSTL.PIX -0,0,flipped -CAMSHK.PIX -0,0,not flipped -CAMTRN.PIX -0,0,not flipped -4 // Number of looping frames -CAMRUNT1.PIX -0,0,not flipped -CAMRUNT2.PIX -0,0,not flipped -CAMRUNT3.PIX -0,0,not flipped -CAMRUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CAMSHK.PIX -0,0,flipped -CAMSTL.PIX -0,0,flipped -CAMSHK.PIX -0,0,not flipped -CAMTRN.PIX -0,0,not flipped -4 // Number of looping frames -CAMRUNT1.PIX -0,0,flipped -CAMRUNT2.PIX -0,0,flipped -CAMRUNT3.PIX -0,0,flipped -CAMRUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CAMSHK.PIX -0,0,flipped -CAMSTL.PIX -0,0,flipped -CAMSHK.PIX -0,0,not flipped -CAMTRN.PIX -0,0,not flipped -4 // Number of looping frames -CAMRUNA1.PIX -0,0,not flipped -CAMRUNA2.PIX -0,0,not flipped -CAMRUNA3.PIX -0,0,not flipped -CAMRUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -CAMSTL.PIX -0,0,not flipped -CAMSTL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -CAMHIT1.PIX -0,0,not flipped -CAMHIT2.PIX -0,0,not flipped -CAMHIT3.PIX -0,0,not flipped -CAMHIT4.PIX -0,0,not flipped -CAMDED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -CAMHIT1.PIX -0,0,not flipped -CAMHIT2.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -CAMBAK.PIX -0,0,not flipped -CAMBAK.PIX -0,0,flipped -NEXT PEDESTRIAN -// **************** CW0 2 **************** -9 // Reference number -0.27 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -CW0.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,4 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -3,4001,4004,4007 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -8 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW0SHK.PIX -0,0,flipped -CW0STL.PIX -0,0,flipped -CW0SHK.PIX -0,0,not flipped -CW0TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW0RUNA1.PIX -0,0,flipped -CW0RUNA2.PIX -0,0,flipped -CW0RUNA3.PIX -0,0,flipped -CW0RUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW0SHK.PIX -0,0,flipped -CW0STL.PIX -0,0,flipped -CW0SHK.PIX -0,0,not flipped -CW0TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW0RUNT1.PIX -0,0,not flipped -CW0RUNT2.PIX -0,0,not flipped -CW0RUNT3.PIX -0,0,not flipped -CW0RUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW0SHK.PIX -0,0,flipped -CW0STL.PIX -0,0,flipped -CW0SHK.PIX -0,0,not flipped -CW0TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW0RUNT1.PIX -0,0,flipped -CW0RUNT2.PIX -0,0,flipped -CW0RUNT3.PIX -0,0,flipped -CW0RUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW0SHK.PIX -0,0,flipped -CW0STL.PIX -0,0,flipped -CW0SHK.PIX -0,0,not flipped -CW0TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW0RUNA1.PIX -0,0,not flipped -CW0RUNA2.PIX -0,0,not flipped -CW0RUNA3.PIX -0,0,not flipped -CW0RUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -CW0STL.PIX -0,0,not flipped -CW0STL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -CW0HIT1.PIX -0,0,not flipped -CW0HIT2.PIX -0,0,not flipped -CW0HIT3.PIX -0,0,not flipped -CW0HIT4.PIX -0,0,not flipped -CW0DED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -CW0HIT1.PIX -0,0,not flipped -CW0HIT2.PIX -0,0,not flipped -0 // Number of looping frames -NEXT PEDESTRIAN -// **************** CW1 2 **************** -10 // Reference number -0.27 // Height -125 // Points value -15 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -CW1.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,4 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -2,4000,4004 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,2 // Max bearing, sequence index -270,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4011 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4000 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4011 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4000 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -8 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.10,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW1SHK.PIX -0,0,flipped -CW1STL.PIX -0,0,flipped -CW1SHK.PIX -0,0,not flipped -CW1TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW1RUNA1.PIX -0,0,flipped -CW1RUNA2.PIX -0,0,flipped -CW1RUNA3.PIX -0,0,flipped -CW1RUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.10,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW1SHK.PIX -0,0,flipped -CW1STL.PIX -0,0,flipped -CW1SHK.PIX -0,0,not flipped -CW1TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW1RUNT1.PIX -0,0,not flipped -CW1RUNT2.PIX -0,0,not flipped -CW1RUNT3.PIX -0,0,not flipped -CW1RUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.10,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW1SHK.PIX -0,0,flipped -CW1STL.PIX -0,0,flipped -CW1SHK.PIX -0,0,not flipped -CW1TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW1RUNT1.PIX -0,0,flipped -CW1RUNT2.PIX -0,0,flipped -CW1RUNT3.PIX -0,0,flipped -CW1RUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.10,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW1SHK.PIX -0,0,flipped -CW1STL.PIX -0,0,flipped -CW1SHK.PIX -0,0,not flipped -CW1TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW1RUNA1.PIX -0,0,not flipped -CW1RUNA2.PIX -0,0,not flipped -CW1RUNA3.PIX -0,0,not flipped -CW1RUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -CW1STL.PIX -0,0,not flipped -CW1STL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -CW1HIT1.PIX -0,0,not flipped -CW1HIT2.PIX -0,0,not flipped -CW1HIT3.PIX -0,0,not flipped -CW1HIT4.PIX -0,0,not flipped -CW1DED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -CW1HIT1.PIX -0,0,not flipped -CW1HIT2.PIX -0,0,not flipped -0 // Number of looping frames -NEXT PEDESTRIAN -// **************** CW3 2 **************** -11 // Reference number -0.25 // Height -110 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -CW3.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,4 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4000 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,2 // Max bearing, sequence index -270,1 // Max bearing, sequence index -360,3 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4000 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4000 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -8 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW3SHK.PIX -0,0,flipped -CW3STL.PIX -0,0,flipped -CW3SHK.PIX -0,0,not flipped -CW3TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW3RUNA1.PIX -0,0,flipped -CW3RUNA2.PIX -0,0,flipped -CW3RUNA3.PIX -0,0,flipped -CW3RUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW3SHK.PIX -0,0,flipped -CW3STL.PIX -0,0,flipped -CW3SHK.PIX -0,0,not flipped -CW3TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW3RUNT1.PIX -0,0,not flipped -CW3RUNT2.PIX -0,0,not flipped -CW3RUNT3.PIX -0,0,not flipped -CW3RUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW3SHK.PIX -0,0,flipped -CW3STL.PIX -0,0,flipped -CW3SHK.PIX -0,0,not flipped -CW3TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW3RUNT1.PIX -0,0,flipped -CW3RUNT2.PIX -0,0,flipped -CW3RUNT3.PIX -0,0,flipped -CW3RUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW3SHK.PIX -0,0,flipped -CW3STL.PIX -0,0,flipped -CW3SHK.PIX -0,0,not flipped -CW3TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW3RUNA1.PIX -0,0,not flipped -CW3RUNA2.PIX -0,0,not flipped -CW3RUNA3.PIX -0,0,not flipped -CW3RUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -CW3STL.PIX -0,0,not flipped -CW3STL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -CW3HIT1.PIX -0,0,not flipped -CW3HIT2.PIX -0,0,not flipped -CW3HIT3.PIX -0,0,not flipped -CW3HIT4.PIX -0,0,not flipped -CW3DED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -CW3HIT1.PIX -0,0,not flipped -CW3HIT2.PIX -0,0,not flipped -0 // Number of looping frames -NEXT PEDESTRIAN -// **************** FLAG WAVEY BASTARD MAN **************** -99 // Reference number -0.325 // Height -1000 // Points value -20 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -FLG.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -8 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,4 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -7,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4000 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,2 // Max bearing, sequence index -270,1 // Max bearing, sequence index -360,3 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4000 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4000 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #7 - wave that flag baby..... -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,8 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -3 // Number of initial frames -FLGSHK.PIX -0,0,flipped -FLGSTL1.PIX -0,0,flipped -FLGSHK.PIX -0,0,not flipped -4 // Number of looping frames -FLGRUNA1.PIX -0,0,not flipped -FLGRUNA2.PIX -0,0,not flipped -FLGRUNA3.PIX -0,0,not flipped -FLGRUNA2.PIX -0,0,not flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -3 // Number of initial frames -FLGSHK.PIX -0,0,flipped -FLGSTL1.PIX -0,0,flipped -FLGSHK.PIX -0,0,not flipped -4 // Number of looping frames -FLGRUNT1.PIX -0,0,flipped -FLGRUNT2.PIX -0,0,flipped -FLGRUNT3.PIX -0,0,flipped -FLGRUNT2.PIX -0,0,flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -3 // Number of initial frames -FLGSHK.PIX -0,0,flipped -FLGSTL1.PIX -0,0,flipped -FLGSHK.PIX -0,0,not flipped -4 // Number of looping frames -FLGRUNT1.PIX -0,0,not flipped -FLGRUNT2.PIX -0,0,not flipped -FLGRUNT3.PIX -0,0,not flipped -FLGRUNT2.PIX -0,0,not flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -3 // Number of initial frames -FLGSHK.PIX -0,0,flipped -FLGSTL1.PIX -0,0,flipped -FLGSHK.PIX -0,0,not flipped -4 // Number of looping frames -FLGRUNA1.PIX -0,0,flipped -FLGRUNA2.PIX -0,0,flipped -FLGRUNA3.PIX -0,0,flipped -FLGRUNA2.PIX -0,0,flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -FLGSTL1.PIX -0,0,flipped -FLGSTL2.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -9,10 // Min frame rate, max frame rate, -4 // Number of initial frames -FLGHIT1.PIX -0,0,not flipped -FLGHIT2.PIX -0,0,not flipped -FLGHIT3.PIX -0,0,not flipped -FLGHIT4.PIX -0,0,not flipped -2 // Number of looping frames -FLGDED1.PIX -0,0,not flipped -FLGDED2.PIX -0,0,not flipped -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -FLGHIT1.PIX -0,0,not flipped -FLGHIT2.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - flag waving jobby bastard -collide // Include this frame in collision calcs -variable // Frame rate type -9,10 // Min frame rate, max frame rate, -0 // Number of initial frames -4 // Number of looping frames -FLGWAV1.PIX -0,0,not flipped -FLGWAV2.PIX -0,0,not flipped -FLGWAV3.PIX -0.07,0,not flipped -FLGWAV4.PIX -0.07,0,not flipped -NEXT PEDESTRIAN -// **************** NIK 2 **************** -51 // Reference number -0.24 // Height -200 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4003 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -NIK.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4002 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4012 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4012 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -NIKSHK.PIX -0,0,flipped -NIKSTL.PIX -0,0,flipped -NIKSHK.PIX -0,0,not flipped -NIKTRN.PIX -0,0,not flipped -4 // Number of looping frames -NIKRUNA1.PIX -0,0,flipped -NIKRUNA2.PIX -0,0,flipped -NIKRUNA3.PIX -0,0,flipped -NIKRUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -NIKSHK.PIX -0,0,flipped -NIKSTL.PIX -0,0,flipped -NIKSHK.PIX -0,0,not flipped -NIKTRN.PIX -0,0,not flipped -4 // Number of looping frames -NIKRUNT1.PIX -0,0,not flipped -NIKRUNT2.PIX -0,0,not flipped -NIKRUNT3.PIX -0,0,not flipped -NIKRUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -NIKSHK.PIX -0,0,flipped -NIKSTL.PIX -0,0,flipped -NIKSHK.PIX -0,0,not flipped -NIKTRN.PIX -0,0,not flipped -4 // Number of looping frames -NIKRUNT1.PIX -0,0,flipped -NIKRUNT2.PIX -0,0,flipped -NIKRUNT3.PIX -0,0,flipped -NIKRUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -NIKSHK.PIX -0,0,flipped -NIKSTL.PIX -0,0,flipped -NIKSHK.PIX -0,0,not flipped -NIKTRN.PIX -0,0,not flipped -4 // Number of looping frames -NIKRUNA1.PIX -0,0,not flipped -NIKRUNA2.PIX -0,0,not flipped -NIKRUNA3.PIX -0,0,not flipped -NIKRUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -NIKSTL.PIX -0,0,not flipped -NIKSTL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -NIKHIT1.PIX -0,0,not flipped -NIKHIT2.PIX -0,0,not flipped -NIKHIT3.PIX -0,0,not flipped -NIKHIT4.PIX -0,0,not flipped -NIKDED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -NIKHIT1.PIX -0,0,not flipped -NIKHIT2.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -NIKBAK.PIX -0,0,not flipped -NIKBAK.PIX -0,0,flipped -NEXT PEDESTRIAN -// **************** BUS 2 **************** -52 // Reference number -0.27 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -BUS.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4003 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,3 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4013 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4003 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4013 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4003 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.06,8 // Min frame rate, max frame rate, -4 // Number of initial frames -BUSSHK.PIX -0,0,flipped -BUSSTL.PIX -0,0,flipped -BUSSHK.PIX -0,0,not flipped -BUSTRN.PIX -0,0,not flipped -4 // Number of looping frames -BUSRUNA1.PIX -0,0,flipped -BUSRUNA2.PIX -0,0,flipped -BUSRUNA3.PIX -0,0,flipped -BUSRUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.06,8 // Min frame rate, max frame rate, -4 // Number of initial frames -BUSSHK.PIX -0,0,flipped -BUSSTL.PIX -0,0,flipped -BUSSHK.PIX -0,0,not flipped -BUSTRN.PIX -0,0,not flipped -4 // Number of looping frames -BUSRUNT1.PIX -0,0,not flipped -BUSRUNT2.PIX -0,0,not flipped -BUSRUNT3.PIX -0,0,not flipped -BUSRUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.06,8 // Min frame rate, max frame rate, -4 // Number of initial frames -BUSSHK.PIX -0,0,flipped -BUSSTL.PIX -0,0,flipped -BUSSHK.PIX -0,0,not flipped -BUSTRN.PIX -0,0,not flipped -4 // Number of looping frames -BUSRUNT1.PIX -0,0,flipped -BUSRUNT2.PIX -0,0,flipped -BUSRUNT3.PIX -0,0,flipped -BUSRUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.06,8 // Min frame rate, max frame rate, -4 // Number of initial frames -BUSSHK.PIX -0,0,flipped -BUSSTL.PIX -0,0,flipped -BUSSHK.PIX -0,0,not flipped -BUSTRN.PIX -0,0,not flipped -4 // Number of looping frames -BUSRUNA1.PIX -0,0,not flipped -BUSRUNA2.PIX -0,0,not flipped -BUSRUNA3.PIX -0,0,not flipped -BUSRUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -BUSSTL.PIX -0,0,not flipped -BUSSTL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -BUSHIT1.PIX -0,0,not flipped -BUSHIT2.PIX -0,0,not flipped -BUSHIT3.PIX -0,0,not flipped -BUSHIT4.PIX -0,0,not flipped -BUSDED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -BUSHIT1.PIX -0,0,not flipped -BUSHIT2.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -BUSBAK.PIX -0,0,not flipped -BUSBAK.PIX -0,0,flipped -NEXT PEDESTRIAN -// **************** FAT 2 **************** -53 // Reference number -0.27 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -FAT.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0005 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4001 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.09,8 // Min frame rate, max frame rate, -4 // Number of initial frames -FATSHK.PIX -0,0,flipped -FATSTL.PIX -0,0,flipped -FATSHK.PIX -0,0,not flipped -FATTRN.PIX -0,0,not flipped -4 // Number of looping frames -FATRUNA1.PIX -0,0,flipped -FATRUNA2.PIX -0,0,flipped -FATRUNA3.PIX -0,0,flipped -FATRUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.07,8 // Min frame rate, max frame rate, -4 // Number of initial frames -FATSHK.PIX -0,0,flipped -FATSTL.PIX -0,0,flipped -FATSHK.PIX -0,0,not flipped -FATTRN.PIX -0,0,not flipped -4 // Number of looping frames -FATRUNT1.PIX -0,0,not flipped -FATRUNT2.PIX -0,0,not flipped -FATRUNT3.PIX -0,0,not flipped -FATRUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.07,8 // Min frame rate, max frame rate, -4 // Number of initial frames -FATSHK.PIX -0,0,flipped -FATSTL.PIX -0,0,flipped -FATSHK.PIX -0,0,not flipped -FATTRN.PIX -0,0,not flipped -4 // Number of looping frames -FATRUNT1.PIX -0,0,flipped -FATRUNT2.PIX -0,0,flipped -FATRUNT3.PIX -0,0,flipped -FATRUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.09,8 // Min frame rate, max frame rate, -4 // Number of initial frames -FATSHK.PIX -0,0,flipped -FATSTL.PIX -0,0,flipped -FATSHK.PIX -0,0,not flipped -FATTRN.PIX -0,0,not flipped -4 // Number of looping frames -FATRUNA1.PIX -0,0,not flipped -FATRUNA2.PIX -0,0,not flipped -FATRUNA3.PIX -0,0,not flipped -FATRUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -FATSTL.PIX -0,0,not flipped -FATSTL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -FATHIT1.PIX -0,0,not flipped -FATHIT2.PIX -0,0,not flipped -FATHIT3.PIX -0,0,not flipped -FATHIT4.PIX -0,0,not flipped -FATDED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -FATHIT1.PIX -0,0,not flipped -FATHIT2.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -FATBAK.PIX -0,0,not flipped -FATBAK.PIX -0,0,flipped -NEXT PEDESTRIAN -// **************** ANN 2 **************** -54 // Reference number -0.27 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises --1 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -ANN.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4002 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,3 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4014 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4014 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -ANSHK.PIX -0,0,flipped -ANSTL.PIX -0,0,flipped -ANSHK.PIX -0,0,not flipped -ANTRN.PIX -0,0,not flipped -4 // Number of looping frames -ANRUNA1.PIX -0,0,flipped -ANRUNA2.PIX -0,0,flipped -ANRUNA3.PIX -0,0,flipped -ANRUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -ANSHK.PIX -0,0,flipped -ANSTL.PIX -0,0,flipped -ANSHK.PIX -0,0,not flipped -ANTRN.PIX -0,0,not flipped -4 // Number of looping frames -ANRUNT1.PIX -0,0,not flipped -ANRUNT2.PIX -0,0,not flipped -ANRUNT3.PIX -0,0,not flipped -ANRUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -ANSHK.PIX -0,0,flipped -ANSTL.PIX -0,0,flipped -ANSHK.PIX -0,0,not flipped -ANTRN.PIX -0,0,not flipped -4 // Number of looping frames -ANRUNT1.PIX -0,0,flipped -ANRUNT2.PIX -0,0,flipped -ANRUNT3.PIX -0,0,flipped -ANRUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -ANSHK.PIX -0,0,flipped -ANSTL.PIX -0,0,flipped -ANSHK.PIX -0,0,not flipped -ANTRN.PIX -0,0,not flipped -4 // Number of looping frames -ANRUNA1.PIX -0,0,not flipped -ANRUNA2.PIX -0,0,not flipped -ANRUNA3.PIX -0,0,not flipped -ANRUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -ANSTL.PIX -0,0,not flipped -ANSTL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -ANHIT1.PIX -0,0,not flipped -ANHIT2.PIX -0,0,not flipped -ANHIT3.PIX -0,0,not flipped -ANHIT4.PIX -0,0,not flipped -ANDED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -ANHIT1.PIX -0,0,not flipped -ANHIT2.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -ANBAK.PIX -0,0,not flipped -ANBAK.PIX -0,0,flipped -NEXT PEDESTRIAN -// **************** PER 2 **************** -55 // Reference number -0.27 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -PER.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4000 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,3 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4011 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4000 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4011 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4000 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PERSHK.PIX -0,0,flipped -PERSTL.PIX -0,0,flipped -PERSHK.PIX -0,0,not flipped -PERTRN.PIX -0,0,not flipped -4 // Number of looping frames -PERRUNA1.PIX -0,0,flipped -PERRUNA2.PIX -0,0,flipped -PERRUNA3.PIX -0,0,flipped -PERRUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PERSHK.PIX -0,0,flipped -PERSTL.PIX -0,0,flipped -PERSHK.PIX -0,0,not flipped -PERTRN.PIX -0,0,not flipped -4 // Number of looping frames -PERRUNT1.PIX -0,0,not flipped -PERRUNT2.PIX -0,0,not flipped -PERRUNT3.PIX -0,0,not flipped -PERRUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PERSHK.PIX -0,0,flipped -PERSTL.PIX -0,0,flipped -PERSHK.PIX -0,0,not flipped -PERTRN.PIX -0,0,not flipped -4 // Number of looping frames -PERRUNT1.PIX -0,0,flipped -PERRUNT2.PIX -0,0,flipped -PERRUNT3.PIX -0,0,flipped -PERRUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PERSHK.PIX -0,0,flipped -PERSTL.PIX -0,0,flipped -PERSHK.PIX -0,0,not flipped -PERTRN.PIX -0,0,not flipped -4 // Number of looping frames -PERRUNA1.PIX -0,0,not flipped -PERRUNA2.PIX -0,0,not flipped -PERRUNA3.PIX -0,0,not flipped -PERRUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -PERSTL.PIX -0,0,not flipped -PERSTL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -PERHIT1.PIX -0,0,not flipped -PERHIT2.PIX -0,0,not flipped -PERHIT3.PIX -0,0,not flipped -PERHIT4.PIX -0,0,not flipped -PERDED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -PERHIT1.PIX -0,0,not flipped -PERHIT2.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -PERBAK.PIX -0,0,not flipped -PERBAK.PIX -0,0,flipped -NEXT PEDESTRIAN -// **************** PRS 2 **************** -56 // Reference number -0.25 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -PRS.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4003 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,3 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4013 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4003 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4013 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4003 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PRSSHK.PIX -0,0,flipped -PRSSTL.PIX -0,0,flipped -PRSSHK.PIX -0,0,not flipped -PRSTRN.PIX -0,0,not flipped -4 // Number of looping frames -PRSRUNA1.PIX -0,0,flipped -PRSRUNA2.PIX -0,0,flipped -PRSRUNA3.PIX -0,0,flipped -PRSRUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PRSSHK.PIX -0,0,flipped -PRSSTL.PIX -0,0,flipped -PRSSHK.PIX -0,0,not flipped -PRSTRN.PIX -0,0,not flipped -4 // Number of looping frames -PRSRUNT1.PIX -0,0,not flipped -PRSRUNT2.PIX -0,0,not flipped -PRSRUNT3.PIX -0,0,not flipped -PRSRUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PRSSHK.PIX -0,0,flipped -PRSSTL.PIX -0,0,flipped -PRSSHK.PIX -0,0,not flipped -PRSTRN.PIX -0,0,not flipped -4 // Number of looping frames -PRSRUNT1.PIX -0,0,flipped -PRSRUNT2.PIX -0,0,flipped -PRSRUNT3.PIX -0,0,flipped -PRSRUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PRSSHK.PIX -0,0,flipped -PRSSTL.PIX -0,0,flipped -PRSSHK.PIX -0,0,not flipped -PRSTRN.PIX -0,0,not flipped -4 // Number of looping frames -PRSRUNA1.PIX -0,0,not flipped -PRSRUNA2.PIX -0,0,not flipped -PRSRUNA3.PIX -0,0,not flipped -PRSRUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -PRSSTL.PIX -0,0,not flipped -PRSSTL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -PRSHIT1.PIX -0,0,not flipped -PRSHIT2.PIX -0,0,not flipped -PRSHIT3.PIX -0,0,not flipped -PRSHIT4.PIX -0,0,not flipped -PRSDED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -PRSHIT1.PIX -0,0,not flipped -PRSHIT2.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -PRSBAK.PIX -0,0,not flipped -PRSBAK.PIX -0,0,flipped -NEXT PEDESTRIAN -// **************** TON 2 **************** -57 // Reference number -0.26 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -TON.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4001 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4011 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4011 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -TONSHK.PIX -0,0,flipped -TONSTL.PIX -0,0,flipped -TONSHK.PIX -0,0,not flipped -TONTRN.PIX -0,0,not flipped -4 // Number of looping frames -TONRUNA1.PIX -0,0,flipped -TONRUNA2.PIX -0,0,flipped -TONRUNA3.PIX -0,0,flipped -TONRUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -TONSHK.PIX -0,0,flipped -TONSTL.PIX -0,0,flipped -TONSHK.PIX -0,0,not flipped -TONTRN.PIX -0,0,not flipped -4 // Number of looping frames -TONRUNT1.PIX -0,0,not flipped -TONRUNT2.PIX -0,0,not flipped -TONRUNT3.PIX -0,0,not flipped -TONRUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -TONSHK.PIX -0,0,flipped -TONSTL.PIX -0,0,flipped -TONSHK.PIX -0,0,not flipped -TONTRN.PIX -0,0,not flipped -4 // Number of looping frames -TONRUNT1.PIX -0,0,flipped -TONRUNT2.PIX -0,0,flipped -TONRUNT3.PIX -0,0,flipped -TONRUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -TONSHK.PIX -0,0,flipped -TONSTL.PIX -0,0,flipped -TONSHK.PIX -0,0,not flipped -TONTRN.PIX -0,0,not flipped -4 // Number of looping frames -TONRUNA1.PIX -0,0,not flipped -TONRUNA2.PIX -0,0,not flipped -TONRUNA3.PIX -0,0,not flipped -TONRUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -TONSTL.PIX -0,0,not flipped -TONSTL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -TONHIT1.PIX -0,0,not flipped -TONHIT2.PIX -0,0,not flipped -TONHIT3.PIX -0,0,not flipped -TONHIT4.PIX -0,0,not flipped -TONDED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -TONHIT1.PIX -0,0,not flipped -TONHIT2.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -TONBAK.PIX -0,0,not flipped -TONBAK.PIX -0,0,flipped -NEXT PEDESTRIAN -// **************** CAM 2 **************** -58 // Reference number -0.245 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises --1 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -CAM.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4002 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4015 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4015 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CAMSHK.PIX -0,0,flipped -CAMSTL.PIX -0,0,flipped -CAMSHK.PIX -0,0,not flipped -CAMTRN.PIX -0,0,not flipped -4 // Number of looping frames -CAMRUNA1.PIX -0,0,flipped -CAMRUNA2.PIX -0,0,flipped -CAMRUNA3.PIX -0,0,flipped -CAMRUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CAMSHK.PIX -0,0,flipped -CAMSTL.PIX -0,0,flipped -CAMSHK.PIX -0,0,not flipped -CAMTRN.PIX -0,0,not flipped -4 // Number of looping frames -CAMRUNT1.PIX -0,0,not flipped -CAMRUNT2.PIX -0,0,not flipped -CAMRUNT3.PIX -0,0,not flipped -CAMRUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CAMSHK.PIX -0,0,flipped -CAMSTL.PIX -0,0,flipped -CAMSHK.PIX -0,0,not flipped -CAMTRN.PIX -0,0,not flipped -4 // Number of looping frames -CAMRUNT1.PIX -0,0,flipped -CAMRUNT2.PIX -0,0,flipped -CAMRUNT3.PIX -0,0,flipped -CAMRUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CAMSHK.PIX -0,0,flipped -CAMSTL.PIX -0,0,flipped -CAMSHK.PIX -0,0,not flipped -CAMTRN.PIX -0,0,not flipped -4 // Number of looping frames -CAMRUNA1.PIX -0,0,not flipped -CAMRUNA2.PIX -0,0,not flipped -CAMRUNA3.PIX -0,0,not flipped -CAMRUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -CAMSTL.PIX -0,0,not flipped -CAMSTL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -CAMHIT1.PIX -0,0,not flipped -CAMHIT2.PIX -0,0,not flipped -CAMHIT3.PIX -0,0,not flipped -CAMHIT4.PIX -0,0,not flipped -CAMDED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -CAMHIT1.PIX -0,0,not flipped -CAMHIT2.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -CAMBAK.PIX -0,0,not flipped -CAMBAK.PIX -0,0,flipped -NEXT PEDESTRIAN -// **************** CW0 2 **************** -59 // Reference number -0.27 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -CW0.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,4 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4001 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -8 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW0SHK.PIX -0,0,flipped -CW0STL.PIX -0,0,flipped -CW0SHK.PIX -0,0,not flipped -CW0TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW0RUNA1.PIX -0,0,flipped -CW0RUNA2.PIX -0,0,flipped -CW0RUNA3.PIX -0,0,flipped -CW0RUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW0SHK.PIX -0,0,flipped -CW0STL.PIX -0,0,flipped -CW0SHK.PIX -0,0,not flipped -CW0TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW0RUNT1.PIX -0,0,not flipped -CW0RUNT2.PIX -0,0,not flipped -CW0RUNT3.PIX -0,0,not flipped -CW0RUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW0SHK.PIX -0,0,flipped -CW0STL.PIX -0,0,flipped -CW0SHK.PIX -0,0,not flipped -CW0TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW0RUNT1.PIX -0,0,flipped -CW0RUNT2.PIX -0,0,flipped -CW0RUNT3.PIX -0,0,flipped -CW0RUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW0SHK.PIX -0,0,flipped -CW0STL.PIX -0,0,flipped -CW0SHK.PIX -0,0,not flipped -CW0TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW0RUNA1.PIX -0,0,not flipped -CW0RUNA2.PIX -0,0,not flipped -CW0RUNA3.PIX -0,0,not flipped -CW0RUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -CW0STL.PIX -0,0,not flipped -CW0STL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -CW0HIT1.PIX -0,0,not flipped -CW0HIT2.PIX -0,0,not flipped -CW0HIT3.PIX -0,0,not flipped -CW0HIT4.PIX -0,0,not flipped -CW0DED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -CW0HIT1.PIX -0,0,not flipped -CW0HIT2.PIX -0,0,not flipped -0 // Number of looping frames -NEXT PEDESTRIAN -// **************** CW1 2 **************** -60 // Reference number -0.27 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -CW1.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,4 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4000 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,2 // Max bearing, sequence index -270,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4011 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4000 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4011 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4000 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -8 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.10,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW1SHK.PIX -0,0,flipped -CW1STL.PIX -0,0,flipped -CW1SHK.PIX -0,0,not flipped -CW1TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW1RUNA1.PIX -0,0,flipped -CW1RUNA2.PIX -0,0,flipped -CW1RUNA3.PIX -0,0,flipped -CW1RUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.10,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW1SHK.PIX -0,0,flipped -CW1STL.PIX -0,0,flipped -CW1SHK.PIX -0,0,not flipped -CW1TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW1RUNT1.PIX -0,0,not flipped -CW1RUNT2.PIX -0,0,not flipped -CW1RUNT3.PIX -0,0,not flipped -CW1RUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.10,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW1SHK.PIX -0,0,flipped -CW1STL.PIX -0,0,flipped -CW1SHK.PIX -0,0,not flipped -CW1TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW1RUNT1.PIX -0,0,flipped -CW1RUNT2.PIX -0,0,flipped -CW1RUNT3.PIX -0,0,flipped -CW1RUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.10,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW1SHK.PIX -0,0,flipped -CW1STL.PIX -0,0,flipped -CW1SHK.PIX -0,0,not flipped -CW1TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW1RUNA1.PIX -0,0,not flipped -CW1RUNA2.PIX -0,0,not flipped -CW1RUNA3.PIX -0,0,not flipped -CW1RUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -CW1STL.PIX -0,0,not flipped -CW1STL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -CW1HIT1.PIX -0,0,not flipped -CW1HIT2.PIX -0,0,not flipped -CW1HIT3.PIX -0,0,not flipped -CW1HIT4.PIX -0,0,not flipped -CW1DED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -CW1HIT1.PIX -0,0,not flipped -CW1HIT2.PIX -0,0,not flipped -0 // Number of looping frames -NEXT PEDESTRIAN -// **************** CW3 2 **************** -61 // Reference number -0.25 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -CW3.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,4 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4000 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,2 // Max bearing, sequence index -270,1 // Max bearing, sequence index -360,3 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4000 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4000 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -8 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW3SHK.PIX -0,0,flipped -CW3STL.PIX -0,0,flipped -CW3SHK.PIX -0,0,not flipped -CW3TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW3RUNA1.PIX -0,0,flipped -CW3RUNA2.PIX -0,0,flipped -CW3RUNA3.PIX -0,0,flipped -CW3RUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW3SHK.PIX -0,0,flipped -CW3STL.PIX -0,0,flipped -CW3SHK.PIX -0,0,not flipped -CW3TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW3RUNT1.PIX -0,0,not flipped -CW3RUNT2.PIX -0,0,not flipped -CW3RUNT3.PIX -0,0,not flipped -CW3RUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW3SHK.PIX -0,0,flipped -CW3STL.PIX -0,0,flipped -CW3SHK.PIX -0,0,not flipped -CW3TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW3RUNT1.PIX -0,0,flipped -CW3RUNT2.PIX -0,0,flipped -CW3RUNT3.PIX -0,0,flipped -CW3RUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CW3SHK.PIX -0,0,flipped -CW3STL.PIX -0,0,flipped -CW3SHK.PIX -0,0,not flipped -CW3TRN.PIX -0,0,not flipped -4 // Number of looping frames -CW3RUNA1.PIX -0,0,not flipped -CW3RUNA2.PIX -0,0,not flipped -CW3RUNA3.PIX -0,0,not flipped -CW3RUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -CW3STL.PIX -0,0,not flipped -CW3STL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -CW3HIT1.PIX -0,0,not flipped -CW3HIT2.PIX -0,0,not flipped -CW3HIT3.PIX -0,0,not flipped -CW3HIT4.PIX -0,0,not flipped -CW3DED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -CW3HIT1.PIX -0,0,not flipped -CW3HIT2.PIX -0,0,not flipped -0 // Number of looping frames -NEXT PEDESTRIAN -// **************** FLAG WAVEY BASTARD MAN **************** -99 // Reference number -0.325 // Height -1000 // Points value -20 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -FLG.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -8 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,4 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -7,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4000 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,2 // Max bearing, sequence index -270,1 // Max bearing, sequence index -360,3 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4000 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4000 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #7 - wave that flag baby..... -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,8 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -3 // Number of initial frames -FLGSHK.PIX -0,0,flipped -FLGSTL1.PIX -0,0,flipped -FLGSHK.PIX -0,0,not flipped -4 // Number of looping frames -FLGRUNA1.PIX -0,0,not flipped -FLGRUNA2.PIX -0,0,not flipped -FLGRUNA3.PIX -0,0,not flipped -FLGRUNA2.PIX -0,0,not flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -3 // Number of initial frames -FLGSHK.PIX -0,0,flipped -FLGSTL1.PIX -0,0,flipped -FLGSHK.PIX -0,0,not flipped -4 // Number of looping frames -FLGRUNT1.PIX -0,0,flipped -FLGRUNT2.PIX -0,0,flipped -FLGRUNT3.PIX -0,0,flipped -FLGRUNT2.PIX -0,0,flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -3 // Number of initial frames -FLGSHK.PIX -0,0,flipped -FLGSTL1.PIX -0,0,flipped -FLGSHK.PIX -0,0,not flipped -4 // Number of looping frames -FLGRUNT1.PIX -0,0,not flipped -FLGRUNT2.PIX -0,0,not flipped -FLGRUNT3.PIX -0,0,not flipped -FLGRUNT2.PIX -0,0,not flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -3 // Number of initial frames -FLGSHK.PIX -0,0,flipped -FLGSTL1.PIX -0,0,flipped -FLGSHK.PIX -0,0,not flipped -4 // Number of looping frames -FLGRUNA1.PIX -0,0,flipped -FLGRUNA2.PIX -0,0,flipped -FLGRUNA3.PIX -0,0,flipped -FLGRUNA2.PIX -0,0,flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -FLGSTL1.PIX -0,0,flipped -FLGSTL2.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -9,10 // Min frame rate, max frame rate, -4 // Number of initial frames -FLGHIT1.PIX -0,0,not flipped -FLGHIT2.PIX -0,0,not flipped -FLGHIT3.PIX -0,0,not flipped -FLGHIT4.PIX -0,0,not flipped -2 // Number of looping frames -FLGDED1.PIX -0,0,not flipped -FLGDED2.PIX -0,0,not flipped -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -FLGHIT1.PIX -0,0,not flipped -FLGHIT2.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - flag waving jobby bastard -collide // Include this frame in collision calcs -variable // Frame rate type -9,10 // Min frame rate, max frame rate, -0 // Number of initial frames -4 // Number of looping frames -FLGWAV1.PIX -0,0,not flipped -FLGWAV2.PIX -0,0,not flipped -FLGWAV3.PIX -0.07,0,not flipped -FLGWAV4.PIX -0.07,0,not flipped -NEXT PEDESTRIAN -// **************** FOOTBALLER #1 **************** -20 // Reference number -0.28 // Height -150 // Points value -10 // Hit points -2,4031,4030 // Exploding noises --1 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -SKN.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,4 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4000 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4000 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4000 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -8 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -3 // Number of initial frames -SKNSHK.PIX -0,0,flipped -SKNSTL.PIX -0,0,flipped -SKNSHK.PIX -0,0,not flipped -4 // Number of looping frames -SKNRUNA1.PIX -0,0,flipped -SKNRUNA2.PIX -0,0,flipped -SKNRUNA3.PIX -0,0,flipped -SKNRUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -3 // Number of initial frames -SKNSHK.PIX -0,0,flipped -SKNSTL.PIX -0,0,flipped -SKNSHK.PIX -0,0,not flipped -4 // Number of looping frames -SKNRUNT1.PIX -0,0,not flipped -SKNRUNT2.PIX -0,0,not flipped -SKNRUNT3.PIX -0,0,not flipped -SKNRUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -3 // Number of initial frames -SKNSHK.PIX -0,0,flipped -SKNSTL.PIX -0,0,flipped -SKNSHK.PIX -0,0,not flipped -4 // Number of looping frames -SKNRUNT1.PIX -0,0,flipped -SKNRUNT2.PIX -0,0,flipped -SKNRUNT3.PIX -0,0,flipped -SKNRUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -3 // Number of initial frames -SKNSHK.PIX -0,0,flipped -SKNSTL.PIX -0,0,flipped -SKNSHK.PIX -0,0,not flipped -4 // Number of looping frames -SKNRUNA1.PIX -0,0,not flipped -SKNRUNA2.PIX -0,0,not flipped -SKNRUNA3.PIX -0,0,not flipped -SKNRUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -SKNSTL.PIX -0,0,not flipped -SKNSTL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -SKNHIT1B.PIX -0,0,not flipped -SKNHIT2B.PIX -0,0,not flipped -SKNHIT3B.PIX -0,0,not flipped -SKNHIT4B.PIX -0,0,not flipped -SKNDEDB.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -SKNHIT1B.PIX -0,0,not flipped -SKNHIT2B.PIX -0,0,not flipped -0 // Number of looping frames -NEXT PEDESTRIAN -// **************** FOOTBALLER #2 **************** -21 // Reference number -0.28 // Height -150 // Points value -10 // Hit points -2,4031,4030 // Exploding noises --1 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -COW.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,4 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4001 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -2,4011,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4011 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -8 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -3 // Number of initial frames -COWSHK.PIX -0,0,flipped -COWSTL.PIX -0,0,flipped -COWSHK.PIX -0,0,not flipped -4 // Number of looping frames -COWRUNA1.PIX -0,0,flipped -COWRUNA2.PIX -0,0,flipped -COWRUNA3.PIX -0,0,flipped -COWRUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -3 // Number of initial frames -COWSHK.PIX -0,0,flipped -COWSTL.PIX -0,0,flipped -COWSHK.PIX -0,0,not flipped -4 // Number of looping frames -COWRUNT1.PIX -0,0,not flipped -COWRUNT2.PIX -0,0,not flipped -COWRUNT3.PIX -0,0,not flipped -COWRUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -3 // Number of initial frames -COWSHK.PIX -0,0,flipped -COWSTL.PIX -0,0,flipped -COWSHK.PIX -0,0,not flipped -4 // Number of looping frames -COWRUNT1.PIX -0,0,flipped -COWRUNT2.PIX -0,0,flipped -COWRUNT3.PIX -0,0,flipped -COWRUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -3 // Number of initial frames -COWSHK.PIX -0,0,flipped -COWSTL.PIX -0,0,flipped -COWSHK.PIX -0,0,not flipped -4 // Number of looping frames -COWRUNA1.PIX -0,0,not flipped -COWRUNA2.PIX -0,0,not flipped -COWRUNA3.PIX -0,0,not flipped -COWRUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -COWSTL.PIX -0,0,not flipped -COWSTL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -COWHIT1B.PIX -0,0,not flipped -COWHIT2B.PIX -0,0,not flipped -COWHIT3B.PIX -0,0,not flipped -COWHIT4B.PIX -0,0,not flipped -COWDEDB.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -COWHIT1B.PIX -0,0,not flipped -COWHIT2B.PIX -0,0,not flipped -0 // Number of looping frames -NEXT PEDESTRIAN -// **************** BIK 2 **************** -12 // Reference number -0.24 // Height -175 // Points value -20 // Hit points -1,4032 // Exploding noises --1 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -BIK.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4002 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4012 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4012 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -BIKSHK1.PIX -0,0,flipped -BIKSTL1.PIX -0,0,flipped -BIKSHK1.PIX -0,0,not flipped -BIKTRN.PIX -0,0,not flipped -4 // Number of looping frames -BIKRUNA1.PIX -0,0,flipped -BIKRUNA2.PIX -0,0,flipped -BIKRUNA3.PIX -0,0,flipped -BIKRUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -BIKSHK1.PIX -0,0,flipped -BIKSTL1.PIX -0,0,not flipped -BIKSHK1.PIX -0,0,not flipped -BIKTRN.PIX -0,0,not flipped -4 // Number of looping frames -BIKRUNT1.PIX -0,0,flipped -BIKRUNT2.PIX -0,0,flipped -BIKRUNT3.PIX -0,0,flipped -BIKRUNT2.PIX -0,0,flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -BIKSHK1.PIX -0,0,flipped -BIKSTL1.PIX -0,0,flipped -BIKSHK1.PIX -0,0,not flipped -BIKTRN.PIX -0,0,not flipped -4 // Number of looping frames -BIKRUNT1.PIX -0,0,flipped -BIKRUNT2.PIX -0,0,flipped -BIKRUNT3.PIX -0,0,flipped -BIKRUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -BIKSHK1.PIX -0,0,flipped -BIKSTL1.PIX -0,0,flipped -BIKSHK1.PIX -0,0,not flipped -BIKTRN.PIX -0,0,not flipped -4 // Number of looping frames -BIKRUNA1.PIX -0,0,not flipped -BIKRUNA2.PIX -0,0,not flipped -BIKRUNA3.PIX -0,0,not flipped -BIKRUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -BIKSTL1.PIX -0,0,not flipped -BIKSTL2.PIX -0,0,not flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -BIKHIT1.PIX -0,0,not flipped -BIKHIT2B.PIX -0,0,not flipped -BIKHIT3B.PIX -0,0,not flipped -BIKHIT4B.PIX -0,0,not flipped -BIKDEDB.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -BIKHIT1.PIX -0,0,not flipped -BIKHIT2B.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -BIKTRN.PIX -0,0,not flipped -BIKTRN.PIX -0,0,flipped -NEXT PEDESTRIAN -// **************** COP 2 **************** -13 // Reference number -0.275 // Height -175 // Points value -25 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -COP.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4001 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,3 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.06,8 // Min frame rate, max frame rate, -4 // Number of initial frames -COPSHK.PIX -0,0,not flipped -COPSTL.PIX -0,0,not flipped -COPSHK.PIX -0,0,flipped -COPTRN.PIX -0,0,flipped -4 // Number of looping frames -COPRUNA1.PIX -0,0,not flipped -COPRUNA2.PIX -0,0,not flipped -COPRUNA3.PIX -0,0,not flipped -COPRUNA2.PIX -0,0,not flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.06,8 // Min frame rate, max frame rate, -4 // Number of initial frames -COPSHK.PIX -0,0,not flipped -COPSTL.PIX -0,0,not flipped -COPSHK.PIX -0,0,flipped -COPTRN.PIX -0,0,flipped -4 // Number of looping frames -COPRUNT1.PIX -0,0,flipped -COPRUNT2.PIX -0,0,flipped -COPRUNT3.PIX -0,0,flipped -COPRUNT2.PIX -0,0,flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.06,8 // Min frame rate, max frame rate, -4 // Number of initial frames -COPSHK.PIX -0,0,not flipped -COPSTL.PIX -0,0,not flipped -COPSHK.PIX -0,0,flipped -COPTRN.PIX -0,0,flipped -4 // Number of looping frames -COPRUNT1.PIX -0,0,not flipped -COPRUNT2.PIX -0,0,not flipped -COPRUNT3.PIX -0,0,not flipped -COPRUNT2.PIX -0,0,not flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.06,8 // Min frame rate, max frame rate, -4 // Number of initial frames -COPSHK.PIX -0,0,not flipped -COPSTL.PIX -0,0,not flipped -COPSHK.PIX -0,0,flipped -COPTRN.PIX -0,0,flipped -4 // Number of looping frames -COPRUNA1.PIX -0,0,flipped -COPRUNA2.PIX -0,0,flipped -COPRUNA3.PIX -0,0,flipped -COPRUNA2.PIX -0,0,flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -COPSTL.PIX -0,0,not flipped -COPSTL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -COPHIT1B.PIX -0,0,not flipped -COPHIT2B.PIX -0,0,not flipped -COPHIT3B.PIX -0,0,not flipped -COPHIT4B.PIX -0,0,not flipped -COPDEDB.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -COPHIT1B.PIX -0,0,not flipped -COPHIT2B.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -COPSTL.PIX -0,0,flipped -COPSTL.PIX -0,0,not flipped -NEXT PEDESTRIAN -// **************** CPT 2 **************** -14 // Reference number -0.275 // Height -175 // Points value -25 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -CPT.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0005 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4000 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010,4011 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.09,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CPTSHK.PIX -0,0,not flipped -CPTSTL.PIX -0,0,not flipped -CPTSHK.PIX -0,0,flipped -CPTTRN.PIX -0,0,flipped -4 // Number of looping frames -CPTRUNA1.PIX -0,0,flipped -CPTRUNA2.PIX -0,0,flipped -CPTRUNA3.PIX -0,0,flipped -CPTRUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.07,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CPTSHK.PIX -0,0,not flipped -CPTSTL.PIX -0,0,not flipped -CPTSHK.PIX -0,0,flipped -CPTTRN.PIX -0,0,flipped -4 // Number of looping frames -CPTRUNT1.PIX -0,0,flipped -CPTRUNT2.PIX -0,0,flipped -CPTRUNT3.PIX -0,0,flipped -CPTRUNT2.PIX -0,0,flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.07,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CPTSHK.PIX -0,0,not flipped -CPTSTL.PIX -0,0,not flipped -CPTSHK.PIX -0,0,flipped -CPTTRN.PIX -0,0,flipped -4 // Number of looping frames -CPTRUNT1.PIX -0,0,not flipped -CPTRUNT2.PIX -0,0,not flipped -CPTRUNT3.PIX -0,0,not flipped -CPTRUNT2.PIX -0,0,not flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.09,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CPTSHK.PIX -0,0,flipped -CPTSTL.PIX -0,0,flipped -CPTSHK.PIX -0,0,not flipped -CPTTRN.PIX -0,0,not flipped -4 // Number of looping frames -CPTRUNA1.PIX -0,0,not flipped -CPTRUNA2.PIX -0,0,not flipped -CPTRUNA3.PIX -0,0,not flipped -CPTRUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -CPTSTL.PIX -0,0,not flipped -CPTSTL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -4 // Number of initial frames -CPTHIT1B.PIX -0,0,not flipped -CPTHIT2B.PIX -0,0,not flipped -CPTHIT3B.PIX -0,0,not flipped -CPTDEDB.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -CPTHIT1B.PIX -0,0,not flipped -CPTHIT2B.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -CPTSTL.PIX -0,0,not flipped -CPTSTL.PIX -0,0,flipped -NEXT PEDESTRIAN -// **************** FM0 2 **************** -15 // Reference number -0.27 // Height -100 // Points value -10 // Hit points -1,4032 // Exploding noises --1 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -FM0.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4002 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,3 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4014 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4014 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -FM0SHK.PIX -0,0,not flipped -FM0STL.PIX -0,0,not flipped -FM0SHK.PIX -0,0,flipped -FM0TRN.PIX -0,0,flipped -4 // Number of looping frames -FM0RUNA1.PIX -0,0,not flipped -FM0RUNA2.PIX -0,0,not flipped -FM0RUNA3.PIX -0,0,not flipped -FM0RUNA2.PIX -0,0,not flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -FM0SHK.PIX -0,0,not flipped -FM0STL.PIX -0,0,not flipped -FM0SHK.PIX -0,0,flipped -FM0TRN.PIX -0,0,flipped -4 // Number of looping frames -FM0RUNT1.PIX -0,0,flipped -FM0RUNT2.PIX -0,0,flipped -FM0RUNT3.PIX -0,0,flipped -FM0RUNT2.PIX -0,0,flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -FM0SHK.PIX -0,0,flipped -FM0STL.PIX -0,0,flipped -FM0SHK.PIX -0,0,not flipped -FM0TRN.PIX -0,0,not flipped -4 // Number of looping frames -FM0RUNT1.PIX -0,0,not flipped -FM0RUNT2.PIX -0,0,not flipped -FM0RUNT3.PIX -0,0,not flipped -FM0RUNT2.PIX -0,0,not flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -FM0SHK.PIX -0,0,flipped -FM0STL.PIX -0,0,flipped -FM0SHK.PIX -0,0,not flipped -FM0TRN.PIX -0,0,not flipped -4 // Number of looping frames -FM0RUNA1.PIX -0,0,flipped -FM0RUNA2.PIX -0,0,flipped -FM0RUNA3.PIX -0,0,flipped -FM0RUNA2.PIX -0,0,flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -FM0STL.PIX -0,0,not flipped -FM0STL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -FM0HIT1B.PIX -0,0,not flipped -FM0HIT2B.PIX -0,0,not flipped -FM0HIT3B.PIX -0,0,not flipped -FM0HIT4B.PIX -0,0,not flipped -FM0DEDB.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -FM0HIT1B.PIX -0,0,not flipped -FM0HIT2B.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -FM0STL.PIX -0,0,not flipped -FM0STL.PIX -0,0,flipped -NEXT PEDESTRIAN -// **************** MAN 2 **************** -16 // Reference number -0.25 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -MAN.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4001 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,3 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -MANSHK.PIX -0,0,flipped -MANSTL.PIX -0,0,flipped -MANSHK.PIX -0,0,not flipped -MANTRN.PIX -0,0,not flipped -4 // Number of looping frames -MANRUNA1.PIX -0,0,not flipped -MANRUNA2.PIX -0,0,not flipped -MANRUNA3.PIX -0,0,not flipped -MANRUNA2.PIX -0,0,not flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -MANSHK.PIX -0,0,flipped -MANSTL.PIX -0,0,flipped -MANSHK.PIX -0,0,not flipped -MANTRN.PIX -0,0,not flipped -4 // Number of looping frames -MANRUNT1.PIX -0,0,not flipped -MANRUNT2.PIX -0,0,not flipped -MANRUNT3.PIX -0,0,not flipped -MANRUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -MANSHK.PIX -0,0,flipped -MANSTL.PIX -0,0,flipped -MANSHK.PIX -0,0,not flipped -MANTRN.PIX -0,0,not flipped -4 // Number of looping frames -MANRUNT1.PIX -0,0,flipped -MANRUNT2.PIX -0,0,flipped -MANRUNT3.PIX -0,0,flipped -MANRUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -MANSHK.PIX -0,0,flipped -MANSTL.PIX -0,0,flipped -MANSHK.PIX -0,0,not flipped -MANTRN.PIX -0,0,not flipped -4 // Number of looping frames -MANRUNA1.PIX -0,0,flipped -MANRUNA2.PIX -0,0,flipped -MANRUNA3.PIX -0,0,flipped -MANRUNA2.PIX -0,0,flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -MANSTL.PIX -0,0,flipped -MANSTL.PIX -0,0,not flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -MANHIT1B.PIX -0,0,not flipped -MANHIT2B.PIX -0,0,not flipped -MANHIT3B.PIX -0,0,not flipped -MANHIT4B.PIX -0,0,not flipped -MANDEDB.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -MANHIT1B.PIX -0,0,not flipped -MANHIT2B.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -MANSTL.PIX -0,0,flipped -MANSTL.PIX -0,0,not flipped -NEXT PEDESTRIAN -// **************** MUS 2 **************** -17 // Reference number -0.275 // Height -150 // Points value -15 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -MUS.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4001 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,3 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -MUSSHK.PIX -0,0,flipped -MUSSTL1.PIX -0,0,flipped -MUSSHK.PIX -0,0,not flipped -MUSTRN.PIX -0,0,not flipped -4 // Number of looping frames -MUSRUNA1.PIX -0,0,not flipped -MUSRUNA2.PIX -0,0,not flipped -MUSRUNA3.PIX -0,0,not flipped -MUSRUNA2.PIX -0,0,not flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -MUSSHK.PIX -0,0,flipped -MUSSTL1.PIX -0,0,flipped -MUSSHK.PIX -0,0,not flipped -MUSTRN.PIX -0,0,not flipped -4 // Number of looping frames -MUSRUNT1.PIX -0,0,not flipped -MUSRUNT2.PIX -0,0,not flipped -MUSRUNT3.PIX -0,0,not flipped -MUSRUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -MUSSHK.PIX -0,0,flipped -MUSSTL1.PIX -0,0,flipped -MUSSHK.PIX -0,0,not flipped -MUSTRN.PIX -0,0,not flipped -4 // Number of looping frames -MUSRUNT1.PIX -0,0,flipped -MUSRUNT2.PIX -0,0,flipped -MUSRUNT3.PIX -0,0,flipped -MUSRUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -MUSSHK.PIX -0,0,flipped -MUSSTL1.PIX -0,0,flipped -MUSSHK.PIX -0,0,not flipped -MUSTRN.PIX -0,0,not flipped -4 // Number of looping frames -MUSRUNA1.PIX -0,0,flipped -MUSRUNA2.PIX -0,0,flipped -MUSRUNA3.PIX -0,0,flipped -MUSRUNA2.PIX -0,0,flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -MUSSTL1.PIX -0,0,flipped -MUSSTL2.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -4 // Number of initial frames -MUSHIT1B.PIX -0,0,not flipped -MUSHIT2B.PIX -0,0,not flipped -MUSHIT3B.PIX -0,0,not flipped -MUSDED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -MUSHIT1B.PIX -0,0,not flipped -MUSHIT2B.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -MUSSTL2.PIX -0,0,not flipped -MUSSTL1.PIX -0,0,not flipped -NEXT PEDESTRIAN -// **************** OLD 2 **************** -18 // Reference number -0.265 // Height -200 // Points value -30 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -OLD.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4001 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4011 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -OLDSHK.PIX -0,0,flipped -OLDSTL1.PIX -0,0,flipped -OLDSHK.PIX -0,0,not flipped -OLDTRN.PIX -0,0,not flipped -4 // Number of looping frames -OLDRUNA1.PIX -0,0,flipped -OLDRUNA2.PIX -0,0,flipped -OLDRUNA3.PIX -0,0,flipped -OLDRUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -OLDSHK.PIX -0,0,flipped -OLDSTL1.PIX -0,0,flipped -OLDSHK.PIX -0,0,not flipped -OLDTRN.PIX -0,0,not flipped -4 // Number of looping frames -OLDRUNT1.PIX -0,0,flipped -OLDRUNT2.PIX -0,0,flipped -OLDRUNT3.PIX -0,0,flipped -OLDRUNT2.PIX -0,0,flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -OLDSHK.PIX -0,0,flipped -OLDSTL1.PIX -0,0,flipped -OLDSHK.PIX -0,0,not flipped -OLDTRN.PIX -0,0,not flipped -4 // Number of looping frames -OLDRUNT1.PIX -0,0,not flipped -OLDRUNT2.PIX -0,0,not flipped -OLDRUNT3.PIX -0,0,not flipped -OLDRUNT2.PIX -0,0,not flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -OLDSHK.PIX -0,0,flipped -OLDSTL1.PIX -0,0,flipped -OLDSHK.PIX -0,0,not flipped -OLDTRN.PIX -0,0,not flipped -4 // Number of looping frames -OLDRUNA1.PIX -0,0,not flipped -OLDRUNA2.PIX -0,0,not flipped -OLDRUNA3.PIX -0,0,not flipped -OLDRUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -OLDSTL1.PIX -0,0,not flipped -OLDSTL2.PIX -0,0,not flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -OLDHIT1B.PIX -0,0,not flipped -OLDHIT2B.PIX -0,0,not flipped -OLDHIT3B.PIX -0,0,not flipped -OLDHIT4B.PIX -0,0,not flipped -OLDDED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -OLDHIT1B.PIX -0,0,not flipped -OLDHIT2B.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -OLDBAK.PIX -0,0,not flipped -OLDBAK.PIX -0,0,flipped -NEXT PEDESTRIAN -// **************** RID 2 **************** -19 // Reference number -0.245 // Height -100 // Points value -10 // Hit points -1,4032 // Exploding noises --1 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -RID.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4002 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4015 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4015 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -RIDSHK.PIX -0,0,not flipped -RIDSTL1B.PIX -0,0,not flipped -RIDSHK.PIX -0,0,flipped -RIDTRN.PIX -0,0,flipped -4 // Number of looping frames -RIDRUNA1.PIX -0,0,not flipped -RIDRUNA2.PIX -0,0,not flipped -RIDRUNA3.PIX -0,0,not flipped -RIDRUNA2.PIX -0,0,not flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -RIDSHK.PIX -0,0,not flipped -RIDSTL1B.PIX -0,0,not flipped -RIDSHK.PIX -0,0,flipped -RIDTRN.PIX -0,0,flipped -4 // Number of looping frames -RIDRUNT1.PIX -0,0,flipped -RIDRUNT2.PIX -0,0,flipped -RIDRUNT3.PIX -0,0,flipped -RIDRUNT2.PIX -0,0,flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -RIDSHK.PIX -0,0,not flipped -RIDSTL1A.PIX -0,0,not flipped -RIDSHK.PIX -0,0,flipped -RIDTRN.PIX -0,0,flipped -4 // Number of looping frames -RIDRUNT1.PIX -0,0,not flipped -RIDRUNT2.PIX -0,0,not flipped -RIDRUNT3.PIX -0,0,not flipped -RIDRUNT2.PIX -0,0,not flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -RIDSHK.PIX -0,0,not flipped -RIDSTL1B.PIX -0,0,not flipped -RIDSHK.PIX -0,0,flipped -RIDTRN.PIX -0,0,flipped -4 // Number of looping frames -RIDRUNA1.PIX -0,0,flipped -RIDRUNA2.PIX -0,0,flipped -RIDRUNA3.PIX -0,0,flipped -RIDRUNA2.PIX -0,0,flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -RIDSTL1A.PIX -0,0,flipped -RIDSTL1B.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -RIDHIT1B.PIX -0,0,not flipped -RIDHIT2B.PIX -0,0,not flipped -RIDHIT3B.PIX -0,0,not flipped -RIDHIT4B.PIX -0,0,not flipped -RIDDEDB.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -RIDHIT1B.PIX -0,0,not flipped -RIDHIT2B.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - SLINKING ACROSS THE TRACK WITH 'GET READY' BOARD -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -RIDSTIL2.PIX -0,0,not flipped -RIDSHK2.PIX -0,0,not flipped -NEXT PEDESTRIAN -// **************** MOO 2 **************** -26 // Reference number -0.23 // Height -150 // Points value -30 // Hit points -2,4051,4051 // Exploding noises -4050 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -MOO.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,4 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4050 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4051 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4051 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4051 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4051 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -8 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -MOOSHK1.PIX -0,0,not flipped -MOOSHK3.PIX -0,0,not flipped -MOOSHK1.PIX -0,0,not flipped -MOOSHK3.PIX -0,0,not flipped -4 // Number of looping frames -MOORUNA1.PIX -0,0,flipped -MOORUNA2.PIX -0,0,flipped -MOORUNA3.PIX -0,0,flipped -MOORUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -MOOSHK1.PIX -0,0,not flipped -MOOSHK3.PIX -0,0,not flipped -MOOSHK1.PIX -0,0,not flipped -MOOSHK3.PIX -0,0,not flipped -4 // Number of looping frames -MOORUNT1.PIX -0,0,not flipped -MOORUNT2.PIX -0,0,not flipped -MOORUNT3.PIX -0,0,not flipped -MOORUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -5 // Number of initial frames -MOOSHK1.PIX -0,0,not flipped -MOOSHK3.PIX -0,0,not flipped -MOOSHK1.PIX -0,0,not flipped -MOOSHK3.PIX -0,0,not flipped -MOORUNT1.PIX -0,0,not flipped -4 // Number of looping frames -MOORUNT1.PIX -0,0,flipped -MOORUNT2.PIX -0,0,flipped -MOORUNT3.PIX -0,0,flipped -MOORUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -MOOSHK1.PIX -0,0,flipped -MOOSHK3.PIX -0,0,flipped -MOOSHK1.PIX -0,0,flipped -MOOSHK3.PIX -0,0,flipped -4 // Number of looping frames -MOORUNA1.PIX -0,0,not flipped -MOORUNA2.PIX -0,0,not flipped -MOORUNA3.PIX -0,0,not flipped -MOORUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -MOZSTL1.PIX -0,0,not flipped -MOZSTL2.PIX -0,0,not flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -MOOHIT1.PIX -0,0,not flipped -MOOHIT2.PIX -0,0,not flipped -MOOHIT3.PIX -0,0,not flipped -MOOHIT4.PIX -0,0,not flipped -MOODED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -MOODED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -MOOHIT1.PIX -0,0,not flipped -MOOHIT2.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -MOZSTL2.PIX -0,0,not flipped -MOZSTL1.PIX -0,0,not flipped -NEXT PEDESTRIAN -// **************** LTH **************** -22 // Reference number -0.26 // Height -100 // Points value -10 // Hit points -1,4032 // Exploding noises -4002 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -LTH.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4002 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4012 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4012 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -LTHSHK.PIX -0,0,flipped -LTHSTL.PIX -0,0,flipped -LTHSHK.PIX -0,0,not flipped -LTHTRN.PIX -0,0,not flipped -4 // Number of looping frames -LTHRUNA1.PIX -0,0,flipped -LTHRUNA2.PIX -0,0,flipped -LTHRUNA3.PIX -0,0,flipped -LTHRUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -LTHSHK.PIX -0,0,flipped -LTHSTL.PIX -0,0,flipped -LTHSHK.PIX -0,0,not flipped -LTHTRN.PIX -0,0,not flipped -4 // Number of looping frames -LTHRUNT1.PIX -0,0,flipped -LTHRUNT2.PIX -0,0,flipped -LTHRUNT3.PIX -0,0,flipped -LTHRUNT2.PIX -0,0,flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -LTHSHK.PIX -0,0,flipped -LTHSTL.PIX -0,0,flipped -LTHSHK.PIX -0,0,not flipped -LTHTRN.PIX -0,0,not flipped -4 // Number of looping frames -LTHRUNT1.PIX -0,0,not flipped -LTHRUNT2.PIX -0,0,not flipped -LTHRUNT3.PIX -0,0,not flipped -LTHRUNT2.PIX -0,0,not flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -LTHSHK.PIX -0,0,flipped -LTHSTL.PIX -0,0,flipped -LTHSHK.PIX -0,0,not flipped -LTHTRN.PIX -0,0,not flipped -4 // Number of looping frames -LTHRUNA1.PIX -0,0,not flipped -LTHRUNA2.PIX -0,0,not flipped -LTHRUNA3.PIX -0,0,not flipped -LTHRUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -LTHSTL.PIX -0,0,not flipped -LTHSTL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -LTHHIT1.PIX -0,0,not flipped -LTHHIT2.PIX -0,0,not flipped -LTHHIT3.PIX -0,0,not flipped -LTHHIT4.PIX -0,0,not flipped -LTHDED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -LTHHIT1.PIX -0,0,not flipped -LTHHIT2.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -LTHBAK.PIX -0,0,not flipped -LTHBAK.PIX -0,0,flipped -NEXT PEDESTRIAN -// **************** TIA **************** -24 // Reference number -0.26 // Height -100 // Points value -10 // Hit points -1,4032 // Exploding noises -4002 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -TIA.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4002 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4012 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4012 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -TIASHK.PIX -0,0,flipped -TIASTL.PIX -0,0,flipped -TIASHK.PIX -0,0,not flipped -TIATRN.PIX -0,0,not flipped -4 // Number of looping frames -TIARUNA1.PIX -0,0,flipped -TIARUNA2.PIX -0,0,flipped -TIARUNA3.PIX -0,0,flipped -TIARUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -TIASHK.PIX -0,0,flipped -TIASTL.PIX -0,0,flipped -TIASHK.PIX -0,0,not flipped -TIATRN.PIX -0,0,not flipped -4 // Number of looping frames -TIARUNT1.PIX -0,0,flipped -TIARUNT2.PIX -0,0,flipped -TIARUNT3.PIX -0,0,flipped -TIARUNT2.PIX -0,0,flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -TIASHK.PIX -0,0,flipped -TIASTL.PIX -0,0,flipped -TIASHK.PIX -0,0,not flipped -TIATRN.PIX -0,0,not flipped -4 // Number of looping frames -TIARUNT1.PIX -0,0,not flipped -TIARUNT2.PIX -0,0,not flipped -TIARUNT3.PIX -0,0,not flipped -TIARUNT2.PIX -0,0,not flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -TIASHK.PIX -0,0,flipped -TIASTL.PIX -0,0,flipped -TIASHK.PIX -0,0,not flipped -TIATRN.PIX -0,0,not flipped -4 // Number of looping frames -TIARUNA1.PIX -0,0,not flipped -TIARUNA2.PIX -0,0,not flipped -TIARUNA3.PIX -0,0,not flipped -TIARUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -TIASTL.PIX -0,0,not flipped -TIASTL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -TIAHIT1B.PIX -0,0,not flipped -TIAHIT2B.PIX -0,0,not flipped -TIAHIT3B.PIX -0,0,not flipped -TIAHIT4B.PIX -0,0,not flipped -TIADEDB.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -TIAHIT1B.PIX -0,0,not flipped -TIAHIT2B.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -TIABAK.PIX -0,0,not flipped -TIABAK.PIX -0,0,flipped -NEXT PEDESTRIAN -// **************** ZIM **************** -25 // Reference number -0.265 // Height -200 // Points value -30 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00001 // Acceleration -1 // Image index -IDENTITY.TAB -ZIM.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,8017 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,3 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4015 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4003 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4015 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4003 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -ZIMTRN.PIX -0,0,flipped -ZIMSTL.PIX -0,0,flipped -ZIMSTL.PIX -0,0,not flipped -ZIMTRN.PIX -0,0,not flipped -4 // Number of looping frames -ZIMRUNA1.PIX -0,0,flipped -ZIMRUNA2.PIX -0,0,flipped -ZIMRUNA3.PIX -0,0,flipped -ZIMRUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -ZIMTRN.PIX -0,0,flipped -ZIMSTL.PIX -0,0,flipped -ZIMSTL.PIX -0,0,not flipped -ZIMTRN.PIX -0,0,not flipped -4 // Number of looping frames -ZIMRUNT1.PIX -0,0,not flipped -ZIMRUNT2.PIX -0,0,not flipped -ZIMRUNT3.PIX -0,0,not flipped -ZIMRUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -ZIMTRN.PIX -0,0,flipped -ZIMSTL.PIX -0,0,flipped -ZIMSTL.PIX -0,0,not flipped -ZIMTRN.PIX -0,0,not flipped -4 // Number of looping frames -ZIMRUNT1.PIX -0,0,flipped -ZIMRUNT2.PIX -0,0,flipped -ZIMRUNT3.PIX -0,0,flipped -ZIMRUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -ZIMTRN.PIX -0,0,flipped -ZIMSTL.PIX -0,0,flipped -ZIMSTL.PIX -0,0,not flipped -ZIMTRN.PIX -0,0,not flipped -4 // Number of looping frames -ZIMRUNA1.PIX -0,0,not flipped -ZIMRUNA2.PIX -0,0,not flipped -ZIMRUNA3.PIX -0,0,not flipped -ZIMRUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -ZIMSTL.PIX -0,0,not flipped -ZIMSTL.PIX -0,0,not flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -ZIMHIT1.PIX -0,0,not flipped -ZIMHIT2.PIX -0,0,not flipped -ZIMHIT3.PIX -0,0,not flipped -ZIMHIT4.PIX -0,0,not flipped -ZIMDED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -ZIMHIT1.PIX -0,0,not flipped -ZIMHIT2.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -ZIMBAK.PIX -0,0,not flipped -ZIMBAK.PIX -0,0,flipped -NEXT PEDESTRIAN -// **************** GRN 2 **************** -27 // Reference number -0.27 // Height -100 // Points value -10 // Hit points -1,4032 // Exploding noises --1 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -GRN.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4002 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,3 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4014 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4014 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -GRNSHK.PIX -0,0,not flipped -GRNSTL.PIX -0,0,not flipped -GRNSHK.PIX -0,0,flipped -GRNTRN.PIX -0,0,flipped -4 // Number of looping frames -GRNRUNA1.PIX -0,0,not flipped -GRNRUNA2.PIX -0,0,not flipped -GRNRUNA3.PIX -0,0,not flipped -GRNRUNA2.PIX -0,0,not flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -GRNSHK.PIX -0,0,not flipped -GRNSTL.PIX -0,0,not flipped -GRNSHK.PIX -0,0,flipped -GRNTRN.PIX -0,0,flipped -4 // Number of looping frames -GRNRUNT1.PIX -0,0,flipped -GRNRUNT2.PIX -0,0,flipped -GRNRUNT3.PIX -0,0,flipped -GRNRUNT2.PIX -0,0,flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -GRNSHK.PIX -0,0,flipped -GRNSTL.PIX -0,0,flipped -GRNSHK.PIX -0,0,not flipped -GRNTRN.PIX -0,0,not flipped -4 // Number of looping frames -GRNRUNT1.PIX -0,0,not flipped -GRNRUNT2.PIX -0,0,not flipped -GRNRUNT3.PIX -0,0,not flipped -GRNRUNT2.PIX -0,0,not flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -GRNSHK.PIX -0,0,flipped -GRNSTL.PIX -0,0,flipped -GRNSHK.PIX -0,0,not flipped -GRNTRN.PIX -0,0,not flipped -4 // Number of looping frames -GRNRUNA1.PIX -0,0,flipped -GRNRUNA2.PIX -0,0,flipped -GRNRUNA3.PIX -0,0,flipped -GRNRUNA2.PIX -0,0,flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -GRNSTL.PIX -0,0,not flipped -GRNSTL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -GRNHIT4.PIX -0,0,not flipped -GRNHIT3.PIX -0,0,not flipped -GRNHIT2.PIX -0,0,not flipped -GRNHIT1.PIX -0,0,not flipped -GRNDED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -GRNHIT1.PIX -0,0,not flipped -GRNHIT2.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -GRNBAK.PIX -0,0,not flipped -GRNBAK.PIX -0,0,flipped -NEXT PEDESTRIAN -// **************** GOD 2 **************** -28 // Reference number -0.26 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -GOD.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4001 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4011 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4011 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -GODSHK.PIX -0,0,flipped -GODSTL.PIX -0,0,flipped -GODSHK.PIX -0,0,not flipped -GODTRN.PIX -0,0,not flipped -4 // Number of looping frames -GODRUNA1.PIX -0,0,flipped -GODRUNA2.PIX -0,0,flipped -GODRUNA3.PIX -0,0,flipped -GODRUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -GODSHK.PIX -0,0,flipped -GODSTL.PIX -0,0,flipped -GODSHK.PIX -0,0,not flipped -GODTRN.PIX -0,0,not flipped -4 // Number of looping frames -GODRUNT1.PIX -0,0,not flipped -GODRUNT2.PIX -0,0,not flipped -GODRUNT3.PIX -0,0,not flipped -GODRUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -GODSHK.PIX -0,0,flipped -GODSTL.PIX -0,0,flipped -GODSHK.PIX -0,0,not flipped -GODTRN.PIX -0,0,not flipped -4 // Number of looping frames -GODRUNT1.PIX -0,0,flipped -GODRUNT2.PIX -0,0,flipped -GODRUNT3.PIX -0,0,flipped -GODRUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -GODSHK.PIX -0,0,flipped -GODSTL.PIX -0,0,flipped -GODSHK.PIX -0,0,not flipped -GODTRN.PIX -0,0,not flipped -4 // Number of looping frames -GODRUNA1.PIX -0,0,not flipped -GODRUNA2.PIX -0,0,not flipped -GODRUNA3.PIX -0,0,not flipped -GODRUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -GODSTL.PIX -0,0,not flipped -GODSTL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -GODHIT1.PIX -0,0,not flipped -GODHIT2.PIX -0,0,not flipped -GODHIT3.PIX -0,0,not flipped -GODHIT4.PIX -0,0,not flipped -GODDED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -GODHIT1.PIX -0,0,not flipped -GODHIT2.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -GODSTL.PIX -0,0,not flipped -GODSTL.PIX -0,0,flipped -NEXT PEDESTRIAN -// **************** RED 2 **************** -30 // Reference number -0.26 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -RED.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -2,4001,4000 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4011 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4011 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -REDSHK.PIX -0,0,flipped -REDSTL.PIX -0,0,flipped -REDSHK.PIX -0,0,not flipped -REDSTL.PIX -0,0,not flipped -4 // Number of looping frames -REDRUNA1.PIX -0,0,flipped -REDRUNA2.PIX -0,0,flipped -REDRUNA3.PIX -0,0,flipped -REDRUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -REDSHK.PIX -0,0,flipped -REDSTL.PIX -0,0,flipped -REDSHK.PIX -0,0,not flipped -REDSTL.PIX -0,0,not flipped -4 // Number of looping frames -REDRUNT1.PIX -0,0,not flipped -REDRUNT2.PIX -0,0,not flipped -REDRUNT3.PIX -0,0,not flipped -REDRUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -REDSHK.PIX -0,0,flipped -REDSTL.PIX -0,0,flipped -REDSHK.PIX -0,0,not flipped -REDSTL.PIX -0,0,not flipped -4 // Number of looping frames -REDRUNT1.PIX -0,0,flipped -REDRUNT2.PIX -0,0,flipped -REDRUNT3.PIX -0,0,flipped -REDRUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -REDSHK.PIX -0,0,flipped -REDSTL.PIX -0,0,flipped -REDSHK.PIX -0,0,not flipped -REDSTL.PIX -0,0,not flipped -4 // Number of looping frames -REDRUNA1.PIX -0,0,not flipped -REDRUNA2.PIX -0,0,not flipped -REDRUNA3.PIX -0,0,not flipped -REDRUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -REDSTL.PIX -0,0,not flipped -REDSTL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -REDHIT1.PIX -0,0,not flipped -REDHIT2.PIX -0,0,not flipped -REDHIT3.PIX -0,0,not flipped -REDHIT4.PIX -0,0,not flipped -REDDED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -REDHIT1.PIX -0,0,not flipped -REDHIT2.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -REDBAK.PIX -0,0,not flipped -REDBAK.PIX -0,0,flipped -NEXT PEDESTRIAN -// **************** KEL 2 **************** -31 // Reference number -0.26 // Height -100 // Points value -10 // Hit points -1,4032 // Exploding noises -4003 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -KEL.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4002 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4014 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4014 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -KELSHK.PIX -0,0,flipped -KELSTL.PIX -0,0,flipped -KELSHK.PIX -0,0,not flipped -KELTRN.PIX -0,0,not flipped -4 // Number of looping frames -KELRUNA1.PIX -0,0,flipped -KELRUNA2.PIX -0,0,flipped -KELRUNA3.PIX -0,0,flipped -KELRUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -KELSHK.PIX -0,0,flipped -KELSTL.PIX -0,0,flipped -KELSHK.PIX -0,0,not flipped -KELTRN.PIX -0,0,not flipped -4 // Number of looping frames -KELRUNT1.PIX -0,0,not flipped -KELRUNT2.PIX -0,0,not flipped -KELRUNT3.PIX -0,0,not flipped -KELRUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -KELSHK.PIX -0,0,flipped -KELSTL.PIX -0,0,flipped -KELSHK.PIX -0,0,not flipped -KELTRN.PIX -0,0,not flipped -4 // Number of looping frames -KELRUNT1.PIX -0,0,flipped -KELRUNT2.PIX -0,0,flipped -KELRUNT3.PIX -0,0,flipped -KELRUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -KELSHK.PIX -0,0,flipped -KELSTL.PIX -0,0,flipped -KELSHK.PIX -0,0,not flipped -KELTRN.PIX -0,0,not flipped -4 // Number of looping frames -KELRUNA1.PIX -0,0,not flipped -KELRUNA2.PIX -0,0,not flipped -KELRUNA3.PIX -0,0,not flipped -KELRUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -KELSTL.PIX -0,0,not flipped -KELSTL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -KELHIT1.PIX -0,0,not flipped -KELHIT2.PIX -0,0,not flipped -KELHIT3.PIX -0,0,not flipped -KELHIT4.PIX -0,0,not flipped -KELDED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -KELHIT1.PIX -0,0,not flipped -KELHIT2.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -KELBAK.PIX -0,0,not flipped -KELBAK.PIX -0,0,flipped -NEXT PEDESTRIAN -// **************** BAT 2 **************** -29 // Reference number -0.25 // Height -110 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -BAT.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,4 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4000 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,2 // Max bearing, sequence index -270,1 // Max bearing, sequence index -360,3 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4000 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4000 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -8 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -BATSHK.PIX -0,0,flipped -BATSTL.PIX -0,0,flipped -BATSHK.PIX -0,0,not flipped -BATTRN.PIX -0,0,not flipped -4 // Number of looping frames -BATRUNA1.PIX -0,0,not flipped -BATRUNA2.PIX -0,0,not flipped -BATRUNA3.PIX -0,0,not flipped -BATRUNA2.PIX -0,0,not flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -BATSHK.PIX -0,0,flipped -BATSTL.PIX -0,0,flipped -BATSHK.PIX -0,0,not flipped -BATTRN.PIX -0,0,not flipped -4 // Number of looping frames -BATRUNT1.PIX -0,0,not flipped -BATRUNT2.PIX -0,0,not flipped -BATRUNT3.PIX -0,0,not flipped -BATRUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -BATSHK.PIX -0,0,flipped -BATSTL.PIX -0,0,flipped -BATSHK.PIX -0,0,not flipped -BATTRN.PIX -0,0,not flipped -4 // Number of looping frames -BATRUNT1.PIX -0,0,flipped -BATRUNT2.PIX -0,0,flipped -BATRUNT3.PIX -0,0,flipped -BATRUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -BATSHK.PIX -0,0,flipped -BATSTL.PIX -0,0,flipped -BATSHK.PIX -0,0,not flipped -BATTRN.PIX -0,0,not flipped -4 // Number of looping frames -BATRUNA1.PIX -0,0,flipped -BATRUNA2.PIX -0,0,flipped -BATRUNA3.PIX -0,0,flipped -BATRUNA2.PIX -0,0,flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -BATSTL.PIX -0,0,not flipped -BATSTL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -BATHIT1.PIX -0,0,not flipped -BATHIT2.PIX -0,0,not flipped -BATHIT3.PIX -0,0,not flipped -BATHIT4.PIX -0,0,not flipped -BATDED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -BATHIT1.PIX -0,0,not flipped -BATHIT2.PIX -0,0,not flipped -0 // Number of looping frames -NEXT PEDESTRIAN -// **************** BARREL **************** -100 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 // Exploding noises --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OGDRUM1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OGDRUM2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -101 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 // Exploding noises --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OGDRUM1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OGDRUM2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -102 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 // Exploding noises --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -103 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 // Exploding noises --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -104 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 // Exploding noises --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -105 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 // Exploding noises --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OCYLNDR1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OCYLNDR2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -106 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 // Exploding noises --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OCYLNDR1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OCYLNDR2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -107 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 // Exploding noises --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OTYRES1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OTYRES2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -108 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 // Exploding noises --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OYDRUM1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OYDRUM2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -109 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 // Exploding noises --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OYDRUM1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OYDRUM2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -110 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OGDRUM1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OGDRUM1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -111 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OCYLNDR1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OCYLNDR2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -112 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OGDRUM1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OGDRUM2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -113 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OGDRUM1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OGDRUM2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -114 // Reference number -0.35 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -MINE.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -variable // Frame rate type -4,4 -0 // Number of initial frames -10 // Number of looping frames -MINER0.PIX -0,0,flipped -MINER1.PIX -0,0,flipped -MINER2.PIX -0,0,flipped -MINER3.PIX -0,0,flipped -MINER4.PIX -0,0,flipped -MINER5.PIX -0,0,flipped -MINER4.PIX -0,0,flipped -MINER3.PIX -0,0,flipped -MINER2.PIX -0,0,flipped -MINER1.PIX -0,0,flipped -// Sequence #1 - standing there -collide // Include this frame in collision calcs -variable // Frame rate type -4,4 -0 // Number of initial frames -10 // Number of looping frames -MINER0.PIX -0,0,flipped -MINER1.PIX -0,0,flipped -MINER2.PIX -0,0,flipped -MINER3.PIX -0,0,flipped -MINER4.PIX -0,0,flipped -MINER5.PIX -0,0,flipped -MINER4.PIX -0,0,flipped -MINER3.PIX -0,0,flipped -MINER2.PIX -0,0,flipped -MINER1.PIX -0,0,flipped -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -115 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -116 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -117 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -118 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -119 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -120 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -121 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -122 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -123 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QTYRES1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QTYRES2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -124 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QTYRES1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QTYRES2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -125 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OTYRES1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OTYRES2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -126 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OTYRES1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OTYRES2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -127 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -128 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QGDRUM1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QGDRUM2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -129 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QRDRUM1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QRDRUM2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -130 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QCYLNDR1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QCYLNDR2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -131 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QYDRUM1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QYDRUM2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -132 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -133 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QTYRES1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QTYRES2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -134 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QTYRES1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QTYRES2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -135 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OTYRES1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OTYRES2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -136 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OTYRES1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -OTYRES2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -137 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -ORDRUM2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -138 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QGDRUM1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QGDRUM2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -139 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QRDRUM1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QRDRUM2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -140 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QRDRUM1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QRDRUM2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -141 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QRDRUM1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QRDRUM2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -142 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QRDRUM1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QRDRUM2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -143 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QRDRUM1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QRDRUM2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -144 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QRDRUM1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QRDRUM2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -145 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QRDRUM1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QRDRUM2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -// **************** D.CRUMP 2 **************** -33 // Reference number -0.27 // Height -150 // Points value -20 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -CRM.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0005 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4001 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.09,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CRMSHK.PIX -0,0,flipped -CRMSTL.PIX -0,0,flipped -CRMSHK.PIX -0,0,not flipped -CRMTRN.PIX -0,0,not flipped -4 // Number of looping frames -CRMRUNA1.PIX -0,0,flipped -CRMRUNA2.PIX -0,0,flipped -CRMRUNA3.PIX -0,0,flipped -CRMRUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.07,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CRMSHK.PIX -0,0,flipped -CRMSTL.PIX -0,0,flipped -CRMSHK.PIX -0,0,not flipped -CRMTRN.PIX -0,0,not flipped -4 // Number of looping frames -CRMRUNT1.PIX -0,0,not flipped -CRMRUNT2.PIX -0,0,not flipped -CRMRUNT3.PIX -0,0,not flipped -CRMRUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.07,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CRMSHK.PIX -0,0,flipped -CRMSTL.PIX -0,0,flipped -CRMSHK.PIX -0,0,not flipped -CRMTRN.PIX -0,0,not flipped -4 // Number of looping frames -CRMRUNT1.PIX -0,0,flipped -CRMRUNT2.PIX -0,0,flipped -CRMRUNT3.PIX -0,0,flipped -CRMRUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.09,8 // Min frame rate, max frame rate, -4 // Number of initial frames -CRMSHK.PIX -0,0,flipped -CRMSTL.PIX -0,0,flipped -CRMSHK.PIX -0,0,not flipped -CRMTRN.PIX -0,0,not flipped -4 // Number of looping frames -CRMRUNA1.PIX -0,0,not flipped -CRMRUNA2.PIX -0,0,not flipped -CRMRUNA3.PIX -0,0,not flipped -CRMRUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -CRMSTL.PIX -0,0,not flipped -CRMSTL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -CRMHIT1.PIX -0,0,not flipped -CRMHIT2.PIX -0,0,not flipped -CRMHIT3.PIX -0,0,not flipped -CRMHIT4.PIX -0,0,not flipped -CRMDED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -CRMHIT1.PIX -0,0,not flipped -CRMHIT2.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -CRMBAK.PIX -0,0,not flipped -CRMBAK.PIX -0,0,flipped -NEXT PEDESTRIAN -146 // Reference number -0.35 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -LNDMINE8.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -LNDMINE8.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -LNDMINE8.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -147 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QRDRUM1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QRDRUM2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -148 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QRDRUM1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QRDRUM2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -149 // Reference number -0.19 // Height -0 // Points value -0.0001 // Hit points -1,5400 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BARREL.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -10,0 // Max bearing, sequence index -350,1 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -3 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QRDRUM1.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #1 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -QRDRUM2.PIX -0,0,flipped -0 // Number of looping frames -// Sequence #2 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -7 // Number of initial frames -EXP1.PIX --0.02,0.11,flipped -EXP2.PIX --0.03357,0.1492,flipped -EXP3.PIX --0.05222,0.16039,flipped -EXP4.PIX --0.05968,0.18277,flipped -EXP5.PIX --0.05222,0.20515,flipped -EXP6.PIX --0.05222,0.22007,flipped -EXP7.PIX --0.05595,0.2238,flipped -0 // Number of looping frames -NEXT PEDESTRIAN -// **************** SHEEP **************** -76 // Reference number -0.17 // Height -150 // Points value -30 // Hit points -2,9113,9113 // Exploding noises -9112 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -SHP.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -1,9111 // Sounds -1 // Number of sequences for this action -360,4 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -2,9111,9112 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,9113 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,9112 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,9113 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,9112 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -8 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -MOOSHK1.PIX -0,0,not flipped -MOOSHK3.PIX -0,0,not flipped -MOOSHK1.PIX -0,0,not flipped -MOOSHK3.PIX -0,0,not flipped -4 // Number of looping frames -MOORUNA1.PIX -0,0,flipped -MOORUNA2.PIX -0,0,flipped -MOORUNA3.PIX -0,0,flipped -MOORUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -MOOSHK1.PIX -0,0,not flipped -MOOSHK3.PIX -0,0,not flipped -MOOSHK1.PIX -0,0,not flipped -MOOSHK3.PIX -0,0,not flipped -4 // Number of looping frames -MOORUNT1.PIX -0,0,not flipped -MOORUNT2.PIX -0,0,not flipped -MOORUNT3.PIX -0,0,not flipped -MOORUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -5 // Number of initial frames -MOOSHK1.PIX -0,0,not flipped -MOOSHK3.PIX -0,0,not flipped -MOOSHK1.PIX -0,0,not flipped -MOOSHK3.PIX -0,0,not flipped -MOORUNT1.PIX -0,0,not flipped -4 // Number of looping frames -MOORUNT1.PIX -0,0,flipped -MOORUNT2.PIX -0,0,flipped -MOORUNT3.PIX -0,0,flipped -MOORUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -MOOSHK1.PIX -0,0,flipped -MOOSHK3.PIX -0,0,flipped -MOOSHK1.PIX -0,0,flipped -MOOSHK3.PIX -0,0,flipped -4 // Number of looping frames -MOORUNA1.PIX -0,0,not flipped -MOORUNA2.PIX -0,0,not flipped -MOORUNA3.PIX -0,0,not flipped -MOORUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -MOZSTL1.PIX -0,0,not flipped -MOZSTL2.PIX -0,0,not flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -MOOHIT1.PIX -0,0,not flipped -MOOHIT2.PIX -0,0,not flipped -MOOHIT3.PIX -0,0,not flipped -MOOHIT4.PIX -0,0,not flipped -MOODED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -MOODED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -MOOHIT1.PIX -0,0,not flipped -MOOHIT2.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -MOZSTL2.PIX -0,0,not flipped -MOZSTL1.PIX -0,0,not flipped -NEXT PEDESTRIAN -// **************** KINKY WHIP BITCH **************** -77 // Reference number -0.27 // Height -175 // Points value -20 // Hit points -2,4031,4030 // Exploding noises --1 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -KIN.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4002 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4012 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4012 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -KINSHK1.PIX -0,0,flipped -KINSTL1.PIX -0,0,flipped -KINSHK1.PIX -0,0,not flipped -KINTRN.PIX -0,0,not flipped -4 // Number of looping frames -KINRUNA1.PIX -0,0,flipped -KINRUNA2.PIX -0,0,flipped -KINRUNA3.PIX -0,0,flipped -KINRUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -KINSHK1.PIX -0,0,flipped -KINSTL1.PIX -0,0,not flipped -KINSHK1.PIX -0,0,not flipped -KINTRN.PIX -0,0,not flipped -4 // Number of looping frames -KINRUNT1.PIX -0,0,flipped -KINRUNT2.PIX -0,0,flipped -KINRUNT3.PIX -0,0,flipped -KINRUNT2.PIX -0,0,flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -KINSHK1.PIX -0,0,flipped -KINSTL1.PIX -0,0,flipped -KINSHK1.PIX -0,0,not flipped -KINTRN.PIX -0,0,not flipped -4 // Number of looping frames -KINRUNT1.PIX -0,0,flipped -KINRUNT2.PIX -0,0,flipped -KINRUNT3.PIX -0,0,flipped -KINRUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -KINSHK1.PIX -0,0,flipped -KINSTL1.PIX -0,0,flipped -KINSHK1.PIX -0,0,not flipped -KINTRN.PIX -0,0,not flipped -4 // Number of looping frames -KINRUNA1.PIX -0,0,not flipped -KINRUNA2.PIX -0,0,not flipped -KINRUNA3.PIX -0,0,not flipped -KINRUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -KINSTL1.PIX -0,0,not flipped -KINSTL2.PIX -0,0,not flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -KINHIT1.PIX -0,0,not flipped -KINHIT2B.PIX -0,0,not flipped -KINHIT3B.PIX -0,0,not flipped -KINHIT4B.PIX -0,0,not flipped -KINDEDB.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -KINHIT1.PIX -0,0,not flipped -KINHIT2B.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -KINTRN.PIX -0,0,not flipped -KINTRN.PIX -0,0,flipped -NEXT PEDESTRIAN -// ********** MONK/DRUID TYPE MNK (same as old) ***************** -// ********** starring Sean "shittin' bricks" Connery ******* -78 // Reference number -0.265 // Height -200 // Points value -30 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -MNK.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4005 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4011 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -MNKSHK.PIX -0,0,flipped -MNKSTL1.PIX -0,0,flipped -MNKSHK.PIX -0,0,not flipped -MNKTRN.PIX -0,0,not flipped -4 // Number of looping frames -MNKRUNA1.PIX -0,0,flipped -MNKRUNA2.PIX -0,0,flipped -MNKRUNA3.PIX -0,0,flipped -MNKRUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -MNKSHK.PIX -0,0,flipped -MNKSTL1.PIX -0,0,flipped -MNKSHK.PIX -0,0,not flipped -MNKTRN.PIX -0,0,not flipped -4 // Number of looping frames -MNKRUNT1.PIX -0,0,flipped -MNKRUNT2.PIX -0,0,flipped -MNKRUNT3.PIX -0,0,flipped -MNKRUNT2.PIX -0,0,flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -MNKSHK.PIX -0,0,flipped -MNKSTL1.PIX -0,0,flipped -MNKSHK.PIX -0,0,not flipped -MNKTRN.PIX -0,0,not flipped -4 // Number of looping frames -MNKRUNT1.PIX -0,0,not flipped -MNKRUNT2.PIX -0,0,not flipped -MNKRUNT3.PIX -0,0,not flipped -MNKRUNT2.PIX -0,0,not flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -MNKSHK.PIX -0,0,flipped -MNKSTL1.PIX -0,0,flipped -MNKSHK.PIX -0,0,not flipped -MNKTRN.PIX -0,0,not flipped -4 // Number of looping frames -MNKRUNA1.PIX -0,0,not flipped -MNKRUNA2.PIX -0,0,not flipped -MNKRUNA3.PIX -0,0,not flipped -MNKRUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -MNKSTL1.PIX -0,0,not flipped -MNKSTL2.PIX -0,0,not flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -MNKHIT1B.PIX -0,0,not flipped -MNKHIT2B.PIX -0,0,not flipped -MNKHIT3B.PIX -0,0,not flipped -MNKHIT4B.PIX -0,0,not flipped -MNKDED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -MNKHIT1B.PIX -0,0,not flipped -MNKHIT2B.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -MNKBAK.PIX -0,0,not flipped -MNKBAK.PIX -0,0,flipped -NEXT PEDESTRIAN -// **************** GAY (ALLEDEGDY) **************** -// **************** Same as PER ******************** -79 // Reference number -0.29 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -GAY.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4006 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,3 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -2,4011,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4000 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4011 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4000 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -GAYSHK.PIX -0,0,flipped -GAYSTL.PIX -0,0,flipped -GAYSHK.PIX -0,0,not flipped -GAYTRN.PIX -0,0,not flipped -4 // Number of looping frames -GAYRUNA1.PIX -0,0,flipped -GAYRUNA2.PIX -0,0,flipped -GAYRUNA3.PIX -0,0,flipped -GAYRUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -GAYSHK.PIX -0,0,flipped -GAYSTL.PIX -0,0,flipped -GAYSHK.PIX -0,0,not flipped -GAYTRN.PIX -0,0,not flipped -4 // Number of looping frames -GAYRUNT1.PIX -0,0,not flipped -GAYRUNT2.PIX -0,0,not flipped -GAYRUNT3.PIX -0,0,not flipped -GAYRUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -GAYSHK.PIX -0,0,flipped -GAYSTL.PIX -0,0,flipped -GAYSHK.PIX -0,0,not flipped -GAYTRN.PIX -0,0,not flipped -4 // Number of looping frames -GAYRUNT1.PIX -0,0,flipped -GAYRUNT2.PIX -0,0,flipped -GAYRUNT3.PIX -0,0,flipped -GAYRUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -GAYSHK.PIX -0,0,flipped -GAYSTL.PIX -0,0,flipped -GAYSHK.PIX -0,0,not flipped -GAYTRN.PIX -0,0,not flipped -4 // Number of looping frames -GAYRUNA1.PIX -0,0,not flipped -GAYRUNA2.PIX -0,0,not flipped -GAYRUNA3.PIX -0,0,not flipped -GAYRUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -GAYSTL.PIX -0,0,not flipped -GAYSTL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -GAYHIT1.PIX -0,0,not flipped -GAYHIT2.PIX -0,0,not flipped -GAYHIT3.PIX -0,0,not flipped -GAYHIT4.PIX -0,0,not flipped -GAYDED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -GAYHIT1.PIX -0,0,not flipped -GAYHIT2.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -GAYBAK.PIX -0,0,not flipped -GAYBAK.PIX -0,0,flipped -NEXT PEDSETRIAN -// **************** EMY - Same as cam **************** EMY -// **************** Emily in fetching white ********** -// **************** (EMY IN WHITE CAM 2 - (FROM OLD VERSION THAT WORKED)) **************** -90 // Reference number -0.245 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises --1 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -EMY.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4002 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4015 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4015 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -EMYSHK.PIX -0,0,flipped -EMYSTL.PIX -0,0,flipped -EMYSHK.PIX -0,0,not flipped -EMYTRN.PIX -0,0,not flipped -4 // Number of looping frames -EMYRUNA1.PIX -0,0,flipped -EMYRUNA2.PIX -0,0,flipped -EMYRUNA3.PIX -0,0,flipped -EMYRUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -EMYSHK.PIX -0,0,flipped -EMYSTL.PIX -0,0,flipped -EMYSHK.PIX -0,0,not flipped -EMYTRN.PIX -0,0,not flipped -4 // Number of looping frames -EMYRUNT1.PIX -0,0,not flipped -EMYRUNT2.PIX -0,0,not flipped -EMYRUNT3.PIX -0,0,not flipped -EMYRUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -EMYSHK.PIX -0,0,flipped -EMYSTL.PIX -0,0,flipped -EMYSHK.PIX -0,0,not flipped -EMYTRN.PIX -0,0,not flipped -4 // Number of looping frames -EMYRUNT1.PIX -0,0,flipped -EMYRUNT2.PIX -0,0,flipped -EMYRUNT3.PIX -0,0,flipped -EMYRUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -EMYSHK.PIX -0,0,flipped -EMYSTL.PIX -0,0,flipped -EMYSHK.PIX -0,0,not flipped -EMYTRN.PIX -0,0,not flipped -4 // Number of looping frames -EMYRUNA1.PIX -0,0,not flipped -EMYRUNA2.PIX -0,0,not flipped -EMYRUNA3.PIX -0,0,not flipped -EMYRUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -EMYSTL.PIX -0,0,not flipped -EMYSTL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -EMYHIT1.PIX -0,0,not flipped -EMYHIT2.PIX -0,0,not flipped -EMYHIT3.PIX -0,0,not flipped -EMYHIT4.PIX -0,0,not flipped -EMYDED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -EMYHIT1.PIX -0,0,not flipped -EMYHIT2.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -EMYBAK.PIX -0,0,not flipped -EMYBAK.PIX -0,0,flipped -NEXT PEDESTRIAN -// ******* AVE ***** THAT BLOKE FROM AVENGERS - SAME AS TON ****************AVE -81 // Reference number -0.28 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -AVE.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4000 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4011 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -AVESHK.PIX -0,0,flipped -AVESTL.PIX -0,0,flipped -AVESHK.PIX -0,0,not flipped -AVETRN.PIX -0,0,not flipped -4 // Number of looping frames -AVERUNA1.PIX -0,0,flipped -AVERUNA2.PIX -0,0,flipped -AVERUNA3.PIX -0,0,flipped -AVERUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -AVESHK.PIX -0,0,flipped -AVESTL.PIX -0,0,flipped -AVESHK.PIX -0,0,not flipped -AVETRN.PIX -0,0,not flipped -4 // Number of looping frames -AVERUNT1.PIX -0,0,not flipped -AVERUNT2.PIX -0,0,not flipped -AVERUNT3.PIX -0,0,not flipped -AVERUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -AVESHK.PIX -0,0,flipped -AVESTL.PIX -0,0,flipped -AVESHK.PIX -0,0,not flipped -AVETRN.PIX -0,0,not flipped -4 // Number of looping frames -AVERUNT1.PIX -0,0,flipped -AVERUNT2.PIX -0,0,flipped -AVERUNT3.PIX -0,0,flipped -AVERUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -AVESHK.PIX -0,0,flipped -AVESTL.PIX -0,0,flipped -AVESHK.PIX -0,0,not flipped -AVETRN.PIX -0,0,not flipped -4 // Number of looping frames -AVERUNA1.PIX -0,0,not flipped -AVERUNA2.PIX -0,0,not flipped -AVERUNA3.PIX -0,0,not flipped -AVERUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -AVESTL.PIX -0,0,not flipped -AVESTL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -AVEHIT1.PIX -0,0,not flipped -AVEHIT2.PIX -0,0,not flipped -AVEHIT3.PIX -0,0,not flipped -AVEHIT4.PIX -0,0,not flipped -AVEDED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -AVEHIT1.PIX -0,0,not flipped -AVEHIT2.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -AVEBAK.PIX -0,0,not flipped -AVEBAK.PIX -0,0,flipped -NEXT PEDESTRIAN -// Phoney powerup to make Satan react to getting a car in the cock -150 // Reference number -0.35 // Height -0 // Points value -0.0001 // Hit points -1,666 --1 // Falling noise -0 // Acceleration --1 // Image index -IDENTITY.TAB -BLANK.PIX -STDPED.MAT -1 // Index of fatal car-impact action --1 // Index of non-fatal car-impact action --1 // Index of after-non-fatal-impact action --1 // Index of fatal falling action --1 // Index of non-fatal falling action --1 // Index of giblets action -2 // Number of actions -// Action #0 - standing there -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,0 // Max bearing, sequence index -// Action #1 - exploding -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,666 // Sounds -1 // Number of sequences for this action -360,2 // Max bearing, sequence index -2 // Number of sequences -// Sequence #0 - standing there -collide // Include this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -BLANK.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #1 - exploding -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -10,10 -1 // Number of initial frames -BLANK.PIX -0,0,not flipped -0 // Number of looping frames -NEXT PEDESTRIAN -// **************** PAR (PARKER - BLUE COAT) ************************************************* -82 // Reference number -0.27 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -PAR.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,4 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -3,4001,4002,4003 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -8 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PARSHK.PIX -0,0,flipped -PARSTL.PIX -0,0,flipped -PARSHK.PIX -0,0,not flipped -PARTRN.PIX -0,0,not flipped -4 // Number of looping frames -PARRUNA1.PIX -0,0,flipped -PARRUNA2.PIX -0,0,flipped -PARRUNA3.PIX -0,0,flipped -PARRUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PARSHK.PIX -0,0,flipped -PARSTL.PIX -0,0,flipped -PARSHK.PIX -0,0,not flipped -PARTRN.PIX -0,0,not flipped -4 // Number of looping frames -PARRUNT1.PIX -0,0,not flipped -PARRUNT2.PIX -0,0,not flipped -PARRUNT3.PIX -0,0,not flipped -PARRUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PARSHK.PIX -0,0,flipped -PARSTL.PIX -0,0,flipped -PARSHK.PIX -0,0,not flipped -PARTRN.PIX -0,0,not flipped -4 // Number of looping frames -PARRUNT1.PIX -0,0,flipped -PARRUNT2.PIX -0,0,flipped -PARRUNT3.PIX -0,0,flipped -PARRUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PARSHK.PIX -0,0,flipped -PARSTL.PIX -0,0,flipped -PARSHK.PIX -0,0,not flipped -PARTRN.PIX -0,0,not flipped -4 // Number of looping frames -PARRUNA1.PIX -0,0,not flipped -PARRUNA2.PIX -0,0,not flipped -PARRUNA3.PIX -0,0,not flipped -PARRUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -PARSTL.PIX -0,0,not flipped -PARSTL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -PARHIT1.PIX -0,0,not flipped -PARHIT2.PIX -0,0,not flipped -PARHIT3.PIX -0,0,not flipped -PARHIT4.PIX -0,0,not flipped -PARDED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -PARHIT1.PIX -0,0,not flipped -PARHIT2.PIX -0,0,not flipped -0 // Number of looping frames -NEXT PEDESTRIAN -// **************** HOG (WARTHOG)**************** -83 // Reference number -0.17 // Height -150 // Points value -30 // Hit points -2,9116,9116 // Exploding noises -9114 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -HOG.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -1,9114 // Sounds -1 // Number of sequences for this action -360,4 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -2,9114,9115 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,9116 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,9112 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,9116 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,9112 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -8 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -HOGSHK1.PIX -0,0,not flipped -HOGSHK3.PIX -0,0,not flipped -HOGSHK1.PIX -0,0,not flipped -HOGSHK3.PIX -0,0,not flipped -4 // Number of looping frames -HOGRUNA1.PIX -0,0,flipped -HOGRUNA2.PIX -0,0,flipped -HOGRUNA3.PIX -0,0,flipped -HOGRUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -HOGSHK1.PIX -0,0,not flipped -HOGSHK3.PIX -0,0,not flipped -HOGSHK1.PIX -0,0,not flipped -HOGSHK3.PIX -0,0,not flipped -4 // Number of looping frames -HOGRUNT1.PIX -0,0,not flipped -HOGRUNT2.PIX -0,0,not flipped -HOGRUNT3.PIX -0,0,not flipped -HOGRUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -5 // Number of initial frames -HOGSHK1.PIX -0,0,not flipped -HOGSHK3.PIX -0,0,not flipped -HOGSHK1.PIX -0,0,not flipped -HOGSHK3.PIX -0,0,not flipped -HOGRUNT1.PIX -0,0,not flipped -4 // Number of looping frames -HOGRUNT1.PIX -0,0,flipped -HOGRUNT2.PIX -0,0,flipped -HOGRUNT3.PIX -0,0,flipped -HOGRUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -HOGSHK1.PIX -0,0,flipped -HOGSHK3.PIX -0,0,flipped -HOGSHK1.PIX -0,0,flipped -HOGSHK3.PIX -0,0,flipped -4 // Number of looping frames -HOGRUNA1.PIX -0,0,not flipped -HOGRUNA2.PIX -0,0,not flipped -HOGRUNA3.PIX -0,0,not flipped -HOGRUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -HOGSTL1.PIX -0,0,not flipped -HOGSTL2.PIX -0,0,not flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -HOGHIT1.PIX -0,0,not flipped -HOGHIT2.PIX -0,0,not flipped -HOGHIT3.PIX -0,0,not flipped -HOGHIT4.PIX -0,0,not flipped -HOGDED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -HOGDED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -HOGHIT1.PIX -0,0,not flipped -HOGHIT2.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -HOGSTL2.PIX -0,0,not flipped -HOGSTL1.PIX -0,0,not flipped -NEXT PEDESTRIAN -// **************** PIG (NO OFFENCE OFFICER) **************** -84 // Reference number -0.26 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -PIG.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -2,4000,4009 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4011 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PIGSHK.PIX -0,0,flipped -PIGSTL.PIX -0,0,flipped -PIGSHK.PIX -0,0,not flipped -PIGTRN.PIX -0,0,not flipped -4 // Number of looping frames -PIGRUNA1.PIX -0,0,flipped -PIGRUNA2.PIX -0,0,flipped -PIGRUNA3.PIX -0,0,flipped -PIGRUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PIGSHK.PIX -0,0,flipped -PIGSTL.PIX -0,0,flipped -PIGSHK.PIX -0,0,not flipped -PIGTRN.PIX -0,0,not flipped -4 // Number of looping frames -PIGRUNT1.PIX -0,0,not flipped -PIGRUNT2.PIX -0,0,not flipped -PIGRUNT3.PIX -0,0,not flipped -PIGRUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PIGSHK.PIX -0,0,flipped -PIGSTL.PIX -0,0,flipped -PIGSHK.PIX -0,0,not flipped -PIGTRN.PIX -0,0,not flipped -4 // Number of looping frames -PIGRUNT1.PIX -0,0,flipped -PIGRUNT2.PIX -0,0,flipped -PIGRUNT3.PIX -0,0,flipped -PIGRUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PIGSHK.PIX -0,0,flipped -PIGSTL.PIX -0,0,flipped -PIGSHK.PIX -0,0,not flipped -PIGTRN.PIX -0,0,not flipped -4 // Number of looping frames -PIGRUNA1.PIX -0,0,not flipped -PIGRUNA2.PIX -0,0,not flipped -PIGRUNA3.PIX -0,0,not flipped -PIGRUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -PIGSTL.PIX -0,0,not flipped -PIGSTL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -PIGHIT1.PIX -0,0,not flipped -PIGHIT2.PIX -0,0,not flipped -PIGHIT3.PIX -0,0,not flipped -PIGHIT4.PIX -0,0,not flipped -PIGDEDB.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -PIGHIT1.PIX -0,0,not flipped -PIGHIT2.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -PIGBAK.PIX -0,0,not flipped -PIGBAK.PIX -0,0,flipped -NEXT PEDESTRIAN -// **************** RID - RIDGE RACER BIRD **************** -85 // Reference number -0.27 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises --1 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -RID.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4002 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,3 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4014 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4014 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -RIDSHK.PIX -0,0,not flipped -RIDSTL.PIX -0,0,not flipped -RIDSHK.PIX -0,0,flipped -RIDTRN.PIX -0,0,flipped -4 // Number of looping frames -RIDRUNA1.PIX -0,0,not flipped -RIDRUNA2.PIX -0,0,not flipped -RIDRUNA3.PIX -0,0,not flipped -RIDRUNA2.PIX -0,0,not flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -RIDSHK.PIX -0,0,not flipped -RIDSTL.PIX -0,0,not flipped -RIDSHK.PIX -0,0,flipped -RIDTRN.PIX -0,0,flipped -4 // Number of looping frames -RIDRUNT1.PIX -0,0,flipped -RIDRUNT2.PIX -0,0,flipped -RIDRUNT3.PIX -0,0,flipped -RIDRUNT2.PIX -0,0,flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -RIDSHK.PIX -0,0,flipped -RIDSTL.PIX -0,0,flipped -RIDSHK.PIX -0,0,not flipped -RIDTRN.PIX -0,0,not flipped -4 // Number of looping frames -RIDRUNT1.PIX -0,0,not flipped -RIDRUNT2.PIX -0,0,not flipped -RIDRUNT3.PIX -0,0,not flipped -RIDRUNT2.PIX -0,0,not flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -RIDSHK.PIX -0,0,flipped -RIDSTL.PIX -0,0,flipped -RIDSHK.PIX -0,0,not flipped -RIDTRN.PIX -0,0,not flipped -4 // Number of looping frames -RIDRUNA1.PIX -0,0,flipped -RIDRUNA2.PIX -0,0,flipped -RIDRUNA3.PIX -0,0,flipped -RIDRUNA2.PIX -0,0,flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -RIDSTL.PIX -0,0,not flipped -RIDSTL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -RIDHIT1B.PIX -0,0,not flipped -RIDHIT2B.PIX -0,0,not flipped -RIDHIT3B.PIX -0,0,not flipped -RIDHIT4B.PIX -0,0,not flipped -RIDDEDB.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -RIDHIT1B.PIX -0,0,not flipped -RIDHIT2B.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -RIDSTL.PIX -0,0,not flipped -RIDSTL.PIX -0,0,flipped -NEXT PEDESTRIAN -// **************** EID - EIDOS BIRD FROM ECTS **************** -86 // Reference number -0.27 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises --1 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -EID.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4002 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,3 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4014 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4014 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -EIDSHK.PIX -0,0,not flipped -EIDSTL.PIX -0,0,not flipped -EIDSHK.PIX -0,0,flipped -EIDTRN.PIX -0,0,flipped -4 // Number of looping frames -EIDRUNA1.PIX -0,0,not flipped -EIDRUNA2.PIX -0,0,not flipped -EIDRUNA3.PIX -0,0,not flipped -EIDRUNA2.PIX -0,0,not flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -EIDSHK.PIX -0,0,not flipped -EIDSTL.PIX -0,0,not flipped -EIDSHK.PIX -0,0,flipped -EIDTRN.PIX -0,0,flipped -4 // Number of looping frames -EIDRUNT1.PIX -0,0,flipped -EIDRUNT2.PIX -0,0,flipped -EIDRUNT3.PIX -0,0,flipped -EIDRUNT2.PIX -0,0,flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -EIDSHK.PIX -0,0,flipped -EIDSTL.PIX -0,0,flipped -EIDSHK.PIX -0,0,not flipped -EIDTRN.PIX -0,0,not flipped -4 // Number of looping frames -EIDRUNT1.PIX -0,0,not flipped -EIDRUNT2.PIX -0,0,not flipped -EIDRUNT3.PIX -0,0,not flipped -EIDRUNT2.PIX -0,0,not flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -EIDSHK.PIX -0,0,flipped -EIDSTL.PIX -0,0,flipped -EIDSHK.PIX -0,0,not flipped -EIDTRN.PIX -0,0,not flipped -4 // Number of looping frames -EIDRUNA1.PIX -0,0,flipped -EIDRUNA2.PIX -0,0,flipped -EIDRUNA3.PIX -0,0,flipped -EIDRUNA2.PIX -0,0,flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -EIDSTL.PIX -0,0,not flipped -EIDSTL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -EIDHIT1B.PIX -0,0,not flipped -EIDHIT2B.PIX -0,0,not flipped -EIDHIT3B.PIX -0,0,not flipped -EIDHIT4B.PIX -0,0,not flipped -EIDDEDB.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -EIDHIT1B.PIX -0,0,not flipped -EIDHIT2B.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -EIDSTL.PIX -0,0,not flipped -EIDSTL.PIX -0,0,flipped -NEXT PEDESTRIAN -// **************** BRN - BURN IN HELL (EDGE) **************** -87 // Reference number -0.27 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -BRN.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,4 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -3,4001,4002,4003 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -8 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -BRNSHK.PIX -0,0,flipped -BRNSTL.PIX -0,0,flipped -BRNSHK.PIX -0,0,not flipped -BRNTRN.PIX -0,0,not flipped -4 // Number of looping frames -BRNRUNA1.PIX -0,0,flipped -BRNRUNA2.PIX -0,0,flipped -BRNRUNA3.PIX -0,0,flipped -BRNRUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -BRNSHK.PIX -0,0,flipped -BRNSTL.PIX -0,0,flipped -BRNSHK.PIX -0,0,not flipped -BRNTRN.PIX -0,0,not flipped -4 // Number of looping frames -BRNRUNT1.PIX -0,0,not flipped -BRNRUNT2.PIX -0,0,not flipped -BRNRUNT3.PIX -0,0,not flipped -BRNRUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -BRNSHK.PIX -0,0,flipped -BRNSTL.PIX -0,0,flipped -BRNSHK.PIX -0,0,not flipped -BRNTRN.PIX -0,0,not flipped -4 // Number of looping frames -BRNRUNT1.PIX -0,0,flipped -BRNRUNT2.PIX -0,0,flipped -BRNRUNT3.PIX -0,0,flipped -BRNRUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -BRNSHK.PIX -0,0,flipped -BRNSTL.PIX -0,0,flipped -BRNSHK.PIX -0,0,not flipped -BRNTRN.PIX -0,0,not flipped -4 // Number of looping frames -BRNRUNA1.PIX -0,0,not flipped -BRNRUNA2.PIX -0,0,not flipped -BRNRUNA3.PIX -0,0,not flipped -BRNRUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -BRNSTL.PIX -0,0,not flipped -BRNSTL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -BRNHIT1.PIX -0,0,not flipped -BRNHIT2.PIX -0,0,not flipped -BRNHIT3.PIX -0,0,not flipped -BRNHIT4.PIX -0,0,not flipped -BRNDED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -BRNHIT1.PIX -0,0,not flipped -BRNHIT2.PIX -0,0,not flipped -0 // Number of looping frames -NEXT PEDESTRIAN -// **************** DEV - RED DEMON **************** -88 // Reference number -0.27 // Height -100 // Points value -10 // Hit points -1,8780 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -DEV.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,4 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,8780 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,v // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,8780 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -8 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -DEVSHK.PIX -0,0,flipped -DEVSTL.PIX -0,0,flipped -DEVSHK.PIX -0,0,not flipped -DEVTRN.PIX -0,0,not flipped -4 // Number of looping frames -DEVRUNA1.PIX -0,0,flipped -DEVRUNA2.PIX -0,0,flipped -DEVRUNA3.PIX -0,0,flipped -DEVRUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -DEVSHK.PIX -0,0,flipped -DEVSTL.PIX -0,0,flipped -DEVSHK.PIX -0,0,not flipped -DEVTRN.PIX -0,0,not flipped -4 // Number of looping frames -DEVRUNT1.PIX -0,0,not flipped -DEVRUNT2.PIX -0,0,not flipped -DEVRUNT3.PIX -0,0,not flipped -DEVRUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -DEVSHK.PIX -0,0,flipped -DEVSTL.PIX -0,0,flipped -DEVSHK.PIX -0,0,not flipped -DEVTRN.PIX -0,0,not flipped -4 // Number of looping frames -DEVRUNT1.PIX -0,0,flipped -DEVRUNT2.PIX -0,0,flipped -DEVRUNT3.PIX -0,0,flipped -DEVRUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -DEVSHK.PIX -0,0,flipped -DEVSTL.PIX -0,0,flipped -DEVSHK.PIX -0,0,not flipped -DEVTRN.PIX -0,0,not flipped -4 // Number of looping frames -DEVRUNA1.PIX -0,0,not flipped -DEVRUNA2.PIX -0,0,not flipped -DEVRUNA3.PIX -0,0,not flipped -DEVRUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -DEVSTL.PIX -0,0,not flipped -DEVSTL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -DEVHIT1.PIX -0,0,not flipped -DEVHIT2.PIX -0,0,not flipped -DEVHIT3.PIX -0,0,not flipped -DEVHIT4.PIX -0,0,not flipped -DEVDED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -DEVHIT1.PIX -0,0,not flipped -DEVHIT2.PIX -0,0,not flipped -0 // Number of looping frames -NEXT PEDESTRIAN -// **************** SHE - GREY DEMON **************** -89 // Reference number -0.27 // Height -100 // Points value -10 // Hit points -1,8780 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -she.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,4 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,8780 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,v // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,8780 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -8 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -sheSHK.PIX -0,0,flipped -sheSTL.PIX -0,0,flipped -sheSHK.PIX -0,0,not flipped -sheTRN.PIX -0,0,not flipped -4 // Number of looping frames -sheRUNA1.PIX -0,0,flipped -sheRUNA2.PIX -0,0,flipped -sheRUNA3.PIX -0,0,flipped -sheRUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -sheSHK.PIX -0,0,flipped -sheSTL.PIX -0,0,flipped -sheSHK.PIX -0,0,not flipped -sheTRN.PIX -0,0,not flipped -4 // Number of looping frames -sheRUNT1.PIX -0,0,not flipped -sheRUNT2.PIX -0,0,not flipped -sheRUNT3.PIX -0,0,not flipped -sheRUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -sheSHK.PIX -0,0,flipped -sheSTL.PIX -0,0,flipped -sheSHK.PIX -0,0,not flipped -sheTRN.PIX -0,0,not flipped -4 // Number of looping frames -sheRUNT1.PIX -0,0,flipped -sheRUNT2.PIX -0,0,flipped -sheRUNT3.PIX -0,0,flipped -sheRUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -sheSHK.PIX -0,0,flipped -sheSTL.PIX -0,0,flipped -sheSHK.PIX -0,0,not flipped -sheTRN.PIX -0,0,not flipped -4 // Number of looping frames -sheRUNA1.PIX -0,0,not flipped -sheRUNA2.PIX -0,0,not flipped -sheRUNA3.PIX -0,0,not flipped -sheRUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -sheSTL.PIX -0,0,not flipped -sheSTL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -sheHIT1.PIX -0,0,not flipped -sheHIT2.PIX -0,0,not flipped -sheHIT3.PIX -0,0,not flipped -sheHIT4.PIX -0,0,not flipped -sheDED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -sheHIT1.PIX -0,0,not flipped -sheHIT2.PIX -0,0,not flipped -0 -NEXT PEDESTRIAN -// Number of looping frames -// **************** PYE (PARKER - YELLOW COAT) ************************************************* -90 // Reference number -0.27 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -PYE.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,4 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4001 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -8 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PYESHK.PIX -0,0,flipped -PYESTL.PIX -0,0,flipped -PYESHK.PIX -0,0,not flipped -PYETRN.PIX -0,0,not flipped -4 // Number of looping frames -PYERUNA1.PIX -0,0,flipped -PYERUNA2.PIX -0,0,flipped -PYERUNA3.PIX -0,0,flipped -PYERUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PYESHK.PIX -0,0,flipped -PYESTL.PIX -0,0,flipped -PYESHK.PIX -0,0,not flipped -PYETRN.PIX -0,0,not flipped -4 // Number of looping frames -PYERUNT1.PIX -0,0,not flipped -PYERUNT2.PIX -0,0,not flipped -PYERUNT3.PIX -0,0,not flipped -PYERUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PYESHK.PIX -0,0,flipped -PYESTL.PIX -0,0,flipped -PYESHK.PIX -0,0,not flipped -PYETRN.PIX -0,0,not flipped -4 // Number of looping frames -PYERUNT1.PIX -0,0,flipped -PYERUNT2.PIX -0,0,flipped -PYERUNT3.PIX -0,0,flipped -PYERUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PYESHK.PIX -0,0,flipped -PYESTL.PIX -0,0,flipped -PYESHK.PIX -0,0,not flipped -PYETRN.PIX -0,0,not flipped -4 // Number of looping frames -PYERUNA1.PIX -0,0,not flipped -PYERUNA2.PIX -0,0,not flipped -PYERUNA3.PIX -0,0,not flipped -PYERUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -PYESTL.PIX -0,0,not flipped -PYESTL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -PYEHIT1.PIX -0,0,not flipped -PYEHIT2.PIX -0,0,not flipped -PYEHIT3.PIX -0,0,not flipped -PYEHIT4.PIX -0,0,not flipped -PYEDED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -PYEHIT1.PIX -0,0,not flipped -PYEHIT2.PIX -0,0,not flipped -0 // Number of looping frames -NEXT PEDESTRIAN -// Number of looping frames -// **************** PBL (PARKER - BLACK COAT) ************************************************* -91 // Reference number -0.27 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -PBL.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,4 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4001 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -8 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PBLSHK.PIX -0,0,flipped -PBLSTL.PIX -0,0,flipped -PBLSHK.PIX -0,0,not flipped -PBLTRN.PIX -0,0,not flipped -4 // Number of looping frames -PBLRUNA1.PIX -0,0,flipped -PBLRUNA2.PIX -0,0,flipped -PBLRUNA3.PIX -0,0,flipped -PBLRUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PBLSHK.PIX -0,0,flipped -PBLSTL.PIX -0,0,flipped -PBLSHK.PIX -0,0,not flipped -PBLTRN.PIX -0,0,not flipped -4 // Number of looping frames -PBLRUNT1.PIX -0,0,not flipped -PBLRUNT2.PIX -0,0,not flipped -PBLRUNT3.PIX -0,0,not flipped -PBLRUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PBLSHK.PIX -0,0,flipped -PBLSTL.PIX -0,0,flipped -PBLSHK.PIX -0,0,not flipped -PBLTRN.PIX -0,0,not flipped -4 // Number of looping frames -PBLRUNT1.PIX -0,0,flipped -PBLRUNT2.PIX -0,0,flipped -PBLRUNT3.PIX -0,0,flipped -PBLRUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -PBLSHK.PIX -0,0,flipped -PBLSTL.PIX -0,0,flipped -PBLSHK.PIX -0,0,not flipped -PBLTRN.PIX -0,0,not flipped -4 // Number of looping frames -PBLRUNA1.PIX -0,0,not flipped -PBLRUNA2.PIX -0,0,not flipped -PBLRUNA3.PIX -0,0,not flipped -PBLRUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -PBLSTL.PIX -0,0,not flipped -PBLSTL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -PBLHIT1.PIX -0,0,not flipped -PBLHIT2.PIX -0,0,not flipped -PBLHIT3.PIX -0,0,not flipped -PBLHIT4.PIX -0,0,not flipped -PBLDED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -PBLHIT1.PIX -0,0,not flipped -PBLHIT2.PIX -0,0,not flipped -0 -NEXT PEDESTRIAN -// Number of looping frames -// **************** KON (PRISNOR CELL BLOCK 4!!) ************************************************* -92 // Reference number -0.27 // Height -100 // Points value -10 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -KON.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,4 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -2,4004,4007 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4011 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -8 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -KONSHK.PIX -0,0,flipped -KONSTL.PIX -0,0,flipped -KONSHK.PIX -0,0,not flipped -KONTRN.PIX -0,0,not flipped -4 // Number of looping frames -KONRUNA1.PIX -0,0,flipped -KONRUNA2.PIX -0,0,flipped -KONRUNA3.PIX -0,0,flipped -KONRUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -KONSHK.PIX -0,0,flipped -KONSTL.PIX -0,0,flipped -KONSHK.PIX -0,0,not flipped -KONTRN.PIX -0,0,not flipped -4 // Number of looping frames -KONRUNT1.PIX -0,0,not flipped -KONRUNT2.PIX -0,0,not flipped -KONRUNT3.PIX -0,0,not flipped -KONRUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -KONSHK.PIX -0,0,flipped -KONSTL.PIX -0,0,flipped -KONSHK.PIX -0,0,not flipped -KONTRN.PIX -0,0,not flipped -4 // Number of looping frames -KONRUNT1.PIX -0,0,flipped -KONRUNT2.PIX -0,0,flipped -KONRUNT3.PIX -0,0,flipped -KONRUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -KONSHK.PIX -0,0,flipped -KONSTL.PIX -0,0,flipped -KONSHK.PIX -0,0,not flipped -KONTRN.PIX -0,0,not flipped -4 // Number of looping frames -KONRUNA1.PIX -0,0,not flipped -KONRUNA2.PIX -0,0,not flipped -KONRUNA3.PIX -0,0,not flipped -KONRUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -KONSTL.PIX -0,0,not flipped -KONSTL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -KONHIT1.PIX -0,0,not flipped -KONHIT2.PIX -0,0,not flipped -KONHIT3.PIX -0,0,not flipped -KONHIT4.PIX -0,0,not flipped -KONDED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -KONHIT1.PIX -0,0,not flipped -KONHIT2.PIX -0,0,not flipped -0 -NEXT PEDESTRIAN -// **************** HAT (WAS CRM) **************** -93 // Reference number -0.27 // Height -150 // Points value -20 // Hit points -2,4031,4030 // Exploding noises -4040 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -HAT.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0005 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4001 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4010 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4001 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.09,8 // Min frame rate, max frame rate, -4 // Number of initial frames -HATSHK.PIX -0,0,flipped -HATSTL.PIX -0,0,flipped -HATSHK.PIX -0,0,not flipped -HATTRN.PIX -0,0,not flipped -4 // Number of looping frames -HATRUNA1.PIX -0,0,flipped -HATRUNA2.PIX -0,0,flipped -HATRUNA3.PIX -0,0,flipped -HATRUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.07,8 // Min frame rate, max frame rate, -4 // Number of initial frames -HATSHK.PIX -0,0,flipped -HATSTL.PIX -0,0,flipped -HATSHK.PIX -0,0,not flipped -HATTRN.PIX -0,0,not flipped -4 // Number of looping frames -HATRUNT1.PIX -0,0,not flipped -HATRUNT2.PIX -0,0,not flipped -HATRUNT3.PIX -0,0,not flipped -HATRUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.07,8 // Min frame rate, max frame rate, -4 // Number of initial frames -HATSHK.PIX -0,0,flipped -HATSTL.PIX -0,0,flipped -HATSHK.PIX -0,0,not flipped -HATTRN.PIX -0,0,not flipped -4 // Number of looping frames -HATRUNT1.PIX -0,0,flipped -HATRUNT2.PIX -0,0,flipped -HATRUNT3.PIX -0,0,flipped -HATRUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.09,8 // Min frame rate, max frame rate, -4 // Number of initial frames -HATSHK.PIX -0,0,flipped -HATSTL.PIX -0,0,flipped -HATSHK.PIX -0,0,not flipped -HATTRN.PIX -0,0,not flipped -4 // Number of looping frames -HATRUNA1.PIX -0,0,not flipped -HATRUNA2.PIX -0,0,not flipped -HATRUNA3.PIX -0,0,not flipped -HATRUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -HATSTL.PIX -0,0,not flipped -HATSTL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -HATHIT1.PIX -0,0,not flipped -HATHIT2.PIX -0,0,not flipped -HATHIT3.PIX -0,0,not flipped -HATHIT4.PIX -0,0,not flipped -HATDED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -HATHIT1.PIX -0,0,not flipped -HATHIT2.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -HATBAK.PIX -0,0,not flipped -HATBAK.PIX -0,0,flipped -NEXT PEDESTRIAN -// **************** GER - PORN STAR - NOT GERI SPICE AT ALL...**************** -94 // Reference number -0.27 // Height -100 // Points value -10 // Hit points -1,4032 // Exploding noises --1 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -GER.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4002 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,3 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4014 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4014 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -GERSHK.PIX -0,0,not flipped -GERSTL.PIX -0,0,not flipped -GERSHK.PIX -0,0,flipped -GERTRN.PIX -0,0,flipped -4 // Number of looping frames -GERRUNA1.PIX -0,0,not flipped -GERRUNA2.PIX -0,0,not flipped -GERRUNA3.PIX -0,0,not flipped -GERRUNA2.PIX -0,0,not flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -GERSHK.PIX -0,0,not flipped -GERSTL.PIX -0,0,not flipped -GERSHK.PIX -0,0,flipped -GERTRN.PIX -0,0,flipped -4 // Number of looping frames -GERRUNT1.PIX -0,0,flipped -GERRUNT2.PIX -0,0,flipped -GERRUNT3.PIX -0,0,flipped -GERRUNT2.PIX -0,0,flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -GERSHK.PIX -0,0,flipped -GERSTL.PIX -0,0,flipped -GERSHK.PIX -0,0,not flipped -GERTRN.PIX -0,0,not flipped -4 // Number of looping frames -GERRUNT1.PIX -0,0,not flipped -GERRUNT2.PIX -0,0,not flipped -GERRUNT3.PIX -0,0,not flipped -GERRUNT2.PIX -0,0,not flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -GERSHK.PIX -0,0,flipped -GERSTL.PIX -0,0,flipped -GERSHK.PIX -0,0,not flipped -GERTRN.PIX -0,0,not flipped -4 // Number of looping frames -GERRUNA1.PIX -0,0,flipped -GERRUNA2.PIX -0,0,flipped -GERRUNA3.PIX -0,0,flipped -GERRUNA2.PIX -0,0,flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -GERSTL.PIX -0,0,not flipped -GERSTL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -GERHIT1B.PIX -0,0,not flipped -GERHIT2B.PIX -0,0,not flipped -GERHIT3B.PIX -0,0,not flipped -GERHIT4B.PIX -0,0,not flipped -GERDEDB.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -GERHIT1B.PIX -0,0,not flipped -GERHIT2B.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -GERSTL.PIX -0,0,not flipped -GERSTL.PIX -0,0,flipped -NEXT PEDESTRIAN -// **************** FIB (NOT FIBI FROM FRIENDS, IT'S ANOTHER PORN STAR SO THERE)-FM0 **************** -95 // Reference number -0.27 // Height -100 // Points value -10 // Hit points -1,4032 // Exploding noises --1 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -FIB.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4003 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,3 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4012 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4014 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -FIBSHK.PIX -0,0,not flipped -FIBSTL.PIX -0,0,not flipped -FIBSHK.PIX -0,0,flipped -FIBTRN.PIX -0,0,flipped -4 // Number of looping frames -FIBRUNA1.PIX -0,0,not flipped -FIBRUNA2.PIX -0,0,not flipped -FIBRUNA3.PIX -0,0,not flipped -FIBRUNA2.PIX -0,0,not flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -FIBSHK.PIX -0,0,not flipped -FIBSTL.PIX -0,0,not flipped -FIBSHK.PIX -0,0,flipped -FIBTRN.PIX -0,0,flipped -4 // Number of looping frames -FIBRUNT1.PIX -0,0,flipped -FIBRUNT2.PIX -0,0,flipped -FIBRUNT3.PIX -0,0,flipped -FIBRUNT2.PIX -0,0,flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -FIBSHK.PIX -0,0,flipped -FIBSTL.PIX -0,0,flipped -FIBSHK.PIX -0,0,not flipped -FIBTRN.PIX -0,0,not flipped -4 // Number of looping frames -FIBRUNT1.PIX -0,0,not flipped -FIBRUNT2.PIX -0,0,not flipped -FIBRUNT3.PIX -0,0,not flipped -FIBRUNT2.PIX -0,0,not flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -FIBSHK.PIX -0,0,flipped -FIBSTL.PIX -0,0,flipped -FIBSHK.PIX -0,0,not flipped -FIBTRN.PIX -0,0,not flipped -4 // Number of looping frames -FIBRUNA1.PIX -0,0,flipped -FIBRUNA2.PIX -0,0,flipped -FIBRUNA3.PIX -0,0,flipped -FIBRUNA2.PIX -0,0,flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -FIBSTL.PIX -0,0,not flipped -FIBSTL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -FIBHIT1B.PIX -0,0,not flipped -FIBHIT2B.PIX -0,0,not flipped -FIBHIT3B.PIX -0,0,not flipped -FIBHIT4B.PIX -0,0,not flipped -FIBDEDB.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -FIBHIT1B.PIX -0,0,not flipped -FIBHIT2B.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -FIBSTL.PIX -0,0,not flipped -FIBSTL.PIX -0,0,flipped -NEXT PEDESTRIAN -// **************** NAT - NATELIE IN LUMBER SHIRT (CAM) **************** -96 // Reference number -0.245 // Height -100 // Points value -10 // Hit points -1,4032 // Exploding noises --1 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -NAT.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -1,4002 // Sounds -4 // Number of sequences for this action -90,3 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,0 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4015 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4015 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -NATSHK.PIX -0,0,flipped -NATSTL.PIX -0,0,flipped -NATSHK.PIX -0,0,not flipped -NATTRN.PIX -0,0,not flipped -4 // Number of looping frames -NATRUNA1.PIX -0,0,flipped -NATRUNA2.PIX -0,0,flipped -NATRUNA3.PIX -0,0,flipped -NATRUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -NATSHK.PIX -0,0,flipped -NATSTL.PIX -0,0,flipped -NATSHK.PIX -0,0,not flipped -NATTRN.PIX -0,0,not flipped -4 // Number of looping frames -NATRUNT1.PIX -0,0,not flipped -NATRUNT2.PIX -0,0,not flipped -NATRUNT3.PIX -0,0,not flipped -NATRUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -NATSHK.PIX -0,0,flipped -NATSTL.PIX -0,0,flipped -NATSHK.PIX -0,0,not flipped -NATTRN.PIX -0,0,not flipped -4 // Number of looping frames -NATRUNT1.PIX -0,0,flipped -NATRUNT2.PIX -0,0,flipped -NATRUNT3.PIX -0,0,flipped -NATRUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -NATSHK.PIX -0,0,flipped -NATSTL.PIX -0,0,flipped -NATSHK.PIX -0,0,not flipped -NATTRN.PIX -0,0,not flipped -4 // Number of looping frames -NATRUNA1.PIX -0,0,not flipped -NATRUNA2.PIX -0,0,not flipped -NATRUNA3.PIX -0,0,not flipped -NATRUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -NATSTL.PIX -0,0,not flipped -NATSTL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -NATHIT1.PIX -0,0,not flipped -NATHIT2.PIX -0,0,not flipped -NATHIT3.PIX -0,0,not flipped -NATHIT4.PIX -0,0,not flipped -NATDED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -NATHIT1.PIX -0,0,not flipped -NATHIT2.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -NATBAK.PIX -0,0,not flipped -NATBAK.PIX -0,0,flipped -NEXT PEDESTRIAN -// **************** EMM - WAS EMY BUT THE CUNTING CUNT REFUSED TO WORK - ANN**************** -97 // Reference number -0.27 // Height -100 // Points value -10 // Hit points -1,4032 // Exploding noises -4003 // Falling noise -0.00002 // Acceleration -1 // Image index -IDENTITY.TAB -EMM.PIX -STDPED.MAT -2 // Index of fatal car-impact action -4 // Index of non-fatal car-impact action -1 // Index of after-non-fatal-impact action -5 // Index of fatal falling action -6 // Index of non-fatal falling action -3 // Index of giblets action -7 // Number of actions -// Action #0 - stand there, looking nervous -0,100 // Danger level, percentage chance -0,0 // Initial speed, looping speed -20.0 // Reaction time for this action -0 // Sounds -3 // Number of sequences for this action -90,8 // Max bearing, sequence index -270,4 // Max bearing, sequence index -360,8 // Max bearing, sequence index -// Action #1 - turn frightened and run like fuck -1,100 // Danger level, percentage chance -0,0.0008 // Initial speed, looping speed -0.05 // Reaction time for this action -2,4002,4003 // Sounds -4 // Number of sequences for this action -90,0 // Max bearing, sequence index -180,1 // Max bearing, sequence index -270,2 // Max bearing, sequence index -360,3 // Max bearing, sequence index -// Action #2 - fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4014 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #3 - turning into giblets -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -0 // Sounds -1 // Number of sequences for this action -360,6 // Max bearing, sequence index -// Action #4 - non-fatal car collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -// Action #5 - fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4014 // Sounds -1 // Number of sequences for this action -360,5 // Max bearing, sequence index -// Action #6 - non-fatal ground collision -1000,0 // Danger level, percentage chance -0,0 // Initial speed, looping speed -0 // Reaction time for this action -1,4002 // Sounds -1 // Number of sequences for this action -360,7 // Max bearing, sequence index -9 // Number of sequences -// Sequence #0 - turn frightened and run away to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -EMMSHK.PIX -0,0,flipped -EMMSTL.PIX -0,0,flipped -EMMSHK.PIX -0,0,not flipped -EMMTRN.PIX -0,0,not flipped -4 // Number of looping frames -EMMRUNA1.PIX -0,0,flipped -EMMRUNA2.PIX -0,0,flipped -EMMRUNA3.PIX -0,0,flipped -EMMRUNA2.PIX -0,0,flipped -// Sequence #1 - turn frightened and run towards to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -EMMSHK.PIX -0,0,flipped -EMMSTL.PIX -0,0,flipped -EMMSHK.PIX -0,0,not flipped -EMMTRN.PIX -0,0,not flipped -4 // Number of looping frames -EMMRUNT1.PIX -0,0,not flipped -EMMRUNT2.PIX -0,0,not flipped -EMMRUNT3.PIX -0,0,not flipped -EMMRUNT2.PIX -0,0,not flipped -// Sequence #2 - turn frightened and run towards to their right -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -EMMSHK.PIX -0,0,flipped -EMMSTL.PIX -0,0,flipped -EMMSHK.PIX -0,0,not flipped -EMMTRN.PIX -0,0,not flipped -4 // Number of looping frames -EMMRUNT1.PIX -0,0,flipped -EMMRUNT2.PIX -0,0,flipped -EMMRUNT3.PIX -0,0,flipped -EMMRUNT2.PIX -0,0,flipped -// Sequence #3 - turn frightened and run away to their left -collide // Include this frame in collision calcs -speed // Frame rate type -0.08,8 // Min frame rate, max frame rate, -4 // Number of initial frames -EMMSHK.PIX -0,0,flipped -EMMSTL.PIX -0,0,flipped -EMMSHK.PIX -0,0,not flipped -EMMTRN.PIX -0,0,not flipped -4 // Number of looping frames -EMMRUNA1.PIX -0,0,not flipped -EMMRUNA2.PIX -0,0,not flipped -EMMRUNA3.PIX -0,0,not flipped -EMMRUNA2.PIX -0,0,not flipped -// Sequence #4 - stationary, looking from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -EMMSTL.PIX -0,0,not flipped -EMMSTL.PIX -0,0,flipped -// Sequence #5 - fatal collision with car -don't collide // Exclude this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -5 // Number of initial frames -EMMHIT1.PIX -0,0,not flipped -EMMHIT2.PIX -0,0,not flipped -EMMHIT3.PIX -0,0,not flipped -EMMHIT4.PIX -0,0,not flipped -EMMDED.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #6 - turning into giblets -don't collide // Exclude this frame in collision calcs -fixed // Frame rate type -1 // Number of initial frames -CHUNKS.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #7 - non-fatal collision with car -collide // Include this frame in collision calcs -variable // Frame rate type -12,12 // Min frame rate, max frame rate, -2 // Number of initial frames -EMMHIT1.PIX -0,0,not flipped -EMMHIT2.PIX -0,0,not flipped -0 // Number of looping frames -// Sequence #8 - stationary, looking the other way from side to side -collide // Include this frame in collision calcs -variable // Frame rate type -1,6 // Min frame rate, max frame rate, -0 // Number of initial frames -2 // Number of looping frames -EMMBAK.PIX -0,0,not flipped -EMMBAK.PIX -0,0,flipped -END OF PEDESTRIANS diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/PEDSUBS.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/PEDSUBS.TXT deleted file mode 100644 index d876e01e..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/PEDSUBS.TXT +++ /dev/null @@ -1,10 +0,0 @@ -@7_y6+Ua0wHe1q%JNoa)| -@nL* -@mL* -@lL* -@kL* -@jL* -@iL* -@hL* -@gL* -@fL* diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/PIXELMAP/AMBLANCE.PIX b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/PIXELMAP/AMBLANCE.PIX deleted file mode 100644 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b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/RACES/TINSEL.TXT deleted file mode 100644 index a53183ea..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/RACES/TINSEL.TXT +++ /dev/null @@ -1,12122 +0,0 @@ -VERSION 6 // V1 expects map checkpoint rectangles -// V2 and above expect map checkpoint points -// V3 and above expect splash file stuff at the end -// V4 and above expect two sets of PIX and MAT and ped substitution entry --9.28,42.27,-100.40 // Position of centre of start of grid -342 // Direction that grid faces in -// Laps, checkpoints etc -180,90,30 // Initial timer count for each skill level -4 // # laps -20000,10000,5000 // Race completed bonus (all laps raced) for each skill level -75000,50000,30000 // Race completed bonus (all peds killed) for each skill level -20000,10000,5000 // Race completed bonus (all oppos wasted) for each skill level -// Width and height of map checkpoint rectangles -9,18 //W,W(LO/HI) -11,26 //H,H(LO/HI) -4 // # checkpoints -// Checkpoint #1 -20,10,5 // Timer increment for each skill level (ped mode) -60,30,10 // Timer increment for each skill level (pedless mode) -1 // # quads for this checkpoint -2.25,-100,-154.68 // Point #0 -2.25,100,-154.68 // Point #1 -5.10,100,-158.63 // Point #2 -5.10,-100,-158.63 // Point #3 -118,118 //X,X(LO/HI) -90,90 //Y,Y(LO/HI) -// Checkpoint #2 -20,10,5 // Timer increment for each skill level (ped mode) -60,30,10 // Timer increment for each skill level (pedless mode) -1 // # quads for this checkpoint --6.42,-100,-131.31 // Point #0 --6.42,100,-131.31 // Point #1 --3.41,100,-131.40 // Point #2 --3.41,-100,-131.40 // Point #3 -134,134 -104,104 -// Checkpoint #3 -20,10,5 // Timer increment for each skill level (ped mode) -60,30,10 // Timer increment for each skill level (pedless mode) -1 // # quads for this checkpoint -1.01,-100,-191.33 // Point #0 -1.01,100,-191.33 // Point #1 -1.06,100,-184.39 // Point #2 -1.06,-100,-184.39 // Point #3 -90,90 -95,95 -// Checkpoint #4 -20,10,5 // Timer increment for each skill level (ped mode) -60,30,10 // Timer increment for each skill level (pedless mode) -1 // # quads for this checkpoint -11.62,-100,-94.29 // Point #0 -11.62,100,-94.29 // Point #1 -12.33,100,-90.45 // Point #2 -12.33,-100,-90.45 // Point #3 -156,156 -88,88 -5 // # pixelmap files to load -INCA.PIX -INCASCRN.PIX -DRKSCRN.PIX -FOGSCRN.PIX -SNOWDROP.PIX -5 // # pixelmap files to load -INCA.PIX -INCASCRN.PIX -DRKSCRN.PIX -FOGSCRN.PIX -SNOWDROP.PIX -2 // # shade table files to load -IDENTITY.TAB -DRRENDER.TAB -6 // # material files to load -INCASCRN.MAT -INCA.MAT -DRKSCRN.MAT -FOGSCRN.MAT -SKIDMARK.MAT -SNWSKY2.MAT -6 // # material files to load -INCASCRN.MAT -INCA.MAT -DRKSCRN.MAT -FOGSCRN.MAT -SKIDMARK.MAT -SNWSKY2.MAT -1 // # model files to load -INCA02.DAT -1 // # model files to load -INCA02.DAT -INCA02.ACT // Track actor -INCA02.ACT // Track actor -DEFAULTX.ACT // Additional actor -// HORIZON STUFF -SNOWDROP.PIX // Name of sky texture pixelmap (or "none") -4 // Horizontal repetitions of sky texture -66 // Vertical size of sky texture (degrees) -100 // Position of horizon (pixels below top) -fog // Depth cue mode ("none", "dark" or "fog") -7,0 // Degree of fog/darkness -// DEFAULT ENGINE NOISE -0 -// SPECIAL EFFECTS VOLUMES -0 // # special effects volumes -// REFLECTIVE WINDSCREEN SPECIFICATIONS -INCASCRN.MAT // Material to use for default screens -DRKSCRN.MAT // Material to use for default screens during darkness -FOGSCRN.MAT // Material to use for default screens during fog -0 // (ignore) # areas with different screens -// MAP DETAILS -INCAMAP2.PIX // Map pixelmap name -0, -0.645, 0 // World->map transformation matrix -0 0 0 -0.645, 0, 0 -223.5, 100.3, 0 -// ****** START OF FUNK AND GROOVE STUFF ****** -START OF FUNK -!POOL.MAT -constant -roll -continuous -0,-0.1 -no fucking lighting -no animation you cunt -NEXT FUNK -!FALLS.MAT -constant -roll -continuous -0,-1 -no fucking lighting -no animation you cunt -NEXT FUNK -FALLOPAQ.MAT -constant -roll -continuous -0,-0.2 -no fucking lighting -no animation you cunt -END OF FUNK -START OF GROOVE -END OF GROOVE -// ****** START OF PEDESTRIAN STUFF ****** -0 // Ped subs table index -1080 // Number of pedestrians -// Pedestrian number 1 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --47.515,20.336,-65.571 -point --45.748,20.333,-65.624 -point --43.897,20.330,-65.656 -reverse -// Pedestrian number 2 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --42.034,20.345,-65.708 -point --41.832,20.345,-67.379 -point --41.562,20.345,-71.557 -reverse -// Pedestrian number 3 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point --73.737,20.345,-48.392 -point --75.533,20.345,-48.903 -point --78.639,20.345,-49.795 -reverse -// Pedestrian number 4 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --74.431,20.345,-51.496 -point --75.571,20.345,-50.349 -point --78.344,20.345,-47.558 -reverse -// Pedestrian number 5 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --76.292,20.345,-48.033 -point --78.424,20.345,-48.556 -point --80.956,20.345,-49.191 -reverse -// Pedestrian number 6 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point --89.991,20.345,-41.427 -point --90.664,20.345,-40.871 -point --91.548,20.345,-39.755 -reverse -// Pedestrian number 7 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --93.952,20.345,-36.229 -point --94.361,20.345,-35.139 -point --95.108,20.345,-32.957 -reverse -// Pedestrian number 8 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --42.143,20.345,-70.853 -point --41.264,20.345,-72.167 -point --39.849,20.346,-74.552 -reverse -// Pedestrian number 9 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --40.131,20.345,-69.514 -point --39.400,20.343,-70.547 -point --37.724,20.345,-73.300 -reverse -// Pedestrian number 10 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --39.853,20.345,-71.676 -point --38.823,20.345,-72.832 -point --37.888,20.344,-73.483 -reverse -// Pedestrian number 11 -26 // Ref num -7 // Number of instructions -5 // Initial instruction -point --40.552,20.345,-73.261 -point --38.954,20.345,-73.719 -point --34.749,20.347,-75.876 -point --35.178,20.346,-75.732 -point --37.181,20.344,-79.410 -point --38.891,20.337,-84.729 -reverse -// Pedestrian number 12 -12 // Ref num -4 // Number of instructions -2 // Initial instruction -point --43.721,20.343,-79.933 -point --45.539,20.341,-82.003 -point --48.991,20.340,-85.929 -reverse -// Pedestrian number 13 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --46.694,20.345,-91.032 -point --46.657,20.345,-87.740 -point --48.340,20.345,-85.548 -reverse -// Pedestrian number 14 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --49.047,20.347,-86.348 -point --48.600,20.346,-86.722 -point --47.554,20.345,-89.707 -reverse -// Pedestrian number 15 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --47.077,20.347,-90.480 -point --46.533,20.346,-86.090 -point --49.415,20.347,-86.590 -reverse -// Pedestrian number 16 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --49.415,20.347,-86.590 -point --48.944,20.347,-86.309 -point --39.712,20.344,-85.813 -reverse -// Pedestrian number 17 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --36.603,20.343,-82.115 -point --32.060,20.345,-79.526 -point --29.495,20.353,-78.058 -reverse -// Pedestrian number 18 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --38.076,20.339,-85.220 -point --37.282,20.345,-85.443 -point --26.967,20.352,-85.506 -reverse -// Pedestrian number 19 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --27.128,20.353,-84.324 -point --30.696,20.347,-82.076 -point --34.464,20.343,-87.431 -reverse -// Pedestrian number 20 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --34.499,20.346,-87.504 -point --33.391,20.345,-86.292 -point --27.649,20.352,-83.373 -reverse -// Pedestrian number 21 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --28.235,20.344,-89.813 -point --31.791,20.343,-88.778 -point --34.382,20.345,-88.024 -reverse -// Pedestrian number 22 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --32.420,20.344,-89.798 -point --30.951,20.345,-90.884 -point --24.158,20.350,-93.920 -reverse -// Pedestrian number 23 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --30.642,20.345,-94.116 -point --27.594,20.344,-96.155 -point --21.613,20.352,-99.799 -reverse -// Pedestrian number 24 -26 // Ref num -5 // Number of instructions -2 // Initial instruction -point --21.140,20.353,-100.564 -point --20.487,20.353,-102.450 -point --16.856,20.352,-109.364 -point --16.688,20.353,-113.392 -reverse -// Pedestrian number 25 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point --16.860,20.353,-112.983 -point --22.574,20.348,-112.543 -point --34.779,20.347,-115.890 -reverse -// Pedestrian number 26 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --36.180,20.345,-112.501 -point --30.595,20.343,-108.063 -point --20.178,20.354,-102.865 -reverse -// Pedestrian number 27 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --40.012,20.347,-100.623 -point --31.619,20.343,-98.653 -point --21.939,20.352,-99.414 -reverse -// Pedestrian number 28 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --25.166,20.350,-90.970 -point --29.406,20.344,-96.427 -point --37.709,20.342,-106.645 -reverse -// Pedestrian number 29 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point --32.166,20.347,-129.339 -point --24.995,20.343,-133.139 -point --32.115,20.347,-138.103 -reverse -// Pedestrian number 30 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --21.295,20.346,-157.203 -point --23.144,20.344,-158.732 -point --31.785,20.343,-165.256 -reverse -// Pedestrian number 31 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --32.156,20.346,-160.884 -point --30.290,20.345,-159.276 -point --28.424,20.344,-155.763 -reverse -// Pedestrian number 32 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --32.165,20.345,-165.153 -point --32.207,20.344,-168.407 -point --32.242,20.347,-172.354 -reverse -// Pedestrian number 33 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --31.889,20.347,-171.950 -point --29.712,20.346,-168.970 -point --27.331,20.345,-160.423 -reverse -// Pedestrian number 34 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --31.817,20.347,-174.207 -point --26.734,20.344,-173.085 -point --23.734,20.346,-175.964 -reverse -// Pedestrian number 35 -12 // Ref num -4 // Number of instructions -2 // Initial instruction -point --23.915,20.345,-172.308 -point --22.299,20.344,-173.934 -point --10.219,20.354,-177.246 -reverse -// Pedestrian number 36 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --9.992,20.354,-173.895 -point --11.734,20.350,-170.847 -point --10.250,20.353,-164.711 -reverse -// Pedestrian number 37 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --10.024,20.352,-166.680 -point --13.934,20.348,-166.122 -point --20.430,20.345,-162.282 -reverse -// Pedestrian number 38 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --20.686,20.346,-162.501 -point --21.913,20.344,-163.214 -point --29.471,20.343,-171.942 -reverse -// Pedestrian number 39 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --31.723,20.347,-174.650 -point --28.430,20.345,-175.543 -point --26.099,20.346,-176.449 -reverse -// Pedestrian number 40 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --26.099,20.346,-176.449 -point --26.142,20.346,-174.641 -point --29.207,20.347,-172.518 -reverse -// Pedestrian number 41 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --31.828,20.346,-175.371 -point --30.751,20.346,-173.877 -point --28.086,20.346,-172.669 -reverse -// Pedestrian number 42 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --29.095,20.346,-172.556 -point --30.238,20.346,-174.088 -point --30.974,20.347,-175.796 -reverse -// Pedestrian number 43 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --28.186,20.346,-177.054 -point --26.103,20.343,-179.884 -point --21.847,20.345,-182.803 -reverse -// Pedestrian number 44 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point --16.047,20.347,-183.658 -point --17.844,20.344,-182.773 -point --20.918,20.345,-182.940 -reverse -// Pedestrian number 45 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --21.793,20.345,-182.757 -point --20.389,20.345,-179.513 -point --10.229,20.352,-174.009 -reverse -// Pedestrian number 46 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --10.190,20.354,-172.812 -point --19.304,20.343,-177.085 -point --27.384,20.347,-181.446 -reverse -// Pedestrian number 47 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --31.964,20.346,-170.785 -point --21.557,20.342,-183.595 -point --17.833,20.352,-188.498 -reverse -// Pedestrian number 48 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point --16.339,20.360,-193.295 -point --13.630,20.363,-191.756 -point --8.709,20.361,-190.208 -reverse -// Pedestrian number 49 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --9.038,20.362,-189.683 -point --13.183,20.363,-192.696 -point --13.547,20.364,-198.283 -reverse -// Pedestrian number 50 -12 // Ref num -4 // Number of instructions -2 // Initial instruction -point --17.174,20.349,-201.186 -point --13.931,20.361,-193.093 -point --13.433,20.361,-189.351 -reverse -// Pedestrian number 51 -26 // Ref num -9 // Number of instructions -5 // Initial instruction -point --15.847,20.360,-203.501 -point --13.496,20.359,-200.917 -point --12.431,20.360,-199.466 -point --11.750,20.361,-197.643 -point --11.635,20.362,-194.997 -point --11.651,20.362,-193.269 -point --11.853,20.361,-191.815 -point --12.642,20.361,-189.285 -reverse -// Pedestrian number 52 -30 // Ref num -5 // Number of instructions -2 // Initial instruction -point --14.058,20.360,-199.169 -point --15.497,20.354,-199.937 -point --17.002,20.351,-198.655 -point --22.885,20.340,-194.924 -reverse -// Pedestrian number 53 -27 // Ref num -7 // Number of instructions -3 // Initial instruction -point --22.235,20.344,-194.380 -point --18.428,20.346,-196.159 -point --15.862,20.361,-196.097 -point --14.414,20.362,-195.789 -point --12.517,20.360,-196.391 -point --10.254,20.361,-199.061 -reverse -// Pedestrian number 54 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point --17.503,20.350,-194.324 -point --13.977,20.360,-196.473 -point --10.134,20.361,-198.794 -reverse -// Pedestrian number 55 -27 // Ref num -7 // Number of instructions -3 // Initial instruction -point --16.687,20.357,-191.613 -point --15.743,20.362,-193.485 -point --13.745,20.363,-194.630 -point --12.417,20.361,-195.777 -point --10.687,20.361,-197.363 -point --8.165,20.364,-198.494 -reverse -// Pedestrian number 56 -12 // Ref num -7 // Number of instructions -2 // Initial instruction -point --15.165,20.353,-185.785 -point --16.245,20.353,-186.621 -point --16.530,20.354,-187.381 -point --16.856,20.356,-188.681 -point --17.661,20.352,-189.768 -point --18.178,20.349,-190.940 -reverse -// Pedestrian number 57 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --18.560,20.346,-194.441 -point --20.749,20.345,-198.071 -point --24.853,20.344,-203.316 -reverse -// Pedestrian number 58 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --45.919,20.345,-66.718 -point --43.551,20.344,-67.599 -point --41.107,20.345,-68.348 -reverse -// Pedestrian number 59 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --39.854,20.345,-74.559 -point --40.444,20.344,-71.735 -point --39.532,20.345,-70.765 -reverse -// Pedestrian number 60 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --42.077,20.345,-70.878 -point --40.595,20.345,-71.042 -point --39.215,20.345,-71.233 -reverse -// Pedestrian number 61 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point --37.728,20.345,-73.296 -point --39.455,20.345,-71.775 -point --41.404,20.345,-71.543 -reverse -// Pedestrian number 62 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --42.208,20.345,-70.493 -point --40.973,20.345,-71.272 -point --37.871,20.345,-73.366 -reverse -// Pedestrian number 63 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --37.871,20.345,-73.366 -point --39.525,20.345,-73.147 -point --40.345,20.345,-73.185 -reverse -// Pedestrian number 64 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --40.523,20.345,-69.056 -point --40.168,20.345,-70.665 -point --39.835,20.345,-74.503 -reverse -// Pedestrian number 65 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --40.361,20.345,-69.347 -point --40.511,20.345,-73.149 -point --39.854,20.345,-74.557 -reverse -// Pedestrian number 66 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --26.417,20.353,-86.571 -point --28.384,20.346,-88.073 -point --31.865,20.365,-94.292 -reverse -// Pedestrian number 67 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --25.500,20.348,-101.221 -point --27.165,20.345,-103.174 -point --36.693,20.343,-109.993 -reverse -// Pedestrian number 68 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --36.044,20.347,-111.404 -point --30.900,20.345,-114.271 -point --23.881,20.346,-116.992 -reverse -// Pedestrian number 69 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --23.796,20.348,-115.448 -point --27.519,20.344,-114.891 -point --36.279,20.343,-110.706 -reverse -// Pedestrian number 70 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --34.776,20.345,-116.975 -point --30.026,20.345,-119.166 -point --23.263,20.348,-123.209 -reverse -// Pedestrian number 71 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --22.594,20.349,-122.926 -point --26.366,20.345,-123.934 -point --32.147,20.346,-128.449 -reverse -// Pedestrian number 72 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --32.230,20.346,-127.767 -point --28.852,20.345,-128.097 -point --22.793,20.348,-129.596 -reverse -// Pedestrian number 73 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point --12.326,20.357,-132.902 -point --22.842,20.345,-139.005 -point --27.429,20.346,-143.171 -reverse -// Pedestrian number 74 -25 // Ref num -5 // Number of instructions -2 // Initial instruction -point --32.067,20.347,-142.570 -point --29.780,20.344,-143.985 -point --29.285,20.343,-147.914 -point --31.949,20.344,-150.626 -reverse -// Pedestrian number 75 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --9.928,20.351,-175.670 -point --9.917,20.350,-180.840 -point --9.917,20.352,-184.110 -reverse -// Pedestrian number 76 -12 // Ref num -4 // Number of instructions -2 // Initial instruction -point --6.977,20.353,-184.942 -point --3.219,20.355,-185.127 -point -0.028,20.352,-184.759 -reverse -// Pedestrian number 77 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point -3.407,20.354,-184.709 -point -8.070,20.353,-184.767 -point -11.904,20.353,-184.771 -reverse -// Pedestrian number 78 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point -15.566,20.355,-184.675 -point -18.298,20.353,-184.674 -point -20.714,20.354,-184.674 -reverse -// Pedestrian number 79 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -25.690,20.346,-184.532 -point -24.384,20.348,-181.562 -point -22.130,20.353,-180.184 -reverse -// Pedestrian number 80 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point -21.960,20.355,-175.286 -point -24.728,20.351,-176.770 -point -25.881,20.346,-182.713 -reverse -// Pedestrian number 81 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -25.880,20.347,-182.714 -point -24.132,20.350,-181.889 -point -21.994,20.354,-178.624 -reverse -// Pedestrian number 82 -25 // Ref num -5 // Number of instructions -2 // Initial instruction -point -26.034,20.346,-182.652 -point -22.135,20.354,-180.990 -point -23.810,20.353,-174.940 -point -27.035,20.348,-177.433 -reverse -// Pedestrian number 83 -30 // Ref num -9 // Number of instructions -2 // Initial instruction -point -27.035,20.348,-177.432 -point -26.009,20.349,-177.994 -point -23.959,20.349,-179.066 -point -22.665,20.352,-180.607 -point -21.938,20.354,-183.429 -point -22.048,20.353,-184.426 -point -21.881,20.354,-185.011 -point -21.007,20.355,-184.851 -reverse -// Pedestrian number 84 -27 // Ref num -6 // Number of instructions -2 // Initial instruction -point -19.972,20.355,-184.707 -point -21.766,20.354,-184.849 -point -22.539,20.354,-184.525 -point -22.243,20.353,-183.811 -point -21.862,20.353,-175.329 -reverse -// Pedestrian number 85 -31 // Ref num -5 // Number of instructions -2 // Initial instruction -point -22.149,20.345,-208.897 -point -24.027,20.345,-208.079 -point -33.251,20.343,-206.752 -point -33.207,20.352,-204.638 -reverse -// Pedestrian number 86 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point -33.033,20.350,-205.487 -point -29.517,20.343,-200.695 -point -30.049,20.351,-196.963 -reverse -// Pedestrian number 87 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -30.097,20.351,-196.506 -point -30.064,20.351,-195.449 -point -30.061,20.351,-193.210 -reverse -// Pedestrian number 88 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -22.902,20.356,-188.265 -point -22.914,20.352,-185.439 -point -25.652,20.346,-183.058 -reverse -// Pedestrian number 89 -93 // Ref num -7 // Number of instructions -2 // Initial instruction -point -33.330,20.346,-167.594 -point -34.317,20.344,-168.058 -point -37.404,20.345,-168.853 -point -39.009,20.346,-168.744 -point -41.055,20.345,-167.443 -point -44.347,20.346,-163.147 -reverse -// Pedestrian number 90 -26 // Ref num -8 // Number of instructions -3 // Initial instruction -point -44.389,20.347,-163.153 -point -42.214,20.345,-164.200 -point -41.439,20.345,-164.247 -point -40.474,20.344,-164.211 -point -39.474,20.344,-163.926 -point -38.687,20.343,-163.078 -point -37.407,20.333,-161.460 -reverse -// Pedestrian number 91 -12 // Ref num -14 // Number of instructions -2 // Initial instruction -point -38.134,20.351,-160.083 -point -40.958,20.350,-159.088 -point -42.242,20.346,-159.376 -point -42.610,20.346,-159.463 -point -43.085,20.345,-159.110 -point -43.209,20.345,-158.657 -point -43.020,20.347,-158.105 -point -42.490,20.349,-157.619 -point -41.700,20.351,-157.573 -point -41.142,20.351,-158.185 -point -40.453,20.350,-159.128 -point -39.697,20.349,-160.194 -point -39.024,20.351,-160.504 -reverse -// Pedestrian number 92 -31 // Ref num -18 // Number of instructions -14 // Initial instruction -point -37.427,20.548,-138.264 -point -37.286,20.547,-137.519 -point -37.148,20.549,-136.999 -point -36.890,20.548,-136.476 -point -36.148,20.547,-135.974 -point -35.567,20.548,-136.024 -point -35.008,20.547,-136.630 -point -34.901,20.547,-137.489 -point -35.458,20.547,-138.540 -point -35.978,20.548,-139.348 -point -36.418,20.548,-139.364 -point -36.829,20.548,-139.147 -point -37.357,20.548,-138.282 -point -37.290,20.549,-137.266 -point -36.996,20.548,-136.719 -point -36.700,20.548,-136.290 -point -36.359,20.547,-135.969 -reverse -// Pedestrian number 93 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --12.881,20.363,-198.927 -point --10.875,20.357,-200.656 -point --8.998,20.348,-207.040 -reverse -// Pedestrian number 94 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --13.106,20.360,-200.061 -point --12.621,20.356,-201.107 -point --9.288,20.348,-206.897 -reverse -// Pedestrian number 95 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --9.536,20.347,-213.825 -point --12.370,20.343,-216.963 -point --13.663,20.350,-218.884 -reverse -// Pedestrian number 96 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --7.691,20.353,-219.676 -point --10.018,20.344,-216.112 -point --13.435,20.348,-211.025 -reverse -// Pedestrian number 97 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --13.681,20.350,-209.926 -point --12.055,20.345,-206.702 -point --8.587,20.363,-199.883 -reverse -// Pedestrian number 98 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --8.259,20.365,-199.728 -point --4.843,20.368,-200.359 -point -0.440,20.380,-203.117 -reverse -// Pedestrian number 99 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -0.617,20.375,-204.704 -point --4.121,20.364,-208.166 -point --8.442,20.349,-212.960 -reverse -// Pedestrian number 100 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --14.042,20.352,-210.522 -point --15.390,20.353,-214.226 -point --14.396,20.353,-219.011 -reverse -// Pedestrian number 101 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --14.104,20.350,-219.693 -point --10.484,20.342,-222.381 -point -0.453,20.368,-226.407 -reverse -// Pedestrian number 102 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -0.442,20.369,-226.788 -point --9.942,20.341,-230.175 -point --13.442,20.342,-231.666 -reverse -// Pedestrian number 103 -31 // Ref num -6 // Number of instructions -2 // Initial instruction -point -5.065,20.381,-225.348 -point -3.389,20.379,-220.361 -point -3.660,20.379,-217.436 -point -4.727,20.378,-212.150 -point -5.206,20.383,-206.217 -reverse -// Pedestrian number 104 -25 // Ref num -8 // Number of instructions -2 // Initial instruction -point -2.707,20.382,-206.112 -point -2.631,20.381,-209.091 -point -2.330,20.382,-209.745 -point -1.191,20.379,-211.763 -point --0.177,20.373,-214.764 -point -0.002,20.374,-218.538 -point -1.349,20.382,-225.044 -reverse -// Pedestrian number 105 -30 // Ref num -8 // Number of instructions -2 // Initial instruction -point -1.900,20.383,-224.950 -point -3.333,20.382,-223.539 -point -4.932,20.381,-222.879 -point -6.951,20.376,-222.801 -point -7.976,20.374,-223.517 -point -7.805,20.373,-225.264 -point -6.551,20.373,-226.602 -reverse -// Pedestrian number 106 -27 // Ref num -10 // Number of instructions -3 // Initial instruction -point -6.574,20.379,-226.131 -point -6.270,20.381,-224.344 -point -4.671,20.381,-222.134 -point -4.070,20.381,-220.882 -point -4.317,20.380,-218.867 -point -5.007,20.378,-216.665 -point -6.183,20.376,-213.165 -point -6.123,20.376,-209.407 -point -3.880,20.382,-205.942 -reverse -// Pedestrian number 107 -93 // Ref num -9 // Number of instructions -7 // Initial instruction -point -0.863,20.382,-205.909 -point --2.952,20.367,-203.634 -point --3.631,20.368,-203.043 -point --4.477,20.368,-201.881 -point --8.299,20.363,-199.043 -point --8.523,20.364,-198.841 -point --11.334,20.361,-194.118 -point --12.844,20.362,-189.235 -reverse -// Pedestrian number 108 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --12.843,20.362,-189.238 -point --14.618,20.362,-192.183 -point --16.190,20.361,-193.427 -reverse -// Pedestrian number 109 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --16.190,20.361,-193.427 -point --12.291,20.361,-193.325 -point --6.707,20.364,-192.986 -reverse -// Pedestrian number 110 -26 // Ref num -8 // Number of instructions -2 // Initial instruction -point --8.922,20.362,-189.821 -point --12.085,20.361,-192.008 -point --13.881,20.361,-192.335 -point --14.848,20.360,-192.434 -point --16.279,20.356,-192.046 -point --17.362,20.352,-191.349 -point --17.796,20.352,-190.037 -reverse -// Pedestrian number 111 -30 // Ref num -6 // Number of instructions -2 // Initial instruction -point --20.925,20.345,-182.894 -point --18.288,20.346,-184.775 -point --16.990,20.351,-186.709 -point --16.424,20.354,-188.336 -point --16.244,20.359,-189.859 -reverse -// Pedestrian number 112 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --16.192,20.359,-189.993 -point --14.880,20.356,-187.385 -point --13.994,20.355,-186.260 -reverse -// Pedestrian number 113 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --13.994,20.355,-186.260 -point --15.561,20.354,-186.739 -point --17.526,20.354,-188.528 -reverse -// Pedestrian number 114 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --17.979,20.353,-188.736 -point --17.803,20.351,-186.361 -point --15.892,20.349,-183.922 -reverse -// Pedestrian number 115 -30 // Ref num -7 // Number of instructions -4 // Initial instruction -point --15.416,20.347,-183.555 -point --13.848,20.349,-183.341 -point --12.709,20.349,-182.189 -point --12.261,20.349,-180.908 -point --11.770,20.350,-179.516 -point --10.095,20.351,-176.367 -reverse -// Pedestrian number 116 -26 // Ref num -7 // Number of instructions -2 // Initial instruction -point --27.569,20.347,-186.260 -point --25.115,20.345,-188.096 -point --24.177,20.345,-188.284 -point --23.858,20.344,-188.892 -point --24.098,20.344,-190.231 -point --24.488,20.326,-192.771 -reverse -// Pedestrian number 117 -25 // Ref num -6 // Number of instructions -2 // Initial instruction -point --28.134,20.346,-187.407 -point --27.834,20.345,-187.728 -point --26.219,20.343,-189.555 -point --25.806,20.344,-190.922 -point --24.662,20.344,-193.543 -reverse -// Pedestrian number 118 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --24.482,20.345,-193.625 -point --27.607,20.344,-192.195 -point --29.796,20.343,-191.194 -reverse -// Pedestrian number 119 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --28.792,20.345,-195.160 -point --29.482,20.344,-195.954 -point --31.925,20.345,-203.713 -reverse -// Pedestrian number 120 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --31.925,20.345,-203.713 -point --30.086,20.343,-202.811 -point --25.661,20.345,-203.537 -reverse -// Pedestrian number 121 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --25.663,20.345,-203.351 -point --22.604,20.343,-201.544 -point --21.101,20.346,-201.442 -reverse -// Pedestrian number 122 -12 // Ref num -4 // Number of instructions -2 // Initial instruction -point --21.093,20.346,-201.453 -point --23.875,20.344,-199.310 -point --25.508,20.344,-195.667 -reverse -// Pedestrian number 123 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --23.836,20.345,-195.428 -point --24.411,20.342,-197.037 -point --27.595,20.344,-204.241 -reverse -// Pedestrian number 124 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --20.929,20.344,-201.510 -point --15.236,20.359,-198.353 -point --13.988,20.362,-198.502 -reverse -// Pedestrian number 125 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --13.389,20.348,-214.861 -point --10.139,20.344,-219.810 -point --7.231,20.345,-220.245 -reverse -// Pedestrian number 126 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --7.193,20.355,-220.468 -point --9.975,20.345,-225.310 -point --13.597,20.345,-227.426 -reverse -// Pedestrian number 127 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --13.612,20.345,-227.324 -point --12.701,20.344,-230.290 -point --13.727,20.345,-231.767 -reverse -// Pedestrian number 128 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --13.727,20.345,-231.767 -point --10.025,20.341,-238.975 -point --9.030,20.348,-243.861 -reverse -// Pedestrian number 129 -31 // Ref num -5 // Number of instructions -3 // Initial instruction -point --9.103,20.348,-244.604 -point --7.791,20.351,-245.080 -point --6.799,20.356,-246.310 -point -0.460,20.364,-248.139 -reverse -// Pedestrian number 130 -31 // Ref num -6 // Number of instructions -2 // Initial instruction -point -0.457,20.371,-249.057 -point --1.445,20.373,-249.143 -point --4.054,20.364,-250.414 -point --5.522,20.358,-251.275 -point --8.329,20.351,-252.691 -reverse -// Pedestrian number 131 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --8.567,20.350,-252.661 -point --9.735,20.345,-252.232 -point --22.285,20.345,-246.678 -reverse -// Pedestrian number 132 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --22.517,20.344,-242.555 -point --13.046,20.344,-238.544 -point --14.077,20.345,-232.519 -reverse -// Pedestrian number 133 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --13.664,20.345,-232.415 -point --10.013,20.345,-234.001 -point --8.944,20.346,-243.862 -reverse -// Pedestrian number 134 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --9.174,20.348,-244.092 -point --12.662,20.344,-246.332 -point --22.064,20.342,-253.329 -reverse -// Pedestrian number 135 -12 // Ref num -4 // Number of instructions -2 // Initial instruction -point --22.385,20.344,-250.868 -point --13.413,20.342,-257.380 -point --12.020,20.342,-261.642 -reverse -// Pedestrian number 136 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --11.719,20.345,-261.997 -point --10.250,20.343,-263.139 -point --10.068,20.344,-264.470 -reverse -// Pedestrian number 137 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --10.034,20.344,-264.436 -point --8.178,20.344,-265.102 -point --7.887,20.345,-266.968 -reverse -// Pedestrian number 138 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --5.336,20.347,-268.889 -point --5.126,20.345,-268.197 -point -0.510,20.374,-262.439 -reverse -// Pedestrian number 139 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point -12.507,20.347,-269.535 -point -7.554,20.344,-269.495 -point -4.939,20.343,-271.404 -reverse -// Pedestrian number 140 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point -4.512,20.345,-271.438 -point -2.846,20.344,-269.995 -point --1.819,20.343,-270.721 -reverse -// Pedestrian number 141 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --2.732,20.344,-270.506 -point --3.021,20.346,-265.966 -point -3.219,20.379,-262.398 -reverse -// Pedestrian number 142 -12 // Ref num -4 // Number of instructions -2 // Initial instruction -point -4.924,20.381,-262.189 -point -4.024,20.380,-262.213 -point -1.442,20.379,-262.286 -reverse -// Pedestrian number 143 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point -2.160,20.380,-262.269 -point -4.443,20.346,-266.963 -point -8.316,20.345,-270.813 -reverse -// Pedestrian number 144 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -9.056,20.345,-270.898 -point -12.483,20.343,-267.997 -point -15.662,20.347,-267.443 -reverse -// Pedestrian number 145 -27 // Ref num -12 // Number of instructions -2 // Initial instruction -point -13.631,20.347,-269.679 -point -12.298,20.346,-264.595 -point -11.779,20.349,-263.799 -point -11.277,20.351,-263.567 -point -10.496,20.353,-263.583 -point -9.718,20.354,-263.993 -point -8.391,20.353,-265.438 -point -7.838,20.353,-265.468 -point -7.236,20.356,-265.202 -point -6.817,20.360,-264.749 -point -6.050,20.373,-262.362 -reverse -// Pedestrian number 146 -31 // Ref num -9 // Number of instructions -7 // Initial instruction -point -6.379,20.367,-261.179 -point -9.897,20.366,-258.614 -point -10.856,20.361,-257.589 -point -11.315,20.359,-256.209 -point -11.035,20.362,-254.544 -point -9.938,20.366,-253.219 -point -6.349,20.381,-252.996 -point -4.897,20.381,-250.497 -reverse -// Pedestrian number 147 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point -1.814,20.383,-250.460 -point -3.289,20.380,-250.463 -point -5.352,20.379,-250.468 -reverse -// Pedestrian number 148 -93 // Ref num -7 // Number of instructions -2 // Initial instruction -point -6.605,20.379,-259.478 -point -6.114,20.381,-257.321 -point -5.365,20.381,-256.361 -point -4.286,20.381,-256.206 -point -3.212,20.380,-256.854 -point -2.636,20.375,-258.978 -reverse -// Pedestrian number 149 -27 // Ref num -11 // Number of instructions -2 // Initial instruction -point -2.698,20.383,-259.061 -point -5.608,20.380,-258.826 -point -6.994,20.376,-258.344 -point -7.689,20.374,-257.679 -point -8.016,20.372,-256.671 -point -7.831,20.373,-255.566 -point -6.425,20.378,-254.093 -point -5.089,20.379,-253.457 -point -4.118,20.380,-252.638 -point -3.724,20.383,-250.693 -reverse -// Pedestrian number 150 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point -2.353,20.383,-250.676 -point -4.378,20.381,-254.072 -point -5.896,20.381,-258.993 -reverse -// Pedestrian number 151 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point -4.049,20.383,-259.244 -point -2.469,20.381,-256.070 -point -1.112,20.384,-250.689 -reverse -// Pedestrian number 152 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -0.426,20.378,-250.300 -point --3.533,20.365,-253.294 -point --8.245,20.350,-253.212 -reverse -// Pedestrian number 153 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point -0.504,20.379,-261.274 -point --4.993,20.345,-264.340 -point --5.696,20.344,-268.830 -reverse -// Pedestrian number 154 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --4.825,20.345,-269.014 -point --3.477,20.345,-269.303 -point --2.792,20.341,-270.288 -reverse -// Pedestrian number 155 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point -3.426,20.378,-262.377 -point -5.904,20.347,-266.767 -point -8.336,20.345,-270.802 -reverse -// Pedestrian number 156 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -15.667,20.347,-267.662 -point -16.869,20.344,-264.340 -point -19.549,20.347,-262.661 -reverse -// Pedestrian number 157 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -19.692,20.347,-262.216 -point -19.781,20.344,-259.541 -point -21.051,20.348,-258.536 -reverse -// Pedestrian number 158 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point -21.478,20.348,-258.391 -point -20.448,20.345,-255.965 -point -21.429,20.348,-254.743 -reverse -// Pedestrian number 159 -12 // Ref num -4 // Number of instructions -2 // Initial instruction -point -21.508,20.348,-250.546 -point -20.190,20.345,-249.498 -point -20.155,20.345,-247.703 -reverse -// Pedestrian number 160 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point -20.599,20.349,-236.646 -point -20.564,20.347,-239.310 -point -20.836,20.348,-241.649 -reverse -// Pedestrian number 161 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point -20.834,20.348,-241.652 -point -20.311,20.347,-240.757 -point -20.864,20.351,-236.693 -reverse -// Pedestrian number 162 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -20.566,20.349,-236.479 -point -19.221,20.345,-234.439 -point -20.219,20.347,-232.146 -reverse -// Pedestrian number 163 -30 // Ref num -7 // Number of instructions -2 // Initial instruction -point -20.055,20.349,-231.892 -point -18.902,20.346,-229.875 -point -18.450,20.345,-228.984 -point -18.338,20.345,-228.484 -point -18.777,20.346,-228.079 -point -19.790,20.349,-228.237 -reverse -// Pedestrian number 164 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -19.792,20.350,-228.237 -point -19.499,20.348,-226.206 -point -23.283,20.350,-223.777 -reverse -// Pedestrian number 165 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -23.397,20.352,-223.660 -point -22.563,20.347,-221.512 -point -18.974,20.345,-215.129 -reverse -// Pedestrian number 166 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -18.973,20.346,-215.130 -point -16.634,20.345,-218.475 -point -7.040,20.375,-225.801 -reverse -// Pedestrian number 167 -93 // Ref num -5 // Number of instructions -2 // Initial instruction -point -6.733,20.379,-227.661 -point -5.102,20.375,-238.309 -point -4.083,20.373,-246.128 -point -3.344,20.382,-246.703 -reverse -// Pedestrian number 168 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -2.260,20.383,-247.350 -point -3.553,20.380,-246.715 -point -6.722,20.380,-247.622 -reverse -// Pedestrian number 169 -12 // Ref num -6 // Number of instructions -2 // Initial instruction -point -5.893,20.382,-247.583 -point -4.422,20.379,-243.948 -point -2.682,20.379,-234.004 -point -3.363,20.381,-231.784 -point -4.724,20.381,-229.127 -reverse -// Pedestrian number 170 -12 // Ref num -4 // Number of instructions -2 // Initial instruction -point -1.611,20.382,-228.422 -point -2.531,20.383,-231.012 -point -1.338,20.379,-247.343 -reverse -// Pedestrian number 171 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point -1.340,20.382,-247.333 -point -2.806,20.381,-244.957 -point -5.192,20.383,-247.389 -reverse -// Pedestrian number 172 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -6.146,20.382,-247.245 -point -10.211,20.365,-242.318 -point -15.940,20.347,-237.208 -reverse -// Pedestrian number 173 -27 // Ref num -7 // Number of instructions -2 // Initial instruction -point -15.815,20.348,-236.823 -point -15.950,20.345,-234.763 -point -14.802,20.349,-232.830 -point -13.406,20.351,-231.558 -point -9.596,20.366,-229.774 -point -6.531,20.367,-228.074 -reverse -// Pedestrian number 174 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -14.748,20.351,-234.084 -point -15.789,20.345,-231.306 -point -18.476,20.345,-229.563 -reverse -// Pedestrian number 175 -31 // Ref num -7 // Number of instructions -2 // Initial instruction -point -18.476,20.345,-229.563 -point -15.599,20.345,-225.683 -point -14.889,20.346,-225.108 -point -12.692,20.353,-224.137 -point -9.534,20.367,-224.759 -point -6.601,20.374,-226.098 -reverse -// Pedestrian number 176 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -6.494,20.376,-227.001 -point -14.922,20.346,-229.282 -point -23.181,20.350,-224.337 -reverse -// Pedestrian number 177 -31 // Ref num -5 // Number of instructions -3 // Initial instruction -point -23.300,20.352,-224.196 -point -23.665,20.351,-222.654 -point -23.512,20.343,-215.986 -point -22.240,20.343,-209.881 -reverse -// Pedestrian number 178 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -19.455,20.345,-214.174 -point -21.282,20.345,-213.866 -point -21.953,20.344,-210.041 -reverse -// Pedestrian number 179 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -22.558,20.345,-209.764 -point -25.162,20.344,-209.462 -point -32.023,20.351,-209.199 -reverse -// Pedestrian number 180 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -32.496,20.351,-198.721 -point -28.912,20.342,-203.713 -point -22.412,20.345,-209.013 -reverse -// Pedestrian number 181 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -22.595,20.346,-209.582 -point -25.844,20.345,-203.032 -point -24.483,20.346,-192.641 -reverse -// Pedestrian number 182 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -24.843,20.348,-192.062 -point -26.136,20.344,-195.639 -point -30.442,20.351,-198.065 -reverse -// Pedestrian number 183 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -24.760,20.348,-189.494 -point -28.548,20.344,-187.997 -point -30.689,20.351,-187.754 -reverse -// Pedestrian number 184 -93 // Ref num -5 // Number of instructions -2 // Initial instruction -point -30.630,20.351,-185.793 -point -29.561,20.345,-183.597 -point -30.859,20.344,-178.214 -point -34.783,20.348,-174.282 -reverse -// Pedestrian number 185 -26 // Ref num -5 // Number of instructions -2 // Initial instruction -point -34.806,20.350,-174.237 -point -34.340,20.345,-171.601 -point -34.559,20.343,-169.987 -point -33.548,20.346,-167.599 -reverse -// Pedestrian number 186 -25 // Ref num -5 // Number of instructions -2 // Initial instruction -point -44.096,20.346,-163.046 -point -41.552,20.344,-162.392 -point -38.005,20.347,-161.947 -point -34.292,20.353,-163.660 -reverse -// Pedestrian number 187 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -32.373,20.353,-165.489 -point -31.886,20.345,-168.882 -point -27.689,20.353,-171.738 -reverse -// Pedestrian number 188 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -26.859,20.353,-173.289 -point -27.329,20.348,-175.723 -point -26.778,20.345,-179.015 -reverse -// Pedestrian number 189 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point -26.564,20.347,-179.442 -point -24.110,20.349,-180.198 -point -22.056,20.353,-183.431 -reverse -// Pedestrian number 190 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -34.823,20.350,-174.265 -point -33.089,20.346,-173.633 -point -28.443,20.344,-175.365 -reverse -// Pedestrian number 191 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -43.090,20.354,-153.396 -point -41.115,20.351,-155.449 -point -37.732,20.353,-160.663 -reverse -// Pedestrian number 192 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -38.239,20.354,-159.881 -point -41.166,20.351,-158.146 -point -42.465,20.349,-157.819 -reverse -// Pedestrian number 193 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point -42.893,20.348,-157.776 -point -44.410,20.347,-157.065 -point -45.189,20.344,-161.027 -reverse -// Pedestrian number 194 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point -52.053,19.968,-148.892 -point -53.015,19.967,-147.743 -point -54.431,19.967,-146.056 -reverse -// Pedestrian number 195 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -83.660,19.598,-127.849 -point -84.048,19.596,-129.275 -point -84.485,19.596,-131.047 -reverse -// Pedestrian number 196 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -79.116,19.596,-126.839 -point -77.978,19.596,-126.828 -point -76.060,19.596,-126.928 -reverse -// Pedestrian number 197 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -86.196,19.596,-132.435 -point -87.972,19.595,-133.505 -point -90.575,19.596,-134.860 -reverse -// Pedestrian number 198 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -91.320,19.597,-135.099 -point -94.319,19.599,-133.587 -point -96.276,19.600,-133.426 -reverse -// Pedestrian number 199 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point -97.313,19.599,-135.689 -point -95.347,19.599,-135.159 -point -91.640,19.595,-132.983 -reverse -// Pedestrian number 200 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -99.681,19.467,-135.928 -point -101.015,19.468,-135.936 -point -102.417,19.469,-135.940 -reverse -// Pedestrian number 201 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point -114.087,19.098,-135.930 -point -115.676,19.097,-135.916 -point -117.577,19.098,-135.899 -reverse -// Pedestrian number 202 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -124.100,18.851,-135.927 -point -126.209,18.850,-135.099 -point -127.907,18.854,-133.641 -reverse -// Pedestrian number 203 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -122.617,18.977,-133.461 -point -121.314,18.973,-133.463 -point -119.208,18.975,-134.153 -reverse -// Pedestrian number 204 -12 // Ref num -4 // Number of instructions -2 // Initial instruction -point -117.889,19.098,-134.302 -point -115.573,19.098,-133.670 -point -114.477,19.098,-133.575 -reverse -// Pedestrian number 205 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -137.851,18.697,-135.935 -point -135.121,18.726,-135.350 -point -133.876,18.724,-136.155 -reverse -// Pedestrian number 206 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point -138.297,18.699,-135.705 -point -139.766,18.715,-134.248 -point -141.923,18.682,-134.535 -reverse -// Pedestrian number 207 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -142.010,18.688,-134.212 -point -142.635,18.713,-132.113 -point -145.531,18.682,-130.873 -reverse -// Pedestrian number 208 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -145.879,18.679,-130.580 -point -138.788,18.777,-129.552 -point -137.057,18.842,-129.977 -reverse -// Pedestrian number 209 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point -136.880,18.873,-128.068 -point -137.654,18.852,-125.636 -point -137.723,18.807,-121.802 -reverse -// Pedestrian number 210 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point -137.992,18.798,-120.827 -point -142.825,18.733,-118.642 -point -147.593,18.682,-114.948 -reverse -// Pedestrian number 211 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point -147.802,18.682,-115.306 -point -146.394,18.724,-118.849 -point -149.082,18.676,-122.548 -reverse -// Pedestrian number 212 -12 // Ref num -4 // Number of instructions -2 // Initial instruction -point -145.415,18.684,-112.108 -point -140.781,18.726,-112.133 -point -135.926,18.746,-110.768 -reverse -// Pedestrian number 213 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point -135.143,18.744,-109.933 -point -138.876,18.724,-108.754 -point -142.943,18.726,-108.272 -reverse -// Pedestrian number 214 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -143.229,18.727,-109.026 -point -140.683,18.726,-110.184 -point -137.074,18.797,-118.280 -reverse -// Pedestrian number 215 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -135.898,18.821,-117.086 -point -136.453,18.788,-114.363 -point -135.740,18.750,-110.948 -reverse -// Pedestrian number 216 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -135.972,18.742,-110.443 -point -135.513,18.725,-107.150 -point -135.135,18.727,-104.431 -reverse -// Pedestrian number 217 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -133.311,18.727,-106.625 -point -133.139,18.727,-104.239 -point -131.110,18.727,-102.674 -reverse -// Pedestrian number 218 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -128.964,18.727,-100.973 -point -127.437,18.726,-100.909 -point -126.099,18.725,-101.136 -reverse -// Pedestrian number 219 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point -128.397,18.727,-103.645 -point -127.769,18.727,-101.767 -point -129.772,18.727,-101.728 -reverse -// Pedestrian number 220 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -130.830,18.727,-102.779 -point -129.032,18.726,-102.618 -point -127.244,18.727,-102.421 -reverse -// Pedestrian number 221 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -123.929,18.727,-98.926 -point -125.991,18.725,-101.398 -point -129.563,18.725,-104.524 -reverse -// Pedestrian number 222 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point -125.513,18.727,-96.873 -point -124.274,18.727,-96.345 -point -122.245,18.767,-95.847 -reverse -// Pedestrian number 223 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -121.897,18.727,-95.147 -point -122.896,18.726,-92.256 -point -120.171,18.727,-89.201 -reverse -// Pedestrian number 224 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -120.157,18.727,-88.334 -point -120.093,18.726,-86.558 -point -119.744,18.726,-84.863 -reverse -// Pedestrian number 225 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point -121.712,18.727,-84.290 -point -121.278,18.726,-82.680 -point -119.512,18.726,-81.675 -reverse -// Pedestrian number 226 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -116.051,18.728,-76.269 -point -115.075,18.739,-75.142 -point -113.414,18.739,-73.174 -reverse -// Pedestrian number 227 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -112.073,18.742,-72.975 -point -110.823,18.740,-73.155 -point -109.179,18.741,-73.797 -reverse -// Pedestrian number 228 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point -108.205,18.742,-74.450 -point -109.743,18.739,-73.515 -point -112.560,18.740,-72.915 -reverse -// Pedestrian number 229 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --97.187,20.345,-27.959 -point --94.801,20.343,-27.152 -point --95.471,20.345,-24.777 -reverse -// Pedestrian number 230 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --101.908,18.463,-18.609 -point --102.855,18.462,-17.596 -point --104.434,18.463,-16.743 -reverse -// Pedestrian number 231 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --102.172,18.462,-18.503 -point --102.071,18.463,-16.771 -point --97.161,18.459,-13.995 -reverse -// Pedestrian number 232 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --94.739,18.463,-16.794 -point --95.602,18.462,-15.708 -point --96.415,18.463,-14.613 -reverse -// Pedestrian number 233 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --94.152,18.464,-15.876 -point --96.359,18.462,-17.442 -point --95.744,18.463,-21.029 -reverse -// Pedestrian number 234 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --94.539,18.463,-23.122 -point --96.722,18.461,-21.619 -point --100.205,18.463,-17.852 -reverse -// Pedestrian number 235 -12 // Ref num -4 // Number of instructions -2 // Initial instruction -point --99.973,18.463,-16.072 -point --99.641,18.462,-12.775 -point --99.595,18.459,-9.011 -reverse -// Pedestrian number 236 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point --99.752,18.463,-8.833 -point --103.460,18.462,-8.465 -point --106.938,18.463,-7.825 -reverse -// Pedestrian number 237 -25 // Ref num -7 // Number of instructions -3 // Initial instruction -point --106.638,18.462,-7.862 -point --108.229,18.463,-8.478 -point --108.230,18.463,-8.478 -point --109.453,18.463,-8.597 -point --110.361,18.462,-9.412 -point --110.610,18.462,-11.008 -reverse -// Pedestrian number 238 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --110.154,18.463,-12.021 -point --108.953,18.463,-13.253 -point --106.094,18.462,-16.012 -reverse -// Pedestrian number 239 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --108.294,18.462,-14.339 -point --107.355,18.463,-13.924 -point --102.684,18.459,-8.082 -reverse -// Pedestrian number 240 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --91.347,19.855,-15.763 -point --90.369,19.853,-15.551 -point --88.591,19.853,-13.542 -reverse -// Pedestrian number 241 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --89.277,19.855,-12.947 -point --89.280,19.853,-14.475 -point --89.524,19.854,-16.242 -reverse -// Pedestrian number 242 -27 // Ref num -7 // Number of instructions -5 // Initial instruction -point --89.280,19.854,-15.607 -point --89.069,19.854,-15.063 -point --88.420,19.855,-13.372 -point --88.876,19.855,-14.093 -point --90.464,19.854,-14.017 -point --91.813,19.854,-15.636 -reverse -// Pedestrian number 243 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point --90.393,20.337,-22.660 -point --88.573,20.335,-24.014 -point --84.906,20.336,-26.647 -reverse -// Pedestrian number 244 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --85.574,20.337,-23.170 -point --87.955,20.337,-22.410 -point --91.152,20.337,-22.096 -reverse -// Pedestrian number 245 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --90.458,20.337,-19.682 -point --88.440,20.337,-22.859 -point --86.554,20.337,-25.402 -reverse -// Pedestrian number 246 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -0.163,20.345,-272.757 -point -1.129,20.345,-274.121 -point -3.051,20.345,-276.838 -reverse -// Pedestrian number 247 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -4.171,20.345,-272.577 -point -7.338,20.344,-273.141 -point -13.613,20.347,-273.633 -reverse -// Pedestrian number 248 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point -13.010,20.348,-270.132 -point -15.225,20.347,-270.191 -point -16.598,20.347,-267.286 -reverse -// Pedestrian number 249 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -20.008,20.348,-262.889 -point -19.516,20.348,-265.381 -point -20.189,20.351,-268.586 -reverse -// Pedestrian number 250 -12 // Ref num -5 // Number of instructions -2 // Initial instruction -point -21.196,20.352,-267.848 -point -19.907,20.349,-265.727 -point -19.146,20.347,-264.520 -point -19.564,20.348,-262.637 -reverse -// Pedestrian number 251 -25 // Ref num -5 // Number of instructions -3 // Initial instruction -point -20.159,20.348,-262.689 -point -21.092,20.350,-263.725 -point -18.916,20.349,-266.314 -point -16.633,20.347,-267.384 -reverse -// Pedestrian number 252 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point -137.032,18.868,-128.299 -point -142.516,18.733,-125.449 -point -149.044,18.678,-123.065 -reverse -// Pedestrian number 253 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -149.048,18.679,-123.068 -point -146.418,18.724,-121.529 -point -138.878,18.784,-119.677 -reverse -// Pedestrian number 254 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -144.903,18.702,-111.214 -point -142.096,18.725,-111.179 -point -136.016,18.744,-110.657 -reverse -// Pedestrian number 255 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -135.024,18.745,-109.873 -point -138.048,18.727,-110.025 -point -143.157,18.728,-109.495 -reverse -// Pedestrian number 256 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -108.208,18.734,-77.965 -point -109.014,18.740,-76.960 -point -110.253,18.742,-75.927 -reverse -// Pedestrian number 257 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -104.712,18.727,-78.392 -point -104.313,18.730,-82.578 -point -100.847,18.726,-85.908 -reverse -// Pedestrian number 258 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point -100.324,18.727,-86.310 -point -97.806,18.725,-87.352 -point -94.772,18.727,-88.445 -reverse -// Pedestrian number 259 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -94.469,18.727,-88.548 -point -95.586,18.726,-88.165 -point -98.695,18.727,-87.099 -reverse -// Pedestrian number 260 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point -90.508,18.727,-85.703 -point -96.205,18.725,-85.417 -point -97.368,18.727,-84.379 -reverse -// Pedestrian number 261 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point -96.146,18.727,-83.561 -point -93.752,18.726,-85.575 -point -90.289,18.725,-85.774 -reverse -// Pedestrian number 262 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point -87.520,18.726,-84.460 -point -84.724,18.725,-83.841 -point -82.290,18.726,-82.888 -reverse -// Pedestrian number 263 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -59.459,28.301,-88.983 -point -58.214,28.299,-88.994 -point -51.720,28.301,-89.050 -reverse -// Pedestrian number 264 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -50.684,28.301,-87.018 -point -49.485,28.299,-88.991 -point -46.084,28.091,-93.869 -reverse -// Pedestrian number 265 -26 // Ref num -5 // Number of instructions -2 // Initial instruction -point -45.795,28.074,-94.283 -point -44.640,28.147,-92.322 -point -43.309,28.096,-93.414 -point -43.232,28.059,-96.136 -reverse -// Pedestrian number 266 -12 // Ref num -4 // Number of instructions -2 // Initial instruction -point -43.335,28.054,-96.809 -point -43.449,28.053,-98.647 -point -43.452,28.053,-101.094 -reverse -// Pedestrian number 267 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point -19.993,28.302,-87.250 -point -17.728,28.299,-86.332 -point -15.708,28.300,-85.463 -reverse -// Pedestrian number 268 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -12.384,28.300,-83.431 -point -9.311,28.299,-81.638 -point -7.031,28.298,-80.325 -reverse -// Pedestrian number 269 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -4.464,28.300,-78.848 -point -2.636,28.299,-77.706 -point -0.790,28.298,-76.414 -reverse -// Pedestrian number 270 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --2.842,28.301,-73.050 -point --4.884,28.298,-71.005 -point --6.925,28.299,-68.678 -reverse -// Pedestrian number 271 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --10.275,28.300,-64.639 -point --11.409,28.299,-63.021 -point --13.308,28.299,-60.271 -reverse -// Pedestrian number 272 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --5.751,28.301,-66.227 -point --4.814,28.299,-67.344 -point --3.232,28.297,-69.211 -reverse -// Pedestrian number 273 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -0.751,28.300,-73.177 -point -1.893,28.300,-74.242 -point -3.365,28.300,-75.335 -reverse -// Pedestrian number 274 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point -4.765,28.301,-76.270 -point -6.015,28.299,-77.083 -point -7.746,28.299,-78.272 -reverse -// Pedestrian number 275 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -10.145,28.301,-79.715 -point -11.045,28.300,-80.172 -point -12.948,28.301,-81.259 -reverse -// Pedestrian number 276 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -11.707,28.301,-83.096 -point -10.201,28.300,-80.851 -point -8.688,28.301,-78.963 -reverse -// Pedestrian number 277 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point -7.706,28.301,-78.253 -point -5.654,28.300,-77.810 -point -2.574,28.300,-77.469 -reverse -// Pedestrian number 278 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --4.114,28.302,-68.282 -point --4.949,28.300,-68.001 -point --7.508,28.300,-67.455 -reverse -// Pedestrian number 279 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --15.537,28.301,-40.813 -point --16.164,28.300,-37.333 -point --16.686,28.300,-34.438 -reverse -// Pedestrian number 280 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --18.557,28.300,-38.759 -point --16.778,28.301,-41.984 -point --16.946,28.300,-47.083 -reverse -// Pedestrian number 281 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point --16.695,28.300,-48.046 -point --15.380,28.300,-51.175 -point --15.628,28.302,-53.709 -reverse -// Pedestrian number 282 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point --32.705,28.154,-25.606 -point --31.650,28.154,-25.731 -point --31.099,28.157,-27.671 -reverse -// Pedestrian number 283 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --32.760,28.154,-27.955 -point --32.125,28.154,-27.910 -point --31.362,28.154,-27.901 -reverse -// Pedestrian number 284 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --31.607,28.154,-27.864 -point --31.475,28.154,-27.271 -point --32.204,28.154,-25.591 -reverse -// Pedestrian number 285 -12 // Ref num -4 // Number of instructions -2 // Initial instruction -point --31.445,28.154,-27.824 -point --31.180,28.157,-27.760 -point --32.258,28.154,-27.826 -reverse -// Pedestrian number 286 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --31.719,28.154,-25.595 -point --32.542,28.154,-25.959 -point --32.517,28.154,-27.790 -reverse -// Pedestrian number 287 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --44.092,22.104,-26.582 -point --45.296,22.103,-27.259 -point --48.199,22.091,-29.252 -reverse -// Pedestrian number 288 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --43.553,22.103,-24.007 -point --43.485,22.102,-22.709 -point --43.480,22.104,-19.377 -reverse -// Pedestrian number 289 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --43.625,22.103,-18.942 -point --45.355,22.103,-20.788 -point --46.239,22.111,-22.077 -reverse -// Pedestrian number 290 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --46.079,22.104,-22.382 -point --45.002,22.103,-25.522 -point --44.074,22.103,-27.513 -reverse -// Pedestrian number 291 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point --44.417,22.104,-27.101 -point --46.978,22.103,-25.624 -point --51.165,22.103,-23.703 -reverse -// Pedestrian number 292 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --51.971,22.104,-24.187 -point --54.092,22.102,-24.833 -point --59.998,22.102,-23.933 -reverse -// Pedestrian number 293 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --59.892,22.104,-24.292 -point --61.061,22.102,-25.551 -point --64.193,22.103,-31.081 -reverse -// Pedestrian number 294 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --51.886,22.104,-22.952 -point --50.091,22.103,-25.238 -point --49.346,22.081,-28.560 -reverse -// Pedestrian number 295 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point --48.254,22.103,-29.366 -point --47.178,22.103,-30.514 -point --45.711,22.104,-31.762 -reverse -// Pedestrian number 296 -12 // Ref num -4 // Number of instructions -2 // Initial instruction -point --46.184,22.104,-32.356 -point --48.355,22.104,-33.287 -point --51.377,22.103,-31.842 -reverse -// Pedestrian number 297 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --52.154,22.104,-31.576 -point --54.634,22.104,-31.080 -point --57.708,22.103,-32.643 -reverse -// Pedestrian number 298 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --58.493,22.104,-32.602 -point --57.600,22.103,-28.628 -point --53.936,22.104,-22.243 -reverse -// Pedestrian number 299 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --53.818,22.104,-21.758 -point --56.537,22.103,-24.981 -point --59.029,22.103,-23.330 -reverse -// Pedestrian number 300 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --59.310,22.104,-23.075 -point --58.890,22.104,-24.910 -point --58.470,22.104,-32.463 -reverse -// Pedestrian number 301 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point --58.771,22.104,-32.555 -point --60.697,22.103,-28.820 -point --62.174,22.103,-23.125 -reverse -// Pedestrian number 302 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --74.766,21.010,-25.339 -point --72.879,21.193,-26.974 -point --71.186,21.316,-27.930 -reverse -// Pedestrian number 303 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --71.079,21.322,-27.950 -point --70.206,21.363,-26.928 -point --69.640,21.393,-25.605 -reverse -// Pedestrian number 304 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --67.062,22.104,-29.320 -point --64.330,22.104,-28.194 -point --61.349,22.106,-34.116 -reverse -// Pedestrian number 305 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --57.377,22.103,-34.349 -point --56.579,22.103,-34.353 -point --55.051,22.102,-34.353 -reverse -// Pedestrian number 306 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --53.000,22.103,-34.353 -point --51.515,22.102,-34.353 -point --50.583,22.102,-34.353 -reverse -// Pedestrian number 307 -26 // Ref num -5 // Number of instructions -2 // Initial instruction -point --47.782,22.103,-34.353 -point --45.820,22.101,-34.353 -point --44.555,22.101,-34.353 -point --43.742,22.104,-34.257 -reverse -// Pedestrian number 308 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point --43.526,22.104,-34.107 -point --43.487,22.101,-31.598 -point --43.526,22.106,-28.698 -reverse -// Pedestrian number 309 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --49.547,22.104,-28.638 -point --52.269,22.104,-28.009 -point --53.705,22.103,-29.668 -reverse -// Pedestrian number 310 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --54.115,22.104,-29.702 -point --55.456,22.104,-28.463 -point --60.102,22.103,-24.181 -reverse -// Pedestrian number 311 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --106.357,18.462,-8.004 -point --101.203,18.460,-12.823 -point --100.230,18.462,-15.781 -reverse -// Pedestrian number 312 -12 // Ref num -4 // Number of instructions -2 // Initial instruction -point --106.581,18.463,-15.407 -point --103.266,18.463,-14.670 -point --101.377,18.463,-8.187 -reverse -// Pedestrian number 313 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --100.981,18.463,-16.940 -point --103.196,18.462,-13.407 -point --109.252,18.462,-8.191 -reverse -// Pedestrian number 314 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --97.130,18.463,-13.204 -point --97.202,18.462,-12.199 -point --97.404,18.462,-9.565 -reverse -// Pedestrian number 315 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --97.448,18.463,-9.392 -point --98.783,18.463,-11.120 -point --97.397,18.462,-12.718 -reverse -// Pedestrian number 316 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --95.650,18.464,-9.866 -point --97.202,18.462,-10.881 -point --98.635,18.461,-9.153 -reverse -// Pedestrian number 317 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --100.433,18.463,-8.471 -point --101.886,18.462,-8.248 -point --103.538,18.461,-7.834 -reverse -// Pedestrian number 318 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point --104.805,18.462,-7.665 -point --106.517,18.462,-7.639 -point --109.834,18.461,-8.023 -reverse -// Pedestrian number 319 -30 // Ref num -5 // Number of instructions -2 // Initial instruction -point -3.731,20.382,-202.707 -point -4.384,20.372,-198.092 -point -6.044,20.352,-186.361 -point -6.995,20.356,-184.859 -reverse -// Pedestrian number 320 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -10.859,20.355,-184.827 -point -7.129,20.360,-188.434 -point -3.220,20.355,-184.945 -reverse -// Pedestrian number 321 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point -3.218,20.356,-184.943 -point -7.027,20.360,-187.803 -point -11.822,20.355,-184.679 -reverse -// Pedestrian number 322 -93 // Ref num -8 // Number of instructions -3 // Initial instruction -point -12.260,20.355,-184.676 -point -8.957,20.358,-187.548 -point -6.921,20.360,-188.126 -point -4.684,20.358,-187.765 -point -3.326,20.357,-187.249 -point -2.631,20.354,-185.562 -point -2.788,20.354,-184.908 -reverse -// Pedestrian number 323 -26 // Ref num -7 // Number of instructions -2 // Initial instruction -point -2.788,20.356,-184.907 -point -6.499,20.360,-188.044 -point -7.944,20.359,-187.907 -point -9.816,20.358,-187.386 -point -10.031,20.357,-186.661 -point -9.432,20.355,-184.945 -reverse -// Pedestrian number 324 -31 // Ref num -13 // Number of instructions -9 // Initial instruction -point -9.357,20.356,-184.908 -point -8.588,20.358,-186.552 -point -8.109,20.360,-188.389 -point -7.845,20.361,-189.550 -point -7.205,20.362,-190.271 -point -6.222,20.362,-190.359 -point -5.308,20.361,-189.453 -point -5.393,20.360,-188.477 -point -6.826,20.360,-187.695 -point -7.314,20.358,-187.280 -point -8.233,20.356,-186.499 -point -10.653,20.355,-184.777 -reverse -// Pedestrian number 325 -25 // Ref num -5 // Number of instructions -2 // Initial instruction -point -9.418,20.355,-184.812 -point -6.991,20.360,-187.365 -point -4.614,20.358,-187.011 -point -1.273,20.356,-184.790 -reverse -// Pedestrian number 326 -30 // Ref num -6 // Number of instructions -2 // Initial instruction -point -2.252,20.355,-185.077 -point -7.221,20.360,-188.071 -point -9.089,20.359,-188.682 -point -11.510,20.359,-188.670 -point -13.678,20.354,-184.950 -reverse -// Pedestrian number 327 -27 // Ref num -6 // Number of instructions -2 // Initial instruction -point -13.803,20.356,-184.907 -point -7.542,20.358,-187.636 -point -6.022,20.360,-188.309 -point -4.411,20.358,-188.157 -point -0.773,20.355,-184.898 -reverse -// Pedestrian number 328 -26 // Ref num -6 // Number of instructions -4 // Initial instruction -point -0.374,20.356,-184.807 -point -1.731,20.358,-187.518 -point -3.178,20.359,-188.848 -point -6.475,20.360,-188.322 -point -7.785,20.354,-184.928 -reverse -// Pedestrian number 329 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point -7.904,20.356,-185.068 -point -6.737,20.360,-188.558 -point -1.783,20.379,-202.689 -reverse -// Pedestrian number 330 -30 // Ref num -6 // Number of instructions -2 // Initial instruction -point -1.601,20.382,-202.834 -point -4.064,20.375,-198.701 -point -4.751,20.375,-198.095 -point -5.290,20.375,-198.586 -point -5.156,20.381,-202.832 -reverse -// Pedestrian number 331 -27 // Ref num -7 // Number of instructions -2 // Initial instruction -point -5.156,20.382,-202.829 -point -4.314,20.375,-198.691 -point -3.928,20.373,-197.521 -point -2.944,20.373,-197.709 -point -1.196,20.375,-198.968 -point -1.901,20.381,-202.807 -reverse -// Pedestrian number 332 -93 // Ref num -7 // Number of instructions -3 // Initial instruction -point -1.971,20.382,-202.840 -point -2.897,20.377,-199.676 -point -4.485,20.375,-198.398 -point -5.177,20.374,-198.160 -point -5.921,20.375,-199.191 -point -5.923,20.382,-202.802 -reverse -// Pedestrian number 333 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -4.721,20.381,-202.744 -point -3.052,20.381,-203.039 -point -1.498,20.381,-203.072 -reverse -// Pedestrian number 334 -26 // Ref num -7 // Number of instructions -3 // Initial instruction -point -1.864,20.383,-203.069 -point -2.017,20.376,-199.910 -point -4.139,20.375,-198.461 -point -5.405,20.374,-198.572 -point -6.770,20.378,-202.542 -point -6.377,20.370,-203.924 -reverse -// Pedestrian number 335 -25 // Ref num -9 // Number of instructions -5 // Initial instruction -point -6.425,20.379,-203.522 -point -7.942,20.377,-199.993 -point -7.494,20.375,-198.912 -point -6.358,20.374,-198.156 -point -4.041,20.375,-198.193 -point -3.498,20.375,-198.277 -point -2.050,20.375,-199.533 -point -1.206,20.380,-202.750 -reverse -// Pedestrian number 336 -30 // Ref num -6 // Number of instructions -4 // Initial instruction -point -1.107,20.382,-202.841 -point -2.672,20.380,-202.008 -point -3.318,20.378,-201.018 -point -4.107,20.376,-198.914 -point -9.466,20.352,-184.995 -reverse -// Pedestrian number 337 -30 // Ref num -5 // Number of instructions -2 // Initial instruction -point -6.566,20.372,-203.926 -point -7.935,20.372,-203.711 -point -17.110,20.343,-205.941 -point -21.504,20.345,-209.172 -reverse -// Pedestrian number 338 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -21.541,20.345,-209.220 -point -20.209,20.343,-210.953 -point -18.952,20.342,-214.107 -reverse -// Pedestrian number 339 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -38.521,20.023,-196.384 -point -37.737,20.024,-196.442 -point -33.338,20.078,-196.769 -reverse -// Pedestrian number 340 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -33.791,20.068,-198.538 -point -33.904,20.067,-200.572 -point -33.991,20.066,-204.193 -reverse -// Pedestrian number 341 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point -33.329,20.068,-207.723 -point -32.546,20.066,-210.538 -point -31.004,20.067,-216.289 -reverse -// Pedestrian number 342 -12 // Ref num -4 // Number of instructions -2 // Initial instruction -point -30.684,20.066,-217.358 -point -28.771,20.064,-219.202 -point -25.613,20.057,-222.548 -reverse -// Pedestrian number 343 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -26.651,19.537,-225.563 -point -27.884,19.534,-224.299 -point -29.243,19.533,-223.005 -reverse -// Pedestrian number 344 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -36.400,19.534,-212.729 -point -38.809,19.536,-209.537 -point -39.098,19.537,-207.128 -reverse -// Pedestrian number 345 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point -39.564,19.536,-205.150 -point -41.044,19.539,-202.822 -point -42.951,19.533,-200.268 -reverse -// Pedestrian number 346 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -42.861,19.544,-199.883 -point -41.979,19.539,-197.933 -point -40.279,19.564,-195.376 -reverse -// Pedestrian number 347 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point -40.014,20.029,-190.355 -point -38.527,20.027,-190.361 -point -31.458,20.066,-186.457 -reverse -// Pedestrian number 348 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point -31.995,20.068,-184.973 -point -34.711,20.056,-184.026 -point -47.144,20.025,-179.737 -reverse -// Pedestrian number 349 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point -46.953,20.026,-179.611 -point -45.714,20.031,-177.647 -point -40.900,20.052,-172.166 -reverse -// Pedestrian number 350 -30 // Ref num -6 // Number of instructions -2 // Initial instruction -point -44.123,20.067,-168.531 -point -44.185,20.059,-169.727 -point -43.559,20.051,-172.314 -point -42.397,20.058,-171.838 -point -41.812,20.066,-170.549 -reverse -// Pedestrian number 351 -26 // Ref num -5 // Number of instructions -2 // Initial instruction -point -41.561,20.067,-170.736 -point -42.280,20.062,-171.154 -point -39.043,20.063,-173.704 -point -38.272,20.065,-173.539 -reverse -// Pedestrian number 352 -12 // Ref num -4 // Number of instructions -2 // Initial instruction -point -34.302,20.066,-180.524 -point -36.022,20.058,-179.755 -point -40.074,20.063,-172.526 -reverse -// Pedestrian number 353 -30 // Ref num -5 // Number of instructions -2 // Initial instruction -point -43.149,20.054,-172.195 -point -46.879,20.040,-171.409 -point -47.745,20.036,-171.752 -point -49.625,20.024,-174.867 -reverse -// Pedestrian number 354 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -52.014,19.538,-172.860 -point -52.558,19.542,-174.580 -point -52.312,19.544,-176.812 -reverse -// Pedestrian number 355 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -50.962,19.544,-178.288 -point -49.528,19.542,-179.166 -point -48.193,19.538,-179.643 -reverse -// Pedestrian number 356 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point -46.097,19.537,-183.149 -point -44.955,19.537,-185.363 -point -43.359,19.535,-187.907 -reverse -// Pedestrian number 357 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -41.759,19.536,-190.696 -point -43.418,19.545,-193.978 -point -40.762,19.538,-196.111 -reverse -// Pedestrian number 358 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -57.847,15.569,-182.111 -point -58.232,15.566,-180.262 -point -62.339,15.567,-173.538 -reverse -// Pedestrian number 359 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -62.339,15.567,-173.538 -point -61.975,15.565,-174.128 -point -56.470,15.565,-183.033 -reverse -// Pedestrian number 360 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point -56.051,15.567,-183.712 -point -59.205,15.565,-178.604 -point -61.765,15.567,-174.462 -reverse -// Pedestrian number 361 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -61.765,15.567,-174.462 -point -62.233,15.568,-177.463 -point -63.144,15.573,-179.631 -reverse -// Pedestrian number 362 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point -63.144,15.573,-179.631 -point -61.039,15.568,-179.048 -point -59.143,15.566,-179.190 -reverse -// Pedestrian number 363 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point -59.067,15.568,-179.246 -point -60.244,15.569,-179.995 -point -61.689,15.572,-180.916 -reverse -// Pedestrian number 364 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -70.595,14.115,-172.085 -point -71.265,13.971,-169.028 -point -71.900,13.963,-166.487 -reverse -// Pedestrian number 365 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -67.489,13.464,-160.654 -point -68.328,13.384,-159.563 -point -69.660,13.288,-157.951 -reverse -// Pedestrian number 366 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point -69.793,13.278,-157.507 -point -69.302,13.250,-156.693 -point -67.924,13.232,-155.680 -reverse -// Pedestrian number 367 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point -67.853,13.231,-155.554 -point -69.016,13.229,-155.704 -point -70.252,13.273,-154.765 -reverse -// Pedestrian number 368 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -71.136,13.423,-153.364 -point -71.475,13.662,-151.069 -point -70.519,14.019,-148.267 -reverse -// Pedestrian number 369 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point -70.514,14.037,-148.150 -point -71.230,13.953,-148.934 -point -71.986,13.688,-151.147 -reverse -// Pedestrian number 370 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -71.979,13.676,-151.233 -point -69.623,13.490,-151.967 -point -68.866,13.411,-152.757 -reverse -// Pedestrian number 371 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point -68.851,13.410,-152.771 -point -69.180,13.319,-154.088 -point -70.015,13.225,-155.608 -reverse -// Pedestrian number 372 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -69.921,13.255,-156.726 -point -68.692,13.277,-157.745 -point -67.392,13.301,-158.698 -reverse -// Pedestrian number 373 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point -67.502,13.357,-159.373 -point -68.831,13.481,-160.637 -point -70.004,13.604,-161.596 -reverse -// Pedestrian number 374 -12 // Ref num -4 // Number of instructions -2 // Initial instruction -point -70.166,13.647,-161.989 -point -69.336,13.733,-163.342 -point -68.493,13.840,-164.993 -reverse -// Pedestrian number 375 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -73.946,14.941,-142.740 -point -74.140,15.088,-141.411 -point -74.370,15.364,-138.898 -reverse -// Pedestrian number 376 -27 // Ref num -6 // Number of instructions -1 // Initial instruction -point -74.612,15.667,-136.195 -point -74.685,15.755,-135.386 -point -74.674,16.147,-131.801 -point -73.124,16.180,-131.378 -point -72.391,16.015,-132.768 -reverse -// Pedestrian number 377 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point -72.323,15.973,-133.142 -point -72.172,15.821,-134.442 -point -71.964,15.546,-136.839 -reverse -// Pedestrian number 378 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point -71.822,15.358,-138.499 -point -72.643,15.161,-140.353 -point -73.770,14.876,-143.288 -reverse -// Pedestrian number 379 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -74.209,15.167,-140.708 -point -72.906,15.380,-138.416 -point -72.080,15.634,-136.083 -reverse -// Pedestrian number 380 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -72.466,15.946,-133.390 -point -73.352,16.047,-132.567 -point -74.853,16.229,-131.093 -reverse -// Pedestrian number 381 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -75.083,16.311,-130.250 -point -74.952,16.540,-127.761 -point -73.167,16.652,-126.382 -reverse -// Pedestrian number 382 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -73.118,16.668,-126.232 -point -74.150,16.668,-126.311 -point -75.347,16.773,-125.277 -reverse -// Pedestrian number 383 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point -75.513,16.823,-124.762 -point -74.902,16.922,-123.624 -point -73.445,17.117,-121.399 -reverse -// Pedestrian number 384 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point -73.432,17.130,-121.264 -point -74.533,17.356,-118.892 -point -75.932,17.441,-118.104 -reverse -// Pedestrian number 385 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -76.340,17.731,-115.017 -point -76.497,17.890,-112.672 -point -76.501,18.095,-109.537 -reverse -// Pedestrian number 386 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -73.906,17.748,-114.592 -point -73.860,17.632,-115.842 -point -73.602,17.429,-118.006 -reverse -// Pedestrian number 387 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point -73.259,17.064,-121.948 -point -73.193,16.993,-122.704 -point -73.068,16.858,-124.139 -reverse -// Pedestrian number 388 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --5.943,18.172,-133.560 -point --6.040,18.169,-135.756 -point --6.136,18.168,-137.944 -reverse -// Pedestrian number 389 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --4.041,18.171,-138.388 -point --3.667,18.171,-136.956 -point --3.626,18.170,-135.038 -reverse -// Pedestrian number 390 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --3.891,18.171,-134.370 -point --5.013,18.171,-136.618 -point --6.010,18.171,-137.325 -reverse -// Pedestrian number 391 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --9.221,18.172,-145.255 -point --9.962,18.172,-146.139 -point --10.761,18.171,-147.234 -reverse -// Pedestrian number 392 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --11.186,18.172,-147.677 -point --12.667,18.170,-148.759 -point --14.588,18.170,-150.109 -reverse -// Pedestrian number 393 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --17.805,18.172,-151.667 -point --18.799,18.170,-152.458 -point --22.599,18.170,-155.829 -reverse -// Pedestrian number 394 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --22.097,18.171,-155.655 -point --18.890,18.171,-153.648 -point --17.486,18.170,-153.912 -reverse -// Pedestrian number 395 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --15.580,18.170,-153.177 -point --13.597,18.170,-151.670 -point --11.685,18.172,-150.921 -reverse -// Pedestrian number 396 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --10.598,18.172,-150.071 -point --9.813,18.170,-148.718 -point --8.393,18.171,-147.900 -reverse -// Pedestrian number 397 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --19.205,18.172,-152.196 -point --21.099,18.171,-153.824 -point --21.682,18.171,-155.546 -reverse -// Pedestrian number 398 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --23.827,18.172,-156.167 -point --25.313,18.171,-155.679 -point --26.616,18.171,-154.283 -reverse -// Pedestrian number 399 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point --27.458,18.172,-154.100 -point --29.355,18.171,-154.008 -point --31.026,18.171,-154.000 -reverse -// Pedestrian number 400 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --30.942,18.171,-156.333 -point --29.607,18.171,-155.173 -point --26.893,18.171,-156.428 -reverse -// Pedestrian number 401 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --24.901,18.171,-156.485 -point --26.169,18.170,-156.569 -point --28.795,18.169,-156.588 -reverse -// Pedestrian number 402 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --43.583,19.370,-157.829 -point --43.824,19.369,-159.057 -point --44.555,19.368,-162.304 -reverse -// Pedestrian number 403 -27 // Ref num -5 // Number of instructions -2 // Initial instruction -point --45.090,19.370,-163.666 -point --44.449,19.368,-162.124 -point --43.687,19.369,-159.316 -point --43.400,19.370,-157.008 -reverse -// Pedestrian number 404 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --45.561,19.370,-158.994 -point --46.176,19.370,-161.081 -point --46.827,19.370,-162.747 -reverse -// Pedestrian number 405 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --47.053,19.370,-163.202 -point --47.775,19.370,-165.281 -point --47.902,19.370,-167.356 -reverse -// Pedestrian number 406 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point --43.856,19.371,-170.193 -point --44.778,19.370,-169.732 -point --43.700,19.370,-168.251 -reverse -// Pedestrian number 407 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --43.700,19.370,-168.251 -point --44.378,19.370,-169.204 -point --43.703,19.368,-170.100 -reverse -// Pedestrian number 408 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --43.703,19.370,-169.204 -point --44.531,19.370,-169.457 -point --47.649,19.372,-167.711 -reverse -// Pedestrian number 409 -27 // Ref num -5 // Number of instructions -3 // Initial instruction -point --47.648,19.371,-167.708 -point --45.388,19.370,-169.896 -point --44.657,19.369,-170.178 -point --43.665,19.370,-170.416 -reverse -// Pedestrian number 410 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --43.979,19.370,-170.372 -point --43.490,19.370,-169.227 -point --43.438,19.370,-168.167 -reverse -// Pedestrian number 411 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --49.864,19.370,-164.364 -point --50.849,19.368,-162.102 -point --50.162,19.369,-159.797 -reverse -// Pedestrian number 412 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --50.080,19.370,-159.694 -point --51.474,19.369,-158.769 -point --52.598,19.370,-155.809 -reverse -// Pedestrian number 413 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --52.772,19.370,-154.174 -point --51.989,19.368,-152.688 -point --50.080,19.370,-150.710 -reverse -// Pedestrian number 414 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --52.549,19.370,-152.246 -point --51.135,19.369,-154.742 -point --49.910,19.370,-156.944 -reverse -// Pedestrian number 415 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --49.889,19.368,-149.218 -point --49.848,19.366,-144.258 -point --49.856,19.369,-140.291 -reverse -// Pedestrian number 416 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --49.860,19.368,-137.944 -point --49.868,19.366,-133.716 -point --49.875,19.370,-129.684 -reverse -// Pedestrian number 417 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --50.869,19.370,-125.957 -point --52.000,19.368,-124.394 -point --52.171,19.369,-121.883 -reverse -// Pedestrian number 418 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point --52.391,19.370,-120.487 -point --54.430,19.368,-117.382 -point --54.488,19.368,-113.699 -reverse -// Pedestrian number 419 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --54.572,19.370,-112.971 -point --55.855,19.369,-110.452 -point --58.590,19.368,-106.362 -reverse -// Pedestrian number 420 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --63.681,19.369,-99.634 -point --67.368,19.368,-98.261 -point --70.386,19.370,-98.487 -reverse -// Pedestrian number 421 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --77.716,19.367,-94.743 -point --80.605,19.368,-92.213 -point --83.171,19.369,-89.367 -reverse -// Pedestrian number 422 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --90.100,19.369,-86.177 -point --87.911,19.369,-89.233 -point --83.515,19.370,-89.305 -reverse -// Pedestrian number 423 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --50.096,20.345,-53.349 -point --47.874,20.344,-53.280 -point --45.825,20.345,-53.214 -reverse -// Pedestrian number 424 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --43.926,20.342,-53.893 -point --40.532,20.340,-55.327 -point --33.811,20.342,-58.734 -reverse -// Pedestrian number 425 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --33.811,20.345,-58.734 -point --34.987,20.343,-60.753 -point --37.848,20.344,-64.991 -reverse -// Pedestrian number 426 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --38.164,20.345,-65.441 -point --39.771,20.344,-65.371 -point --41.426,20.345,-65.826 -reverse -// Pedestrian number 427 -31 // Ref num -6 // Number of instructions -2 // Initial instruction -point --41.625,20.345,-65.881 -point --39.980,20.345,-63.967 -point --39.107,20.344,-62.499 -point --37.607,20.343,-62.147 -point --36.583,20.345,-62.688 -reverse -// Pedestrian number 428 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --35.667,20.345,-61.730 -point --35.384,20.344,-59.888 -point --36.125,20.345,-57.471 -reverse -// Pedestrian number 429 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --36.819,20.345,-57.100 -point --35.353,20.345,-58.783 -point --34.524,20.344,-59.833 -reverse -// Pedestrian number 430 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --34.524,20.345,-59.833 -point --34.637,20.344,-58.450 -point --38.578,20.345,-58.732 -reverse -// Pedestrian number 431 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point --40.375,20.345,-57.884 -point --40.877,20.344,-57.161 -point --40.986,20.344,-55.416 -reverse -// Pedestrian number 432 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --43.682,20.344,-54.054 -point --46.914,20.342,-52.625 -point --49.145,20.343,-51.680 -reverse -// Pedestrian number 433 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --52.622,20.345,-49.741 -point --55.024,20.343,-48.354 -point --58.387,20.344,-46.584 -reverse -// Pedestrian number 434 -26 // Ref num -11 // Number of instructions -2 // Initial instruction -point --61.552,20.345,-47.353 -point --61.193,20.345,-46.300 -point --62.017,20.345,-46.034 -point --63.711,20.343,-44.978 -point --65.838,20.344,-44.832 -point --66.923,20.345,-44.438 -point --67.928,20.345,-44.309 -point --68.269,20.345,-44.609 -point --68.679,20.344,-45.201 -point --68.553,20.345,-46.220 -reverse -// Pedestrian number 435 -26 // Ref num -6 // Number of instructions -3 // Initial instruction -point --61.278,20.345,-46.715 -point --61.295,20.345,-46.033 -point --63.350,20.344,-44.988 -point --64.722,20.345,-44.724 -point --67.225,20.344,-44.273 -reverse -// Pedestrian number 436 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point --67.667,20.345,-44.193 -point --69.551,20.345,-44.667 -point --70.852,20.344,-43.607 -reverse -// Pedestrian number 437 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --74.357,20.345,-42.388 -point --73.415,20.343,-42.643 -point --68.578,20.344,-45.632 -reverse -// Pedestrian number 438 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --74.412,20.345,-42.386 -point --74.156,20.345,-43.152 -point --75.023,20.343,-44.586 -reverse -// Pedestrian number 439 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --76.093,20.345,-47.750 -point --75.357,20.342,-45.054 -point --74.678,20.344,-42.572 -reverse -// Pedestrian number 440 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --74.671,20.345,-42.546 -point --74.166,20.345,-44.140 -point --73.290,20.345,-46.442 -reverse -// Pedestrian number 441 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point --75.597,20.345,-46.915 -point --74.339,20.345,-45.963 -point --72.994,20.345,-45.751 -reverse -// Pedestrian number 442 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --76.810,20.344,-50.651 -point --77.393,20.343,-52.609 -point --77.867,20.345,-54.563 -reverse -// Pedestrian number 443 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --78.402,20.344,-56.970 -point --78.881,20.343,-59.127 -point --79.087,20.343,-62.186 -reverse -// Pedestrian number 444 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --71.694,20.345,-72.479 -point --69.899,20.345,-72.202 -point --68.928,20.342,-73.350 -reverse -// Pedestrian number 445 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --68.930,20.345,-73.352 -point --70.363,20.345,-72.852 -point --71.303,20.345,-71.726 -reverse -// Pedestrian number 446 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --64.635,20.345,-75.220 -point --63.191,20.345,-74.977 -point --61.713,20.344,-76.335 -reverse -// Pedestrian number 447 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point --60.921,20.344,-76.767 -point --58.254,20.345,-76.197 -point --57.323,20.345,-75.070 -reverse -// Pedestrian number 448 -93 // Ref num -5 // Number of instructions -2 // Initial instruction -point --56.766,20.344,-77.008 -point --54.109,20.342,-76.975 -point --51.477,20.343,-76.743 -point --48.467,20.345,-75.131 -reverse -// Pedestrian number 449 -25 // Ref num -6 // Number of instructions -2 // Initial instruction -point --47.268,20.344,-74.155 -point --46.475,20.344,-72.729 -point --46.478,20.344,-70.947 -point --45.459,20.345,-70.015 -point --45.038,20.345,-69.005 -reverse -// Pedestrian number 450 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --105.895,15.010,-27.778 -point --108.309,15.009,-27.738 -point --113.927,15.009,-27.668 -reverse -// Pedestrian number 451 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --105.921,15.006,-27.957 -point --106.754,15.000,-28.281 -point --111.238,15.006,-27.902 -reverse -// Pedestrian number 452 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --111.882,14.980,-29.524 -point --109.000,14.993,-28.702 -point --105.895,15.009,-27.778 -reverse -// Pedestrian number 453 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --105.895,15.010,-27.778 -point --107.543,15.004,-28.070 -point --113.530,15.008,-27.785 -reverse -// Pedestrian number 454 -31 // Ref num -5 // Number of instructions -3 // Initial instruction -point --113.630,15.009,-27.762 -point --111.530,14.989,-28.900 -point --106.702,15.005,-27.882 -point --105.903,15.010,-27.796 -reverse -// Pedestrian number 455 -25 // Ref num -6 // Number of instructions -3 // Initial instruction -point --105.903,15.010,-27.796 -point --105.893,15.010,-27.778 -point --108.270,15.006,-27.986 -point --112.464,14.985,-29.129 -point --114.370,15.005,-28.034 -reverse -// Pedestrian number 456 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --114.383,15.005,-28.035 -point --108.020,14.997,-28.457 -point --105.917,15.006,-27.912 -reverse -// Pedestrian number 457 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --116.911,15.007,-30.327 -point --108.609,15.008,-27.870 -point --107.189,15.002,-28.146 -reverse -// Pedestrian number 458 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --110.975,15.009,-27.687 -point --109.167,15.000,-28.249 -point --107.157,15.000,-28.307 -reverse -// Pedestrian number 459 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --107.065,15.001,-28.296 -point --108.697,14.999,-28.347 -point --111.564,15.004,-27.948 -reverse -// Pedestrian number 460 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --115.823,15.009,-28.888 -point --116.547,15.005,-29.671 -point --117.616,15.000,-32.122 -reverse -// Pedestrian number 461 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --117.633,15.010,-32.123 -point --116.592,15.004,-29.936 -point --114.426,15.007,-28.012 -reverse -// Pedestrian number 462 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --114.865,15.005,-35.709 -point --114.977,15.001,-35.115 -point --115.672,14.997,-33.830 -reverse -// Pedestrian number 463 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --115.678,14.997,-33.826 -point --114.318,14.991,-34.703 -point --112.815,15.008,-36.010 -reverse -// Pedestrian number 464 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --112.813,15.008,-36.007 -point --112.321,14.981,-33.896 -point --111.061,14.978,-32.778 -reverse -// Pedestrian number 465 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point --104.959,15.007,-31.163 -point --105.992,15.007,-32.273 -point --113.091,15.009,-36.309 -reverse -// Pedestrian number 466 -25 // Ref num -5 // Number of instructions -2 // Initial instruction -point --113.244,15.011,-36.341 -point --108.116,14.999,-33.006 -point --106.392,14.998,-31.505 -point --105.064,15.005,-31.128 -reverse -// Pedestrian number 467 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --106.409,15.008,-32.682 -point --107.623,15.006,-33.770 -point --110.168,14.983,-32.649 -reverse -// Pedestrian number 468 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --109.617,14.985,-32.653 -point --107.422,14.996,-32.133 -point --104.923,15.008,-31.211 -reverse -// Pedestrian number 469 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --104.935,15.009,-31.224 -point --105.551,15.007,-31.833 -point --113.271,15.006,-36.038 -reverse -// Pedestrian number 470 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --121.906,11.691,-44.218 -point --121.321,11.698,-43.131 -point --120.037,11.753,-41.108 -reverse -// Pedestrian number 471 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --120.802,11.698,-43.204 -point --120.629,11.707,-41.653 -point --121.004,11.724,-40.540 -reverse -// Pedestrian number 472 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point --122.453,11.689,-44.613 -point --121.952,11.696,-43.002 -point --119.669,11.710,-41.502 -reverse -// Pedestrian number 473 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --127.242,11.690,-46.301 -point --129.681,11.689,-47.494 -point --131.478,11.690,-49.054 -reverse -// Pedestrian number 474 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point --131.983,11.690,-49.558 -point --133.415,11.688,-51.135 -point --135.202,11.689,-52.973 -reverse -// Pedestrian number 475 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point --137.346,11.690,-58.631 -point --138.417,11.688,-59.892 -point --139.590,11.687,-61.248 -reverse -// Pedestrian number 476 -25 // Ref num -6 // Number of instructions -2 // Initial instruction -point --141.163,11.688,-63.015 -point --142.098,11.687,-63.994 -point --143.917,11.687,-65.880 -point --145.710,11.690,-67.196 -point --145.125,11.690,-69.612 -reverse -// Pedestrian number 477 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --145.114,11.690,-71.477 -point --146.195,11.689,-70.507 -point --146.671,11.689,-67.879 -reverse -// Pedestrian number 478 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --141.943,11.689,-60.448 -point --143.657,11.689,-62.542 -point --146.089,11.690,-65.897 -reverse -// Pedestrian number 479 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --146.395,11.690,-73.584 -point --145.948,11.688,-73.932 -point --144.324,11.689,-76.985 -reverse -// Pedestrian number 480 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --144.395,11.701,-79.602 -point --145.935,11.718,-81.848 -point --148.468,11.719,-84.093 -reverse -// Pedestrian number 481 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --149.828,11.721,-90.320 -point --148.436,11.717,-87.747 -point --144.428,11.710,-80.347 -reverse -// Pedestrian number 482 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --148.617,11.721,-84.956 -point --148.580,11.720,-87.318 -point --147.634,11.720,-92.437 -reverse -// Pedestrian number 483 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --147.651,11.721,-92.450 -point --147.674,11.720,-87.913 -point --148.799,11.721,-84.963 -reverse -// Pedestrian number 484 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --148.799,11.721,-84.963 -point --148.914,11.720,-86.892 -point --149.929,11.721,-90.329 -reverse -// Pedestrian number 485 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --149.929,11.721,-90.329 -point --148.246,11.720,-87.622 -point --148.827,11.723,-84.960 -reverse -// Pedestrian number 486 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --141.837,11.720,-81.927 -point --140.474,11.719,-82.500 -point --138.633,11.720,-83.350 -reverse -// Pedestrian number 487 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --138.058,11.721,-84.212 -point --136.838,11.719,-86.966 -point --135.416,11.720,-90.013 -reverse -// Pedestrian number 488 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --140.250,11.720,-82.876 -point --137.814,11.719,-86.217 -point --135.269,11.720,-90.297 -reverse -// Pedestrian number 489 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --148.821,11.720,-85.132 -point --145.189,11.716,-88.072 -point --136.520,11.745,-88.415 -reverse -// Pedestrian number 490 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --140.715,11.720,-94.911 -point --133.498,11.718,-95.986 -point --130.672,11.720,-94.738 -reverse -// Pedestrian number 491 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point --137.626,11.720,-96.809 -point --133.080,11.720,-95.789 -point --128.262,11.719,-94.960 -reverse -// Pedestrian number 492 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --130.110,11.720,-94.662 -point --133.918,11.720,-95.999 -point --137.617,11.721,-97.225 -reverse -// Pedestrian number 493 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --126.910,11.721,-94.689 -point --125.008,11.720,-94.099 -point --123.967,11.721,-97.229 -reverse -// Pedestrian number 494 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --126.123,11.720,-97.775 -point --125.740,11.721,-94.387 -point --122.551,11.721,-96.906 -reverse -// Pedestrian number 495 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point --127.192,11.721,-94.776 -point --125.043,11.720,-95.543 -point --120.404,11.731,-93.090 -reverse -// Pedestrian number 496 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --112.972,11.720,-99.669 -point --111.236,11.718,-102.109 -point --110.089,11.719,-104.222 -reverse -// Pedestrian number 497 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --109.123,11.720,-110.850 -point --110.356,11.719,-109.101 -point --111.520,11.718,-107.419 -reverse -// Pedestrian number 498 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point --113.233,11.718,-105.017 -point --114.699,11.717,-102.960 -point --116.830,11.718,-99.971 -reverse -// Pedestrian number 499 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --116.972,11.720,-99.898 -point --113.987,11.718,-101.382 -point --111.206,11.720,-102.695 -reverse -// Pedestrian number 500 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --110.687,11.720,-103.363 -point --110.827,11.718,-105.503 -point --110.872,11.720,-108.257 -reverse -// Pedestrian number 501 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --100.973,11.720,-118.119 -point --98.935,11.718,-120.385 -point --97.881,11.719,-122.260 -reverse -// Pedestrian number 502 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point --101.373,11.720,-120.193 -point --102.131,11.718,-118.429 -point --102.645,11.718,-116.498 -reverse -// Pedestrian number 503 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --103.546,11.719,-115.081 -point --106.025,11.719,-113.933 -point --107.526,11.720,-113.190 -reverse -// Pedestrian number 504 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --88.017,11.720,-126.437 -point --87.498,11.719,-128.238 -point --87.102,11.719,-131.844 -reverse -// Pedestrian number 505 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --86.503,11.720,-133.661 -point --85.517,11.719,-135.049 -point --82.849,11.719,-137.780 -reverse -// Pedestrian number 506 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point --82.484,11.721,-139.127 -point --83.512,11.719,-140.573 -point --84.822,11.720,-142.502 -reverse -// Pedestrian number 507 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --85.055,11.721,-154.414 -point --85.168,11.719,-157.296 -point --85.153,11.719,-159.600 -reverse -// Pedestrian number 508 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --85.140,11.718,-162.598 -point --85.117,11.718,-165.005 -point --85.085,11.717,-167.378 -reverse -// Pedestrian number 509 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --82.308,11.719,-168.602 -point --82.458,11.719,-166.046 -point --82.465,11.718,-164.181 -reverse -// Pedestrian number 510 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --82.612,11.719,-161.431 -point --83.467,11.718,-159.362 -point --82.993,11.719,-157.396 -reverse -// Pedestrian number 511 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --82.436,11.721,-155.743 -point --83.143,11.719,-154.535 -point --85.123,11.720,-151.213 -reverse -// Pedestrian number 512 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --82.729,11.719,-146.416 -point --82.521,11.718,-143.307 -point --82.589,11.718,-140.076 -reverse -// Pedestrian number 513 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --82.674,11.720,-137.846 -point --83.148,11.718,-135.610 -point --83.938,11.718,-132.675 -reverse -// Pedestrian number 514 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --85.846,11.718,-129.362 -point --86.568,11.719,-128.574 -point --88.181,11.718,-126.323 -reverse -// Pedestrian number 515 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --91.293,11.719,-124.233 -point --93.709,11.718,-123.013 -point --96.898,11.719,-120.956 -reverse -// Pedestrian number 516 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --91.759,11.719,-126.346 -point --90.062,11.719,-127.033 -point --89.070,11.720,-129.252 -reverse -// Pedestrian number 517 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --88.561,11.721,-130.321 -point --84.999,11.719,-133.675 -point --85.344,11.720,-135.833 -reverse -// Pedestrian number 518 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --85.086,11.719,-136.651 -point --84.970,11.719,-138.937 -point --85.028,11.719,-142.763 -reverse -// Pedestrian number 519 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --85.012,11.720,-145.617 -point --85.023,11.719,-148.678 -point --85.118,11.719,-151.785 -reverse -// Pedestrian number 520 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --85.132,11.719,-154.854 -point --84.326,11.719,-156.881 -point --82.645,11.720,-159.338 -reverse -// Pedestrian number 521 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point --82.560,11.720,-159.952 -point --83.940,11.720,-161.075 -point --85.124,11.720,-162.744 -reverse -// Pedestrian number 522 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --61.062,11.719,-212.088 -point --58.643,11.719,-213.305 -point --56.642,11.719,-214.297 -reverse -// Pedestrian number 523 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --53.384,11.719,-215.521 -point --50.448,11.718,-216.218 -point --47.110,11.719,-216.686 -reverse -// Pedestrian number 524 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --44.534,11.719,-216.954 -point --41.255,11.718,-217.467 -point --38.208,11.719,-218.000 -reverse -// Pedestrian number 525 -26 // Ref num -5 // Number of instructions -2 // Initial instruction -point --33.855,11.718,-218.907 -point --32.606,11.719,-219.590 -point --31.709,11.719,-220.866 -point --31.552,11.720,-222.214 -reverse -// Pedestrian number 526 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --30.496,11.721,-222.899 -point --29.284,11.718,-221.782 -point --27.947,11.726,-219.719 -reverse -// Pedestrian number 527 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --28.750,11.720,-218.970 -point --29.638,11.719,-217.294 -point --31.610,11.719,-215.551 -reverse -// Pedestrian number 528 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --32.617,11.720,-215.059 -point --34.988,11.719,-215.734 -point --37.136,11.720,-214.343 -reverse -// Pedestrian number 529 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --38.384,11.721,-213.868 -point --40.193,11.719,-214.550 -point --43.616,11.720,-216.863 -reverse -// Pedestrian number 530 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --45.651,11.719,-216.657 -point --47.695,11.718,-214.871 -point --49.570,11.720,-212.775 -reverse -// Pedestrian number 531 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --51.101,11.721,-211.975 -point --53.710,11.719,-211.746 -point --57.373,11.719,-209.880 -reverse -// Pedestrian number 532 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point --79.631,11.720,-186.700 -point --80.632,11.719,-185.141 -point --81.318,11.720,-182.283 -reverse -// Pedestrian number 533 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point --63.300,11.719,-205.578 -point --62.577,11.718,-207.442 -point --60.921,11.719,-211.988 -reverse -// Pedestrian number 534 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --53.754,11.719,-215.185 -point --51.121,11.721,-214.177 -point --48.369,11.719,-212.781 -reverse -// Pedestrian number 535 -30 // Ref num -7 // Number of instructions -2 // Initial instruction -point --106.191,20.394,-66.049 -point --105.710,20.355,-67.515 -point --105.025,20.350,-68.688 -point --103.056,20.345,-69.540 -point --102.983,20.354,-67.870 -point --103.568,20.361,-67.189 -reverse -// Pedestrian number 536 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --103.565,20.360,-67.191 -point --102.111,20.351,-68.412 -point --99.678,20.362,-70.453 -reverse -// Pedestrian number 537 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --99.545,20.370,-70.573 -point --102.378,20.344,-69.709 -point --105.803,20.353,-67.961 -reverse -// Pedestrian number 538 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point --105.803,20.353,-67.961 -point --104.745,20.351,-68.463 -point --98.505,20.410,-71.430 -reverse -// Pedestrian number 539 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --98.396,20.415,-71.482 -point --101.840,20.343,-73.001 -point --103.666,20.345,-75.956 -reverse -// Pedestrian number 540 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point --103.665,20.346,-75.957 -point --101.347,20.344,-74.330 -point --96.311,20.455,-76.353 -reverse -// Pedestrian number 541 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --95.382,20.523,-73.885 -point --97.364,20.484,-71.073 -point --98.001,20.501,-68.687 -reverse -// Pedestrian number 542 -30 // Ref num -5 // Number of instructions -2 // Initial instruction -point --99.421,20.415,-67.097 -point --98.708,20.458,-68.132 -point --98.385,20.447,-70.289 -point --99.330,20.379,-70.702 -reverse -// Pedestrian number 543 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --99.343,20.378,-70.714 -point --100.125,20.348,-70.962 -point --103.211,20.344,-72.479 -reverse -// Pedestrian number 544 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --112.105,20.361,-71.157 -point --114.812,20.357,-72.408 -point --116.979,20.356,-73.421 -reverse -// Pedestrian number 545 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --119.857,20.354,-74.837 -point --122.235,20.351,-76.005 -point --124.597,20.349,-77.174 -reverse -// Pedestrian number 546 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point --128.834,20.345,-79.266 -point --131.358,20.345,-80.512 -point --132.798,20.346,-81.221 -reverse -// Pedestrian number 547 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point --124.661,20.350,-82.009 -point --130.639,20.344,-81.085 -point --132.607,20.363,-81.170 -reverse -// Pedestrian number 548 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --132.671,20.348,-81.484 -point --131.414,20.346,-81.669 -point --131.521,20.344,-84.257 -reverse -// Pedestrian number 549 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --131.425,20.345,-84.226 -point --132.045,20.345,-81.899 -point --132.667,20.345,-81.470 -reverse -// Pedestrian number 550 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --132.713,20.346,-81.455 -point --132.143,20.346,-82.596 -point --126.948,20.348,-84.026 -reverse -// Pedestrian number 551 -93 // Ref num -5 // Number of instructions -3 // Initial instruction -point --126.719,20.349,-84.089 -point --129.214,20.347,-82.138 -point --130.731,20.346,-81.729 -point --132.693,20.349,-81.459 -reverse -// Pedestrian number 552 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --132.497,20.346,-81.477 -point --131.366,20.346,-82.767 -point --125.951,20.349,-83.255 -reverse -// Pedestrian number 553 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --127.948,20.347,-84.781 -point --128.950,20.346,-85.633 -point --130.474,20.345,-86.730 -reverse -// Pedestrian number 554 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --130.882,20.345,-85.992 -point --131.466,20.344,-84.567 -point --132.785,20.344,-81.739 -reverse -// Pedestrian number 555 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --132.862,20.346,-81.498 -point --131.487,20.346,-82.283 -point --129.742,20.360,-79.926 -reverse -// Pedestrian number 556 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --129.329,20.348,-79.594 -point --131.470,20.346,-80.875 -point --132.590,20.344,-81.452 -reverse -// Pedestrian number 557 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --132.484,20.346,-81.431 -point --131.672,20.346,-81.562 -point --131.610,20.402,-84.529 -reverse -// Pedestrian number 558 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point --130.805,20.347,-80.698 -point --131.019,20.346,-82.148 -point --131.710,20.353,-84.228 -reverse -// Pedestrian number 559 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --134.920,21.905,-82.854 -point --134.750,21.905,-83.597 -point --132.779,21.905,-86.037 -reverse -// Pedestrian number 560 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --132.809,21.905,-86.014 -point --135.081,21.905,-84.100 -point --135.766,21.909,-83.397 -reverse -// Pedestrian number 561 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --134.745,21.938,-82.573 -point --135.103,21.905,-83.307 -point --135.074,21.905,-85.776 -reverse -// Pedestrian number 562 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --135.123,21.905,-85.845 -point --134.522,21.905,-83.897 -point --134.732,21.905,-82.759 -reverse -// Pedestrian number 563 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point --134.749,21.906,-82.680 -point --134.369,21.903,-83.786 -point --131.561,21.905,-91.950 -reverse -// Pedestrian number 564 -25 // Ref num -6 // Number of instructions -4 // Initial instruction -point --131.545,21.905,-91.996 -point --133.112,21.904,-90.070 -point --132.507,21.904,-87.502 -point --134.516,21.904,-83.571 -point --134.992,21.919,-82.777 -reverse -// Pedestrian number 565 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --135.560,21.905,-83.592 -point --133.646,21.904,-87.617 -point --132.894,21.905,-90.501 -reverse -// Pedestrian number 566 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --132.869,21.905,-90.676 -point --131.390,21.904,-91.561 -point --128.754,21.905,-92.985 -reverse -// Pedestrian number 567 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --124.607,13.800,-89.952 -point --125.548,13.860,-89.975 -point --129.139,13.815,-90.393 -reverse -// Pedestrian number 568 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -40.159,20.549,-137.622 -point -40.453,20.547,-136.769 -point -42.615,20.547,-133.004 -reverse -// Pedestrian number 569 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point -45.322,28.153,-92.254 -point -42.715,28.291,-89.401 -point -32.998,28.217,-90.618 -reverse -// Pedestrian number 570 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point -32.726,28.215,-90.677 -point -34.607,28.301,-88.703 -point -34.385,28.153,-91.657 -reverse -// Pedestrian number 571 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -49.503,28.301,-87.145 -point -46.207,28.298,-87.066 -point -43.117,28.298,-86.943 -reverse -// Pedestrian number 572 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -39.651,28.300,-86.882 -point -36.583,28.298,-87.039 -point -33.466,28.298,-87.102 -reverse -// Pedestrian number 573 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -24.276,28.301,-88.321 -point -25.884,28.298,-88.043 -point -32.771,28.299,-86.851 -reverse -// Pedestrian number 574 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -41.716,18.727,-84.169 -point -42.339,18.724,-82.875 -point -45.163,18.726,-84.386 -reverse -// Pedestrian number 575 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -45.163,18.726,-84.386 -point -42.092,18.726,-83.386 -point -42.649,18.727,-84.134 -reverse -// Pedestrian number 576 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point -42.648,18.727,-84.133 -point -42.673,18.726,-83.189 -point -43.992,18.726,-84.169 -reverse -// Pedestrian number 577 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -43.992,18.726,-84.169 -point -42.379,18.726,-82.542 -point -42.107,18.728,-84.150 -reverse -// Pedestrian number 578 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point -42.106,18.727,-84.149 -point -41.875,18.726,-82.436 -point -41.680,18.727,-84.170 -reverse -// Pedestrian number 579 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point -41.680,18.727,-84.169 -point -43.194,18.727,-82.420 -point -44.551,18.727,-84.352 -reverse -// Pedestrian number 580 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -46.982,18.725,-84.345 -point -48.200,18.724,-84.369 -point -51.009,18.724,-84.401 -reverse -// Pedestrian number 581 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -54.061,18.724,-84.402 -point -55.943,18.723,-84.400 -point -58.173,18.724,-84.400 -reverse -// Pedestrian number 582 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point -62.326,18.722,-84.400 -point -65.729,18.721,-84.399 -point -68.588,18.721,-84.399 -reverse -// Pedestrian number 583 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -79.484,18.726,-84.069 -point -78.258,18.726,-82.707 -point -76.838,18.726,-82.027 -reverse -// Pedestrian number 584 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point -75.540,18.727,-81.788 -point -74.061,18.726,-82.397 -point -71.828,18.725,-83.955 -reverse -// Pedestrian number 585 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point -70.710,18.726,-84.047 -point -69.427,18.726,-83.003 -point -67.230,18.726,-81.648 -reverse -// Pedestrian number 586 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -66.441,18.727,-81.657 -point -64.581,18.724,-82.318 -point -61.220,18.725,-84.068 -reverse -// Pedestrian number 587 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -60.656,18.727,-84.236 -point -59.333,18.725,-82.719 -point -53.560,18.724,-78.578 -reverse -// Pedestrian number 588 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point -52.440,18.727,-78.727 -point -50.501,18.725,-79.748 -point -45.450,18.726,-77.559 -reverse -// Pedestrian number 589 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -44.484,18.726,-77.359 -point -41.882,18.724,-78.482 -point -36.327,18.726,-76.871 -reverse -// Pedestrian number 590 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -23.424,18.727,-74.871 -point -24.884,18.724,-76.732 -point -27.154,18.722,-79.626 -reverse -// Pedestrian number 591 -27 // Ref num -7 // Number of instructions -5 // Initial instruction -point -27.458,18.727,-79.643 -point -27.458,18.727,-79.643 -point -27.458,18.727,-79.643 -point -28.447,18.725,-78.211 -point -31.083,18.724,-77.654 -point -34.686,18.724,-76.723 -reverse -// Pedestrian number 592 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point -35.139,18.726,-76.602 -point -33.830,18.725,-78.252 -point -29.930,18.726,-80.576 -reverse -// Pedestrian number 593 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -16.270,18.724,-78.193 -point -17.461,18.724,-78.781 -point -20.395,18.723,-82.257 -reverse -// Pedestrian number 594 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -20.571,18.727,-82.372 -point -21.512,18.726,-81.772 -point -25.267,18.726,-79.349 -reverse -// Pedestrian number 595 -93 // Ref num -6 // Number of instructions -2 // Initial instruction -point -26.920,18.725,-80.921 -point -25.568,18.725,-80.410 -point -24.996,18.726,-80.224 -point -24.102,18.724,-78.499 -point -23.222,18.727,-74.958 -reverse -// Pedestrian number 596 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point -23.222,18.727,-74.958 -point -20.023,18.724,-76.916 -point -15.079,18.725,-80.077 -reverse -// Pedestrian number 597 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -36.595,18.169,-87.854 -point -36.743,18.167,-91.942 -point -36.592,18.168,-97.185 -reverse -// Pedestrian number 598 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -36.583,18.171,-100.973 -point -36.583,18.170,-103.772 -point -36.564,18.169,-108.006 -reverse -// Pedestrian number 599 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point -39.134,18.170,-104.414 -point -39.183,18.169,-102.236 -point -39.184,18.169,-98.445 -reverse -// Pedestrian number 600 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -39.184,18.170,-96.099 -point -39.183,18.168,-92.233 -point -39.183,18.167,-87.163 -reverse -// Pedestrian number 601 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point -37.650,18.180,-84.028 -point -38.276,18.171,-85.552 -point -36.856,18.172,-87.647 -reverse -// Pedestrian number 602 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point -36.830,18.171,-89.446 -point -37.782,18.171,-91.780 -point -38.988,18.171,-93.358 -reverse -// Pedestrian number 603 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point -39.122,18.172,-94.123 -point -38.373,18.172,-95.355 -point -36.813,18.171,-96.983 -reverse -// Pedestrian number 604 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -36.695,18.172,-97.547 -point -37.834,18.172,-99.297 -point -39.007,18.171,-100.821 -reverse -// Pedestrian number 605 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -38.814,18.172,-102.215 -point -38.052,18.172,-102.803 -point -36.844,18.170,-103.946 -reverse -// Pedestrian number 606 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -40.795,18.172,-105.723 -point -42.523,18.170,-105.661 -point -44.954,18.171,-105.658 -reverse -// Pedestrian number 607 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -47.777,18.170,-105.660 -point -49.769,18.169,-105.662 -point -52.516,18.170,-105.664 -reverse -// Pedestrian number 608 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -73.937,18.024,-110.611 -point -75.132,17.897,-112.480 -point -76.383,17.770,-114.524 -reverse -// Pedestrian number 609 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -76.374,17.637,-116.035 -point -74.944,17.566,-116.669 -point -74.095,17.792,-113.991 -reverse -// Pedestrian number 610 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -53.934,18.172,-105.693 -point -51.909,18.171,-106.366 -point -49.497,18.172,-108.070 -reverse -// Pedestrian number 611 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point -60.451,18.173,-108.109 -point -62.970,18.171,-108.256 -point -66.414,18.171,-105.935 -reverse -// Pedestrian number 612 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -52.584,20.518,-118.474 -point -53.670,20.480,-118.006 -point -54.842,20.393,-117.045 -reverse -// Pedestrian number 613 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point -54.838,20.397,-117.043 -point -53.766,20.462,-116.938 -point -53.045,20.525,-117.726 -reverse -// Pedestrian number 614 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -53.045,20.525,-117.726 -point -53.731,20.452,-118.808 -point -55.545,20.380,-119.510 -reverse -// Pedestrian number 615 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -55.883,20.379,-118.691 -point -53.771,20.437,-119.783 -point -53.361,20.449,-121.277 -reverse -// Pedestrian number 616 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point -53.454,20.441,-121.688 -point -53.079,20.476,-119.884 -point -52.693,20.524,-118.017 -reverse -// Pedestrian number 617 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point -52.693,20.524,-118.017 -point -53.963,20.429,-119.437 -point -55.891,20.381,-121.462 -reverse -// Pedestrian number 618 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point -56.105,20.384,-121.857 -point -55.745,20.372,-123.380 -point -55.101,20.354,-125.449 -reverse -// Pedestrian number 619 -30 // Ref num -5 // Number of instructions -2 // Initial instruction -point -55.104,20.355,-125.597 -point -55.570,20.354,-126.694 -point -56.310,20.355,-128.074 -point -56.801,20.354,-128.896 -reverse -// Pedestrian number 620 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -57.254,20.355,-130.675 -point -58.208,20.353,-132.355 -point -60.222,20.352,-134.184 -reverse -// Pedestrian number 621 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -60.249,20.353,-134.204 -point -57.603,20.353,-134.598 -point -56.149,20.359,-135.068 -reverse -// Pedestrian number 622 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point -56.128,20.355,-135.186 -point -56.690,20.353,-136.522 -point -56.718,20.352,-138.920 -reverse -// Pedestrian number 623 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -56.423,20.354,-139.282 -point -53.838,20.353,-139.123 -point -53.304,20.348,-138.953 -reverse -// Pedestrian number 624 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point -53.305,20.354,-138.957 -point -53.276,20.352,-141.169 -point -53.232,20.353,-144.176 -reverse -// Pedestrian number 625 -30 // Ref num -5 // Number of instructions -2 // Initial instruction -point -51.652,20.351,-145.952 -point -49.007,20.352,-146.608 -point -46.514,20.353,-146.722 -point -42.381,20.499,-148.366 -reverse -// Pedestrian number 626 -27 // Ref num -5 // Number of instructions -2 // Initial instruction -point -42.234,20.506,-148.408 -point -45.430,20.359,-148.206 -point -47.719,20.352,-146.399 -point -51.049,20.426,-138.994 -reverse -// Pedestrian number 627 -93 // Ref num -8 // Number of instructions -2 // Initial instruction -point -51.050,20.424,-139.004 -point -48.910,20.513,-139.200 -point -45.973,20.546,-141.797 -point -44.631,20.546,-142.547 -point -43.261,20.546,-143.023 -point -41.964,20.545,-143.967 -point -40.331,20.547,-146.654 -reverse -// Pedestrian number 628 -30 // Ref num -5 // Number of instructions -2 // Initial instruction -point -40.997,20.546,-139.941 -point -41.532,20.545,-143.162 -point -42.427,20.487,-148.604 -point -43.223,20.416,-149.807 -reverse -// Pedestrian number 629 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -62.609,20.353,-132.235 -point -63.561,20.354,-130.994 -point -64.934,20.354,-129.830 -reverse -// Pedestrian number 630 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -65.789,20.354,-129.295 -point -66.784,20.356,-126.400 -point -68.034,20.379,-119.027 -reverse -// Pedestrian number 631 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point -72.080,20.384,-119.624 -point -70.627,20.375,-119.803 -point -68.405,20.381,-118.923 -reverse -// Pedestrian number 632 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -67.904,20.383,-118.861 -point -65.241,20.366,-119.892 -point -60.297,20.385,-119.361 -reverse -// Pedestrian number 633 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point -60.285,20.386,-119.350 -point -63.852,20.368,-122.592 -point -65.377,20.356,-128.701 -reverse -// Pedestrian number 634 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -66.007,20.357,-127.750 -point -68.657,20.350,-123.481 -point -71.869,20.377,-120.815 -reverse -// Pedestrian number 635 -30 // Ref num -5 // Number of instructions -3 // Initial instruction -point -72.293,20.385,-120.471 -point -71.300,20.375,-120.857 -point -61.960,20.377,-121.109 -point -60.508,20.385,-120.556 -reverse -// Pedestrian number 636 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --81.703,18.274,-51.932 -point --81.014,18.273,-49.009 -point --79.779,18.273,-44.344 -reverse -// Pedestrian number 637 -26 // Ref num -5 // Number of instructions -2 // Initial instruction -point --81.348,18.275,-50.878 -point --81.224,18.274,-51.430 -point --80.862,18.274,-52.196 -point --75.665,18.274,-53.798 -reverse -// Pedestrian number 638 -31 // Ref num -5 // Number of instructions -3 // Initial instruction -point --75.065,18.276,-51.502 -point --78.704,18.273,-50.725 -point --79.189,18.275,-49.751 -point --78.247,18.275,-48.039 -reverse -// Pedestrian number 639 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --79.744,18.275,-45.294 -point --78.218,18.274,-45.316 -point --76.517,18.274,-45.030 -reverse -// Pedestrian number 640 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --28.460,42.269,-74.657 -point --26.338,42.269,-73.838 -point --25.324,42.269,-70.128 -reverse -// Pedestrian number 641 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --25.323,42.270,-70.125 -point --23.706,42.269,-71.109 -point --17.177,42.262,-72.667 -reverse -// Pedestrian number 642 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --17.165,42.270,-72.674 -point --22.331,42.266,-73.372 -point --28.356,42.267,-75.034 -reverse -// Pedestrian number 643 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point --17.263,42.269,-80.426 -point --19.460,42.266,-82.767 -point --23.221,42.268,-91.048 -reverse -// Pedestrian number 644 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --22.757,42.269,-93.163 -point --20.621,42.265,-98.189 -point --15.972,42.267,-106.454 -reverse -// Pedestrian number 645 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --15.062,42.269,-107.254 -point --13.319,42.268,-113.258 -point --14.689,42.269,-115.692 -reverse -// Pedestrian number 646 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --13.101,42.587,-122.564 -point --10.562,42.475,-119.528 -point --14.669,42.268,-115.551 -reverse -// Pedestrian number 647 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --1.516,44.524,-141.046 -point -1.407,44.521,-141.947 -point -6.672,44.524,-143.569 -reverse -// Pedestrian number 648 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -6.961,44.524,-143.658 -point -3.343,44.523,-138.488 -point -2.222,44.524,-135.997 -reverse -// Pedestrian number 649 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point -2.213,44.524,-135.954 -point -2.097,44.523,-140.036 -point -0.972,44.524,-144.837 -reverse -// Pedestrian number 650 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -0.943,44.524,-144.971 -point -4.202,44.523,-141.082 -point -7.251,44.524,-137.867 -reverse -// Pedestrian number 651 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point -7.345,44.524,-137.768 -point -2.815,44.523,-139.129 -point --1.416,44.524,-141.102 -reverse -// Pedestrian number 652 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --1.416,44.524,-141.102 -point -3.064,44.524,-140.123 -point -7.990,44.522,-141.838 -reverse -// Pedestrian number 653 -93 // Ref num -9 // Number of instructions -2 // Initial instruction -point -10.415,43.671,-142.362 -point -13.566,43.705,-142.187 -point -18.442,44.088,-140.269 -point -19.262,44.142,-139.053 -point -20.933,44.287,-135.863 -point -22.695,44.390,-132.202 -point -24.451,44.276,-131.420 -point -29.112,43.833,-130.210 -reverse -// Pedestrian number 654 -27 // Ref num -7 // Number of instructions -5 // Initial instruction -point -28.531,43.900,-130.537 -point -26.905,43.938,-127.087 -point -26.775,43.851,-125.383 -point -26.661,43.831,-122.895 -point -26.667,43.814,-122.011 -point -26.706,43.766,-119.932 -reverse -// Pedestrian number 655 -26 // Ref num -5 // Number of instructions -2 // Initial instruction -point -26.703,43.769,-119.933 -point -26.124,43.786,-117.711 -point -25.996,43.806,-116.329 -point -26.434,43.783,-114.248 -reverse -// Pedestrian number 656 -31 // Ref num -9 // Number of instructions -6 // Initial instruction -point -26.269,43.800,-113.941 -point -25.853,43.843,-112.966 -point -24.980,43.923,-111.099 -point -24.087,44.006,-108.517 -point -23.239,44.096,-106.251 -point -22.475,44.207,-104.637 -point -22.140,44.261,-103.961 -point -21.423,44.377,-102.613 -reverse -// Pedestrian number 657 -25 // Ref num -6 // Number of instructions -2 // Initial instruction -point -21.405,44.379,-102.606 -point -20.607,44.338,-104.572 -point -19.678,44.404,-105.831 -point -18.521,44.505,-105.507 -point -17.659,44.616,-102.995 -reverse -// Pedestrian number 658 -30 // Ref num -6 // Number of instructions -2 // Initial instruction -point -17.607,44.613,-102.988 -point -20.123,44.357,-106.607 -point -21.213,44.257,-107.698 -point -22.616,44.131,-109.273 -point -26.340,43.800,-113.207 -reverse -// Pedestrian number 659 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -34.803,18.172,-105.775 -point -32.943,18.170,-106.128 -point -32.090,18.170,-107.808 -reverse -// Pedestrian number 660 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -32.091,18.172,-108.017 -point -31.629,18.171,-106.845 -point -29.886,18.171,-105.890 -reverse -// Pedestrian number 661 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point -21.828,18.171,-105.660 -point -18.809,18.171,-106.364 -point -16.748,18.172,-108.186 -reverse -// Pedestrian number 662 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point -15.956,18.171,-108.239 -point -13.867,18.170,-107.388 -point -12.256,18.170,-105.858 -reverse -// Pedestrian number 663 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point -9.503,18.171,-105.840 -point -7.068,18.170,-107.160 -point -6.500,18.172,-108.998 -reverse -// Pedestrian number 664 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -6.500,18.172,-108.998 -point -9.293,18.170,-107.767 -point -11.996,18.172,-108.146 -reverse -// Pedestrian number 665 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point -13.862,18.170,-108.255 -point -15.614,18.171,-107.296 -point -17.940,18.171,-108.044 -reverse -// Pedestrian number 666 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point -31.704,18.170,-108.255 -point -33.855,18.169,-108.258 -point -36.937,18.169,-108.258 -reverse -// Pedestrian number 667 -30 // Ref num -5 // Number of instructions -2 // Initial instruction -point -15.426,18.172,-105.733 -point -13.735,18.169,-105.660 -point -10.093,18.169,-105.746 -point -7.496,18.172,-106.200 -reverse -// Pedestrian number 668 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point -7.496,18.172,-106.200 -point -5.639,18.171,-107.756 -point -4.882,18.171,-109.694 -reverse -// Pedestrian number 669 -26 // Ref num -5 // Number of instructions -2 // Initial instruction -point -3.755,18.171,-110.569 -point -2.087,18.170,-111.120 -point --0.233,18.171,-111.229 -point --0.885,18.172,-111.288 -reverse -// Pedestrian number 670 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --1.163,18.171,-111.863 -point --0.490,18.172,-112.751 -point --1.414,18.171,-115.287 -reverse -// Pedestrian number 671 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --1.421,18.172,-115.303 -point --1.858,18.171,-114.791 -point --1.733,18.172,-112.324 -reverse -// Pedestrian number 672 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --2.546,18.172,-113.442 -point --3.728,18.169,-114.730 -point --4.832,18.170,-116.893 -reverse -// Pedestrian number 673 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --5.254,18.172,-118.045 -point --5.057,18.171,-118.923 -point --3.949,18.170,-121.725 -reverse -// Pedestrian number 674 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point --3.644,18.172,-124.364 -point --4.172,18.171,-125.553 -point --5.960,18.170,-127.136 -reverse -// Pedestrian number 675 -30 // Ref num -5 // Number of instructions -2 // Initial instruction -point --3.699,18.170,-127.536 -point --3.641,18.170,-124.317 -point --3.578,18.168,-121.498 -point --4.083,18.170,-115.907 -reverse -// Pedestrian number 676 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point --4.098,18.172,-115.837 -point --2.815,18.170,-116.584 -point --2.924,18.172,-118.504 -reverse -// Pedestrian number 677 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --5.872,18.169,-121.601 -point --6.148,18.171,-122.740 -point --3.891,18.171,-125.003 -reverse -// Pedestrian number 678 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point --0.253,29.981,-134.446 -point --0.955,29.980,-134.739 -point --2.113,29.981,-136.633 -reverse -// Pedestrian number 679 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --2.130,29.982,-136.754 -point --2.032,29.980,-136.330 -point --1.642,29.977,-134.730 -reverse -// Pedestrian number 680 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --1.541,29.981,-134.684 -point --0.605,29.980,-136.027 -point -0.163,29.980,-137.077 -reverse -// Pedestrian number 681 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point --0.050,29.981,-134.521 -point --1.358,29.979,-136.324 -point --2.088,29.979,-138.052 -reverse -// Pedestrian number 682 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point --2.165,29.981,-138.607 -point --1.096,29.981,-140.136 -point -0.087,29.980,-141.425 -reverse -// Pedestrian number 683 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point -0.187,29.981,-141.700 -point --0.770,29.980,-143.025 -point --1.985,29.979,-144.259 -reverse -// Pedestrian number 684 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point --2.175,29.976,-144.450 -point --2.169,29.976,-142.188 -point --2.160,29.975,-138.548 -reverse -// Pedestrian number 685 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point -0.373,29.979,-141.629 -point -0.383,29.977,-144.828 -point -0.383,30.154,-148.225 -reverse -// Pedestrian number 686 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point -1.564,39.582,-215.751 -point -1.567,39.582,-218.010 -point -1.573,39.583,-222.085 -reverse -// Pedestrian number 687 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -1.580,39.581,-227.017 -point -1.585,39.580,-230.138 -point -1.590,39.578,-233.419 -reverse -// Pedestrian number 688 -25 // Ref num -5 // Number of instructions -2 // Initial instruction -point -1.604,39.579,-243.378 -point -1.611,39.578,-247.893 -point -1.619,39.577,-253.005 -point -3.265,39.415,-265.142 -reverse -// Pedestrian number 689 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -3.265,39.415,-265.142 -point -3.964,39.488,-263.752 -point -5.233,39.571,-262.197 -reverse -// Pedestrian number 690 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -5.371,39.583,-258.498 -point -5.426,39.581,-255.617 -point -5.472,39.579,-251.215 -reverse -// Pedestrian number 691 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -5.359,39.577,-242.099 -point -5.296,39.576,-236.077 -point -5.285,39.576,-231.163 -reverse -// Pedestrian number 692 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -4.678,39.585,-184.798 -point -3.249,39.583,-186.308 -point -1.609,39.585,-188.472 -reverse -// Pedestrian number 693 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -4.881,39.585,-189.398 -point -4.323,39.584,-188.740 -point -1.869,39.585,-185.845 -reverse -// Pedestrian number 694 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point -1.594,39.582,-213.724 -point -2.643,39.582,-217.496 -point -5.172,39.584,-221.244 -reverse -// Pedestrian number 695 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -5.523,39.585,-224.436 -point -4.896,39.584,-225.841 -point -1.858,39.584,-229.885 -reverse -// Pedestrian number 696 -93 // Ref num -5 // Number of instructions -2 // Initial instruction -point -1.626,39.585,-232.915 -point -3.217,39.583,-236.505 -point -5.219,39.583,-239.431 -point -5.403,39.585,-242.553 -reverse -// Pedestrian number 697 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point -5.469,39.585,-243.424 -point -4.171,39.583,-245.561 -point -1.885,39.584,-248.239 -reverse -// Pedestrian number 698 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -1.519,39.584,-249.715 -point -2.685,39.582,-252.910 -point -4.993,39.583,-256.228 -reverse -// Pedestrian number 699 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -1.547,39.586,-258.507 -point -2.229,39.584,-260.763 -point -3.341,39.431,-264.848 -reverse -// Pedestrian number 700 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -3.384,39.422,-265.010 -point -3.452,39.472,-264.055 -point -5.083,39.584,-261.803 -reverse -// Pedestrian number 701 -93 // Ref num -4 // Number of instructions -2 // Initial instruction -point -5.083,39.584,-261.803 -point -3.653,39.519,-263.201 -point -3.562,39.413,-265.151 -reverse -// Pedestrian number 702 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -3.566,39.414,-265.156 -point -3.024,39.491,-263.724 -point -1.671,39.585,-261.077 -reverse -// Pedestrian number 703 -31 // Ref num -4 // Number of instructions -2 // Initial instruction -point -1.755,39.585,-261.196 -point -3.207,39.515,-263.272 -point -4.183,39.442,-264.650 -reverse -// Pedestrian number 704 -25 // Ref num -4 // Number of instructions -2 // Initial instruction -point -4.184,39.442,-264.651 -point -3.947,39.547,-262.657 -point -5.326,39.585,-259.891 -reverse -// Pedestrian number 705 -30 // Ref num -4 // Number of instructions -2 // Initial instruction -point -6.763,43.070,-151.676 -point -6.782,43.070,-154.511 -point -6.936,43.079,-157.241 -reverse -// Pedestrian number 706 -27 // Ref num -4 // Number of instructions -2 // Initial instruction -point -8.022,43.058,-158.734 -point -9.437,43.074,-159.321 -point -11.473,43.169,-158.549 -reverse -// Pedestrian number 707 -26 // Ref num -4 // Number of instructions -2 // Initial instruction -point -72.235,18.751,-133.719 -point -75.774,18.750,-134.870 -point -79.238,18.748,-135.212 -reverse -// Pedestrian number 708 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --40.197,20.345,-67.579 -reverse -// Pedestrian number 709 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --43.513,20.345,-70.870 -reverse -// Pedestrian number 710 -111 // Ref num -2 // Number of instructions -1 // Initial instruction -point --54.689,18.035,-71.682 -reverse -// Pedestrian number 711 -111 // Ref num -2 // Number of instructions -1 // Initial instruction -point --49.843,18.035,-72.066 -reverse -// Pedestrian number 712 -111 // Ref num -2 // Number of instructions -1 // Initial instruction -point --44.691,18.035,-66.766 -reverse -// Pedestrian number 713 -111 // Ref num -2 // Number of instructions -1 // Initial instruction -point --38.965,18.035,-60.308 -reverse -// Pedestrian number 714 -111 // Ref num -2 // Number of instructions -1 // Initial instruction -point --45.666,18.035,-57.763 -reverse -// Pedestrian number 715 -111 // Ref num -2 // Number of instructions -1 // Initial instruction -point --50.994,18.035,-55.715 -reverse -// Pedestrian number 716 -111 // Ref num -2 // Number of instructions -1 // Initial instruction -point --56.299,18.035,-63.463 -reverse -// Pedestrian number 717 -111 // Ref num -2 // Number of instructions -1 // Initial instruction -point --65.074,18.035,-59.905 -reverse -// Pedestrian number 718 -111 // Ref num -2 // Number of instructions -1 // Initial instruction -point --70.369,18.035,-57.859 -reverse -// Pedestrian number 719 -111 // Ref num -2 // Number of instructions -1 // Initial instruction -point --75.850,18.035,-65.042 -reverse -// Pedestrian number 720 -111 // Ref num -2 // Number of instructions -1 // Initial instruction -point --71.903,18.037,-67.235 -reverse -// Pedestrian number 721 -111 // Ref num -2 // Number of instructions -1 // Initial instruction -point --72.950,18.035,-50.544 -reverse -// Pedestrian number 722 -111 // Ref num -2 // Number of instructions -1 // Initial instruction -point --70.249,18.035,-46.889 -reverse -// Pedestrian number 723 -111 // Ref num -2 // Number of instructions -1 // Initial instruction -point --59.952,18.035,-49.796 -reverse -// Pedestrian number 724 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --79.457,18.274,-44.088 -reverse -// Pedestrian number 725 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --76.650,18.274,-44.838 -reverse -// Pedestrian number 726 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --74.196,18.274,-45.502 -reverse -// Pedestrian number 727 -103 // Ref num -2 // Number of instructions -1 // Initial instruction -point --73.850,18.275,-46.768 -reverse -// Pedestrian number 728 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --80.686,18.275,-47.768 -reverse -// Pedestrian number 729 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --80.780,18.275,-48.116 -reverse -// Pedestrian number 730 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --80.915,18.275,-48.616 -reverse -// Pedestrian number 731 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --81.083,18.275,-49.234 -reverse -// Pedestrian number 732 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --35.725,18.274,-69.412 -reverse -// Pedestrian number 733 -145 // Ref num -2 // Number of instructions -1 // Initial instruction -point --38.323,18.275,-72.044 -reverse -// Pedestrian number 734 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --63.422,20.345,-45.450 -reverse -// Pedestrian number 735 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --65.734,20.345,-44.903 -reverse -// Pedestrian number 736 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --66.642,20.345,-44.686 -reverse -// Pedestrian number 737 -108 // Ref num -2 // Number of instructions -1 // Initial instruction -point --73.524,20.344,-45.323 -reverse -// Pedestrian number 738 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --54.999,20.345,-58.668 -reverse -// Pedestrian number 739 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --52.912,20.344,-59.872 -reverse -// Pedestrian number 740 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --50.156,20.344,-61.463 -reverse -// Pedestrian number 741 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --47.770,20.344,-62.841 -reverse -// Pedestrian number 742 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --39.871,20.344,-74.533 -reverse -// Pedestrian number 743 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --37.808,20.344,-73.338 -reverse -// Pedestrian number 744 -106 // Ref num -2 // Number of instructions -1 // Initial instruction -point --30.746,20.353,-74.367 -reverse -// Pedestrian number 745 -124 // Ref num -2 // Number of instructions -1 // Initial instruction -point --31.101,20.346,-82.424 -reverse -// Pedestrian number 746 -127 // Ref num -2 // Number of instructions -1 // Initial instruction -point --38.904,20.344,-104.069 -reverse -// Pedestrian number 747 -128 // Ref num -2 // Number of instructions -1 // Initial instruction -point --32.018,20.343,-108.002 -reverse -// Pedestrian number 748 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --90.680,20.345,-40.710 -reverse -// Pedestrian number 749 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --97.105,20.345,-27.072 -reverse -// Pedestrian number 750 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --96.704,20.345,-26.036 -reverse -// Pedestrian number 751 -109 // Ref num -2 // Number of instructions -1 // Initial instruction -point --93.825,20.345,-25.968 -reverse -// Pedestrian number 752 -107 // Ref num -2 // Number of instructions -1 // Initial instruction -point --100.416,19.842,-21.533 -reverse -// Pedestrian number 753 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --110.110,18.463,-9.917 -reverse -// Pedestrian number 754 -106 // Ref num -2 // Number of instructions -1 // Initial instruction -point --107.643,18.463,-8.560 -reverse -// Pedestrian number 755 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --108.897,18.463,-13.683 -reverse -// Pedestrian number 756 -123 // Ref num -2 // Number of instructions -1 // Initial instruction -point --108.053,18.463,-14.175 -reverse -// Pedestrian number 757 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --93.360,18.463,-23.696 -reverse -// Pedestrian number 758 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --93.134,18.463,-23.102 -reverse -// Pedestrian number 759 -103 // Ref num -2 // Number of instructions -1 // Initial instruction -point --95.514,18.463,-18.066 -reverse -// Pedestrian number 760 -104 // Ref num -2 // Number of instructions -1 // Initial instruction -point --94.367,18.462,-16.201 -reverse -// Pedestrian number 761 -134 // Ref num -2 // Number of instructions -1 // Initial instruction -point --90.344,19.855,-15.303 -reverse -// Pedestrian number 762 -145 // Ref num -2 // Number of instructions -1 // Initial instruction -point --73.260,21.161,-28.064 -reverse -// Pedestrian number 763 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --68.944,22.325,-28.877 -reverse -// Pedestrian number 764 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --68.983,22.324,-30.015 -reverse -// Pedestrian number 765 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --69.051,22.323,-32.015 -reverse -// Pedestrian number 766 -102 // Ref num -2 // Number of instructions -1 // Initial instruction -point --77.719,22.324,-33.333 -reverse -// Pedestrian number 767 -104 // Ref num -2 // Number of instructions -1 // Initial instruction -point --77.715,22.324,-33.855 -reverse -// Pedestrian number 768 -107 // Ref num -2 // Number of instructions -1 // Initial instruction -point --74.945,22.324,-34.302 -reverse -// Pedestrian number 769 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --73.784,22.324,-34.343 -reverse -// Pedestrian number 770 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --72.023,22.324,-34.348 -reverse -// Pedestrian number 771 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --73.644,22.324,-33.023 -reverse -// Pedestrian number 772 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --75.582,22.323,-33.025 -reverse -// Pedestrian number 773 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --69.197,22.325,-33.535 -reverse -// Pedestrian number 774 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --68.408,22.324,-22.964 -reverse -// Pedestrian number 775 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --70.473,22.323,-19.780 -reverse -// Pedestrian number 776 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --75.011,22.323,-19.608 -reverse -// Pedestrian number 777 -126 // Ref num -2 // Number of instructions -1 // Initial instruction -point --77.608,22.324,-19.522 -reverse -// Pedestrian number 778 -138 // Ref num -2 // Number of instructions -1 // Initial instruction -point --77.757,21.954,-8.608 -reverse -// Pedestrian number 779 -128 // Ref num -2 // Number of instructions -1 // Initial instruction -point --75.087,21.952,-8.895 -reverse -// Pedestrian number 780 -129 // Ref num -2 // Number of instructions -1 // Initial instruction -point --71.450,21.950,-9.021 -reverse -// Pedestrian number 781 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --65.393,21.950,-9.112 -reverse -// Pedestrian number 782 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --62.403,21.951,-9.169 -reverse -// Pedestrian number 783 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --59.777,21.950,-9.192 -reverse -// Pedestrian number 784 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --59.078,21.950,-11.232 -reverse -// Pedestrian number 785 -135 // Ref num -2 // Number of instructions -1 // Initial instruction -point --55.779,19.918,2.638 -reverse -// Pedestrian number 786 -136 // Ref num -2 // Number of instructions -1 // Initial instruction -point --54.505,19.828,10.340 -reverse -// Pedestrian number 787 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --52.191,17.846,30.822 -reverse -// Pedestrian number 788 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --48.471,17.846,30.849 -reverse -// Pedestrian number 789 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --46.748,17.845,30.862 -reverse -// Pedestrian number 790 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --44.097,17.846,30.881 -reverse -// Pedestrian number 791 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --55.552,17.847,34.562 -reverse -// Pedestrian number 792 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --55.647,17.847,40.988 -reverse -// Pedestrian number 793 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --55.856,17.845,24.498 -reverse -// Pedestrian number 794 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --55.849,17.845,21.624 -reverse -// Pedestrian number 795 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --60.168,17.847,30.667 -reverse -// Pedestrian number 796 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --66.298,17.845,30.775 -reverse -// Pedestrian number 797 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --68.608,17.845,30.801 -reverse -// Pedestrian number 798 -127 // Ref num -2 // Number of instructions -1 // Initial instruction -point --55.857,17.847,30.923 -reverse -// Pedestrian number 799 -128 // Ref num -2 // Number of instructions -1 // Initial instruction -point --55.668,17.848,30.926 -reverse -// Pedestrian number 800 -128 // Ref num -2 // Number of instructions -1 // Initial instruction -point --56.023,17.848,30.920 -reverse -// Pedestrian number 801 -129 // Ref num -2 // Number of instructions -1 // Initial instruction -point --55.824,17.848,31.127 -reverse -// Pedestrian number 802 -129 // Ref num -2 // Number of instructions -1 // Initial instruction -point --55.848,17.848,30.693 -reverse -// Pedestrian number 803 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --55.793,19.827,54.909 -reverse -// Pedestrian number 804 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --32.644,19.826,51.682 -reverse -// Pedestrian number 805 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --29.114,19.827,30.904 -reverse -// Pedestrian number 806 -101 // Ref num -2 // Number of instructions -1 // Initial instruction -point --78.923,19.829,10.236 -reverse -// Pedestrian number 807 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --82.226,19.827,30.741 -reverse -// Pedestrian number 808 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --78.966,19.827,51.549 -reverse -// Pedestrian number 809 -121 // Ref num -2 // Number of instructions -1 // Initial instruction -point --55.143,19.828,90.961 -reverse -// Pedestrian number 810 -106 // Ref num -2 // Number of instructions -1 // Initial instruction -point --55.450,19.826,99.126 -reverse -// Pedestrian number 811 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --55.156,31.009,115.872 -reverse -// Pedestrian number 812 -137 // Ref num -2 // Number of instructions -1 // Initial instruction -point --55.196,30.920,115.097 -reverse -// Pedestrian number 813 -115 // Ref num -2 // Number of instructions -1 // Initial instruction -point --58.342,31.092,116.601 -reverse -// Pedestrian number 814 -116 // Ref num -2 // Number of instructions -1 // Initial instruction -point --52.826,31.122,116.861 -reverse -// Pedestrian number 815 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --53.001,30.893,114.861 -reverse -// Pedestrian number 816 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --54.061,30.938,115.260 -reverse -// Pedestrian number 817 -104 // Ref num -2 // Number of instructions -1 // Initial instruction -point --58.131,30.945,115.316 -reverse -// Pedestrian number 818 -103 // Ref num -2 // Number of instructions -1 // Initial instruction -point --56.713,31.121,116.850 -reverse -// Pedestrian number 819 -127 // Ref num -2 // Number of instructions -1 // Initial instruction -point --46.188,19.827,89.322 -reverse -// Pedestrian number 820 -127 // Ref num -2 // Number of instructions -1 // Initial instruction -point --62.838,19.827,93.089 -reverse -// Pedestrian number 821 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --84.724,19.825,43.673 -reverse -// Pedestrian number 822 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --61.049,19.820,59.149 -reverse -// Pedestrian number 823 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --51.862,19.819,59.467 -reverse -// Pedestrian number 824 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --42.440,19.818,58.978 -reverse -// Pedestrian number 825 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --32.358,19.819,56.414 -reverse -// Pedestrian number 826 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --25.601,19.820,34.894 -reverse -// Pedestrian number 827 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --25.741,19.820,25.934 -reverse -// Pedestrian number 828 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --27.528,19.820,16.717 -reverse -// Pedestrian number 829 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --66.589,19.915,0.548 -reverse -// Pedestrian number 830 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --74.934,19.908,-0.527 -reverse -// Pedestrian number 831 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --86.996,19.822,12.003 -reverse -// Pedestrian number 832 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --92.193,19.827,34.987 -reverse -// Pedestrian number 833 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --78.549,17.847,51.030 -reverse -// Pedestrian number 834 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --63.606,17.844,51.025 -reverse -// Pedestrian number 835 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --60.030,17.846,51.089 -reverse -// Pedestrian number 836 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --78.566,17.844,37.126 -reverse -// Pedestrian number 837 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --71.359,17.847,34.866 -reverse -// Pedestrian number 838 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --72.172,17.847,26.915 -reverse -// Pedestrian number 839 -104 // Ref num -2 // Number of instructions -1 // Initial instruction -point --78.267,17.842,26.939 -reverse -// Pedestrian number 840 -103 // Ref num -2 // Number of instructions -1 // Initial instruction -point --78.565,17.845,20.440 -reverse -// Pedestrian number 841 -102 // Ref num -2 // Number of instructions -1 // Initial instruction -point --78.566,17.844,15.742 -reverse -// Pedestrian number 842 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --78.566,17.845,10.787 -reverse -// Pedestrian number 843 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --69.251,17.845,16.129 -reverse -// Pedestrian number 844 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --44.090,17.843,20.320 -reverse -// Pedestrian number 845 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --41.334,17.843,39.007 -reverse -// Pedestrian number 846 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --64.387,17.844,40.678 -reverse -// Pedestrian number 847 -134 // Ref num -2 // Number of instructions -1 // Initial instruction -point --59.766,17.847,10.803 -reverse -// Pedestrian number 848 -134 // Ref num -2 // Number of instructions -1 // Initial instruction -point --33.079,17.845,10.619 -reverse -// Pedestrian number 849 -117 // Ref num -2 // Number of instructions -1 // Initial instruction -point --39.371,17.846,10.556 -reverse -// Pedestrian number 850 -118 // Ref num -2 // Number of instructions -1 // Initial instruction -point --45.807,17.844,10.534 -reverse -// Pedestrian number 851 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --51.833,17.847,16.626 -reverse -// Pedestrian number 852 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --51.822,17.846,14.894 -reverse -// Pedestrian number 853 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --51.796,17.846,10.787 -reverse -// Pedestrian number 854 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --47.989,17.846,14.277 -reverse -// Pedestrian number 855 -122 // Ref num -2 // Number of instructions -1 // Initial instruction -point --44.567,17.840,38.325 -reverse -// Pedestrian number 856 -122 // Ref num -2 // Number of instructions -1 // Initial instruction -point --71.915,17.842,47.844 -reverse -// Pedestrian number 857 -122 // Ref num -2 // Number of instructions -1 // Initial instruction -point --73.550,17.847,23.852 -reverse -// Pedestrian number 858 -107 // Ref num -2 // Number of instructions -1 // Initial instruction -point --78.268,18.067,33.979 -reverse -// Pedestrian number 859 -107 // Ref num -2 // Number of instructions -1 // Initial instruction -point --78.311,18.067,27.801 -reverse -// Pedestrian number 860 -127 // Ref num -2 // Number of instructions -1 // Initial instruction -point --58.862,18.067,10.815 -reverse -// Pedestrian number 861 -127 // Ref num -2 // Number of instructions -1 // Initial instruction -point --52.674,18.067,10.833 -reverse -// Pedestrian number 862 -135 // Ref num -2 // Number of instructions -1 // Initial instruction -point --33.095,18.067,27.769 -reverse -// Pedestrian number 863 -135 // Ref num -2 // Number of instructions -1 // Initial instruction -point --33.161,18.067,34.210 -reverse -// Pedestrian number 864 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --38.297,17.845,34.930 -reverse -// Pedestrian number 865 -102 // Ref num -2 // Number of instructions -1 // Initial instruction -point --40.283,17.847,34.930 -reverse -// Pedestrian number 866 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --32.843,17.841,43.188 -reverse -// Pedestrian number 867 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --32.843,17.840,46.008 -reverse -// Pedestrian number 868 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --32.843,17.839,50.965 -reverse -// Pedestrian number 869 -128 // Ref num -2 // Number of instructions -1 // Initial instruction -point --36.740,17.848,51.257 -reverse -// Pedestrian number 870 -129 // Ref num -2 // Number of instructions -1 // Initial instruction -point --39.476,17.845,51.253 -reverse -// Pedestrian number 871 -128 // Ref num -2 // Number of instructions -1 // Initial instruction -point --43.054,17.845,51.246 -reverse -// Pedestrian number 872 -129 // Ref num -2 // Number of instructions -1 // Initial instruction -point --45.925,17.844,51.241 -reverse -// Pedestrian number 873 -128 // Ref num -2 // Number of instructions -1 // Initial instruction -point --48.459,17.843,51.236 -reverse -// Pedestrian number 874 -129 // Ref num -2 // Number of instructions -1 // Initial instruction -point --51.555,17.844,51.230 -reverse -// Pedestrian number 875 -109 // Ref num -2 // Number of instructions -1 // Initial instruction -point --52.648,18.067,50.948 -reverse -// Pedestrian number 876 -109 // Ref num -2 // Number of instructions -1 // Initial instruction -point --59.244,18.067,50.976 -reverse -// Pedestrian number 877 -118 // Ref num -2 // Number of instructions -1 // Initial instruction -point --59.785,17.848,43.203 -reverse -// Pedestrian number 878 -117 // Ref num -2 // Number of instructions -1 // Initial instruction -point --59.763,17.846,45.531 -reverse -// Pedestrian number 879 -116 // Ref num -2 // Number of instructions -1 // Initial instruction -point --59.763,17.847,48.214 -reverse -// Pedestrian number 880 -109 // Ref num -2 // Number of instructions -1 // Initial instruction -point --59.698,17.846,27.610 -reverse -// Pedestrian number 881 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --52.458,17.848,27.005 -reverse -// Pedestrian number 882 -109 // Ref num -2 // Number of instructions -1 // Initial instruction -point --52.295,17.847,34.253 -reverse -// Pedestrian number 883 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --59.412,17.847,34.583 -reverse -// Pedestrian number 884 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --92.333,19.821,35.441 -reverse -// Pedestrian number 885 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --100.907,19.832,4.230 -reverse -// Pedestrian number 886 -127 // Ref num -2 // Number of instructions -1 // Initial instruction -point --60.656,19.971,-7.563 -reverse -// Pedestrian number 887 -127 // Ref num -2 // Number of instructions -1 // Initial instruction -point --51.363,19.968,-7.682 -reverse -// Pedestrian number 888 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --35.211,19.963,-8.302 -reverse -// Pedestrian number 889 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --27.643,19.890,4.469 -reverse -// Pedestrian number 890 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --27.369,19.834,9.821 -reverse -// Pedestrian number 891 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --21.171,19.823,25.829 -reverse -// Pedestrian number 892 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --20.705,19.824,27.570 -reverse -// Pedestrian number 893 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --20.420,19.824,28.997 -reverse -// Pedestrian number 894 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --20.174,19.824,30.231 -reverse -// Pedestrian number 895 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --19.783,19.824,32.195 -reverse -// Pedestrian number 896 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --21.106,19.825,41.599 -reverse -// Pedestrian number 897 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --21.777,19.823,46.124 -reverse -// Pedestrian number 898 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --22.103,19.824,54.205 -reverse -// Pedestrian number 899 -108 // Ref num -2 // Number of instructions -1 // Initial instruction -point --21.115,19.827,57.177 -reverse -// Pedestrian number 900 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --23.901,19.825,57.626 -reverse -// Pedestrian number 901 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --26.688,19.823,58.877 -reverse -// Pedestrian number 902 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --9.917,20.355,-180.748 -reverse -// Pedestrian number 903 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --9.917,20.353,-182.028 -reverse -// Pedestrian number 904 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --9.917,20.353,-183.581 -reverse -// Pedestrian number 905 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -3.732,20.383,-236.967 -reverse -// Pedestrian number 906 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -21.322,20.344,-220.187 -reverse -// Pedestrian number 907 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -129.400,18.724,-104.407 -reverse -// Pedestrian number 908 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -123.805,18.720,-98.754 -reverse -// Pedestrian number 909 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -121.569,18.726,-81.565 -reverse -// Pedestrian number 910 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -107.593,18.729,-78.046 -reverse -// Pedestrian number 911 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -95.975,18.727,-86.979 -reverse -// Pedestrian number 912 -102 // Ref num -2 // Number of instructions -1 // Initial instruction -point -57.188,28.293,-87.600 -reverse -// Pedestrian number 913 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -43.471,28.161,-91.763 -reverse -// Pedestrian number 914 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -42.327,28.086,-93.494 -reverse -// Pedestrian number 915 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -41.476,28.052,-97.402 -reverse -// Pedestrian number 916 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -36.518,28.052,-96.958 -reverse -// Pedestrian number 917 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -37.036,28.051,-95.427 -reverse -// Pedestrian number 918 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -37.577,28.073,-93.184 -reverse -// Pedestrian number 919 -129 // Ref num -2 // Number of instructions -1 // Initial instruction -point -27.321,26.488,-93.146 -reverse -// Pedestrian number 920 -128 // Ref num -2 // Number of instructions -1 // Initial instruction -point -20.174,25.956,-95.219 -reverse -// Pedestrian number 921 -128 // Ref num -2 // Number of instructions -1 // Initial instruction -point -15.602,25.957,-93.035 -reverse -// Pedestrian number 922 -139 // Ref num -2 // Number of instructions -1 // Initial instruction -point -12.893,25.959,-88.447 -reverse -// Pedestrian number 923 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -8.522,27.216,-89.525 -reverse -// Pedestrian number 924 -102 // Ref num -2 // Number of instructions -1 // Initial instruction -point --4.991,32.201,-78.849 -reverse -// Pedestrian number 925 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --4.074,32.195,-79.596 -reverse -// Pedestrian number 926 -106 // Ref num -2 // Number of instructions -1 // Initial instruction -point --2.815,32.184,-80.615 -reverse -// Pedestrian number 927 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --2.025,32.487,-77.368 -reverse -// Pedestrian number 928 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --2.148,32.489,-76.539 -reverse -// Pedestrian number 929 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --1.662,32.490,-75.799 -reverse -// Pedestrian number 930 -115 // Ref num -2 // Number of instructions -1 // Initial instruction -point -0.242,32.492,-75.138 -reverse -// Pedestrian number 931 -116 // Ref num -2 // Number of instructions -1 // Initial instruction -point --0.370,32.491,-73.195 -reverse -// Pedestrian number 932 -117 // Ref num -2 // Number of instructions -1 // Initial instruction -point --0.011,32.488,-68.456 -reverse -// Pedestrian number 933 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -2.065,32.490,-70.718 -reverse -// Pedestrian number 934 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -2.464,32.488,-72.046 -reverse -// Pedestrian number 935 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -5.660,32.487,-72.122 -reverse -// Pedestrian number 936 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -6.289,32.487,-71.575 -reverse -// Pedestrian number 937 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -6.851,32.487,-67.735 -reverse -// Pedestrian number 938 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -4.215,32.487,-66.387 -reverse -// Pedestrian number 939 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -3.447,32.487,-66.434 -reverse -// Pedestrian number 940 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -2.303,32.487,-66.785 -reverse -// Pedestrian number 941 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --0.158,32.486,-69.486 -reverse -// Pedestrian number 942 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -3.456,32.490,-75.088 -reverse -// Pedestrian number 943 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -4.140,32.485,-71.301 -reverse -// Pedestrian number 944 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --21.701,33.012,-53.507 -reverse -// Pedestrian number 945 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --27.214,33.078,-56.377 -reverse -// Pedestrian number 946 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --31.768,33.074,-60.591 -reverse -// Pedestrian number 947 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --34.245,33.073,-62.837 -reverse -// Pedestrian number 948 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --44.295,33.075,-66.630 -reverse -// Pedestrian number 949 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --47.865,33.074,-66.883 -reverse -// Pedestrian number 950 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --57.984,33.077,-65.384 -reverse -// Pedestrian number 951 -123 // Ref num -2 // Number of instructions -1 // Initial instruction -point --61.220,33.076,-64.578 -reverse -// Pedestrian number 952 -124 // Ref num -2 // Number of instructions -1 // Initial instruction -point --65.510,33.076,-62.943 -reverse -// Pedestrian number 953 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --68.115,33.076,-62.015 -reverse -// Pedestrian number 954 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --71.176,33.079,-60.899 -reverse -// Pedestrian number 955 -127 // Ref num -2 // Number of instructions -1 // Initial instruction -point --72.578,33.079,-60.269 -reverse -// Pedestrian number 956 -128 // Ref num -2 // Number of instructions -1 // Initial instruction -point --77.778,33.076,-57.649 -reverse -// Pedestrian number 957 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --82.199,33.078,-54.778 -reverse -// Pedestrian number 958 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --89.472,30.021,-34.474 -reverse -// Pedestrian number 959 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --89.292,30.022,-31.942 -reverse -// Pedestrian number 960 -115 // Ref num -2 // Number of instructions -1 // Initial instruction -point --87.892,30.022,-27.537 -reverse -// Pedestrian number 961 -117 // Ref num -2 // Number of instructions -1 // Initial instruction -point --85.246,30.023,-26.714 -reverse -// Pedestrian number 962 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --78.740,28.154,-25.679 -reverse -// Pedestrian number 963 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --46.309,22.102,-26.534 -reverse -// Pedestrian number 964 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --15.335,28.296,-46.671 -reverse -// Pedestrian number 965 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --12.937,28.302,-58.311 -reverse -// Pedestrian number 966 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -11.766,28.300,-81.981 -reverse -// Pedestrian number 967 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -8.966,28.302,-80.460 -reverse -// Pedestrian number 968 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --9.598,28.299,-65.473 -reverse -// Pedestrian number 969 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --8.183,28.298,-67.178 -reverse -// Pedestrian number 970 -128 // Ref num -2 // Number of instructions -1 // Initial instruction -point --5.385,28.300,-66.679 -reverse -// Pedestrian number 971 -129 // Ref num -2 // Number of instructions -1 // Initial instruction -point --6.450,28.301,-65.395 -reverse -// Pedestrian number 972 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -20.483,28.301,-85.224 -reverse -// Pedestrian number 973 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -25.696,28.298,-86.732 -reverse -// Pedestrian number 974 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -35.722,28.296,-87.180 -reverse -// Pedestrian number 975 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -40.124,28.295,-87.193 -reverse -// Pedestrian number 976 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -114.011,20.311,-88.280 -reverse -// Pedestrian number 977 -138 // Ref num -2 // Number of instructions -1 // Initial instruction -point -115.147,20.296,-89.416 -reverse -// Pedestrian number 978 -137 // Ref num -2 // Number of instructions -1 // Initial instruction -point -124.995,20.241,-89.705 -reverse -// Pedestrian number 979 -136 // Ref num -2 // Number of instructions -1 // Initial instruction -point -125.046,19.729,-84.072 -reverse -// Pedestrian number 980 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -133.259,18.849,-116.475 -reverse -// Pedestrian number 981 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -124.257,20.366,-118.187 -reverse -// Pedestrian number 982 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -123.003,20.399,-116.301 -reverse -// Pedestrian number 983 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -121.885,20.354,-121.552 -reverse -// Pedestrian number 984 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -120.995,20.350,-124.877 -reverse -// Pedestrian number 985 -117 // Ref num -2 // Number of instructions -1 // Initial instruction -point -113.497,20.354,-131.494 -reverse -// Pedestrian number 986 -134 // Ref num -2 // Number of instructions -1 // Initial instruction -point --74.207,20.345,-50.052 -reverse -// Pedestrian number 987 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -140.275,18.730,-129.561 -reverse -// Pedestrian number 988 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -133.187,18.724,-133.614 -reverse -// Pedestrian number 989 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -130.064,18.760,-133.692 -reverse -// Pedestrian number 990 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -120.149,18.961,-133.689 -reverse -// Pedestrian number 991 -128 // Ref num -2 // Number of instructions -1 // Initial instruction -point -111.547,19.222,-134.992 -reverse -// Pedestrian number 992 -129 // Ref num -2 // Number of instructions -1 // Initial instruction -point -101.989,19.461,-135.936 -reverse -// Pedestrian number 993 -128 // Ref num -2 // Number of instructions -1 // Initial instruction -point -93.732,19.598,-133.270 -reverse -// Pedestrian number 994 -128 // Ref num -2 // Number of instructions -1 // Initial instruction -point -84.278,20.384,-122.992 -reverse -// Pedestrian number 995 -129 // Ref num -2 // Number of instructions -1 // Initial instruction -point -77.402,20.386,-118.239 -reverse -// Pedestrian number 996 -108 // Ref num -2 // Number of instructions -1 // Initial instruction -point -72.955,20.354,-125.075 -reverse -// Pedestrian number 997 -107 // Ref num -2 // Number of instructions -1 // Initial instruction -point -67.145,19.595,-131.962 -reverse -// Pedestrian number 998 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -59.188,20.362,-125.910 -reverse -// Pedestrian number 999 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -54.362,20.423,-118.486 -reverse -// Pedestrian number 1000 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -54.088,20.440,-116.876 -reverse -// Pedestrian number 1001 -123 // Ref num -2 // Number of instructions -1 // Initial instruction -point -57.835,18.171,-105.675 -reverse -// Pedestrian number 1002 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -61.105,18.171,-105.658 -reverse -// Pedestrian number 1003 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -67.489,18.170,-108.246 -reverse -// Pedestrian number 1004 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -73.215,15.174,-140.373 -reverse -// Pedestrian number 1005 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -71.388,14.749,-143.822 -reverse -// Pedestrian number 1006 -103 // Ref num -2 // Number of instructions -1 // Initial instruction -point -70.690,13.712,-150.366 -reverse -// Pedestrian number 1007 -104 // Ref num -2 // Number of instructions -1 // Initial instruction -point -69.427,13.280,-154.536 -reverse -// Pedestrian number 1008 -105 // Ref num -2 // Number of instructions -1 // Initial instruction -point -72.964,13.973,-170.883 -reverse -// Pedestrian number 1009 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -74.240,13.970,-165.400 -reverse -// Pedestrian number 1010 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -80.401,13.970,-169.143 -reverse -// Pedestrian number 1011 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -83.937,13.972,-170.583 -reverse -// Pedestrian number 1012 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -88.970,13.974,-169.192 -reverse -// Pedestrian number 1013 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -90.174,13.974,-168.394 -reverse -// Pedestrian number 1014 -135 // Ref num -2 // Number of instructions -1 // Initial instruction -point -91.383,13.976,-167.592 -reverse -// Pedestrian number 1015 -128 // Ref num -2 // Number of instructions -1 // Initial instruction -point -95.751,13.972,-163.563 -reverse -// Pedestrian number 1016 -129 // Ref num -2 // Number of instructions -1 // Initial instruction -point -97.003,13.974,-161.952 -reverse -// Pedestrian number 1017 -139 // Ref num -2 // Number of instructions -1 // Initial instruction -point -102.767,13.973,-156.201 -reverse -// Pedestrian number 1018 -138 // Ref num -2 // Number of instructions -1 // Initial instruction -point -96.428,13.971,-160.530 -reverse -// Pedestrian number 1019 -124 // Ref num -2 // Number of instructions -1 // Initial instruction -point -92.097,13.975,-165.764 -reverse -// Pedestrian number 1020 -115 // Ref num -2 // Number of instructions -1 // Initial instruction -point -82.867,13.971,-169.982 -reverse -// Pedestrian number 1021 -116 // Ref num -2 // Number of instructions -1 // Initial instruction -point -79.397,13.971,-169.189 -reverse -// Pedestrian number 1022 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -87.676,15.155,-166.786 -reverse -// Pedestrian number 1023 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -90.836,15.151,-164.311 -reverse -// Pedestrian number 1024 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -96.260,15.154,-158.452 -reverse -// Pedestrian number 1025 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -94.113,15.186,-152.513 -reverse -// Pedestrian number 1026 -106 // Ref num -2 // Number of instructions -1 // Initial instruction -point --67.040,18.035,-63.229 -reverse -// Pedestrian number 1027 -106 // Ref num -2 // Number of instructions -1 // Initial instruction -point --69.400,18.034,-53.585 -reverse -// Pedestrian number 1028 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --39.875,18.275,-65.346 -reverse -// Pedestrian number 1029 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --43.410,18.275,-73.585 -reverse -// Pedestrian number 1030 -103 // Ref num -2 // Number of instructions -1 // Initial instruction -point --75.228,18.275,-45.277 -reverse -// Pedestrian number 1031 -104 // Ref num -2 // Number of instructions -1 // Initial instruction -point --75.650,18.275,-45.134 -reverse -// Pedestrian number 1032 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --79.874,18.275,-47.419 -reverse -// Pedestrian number 1033 -123 // Ref num -2 // Number of instructions -1 // Initial instruction -point --80.152,18.275,-48.275 -reverse -// Pedestrian number 1034 -124 // Ref num -2 // Number of instructions -1 // Initial instruction -point --80.500,18.275,-49.344 -reverse -// Pedestrian number 1035 -117 // Ref num -2 // Number of instructions -1 // Initial instruction -point --78.502,18.275,-49.210 -reverse -// Pedestrian number 1036 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --77.533,18.274,-51.744 -reverse -// Pedestrian number 1037 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --76.417,18.274,-52.205 -reverse -// Pedestrian number 1038 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --76.686,20.344,-69.486 -reverse -// Pedestrian number 1039 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --75.882,20.344,-51.681 -reverse -// Pedestrian number 1040 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --71.666,20.344,-44.797 -reverse -// Pedestrian number 1041 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --69.285,20.343,-44.711 -reverse -// Pedestrian number 1042 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --43.237,20.340,-55.173 -reverse -// Pedestrian number 1043 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point --51.434,20.342,-75.244 -reverse -// Pedestrian number 1044 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --31.711,20.347,-174.791 -reverse -// Pedestrian number 1045 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -22.099,20.354,-175.114 -reverse -// Pedestrian number 1046 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -72.210,20.386,-118.425 -reverse -// Pedestrian number 1047 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --86.422,20.336,-25.562 -reverse -// Pedestrian number 1048 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --28.254,28.300,-28.583 -reverse -// Pedestrian number 1049 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --25.845,28.301,-28.863 -reverse -// Pedestrian number 1050 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --22.524,28.300,-30.829 -reverse -// Pedestrian number 1051 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --20.532,28.300,-32.975 -reverse -// Pedestrian number 1052 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --28.767,30.021,-43.014 -reverse -// Pedestrian number 1053 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --35.176,30.021,-45.808 -reverse -// Pedestrian number 1054 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --48.675,32.735,-70.403 -reverse -// Pedestrian number 1055 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --48.656,32.610,-71.130 -reverse -// Pedestrian number 1056 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --20.015,42.268,-83.717 -reverse -// Pedestrian number 1057 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --17.142,42.268,-89.114 -reverse -// Pedestrian number 1058 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --12.551,42.267,-94.305 -reverse -// Pedestrian number 1059 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -2.617,42.264,-112.209 -reverse -// Pedestrian number 1060 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -21.290,44.320,-124.180 -reverse -// Pedestrian number 1061 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -6.436,44.524,-137.069 -reverse -// Pedestrian number 1062 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -2.620,44.522,-144.021 -reverse -// Pedestrian number 1063 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -3.695,43.036,-160.237 -reverse -// Pedestrian number 1064 -100 // Ref num -2 // Number of instructions -1 // Initial instruction -point -3.691,43.039,-171.411 -reverse -// Pedestrian number 1065 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -3.597,39.579,-214.650 -reverse -// Pedestrian number 1066 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -3.620,39.579,-221.407 -reverse -// Pedestrian number 1067 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -3.649,39.579,-229.888 -reverse -// Pedestrian number 1068 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -3.674,39.579,-237.147 -reverse -// Pedestrian number 1069 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -3.703,39.579,-245.614 -reverse -// Pedestrian number 1070 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point -3.730,39.578,-253.250 -reverse -// Pedestrian number 1071 -101 // Ref num -2 // Number of instructions -1 // Initial instruction -point -3.386,39.422,-265.014 -reverse -// Pedestrian number 1072 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --45.373,19.366,-149.492 -reverse -// Pedestrian number 1073 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --45.374,19.365,-146.582 -reverse -// Pedestrian number 1074 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --44.307,19.370,-140.903 -reverse -// Pedestrian number 1075 -101 // Ref num -2 // Number of instructions -1 // Initial instruction -point --63.077,13.797,-193.890 -reverse -// Pedestrian number 1076 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --25.838,20.345,-197.665 -reverse -// Pedestrian number 1077 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --20.487,20.344,-196.980 -reverse -// Pedestrian number 1078 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --28.331,20.342,-133.764 -reverse -// Pedestrian number 1079 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --29.483,20.344,-129.994 -reverse -// Pedestrian number 1080 -112 // Ref num -2 // Number of instructions -1 // Initial instruction -point --30.091,20.342,-125.179 -reverse -START OF OPPONENT PATHS -430 // Number of path nodes --64.445, 20.345, -54.462 // Node #0 --46.904, 20.345, -64.759 // Node #1 --41.710, 20.344, -69.890 // Node #2 --38.473, 20.341, -74.517 // Node #3 --31.019, 20.341, -88.084 // Node #4 --29.141, 20.341, -96.168 // Node #5 --28.623, 20.339, -117.617 // Node #6 --24.811, 20.338, -140.691 // Node #7 --21.915, 20.339, -174.065 // Node #8 --18.585, 20.340, -183.003 // Node #9 --13.862, 20.358, -191.175 // Node #10 --11.410, 20.359, -198.852 // Node #11 --11.325, 20.341, -256.858 // Node #12 --9.881, 20.342, -261.429 // Node #13 --6.815, 20.341, -265.183 // Node #14 -0.297, 20.340, -268.379 // Node #15 -6.730, 20.341, -267.722 // Node #16 -14.753, 20.340, -263.005 // Node #17 -18.583, 20.339, -255.622 // Node #18 -18.522, 20.340, -242.113 // Node #19 -16.904, 20.340, -229.265 // Node #20 -23.562, 20.339, -212.030 // Node #21 -27.266, 20.340, -202.776 // Node #22 -27.888, 20.340, -185.855 // Node #23 -30.485, 20.340, -175.290 // Node #24 -36.513, 20.340, -166.660 // Node #25 -44.961, 20.341, -158.913 // Node #26 -61.204, 19.714, -139.552 // Node #27 -67.039, 19.593, -132.575 // Node #28 -74.065, 19.592, -128.484 // Node #29 -81.781, 19.594, -128.265 // Node #30 -90.669, 19.596, -133.655 // Node #31 -98.340, 19.595, -134.691 // Node #32 -130.876, 18.731, -134.836 // Node #33 -134.109, 18.726, -134.591 // Node #34 -137.777, 18.725, -133.161 // Node #35 -141.304, 18.724, -130.401 // Node #36 -144.041, 18.723, -125.785 // Node #37 -144.290, 18.724, -117.060 // Node #38 -142.447, 18.723, -113.325 // Node #39 -134.215, 18.724, -105.959 // Node #40 -129.548, 18.723, -103.046 // Node #41 -125.006, 18.723, -98.015 // Node #42 -122.225, 18.723, -93.168 // Node #43 -121.015, 18.723, -86.137 // Node #44 -120.470, 18.723, -81.116 // Node #45 -116.477, 18.728, -75.264 // Node #46 -113.238, 18.740, -74.175 // Node #47 -106.615, 18.726, -77.765 // Node #48 -101.839, 18.723, -83.660 // Node #49 -96.610, 18.724, -86.801 // Node #50 -92.938, 18.724, -87.593 // Node #51 -82.508, 19.906, -87.938 // Node #52 -72.573, 23.962, -87.938 // Node #53 -59.838, 28.299, -87.883 // Node #54 -27.671, 28.296, -87.906 // Node #55 -20.585, 28.297, -86.260 // Node #56 -12.379, 28.297, -82.251 // Node #57 -1.521, 28.298, -75.112 // Node #58 --7.577, 28.296, -66.041 // Node #59 --13.610, 28.296, -57.594 // Node #60 --17.136, 28.299, -37.723 // Node #61 --18.159, 28.298, -33.663 // Node #62 --19.912, 28.298, -30.477 // Node #63 --23.473, 28.298, -28.079 // Node #64 --32.739, 28.149, -26.683 // Node #65 --44.275, 22.104, -26.661 // Node #66 --66.969, 22.101, -26.801 // Node #67 --75.917, 20.881, -26.636 // Node #68 --83.504, 20.334, -25.899 // Node #69 --92.191, 20.337, -19.994 // Node #70 --90.514, 19.854, -14.923 // Node #71 --97.349, 18.461, -11.133 // Node #72 --100.637, 18.461, -11.541 // Node #73 --102.550, 18.461, -14.206 // Node #74 --101.504, 18.483, -18.578 // Node #75 --99.494, 19.840, -22.140 // Node #76 --95.427, 20.342, -25.212 // Node #77 --96.015, 20.345, -27.961 // Node #78 --96.443, 20.343, -31.691 // Node #79 --95.278, 20.341, -36.070 // Node #80 --91.988, 20.341, -41.094 // Node #81 --87.850, 20.341, -44.563 // Node #82 --82.198, 20.342, -47.267 // Node #83 --76.567, 20.344, -49.269 // Node #84 --73.575, 20.345, -50.184 // Node #85 --62.823, 18.035, -62.854 // Node #86 --64.442, 19.037, -68.572 // Node #87 --64.538, 20.345, -74.491 // Node #88 --58.948, 20.343, -76.649 // Node #89 --50.813, 20.345, -75.271 // Node #90 --42.812, 20.345, -68.557 // Node #91 --39.782, 20.344, -65.117 // Node #92 --35.931, 20.343, -59.533 // Node #93 --41.054, 20.343, -56.238 // Node #94 --50.533, 20.344, -52.194 // Node #95 --54.203, 20.344, -50.184 // Node #96 --59.058, 20.342, -47.005 // Node #97 --65.386, 20.340, -44.986 // Node #98 --70.429, 20.341, -44.172 // Node #99 --73.869, 20.343, -44.361 // Node #100 --75.134, 20.345, -49.551 // Node #101 --76.643, 20.342, -54.564 // Node #102 --77.953, 20.340, -62.005 // Node #103 --77.676, 20.343, -66.772 // Node #104 --75.756, 20.343, -68.748 // Node #105 --73.046, 20.343, -71.311 // Node #106 --58.643, 18.027, -56.859 // Node #107 --57.033, 19.190, -54.724 // Node #108 --46.504, 18.027, -66.402 // Node #109 --45.478, 18.275, -69.701 // Node #110 --41.872, 18.275, -73.034 // Node #111 --37.794, 18.275, -69.520 // Node #112 --42.134, 18.275, -65.038 // Node #113 --43.039, 18.027, -59.081 // Node #114 --49.778, 18.027, -56.399 // Node #115 --54.659, 18.028, -64.668 // Node #116 --54.899, 18.028, -72.672 // Node #117 --50.972, 18.028, -72.427 // Node #118 --73.382, 18.027, -63.210 // Node #119 --72.930, 18.027, -53.417 // Node #120 --80.298, 18.275, -50.975 // Node #121 --78.725, 18.275, -46.086 // Node #122 --70.316, 18.027, -48.242 // Node #123 --66.629, 18.275, -53.115 // Node #124 --97.747, 20.345, -29.403 // Node #125 --99.583, 19.206, -29.023 // Node #126 --102.668, 18.195, -28.841 // Node #127 --106.135, 17.802, -29.401 // Node #128 --114.356, 14.977, -32.250 // Node #129 --115.132, 15.000, -34.975 // Node #130 --118.212, 13.516, -38.146 // Node #131 --119.636, 12.437, -39.643 // Node #132 --121.062, 11.705, -41.698 // Node #133 --125.704, 11.687, -46.587 // Node #134 --128.921, 11.687, -48.600 // Node #135 --141.998, 11.683, -62.110 // Node #136 --146.197, 11.686, -70.227 // Node #137 --145.824, 11.690, -73.343 // Node #138 --145.290, 11.688, -75.999 // Node #139 --145.134, 11.703, -80.546 // Node #140 --145.202, 11.719, -82.949 // Node #141 --143.775, 11.719, -85.453 // Node #142 --135.126, 11.717, -95.066 // Node #143 --127.927, 11.718, -96.206 // Node #144 --121.301, 11.718, -94.996 // Node #145 --112.594, 11.717, -103.274 // Node #146 --107.554, 11.717, -111.420 // Node #147 --100.001, 11.720, -120.406 // Node #148 --90.024, 11.716, -126.170 // Node #149 --84.854, 11.718, -133.484 // Node #150 --83.880, 11.718, -137.453 // Node #151 --83.723, 11.714, -171.727 // Node #152 --82.783, 11.715, -180.095 // Node #153 --80.861, 11.717, -186.449 // Node #154 --72.089, 11.715, -197.404 // Node #155 --63.595, 11.715, -208.104 // Node #156 --56.747, 11.716, -212.159 // Node #157 --49.144, 11.715, -214.484 // Node #158 --34.266, 11.717, -216.724 // Node #159 --29.943, 11.720, -220.121 // Node #160 --29.912, 11.720, -222.339 // Node #161 --28.176, 11.721, -223.150 // Node #162 --76.450, 13.800, -135.394 // Node #163 --75.741, 13.800, -141.018 // Node #164 --76.025, 13.800, -155.090 // Node #165 --76.077, 13.800, -171.957 // Node #166 --74.957, 13.800, -178.639 // Node #167 --73.143, 13.800, -184.366 // Node #168 --70.223, 13.798, -187.850 // Node #169 --55.349, 13.796, -204.866 // Node #170 --52.707, 13.799, -207.777 // Node #171 --50.154, 13.797, -209.178 // Node #172 --42.345, 13.795, -210.093 // Node #173 --35.412, 13.795, -211.351 // Node #174 --27.522, 13.798, -214.663 // Node #175 --23.520, 14.973, -213.205 // Node #176 --20.559, 17.100, -209.720 // Node #177 --16.861, 20.312, -202.930 // Node #178 --15.264, 20.363, -196.459 // Node #179 --23.338, 20.342, -197.581 // Node #180 --30.832, 20.341, -197.617 // Node #181 --35.537, 19.943, -196.237 // Node #182 --38.973, 19.364, -193.069 // Node #183 --48.072, 19.366, -182.324 // Node #184 --50.105, 19.368, -176.646 // Node #185 --51.514, 19.369, -169.606 // Node #186 --51.362, 19.367, -129.318 // Node #187 --56.178, 19.367, -112.718 // Node #188 --63.480, 19.367, -101.723 // Node #189 --73.802, 19.369, -94.934 // Node #190 --87.061, 19.366, -89.228 // Node #191 --93.242, 19.513, -86.622 // Node #192 --95.475, 19.950, -85.412 // Node #193 --99.893, 20.342, -77.190 // Node #194 --101.322, 20.342, -70.824 // Node #195 --104.927, 20.349, -69.210 // Node #196 --106.351, 20.348, -69.498 // Node #197 --110.765, 18.896, -74.104 // Node #198 --117.657, 14.526, -86.498 // Node #199 --117.941, 13.799, -91.108 // Node #200 --114.297, 13.798, -92.657 // Node #201 --110.534, 13.794, -97.332 // Node #202 --103.877, 13.797, -109.708 // Node #203 --101.213, 13.796, -112.388 // Node #204 --94.921, 13.797, -114.618 // Node #205 --87.021, 13.794, -118.997 // Node #206 --78.252, 13.796, -127.859 // Node #207 --24.794, 13.800, -221.335 // Node #208 --25.348, 13.800, -218.974 // Node #209 --6.982, 20.363, -191.345 // Node #210 -22.209, 20.376, -186.647 // Node #211 -23.723, 20.374, -184.612 // Node #212 -28.347, 20.376, -183.997 // Node #213 -47.454, 20.357, -145.561 // Node #214 -43.742, 20.549, -137.220 // Node #215 -39.001, 20.549, -133.758 // Node #216 -38.831, 20.953, -123.653 // Node #217 -38.959, 27.070, -104.927 // Node #218 -38.919, 28.054, -97.657 // Node #219 -44.024, 28.301, -88.000 // Node #220 -34.652, 27.782, -96.597 // Node #221 -11.838, 25.964, -92.488 // Node #222 -4.753, 28.845, -89.184 // Node #223 --1.551, 31.857, -85.371 // Node #224 --5.144, 33.396, -83.874 // Node #225 --10.830, 38.425, -80.635 // Node #226 --14.511, 41.031, -78.315 // Node #227 --16.668, 42.404, -77.224 // Node #228 --19.865, 42.269, -75.586 // Node #229 --22.882, 42.269, -77.014 // Node #230 --18.731, 42.264, -86.854 // Node #231 --13.661, 42.264, -94.629 // Node #232 --8.953, 42.263, -102.466 // Node #233 --0.511, 44.676, -121.492 // Node #234 -10.114, 43.785, -131.889 // Node #235 -14.083, 43.804, -139.024 // Node #236 -7.200, 43.573, -147.485 // Node #237 -4.315, 43.289, -149.364 // Node #238 -3.674, 43.042, -153.097 // Node #239 -3.777, 43.030, -174.693 // Node #240 -3.965, 39.618, -184.518 // Node #241 -4.315, 39.585, -195.237 // Node #242 -2.677, 39.584, -198.883 // Node #243 -2.439, 39.558, -195.184 // Node #244 -2.194, 38.218, -187.222 // Node #245 -1.196, 37.154, -181.203 // Node #246 --0.807, 33.982, -169.284 // Node #247 --1.004, 30.942, -157.654 // Node #248 --0.842, 29.966, -145.619 // Node #249 --1.027, 29.977, -136.085 // Node #250 -0.604, 29.969, -135.634 // Node #251 -3.569, 29.673, -135.735 // Node #252 -14.346, 25.244, -135.683 // Node #253 -18.365, 25.211, -135.697 // Node #254 -18.922, 25.211, -134.946 // Node #255 -18.836, 25.209, -130.775 // Node #256 -17.804, 25.211, -129.768 // Node #257 -10.998, 23.320, -129.835 // Node #258 -0.700, 18.623, -129.822 // Node #259 --4.543, 18.172, -129.816 // Node #260 --5.115, 18.171, -130.666 // Node #261 --5.133, 18.168, -137.354 // Node #262 --6.186, 18.170, -141.985 // Node #263 --12.212, 18.168, -149.833 // Node #264 --22.429, 18.168, -154.548 // Node #265 --26.935, 18.170, -155.230 // Node #266 --37.711, 18.987, -155.438 // Node #267 --44.290, 19.369, -155.384 // Node #268 --45.187, 19.368, -157.114 // Node #269 --46.341, 19.367, -163.832 // Node #270 --46.769, 19.368, -167.651 // Node #271 --47.620, 19.369, -169.123 // Node #272 --44.385, 19.370, -153.244 // Node #273 --44.376, 19.370, -144.279 // Node #274 --44.379, 19.370, -141.340 // Node #275 --46.524, 19.130, -144.163 // Node #276 --60.308, 13.798, -144.181 // Node #277 --64.785, 13.798, -144.422 // Node #278 --64.775, 13.798, -160.021 // Node #279 --67.250, 13.798, -144.192 // Node #280 --60.363, 13.797, -169.565 // Node #281 --76.009, 13.800, -169.771 // Node #282 --60.452, 13.796, -126.041 // Node #283 --60.909, 13.794, -122.804 // Node #284 --61.826, 13.794, -120.202 // Node #285 --67.223, 13.793, -112.865 // Node #286 --76.973, 13.794, -105.694 // Node #287 --82.410, 13.792, -102.613 // Node #288 --103.529, 13.792, -91.339 // Node #289 --110.301, 13.793, -86.657 // Node #290 --116.655, 13.793, -83.464 // Node #291 --119.557, 13.794, -82.898 // Node #292 --121.476, 13.798, -84.358 // Node #293 --118.297, 13.799, -90.934 // Node #294 --34.214, 20.345, -89.361 // Node #295 --38.513, 20.344, -92.671 // Node #296 --38.022, 20.342, -97.524 // Node #297 --32.604, 20.340, -114.999 // Node #298 --30.583, 20.341, -123.480 // Node #299 --29.368, 20.340, -146.273 // Node #300 --27.087, 20.346, -151.679 // Node #301 --23.983, 20.345, -151.067 // Node #302 --18.232, 20.348, -148.814 // Node #303 --16.265, 20.346, -134.798 // Node #304 --19.188, 20.345, -118.642 // Node #305 --20.113, 20.345, -110.337 // Node #306 --22.796, 20.347, -104.505 // Node #307 --28.687, 20.345, -104.048 // Node #308 --15.464, 20.346, -159.770 // Node #309 --14.717, 20.346, -172.460 // Node #310 --12.842, 20.348, -180.371 // Node #311 --11.060, 20.350, -184.809 // Node #312 --10.492, 20.363, -190.939 // Node #313 --8.959, 20.360, -193.616 // Node #314 -1.301, 20.377, -214.010 // Node #315 -18.691, 20.345, -219.661 // Node #316 -18.094, 20.344, -200.890 // Node #317 -2.786, 20.370, -196.313 // Node #318 -29.907, 20.347, -203.789 // Node #319 -33.765, 20.316, -200.234 // Node #320 -34.722, 20.054, -196.478 // Node #321 -30.234, 20.339, -195.557 // Node #322 -27.563, 20.345, -194.401 // Node #323 -35.323, 20.040, -192.109 // Node #324 -38.166, 20.037, -187.765 // Node #325 -43.442, 20.036, -177.990 // Node #326 -48.075, 20.048, -168.965 // Node #327 -53.455, 19.670, -164.439 // Node #328 -60.372, 18.690, -156.112 // Node #329 -66.832, 18.449, -151.118 // Node #330 -73.406, 18.441, -148.662 // Node #331 -87.188, 18.443, -141.239 // Node #332 -89.452, 18.438, -141.250 // Node #333 -89.422, 17.944, -144.833 // Node #334 -84.691, 17.947, -147.756 // Node #335 -86.136, 17.445, -151.673 // Node #336 -84.656, 15.206, -161.368 // Node #337 -78.268, 15.156, -165.721 // Node #338 -72.564, 13.970, -169.243 // Node #339 -69.822, 13.852, -165.139 // Node #340 -68.498, 13.338, -158.997 // Node #341 -69.164, 13.220, -155.340 // Node #342 -75.173, 17.937, -111.822 // Node #343 -75.063, 18.171, -107.528 // Node #344 -74.393, 18.172, -106.896 // Node #345 -52.500, 18.168, -106.997 // Node #346 -37.322, 18.168, -106.978 // Node #347 -10.086, 18.169, -107.025 // Node #348 -0.997, 18.171, -110.624 // Node #349 --4.121, 18.168, -119.530 // Node #350 -86.547, 20.029, -127.990 // Node #351 -83.892, 20.373, -124.996 // Node #352 -78.182, 20.372, -123.214 // Node #353 -66.170, 20.323, -122.542 // Node #354 -58.929, 20.322, -132.445 // Node #355 -53.898, 20.354, -141.036 // Node #356 -90.542, 18.669, -138.034 // Node #357 -94.463, 18.457, -141.283 // Node #358 -106.421, 18.453, -145.683 // Node #359 -120.698, 18.460, -146.030 // Node #360 -131.037, 18.450, -144.048 // Node #361 -132.504, 17.834, -147.218 // Node #362 -127.192, 17.908, -147.292 // Node #363 -118.804, 17.946, -148.614 // Node #364 -109.891, 17.948, -150.171 // Node #365 -98.918, 17.937, -146.904 // Node #366 -86.975, 15.191, -164.099 // Node #367 -92.005, 15.126, -162.941 // Node #368 -95.424, 15.069, -156.310 // Node #369 -98.247, 15.178, -153.982 // Node #370 -95.725, 15.186, -151.585 // Node #371 -89.167, 15.136, -156.621 // Node #372 -108.355, 20.354, -131.783 // Node #373 -114.950, 20.354, -131.635 // Node #374 -118.026, 20.357, -130.122 // Node #375 -121.233, 20.363, -127.076 // Node #376 -127.227, 20.385, -114.750 // Node #377 -137.303, 18.750, -112.125 // Node #378 -94.928, 18.727, -84.398 // Node #379 -18.393, 18.727, -76.760 // Node #380 --56.569, 22.105, -26.744 // Node #381 --55.691, 21.951, -8.260 // Node #382 --55.763, 19.890, 3.889 // Node #383 --55.820, 17.848, 21.183 // Node #384 --56.117, 17.849, 30.898 // Node #385 --55.791, 19.828, 52.368 // Node #386 --53.801, 19.828, 104.031 // Node #387 --55.497, 19.828, 57.191 // Node #388 --26.666, 19.828, 55.383 // Node #389 --26.242, 19.828, 40.067 // Node #390 --25.808, 19.828, 30.610 // Node #391 --31.206, 19.828, 3.526 // Node #392 --35.457, 19.960, -0.863 // Node #393 --84.560, 19.977, 3.793 // Node #394 --84.550, 19.828, 30.893 // Node #395 --82.395, 19.828, 48.752 // Node #396 --75.332, 19.828, 55.707 // Node #397 --66.458, 19.828, 58.478 // Node #398 --36.418, 17.848, 11.989 // Node #399 --77.392, 17.848, 50.262 // Node #400 --33.399, 17.848, 50.619 // Node #401 --77.656, 17.848, 11.966 // Node #402 --84.644, 30.024, -26.878 // Node #403 --97.761, 30.024, -27.300 // Node #404 --97.777, 30.024, -34.738 // Node #405 --102.454, 30.024, -37.483 // Node #406 --107.093, 33.080, -39.576 // Node #407 --112.835, 33.080, -46.591 // Node #408 --140.222, 33.080, -69.609 // Node #409 --137.423, 33.080, -74.488 // Node #410 --105.474, 33.080, -54.792 // Node #411 --120.544, 33.080, -37.155 // Node #412 --128.895, 33.080, -28.564 // Node #413 --124.095, 33.080, -21.355 // Node #414 --115.907, 33.080, -20.569 // Node #415 --107.657, 33.080, -29.769 // Node #416 --86.356, 30.036, -30.187 // Node #417 --85.152, 30.036, -33.344 // Node #418 --61.698, 30.036, -51.165 // Node #419 --27.703, 30.036, -39.950 // Node #420 --27.345, 30.036, -46.563 // Node #421 --53.347, 30.036, -59.723 // Node #422 --57.400, 33.080, -65.449 // Node #423 --41.090, 33.080, -66.148 // Node #424 --21.964, 33.080, -51.879 // Node #425 --13.750, 32.494, -60.031 // Node #426 --2.497, 32.494, -67.073 // Node #427 -12.127, 32.494, -76.224 // Node #428 -0.933, 32.494, -81.161 // Node #429 -480 // Number of path sections -85, 0, 0, 255, 0, 255, 1.3, 0 // Section #0 -0, 1, 0, 255, 0, 255, 1.3, 0 // Section #1 -1, 91, 0, 255, 0, 255, 1.3, 0 // Section #2 -2, 3, 0, 255, 0, 255, 1.3, 0 // Section #3 -3, 4, 0, 255, 0, 255, 1.3, 0 // Section #4 -4, 5, 0, 255, 0, 255, 1.3, 0 // Section #5 -5, 308, 0, 255, 0, 255, 1.3, 0 // Section #6 -6, 7, 0, 255, 0, 255, 1.3, 0 // Section #7 -7, 302, 0, 255, 0, 255, 1.3, 0 // Section #8 -8, 9, 0, 255, 0, 255, 1.3, 0 // Section #9 -9, 10, 0, 255, 0, 255, 1.3, 0 // Section #10 -10, 11, 0, 255, 0, 255, 1.3, 0 // Section #11 -11, 12, 0, 255, 0, 255, 1.3, 0 // Section #12 -12, 13, 0, 255, 0, 255, 1.3, 0 // Section #13 -13, 14, 0, 255, 0, 255, 1.3, 0 // Section #14 -14, 15, 0, 255, 0, 255, 1.3, 0 // Section #15 -15, 16, 0, 255, 0, 255, 1.3, 0 // Section #16 -16, 17, 0, 255, 0, 255, 1.3, 0 // Section #17 -17, 18, 0, 255, 0, 255, 1.3, 0 // Section #18 -18, 19, 0, 255, 0, 255, 1.3, 0 // Section #19 -19, 20, 0, 255, 0, 255, 1.3, 0 // Section #20 -20, 316, 0, 255, 0, 255, 1.3, 0 // Section #21 -21, 22, 0, 255, 0, 255, 1.3, 0 // Section #22 -22, 323, 0, 255, 0, 255, 1.3, 0 // Section #23 -23, 213, 0, 255, 0, 255, 1.3, 0 // Section #24 -24, 25, 0, 255, 0, 255, 1.3, 1 // Section #25 -25, 26, 0, 255, 0, 255, 1.3, 1 // Section #26 -26, 27, 0, 255, 0, 255, 1.3, 0 // Section #27 -27, 28, 0, 255, 0, 255, 1.3, 0 // Section #28 -28, 29, 0, 255, 0, 255, 1.3, 0 // Section #29 -29, 30, 0, 255, 0, 255, 1.3, 0 // Section #30 -30, 31, 0, 255, 0, 255, 1.3, 0 // Section #31 -31, 32, 0, 255, 0, 255, 1.3, 0 // Section #32 -32, 33, 0, 255, 0, 255, 1.3, 0 // Section #33 -33, 34, 0, 255, 0, 255, 1.3, 0 // Section #34 -34, 35, 0, 255, 0, 255, 1.3, 0 // Section #35 -35, 36, 0, 255, 0, 255, 1.3, 0 // Section #36 -36, 37, 0, 255, 0, 255, 1.3, 0 // Section #37 -37, 38, 0, 255, 0, 255, 1.3, 0 // Section #38 -38, 39, 0, 255, 0, 255, 1.3, 0 // Section #39 -39, 40, 0, 255, 0, 255, 1.3, 0 // Section #40 -40, 41, 0, 255, 0, 255, 1.3, 0 // Section #41 -41, 42, 0, 255, 0, 255, 1.3, 0 // Section #42 -42, 43, 0, 255, 0, 255, 1.3, 0 // Section #43 -43, 44, 0, 255, 0, 255, 1.3, 0 // Section #44 -44, 45, 0, 255, 0, 255, 1.3, 0 // Section #45 -45, 46, 0, 255, 0, 255, 1.3, 0 // Section #46 -46, 47, 0, 255, 0, 255, 1.3, 0 // Section #47 -47, 48, 0, 255, 0, 255, 1.3, 0 // Section #48 -48, 49, 0, 255, 0, 255, 1.3, 0 // Section #49 -49, 50, 0, 255, 0, 255, 1.3, 0 // Section #50 -50, 51, 0, 255, 0, 255, 1.3, 0 // Section #51 -51, 52, 0, 255, 0, 255, 1.3, 0 // Section #52 -52, 53, 0, 255, 0, 255, 1.3, 0 // Section #53 -53, 54, 0, 255, 0, 255, 1.3, 0 // Section #54 -54, 220, 0, 255, 0, 255, 1.3, 0 // Section #55 -55, 56, 0, 255, 0, 255, 1.3, 0 // Section #56 -56, 57, 0, 255, 0, 255, 1.3, 0 // Section #57 -57, 58, 0, 255, 0, 255, 1.3, 0 // Section #58 -58, 59, 0, 255, 0, 255, 1.3, 0 // Section #59 -59, 60, 0, 255, 0, 255, 1.3, 0 // Section #60 -60, 61, 0, 255, 0, 255, 1.3, 0 // Section #61 -61, 62, 0, 255, 0, 255, 1.3, 0 // Section #62 -62, 63, 0, 255, 0, 255, 1.3, 0 // Section #63 -63, 64, 0, 255, 0, 255, 1.3, 0 // Section #64 -64, 65, 0, 255, 0, 255, 1.3, 0 // Section #65 -65, 66, 0, 255, 0, 255, 1.3, 0 // Section #66 -66, 381, 0, 255, 0, 255, 1.3, 0 // Section #67 -67, 68, 0, 255, 0, 255, 1.3, 0 // Section #68 -68, 69, 0, 255, 0, 255, 1.3, 0 // Section #69 -69, 70, 0, 255, 0, 255, 1.3, 0 // Section #70 -70, 71, 0, 255, 0, 255, 1.3, 0 // Section #71 -71, 72, 0, 255, 0, 255, 1.3, 0 // Section #72 -72, 73, 0, 255, 0, 255, 1.3, 0 // Section #73 -73, 74, 0, 255, 0, 255, 1.3, 0 // Section #74 -74, 75, 0, 255, 0, 255, 1.3, 0 // Section #75 -75, 76, 0, 255, 0, 255, 1.3, 0 // Section #76 -76, 77, 0, 255, 0, 255, 1.3, 0 // Section #77 -77, 78, 0, 255, 0, 255, 1.3, 0 // Section #78 -78, 79, 0, 255, 0, 255, 1.3, 0 // Section #79 -79, 80, 0, 255, 0, 255, 1.3, 0 // Section #80 -80, 81, 0, 255, 0, 255, 1.3, 0 // Section #81 -81, 82, 0, 255, 0, 255, 1.3, 0 // Section #82 -82, 83, 0, 255, 0, 255, 1.3, 0 // Section #83 -83, 84, 0, 255, 0, 255, 1.3, 0 // Section #84 -84, 101, 0, 255, 0, 255, 1.3, 0 // Section #85 -0, 86, 0, 255, 0, 255, 1.3, 0 // Section #86 -86, 87, 0, 255, 0, 255, 1.3, 0 // Section #87 -87, 88, 0, 255, 0, 255, 1.3, 0 // Section #88 -88, 89, 0, 255, 0, 255, 1.3, 0 // Section #89 -89, 90, 0, 255, 0, 255, 1.3, 0 // Section #90 -90, 91, 0, 255, 0, 255, 1.3, 0 // Section #91 -91, 2, 0, 255, 0, 255, 1.3, 0 // Section #92 -91, 92, 0, 255, 0, 255, 1.3, 0 // Section #93 -92, 93, 0, 255, 0, 255, 1.3, 0 // Section #94 -93, 94, 0, 255, 0, 255, 1.3, 0 // Section #95 -94, 95, 0, 255, 0, 255, 1.3, 0 // Section #96 -95, 96, 0, 255, 0, 255, 1.3, 0 // Section #97 -96, 97, 0, 255, 0, 255, 1.3, 0 // Section #98 -97, 98, 0, 255, 0, 255, 1.3, 0 // Section #99 -98, 99, 0, 255, 0, 255, 1.3, 0 // Section #100 -99, 100, 0, 255, 0, 255, 1.3, 0 // Section #101 -100, 101, 0, 255, 0, 255, 1.3, 0 // Section #102 -101, 85, 0, 255, 0, 255, 1.3, 0 // Section #103 -101, 102, 0, 255, 0, 255, 1.3, 0 // Section #104 -102, 103, 0, 255, 0, 255, 1.3, 0 // Section #105 -103, 104, 0, 255, 0, 255, 1.3, 0 // Section #106 -104, 105, 0, 255, 0, 255, 1.3, 0 // Section #107 -105, 106, 0, 255, 0, 255, 1.3, 0 // Section #108 -106, 88, 0, 255, 0, 255, 1.3, 0 // Section #109 -86, 107, 0, 255, 0, 255, 1.3, 0 // Section #110 -107, 108, 0, 255, 0, 255, 1.3, 0 // Section #111 -108, 96, 0, 255, 0, 255, 1.3, 0 // Section #112 -86, 116, 0, 255, 0, 255, 1.3, 0 // Section #113 -109, 110, 0, 255, 0, 255, 1.3, 0 // Section #114 -110, 111, 0, 255, 0, 255, 1.3, 0 // Section #115 -111, 112, 0, 255, 0, 255, 1.3, 0 // Section #116 -112, 113, 0, 255, 0, 255, 1.3, 0 // Section #117 -113, 109, 0, 255, 0, 255, 1.3, 0 // Section #118 -109, 91, 0, 255, 0, 255, 1.3, 2 // Section #119 -109, 114, 0, 255, 0, 255, 1.3, 0 // Section #120 -114, 115, 0, 255, 0, 255, 1.3, 0 // Section #121 -115, 1, 0, 255, 0, 255, 1.3, 2 // Section #122 -115, 116, 0, 255, 0, 255, 1.3, 0 // Section #123 -116, 109, 0, 255, 0, 255, 1.3, 0 // Section #124 -116, 117, 0, 255, 0, 255, 1.3, 0 // Section #125 -117, 118, 0, 255, 0, 255, 1.3, 0 // Section #126 -118, 109, 0, 255, 0, 255, 1.3, 0 // Section #127 -86, 119, 0, 255, 0, 255, 1.3, 0 // Section #128 -119, 120, 0, 255, 0, 255, 1.3, 0 // Section #129 -120, 121, 0, 255, 0, 255, 1.3, 0 // Section #130 -121, 122, 0, 255, 0, 255, 1.3, 0 // Section #131 -122, 123, 0, 255, 0, 255, 1.3, 0 // Section #132 -123, 124, 0, 255, 0, 255, 1.3, 0 // Section #133 -124, 86, 0, 255, 0, 255, 1.3, 0 // Section #134 -119, 104, 0, 255, 0, 255, 1.3, 2 // Section #135 -123, 85, 0, 255, 0, 255, 1.3, 2 // Section #136 -78, 125, 0, 255, 0, 255, 1.3, 0 // Section #137 -125, 126, 0, 255, 0, 255, 1.3, 0 // Section #138 -126, 127, 0, 255, 0, 255, 1.3, 0 // Section #139 -127, 128, 0, 255, 0, 255, 1.3, 0 // Section #140 -128, 129, 0, 255, 0, 255, 1.3, 0 // Section #141 -129, 130, 0, 255, 0, 255, 1.3, 0 // Section #142 -130, 131, 0, 255, 0, 255, 1.3, 0 // Section #143 -131, 132, 0, 255, 0, 255, 1.3, 0 // Section #144 -132, 133, 0, 255, 0, 255, 1.3, 0 // Section #145 -133, 134, 0, 255, 0, 255, 1.3, 0 // Section #146 -134, 135, 0, 255, 0, 255, 1.3, 0 // Section #147 -135, 136, 0, 255, 0, 255, 1.3, 0 // Section #148 -136, 137, 0, 255, 0, 255, 1.3, 0 // Section #149 -137, 138, 0, 255, 0, 255, 1.3, 0 // Section #150 -138, 139, 0, 255, 0, 255, 1.3, 0 // Section #151 -139, 140, 0, 255, 0, 255, 1.3, 0 // Section #152 -140, 141, 0, 255, 0, 255, 1.3, 0 // Section #153 -141, 142, 0, 255, 0, 255, 1.3, 0 // Section #154 -142, 143, 0, 255, 0, 255, 1.3, 0 // Section #155 -143, 144, 0, 255, 0, 255, 1.3, 0 // Section #156 -144, 145, 0, 255, 0, 255, 1.3, 0 // Section #157 -145, 146, 0, 255, 0, 255, 1.3, 0 // Section #158 -146, 147, 0, 255, 0, 255, 1.3, 0 // Section #159 -147, 148, 0, 255, 0, 255, 1.3, 0 // Section #160 -148, 149, 0, 255, 0, 255, 1.3, 0 // Section #161 -149, 150, 0, 255, 0, 255, 1.3, 0 // Section #162 -150, 151, 0, 255, 0, 255, 1.3, 0 // Section #163 -152, 151, 0, 255, 0, 255, 1.3, 1000 // Section #164 -153, 152, 0, 255, 0, 255, 1.3, 1000 // Section #165 -154, 153, 0, 255, 0, 255, 1.3, 1000 // Section #166 -155, 154, 0, 255, 0, 255, 1.3, 1000 // Section #167 -156, 155, 0, 255, 0, 255, 1.3, 1000 // Section #168 -157, 156, 0, 255, 0, 255, 1.3, 1000 // Section #169 -158, 157, 0, 255, 0, 255, 1.3, 1000 // Section #170 -159, 158, 0, 255, 0, 255, 1.3, 1000 // Section #171 -160, 159, 0, 255, 0, 255, 1.3, 1000 // Section #172 -161, 160, 0, 255, 0, 255, 1.3, 1000 // Section #173 -162, 161, 0, 255, 0, 255, 1.3, 1000 // Section #174 -151, 163, 0, 255, 0, 255, 1.3, 2 // Section #175 -163, 164, 0, 255, 0, 255, 1.3, 0 // Section #176 -164, 165, 0, 255, 0, 255, 1.3, 0 // Section #177 -165, 282, 0, 255, 0, 255, 1.3, 0 // Section #178 -166, 167, 0, 255, 0, 255, 1.3, 0 // Section #179 -167, 168, 0, 255, 0, 255, 1.3, 0 // Section #180 -168, 169, 0, 255, 0, 255, 1.3, 0 // Section #181 -169, 170, 0, 255, 0, 255, 1.3, 0 // Section #182 -170, 171, 0, 255, 0, 255, 1.3, 0 // Section #183 -171, 172, 0, 255, 0, 255, 1.3, 0 // Section #184 -172, 173, 0, 255, 0, 255, 1.3, 0 // Section #185 -173, 174, 0, 255, 0, 255, 1.3, 0 // Section #186 -174, 175, 0, 255, 0, 255, 1.3, 0 // Section #187 -175, 176, 0, 255, 0, 255, 1.3, 0 // Section #188 -176, 177, 0, 255, 0, 255, 1.3, 0 // Section #189 -177, 178, 0, 255, 0, 255, 1.3, 0 // Section #190 -178, 179, 0, 255, 0, 255, 1.3, 0 // Section #191 -180, 179, 0, 255, 0, 255, 1.3, 1 // Section #192 -181, 180, 0, 255, 0, 255, 1.3, 1 // Section #193 -182, 181, 0, 255, 0, 255, 1.3, 1 // Section #194 -183, 182, 0, 255, 0, 255, 1.3, 1 // Section #195 -184, 183, 0, 255, 0, 255, 1.3, 1 // Section #196 -185, 184, 0, 255, 0, 255, 1.3, 1 // Section #197 -186, 185, 0, 255, 0, 255, 1.3, 1 // Section #198 -186, 187, 0, 255, 0, 255, 1.3, 0 // Section #199 -187, 188, 0, 255, 0, 255, 1.3, 0 // Section #200 -188, 189, 0, 255, 0, 255, 1.3, 0 // Section #201 -189, 190, 0, 255, 0, 255, 1.3, 0 // Section #202 -190, 191, 0, 255, 0, 255, 1.3, 0 // Section #203 -191, 192, 0, 255, 0, 255, 1.3, 0 // Section #204 -192, 193, 0, 255, 0, 255, 1.3, 0 // Section #205 -193, 194, 0, 255, 0, 255, 1.3, 0 // Section #206 -194, 195, 0, 255, 0, 255, 1.3, 0 // Section #207 -195, 196, 0, 255, 0, 255, 1.3, 0 // Section #208 -196, 197, 0, 255, 0, 255, 1.3, 0 // Section #209 -197, 198, 0, 255, 0, 255, 1.3, 0 // Section #210 -198, 199, 0, 255, 0, 255, 1.3, 0 // Section #211 -199, 294, 0, 255, 0, 255, 1.3, 0 // Section #212 -200, 201, 0, 255, 0, 255, 1.3, 0 // Section #213 -201, 202, 0, 255, 0, 255, 1.3, 0 // Section #214 -202, 203, 0, 255, 0, 255, 1.3, 0 // Section #215 -203, 204, 0, 255, 0, 255, 1.3, 0 // Section #216 -204, 205, 0, 255, 0, 255, 1.3, 0 // Section #217 -205, 206, 0, 255, 0, 255, 1.3, 0 // Section #218 -206, 207, 0, 255, 0, 255, 1.3, 0 // Section #219 -207, 163, 0, 255, 0, 255, 1.3, 0 // Section #220 -204, 148, 0, 255, 0, 255, 1.3, 2 // Section #221 -162, 208, 0, 255, 0, 255, 1.3, 2 // Section #222 -208, 209, 0, 255, 0, 255, 1.3, 0 // Section #223 -209, 175, 0, 255, 0, 255, 1.3, 0 // Section #224 -179, 11, 0, 255, 0, 255, 1.3, 0 // Section #225 -10, 313, 0, 255, 0, 255, 1.3, 0 // Section #226 -210, 211, 0, 255, 0, 255, 1.3, 1 // Section #227 -211, 212, 0, 255, 0, 255, 1.3, 1 // Section #228 -212, 213, 0, 255, 0, 255, 1.3, 1 // Section #229 -213, 24, 0, 255, 0, 255, 1.3, 1 // Section #230 -26, 214, 0, 255, 0, 255, 1.3, 1 // Section #231 -214, 215, 0, 255, 0, 255, 1.3, 1 // Section #232 -215, 216, 0, 255, 0, 255, 1.3, 1 // Section #233 -216, 217, 0, 255, 0, 255, 1.3, 1 // Section #234 -217, 218, 0, 255, 0, 255, 1.3, 1 // Section #235 -218, 219, 0, 255, 0, 255, 1.3, 1 // Section #236 -219, 220, 0, 255, 0, 255, 1.3, 0 // Section #237 -220, 55, 0, 255, 0, 255, 1.3, 0 // Section #238 -219, 221, 0, 255, 0, 255, 1.3, 1 // Section #239 -221, 222, 0, 255, 0, 255, 1.3, 1 // Section #240 -222, 223, 0, 255, 0, 255, 1.3, 1 // Section #241 -223, 224, 0, 255, 0, 255, 1.3, 1 // Section #242 -224, 225, 0, 255, 0, 255, 1.3, 1 // Section #243 -225, 226, 0, 255, 0, 255, 1.3, 1 // Section #244 -226, 227, 0, 255, 0, 255, 1.3, 1 // Section #245 -227, 228, 0, 255, 0, 255, 1.3, 1 // Section #246 -228, 229, 0, 255, 0, 255, 1.3, 1 // Section #247 -229, 230, 0, 255, 0, 255, 1.3, 1 // Section #248 -230, 231, 0, 255, 0, 255, 1.3, 1 // Section #249 -231, 232, 0, 255, 0, 255, 1.3, 1 // Section #250 -232, 233, 0, 255, 0, 255, 1.3, 1 // Section #251 -233, 234, 0, 255, 0, 255, 1.3, 1 // Section #252 -234, 235, 0, 255, 0, 255, 1.3, 1 // Section #253 -235, 236, 0, 255, 0, 255, 1.3, 1 // Section #254 -236, 237, 0, 255, 0, 255, 1.3, 1 // Section #255 -237, 238, 0, 255, 0, 255, 1.3, 1 // Section #256 -238, 239, 0, 255, 0, 255, 1.3, 1 // Section #257 -239, 240, 0, 255, 0, 255, 1.3, 1 // Section #258 -240, 241, 0, 255, 0, 255, 1.3, 1 // Section #259 -241, 242, 0, 255, 0, 255, 1.3, 1 // Section #260 -242, 243, 0, 255, 0, 255, 1.3, 1 // Section #261 -243, 244, 0, 255, 0, 255, 1.3, 1 // Section #262 -244, 245, 0, 255, 0, 255, 1.3, 1 // Section #263 -245, 246, 0, 255, 0, 255, 1.3, 1 // Section #264 -246, 247, 0, 255, 0, 255, 1.3, 1 // Section #265 -247, 248, 0, 255, 0, 255, 1.3, 1 // Section #266 -248, 249, 0, 255, 0, 255, 1.3, 1 // Section #267 -249, 250, 0, 255, 0, 255, 1.3, 1 // Section #268 -250, 251, 0, 255, 0, 255, 1.3, 1 // Section #269 -251, 252, 0, 255, 0, 255, 1.3, 1 // Section #270 -252, 253, 0, 255, 0, 255, 1.3, 1 // Section #271 -253, 254, 0, 255, 0, 255, 1.3, 1 // Section #272 -254, 255, 0, 255, 0, 255, 1.3, 1 // Section #273 -255, 256, 0, 255, 0, 255, 1.3, 1 // Section #274 -256, 257, 0, 255, 0, 255, 1.3, 1 // Section #275 -257, 258, 0, 255, 0, 255, 1.3, 1 // Section #276 -258, 259, 0, 255, 0, 255, 1.3, 1 // Section #277 -259, 260, 0, 255, 0, 255, 1.3, 1 // Section #278 -260, 261, 0, 255, 0, 255, 1.3, 1 // Section #279 -261, 262, 0, 255, 0, 255, 1.3, 1 // Section #280 -262, 263, 0, 255, 0, 255, 1.3, 1 // Section #281 -263, 264, 0, 255, 0, 255, 1.3, 1 // Section #282 -264, 265, 0, 255, 0, 255, 1.3, 1 // Section #283 -265, 266, 0, 255, 0, 255, 1.3, 1 // Section #284 -266, 267, 0, 255, 0, 255, 1.3, 1 // Section #285 -267, 268, 0, 255, 0, 255, 1.3, 1 // Section #286 -268, 269, 0, 255, 0, 255, 1.3, 1 // Section #287 -269, 270, 0, 255, 0, 255, 1.3, 1 // Section #288 -270, 271, 0, 255, 0, 255, 1.3, 1 // Section #289 -271, 272, 0, 255, 0, 255, 1.3, 1 // Section #290 -272, 186, 0, 255, 0, 255, 1.3, 1 // Section #291 -268, 273, 0, 255, 0, 255, 1.3, 0 // Section #292 -273, 274, 0, 255, 0, 255, 1.3, 0 // Section #293 -275, 274, 0, 255, 0, 255, 1.3, 1000 // Section #294 -274, 276, 0, 255, 0, 255, 1.3, 0 // Section #295 -276, 277, 0, 255, 0, 255, 1.3, 0 // Section #296 -278, 277, 0, 255, 0, 255, 1.3, 1000 // Section #297 -279, 278, 0, 255, 0, 255, 1.3, 1000 // Section #298 -280, 278, 0, 255, 0, 255, 1.3, 1000 // Section #299 -277, 281, 0, 255, 0, 255, 1.3, 0 // Section #300 -281, 282, 0, 255, 0, 255, 1.3, 0 // Section #301 -282, 166, 0, 255, 0, 255, 1.3, 0 // Section #302 -277, 283, 0, 255, 0, 255, 1.3, 0 // Section #303 -283, 284, 0, 255, 0, 255, 1.3, 0 // Section #304 -284, 285, 0, 255, 0, 255, 1.3, 0 // Section #305 -285, 286, 0, 255, 0, 255, 1.3, 0 // Section #306 -286, 287, 0, 255, 0, 255, 1.3, 0 // Section #307 -287, 288, 0, 255, 0, 255, 1.3, 0 // Section #308 -288, 289, 0, 255, 0, 255, 1.3, 0 // Section #309 -289, 290, 0, 255, 0, 255, 1.3, 0 // Section #310 -290, 291, 0, 255, 0, 255, 1.3, 0 // Section #311 -291, 292, 0, 255, 0, 255, 1.3, 0 // Section #312 -292, 293, 0, 255, 0, 255, 1.3, 0 // Section #313 -293, 294, 0, 255, 0, 255, 1.3, 0 // Section #314 -294, 200, 0, 255, 0, 255, 1.3, 0 // Section #315 -4, 295, 0, 255, 0, 255, 1.3, 0 // Section #316 -295, 296, 0, 255, 0, 255, 1.3, 0 // Section #317 -296, 297, 0, 255, 0, 255, 1.3, 0 // Section #318 -297, 298, 0, 255, 0, 255, 1.3, 0 // Section #319 -298, 299, 0, 255, 0, 255, 1.3, 0 // Section #320 -299, 300, 0, 255, 0, 255, 1.3, 0 // Section #321 -300, 301, 0, 255, 0, 255, 1.3, 0 // Section #322 -301, 302, 0, 255, 0, 255, 1.3, 0 // Section #323 -302, 8, 0, 255, 0, 255, 1.3, 0 // Section #324 -302, 303, 0, 255, 0, 255, 1.3, 0 // Section #325 -303, 304, 0, 255, 0, 255, 1.3, 0 // Section #326 -304, 305, 0, 255, 0, 255, 1.3, 0 // Section #327 -305, 306, 0, 255, 0, 255, 1.3, 0 // Section #328 -306, 307, 0, 255, 0, 255, 1.3, 0 // Section #329 -307, 308, 0, 255, 0, 255, 1.3, 0 // Section #330 -308, 6, 0, 255, 0, 255, 1.3, 0 // Section #331 -303, 309, 0, 255, 0, 255, 1.3, 0 // Section #332 -309, 310, 0, 255, 0, 255, 1.3, 0 // Section #333 -310, 311, 0, 255, 0, 255, 1.3, 0 // Section #334 -311, 312, 0, 255, 0, 255, 1.3, 0 // Section #335 -312, 313, 0, 255, 0, 255, 1.3, 0 // Section #336 -313, 210, 0, 255, 0, 255, 1.3, 0 // Section #337 -313, 314, 0, 255, 0, 255, 1.3, 0 // Section #338 -314, 315, 0, 255, 0, 255, 1.3, 0 // Section #339 -315, 316, 0, 255, 0, 255, 1.3, 0 // Section #340 -316, 21, 0, 255, 0, 255, 1.3, 0 // Section #341 -22, 317, 0, 255, 0, 255, 1.3, 0 // Section #342 -317, 318, 0, 255, 0, 255, 1.3, 0 // Section #343 -318, 314, 0, 255, 0, 255, 1.3, 0 // Section #344 -22, 319, 0, 255, 0, 255, 1.3, 0 // Section #345 -319, 320, 0, 255, 0, 255, 1.3, 0 // Section #346 -320, 321, 0, 255, 0, 255, 1.3, 0 // Section #347 -321, 322, 0, 255, 0, 255, 1.3, 0 // Section #348 -322, 323, 0, 255, 0, 255, 1.3, 0 // Section #349 -323, 23, 0, 255, 0, 255, 1.3, 0 // Section #350 -321, 324, 0, 255, 0, 255, 1.3, 0 // Section #351 -324, 325, 0, 255, 0, 255, 1.3, 0 // Section #352 -325, 326, 0, 255, 0, 255, 1.3, 0 // Section #353 -326, 327, 0, 255, 0, 255, 1.3, 0 // Section #354 -327, 328, 0, 255, 0, 255, 1.3, 0 // Section #355 -328, 329, 0, 255, 0, 255, 1.3, 0 // Section #356 -329, 330, 0, 255, 0, 255, 1.3, 0 // Section #357 -330, 331, 0, 255, 0, 255, 1.3, 0 // Section #358 -331, 332, 0, 255, 0, 255, 1.3, 0 // Section #359 -332, 333, 0, 255, 0, 255, 1.3, 0 // Section #360 -333, 334, 0, 255, 0, 255, 1.3, 0 // Section #361 -334, 335, 0, 255, 0, 255, 1.3, 0 // Section #362 -335, 336, 0, 255, 0, 255, 1.3, 0 // Section #363 -336, 337, 0, 255, 0, 255, 1.3, 0 // Section #364 -337, 338, 0, 255, 0, 255, 1.3, 0 // Section #365 -338, 339, 0, 255, 0, 255, 1.3, 0 // Section #366 -339, 340, 0, 255, 0, 255, 1.3, 0 // Section #367 -340, 341, 0, 255, 0, 255, 1.3, 0 // Section #368 -341, 342, 0, 255, 0, 255, 1.3, 0 // Section #369 -342, 343, 0, 255, 0, 255, 1.3, 0 // Section #370 -343, 344, 0, 255, 0, 255, 1.3, 0 // Section #371 -344, 345, 0, 255, 0, 255, 1.3, 0 // Section #372 -345, 346, 0, 255, 0, 255, 1.3, 0 // Section #373 -346, 347, 0, 255, 0, 255, 1.3, 0 // Section #374 -347, 348, 0, 255, 0, 255, 1.3, 0 // Section #375 -348, 349, 0, 255, 0, 255, 1.3, 0 // Section #376 -349, 350, 0, 255, 0, 255, 1.3, 0 // Section #377 -350, 260, 0, 255, 0, 255, 1.3, 0 // Section #378 -329, 214, 0, 255, 0, 255, 1.3, 2 // Section #379 -328, 26, 0, 255, 0, 255, 1.3, 2 // Section #380 -325, 23, 0, 255, 0, 255, 1.3, 2 // Section #381 -332, 30, 0, 255, 0, 255, 1.3, 2 // Section #382 -31, 351, 0, 255, 0, 255, 1.3, 0 // Section #383 -351, 352, 0, 255, 0, 255, 1.3, 0 // Section #384 -352, 353, 0, 255, 0, 255, 1.3, 0 // Section #385 -353, 354, 0, 255, 0, 255, 1.3, 0 // Section #386 -354, 355, 0, 255, 0, 255, 1.3, 0 // Section #387 -355, 356, 0, 255, 0, 255, 1.3, 0 // Section #388 -356, 214, 0, 255, 0, 255, 1.3, 0 // Section #389 -31, 357, 0, 255, 0, 255, 1.3, 0 // Section #390 -357, 333, 0, 255, 0, 255, 1.3, 0 // Section #391 -333, 358, 0, 255, 0, 255, 1.3, 0 // Section #392 -358, 359, 0, 255, 0, 255, 1.3, 0 // Section #393 -359, 360, 0, 255, 0, 255, 1.3, 0 // Section #394 -360, 361, 0, 255, 0, 255, 1.3, 0 // Section #395 -361, 362, 0, 255, 0, 255, 1.3, 0 // Section #396 -362, 363, 0, 255, 0, 255, 1.3, 0 // Section #397 -363, 364, 0, 255, 0, 255, 1.3, 0 // Section #398 -364, 365, 0, 255, 0, 255, 1.3, 0 // Section #399 -365, 366, 0, 255, 0, 255, 1.3, 0 // Section #400 -366, 334, 0, 255, 0, 255, 1.3, 0 // Section #401 -337, 367, 0, 255, 0, 255, 1.3, 0 // Section #402 -367, 368, 0, 255, 0, 255, 1.3, 0 // Section #403 -368, 369, 0, 255, 0, 255, 1.3, 0 // Section #404 -369, 370, 0, 255, 0, 255, 1.3, 0 // Section #405 -370, 371, 0, 255, 0, 255, 1.3, 0 // Section #406 -371, 372, 0, 255, 0, 255, 1.3, 0 // Section #407 -372, 367, 0, 255, 0, 255, 1.3, 0 // Section #408 -372, 334, 0, 255, 0, 255, 1.3, 2 // Section #409 -371, 34, 0, 255, 0, 255, 1.3, 2 // Section #410 -365, 32, 0, 255, 0, 255, 1.3, 2 // Section #411 -32, 373, 0, 255, 0, 255, 1.3, 0 // Section #412 -373, 374, 0, 255, 0, 255, 1.3, 0 // Section #413 -374, 375, 0, 255, 0, 255, 1.3, 0 // Section #414 -375, 376, 0, 255, 0, 255, 1.3, 0 // Section #415 -376, 377, 0, 255, 0, 255, 1.3, 0 // Section #416 -377, 378, 0, 255, 0, 255, 1.3, 0 // Section #417 -378, 39, 0, 255, 0, 255, 1.3, 0 // Section #418 -50, 379, 0, 255, 0, 255, 1.3, 0 // Section #419 -379, 380, 0, 255, 0, 255, 1.3, 0 // Section #420 -380, 56, 0, 255, 0, 255, 1.3, 2 // Section #421 -222, 56, 0, 255, 0, 255, 1.3, 2 // Section #422 -381, 382, 0, 255, 0, 255, 1.3, 0 // Section #423 -381, 67, 0, 255, 0, 255, 1.3, 0 // Section #424 -382, 383, 0, 255, 0, 255, 1.3, 0 // Section #425 -383, 384, 0, 255, 0, 255, 1.3, 0 // Section #426 -384, 385, 0, 255, 0, 255, 1.3, 0 // Section #427 -385, 386, 0, 255, 0, 255, 1.3, 0 // Section #428 -387, 388, 0, 255, 0, 255, 1.3, 1000 // Section #429 -388, 389, 0, 255, 0, 255, 1.3, 0 // Section #430 -388, 386, 0, 255, 0, 255, 1.3, 1000 // Section #431 -389, 390, 0, 255, 0, 255, 1.3, 0 // Section #432 -390, 391, 0, 255, 0, 255, 1.3, 0 // Section #433 -391, 392, 0, 255, 0, 255, 1.3, 0 // Section #434 -392, 393, 0, 255, 0, 255, 1.3, 0 // Section #435 -393, 383, 0, 255, 0, 255, 1.3, 0 // Section #436 -383, 394, 0, 255, 0, 255, 1.3, 0 // Section #437 -394, 395, 0, 255, 0, 255, 1.3, 0 // Section #438 -395, 396, 0, 255, 0, 255, 1.3, 0 // Section #439 -396, 397, 0, 255, 0, 255, 1.3, 0 // Section #440 -397, 398, 0, 255, 0, 255, 1.3, 0 // Section #441 -398, 388, 0, 255, 0, 255, 1.3, 0 // Section #442 -395, 385, 0, 255, 0, 255, 1.3, 0 // Section #443 -385, 391, 0, 255, 0, 255, 1.3, 0 // Section #444 -399, 385, 0, 255, 0, 255, 1.3, 1000 // Section #445 -400, 385, 0, 255, 0, 255, 1.3, 1000 // Section #446 -401, 385, 0, 255, 0, 255, 1.3, 1000 // Section #447 -402, 385, 0, 255, 0, 255, 1.3, 1000 // Section #448 -67, 403, 0, 255, 0, 255, 1.3, 0 // Section #449 -403, 404, 0, 255, 0, 255, 1.3, 0 // Section #450 -404, 405, 0, 255, 0, 255, 1.3, 0 // Section #451 -405, 406, 0, 255, 0, 255, 1.3, 0 // Section #452 -406, 407, 0, 255, 0, 255, 1.3, 0 // Section #453 -407, 408, 0, 255, 0, 255, 1.3, 0 // Section #454 -408, 409, 0, 255, 0, 255, 1.3, 0 // Section #455 -409, 410, 0, 255, 0, 255, 1.3, 0 // Section #456 -410, 411, 0, 255, 0, 255, 1.3, 0 // Section #457 -411, 407, 0, 255, 0, 255, 1.3, 0 // Section #458 -407, 412, 0, 255, 0, 255, 1.3, 0 // Section #459 -412, 413, 0, 255, 0, 255, 1.3, 0 // Section #460 -413, 414, 0, 255, 0, 255, 1.3, 0 // Section #461 -414, 415, 0, 255, 0, 255, 1.3, 0 // Section #462 -415, 416, 0, 255, 0, 255, 1.3, 0 // Section #463 -416, 407, 0, 255, 0, 255, 1.3, 0 // Section #464 -403, 417, 0, 255, 0, 255, 1.3, 0 // Section #465 -417, 418, 0, 255, 0, 255, 1.3, 0 // Section #466 -418, 419, 0, 255, 0, 255, 1.3, 0 // Section #467 -419, 420, 0, 255, 0, 255, 1.3, 0 // Section #468 -420, 421, 0, 255, 0, 255, 1.3, 0 // Section #469 -421, 422, 0, 255, 0, 255, 1.3, 0 // Section #470 -422, 423, 0, 255, 0, 255, 1.3, 0 // Section #471 -423, 424, 0, 255, 0, 255, 1.3, 0 // Section #472 -424, 425, 0, 255, 0, 255, 1.3, 0 // Section #473 -425, 426, 0, 255, 0, 255, 1.3, 0 // Section #474 -426, 427, 0, 255, 0, 255, 1.3, 0 // Section #475 -427, 428, 0, 255, 0, 255, 1.3, 0 // Section #476 -428, 429, 0, 255, 0, 255, 1.3, 0 // Section #477 -429, 225, 0, 255, 0, 255, 1.3, 0 // Section #478 -179, 210, 0, 255, 0, 255, 1.3, 1 // Section #479 -0 // Number of cop start points -END OF OPPONENT PATHS -10 // number of material modifiers -// default material -1.0 // car wall friction -1.0 // tyre road friction -1.0 // down force -0.0 // bumpiness -0 // tyre sound index -0 // crash sound index -0 // scrape noise index -1.0 // sparkiness -1 // room for expansion -SKIDMARK.MAT // room for expansion -// material 0 -1.0 // car wall friction -1.0 // tyre road friction -1.0 // down force -0.0 // bumpiness -0 // tyre sound index -0 // crash sound index -0 // scrape noise index -1.0 // sparkiness -1 // room for expansion -SKIDMARK.MAT // room for expansion -// material '1'CHALKY ROAD & DIRT -1.2 // car wall friction -1.0 // tyre road friction -1.0 // down force -1.2 // bumpiness -0 // tyre sound index -0 // crash sound index -0 // scrape noise index -0 // sparkiness -4 // room for expansion -ROAD1.MAT // room for expansion -// material '2'VINES & GRASS -1.2 // car wall friction -1.0 // tyre road friction -1.0 // down force -1.0 // bumpiness --1 // tyre sound index -0 // crash sound index -0 // scrape noise index -0.0 // sparkiness -2 // room for expansion -MUD1.MAT // room for expansion -// material '3'DIRT 'N' GRASS -1.2 // car wall friction -1.0 // tyre road friction -1.0 // down force -3.0 // bumpiness --1 // tyre sound index -0 // crash sound index -0 // scrape noise index -0.0 // sparkiness -3 // room for expansion -MUD1.MAT // room for expansion -// material '4'COBBLES -1.2 // car wall friction -1.0 // tyre road friction -1.0 // down force -1.0 // bumpiness --1 // tyre sound index -0 // crash sound index -0 // scrape noise index -0.0 // sparkiness -0 // room for expansion -MUD1.MAT // room for expansion -// material '5'steps -1.2 // car wall friction -1.0 // tyre road friction -1.0 // down force -5.0 // bumpiness --1 // tyre sound index -0 // crash sound index -0 // scrape noise index -0.0 // sparkiness -1 // room for expansion -SKIDMARK.MAT // room for expansion -// material '6'DARK COBBLES -1.2 // car wall friction -1.0 // tyre road friction -1.0 // down force -1.0 // bumpiness --1 // tyre sound index -0 // crash sound index -0 // scrape noise index -0.0 // sparkiness -1 // room for expansion -MUD1.MAT // room for expansion -// material '7'ROCK -1.2 // car wall friction -1.0 // tyre road friction -1.0 // down force -5.0 // bumpiness --1 // tyre sound index -0 // crash sound index -0 // scrape noise index -0.0 // sparkiness -3 // room for expansion -MUD1.MAT -// material '8'CARPET -1.2 // car wall friction -2.0 // tyre road friction -1.0 // down force -0.0 // bumpiness --1 // tyre sound index -0 // crash sound index -0 // scrape noise index -0.0 // sparkiness -1 // room for expansion -MUD1.MAT // room for expansion -// Non CarObjects -7 -PALM1.TXT -PALM2.TXT -CONE.TXT -ELM.TXT -OAK.TXT -BARREL.TXT -POST.TXT -3 // number of dust shade tables -61, 84, 33 // r g b values -0.25, 0.5, 0.75 // quarter, half and three quarter "strength" -92, 51, 34 // r g b values -0.25, 0.5, 0.75 // quarter, half and three quarter "strength" -227, 209, 143 // r g b values -0.25, 0.5, 0.75 // quarter, half and three quarter "strength" -6 // Number of net start points --31.799, 19.828, 30.945 -0 --55.738, 19.888, 53.169 -90 --79.996, 19.828, 30.894 -180 --55.793, 19.828, 8.939 -270 --56.036, 17.848, 28.346 -90 --65.550, 17.848, 39.486 -0 -1 // number of splash files -CASPLASH.PIX // name of pixelmapfile for splashes -1 -TINSEL.TXT diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/RACES/VOODOO.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/RACES/VOODOO.TXT deleted file mode 100644 index 126c32c2..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/RACES/VOODOO.TXT +++ /dev/null @@ -1,30 +0,0 @@ -@rIa$11@* -@Xz(nmNk"v_{x`^f!;_O43'v8JT;<3gF W66a" -@pEp/cK;slua,Nbe+63~JO~42{H1*V{?YO;8gA -@`9p{kbc5^_t)g3ukxv,hzoqlv]f ),*w.p3Ft$_Th%<; -@<|xw_=$&_`j>o;n~ua -@6rz||#O=7'`j>o;n~ua -@,ryxh=$&_`j>o;n~ua -@;ycl`rO=7'`j>o;n~ua -@>?1)* /uuYr?+/~ -@t,-,Qe~6dyhqMw8.3 -@kbu5H=$&_`j>o;n~ua,p/cK;slua -@pMp!;qr3_rlphE},,_O4R7'3"Quu.aB 5#|#PC;q;s -@yvkH`Pc.6K`0~bpjIrMqpBJ -@yvkH`Sc.6K`0~bpjIrMqpBJ -@.=-z/ /uuYr?+/~ -@(}z~vBwO=7'`j>o;n~ua -@ ;>t< /uuYr?+/~ -@+20iz /uuYr?+/~K!pb5r%JK~4)g -@c|eH|p/cK.ijkq\MqpBJ -@~*j0kW~p|,8?;n;b:V!v -@~3}e+*\zM^.z/|*lk+;Y4{DR7b|"JHv4/| -@$*/z?kqlvuYr?+/~K!pb;z8[T74.ye5:M -@: diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/README.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/README.TXT deleted file mode 100644 index 7ef5a90b..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/README.TXT +++ /dev/null @@ -1,212 +0,0 @@ -CARMAGEDDON SPLAT PACK DEMO - -Minimum Spec ------------- -P90 -16Mb RAM LOWRES -24Mb RAM 3DFX -70Mb free HD space - -The above spec is fairly flexible as you can play around with detail levels -and screen sizing which gives acceptable performance on slower pentiums. - -Use the '+' and '-' keys to shrink and enlarge the viewable screen size - -INSTALLATION ------------- - -Run DOSINST.EXE, and follow the on-screen instructions to install the -Carmageddon Demo Beta to your hard disk. - -SOUND SETUP ------------ - -You must run SNDSETUP.EXE to determine what sound card resides in your -machine. - -RUNNING THE GAME ----------------- - -Run CARMDEMO.EXE to start playing the demo. -NOTE: If the game seems at all 'glitchy' while running in a DOS box under - Windows 95, then it might be an idea to run it directly from DOS. - -Run CARM3DFX.EXE to start playing the 3DFX enhanced version. - -NOTE ----- - -At this time the 3DFX.EXE is still in Beta, so you may notice some problems -with it. - -Known problems are; - -Animated textures do not animate. -Transparent textures are not transparent. -The RUSH chipset is currently not supported but will be for the full version. - -Please note, if you do find any problems with the 3DFX version, can you -please fill out the bug report at the bottom of this document and e-mail it -to; - -techsupport@sci.co.uk - -We thank you very much. - -CONTROLS --------- - -The basic default controls are: -Accelerate: Numeric Keypad 8 -Brake: Numeric Keypad 2 -Turn Left: Numeric Keypad 4 -Turn Right: Numeric Keypad 6 -Handbrake: SPACE BAR -Repair vehicle: Backspace Key - -Use the credits that you've earned to repair your car in mid race! -The damage display in the bottom right hand corner of the screen shows the -current state of your vehicle. As various components get damaged they will -flash green, then red, and finally turn black. - -Recover vehicle: Insert Key -When you find yourself lying on your roof with no way of turning over, -for a small price you can be recovered. Or if you fall off a building that -you wish you hadn't, just recover to a previous safe position. - -Gear Down: 'Z' key -To achieve doing donuts, hold the 'Gear Down' key (ie 'Z') while in first -gear. Accelerate and start turning! Keep the 'Gear Down' key pressed as -this disables traction control, and keeps the car in first gear. - -Enter/Exit Cockpit: 'C' key -In external camera mode the cursor keys can be used to pan the camera around -your car, as well as zoom in and out. Press both the left and right arrows -to center the camera view. - -Enter/Exit Action Replay: 'Enter' key (on keypad) -Action Replay mode is just like having video footage of what you've been up -to so far. The amount of footage that you can replay depends on how much -RAM your machine has. Once you enter Action Replay mode, you will see a -row of icons at the bottom of the screen. If you've ever used a VCR before -in this (or any) lifetime, then it should be pretty self explanatory. -The various rewind/play/fastforward buttons can be activated by either using -the mouse, or with the following keys on the keyboard: - -Fast forward: Numeric Keypad 6 -Frame advance: Numeric Keypad 3 -Play/pause: Numeric Keypad 5 -Frame advance backwards: Numeric Keypad 1 -Rewind: Numeric Keypad 4 -Switch between playing forwards and backwards: Numeric Keypad 0 -Go to very beginning of footage: Numeric Keypad 7 -Go to the very end of the footage: Numeric Keypad 9 -Change camera: Numeric Keypad *(star) -* Standard camera: normal game view. -* Panning camera: stationary camera points. TV coverage style. -* Action camera: gives gruesome closeups of all your best moments. - - -The red and green bar above the row of icons shows you what point you are at -through the footage. - -Tip: To get the best performance out of your PC, shut down Windows 95 - and get yourself to a DOS prompt. Run the game from there - you - will now have some memory to play with in Action Replay. (This is - especially true if you are running Windows 95 on a 16Meg machine) - - -You can reconfigure the controls by selecting 'Options' from the Main Menu, -and then choosing 'Controls'. Note that if you have installed the demo to -your hard disk then any changes you make to the controls are permanent, i.e. -if you quit out of the game, and then run it again, you will still have the -changes that you made. - - -TROUBLESHOOTING ---------------- - -If you are having trouble with the rendered intro then it might be an idea to -remove the file MIX_INTR.SMK which can be found in the directory: - \DEMODATA\32X20X8\ANIM, -as this feature has not yet been fully tested. - -If you have a 8meg machine and are having problems with a lack of memory -check to see how much expanded memory you have free. You will need at -least 7.5 meg free. If you do not have this amount free then we recommend -you remove the EMM386 line from your config.sys file. Also check to see if -you are loading smartdrive. This must also be removed. - -If you insist on running Carmageddon in Windows95 on a 8 meg machine then -you will need to create a shortcut on your desktop and edit the memory -properties and change the DPMI setting from auto to 8190. If you do not -do this then Win95 will start to use Virtual Memory and sloooooow every -thing down. - -And as a last resort if at the command prompt you type carmdemo -nosound -then this will disable all sound within the game and greatly increase -your chances of seeing the game run. - -If you have an ESS Audiodrive the sound setup will not auto detect it. -You must manually select an ESS Audiodrive from the soundcard list - - -Failing this phone the SCi technical support line on: - - +44 (0) 1703 631826 -or email - techsupport@sci.co.uk - -FURTHER INFORMATION -------------------- - -Carmageddon will be available from May '97 (UK), on PC CD-ROM -(DOS & Windows 95). PowerMac version to follow soon. -To learn more about this product, please get in touch with SCi using one of -the following communication protocols: - -Phone: +44 (0) 171 585 3308 -Website: www.sci.co.uk - - - - - (c) 1997 Stainless Software Ltd. - (c) 1997 SCi (Sales Curve Interactive) Ltd. -All rights reserved. SCi is a trademark of SCi (Sales Curve Interactive) Ltd. -SCi (Sales Curve Interactive) Ltd. is a subsiduary of SCi Entertainment Group PLC. -E&OE. (phew!) - - - - - - - ---------- -BUG SHEET ---------- - -Computer Info -------------- - - CPU- - - RAM- - - Sound Card- - - Graphics Card- - - 3DFX Card- - - Playing in DOS or Win95- - - Free Memory- - - Free Hard Disk Space- - -Bug Details ------------ - -[Add as much detail as possible about the problem after this heading.] diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/REG/MATERIAL/GIBSMEAR.MAT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/REG/MATERIAL/GIBSMEAR.MAT deleted file mode 100644 index d297ac59..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/REG/MATERIAL/GIBSMEAR.MAT and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/REG/MATERIAL/OILSMEAR.MAT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/REG/MATERIAL/OILSMEAR.MAT deleted file mode 100644 index 748f0b0c..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/REG/MATERIAL/OILSMEAR.MAT and 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Xmas Demo/SOUND/FRIGHT01.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/FRIGHT01.WAV deleted file mode 100644 index 4fd69022..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/FRIGHT01.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/FSHITHAP.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/FSHITHAP.WAV deleted file mode 100644 index b23510f4..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/FSHITHAP.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/FSORRY2.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/FSORRY2.WAV deleted file mode 100644 index db72ee0e..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/FSORRY2.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/FSORRY3.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/FSORRY3.WAV deleted file mode 100644 index fe08c290..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/FSORRY3.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/FSUMVA.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/FSUMVA.WAV deleted file mode 100644 index d4bfb377..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/FSUMVA.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/FUNANGLE.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/FUNANGLE.WAV deleted file mode 100644 index 14d43c10..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/FUNANGLE.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/FURGH2.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/FURGH2.WAV deleted file mode 100644 index a82aa0a4..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/FURGH2.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/FWAYHAY.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/FWAYHAY.WAV deleted file mode 100644 index ccceffd9..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/FWAYHAY.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/FWOOHOO.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/FWOOHOO.WAV deleted file mode 100644 index bac69112..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/FWOOHOO.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/FYEAH1.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/FYEAH1.WAV deleted file mode 100644 index fec4a1b9..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/FYEAH1.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/FYEAH2.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/FYEAH2.WAV deleted file mode 100644 index 6d73e9bd..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/FYEAH2.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/GAYPED.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/GAYPED.WAV deleted file mode 100644 index 362dbfa4..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/GAYPED.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/GETYOU.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/GETYOU.WAV deleted file mode 100644 index 8614b2d7..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/GETYOU.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/GIGGLE.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/GIGGLE.WAV deleted file mode 100644 index 0614b277..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/GIGGLE.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/GIRLS01.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/GIRLS01.WAV deleted file mode 100644 index d073e9ea..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/GIRLS01.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/GIRLS02.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/GIRLS02.WAV deleted file mode 100644 index 487cabe0..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/GIRLS02.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/GIRLSO1.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/GIRLSO1.WAV deleted file mode 100644 index 1a2ef208..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/GIRLSO1.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/GIRLSO2.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/GIRLSO2.WAV deleted file mode 100644 index 314b69ca..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/GIRLSO2.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/GO!.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/GO!.WAV deleted file mode 100644 index 6d3b353a..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/GO!.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/GOODCAR1.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/GOODCAR1.WAV deleted file mode 100644 index 0d4c64b3..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/GOODCAR1.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/GOSIREN.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/GOSIREN.WAV deleted file mode 100644 index 4c6e927b..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/GOSIREN.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/GRRRRRR1.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/GRRRRRR1.WAV deleted file mode 100644 index d6552726..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/GRRRRRR1.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/HAHA.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/HAHA.WAV deleted file mode 100644 index a0150b6d..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/HAHA.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/HAHAHA.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/HAHAHA.WAV deleted file mode 100644 index 09eb9439..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/HAHAHA.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/HEARTBAT.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/HEARTBAT.WAV deleted file mode 100644 index 9f3af68d..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/HEARTBAT.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/HELPME.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/HELPME.WAV deleted file mode 100644 index 2d97d01a..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/HELPME.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/HEY!.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/HEY!.WAV deleted file mode 100644 index fa199751..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/HEY!.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/HEYSTOP.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/HEYSTOP.WAV deleted file mode 100644 index d4d52071..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/HEYSTOP.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/HITGIBS.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/HITGIBS.WAV deleted file mode 100644 index 10b85e9a..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/HITGIBS.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/HOLYSHIT.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/HOLYSHIT.WAV deleted file mode 100644 index fa66a5c7..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/HOLYSHIT.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/HONK.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/HONK.WAV deleted file mode 100644 index f72749d3..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/HONK.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/INWAR.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/INWAR.WAV deleted file mode 100644 index fc96d850..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/INWAR.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/KSOUND.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/KSOUND.TXT deleted file mode 100644 index 2020aa38..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/KSOUND.TXT +++ /dev/null @@ -1,2279 +0,0 @@ -// DAMAGE REPAIR - -5200 // Sound ID -0x00,0x01 // Type (0), Flags (0) -REPAIR2.WAV // File name -3000 // Priority -4 // Repeat rate -175,175 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// HORN (BARK!) - -5209 // Sound ID -0x00,0x01 // Type (0), Flags (0) -HONK.WAV // File name -4000 // Priority -0 // Repeat rate -250,250 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// Pratcam whirr noise - -1000 // Sound ID -0x00,0x01 // Type (0), Flags (0) -PRATWHIR.WAV // File name -1000 // Priority -1 // Repeat rate -250,250 // MinVol, MaxVol -0.3,0.30001 // MinPitch, MaxPitch -0.3,0.30001 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// Warning buzzer noise -1001 // Sound ID -0x00,0x01 // Type (0), Flags (0) -BUZZER.WAV // File name -30000 // Priority -1 // Repeat rate -250,250 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// Interface noises - - -// LEFT - -3000 // Sound ID -0x00,0x01 // Type (0), Flags (0) -BUTT.WAV // File name -1000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -3004 - -// RETURN - -3004 // Sound ID -0x00,0x01 // Type (0), Flags (0) -DONE.WAV // File name -1000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// ESC - -3005 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ESC.WAV // File name -1000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -3004 - -// SWINGIN - -3006 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SWINGIN.WAV // File name -2000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// SWINGOUT - -3007 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SWINGOUT.WAV // File name -2000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// CAN'T AFFORD A PART - -3100 // Sound ID -0x00,0x01 // Type (0), Flags (0) -PARTNO.WAV // File name -2000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// BUY A PART - -3101 // Sound ID -0x00,0x01 // Type (0), Flags (0) -PARTBUY.WAV // File name -2000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// CREDITS EARNED RATTLE UP IN SUMMARY - -3200 // Sound ID -0x00,0x01 // Type (0), Flags (0) -CREDITSU.WAV // File name -1000 // Priority -0 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// CREDITS LOST RATTLE DOWN IN SUMMARY - -3201 // Sound ID -0x00,0x01 // Type (0), Flags (0) -CREDITSD.WAV // File name -1000 // Priority -0 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - - -// CREDITS LOST RATTLE DOWN IN SUMMARY - -3203 // Sound ID -0x00,0x01 // Type (0), Flags (0) -GOSIREN.WAV // File name -4000 // Priority -0 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - - -// RANK INCREASE RATTLE UP IN SUMMARY - -3202 // Sound ID -0x00,0x01 // Type (0), Flags (0) -RANKUP.WAV // File name -1000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - - -// SCARED MALE PEDEDESTRIAN #1 - -4000 // Sound ID -0x00,0x01 // Type (0), Flags (0) -RSCARE1.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -4001 - -// SCARED MALE PEDEDESTRIAN #2 - -4001 // Sound ID -0x00,0x01 // Type (0), Flags (0) -RSCARE2.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// SCARED MALE PEDEDESTRIAN #3 - -4004 // Sound ID -0x00,0x01 // Type (0), Flags (0) -RSCARE1.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -4001 - -// SCARED FEMALE PEDEDESTRIAN #1 - -4002 // Sound ID -0x00,0x01 // Type (0), Flags (0) -RSCARE2.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -4001 - -// SCARED FEMALE PEDEDESTRIAN #2 - -4003 // Sound ID -0x00,0x01 // Type (0), Flags (0) -RSCARE1.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -4001 - -// SPLATTED MALE PEDEDESTRIAN #1 - -4010 // Sound ID -0x00,0x01 // Type (0), Flags (0) -RXPLODE.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -4011 - - -// SPLATTED MALE PEDEDESTRIAN #2 - -4011 // Sound ID -0x00,0x01 // Type (0), Flags (0) -RXPLODE2.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// SPLATTED FEMALE PEDEDESTRIAN #1 - -4012 // Sound ID -0x00,0x01 // Type (0), Flags (0) -RXPLODE.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -4011 - -// SPLATTED FEMALE PEDEDESTRIAN #2 - -4013 // Sound ID -0x00,0x01 // Type (0), Flags (0) -RXPLODE2.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -4011 - -// SPLATTED FEMALE PEDEDESTRIAN #3 - -4014 // Sound ID -0x00,0x01 // Type (0), Flags (0) -RXPLODE.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -4011 - -// SPLATTED FEMALE PEDEDESTRIAN #4 - -4015 // Sound ID -0x00,0x01 // Type (0), Flags (0) -RXPLODE2.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -4011 - -// HIT GIBLETS - -4020 // Sound ID -0x00,0x01 // Type (0), Flags (0) -RGIBBS.WAV // File name -1000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - - -// EXPLODING MALE PEDEDESTRIAN #1 - -4030 // Sound ID -0x00,0x01 // Type (0), Flags (0) -RGIBBED.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -4031 - -// EXPLODING MALE PEDEDESTRIAN #2 - -4031 // Sound ID -0x00,0x01 // Type (0), Flags (0) -RGIBBED.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// EXPLODING FEMALE PEDEDESTRIAN #1 - -4032 // Sound ID -0x00,0x01 // Type (0), Flags (0) -RGIBBED.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -4031 - -// FALLING MALE PEDEDESTRIAN #1 - -4040 // Sound ID -0x00,0x01 // Type (0), Flags (0) -RSCARE1.WAV // File name -2500 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - - -// COW MOOING - -4050 // Sound ID -0x00,0x01 // Type (0), Flags (0) -RSCARE2.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// COW DYING - -4051 // Sound ID -0x00,0x01 // Type (0), Flags (0) -RGIBBED.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// HEARTBEAT - -4900 // Sound ID -0x00,0x00 // Type (0), Flags (0) -HEARTBAT.WAV // File name -5000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// METAL CRUNCH #1 - -5000 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SMASH1.WAV // File name -9900 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - - -// METAL CRUNCH #2 - -5001 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SMASH2.WAV // File name -9900 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5000 - -// METAL CRUNCH #3 - -5002 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SMASH3.WAV // File name -9800 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5000 - - -// METAL CRUNCH #4 - -5003 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SMASH4.WAV // File name -9800 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5000 - - -// METAL CRUNCH #5 - -5004 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SMCRASH2.WAV // File name -9700 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5001 - -// METAL SCRAPE #1 - -5010 // Sound ID -0x00,0x01 // Type (0), Flags (0) -METAL2.WAV // File name -7000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// METAL SCRAPE #2 - -5011 // Sound ID -0x00,0x01 // Type (0), Flags (0) -METAL3.WAV // File name -7000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5010 - -// METAL SCRAPE #3 - -5012 // Sound ID -0x00,0x01 // Type (0), Flags (0) -METAL4.WAV // File name -7200 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5010 - -// ZAP - -5500 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ZAP.WAV // File name -4000 // Priority -1 // Repeat rate -250,250 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// ACID BUBBLE - -5100 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ACIDBATH.WAV // File name -2500 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - - -// POWERUP - -5400 // Sound ID -0x00,0x01 // Type (0), Flags (0) -PUPXPLOD.WAV // File name -3000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// ENGINE NOISE FOR TOOHORSE - -5310 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ENGINE1.WAV // File name -6000 // Priority -0 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5300 - -// ENGINE NOISE - -5311 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ENGINE2.WAV // File name -6000 // Priority -0 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5300 - -// ENGINE NOISE - -5312 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ENGINE4.WAV // File name -6000 // Priority -0 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5300 - -// ENGINE NOISE - -5313 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ENGINE5.WAV // File name -6000 // Priority -0 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5300 - -// ENGINE NOISE - -5314 // Sound ID -0x00,0x01 // Type (0), Flags (0) -DIESEL.WAV // File name -6000 // Priority -0 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5300 - -// ENGINE NOISE - -5300 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ENGINE3.WAV // File name -6000 // Priority -0 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 - -// ENGINE NOISE (TUNNELS) - -5301 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ENGINE3E.WAV // File name -6000 // Priority -0 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5300 - -// ENGINE NOISE (UNDERWATER) - -5302 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ENGINE3W.WAV // File name -6000 // Priority -0 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5300 - -// ENGINE NOISE (BIG ECHOEY SPACE) - -5303 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ENGINE3B.WAV // File name -6000 // Priority -0 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5300 - -// COP'S SIREN - -5350 // Sound ID -0x00,0x01 // Type (0), Flags (0) -GOSIREN.WAV // File name -10000 // Priority -0 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// ONE! - -8001 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ONE.WAV // File name -6000 // Priority -1 // Repeat rate -170,170 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -1001 - -// TWO! - -8002 // Sound ID -0x00,0x01 // Type (0), Flags (0) -TWO.WAV // File name -6000 // Priority -1 // Repeat rate -170,170 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -1001 - -// THREE! - -8003 // Sound ID -0x00,0x01 // Type (0), Flags (0) -THREE.WAV // File name -6000 // Priority -1 // Repeat rate -170,170 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -1001 - -// FOUR! - -8004 // Sound ID -0x00,0x01 // Type (0), Flags (0) -FOUR.WAV // File name -6000 // Priority -1 // Repeat rate -170,170 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -1001 - -// FIVE! - -8005 // Sound ID -0x00,0x01 // Type (0), Flags (0) -FIVE.WAV // File name -9990 // Priority -1 // Repeat rate -170,170 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -1001 - - -// GO! - -8000 // Sound ID -0x00,0x01 // Type (0), Flags (0) -GO!.WAV // File name -6000 // Priority -1 // Repeat rate -170,170 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -1001 - -// OUT OF TIME! - -8010 // Sound ID -0x00,0x01 // Type (0), Flags (0) -OUTOTIM2.WAV // File name -8000 // Priority -1 // Repeat rate -200,200 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// RACE OVER! - -8011 // Sound ID -0x00,0x01 // Type (0), Flags (0) -RACECPLT.WAV // File name -9000 // Priority -1 // Repeat rate -200,200 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// CHECK POINT! - -8012 // Sound ID -0x00,0x01 // Type (0), Flags (0) -CHKPOINT.WAV // File name -9000 // Priority -1 // Repeat rate -160,160 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// WRONG CHECKPOINT! - -8013 // Sound ID -0x00,0x01 // Type (0), Flags (0) -WRONGCP.WAV // File name -9990 // Priority -1 // Repeat rate -170,170 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// FINAL LAP! - -8014 // Sound ID -0x00,0x01 // Type (0), Flags (0) -FINALLAP.WAV // File name -9000 // Priority -1 // Repeat rate -200,200 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// HEY! - -8016 // Sound ID -0x00,0x01 // Type (0), Flags (0) -HEY!.WAV // File name -8000 // Priority -1 // Repeat rate -180,180 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// CLAP! - -8015 // Sound ID -0x00,0x01 // Type (0), Flags (0) -THECLAP.WAV // File name -8000 // Priority -1 // Repeat rate -200,200 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// OLD BIDDY - -8017 // Sound ID -0x00,0x01 // Type (0), Flags (0) -INWAR.WAV // File name -8000 // Priority -1 // Repeat rate -240,240 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -4003 - -// 1st flic (pre smacker) sound effects! - -8500 // Sound ID -0x00,0x00 // Type (0), Flags (0) -SKID1.WAV // File name -8000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// 2nd flic (post smacker) sound effects! - -8501 // Sound ID -0x00,0x00 // Type (0), Flags (0) -BIGHIT3.WAV // File name -8000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// 3rd flic (not avail. in demo) sound effects! - -8502 // Sound ID -0x00,0x00 // Type (0), Flags (0) -SCREAM2.WAV // File name -8000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// 4th flic (post-demo slide show) sound effects! - -8503 // Sound ID -0x00,0x00 // Type (0), Flags (0) -ZAP.WAV // File name -8000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - - -// tyre screeching - -9000 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SKID1.WAV // File name -1000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9002 - -9001 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SKID2.WAV // File name -1000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9002 - -9002 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SKID3.WAV // File name -1000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -9003 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SCRUB1.WAV // File name -1000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9002 - -9004 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SCRUB2.WAV // File name -1000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9002 - -9010 // Sound ID -0x00,0x01 // Type (0), Flags (0) -BOING!.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -9011 // Sound ID -0x00,0x01 // Type (0), Flags (0) -PINBALL.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -9600 // Sound ID -0x02,0x01 // Type (01) - CDA, -1 // File name -5000 // Priority (0..0x9999) -1 // Repeat rate -255,255 -1,1 -1,1 // MinVol, MaxVol, MinPitch, MaxPitch, MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -9601 // Sound ID -0x02,0x01 // Type (01) - CDA, -2 // File name -5000 // Priority (0..0x9999) -1 // Repeat rate -255,255 -1,1 -1,1 // MinVol, MaxVol, MinPitch, MaxPitch, MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -9602 // Sound ID -0x02,0x01 // Type (01) - CDA, -3 // File name -5000 // Priority (0..0x9999) -1 // Repeat rate -255,255 -1,1 -1,1 // MinVol, MaxVol, MinPitch, MaxPitch, MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -9603 // Sound ID -0x02,0x01 // Type (01) - CDA, -4 // File name -5000 // Priority (0..0x9999) -1 // Repeat rate -255,255 -1,1 -1,1 // MinVol, MaxVol, MinPitch, MaxPitch, MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -9604 // Sound ID -0x02,0x01 // Type (01) - CDA, -5 // File name -5000 // Priority (0..0x9999) -1 // Repeat rate -255,255 -1,1 -1,1 // MinVol, MaxVol, MinPitch, MaxPitch, MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -9605 // Sound ID -0x02,0x01 // Type (01) - CDA, -6 // File name -5000 // Priority (0..0x9999) -1 // Repeat rate -255,255 -1,1 -1,1 // MinVol, MaxVol, MinPitch, MaxPitch, MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -9606 // Sound ID -0x02,0x01 // Type (01) - CDA, -7 // File name -5000 // Priority (0..0x9999) -1 // Repeat rate -255,255 -1,1 -1,1 // MinVol, MaxVol, MinPitch, MaxPitch, MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -9607 // Sound ID -0x02,0x01 // Type (01) - CDA, -8 // File name -5000 // Priority (0..0x9999) -1 // Repeat rate -255,255 -1,1 -1,1 // MinVol, MaxVol, MinPitch, MaxPitch, MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// ANNIE - -7702 // Sound ID -0x00,0x00 // Type (0), Flags (0) -ALRIGHT3.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// ANNIE - -7703 // Sound ID -0x00,0x00 // Type (0), Flags (0) -ALRIGHT4.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// ANNIE - -7704 // Sound ID -0x00,0x00 // Type (0), Flags (0) -BEHIND1.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// ANNIE - -7705 // Sound ID -0x00,0x00 // Type (0), Flags (0) -BETHURT.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// ANNIE - -7706 // Sound ID -0x00,0x00 // Type (0), Flags (0) -EEEUGH.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// ANNIE - -7708 // Sound ID -0x00,0x00 // Type (0), Flags (0) -EEUUW.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// ANNIE - -7710 // Sound ID -0x00,0x00 // Type (0), Flags (0) -EEUUW3.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// ANNIE - -7712 // Sound ID -0x00,0x00 // Type (0), Flags (0) -EVILLAF2.WAV // File name -3000 // Priority -1 // Repeat rate 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rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// FRANKIE - -8751 // Sound ID -0x00,0x00 // Type (0), Flags (0) -FYEAH2.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// SHEEP BLEAT - -9111 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SHEEP1.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// SHEEP SHIT SCARED - -9112 // Sound ID -0x00,0x01 // Type (0), Flags (0) -NRVSHEEP.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// SHEEP SPLATTED - -9113 // Sound ID -0x00,0x01 // Type (0), Flags (0) -BAASPLAT.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// SATAN GETTING HIT RIGHT ON THE END OF HIS KNOB - -666 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SATANCOK.WAV // File name -20000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// WART HOG GRUNT - -9114 // Sound ID -0x00,0x01 // Type (0), Flags (0) -RSCARE2.WAV // File name -2000 // Priority -1 // Repeat rate -125,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// WART HOG SHIT SCARED - -9115 // Sound ID -0x00,0x01 // Type (0), Flags (0) -RSCARE2.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// WART HOG SPLATTED - -9116 // Sound ID -0x00,0x01 // Type (0), Flags (0) -RXPLODE2.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// DEVIL - -8780 // Sound ID -0x00,0x00 // Type (0), Flags (0) -RSCARE2.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// MRS. DEVIL - -8781 // Sound ID -0x00,0x00 // Type (0), Flags (0) -RSCARE2.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// TELLY-TUBBYS 'AGAIN AGAIN' - -8782 // Sound ID -0x00,0x00 // Type (0), Flags (0) -RSCARE2.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// TELLY-TUBBYS ' 'ELLOW ' - -8783 // Sound ID -0x00,0x00 // Type (0), Flags (0) -RSCARE2.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// ELVIS 'UH-HUH' - -8784 // Sound ID -0x00,0x00 // Type (0), Flags (0) -RSCARE2.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/MELODIC.BNK b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/MELODIC.BNK deleted file mode 100644 index 93e88a02..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/MELODIC.BNK and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/METAL1.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/METAL1.WAV deleted file mode 100644 index 83b294a6..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/METAL1.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/METAL2.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/METAL2.WAV deleted file mode 100644 index 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a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/OOF1.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/OOF1.WAV deleted file mode 100644 index 0d086181..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/OOF1.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/OOF2.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/OOF2.WAV deleted file mode 100644 index 9929a368..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/OOF2.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/OOP1.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/OOP1.WAV deleted file mode 100644 index 4fd62587..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/OOP1.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas 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a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SCREAM6.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SCREAM6.WAV deleted file mode 100644 index f2ea2274..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SCREAM6.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SCREAM7.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SCREAM7.WAV deleted file mode 100644 index e3d27e4e..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SCREAM7.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SCRUB1.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SCRUB1.WAV deleted file mode 100644 index 6166ac04..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SCRUB1.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SCRUB2.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SCRUB2.WAV deleted file mode 100644 index b3b081d9..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SCRUB2.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SHEEP1.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SHEEP1.WAV deleted file mode 100644 index 55a87ce4..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SHEEP1.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SIREN.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SIREN.WAV deleted file mode 100644 index f4d2c95f..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SIREN.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SKID1.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SKID1.WAV deleted file mode 100644 index 309a54b4..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SKID1.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SKID2.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SKID2.WAV deleted file mode 100644 index 61a6e7b1..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SKID2.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SKID3.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SKID3.WAV deleted file mode 100644 index 4c8d6eeb..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SKID3.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SMASH1.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SMASH1.WAV deleted file mode 100644 index 9014d042..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SMASH1.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SMASH2.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SMASH2.WAV deleted file mode 100644 index 492fd00b..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SMASH2.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SMASH3.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SMASH3.WAV deleted file mode 100644 index a8a3861e..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SMASH3.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SMASH4.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SMASH4.WAV deleted file mode 100644 index 848162c6..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SMASH4.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SMCRASH2.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SMCRASH2.WAV deleted file mode 100644 index a691dea8..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SMCRASH2.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SONICB.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SONICB.WAV deleted file mode 100644 index acad77ce..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SONICB.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SORRY2.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SORRY2.WAV deleted file mode 100644 index 5c3b5a56..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SORRY2.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SORRY5.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SORRY5.WAV deleted file mode 100644 index c480491c..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SORRY5.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SOUND.TXT b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SOUND.TXT deleted file mode 100644 index 3931f4dc..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SOUND.TXT +++ /dev/null @@ -1,2371 +0,0 @@ -// DAMAGE REPAIR - -5200 // Sound ID -0x00,0x01 // Type (0), Flags (0) -REPAIR2.WAV // File name -3000 // Priority -4 // Repeat rate -175,175 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// HORN (BARK!) - -5209 // Sound ID -0x00,0x01 // Type (0), Flags (0) -HONK.WAV // File name -4000 // Priority -0 // Repeat rate -250,250 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// Pratcam whirr noise - -1000 // Sound ID -0x00,0x01 // Type (0), Flags (0) -PRATWHIR.WAV // File name -1000 // Priority -1 // Repeat rate -250,250 // MinVol, MaxVol -0.3,0.30001 // MinPitch, MaxPitch -0.3,0.30001 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// Warning buzzer noise -1001 // Sound ID -0x00,0x01 // Type (0), Flags (0) -BUZZER.WAV // File name -30000 // Priority -1 // Repeat rate -250,250 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// Interface noises - - -// LEFT - -3000 // Sound ID -0x00,0x01 // Type (0), Flags (0) -BUTT.WAV // File name -1000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -3004 - -// RETURN - -3004 // Sound ID -0x00,0x01 // Type (0), Flags (0) -DONE.WAV // File name -1000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// ESC - -3005 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ESC.WAV // File name -1000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -3004 - -// SWINGIN - -3006 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SWINGIN.WAV // File name -2000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// SWINGOUT - -3007 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SWINGOUT.WAV // File name -2000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// CAN'T AFFORD A PART - -3100 // Sound ID -0x00,0x01 // Type (0), Flags (0) -PARTNO.WAV // File name -2000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// BUY A PART - -3101 // Sound ID -0x00,0x01 // Type (0), Flags (0) -PARTBUY.WAV // File name -2000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// CREDITS EARNED RATTLE UP IN SUMMARY - -3200 // Sound ID -0x00,0x01 // Type (0), Flags (0) -CREDITSU.WAV // File name -1000 // Priority -0 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// CREDITS LOST RATTLE DOWN IN SUMMARY - -3201 // Sound ID -0x00,0x01 // Type (0), Flags (0) -CREDITSD.WAV // File name -1000 // Priority -0 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - - -// CREDITS LOST RATTLE DOWN IN SUMMARY - -3203 // Sound ID -0x00,0x01 // Type (0), Flags (0) -GOSIREN.WAV // File name -4000 // Priority -0 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - - -// RANK INCREASE RATTLE UP IN SUMMARY - -3202 // Sound ID -0x00,0x01 // Type (0), Flags (0) -RANKUP.WAV // File name -1000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - - -// SCARED MALE PEDEDESTRIAN #1 - -4000 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SCARED2.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -4001 - -// SCARED MALE PEDEDESTRIAN #2 - -4001 // Sound ID -0x00,0x01 // Type (0), Flags (0) -AAARGH.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// SCARED MALE PEDEDESTRIAN #3 - -4004 // Sound ID -0x00,0x01 // Type (0), Flags (0) -WAA.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -4001 - -// SCARED FEMALE PEDEDESTRIAN #1 - -4002 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SCREAM1.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -4003 - -// SCARED FEMALE PEDEDESTRIAN #2 - -4003 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SCREAM2.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// SCARED MONK - -4005 // Sound ID -0x00,0x01 // Type (0), Flags (0) -HOLYSHIT.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -4001 - -// SCARED GAY BLOKE (ALLEDGEDLY) - -4006 // Sound ID -0x00,0x01 // Type (0), Flags (0) -GAYPED.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -4001 - -// SCARED MALE PED. SAYING NOT AGAIN - -4007 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SCARED2.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -4001 - -// SCARED MALE PED. SAYING WHY ME - -4008 // Sound ID -0x00,0x01 // Type (0), Flags (0) -WAA.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -4001 - -// SCARED MALE PED. SAYING GO AWAY - -4009 // Sound ID -0x00,0x01 // Type (0), Flags (0) -AAARGH.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -4001 - -// SPLATTED MALE PEDEDESTRIAN #1 - -4010 // Sound ID -0x00,0x01 // Type (0), Flags (0) -BIGHIT2.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -4011 - - -// SPLATTED MALE PEDEDESTRIAN #2 - -4011 // Sound ID -0x00,0x01 // Type (0), Flags (0) -BIGHIT4.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// SPLATTED FEMALE PEDEDESTRIAN #1 - -4012 // Sound ID -0x00,0x01 // Type (0), Flags (0) -BIGHIT1.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -4013 - -// SPLATTED FEMALE PEDEDESTRIAN #2 - -4013 // Sound ID -0x00,0x01 // Type (0), Flags (0) -FEMHIT.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// SPLATTED FEMALE PEDEDESTRIAN #3 - -4014 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SQUEEKDI.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -4013 - -// SPLATTED FEMALE PEDEDESTRIAN #4 - -4015 // Sound ID -0x00,0x01 // Type (0), Flags (0) -BIGHIT3.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -4013 - -// HIT GIBLETS - -4020 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SPLATGIB.WAV // File name -1000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - - -// EXPLODING MALE PEDEDESTRIAN #1 - -4030 // Sound ID -0x00,0x01 // Type (0), Flags (0) -BIGGIBS2.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -4031 - -// EXPLODING MALE PEDEDESTRIAN #2 - -4031 // Sound ID -0x00,0x01 // Type (0), Flags (0) -HITGIBS.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// EXPLODING FEMALE PEDEDESTRIAN #1 - -4032 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SPLAT2.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// FALLING MALE PEDEDESTRIAN #1 - -4040 // Sound ID -0x00,0x01 // Type (0), Flags (0) -WEEAAAAO.WAV // File name -2500 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - - -// COW MOOING - -4050 // Sound ID -0x00,0x01 // Type (0), Flags (0) -MOO.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// COW DYING - -4051 // Sound ID -0x00,0x01 // Type (0), Flags (0) -MOODEATH.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// HEARTBEAT - -4900 // Sound ID -0x00,0x00 // Type (0), Flags (0) -HEARTBAT.WAV // File name -5000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// METAL CRUNCH #1 - -5000 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SMASH1.WAV // File name -9900 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - - -// METAL CRUNCH #2 - -5001 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SMASH2.WAV // File name -9900 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5000 - -// METAL CRUNCH #3 - -5002 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SMASH3.WAV // File name -9800 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5000 - - -// METAL CRUNCH #4 - -5003 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SMASH4.WAV // File name -9800 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5000 - - -// METAL CRUNCH #5 - -5004 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SMCRASH2.WAV // File name -9700 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5001 - -// METAL SCRAPE #1 - -5010 // Sound ID -0x00,0x01 // Type (0), Flags (0) -METAL2.WAV // File name -7000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// METAL SCRAPE #2 - -5011 // Sound ID -0x00,0x01 // Type (0), Flags (0) -METAL3.WAV // File name -7000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5010 - -// METAL SCRAPE #3 - -5012 // Sound ID -0x00,0x01 // Type (0), Flags (0) -METAL4.WAV // File name -7200 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5010 - -// ZAP - -5500 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ZAP.WAV // File name -4000 // Priority -1 // Repeat rate -250,250 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// ACID BUBBLE - -5100 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ACIDBATH.WAV // File name -2500 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - - -// POWERUP - -5400 // Sound ID -0x00,0x01 // Type (0), Flags (0) -PUPXPLOD.WAV // File name -3000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// ENGINE NOISE FOR TOOHORSE - -5310 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ENGINE1.WAV // File name -6000 // Priority -0 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5300 - -// ENGINE NOISE - -5311 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ENGINE2.WAV // File name -6000 // Priority -0 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5300 - -// ENGINE NOISE - -5312 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ENGINE4.WAV // File name -6000 // Priority -0 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5300 - -// ENGINE NOISE - -5313 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ENGINE5.WAV // File name -6000 // Priority -0 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5300 - -// ENGINE NOISE - -5314 // Sound ID -0x00,0x01 // Type (0), Flags (0) -DIESEL.WAV // File name -6000 // Priority -0 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5300 - -// ENGINE NOISE - -5300 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ENGINE3.WAV // File name -6000 // Priority -0 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 - -// ENGINE NOISE (TUNNELS) - -5301 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ENGINE3E.WAV // File name -6000 // Priority -0 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5300 - -// ENGINE NOISE (UNDERWATER) - -5302 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ENGINE3W.WAV // File name -6000 // Priority -0 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5300 - -// ENGINE NOISE (BIG ECHOEY SPACE) - -5303 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ENGINE3B.WAV // File name -6000 // Priority -0 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -5300 - -// COP'S SIREN - -5350 // Sound ID -0x00,0x01 // Type (0), Flags (0) -GOSIREN.WAV // File name -10000 // Priority -0 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// ONE! - -8001 // Sound ID -0x00,0x01 // Type (0), Flags (0) -ONE.WAV // File name -6000 // Priority -1 // Repeat rate -170,170 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -1001 - -// TWO! - -8002 // Sound ID -0x00,0x01 // Type (0), Flags (0) -TWO.WAV // File name -6000 // Priority -1 // Repeat rate -170,170 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -1001 - -// THREE! - -8003 // Sound ID -0x00,0x01 // Type (0), Flags (0) -THREE.WAV // File name -6000 // Priority -1 // Repeat rate -170,170 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -1001 - -// FOUR! - -8004 // Sound ID -0x00,0x01 // Type (0), Flags (0) -FOUR.WAV // File name -6000 // Priority -1 // Repeat rate -170,170 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -1001 - -// FIVE! - -8005 // Sound ID -0x00,0x01 // Type (0), Flags (0) -FIVE.WAV // File name -9990 // Priority -1 // Repeat rate -170,170 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -1001 - - -// GO! - -8000 // Sound ID -0x00,0x01 // Type (0), Flags (0) -GO!.WAV // File name -6000 // Priority -1 // Repeat rate -170,170 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// OUT OF TIME! - -8010 // Sound ID -0x00,0x01 // Type (0), Flags (0) -OUTOTIM2.WAV // File name -8000 // Priority -1 // Repeat rate -200,200 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// RACE OVER! - -8011 // Sound ID -0x00,0x01 // Type (0), Flags (0) -RACECPLT.WAV // File name -9000 // Priority -1 // Repeat rate -200,200 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// CHECK POINT! - -8012 // Sound ID -0x00,0x01 // Type (0), Flags (0) -CHKPOINT.WAV // File name -9000 // Priority -1 // Repeat rate -160,160 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// WRONG CHECKPOINT! - -8013 // Sound ID -0x00,0x01 // Type (0), Flags (0) -WRONGCP.WAV // File name -9990 // Priority -1 // Repeat rate -170,170 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// FINAL LAP! - -8014 // Sound ID -0x00,0x01 // Type (0), Flags (0) -FINALLAP.WAV // File name -9000 // Priority -1 // Repeat rate -200,200 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// HEY! - -8016 // Sound ID -0x00,0x01 // Type (0), Flags (0) -HEY!.WAV // File name -8000 // Priority -1 // Repeat rate -180,180 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// CLAP! - -8015 // Sound ID -0x00,0x01 // Type (0), Flags (0) -THECLAP.WAV // File name -8000 // Priority -1 // Repeat rate -200,200 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// OLD BIDDY - -8017 // Sound ID -0x00,0x01 // Type (0), Flags (0) -INWAR.WAV // File name -8000 // Priority -1 // Repeat rate -240,240 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -4003 - -// 1st flic (pre smacker) sound effects! - -8500 // Sound ID -0x00,0x00 // Type (0), Flags (0) -BEN01.WAV // File name -8000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// 2nd flic (post smacker) sound effects! - -8501 // Sound ID -0x00,0x00 // Type (0), Flags (0) -BEN01.WAV // File name -8000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// 3rd flic (not avail. in demo) sound effects! - -8502 // Sound ID -0x00,0x00 // Type (0), Flags (0) -BEN01.WAV // File name -8000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// 4th flic (post-demo slide show) sound effects! - -8503 // Sound ID -0x00,0x00 // Type (0), Flags (0) -BEN01.WAV // File name -8000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - - -// tyre screeching - -9000 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SKID1.WAV // File name -1000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -9001 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SKID2.WAV // File name -1000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9000 - -9002 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SKID3.WAV // File name -1000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9000 - -9003 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SCRUB1.WAV // File name -1000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9000 - -9004 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SCRUB2.WAV // File name -1000 // Priority -1 // Repeat rate -150,150 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9000 - -9010 // Sound ID -0x00,0x01 // Type (0), Flags (0) -BOING!.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -9011 // Sound ID -0x00,0x01 // Type (0), Flags (0) -PINBALL.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -9500 // Sound ID -0x01,0x01 // Type (01) - Midi, -carmid03 // File name -5000 // Priority (0..0x9999) -1 // Repeat rate -255,255 -1,1 -1,1 // MinVol, MaxVol, MinPitch, MaxPitch, MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -9501 // Sound ID -0x01,0x01 // Type (01) - Midi, -carmid04 // File name -5000 // Priority (0..0x9999) -1 // Repeat rate -255,255 -1,1 -1,1 // MinVol, MaxVol, MinPitch, MaxPitch, MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -9502 // Sound ID -0x01,0x01 // Type (01) - Midi, -carmid10 // File name -5000 // Priority (0..0x9999) -1 // Repeat rate -255,255 -1,1 -1,1 // MinVol, MaxVol, MinPitch, MaxPitch, MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -9600 // Sound ID -0x02,0x01 // Type (01) - CDA, -1 // File name -5000 // Priority (0..0x9999) -1 // Repeat rate -255,255 -1,1 -1,1 // MinVol, MaxVol, MinPitch, MaxPitch, MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -9601 // Sound ID -0x02,0x01 // Type (01) - CDA, -2 // File name -5000 // Priority (0..0x9999) -1 // Repeat rate -255,255 -1,1 -1,1 // MinVol, MaxVol, MinPitch, MaxPitch, MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -9602 // Sound ID -0x02,0x01 // Type (01) - CDA, -3 // File name -5000 // Priority (0..0x9999) -1 // Repeat rate -255,255 -1,1 -1,1 // MinVol, MaxVol, MinPitch, MaxPitch, MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -9603 // Sound ID -0x02,0x01 // Type (01) - CDA, -4 // File name -5000 // Priority (0..0x9999) -1 // Repeat rate -255,255 -1,1 -1,1 // MinVol, MaxVol, MinPitch, MaxPitch, MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -9604 // Sound ID -0x02,0x01 // Type (01) - CDA, -5 // File name -5000 // Priority (0..0x9999) -1 // Repeat rate -255,255 -1,1 -1,1 // MinVol, MaxVol, MinPitch, MaxPitch, MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -9605 // Sound ID -0x02,0x01 // Type (01) - CDA, -6 // File name -5000 // Priority (0..0x9999) -1 // Repeat rate -255,255 -1,1 -1,1 // MinVol, MaxVol, MinPitch, MaxPitch, MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -9606 // Sound ID -0x02,0x01 // Type (01) - CDA, -7 // File name -5000 // Priority (0..0x9999) -1 // Repeat rate -255,255 -1,1 -1,1 // MinVol, MaxVol, MinPitch, MaxPitch, MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -9607 // Sound ID -0x02,0x01 // Type (01) - CDA, -8 // File name -5000 // Priority (0..0x9999) -1 // Repeat rate -255,255 -1,1 -1,1 // MinVol, MaxVol, MinPitch, MaxPitch, MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// ANNIE - -7702 // Sound ID -0x00,0x00 // Type (0), Flags (0) -ALRIGHT3.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// ANNIE - -7703 // Sound ID -0x00,0x00 // Type (0), Flags (0) -ALRIGHT4.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// ANNIE - -7704 // Sound ID -0x00,0x00 // Type (0), Flags (0) -BEHIND1.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// ANNIE - -7705 // Sound ID -0x00,0x00 // Type (0), Flags (0) -BETHURT.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// ANNIE - -7706 // Sound ID -0x00,0x00 // Type (0), Flags (0) -EEEUGH.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// ANNIE - -7708 // Sound ID -0x00,0x00 // Type (0), Flags (0) -EEUUW.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// ANNIE - -7710 // Sound ID -0x00,0x00 // Type (0), Flags (0) -EEUUW3.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// ANNIE - -7712 // Sound ID -0x00,0x00 // Type (0), Flags (0) -EVILLAF2.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// ANNIE - -7713 // Sound ID -0x00,0x00 // Type (0), Flags (0) -EVILLAF3.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// ANNIE - -7714 // Sound ID -0x00,0x00 // Type (0), Flags (0) -EVILLAFF.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// ANNIE - -7715 // Sound ID -0x00,0x00 // Type (0), Flags (0) -GETYOU.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// ANNIE - -7716 // Sound ID -0x00,0x00 // Type (0), Flags (0) -GIGGLE.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// ANNIE - -7719 // Sound ID -0x00,0x00 // Type (0), Flags (0) -GRRRRRR1.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// ANNIE - -7722 // Sound ID -0x00,0x00 // Type (0), Flags (0) -OHSHIT.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// ANNIE - -7723 // Sound ID -0x00,0x00 // Type (0), Flags (0) -OOF1.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// ANNIE - -7724 // Sound ID -0x00,0x00 // Type (0), Flags (0) -OOF2.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// ANNIE - -7725 // Sound ID -0x00,0x00 // Type (0), Flags (0) -OOP1.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// ANNIE - -7727 // Sound ID -0x00,0x00 // Type (0), Flags (0) -OWHURT.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// ANNIE - -7730 // Sound ID -0x00,0x00 // Type (0), Flags (0) -SCREAM5.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// ANNIE - -7731 // Sound ID -0x00,0x00 // Type (0), Flags (0) -SCREAM6.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// ANNIE - -7732 // Sound ID -0x00,0x00 // Type (0), Flags (0) -SCREAM7.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// ANNIE - -7734 // Sound ID -0x00,0x00 // Type (0), Flags (0) -SORRY2.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// ANNIE - -7737 // Sound ID -0x00,0x00 // Type (0), Flags (0) -SORRY5.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// ANNIE - -7738 // Sound ID -0x00,0x00 // Type (0), Flags (0) -URGH.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// ANNIE - -7739 // Sound ID -0x00,0x00 // Type (0), Flags (0) -UUUGH1.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// ANNIE - -7741 // Sound ID -0x00,0x00 // Type (0), Flags (0) -UUUGH3.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// ANNIE - -7742 // Sound ID -0x00,0x00 // Type (0), Flags (0) -WAAAA1.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// ANNIE - -7743 // Sound ID -0x00,0x00 // Type (0), Flags (0) -WAAAA2.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - 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-// FRANKIE - -8738 // Sound ID -0x00,0x00 // Type (0), Flags (0) -FAAH.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// FRANKIE - -8739 // Sound ID -0x00,0x00 // Type (0), Flags (0) -FHURT1.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// FRANKIE - -8741 // Sound ID -0x00,0x00 // Type (0), Flags (0) -FMUTHA.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// FRANKIE - -8742 // Sound ID -0x00,0x00 // Type (0), Flags (0) - -FGODDAM.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// FRANKIE - -8743 // Sound ID -0x00,0x00 // Type (0), Flags (0) -FOARGH.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// FRANKIE - -8744 // Sound ID -0x00,0x00 // Type (0), Flags (0) -FURGH2.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// FRANKIE - -8746 // Sound ID -0x00,0x00 // Type (0), Flags (0) -FWOOHOO.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// FRANKIE - -8747 // Sound ID -0x00,0x00 // Type (0), Flags (0) -FOW3.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// FRANKIE - - -8749 // Sound ID -0x00,0x00 // Type (0), Flags (0) -FYEAH1.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// FRANKIE - -8751 // Sound ID -0x00,0x00 // Type (0), Flags (0) -FYEAH2.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// SHEEP BLEAT - -9111 // Sound ID -0x00,0x01 // Type (0), Flags (0) -SHEEP1.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// SHEEP SHIT SCARED - -9112 // Sound ID -0x00,0x01 // Type (0), Flags (0) -NRVSHEEP.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - 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-// WART HOG SPLATTED - -9116 // Sound ID -0x00,0x01 // Type (0), Flags (0) -WARTSPLT.WAV // File name -2000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -0 // Number of low memory alternatives - -// DEVIL - -8780 // Sound ID -0x00,0x00 // Type (0), Flags (0) -DEVIL.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// MRS. DEVIL - -8781 // Sound ID -0x00,0x00 // Type (0), Flags (0) -DEVILMIS.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// TELLY-TUBBYS 'AGAIN AGAIN' - -8782 // Sound ID -0x00,0x00 // Type (0), Flags (0) -TTAGAIN.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// TELLY-TUBBYS ' 'ELLOW ' - -8783 // Sound ID -0x00,0x00 // Type (0), Flags (0) -TTELLOW.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 - -// ELVIS 'UH-HUH' - -8784 // Sound ID -0x00,0x00 // Type (0), Flags (0) -ELVIS.WAV // File name -3000 // Priority -1 // Repeat rate -255,255 // MinVol, MaxVol -0,0 // MinPitch, MaxPitch -0,0 // MinSpeed, MaxSpeed -0x0 // Special FX index -1 // Number of low memory alternatives -9999 diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SPLAT2.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SPLAT2.WAV deleted file mode 100644 index 3d960824..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SPLAT2.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SPLATGIB.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SPLATGIB.WAV deleted file mode 100644 index 318a70c4..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SPLATGIB.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SQUEEKDI.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SQUEEKDI.WAV deleted file mode 100644 index becc5737..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SQUEEKDI.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SWINGIN.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SWINGIN.WAV deleted file mode 100644 index 8c1f7a63..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SWINGIN.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SWINGOUT.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SWINGOUT.WAV deleted file mode 100644 index 77a6add3..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/SWINGOUT.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/THECLAP.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/THECLAP.WAV deleted file mode 100644 index 4d65736c..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/THECLAP.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/THREE.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/THREE.WAV deleted file mode 100644 index b2086e31..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/THREE.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/TTAGAIN.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/TTAGAIN.WAV deleted file mode 100644 index 549714a2..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/TTAGAIN.WAV and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/TTELLOW.WAV b/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack Xmas Demo/SOUND/TTELLOW.WAV deleted file mode 100644 index 30bc9d92..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/GameData/Splatpack 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-1,24547 +0,0 @@ - - - - - - - - Determines whether the specified AudioCategory instances are equal. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are equal; false otherwise. - - - Determines whether the specified System.Object is equal to this AudioCategory. - System.Object to compare with this instance. - true if the objects are equal; false otherwise. - - - Determines whether the specified AudioCategory is equal to this AudioCategory. - AudioCategory to compare with this instance. - true if the objects are equal; false otherwise. - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether the specified AudioCategory instances are not equal. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are not equal; false otherwise. - - - Pauses all sounds associated with this category. - - - Resumes all paused sounds associated with this category. - - - Sets the volume of all sounds associated with this category. Reference page contains links to related code samples. - Volume amplitude multiplier. volume is normally between 0.0 (silence) and 1.0 (full volume), but can range from 0.0f to float.MaxValue.Volume levels map to decibels (dB) as shown in the following table.VolumeDescription0.0f-96 dB (silence)1.0f +0 dB (full volume as authored)2.0f +6 dB (6 dB greater than authored) - - - Stops all sounds associated with this category. - Enumerated value specifying how the sounds should be stopped. - - - Returns a System.String representation of this AudioCategory. - System.String representation of this object. - - - Specifies the friendly name of this category. - Friendly name of this category. - - - Represents a particular category of sounds. Reference page contains links to related code samples. - - - Initializes a new instance of this class. - - - Gets or sets a scalar applied to the level of Doppler effect calculated between this and any AudioListener. - The Doppler scale value. - - - Gets or sets the forward orientation vector for this emitter. - The forward orientation vector. - - - Gets or sets the position of this emitter. - The position vector. - - - Gets or sets the upward orientation vector for this emitter. - The upward orientation vector. - - - Gets or sets the velocity vector of this emitter. - The velocity vector. - - - Represents a 3D audio emitter. This object, used in combination with an Framework.Audio.AudioListener and the Cue.Apply3D method, can simulate 3D audio effects for a given Framework.Audio.Cue. Reference page contains links to related code samples. - - - Initializes a new instance of this class, using a path to an XACT global settings file. - Path to a global settings file. - - - Initializes a new instance of this class, using a settings file, a specific audio renderer, and a specific speaker configuration. - Path to a global settings file. - Interactive audio and branch event look-ahead time, in milliseconds. - ID that specifies the audio renderer to use. - - - - Occurs when AudioEngine.Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR). - - - - Specifies the current content version. - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Gets an audio category. Reference page contains links to related code samples. - Friendly name of the category to get. - Audio category. - - - Gets the value of a global variable. Reference page contains links to related conceptual articles. - Friendly name of the variable. - Value of the variable. - - - Sets the value of a global variable. - Value of the global variable. - Friendly name of the global variable. - - - Performs periodic work required by the audio engine. Reference page contains links to related code samples. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Gets a collection of audio renderers. - Collection of audio renderers. - - - Represents the audio engine. Applications use the methods of the audio engine to instantiate and manipulate core audio objects. - Reference page contains links to related code samples. - - - Initializes a new instance of this class. - - - Gets or sets the forward orientation vector for this listener. - The forward orientation vector. - - - Gets or sets the position of this listener. - The position vector. - - - Gets or sets the upward orientation vector for this listener. - The upward orientation vector. - - - Gets or sets the velocity vector of this listener. - The velocity vector. - - - - Represents a 3D audio listener. This object, used in combination with an Framework.Audio.AudioEmitter and the Cue.Apply3D method, can simulate 3D audio effects for a given Framework.Audio.Cue. - Reference page contains links to related code samples. - - - - Occurs when Cue.Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR). - - - - Calculates the 3D audio values between an AudioEmitter and an AudioListener object, and applies the resulting values to this Cue. Reference page contains code sample. - The listener to calculate. - The emitter to calculate. - - - Immediately releases the unmanaged resources used by this object. - - - - Releases unmanaged resources and performs other cleanup operations before garbage collection reclaims the . - - - - Gets a cue-instance variable value based on its friendly name. - Friendly name of the variable. - Value of the variable. - - - Pauses playback. Reference page contains links to related code samples. - - - Requests playback of a prepared or preparing Cue. Reference page contains links to related code samples. - - - Resumes playback of a paused Cue. Reference page contains links to related code samples. - - - Sets the value of a cue-instance variable based on its friendly name. - Friendly name of the variable to set. - Value to assign to the variable. - - - Stops playback of a Cue. Reference page contains links to related code samples. - Enumerated value specifying how the sound should stop. If set to None, the sound will play any release phase or transition specified in the audio designer. If set to Immediate, the sound will stop immediately, ignoring any release phases or transitions. - - - Returns whether the cue has been created. - true if the cue is created; false otherwise. - - - Gets a value indicating whether the object has been disposed. - true if the object has been disposed; false otherwise. - - - Returns whether the cue is currently paused. - true if the cue is paused; false otherwise. - - - Returns whether the cue is playing. - true if the cue is playing; false otherwise. - - - Returns whether the cue is prepared to play. - true if the cue is prepared to play; false otherwise. - - - Returns whether the cue is preparing to play. - true if the cue is preparing to play; false otherwise. - - - Returns whether the cue is currently stopped. - true if the cue is stopped; false if otherwise. - - - Returns whether the cue is stopping playback. - true if the cue is stopping; false if otherwise. - - - Returns the friendly name of the cue. - Friendly name of the cue. - - - Defines methods for managing the playback of sounds. Reference page contains links to related code samples. - - - Initializes a new instance of the InstancePlayLimitException class with a specified error message and a reference to the inner exception that is the cause of this exception. - Error message that explains the reason for the exception. - System.Exception that is the cause of the current exception. If innerException is not null, the current exception is raised in a catch block that handles the inner exception. - - - Initializes a new instance of the InstancePlayLimitException class with a specified error message. - A System.String that describes the error. The content of message is intended to be understood by humans. The caller of this constructor is required to ensure that this string has been localized for the current system culture. - - - Initializes a new instance of the InstancePlayLimitException class. - - - The exception that is thrown when there is an attempt to play more than 16 SoundEffectInstance sounds concurrently. - - - Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Initializes a new instance of this class. - - - The exception that is thrown when no audio hardware is present, or when audio hardware is installed but device drivers for the audio hardware are not present or enabled. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object to compare to this object. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the human-readable name for the renderer. - The name of the renderer. - - - Specifies the GUID that identifies the renderer. - GUID of the renderer. If this value is null, the default audio output device is used.On Xbox 360, this property is unused and ignored. - - - Represents an audio renderer, which is a device that can render audio to a user. - - - Initializes a new instance of this class using a sound bank from file. - Audio engine that will be associated with this sound bank. - Path to the sound bank file. - - - - Occurs when SoundBank.Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR). - - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Gets a cue from the sound bank. Reference page contains links to related code samples. - Friendly name of the cue to get. - Cue object. - - - Plays a cue using 3D positional information specified in an AudioListener and AudioEmitter. Reference page contains links to related conceptual articles. - Name of the cue to play. - AudioListener that specifies listener 3D audio information. - AudioEmitter that specifies emitter 3D audio information. - - - Plays a cue. Reference page contains links to related code samples. - Name of the cue to play. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Returns whether the sound bank is currently in use. - true if the sound bank is in use; false otherwise. - - - Represents a sound bank, which is a collection of cues. Reference page contains links to related code samples. - - - Releases the resources used by the SoundEffect. - - - Releases unmanaged resources and performs other cleanup operations before the SoundEffect is reclaimed by garbage collection. - - - Returns a playing SoundEffectInstance at the specified position with the default volume and pitch. - Listener position. - Position of the emitter. - A playing SoundEffectInstance at the specified position with the default volume and pitch. - - - Returns a playing SoundEffectInstance at the specified positions using the specified values for volume, pitch, and looping. - Positions of each listener. - Position of the emitter. - Volume to use when begining playback. Ranging from 0.0f (silence) to 1.0f (full volume). 1.0f is full volume relative to SoundEffect.MasterVolume. - Pitch adjustment, ranging from -1.0f (down one octave) to 1.0f (up one octave). 0.0f is unity (normal) pitch. - Whether to loop the sound indefinitely, until stopped by the application. Specify true to continuously loop the sound's loop region, or false to play the entire sound just once. - A playing SoundEffectInstance at the specified positions using the specified values for volume, pitch, and looping. - - - - Returns a playing SoundEffectInstance at the specified position using the specified values for volume, pitch, and looping. - - Listener position. - Position of the emitter. - Volume to use when begining playback. Ranging from 0.0f (silence) to 1.0f (full volume). 1.0f is full volume relative to SoundEffect.MasterVolume. - Pitch adjustment, ranging from -1.0f (down one octave) to 1.0f (up one octave). 0.0f is unity (normal) pitch. - Whether to loop the sound indefinitely, until stopped by the application. Specify true to continuously loop the sound's loop region, or false to play the entire sound just once. - - A playing SoundEffectInstance at the specified position using the specified values for volume, pitch, and looping. - - - - Creates a new SoundEffectInstance and plays it using the specified volume, pitch, panning, and loop control. - Volume, ranging from 0.0f (silence) to 1.0f (full volume). 1.0f is full volume relative to SoundEffect.MasterVolume. - Pitch adjustment, ranging from -1.0f (down one octave) to 1.0f (up one octave). 0.0f is unity (normal) pitch. - Panning, ranging from -1.0f (full left) to 1.0f (full right). 0.0f is centered. - Whether to loop the sound indefinitely, until stopped by the application. Specify true to continuously loop the sound's loop region, or false to play the entire sound just once. - A new, playing, SoundEffectInstance. - - - Creates a new SoundEffectInstance and plays it at the specified volume. - Volume, ranging from 0.0f (silence) to 1.0f (full volume). 1.0f is full volume relative to SoundEffect.MasterVolume. - A new, playing, SoundEffectInstance. - - - Creates a new SoundEffectInstance and plays it. - A new, playing, SoundEffectInstance. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - Gets or sets a value that adjusts the effect of distance calculations on the sound (emitter). - A value that adjustments the effect of Distance and Doppler calculations on the sound (emitter). - - - - Gets or sets a value that adjusts the effect of doppler calculations on the sound (emitter). - - A value that adjusts the effect of doppler calculations on the sound (emitter). - - - Gets or sets the duration of the SoundEffect. - System.TimeSpan that is the duration of the . - - - Gets or sets the master volume that affects all SoundEffectInstance sounds. - Volume, ranging from 0.0f (silence) to 1.0f (current device volume). 1.0f is full volume relative to the current device volume. - - - Gets or sets the asset name of the SoundEffect. - Asset name of the . - - - Returns the speed of sound: 343.5 meters per second. - The speed of sound: 343.5 meters per second. - - - Provides a loaded sound resource. - - - Applys 3D positioning to the sound using a single listener. - Position of the listener. - Position of the emitter. - - - Applys 3D position to the sound using multiple listeners. - Positions of each listener. - Position of the emitter. - - - Releases the resources used by the Microsoft.Xna.Framework.Audio.SoundEffectInstance.Dispose. - - - Releases unmanaged resources and performs other cleanup operations before the SoundEffectInstance is reclaimed by garbage collection. - - - Pauses a SoundEffectInstance. - - - Plays or resumes a SoundEffectInstance. - - - Resumes playback for a SoundEffectInstance. - - - Stops playing a SoundEffectInstance, either immediately or as authored. - Whether to stop playing immediately, or to break out of the loop region and play the release. Specify true to stop playing immediately, or false to break out of the loop region and play the release phase (the remainder of the sound). - - - Immediately stops playing a SoundEffectInstance. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - Gets a value that indicates whether looping is enabled for the SoundEffectInstance. - true if the SoundEffectInstance was played with looping enabled; false otherwise. - - - Gets or sets the panning for the SoundEffectInstance. - Panning, ranging from -1.0f (full left) to 1.0f (full right). 0.0f is centered. - - - Gets or sets the pitch adjustment for the SoundEffectInstance. - Pitch adjustment, ranging from -1.0f (down one octave) to 1.0f (up one octave). 0.0f is unity (normal) pitch. - - - Gets the current state (playing, paused, or stopped) of the SoundEffectInstance. - SoundState that represents the current state of the SoundEffectInstance. - - - Gets or sets the volume of the SoundEffectInstance. - Volume, ranging from 0.0f (silence) to 1.0f (full volume). 1.0f is full volume relative to SoundEffect.MasterVolume. - - - Provides a single playing, paused, or stopped instance of a SoundEffect sound. - - - Initializes a new, in-memory instance of this class using a specified AudioEngine and path to a wave bank file. - Instance of an AudioEngine to associate this wave bank with. - Path to the wave bank file to load. - - - Initializes a new, streaming instance of this class, using a provided AudioEngine and streaming wave bank parameters. - Instance of an AudioEngine to associate this wave bank with. - Path to the wave bank file to stream from. - Offset within the wave bank data file. This offset must be DVD sector aligned. - Stream packet size, in sectors, to use for each stream. The minimum value is 2. - - - - Occurs when WaveBank.Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR). - - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Returns whether the wave bank is currently in use. - true if the wave bank is in use; false otherwise. - - - Returns whether the wave bank is prepared to play. - true if the wave bank is prepared; false otherwise. - - - Represents a wave bank, which is a collection of wave files. Reference page contains links to related code samples. - - - Type of the audio file. - - - The MP3 format - - - The WAV format - - - The WMA format - - - Controls how Cue objects should stop when Cue.Stop is called. - - - Indicates the cue should stop normally, playing any release phase or transition specified in the content. - - - Indicates the cue should stop immediately, ignoring any release phase or transition specified in the content. - - - Target formats supported for audio source conversions. - - - A PCM encoding technique using 4 bits - - - 8/16-bit mono/stereo PCM audio 8KHz-48KHz - - - Windows Media CBR formats (64 kbps, 128 kbps, 192 kbps) - - - The Xbox compression format - - - Compression quality of the audio content. - - - High compression yielding lower file size, but could compromise audio quality - - - Moderate compression resulting in a compromise between audio quality and file size - - - Lowest compression, but the best audio quality - - - Current state (playing, paused, or stopped) of a SoundEffectInstance. - - - The SoundEffectInstance is paused. - - - The SoundEffectInstance is playing. - - - The SoundEffectInstance is stopped. - - - Creates a new instance of ContentLoadException. - A message that describes the error. - The exception that is the cause of the current exception. If the innerException parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - - Creates a new instance of ContentLoadException. - - A message that describes the error. - - - - Creates a new instance of ContentLoadException. - - - - - Creates a new instance of ContentLoadException. - - Describes the value types that were being loaded when the exception occurred. - Describes the stream where the exception occurred. - - - Exception used to report errors from the ContentManager.Load method. - - - - Initializes a new instance of ContentManager. - Reference page contains code sample. - The service provider that the ContentManager should use to locate services. - - - - Initializes a new instance of ContentManager. - Reference page contains code sample. - The service provider the ContentManager should use to locate services. - The root directory to search for content. - - - - Releases the unmanaged resources used by the ContentManager and optionally releases the managed resources. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - - Releases all resources used by the ContentManager class. - - - - Loads an asset that has been processed by the Content Pipeline. Reference page contains code sample. - Asset name, relative to the loader root directory, and not including the .xnb file extension. - The loaded asset. Repeated calls to load the same asset will return the same object instance. - - - - Opens a stream for reading the specified asset. Derived classes can replace this to implement pack files or asset compression. - - The name of the asset being read. - The opened stream. - - - Low-level worker method that reads asset data. - The name of the asset to be loaded from disk. - Delegate function for handling the disposition of assets. - If recordDisposableObject is null, the default lifespan tracking and - management is used, so unloading or disposing of the content manager frees everything that has been - loaded through it. If recordDisposableObject - specifies a valid delegate, that delegate is used instead of the default lifespan tracking - and is called every time the loader encounters a type that implements System.IDisposable. - You must use your own code to unload assets loaded in this fashion, since ContentManager's - ContentManager.Unload method will not be aware of them. - Returns the loaded asset. - - - Disposes all data that was loaded by this ContentManager. - - - Gets or sets the root directory associated with this ContentManager. - The root directory associated with this ContentManager. - - - Gets the service provider associated with the ContentManager. - - The service provider associated with the ContentManager. - - - - - The ContentManager is the run-time component which loads managed - objects from the binary files produced by the design time content pipeline. - It also manages the lifespan of the loaded objects, disposing the content - manager will also dispose any assets which are themselves System.IDisposable. - - - - Reads a Framework.Graphics.Color value from the currently open stream. - - The Framework.Graphics.Color value that was read. - - - - Reads a double value from the currently open stream. - - The double value that was read. - - - - Reads a link to an external file. - The asset stored in the external file. - - - Reads a Framework.Matrix value from the currently open stream. - The Framework.Matrix - that was read. - - - Reads a single managed object from the current stream. Can be called recursively. - An existing object to write into. - The object that was read. - - - Reads a single managed object from the current stream. Can be called recursively. - The ContentTypeReader to use to read the object. - An existing object to write into. - The object that was read. - - - Reads a single managed object from the current stream. Can be called recursively. - The object that was read. - - - Reads a single managed object from the current stream. Can be called recursively. - The ContentTypeReader to use to read the object. - The object that was read. - - - - Reads a Framework.Quaternion value from the current stream. - - The Framework.Quaternion - that was read. - - - - Reads a single managed object from the current stream as an instance of the specified type. - If you specify a base class of the actual object type, the method reads data only from the base type. - - An existing object to write into. - The object that was read. - - - - Reads a single managed object from the current stream as an instance of the specified type. - If you specify a base class of the actual object type, this method reads data only from the base type. - - The ContentTypeReader to use to read the object. - An existing object to write into. - The object that was read. - - - - Reads a single managed object from the current stream as an instance of the specified type. - If you specify a base class of the actual object type, this method reads data only from the base type. - - The object that was read. - - - - Reads a single managed object from the current stream as an instance of the specified type. - If a base class of the actual object type is specified only data from the base type will be read. - - The ContentTypeReader to use to read the object. - The object that was read. - - - Reads a shared resource ID, and records it for subsequent fix-up. - The fix-up action to perform. - - - Reads a float value from the currently open stream. - - The float value that was read. - - - - - Reads a Framework.Vector2 value from the current stream. - - - The Framework.Vector2 that was read. - - - - - Reads a Framework.Vector3 value from the current stream. - - - The Framework.Vector3 that was read. - - - - - Reads a Framework.Vector4 value from the current stream. - - - The Framework.Vector4 that was read. - - - - Gets the name of the asset currently being read by this ContentReader. - Name of the asset currently being read by this ContentReader. - - - Gets the ContentManager associated with the ContentReader. - - The ContentManager associated with the ContentReader. - - - - - A worker object that implements most of ContentManager.Load. A new - ContentReader is constructed for each asset loaded. - - - - - Creates a new instance of ContentSerializerAttribute. - Reference page contains code sample. - - - Creates a copy of the ContentSerializerAttribute. - The copy. - - - Get or set a value indicating whether this member can have a null value (default=true). Reference page contains code sample. - Value indicating whether this member can have a null value. - - - Gets or sets the XML element name for each item in a collection (default = "Item"). - Reference page contains code sample. - The XML element name for each item in the collection. - - - Gets or sets the XML element name (default=name of the managed type member). Reference page contains code sample. - The XML element name. - - - - Gets or sets a value idicating whether to write member contents directly into the current XML context - rather than wrapping the member in a new XML element (default=false). - Reference page contains code sample. - - Value idicating whether to write member contents directly into the current XML context - rather than wrapping the member in a new XML element. - - - - Indicates whether an explicit CollectionItemName string is being used or the default value. Reference page contains code sample. - true if an explicit CollectionItemName string is being used; false otherwise. - - - - - Indicates whether to write this element if the member is null and skip past it if not found when deserializing XML (default=false). - Reference page contains code sample. - true if the member should be skipped when null. - - - - - Indicates whether this member is referenced from multiple parents and should be serialized as a unique ID reference (default=false). - Reference page contains code sample. - true if this member is referenced from multiple parents; false otherwise. - - - - A custom System.Attribute that marks a field or property to control how it is serialized or to indicate that protected or private data should be included in serialization. - - - - Creates a new instance of ContentSerializerCollectionItemNameAttribute. Reference page contains code sample. - The name for each item in the collection. - - - Gets the name that will be used for each item in the collection. - The name used for each item in the collection. - - - - A custom System.Attribute that marks a collection class to specify the XML element name for each item in the collection. - - - Creates a new instance of ContentSerializerIgnoreAttribute. Reference page contains code sample. - - - - A custom System.Attribute that marks public fields or properties to prevent them from being serialized. - - - Creates a new instance of ContentTypeReader. - The type handled by this reader component. - - - Retrieves and caches nested type readers. Called by the framework at creation time. - The content manager. - - - Reads a strongly typed object from the current stream. - The ContentReader used to read the object. - The object receiving the data, or null if a new instance of the object should be created. - The object that was read. - - - Gets the type handled by this reader component. - The type handled by this reader component. - - - Gets a format version number for this type. - The version number for this type. - - - Worker for reading a specific managed type from a binary format. - - - Looks up a reader for the specified type. - The type the reader will handle. - - The created ContentTypeReader. - - - - A manager that constructs and keeps track of type reader objects. - - - Creates a new instance of ContentTypeReader`1. - - - Reads a strongly typed object from the current stream. - The ContentReader used to read the object. - An existing object to read into. - The type of object to read. - - - Reads an object from the current stream. - The ContentReader used to read the object. - An existing object to read into. - The object that was read. - - - Worker for reading a specific managed type from a binary format. Derive from this class to add new data types to the content pipeline system. - - - Creates a new instance of ResourceContentManager. - The service provider the ContentManager should use to locate services. - The resource manager for the ResourceContentManager to read from. - - - Opens a stream for reading the specified resource. Derived classes can replace this to implement pack files or asset compression. - The name of the asset being read. - The opened stream. - - - - Subclass of ContentManager which is specialized to read from .resx resource - files, rather than directly from individual files on disk. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Audio.AudioContent(System.String,Microsoft.Xna.Framework.Content.Pipeline.Audio.AudioFileType). - Name of the audio source file to be processed. - Type of the processed audio: WAV, MP3 or WMA. - - - Transcodes the source audio to the target format and quality. - Format of the processed source audio: WAV, MP3 or WMA. - Quality of the processed source audio. It can be one of the following:Low (96 kbps)Medium (128 kbps)Best (192 kbps) - Name of the file containing the processed source audio. - - - Immediately releases the unmanaged resources used by this object. - - - Releases unmanaged resources and performs other cleanup operations before garbage collection reclaims the object. - - - - Gets the raw audio data. - If unprocessed, the source data; otherwise, the processed data. - - - Gets the duration (in milliseconds) of the audio data. - Duration of the audio data. - - - Gets the file name containing the audio data. - The name of the file containing this data. - - - Gets the AudioFileType of this audio source. - - The AudioFileType of this audio source. - - - - - Gets the AudioFormat of this audio source. - - - The AudioFormat of this audio source. - - - - Gets the loop length, in samples. - The number of samples in the loop. - - - Gets the loop start, in samples. - The start of the loop. - - - Encapsulates and provides operations, such as format conversions, on the source audio. This type is produced by the audio importers and used by audio processors to produce compiled audio assets. - - - Gets the average bytes processed per second. - Average bytes processed per second. - - - Gets the bit depth of the audio content. - If the audio has not been processed, the source bit depth; otherwise, the bit depth of the new format. - - - Gets the number of bytes per sample block, taking channels into consideration. - Number of bytes, per sample block. - - - Gets the number of channels. - If the audio has not been processed, the source channel count; otherwise, the new channel count. - - - Gets the format of the audio content. - If the audio has not been processed, the format tag of the source content; otherwise, the new format tag. - - - Gets the raw byte buffer for the format. - TBD - - - Gets the sample rate of the audio content. - If the audio has not been processed, the source sample rate; otherwise, the new sample rate. - - - Encapsulates the native audio format (WAVEFORMATEX) information of the audio content. - - - - Retrieves the worker writer for the specified type. - - The type. - The worker writer. - - - Provides methods for writing compiled binary format. - - - Initializes a new instance of the ContentTypeWriter class. - The target type the ContentTypeWriter. - - - Gets the assembly qualified name of the runtime loader for this type. - Name of the platform. - Name of the runtime loader. - - - Gets the assembly qualified name of the runtime target type. - The target platform. - The qualified name. - - - Retrieves and caches nested type writers and allows for reflection over the target data type. - The content compiler. - - - Indicates whether a given type of content should be compressed. - The target platform of the content build. - The object about to be serialized, or null if a collection of objects is to be serialized. - true if the content of the requested type should be compressed; false otherwise. - - - - Compiles an object into binary format. - The content writer serializing the value. - The resultant object. - - - - Gets the type handled by this compiler component. - - - The type handled by this compiler component. - - - - Gets a format version number for this type. - A format version number for this type. - - - Provides methods and properties for compiling a specific managed type into a binary format. - - - - Initializes a new instance of the ContentTypeWriterAttribute class. - - - - Identifies the components of a type writer. - - - Initializes a new instance of the ContentTypeWriter`1 class. - - - Compiles a strongly typed object into binary format. - The content writer serializing the value. - The value to write. - - - Compiles a strongly typed object into binary format. - The content writer serializing the value. - The value to write. - - - - Provides a generic implementation of ContentTypeWriter methods and properties for compiling a specific managed type into a binary format. - - - - Releases the resources used by the Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentWriter.Dispose(System.Boolean) class. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - - Writes the name of an external file to the output binary. - - External reference to a data file for the content item. - - - - Writes a single object preceded by a type identifier to the output binary. - - The value to write. - - - - Writes a single object to the output binary, using the specified type hint and writer worker. - - The value to write. - The content type writer. - - - - Writes a single object to the output binary as an instance of the specified type. - - The value to write. - - - - Writes a single object to the output binary using the specified writer worker. - - The value to write. - The writer worker. This should be looked up from the ContentTypeWriter.Initialize method of the ContentTypeWriter that is calling Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentWriter.WriteRawObject``1(``0,Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentTypeWriter), by calling ContentCompiler.GetTypeWriter. - - - Adds a shared reference to the output binary and records the object to be serialized later. - The object to record. - - - - Writes a Framework.Vector2 value. - - Value to write. - - - - Writes a Framework.Vector4 value. - - Value to write. - - - - Writes a Framework.Quaternion value. - - Value to write. - - - - Writes a Framework.Graphics.Color value. - - Value of a color using Red, Green, Blue, and Alpha values to write. - - - - Writes a Framework.Matrix value. - - Value to write. - - - - Writes a Framework.Vector3 value. - - Value to write. - - - - Gets the content build target platform. - - - The content build target platform. - - - - Provides an implementation for many of the ContentCompiler methods including compilation, state tracking for shared resources and creation of the header type manifest. - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationChannel. - - - - Adds a new keyframe to the collection, automatically sorting the contents according to keyframe times. - Keyframe to be added to the channel. - Index of the new keyframe. - - - Adds a new keyframe to the collection, automatically sorting the contents according to keyframe times. - Keyframe to be added to the channel. - - - Removes all keyframes from the collection. - - - Searches the collection for the specified keyframe. - Keyframe being searched for. - true if the keyframe exists; false otherwise. - - - Copies the elements of the animation channel to an array, starting at the specified index. - Array that will receive the copied animation channel elements. - Starting index for copy operation. - - - Returns an enumerator that iterates through the keyframes. - Enumerator for the keyframe collection. - - - Gets an enumerator that iterates through the keyframes of an animation channel. - An enumerator for the AnimationChannnel. - - - Determines the index for the specified keyframe. - Identity of a keyframe. - Index of the specified keyframe. - - - Removes the keyframe at the specified index position. - Index of the keyframe being removed. - - - Removes the specified keyframe from the collection. - Keyframe being removed. - true if the keyframe was removed; false otherwise. - - - Gets the number of keyframes in the collection. - Number of keyframes. - - - Returns a value indicating whether the object is read-only. - true if this object is read-only; false otherwise. - - - Gets the keyframe at the specified index position. - - Retrieved keyframe. - - - Provides methods and properties for maintaining an animation channel. - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationChannelDictionary. - - - Collection of animation data channels, one per bone or rigid object. - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationContent. - - - Gets the collection of animation data channels. - Collection of animation channels. - - - Gets or sets the total length of the animation. - Length of animation. - - - Provides properties for maintaining an animation. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationContentDictionary. - - - - Collection of named animations. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationKeyframe(System.TimeSpan,Microsoft.Xna.Framework.Matrix) with the specified time offsetand transform. - - Time offset of the keyframe. - Position of the keyframe. - - - Compares this instance of a keyframe to another. - Keyframe being compared to. - Indication of their relative values. - - - - Gets the time offset from the start of the animation to the position described by this keyframe. - Offset from the animation start time. - - - Gets or sets the position described by this keyframe. - Position of keyframe. - - - Provides methods and properties for managing a keyframe. - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.BasicMaterialContent. - - - Specifies the key of the key/data pair for the alpha property. - - - Specifies the key of the key/data pair for the diffuse color. - - - Specifies the key of the key/data pair for the emissive color. - - - Specifies the key of the key/data pair for the specular color. - - - Specifies the key of the key/data pair for the specular power. - - - Specifies the key of the key/data pair for the diffuse texture. - - - Specifies the key of the key/data pair for the vertex color property. - - - Gets or sets the alpha property. - Current alpha value or the value to be set. - - - - Gets or sets the diffuse color property. - Current diffuse color value or the value to be set. - - - Gets or sets the diffuse texture property. - Current diffuse texture value or the value to be set. - - - Gets or sets the emissive color property. - Current diffuse color value or the value to be set. - - - Gets or sets the specular color property. - Current specular color value or the value to be set. - - - - Gets or sets the specular power property. - Current specular power value or the value to be set. - - - - Gets or sets the vertex color property. - Current vertex color or the value to be set. - - - - - Provides properties for modifying a traditional fixed-function–style material, as supported by most 3D modeling packages. - - - Initializes a new instance of BitmapContent. - - - Initializes a new instance of BitmapContent with the specified width or height. - Width, in pixels, of the bitmap resource. - Height, in pixels, of the bitmap resource. - - - Copies one bitmap into another. - BitmapContent being copied. - Region of sourceBitmap. - BitmapContent being overwritten. - Region of bitmap to be overwritten. - - - Copies one bitmap into another. - BitmapContent being copied. - BitmapContent being overwritten. - - - Reads encoded bitmap content. - Array containing encoded bitmap data. - - - Writes encoded bitmap content. - Array containing encoded bitmap data to be set. - - - Returns a string description of the bitmap resource. - Description of the bitmap. - - - Attempts to copy a region from a specified bitmap. - BitmapContent being copied. - Location of sourceBitmap. - Region of destination bitmap to be overwritten. - true if region copy is supported; false otherwise. - - - Attempts to copy a region of the specified bitmap onto another. - BitmapContent being overwritten. - Location of the source bitmap. - Region of destination bitmap to be overwritten. - true if region copy is supported; false otherwise. - - - Gets the corresponding GPU texture format for the specified bitmap type. - Format being compared. - true if the bitmap matches format; false otherwise. - - - - Validates the arguments to the Copy function. - BitmapContent being copied. - Location of sourceBitmap. - BitmapContent being overwritten. - Region of bitmap to be overwritten. - - - Gets or sets the height of the bitmap, in pixels. - Height of the bitmap. - - - Gets or sets the width of the bitmap, in pixels. - Width of the bitmap. - - - Provides properties and methods for creating and maintaining a bitmap resource. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.BoneContent. - - - - Represents an animation skeleton. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.BoneWeight(System.String,System.Single) with the specified name and weight. - - Name of the bone. - Amount of influence, ranging from zero to one. - - - Gets the name of the bone. - Name of the bone. - - - Gets the amount of bone influence, ranging from zero to one. - Influence of the bone. - - - Provides properties for managing a bone weight. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.BoneWeightCollection. - - - - Normalizes the contents of the bone weights list. - Maximum number of weights allowed. - - - Normalizes the contents of the weights list. - - - Collection of bone weights of a vertex. - - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.Dxt1BitmapContent(System.Int32,System.Int32) with the specified width and height. - - Width of the bitmap, in pixels. - Height of the bitmap, in pixels. - - - Attempts to get the GPU texture format of this bitmap type. - Matching GPU format. - true if the bitmap matches a GPU format; false otherwise. - - - Provides methods and properties for managing compressed textures (DXT1). - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.Dxt3BitmapContent(System.Int32,System.Int32) with the specified width and height. - - Width of the bitmap, in pixels. - Height of the bitmap, in pixels. - - - Attempts to get the GPU texture format of this bitmap type. - Matching GPU format. - true if the bitmap matches a GPU format; false otherwise. - - - - Provides methods and properties for managing compressed textures (DXT3). - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.Dxt5BitmapContent(System.Int32,System.Int32) with the specified width and height. - - Width of the bitmap, in pixels. - Height of the bitmap, in pixels. - - - Attempts to get the GPU texture format of this bitmap type. - Matching GPU format. - true if the bitmap matches a GPU format; false otherwise. - - - - Provides methods and properties for managing compressed textures (DXT5). - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.DxtBitmapContent(System.Int32,System.Int32,System.Int32) with the specified size. - - Size of the block, in bytes. - Width of the bitmap, in pixels. - Height of the bitmap, in pixels. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.DxtBitmapContent(System.Int32) with the specified compression. - - Size of the block, in bytes. - - - Gets the bitmap content as an array of encoded bytes. - Contents of the bitmap. - - - Sets the contents of the bitmap using an encoded byte array. - Contents to be copied to destination bitmap. - - - Attempts to copy from a specified region to another. - Bitmap being copied from. - Region of bitmap being copied. - Region being copied to. - trueif successful; false otherwise. - - - - Attempts to copy the specified region to another. - Bitmap being copied to. - Region of source bitmap being copied from. - Region of destination bitmap. - trueif successful; false otherwise. - - - Provides methods and properties for managing compressed textures (DXT1, DXT3, DXT5). - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.EffectContent. - - - - Gets or sets the effect program source code. - Current value of the Effect program source code or the value to be set. - - - Contains the source code for a DirectX Effect, loaded from a .fx file. - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.EffectMaterialContent. - - - Specifies the key of the key/data pair for the compiled effect property. - - - Use this key search for the related effect property in the OpaqueDataDictionary object. - - - Gets or sets the compiled effect property. - Reference to a compiled effect or the value to be set. - - - Gets or sets the effect property. - Reference to an external DirectX Effect file. - - - - Provides support for representing DirectX Effect materials. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescription(System.String,System.Single,System.Single,Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescriptionStyle,System.Boolean) using the specified values. - The name of the font, such as Times New Roman. - The size, in points, of the font. - The amount of space, in pixels, to insert between letters in a string. - The font style for the font. - true if kerning information is used when drawing characters; false otherwise. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescription(System.String,System.Single,System.Single,Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescriptionStyle) and initializes its members to the specified font, size, spacing, and style. - - The name of the font, such as Times New Roman. - The size, in points, of the font. - The amount of space, in pixels, to insert between letters in a string. - The font style for the font. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescription(System.String,System.Single,System.Single) and initializes its members to the specified font, size, and spacing, using FontDescriptionStyle.Regular as the default value for FontDescription.Style. - - The name of the font, such as Times New Roman. - The size, in points, of the font. - The amount of space, in pixels, to insert between letters in a string. - - - Gets the collection of characters provided by this FontDescription. - The collection of characters. - - - Gets or sets the default character for the font. - The default character for this font. - - - Gets or sets the name of the font, such as "Times New Roman" or "Arial". This value cannot be null or empty. - The name of the font. - - - Gets or sets the size, in points, of the font. - The size, in points, of the font. - - - Gets or sets the amount of space, in pixels, to insert between letters in a string. - The amount of space, in pixels, to insert between letters in a string. - - - Gets or sets the style of the font, expressed as a combination of one or more FontDescriptionStyle flags. - - - The style of the font, expressed as a combination of one or more FontDescriptionStyle flags. - - - - Indicates if kerning information is used when drawing characters. - true if kerning information should be used when drawing characters; false otherwise. - - - - - Provides information to the Framework.Content.Pipeline.Processors.FontDescriptionProcessor describing which font to rasterize, which font size to utilize, and which Unicode characters to include in the processor output. - - - - Creates an instance of GeometryContent. - - - Gets the list of triangle indices for this geometry batch. - Collection of associated indices. - - - Gets or sets the material of the parent mesh. - Parent mesh of the geometry batch. - - - Gets or sets the parent MeshContent for this object. - Mesh content of the geometry batch. - - - Gets the set of vertex batches for the geometry batch. - List of associated vertex contents. - - - Provides properties that define various aspects of a geometry batch. - - - Gets the parent of a child object. - The child of the parent being retrieved. - The parent of the child object. - - - Sets the parent of the specified child object. - The child of the parent being retrieved. - The parent of the child object. - - - Provides methods for maintaining a collection of geometry batches that make up a mesh. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.IndexCollection. - - - - Appends the specified indices into the collection. - Index into the Positions member of the parent. - - - Provides methods for maintaining a list of index values. - - - Adds a new element to the end of the collection. - The item to add. - - - Removes all elements from the collection. - - - Determines whether the specified position is in the collection. - Position being searched for in the collection. - true if the position was found; false otherwise. - - - - Copies the specified positions to an array, starting at the specified index. - Array of positions to be copied. - Index of the first copied position. - - - Returns an enumerator that can iterate through the collection. - Enumerator that can iterate through the collection. - - - Gets an enumerator interface for reading the position values. - Interface for enumerating the collection of position values. - - - Gets the index of the specified position in a collection. - Position being searched for. - Index of the specified position. - - - Inserts a new element into the collection. - Index for element insertion. - Element to insert. - - - Removes the element at the specified index position. - Index of the element to be removed. - - - Removes the specified element from the collection. - The item to be removed. - true if the element was removed; false otherwise. - - - - Number of positions in the collection. - Number of positions. - - - Gets a value indicating whether this object is read-only. - true if this object is read-only; false otherwise. - - - - Gets or sets the position at the specified index. - - Position located at index. - - - - Provides methods for maintaining a list of vertex positions. - - - Initializes a new instance of MaterialContent. - - - Gets a reference type from the Framework.Content.Pipeline.OpaqueDataDictionary collection. - Key of the property being retrieved. - Type of the related opaque data. - - - Gets a value from the Textures collection. - Key of the texture being retrieved. - Reference to a texture from the collection. - - - Gets a value type from the Framework.Content.Pipeline.OpaqueDataDictionary collection. - Key of the value type being retrieved. - Index of the value type beng retrieved. - - - Sets a value in the contained OpaqueDataDictionary object. - Name of the key being modified. - Value being set. - - - Sets a value in the contained TextureReferenceDictionary object. - Name of the key being modified. - Value being set. - - - Gets the texture collection of the material. - Collection of textures used by the material. - - - Provides methods and properties for maintaining a collection of named texture references. - - - Adds a vertex into the index collection. - Index of the inserted vertex, in the collection. This corresponds to the value returned by MeshBuilder.CreatePosition. - - - Inserts the specified vertex position into the vertex channel. - Value of the x component of the vector. - Value of the y component of the vector. - Value of the z component of the vector. - Index of the inserted vertex. - - - Inserts the specified vertex position into the vertex channel at the specified index. - Value of the vertex being inserted. - Index of the vertex being inserted. - - - Creates a vertex data channel for use by the mesh. - Describes how the channel is used. Use this parameter as a look-up into a VertexChannelCollection. It is strongly recommended that you choose a usage from the following list.BinormalColorNormalTangentTextureCoordinateWeightsFor more information, see VertexChannelNames. - Index identifying the new data channel. Use this as a parameter when calling MeshBuilder.SetVertexChannelData. - - - Ends the creation of a mesh. - Resultant mesh. - - - Specifies the material used by the current mesh. - The material to be used by the mesh. - - - Initializes the opaque data for a specific mesh object. - Opaque data to be applied to the GeometryContent object of the next triangle. - - - Sets the specified vertex data with new data. - Index of the vertex data channel being set. This should match the index returned by MeshBuilder.CreateVertexChannel``1(System.String). - New data values for the vertex data. The data type being set must match the data type for the vertex channel specified by vertexDataIndex. - - - Initializes the creation of a mesh. - Name of the mesh. - Object used when building the mesh. - - - Gets or sets the current value for position merging of the mesh. Reference page contains code snippet demonstrating example usage. - Current value of the property. - - - - Gets or sets the tolerance for MeshBuilder.MergeDuplicatePositions. - Tolerance value used by the mesh. - - - Gets or sets the name of the current MeshContent object being processed. - Name of the MeshContent object. - - - Reverses the triangle winding order of the specified mesh. - Current value of the winding order. - - - Provides support for writing a custom importer for mesh objects. - - - Initializes a new instance of MeshContent. - - - Gets the list of geometry batches for the mesh. - Collection of geometry batches. - - - Gets the list of vertex position values. - Collection of vertex positions. - - - Provides properties and methods that define various aspects of a mesh. - - - Computes new normals for the specified mesh. - Mesh containing the normals being computed. - true if existing normals are to be discarded; false otherwise. Existing normals are searched for as if they are a vertex data channel (of type Microsoft.Xna.Framework.Vector3) with the name VertexChannelNames.Normal. - - - Compute tangent frames for the given mesh. - The target mesh used to create the tangent frame. All geometries in this mesh must have normal vertex channels stored in VertexChannelNames.Normal, and must contain Framework.Vector3 data. - The texture coordinate channel used for computing the tangent frame. This channel most contain Framework.Vector2 data. - Target channel name used to store calculated tangents. A tangent channel is not generated if null or an empty string is specified. - Target channel name used to store calculated binormals. A tangent channel is not generated if null or an empty string is specified. - - - Searches for the root bone of the contained skeleton. - Mesh that possibly contains the skeleton. - Root of the contained skeleton; otherwise null if no skeleton is found. - - - Gets a flattened list of all bones contained by the specified skeleton. - Skeleton to be traversed. - List of bones for the animation skeleton. - - - Processes the PositionCollection collection of the specified mesh, merging any values that are closer together than the specified tolerance threshold. - Mesh to be processed. - Tolerance to be used when determining duplicate positions. Pass a value of 0 to merge only those values that are exactly identical. - - - - Processes the VertexContent.PositionIndices and VertexChannel data of the specified mesh, merging any duplicate vertices. - - Mesh to be processed. - - - - Processes the VertexContent.PositionIndices and VertexChannel data of the specified geometry batch, merging any duplicate vertices. - - Geometry batch to be processed. - - - Reorders the indices and vertices of the mesh for optimal GPU cache performance. - Mesh to be optimized. - - - Reverses the triangle winding order of the specified mesh. - The mesh to be modified. - - - Applies a transformation to the contents of a scene hierarchy. - Scene hierarchy being transformed. - Matrix used in the transformation - - - Provides methods for manipulating mesh data. - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.MipmapChain(Microsoft.Xna.Framework.Content.Pipeline.Graphics.BitmapContent) with the specified mipmap. - Image containing a mipmap. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.MipmapChain. - - - Inserts a child object into the collection at the specified location. - The position in the collection. - The child object being inserted. - - - Modifies the specified child object in the collection. - The position in the collection. - The child object being modified. - - - Provides methods for accessing a mipmap chain. - - - Removes all children from the collection. - - - Inserts a child object into the collection at the specified location. - The position in the collection. - The child object being inserted. - - - Removes a child object in the collection. - The index of the item being removed. - - - Modifies the specified child object in the collection. - The position in the collection. - The child object being modified. - - - Provides methods for maintaining a mipmap chain. - - - Creates an instance of NodeContent. - - - Gets the value of the local NodeContent.Transform property, multiplied by the NodeContent.AbsoluteTransform of the parent. - Matrix of the NodeContent object. - - - - Gets the set of animations belonging to this node. - Collection of animations for this content item. - - - Gets the children of the NodeContent object. - Collection of children. - - - Gets the parent of this NodeContent object. - Parent of the NodeContent object, or null if this object is the root of the scene. - - - Gets the transform matrix of the scene. - Transform matrix used by the scene. - - - Provides a base class for graphics types that define local coordinate systems. - - - Gets the parent of a child object. - The child of the parent being retrieved. - The parent of the child object. - - - Gets the parent of a child object. - The child of the parent being retrieved. - The parent of the child object. - - - Provides a collection of all NodeContent objects in a spatial hierarchy. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.PixelBitmapContent`1(System.Int32,System.Int32) with the specified width and height. - - Width, in pixels, of the blank pixel bitmap. - Height, in pixels, of the blank pixel bitmap. - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.PixelBitmapContent`1. - - - Gets the bitmap content as an array of encoded bytes. - Contents of the bitmap. - - - Gets the pixel value at the specified location in the bitmap. - The x component of a bitmap pixel. - The y component of a bitmap pixel. - Value of the pixel. - - - Gets an array containing a single row of bitmap data. - The y component of the bitmap row. - Array containing the bitmap row data. - - - Searches for all pixels matching the specified color and replaces them with a new value. - Color being searched for. - Color used to replace originalColor. - - - Sets the bitmap content using the specified encoded byte array. - New bitmap content. - - - Sets the pixel value at the specified location in the bitmap. - The x component of a bitmap pixel. - The y component of a bitmap pixel. - New pixel value. - - - Gets a string description of the bitmap. - Description of the bitmap. - - - Attempts to copy a region from the specified bitmap. - Bitmap content being copied. - Location of the upper-left region of sourceBitmap being copied from. - Region of destination bitmap to be overwritten. - true if region copy is supported; false otherwise. - - - Attempts to copy a region to the specified bitmap. - Bitmap to be copied to. - Location of upper-left region to be copied. - Target region for the copied content. - true if region copy is supported; false otherwise. - - - Gets the GPU texture format that corresponds to the specified bitmap type. - Format being compared. - true if the bitmap matches format; false otherwise. - - - - Provides methods for maintaining a 2D array of pixel values. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.PositionCollection. - - - - Provides a collection of vertex position values. - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.Texture2DContent. - - - Gets or sets the collection of mipmaps containing the texture image data. - Mipmap chain containing the texture images of an object. - - - Represents a regular two-dimensional texture. - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.Texture3DContent. - - - Generates mipmaps for a volume texture. - true to overwrite existing mipmaps for the volume texture; false otherwise. - - - Validates that the required contents of this volume texture are present and valid. - This method verifies that mip counts are correct down each individual 2D face, and that width and height are shrinking appropriately. - - - - Represents a three-dimensional volume texture. - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.TextureContent(Microsoft.Xna.Framework.Content.Pipeline.Graphics.MipmapChainCollection) with the specified face collection. - Mipmap chain containing the face collection. - - - Converts all bitmaps for this texture to a different format. - Type being converted to. The new type must be a subclass of BitmapContent, such as PixelBitmapContent`1 or DxtBitmapContent. - - - Generates a full set of mipmaps for the texture. - true if the existing mipmap set is replaced with the new set; false otherwise. - - - Verifies that all contents of this texture are present and correct. - Result of the validation. - - - Verifies that all contents of this texture are present and correct. - - - Collection of image faces that hold a single mipmap chain for a regular 2D texture, six chains for a cube map, or an arbitrary number for volume and array textures. - Collection of object faces. - - - Provides a base class for all texture objects. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.TextureCubeContent. - - - Verifies that all contents of the cube map are present and correct. - - - Provides validation for a cube map texture, which contains an array of six image faces. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.TextureReferenceDictionary. - - - - Provides a collection of named references to texture files. - - - Gets a Converter delegate that can convert one packed vector representation to another. - A Converter delegate that encodes or decodes TInput to TOutput. - - - - Gets the GPU texture format that corresponds to a managed vector type. - Can be one of the following:Framework.Graphics.PackedVector.IPackedVectorSystem.SingleFramework.Vector2Framework.Vector3Framework.Vector4 - Surface format being compared. - true if a match is found; false otherwise. - - - - Searches for a managed vector type that corresponds to a GPU texture format. - Surface format being compared. - Corresponding managed vector type. - true if a match is found; false otherwise. - - - - Searches for a managed vector type that corresponds to a GPU vertex format. - Texture format being matched. - Corresponding managed vector type. - true if a match is found; false otherwise. - - - - Gets the GPU vertex format that corresponds to a managed vector type. - Can be one of the following:Framework.Graphics.PackedVector.IPackedVectorSystem.SingleFramework.Vector2Framework.Vector3Framework.Vector4 - Corresponding vertex element type. - true if a match is found; false otherwise. - - - - Provides methods for converting data between different packed vector representations. - - - Adds a new element to the end of the collection. - The element to add. - Index of the element. - - - Removes all elements from the collection. - - - Determines whether the specified element is in the channel. - Element being searched for. - true if the element is present; false otherwise. - - - Copies the elements of the channel to an array, starting at the specified index. - Array that will receive the copied channel elements. - Starting index for copy operation. - - - Gets an enumerator interface for reading channel content. - Enumeration of the channel content. - - - Gets the index of the specified item. - Item whose index is to be retrieved. - Index of specified item. - - - Inserts an element into the collection at the specified position. - Index at which to insert the element. - The element to insert. - - - Reads channel content and automatically converts it to the specified vector format. - Vector format to convert returned data to. - - - Removes the element at the specified index position. - Index of the element to remove. - - - Removes a specified element from the collection. - The element to remove. - - - Gets the number of elements in the vertex channel - Number of elements. - - - Gets the type of data contained in this channel. - Type of data stored in the vertex channel. - - - Gets a value indicating whether this list has a fixed size. - true if the list has a fixed size; false otherwise. - - - - Gets a value indicating whether this object is read-only. - true if this object is read-only; false otherwise. - - - - Gets a value indicating whether access to the collection is synchronized (thread safe). - true if access to the collection is synchronized (thread safe); falseotherwise. - - - Gets or sets the element at the specified index. - - Element at the specified index. - - - Gets the name of the vertex channel. - Name of the channel. - - - Gets an object that can be used to synchronize access to the collection. - An object that can be used to synchronize access to the collection. - - - Provides methods and properties for maintaining a vertex channel. - - - Adds a new vertex channel to the end of the collection. - Name of the new channel. - Type of data to be contained in the new channel. - Initial data for the new channel. If null, the channel is filled with the default value for that type. - The newly added vertex channel. - - - Adds a new vertex channel to the collection. - Vertex channel to be added. - - - Adds a new vertex channel to the end of the collection. - Name of the new channel. - Initial data for the new channel. If null, the channel is filled with the default value for that type. - The newly added vertex channel. - - - Removes all vertex channels from the collection. - - - Determines whether the collection contains the specified vertex channel. - Name of the channel being searched for. - true if the channel was found; false otherwise. - - - Determines whether the collection contains the specified vertex channel. - Name of the channel being searched for. - true if the channel was found; false otherwise. - - - - Converts the channel, specified by name to another vector format. - Name of the channel to be converted. - New channel in the specified format. - - - Converts the channel, at the specified index, to another vector format. - Index of the channel to be converted. - New channel in the specified format. - - - - Copies the elements of the collection to an array, starting at the specified index. - The destination array. - The index at which to begin copying elements. - - - Returns an enumerator that iterates through a collection. - An object that can be used to iterate through the collection. - - - Gets an enumerator that iterates through the vertex channels of a collection. - Enumerator for the collection. - - - Gets the vertex channel with the specified name and content type. - Name of a vertex channel. - Type of a vertex channel. - - - Gets the vertex channel with the specified index and content type. - Index of a vertex channel. - Type of a vertex channel. - - - Determines the index of the specified vertex channel. - Vertex channel being searched for. - Index of the vertex channel. - - - Determines the index of a vertex channel with the specified name. - Name of the vertex channel being searched for. - Index of the vertex channel. - - - Inserts a new vertex channel at the specified position. - Index for channel insertion. - Name of the new channel. - Type of the new channel. - Initial data for the new channel. If null, it is filled with the default value. - The inserted vertex channel. - - - Inserts an item at the specified index. - The zero-based index at which item should be inserted. - The item to insert. - - - Inserts a new vertex channel at the specified position. - Index for channel insertion. - Name of the new channel. - Type of the new channel. - The inserted vertex channel. - - - Removes the vertex channel at the specified index position. - Index of the vertex channel being removed. - - - Removes the specified vertex channel from the collection. - Name of the vertex channel being removed. - true if the channel was removed; false otherwise. - - - Removes the specified vertex channel from the collection. - Name of the vertex channel being removed. - true if the channel was removed; false otherwise. - - - - Gets the number of vertex channels in the collection. - Number of vertex channels. - - - Determines whether the collection is read-only. - true if the collection is read-only; false otherwise. - - - Gets or sets the vertex channel with the specified name. - - A vertex channel object. - - - Gets or sets the vertex channel at the specified index position. - - A vertex channel object. - - - Provides methods and properties for managing a list of vertex data channels. - - - Gets the name of a binormal vector channel with the specified index. - Zero-based index of the vector channel being retrieved. - Name of the retrieved vector channel. - - - Gets the name of a color channel with the specified index. - Zero-based index of the color channel being retrieved. - Name of the retrieved color channel. - - - Gets a channel base name stub from the encoded string format. - Encoded string to be decoded. - Extracted base name. - - - Gets a channel usage index from the encoded format. - Encoded name to be decoded. - Resulting channel usage index. - - - Combines a vertex declaration usage and usage index into a string name. - A vertex declaration. - An index for the vertex declaration. - Resulting encoded name. - - - Combines a channel name stub and usage index into a string name. - A channel base name stub. - A channel usage index. - Resulting encoded name. - - - Gets the name of the normal channel with the specified index. - Zero-based index of the normal channel being retrieved. - Normal channel at the specified index. - - - Gets the name of the primary normal channel. - Primary normal channel name. - - - Gets the name of the tangent vector channel with the specified index. - Zero-based index of the tangent vector channel being retrieved. - Name of the retrieved tangent vector channel. - - - Gets the name of the texture coordinate channel with the specified index. - Zero-based index of the texture coordinate channel being retrieved. - Name of the retrieved texture coordinate channel. - - - Gets a vertex declaration usage enumeration from the encoded string format. - Encoded name of a vertex declaration. - Value of the declaration usage for the vertex declaration. - true if the encoded name maps to a VertexElementUsage enumeration value; false otherwise. - - - - Gets the name of an animation weights channel at the specified index. - Index of the animation weight channel to be retrieved. - Name of the retrieved animation weights channel. - - - Gets the name of the primary animation weights channel. - Name of the primary animation weights channel. - - - Provides properties for managing a collection of vertex channel names. - - - Adds a new element to the end of the collection. - The element to add. - - - Removes all elements from the collection. - - - Determines whether the specified element is in the channel. - Element being searched for. - true if the element is present; false otherwise. - - - Copies the elements of the channel to an array, starting at the specified index. - Array that will receive the copied channel elements. - Starting index for copy operation. - - - Gets an enumerator interface for reading channel content. - Enumeration of the channel content. - - - - Gets the index of the specified item. - Item whose index is to be retrieved. - Index of specified item. - - - Inserts an element into the collection at the specified position. - Index at which to insert the element. - The element to insert. - - - Reads channel content and automatically converts it to the specified vector format. - Enumeration of retrieved channel data. - - - Removes the element at the specified index position. - Index of the element to remove. - - - Removes a specified element from the collection. - The element to remove. - true if the channel was removed; false otherwise. - - - Gets the type of data contained in this channel. - Type of data stored in the vertex channel. - - - Gets a value indicating whether this object is read-only. - true if this object is read-only; false otherwise. - - - - Gets or sets the element at the specified index. - - Element at the specified index. - - - Provides methods and properties for maintaining a vertex channel. - - - Appends multiple vertex indices to the end of the VertexContent.PositionIndices collection. - Index into the MeshContent.Positions member of the parent. - - - Appends a new vertex index to the end of the VertexContent.PositionIndices collection. - Index of the new entry. This can be added to the GeometryContent.Indices member of the parent. - Index into the MeshContent.Positions member of the parent. - - - Converts design-time vertex position and channel data into a vertex buffer format that a graphics device can recognize. - A packed vertex buffer. - Description of the vertex format. - Target platform of the content build. - - - - Inserts multiple vertex indices to the VertexContent.PositionIndices collection. - - Vertex index to be inserted. - Position of the first element of the inserted range in the collection. - - - - Inserts a new vertex index to the VertexContent.PositionIndices collection. - - Vertex index to be inserted. - Position of new vertex index in the collection. - - - Removes a vertex index from the specified location in both VertexContent.PositionIndices and VertexChannel&lt;T&gt;. - Index of the vertex to be removed. - - - - Removes a range of vertex indices from the specified location in both VertexContent.PositionIndices and VertexChannel&lt;T&gt;. - - Index of the first vertex index to be removed. - Number of indices to remove. - - - Gets the list of named vertex data channels in the VertexContent. - Collection of vertex data channels. - - - Gets the list of position indices. - Position of the position index being retrieved. - - - Gets position data from the parent mesh object. - Collection of vertex positions for the mesh. - - - Number of vertices for the content. - Number of vertices. - - - Provides methods and properties for maintaining the vertex data of a GeometryContent. - - - Flags that describe style information to be applied to text. - - - Bold text. - - - Italic text. - - - Normal text. - - - - Initializes a new instance of the ContentTypeSerializer class for serializing the specified type using the specified XML shortcut name. - - The target type. - The XML shortcut name. - - - - Initializes a new instance of the ContentTypeSerializer class for serializing the specified type. - - The target type. - - - Deserializes an object from intermediate XML format. - Location of the intermediate XML and various deserialization helpers. - Specifies the intermediate source XML format. - The object containing the received data, or null if the deserializer should construct a new instance. - The resultant object. - - - Retrieves and caches any nested type serializers and allows reflection over the target data type. - The content serializer. - - - - Queries whether an object contains data to be serialized. - - The object to query. - true if value contains data to be serialized; false otherwise. - - - - Examines the children of the specified object, passing each to a callback delegate. - The content serializer. - The method to be called for each examined child. - The object whose children are being scanned. - - - Serializes an object to intermediate XML format. - Specifies the intermediate XML location, and provides various serialization helpers. - The object to be serialized. - Specifies the content format for this object. - - - Gets a value indicating whether this component may load data into an existing object or if it must it construct a new instance of the object before loading the data. - - true if this component can load data into an existing object; false if a new instance of the object must be constructed. - - - - - Gets the type handled by this serializer component. - - The type handled by this serializer component. - - - - Gets a short-form XML name for the target type, or null if there is none. - - - A short-form XML name for the target type, or null if there is none. - - - - - Provides methods for serializing and deserializing a specific managed type. - - - - Initializes a new isntance of the ContentTypeSerializerAttribute class. - - - - Identifies type serializer components. - - - - - Initializes a new instance of the ContentTypeSerializer`1 class using the specified XML shortcut name. - - The XML shortcut name. - - - - Initializes a new instance of the ContentTypeSerializer`1 class. - - - - Deserializes a strongly typed object from intermediate XML format. - Location of the intermediate XML and various deserialization helpers. - Specifies the intermediate source XML format. - The strongly typed object containing the received data, or null if the deserializer should construct a new instance. - The object type of the deserialized object. - - - Deserializes an object from intermediate XML format. - Location of the intermediate XML and various deserialization helpers. - Specifies the intermediate source XML format. - The object containing the received data, or null if the deserializer should construct a new instance. - The object after deserialization. - - - Queries whether an object contains data to be serialized. - The object to query. - true if value contains data to be serialized; false otherwise. - - - - Queries whether a strongly-typed object contains data to be serialized. - The object to query. - true if value contains data to be serialized; false otherwise. - - - - Examines the children of the specified object, passing each to a callback delegate. - The content serializer. - The method to be called for each examined child. - The object whose children are being scanned. - - - Examines the children of the specified object, passing each to a callback delegate. - The content serializer. - The method to be called for each examined child. - The strongly typed object whose children are being scanned. - - - Serializes an object to intermediate XML format. - Specifies the intermediate XML location, and provides various serialization helpers. - The strongly typed object to be serialized. - Specifies the content format for this object. - - - Serializes an object to intermediate XML format. - Specifies the intermediate XML location, and provides various serialization helpers. - The object to be serialized. - Specifies the content format for this object. - - - - Provides a generic implementation of ContentTypeSerializer methods and properties for serializing and deserializing a specific managed type. - - - - Moves to the specified element if the element name exists. - The element name. - true if the specified element exists and the move was successful; false otherwise. - - - Reads an external reference ID and records it for subsequent operations. - The object receiving the data, or null if a new instance of the object should be created. - - - - Reads a single object from the input XML stream, using the specified type hint. - - The format of the XML. - The type serializer. - The object. - - - Reads a single object from the input XML stream, optionally specifying an existing instance to receive the data. - The format expected by the type serializer. - The object receiving the data, or null if a new instance should be created. - The object. - - - Reads a single object from the input XML stream. - The format expected by the type serializer. - The object. - - - - Reads a single object from the input XML stream using the specified type hint, optionally specifying an existing instance to receive the data. - - The format of the XML. - The type serializer. - The object receiving the data, or null if a new instance should be created. - The object - - - - Reads a single object from the input XML stream as an instance of the specified type using the specified type hint. - - The format of the XML. - The type serializer. - The object. - - - - Reads a single object from the input XML stream, as an instance of the specified type. - - The object. - The object receiving the data, or null if a new instance should be created. - The type of object read. - - - - Reads a single object from the input XML stream as an instance of the specified type, optionally specifying an existing instance to receive the data. - - The format of the XML. - The object. - - - - Reads a single object from the input XML stream as an instance of the specified type using the specified type hint, optionally specifying an existing instance to receive the data. - - The format of the XML. - The type serializer. - The object receiving the data, or null if a new instance should be created. - The object. - - - - Reads a shared resource ID and records it for subsequent operations. - - The format of the XML. - The fixup operation to perform. - - - - Reads and decodes a type descriptor from the XML input stream. - - The type descriptor. - - - Gets the parent serializer. - The parent serializer. - - - Gets the XML input stream. - The XML input stream. - - - Provides an implementation of many of the methods of IntermediateSerializer. Deserializes and tracks state for shared resources and external references. - - - - Deserializes an intermediate XML file into a managed object. - - - Intermediate XML file. - Final name of the output file used to relative encode external reference filenames. - The deserialized type. - - - Retrieves the worker serializer for a specified type. - The type. - The worker serializer - - - Serializes an object into an intermediate XML file. - The output XML stream. - The object to be serialized. - Final name of the output file, used to relative encode external reference filenames. - - - Provides methods for reading and writing XNA intermediate XML format. - - - - Adds an external reference to the output XML, and records the filename to be serialized later. - - The external reference to add. - - - - Writes a single object to the output XML stream, using the specified type hint. - - The value to write. - The format of the XML. - The type serializer. - - - - Writes a single object to the output XML stream. - - The value to write. - The format of the XML. - - - Writes a single object to the output XML stream as an instance of the specified type. - The value to write. - The format of the XML. - The type serializer. - - - - Writes a single object to the output XML stream using the specified serializer worker. - - The value to write. - The format of the XML. - - - - Adds a shared reference to the output XML and records the object to be serialized later. - - The value to write. - The format of the XML. - - - - Writes a managed type descriptor to the XML output stream. - - The type. - - - Gets the parent serializer. - The parent serializer. - - - - Gets the XML output stream. - - The XML output stream. - - - Provides an implementation of many of the methods of IntermediateSerializer including serialization and state tracking for shared resources and external references. - - - Callback delegate for the ScanChildren method. - The serializer component used to read or write the child object. - The child object currently being scanned. - - - Creates an instance of ChildCollection. - Parent object of the child objects returned in the collection. - - - Removes all children from the collection. - - - Gets the parent of a child object. - The child of the parent being retrieved. - The parent of the child object. - - - Inserts a child object into the collection at the specified location. - The position in the collection. - The child object being inserted. - - - Removes a child object from the collection. - The index of the item being removed. - - - Modifies the value of the child object at the specified location. - The index of the child object being modified. - The new value for the child object. - - - Modifies the value of the parent object of the specified child object. - The child of the parent being modified. - The new value for the parent object. - - - Provides a collection of child objects for a content item. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.ContentBuildLogger. - - - - Gets the filename currently being processed, for use in warning and error messages. - Identity of a content item. If specified, Microsoft.Xna.Framework.Content.Pipeline.ContentBuildLogger.GetCurrentFilename(Microsoft.Xna.Framework.Content.Pipeline.ContentIdentity) - uses this value to refine the search. If no value os specified, the current ContentBuildLogger.PushFile(System.String) state is used. - Name of the file being processed. - - - Outputs a high-priority status message from a content importer or processor. - Message being reported. - Arguments for the reported message. - - - Outputs a low priority status message from a content importer or processor. - Message being reported. - Arguments for the reported message. - - - Outputs a warning message from a content importer or processor. - Link to an existing online help topic containing related information. - Identity of the content item that generated the message. - Message being reported. - Arguments for the reported message. - - - Outputs a message indicating that a content asset has completed processing. - - - Outputs a message indicating that a content asset has begun processing. - Name of the file containing future messages. - - - Gets or sets the base reference path used when reporting errors during the content build process. - Current name of the base directory or the value to be set. - - - Provides methods for reporting informational messages or warnings from content importers and processors. - - - - Initializes a new instance of ContentIdentity with the specified values. - - The absolute path to the file name of the asset source. - - - - Initializes a new instance of ContentIdentity with the specified values. - - The absolute path to the file name of the asset source. - The name of the digital content creation (DCC) tool that created the asset. - - - - Initializes a new instance of ContentIdentity. - - - - - Initializes a new instance of ContentIdentity with the specified values. - - The absolute path to the file name of the asset source. - The name of the digital content creation (DCC) tool that created the asset. - Specific location of the content item within the larger source file. For example, this could be a line number in the file. - - - Gets or sets the specific location of the content item within the larger source file. - Location of the content item. This location can be in various forms. For example, this could indicate a line number within the source file. - - - Gets or sets the file name of the asset source. - The absolute path to the file name of the asset source. - - - Gets or sets the creation tool of the asset. - The name of the digital content creation (DCC) tool that created the asset. - - - Provides properties describing the origin of the game asset, such as the original source file and creation tool. This information is used for error reporting, and by processors that need to determine from what directory the asset was originally loaded. - - - Initializes a new instance of ContentImporterAttribute and sets the file name extensions supported by the importer. - - The list of file name extensions supported by the importer. Prefix each extension with a '.'. - - - Initializes a new instance of ContentImporterAttribute and sets the file name extension supported by the importer. - The list of file name extensions supported by the importer. Prefix each extension with a '.'. - - - Gets and sets the caching of the content during importation. - If true, imported content is cached in an intermediate file (managed by XNA). By default, caching is not enabled. - Caching provides significantly faster iteration times when changing the processing code for a file format. A good example would be a third-party digital content creation (DCC) tool that needs to execute before importation can occur. However, caching is not appropriate for all importers—for example, caching bulky content that is quick to import, such as bitmap images. - - - Gets or sets the name of the default processor for content read by this importer. - Name of the processor to be used as the default. - - - Gets or sets the string representing the importer in a user interface. - Name displayed in the user interface. - - - Gets the supported file name extensions of the importer. - An enumerated list of supported file name extensions. Extensions are prefixed by '.' . - - - Provides properties that identify and provide metadata about the importer, such as supported file extensions and caching information. - - - Adds a dependency to the specified file. - Name of an asset file. - - - The absolute path to the root of the build intermediate (object) directory. - The directory for storing temporary build files. - - - Gets the logger for an importer. - Logger that contains information on warnings and debug messages generated during importation. - - - The absolute path to the root of the build output (binaries) directory. - The output directory for the final build results. - - - Provides properties that define logging behavior for the importer. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.ContentImporter`1. - - - - Called by the framework when importing a game asset. - Name of a game asset file. - Contains information for importing a game asset, such as a logger interface. - Resulting game asset. - - - Called by the framework when importing a game asset. - Name of a game asset file. - Contains information for importing a game asset, such as a logger interface. - Resulting game asset. - - - Implements a file format importer for use with game assets. - - - - Initializes a new instance of ContentItem. - - - - Gets or sets the identity of the content item. - The identity of the content item. - - - Gets or sets the name of the content item. - The name of the content item. - - - Gets the opaque data of the content item. - The opaque data of the content item, stored as a set of key/value pairs. - - - Provides properties that define various aspects of content stored using the intermediate file format of the XNA Framework. - - - Initializes an instance of Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorAttribute. - - - Gets or sets the string representing the processor in a user interface. - Name displayed in the user interface. - - - Gets any existing content processor components. - - - Adds a dependency to the specified file. - Name of an asset file. - - - Add a file name to the list of related output files maintained by the build item. - The name of the file. - - - Initiates a nested build of the specified asset and then loads the result into memory. - Reference to the source asset. - Optional processor for this content. - Copy of the final converted content. - - - Initiates a nested build of the specified asset and then loads the result into memory. - Reference to the source asset. - Optional processor for this content. - Optional collection of named values available as input to the content processor. - Optional importer for this content. - Copy of the final converted content. - - - Initiates a nested build of an additional asset. - Reference to the source asset. - Optional processor for this content. - Reference to the final compiled content. The build work is not required to complete before returning. Therefore, this file may not be up to date when Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext.BuildAsset``2(Microsoft.Xna.Framework.Content.Pipeline.ExternalReference{``0},System.String) returns but it will be available for loading by the game at runtime. - - - Initiates a nested build of an additional asset. - Reference to the source asset. - Optional processor for this content. - Optional collection of named values available as input to the content processor. - Optional importer for this content. - Optional name of the final compiled content. - Reference to the final compiled content. The build work is not required to complete before returning. Therefore, this file may not be up to date when Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext.BuildAsset``2(Microsoft.Xna.Framework.Content.Pipeline.ExternalReference{``0},System.String,Microsoft.Xna.Framework.Content.Pipeline.OpaqueDataDictionary,System.String,System.String) returns but it will be available for loading by the game at runtime. - - - Converts a content item object using the specified content processor. - Source content to be converted. - Optional processor for this content. - Optional paramters for the processor. - Reference of the final converted content. - - - Converts a content item object using the specified content processor. - Source content to be converted. - Optional processor for this content. - Reference of the final converted content. - - - Gets the name of the current content build configuration. - Name of the build configuration. - - - Gets the path of the directory that will contain any intermediate files generated by the content processor. - The path of the directory that will contain any intermediate files that the content processor will produce. - - - Gets the logger interface used for status messages or warnings. - Logger interface used by the processor. - - - Gets the output path of the content processor. - The directory path of the output file that the content processor will produce. - - - Gets the output file name of the content processor. - The name of the output file that the content processor will produce. - - - Gets the collection of parameters used by the content processor. - Collection of content processor parameters. - - - Gets the current content build target platform. - Name of the target platform for the current content build. - - - - Provides access to custom processor parameters, methods for converting member data, and triggering nested builds. - - - Initializes a new instance of the Microsoft.Xna.Framework.Content.Pipeline.ContentProcessor`2 class. - - - Processes the specified input data and returns the result. - Existing content object being processed. - Contains any required custom process parameters. - A typed object representing the processed input. - - - Processes the specified input data and returns the result. - Existing content object being processed. - Contains any required custom process parameters. - The processed input. - - - - Gets the expected object type of the input parameter to IContentProcessor.Process. - - Object type of the input parameter. - - - - Gets the object type returned by IContentProcessor.Process. - - Type of object returned by the processor. - - - Provides a base class to use when developing custom processor components. All processors must derive from this class. - - - - Initializes a new instance of ExternalReference. - - The name of the referenced file. - - - - Initializes a new instance of ExternalReference, specifying the file path relative to another content item. - - The name of the referenced file. - The content that the path specified in filename is relative to. - - - - Initializes a new instance of ExternalReference. - - - - Gets and sets the file name of an ExternalReference. - The absolute file name of the external data reference. - - - Specifies external references to a data file for the content item. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.FontDescriptionImporter. - - - - Called by the XNA Framework when importing a .spritefont file to be used as a game asset. This is the method called by the XNA Framework when an asset is to be imported into an object that can be recognized by the Content Pipeline. - Name of a game asset file. - Contains information for importing a game asset, such as a logger interface. - Resulting game asset. - - - Provides methods for reading .spritefont files for use in the Content Pipeline. - - - Imports an asset from the specified file. - Name of the game asset file. - A ContentImporterContext class containing information for importing a game asset, such as a logger interface. - Resulting game asset. - - - Accesses a statically typed ContentImporter`1 instance from generic code using dynamic typing. - - - - Processes the specified input data and returns the result. - Existing content object being processed. - Contains any required custom process parameters. - An object representing the processed input. - - - - Gets the expected object type of the input parameter to IContentProcessor.Process. - - Object type of the input parameter. - - - - Gets the object type returned by IContentProcessor.Process. - - Type of object returned by the processor. - - - Provides methods and properties for accessing a statically typed ContentProcessor subclass, using dynamically typed object data. - - - Initializes a new instance of the InvalidContentException class with the specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If innerException is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Initializes a new instance of the InvalidContentException class with the specified error message. - A message that describes the error. - - - - Initializes a new instance of the InvalidContentException class with the specified error message, the identity of the content throwing the exception, and a reference to the inner exception that is the cause of this exception. - - A message that describes the error. - Information about the content item that caused this error, including the file name. In some cases, a location within the file (of the problem) is specified. - The exception that is the cause of the current exception. If innerException is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - - Initializes a new instance of the InvalidContentException class with the specified error message and the identity of the content throwing the exception. - - A message that describes the error. - Information about the content item that caused this error, including the file name. In some cases, a location within the file (of the problem) is specified. - - - - Initializes a new instance of the InvalidContentException class with information on serialization and streaming context for the related content item. - Information necessary for serialization and deserialization of the content item. - Information necessary for the source and destination of a given serialized stream. Also provides an additional caller-defined context. - - - Initializes a new instance of the InvalidContentException class - - - When overridden in a derived class, returns information about the exception. - Information necessary for serialization and deserialization of the content item. - Information necessary for the source and destination of a given serialized stream. Also provides an additional caller-defined context. - - - Gets or sets the identity of the content item that caused the exception. - The identity of the bad content item. - - - Thrown when errors are encountered in content during processing. - - - Initializes an instance of NamedValueDictionary. - - - Adds an element to the dictionary. - Identity of the key of the new element. - The value of the new element. - - - Adds the specified key and value to the dictionary. - Identity of the key of the new data pair. - The value of the new data pair. - - - Adds an item to the collection. - The item to add to the collection. - - - Removes all elements from the dictionary. - - - Removes all keys and values from the dictionary. - - - Determines whether the specified key is present in the dictionary. - Identity of a key. - true if the value is present; false otherwise. - - - Determines whether the collection contains a specific value. - The object to locate in the collection. - true if the collection contains the object; false otherwise. - - - - Copies the elements of the collection to an array, starting at a specified index. - The index at which to begin the copy. - The destination array. - - - Returns an enumerator that can iterate through this collection. - An enumerator that can iterate through this collection - - - Gets an enumerator that iterates through items in a dictionary. - Enumerator for iterating through the dictionary. - - - Removes the specified element from the dictionary. - Identity of the key of the data pair to be removed. - true if the value is present; false otherwise. - - - - Removes the specified key and value from the dictionary. - Identity of the key to be removed. - true if the value is present; false otherwise. - - - - Removes the first occurrence of the specified object from the collection. - The item to remove from the collection. - true if the item was successfully removed from the collection; false otherwise. - - - - Modifies the value of an existing element. - Identity of the element to be modified. - The value to be set. - - - Gets the value associated with the specified key. - Identity of the key of the element whose value is to be retrieved. - The current value of the element. - true if the value is present; false otherwise. - - - - Gets the number of items in the dictionary. - Number of items. - - - Specifies the type hint for the intermediate serializer. - The type used by the serializer. - - - Gets a value indicating if this object is read-only. - true if the object is read-only; false otherwise. - - - - Gets or sets the specified item. - - Identity of a key. - - - Gets all keys contained in the dictionary. - Collection of keys for the dictionary. - - - Gets all values contained in the dictionary. - Collection of values for the dictionary. - - - - Base class for dictionaries that map string identifiers to data values. - - - Initializes a new instance of OpaqueDataDictionary. - - - Adds an element to the dictionary. - Identity of the key of the new element. - The value of the new element. - - - Removes all elements from the dictionary. - - - Gets the data contents and returns it as a single XML string. - Data contents of the entry. - - - Gets the value of the specified key/value pair of the asset. - The name of the key. - The value to return if the key cannot be found. This can be null for reference types, 0 for primitive types, and a zero-filled structure for structure types. - The value of the retrieved opaque data. - - - Removes the specified element from the dictionary. - Identity of the key of the data pair to be removed. - true if the value is present; false otherwise. - - - Modifies the value of an existing element. - Identity of the element to be modified. - The value to be set. - - - Specifies the type hint for the intermediate serializer. - The type used by the serializer. - - - Provides properties that define opaque data for a game asset. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.PipelineComponentScanner. - - - - Updates the scanner object with the latest available assembly states. - Enumerated list of available assemblies. - Enumerated list of dependent assemblies. - true if an actual scan was required, indicating the collection contents may have changed. false if no assembly changes were detected since the previous call. - - - Updates the scanner object with the latest available assembly states. - Enumerated list of available assemblies. - true if an actual scan was required, indicating the collection contents may have changed. false if no assembly changes were detected since the previous call. - - - Gets the list of error messages produced by the last call to Update. - Collection of the latest error descriptions. - - - Gets a dictionary that maps importer names to their associated metadata attributes. - Importer names and their related metadata values. - - - Gets the names of all available importers. - List of available importer names. - - - Gets a dictionary that maps importer names to the fully qualified name of their return types. - Importer names and their related return types. - - - Gets a dictionary that maps processor names to their associated metadata attributes. - Processor names and their related metadata values. - - - - Gets a dictionary that maps processor names to the fully qualified name of supported input types. - Processor names and the input types they support. - - - - Gets the names of all available importers. - List of available processor names. - - - - Gets a dictionary that maps processor names to the fully qualified name of their output types. - Processor names and their related output types. - - - - A collection of supported processor parameters. - Collection of processor parameters. - - - Implements a scanner object containing the available importers and processors for an application. - - - Initializes a new instance of the PipelineException class with the specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If innerException is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - - Initializes a new instance of the PipelineException class with the specified error message. - - A message that describes the error. - - - Initializes a new instance of the PipelineException class with the specified error message. - A message that describes the error. - Array of strings specifying message-related arguments. - - - - Creates an instance of PipelineException with information on serialization and streaming context for the related content item. - - Information necessary for serialization and deserialization of the content item. - Information necessary for the source and destination of a given serialized stream. Also provides an additional caller-defined context. - - - Creates an instance of PipelineException. - - - Thrown when errors are encountered during a content pipeline build. - - - Default value of the parameter, as specified by the [DefaultValue] attribute. - Default value of the processor parameter. - - - Description of the parameter, as specified by the [Description] attribute. - Parameter description. - - - - Name of the parameter displayed in the designer, as specified by the [DisplayName] attribute. - - Friendly name of the parameter. - - - Gets a value indicating whether the paramter is an enumeration. - true if the parameter is an enumeration; false otherwise. - - - Available options for enumerated type parameters. - Available values for the parameter. - - - Name of the property, as defined in the C# code. - Name of the property used to identify a specific processor parameter. - - - Type of the parameter. - Type of the processor parameter. For a list of accepted types, see Parameterized Processors. - - - Represents a processor parameter. - - - - Represents a collection of processor parameters, usually for a single processor. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.XmlImporter. - - - - Called by the framework when importing an intermediate file containing a game asset. - Name of the intermediate file. - Contains information for importing the intermediate file, such as a logger interface. - Object representing the game asset contained by the intermediate file. - - - Implements an importer for reading intermediate XML files. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Processors.EffectProcessor. - - - - Processes the string representation of the specified effect into a platform-specific binary format using the specified context. - The effect string to be processed. - Context for the specified processor. - A platform-specific compiled binary effect. - - - Processes a string representation to a platform-specific compiled effect. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Processors.FontDescriptionProcessor. - - - - Creates SpriteFontContent from a Framework.Content.Pipeline.Graphics.FontDescription object. - Description of the font to build. - Context for the specified processor. - The font data. - - - Provides methods to convert a font description class containing the name and size of a font into SpriteFontContent. - - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Processors.FontTextureProcessor. - - - - Maps a glyph index to a character. - The glyph index. This is a zero-based index that corresponds to the position of the glyph in the original character. This value begins at the upper-left corner of the texture and increases when moving to the right and down. - The character represented by the specified glyph index. - - - Creates SpriteFontContent from a bitmap. - The bitmap data to convert to a font. - Context for the specified processor. - The font data. - - - Gets or sets the value of the First Character processor parameter. - The start character of the font texture being processed. - - - Gets or sets the output Framework.Graphics.SurfaceFormat of textures. - The output Framework.Graphics.SurfaceFormat of textures. - - - Provides methods to convert a specially marked 2D bitmap into SpriteFontContent. - Reference page contains code snippet demonstrating example usage. - - - Initializes a new instance of the MaterialProcessor class. - - - Builds effect content. - An external reference to the effect content. - Context for the specified processor. - A platform-specific compiled binary effect. - - - - Builds texture content. - The name of the texture. This should correspond to the key used to store the texture in Framework.Content.Pipeline.Graphics.MaterialContent.Textures. - The asset to build. This should be a member of Framework.Content.Pipeline.Graphics.MaterialContent.Textures. - Context for the specified processor. - The built texture content. - - - Builds the texture and effect content for the material. - The material content to build. - Context for the specified processor. - The built material. - - - Gets or sets the color value to replace with transparent black. - Color value of the material to replace with transparent black. - - - Specifies whether color keying of a texture is enabled. - true if color keying is enabled; false otherwise. - - - Specifies if a full chain of mipmaps are generated from the source material. Existing mipmaps of the material are not replaced. - true if mipmap generation is enabled; false otherwise. - - - - Specifies whether resizing of a material is enabled. - true if resizing is enabled; false otherwise. - - - Specifies the texture format of output materials. - The texture format of the output. - - - Builds the effects and textures of a Framework.Content.Pipeline.Graphics.MaterialContent object. - - - - Gets the children of this bone. - - The children of this bone. - - - - Gets the index of this bone in a ModelBoneContentCollection. - - - The index of this bone in a ModelBoneContentCollection. - - - - - Gets the bone name. - - The bone name. - - - - Gets the parent of this bone. - - The parent of this bone. - - - - Gets or sets the local transformation matrix for this bone. - - The local transformation matrix for this bone. - - - Stores design-time data for a Framework.Graphics.ModelBone asset. - - - A collection of ModelBoneContent objects. - - - - Gets the collection of bones that are referenced by this model. - - The collection of bones that are referenced by this model. - - - Gets the collection of meshes that are associated with this model. - The collection of meshes that are associated with this model. - - - Gets the root bone of this model - The root bone of this model. - - - - Gets a user defined tag object. - - User-defined tag object. - - - - Stores design-time data for a Framework.Graphics.Model asset. - - - - Gets the bounding sphere for this mesh. - - The bounding sphere for this mesh. - - - Gets the index buffer associated with this mesh. - The index buffer associated with this mesh. - - - Gets the children mesh parts associated with this mesh. - The children mesh parts associated with this mesh. - - - Gets the mesh name. - The mesh name. - - - Gets the parent bone. - The parent bone. - - - Gets the MeshContent source object used when creating this class. - The source mesh. - - - Gets a user-defined tag object. - User-defined tag object. - - - Gets the vertex buffer associated with this mesh. - The vertex buffer associated with this mesh. - - - - Stores design-time data for a Framework.Graphics.ModelMesh asset. - - - - - A collection of ModelMeshContent objects. - - - - Gets the vertex declaration for this mesh part. - The vertex declaration for this mesh part. - - - Gets the offset from the start of the index buffer to the first vertex index. - The offset from the start of the index buffer to the first vertex index. - - - Gets the material of this mesh part. - The material of this mesh part. - - - - Gets the number of vertices used in this mesh part. - - The number of vertices used in this mesh part. - - - Gets the number of primitives to render for this mesh part. - The number of primitives in this mesh part. - - - - Gets the location in the index buffer at which to start reading vertices. - - - - The location in the index buffer at which to start reading vertices. - - - - - Gets the offset, in bytes, from the first index of the of vertex buffer for this mesh part. - - The offset, in bytes, from the first index of the of vertex buffer for this mesh part. - - - Gets a user-defined tag object. - A user-defined tag object. - - - - Stores design-time data for a Framework.Graphics.ModelMeshPart asset. - - - - - Collection of ModelMeshPartContent objects. - - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Processors.ModelProcessor. - - - - Called by the framework when the MaterialContent property of a GeometryContent object is encountered in the input node collection. - The input material content. - Context for the specified processor. - The converted material content. - - - Processes all geometry using a specified material. - A material used in the scene. - A collection of all the geometry using the specified material. - Context for the specified processor. - - - Processes geometry content vertex channels at the specified index. - The geometry content to process. - Index of the vertex channel to process. - Context for the specified processor. - - - Converts mesh content to model content. - The root node content. - Context for the specified processor. - The model content. - - - Specifies the color used when color keying for a texture is enabled. - - Color value of the material to replace with transparent black. - - - - Specifies whether color keying of a model is enabled. - true if color keying is enabled; false otherwise. - - - Specifies whether a full chain of mipmaps is generated from the source material. - true if mipmap generation is enabled; false otherwise. - - - Gets or sets the value of the Generate Tangent Frames processor parameter. - true if binormals and tangents should be generated if none are found; otherwise false. - - - Specifies whether resizing of textures are enabled. - true if resizing is enabled; false otherwise. - - - Gets or sets the value of the X Axis Rotation processor parameter. - The amount of rotation, in degrees, around the X axis. - - - Gets or sets the value of the Y Axis Rotation processor parameter. - The amount of rotation, in degrees, around the X axis. - - - Gets or sets the value of the Z Axis Rotation processor parameter. - The amount of rotation, in degrees, around the Z axis. - - - Gets or sets the value of the Scale processor parameter. - The scaling factor to be applied. - - - Gets or sets the value of the Swap Winding Order processor parameter. - true if the winding order of the model should be swapped; otherwise false. This is useful for models that appear to be drawn inside-out. - - - Specifies the texture format of output materials. - The texture format of the output. - - - Processes a game asset mesh to a model content that is optimal for runtime. - - - Initializes a new instance of the ModelTextureProcessor class. - - - Processes a texture. - The texture content to process. - Context for the specified processor. - The processed texture content. - - - Specifies the color used when color keying for a texture is enabled. - - Color value of the material to replace with transparent black. - - - - Specifies whether color keying of the texture is enabled. - true if color keying is enabled; false otherwise. - - - - Specifies if a full chain of mipmaps are generated from the source material. - true if mipmap generation is enabled; false otherwise. - - - - Specifies whether resizing of textures are enabled. - true if resizing is enabled; false otherwise. - - - - Specifies the texture format of output materials. - The texture format of the output. - - - Processes textures for 3D models. - - - Initializes a new instance of the PassThroughProcessor class. - - - - No-operation process that simply returns the input argument. - - The input argument. - Context for the specified processor. - The unmodified input argument. - - - - Provides an implementation of a no-operation processor that returns an unmodified copy of the input data. - - - Represents a processed Framework.Media.Song object. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Processors.SongProcessor. - - - - Builds the content for the source audio. - The audio content to build. - Context for the specified processor. - The built audio. - - - Gets or sets the target format quality of the audio content. - The Framework.Content.Pipeline.Audio.ConversionQuality of this audio data. - - - A custom song processor that processes an intermediate Framework.Content.Pipeline.Audio.AudioContent type. - - - Represents a processed sound effect. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Processors.SoundEffectProcessor. - - - - Builds the content for the source audio. - The audio content to build. - Context for the specified processor. - The built sound effect. - - - Gets or sets the target format quality of the sound effect. - - The Framework.Content.Pipeline.Audio.ConversionQuality of the sound effect data. - - - - - Provides a custom sound effect processor that processes an intermediate Framework.Content.Pipeline.Audio.AudioContent type. - - - - - Provides methods and properties for managing a design-time Microsoft.Xna.Framework.Graphics.SpriteFont holding packed font data. - - - - Initializes a new instance of the SpriteTextureProcessor class. - - - Processes a texture for use as 2D sprites or user interface components. - The input texture content. - Context for the specified processor. - The converted texture content. - - - Specifies the color used when color keying for a texture is enabled. - - Color value of the material to replace with transparent black. - - - - Specifies whether color keying of the texture is enabled. - true if color keying is enabled; false otherwise. - - - - Specifies if a full chain of mipmaps are generated from the source material. - true if mipmap generation is enabled; false otherwise. - - - - Specifies whether resizing of textures are enabled. - true if resizing is enabled; false otherwise. - - - - Specifies the texture format of output materials. - The texture format of the output. - - - Processes textures for use as 2D sprites or user interface components. - - - Initializes a new instance of the TextureProcessor class. - - - - Processes a texture. - - The texture content to process. - Context for the specified processor. - The converted texture content. - - - Specifies the color used when color keying for a texture is enabled. - The color used when a texture is color keyed. - - - Specifies whether color keying of a texture is enabled. - true if color keying is enabled; false otherwise. - - - Specifies if a full chain of mipmaps are generated from the source texture. - true if mipmap generation is enabled; false otherwise. - - - Specifies whether resizing of a texture is enabled. - true if resizing is enabled; false otherwise. - - - Specifies the texture format of outputmaterials. - The texture format of the output. - - - - Provides methods for processing textures. - - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Processors.VertexBufferContent(System.Int32) of the specified size. - - The size of the vertex buffer content, in bytes. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Processors.VertexBufferContent. - - - - Gets the size of the specified type, in bytes. - The type. - The size of the specified type, in bytes. - - - Writes additional data into the vertex buffer. - Offset at which to begin writing. - Stride of the data being written, in bytes. - The type of data to be written. - The data to write. - - - Writes additional data into the vertex buffer. - Offset at which to begin writing. - Stride of the data being written, in bytes. - The type of data to be written. - The data to write. - The target platform of the content build. - - - Writes additional data into the vertex buffer. - Offset at which to begin writing. - Stride of the data being written, in bytes. - The data to write. - The target platform of the content build. - - - Writes additional data into the vertex buffer. - Offset to begin writing at. - Stride of the data being written, in bytes. - Enumerated collection of data. - - - Gets the array containing the raw bytes of the packed vertex data. - Raw data of the packed vertex data. - - - Provides methods and properties for managing a design-time vertex buffer that holds packed vertex data. - - - Specifies the target output (of type SurfaceFormat) of the texture processor. - - - The SurfaceFormat value, of the input TextureContent object, is converted to Color by the processor. Typically used for 2D graphics and overlays. - - - The SurfaceFormat value, of the input TextureContent object, is converted to an appropriate DXT compression by the processor. If the input texture contains fractional alpha values, it is converted to DXT5 format (8 bits per texel); otherwise it is converted to DXT1 (4 bits per texel). This conversion reduces the resource's size on the graphics card. Typically used for 3D textures such as 3D model textures. - - - The SurfaceFormat value, of the input TextureContent object, is not changed by the processor. Typically used for textures processed by an external tool. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildContent. - - - - The format specifier for the named event used to cancel the build. - - - - Executes the related build task. - - true if the task completed successfully; false otherwise. - - - Gets or sets the content build configuration name. - Name of the configuration. - - - Gets or sets the content compression flag. - If true, all content types that permit compression will be compressed when built (the default). If false, no content will be compressed. - - - Gets or sets the directory for storing temporary build files. - Directory containing the intermediate build files. - - - Gets all file names produced by the build, regardless of any incremental optimizations. - Array of file names produced by the content build. - - - Gets or sets the base reference path used when reporting errors during the content build process. - Current name of the base directory or the value to be set. - - - Gets all file names produced by the build, regardless of any incremental optimizations. - Array of file names produced by the content build. - - - Gets or sets the output directory for the final build results. - Output directory for final build result files - - - - Gets or sets the names of assemblies that provide Importer&lt;T&gt; or ContentProcessor&lt;T&gt; components for use by the build. - - Current pipeline assemblies or the values to be set. - - - Gets or sets the dependencies of the pipeline assemblies. - Array of content build dependencies. - - - Gets or sets the force rebuild flag. - Current value of the force rebuild flag.If true, all content is rebuilt (even when incremental checks indicate everything is up to date). The default value is false. - - - Gets the list of file names modified by an incremental rebuild. - Array of file names modified by an incremental rebuild. - - - Gets or sets the base path for the entire content build process. - Base path of the content build process. - - - Gets or sets the source asset files to be built. - Current source asset files to be built or the values to be set. - - - Gets or sets the content build target platform. - Target of the content build. For a list of possible values, see Microsoft.Xna.Framework.TargetPlatform. - - - Provides methods and properties for importing and processing game assets into a binary format. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildXact. - - - - Executes the BuildXact task. - true to begin execution of the task; otherwise false. - - - Gets or sets the content build configuration name. - Current name of the build configuration or the value to be set. - - - Gets or sets the directory for storing temporary build files. - Current directory for temporary build files or the value to be set. - - - Gets the names of the intermediate files used internally by the build. - Intermediate file names produced by the build. - - - Gets or sets the base reference path used when reporting errors during the content build process. - Current name of the base directory or the value to be set. - - - Gets or sets the directory for the final build results. - Current directory for the final build results or the value to be set. - - - Gets the names of all files produced by the build, regardless of any incremental optimizations. - - File names produced by the build or the value to be set. - - - Gets or sets the force rebuild flag. - If true, all XACT target files are rebuilt; otherwise only modified files are rebuilt. Default value is false. - - - Gets the names of files modified by an incremental rebuild. - File names modified by an incremental build. - - - Gets or sets the base directory for the entire content build process. - Current name of the base directory or the value to be set. - - - Gets or sets the content build target platform. - Current platform or the value to be set. Can be one of the following values: Windows or Xbox360 - - - Gets or sets the XACT project files to be built. - Current XACT project files to be built or value to be set. - - - Gets or sets XNA framework version, used to determine the xactbld3.exe path. - Version of the XNA framework or the value to be set. Currently, 1.0 is the only valid value. - - - An MSBuild task that provides incremental build capabilities for XACT projects. - - - Instantiates a new instance of this MSBuild task for deleting all the intermediate and output files that were created by a previous Content Pipeline build operation. - - - Removes all intermediate and output files that were created by a previous Content Pipeline build operation. - true if errors were logged; false otherwise. - - - - Gets or sets the content build configuration name. - The content build configuration name. - - - Gets or sets the directory for storing temporary build files. - The directory for storing temporary build files. - - - Gets or sets the output directory for the final build results. - The output directory for the final build results. - - - Gets or sets the base path for the entire content build process. - The base path for the entire content build process. - - - Gets or sets the content build target platform. - The content build target platform. - - - An MSBuild task for deleting all the intermediate and output files that were created by a previous Content Pipeline build operation. - - - - Creates a new instance of Microsoft.Xna.Framework.Content.Pipeline.Tasks.GetLastOutputs. - - - Executes the related task using MSBuild. - true if the task completed successfully; false otherwise. - - - Gets or sets the directory containing the cache file to be retrieved. - Path of the retrieved cache file. - - - Gets the names of the output content files. - Collection of cache file names. - - - Provides methods and properties for getting the names of all output content files from the content pipeline's cache file. - - - Initializes a new instance of the BoundingBoxConverter class. - - - Converts the given object to the type of this converter, using the specified context and culture information. - The format context. - The current culture. - The object to convert. - The converted value. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - - Creates an instance of the type that this BoundingBoxConverter is associated with, using the specified context, given a set of property values for the object. - - The format context. - The new property values. - - An object representing propertyValues, or null if the object cannot be created. - - - - - Provides a unified way of converting Framework.BoundingBox values to other types, as well as for accessing standard values and subproperties. - - - - - Initializes a new instance of the BoundingSphereConverter class. - - - - Converts the given object to the type of this converter, using the specified context and culture information. - The format context. - The current culture. - The object to convert. - The converted value. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - - Creates an instance of the type that this BoundingSphereConverter is associated with, using the specified context, given a set of property values for the object. - - The format context. - The new property values. - - An object representing propertyValues, or null if the object cannot be created. - - - - - Provides a unified way of converting Framework.BoundingSphere values to other types, as well as for accessing standard values and subproperties. - - - - Initializes a new instance of the Microsoft.Xna.Framework.Design.ColorConverter class. - - - Converts the given value to the type of this converter. - The format context. - The current culture. - The object to convert. - The converted value. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - Re-creates an object given a set of property values for the object. - The format context. - The new property values. - An object representing propertyValues, or null if the object cannot be created. - - - Provides a unified way of converting Color values to other types, as well as for accessing standard values and subproperties. - - - - Initializes a new instance of the MathTypeConverter class. - - - - Represents a collection of System.ComponentModel.PropertyDescriptor objects. - - - Returns whether string conversion is supported. - - - Returns whether this converter can convert an object of the given type to the type of this converter, using the specified context. - The format context. - The type you want to convert from. - true if this converter can perform the conversion; false otherwise. - - - Returns whether this converter can convert an object of one type to the type of this converter. - The format context. - The destination type. - true if this converter can perform the conversion; false otherwise. - - - Returns whether changing a value on this object requires a call to CreateInstance to create a new value, using the specified context. - The format context. - true if changing a property on this object requires a call to CreateInstance to create a new value; false otherwise. - - - Returns whether this object supports properties, using the specified context. - The format context. - true if GetProperties should be called to find the properties of this object; false otherwise. - - - - Returns a collection of properties for the type of array specified by the value parameter. - The format context. - The type of array for which to get properties. - An array to use as a filter. - The properties that are exposed for this data type, or null if there are no properties. - - - - Provides a unified way of converting math type values to other types, as well as for accessing standard values and subproperties. - - - - - Initializes a new instance of the MatrixConverter class. - - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - - Creates an instance of the type that this MatrixConverter is associated with, using the specified context, given a set of property values for the object. - - The format context. - The new property values. - - An object representing propertyValues, or null if the object cannot be created. - - - - - Provides a unified way of converting Framework.Matrix values to other types, as well as for accessing standard values and subproperties. - - - - - Initializes a new instance of the PlaneConverter class. - - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - - Creates an instance of the type that this PlaneConverter is associated with, using the specified context, given a set of property values for the object. - - The format context. - The new property values. - An object representing propertyValues, or null if the object cannot be created. - - - - Provides a unified way of converting Framework.Plane values to other types, as well as for accessing standard values and subproperties. - - - - - Initializes a new instance of the PointConverter class. - - - - Converts the given object to the type of this converter, using the specified context and culture information. - The format context. - The current culture. - The object to convert. - The converted value. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - - Creates an instance of the type that this PointConverter is associated with, using the specified context, given a set of property values for the object. - - The format context. - The new property values. - - An object representing propertyValues, or null if the object cannot be created. - - - - - Provides a unified way of converting Framework.Point values to other types, as well as for accessing standard values and subproperties. - - - - - Initializes a new instance of the QuaternionConverter class. - - - - Converts the given object to the type of this converter, using the specified context and culture information. - The format context. - The current culture. - The object to convert. - The converted value. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - - Creates an instance of the type that this QuaternionConverter is associated with, using the specified context, given a set of property values for the object. - - The format context. - The new property values. - - An object representing propertyValues, or null if the object cannot be created. - - - - - Provides a unified way of converting Framework.Quaternion values to other types, as well as for accessing standard values and subproperties. - - - - - Initializes a new instance of the RayConverter class. - - - - Converts the given object to the type of this converter, using the specified context and culture information. - The format context. - The current culture. - The object to convert. - The converted value. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - - Creates an instance of the type that this RayConverter is associated with, using the specified context, given a set of property values for the object. - - The format context. - The new property values. - - An object representing propertyValues, or null if the object cannot be created. - - - - - Provides a unified way of converting Framework.Ray values to other types, as well as for accessing standard values and subproperties. - - - - - Initializes a new instance of the RectangleConverter class. - - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - - Creates an instance of the type that this RectangleConverter is associated with, using the specified context, given a set of property values for the object. - - The format context. - The new property values. - - An object representing propertyValues, or null if the object cannot be created. - - - - - Provides a unified way of converting Framework.Rectangle values to other types, as well as for accessing standard values and subproperties. - - - - - Initializes a new instance of the Vector2Converter class. - - - - Converts the given object to the type of this converter, using the specified context and culture information. - The format context. - The current culture. - The object to convert. - The converted value. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - - Creates an instance of the type that this Vector2Converter is associated with, using the specified context, given a set of property values for the object. - - The format context. - The new property values. - - An object representing propertyValues, or null if the object cannot be created. - - - - - Provides a unified way of converting Framework.Vector2 values to other types, as well as for accessing standard values and subproperties. - - - - - Initializes a new instance of the Vector3Converter class. - - - - Converts the given object to the type of this converter, using the specified context and culture information. - The format context. - The current culture. - The object to convert. - The converted value. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - - Creates an instance of the type that this Vector3Converter is associated with, using the specified context, given a set of property values for the object. - - The format context. - The new property values. - - An object representing propertyValues, or null if the object cannot be created. - - - - - Provides a unified way of converting Framework.Vector3 values to other types, as well as for accessing standard values and subproperties. - - - - - Initializes a new instance of the Vector4Converter class. - - - - Converts the given object to the type of this converter, using the specified context and culture information. - The format context. - The current culture. - The object to convert. - The converted value. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - Creates an instance of the type that this Vector4Converter is associated with, using the specified context, given a set of property values for the object. - The format context. - The new property values. - - An object representing propertyValues, or null if the object cannot be created. - - - - Provides a unified way of converting Framework.Vector4 values to other types, as well as for accessing standard values and subproperties. - - - Creates an instance of BoundingBox. Reference page contains links to related conceptual articles. - The minimum point the BoundingBox includes. - The maximum point the BoundingBox includes. - - - Specifies the total number of corners (8) in the BoundingBox. - - - The maximum point the BoundingBox contains. - - - - The minimum point the BoundingBox contains. - - - - Tests whether the BoundingBox contains a BoundingSphere. - The BoundingSphere to test for overlap. - Enumeration indicating the extent of overlap. - - - - Tests whether the BoundingBox contains a point. - - The point to test for overlap. - Enumeration indicating the extent of overlap. - - - Tests whether the BoundingBox contains a BoundingFrustum. - The BoundingFrustum to test for overlap. - Enumeration indicating the extent of overlap. - - - - Tests whether the BoundingBox contains a BoundingSphere. - - The BoundingSphere to test for overlap. - Enumeration indicating the extent of overlap. - - - Tests whether the BoundingBox contains another BoundingBox. - The BoundingBox to test for overlap. - Enumeration indicating the extent of overlap. - - - Tests whether the BoundingBox contains a point. - The point to test for overlap. - Enumeration indicating the extent of overlap. - - - - Tests whether the BoundingBox contains a BoundingBox. - - The BoundingBox to test for overlap. - Enumeration indicating the extent of overlap. - - - Creates the smallest BoundingBox that will contain a group of points. - A list of points the BoundingBox should contain. - The created BoundingBox. - - - Creates the smallest BoundingBox that will contain the specified BoundingSphere. - The BoundingSphere to contain. - The created BoundingBox. - - - - Creates the smallest BoundingBox that will contain the specified BoundingSphere. - - The BoundingSphere to contain. - The created BoundingBox. - - - - Creates the smallest BoundingBox that contains the two specified BoundingBox instances. - - One of the BoundingBox instances to contain. - One of the BoundingBox instances to contain. - The created BoundingBox. - - - Creates the smallest BoundingBox that contains the two specified BoundingBox instances. - One of the BoundingBoxs to contain. - One of the BoundingBoxs to contain. - The created BoundingBox. - - - - Determines whether two instances of BoundingBox are equal. - - BoundingBox to compare. - BoundingBox to compare. - true if the two BoundingBoxs are equal; false otherwise. - - - - Determines whether two instances of BoundingBox are equal. - - The System.Object to compare with the current BoundingBox. - true if the specified System.Object is equal to the current BoundingBox; false otherwise. - - - - - Determines whether two instances of BoundingBox are equal. - - The BoundingBox to compare with the current BoundingBox. - true if the specified BoundingBox is equal to the current BoundingBox; false otherwise. - - - - Gets the array of points that make up the corners of the BoundingBox. - An existing array of at least 8 Vector3 points where the corners of the BoundingBox are written. - - - - Gets an array of points that make up the corners of the BoundingBox. - - - An array of Vector3 points that represent the corners of the BoundingBox. - - - - Gets the hash code for this instance. - - A hash code for the current BoundingBox. - - - - - Determines whether two instances of BoundingBox are not equal. - - The object to the left of the inequality operator. - The object to the right of the inequality operator. - true if left is not equal to right; false otherwise. - - - - Checks whether the current BoundingBox intersects a BoundingSphere. Reference page contains links to related code samples. - The BoundingSphere to check for intersection with. - true if the BoundingBox and BoundingSphere intersect; false otherwise. - - - - Checks whether the current BoundingBox intersects a Plane. Reference page contains links to related code samples. - The Plane to check for intersection with. - An enumeration indicating whether the BoundingBox intersects the Plane. - - - - Checks whether the current BoundingBox intersects a BoundingFrustum. - Reference page contains links to related code samples. - The BoundingFrustum to check for intersection with. - true if the BoundingBox and BoundingFrustum intersect; false otherwise. - - - - Checks whether the current BoundingBox intersects a Ray. - Reference page contains links to related code samples. - The Ray to check for intersection with. - Distance at which the ray intersects the BoundingBox, or null if there is no intersection. - - - - Checks whether the current BoundingBox intersects another BoundingBox. - Reference page contains links to related code samples. - The BoundingBox to check for intersection with. - true if the BoundingBoxs intersect; false otherwise. - - - - - Checks whether the current BoundingBox intersects a Plane. - Reference page contains links to related code samples. - The Plane to check for intersection with. - An enumeration indicating whether the BoundingBox intersects the Plane. - - - - Checks whether the current BoundingBox intersects another BoundingBox. - Reference page contains links to related code samples. - The BoundingBox to check for intersection with. - true if the BoundingBox instances intersect; false otherwise. - - - - Checks whether the current BoundingBox intersects a BoundingSphere. - Reference page contains links to related code samples. - The BoundingSphere to check for intersection with. - true if the BoundingBox and BoundingSphere intersect; false otherwise. - - - - Checks whether the current BoundingBox intersects a Ray. - Reference page contains links to related code samples. - The Ray to check for intersection with. - Distance at which the ray intersects the BoundingBox, or null if there is no intersection. - - - - - Returns a System.String that represents the current BoundingBox. - - System.String representation of the current BoundingBox. - - - - Defines an axis-aligned box-shaped 3D volume. Reference page contains links to related conceptual articles. - - - Creates a new instance of BoundingFrustum. Reference page contains links to related conceptual articles. - Combined matrix that usually takes view × projection matrix. - - - Specifies the total number of corners (8) in the BoundingFrustum. - - - Checks whether the current BoundingFrustum contains the specified BoundingSphere. - The BoundingSphere to check against the current BoundingFrustum. - Enumeration indicating the relationship of the current BoundingFrustum to the specified BoundingSphere. - - - - Checks whether the current BoundingFrustum contains the specified point. - - The point to test for overlap. - Enumeration indicating the extent of overlap. - - - - Checks whether the current BoundingFrustum contains the specified BoundingFrustum. - - The BoundingFrustum to check against the current BoundingFrustum. - - Enumeration indicating the relationship of the current BoundingFrustum to the specified BoundingFrustum. - - - - - Checks whether the current BoundingFrustum contains the specified BoundingSphere. - - The BoundingSphere to test for overlap. - Enumeration indicating the extent of overlap. - - - - Checks whether the current BoundingFrustum contains the specified BoundingBox. - - The BoundingBox to check against the current BoundingFrustum. - - Enumeration indicating the relationship of the current BoundingFrustum to the specified BoundingBox. - - - - - Checks whether the current BoundingFrustum contains the specified point. - - The point to check against the current BoundingFrustum. - - Enumeration indicating the relationship of the current BoundingFrustum to the specified point. - - - - - Checks whether the current BoundingFrustum contains the specified BoundingBox. - - The BoundingBox to test for overlap. - Enumeration indicating the extent of overlap. - - - - Determines whether two instances of BoundingFrustum are equal. - - The BoundingFrustum to the left of the equality operator. - The BoundingFrustum to the right of the equality operator. - true if left is equal to right; false otherwise. - - - - - Determines whether the specified BoundingFrustum is equal to the current BoundingFrustum. - - The BoundingFrustum to compare with the current BoundingFrustum. - true if the specified BoundingFrustum is equal to the current BoundingFrustum; false otherwise. - - - - - Determines whether the specified System.Object is equal to the BoundingFrustum. - - The System.Object to compare with the current BoundingFrustum. - true if the specified System.Object is equal to the current BoundingFrustum; false otherwise. - - - - - Gets an array of points that make up the corners of the BoundingFrustum. - - An existing array of at least 8 Vector3 points where the corners of the BoundingFrustum are written. - - - - Gets an array of points that make up the corners of the BoundingFrustum. - - - Array of Vector3 points that make up the corners of the BoundingFrustum. - - - - Gets the hash code for this instance. - A hash code for the current BoundingFrustum. - - - Determines whether two instances of BoundingFrustum are not equal. - The BoundingFrustum to the left of the inequality operator. - The BoundingFrustum to the right of the inequality operator. - true if left is not equal to right; false otherwise. - - - - Checks whether the current BoundingFrustum intersects the specified BoundingSphere. - The BoundingSphere to check for intersection. - true if the BoundingFrustum intersects the BoundingSphere; false otherwise. - - - Checks whether the current BoundingFrustum intersects the specified Plane. - The Plane to check for intersection. - An enumeration indicating whether BoundingFrustum intersects the specified Plane. - - - - - Checks whether the current BoundingFrustum intersects the specified BoundingFrustum. - - The BoundingFrustum to check for intersection. - true if the current BoundingFrustum intersects the specified BoundingFrustum; false otherwise. - - - - - Checks whether the current BoundingFrustum intersects a Ray. - - The Ray to check for intersection with. - Distance at which the ray intersects the BoundingFrustum or null if there is no intersection. - - - - Checks whether the current BoundingFrustum intersects the specified BoundingBox. - - The BoundingBox to check for intersection. - true if the BoundingFrustum intersects the BoundingBox; false otherwise. - - - - - Checks whether the current BoundingFrustum intersects a Plane. - - The Plane to check for intersection with. - An enumeration indicating whether the BoundingFrustum intersects the Plane. - - - - Checks whether the current BoundingFrustum intersects a BoundingBox. - - The BoundingBox to check for intersection with. - true if the BoundingFrustum and BoundingBox intersect; false otherwise. - - - - Checks whether the current BoundingFrustum intersects a BoundingSphere. - - The BoundingSphere to check for intersection with. - true if the BoundingFrustum and BoundingSphere intersect; false otherwise. - - - - Checks whether the current BoundingFrustum intersects the specified Ray. - - The Ray to check for intersection. - Distance at which the ray intersects the BoundingFrustum or null if there is no intersection. - - - - Returns a System.String that represents the current BoundingFrustum. - System.String representation of the current BoundingFrustum. - - - - Gets the bottom plane of the BoundingFrustum. - Returns the bottom plane of the BoundingFrustum. - - - Gets the far plane of the BoundingFrustum. - Returns the far plane of the BoundingFrustum. - - - Gets the left plane of the BoundingFrustum. - Returns the left plane of the BoundingFrustum. - - - Gets or sets the Matrix that describes this bounding frustum. - The Matrix that describes this bounding frustum. - - - - Gets the near plane of the BoundingFrustum. - Returns the near plane of the BoundingFrustum. - - - Gets the right plane of the BoundingFrustum. - Returns the right plane of the BoundingFrustum. - - - Gets the top plane of the BoundingFrustum. - Returns the top plane of the BoundingFrustum. - - - Defines a frustum and helps determine whether forms intersect with it. - - - Creates a new instance of BoundingSphere. - Center point of the sphere. - Radius of the sphere. - - - The center point of the sphere. - - - The radius of the sphere. - - - - Checks whether the current BoundingSphere contains the specified BoundingSphere. - - The BoundingSphere to check against the current BoundingSphere. - An enumeration indicating the relationship of the BoundingSpheres. - - - - Checks whether the current BoundingSphere contains the specified point. - - The point to test for overlap. - Enumeration indicating the extent of overlap. - - - - Checks whether the current BoundingSphere contains the specified BoundingFrustum. - - The BoundingFrustum to check against the current BoundingSphere. - - An enumeration indicating the relationship of the specified BoundingFrustum to the current BoundingSphere. - - - - - Checks whether the current BoundingSphere contains the specified BoundingSphere. - - The BoundingSphere to test for overlap. - Enumeration indicating the extent of overlap. - - - - Checks whether the current BoundingSphere contains the specified BoundingBox. - - The BoundingBox to check against the current BoundingSphere. - - An enumeration indicating the relationship of the specified BoundingBox to the current BoundingSphere. - - - - - Checks whether the current BoundingSphere contains the specified point. - - The point to check against the current BoundingSphere. - - An enumeration indicating the relationship of the specified point to the current BoundingSphere. - - - - - Checks whether the current BoundingSphere contains the specified BoundingBox. - - The BoundingBox to test for overlap. - Enumeration indicating the extent of overlap. - - - - Creates the smallest BoundingSphere that can contain a specified BoundingBox. - - The BoundingBox to create the BoundingSphere from. - The created BoundingSphere. - - - Creates the smallest BoundingSphere that can contain a specified BoundingBox. - The BoundingBox to create the BoundingSphere from. - The created BoundingSphere. - - - Creates the smallest BoundingSphere that can contain a specified BoundingFrustum. - The BoundingFrustum to create the BoundingSphere with. - The created BoundingSphere. - - - Creates a BoundingSphere that can contain a specified list of points. - List of points the BoundingSphere must contain. - The created BoundingSphere. - - - - Creates a BoundingSphere that contains the two specified BoundingSphere instances. - - BoundingSphere to be merged. - BoundingSphere to be merged. - The created BoundingSphere. - - - Creates a BoundingSphere that contains the two specified BoundingSphere instances. - BoundingSphere to be merged. - BoundingSphere to be merged. - The created BoundingSphere. - - - - Determines whether two instances of BoundingSphere are equal. - - The object to the left of the equality operator. - The object to the right of the equality operator. - true if left is equal to right; false otherwise. - - - - - Determines whether the specified BoundingSphere is equal to the current BoundingSphere. - - The BoundingSphere to compare with the current BoundingSphere. - true if the specified BoundingSphere is equal to the current BoundingSphere; false otherwise. - - - - - Determines whether the specified System.Object is equal to the BoundingSphere. - - The System.Object to compare with the current BoundingSphere. - true if the specified System.Object is equal to the current BoundingSphere; false otherwise. - - - - Gets the hash code for this instance. - - A hash code for the current BoundingSphere. - - - - - Determines whether two instances of BoundingSphere are not equal. - - The BoundingSphere to the left of the inequality operator. - The BoundingSphere to the right of the inequality operator. - true if left is not equal to right; false otherwise. - - - - Checks whether the current BoundingSphere intersects with a specified BoundingSphere. - The BoundingSphere to check for intersection with the current BoundingSphere. - true if the BoundingSpheres intersect; false otherwise. - - - Checks whether the current BoundingSphere intersects with a specified Plane. - The Plane to check for intersection with the current BoundingSphere. - An enumeration indicating the relationship between the BoundingSphere and the Plane. - - - - Checks whether the current BoundingSphere intersects with a specified BoundingFrustum. - - The BoundingFrustum to check for intersection with the current BoundingSphere. - true if the BoundingFrustum and BoundingSphere intersect; false otherwise. - - - - - Checks whether the current BoundingSphere intersects a Ray. - - The Ray to check for intersection with. - Distance at which the ray intersects the BoundingSphere or null if there is no intersection. - - - - Checks whether the current BoundingSphere intersects with a specified BoundingBox. - - The BoundingBox to check for intersection with the current BoundingSphere. - true if the BoundingBox and BoundingSphere intersect; false otherwise. - - - - - Checks whether the current BoundingSphere intersects a Plane. - - The Plane to check for intersection with. - An enumeration indicating whether the BoundingSphere intersects the Plane. - - - - Checks whether the current BoundingSphere intersects a BoundingBox. - - The BoundingBox to check for intersection with. - true if the BoundingSphere and BoundingBox intersect; false otherwise. - - - - Checks whether the current BoundingSphere intersects another BoundingSphere. - - The BoundingSphere to check for intersection with. - true if the BoundingSphere instances intersect; false otherwise. - - - - Checks whether the current BoundingSphere intersects with a specified Ray. - - The Ray to check for intersection with the current BoundingSphere. - Distance at which the ray intersects the BoundingSphere or null if there is no intersection. - - - - - Returns a System.String that represents the current BoundingSphere. - - System.String representation of the current BoundingSphere. - - - - Translates and scales the BoundingSphere using a given Matrix. - A transformation matrix that might include translation, rotation, or uniform scaling. Note that BoundingSphere.Transform will not return correct results if there are non-uniform scaling, shears, or other unusual transforms in this transformation matrix. This is because there is no way to shear or non-uniformly scale a sphere. Such an operation would cause the sphere to lose its shape as a sphere. - The transformed BoundingSphere. - - - - Translates and scales the BoundingSphere using a given Matrix. - - A transformation matrix that might include translation, rotation, or uniform scaling. Note that BoundingSphere.Transform will not return correct results if there are non-uniform scaling, shears, or other unusual transforms in this transformation matrix. This is because there is no way to shear or non-uniformly scale a sphere. Such an operation would cause the sphere to lose its shape as a sphere. - - The transformed BoundingSphere. - - - - Defines a sphere. - - - Initializes a new instance of Curve. - - - Creates a copy of the Curve. - - The copy of the Curve. - - - - Computes all tangents for all CurveKeys in this Curve, using a specified tangent type for both CurveKey.TangentIn and CurveKey.TangentOut. - - The type of CurveKey.TangentOut and CurveKey.TangentIn to compute (one of the types specified in the CurveTangent enumeration). - - - - Computes all tangents for all CurveKeys in this Curve, - using different tangent types for CurveKey.TangentOut and CurveKey.TangentIn. - - The type of CurveKey.TangentIn to compute (one of the types specified in the CurveTangent enumeration). - The type of CurveKey.TangentOut to compute (one of the types specified in the CurveTangent enumeration). - - - Computes both the CurveKey.TangentIn and the CurveKey.TangentOut for a CurveKey specified by its index. - The index of the CurveKey for which to compute tangents (in the Curve.Keys collection of the Curve). - The type of tangents to compute (one of the types specified in the CurveTangent enumeration). - - - - Computes a specified type of CurveKey.TangentIn and a specified type of CurveKey.TangentOut for a given CurveKey. - - The index of the CurveKey for which to compute tangents (in the Curve.Keys collection of the Curve). - The type of CurveKey.TangentIn to compute (one of the types specified in the CurveTangent enumeration). - The type of CurveKey.TangentOut to compute (one of the types specified in the CurveTangent enumeration). - - - Finds the value at a position on the Curve. - The position on the Curve. - Value at the position on the Curve. - - - - Gets a value indicating whether the curve is constant. - true is the curve is constant (has one or fewer points); false otherwise. - - - The points that make up the curve. - Points that make up the curve. - - - Specifies how to handle weighting values that are greater than the last control point in the curve. - Specifies how to handle weighting values. - - - Specifies how to handle weighting values that are less than the first control point in the curve. - Specifies how to handle weighting values. - - - Stores an arbitrary collection of 2D CurveKey points, and provides methods for evaluating features of the curve they define. - - - Initializes a new instance of CurveKey. - Position in the curve. - Value of the control point. - - - Initializes a new instance of CurveKey. - Position in the curve. - Value of the control point. - Tangent approaching point from the previous point in the curve. - Tangent leaving point toward next point in the curve. - Enum indicating whether the curve is discrete or continuous. - - - Initializes a new instance of CurveKey. - Position in the curve. - Value of the control point. - Tangent approaching point from the previous point in the curve. - Tangent leaving point toward next point in the curve. - - - Creates a copy of the CurveKey. - The copy of the CurveKey. - - - Compares this instance to another CurveKey and returns an indication of their relative values. - CurveKey to compare to. - Zero if the positions are the same; -1 if this CurveKey comes before other and 1 if this CurveKey comes after other. - - - - Determines whether two CurveKey instances are equal. - CurveKey on the left of the equal sign. - CurveKey on the right of the equal sign. - true if the CurveKeys are equal; false otherwise. - - - - Determines whether the specified System.Object is equal to the CurveKey. - - The System.Object to compare with the current CurveKey. - true if the specified System.Object is equal to the current CurveKey; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object with which to make the comparison. - Value that is true if the current instance is equal to the specified object, or false if it is not. - - - - Returns the hash code for this instance. - Hashcode for this object. - - - Determines whether two CurveKey instances are not equal. - CurveKey on the left of the equal sign. - CurveKey on the right of the equal sign. - true /> if the CurveKeys are not equal; false otherwise. - - - Describes whether the segment between this point and the next point in the curve is discrete or continuous. - Describes the continuity between this point and the next. - - - Position of the CurveKey in the curve. - Position of the CurveKey in the curve. - - - Describes the tangent when approaching this point from the previous point in the curve. - The tangent when approaching. - - - Describes the tangent when leaving this point to the next point in the curve. - The tangent when leaving. - - - Describes the value of this point. - The value of the point. - - - Represents a point in a multi-point curve. - - - Initializes a new instance of CurveKeyCollection. - - - Adds a CurveKey to the CurveKeyCollection. - The CurveKey to add. - - - Removes all CurveKeys from the CurveKeyCollection. - - - Creates a copy of the CurveKeyCollection. - A new object that is a copy of this instance. - - - Determines whether the CurveKeyCollection contains a specific CurveKey. - true if the CurveKey is found in the CurveKeyCollection; false otherwise. - The CurveKey to locate in the CurveKeyCollection. - - - Copies the CurveKeys of the CurveKeyCollection to an array, starting at the array index provided. - The destination of the CurveKeys copied from CurveKeyCollection. The array must have zero-based indexing. - The zero-based index in the array to start copying from. - - - Returns an enumerator that iterates through the CurveKeyCollection. - An enumerator for the CurveKeyCollection. - - - Returns an enumerator that iterates through the CurveKeyCollection. - An enumerator for the CurveKeyCollection. - - - Determines the index of a CurveKey in the CurveKeyCollection. - CurveKey to locate in the CurveKeyCollection. - The index of the CurveKey if found in the CurveKeyCollection; −1 otherwise. - - - Removes the CurveKey at the specified index. - The zero-based index of the item to remove. - - - Removes the first occurrence of a specific CurveKey from the CurveKeyCollection. - The CurveKey to remove from the CurveKeyCollection. - true if CurveKey is successfully removed; false otherwise. - - - Gets the number of elements contained in the CurveKeyCollection. - The number of elements in the CurveKeyCollection. - - - Returns a value indicating whether the CurveKeyCollection is read-only. - true if the CurveKeyCollection is read-only; false otherwise. - - - Gets or sets the element at the specified index. - The array index of the element. - The CurveKey at the specified index. - - - Contains the CurveKeys making up a Curve. - - - Creates a new instance of Microsoft.Xna.Framework.DrawableGameComponent(Microsoft.Xna.Framework.Game). - The Game that the game component should be attached to. - - - Raised when the DrawableGameComponent.DrawOrder property changes. - - - Raised when the DrawableGameComponent.Visible property changes. - - - - Releases the unmanaged resources used by the DrawableGameComponent and optionally releases the managed resources. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Called when the DrawableGameComponent needs to be drawn. Override this method with component-specific drawing code. Reference page contains links to related conceptual articles. - Time passed since the last call to Microsoft.Xna.Framework.DrawableGameComponent.Draw(Microsoft.Xna.Framework.GameTime). - - - Initializes the component. Override this method to load any non-graphics resources and query for any required services. - - - Called when graphics resources need to be loaded. Override this method to load any component-specific graphics resources. - - - Obsolete. Called when the component needs to load graphics resources. Override this method to load any component-specific graphics resources. - true if all graphics resources need to be loaded; false if only manual resources need to be loaded. - - - Called when the DrawableGameComponent.DrawOrder property changes. Raises the DrawableGameComponent.DrawOrderChanged event. - The DrawableGameComponent. - Arguments to the DrawableGameComponent.DrawOrderChanged event. - - - Called when the DrawableGameComponent.Visible property changes. Raises the DrawableGameComponent.VisibleChanged event. - The DrawableGameComponent. - Arguments to the DrawableGameComponent.VisibleChanged event. - - - Called when graphics resources need to be unloaded. Override this method to unload any component-specific graphics resources. - - - Obsolete. Called when graphics resources should be unloaded. Override this method to handle component-specific graphics resources. - true if all graphics resources should be unloaded; false if only manual resources should be unloaded. - - - Order in which the component should be drawn, relative to other components that are in the same GameComponentCollection. - Reference page contains code sample. - Order in which the component should be drawn. - - - The Graphics.GraphicsDevice the DrawableGameComponent is associated with. - Graphics.GraphicsDevice the DrawableGameComponent is associated with. - - - - Indicates whether DrawableGameComponent.Draw should be called. - trueDrawableGameComponent.Draw should be called; false otherwise. - - - A game component that is notified when it needs to draw itself. - - - - Updates the status of various framework components (such as power state and media) and raises related events. If your game does not use the Framework.Game class, you must call this method (the recommendation is once per frame) yourself. - - - - Implements the Windows-specific portion of a Microsoft.Xna.Framework.FrameworkDispatcher class. - - - Initializes a new instance of this class, which provides basic graphics device initialization, game logic, rendering code, and a game loop. Reference page contains code sample. - - - Raised when the game gains focus. - - - Raised when the game loses focus. - - - Raised when the game is being disposed. - - - Raised when the game is exiting. - - - - Starts the drawing of a frame. This method is followed by calls to Game.Draw and Game.EndDraw. - - true if the frame should be drawn; false otherwise. - - - - Called after all components are initialized but before the first update in the game loop. - - - - - Releases all resources used by the Game class. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - Called when the game determines it is time to draw a frame. Reference page contains code sample. - Time passed since the last call to Microsoft.Xna.Framework.Game.Draw(Microsoft.Xna.Framework.GameTime). - - - - Ends the drawing of a frame. This method is preceeded by calls to Game.Draw and Game.BeginDraw. - - - - Called after the game loop has stopped running before exiting. - - - Exits the game. - - - - Allows a Game to attempt to free resources and perform other cleanup operations before garbage collection reclaims the Game. - - - - - Called after the Game and Graphics.GraphicsDevice are created, but before Game.LoadContent. - Reference page contains code sample. - - - Called when graphics resources need to be loaded. - - - Obsolete. Called when graphics resources need to be loaded. Override this method to load any game-specific graphics resources. Reference page contains links to related code samples. - true if all graphics resources need to be loaded; false if only manual resources need to be loaded. - - - Raises the Game.Activated event. Override this method to add code to handle when the game gains focus. - The Game. - Arguments for the Game.Activated event. - - - Raises the Game.Deactivated event. Override this method to add code to handle when the game loses focus. - The Game. - Arguments for the Game.Deactivated event. - - - Raises an Game.Exiting event. Override this method to add code to handle when the game is exiting. - The Game. - Arguments for the Game.Exiting event. - - - Resets the elapsed time counter. - - - - Call this method to initialize the game, begin running the game loop, and start processing events for the game. - Reference page contains code sample. - - - This is used to display an error message if there is no suitable graphics device or sound card. - The exception to display. - true if an error was displayed, otherwise false. - - - - Prevents calls to Game.Draw until the next Game.Update. - - - Updates the game's clock and calls Game.Update and Game.Draw. - - - Called when graphics resources need to be unloaded. Override this method to unload any game-specific graphics resources. - - - Obsolete. Called when graphics resources need to be unloaded. Override this method to unload any game-specific graphics resources. - true if all graphics resources need to be unloaded; false if only manual resources need to be unloaded. - - - Called when the game has determined that game logic needs to be processed. Reference page contains links to related code samples. - Time passed since the last call to Microsoft.Xna.Framework.Game.Update(Microsoft.Xna.Framework.GameTime). - - - Gets the collection of GameComponents owned by the game. Reference page contains links to related code samples. - The collection of game GameComponents. - - - Gets or sets the current Content.ContentManager. - The current Content.ContentManager. - - - - Gets the current Framework.Graphics.GraphicsDevice. - - - The current Framework.Graphics.GraphicsDevice. - - - - Gets or sets the time to sleep when the game is inactive. - The time to sleep when the game is inactive. - - - Indicates whether the game is currently the active application. Reference page contains links to related code samples. - true if the game is active; false otherwise. - - - - Gets or sets a value indicating whether to use fixed time steps. Reference page contains links to related code samples. - true if using fixed time steps; false otherwise. - - - - - Gets or sets a value indicating whether the mouse cursor should be visible. - Reference page contains links to related code samples. - true if the mouse cursor should be visible; false otherwise. - - - Gets the GameServiceContainer holding all the service providers attached to the Game. Reference page contains links to related conceptual articles. - - The GameServiceContainer holding all the service providers attached to the Game. - - - - Gets or sets the target time between calls to Game.Update when Game.IsFixedTimeStep is true. Reference page contains links to related code samples. - The target time period for the game loop. - - - Gets the underlying operating system window. Reference page contains links to related conceptual articles. - The underlying operating system window. - - - Provides basic graphics device initialization, game logic, and rendering code. Reference page contains links to related code samples. - - - Initializes a new instance of this class. Reference page contains links to related code samples. - Game that the game component should be attached to. - - - Raised when the GameComponent is disposed. - - - Raised when the GameComponent.Enabled property changes. - - - Raised when the GameComponent.UpdateOrder property changes. - - - - Releases the unmanaged resources used by the GameComponent and optionally releases the managed resources. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Allows a GameComponent to attempt to free resources and perform other cleanup operations before garbage collection reclaims the GameComponent. - - - - Called when the GameComponent needs to be initialized. Reference page contains code sample. - - - Called when the GameComponent.Enabled property changes. Raises the GameComponent.EnabledChanged event. - The GameComponent. - Arguments to the GameComponent.EnabledChanged event. - - - Called when the GameComponent.UpdateOrder property changes. Raises the GameComponent.UpdateOrderChanged event. - The GameComponent. - Arguments to the GameComponent.UpdateOrderChanged event. - - - Called when the GameComponent needs to be updated. Override this method with component-specific update code. - Time elapsed since the last call to Microsoft.Xna.Framework.GameComponent.Update(Microsoft.Xna.Framework.GameTime) - - - Indicates whether GameComponent.Update should be called when Game.Update is called. - true if GameComponent.Update should be called; false otherwise. - - - - Gets the Game associated with this GameComponent. - - - The Game associated with this GameComponent. - - - - Indicates the order in which the GameComponent should be updated relative to other GameComponent instances. Lower values are updated first. - - The order in which the GameComponent should be updated. - - - - Base class for all XNA Framework game components. Reference page contains links to related conceptual articles. - - - Initializes a new instance of this class. - - - Raised when a component is added to the GameComponentCollection. - - - - Raised when a component is removed from the GameComponentCollection. - - - - Removes all children from the collection. - - - Inserts a child object into the collection at the specified location. - The position in the collection. - The child object being inserted. - - - Removes a child object in the collection. - The index of the item being removed. - - - Modifies the specified child object in the collection. - The position in the collection. - The child object being modified. - - - A collection of game components. - - - Creates a new instance of Microsoft.Xna.Framework.GameComponentCollectionEventArgs(Microsoft.Xna.Framework.IGameComponent). - The game component affected by the event. - - - The game component affected by the event. - The game component affected by the event. - - - Arguments used with events from the GameComponentCollection. - - - Initializes a new instance of this class, which represents a collection of game services. - - - Adds a service to the GameServiceContainer. Reference page contains links to related conceptual articles. - The type of service to add. - The service provider to add. - - - Gets the object providing a specified service. Reference page contains links to related conceptual articles. - The type of service. - The object providing the service. - - - Removes the object providing a specified service. - The type of service. - - - A collection of game services. - - - Creates a new instance of Microsoft.Xna.Framework.GameTime(System.TimeSpan,System.TimeSpan,System.TimeSpan,System.TimeSpan). - The amount of real time (wall clock) since the start of the game. - The amount of elapsed real time (wall clock) since the last frame. - The amount of game time since the start of the game. - The amount of elapsed game time since the last update. - - - - Creates a new instance of Microsoft.Xna.Framework.GameTime(System.TimeSpan,System.TimeSpan,System.TimeSpan,System.TimeSpan,System.Boolean). - - The amount of real time (wall clock) since the start of the game. - The amount of elapsed real time (wall clock) since the last frame. - The amount of game time since the start of the game. - The amount of elapsed game time since the last update. - Whether the game is running multiple updates this frame. - - - Creates a new instance of Microsoft.Xna.Framework.GameTime. - - - The amount of elapsed game time since the last update. Reference page contains links to related code samples. - Elapsed game time since the last update. - - - The amount of elapsed real time (wall clock) since the last frame. Reference page contains links to related code samples. - Elapsed real time since the last frame. - - - - Gets a value indicating that the game loop is taking longer than its Game.TargetElapsedTime. - In this case, the game loop can be considered to be running too slowly and should do something to "catch up." - - true if the game loop is taking too long; false otherwise. - - - - The amount of game time since the start of the game. Reference page contains links to related code samples. - Game time since the start of the game. - - - The amount of real time (wall clock) since the start of the game. Reference page contains links to related code samples. - Real time since the start of the game. - - - - Snapshot of the game timing state expressed in values that can be used by variable-step (real time) or fixed-step (game time) games. - Reference page contains links to related code samples. - - - Raised when the size of the GameWindow changes. - - - Raised when the GameWindow moves to a different display. - - - Starts a device transition (windowed to full screen or vice versa). - Specifies whether the device will be in full-screen mode upon completion of the change. - - - Completes a device transition. - The desktop screen to move the window to. - This should be the screen device name of the graphics device that has transitioned to full screen. - - - Completes a device transition. - The desktop screen to move the window to. - This should be the screen device name of the graphics device that has transitioned to full screen. - The new width of the game's client window. - The new height of the game's client window. - - - Called when the GameWindow gets focus. - - - Called when the size of the client window changes. Raises the GameWindow.ClientSizeChanged event. - - - Called when the GameWindow loses focus. - - - Called when the GameWindow needs to be painted. - - - Called when the GameWindow is moved to a different screen. Raises the GameWindow.ScreenDeviceNameChanged event. - - - Sets the title of the GameWindow. - The new title of the GameWindow. - - - Specifies whether to allow the user to resize the game window. - true if user resizing is allowed; false otherwise. - - - - The screen dimensions of the game window's client rectangle. Reference page contains links to related conceptual articles. - Screen dimensions of the game window's client rectangle. - - - Gets the handle to the system window. - The handle to the system window. - - - Gets the device name of the screen the window is currently in. - The device name of the screen. - - - Gets and sets the title of the system window. - The title of the system window. - - - The system window associated with a Game. - - - Initializes a new instance of this class. - - - Creates a clone of this object. - The cloned object. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The System.Object to compare with the current GraphicsDeviceInformation. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this object. - Hash code for this object. - - - Specifies which graphics adapter to create the device on. - The graphics adapter to create the device on. - - - Specifies the type of device to create (hardware, reference, null). - The type of device to create. - - - - Specifies the presentation parameters to use when creating a graphics device. - - The presentation parameters to use when creating a graphics device. - - - Holds the settings for creating a graphics device on Windows. - - - Creates a new GraphicsDeviceManager and registers it to handle the configuration and management of the graphics device for the specified Game. - Game the GraphicsDeviceManager should be associated with. - - - Raised when a new graphics device is created. - - - Raised when the GraphicsDeviceManager is being disposed. - - - Raised when the GraphicsDeviceManager is about to be reset. - - - Raised when the GraphicsDeviceManager is reset. - - - Raised when the GraphicsDeviceManager is disposed. - - - - Raised when the GraphicsDeviceManager is changing the Graphics.GraphicsDevice settings (during reset or recreation of the Graphics.GraphicsDevice). - Reference page contains code sample. - - - Specifies the default minimum back-buffer height. - - - Specifies the default minimum back-buffer width. - - - Specifies the set of adapter formats supported by the GraphicsDeviceManager. - - - Specifies the set of back-buffer formats supported by the GraphicsDeviceManager. - - - - Specifies the set of valid device types supported by the GraphicsDeviceManager. - - - Applies any changes to device-related properties, changing the graphics device as necessary. - - - - - Prepares the Graphics.GraphicsDevice to draw. - - true if the Graphics.GraphicsDevice is ready to draw; false otherwise. - - - - - Determines whether the given GraphicsDeviceInformation is compatible with the existing graphics device. - - Information describing the desired device configuration. - true if a device reset can be used to get a device compatible with the GraphicsDeviceInformation; false otherwise. - - - - Called to ensure that the device manager has created a valid device. - - - - Releases the unmanaged resources used by the GraphicsDeviceManager and optionally releases the managed resources. - - true to release both automatic and manual resources; false to release only manual resources. - - - - Releases all resources used by the GraphicsDeviceManager class. - - - - - Called by the game at the end of drawing and presents the final rendering. - - - - Finds the best device configuration that is compatible with the current device preferences. - true if the GraphicsDeviceManager.FindBestDevice can select devices from any available adapter; false if only the current adapter should be considered. - The best device configuration found. - - - Called when a device is created. Raises the GraphicsDeviceManager.DeviceCreated event. - The GraphicsDeviceManager. - Arguments for the GraphicsDeviceManager.DeviceCreated event. - - - Called when a device is being disposed. Raises the GraphicsDeviceManager.DeviceDisposing event. - The GraphicsDeviceManager. - Arguments for the GraphicsDeviceManager.DeviceDisposing event. - - - - Called when the device is about to be reset. Raises the GraphicsDeviceManager.DeviceResetting event. - - The GraphicsDeviceManager. - Arguments for the GraphicsDeviceManager.DeviceResetting event. - - - Called when the device has been reset. Raises the GraphicsDeviceManager.DeviceReset event. - The GraphicsDeviceManager. - Arguments for the GraphicsDeviceManager.DeviceReset event. - - - - Called when the GraphicsDeviceManager is changing the Graphics.GraphicsDevice settings (during reset or recreation of the Graphics.GraphicsDevice). - Raises the GraphicsDeviceManager.PreparingDeviceSettings event. - - The GraphicsDeviceManager. - The graphics device information to modify. - - - Ranks the given list of devices that satisfy the given preferences. - The list of devices to rank. - - - Toggles between full screen and windowed mode. - - - Gets the Framework.Graphics.GraphicsDevice associated with the GraphicsDeviceManager. - - The Framework.Graphics.GraphicsDevice associated with the GraphicsDeviceManager. - - - - - Gets or sets a value that indicates whether the device should start in full-screen mode. - - Value that indicates whether the device should start in full-screen mode. - - - Gets or sets the minimum pixel shader version required by the GraphicsDeviceManager. - - The minimum pixel shader version required by the GraphicsDeviceManager. - - - - - Gets or sets the minimum vertex shader version required by the GraphicsDeviceManager. - - - The minimum vertex shader version required by the GraphicsDeviceManager. - - - - Gets or sets a value that indicates whether to enable a multisampled back buffer. - Value indicating whether multisampling is enabled on the back buffer. - - - Gets or sets the format of the back buffer. - The format of the back buffer. - - - Gets or sets the preferred back-buffer height. - The preferred back-buffer height. - - - Gets or sets the preferred back-buffer width. - The preferred back-buffer width. - - - Gets or sets the format of the depth stencil. - The format of the depth stencil. - - - Gets or sets a value that indicates whether to sync to the vertical trace (vsync) when presenting - the back buffer. - - - Value that indicates whether to sync to the vertical trace (vsync) when presenting - the back buffer. - - - - - Handles the configuration and management of the graphics device. - - - - Raised when the IDrawable.DrawOrder property changes. - - - - Raised when the IDrawable.Visible property changes. - - - - Draws the IDrawable. Reference page contains links to related conceptual articles. - Snapshot of the game's timing state. - - - The order in which to draw this object relative to other objects. Objects with a lower value are drawn first. - Order in which to draw this object relative to other objects. - - - - Indicates whether IDrawable.Draw should be called in Game.Draw for this game component. - - true if IDrawable.Draw should be called; false otherwise. - - - - Defines the interface for a drawable game component. - - - Called when the component should be initialized. - This method can be used for tasks like querying for services the component needs and setting up non-graphics resources. - - - Defines an interface for game components. - - - Starts the drawing of a frame. - true if the frame should be drawn; false otherwise. - - - - Called to ensure that the device manager has created a valid device. - - - Called by the game at the end of drawing; presents the final rendering. - - - Defines the interface for an object that manages a Graphics.GraphicsDevice. - - - - Raised when the IUpdateable.Enabled property changes. - - - - - Raised when the IUpdateable.UpdateOrder property changes. - - - - Called when the game component should be updated. - Snapshot of the game's timing state. - - - Indicates whether the game component's IUpdateable.Update method should be called in Game.Update. - true if IUpdateable.Update should be called; false otherwise. - - - Indicates when the game component should be updated relative to other game components. Lower values are updated first. - When the game component should be updated. - - - Defines an interface for a game component that should be updated in Game.Update. - - - Represents the mathematical constant e. - - - Represents the log base ten of e. - - - Represents the log base two of e. - - - Represents the value of pi divided by two. - - - Represents the value of pi divided by four. - - - Represents the value of pi. - - - Represents the value of pi times two. - - - Returns the Cartesian coordinate for one axis of a point that is defined by a given triangle and two normalized barycentric (areal) coordinates. - The coordinate on one axis of vertex 1 of the defining triangle. - The coordinate on the same axis of vertex 2 of the defining triangle. - The coordinate on the same axis of vertex 3 of the defining triangle. - The normalized barycentric (areal) coordinate b2, equal to the weighting factor for vertex 2, the coordinate of which is specified in value2. - The normalized barycentric (areal) coordinate b3, equal to the weighting factor for vertex 3, the coordinate of which is specified in value3. - Cartesian coordinate of the specified point with respect to the axis being used. - - - Performs a Catmull-Rom interpolation using the specified positions. - The first position in the interpolation. - The second position in the interpolation. - The third position in the interpolation. - The fourth position in the interpolation. - Weighting factor. - A position that is the result of the Catmull-Rom interpolation. - - - Restricts a value to be within a specified range. Reference page contains links to related code samples. - The value to clamp. - The minimum value. If value is less than min, min will be returned. - The maximum value. If value is greater than max, max will be returned. - - The clamped value. - If value&gt;max, max will be returned. - - If value&lt;min, min will be returned. - If min≤value≥max, value will be returned. - - - - Calculates the absolute value of the difference of two values. - Source value. - Source value. - Distance between the two values. - - - Performs a Hermite spline interpolation. - Source position. - Source tangent. - Source position. - Source tangent. - Weighting factor. - The result of the Hermite spline interpolation. - - - Linearly interpolates between two values. - Source value. - Source value. - Value between 0 and 1 indicating the weight of value2. - Interpolated value. - - - Returns the greater of two values. - Source value. - Source value. - The greater value. - - - Returns the lesser of two values. - Source value. - Source value. - The lesser value. - - - Interpolates between two values using a cubic equation. - Source value. - Source value. - Weighting value. - Interpolated value. - - - Converts radians to degrees. - The angle in radians. - The angle in degrees. - - - Converts degrees to radians. - The angle in degrees. - The angle in radians. - - - Reduces a given angle to a value between <span style="font-family:times;">π</span> and -<span style="font-family:times;">π</span>. - The angle to reduce, in radians. - The new angle, in radians. - - - Contains commonly used precalculated values. - - - Initializes a new instance of Matrix. - Value to initialize m11 to. - Value to initialize m12 to. - Value to initialize m13 to. - Value to initialize m14 to. - Value to initialize m21 to. - Value to initialize m22 to. - Value to initialize m23 to. - Value to initialize m24 to. - Value to initialize m31 to. - Value to initialize m32 to. - Value to initialize m33 to. - Value to initialize m34 to. - Value to initialize m41 to. - Value to initialize m42 to. - Value to initialize m43 to. - Value to initialize m44 to. - - - Value at row 1 column 1 of the matrix. - - - Value at row 1 column 2 of the matrix. - - - Value at row 1 column 3 of the matrix. - - - Value at row 1 column 4 of the matrix. - - - Value at row 2 column 1 of the matrix. - - - Value at row 2 column 2 of the matrix. - - - Value at row 2 column 3 of the matrix. - - - Value at row 2 column 4 of the matrix. - - - Value at row 3 column 1 of the matrix. - - - Value at row 3 column 2 of the matrix. - - - Value at row 3 column 3 of the matrix. - - - Value at row 3 column 4 of the matrix. - - - Value at row 4 column 1 of the matrix. - - - Value at row 4 column 2 of the matrix. - - - Value at row 4 column 3 of the matrix. - - - Value at row 4 column 4 of the matrix. - - - Adds a matrix to another matrix. - Source matrix. - Source matrix. - Resulting matrix. - - - Adds a matrix to another matrix. - Source matrix. - Source matrix. - Resulting matrix. - - - Adds a matrix to another matrix. - Source matrix. - Source matrix. - Resulting matrix. - - - Creates a spherical billboard that rotates around a specified object position. - Position of the object the billboard will rotate around. - Position of the camera. - The up vector of the camera. - Optional forward vector of the camera. - The created billboard matrix. - - - Creates a spherical billboard that rotates around a specified object position. - Position of the object the billboard will rotate around. - Position of the camera. - The up vector of the camera. - Optional forward vector of the camera. - The created billboard matrix. - - - Creates a cylindrical billboard that rotates around a specified axis. - Position of the object the billboard will rotate around. - Position of the camera. - Axis to rotate the billboard around. - Optional forward vector of the camera. - Optional forward vector of the object. - The created billboard matrix. - - - Creates a cylindrical billboard that rotates around a specified axis. - Position of the object the billboard will rotate around. - Position of the camera. - Axis to rotate the billboard around. - Optional forward vector of the camera. - Optional forward vector of the object. - The created billboard matrix. - - - Creates a new Matrix that rotates around an arbitrary vector. - The axis to rotate around. - The angle to rotate around the vector. - The created Matrix. - - - - Creates a new Matrix that rotates around an arbitrary vector. - - The axis to rotate around. - The angle to rotate around the vector. - The created Matrix. - - - - Creates a rotation Matrix from a Quaternion. - - Quaternion to create the Matrix from. - The created Matrix. - - - Creates a rotation Matrix from a Quaternion. - Quaternion to create the Matrix from. - The created Matrix. - - - Fills in a rotation matrix from a specified yaw, pitch, and roll. - Angle of rotation, in radians, around the y-axis. - Angle of rotation, in radians, around the x-axis. - Angle of rotation, in radians, around the z-axis. - An existing matrix filled in to represent the specified yaw, pitch, and roll. - - - Creates a new rotation matrix from a specified yaw, pitch, and roll. - Angle of rotation, in radians, around the y-axis. - Angle of rotation, in radians, around the x-axis. - Angle of rotation, in radians, around the z-axis. - A new rotation matrix with the specified yaw, pitch, and roll. - - - Creates a view matrix. Reference page contains links to related code samples. - The position of the camera. - The target towards which the camera is pointing. - The direction that is "up" from the camera's point of view. - The created view matrix. - - - Creates a view matrix. Reference page contains links to related code samples. - The position of the camera. - The target towards which the camera is pointing. - The direction that is "up" from the camera's point of view. - The created view matrix. - - - Builds a customized, orthogonal projection matrix. Reference page contains links to related code samples. - Minimum x-value of the view volume. - Maximum x-value of the view volume. - Minimum y-value of the view volume. - Maximum y-value of the view volume. - Minimum z-value of the view volume. - Maximum z-value of the view volume. - The projection matrix. - - - Builds a customized, orthogonal projection matrix. Reference page contains links to related code samples. - Minimum x-value of the view volume. - Maximum x-value of the view volume. - Minimum y-value of the view volume. - Maximum y-value of the view volume. - Minimum z-value of the view volume. - Maximum z-value of the view volume. - The projection matrix. - - - Builds an orthogonal projection matrix. Reference page contains links to related code samples. - Width of the view volume. - Height of the view volume. - Minimum z-value of the view volume. - Maximum z-value of the view volume. - The projection matrix. - - - Builds an orthogonal projection matrix. Reference page contains links to related code samples. - Width of the view volume. - Height of the view volume. - Minimum z-value of the view volume. - Maximum z-value of the view volume. - The projection matrix. - - - Builds a perspective projection matrix based on a field of view. Reference page contains links to related conceptual articles. - Field of view in radians. - Aspect ratio, defined as view space width divided by height. - Distance to the near view plane. - Distance to the far view plane. - The perspective projection matrix. - - - Builds a perspective projection matrix based on a field of view. Reference page contains links to related conceptual articles. - Field of view in radians. - Aspect ratio, defined as view space width divided by height. - Distance to the near view plane. - Distance to the far view plane. - The perspective projection matrix. - - - Builds a customized, perspective projection matrix. Reference page contains links to related code samples. - Minimum x-value of the view volume at the near view plane. - Maximum x-value of the view volume at the near view plane. - Minimum y-value of the view volume at the near view plane. - Maximum y-value of the view volume at the near view plane. - Distance to the near view plane. - Distance to of the far view plane. - The created projection matrix. - - - Builds a customized, perspective projection matrix. Reference page contains links to related code samples. - Minimum x-value of the view volume at the near view plane. - Maximum x-value of the view volume at the near view plane. - Minimum y-value of the view volume at the near view plane. - Maximum y-value of the view volume at the near view plane. - Distance to the near view plane. - Distance to of the far view plane. - The created projection matrix. - - - Builds a perspective projection matrix. Reference page contains links to related code samples. - Width of the view volume at the near view plane. - Height of the view volume at the near view plane. - Distance to the near view plane. - Distance to the far view plane. - The projection matrix. - - - Builds a perspective projection matrix. Reference page contains links to related code samples. - Width of the view volume at the near view plane. - Height of the view volume at the near view plane. - Distance to the near view plane. - Distance to the far view plane. - The projection matrix. - - - - Creates a Matrix that reflects the coordinate system about a specified Plane. - - The Plane about which to create a reflection. - - A new Matrix expressing the reflection. - - - - Fills in an existing Matrix so that it reflects the coordinate system about a specified Plane. - The Plane about which to create a reflection. - A Matrix that creates the reflection. - - - Returns a matrix that can be used to rotate a set of vertices around the x-axis. - The amount, in radians, in which to rotate around the x-axis. Note that you can use MathHelper.ToRadians to convert degrees to radians. - The rotation matrix. - - - Populates data into a user-specified matrix that can be used to rotate a set of vertices around the x-axis. - The amount, in radians, in which to rotate around the x-axis. Note that you can use MathHelper.ToRadians to convert degrees to radians. - The matrix in which to place the calculated data. - - - Returns a matrix that can be used to rotate a set of vertices around the y-axis. - The amount, in radians, in which to rotate around the y-axis. Note that you can use MathHelper.ToRadians to convert degrees to radians. - The rotation matrix. - - - Populates data into a user-specified matrix that can be used to rotate a set of vertices around the y-axis. - The amount, in radians, in which to rotate around the y-axis. Note that you can use MathHelper.ToRadians to convert degrees to radians. - The matrix in which to place the calculated data. - - - Returns a matrix that can be used to rotate a set of vertices around the z-axis. - The amount, in radians, in which to rotate around the z-axis. Note that you can use MathHelper.ToRadians to convert degrees to radians. - The rotation matrix. - - - Populates data into a user-specified matrix that can be used to rotate a set of vertices around the z-axis. - The amount, in radians, in which to rotate around the z-axis. Note that you can use MathHelper.ToRadians to convert degrees to radians. - The rotation matrix. - - - Creates a scaling Matrix. - Amount to scale by. - The created scaling Matrix. - - - - Creates a scaling Matrix. - - Value to scale by on the x-axis. - Value to scale by on the y-axis. - Value to scale by on the z-axis. - The created scaling Matrix. - - - - Creates a scaling Matrix. - - Value to scale by. - The created scaling Matrix. - - - - Creates a scaling Matrix. - - Amounts to scale by on the x, y, and z axes. - - The created scaling Matrix. - - - - - Creates a scaling Matrix. - - Amounts to scale by on the x, y, and z axes. - The created scaling Matrix. - - - - Creates a scaling Matrix. - - Value to scale by on the x-axis. - Value to scale by on the y-axis. - Value to scale by on the z-axis. - - The created scaling Matrix. - - - - - Creates a Matrix that flattens geometry into a specified Plane as if casting a shadow from a specified light source. - - A Vector3 specifying the direction from which the light that will cast the shadow is coming. - The Plane onto which the new matrix should flatten geometry so as to cast a shadow. - - A new Matrix that can be used to flatten geometry onto the specified plane from the specified direction. - - - - Fills in a Matrix to flatten geometry into a specified Plane as if casting a shadow from a specified light source. - A Vector3 specifying the direction from which the light that will cast the shadow is coming. - The Plane onto which the new matrix should flatten geometry so as to cast a shadow. - A Matrix that can be used to flatten geometry onto the specified plane from the specified direction. - - - - Creates a translation Matrix. - Reference page contains links to related code samples. - Value to translate by on the x-axis. - Value to translate by on the y-axis. - Value to translate by on the z-axis. - The created translation Matrix. - - - - Creates a translation Matrix. - Reference page contains links to related code samples. - Amounts to translate by on the x, y, and z axes. - The created translation Matrix. - - - - Creates a translation Matrix. - Reference page contains links to related code samples. - Amounts to translate by on the x, y, and z axes. - The created translation Matrix. - - - - Creates a translation Matrix. - Reference page contains links to related code samples. - Value to translate by on the x-axis. - Value to translate by on the y-axis. - Value to translate by on the z-axis. - The created translation Matrix. - - - Creates a world matrix with the specified parameters. - Position of the object. This value is used in translation operations. - Forward direction of the object. - Upward direction of the object; usually [0, 1, 0]. - The created world matrix. - - - Creates a world matrix with the specified parameters. - Position of the object. This value is used in translation operations. - Forward direction of the object. - Upward direction of the object; usually [0, 1, 0]. - The created world matrix. - - - Extracts the scalar, translation, and rotation components from a 3D scale/rotate/translate (SRT) Matrix. Reference page contains code sample. - The scalar component of the transform matrix, expressed as a Vector3. - The rotation component of the transform matrix, expressed as a Quaternion. - The translation component of the transform matrix, expressed as a Vector3. - true if the Matrix can be decomposed; false otherwise. - - - - Calculates the determinant of the matrix. - The determinant of the matrix. - - - Divides the components of a matrix by the corresponding components of another matrix. - Source matrix. - The divisor. - Result of the division. - - - Divides the components of a matrix by a scalar. - Source matrix. - The divisor. - Resulting matrix. - - - Divides the components of a matrix by the corresponding components of another matrix. - Source matrix. - The divisor. - Result of the division. - - - Divides the components of a matrix by a scalar. - Source matrix. - The divisor. - Result of the division. - - - Divides the components of a matrix by the corresponding components of another matrix. - Source matrix. - The divisor. - Resulting matrix. - - - Divides the components of a matrix by a scalar. - Source matrix. - The divisor. - The result of the division. - - - Compares a matrix for equality with another matrix. - Source matrix. - Source matrix. - true if the matrices are equal; false otherwise. - - - - Determines whether the specified System.Object is equal to the Matrix. - - The System.Object to compare with the current Matrix. - true if the specified System.Object is equal to the current Matrix; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code of this object. - Hash code of this object. - - - Tests a matrix for inequality with another matrix. - The matrix on the left of the equal sign. - The matrix on the right of the equal sign. - true if the matrices are not equal; false otherwise. - - - Calculates the inverse of a matrix. - Source matrix. - The inverse of the matrix. - - - Calculates the inverse of a matrix. - Source matrix. - The inverse of the matrix. - - - Linearly interpolates between the corresponding values of two matrices. - Source matrix. - Source matrix. - Interpolation value. - Resulting matrix. - - - Linearly interpolates between the corresponding values of two matrices. - Source matrix. - Source matrix. - Interpolation value. - Resulting matrix. - - - Multiplies a matrix by another matrix. - Source matrix. - Source matrix. - Result of the multiplication. - - - Multiplies a matrix by another matrix. - Source matrix. - Source matrix. - Result of the multiplication. - - - Multiplies a matrix by a scalar value. - Scalar value. - Source matrix. - Result of the multiplication. - - - Multiplies a matrix by a scalar value. - Source matrix. - Scalar value. - Result of the multiplication. - - - Multiplies a matrix by a scalar value. - Source matrix. - Scalar value. - Result of the multiplication. - - - Multiplies a matrix by another matrix. - Source matrix. - Source matrix. - Result of the multiplication. - - - Multiplies a matrix by a scalar value. - Source matrix. - Scalar value. - The result of the multiplication. - - - Negates individual elements of a matrix. - Source matrix. - Negated matrix. - - - Negates individual elements of a matrix. - Source matrix. - Negated matrix. - - - Subtracts matrices. - Source matrix. - Source matrix. - Result of the subtraction. - - - Subtracts matrices. - Source matrix. - Source matrix. - Result of the subtraction. - - - Subtracts matrices. - Source matrix. - Source matrix. - Result of the subtraction. - - - Retrieves a string representation of the current object. - String that represents the object. - - - - Transforms a Matrix by applying a Quaternion rotation. - - The Matrix to transform. - The rotation to apply, expressed as a Quaternion. - - A new Matrix that is the result of the transform. - - - - Transforms a Matrix by applying a Quaternion rotation. - The Matrix to transform. - The rotation to apply, expressed as a Quaternion. - An existing Matrix filled in with the result of the transform. - - - Transposes the rows and columns of a matrix. - Source matrix. - Transposed matrix. - - - Transposes the rows and columns of a matrix. - Source matrix. - Transposed matrix. - - - Negates individual elements of a matrix. - Source matrix. - Negated matrix. - - - Gets and sets the backward vector of the Matrix. - The backward vector of the Matrix. - - - Gets and sets the down vector of the Matrix. - The down vector of the Matrix. - - - Gets and sets the forward vector of the Matrix. - The forward vector of the Matrix. - - - Returns an instance of the identity matrix. - The identity matrix. - - - Gets and sets the left vector of the Matrix. - The left vector of the Matrix. - - - Gets and sets the right vector of the Matrix. - The right vector of the Matrix. - - - Gets and sets the translation vector of the Matrix. - The translation vector of the Matrix. - - - Gets and sets the up vector of the Matrix. - The up vector of the Matrix. - - - Defines a matrix. - - - Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Thrown when no available graphics device fits the given device preferences. - - - Creates a new instance of Plane. - The normal vector to the Plane. - The Plane's distance along its normal from the origin. - - - - Creates a new instance of Plane. - - X component of the normal defining the Plane. - Y component of the normal defining the Plane. - Z component of the normal defining the Plane. - Distance of the Plane along its normal from the origin. - - - - Creates a new instance of Plane. - - Vector4 with X, Y, and Z components defining the normal of the Plane. - The W component defines the distance of the Plane along the normal from the origin. - - - - Creates a new instance of Plane. - - One point of a triangle defining the Plane. - One point of a triangle defining the Plane. - One point of a triangle defining the Plane. - - - The distance of the Plane along its normal from the origin. - - - The normal vector of the Plane. - - - - Returns the dot product of a specified Vector3 and the Plane.Normal vector of this - Plane plus the distance (Plane.D) value of the Plane. - - The Vector3 to multiply by. - The resulting value. - - - - Returns the dot product of a specified Vector3 and the Plane.Normal vector of this - Plane plus the distance (Plane.D) value of the Plane. - - The Vector3 to multiply by. - The resulting value. - - - - Returns the dot product of a specified Vector3 - and the Plane.Normal vector of this Plane. - - The Vector3 to multiply by. - The resulting dot product. - - - - Returns the dot product of a specified Vector3 - and the Plane.Normal vector of this Plane. - - The Vector3 to multiply by. - The resulting dot product. - - - - Calculates the dot product of a specified Vector4 and this Plane. - - The Vector4 to multiply this Plane by. - The dot product of the specified Vector4 and this Plane. - - - - Calculates the dot product of a specified Vector4 and this Plane. - - The Vector4 to multiply this Plane by. - - The dot product of the specified Vector4 and this Plane. - - - - - Determines whether two instances of Plane are equal. - - The object to the left of the equality operator. - The object to the right of the equality operator. - true if left is equal to right; false otherwise. - - - - - Determines whether the specified Plane is equal to the Plane. - - The Plane to compare with the current Plane. - true if the specified Plane is equal to the current Plane; false otherwise. - - - - - Determines whether the specified System.Object is equal to the Plane. - - The System.Object to compare with the current Plane. - true if the specified System.Object is equal to the current Plane; false otherwise. - - - - Gets the hash code for this object. - - A hash code for the current Plane. - - - - - Determines whether two instances of Plane are not equal. - - The object to the left of the inequality operator. - The object to the right of the inequality operator. - true if left is not equal to right; false otherwise. - - - - Checks whether the current Plane intersects a specified BoundingSphere. - The BoundingSphere to check for intersection with. - An enumeration indicating the relationship between the Plane and the BoundingSphere. - - - - Checks whether the current Plane intersects a BoundingBox. - - The BoundingBox to check for intersection with. - An enumeration indicating whether the Plane intersects the BoundingBox. - - - Checks whether the current Plane intersects a specified BoundingFrustum. - The BoundingFrustum to check for intersection with. - An enumeration indicating the relationship between the Plane and the BoundingFrustum. - - - - Checks whether the current Plane intersects a BoundingSphere. - - The BoundingSphere to check for intersection with. - An enumeration indicating whether the Plane intersects the BoundingSphere. - - - Checks whether the current Plane intersects a specified BoundingBox. - The BoundingBox to test for intersection with. - An enumeration indicating the relationship between the Plane and the BoundingBox. - - - - Changes the coefficients of the Plane.Normal vector of a Plane to make it of unit length. - - The Plane to normalize. - A new Plane with a normal having unit length. - - - - Changes the coefficients of the Plane.Normal vector of a Plane to make it of unit length. - - The Plane to normalize. - An existing plane Plane filled in with a normalized version of the specified plane. - - - - Changes the coefficients of the Plane.Normal vector of this Plane to make it of unit length. - - - - - Returns a System.String that represents the current Plane. - - System.String representation of the current Plane. - - - - - Transforms a normalized Plane by a Matrix. - - The normalized Plane to transform. This Plane must already be normalized, so that its Plane.Normal vector is of unit length, before this method is called. - The transform Matrix to apply to the Plane. - - A new Plane that results from applying the transform. - - - - - Transforms a normalized Plane by a Matrix. - - The normalized Plane to transform. This Plane must already be normalized, so that its Plane.Normal vector is of unit length, before this method is called. - The transform Matrix to apply to the Plane. - An existing Plane filled in with the results of applying the transform. - - - - Transforms a normalized Plane by a Quaternion rotation. - - The normalized Plane to transform. This Plane must already be normalized, so that its Plane.Normal vector is of unit length, before this method is called. - The Quaternion rotation to apply to the Plane. - - A new Plane that results from applying the rotation. - - - - - Transforms a normalized Plane by a Quaternion rotation. - - The normalized Plane to transform. This Plane must already be normalized, so that its Plane.Normal vector is of unit length, before this method is called. - The Quaternion rotation to apply to the Plane. - An existing Plane filled in with the results of applying the rotation. - - - Defines a plane. - - - Initializes a new instance of Point. - The x-coordinate of the Point. - The y-coordinate of the Point. - - - Specifies the x-coordinate of the Point. - - - Specifies the y-coordinate of the Point. - - - - Determines whether two Point instances are equal. - - Point on the left side of the equal sign. - Point on the right side of the equal sign. - true if a and bare equal; false otherwise. - - - - - Determines whether two Point instances are equal. - - The Point to compare this instance to. - true if the instances are equal; false otherwise. - - - - - Determines whether two Point instances are equal. - - The object to compare this instance to. - true if the instances are equal; false otherwise. - - - - Gets the hash code for this object. - The hash code for this object. - - - - Determines whether two Point instances are not equal. - - The Point on the left side of the equal sign. - The Point on the right side of the equal sign. - true if the instances are not equal; false otherwise. - - - - - Returns a System.String that represents the current Point. - - A System.String that represents the current Point. - - - Returns the point (0,0). - The point (0,0). - - - Defines a point in 2D space. - - - Raised when the power state changes. - - - - Gets the BatteryChargeStatus associated with the system. - - The BatteryChargeStatus associated with the system. - - - - Gets the full charge lifetime of the primary battery power source. - The full charge lifetime of the primary battery power source. - - - - Gets the approximate percentage of full battery time remaining. - Approximate percentage of full battery time remaining. - - - - Gets the approximate battery life remaining. - Approximate battery life remaining. - - - - Gets the PowerLineStatus associated with the system. - - The PowerLineStatus associated with the system. - - - - Contains system power information, including battery life status and power line status. Reference page contains code sample. - - - Creates a new instance of Microsoft.Xna.Framework.PreparingDeviceSettingsEventArgs(Microsoft.Xna.Framework.GraphicsDeviceInformation). - Information about the Graphics.GraphicsDevice. - - - Information about the Graphics.GraphicsDevice. - - Information about the Graphics.GraphicsDevice. - - - - Arguments for the GraphicsDeviceManager.PreparingDeviceSettings event. - - - Initializes a new instance of Quaternion. - The vector component of the quaternion. - The rotation component of the quaternion. - - - Initializes a new instance of Quaternion. - The x-value of the quaternion. - The y-value of the quaternion. - The z-value of the quaternion. - The w-value of the quaternion. - - - Specifies the rotation component of the quaternion. - - - Specifies the x-value of the vector component of the quaternion. - - - Specifies the y-value of the vector component of the quaternion. - - - Specifies the z-value of the vector component of the quaternion. - - - Adds two Quaternions. - Quaternion to add. - Quaternion to add. - Result of adding the Quaternions. - - - Adds two Quaternions. - Quaternion to add. - Quaternion to add. - Result of adding the Quaternions. - - - Adds two Quaternions. - Quaternion to add. - Quaternion to add. - Result of adding the Quaternions. - - - Concatenates two Quaternions; the result represents the value1 rotation followed by the value2 rotation. - The first Quaternion rotation in the series. - The second Quaternion rotation in the series. - The Quaternion rotation representing the concatenation of value1 followed by value2. - - - Concatenates two Quaternions; the result represents the value1 rotation followed by the value2 rotation. - The first Quaternion rotation in the series. - The second Quaternion rotation in the series. - - A new Quaternion representing the concatenation of the value1 rotation followed by the value2 rotation. - - - - Returns the conjugate of a specified Quaternion. - The Quaternion of which to return the conjugate. - - A new Quaternion that is the conjugate of the specified one. - - - - - Returns the conjugate of a specified Quaternion. - - The Quaternion of which to return the conjugate. - An existing Quaternion filled in to be the conjugate of the specified one. - - - - Transforms this Quaternion into its conjugate. - - - - Creates a Quaternion from a vector and an angle to rotate about the vector. - The vector to rotate around. - The angle to rotate around the vector. - The created Quaternion. - - - - Creates a Quaternion from a vector and an angle to rotate about the vector. - - The vector to rotate around. - The angle to rotate around the vector. - The created Quaternion. - - - Creates a Quaternion from a rotation Matrix. - The rotation Matrix to create the Quaternion from. - The created Quaternion. - - - - Creates a Quaternion from a rotation Matrix. - - The rotation Matrix to create the Quaternion from. - The created Quaternion. - - - - Creates a new Quaternion from specified yaw, pitch, and roll angles. - - The yaw angle, in radians, around the y-axis. - The pitch angle, in radians, around the x-axis. - The roll angle, in radians, around the z-axis. - An existing Quaternion filled in to express the specified yaw, pitch, and roll angles. - - - - Creates a new Quaternion from specified yaw, pitch, and roll angles. - - The yaw angle, in radians, around the y-axis. - The pitch angle, in radians, around the x-axis. - The roll angle, in radians, around the z-axis. - A new Quaternion expressing the specified yaw, pitch, and roll angles. - - - - Divides a Quaternion by another Quaternion. - - Source Quaternion. - The divisor. - Result of the division. - - - Divides a Quaternion by another Quaternion. - Source Quaternion. - The divisor. - Result of the division. - - - Divides a Quaternion by another Quaternion. - Source Quaternion. - The divisor. - Result of the division. - - - - Calculates the dot product of two Quaternions. - - Source Quaternion. - Source Quaternion. - Dot product of the Quaternions. - - - Calculates the dot product of two Quaternions. - Source Quaternion. - Source Quaternion. - Dot product of the Quaternions. - - - Compares two Quaternions for equality. - Source Quaternion. - Source Quaternion. - true if the Quaternions are equal, false otherwise. - - - - Determines whether the specified System.Object is equal to the Quaternion. - - The Quaternion to compare with the current Quaternion. - true if the specified System.Object is equal to the current Quaternion; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object to make the comparison with. - true if the current instance is equal to the specified object; false otherwise. - - - Get the hash code of this object. - The hash code for this object. - - - Compare two Quaternions for inequality. - Source Quaternion. - Source Quaternion. - true if the Quaternions are not equal; false otherwise. - - - Returns the inverse of a Quaternion. - Source Quaternion. - The inverse of the Quaternion. - - - - Returns the inverse of a Quaternion. - - Source Quaternion. - The inverse of the Quaternion. - - - Calculates the length squared of a Quaternion. - The length squared of the Quaternion. - - - Calculates the length of a Quaternion. - The length of the Quaternion. - - - Linearly interpolates between two quaternions. - Source quaternion. - Source quaternion. - Value indicating how far to interpolate between the quaternions. - The resulting quaternion. - - - Linearly interpolates between two quaternions. - Source quaternion. - Source quaternion. - Value indicating how far to interpolate between the quaternions. - The resulting quaternion. - - - Multiplies two quaternions. - The quaternion on the left of the multiplication. - The quaternion on the right of the multiplication. - The result of the multiplication. - - - Multiplies a quaternion by a scalar value. - Source quaternion. - Scalar value. - The result of the multiplication. - - - Multiplies two quaternions. - The quaternion on the left of the multiplication. - The quaternion on the right of the multiplication. - The result of the multiplication. - - - Multiplies two quaternions. - Source quaternion. - Source quaternion. - The result of the multiplication. - - - Multiplies a quaternion by a scalar value. - Source quaternion. - Scalar value. - The result of the multiplication. - - - Multiplies a quaternion by a scalar value. - Source quaternion. - Scalar value. - The result of the multiplication. - - - Flips the sign of each component of the quaternion. - Source quaternion. - Negated quaternion. - - - Flips the sign of each component of the quaternion. - Source quaternion. - Negated quaternion. - - - Divides each component of the quaternion by the length of the quaternion. - Source quaternion. - Normalized quaternion. - - - Divides each component of the quaternion by the length of the quaternion. - Source quaternion. - Normalized quaternion. - - - Divides each component of the quaternion by the length of the quaternion. - - - Interpolates between two quaternions, using spherical linear interpolation. - Source quaternion. - Source quaternion. - Value that indicates how far to interpolate between the quaternions. - Result of the interpolation. - - - Interpolates between two quaternions, using spherical linear interpolation. - Source quaternion. - Source quaternion. - Value that indicates how far to interpolate between the quaternions. - Result of the interpolation. - - - Subtracts a quaternion from another quaternion. - Source quaternion. - Source quaternion. - Result of the subtraction. - - - Subtracts a quaternion from another quaternion. - Source quaternion. - Source quaternion. - Result of the subtraction. - - - Subtracts a quaternion from another quaternion. - Source quaternion. - Source quaternion. - Result of the subtraction. - - - Retireves a string representation of the current object. - String that represents the object. - - - Flips the sign of each component of the quaternion. - Source quaternion. - Negated quaternion. - - - Returns a Quaternion representing no rotation. - The identity Quaternion (0,0,0,1). - - - Defines a four-dimensional vector (x,y,z,w), which is used to efficiently rotate an object about the (x, y, z) vector by the angle theta, where w = cos(theta/2). - - - Creates a new instance of Ray. - The starting point of the Ray. - Unit vector describing the direction of the Ray. - - - Unit vector specifying the direction the Ray is pointing. - - - Specifies the starting point of the Ray. - - - - Determines whether two instances of Ray are equal. - - The object to the left of the equality operator. - The object to the right of the equality operator. - true if left is equal to right; false otherwise. - - - - - Determines whether two instances of Ray are equal. - - The System.Object to compare with the current Ray. - true if the specified System.Object is equal to the current Ray; false otherwise. - - - - - Determines whether the specified Ray is equal to the current Ray. - - The Ray to compare with the current Ray. - true if the specified Ray is equal to the current Ray; false otherwise. - - - - Gets the hash code for this instance. - - A hash code for the current Ray. - - - - - Determines whether two instances of Ray are not equal. - - The object to the left of the inequality operator. - The object to the right of the inequality operator. - true if left is not equal to right; false otherwise. - - - - - Determines whether this Ray intersects a specified Plane. - - The Plane with which to calculate this Ray's intersection. - The distance at which this Ray intersects the specified Plane, or null if there is no intersection. - - - Checks whether the Ray intersects a specified BoundingSphere. - The BoundingSphere to check for intersection with the Ray. - Distance at which the ray intersects the BoundingSphere or null if there is no intersection. - - - - - Determines whether this Ray intersects a specified Plane. - - The Plane with which to calculate this Ray's intersection. - - The distance at which this Ray intersects the specified Plane, or null if there is no intersection. - - - - - Checks whether the Ray intersects a specified BoundingFrustum. - - The BoundingFrustum to check for intersection with the Ray. - Distance at which the ray intersects the BoundingFrustum or null if there is no intersection. - - - - - Checks whether the current Ray intersects a BoundingBox. - - The BoundingBox to check for intersection with. - Distance at which the ray intersects the BoundingBox or null if there is no intersection. - - - - Checks whether the Ray intersects a specified BoundingBox. - - The BoundingBox to check for intersection with the Ray. - Distance at which the ray intersects the BoundingBox or null if there is no intersection. - - - - - Checks whether the current Ray intersects a BoundingSphere. - - The BoundingSphere to check for intersection with. - Distance at which the ray intersects the BoundingSphere or null if there is no intersection. - - - - Returns a System.String that represents the current Ray. - - System.String representation of the current Ray. - - - - Defines a ray. - - - Initializes a new instance of Rectangle. - The x-coordinate of the rectangle. - The y-coordinate of the rectangle. - Width of the rectangle. - Height of the rectangle. - - - Specifies the height of the rectangle. - - - Specifies the width of the rectangle. - - - Specifies the x-coordinate of the rectangle. - - - Specifies the y-coordinate of the rectangle. - - - - Determines whether this Rectangle contains a specified Point. - - The Point to evaluate. - true if the specified Point is contained within this Rectangle; false otherwise. - - - - - Determines whether this Rectangle entirely contains a specified Rectangle. - - The Rectangle to evaluate. - true if this Rectangle entirely contains the specified Rectangle; false otherwise. - - - - - Determines whether this Rectangle entirely contains a specified Rectangle. - - The Rectangle to evaluate. - On exit, is true if this Rectangle entirely contains the specified Rectangle, or false if not. - - - - Determines whether this Rectangle contains a specified Point. - - The Point to evaluate. - true if the specified Point is contained within this Rectangle; false otherwise. - - - - Determines whether this Rectangle contains a specified point represented by its x- and y-coordinates. - - The x-coordinate of the specified point. - The y-coordinate of the specified point. - true if the specified point is contained within this Rectangle; false otherwise. - - - - Compares two rectangles for equality. - Source rectangle. - Source rectangle. - true if the rectangles are equal; false otherwise. - - - - Determines whether the specified System.Object is equal to the Rectangle. - - The System.Object to compare with the current Rectangle. - true if the specified System.Object is equal to the current Rectangle; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object to make the comparison with. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for this object. - Hash code for this object. - - - Compares two rectangles for inequality. - Source rectangle. - Source rectangle. - true if the rectangles are not equal; false otherwise. - - - Pushes the edges of the Rectangle out by the horizontal and vertical values specified. - Value to push the sides out by. - Value to push the top and bottom out by. - - - - Determines whether a specified Rectangle intersects with this Rectangle. - - The Rectangle to evaluate. - true if the specified Rectangle intersects with this one; false otherwise. - - - - - Determines whether a specified Rectangle intersects with this Rectangle. - - The Rectangle to evaluate - true if the specified Rectangle intersects with this one; false otherwise. - - - Creates a Rectangle defining the area where one rectangle overlaps with another rectangle. - The first Rectangle to compare. - The second Rectangle to compare. - The area where the two parameters overlap. - - - - Creates a Rectangle defining the area where one rectangle overlaps with another rectangle. - - The first Rectangle to compare. - The second Rectangle to compare. - The area where the two first parameters overlap. - - - Changes the position of the Rectangle. - The values to adjust the position of the Rectangle by. - - - Changes the position of the Rectangle. - Change in the x-position. - Change in the y-position. - - - Retrieves a string representation of the current object. - String that represents the object. - - - Creates a new Rectangle that exactly contains two other rectangles. - The first Rectangle to contain. - The second Rectangle to contain. - The union of the two Rectangle parameters. - - - - Creates a new Rectangle that exactly contains two other rectangles. - - The first Rectangle to contain. - The second Rectangle to contain. - The Rectangle that must be the union of the first two rectangles. - - - Returns the y-coordinate of the bottom of the rectangle. - The y-coordinate of the bottom of the rectangle. - - - Gets the Point that specifies the center of the rectangle. - The center of the rectangle. - - - Returns a Rectangle with all of its values set to zero. - An empty Rectangle. - - - Gets a value that indicates whether the Rectangle is empty. - true if the rectangle is empty, otherwise false. - - - - Returns the x-coordinate of the left side of the rectangle. - The x-coordinate of the left side of the rectangle. - - - Gets or sets the upper-left value of the Rectangle. - The new upper-left corner of the Rectangle. - - - Returns the x-coordinate of the right side of the rectangle. - The x-coordinate of the right side of the rectangle. - - - Returns the y-coordinate of the top of the rectangle. - The y-coordinate of the top of the rectangle. - - - Defines a rectangle. - - - Creates a new instance of Vector2. - Value to initialize both components to. - - - Initializes a new instance of Vector2. - Initial value for the x-component of the vector. - Initial value for the y-component of the vector. - - - Gets or sets the x-component of the vector. - - - Gets or sets the y-component of the vector. - - - Adds two vectors. - Source vector. - Source vector. - Sum of the source vectors. - - - Adds two vectors. - Source vector. - Source vector. - Sum of the source vectors. - - - Adds two vectors. - Source vector. - Source vector. - Sum of the source vectors. - - - Returns a Vector2 containing the 2D Cartesian coordinates of a point specified in barycentric (areal) coordinates relative to a 2D triangle. - A Vector2 containing the 2D Cartesian coordinates of vertex 1 of the triangle. - A Vector2 containing the 2D Cartesian coordinates of vertex 2 of the triangle. - A Vector2 containing the 2D Cartesian coordinates of vertex 3 of the triangle. - Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in value2). - Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in value3). - The 2D Cartesian coordinates of the specified point are placed in this Vector2 on exit. - - - Returns a Vector2 containing the 2D Cartesian coordinates of a point specified in barycentric (areal) coordinates relative to a 2D triangle. - A Vector2 containing the 2D Cartesian coordinates of vertex 1 of the triangle. - A Vector2 containing the 2D Cartesian coordinates of vertex 2 of the triangle. - A Vector2 containing the 2D Cartesian coordinates of vertex 3 of the triangle. - Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in value2). - Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in value3). - A new Vector2 containing the 2D Cartesian coordinates of the specified point. - - - Performs a Catmull-Rom interpolation using the specified positions. - The first position in the interpolation. - The second position in the interpolation. - The third position in the interpolation. - The fourth position in the interpolation. - Weighting factor. - A vector that is the result of the Catmull-Rom interpolation. - - - Performs a Catmull-Rom interpolation using the specified positions. - The first position in the interpolation. - The second position in the interpolation. - The third position in the interpolation. - The fourth position in the interpolation. - Weighting factor. - A vector that is the result of the Catmull-Rom interpolation. - - - Restricts a value to be within a specified range. - The value to clamp. - The minimum value. - The maximum value. - The clamped value. - - - Restricts a value to be within a specified range. - The value to clamp. - The minimum value. - The maximum value. - The clamped value. - - - Calculates the distance between two vectors squared. - Source vector. - Source vector. - The distance between the vectors squared. - - - Calculates the distance between two vectors squared. - Source vector. - Source vector. - The distance between the source vectors squared. - - - Calculates the distance between two vectors. - Source vector. - Source vector. - The distance between the vectors. - - - Calculates the distance between two vectors. - Source vector. - Source vector. - Distance between the two vectors. - - - Divides a vector by a scalar value. - Source vector. - The divisor. - The result of the division. - - - Divides the components of a vector by the components of another vector. - Source vector. - The divisor. - The result of the division. - - - Divides the components of a vector by the components of another vector. - Source vector. - Divisor vector. - The result of dividing the vectors. - - - Divides a vector by a scalar value. - Source vector. - The divisor. - The result of the division. - - - Divides the components of a vector by the components of another vector. - Source vector. - Divisor vector. - The result of dividing the vectors. - - - Divides a vector by a scalar value. - Source vector. - The divisor. - The source vector divided by b. - - - Calculates the dot product of two vectors and writes the result to a user-specified variable. If the two vectors are unit vectors, the dot product returns a floating point value between -1 and 1 that can be used to determine some properties of the angle between two vectors. For example, it can show whether the vectors are orthogonal, parallel, or have an acute or obtuse angle between them. - Source vector. - Source vector. - The dot product of the two vectors. - - - Calculates the dot product of two vectors. If the two vectors are unit vectors, the dot product returns a floating point value between -1 and 1 that can be used to determine some properties of the angle between two vectors. For example, it can show whether the vectors are orthogonal, parallel, or have an acute or obtuse angle between them. - Source vector. - Source vector. - The dot product of the two vectors. - - - Tests vectors for equality. - Source vector. - Source vector. - true if the vectors are equal; false otherwise. - - - - Determines whether the specified System.Object is equal to the Vector2. - - The System.Object to compare with the current Vector2. - true if the specified System.Object is equal to the current Vector2; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object to make the comparison with. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code of the vector object. - Hash code of the vector object. - - - Performs a Hermite spline interpolation. - Source position vector. - Source tangent vector. - Source position vector. - Source tangent vector. - Weighting factor. - The result of the Hermite spline interpolation. - - - Performs a Hermite spline interpolation. - Source position vector. - Source tangent vector. - Source position vector. - Source tangent vector. - Weighting factor. - The result of the Hermite spline interpolation. - - - Tests vectors for inequality. - Vector to compare. - Vector to compare. - Returns true if the vectors are not equal, false otherwise. - - - Calculates the length of the vector squared. - The length of the vector squared. - - - Calculates the length of the vector. - Length of the vector. - - - Performs a linear interpolation between two vectors. - Source vector. - Source vector. - Value between 0 and 1 indicating the weight of value2. - The linear interpolation of the two vectors. - - - Performs a linear interpolation between two vectors. - Source vector. - Source vector. - Value between 0 and 1 indicating the weight of value2. - The result of the interpolation. - - - Returns a vector that contains the highest value from each matching pair of components. - Source vector. - Source vector. - The maximized vector. - - - Returns a vector that contains the highest value from each matching pair of components. - Source vector. - Source vector. - The maximized vector. - - - Returns a vector that contains the lowest value from each matching pair of components. - Source vector. - Source vector. - The minimized vector. - - - Returns a vector that contains the lowest value from each matching pair of components. - Source vector. - Source vector. - The minimized vector. - - - Multiplies a vector by a scalar value. - Source vector. - Scalar value. - The result of the multiplication. - - - Multiplies the components of two vectors by each other. - Source vector. - Source vector. - The result of the multiplication. - - - Multiplies a vector by a scalar value. - Scalar value. - Source vector. - Result of the multiplication. - - - Multiplies the components of two vectors by each other. - Source vector. - Source vector. - Result of the multiplication. - - - Multiplies the components of two vectors by each other. - Source vector. - Source vector. - Result of the multiplication. - - - Multiplies a vector by a scalar value. - Source vector. - Scalar value. - Result of the multiplication. - - - Multiplies a vector by a scalar value. - Source vector. - Scalar value. - Result of the multiplication. - - - Returns a vector pointing in the opposite direction. - Source vector. - Vector pointing in the opposite direction. - - - Returns a vector pointing in the opposite direction. - Source vector. - Vector pointing in the opposite direction. - - - Creates a unit vector from the specified vector. The result is a vector one unit in length pointing in the same direction as the original vector. - Source Vector2. - The created unit vector. - - - Creates a unit vector from the specified vector, writing the result to a user-specified variable. The result is a vector one unit in length pointing in the same direction as the original vector. - Source vector. - Normalized vector. - - - Turns the current vector into a unit vector. The result is a vector one unit in length pointing in the same direction as the original vector. - - - Determines the reflect vector of the given vector and normal. - Source vector. - Normal of vector. - The created reflect vector. - - - Determines the reflect vector of the given vector and normal. - Source vector. - Normal of vector. - Resulting reflect vector. - - - Interpolates between two values using a cubic equation. - Source value. - Source value. - Weighting value. - Interpolated value. - - - Interpolates between two values using a cubic equation. - Source value. - Source value. - Weighting value. - The interpolated value. - - - Subtracts a vector from a vector. - Source vector. - source vector. - Result of the subtraction. - - - Subtracts a vector from a vector. - Source vector. - Source vector. - The result of the subtraction. - - - Subtracts a vector from a vector. - Source vector. - Source vector. - Result of the subtraction. - - - Retrieves a string representation of the current object. - String that represents the object. - - - - Transforms an array of Vector2 vector normals by a specified Matrix. - - The array of vector normals to transform. - The transform Matrix to apply. - An existing array into which the transformed vector normals are written. - - - - Transforms a specified range in an array of Vector2 vector normals by a specified Matrix and places the results in a specified range in a destination array. - - The source array. - The index of the first Vector2 to transform in the source array. - The Matrix to apply. - The destination array into which the resulting Vector2s are written. - The index of the position in the destination array where the first result Vector2 should be written. - The number of vector normals to be transformed. - - - Transforms a 2D vector normal by a matrix. - The source vector. - The transformation matrix. - The transformed normal. - - - Transforms a vector normal by a matrix. - The source vector. - The transformation matrix. - The Vector2 resulting from the transformation. - - - Transforms an array of Vector2s by a specified Matrix. - The array of Vector2s to transform. - The transform Matrix to apply. - An existing array into which the transformed Vector2s are written. - - - Transforms a single Vector2, or the vector normal (x, y, 0, 0), by a specified Quaternion rotation. - The vector to rotate. - The Quaternion rotation to apply. - Returns a new Vector2 containing the result of the rotation. - - - - Transforms a specified range in an array of Vector2s by a specified Matrix and places the results in a specified range in a destination array. - - The source array. - The index of the first Vector2 to transform in the source array. - The Matrix to transform by. - The destination array into which the resulting Vector2s will be written. - The index of the position in the destination array where the first result Vector2 should be written. - The number of Vector2s to be transformed. - - - - Transforms an array of Vector2s by a specified Quaternion. - - The array of Vector2s to transform. - The transform Matrix to use. - An existing array into which the transformed Vector2s are written. - - - Transforms the vector (x, y, 0, 1) by the specified matrix. - The source vector. - The transformation matrix. - The transformed vector. - - - - Transforms a Vector2 by the given Matrix. - - The source Vector2. - The transformation Matrix. - The Vector2 resulting from the transformation. - - - - Transforms a Vector2, or the vector normal (x, y, 0, 0), by a specified Quaternion rotation. - - The vector to rotate. - The Quaternion rotation to apply. - An existing Vector2 filled in with the result of the rotation. - - - - Transforms a specified range in an array of Vector2s by a specified Quaternion and places the results in a specified range in a destination array. - - The source array. - The index of the first Vector2 to transform in the source array. - The Quaternion rotation to apply. - The destination array into which the resulting Vector2s are written. - The index of the position in the destination array where the first result Vector2 should be written. - The number of Vector2s to be transformed. - - - Returns a vector pointing in the opposite direction. - Source vector. - Vector pointing in the opposite direction. - - - Returns a Vector2 with both of its components set to one. - Vector2 with both of its components set to one. - - - - Returns the unit vector for the x-axis. - The unit vector for the x-axis. - - - Returns the unit vector for the y-axis. - The unit vector for the y-axis. - - - Returns a Vector2 with all of its components set to zero. - A Vector2 with all of its components set to zero. - - - Defines a vector with two components. - - - Creates a new instance of Vector3. - Value to initialize each component to. - - - Initializes a new instance of Vector3. - A vector containing the values to initialize x and y components with. - Initial value for the z-component of the vector. - - - Initializes a new instance of Vector3. - Initial value for the x-component of the vector. - Initial value for the y-component of the vector. - Initial value for the z-component of the vector. - - - Gets or sets the x-component of the vector. - - - Gets or sets the y-component of the vector. - - - Gets or sets the z-component of the vector. - - - Adds two vectors. - Source vector. - Source vector. - Sum of the vectors. - - - Adds two vectors. - Source vector. - Source vector. - Sum of the source vectors. - - - Adds two vectors. - Source vector. - Source vector. - Sum of the source vectors. - - - Returns a Vector3 containing the 3D Cartesian coordinates of a point specified in barycentric (areal) coordinates relative to a 3D triangle. - A Vector3 containing the 3D Cartesian coordinates of vertex 1 of the triangle. - A Vector3 containing the 3D Cartesian coordinates of vertex 2 of the triangle. - A Vector3 containing the 3D Cartesian coordinates of vertex 3 of the triangle. - Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in value2). - Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in value3). - The 3D Cartesian coordinates of the specified point are placed in this Vector3 on exit. - - - Returns a Vector3 containing the 3D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 3D triangle. - A Vector3 containing the 3D Cartesian coordinates of vertex 1 of the triangle. - A Vector3 containing the 3D Cartesian coordinates of vertex 2 of the triangle. - A Vector3 containing the 3D Cartesian coordinates of vertex 3 of the triangle. - Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in value2). - Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in value3). - A new Vector3 containing the 3D Cartesian coordinates of the specified point. - - - Performs a Catmull-Rom interpolation using the specified positions. - The first position in the interpolation. - The second position in the interpolation. - The third position in the interpolation. - The fourth position in the interpolation. - Weighting factor. - A vector that is the result of the Catmull-Rom interpolation. - - - Performs a Catmull-Rom interpolation using the specified positions. - The first position in the interpolation. - The second position in the interpolation. - The third position in the interpolation. - The fourth position in the interpolation. - Weighting factor. - A vector that is the result of the Catmull-Rom interpolation. - - - Restricts a value to be within a specified range. - The value to clamp. - The minimum value. - The maximum value. - The clamped value. - - - Restricts a value to be within a specified range. - The value to clamp. - The minimum value. - The maximum value. - The clamped value. - - - Calculates the cross product of two vectors. - Source vector. - Source vector. - The cross product of the vectors. - - - Calculates the cross product of two vectors. - Source vector. - Source vector. - Cross product of the source vectors. - - - Calculates the distance between two vectors squared. - Source vector. - Source vector. - The distance between the two vectors squared. - - - Calculates the distance between two vectors squared. - Source vector. - Source vector. - The distance between the source vectors squared. - - - Calculates the distance between two vectors. - Source vector. - Source vector. - The distance between the vectors. - - - Calculates the distance between two vectors. - Source vector. - Source vector. - Distance between the source vectors. - - - Divides the components of a vector by the components of another vector. - Source vector. - The divisor. - The result of the division. - - - Divides a vector by a scalar value. - Source vector. - The divisor. - The source vector divided by b. - - - Divides a vector by a scalar value. - Source vector. - The divisor. - The result of the division. - - - Divides the components of a vector by the components of another vector. - Source vector. - Divisor vector. - The result of dividing the vectors. - - - Divides a vector by a scalar value. - Source vector. - The divisor. - The source vector divided by div. - - - Divides the components of a vector by the components of another vector. - Source vector. - Divisor vector. - The result of dividing the vectors. - - - - Calculates the dot product of two vectors and writes the result to a user-specified variable. If the two vectors are unit vectors, the dot product returns a floating point value between -1 and 1 that can be used to determine some properties of the angle between two vectors. For example, it can show whether the vectors are orthogonal, parallel, or have an acute or obtuse angle between them. - Source vector. - Source vector. - The dot product of the two vectors. - - - - Calculates the dot product of two vectors. If the two vectors are unit vectors, the dot product returns a floating point value between -1 and 1 that can be used to determine some properties of the angle between two vectors. For example, it can show whether the vectors are orthogonal, parallel, or have an acute or obtuse angle between them. - Source vector. - Source vector. - The dot product of the two vectors. - - - Tests vectors for equality. - Source vector. - Source vector. - true if the vectors are equal; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object to make the comparison with. - true if the current instance is equal to the specified object; false otherwise. - - - - Determines whether the specified System.Object is equal to the Vector3. - - The Vector3 to compare with the current Vector3. - true if the specified Vector3 is equal to the current Vector3; false otherwise. - - - - Gets the hash code of the vector object. - Hash code of the vector object. - - - Performs a Hermite spline interpolation. - Source position vector. - Source tangent vector. - Source position vector. - Source tangent vector. - Weighting factor. - The result of the Hermite spline interpolation. - - - Performs a Hermite spline interpolation. - Source position vector. - Source tangent vector. - Source position vector. - Source tangent vector. - Weighting factor. - The result of the Hermite spline interpolation. - - - Tests vectors for inequality. - Vector to compare. - Vector to compare. - true if the vectors are not equal; false otherwise. - - - Calculates the length of the vector squared. - The length of the vector squared. - - - Calculates the length of the vector. - The length of the vector. - - - Performs a linear interpolation between two vectors. - Source vector. - Source vector. - Value between 0 and 1 indicating the weight of value2. - The result of the interpolation. - - - Performs a linear interpolation between two vectors. - Source vector. - Source vector. - Value between 0 and 1 indicating the weight of value2. - The linear interpolation of the two vectors. - - - Returns a vector that contains the highest value from each matching pair of components. - Source vector. - Source vector. - The maximized vector. - - - Returns a vector that contains the highest value from each matching pair of components. - Source vector. - Source vector. - The maximized vector. - - - Returns a vector that contains the lowest value from each matching pair of components. - Source vector. - Source vector. - The minimized vector. - - - Returns a vector that contains the lowest value from each matching pair of components. - Source vector. - Source vector. - The minimized vector. - - - Multiplies the components of two vectors by each other. - Source vector. - Source vector. - The result of the multiplication. - - - Multiplies a vector by a scalar value. - Source vector. - Scalar value. - Result of the multiplication. - - - Multiplies a vector by a scalar value. - Source vector. - Scalar value. - Result of the multiplication. - - - Multiplies a vector by a scalar value. - Scalar value. - Source vector. - Result of the multiplication. - - - Multiplies a vector by a scalar value. - Source vector. - Scalar value. - The result of the multiplication. - - - Multiplies the components of two vectors by each other. - Source vector. - Source vector. - Result of the multiplication. - - - Multiplies the components of two vectors by each other. - Source vector. - Source vector. - Result of the multiplication. - - - Returns a vector pointing in the opposite direction. - Source vector. - Vector pointing in the opposite direction. - - - Returns a vector pointing in the opposite direction. - Source vector. - Vector pointing in the opposite direction. - - - Creates a unit vector from the specified vector, writing the result to a user-specified variable. The result is a vector one unit in length pointing in the same direction as the original vector. - Source vector. - The normalized vector. - - - Creates a unit vector from the specified vector. The result is a vector one unit in length pointing in the same direction as the original vector. - The source Vector3. - The created unit vector. - - - Turns the current vector into a unit vector. The result is a vector one unit in length pointing in the same direction as the original vector. - - - Returns the reflection of a vector off a surface that has the specified normal. Reference page contains code sample. - Source vector. - Normal of the surface. - The reflected vector. - - - Returns the reflection of a vector off a surface that has the specified normal. Reference page contains code sample. - Source vector. - Normal of the surface. - The reflected vector. - - - Interpolates between two values using a cubic equation. - Source vector. - Source vector. - Weighting value. - The interpolated value. - - - Interpolates between two values using a cubic equation. - Source value. - Source value. - Weighting value. - Interpolated value. - - - Subtracts a vector from a vector. - Source vector. - Source vector. - Result of the subtraction. - - - Subtracts a vector from a vector. - Source vector. - Source vector. - The result of the subtraction. - - - Subtracts a vector from a vector. - Source vector. - Source vector. - Result of the subtraction. - - - Retrieves a string representation of the current object. - String that represents the object. - - - Transforms a 3D vector normal by a matrix. - The source vector. - The transformation matrix. - The transformed vector normal. - - - Transforms a vector normal by a matrix. - The source vector. - The transformation Matrix. - The Vector3 resulting from the transformation. - - - Transforms a specified range in an array of 3D vector normals by a specified Matrix and writes the results to a specified range in a destination array. - The source array of Vector3 normals. - The starting index in the source array. - The transform Matrix to apply. - The destination Vector3 array. - The starting index in the destination array. - The number of vectors to transform. - - - Transforms an array of 3D vector normals by a specified Matrix. - The array of Vector3 normals to transform. - The transform matrix to apply. - An existing Vector3 array into which the results of the transforms are written. - - - - Transforms a Vector3 by a specified Quaternion rotation. - - The Vector3 to rotate. - The Quaternion rotation to apply. - An existing Vector3 filled in with the results of the rotation. - - - Transforms a 3D vector by the given matrix. - The source vector. - The transformation matrix. - The transformed vector. - - - - Transforms a Vector3 by a specified Quaternion rotation. - - The Vector3 to rotate. - The Quaternion rotation to apply. - Returns a new Vector3 that results from the rotation. - - - - Transforms a Vector3 by the given Matrix. - - The source Vector3. - The transformation Matrix. - The transformed vector. - - - - Applies a specified Quaternion rotation to a specified range of an array of Vector3s - and writes the results into a specified range of a destination array. - - The source array. - The index in the source array at which to start. - The Quaternion rotation to apply. - The existing destination array. - The index in the destination array at which to start. - The number of Vector3s to transform. - - - - Applies a specified transform Matrix to a specified range of an array of Vector3s - and writes the results into a specified range of a destination array. - - The source array. - The index in the source array at which to start. - The transform Matrix to apply. - The existing destination array. - The index in the destination array at which to start. - The number of Vector3s to transform. - - - - Transforms a source array of Vector3s by a specified Quaternion rotation and writes the results to an existing destination array. - - The source array. - The Quaternion rotation to apply. - An existing destination array into which the transformed Vector3s are written. - - - Transforms a source array of Vector3s by a specified Matrix and writes the results to an existing destination array. - The source array. - The transform Matrix to apply. - An existing destination array into which the transformed Vector3s are written. - - - Returns a vector pointing in the opposite direction. - Source vector. - Vector pointing in the opposite direction. - - - Returns a unit Vector3 designating backward in a right-handed coordinate system (0, 0, 1). - - A unit Vector3 pointing backward. - - - Returns a unit Vector3 designating down (0, −1, 0). - - A unit Vector3 pointing down. - - - Returns a unit Vector3 designating forward in a right-handed coordinate system(0, 0, −1). - - A unit Vector3 pointing forward. - - - Returns a unit Vector3 designating left (−1, 0, 0). - - A unit Vector3 pointing left. - - - Returns a Vector3 with ones in all of its components. - - a Vector3 with ones in all of its components. - - - - Returns a unit Vector3 pointing to the right (1, 0, 0). - A unit Vector3 pointing to the right. - - - Returns the x unit Vector3 (1, 0, 0). - Returns the x unit Vector3 . - - - - Returns the y unit Vector3 (0, 1, 0). - - - Returns the y unit Vector3. - - - - - Returns the z unit Vector3 (0, 0, 1). - - - Returns the z unit Vector3. - - - - Returns a unit vector designating up (0, 1, 0). - - A unit Vector3 pointing up. - - - - Returns a Vector3 with all of its components set to zero. - - A Vector3 with all of its components set to zero. - - - - Defines a vector with three components. - - - Creates a new instance of Vector4. - Value to initialize each component to. - - - Initializes a new instance of Vector4. - A vector containing the values to initialize x, y, and z components with. - Initial value for the w-component of the vector. - - - Initializes a new instance of Vector4. - Initial value for the x-component of the vector. - Initial value for the y-component of the vector. - Initial value for the z-component of the vector. - Initial value for the w-component of the vector. - - - Initializes a new instance of Vector4. - A vector containing the values to initialize x and y components with. - Initial value for the z-component of the vector. - Initial value for the w-component of the vector. - - - Gets or sets the w-component of the vector. - - - Gets or sets the x-component of the vector. - - - Gets or sets the y-component of the vector. - - - Gets or sets the z-component of the vector. - - - Adds two vectors. - Source vector. - Source vector. - Sum of the vectors. - - - Adds two vectors. - Source vector. - Source vector. - Sum of the two vectors. - - - Adds two vectors. - Source vector. - Source vector. - Sum of the source vectors. - - - Returns a Vector4 containing the 4D Cartesian coordinates of a point specified in Barycentric (areal) coordinates relative to a 4D triangle. - A Vector4 containing the 4D Cartesian coordinates of vertex 1 of the triangle. - A Vector4 containing the 4D Cartesian coordinates of vertex 2 of the triangle. - A Vector4 containing the 4D Cartesian coordinates of vertex 3 of the triangle. - Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in value2). - Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in value3). - The 4D Cartesian coordinates of the specified point are placed in this Vector4 on exit. - - - Returns a Vector4 containing the 4D Cartesian coordinates of a point specified in barycentric (areal) coordinates relative to a 4D triangle. - A Vector4 containing the 4D Cartesian coordinates of vertex 1 of the triangle. - A Vector4 containing the 4D Cartesian coordinates of vertex 2 of the triangle. - A Vector4 containing the 4D Cartesian coordinates of vertex 3 of the triangle. - Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in value2). - Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in value3). - A new Vector4 containing the 4D Cartesian coordinates of the specified point. - - - Performs a Catmull-Rom interpolation using the specified positions. - The first position in the interpolation. - The second position in the interpolation. - The third position in the interpolation. - The fourth position in the interpolation. - Weighting factor. - A vector that is the result of the Catmull-Rom interpolation. - - - Performs a Catmull-Rom interpolation using the specified positions. - The first position in the interpolation. - The second position in the interpolation. - The third position in the interpolation. - The fourth position in the interpolation. - Weighting factor. - A vector that is the result of the Catmull-Rom interpolation. - - - Restricts a value to be within a specified range. - The value to clamp. - The minimum value. - The maximum value. - The clamped value. - - - Restricts a value to be within a specified range. - The value to clamp. - The minimum value. - The maximum value. - The clamped value. - - - Calculates the distance between two vectors squared. - Source vector. - Source vector. - The distance between the source vectors squared. - - - Calculates the distance between two vectors squared. - Source vector. - Source vector. - The distance between the two vectors squared. - - - Calculates the distance between two vectors. - Source vector. - Source vector. - Distance between the source vectors. - - - Calculates the distance between two vectors. - Source vector. - Source vector. - The distance between the vectors. - - - Divides the components of a vector by the components of another vector. - Source vector. - Divisor vector. - The result of dividing the vectors. - - - Divides a vector by a scalar value. - Source vector. - The divisor. - The source vector divided by b. - - - Divides a vector by a scalar value. - Source vector. - The divisor. - The result of the division. - - - Divides the components of a vector by the components of another vector. - Source vector. - The divisor. - The result of the division. - - - Divides the components of a vector by the components of another vector. - Source vector. - Divisor vector. - The result of dividing the vectors. - - - Divides a vector by a scalar value. - Source vector. - The divisor. - The source vector divided by div. - - - Calculates the dot product of two vectors. - Source vector. - Source vector. - The dot product of the two vectors. - - - Calculates the dot product of two vectors. - Source vector. - Source vector. - The dot product of the two vectors. - - - Tests vectors for equality. - Source vector. - Source vector. - true if the vectors are equal; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - - Determines whether the specified System.Object is equal to the Vector4. - - The Vector4 to compare with the current Vector4. - true if the specified Vector4 is equal to the current Vector4; false otherwise. - - - - Gets the hash code of this object. - Hash code of the vector object. - - - Performs a Hermite spline interpolation. - Source position vector. - Source tangent vector. - Source position vector. - Source tangent vector. - Weighting factor. - The result of the Hermite spline interpolation. - - - Performs a Hermite spline interpolation. - Source position vector. - Source tangent vector. - Source position vector. - Source tangent vector. - Weighting factor. - The result of the Hermite spline interpolation. - - - Tests vectors for inequality. - Vector to compare. - Vector to compare. - true if the vectors are not equal; false otherwise. - - - Calculates the length of the vector squared. - The length of the vector squared. - - - Calculates the length of the vector. - The length of the vector. - - - Performs a linear interpolation between two vectors. - Source vector. - Source vector. - Value between 0 and 1 indicating the weight of value2. - The result of the interpolation. - - - Performs a linear interpolation between two vectors. - Source vector. - Source vector. - Value between 0 and 1 indicating the weight of value2. - The linear interpolation of the two vectors. - - - Returns a vector that contains the highest value from each matching pair of components. - Source vector. - Source vector. - The maximized vector. - - - Returns a vector that contains the highest value from each matching pair of components. - Source vector. - Source vector. - The maximized vector. - - - Returns a vector that contains the lowest value from each matching pair of components. - Source vector. - Source vector. - The minimized vector. - - - Returns a vector that contains the lowest value from each matching pair of components. - Source vector. - Source vector. - The minimized vector. - - - Multiplies the components of two vectors by each other. - Source vector. - Source vector. - Result of the multiplication. - - - Multiplies the components of two vectors by each other. - Source vector. - Source vector. - Result of the multiplication. - - - Multiplies a vector by a scalar. - Source vector. - Scalar value. - Result of the multiplication. - - - Multiplies a vector by a scalar. - Source vector. - Scalar value. - Result of the multiplication. - - - Multiplies a vector by a scalar. - Scalar value. - Source vector. - Result of the multiplication. - - - Multiplies a vector by a scalar value. - Source vector. - Scalar value. - The result of the multiplication. - - - Multiplies the components of two vectors by each other. - Source vector. - Source vector. - The result of the multiplication. - - - Returns a vector pointing in the opposite direction. - Source vector. - Vector pointing in the opposite direction. - - - Returns a vector pointing in the opposite direction. - Source vector. - Vector pointing in the opposite direction. - - - Creates a unit vector from the specified vector. - The source Vector4. - The created unit vector. - - - Returns a normalized version of the specified vector. - Source vector. - The normalized vector. - - - Turns the current vector into a unit vector. - - - Interpolates between two values using a cubic equation. - Source vector. - Source vector. - Weighting factor. - The interpolated value. - - - Interpolates between two values using a cubic equation. - Source value. - Source value. - Weighting value. - Interpolated value. - - - Subtracts a vector from a vector. - Source vector. - Source vector. - Result of the subtraction. - - - Subtracts a vector from a vector. - Source vector. - Source vector. - Result of the subtraction. - - - Subtracts a vector from a vector. - Source vector. - Source vector. - The result of the subtraction. - - - Retrieves a string representation of the current object. - String that represents the object. - - - - Transforms a Vector3 by the given Matrix. - - The source Vector3. - The transformation Matrix. - The Vector4 resulting from the transformation. - - - - Transforms a Vector4 by the specified Matrix. - - The source Vector4. - The transformation Matrix. - The transformed Vector4. - - - - Transforms a Vector2 by a specified Quaternion into a Vector4. - - The Vector2 to transform. - The Quaternion rotation to apply. - - Returns the Vector4 resulting from the transformation. - - - - - Transforms a Vector2 by the given Matrix. - - The source Vector2. - The transformation Matrix. - The Vector4 resulting from the transformation. - - - - Transforms a Vector3 by a specified Quaternion into a Vector4. - - The Vector3 to transform. - The Quaternion rotation to apply. - The Vector4 resulting from the transformation. - - - Transforms a Vector4 by a specified Quaternion. - The Vector4 to transform. - The Quaternion rotation to apply. - The Vector4 resulting from the transformation. - - - - Transforms a Vector3 by the given Matrix. - - The source Vector3. - The transformation Matrix. - The Vector4 resulting from the transformation. - - - Transforms an array of Vector4s by a specified Quaternion. - The array of Vector4s to transform. - The Quaternion rotation to apply. - The existing destination array into which the transformed Vector4s are written. - - - Transforms a specified range in an array of Vector4s by a specified Quaternion into a specified range in a destination array. - The array of Vector4s containing the range to transform. - The index in the source array of the first Vector4 to transform. - The Quaternion rotation to apply. - The existing destination array of Vector4s into which to write the results. - The index in the destination array of the first result Vector4 to write. - The number of Vector4s to transform. - - - Transforms a specified range in an array of Vector4s by a specified Matrix into a specified range in a destination array. - The array of Vector4s containing the range to transform. - The index in the source array of the first Vector4 to transform. - The transform Matrix to apply. - The existing destination array of Vector4s into which to write the results. - The index in the destination array of the first result Vector4 to write. - The number of Vector4s to transform. - - - - Transforms a Vector2 by a specified Quaternion into a Vector4. - - The Vector2 to transform. - The Quaternion rotation to apply. - The Vector4 resulting from the transformation. - - - Transforms an array of Vector4s by a specified Matrix. - The array of Vector4s to transform. - The transform Matrix to apply. - The existing destination array into which the transformed Vector4s are written. - - - - Transforms a Vector3 by a specified Quaternion into a Vector4. - - The Vector3 to transform. - The Quaternion rotation to apply. - The Vector4 resulting from the transformation. - - - - Transforms a Vector2 by the given Matrix. - - The source Vector2. - The transformation Matrix. - The transformed Vector4. - - - - Transforms a Vector4 by the given Matrix. - - The source Vector4. - The transformation Matrix. - The Vector4 resulting from the transformation. - - - Transforms a Vector4 by a specified Quaternion. - The Vector4 to transform. - The Quaternion rotation to apply. - The Vector4 resulting from the transformation. - - - Returns a vector pointing in the opposite direction. - Source vector. - Vector pointing in the opposite direction. - - - Returns a Vector4 with all of its components set to one. - - A Vector4 with all of its components set to one. - - - - Returns the Vector4 (0, 0, 0, 1). - - The Vector4 (0, 0, 0, 1). - - - - - Returns the Vector4 (1, 0, 0, 0). - - - The Vector4 (1, 0, 0, 0). - - - - - Returns the Vector4 (0, 1, 0, 0). - - - The Vector4 (0, 1, 0, 0). - - - - - Returns the Vector4 (0, 0, 1, 0). - - - The Vector4 (0, 0, 1, 0). - - - - - Returns a Vector4 with all of its components set to zero. - - - A Vector4 with all of its components set to zero. - - - - Defines a vector with four components. - - - Indicates battery charge status. - - - Indicates a battery is charging. - - - Indicates a critically low level of battery charge. - - - Indicates a high level of battery charge. - - - Indicates a low level of battery charge. - - - Indicates that no battery is present. - - - Indicates an unknown battery condition. - - - Indicates the extent to which bounding volumes intersect or contain one another. - - - Indicates that one bounding volume completely contains the other. - - - Indicates there is no overlap between the bounding volumes. - - - Indicates that the bounding volumes partially overlap. - - - Defines the continuity of CurveKeys on a Curve. - - - Interpolation can be used between this CurveKey and the next. - - - Interpolation cannot be used between this CurveKey and the next. Specifying a position between the two points returns this point. - - - Defines how the value of a Curve will be determined for positions before the first point on the Curve or after the last point on the Curve. - - - The Curve will evaluate to its first key for positions before the first point in the Curve and to the last key for positions after the last point. - - - Positions specified past the ends of the curve will wrap around to the opposite side of the Curve. - - - Positions specified past the ends of the curve will wrap around to the opposite side of the Curve. - The value will be offset by the difference between the values of the first and last CurveKey multiplied by the number of times the position wraps around. - If the position is before the first point in the Curve, the difference will be subtracted from its value; otherwise, the difference will be added. - - - Linear interpolation will be performed to determine the value. - - - Positions specified past the ends of the Curve act as an offset from the same side of the Curve toward the opposite side. - - - Specifies different tangent types to be calculated for CurveKey points in a Curve. - - - A Flat tangent always has a value equal to zero. - - - A Linear tangent at a CurveKey is equal to the difference - between its CurveKey.Value and the Value of the preceding or succeeding CurveKey.For example, in Curve MyCurve, where i is greater than zero and - (i + 1) is less than the total number of CurveKeys in - MyCurve, the linear CurveKey.TangentIn of MyCurve.Keys[i] is equal to: ( MyCurve.Keys[i].Value - MyCurve.Keys[i - 1].Value )Similarly, the linear CurveKey.TangentOut is equal to: ( MyCurve.Keys[i + 1].Value - MyCurve.Keys[i].Value.) - - - A Smooth tangent smooths the inflection between a CurveKey.TangentIn and CurveKey.TangentOut by taking into account the values of both neighbors of the CurveKey.The smooth CurveKey.TangentIn of MyCurve.Keys[i] is equal to: ( ( MyCurve.Keys[i + 1].Value - MyCurve.Keys[i - 1].Value ) * - ( ( MyCurve.Keys[i].Position - MyCurve.Keys[i - 1].Position ) / - ( MyCurve.Keys[i + 1].Position - MyCurve.Keys[i-1].Position ) ) )Similarly, the smooth CurveKey.TangentOut is equal to: ( ( MyCurve.Keys[i + 1].Value - MyCurve.Keys[i - 1].Value ) * - ( ( MyCurve.Keys[i + 1].Position - MyCurve.Keys[i].Position ) / - ( MyCurve.Keys[i + 1].Position - MyCurve.Keys[i - 1].Position ) ) ) - - - Describes the intersection between a plane and a bounding volume. - - - There is no intersection, and the bounding volume is in the negative half-space of the Plane. - - - There is no intersection, and the bounding volume is in the positive half-space of the Plane. - - - The Plane is intersected. - - - Specifies the game controller associated with a player. - - - The first controller. - - - The second controller. - - - The third controller. - - - The fourth controller. - - - Indicates the status of the system powerline. - - - The system is offline. - - - The system is online. - - - The power status of the system is unknown. - - - Defines the target platform to be used when compiling content. - - - Represents an unknown platform. - - - The Windows platform. - - - The Xbox 360 game console. - - - A Zune device. - - - Immediately releases the unmanaged resources used by this object. - - - Allows this object to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Represents the complete friends list of a local gamer. - - - Gets whether the local gamer who requested the friends list has received a friend request from this gamer. - true if the local gamer who requested the friends list has received a friend request from this gamer; false otherwise. - - - - - Gets whether the local gamer who requested the friends list has sent a friend request to this gamer. - - true if the local gamer who requested the friends list has sent a friend request to this gamer; false otherwise. - - - - Gets whether this friend currently has voice capability. - true if this friend currently has voice capability; false otherwise. - - - - Gets whether this friend has accepted an invitation from the local gamer who requested the friends list. - - true if this friend has accepted an invitation from the local gamer who requested the friends list; false otherwise. - - - - - Gets whether the local gamer who requested the friends list has received an invitation from this friend. - - true if the local gamer who requested the friends list has received an invitation from this friend; false otherwise. - - - - - Gets whether this friend has rejected an invitation from the local gamer who requested the friends list. - - true if this friend has rejected an invitation from the local gamer who requested the friends list; false otherwise. - - - - - Gets whether the local gamer who requested the friends list has sent an invitation to this friend. - - true if the local gamer who requested the friends list has sent an invitation to this friend; false otherwise. - - - - Gets whether this friend is currently away from the computer or console. - true if this friend is currently away from the computer or console; false otherwise. - - - - Gets whether this friend is currently busy. - true if this friend is currently busy; false otherwise. - - - - Gets whether this friend is currently in a public session that can be joined. - true if this friend is currently in a public session that can be joined; false otherwise. - - - - Gets whether this friend is currently online. - true if this friend is currently online; false otherwise. - - - - Gets whether this friend is currently playing a game. - true if this friend is currently playing a game; false otherwise. - - - - - Gets a title-defined presence string describing what this friend is currently doing. - - Title-defined presence string describing what this friend is currently doing. - - - Provides the presence information of a friend of the local gamer. - - - Gets whether the gamer prefers to use controller buttons to accelerate in racing games. - - true if the gamer prefers to use controller buttons to accelerate in racing games; false otherwise. If false, use triggers for acceleration. - - - - - Gets whether the title should automatically correct the gamer's aim. - - true if the title should automatically correct the gamer's aim; false otherwise. - - - - Gets whether the title should automatically center the view when the gamer moves. - true if the title should automatically center the view when the gamer moves; false otherwise. - - - - Gets whether the gamer prefers to use controller buttons to brake in racing games. - - true if the gamer prefers to use controller buttons to brake in racing games; false otherwise. If false, use the triggers for braking. - - - - Gets the preferred controller sensitivity setting for this gamer. - The preferred controller sensitivity setting for this gamer. - - - Gets the preferred difficulty setting for this gamer. - The preferred difficulty setting for this gamer. - - - Gets whether the gamer prefers to invert the y-axis input of the controller. - true if the gamer prefers to invert the y-axis input of the controller; false otherwise. - - - - Gets whether the gamer prefers to drive a manual shift transmission in racing games. - true if the gamer prefers to drive a manual shift transmission in racing games; false otherwise. - - - - Gets whether the gamer prefers to move using the right thumbstick. - true if the gamer prefers to move using the right thumbstick; false otherwise. If this value is false, use the left thumbstick for player movement. - - - Gets the preferred color for the player character. - The preferred color for the player character. - - - Gets the gamer's preferred camera angle for racing games. - The gamer's preferred camera angle for racing games. - - - Gets a secondary color selection for the player character. - A secondary color selection for the player character. - - - - Describes a gamer's preferred settings. - - - Starts an asynchronous profile read operation. - The method to be called once the asynchronous operation has finished. - State of the asynchronous operation. - An System.IAsyncResult used to track the progress of the method. Call Gamer.EndGetProfile to access these results. - - - Ends an asynchronous profile read operation. - An System.IAsyncResult used to track the progress of the operation. - The profile data for this gamer. - - - Reads profile data for this gamer. - The profile data for this gamer. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the gamertag string. - Name of the gamertag. - - - Gets a value indicating whether the object is disposed. - true if the object is disposed; false otherwise. - - - Represents a collection of all gamers on the local system. - Collection of current gamers on the local system. - - - - Gets or sets a custom object which can be used to attach arbitrary user defined data to the gamer. - A custom object used to attach arbitrary user defined data to the gamer. - - - - Abstract base class for types that represent game players (profiles that have an - associated gamertag). The concrete types SignedInGamer and Framework.Net.NetworkGamer derive from this. - - - - Returns a strongly typed Microsoft.Xna.Framework.GamerServices.GamerCollection`1.GamerCollectionEnumerator that can iterate through a GamerCollection`1. - The Microsoft.Xna.Framework.GamerServices.GamerCollection`1.GamerCollectionEnumerator. - - - Returns an enumerator that can iterate through the collection. - Enumerator that can iterate through the collection. - - - Represents a collection of gamers. This collection cannot be modified and is updated automatically during the call to GamerServicesDispatcher.Update. - - - Immediately releases the unmanaged resources used by this object. - - - - Advances the enumerator to the next element of the GamerCollection`1. - - true if the enumerator was successfully advanced to the next element; false if the enumerator has passed the end of the collection. - - - - Sets the enumerator to its initial position, which is before the first element in the GamerCollection`1. - - - - Gets the current element in the GamerCollection`1. - - The current element in the GamerCollection`1. - - - - - Gets the current element in the GamerCollection`1 as a System.Object. - - - The current element in the GamerCollection`1 as a System.Object. - - - - - Provides the ability to iterate through the gamers in an GamerCollection`1. - - - - - Gets or sets the current presence mode for this gamer. Reference page contains links to related code samples. - The current presence mode for this gamer. - - - Gets or sets a custom presence value. - A custom presence value, which indicates a stage, score, or level to display as a part of the presence string. - - - Provides properties to set the rich presence state for a locally signed-in gamer profile. Reference page contains links to related code samples. - - - Initializes a new instance of Microsoft.Xna.Framework.GamerServices.GamerPrivilegeException(System.String,System.Exception) with the specified error message and inner exception. - A message that describes the error. - The inner exception related to this exception. - - - Initializes a new instance of Microsoft.Xna.Framework.GamerServices.GamerPrivilegeException(System.String) with the specified error message. - A message that describes the error. - - - Initializes a new instance of Microsoft.Xna.Framework.GamerServices.GamerPrivilegeException(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext) with the specified streaming context. - Describes the gamer services or multiplayer API being accessed when the exception occurred. - Describes the stream where the exception occurred. - - - Creates an instance of Microsoft.Xna.Framework.GamerServices.GamerPrivilegeException. - - - Thrown if a gamer services or multiplayer API is called without a valid, signed-in profile. - - - Checks whether this gamer is allowed to send and receive communications using voice, text, messaging, or game invites. - true if this gamer is allowed to send and receive communications using voice, text, messaging, or game invites; false otherwise. - - - - Checks whether this gamer is allowed to play in online multiplayer sessions. - true if this gamer is allowed to play in online multiplayer sessions; false otherwise. - - - - Checks whether this gamer is allowed to view the profiles of other gamers. - true if this gamer is allowed to view the profiles of other gamers; false otherwise. - - - Checks whether this gamer is allowed to purchase content from LIVE Marketplace. - true if this gamer is allowed to purchase content from LIVE Marketplace; false otherwise. - - - Checks whether this gamer is allowed to trade content with other gamers. - true if this gamer is allowed to trade content with other gamers; false otherwise. - - - Checks whether this gamer is allowed to access user content that was created by other gamers. - true if this gamer is allowed to access user content that was created by other gamers; false otherwise. - - - Describes what operations a gamer is allowed to perform. - - - Immediately releases the unmanaged resources used by this object. - - - Gets the gamer picture, which will be 64 pixels by 64 pixels. - The gamer picture, which will be 64 pixels by 64 pixels. - - - Gets the GamerScore of this gamer. - The GamerScore of this gamer. - - - Gets the GamerZone setting. - - - The GamerZone setting. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Gets the gamer motto string. - The gamer motto. - - - Gets the region of this gamer. - The region of this gamer. - - - Gets the gamer reputation, as a number of stars ranging 0 to 5. - The gamer reputation, representing a number of stars ranging 0 to 5. - - - Gets the number of titles this gamer has played. - The number of titles this gamer has played. - - - Gets the total number of achievements this gamer has obtained. - The total number of achievements this gamer has obtained. - - - - Profile settings describing information about a gamer such as their motto, reputation, and gamer picture. This data is accessible for both locally signed in profiles and remote gamers that you are playing with in a multiplayer session. - - - - Creates a new GamerServicesComponent. - The game that will be associated with this component. - - - Initializes the GamerServicesDispatcher. - - - - Updates the GamerServicesDispatcher. - - The game timing state. - - - Wraps the functionality of the GamerServicesDispatcher. - - - - Notifies the game when a Games for Windows - LIVE title update is being installed. - - - - Initializes gamer services functionality for the game. Reference page contains links to related code samples. - The service provider to be used when locating additional services services. For example, IGraphicsDeviceService. - - - Updates the status of gamer services and raises related events. Reference page contains links to related code samples. - - - Determines if Initialize has been called. - true if gamer services have been initialized; false otherwise. - - - - Gets or sets the handle to the underlying game window. - Handle to a window. - - - Implements the Windows-specific portion of a Microsoft.Xna.Framework.GamerServices.GamerServicesDispatcher class. Reference page contains links to related code samples. - - - Initializes a new instance of GamerServicesNotAvailableException with the specified error message and the inner exception. - A message that describes the error. - The inner exception related to this exception. - - - Initializes a new instance of GamerServicesNotAvailableException with the specified error message. - A message that describes the error. - - - Initializes a new instance of GamerServicesNotAvailableException with the specified streaming context. - - Describes the gamer services being accessed when the exception occurred. - Describes the stream where the exception occurred. - - - Creates an empty instance of GamerServicesNotAvailableException. - - - Thrown if the gamer services system cannot be successfully initialized. - - - Begins the process for displaying a dialog for keyboard input from a gamer. - Index of the player providing input. For Windows-based XNA games, the only valid option is PlayerIndex.One. - Title of the dialog box. - Text of the dialog box. - Text displayed when the dialog box is initially shown. - The method to be called once the asynchronous operation has finished. - A user-created object uniquely identifying this request. - An System.IAsyncResult used to track the progress of the method. - - - Begins the process of displaying a message box with the specified parameters. - Target player of the message box. On Windows, the only valid option is PlayerIndex.One. - Title of the message box. - Text of the message box. - Captions for the message box buttons. The maximum number is three. - Zero-based index specifying which button has focus. - Type of icon displayed in the message box. - The method to be called once the asynchronous operation has finished. - A user-created object uniquely identifying this request. - An System.IAsyncResult used to track the progress of the method. - - - Begins the process for displaying the storage device selector user interface, specifying the size of the data to be written to the storage device. - Size, in bytes, of the data to write to the storage device. - Number of directories to write to the storage device. - The method to be called once the asynchronous operation has finished. - A user-created object uniquely identifying this request. - - An System.IAsyncResult used to track the progress of the method. - - - - Begins the process for displaying the storage device selector user interface. - The method to be called once the asynchronous operation has finished. - A user-created object uniquely identifying this request. - An System.IAsyncResult used to track the progress of the method. - - - Begins the process for displaying the storage device selector user interface, specifying the index of the player to be shown the user interface, as well as the size of the data to be written to the storage device. - Index of the player being shown the user interface display. On Windows, the only valid option is PlayerIndex.One. - Size, in bytes, of the data to write to the storage device. - Number of directories to write to the storage device. - The method to be called once the asynchronous operation has finished. - A user-created object uniquely identifying this request. - - An System.IAsyncResult used to track the progress of the method. - - - - Begins the process for displaying the storage device selector user interface, specifying the index of the player to be shown the user interface. - Index of the player being shown the user interface display. On Windows, the only valid option is PlayerIndex.One. - The method to be called once the asynchronous operation has finished. - A user-created object uniquely identifying this request. - An System.IAsyncResult used to track the progress of the method. - - - Delays system notifications for the specified amount of time. - Time, in seconds, of the delay.Calling this function while notifications are already delayed has no effect. The maximum delay is 120. If the specified duration exceeds the maximum, the maximum value is used. - - - Ends the display of the keyboard input dialog box. - The System.IAsyncResult returned from BeginShowKeyboardInput. - Input received from the gamer. - - - Ends the display of a message box. - The System.IAsyncResult returned from BeginShowMessageBox. - - The identity of the message box button pressed by the user. - - - - Ends the display of the storage selector user interface. - The System.IAsyncResult returned from BeginShowStorageDeviceSelector. - Storage device selected by the gamer. - - - Shows the Compose Message user interface. - Gamer composing the message. - Text of the message. - Collection of gamers receiving the message.If this is null, the Select Gamertag user interface is displayed. - - - Shows the Friend Request user interface. - Index of the player making the request.The profile specified by player must be signed in when calling this function. - Recipient of the request. - - - Shows the Friends user interface. - Index of the player making the request.The profile specified by player must be signed in when calling this function. - - - Displays the game invitation user interface. - Index of the player initiating the invitation. - List of gamers who receive the invitation. If null, the Guide will prompt the player to specify a recipient. - - - Shows the Gamer Card user interface. - Index of the player making the request.The profile specified by player must be signed in when calling this function. - Owner of the gamer card being requested for display. - - - Displays the marketplace user interface. Reference page contains links to related code samples. - Index of the controller for the player making the request. - - - Shows the Messages user interface. - Index of the player making the request.The profile specified by player must be signed in when calling this function. - - - Shows the Player Review user interface. - Index of the player making the request.The profile specified by player must be signed in when calling this function. - Player being reviewed. - - - Shows the Players user interface. - Index of the player making the request.The profile specified by player must be signed in when calling this function. - - - Shows the user interface a gamer uses for signing into Xbox LIVE. - Number of panes displayed at sign in. Each pane accepts a single gamer.On Windows, only a single pane can be displayed. On Xbox 360, valid values are 1, 2, and 4. - Determines the profile types being displayed. true if only online profiles are displayed; false otherwise. If onlineOnly is true, local gamers can sign in as guests of a profile currently signed in. - - - Gets or sets the current state of the screen saver. - true if the screen saver is enabled; false otherwise. - - - Determines whether the game is running currently in limited trial mode. Reference page contains links to related code samples. - true if the game is running currently in limited trial mode; false otherwise. - - - - Determines whether a Guide user interface screen is active. - true if a user interface screen is displayed; false otherwise. It is not possible to bring up another Guide user interface screen, if IsVisible is true. - - - Determines where notifications appear on the screen. - Defines the positioning of the notification message box. - - - Allows titles to simulate trial mode restrictions when testing using the Development configuration. Reference page contains links to related code samples. - true to simulate trial mode restrictions in a Development configuration; false otherwise. - - - - Provides access to the Guide user interface. - - - Initializes an instance of Microsoft.Xna.Framework.GamerServices.GuideAlreadyVisibleException(System.String,System.Exception) with the specified error message and related inner exception. - A message describing the error. - The inner exception related to this exception. - - - Initializes an instance of Microsoft.Xna.Framework.GamerServices.GuideAlreadyVisibleException(System.String) with the specified error message. - A message describing the error. - - - Initializes an instance of Microsoft.Xna.Framework.GamerServices.GuideAlreadyVisibleException(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext) with the specified streaming context. - Describes the displayed Guide component when the exception occurred. - Describes the stream where the exception occurred. - - - - Initializes an empty instance of Microsoft.Xna.Framework.GamerServices.GuideAlreadyVisibleException. - - - Thrown if an attmept is made to display a component of the Guide user interface when a Guide component is already displayed. - - - Creates a new instance of SignedInEventArgs. - The gamer that just signed in. - - - Gets the gamer that just signed in. - The gamer that just signed in. - - - Represents the arguments passed to a SignedInGamer.SignedIn event. - - - Occurs when a new gamer signs into the local system. - - - Occurs when a gamer signs out on the local system. - - - Reads the friends list of this local gamer. This includes both the gamertags of the friends and their current presence information. - - The friends of this local gamer. - - - Queries whether the specified gamer is a friend of this local gamer. - The gamer to query. - true if the specified gamer is a friend of the local gamer; false otherwise. - - - - Describes a gamer's preferred settings. - The gamer's preferred settings. - - - Determines whether the gamer is the guest of an Xbox LIVE–enabled profile. - true if the gamer is a guest; false otherwise. - - - Determines whether the gamer has an Xbox LIVE–enabled profile. - true if the gamer is able to sign in to Xbox LIVE; false otherwise. - - - Gets the index of the gamer. - Index of the gamer. - - - Gets an object that may be used to set the rich presence state for this gamer. Reference page contains links to related code samples. - An object that may be used to set the rich presence state for this gamer. - - - Describes what operations a gamer is allowed to perform. - The operations a gamer is allowed to perform. - - - Represents a gamer (a profile that has an associated gamertag) on the local system. - - - Gets a specific local gamer based on that player's Framework.PlayerIndex on the local system. - The Framework.PlayerIndex of the local gamer to retrieve. - - The local gamer at the specified Framework.PlayerIndex. - - - - Represents a collection of gamers on the local system. - - - - Creates a new instance of SignedOutEventArgs. - - The gamer that just signed out. - - - Gets the gamer that just signed out. - The gamer that just signed out. - - - Represents the arguments passed to a SignedInGamer.SignedOut event. - - - Indicates how sensitive this gamer prefers controller input to be. - - - Highly sensitive controller input is preferred. - - - Below average sensitivity is preferred. - - - Average controller sensitivity is preferred. - - - Indicates how difficult this gamer likes things to be. - - - Below-average difficulty. - - - Above-average difficulty. - - - Average difficulty. - - - - Settings defining the status string that will appear when you view a friend through the Xbox LIVE Guide or on Xbox.com. This option is set using the GamerPresence.PresenceMode property. - - - - Arcade Mode - - - At Menu - - - Battling Boss - - - Campaign Mode - - - Challenge Mode - - - Configuring Settings - - - Co-Op: Level. Includes a numeric value specified with GamerPresence.PresenceValue. - - - Co-Op: Stage. Includes a numeric value specified with GamerPresence.PresenceValue. - - - Cornflower Blue - - - Customizing Player - - - Difficulty: Easy - - - Difficulty: Extreme - - - Difficulty: Hard - - - Difficulty: Medium - - - Editing Level - - - Exploration Mode - - - Found Secret - - - Free Play - - - Game Over - - - In Combat - - - In Game Store - - - Level. Includes a numeric value specified with GamerPresence.PresenceValue. - - - Local Co-Op - - - Local Versus - - - Looking For Games - - - Losing - - - Multiplayer - - - Nearly Finished - - - No Presence String Displayed - - - On a Roll - - - Online Co-Op - - - Online Versus - - - Outnumbered - - - Paused - - - Playing Minigame - - - Playing With Friends - - - Practice Mode - - - Puzzle Mode - - - Scenario Mode - - - Score. Includes a numeric value specified with GamerPresence.PresenceValue. - - - Score is Tied - - - Setting Up Match - - - Single Player - - - Stage. Includes a numeric value specified with GamerPresence.PresenceValue. - - - Starting Game - - - Story Mode - - - Stuck on a Hard Bit - - - Survival Mode - - - Time Attack - - - Trying For Record - - - Tutorial Mode - - - Versus Computer - - - Versus: Score. Includes a numeric value specified with GamerPresence.PresenceValue. - - - Waiting For Players - - - Waiting In Lobby - - - Wasting Time - - - Watching Credits - - - Watching Cutscene - - - Winning - - - Won the Game - - - Describes the conditions in which a privilege is available. - - - This privilege is not available for the current gamer profile. - - - This privilege is available for the current gamer profile. - - - This privilege is only available for friends of the current gamer profile. Use the SignedInGamer.IsFriend method to check which gamers are friends. - - - This style of social gaming preferred by this Xbox Live member. - - - Family-friendly game play. - - - Competitive game play. - - - Non-competitive game play. - - - Alternative approach to game play. - - - Unknown. - - - Defines the different icons for a message box. - - - Displays the Alert icon. - - - Displays the Error icon. - - - No icon is displayed. - - - Displays the Warning icon. - - - Determines where notifications appear on the screen. - - - Positions the message box at the bottom of the screen and centered. - - - Positions the message box at the bottom-left of the screen. - - - Positions the message box at the bottom-right of the screen. - - - Positions the message box at the center of the screen. - - - Positions the message box at the center of the screen and left-aligned. - - - Positions the message box at the center of the screen and right-aligned. - - - Positions the message box at the top of the screen and centered. - - - Positions the message box at the top-left of the screen. - - - Positions the message box at the top-right of the screen. - - - Indicates which camera angle this gamer prefers to use in racing games. - - - Traditional third-person camera view from behind the car. - - - Camera view from in front of the car. The car itself is not visible. - - - Camera view from inside the car, looking through the windscreen. - - - Gets or sets the diffuse color of this light. - The diffuse color of this light. - - - Gets or sets light direciton. - Gets or sets the light direciton. This value must be a unit vector. - - - Enables this light. - true to enable this light; false otherwise. - - - - Gets or sets the specular color of the light. - The specular color of the light. - - - Provides methods for manipulating the directional lights used by the BasicEffect - class. - - - - Initializes a new instance of the BasicEffect class. - - The graphics device that will create the effect. - Specifies a pool of resources to share between effects. - - - - Initializes a new instance of the BasicEffect class. - - The graphics device that will create the effect. - The effect to clone. - - - Creates a clone of an effect. - The cloned effect. - The device associated with the effect. - - - Enables default lighting for this effect. - - - Gets or sets the alpha this effect material. - The alpha of this effect material. - - - Gets or sets the ambient light color of this effect. - The ambient light color of this effect. Valid values are between 0 and 1. - - - Gets or sets the diffuse color of this effect material. Value takes 0 to 1. - The diffuse color of this effect material. Valid values are between 0 and 1. - - - Gets the first directional light for this effect. - A directional light for this effect. - - - Gets the second directional light for this effect. - A directional light for this effect. - - - Gets the third directional light for this effect. - A directional light for this effect. - - - Gets or sets the emissive color of the effect material. - The emissive color of the effect material. Valid values are between 0 and 1. - - - Gets or sets the fog color for this effect. - The fog color for this effect. - - - Enables fog for this effect. - true to enable fog; false otherwise. - - - - Gets or sets the ending distance of fog. - Fog end distance specified as a positive value. - - - Gets or sets the fog start distance. - Fog start distance specified as a positive value. This distance is expressed in world space coordinates. - - - Enables lighting for this effect. - true to enable lighting; false otherwise. - - - - Gets or sets a value indicating that per-pixel lighting should be used if it is available for the current adapter. Per-pixel lighting is available if a graphics adapter supports Pixel Shader Model 2.0. - true to use per-pixel lighting if it is available; false to disable per-pixel lighting. The default value is true. When Microsoft.Xna.Framework.Graphics.BasicEffect.PreferPerPixelLighting is true, if the graphics adapter does not support a minimum of Pixel Shader Model 2.0, BasicEffect will automatically fall-back to per-vertex lighting. When Microsoft.Xna.Framework.Graphics.BasicEffect.PreferPerPixelLighting is false, per-vertex lighting is used regardless of whether per-pixel lighting is supported by the graphics adapter. - - - - Gets or sets the projection matrix. - The projection matrix. - - - Gets or sets the specular color of this effect material. - The specular color of this effect material. Valid values are between 0 and 1. - - - Gets or sets the specular power of this effect material. - The specular power of this effect material. - - - Enables textures for this effect. - true to enable textures; false otherwise. - - - - Gets or sets a texture to be applied by this effect. - Texture to be applied by this effect. - - - Enables use vertex colors for this effect. - true to enable vertex colors; false otherwise. - - - - Gets or sets the view matrix. - The view matrix. - - - Gets or sets the world matrix. - The world matrix. - - - Represents shader model 1.1 Effect that has optional support for vertex colors, texturing, and lighting. Reference page contains links to related code samples. - - - Gets a string representation of this object. - String representation of this object. - - - Indicates whether the clipping plane is enabled. - true if the clipping plane is enabled; false if disabled. - - - Gets or sets the coefficients of a user-defined clipping plane for the device. - User-defined clipping plane. - - - Represents the device clipping plane. - - - Disables all clipping planes on the device. - - - Enables all clipping planes that have been set. - - - Gets a specific ClipPlane object using an index value. - The index of the ClipPlane object to return. - The ClipPlane object at index index. - - - Manipulates a collection of ClipPlane objects. - - - - Initializes a new instance of Color. - - A Color specifying the red, green, and blue components of a color. - The alpha component of a color. - - - - Initializes a new instance of Color. - - The red component of a color, between 0 and 1.0. - The green component of a color, between 0 and 1.0. - The blue component of a color, between 0 and 1.0. - The alpha component of a color, between 0 and 1.0. - - - Initializes a new instance of Color. - A Framework.Vector4 containing the Red, Green, Blue, and Alpha values defining a color. - - - - Initializes a new instance of Color. - - A Color specifying the red, green, and blue components of a color. - The alpha component of a color, between 0 and 1.0. - - - Initializes a new instance of Color. - The red component of a color, between 0 and 1.0. - The green component of a color, between 0 and 1.0. - The blue component of a color, between 0 and 1.0. - The alpha component of a color, between 0 and 1.0. - - - Initializes a new instance of Color. - The red component of a color, between 0 and 1.0. - The green component of a color, between 0 and 1.0. - The blue component of a color, between 0 and 1.0. - - - - Initializes a new instance of Color. - - The red component of a color, between 0 and 1.0. - The green component of a color, between 0 and 1.0. - The blue component of a color, between 0 and 1.0. - - - Initializes a new instance of Color. - A Framework.Vector3 containing the Red, Green, and Blue values defining a color. - - - Compares two objects to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The Color to compare with the current Color. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The System.Object to compare with the current Color. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - - Linearly interpolates between two colors. - Source Color. - Source Color. - A value between 0 and 1.0 indicating the weight of value2. - The interpolated Color. - - - Returns the packed value of the current color as a Framework.Vector4. - The packed value of the current color. - - - Gets a string representation of this object. - String representation of this object. - - - - Returns the current color as a Framework.Vector3. - - The current color represented as a Framework.Vector3. - - - Returns the current color as a Framework.Vector4. - The current color. - - - Gets a system-defined color with the value R:240 G:248 B:255 A:255. - A system-defined color with the value R:240 G:248 B:255 A:255. - - - Gets a system-defined color with the value R:250 G:235 B:215 A:255. - A system-defined color with the value R:250 G:235 B:215 A:255. - - - Gets a system-defined color with the value R:127 G:255 B:212 A:255. - A system-defined color with the value R:127 G:255 B:212 A:255. - - - Gets a system-defined color with the value R:0 G:255 B:255 A:255. - A system-defined color with the value R:0 G:255 B:255 A:255. - - - Gets a system-defined color with the value R:240 G:255 B:255 A:255. - A system-defined color with the value R:240 G:255 B:255 A:255. - - - Gets or sets the alpha component value. - The alpha component value of this Color. - - - Gets a system-defined color with the value R:245 G:245 B:220 A:255. - A system-defined color with the value R:245 G:245 B:220 A:255. - - - Gets a system-defined color with the value R:255 G:228 B:196 A:255. - A system-defined color with the value R:255 G:228 B:196 A:255. - - - Gets a system-defined color with the value R:0 G:0 B:0 A:255. - A system-defined color with the value R:0 G:0 B:0 A:255. - - - Gets a system-defined color with the value R:255 G:235 B:205 A:255. - A system-defined color with the value R:255 G:235 B:205 A:255. - - - Gets a system-defined color with the value R:138 G:43 B:226 A:255. - A system-defined color with the value R:138 G:43 B:226 A:255. - - - Gets a system-defined color with the value R:0 G:0 B:255 A:255. - A system-defined color with the value R:0 G:0 B:255 A:255. - - - Gets a system-defined color with the value R:165 G:42 B:42 A:255. - A system-defined color with the value R:165 G:42 B:42 A:255. - - - Gets a system-defined color with the value R:222 G:184 B:135 A:255. - A system-defined color with the value R:222 G:184 B:135 A:255. - - - - Gets or sets the blue component value of this Color. - - - The blue component value of this Color. - - - - Gets a system-defined color with the value R:95 G:158 B:160 A:255. - A system-defined color with the value R:95 G:158 B:160 A:255. - - - Gets a system-defined color with the value R:127 G:255 B:0 A:255. - A system-defined color with the value R:127 G:255 B:0 A:255. - - - Gets a system-defined color with the value R:210 G:105 B:30 A:255. - A system-defined color with the value R:210 G:105 B:30 A:255. - - - Gets a system-defined color with the value R:255 G:127 B:80 A:255. - A system-defined color with the value R:255 G:127 B:80 A:255. - - - Gets a system-defined color with the value R:100 G:149 B:237 A:255. - A system-defined color with the value R:100 G:149 B:237 A:255. - - - Gets a system-defined color with the value R:255 G:248 B:220 A:255. - A system-defined color with the value R:255 G:248 B:220 A:255. - - - Gets a system-defined color with the value R:220 G:20 B:60 A:255. - A system-defined color with the value R:220 G:20 B:60 A:255. - - - Gets a system-defined color with the value R:0 G:255 B:255 A:255. - A system-defined color with the value R:0 G:255 B:255 A:255. - - - Gets a system-defined color with the value R:0 G:0 B:139 A:255. - A system-defined color with the value R:0 G:0 B:139 A:255. - - - Gets a system-defined color with the value R:0 G:139 B:139 A:255. - A system-defined color with the value R:0 G:139 B:139 A:255. - - - Gets a system-defined color with the value R:184 G:134 B:11 A:255. - A system-defined color with the value R:184 G:134 B:11 A:255. - - - Gets a system-defined color with the value R:169 G:169 B:169 A:255. - A system-defined color with the value R:169 G:169 B:169 A:255. - - - Gets a system-defined color with the value R:0 G:100 B:0 A:255. - A system-defined color with the value R:0 G:100 B:0 A:255. - - - Gets a system-defined color with the value R:189 G:183 B:107 A:255. - A system-defined color with the value R:189 G:183 B:107 A:255. - - - Gets a system-defined color with the value R:139 G:0 B:139 A:255. - A system-defined color with the value R:139 G:0 B:139 A:255. - - - Gets a system-defined color with the value R:85 G:107 B:47 A:255. - A system-defined color with the value R:85 G:107 B:47 A:255. - - - Gets a system-defined color with the value R:255 G:140 B:0 A:255. - A system-defined color with the value R:255 G:140 B:0 A:255. - - - Gets a system-defined color with the value R:153 G:50 B:204 A:255. - A system-defined color with the value R:153 G:50 B:204 A:255. - - - Gets a system-defined color with the value R:139 G:0 B:0 A:255. - A system-defined color with the value R:139 G:0 B:0 A:255. - - - Gets a system-defined color with the value R:233 G:150 B:122 A:255. - A system-defined color with the value R:233 G:150 B:122 A:255. - - - Gets a system-defined color with the value R:143 G:188 B:139 A:255. - A system-defined color with the value R:143 G:188 B:139 A:255. - - - Gets a system-defined color with the value R:72 G:61 B:139 A:255. - A system-defined color with the value R:72 G:61 B:139 A:255. - - - Gets a system-defined color with the value R:47 G:79 B:79 A:255. - A system-defined color with the value R:47 G:79 B:79 A:255. - - - Gets a system-defined color with the value R:0 G:206 B:209 A:255. - A system-defined color with the value R:0 G:206 B:209 A:255. - - - Gets a system-defined color with the value R:148 G:0 B:211 A:255. - A system-defined color with the value R:148 G:0 B:211 A:255. - - - Gets a system-defined color with the value R:255 G:20 B:147 A:255. - A system-defined color with the value R:255 G:20 B:147 A:255. - - - Gets a system-defined color with the value R:0 G:191 B:255 A:255. - A system-defined color with the value R:0 G:191 B:255 A:255. - - - Gets a system-defined color with the value R:105 G:105 B:105 A:255. - A system-defined color with the value R:105 G:105 B:105 A:255. - - - Gets a system-defined color with the value R:30 G:144 B:255 A:255. - A system-defined color with the value R:30 G:144 B:255 A:255. - - - Gets a system-defined color with the value R:178 G:34 B:34 A:255. - A system-defined color with the value R:178 G:34 B:34 A:255. - - - Gets a system-defined color with the value R:255 G:250 B:240 A:255. - A system-defined color with the value R:255 G:250 B:240 A:255. - - - Gets a system-defined color with the value R:34 G:139 B:34 A:255. - A system-defined color with the value R:34 G:139 B:34 A:255. - - - Gets a system-defined color with the value R:255 G:0 B:255 A:255. - A system-defined color with the value R:255 G:0 B:255 A:255. - - - Gets a system-defined color with the value R:220 G:220 B:220 A:255. - A system-defined color with the value R:220 G:220 B:220 A:255. - - - Gets a system-defined color with the value R:248 G:248 B:255 A:255. - A system-defined color with the value R:248 G:248 B:255 A:255. - - - Gets a system-defined color with the value R:218 G:165 B:32 A:255. - A system-defined color with the value R:218 G:165 B:32 A:255. - - - Gets a system-defined color with the value R:255 G:215 B:0 A:255. - A system-defined color with the value R:255 G:215 B:0 A:255. - - - Gets a system-defined color with the value R:128 G:128 B:128 A:255. - A system-defined color with the value R:128 G:128 B:128 A:255. - - - Gets a system-defined color with the value R:173 G:255 B:47 A:255. - A system-defined color with the value R:173 G:255 B:47 A:255. - - - Gets a system-defined color with the value R:0 G:128 B:0 A:255. - A system-defined color with the value R:0 G:128 B:0 A:255. - - - Gets or sets the green component value of this Color. - The green component value of this Color. - - - Gets a system-defined color with the value R:240 G:255 B:240 A:255. - A system-defined color with the value R:240 G:255 B:240 A:255. - - - Gets a system-defined color with the value R:255 G:105 B:180 A:255. - A system-defined color with the value R:255 G:105 B:180 A:255. - - - Gets a system-defined color with the value R:205 G:92 B:92 A:255. - A system-defined color with the value R:205 G:92 B:92 A:255. - - - Gets a system-defined color with the value R:75 G:0 B:130 A:255. - A system-defined color with the value R:75 G:0 B:130 A:255. - - - Gets a system-defined color with the value R:255 G:255 B:240 A:255. - A system-defined color with the value R:255 G:255 B:240 A:255. - - - Gets a system-defined color with the value R:240 G:230 B:140 A:255. - A system-defined color with the value R:240 G:230 B:140 A:255. - - - Gets a system-defined color with the value R:255 G:240 B:245 A:255. - A system-defined color with the value R:255 G:240 B:245 A:255. - - - Gets a system-defined color with the value R:230 G:230 B:250 A:255. - A system-defined color with the value R:230 G:230 B:250 A:255. - - - Gets a system-defined color with the value R:124 G:252 B:0 A:255. - A system-defined color with the value R:124 G:252 B:0 A:255. - - - Gets a system-defined color with the value R:255 G:250 B:205 A:255. - A system-defined color with the value R:255 G:250 B:205 A:255. - - - Gets a system-defined color with the value R:173 G:216 B:230 A:255. - A system-defined color with the value R:173 G:216 B:230 A:255. - - - Gets a system-defined color with the value R:240 G:128 B:128 A:255. - A system-defined color with the value R:240 G:128 B:128 A:255. - - - Gets a system-defined color with the value R:224 G:255 B:255 A:255. - A system-defined color with the value R:224 G:255 B:255 A:255. - - - Gets a system-defined color with the value R:250 G:250 B:210 A:255. - A system-defined color with the value R:250 G:250 B:210 A:255. - - - Gets a system-defined color with the value R:211 G:211 B:211 A:255. - A system-defined color with the value R:211 G:211 B:211 A:255. - - - Gets a system-defined color with the value R:144 G:238 B:144 A:255. - A system-defined color with the value R:144 G:238 B:144 A:255. - - - Gets a system-defined color with the value R:255 G:182 B:193 A:255. - A system-defined color with the value R:255 G:182 B:193 A:255. - - - Gets a system-defined color with the value R:255 G:160 B:122 A:255. - A system-defined color with the value R:255 G:160 B:122 A:255. - - - Gets a system-defined color with the value R:32 G:178 B:170 A:255. - A system-defined color with the value R:32 G:178 B:170 A:255. - - - Gets a system-defined color with the value R:135 G:206 B:250 A:255. - A system-defined color with the value R:135 G:206 B:250 A:255. - - - Gets a system-defined color with the value R:119 G:136 B:153 A:255. - A system-defined color with the value R:119 G:136 B:153 A:255. - - - Gets a system-defined color with the value R:176 G:196 B:222 A:255. - A system-defined color with the value R:176 G:196 B:222 A:255. - - - Gets a system-defined color with the value R:255 G:255 B:224 A:255. - A system-defined color with the value R:255 G:255 B:224 A:255. - - - Gets a system-defined color with the value R:50 G:205 B:50 A:255. - A system-defined color with the value R:50 G:205 B:50 A:255. - - - Gets a system-defined color with the value R:0 G:255 B:0 A:255. - A system-defined color with the value R:0 G:255 B:0 A:255. - - - Gets a system-defined color with the value R:250 G:240 B:230 A:255. - A system-defined color with the value R:250 G:240 B:230 A:255. - - - Gets a system-defined color with the value R:255 G:0 B:255 A:255. - A system-defined color with the value R:255 G:0 B:255 A:255. - - - Gets a system-defined color with the value R:128 G:0 B:0 A:255. - A system-defined color with the value R:128 G:0 B:0 A:255. - - - Gets a system-defined color with the value R:102 G:205 B:170 A:255. - A system-defined color with the value R:102 G:205 B:170 A:255. - - - Gets a system-defined color with the value R:0 G:0 B:205 A:255. - A system-defined color with the value R:0 G:0 B:205 A:255. - - - Gets a system-defined color with the value R:186 G:85 B:211 A:255. - A system-defined color with the value R:186 G:85 B:211 A:255. - - - Gets a system-defined color with the value R:147 G:112 B:219 A:255. - A system-defined color with the value R:147 G:112 B:219 A:255. - - - Gets a system-defined color with the value R:60 G:179 B:113 A:255. - A system-defined color with the value R:60 G:179 B:113 A:255. - - - Gets a system-defined color with the value R:123 G:104 B:238 A:255. - A system-defined color with the value R:123 G:104 B:238 A:255. - - - Gets a system-defined color with the value R:0 G:250 B:154 A:255. - A system-defined color with the value R:0 G:250 B:154 A:255. - - - Gets a system-defined color with the value R:72 G:209 B:204 A:255. - A system-defined color with the value R:72 G:209 B:204 A:255. - - - Gets a system-defined color with the value R:199 G:21 B:133 A:255. - A system-defined color with the value R:199 G:21 B:133 A:255. - - - Gets a system-defined color with the value R:25 G:25 B:112 A:255. - A system-defined color with the value R:25 G:25 B:112 A:255. - - - Gets a system-defined color with the value R:245 G:255 B:250 A:255. - A system-defined color with the value R:245 G:255 B:250 A:255. - - - Gets a system-defined color with the value R:255 G:228 B:225 A:255. - A system-defined color with the value R:255 G:228 B:225 A:255. - - - Gets a system-defined color with the value R:255 G:228 B:181 A:255. - A system-defined color with the value R:255 G:228 B:181 A:255. - - - Gets a system-defined color with the value R:255 G:222 B:173 A:255. - A system-defined color with the value R:255 G:222 B:173 A:255. - - - Gets a system-defined color R:0 G:0 B:128 A:255. - A system-defined color R:0 G:0 B:128 A:255. - - - Gets a system-defined color with the value R:253 G:245 B:230 A:255. - A system-defined color with the value R:253 G:245 B:230 A:255. - - - Gets a system-defined color with the value R:107 G:142 B:35 A:255. - A system-defined color with the value R:107 G:142 B:35 A:255. - - - Gets a system-defined color with the value R:128 G:128 B:0 A:255. - A system-defined color with the value R:128 G:128 B:0 A:255. - - - Gets a system-defined color with the value R:255 G:69 B:0 A:255. - A system-defined color with the value R:255 G:69 B:0 A:255. - - - Gets a system-defined color with the value R:255 G:165 B:0 A:255. - A system-defined color with the value R:255 G:165 B:0 A:255. - - - Gets a system-defined color with the value R:218 G:112 B:214 A:255. - A system-defined color with the value R:218 G:112 B:214 A:255. - - - Gets the current color as a packed value. - The current color. - - - Gets a system-defined color with the value R:238 G:232 B:170 A:255. - A system-defined color with the value R:238 G:232 B:170 A:255. - - - Gets a system-defined color with the value R:152 G:251 B:152 A:255. - A system-defined color with the value R:152 G:251 B:152 A:255. - - - Gets a system-defined color with the value R:175 G:238 B:238 A:255. - A system-defined color with the value R:175 G:238 B:238 A:255. - - - Gets a system-defined color with the value R:219 G:112 B:147 A:255. - A system-defined color with the value R:219 G:112 B:147 A:255. - - - Gets a system-defined color with the value R:255 G:239 B:213 A:255. - A system-defined color with the value R:255 G:239 B:213 A:255. - - - Gets a system-defined color with the value R:255 G:218 B:185 A:255. - A system-defined color with the value R:255 G:218 B:185 A:255. - - - Gets a system-defined color with the value R:205 G:133 B:63 A:255. - A system-defined color with the value R:205 G:133 B:63 A:255. - - - Gets a system-defined color with the value R:255 G:192 B:203 A:255. - A system-defined color with the value R:255 G:192 B:203 A:255. - - - Gets a system-defined color with the value R:221 G:160 B:221 A:255. - A system-defined color with the value R:221 G:160 B:221 A:255. - - - Gets a system-defined color with the value R:176 G:224 B:230 A:255. - A system-defined color with the value R:176 G:224 B:230 A:255. - - - Gets a system-defined color with the value R:128 G:0 B:128 A:255. - A system-defined color with the value R:128 G:0 B:128 A:255. - - - Gets a system-defined color with the value R:255 G:0 B:0 A:255. - A system-defined color with the value R:255 G:0 B:0 A:255. - - - Gets a system-defined color with the value R:188 G:143 B:143 A:255. - A system-defined color with the value R:188 G:143 B:143 A:255. - - - Gets a system-defined color with the value R:65 G:105 B:225 A:255. - A system-defined color with the value R:65 G:105 B:225 A:255. - - - Gets or sets the red component value of this Color. - The red component value of this Color. - - - Gets a system-defined color with the value R:139 G:69 B:19 A:255. - A system-defined color with the value R:139 G:69 B:19 A:255. - - - Gets a system-defined color with the value R:250 G:128 B:114 A:255. - A system-defined color with the value R:250 G:128 B:114 A:255. - - - Gets a system-defined color with the value R:244 G:164 B:96 A:255. - A system-defined color with the value R:244 G:164 B:96 A:255. - - - Gets a system-defined color with the value R:46 G:139 B:87 A:255. - A system-defined color with the value R:46 G:139 B:87 A:255. - - - Gets a system-defined color with the value R:255 G:245 B:238 A:255. - A system-defined color with the value R:255 G:245 B:238 A:255. - - - Gets a system-defined color with the value R:160 G:82 B:45 A:255. - A system-defined color with the value R:160 G:82 B:45 A:255. - - - Gets a system-defined color with the value R:192 G:192 B:192 A:255. - A system-defined color with the value R:192 G:192 B:192 A:255. - - - Gets a system-defined color with the value R:135 G:206 B:235 A:255. - A system-defined color with the value R:135 G:206 B:235 A:255. - - - Gets a system-defined color with the value R:106 G:90 B:205 A:255. - A system-defined color with the value R:106 G:90 B:205 A:255. - - - Gets a system-defined color with the value R:112 G:128 B:144 A:255. - A system-defined color with the value R:112 G:128 B:144 A:255. - - - Gets a system-defined color with the value R:255 G:250 B:250 A:255. - A system-defined color with the value R:255 G:250 B:250 A:255. - - - Gets a system-defined color with the value R:0 G:255 B:127 A:255. - A system-defined color with the value R:0 G:255 B:127 A:255. - - - Gets a system-defined color with the value R:70 G:130 B:180 A:255. - A system-defined color with the value R:70 G:130 B:180 A:255. - - - Gets a system-defined color with the value R:210 G:180 B:140 A:255. - A system-defined color with the value R:210 G:180 B:140 A:255. - - - Gets a system-defined color with the value R:0 G:128 B:128 A:255. - A system-defined color with the value R:0 G:128 B:128 A:255. - - - Gets a system-defined color with the value R:216 G:191 B:216 A:255. - A system-defined color with the value R:216 G:191 B:216 A:255. - - - Gets a system-defined color with the value R:255 G:99 B:71 A:255. - A system-defined color with the value R:255 G:99 B:71 A:255. - - - Gets a system-defined color with the value R:0 G:0 B:0 A:0. - A system-defined color with the value R:0 G:0 B:0 A:0. - - - Gets a system-defined color with the value R:255 G:255 B:255 A:0. - A system-defined color with the value R:255 G:255 B:255 A:0. - - - Gets a system-defined color with the value R:64 G:224 B:208 A:255. - A system-defined color with the value R:64 G:224 B:208 A:255. - - - Gets a system-defined color with the value R:238 G:130 B:238 A:255. - A system-defined color with the value R:238 G:130 B:238 A:255. - - - Gets a system-defined color with the value R:245 G:222 B:179 A:255. - A system-defined color with the value R:245 G:222 B:179 A:255. - - - Gets a system-defined color with the value R:245 G:245 B:245 A:255. - A system-defined color with the value R:245 G:245 B:245 A:255. - - - Gets a system-defined color with the value R:255 G:255 B:255 A:255. - A system-defined color with the value R:255 G:255 B:255 A:255. - - - Gets a system-defined color with the value R:154 G:205 B:50 A:255. - A system-defined color with the value R:154 G:205 B:50 A:255. - - - Gets a system-defined color with the value R:255 G:255 B:0 A:255. - A system-defined color with the value R:255 G:255 B:0 A:255. - - - Represents a color using Red, Green, Blue, and Alpha values. - - - - Initializes a new instance of the CompilationFailedException class with a specified error message and a reference to the inner exception that is the cause of this exception. - . - - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Initializes a new instance of this class. - - - The exception that is thrown if the compilation of an effect fails. - - - Creates a new instance of the CompiledEffect class. - The compiled effect code. - A string to receive compilation errors, if any. - - - Gets the compiled byte code for this shader. - The compiled bytecode. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets any errors and warnings generated by compiling the effect. - A string containing errors and warnings from compiling the effect. - - - Indicates whether the effect was compiled successfully. - true if the effect was compiled successfully; false otherwise. - - - - Represents a compiled Effect. - - - - Initializes a new instance of the CompiledShader class. - - The compiled shader to encapsulate. - String containing at least the first compile error message that occurred. This includes effect compiler errors and high-level language compile errors. - - - Gets the semantics for the shader inputs. Use this method to determine the input vertex format. - An array of shader semantics. - - - Gets the semantics for all shader output elements. - An array of shader semantics. - - - Gets the sampler names referenced in a shader. - An array of sampler names. - - - Gets the compiled shader code. - The compiled shader code. - - - - Returns a System.String that represents the current CompiledShader. - - - A System.String that represents the current CompiledShader. - - - - Gets the first compile error message that occurred. - The first compile error message that occurred. This includes effect compiler errors and high-level language compile errors. - - - Gets the size of the shader byte code, in bytes. - The size of the shader byte code, in bytes. - - - Gets the shader version of the compiled shader. - The shader version of the compiled shader. - - - Returns a value indicating whether the shader compilation was successful. - true if the shader compilation succeeds; false otherwise. - - - - Represents a compiled shader. - - - Initializes a new instance of this class. - - - - Immediately releases the unmanaged resources used by this object. - - This parameter marshals as an unsigned byte. - - - Immediately releases the unmanaged resources used by this object. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Returns a System.IO.Stream containing include data from a specified file. - A CompilerIncludeHandlerType indicating whether the file is a local or system resource. - The file name of the file to open. - A System.IO.Stream of compiler include data. - - - The abstract base class for custom compiler include file handlers. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets or sets the macro definition. - The definition of the macro. - - - Gets or sets the macro name. - The name of the macro. - - - Represents a compiler macro. - - - - Initializes a new instance of the DepthStencilBuffer class, specifying the multisample type and quality. Reference page contains code sample. - The graphics device that will display the depth stencil buffer. - Width, in pixels, of the depth stencil buffer. You can use graphicsDevice.PresentationParameters.BackBufferWidth to get the current screen width. - Height, in pixels, of the depth stencil buffer. You can use graphicsDevice.PresentationParameters.BackBufferHeight to get the current screen height. - The format of the data to be placed in this depth stencil buffer. Use GraphicsAdapter.CheckDepthStencilMatch to determine if a particular depth format is usable in a render target. - The levels of full-scene multisampling that the device can apply. You can use graphicsDevice.PresentationParameters.MultiSampleType to get the MultiSampleType of the back buffer. - The number of quality stops available for a given multisample type. You can use graphicsDevice.PresentationParameters.MultiSampleQuality to get the multisample quality of the back buffer. - - - Initializes a new instance of the DepthStencilBuffer class. Reference page contains code sample. - The graphics device that will display the depth stencil buffer. - Width, in pixels, of the depth stencil buffer. You can use graphicsDevice.PresentationParameters.BackBufferWidth to get the current screen width. - Height, in pixels, of the depth stencil buffer. You can use graphicsDevice.PresentationParameters.BackBufferHeight to get the current screen height. - The format of the data to be placed in this depth stencil buffer. Use GraphicsAdapter.CheckDepthStencilMatch to determine if a particular depth format is usable in a render target. - - - Occurs when resources are lost (for example, when the current device is lost). - - - Occurs when DepthStencilBuffer.Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR). - - - Occurs when content is about to be lost on a GraphicsDevice. - The source of this event. - The event arguments that are associated with the action that raised the event. - - - Releases the unmanaged resources used by this object and optionally releases the managed resources. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - - Immediately releases the unmanaged resources used by this object. - - - - Raises the DepthStencilBuffer.Disposing event when called from within a derived class. - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Gets the data format of this depth stencil buffer. - The data format of this depth stencil buffer. - - - Gets the graphics device associated with this depth stencil buffer. - The graphics device associated with this depth stencil buffer. - - - Gets the height, in pixels, of the surface. - The height, in pixels, of the surface. - - - Determines if the buffer data has been lost due to a lost device event. - true if the content was lost; false otherwise. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed. false if the object is not disposed. - - - Gets the number of quality stops available for a given multisample type. - The number of quality stops available for a given multisample type. - - - Gets the levels of full-scene multisampling that the device can apply. - The levels of full-scene multisampling that the device can apply. - - - Gets the name of this depth stencil buffer. - The name of this depth stencil buffer. - - - Gets the resource tag for this depth stencil buffer. - The resource tag for this depth stencil buffer. - - - Returns the width, in pixels, of this DepthStencilBuffer. - - - The width, in pixels, of this DepthStencilBuffer. - - - - Queries and prepares depth stencil buffers. Reference page contains links to related conceptual articles. - - - Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Initializes a new instance of this class. - - - The exception that is thrown when the device has been lost but cannot be reset at this time. Therefore, rendering is not possible. - - - Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Initializes a new instance of this class. - - - The exception that is thrown when the device has been lost but can be reset at this time. - - - - Initializes a new instance of the DeviceNotSupportedException class with a specified error message and a reference to the inner exception that is the cause of this exception. - - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - - Initializes a new instance of the DeviceNotSupportedException class with a specified error message. - - A message that describes the error. - - - - Initializes a new instance of the DeviceNotSupportedException class. - - - - The exception that is thrown when the graphics device does not support the requested capabilities. - - - Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Initializes a new instance of this class. - - - The error that is thrown when the device is still drawing. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The System.Object to compare with the current DisplayMode. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - The object to the left of the inequality operator. - The object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the aspect ratio used by the graphics device. - Aspect ratio of the viewport. - - - Gets a value indicating the surface format of the display mode. - The surface format of the display mode. - - - Gets a value indicating the screen height, in pixels. Reference page contains links to related conceptual articles. - Screen height, in pixels. - - - Gets a value indicating the refresh rate. The value of 0 indicates an adapter default. - Refresh rate. The value of 0 indicates an adapter default. - - - Returns the title safe area of the display. - The title safe area. - - - Gets a value indicating the screen width, in pixels. Reference page contains links to related conceptual articles. - Screen width, in pixels. - - - Describes the display mode. Reference page contains links to related conceptual articles. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The System.Object to compare with the current DisplayModeCollection. - true if the objects are the same; false otherwise. - - - - Gets an enumerator that can iterate through the DisplayModeCollection. - Enumerator that can iterate through the DisplayModeCollection. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - The object to the left of the inequality operator. - The object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Retrieves the DisplayMode structure with the specified format. - - The format of the DisplayMode to retrieve. - The DisplayMode. - - - - Manipulates a collection of DisplayMode structures. - - - Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Initializes a new instance of this class. - - - The exception that is thrown when an internal driver error occurs. Applications should destroy and recreate the device when receiving this error. - - - Initializes a new instance of Microsoft.Xna.Framework.Graphics.DynamicIndexBuffer(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Type,System.Int32,Microsoft.Xna.Framework.Graphics.BufferUsage) with the specified parameters. - The associated graphics device of the index buffer. - Type to use for index values. - Number of indices in the buffer. - A set of options identifying the behaviors of this index buffer resource. - - - Initializes a new instance of Microsoft.Xna.Framework.Graphics.DynamicIndexBuffer(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,Microsoft.Xna.Framework.Graphics.BufferUsage,Microsoft.Xna.Framework.Graphics.IndexElementSize) with the specified parameters. - The associated graphics device of the index buffer. - The size, in bytes, of the index buffer. - A set of options identifying the behaviors of this index buffer resource. - The size, in bits, of an index element. - - - Occurs when resources are lost due to a lost device event. - - - Occurs after content is lost from a graphics device failure, allowing an application to re-create all resources. - The source of this event. - The event arguments that are associated with the action that raised the event. - - - Immediately releases the unmanaged resources used by this object. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Copies array data to the index buffer. - Number of bytes into the index buffer where copying will start. - The array of data to copy. - The index of the element in the array at which to start copying. - The number of elements to copy. - Specifies whether existing data in the buffer will be kept after this operation. Discard is not valid on Xbox 360, but dynamic geometry may be rendered on the Xbox 360 by using DrawUserIndexedPrimitives instead of setting the data for the index buffer. - - - Copies array data to the index buffer. - The array of data to copy. - The index of the element in the array at which to start copying. - The number of elements to copy. - Specifies whether existing data in the buffer will be kept after this operation. Discard is not valid on Xbox 360, but dynamic geometry may be rendered on the Xbox 360 by using DrawUserIndexedPrimitives instead of setting the data for the index buffer. - - - Determines if the index buffer data has been lost due to a lost device event. - true if the content was lost; false otherwise. - - - Describes the rendering order of the vertices in a vertex buffer. Reference page contains links to related code samples. - - - Initializes a new instance of Microsoft.Xna.Framework.Graphics.DynamicVertexBuffer(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,Microsoft.Xna.Framework.Graphics.BufferUsage) with the specified parameters. - The graphics device to associate with this vertex buffer. - The number of bytes to allocate for this vertex buffer resource. - A set of options identifying the behaviors of this vertex buffer resource. It is good practice to match the usage parameter with the createOptions parameter in the GraphicsDevice constructor. - - - Initializes a new instance of Microsoft.Xna.Framework.Graphics.DynamicVertexBuffer(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Type,System.Int32,Microsoft.Xna.Framework.Graphics.BufferUsage) with the specified parameters. - The graphics device to associate with this vertex buffer. - The type of vertices in this vertex buffer. - The number of elements in this vertex buffer. - A set of options identifying the behaviors of this vertex buffer resource. It is good practice to match the usage parameter with the createOptions parameter in the GraphicsDevice constructor. - - - Occurs when resources are lost due to a lost device event. - - - Occurs after content is lost from a graphics device failure, allowing an application to re-create all resources. - The source of this event. - The event arguments that are associated with the action that raised the event. - - - Immediately releases the unmanaged resources used by this object. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Copies array data to the vertex buffer. - Number of bytes into the index buffer where copying will start. - The array of data to copy. - The index of the element in the array at which to start copying. - The number of elements to copy. - The size, in bytes, of the elements in the vertex buffer. - Specifies whether existing data in the buffer will be kept after this operation. Discard is not valid on Xbox 360, but dynamic geometry may be rendered on the Xbox 360 by using DrawUserIndexedPrimitives instead of setting the data for the vertex buffer. - - - Copies array data to the vertex buffer. - The array of data to copy. - The index of the element in the array at which to start copying. - The number of elements to copy. - Specifies whether existing data in the buffer will be kept after this operation. Discard is not valid on Xbox 360, but dynamic geometry may be rendered on the Xbox 360 by using DrawUserIndexedPrimitives instead of setting the data for the vertex buffer. - - - Determines if the index buffer data has been lost due to a lost device event. - true if the content was lost; false otherwise. - - - Represents a list of 3D vertices to be streamed to the graphics device. - - - Initializes a new instance of this class from a compiled effect, specifying the compiled effect as a stream. Reference page contains links to related code samples. - The graphics device that will create the effect. - Stream containing the compiled byte code. - Compilation optimization options. - Specifies a pool of resources to share between effects. - - - Initializes a new instance of this class from a compiled effect, specifying the compiled effect as a stream, as well as the number of bytes in the stream. Reference page contains links to related code samples. - The graphics device that will create the effect. - Stream containing the compiled byte code. - The number of bytes to read from the file. - Compilation optimization options. - Specifies a pool of resources to share between effects. - - - Initializes a new instance of this class, specifying the graphics device to associate with this effect and the effect to clone. Reference page contains links to related code samples. - The graphics device that will create the effect. - The effect to clone. - - - Initializes a new instance of this class from a compiled effect, specifying the compiled effect by file name. Reference page contains links to related code samples. - The graphics device that will create the effect. - A file containing a compiled byte code. - Compilation optimization options. - Specifies a pool of resources to share between effects. - - - Initializes a new instance of this class from a compiled effect, specifying the compiled effect as a byte array. Reference page contains links to related code samples. - The graphics device that will create the effect. - Byte array containing the compiled byte code. - Compilation optimization options. - Specifies a pool of resources to share between effects. - - - - Occurs when Effect.Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR). - Reference page contains code sample. - - - Occurs when an object is lost, normally just before a device is reset. Reference page contains code sample. - - - Occurs after the device is reset. Reference page contains code sample. - - - Begins application of the active technique, specifying options for saving state. - Options for saving the state prior to application of the technique. - - - Begins application of the active technique. - - - Creates a clone of an effect. - The device associated with the effect. - The cloned effect. - - - Propagates the state change that occurs inside of an active pass to the device before rendering. - - - Compiles an effect from a stream containing the effect source code. - File stream containing the effect source code. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - The target platform for the compilation. - The compiled effect. - - - Compiles an effect from a file containing the effect source code. - The name of the file containing the effect source code. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - The target platform for the compilation. - The compiled effect. - - - Compiles an effect from a stream containing the effect source code, specifying the number of bytes in the stream. - File stream containing the effect source code. - The number of bytes in effectFileStream. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - The target platform for the compilation. - The compiled effect. - - - Compiles an effect from a string containing the effect source code. - String containing the effect source code. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - The target platform for the compilation. - The compiled effect. - - - Disassembles this effect. - true to enable color coding to make the disassembly easier to read. - A string that contains the effect assembly (ASM). - - - Disassembles an effect. - The effect to disassemble. - true to enable color coding to make the disassembly easier to read. - A string that contains the effect assembly (ASM). - - - - Releases the unmanaged resources used by the Effect and optionally releases the managed resources. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - Raises the Effect.Disposing event when called from within a derived class. - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - Ends the application of the current technique. Reference page contains links to related code samples. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Raises an Effect.Lost event when called from within a derived class. - Invoking object reference; should be this object. - Arguments to pass into the event handler. - - - Raises an Effect.Reset event when called from within a derived class. - Invoking object reference; should be this object. - Arguments to pass into the event handler. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the name of the effect creator. - The name of the effect creator. - - - Gets or sets the active technique. Reference page contains code sample. - The current technique. - - - Gets an EffectPool representing the pool of shared parameters. - The pool of shared parameters. - - - Gets a collection of functions that can render the effect. - Collection of functions that can render the effect. - - - Gets the graphics device that created the effect. - The graphics device that created the effect. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Gets a collection of parameters used for this effect. Reference page contains links to related code samples. - The collection of parameters used for this effect. - - - Gets a collection of techniques that are defined for this effect. Reference page contains code sample. - A collection of techniques that are defined for this effect. - - - Used to set and query effects and choose techniques. Reference page contains links to related conceptual articles. - - - Gets the value of the EffectAnnotation as a System.Boolean. - - The value of the EffectAnnotation as a System.Boolean. - - - - - Gets the value of the EffectAnnotation as a System.Int32. - - - The value of the EffectAnnotation as a System.Int32. - - - - - Gets the value of the EffectAnnotation as a System.Int32. - - - The value of the EffectAnnotation as a System.Int32. - - - - - Gets the value of the EffectAnnotation as a System.Single. - - - The value of the EffectAnnotation as a System.Single. - - - - - Gets the value of the EffectAnnotation as a System.String. - - - The value of the EffectAnnotation as a System.String. - - - - - Gets the value of the EffectAnnotation as a Framework.Vector2. - - - The value of the EffectAnnotation as a Framework.Vector2. - - - - - Gets the value of the EffectAnnotation as a Framework.Vector3. - - - The value of the EffectAnnotation as a Framework.Vector3. - - - - - Gets the value of the EffectAnnotation as a Framework.Vector4. - - - The value of the EffectAnnotation as a Framework.Vector4. - - - - Gets the number of columns in this effect annotation. - The number of columns in this effect annotation. - - - Gets the name of the effect annotation. - The name of the effect annotation. - - - Gets the parameter class of this effect annotation. - The parameter class of this effect annotation. - - - Gets the parameter type of this effect annotation. - The parameter type of this effect annotation. - - - Gets the row count of this effect annotation. - The row count of this effect annotation. - - - Gets the semantic of this effect annotation. - The semantic of this effect annotation. - - - Represents an annotation to an EffectParameter. - - - Returns an enumerator that can iterate through the EffectAnnotationCollection. - The iterator. - - - Gets the number of EffectAnnotation objects in this EffectAnnotationCollection. - - The number of EffectAnnotation objects in this EffectAnnotationCollection. - - - Gets a specific EffectAnnotation object by using a name. - Name of the EffectAnnotation to get. - The EffectAnnotation object named name. - - - Gets a specific EffectAnnotation object by using an index value. - Index of the EffectAnnotation to get. - The EffectAnnotation object at index index. - - - Manipulates a collection of EffectAnnotation objects. - - - Gets the name of the function. - The name of the function. - - - Represents a function on an Effect. - - - Returns an enumerator that can iterate through the EffectFunctionCollection. - The iterator. - - - Gets the number of EffectFunction objects in this EffectFunctionCollection. - The number of EffectFunction objects in this EffectFunctionCollection. - - - Gets a specific EffectFunction object by using a name. - Name of the EffectFunction to get. - The EffectFunction object named name. - - - Gets a specific EffectFunction object by using an index value. - Index of the EffectFunction to get. - The EffectFunction object at index index. - - - Manipulates a collection of EffectFunction objects. - - - - Gets the value of the EffectParameter as an array of System.Boolean. - - The number of elements in the array. - - The value of the EffectParameter as an array of System.Boolean. - - - - - Gets the value of the EffectParameter as a System.Boolean. - - - The value of the EffectParameter as a System.Boolean. - - - - - Gets the value of the EffectParameter as an array of System.Int32. - - The number of elements in the array. - - The value of the EffectParameter as an array of System.Int32. - - - - - Gets the value of the EffectParameter as an System.Int32. - - - Gets the value of the EffectParameter as an System.Int32. - - - - - Gets the value of the EffectParameter as an array of Framework.Matrix. - - The number of elements in the array. - - The value of the EffectParameter as an array of Framework.Matrix. - - - - - Gets the value of the EffectParameter as an array of Framework.Matrix transpose. - - The number of elements in the array. - - The value of the EffectParameter as an array of Framework.Matrix transpose. - - - - - Gets the value of the EffectParameter as a Framework.Matrix transpose. - - - The value of the EffectParameter as a Framework.Matrix transpose. - - - - - Gets the value of the EffectParameter as a Framework.Matrix. - - - The value of the EffectParameter as a Framework.Matrix. - - - - - Gets the value of the EffectParameter as an array of Framework.Quaternion. - - The number of elements in the array. - - The value of the EffectParameter as an array of Framework.Quaternion. - - - - - Gets the value of the EffectParameter as a Framework.Quaternion. - - The value of the EffectParameter as a Framework.Quaternion. - - - - Gets the value of the EffectParameter as an array of System.Single. - - The number of elements in the array. - - The value of the EffectParameter as an array of System.Single. - - - - - Gets the value of the EffectParameter as a System.Single. - - - The value of the EffectParameter as a System.Single. - - - - - Gets the value of the EffectParameter as an System.String. - - The value of the EffectParameter as an System.String. - - - - Gets the value of the EffectParameter as a Texture2D. - - - The value of the EffectParameter as a Texture2D. - - - - - Gets the value of the EffectParameter as a Texture3D. - - - The value of the EffectParameter as a Texture3D. - - - - - Gets the value of the EffectParameter as a TextureCube. - - The value of the EffectParameter as a TextureCube. - - - - Gets the value of the EffectParameter as an array of Framework.Vector2. - - The number of elements in the array. - - The value of the EffectParameter as an array of Framework.Vector2. - - - - - Gets the value of the EffectParameter as a Framework.Vector2. - - The value of the EffectParameter as a Framework.Vector2. - - - - Gets the value of the EffectParameter as an array of Framework.Vector3. - - The number of elements in the array. - - The value of the EffectParameter as an array of Framework.Vector3. - - - - - Gets the value of the EffectParameter as a Framework.Vector3. - - The value of the EffectParameter as a Framework.Vector3. - - - - Gets the value of the EffectParameter as an array of Framework.Vector4. - - The number of elements in the array. - - The value of the EffectParameter as an array of Framework.Vector4. - - - - - Gets the value of the EffectParameter as a Framework.Vector4. - - - The value of the EffectParameter as a Framework.Vector4. - - - - Sets the range of an array to pass to the device. - The start index. - The stop index. - - - - Sets the value of the EffectParameter to the transpose of a Framework.Matrix. - - The value. - - - - Sets the value of the EffectParameter to the transpose of a Framework.Matrix. - - The value. - - - Sets the value of the EffectParameter. - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - Sets the value of the EffectParameter. - The value to assign to the EffectParameter. - - - Gets the collection of EffectAnnotation objects for this parameter. - - The collection of EffectAnnotation objects. - - - Gets the number of columns in the parameter description. - The number of columns in the parameter description. - - - Gets the collection of effect parameters. - The collection of effect parameters. - - - Gets the name of the parameter. - The name of the parameter. - - - Gets the class of the parameter. - The parameter class. - - - Gets the type of the parameter. - The parameter type. - - - Gets the number of rows in the parameter description. - The number of rows in the parameter description. - - - Gets the semantic meaning, or usage, of the parameter. - The semantic meaning of the parameter. - - - Gets the collection of structure members. - The collection of structure members. - - - Represents an Effect parameter. Reference page contains code sample. - - - Initializes a new instance of the EffectParameterBlock class. - The Effect used to generate the EffectParameterBlock. - - - Applies the parameter changes in the EffectParameterBlock to the current effect state. - - - Begins capturing parameter state changes from the parent Effect. - - - - Releases the unmanaged resources used by the EffectParameterBlock and optionally releases the managed resources. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - Stops capturing state changes from the parent Effect. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Represents an EffectParameter state block. - - - Returns an enumerator that can iterate through the EffectParameterCollection. - The iterator. - - - Gets the handle of a top-level parameter or a structure member parameter by looking up its semantic with a case-insensitive search. - The name of the semantic to search for. - The first parameter that matches the semantic, or null if no matching parameter was found. - - - Gets the number of EffectParameter objects in this EffectParameterCollection. - The number of EffectParameter objects in this EffectParameterCollection. - - - Gets a specific EffectParameter by name. - - The name of the EffectParameter to retrieve. - The EffectParameter object named name. - - - Gets a specific EffectParameter object by using an index value. - Index of the EffectParameter to get. - The EffectParameter object at index index. - - - Manipulates a collection of EffectParameter objects. - - - Begins a pass within the active technique. Reference page contains links to related code samples. - - - Ends a pass within the active technique. Reference page contains links to related code samples. - - - Gets the set of EffectAnnotation objects for this EffectPass. - The EffectAnnotationCollection containing EffectAnnotation objects for this EffectPass. - - - Gets the name of this pass. - The name of this pass. - - - Represents an effect pass. - - - - Returns an enumerator that can iterate through the collection. - - Enumerator that can iterate through the collection. - - - - Gets the number of objects in the collection. - - The number of objects in the collection. - - - - Gets a specific element in the collection by using a name. - Name of the EffectPass to get. - - The object named name. - - - - Gets a specific element in the collection by using an index value. - Index of the EffectPass to get. - - The object at index index. - - - - Manipulates a collection of EffectPass objects. - - - Initializes a new instance of this class. - - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - Reference page contains code sample. - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Raises the Disposing event when called from within a derived class. - - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Allows applications to share resources between effects. - - - Determines whether a given EffectParameter is used by this technique. - The effect parameter to check. - true if the parameter is used by this technique; false otherwise. - - - - Validates this technique. - true if the technique is valid; false otherwise. - - - Gets the EffectAnnotation objects associated with this technique. - The EffectAnnotation objects associated with this technique. - - - Gets the name of this technique. - The name of this technique. - - - Gets the collection of EffectPass objects this rendering technique requires. - The collection of EffectPass objects this rendering technique requires. - - - Represents an effect technique. Reference page contains code sample. - - - - Returns an enumerator that can iterate through the collection. - - Enumerator for the effect technique collection. - - - - Returns all of the valid techniques in this collection. - An enumeration of all the valid techniques in this collection. - - - Gets the number of objects in the collection. - The number of objects in the collection. - - - Gets a specific element in the collection by using a name. - Name of the EffectTechnique to get. - The object named name. - - - Gets a specific element in the collection by using an index value. - Index of the EffectTechnique to get. - - The object at index index. - - - - Manipulates a collection of EffectTechnique objects. - - - Initializes a new instance of this class. - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Retrieves the blue component of the gamma ramp. - - A 256-element integer array that represents the blue component. - - - - Retrieves the green component of the gamma ramp. - A 256-element integer array that represents the green component. - - - Retrieves the red component of the gamma ramp. - A 256-element integer array that represents the red component. - - - Sets the blue component of the gamma ramp. - A 256-element integer array that represents the blue component. - - - Sets the green component of the gamma ramp. - A 256-element integer array that represents the green component. - - - Sets the red component of the gamma ramp. - A 256-element integer array that represents the red component. - - - Contains red, green, and blue ramp data. - - - Tests whether a depth stencil format is compatible with a render target format in a particular display mode. Reference page contains code sample. - The device type. - The format of the display mode into which the adapter will be placed. - The format of the render-target surface to be tested. - The format of the depth stencil surface to be tested. - true if the format is compatible; false otherwise. - - - Tests a device to determine whether it supports conversion from one display format to another. - Type of device to check. - Source adapter format. - Target adapter format. - true if the method succeeds; false if it fails. - - - Verifies whether a surface buffer format is available as a specified resource type and can be used as a texture, depth-stencil buffer, render target, or any combination of the three on a device representing the current adapter. Reference page contains code sample. - The type of device to check. - The format of the display mode into which the adapter will be placed. - A set of options identifying the behaviors of this surface resource. - The type of query to issue. - A resource type requested for use with the queried format. - The format of the surface identified by usage. - true if the surface format is available as the specified resource and format type; false otherwise. - - - Verifies whether a depth buffer format is available as a specified resource type and can be used as a texture, depth-stencil buffer, render target, or any combination of the three, on a device representing the current adapter. Reference page contains code sample. - The type of device to check. - The format of the display mode into which the adapter will be placed. - A set of options identifying the behaviors of this surface resource. - The type of query to issue. - A resource type requested for use with the queried format. - The format of the depth buffer surface identified by usage. - true if the surface format is available as the specified resource and format type; false otherwise. - - - Verifies whether a multisample technique is available on a specified game machine, optionally returning the number of quality stops available for the specified technique. Reference page contains code sample. - The type of device to check. - The format of the surface to be multisampled. - true to inquire about windowed multisampling; false to inquire about full-screen multisampling. - The multisampling technique to test. - Number of quality stops available for a given multisample type; can be null if it is not necessary to return the values. - true if the technique is available; false otherwise. - - - Verifies whether a multisample technique is available on a specified game machine. Reference page contains code sample. - The type of device to check. - The format of the surface to be multisampled. - true to inquire about windowed multisampling; false to inquire about full-screen multisampling. - The multisampling technique to test. - true if the technique is available; false otherwise. - - - Determines whether a hardware-accelerated device type can be used on the current adapter. - The type of device to check. - The format of the adapter display mode for which the device type is being checked. For example, some devices operate only in modes of 16 bits per pixel. - Format of the back buffer. This value must be one of the render target formats. GraphicsDevice.DisplayMode can be used to obtain the current format.For windowed applications, the back-buffer format does not need to match the display-mode format if the hardware supports color conversion. The set of possible back-buffer formats is constrained, but the runtime allows any valid back-buffer format to be presented to any desktop format. Additionally, the device must be operable in desktop mode because devices typically do not operate in modes of 8 bits per pixel.Full-screen applications cannot perform color conversion.SurfaceFormat.Unknown is allowed for windowed mode. - true if the device type will be used in windowed mode; false if the device type will be used in full-screen mode. - true if the method succeeds and the device can be used on this adapter; false if the method fails. If the method fails, you may check the result code returned by Manager.CheckDeviceTypeResult to determine the specific reason. - - - - Releases all resources used by the GraphicsAdapter class. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - - Releases all resources used by the GraphicsAdapter class. - - - - Compares two objects to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - - Determines whether the specified System.Object is equal to the GraphicsAdapter. - - The System.Object to compare with the current GraphicsAdapter. - true if the objects are the same; false otherwise. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Returns the capabilities of a device. Reference page contains links to related code samples. - The device to query. - The capabilities of the specified device. - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - The object to the left of the inequality operator. - The object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Determines whether a requested device type is available. - The device type to request. - true if the requested device type is available; false otherwise. - - - - Collection of available adapters on the system. Reference page contains links to related code samples. - The collection of adapters. - - - - Gets the current display mode. - The current display mode. - - - Gets the default adapter. - The default adapter. - - - Retrieves a string used for presentation to the user. - - Description of the adapter. - - - - Retrieves a globally unique identifier (GUID) object that can be used to check changes in the driver and chip set. - A unique identifier for the driver and chip set pair. - - - - Retrieves a value that is used to help identify a particular chip set. - - - Value that helps identify the chip set. The returned value may be zero if it is unknown. - - - Retrieves a string that contains the device name for a Microsoft Windows Graphics Device Interface (GDI). - The name of the device. - - - Retrieves a string that is used to present the driver name to the user. - The driver name - - - Retrieves a value that identifies the version of the Microsoft Direct3D driver. - The driver version. - - - Determines if this instance of GraphicsAdapter is the default adapter. - true if this instance of GraphicsAdapter is the default adapter, false otherwise. - - - Determines if the graphics adapter is in widescreen mode. - true if the graphics adapter is in widescreen mode; false otherwise. - - - Retrieves the handle of the monitor associated with the Microsoft Direct3D object. - The handle of the monitor. - - - Retrieves a value used to help identify the revision level of a particular chip set. - Value used to help identify the revision level of the chip set. This value may be zero if it is unknown. - - - Retrieves a value used to identify the subsystem. - Value used to identify the subsystem, typically the particular board. This value may be zero if it is unknown. - - - Returns a collection of supported display modes for the current adapter. - - The supported display modes for the adapter. - - - - Retrieves a value used to identify the manufacturer. - - Value used to identify the manufacturer. This value may be zero if it is unknown. - - - - Provides methods to retrieve and manipulate graphics adapters. - - - Creates a new instance of GraphicsDevice - The display adapter. - The desired device type. - The focus window. - The presentation parameters for the device to be created. - - - Occurs when a GraphicsDevice is about to be lost (for example, immediately before a reset). Reference page contains code sample. - - - Occurs when a GraphicsDevice is resetting, allowing the application to cancel the default handling of the reset. Reference page contains code sample. - - - Occurs after a GraphicsDevice is reset, allowing an application to recreate all resources. - - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - Reference page contains code sample. - - - Occurs when a resource is created. - - - Occurs when a resource is destroyed. - - - Clears a set of regions to a specified color, clears the depth buffer, and erases the stencil buffer. - Flags that indicate which surfaces to clear. - Color value to which the render target surface is cleared. - New depth value to store in the depth buffer. This parameter can be in the range of 0.0 through 1.0 (for z-based or w-based depth buffers). A value of 0.0 represents the nearest distance to the viewer; a value of 1.0 represents the farthest distance. - Integer value to store in each stencil-buffer entry. This parameter can be in the range of 0 through 2n−1, where n is the bit depth of the stencil buffer. - The regions to clear. - - - Clears a set of regions to a specified color, clears the depth buffer, and erases the stencil buffer. - The surfaces to clear. - Color value to which the render target surface is cleared. - New z value that this method stores in the depth buffer. This parameter can be in the range of 0.0 through 1.0 (for z-based or w-based depth buffers). A value of 0.0 represents the nearest distance to the viewer; a value of 1.0 represents the farthest distance. - Integer value to store in each stencil-buffer entry. This parameter can be in the range of 0 through 2n−1, where n is the bit depth of the stencil buffer. - The regions to clear. - - - Clears the viewport to a specified color. - Color value to which the render target surface is cleared. - - - Clears the viewport to a specified color, clears the depth buffer, and erases the stencil buffer. - Flags indicating which surfaces to clear. - Color value to which the render target surface is cleared. - New depth value that this method stores in the depth buffer. This parameter can be in the range of 0.0 through 1.0 (for z-based or w-based depth buffers). A value of 0.0 represents the nearest distance to the viewer; a value of 1.0 represents the farthest distance. - Integer value to store in each stencil-buffer entry. This parameter can be in the range of 0 through 2n−1, where n is the bit depth of the stencil buffer. - - - Clears the viewport to a specified color, clears the depth buffer, and erases the stencil buffer. - The surfaces to clear. - Color value to which the render target surface is cleared. - New z value that this method stores in the depth buffer. This parameter can be in the range of 0.0 through 1.0 (for z-based or w-based depth buffers). A value of 0.0 represents the nearest distance to the viewer; a value of 1.0 represents the farthest distance. - Integer value to store in each stencil-buffer entry. This parameter can be in the range of 0 through 2n−1, where n is the bit depth of the stencil buffer. - - - Occurs when a GraphicsDevice is about to be lost (for example, immediately before a reset). - The source of this event. - The event arguments that are associated with the action that raised the event. - - - Occurs when a GraphicsDevice is resetting - The source of this event. - The event arguments that are associated with the action that raised the event. - - - Occurs after a GraphicsDevice is reset, allowing an application to re-create all resources. - The source of this event. - The event arguments that are associated with the action that raised the event. - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Raises the GraphicsDevice.Disposing event when called from within a derived class. - - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - Renders the specified geometric primitive, based on indexing into an array of vertices. Reference page contains links to related code samples. - Describes the type of primitive to render. PrimitiveType.PointList is not supported with this method. - Offset to add to each vertex index in the index buffer. - Minimum vertex index for vertices used during the call. The minVertexIndex parameter and all of the indices in the index stream are relative to the baseVertex parameter. - A number of vertices used during the call. The first vertex is located at index: baseVertex + minVertexIndex. - Location in the index array at which to start reading vertices. - A number of primitives to render. The number of vertices used is a function of primitiveCount and primitiveType. To determine the maximum number of primitives allowed, check the MaxPrimitiveCount property member of the Capabilities structure. - - - Renders a sequence of non-indexed geometric primitives of the specified type from the current set of data input streams. Reference page contains links to related code samples. - Describes the type of primitive to render. - Index of the first vertex to load. Beginning at startVertex, the correct number of vertices is read out of the vertex buffer. - Number of primitives to render. To determine the maximum number of primitives allowed, check GraphicsDeviceCapabilities.MaxPrimitiveCount. The primitiveCount is the number of primitives as determined by the primitive type. If it is a line list, each primitive has two vertices. If it is a triangle list, each primitive has three vertices. - - - Renders geometric primitives with indexed data specified by the user, specifying an index buffer as an array of type System.Int16. - Describes the type of primitive to render. - The vertex buffer indexed by indexData. - Offset to add to each vertex index in the index buffer. - Number of vertices used during this call. The first vertex is located at index minVertexIndex. - A list of indices into the vertex buffer, given in the order that you want the vertices to render. Using an array of type System.Int16, which uses 16 bits per element, allows you conserve resources if the index buffer does not require a 32-bit depth array. - Location in the index array at which to start reading vertices. - Number of primitives to render. The maximum number of primitives allowed is determined by checking GraphicsDeviceCapabilities.MaxPrimitiveCount. (The number of indices is a function of the primitive count and the primitive type.) - - - Renders geometric primitives with indexed data specified by the user, specifying an index buffer as an array of type System.Int32. - Describes the type of primitive to render. - The vertex buffer indexed by indexData. - Offset to add to each vertex index in the index buffer. - Number of vertices used during this call. The first vertex is located at index minVertexIndex. - A list of indices into the vertex buffer, given in the order that you want the vertices to render. Using an array of type System.Int32, which uses 32 bits per element, allows you to index a greater number of elements in the vertex buffer. - Location in the index array at which to start reading vertices. - Number of primitives to render. The maximum number of primitives allowed is determined by checking GraphicsDeviceCapabilities.MaxPrimitiveCount. (The number of indices is a function of the primitive count and the primitive type.) - - - Renders the given geometric primitive with data specified by the user. Reference page contains links to related code samples. - Describes the type of primitive to render. - The vertex data. - Offset at which to begin reading vertexData. - Number of primitives to render. The maximum number of primitives allowed is determined by checking GraphicsDeviceCapabilities.MaxPrimitiveCount. The number of indices is a function of primitiveCount and primitiveType. - - - Evicts all managed resources, including Microsoft Direct3D resources and those that are driver managed. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Gets the gamma correction ramp. - The gamma correction ramp. - - - Gets an array of System.Boolean values from the pixel shader constant Boolean registers. - Pixel shader Boolean constant register of the first constant. - Number of System.Boolean values to retrieve. - Array of System.Boolean values retrieved from the constant registers. - - - - Gets an array of System.Int32 values from the pixel shader constant integer registers. - - Pixel shader integer register of the first constant. - Number of System.Int32 values to retrieve. - - Array of System.Int32 values retrieved from the constant registers. - - - - - Gets an array of Framework.Matrix values from the pixel shader constant float registers. - - Pixel shader constant float register of the first constant. - Number of Framework.Matrix values to retrieve. - - Array of Framework.Matrix values retrieved from the constant registers. - - - - - Gets a Framework.Matrix value from the pixel shader constant float registers. - - Pixel shader constant float register of the first constant. - Framework.Matrix value retrieved from the constant registers. - - - - - Gets an array of Framework.Quaternion values from the pixel shader constant float registers. - - Pixel shader constant float register of the first constant. - Number of Framework.Quaternion values to retrieve. - - Array of Framework.Quaternion values retrieved from the constant registers. - - - - - Gets a Framework.Quaternion value from the pixel shader constant float registers. - - Pixel shader constant float register of the first constant. - Framework.Quaternion value retrieved from the constant registers. - - - - - Gets an array of System.Single values from the pixel shader constant float registers. - - Pixel shader constant float register of the first constant. - Number of System.Single values to retrieve. - - Array of System.Single values retrieved from the constant registers. - - - - - Gets an array of Framework.Vector2 values from the pixel shader constant float registers. - - Pixel shader constant float register of the first constant. - Number of Framework.Vector2 values to retrieve. - - Array of Framework.Vector2 values retrieved from the constant registers. - - - - - Gets a Framework.Vector2 value from the pixel shader constant float registers. - - Pixel shader constant float register of the first constant. - Framework.Vector2 value retrieved from the constant registers. - - - - - Gets an array of Framework.Vector3 values from the pixel shader constant float registers. - - Pixel shader constant float register of the first constant. - Number of Framework.Vector3 values to retrieve. - - Array of Framework.Vector3 values retrieved from the constant registers. - - - - - Gets a Framework.Vector3 value from the pixel shader constant float registers. - - Pixel shader constant float register of the first constant. - Framework.Vector3 value retrieved from the constant registers. - - - - - Gets an array of Framework.Vector4 values from the pixel shader constant float registers. - - Pixel shader constant float register of the first constant. - Number of Framework.Vector4 values to retrieve. - - Array of Framework.Vector4 values retrieved from the constant registers. - - - - - Gets a Framework.Vector4 value from the pixel shader constant float registers. - - Pixel shader constant float register of the first constant. - Framework.Vector4 value retrieved from the constant registers. - - - - Gets a render target surface. - Index of the render target. - - The render target surface of the current graphics device. - - - - Gets an array of System.Boolean values from the vertex shader constant Boolean registers. - - Vertex shader constant Boolean register of the first constant. - Number of System.Boolean values to retrieve. - - Array of System.Boolean values retrieved from the constant registers. - - - - - Gets an array of System.Int32 values from the vertex shader constant integer registers. - - Vertex shader constant integer register of the first constant. - Number of System.Int32 values to retrieve. - - Array of System.Int32 values retrieved from the constant registers. - - - - - Gets an array of Framework.Matrix values from the vertex shader constant float registers. - - Vertex shader constant float register of the first constant. - Number of Framework.Matrix values to retrieve. - - Array of Framework.Matrix values retrieved from the constant registers. - - - - - Gets a Framework.Matrix value from the vertex shader constant float registers. - - Vertex shader constant float register of the first constant. - Framework.Matrix value retrieved from the constant registers. - - - - - Gets an array of Framework.Quaternion values from the vertex shader constant float registers. - - Vertex shader constant float register of the first constant. - Number of Framework.Quaternion values to retrieve. - - Array of Framework.Quaternion values retrieved from the constant registers. - - - - - Gets a Framework.Quaternion value from the vertex shader constant float registers. - - Vertex shader constant float register of the first constant. - Framework.Quaternion value retrieved from the constant registers. - - - - - Gets an array of System.Single values from the vertex shader constant float registers. - - Vertex shader constant float register of the first constant. - Number of System.Single values to retrieve. - - Array of System.Single values retrieved from the constant registers. - - - - - Gets an array of Framework.Vector2 values from the vertex shader constant float registers. - - Vertex shader constant float register of the first constant. - Number of Framework.Vector2 values to retrieve. - - Array of Framework.Vector2 values retrieved from the constant registers. - - - - - Gets a Framework.Vector2 value from the vertex shader constant float registers. - - Vertex shader constant float register of the first constant. - Framework.Vector2 value retrieved from the constant registers. - - - - - Gets an array of Framework.Vector3 values from the vertex shader constant float registers. - - Vertex shader constant float register of the first constant. - Number of Framework.Vector3 values to retrieve. - - Array of Framework.Vector3 values retrieved from the constant registers. - - - - - Gets a Framework.Vector3 value from the vertex shader constant float registers. - - Vertex shader constant float register of the first constant. - Framework.Vector3 value retrieved from the constant registers. - - - - - Gets an array of Framework.Vector4 values from the vertex shader constant float registers. - - Vertex shader constant float register of the first constant. - Number of Framework.Vector4 values to retrieve. - - Array of Framework.Vector4 values retrieved from the constant registers. - - - - - Gets a Framework.Vector4 value from the vertex shader constant float registers. - - Vertex shader constant float register of the first constant. - Framework.Vector4 value retrieved from the constant registers. - - - - Specifies the window target for a presentation and presents the display with the contents of the next buffer in the sequence of back buffers owned by the GraphicsDevice. Reference page contains code sample. - Destination window containing the client area that is the target for this presentation. If not specified, this is PresentationParameters.DeviceWindowHandle. - - - - Specifies the window target for a presentation and presents the display with the contents of the next buffer in the sequence of back buffers owned by the GraphicsDevice. - Reference page contains code sample. - The source rectangle. If null, the entire source surface is presented. If the rectangle exceeds the source surface, the rectangle is clipped to the source surface. This parameter must be null unless the swap chain was created with SwapEffect.Copy. - The destination rectangle, in window client coordinates. If null, the entire client area is filled. If the rectangle exceeds the destination client area, the rectangle is clipped to the destination client area. This parameter must be null unless the swap chain was created with SwapEffect.Copy. - Destination window containing the client area that is the target for this presentation. If not specified, this is PresentationParameters.DeviceWindowHandle. - - - Presents the display with the contents of the next buffer in the sequence of back buffers owned by the GraphicsDevice. Reference page contains code sample. - - - Resets the current GraphicsDevice with the specified PresentationParameters. - Describes the new presentation parameters. This value cannot be null. - - - Resets the presentation parameters for the specified Microsoft.Xna.Framework.Graphics.GraphicsDevice.Reset(Microsoft.Xna.Framework.Graphics.GraphicsAdapter). - The graphics device being reset. - - - Resets the specified Microsoft.Xna.Framework.Graphics.GraphicsDevice.Reset(Microsoft.Xna.Framework.Graphics.PresentationParameters,Microsoft.Xna.Framework.Graphics.GraphicsAdapter) with the specified presentation parameters. - Describes the new presentation parameters. This value cannot be null. - The graphics device being reset. - - - Resets the presentation parameters for the current GraphicsDevice. - - - Copies the current back buffer contents to a texture. Reference page contains code sample. - Texture to update with the resolved back buffer. - - - Copies the contents of the back buffer at the specified index to a texture. Reference page contains code sample. - Texture to update with the resolved back buffer. - Index of the back buffer to resolve. - - - - Occurs when GraphicsDevice.ResourceCreated is called. - - The source of the event. - An EventArgs object that contains no data. - - - - Occurs when GraphicsDevice.ResourceDestroyed is called. - - The source of the event. - An EventArgs object that contains no data. - - - Sets the gamma correction ramp. - true to indicate that correction should be applied. false to indicate that no gamma correction should be applied. The supplied gamma table is transferred directly to the GraphicsDevice. - The gamma correction ramp to set. - - - - Sets the specified pixel shader constant float register to a Framework.Vector2 value. - - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant float registers to an array of Framework.Quaternion values. - - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant Boolean registers to an array of System.Boolean values. - - Zero-based index of the pixel shader constant Boolean register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant float registers to a Framework.Matrix value. - - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant float registers to an array of System.Single values. - - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant float registers to an array of Framework.Matrix values. - - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant float register to a Framework.Vector3 value. - - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant float registers to a Framework.Quaternion value. - - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant integer registers to an array of System.Int32 values. - - Zero-based index of the pixel shader constant integer register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant float registers to an array of Framework.Vector3 values. - - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant float registers to an array of Framework.Vector2 values. - - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant float registers to an array of Framework.Vector4 values. - - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant float register to a Framework.Vector4 value. - - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - Sets a new render target for this GraphicsDevice. Reference page contains code sample. - Index of the render target. The number of render targets supported by a GraphicsDevice is contained in GraphicsDeviceCapabilities.MaxSimultaneousRenderTargets. - A new render target for the device, or null to set the device render target to the back buffer of the device. - - - - Sets a new render target for this GraphicsDevice. Reference page contains code sample. - Index of the render target. The number of render targets supported by a GraphicsDevice is contained in GraphicsDeviceCapabilities.MaxSimultaneousRenderTargets. - A new render target for the device, or null to set the device render target to the back buffer of the device. - The cube map face type. - - - - Sets the specified vertex shader constant float register to a Framework.Vector2 value. - - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified vertex shader constant float registers to an array of Framework.Quaternion values. - - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified vertex shader constant Boolean registers to an array of System.Boolean values. - - Zero-based index of the vertex shader constant Boolean register at which to begin setting values. - The constant data. - - - - Sets the specified vertex shader constant float registers to a Framework.Matrix value. - - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. This value will be transposed when the vertex shader constant is set. - - - - Sets the specified vertex shader constant float registers to an array of System.Single values. - - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified vertex shader constant float registers to an array of Framework.Matrix values. - - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. This value will be transposed when the vertex shader constant is set. - - - - Sets the specified vertex shader constant float register to a Framework.Vector3 value. - - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified vertex shader constant float register to a Framework.Quaternion value. - - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified vertex shader constant integer registers to an array of System.Int32 values. - - Zero-based index of the vertex shader constant integer register at which to begin setting values. - The constant data. - - - - Sets the specified vertex shader constant float registers to an array of Framework.Vector3 values. - - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified vertex shader constant float registers to an array of Framework.Vector2 values. - - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified vertex shader constant float registers to an array of Framework.Vector4 values. - - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified vertex shader constant float register to a Framework.Vector4 value. - - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. - - - Retrieves a string representation of this object. - String representation of this object. - - - Retrieves the clipping planes of the current GraphicsDevice. - The clipping planes. - - - Retrieves the creation parameters of the GraphicsDevice. - - The creation parameters. - - - - Gets or sets the depth stencil surface of this GraphicsDevice. - The depth stencil buffer. If no depth stencil buffer is associated with the GraphicsDevice, the return value is null.Setting this value to null disables the depth stencil operation. - - - - Retrieves the display mode's spatial resolution, color resolution, and refresh frequency. - Reference page contains code sample. - - Data describing the display mode of the adapter (as opposed to the display mode of the GraphicsDevice, which might not be active if the GraphicsDevice does not own full-screen mode). - - - - Returns the driver level. - - This method returns the driver version, which is one of the following: - 700 - Direct3D 7 level driver800 - Direct3D 8 level driver900 - Direct3D 9 level driver - - - Gets the capabilities of the graphics device. - The capabilities. - - - Retrieves the status of the device - The status of the device - - - Gets or sets index data. Reference page contains links to related code samples. - The index data. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Gets or sets the current pixel shader. - - The current pixel shader or a pixel shader object to set. - - - - Gets the presentation parameters associated with this graphics device. - The presentation parameters associated with this graphics device. - - - Retrieves information that describes the raster of the monitor on which the swap chain is presented. - - Information about the position or other status of the raster on the monitor driven by the current adapter. - - - - Retrieves a render-state value for a GraphicsDevice. - The render state. - - - Retrieves a collection of SamplerState objects for the current GraphicsDevice. - The sample states of this GraphicsDevice. - - - Gets or sets the rectangle used for scissor testing. - Defines the rendering area within the render target, if scissor testing is enabled. - - - Returns the collection of textures that have been assigned to the texture stages of the device. Reference page contains code sample. - The texture collection. - - - Gets or sets a vertex shader declaration. - The vertex shader declaration. - - - Gets the collection of vertex sampler states. - The collection of vertex sampler states. - - - Gets or sets the current vertex shader. - - The GraphicsDevice's current vertex shader or a vertex shader object to set. - - - - Gets the collection of vertex textures that support texture lookup in the vertex shader using the texldl - vs texture load statement. The vertex engine contains four texture sampler stages. - The collection of vertex textures. - - - Gets the vertex stream collection. Reference page contains links to related code samples. - The vertex stream collection. - - - Gets or sets a viewport identifying the portion of the render target to receive draw calls. Reference page contains code sample. - - The viewport to set or get. - - - - Performs primitive-based rendering, creates resources, handles system-level variables, adjusts gamma ramp levels, and creates shaders. - - - Releases the unmanaged resources used by the GraphicsDeviceCapabilities object and optionally releases the managed resources. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - - Releases all resources used by the GraphicsDeviceCapabilities class. - - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The System.Object to compare with the current GraphicsDeviceCapabilities. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Retrieves a string representation of this object. - String representation of this object. - - - - Gets the number indicating the order in which heads are referenced by the API. - - The number indicating the order in which heads are referenced by the API. - - - Gets the alpha-test comparison capabilities. - A GraphicsDeviceCapabilities.CompareCaps representing the alpha-test comparison capabilities of a device. - - - Gets texture-filtering capabilities for a cube texture. - - A GraphicsDeviceCapabilities.FilterCaps representing the texture-filtering capabilities for a cube texture of a device. - - - - Gets hardware cursor capabilties. - - A GraphicsDeviceCapabilities.CursorCaps representing the hardware cursor capabilities of a device. - - - - Gets vertex data type capabilities. - - A GraphicsDeviceCapabilities.DeclarationTypeCaps representing the vertex data type capabilities of a device. - - - - Gets depth buffer comparision capabilities. - - A GraphicsDeviceCapabilities.CompareCaps representing the z-buffer comparison capabilities of a device. - - - - Gets destination-blending capabilities. - - A GraphicsDeviceCapabilities.BlendCaps representing the destination-blending capabilities of a device. - - - - Gets graphics device capabilities. - - A GraphicsDeviceCapabilities.DeviceCaps representing the graphics capabilities of a device. - - - - Returns the type of the current GraphicsDevice. - - The type of the current GraphicsDevice. - - - - Gets device driver capabilities. - - A GraphicsDeviceCapabilities.DriverCaps representing the driver capabilities of a device. - - - - - Gets the number of pixels to adjust the extents rectangle outward to accommodate antialiasing kernels. - - Size of adjustment, in pixels. - - - Gets the bottom screen-space coordinate of the guard-band clipping region. - The bottom coordinate of the guard-band clipping region. - - - Gets the left screen-space coordinate of the guard-band clipping region. - The left coordinate of the guard-band clipping region. - - - Gets the right coordinate of the guard-band clipping region. - The right coordinate of the guard-band clipping region. - - - Gets the top screen-space coordinate of the guard-band clipping region. - The top coordinate of the guard-band clipping region. - - - Gets line-drawing primitives capabilities. - - A GraphicsDeviceCapabilities.LineCaps representing the line-drawing primitives capabilities of a device. - - - - Gets the master device for this subordinate. - Number indicating the master device. This number is taken from the same space as the adapter values. - - - - Gets the maximum valid value for the SamplerState.MaxAnisotropy texture-stage state. - - - The maximum valid value for SamplerState.MaxAnisotropy. - - - - Returns the maximum pixel shader profile for this GraphicsDevice. - Reference page contains links to related code samples. - - The maximum pixel shader profile for this GraphicsDevice. - - - - - Returns the maximum vertex shader profile for this GraphicsDevice. - - - The maximum vertex shader profile for this GraphicsDevice. - - - - Gets the maximum number of pixel shader instruction slots supported. - The maximum number of pixel shader instruction slots supported. - - - Gets the maximum size of a point primitive. - - The maximum size of a point primitive. The range is greater than or equal to 1.0f. - - - - Gets the maximum number of primitives for each GraphicsDevice.DrawPrimitives call. - The maximum number of primitives. - - - Gets the maximum number of simultaneous render targets. - The maximum number of simultaneous render targets supported by the device. - - - Gets the maximum number of textures that can be simultaneously bound to the fixed-function pipeline sampler stages. - The maximum number of textures that can be simultaneously bound to the fixed-function pipeline sampler stages. - - - Gets the maximum stride. - - The maximum stride. - - - - Gets the maximum number of concurrent data streams. - - The maximum number of concurrent data streams. The valid range is 1 to 16. - - - Gets the maximum texture aspect ratio supported by the hardware. - The maximum texture aspect ratio supported by the hardware, typically a power of 2. - - - Gets the maximum texture height for this device. - The maximum texture height for this device. - - - Gets the maximum range of the integer bits of the post-normalized texture coordinates. - The maximum range of the integer bits of the post-normalized texture coordinates. - - - Gets the maximum texture width for this device. - The maximum texture width for this device. - - - Gets the maximum number of user-defined clipping planes supported. - The maximum number of user-defined clipping planes supported. This number can be 0. - - - Gets the maximum size of indices supported for hardware vertex processing. - The maximum size of indices supported for hardware vertex processing. - - - Gets the maximum number of vertex shader instruction slots supported. - The maximum number of vertex shader instruction slots supported. - - - Gets the number of vertex shader registers that are reserved for constants. - The number of vertex shader registers that are reserved for constants. - - - Gets the maximum W-based depth value that the device supports. - The maximum W-based depth value that the device supports. - - - Gets the maximum value for any of the three dimensions (width, height, and depth) of a volume texture. - The maximum value for any of the three dimensions (width, height, and depth) of a volume texture. - - - Gets the number of adapters in this adapter group (only if master). - The number of adapters in this adapter group (only if master). - - - Gets the maximum value of pixel shader arithmetic component. - The maximum value of pixel shader arithmetic component. - - - Gets the pixel shader 2.0 capabilities. - - A GraphicsDeviceCapabilities.PixelShaderCaps representing the pixel shader 2.0 capabilities of a device. - - - - Gets the pixel shader main and sub versions. - The pixel shader main and sub versions. - - - Gets the rate at which the swap chain's back buffers are presented to the front buffer. - - The rate at which the swap chain's back buffers are presented to the front buffer. - - - - Gets driver primitive capabilities. - - A GraphicsDeviceCapabilities.PrimitiveCaps representing the primitive capabilities of a device. - - - - Gets information on raster-drawing capabilities. - - A GraphicsDeviceCapabilities.RasterCaps representing the raster capabilities of a device. - - - - Gets shading operations capabilities. - - A GraphicsDeviceCapabilities.ShadingCaps representing the shading capabilities of a device. - - - - Gets source-blending capabilities. - - A GraphicsDeviceCapabilities.BlendCaps representing the source-blending capabilities of a device. - - - - Gets the supported stencil-buffer operations. - - A GraphicsDeviceCapabilities.StencilCaps representing the stencil-buffer capabilities of a device. - - - - Gets texture-addressing capabilities for texture objects. - - A GraphicsDeviceCapabilities.AddressCaps representing the texture-addressing capabilities of a device. - - - - Gets miscellaneous texture-mapping capabilities. - - A GraphicsDeviceCapabilities.TextureCaps representing the texture-mapping capabilities of a device. - - - - Gets texture-filtering capabilities for a texture. - - A GraphicsDeviceCapabilities.FilterCaps representing the texture-filtering capabilities of a device. - - - - Gets flexible vertex format capabilities. - - A GraphicsDeviceCapabilities.VertexFormatCaps representing the flexible vertex format capabilities of a device. - - - - Gets vertex processing capabilities. - A GraphicsDeviceCapabilities.VertexProcessingCaps representing the vertex processing capabilities of a device. - - - Gets vertex shader version 2.0 extended capabilities. - - A GraphicsDeviceCapabilities.VertexShaderCaps representing the vertex shader 2.0 capabilities of a device. - - - - Gets the vertex shader main and sub versions. - The vertex shader main and sub versions. - - - Gets vertex shader texture filter capabilities. - - A GraphicsDeviceCapabilities.FilterCaps representing the vertex shader filter capabilities of a device. - - - - Gets texture-addressing capabilities for a volume texture - - A GraphicsDeviceCapabilities.AddressCaps representing the texture-addressing capabilities of a device. - - - - Gets texture-filtering capabilities for a volume texture. - - A GraphicsDeviceCapabilities.FilterCaps representing the texture-filtering capabilities of a device. - - - - Represents the capabilities of the hardware. Reference page contains links to related code samples. - - - Determines whether two GraphicsDeviceCapabilities.AddressCaps instances are equal. - GraphicsDeviceCapabilities.AddressCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.AddressCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.AddressCaps instances are equal. - The GraphicsDeviceCapabilities.AddressCaps object this instance is being compared to . - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.AddressCaps instances are unequal. - GraphicsDeviceCapabilities.AddressCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.AddressCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value indicating whether the device supports the setting of coordinates outside the range [0.0, 1.0] to the border color. - true if the device supports the setting of coordinates outside the range to the border color; false otherwise. - - - Gets a value indicating whether the device supports the clamping of textures to addresses. - true if the device supports clamping textures to addresses; false otherwise. - - - - Gets a value indicating whether the device can separate the texture-addressing modes of the texture's u and v coordinates. - - true if the device supports separating the texture-addressing modes of the u and v coordinates; false otherwise. - - - - Gets a value indicating whether a device can take the absolute value of the texture coordinate (thus, mirroring around 0) and then clamp to the maximum value. - - true if the device can mirror once; false otherwise. - - - Gets a value indicating whether a device can mirror textures to addresses. - true if the device supports mirroring textures to addresses; false otherwise. - - - Gets a value indicating whether a device can wrap textures to addresses. - true if the device can wrap textures to addresses; false otherwise. - - - Represents the texture addressing capabilities for Texture structures. - - - Determines whether two GraphicsDeviceCapabilities.BlendCaps instances are equal. - GraphicsDeviceCapabilities.BlendCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.BlendCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.BlendCaps instances are equal. - The GraphicsDeviceCapabilities.BlendCaps to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.BlendCaps instances are unequal. - GraphicsDeviceCapabilities.BlendCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.BlendCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - - Gets a value indicating that the driver supports the Blend.BlendFactor blend mode. - - true if the driver supports the Blend.BlendFactor blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.BothInverseSourceAlpha blend mode. - - true if the driver supports the Blend.BothInverseSourceAlpha blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.BothSourceAlpha blend mode. - - true if the driver supports the Blend.BothSourceAlpha blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.DestinationAlpha blend mode. - - true if the driver supports the Blend.DestinationAlpha blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.DestinationColor blend mode. - - true if the driver supports the Blend.DestinationColor blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.InverseDestinationAlpha blend mode. - - true if the driver supports the Blend.InverseDestinationAlpha blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.InverseDestinationColor blend mode. - - true if the driver supports the Blend.InverseDestinationColor blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.InverseSourceAlpha blend mode. - - true if the driver supports the Blend.InverseSourceAlpha blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.InverseSourceColor blend mode. - - true if the driver supports the Blend.InverseSourceColor blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.One blend mode. - - true if the driver supports the Blend.One blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.SourceAlphaSat blend mode. - - true if the driver supports the Blend.SourceAlphaSat blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.SourceAlpha blend mode. - - true if the driver supports the Blend.SourceAlpha blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.SourceColor blend mode. - - true if the driver supports the Blend.SourceColor blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.Zero blend mode. - - true if the driver supports the Blend.Zero blend mode; false otherwise. - - - - Represents the supported blend capabilities. - - - Determines whether two GraphicsDeviceCapabilities.CompareCaps instances are equal. - GraphicsDeviceCapabilities.CompareCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.CompareCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.CompareCaps instances are equal. - The GraphicsDeviceCapabilities.CompareCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.CompareCaps instances are unequal. - GraphicsDeviceCapabilities.CompareCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.CompareCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value indicating whether always passing the comparison test is supported. - true if always passing the comparison test is supported; false otherwise. - - - Gets a value indicating whether comparison tests in which the new value equals the current value are supported. - true if comparison tests in which the new value equals the current value are supported; false otherwise. - - - Gets a value indicating whether comparison tests in which the new value is greater than or equal to the current value are supported. - true if comparison tests in which the new value is greater than or equal to the current value are supported; false otherwise. - - - Gets a value indicating whether comparison tests in which the new value is greater than the current value are supported. - true if comparison tests in which the new value is greater than the current value are supported; false otherwise. - - - Gets a value indicating whether comparison tests in which the new value is less than or equal to the current value are supported. - true if comparison tests in which the new value is less than or equal to the current value are supported; false otherwise. - - - Gets a value indicating whether comparison tests in which the new value is less than the current value are supported. - true if comparison tests in which the new value is less than the current value are supported; false otherwise. - - - Gets a value indicating whether never passing the comparison test is supported. - true if never passing the comparison test is supported; false otherwise. - - - Gets a value indicating whether comparison tests in which the new value does not equal the current value are supported. - true if comparison tests in which the new value does not equal the current value are supported; false otherwise. - - - Represents comparison capabilities. - - - - Determines whether two GraphicsDeviceCapabilities.CursorCaps instances are equal. - - GraphicsDeviceCapabilities.CursorCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.CursorCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - - Determines whether two GraphicsDeviceCapabilities.CursorCaps instances are equal. - The GraphicsDeviceCapabilities.CursorCaps to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.CursorCaps instances are unequal. - GraphicsDeviceCapabilities.CursorCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.CursorCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value indicating whether a full-color cursor is supported in hardware in high-resolution modes. - true if the hardware supports a full-color cursor in high resolution; false otherwise. - - - Gets a value indicating whether a full-color cursor is supported in hardware in low-resolution modes. - true if the hardware supports a full-color cursor in low resolution; false otherwise. - - - Represents hardware support for cursors. - - - Determines whether two GraphicsDeviceCapabilities.DeclarationTypeCaps instances are equal. - GraphicsDeviceCapabilities.DeclarationTypeCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.DeclarationTypeCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - - Determines whether two GraphicsDeviceCapabilities.DeclarationTypeCaps instances are equal. - The GraphicsDeviceCapabilities.DeclarationTypeCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.DeclarationTypeCaps instances are unequal. - GraphicsDeviceCapabilities.DeclarationTypeCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.DeclarationTypeCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - - Gets a value indicating whether vertex declarations support VertexElementFormat.Byte4. - - - true if vertex declarations support VertexElementFormat.Byte4; otherwise false. - - - - - Gets a value indicating whether vertex declarations support VertexElementFormat.HalfVector2 - - true if vertex declarations support VertexElementFormat.HalfVector2; otherwise false. - - - - - Gets a value indicating whether vertex declarations support VertexElementFormat.HalfVector4. - - - true if vertex declarations support VertexElementFormat.HalfVector4; otherwise false. - - - - - Gets a value indicating whether vertex declarations support VertexElementFormat.Normalized101010. - - - true if vertex declarations support VertexElementFormat.Normalized101010; otherwise false. - - - - - Gets a value indicating whether vertex declarations support VertexElementFormat.NormalizedShort2. - - - true if vertex declarations support VertexElementFormat.NormalizedShort2; otherwise false. - - - - - Gets a value indicating whether vertex declarations support VertexElementFormat.NormalizedShort4. - - - true if vertex declarations support VertexElementFormat.NormalizedShort4; otherwise false. - - - - - Gets a value indicating whether vertex declarations support VertexElementFormat.Rg32. - - - true if vertex declarations support VertexElementFormat.Rg32; otherwise false. - - - - - Gets a value indicating whether vertex declarations support VertexElementFormat.Rgba32. - - - true if vertex declarations support VertexElementFormat.Rgba32; otherwise false. - - - - - Gets a value indicating whether vertex declarations support VertexElementFormat.Rgba64. - - - true if vertex declarations support VertexElementFormat.Rgba64; otherwise false. - - - - - Gets a value indicating whether vertex declarations support VertexElementFormat.UInt101010. - - - true if vertex declarations support VertexElementFormat.UInt101010; otherwise false. - - - - Represents data types contained in a vertex declaration. - - - Determines whether two GraphicsDeviceCapabilities.DeviceCaps instances are equal. - GraphicsDeviceCapabilities.DeviceCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.DeviceCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.DeviceCaps instances are equal. - The GraphicsDeviceCapabilities.DeviceCaps to compare this instance to. - true if the instances are equal; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.DeviceCaps instances are unequal. - GraphicsDeviceCapabilities.DeviceCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.DeviceCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - - Gets a value indicating whether the device supports blits from system-memory textures to non-local video-memory textures. - - true if the device supports blits from system-memory textures to non-local video-memory textures; false otherwise. - - - - - Gets a value indicating whether the device can queue rendering commands after a page flip. - - true if the device can queue rendering commands after a page flip; false otherwise. - - - - Gets a value indicating if the device supports copying the contents of a source rectangle to a destination rectangle using a texture as the source. - true if the device supports copying the contents of a source rectangle to a destination rectangle using a texture as the source; false otherwise. - - - - - Gets a value indicating whether the device can support at least a DirectX 7–compliant driver. - - true if the device can support at least a DirectX 7–compliant driver; false otherwise. - - - - - Gets a value indicating whether the device can support at least a DirectX 5–compliant driver. - - true if the device can support at least a DirectX 5–compliant driver; false otherwise. - - - - Gets a value indicating whether the device exports a GraphicsDevice.DrawPrimitives-aware hardware abstraction layer (HAL). - true if the device exports an GraphicsDevice.DrawPrimitives-aware HAL; false otherwise. - - - Gets a value indicating whether the device can use execute buffers from video memory. - true if the device can use execute buffers from video memory; false otherwise. - - - Gets a value indicating whether the device can use execute buffers from video memory. - true if the device can use execute buffers from video memory; false otherwise. - - - Gets a value indicating whether the device has hardware acceleration for scene rasterization. - true if the device has hardware acceleration for scene rasterization; false otherwise. - - - Gets a value indicating whether the device can support transformation and lighting in hardware. - true if the device can support transformation and lighting in hardware; false otherwise. - - - Gets a value indicating whether the device is texturing from separate memory pools. - true if the device is texturing from separate memory pools; false otherwise. - - - Gets a value indicating whether the device supports stream offsets. - true if the device supports stream offsets; false otherwise. - - - Gets a value indicating whether the device can retrieve textures from non-local video memory. - true if the device can retrieve textures from non-local video memory; false otherwise. - - - Gets a value indicating whether the device can retrieve textures from system memory. - true if the device can retrieve textures from system memory; false otherwise. - - - Gets a value indicating whether the device can retrieve textures from device memory. - true if the device can retrieve textures from device memory; false otherwise. - - - Gets a value indicating whether the device can use buffers from system memory for transformed and lit vertices. - true if the device can use buffers from system memory for transformed and lit vertices; false otherwise. - - - Gets a value indicating whether the device can use buffers from video memory for transformed and lit vertices. - true if the device can use buffers from video memory for transformed and lit vertices; false otherwise. - - - Gets a value indicating whether the device allows multiple vertex elements to share the same offset in a stream. - true if the device allows multiple vertex elements to share the same offset in a stream; false otherwise. - - - Represents device-specific capabilities. - - - Determines whether two GraphicsDeviceCapabilities.DriverCaps instances are equal. - GraphicsDeviceCapabilities.DriverCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.DriverCaps on the left side of the equal sign. - true if left is equal to right; false otherwise. - - - - Determines whether two GraphicsDeviceCapabilities.DriverCaps instances are equal. - The GraphicsDeviceCapabilities.DriverCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - gets the hash code for this object. - The hash code for this object. - - - - Determines whether two GraphicsDeviceCapabilities.DriverCaps instances are unequal. - - GraphicsDeviceCapabilities.DriverCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.DriverCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value indicating whether the driver is capable of automatically generating mipmaps. - true if the driver is capable of automatically generating mipmaps; false otherwise. - - - Gets a value indicating whether the system has a calibrator installed that can automatically adjust the gamma ramp. - true if the system has a calibrator installed that can automatically adjust the gamma ramp; false otherwise. - - - Gets a value indicating whether the driver is capable of managing resources. - true if the driver is capable of managing resources; false otherwise. - - - Gets a value indicating whether the display hardware is capable of returning the current scan line. - true if the driver display hardware is capable of returning the current scan line; false otherwise. - - - Gets a value indicating whether the device can respect the RenderState.AlphaBlendEnable render state in full-screen mode while using the FLIP or DISCARD swap effect. - true if the driver the device can respect the RenderState.AlphaBlendEnable render state in full-screen mode while using the FLIP or DISCARD swap effect; false otherwise. - - - Gets a value indicating whether the device can accelerate a memory copy from local video memory to system memory. - true if the device can accelerate a memory copy from local video memory to system memory; false otherwise. - - - Gets a value indicating whether the device can accelerate a memory copy from system memory to local video memory. - true if the device can accelerate a memory copy from system memory to local video memory; false otherwise. - - - Gets a value indicating whether the driver supports dynamic textures. - true if the driver supports dynamic textures; false otherwise. - - - Gets a value indicating whether the driver supports dynamic gamma ramp adjustment in full-screen mode. - true if the driver supports dynamic gamma ramp adjustment in full-screen mode; false otherwise. - - - Gets a value indicating whether the device can perform gamma correction from a windowed back buffer (containing linear content) to an sRGB desktop. - true if the device can perform gamma correction from a windowed back buffer to an sRGB desktop; false otherwise. - - - Represents driver-specific capabilities. - - - Determines whether two GraphicsDeviceCapabilities.FilterCaps instances are equal. - GraphicsDeviceCapabilities.FilterCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.FilterCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.FilterCaps instances are equal. - The GraphicsDeviceCapabilities.FilterCaps to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - - Determines whether two GraphicsDeviceCapabilities.FilterCaps instances are unequal. - - GraphicsDeviceCapabilities.FilterCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.FilterCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value that indicates that the device supports per-stage anisotropic filtering for magnifying textures. - true if the device supports per-stage anisotropic filtering for magnifying textures; false otherwise. - - - Gets a value indicating whether the device supports per-stage Gaussian quad filtering for magnifying textures. - true if the device supports per-stage Gaussian quad filtering for magnifying textures; false otherwise. - - - Gets a value that indicates that the device supports per-stage bilinear interpolation filtering for magnifying textures. - true if the device supports per-stage bilinear interpolation filtering for magnifying textures; false otherwise. - - - Gets a value that indicates that the device supports per-stage point-sample filtering for magnifying textures. - true if the device supports per-stage point-sample filtering for magnifying textures; false otherwise. - - - Gets a value that indicates that the device supports per-stage pyramidal sample filtering for magnifying textures. - true if the device supports per-stage pyramidal sample filtering for magnifying textures; false otherwise. - - - Gets a value that indicates that the device supports per-stage anisotropic filtering for minifying textures. - true if the device supports per-stage anisotropic filtering for minifying textures; false otherwise. - - - Gets a value indicating whether the device supports per-stage Gaussian quad filtering for minifying textures. - true if the device supports per-stage Gaussian quad filtering for magnifying textures; false otherwise. - - - Gets a value that indicates that the device supports per-stage bilinear interpolation filtering for minifying textures. - true if the device supports per-stage bilinear interpolation filtering for minifying textures; false otherwise. - - - Gets a value that indicates whether the device supports per-stage point-sample filtering for minifying textures. - true if the device supports per-stage point-sample filtering for minifying textures; false otherwise. - - - Gets a value that indicates that the device supports per-stage pyramidal sample filtering for minifying textures. - true if the device supports per-stage pyramidal sample filtering for minifying textures; false otherwise. - - - Gets a value that indicates that the device supports per-stage trilinear interpolation filtering for mipmaps. - true if the device supports per-stage trilinear interpolation filtering for mipmaps; false otherwise. - - - Gets a value that indicates that the device supports per-stage point-sample filtering for mipmaps. - true if the device supports per-stage point-sample filtering for mipmaps; false otherwise. - - - Represents texture filter capabilities. - - - Determines whether two GraphicsDeviceCapabilities.LineCaps instances are equal. - GraphicsDeviceCapabilities.LineCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.LineCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.LineCaps instances are equal. - The GraphicsDeviceCapabilities.LineCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - - Determines whether two GraphicsDeviceCapabilities.LineCaps instances are unequal. - - GraphicsDeviceCapabilities.LineCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.LineCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value indicating whether the device supports alpha-test comparisons. - true if the device supports alpha-test comparisons; false otherwise. - - - Gets a value indicating whether the device supports antialiased lines. - true if the device supports antialiased lines; false otherwise. - - - Gets a value indicating whether the device supports source blending. - true if the device supports source blending; false otherwise. - - - Gets a value indicating whether the device supports depth buffer comparisons. - true if the device supports depth buffer comparisons; false otherwise. - - - Gets a value indicating whether the device supports fog. - true if the device supports fog; false otherwise. - - - Gets a value indicating whether the device supports texture mapping. - true if the device supports texture mapping; false otherwise. - - - Represents the capabilities for line-drawing primitives. - - - Specifies the maximum level of nesting of dynamic flow control instructions (break - vs, break_comp - vs, breakp - vs, if_comp - vs, if_comp - vs, if pred - vs). - - - Specifies the maximum number of instruction slots supported. - - - Specifies the maximum number of temporary registers supported. - - - Specifies the depth of nesting of the loop - vs/rep - vs and call - vs/callnz bool - vs instructions - - - Specifies the minimum level of nesting of dynamic flow control instructions (break - vs, break_comp - vs, breakp - vs, if_comp - vs, if_comp - vs, if pred - vs). - - - Specifies the minimum number of instruction slots supported. - - - Specifies the minimum number of temporary registers supported. - - - Specifies the minimum depth of nesting of the loop - vs/rep - vs and call - vs/callnz bool - vs instructions. - - - Determines whether two GraphicsDeviceCapabilities.PixelShaderCaps instances are equal. - GraphicsDeviceCapabilities.PixelShaderCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.PixelShaderCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - - Determines whether two GraphicsDeviceCapabilities.PixelShaderCaps instances are equal. - - The GraphicsDeviceCapabilities.PixelShaderCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.PixelShaderCaps instances are unequal. - GraphicsDeviceCapabilities.PixelShaderCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.PixelShaderCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value specifying the dynamic flow control depth. - The dynamic flow control depth. Must be 0 or 24. - - - Gets a value specifying the number of instruction slots supported. - The number of instruction slots supported. - - - Gets a value specifying the number of temporary registers supported. - The number of temporary registers supported. - - - Gets a value specifying the depth of nesting of the loop - vs/rep - vs and call - vs/callnz bool - vs instructions. - The static flow control depth. - - - Gets a value indicating whether arbitrary swizzling is supported. - true if arbitrary swizzling is supported; false otherwise. - - - Gets a value indicating whether gradient instructions are supported. - true if gradient instructions are supported; false otherwise. - - - Gets a value indicating whether there is a limit on the number of dependent reads per instruction. - true if there is no dependent read limit; false otherwise. - - - Gets a value indicating whether there is a limit on the number of texture instructions. - true if there is no limit on the number of texture instructions; false otherwise. - - - Gets a value indicating whether instruction predication is supported. - true if instruction predication is supported; false otherwise. - - - Represents pixel shader capabilities. - - - Determines whether two GraphicsDeviceCapabilities.PrimitiveCaps instances are equal. - GraphicsDeviceCapabilities.PrimitiveCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.PrimitiveCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.PrimitiveCaps instances are equal. - The GraphicsDeviceCapabilities.PrimitiveCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - - Determines whether two GraphicsDeviceCapabilities.PrimitiveCaps instances are unequal. - - GraphicsDeviceCapabilities.PrimitiveCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.PrimitiveCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value indicating whether the device clamps fog blend factor per vertex. - true if the device clamps fog blend factor per vertex; false otherwise. - - - Gets a value indicating whether the device is a null reference device that does not render. - true if the device is a null reference device; false otherwise. - - - Gets a value indicating whether the device supports blending operations other than BlendFunction.Add. - true if the driver supports other blend operations; false otherwise. - - - Gets a value indicating whether the device clips post-transformed vertex primitives. - true if the device clips post-transformed vertex primitives; false otherwise. - - - Gets a value indicating whether the device supports per-channel writes for the render-target color buffer through the RenderState.ColorWriteChannels state. - true if the device supports per-channel writes; false otherwise. - - - Gets a value indicating whether the driver supports clockwise triangle culling through the RenderState.CullMode state. - true if the driver supports clockwise triangle culling; false otherwise. - - - - Gets a value indicating whether the driver supports counterclockwise triangle culling through the RenderState.CullMode state. - - true if the driver supports counterclockwise triangle culling; false otherwise. - - - Gets a value indicating whether the driver does not perform triangle culling. - true if the driver does not perform triangle culling; false otherwise. - - - Gets a value indicating whether the driver supports separate fog and specular alpha. - true if the driver supports separate fog and specular alpha; false otherwise. - - - Gets a value indicating whether the device supports independent write masks for multiple element textures or multiple render targets. - true if the device supports independent write masks; false otherwise. - - - Gets a value indicating whether the device can enable and disable modification of the depth buffer on pixel operations. - true if the device can enable and disable modification of the depth buffer; false otherwise. - - - Gets a value indicating whether the device supports different bit depths for multiple render targets. - true if the device supports different bit depths for multiple render targets; false otherwise. - - - Gets a value indicating whether the device supports post-pixel shader operations for multiple render targets. - true if the device supports post-pixel shader operations for multiple render targets; false otherwise. - - - Gets a value indicating whether the device supports separate blend settings for the alpha channel. - true if the device supports separate blend settings for the alpha channel; false otherwise. - - - Represents driver primitive capabilities. - - - - Determines whether two GraphicsDeviceCapabilities.RasterCaps instances are equal. - - GraphicsDeviceCapabilities.RasterCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.RasterCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - - Determines whether two GraphicsDeviceCapabilities.RasterCaps instances are equal. - - The GraphicsDeviceCapabilities.RasterCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.RasterCaps instances are unequal. - GraphicsDeviceCapabilities.RasterCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.RasterCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value indicating whether the device supports anisotropic filtering. - true if the device supports anisotropic filtering; false otherwise. - - - - Gets a value indicating whether the device iterates colors perspective correctly. - - true if the device iterates colors perspective correctly; false otherwise. - - - Gets a value indicating whether the device supports legacy depth bias. - true if the device supports legacy depth bias; false otherwise. - - - Gets a value indicating whether the device can perform hidden-surface removal (HSR) without requiring the application to sort polygons and without requiring the allocation of a depth buffer. - true if the device can perform hidden-surface removal (HSR) without requiring the application to sort polygons and without requiring the allocation of a depth buffer; false otherwise. - - - Gets a value indicating whether the device can perform depth-test operations. - true if the device can perform depth-test operations; false otherwise. - - - Gets a value indicating whether the device supports depth-based fog. - true if the device supports depth-based fog; false otherwise. - - - Gets a value indicating whether the device supports range-based fog. - true if the device supports range-based fog; false otherwise. - - - Gets a value indicating whether the device calculates the fog value by referring to a lookup table containing fog values that are indexed to the depth of a given pixel. - true if the device calculates the fog value by referring to a lookup table; false otherwise. - - - - Gets a value indicating whether the device calculates the fog value during the lighting operation and interpolates the fog value during rasterization. - - true if the device calculates the fog value during the lighting operation and interpolates the fog value during rasterization; false otherwise. - - - Gets a value indicating whether the device supports level-of-detail bias adjustments. - true if the device supports level-of-detail bias adjustments; false otherwise. - - - Gets a value indicating whether the device supports toggling multisampling on and off. - true if the device supports toggling multisampling on and off; false otherwise. - - - Gets a value indicating whether the device supports scissor test. - true if the device supports scissor test; false otherwise. - - - Gets a value indicating whether the device performs true slope-scale based depth bias. - true if the device performs true slope-scale based depth bias; false otherwise. - - - Gets a value indicating whether the device supports w-based fog. - true if the device supports w-based fog; false otherwise. - - - Represents raster-drawing capabilities. - - - Determines whether two GraphicsDeviceCapabilities.ShadingCaps instances are equal. - GraphicsDeviceCapabilities.ShadingCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.ShadingCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.ShadingCaps instances are equal. - The GraphicsDeviceCapabilities.ShadingCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.ShadingCaps instances are unequal. - GraphicsDeviceCapabilities.ShadingCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.ShadingCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value indicating whether the device can support an alpha component for Gouraud-blended transparency. - true if can support an alpha component for Gouraud-blended transparency; false otherwise. - - - Gets a value indicating whether the device can support colored Gouraud shading. - true if the device can support colored Gouraud shading; false otherwise. - - - Gets a value indicating whether the device can support fog in the Gouraud shading mode. - true if the device can support fog in the Gouraud shading mode; false otherwise. - - - Gets a value indicating whether the device supports Gouraud shading of specular highlights. - true if the device supports Gouraud shading of specular highlights; false otherwise. - - - Represents shading operations capabilities - - - Determines whether two GraphicsDeviceCapabilities.StencilCaps instances are equal. - GraphicsDeviceCapabilities.StencilCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.StencilCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.StencilCaps instances are equal. - The GraphicsDeviceCapabilities.StencilCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.StencilCaps instances are unequal. - GraphicsDeviceCapabilities.StencilCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.StencilCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value indicating whether the device supports decrementing the stencil-buffer entry, clamping to zero. - true if the device supports the stencil-buffer entry, clamping to zero; false otherwise. - - - Gets a value indicating whether the device supports decrementing the stencil-buffer entry, wrapping to the maximum value if the new value is less than zero. - true if the device supports decrementing the stencil-buffer entry; false otherwise. - - - Gets a value indicating whether the device supports incrementing the stencil-buffer entry, clamping to the maximum value. - true if the device supports incrementing the stencil-buffer entry, clamping to the maximum value; false otherwise. - - - Gets a value indicating whether the device supports incrementing the stencil-buffer entry, wrapping to zero if the new value exceeds the maximum value. - true if the device supports incrementing the stencil-buffer entry, wrapping to zero if the new value exceeds the maximum value; false otherwise. - - - Gets a value indicating whether the device supports inverting the bits in the stencil-buffer entry. - true if the device supports inverting the bits in the stencil-buffer entry; false otherwise. - - - Gets a value indicating whether the device does not update the entry in the stencil buffer. - true if the device does not update the entry in the stencil buffer; false otherwise. - - - Gets a value indicating whether the device supports replacing the stencil-buffer entry with a reference value. - true if the device supports replacing the stencil-buffer entry with a reference value; false otherwise. - - - Gets a value indicating whether the device supports two-sided stencil. - true if the device supports two-sided stencil; false otherwise. - - - Gets a value indicating whether the device supports setting the stencil-buffer entry to 0. - true if the device supports setting the stencil-buffer entry to 0; false otherwise. - - - Represents driver stencil capabilities. - - - Determines whether two GraphicsDeviceCapabilities.TextureCaps instances are equal. - GraphicsDeviceCapabilities.TextureCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.TextureCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.TextureCaps instances are equal. - The GraphicsDeviceCapabilities.TextureCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.TextureCaps instances are unequal. - GraphicsDeviceCapabilities.TextureCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.TextureCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - - Gets a value indicating whether the device requires that cube texture maps have dimensions specified as powers of two. - - true if the device requires that cube texture maps have dimensions specified as powers of two; false otherwise. - - - Gets a value indicating whether the device only supports textures that are powers of two. - true if the device only supports textures that are powers of two; false otherwise. - - - Gets a value indicating whether the device requires all textures to be square. - true if the device requires all textures to be square; false otherwise. - - - - Gets a value indicating whether the device requires that volume texture maps have dimensions specified as powers of two. - - true if the device requires that volume texture maps have dimensions specified as powers of two; false otherwise. - - - Gets a value indicating whether the device supports alpha in texture pixels. - true if the device supports alpha in texture pixels; false otherwise. - - - Gets a value indicating whether the device supports cube textures - true if the device supports cube textures; false otherwise. - - - Gets a value indicating whether the device supports mipmapped cube textures. - true if the device supports mipmapped cube textures; false otherwise. - - - Gets a value indicating whether the device supports mipmapped textures. - true if the device supports mipmapped textures; false otherwise. - - - Gets a value indicating whether the device supports mipmapped volume textures. - true if the device supports mipmapped volume textures; false otherwise. - - - Gets a value indicating whether the device supports the use of 2D textures with dimensions that are not powers of two, under certain conditions. - true if the device supports the use of 2D textures with dimensions that are not powers of two, under certain conditions; false otherwise. - - - - Gets a value indicating whether the device does not support a projected bump-environment lookup operation in programmable and fixed-function shaders. - - true if the device does not support a projected bump-environment lookup operation in programmable and fixed-function shaders; false otherwise. - - - Gets a value indicating whether the device supports perspective correction texturing - true if the device supports perspective correction texturing; false otherwise. - - - Gets a value indicating whether the device supports per pixel projective divide. - true if the device supports supports per pixel projective divide; false otherwise. - - - - Gets a value indicating whether the device does not scale texture indices by the texture size prior to interpolation. - true if the device does not scale texture indices by the texture size prior to interpolation; false otherwise. - - - Gets a value indicating whether the device supports volume textures. - true if the device supports volume textures; false otherwise. - - - Represents miscellaneous texture-mapping capabilities - - - Determines whether two GraphicsDeviceCapabilities.VertexFormatCaps instances are equal. - GraphicsDeviceCapabilities.VertexFormatCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.VertexFormatCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.VertexFormatCaps instances are equal. - The GraphicsDeviceCapabilities.VertexFormatCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.VertexFormatCaps instances are unequal. - GraphicsDeviceCapabilities.VertexFormatCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.VertexFormatCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the total number of texture coordinate sets that the device can simultaneously use for multiple texture blending. - The total number of texture coordinate sets that the device can simultaneously use for multiple texture blending. (You can use up to eight texture coordinate sets for any vertex, but the device can blend using only the specified number of texture coordinate sets.) - - - Gets a value indicating whether vertex elements should not be stripped. - true if vertex elements should not be stripped; otherwise false. - - - Gets a value indicating whether point size comes from point size data in the vertex declaration. - true if point size comes from point size data in the vertex declaration; otherwise false. - - - Represents flexible vertex format capabilities. - - - Determines whether two GraphicsDeviceCapabilities.VertexProcessingCaps instances are equal. - GraphicsDeviceCapabilities.VertexProcessingCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.VertexProcessingCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.VertexProcessingCaps instances are equal. - The GraphicsDeviceCapabilities.VertexProcessingCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.VertexProcessingCaps instances are unequal. - GraphicsDeviceCapabilities.VertexProcessingCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.VertexProcessingCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value indicating whether the device can do local viewer. - true if the device can do local viewer; false otherwise. - - - Gets a value indicating whether the device supports texture generation in non-local viewer mode. - true if the device does not support texture generation in non-local viewer mode; false otherwise. - - - - Gets a value indicating whether the device supports use of the specified texture coordinates for sphere mapping. - - true if the device supports use of the specified texture coordinates for sphere mapping; false otherwise. - - - Gets a value indicating whether the device can do texture generation. - true if the device can do texture generation; false otherwise. - - - Represents vertex processing capabilities. - - - Specifies the maximum level of nesting of dynamic flow control instructions (break - vs, break_comp - vs, breakp - vs, if_comp - vs, if_comp - vs, if pred - vs). - - - Specifies the maximum number of temporary registers supported. - - - Specifies the maximum depth of nesting of the loop - vs/rep - vs and call - vs/callnz bool - vs instructions. - - - Specifies the minimum level of nesting of dynamic flow control instructions (break - vs, break_comp - vs, breakp - vs, if_comp - vs, if_comp - vs, if pred - vs). - - - Specifies the minimum number of temporary registers supported. - - - Specifies the minimum depth of nesting of the loop - vs/rep - vs and call - vs/callnz bool - vs instructions. - - - Determines whether two GraphicsDeviceCapabilities.VertexShaderCaps instances are equal. - GraphicsDeviceCapabilities.VertexShaderCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.VertexShaderCaps on the right side of the equal sign. - true if l is equal to r; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.VertexShaderCaps instances are equal. - The GraphicsDeviceCapabilities.VertexShaderCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.VertexShaderCaps instances are unequal. - GraphicsDeviceCapabilities.VertexShaderCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.VertexShaderCaps on the right side of the inequality operator. - true if l is not equal to r; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value specifying the depth of the dynamic flow control instruction nesting. - The depth of the dynamic flow control instruction nesting; either 0 or 24. - - - Gets a value specifying the number of temporary registers supported. - The number of temporary registers supported. - - - Gets a value specifying the depth of nesting of the loop - vs/rep - vs and call - vs/callnz bool - vs instructions. - The depth of nesting of the loop - vs/rep - vs and call - vs/callnz bool - vs instructions. - - - Gets a value indicating whether instruction predication is supported. - true if instruction predication is supported; false otherwise. - - - Represents vertex shader version 2_0 extended capabilities. - - - - Initializes a new instance of the GraphicsDeviceCreationParameters class. - - The display adapter. - The emulated functionality for this device. - Window handle to which focus belongs for this Direct3D device. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the graphics adapter. - The graphics adapter. - - - Gets a information describing the amount of emulated functionality for the device. - The amount of emulated functionality for the device. - - - Gets a pointer to the window to which focus belongs for the current device. - Value that points to the window to which focus belongs for the device. - - - - Describes the creation parameters for a device. - - - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Raises the Disposing event when called from within a derived class. - - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Gets the GraphicsDevice associated with this GraphicsResource. - The GraphicsDevice associated with this GraphicsResource. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Gets the name of the resource. - The name of the resource. - - - Gets or sets the resource-management priority for this resource. - The new resource-management priority for this resource. - - - Gets the type of this resource. - The resource type. - - - Gets the resource tags for this resource. - The resource tags. - - - Queries and prepares resources. - - - The event that occurs when a graphics device is created. - - - The event that occurs when a graphics device is disposing. - - - The event that occurs when a graphics device is in the process of resetting. - - - The event that occurs when a graphics device is reset. - - - Retrieves a graphcs device. - A graphics device. - - - - Defines a mechanism for retrieving GraphicsDevice objects. - Reference page contains links to related code samples. - - - Initializes a new instance of the IndexBuffer class. Reference page contains links to related code samples. - The GraphicsDevice object to associate with the index buffer. - The type to use for index values. - The number of values in the buffer. - A set of options identifying the behaviors of this index buffer resource. - - - Initializes a new instance of the IndexBuffer class. Reference page contains links to related code samples. - The GraphicsDevice object to associate with the index buffer. - The size, in bytes, of the index buffer. - A set of options identifying the behaviors of this index buffer resource. - The size, in bits, of an index element. - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Copies the index buffer into an array. - The number of bytes into the index buffer where copying will start. - The array to receive index buffer data. - The index of the element in the array at which to start copying. - The number of elements to copy. - - - Copies the index buffer into an array. - The array to receive index buffer data. - - - Copies the index buffer into an array. - The array to receive index buffer data. - The index of the element in the array at which to start copying. - The number of elements to copy. - - - Copies array data to the index buffer. - Number of bytes into the index buffer where copying will start. - The array of data to copy. - The index of the element in the array at which to start copying. - The number of elements to copy. - - - Copies array data to the index buffer. Reference page contains links to related conceptual articles. - The array of data to copy. - - - Copies array data to the index buffer. - The array of data to copy. - The index of the element in the array at which to start copying. - The number of elements to copy. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the state of the related BufferUsage enumeration. - Indicates how the application uses buffer contents. - - - Gets or sets a value indicating the size of this index element. - The size of this index element. - - - Gets the size, in bytes, of this IndexBuffer. - The size, in bytes, of this IndexBuffer. - - - Describes the rendering order of the vertices in a vertex buffer. Reference page contains links to related code samples. - - - Initializes a new instance of Model. - - - Copies a transform of each bone in a model relative to all parent bones of the bone into a given array. Reference page contains links to related code samples. - The array to receive bone transforms. - - - Copies an array of transforms into each bone in the model. - An array containing new bone transforms. - - - Copies each bone transform relative only to the parent bone of the model to a given array. Reference page contains links to related code samples. - The array to receive bone transforms. - - - Gets a collection of ModelBone objects which describe how each mesh in the Model.Meshes collection for this model relates to its parent mesh. Reference page contains links to related code samples. - A collection of ModelBone objects used by this model. - - - Gets a collection of ModelMesh objects which compose the model. Each ModelMesh in a model may be moved independently and may be composed of multiple materials identified as ModelMeshPart objects. Reference page contains links to related code samples. - A collection of ModelMesh objects used by this model. - - - Gets the root bone for this model. - The root bone for this model. - - - Gets or sets an object identifying this model. - An object identifying this model. - - - Represents a 3D model composed of multiple ModelMesh objects which may be moved independently. Reference page contains links to related code samples. - - - Gets a collection of bones that are children of this bone. - A collection of bones that are children of this bone. - - - Gets the index of this bone in the Model.Bones collection. - The index of this bone in the Model.Bones collection. - - - Gets the name of this bone. - The name of this bone. - - - Gets the parent of this bone. - The parent of this bone. - - - Gets or sets the matrix used to transform this bone relative to its parent bone. Reference page contains links to related code samples. - The matrix used to transform this bone relative only to its parent bone. - - - Represents bone data for a model. - - - Returns a ModelBoneCollection.Enumerator that can iterate through a ModelBoneCollection. - The ModelBoneCollection.Enumerator of the bone collection. - - - Finds a bone with a given name if it exists in the collection. - The name of the bone to find. - The bone named boneName, if found. - true if the named bone is found, otherwise false. - - - - Retrieves a ModelBone from the collection, given the name of the bone. - The name of the bone to retrieve. - The ModelBone identified by boneName. - - - Represents a set of bones associated with a model. - - - Immediately releases the unmanaged resources used by this object. - - - Advances the enumerator to the next element of the ModelBoneCollection. - true if the enumerator was successfully advanced to the next element; false if the enumerator has passed the end of the collection. - - - Sets the enumerator to its initial position, which is before the first element in the ModelBoneCollection. - - - Gets the current element in the ModelBoneCollection. - - The current element in the ModelBoneCollection. - - - - - Gets the current element in the ModelBoneCollection as a System.Object. - - The current element in the ModelBoneCollection as an System.Object. - - - - Provides the ability to iterate through the bones in an ModelBoneCollection. - - - - Returns a ModelEffectCollection.Enumerator that can iterate through a ModelEffectCollection. - The ModelEffectCollection.Enumerator of the effect collection. - - - Represents a collection of effects associated with a model. - - - Immediately releases the unmanaged resources used by this object. - - - Advances the enumerator to the next element of the ModelEffectCollection. - true if the enumerator was successfully advanced to the next element; false if the enumerator has passed the end of the collection. - - - - Sets the enumerator to its initial position, which is before the first element in the ModelEffectCollection. - - - - Gets the current element in the ModelEffectCollection. - - The current element in the ModelEffectCollection. - - - - Gets the current element in the ModelEffectCollection as a System.Object. - - The current element in the ModelEffectCollection as a System.Object. - - - - - Provides the ability to iterate through the bones in an ModelEffectCollection. - - - - - Draws all of the ModelMeshPart objects in this mesh, using their current ModelMeshPart.Effect settings, and specifying options for saving effect state. - Reference page contains links to related code samples. - The save state options to pass to each ModelMeshPart.Effect. - - - - Draws all of the ModelMeshPart objects in this mesh, using their current ModelMeshPart.Effect settings. - Reference page contains links to related code samples. - - - Gets the Framework.BoundingSphere that contains this mesh. - The Framework.BoundingSphere that contains this mesh. - - - Gets a collection of effects associated with this mesh. - A collection of effects associated with this mesh. - - - Gets the index buffer for this mesh. - The index buffer for this mesh. - - - Gets the ModelMeshPart objects that make up this mesh. Each part of a mesh is composed of a set of primitives that share the same material. - Reference page contains links to related code samples. - The ModelMeshPart objects that make up this mesh. - - - Gets the name of this mesh. - The name of this mesh. - - - Gets the parent bone for this mesh. The parent bone of a mesh contains a transformation matrix that describes how the mesh is located relative to any parent meshes in a model. Reference page contains links to related code samples. - The parent bone for this mesh. - - - Gets or sets an object identifying this mesh. - An object identifying this mesh. - - - Gets the vertex buffer used to render this mesh. - The vertex buffer used to render this mesh. - - - Represents a mesh that is part of a Model. Reference page contains links to related code samples. - - - - Returns a ModelMeshCollection.Enumerator that can iterate through a ModelMeshCollection. - - The ModelMeshCollection.Enumerator of the mesh collection. - - - Finds a mesh with a given name if it exists in the collection. - The name of the mesh to find. - The mesh named meshName, if found. - true if the named mesh is found; false otherwise. - - - - Retrieves a ModelMesh from the collection, given the name of the mesh. - The name of the mesh to retrieve. - The ModelMesh identified by meshName. - - - - Represents a collection of ModelMesh objects. - - - Immediately releases the unmanaged resources used by this object. - - - - Advances the enumerator to the next element of the ModelMeshCollection. - - true if the enumerator was successfully advanced to the next element; false if the enumerator has passed the end of the collection. - - - - - Sets the enumerator to its initial position, which is before the first element in the ModelMeshCollection. - - - - - Gets the current element in the ModelMeshCollection. - - - The current element in the ModelMeshCollection. - - - - - Gets the current element in the ModelMeshCollection as a System.Object. - - - The current element in the ModelMeshCollection. - - - - - Provides the ability to iterate through the bones in an ModelMeshCollection. - - - - Gets the offset to add to each vertex index in the index buffer. - Offset to add to each vertex index in the index buffer. - - - Gets or sets the material Effect for this mesh part. Reference page contains code sample. - The material effect for this mesh part. - - - Gets the number of vertices used during a draw call. - The number of vertices used during the call. - - - Gets the number of primitives to render. - The number of primitives to render. The number of vertices used is a function of primitiveCount and primitiveType. - - - Gets the location in the index array at which to start reading vertices. - Location in the index array at which to start reading vertices. - - - Gets the offset in bytes from the beginning of the VertexBuffer. - The offset in bytes from the beginning of the VertexBuffer. - - - Gets or sets an object identifying this model mesh part. - An object identifying this model mesh part. - - - Gets the vertex declaration for this model mesh part. - The vertex declaration for this model mesh part. - - - Gets the size, in bytes, of the elements in this vertex stream. - The size, in bytes, of the elements in this vertex stream. - - - - Represents a batch of geometry information to submit to the graphics device during rendering. Each Microsoft.Xna.Framework.Graphics.ModelMeshPart is a subdivision of a ModelMesh object. The ModelMesh class is split into multiple Microsoft.Xna.Framework.Graphics.ModelMeshPart objects, typically based on material information. - Reference page contains links to related code samples. - - - Returns a ModelMeshPartCollection.Enumerator that can iterate through a ModelMeshPartCollection. - The ModelMeshPartCollection.Enumerator of the ModelMeshPart collection. - - - Represents a collection of ModelMeshPart objects. - - - Immediately releases the unmanaged resources used by this object. - - - - Advances the enumerator to the next element of the ModelMeshPartCollection. - - true if the enumerator was successfully advanced to the next element; false if the enumerator has passed the end of the collection. - - - - - Sets the enumerator to its initial position, which is before the first element in the ModelMeshPartCollection. - - - - - Gets the current element in the ModelMeshPartCollection. - - - The current element in the ModelMeshPartCollection. - - - - - Gets the current element in the ModelMeshPartCollection as a System.Object. - - - The current element in the ModelBoneCollection as an System.Object. - - - - - Provides the ability to iterate through the bones in an ModelMeshPartCollection. - - - - Initializes a new instance of Microsoft.Xna.Framework.Graphics.OcclusionQuery(Microsoft.Xna.Framework.Graphics.GraphicsDevice) with the specified device. - The graphics device to associate with this query. - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - - - Begins application of the query. - - - Releases the unmanaged resources used by Microsoft.Xna.Framework.Graphics.OcclusionQuery.Dispose(System.Boolean) and optionally releases the managed resources. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - Raises the Disposing event when called from within a derived class. - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - Ends the application of the query. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the graphics device being queried. - The related graphics device queried the occlusion query. - - - Gets a value that indicates if the occlusion query has completed. - true if the query completed; otherwise false. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; otherwise false. - - - Specifies if occlusion queries are supported on the related graphics device. - true if occlusion queries are supported; false otherwise.Occlusion queries are always supported on the Xbox 360 platform. Occlusion queries on the Windows platform are dependent upon the abilities of the installed video card. - - - Gets the name of this occlusion query - Name of the query. - - - Gets the number of visible pixels. - Number of visible pixels. Zero indicates full occlusion, which means the pixels are not visible from the current camera position. - - - Gets the resource tag for this occlusion query. - The resource tag for this query. - - - Used to perform an occlusion query against the latest drawn objects. - - - Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Initializes a new instance of this class. - - - The exception that is thrown when Direct3D does not have enough display memory to perform the operation. - - - Initializes a new instance of the PixelShader class. - Device to create the pixel shader. - The compiled byte code. A pixel shader function token array, specifying the blending operations. - - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Raises the Disposing event when called from within a derived class. - - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Gets an array of bytes containing the shader code. - The shader code. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the GraphicsDevice associated with this PixelShader. - The GraphicsDevice associated with this PixelShader. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Returns the name of the pixel shader. - The name of the pixel shader. - - - Gets the resource tags. - The resource tags - - - Encapsulates the functionality of a pixel shader. - - - Initializes a new instance of this class. - - - The default presentation rate. - - - Resets all of the PresentationParameters values. - - - Creates a copy of this PresentationParameters object. - - A copy of this PresentationParameters object. - - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The System.Object to compare with the current PresentationParameters. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets or sets a value specifying the format of the depth-stencil surface that the device will automatically create. Reference page contains links to related conceptual articles. - The format of the depth-stencil surface that the device will automatically create. - - - Gets or sets a value specifying how many back buffers to create. - The number of back buffers to create. Can be 0, 1, 2, or 3. 0 is considered 1. - - - Gets or sets the format of the back buffer. Reference page contains links to related conceptual articles. - The format of the back buffer. - - - Gets or sets a value indicating the height of the new swap chain's back buffer. Reference page contains links to related conceptual articles. - The height of the back buffer, in pixels. - - - Gets or sets a value indicating the width of the new swap chain's back buffer. Reference page contains links to related conceptual articles. - The width of the back buffer, in pixels. - - - Gets or sets the handle to the device window. - The handle to the device window. - - - Gets or sets a value indicating whether Direct3D will manage depth buffers for the application. Reference page contains links to related conceptual articles. - true if Direct3D will manage depth buffers for the application; false otherwise. - - - - Gets or sets a value indicating the rate at which the display adapter will refresh the screen. - The refresh rate in hertz, or 0 in windowed mode. - - - Gets or sets a value indicating whether the application is in full screen mode. - true if the application is running full screen; false if the application is running in a window. - - - - Gets or sets a value indicating the multisample quality level. Reference page contains code sample. - The multisample quality level. The valid range is from 0 to one less than the value returned by GraphicsAdapter.CheckDeviceMultiSampleType. - - - Gets or sets the multisample type. Reference page contains code sample. - The multisample type. Must be MultiSampleType.None unless PresentationParameters.SwapEffect has been set to SwapEffect.Discard. Multisampling is supported only if PresentationParameters.SwapEffect is SwapEffect.Discard. - - - Gets or sets the maximum rate at which the swap chain's back buffers can be presented to the front buffer. - The maximum rate at which the swap chain's back buffers can be presented to the front buffer. - - - Gets or sets miscellaneous presentation flags. - Presentation flags. - - - Gets or sets render target usage flags. - Usage flags for the render target. - - - Gets or sets the swap effect. - The swap effect to use. - - - Contains presentation parameters. Reference page contains links to related conceptual articles. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the status of the vertical blank period. - true if the raster is in the vertical blank period; false otherwise. - - - Gets a value that roughly corresponds to the current scan line painted by the raster. - - Integer that roughly corresponds to the current scan line to set or retrieve. - - - - - Describes the raster status. - - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets or sets a value to enable alpha-blended transparency. The default value is false. Reference page contains code sample. - true if alpha-blended transparency is enabled; false otherwise. - - - - Gets or sets the arithmetic operation applied to separate alpha blending. The default is BlendFunction.Add. - - - A value from the BlendFunction enumeration. - - - - - Gets or sets the separate alpha channel blending factor. This factor represents a destination value by which to multiply the alpha channel only. The default is Blend.One. - Reference page contains links to related conceptual articles. - - A value from the Blend enumeration. BothSourceAlpha and BothInverseSourceAlpha are not supported on Xbox 360. - - - - - Gets or sets the comparison function for the alpha test. The default is CompareFunction.Always. - - - A member of the CompareFunction enumeration that represents the comparison function to set or get. - - - - - Gets or sets the separate alpha channel blending factor. This factor represents a value by which to multiply the alpha channel only. The default is Blend.One. - Reference page contains links to related conceptual articles. - A value from the Blend enumeration. - - - - Gets or sets a render state that enables a per-pixel alpha test. The default value is false. - - true if per-pixel alpha blending is enabled; false otherwise. - - - - Gets or sets the color used for a constant-blend factor during alpha blending. The default is Color.White. - The color used for a constant-blend factor during alpha blending. - - - Gets or sets a value to select the arithmetic operation to apply to the source and destination pixel components when RenderState.AlphaBlendEnable is set to true. The default is BlendFunction.Add. - - The blending operation to set or get. - - - Gets or sets a value that enables a per-channel write for the render target color buffer. The default value is ColorWriteChannels.None. - Value of the ColorWriteChannels enumeration that specifies the color channel to set or get. - - - Gets or sets a value that enables a per-channel write for the render target color buffer. The default value is ColorWriteChannels.None. - Value of the ColorWriteChannels enumeration that specifies the color channel to set or get. - - - Gets or sets a value that enables a per-channel write for the render target color buffer. The default value is ColorWriteChannels.None. - Value of the ColorWriteChannels enumeration that specifies the color channel to set or get. - - - - Gets or sets a value that enables a per-channel write for the render target color buffer. The default value is ColorWriteChannels.None. - - Value of the ColorWriteChannels enumeration that specifies the color channel to set or get. - - - - Gets or sets the stencil operation to perform if the stencil test passes and the depth-buffer test fails for a counterclockwise triangle. The default is StencilOperation.Keep. - - - The stencil operation to perform. - - - - - Gets or sets the stencil operation to perform if the stencil test fails for a counterclockwise triangle. The default is StencilOperation.Keep. - - - The stencil operation to perform. - - - - - Gets or sets the comparison function to use for counterclockwise stencil tests. The default is CompareFunction.Always. - - - A CompareFunction value indicating which test to perform. - - - - - Gets or sets the stencil operation to perform if the stencil and z-tests pass for a counterclockwise triangle. The default is StencilOperation.Keep. - - - The stencil operation to perform. - - - - - Specifies how back-facing triangles are culled, if at all. The default value is CullMode.CounterClockwise. - - The culling mode to set or get. - - - Sets or retrieves the depth bias for polygons. The default value is 0. - Depth bias for polygons. - - - - Enables or disables depth buffering. The default is true. - - true if depth buffering is enabled; false otherwise. - - - - Gets or sets the comparison function for the depth-buffer test. The default is CompareFunction.LessEqual - Value of a CompareFunction that represents the comparison function to set or get. - - - - Enables or disables writing to the depth buffer. The default is true. - - true if writing to the depth buffer is enabled; false otherwise. - - - - - Gets or sets the color blending factor. This factor represents a value by which to multiply the destination pixel color before adding it to the source pixel to produce a color that is a blend of the two. The default is Blend.Zero. - Reference page contains links to related conceptual articles. - - A Blend factor to set or get for the destination pixel. - - - - - Represents the fill mode. The default is FillMode.Solid. - - Value of a FillMode that specifies the fill mode to set or get. - - - - Gets or sets the fog color. The default value is Color.TransparentBlack. - - A color that specifies the fog color to set or get. - - - Gets or sets the fog density for pixel or vertex fog used in exponential fog modes. The default value is 1.0f. - Value that represents the fog density to set or get. - - - - Enables or disables fog blending. The default is false. - - true if fog blending is enabled; false otherwise. - - - - Gets or sets the depth at which pixel or vertex fog effects end for linear fog mode. The default value is 1.0f. - Value that represents the ending depth to set or get. - - - Gets or sets the depth at which pixel or vertex fog effects begin for linear fog mode. The default value is 0.0f. - Value that represents the beginning depth to set or get. - - - - Gets or sets the fog formula to use for pixel fog. The default is None. - - Value of a FogMode that specifies the fog mode to set or get. - - - - Gets or sets the fog formula to use for vertex fog. The default is FogMode.None. - - - Value of a FogMode that specifies the fog mode to set or get. - - - - - Enables or disables multisample antialiasing. The default is true. - - true to enable multisample antialiasing; false otherwise. - - - - Gets or sets a bitmask controlling modification of the samples in a multisample render target. The default is 0xffffffff. - A bitmask value controlling write enables for the samples. Each bit in this mask, starting at the least-significant bit, controls modification of one of the samples in a multisample render target. Thus, for an 8-sample render target, the low byte contains the eight write enables for each of the eight samples. This render state has no effect when rendering to a single sample buffer. - - - Gets or sets the maximum size of point primitives. The default is 64.0f. - The maximum size of point primitives. Must be less than or equal to Capabilities.MaxPointSize and greater than or equal to RenderState.PointSizeMin. - - - Gets or sets the minimum size of point primitives. The default is 1.0f. - The minimum size of point primitives. - - - Gets or sets the size to use for point size computation in cases where point size is not specified for each vertex. The default value is the value a driver returns. If a driver returns 0 or 1, the default value is 64, which allows software point size emulation. Reference page contains links to related code samples. - This value is in world space units. - - - - Enables or disables full texture mapping on each point. The default is false. - Reference page contains links to related code samples. - true to set texture coordinates of point primitives so that full textures are mapped on each point; false otherwise. When false, the vertex texture coordinates are used for the entire point. - - - Gets or sets enabling of range-based vertex fog. The default value is false. - true if range-based vertex fog is enabled; false otherwise. If false, depth-based fog is used. - - - Specifies a reference alpha value against which pixels are tested when alpha testing is enabled. The default value is 0. - - Integer that specifies the reference alpha value to set or get. This is an 8-bit value placed in the low 8 bits of the DWORD render-state value. Values can range from 0x00000000 through 0x000000FF. - - - - Specifies a reference value to use for the stencil test. The default is 0. - Integer that specifies the stencil test value to set or get. - - - - Enables or disables scissor testing. The default is false. - - true to enable scissor testing; false otherwise. - - - - - Enables or disables the separate blend mode for the alpha channel. The default is false. - - true to enable the separate blend mode for the alpha channel; false otherwise. - - - - Gets or sets a value used to determine how much bias can be applied to coplanar primitives to reduce flimmering z-fighting. The default is 0. - Value that specifies the slope scale bias to apply. - - - - Gets or sets the color blending factor. This factor represents a value by which to multiply the source pixel color before adding it to the destination pixel to produce a color that is a blend of the two. The default is Blend.One. - Reference page contains links to related conceptual articles. - - A Blend factor to set or get for the source pixel. - - - - - Gets or sets the stencil operation to perform if the stencil test passes and the depth-test fails. The default is StencilOperation.Keep. - Reference page contains links to related conceptual articles. - - The stencil operation to perform. - - - - - Gets or sets stencil enabling. The default is false. - Reference page contains links to related conceptual articles. - true if stenciling is enabled; false otherwise. - - - - - Gets or sets the stencil operation to perform if the stencil test fails. The default is StencilOperation.Keep. - Reference page contains links to related conceptual articles. - - The stencil operation to perform. - - - - - Gets or sets the comparison function for the stencil test. The default is CompareFunction.Always. - Reference page contains links to related conceptual articles. - - Value of a CompareFunction that represents the comparison function to set or get. - - - - - Gets or sets the mask applied to the reference value and each stencil buffer entry to determine the significant bits for the stencil test. The default mask is Int32.MaxValue. - Reference page contains links to related conceptual articles. - Value that represents the mask to set or get. - - - - Gets or sets the stencil operation to perform if the stencil test passes. The default is StencilOperation.Keep. - Reference page contains links to related conceptual articles. - - The stencil operation to perform. - - - - - Gets or sets the write mask applied to values written into the stencil buffer. The default mask is Int32.MaxValue. - Reference page contains links to related conceptual articles. - Value that represents the write mask to set or get. - - - - Enables or disables two-sided stenciling. The default is false. - Reference page contains links to related conceptual articles. - true to enable two-sided stenciling; false otherwise. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - Combination of values from TextureWrapCoordinates to set or get. - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - Combination of values from TextureWrapCoordinates to set or get. - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - Combination of values from TextureWrapCoordinates to set or get. - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - Defines the render state of a graphics device. Reference page contains links to related conceptual articles. - - - Occurs when resources are lost (for example, when the current device is lost). - - - - Occurs when Microsoft.Xna.Framework.Graphics.RenderTarget.Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - Reference page contains code sample. - - - Occurs when content is about to be lost on a GraphicsDevice. - The source of this event. - The event arguments that are associated with the action that raised the event. - - - Releases the unmanaged resources used by the RenderTarget and optionally releases the managed resources. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - Raises the RenderTarget.Disposing event when called from within a derived class. - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Gets the format of the render target. - The format of the render target. - - - Gets the graphics device associated with this render target resource. - The graphics device associated with this render target resource. - - - Gets the height, in pixels, of this render target. - The height, in pixels, of this render target. - - - Gets the current state of the content on a device. - true if content was lost due to device lost or similar event; otherwise false. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Gets the number of quality stops available for a given multisample type. - The number of quality stops available for a given multisample type. - - - Gets the levels of full-scene multisampling that the device can apply. - The levels of full-scene multisampling that the device can apply. - - - Gets the name of this render-target resource. - The name of this render-target resource. - - - Gets or sets render target usage flags. - Usage flags for the render target. - - - Gets the resource tags for this render target. - The resource tags for this render target. - - - Gets the width, in pixels, of this render target. - The width, in pixels, of this render target. - - - Represents a resource that will be written to at the end of a render pass. This is the base class for RenderTarget2D and RenderTargetCube. Reference page contains links to related conceptual articles. - - - Initializes a new instance of this class. Reference page contains links to related code samples. - The graphics device to associate with this render target resource. - Width, in pixels, of the render target. You can use graphicsDevice.PresentationParameters.BackBufferWidth to get the current screen width. - Height, in pixels, of the render target. You can use graphicsDevice.PresentationParameters.BackBufferHeight to get the current screen height. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain. - If this is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures. - Surface format of the render target. Use GraphicsAdapter.CheckDeviceFormat to determine if a particular surface format is usable in a render target. - - - Initializes a new instance of Microsoft.Xna.Framework.Graphics.RenderTarget2D(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,System.Int32,System.Int32,Microsoft.Xna.Framework.Graphics.SurfaceFormat,Microsoft.Xna.Framework.Graphics.MultiSampleType,System.Int32,Microsoft.Xna.Framework.Graphics.RenderTargetUsage) with the specified values. Reference page contains links to related code samples. - The graphics device to associate with this render target resource. - Width, in pixels, of the render target. You can use graphicsDevice.PresentationParameters.BackBufferWidth to get the current screen width. - Height, in pixels, of the render target. You can use graphicsDevice.PresentationParameters.BackBufferHeight to get the current screen height. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mipmap levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain.If this is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures. - Surface format of the render target. Use GraphicsAdapter.CheckDeviceFormat to determine if a particular surface format is usable in a render target. - The levels of full-scene multisampling that the device can apply. You can use graphicsDevice.PresentationParameters.MultiSampleType to get the MultiSampleType of the back buffer. - The number of quality stops available for a given multisample type. You can use graphicsDevice.PresentationParameters.MultiSampleQuality to get the multisample quality of the back buffer. - Options identifying the behaviors of this render target resource. - - - Initializes a new instance of this class. Reference page contains links to related code samples. - The graphics device to associate with this render target resource. - Width, in pixels, of the render target. You can use graphicsDevice.PresentationParameters.BackBufferWidth to get the current screen width. - Height, in pixels, of the render target. You can use graphicsDevice.PresentationParameters.BackBufferHeight to get the current screen height. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain. - If this is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures. - Surface format of the render target. Use GraphicsAdapter.CheckDeviceFormat to determine if a particular surface format is usable in a render target. - The levels of full-scene multisampling that the device can apply. You can use graphicsDevice.PresentationParameters.MultiSampleType to get the MultiSampleType of the back buffer. - The number of quality stops available for a given multisample type. You can use graphicsDevice.PresentationParameters.MultiSampleQuality to get the multisample quality of the back buffer. - - - Initializes a new instance of Microsoft.Xna.Framework.Graphics.RenderTarget2D(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,System.Int32,System.Int32,Microsoft.Xna.Framework.Graphics.SurfaceFormat,Microsoft.Xna.Framework.Graphics.RenderTargetUsage) with the specified values. Reference page contains links to related code samples. - The graphics device to associate with this render target resource. - Width, in pixels, of the render target. You can use graphicsDevice.PresentationParameters.BackBufferWidth to get the current screen width. - Height, in pixels, of the render target. You can use graphicsDevice.PresentationParameters.BackBufferHeight to get the current screen height. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mipmap levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain.If this is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures. - Surface format of the render target. Use GraphicsAdapter.CheckDeviceFormat to determine if a particular surface format is usable in a render target. - Options identifying the behaviors of this render target resource. - - - Gets the 2D texture associated with this render target. Reference page contains code sample. - The 2D texture associated with this render target. - - - Represents a 2D texture resource that will be written to at the end of a render pass. Reference page contains links to related conceptual articles. - - - Initializes a new instance of this class. - The graphics device to associate with this render target resource. - The width and height of this cube texture resource, in pixels. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain. - Surface format of the render target. - Options identifying the behaviors of this texture resource. - - - Initializes a new instance of Microsoft.Xna.Framework.Graphics.RenderTargetCube(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,System.Int32,Microsoft.Xna.Framework.Graphics.SurfaceFormat,Microsoft.Xna.Framework.Graphics.MultiSampleType,System.Int32,Microsoft.Xna.Framework.Graphics.RenderTargetUsage). - The graphics device to associate with this render target resource. - The width and height of this cube texture resource, in pixels. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain. - Surface format of the render target. - Levels of full-scene multisampling that the device can apply. - Number of quality stops available for a given multisample type. - Options identifying the behaviors of this texture resource. - - - Initializes a new instance of this class. - The graphics device to associate with this render target resource. - The width and height of this cube texture resource, in pixels. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain. - If this is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures. - Surface format of the render target. - - - Initializes a new instance of this class. - The graphics device to associate with this render target resource. - The width and height of this cube texture resource, in pixels. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain. - Surface format of the render target. - The levels of full-scene multisampling that the device can apply. - The number of quality stops available for a given multisample type. - - - Gets a copy of the cube texture associated with this render target. Reference page contains code sample. - A copy of the cube texture associated with this render target. - - - Represents a cubic texture resource that will be written to at the end of a render pass. Reference page contains links to related conceptual articles. - - - Initializes an empty instance of Microsoft.Xna.Framework.Graphics.ResolveTexture2D(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,System.Int32,System.Int32,Microsoft.Xna.Framework.Graphics.SurfaceFormat). - The GraphicsDevice used to display the texture. - The width of the texture, in pixels. This value must be a power of two if the GraphicsDeviceCapabilities.TextureCaps.RequiresPower2 property of graphicsDevice is true. If this value is 0, width is set to 1. - The height of the texture, in pixels. This value must be a power of two if the GraphicsDeviceCapabilities.TextureCaps.RequiresPower2 property of graphicsDevice is true. If this value is 0, height is set to 1. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain.If numberLevels is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures. Use Texture.LevelCount to see the number of levels generated. - A SurfaceFormat value specifying the requested pixel format for the texture. The returned texture may be of a different format if the device does not support the requested format. Applications should check the format of the returned texture to ensure that it matches the requested format. - - - Occurs when the render target data is lost due to a lost device event. - - - Occurs after content is lost from a graphics device failure, allowing an application to re-create all resources. - The source of this event. - The event arguments that are associated with the action that raised the event. - - - Immediately releases the unmanaged resources used by this object. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Determines if the render target data has been lost due to a lost device event. - true if the content was lost; false otherwise. - - - Represents a 2D grid of texels. - - - The object raising the event. - The object raising the event. - - - Contains event data. - - - Gets the name of the destroyed resource. - The name of the destroyed resource. - - - Gets the resource manager tag of the destroyed resource. - The resource manager tag of the destroyed resource. - - - Arguments for a GraphicsDevice.ResourceDestroyed event. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets or sets the texture-address mode for the u-coordinate. - Texture-address mode to set or get. - - - Gets or sets the texture-address mode for the v-coordinate. - Texture-address mode to set or get. - - - Gets or sets the texture-address mode for the w-coordinate. - Texture-address mode to set or get. - - - Gets or sets the border color. - Border color to set or get. - - - Gets or sets a magnification filter. - The magnification filter to set or get. - - - Gets or sets the maximum anisotropy. The default value is 0. - The maximum anisotropy value to set or get. - - - Gets or sets the level of detail (LOD) index of the largest map to use. - The maximum LOD to set or get. This index value can range from 0 to (n− 1), where n is the largest map. - - - Gets or sets a minification filter. - The minification filter to set or get. - - - Gets or sets a mipmap filter to use during minification. - The minification filter to set or get. - - - Gets or sets the mipmap level of detail (LOD) bias. The default value is 0. - The mipmap bias to set or get. - - - Contains sampler states for the device. - - - - Gets a specific SamplerState object using an index value. - - Index of the object to retrieve. - The SamplerState object at the requested index. - - - Collection of SamplerState objects. - - - Compiles a shader from a stream containing shader assembly code (ASM). - Stream that contains the shader data. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - Target platform for the compilation. - The compiled shader. - - - Compiles a shader from a file containing shader assembly code (ASM). - Name of the file containing the compiled shader data. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - Target platform for the compilation. - The compiled shader. - - - Compiles a shader from a stream containing shader assembly code (ASM), specifying the number of bytes in the stream. - Stream that contains the shader data. - The number of bytes in shaderSourceCode. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - Target platform for the compilation. - The compiled shader. - - - Compiles a shader from a string containing shader assembly code (ASM). - String that contains the shader data. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - Target platform for compilation. - The compiled shader. - - - Compiles a shader from file containing the shader source code. - Name of the file containing the shader source code. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - The function to be compiled. - A shader profile that determines the shader instruction set. - The target platform for compilation. - The compiled shader. - - - Compiles a shader from a stream containing the shader source code. - Stream that contains the shader source code. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - The function to be compiled. - A shader profile that determines the shader instruction set. - The target platform for compilation. - The compiled shader. - - - Compiles a shader from a stream containing the shader source code, specifying the number of bytes in the stream. - Stream that contains the shader source code. - The number of bytes in shaderSourceCode. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - The function to be compiled. - A shader profile that determines the shader instruction set. - The target platform for compilation. - The compiled shader. - - - Compiles a shader from a string containing the shader source code. - String that contains the shader source code. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - The function to be compiled. - A shader profile that determines the shader instruction set. - Target platform for compilation. - The compiled shader. - - - Disassembles a shader. - The shader byte code to disassemble. - Specifies whether to enable color coding to make the disassembly easier to read. - A comment string to include at the top of the shader. - The disassembled shader. - - - Compiles and decompiles high-level shader language (HLSL) shaders. - - - - Sets the value of a ShaderConstant to an array of matrices. - - The GraphicsDevice associated with the ShaderConstant. - The array of values to set the ShaderConstant to. - - - - Sets the value of a ShaderConstant to an matrix. - - The GraphicsDevice associated with the ShaderConstant. - The matrix to set the ShaderConstant to. - - - - Sets the value of a ShaderConstant to an array of Framework.Quaternion objects. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to an array of Framework.Matrix objects. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to a System.Boolean. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to a System.Single. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to an array of System.Int32 objects. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to an System.Int32. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to an array of Framework.Vector3 objects. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant/ - - - - Sets the value of a ShaderConstant to an array of Framework.Vector2 objects. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to an array of Framework.Vector4 objects. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to an array of System.Boolean objects. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to a Framework.Quaternion. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to a Framework.Vector3. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to a Framework.Vector2 - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to a Framework.Vector4. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to a Framework.Matrix. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to an array of System.Single objects. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - Gets the number of columns in the ShaderConstant. - The number of columns in the ShaderConstant. - - - Gets the number of elements in the ShaderConstant. - The number of elements in the ShaderConstant. - - - Gets the name of the ShaderConstant. - The name of the ShaderConstant. - - - Gets the EffectParameterClass of the ShaderConstant. - - The EffectParameterClass of the ShaderConstant. - - - - Gets the EffectParameterType of the ShaderConstant. - - The EffectParameterType of the ShaderConstant. - - - - Gets the number of registers that contain data. - The number of registers that contain data. - - - Gets the index of the ShaderConstant in the constant table. - - The index of the ShaderConstant in the constant table. - - - - Gets the data type of the shader register. - The data type of the shader register. - - - Gets the number of rows in the ShaderConstant. - The number of rows in the ShaderConstant. - - - Gets the sampler index number of the ShaderConstant from the constant table. - The sampler index number of the ShaderConstant from the constant table. - - - - Gets the number of structure member subparameters. - - The number of structure member subparameters. - - - Describes a shader constant. - - - - Returns an enumerator that can iterate through the ShaderConstantCollection. - - The iterator. - - - - - Gets the number of ShaderConstant objects in this ShaderConstantCollection. - - - The number of ShaderConstant objects in this ShaderConstantCollection. - - - - - Gets a specific ShaderConstant object using an index value. - - Name of the ShaderConstant to get. - - The ShaderConstant object specified by name. - - - - - Gets a specific ShaderConstant object using an index value. - - Index of the ShaderConstant to get. - - The ShaderConstant object at the specified index. - - - - Manipulates a collection of ShaderConstant objects. - - - Initializes a new instance of the ShaderConstantTable class. - The shader byte code. - - - - Occurs when ShaderConstantTable.Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR). - - - - - Releases the unmanaged resources used by the ShaderConstantTable and optionally releases the managed resources. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Raises the ShaderConstantTable.Disposing event when called from within a derived class. - - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - - Sets the constants in the ShaderConstantTable to their default values. The default values are declared in the variable declarations in the shader. - - - The GraphicsDevice associated with the ShaderConstantTable. - - - Gets a collection of the constants in the ShaderConstantTable. - The collection of constants in the ShaderConstantTable. - - - Gets the name of the constant table creator. - - The name of the constant table creator. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Gets the shader version. - The shader version. - - - Contains the variables that are used by high-level language shaders and effects. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets or sets options that modify how the usage is interpreted. The usage and usage index make up a vertex declaration. - Options that modify how the usage is interpreted. The usage and usage index make up a vertex declaration. - - - Gets or sets options that identify how resources are used. - Options that identify how resources are used. - - - - Semantics map a parameter to vertex or pixel shader registers. They can also be optional descriptive strings attached to non-register parameters. - - - - - Initializes a new instance of the class, which enables a group of sprites to be drawn using the same settings. Reference page contains links to related code samples. - The graphics device where sprites will be drawn. - - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - - - - Prepares the graphics device for drawing sprites with specified blending, sorting, and render state options, and a global transform matrix. Reference page contains links to related code samples. - Blending options to use when rendering. - Sorting options to use when rendering. - Rendering state options. - A matrix to apply to position, rotation, scale, and depth data passed to SpriteBatch.Draw. - - - Prepares the graphics device for drawing sprites with specified blending options. Reference page contains links to related code samples. - Blending options to use when rendering. - - - Prepares the graphics device for drawing sprites with specified blending, sorting, and render state options. Reference page contains links to related code samples. - Blending options to use when rendering. - Sorting options to use when rendering. - Rendering state options. - - - Prepares the graphics device for drawing sprites. Reference page contains links to related code samples. - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - Adds a sprite string to the batch of sprites to be rendered, specifying the font, output text, screen position, and color tint. Reference page contains links to related code samples. - The sprite font. - The string to draw. - The location, in screen coordinates, where the text will be drawn. - The desired color of the text. - - - Adds a sprite string to the batch of sprites to be rendered, specifying the font, output text, screen position, color tint, rotation, origin, scale, and effects. Reference page contains links to related code samples. - The sprite font. - The string to draw. - The location, in screen coordinates, where the text will be drawn. - The desired color of the text. - The angle, in radians, to rotate the text around the origin. - The origin of the string. Specify (0,0) for the upper-left corner. - Uniform multiple by which to scale the sprite width and height. - Rotations to apply prior to rendering. - The sorting depth of the sprite, between 0 (front) and 1 (back). - - - Adds a sprite string to the batch of sprites to be rendered, specifying the font, output text, screen position, color tint, rotation, origin, scale, effects, and depth. Reference page contains links to related code samples. - The sprite font. - The string to draw. - The location, in screen coordinates, where the text will be drawn. - The desired color of the text. - The angle, in radians, to rotate the text around the origin. - The origin of the string. Specify (0,0) for the upper-left corner. - Vector containing separate scalar multiples for the x- and y-axes of the sprite. - Rotations to apply prior to rendering. - The sorting depth of the sprite, between 0 (front) and 1 (back). - - - Adds a mutable sprite string to the batch of sprites to be rendered, specifying the font, output text, screen position, and color tint. Reference page contains links to related code samples. - The sprite font. - The mutable (read/write) string to draw. - The location, in screen coordinates, where the text will be drawn. - The desired color of the text. - - - Adds a mutable sprite string to the batch of sprites to be rendered, specifying the font, output text, screen position, color tint, rotation, origin, scale, and effects. Reference page contains links to related code samples. - The sprite font. - The mutable (read/write) string to draw. - The location, in screen coordinates, where the text will be drawn. - The desired color of the text. - The angle, in radians, to rotate the text around the origin. - The origin of the string. Specify (0,0) for the upper-left corner. - Uniform multiple by which to scale the sprite width and height. - Rotations to apply prior to rendering. - The sorting depth of the sprite, between 0 (front) and 1 (back). - - - Adds a mutable sprite string to the batch of sprites to be rendered, specifying the font, output text, screen position, color tint, rotation, origin, scale, effects, and depth. Reference page contains links to related code samples. - The sprite font. - The mutable (read/write) string to draw. - The location, in screen coordinates, where the text will be drawn. - The desired color of the text. - The angle, in radians, to rotate the text around the origin. - The origin of the string. Specify (0,0) for the upper-left corner. - Vector containing separate scalar multiples for the x- and y-axes of the sprite. - Rotations to apply prior to rendering. - The sorting depth of the sprite, between 0 (front) and 1 (back). - - - Adds a sprite to the batch of sprites to be rendered, specifying the texture, destination, and source rectangles, color tint, rotation, origin, effects, and sort depth. Reference page contains links to related code samples. - The sprite texture. - A rectangle specifying, in screen coordinates, where the sprite will be drawn. If this rectangle is not the same size as sourceRectangle, the sprite is scaled to fit. - A rectangle specifying, in texels, which section of the rectangle to draw. Use null to draw the entire texture. - The color channel modulation to use. Use Color.White for full color with no tinting. - The angle, in radians, to rotate the sprite around the origin. - The origin of the sprite. Specify (0,0) for the upper-left corner. - Rotations to apply prior to rendering. - The sorting depth of the sprite, between 0 (front) and 1 (back).You must specify either SpriteSortMode.FrontToBack or SpriteSortMode.BackToFront for this parameter to affect sprite drawing. - - - Adds a sprite to the batch of sprites to be rendered, specifying the texture, destination rectangle, and color tint. Reference page contains links to related code samples. - The sprite texture. - A rectangle specifying, in screen coordinates, where the sprite will be drawn. If this rectangle is not the same size as sourcerectangle, the sprite is scaled to fit. - The color channel modulation to use. Use Color.White for full color with no tinting. - - - Adds a sprite to the batch of sprites to be rendered, specifying the texture, screen position, and color tint. Reference page contains links to related code samples. - The sprite texture. - The location, in screen coordinates, where the sprite will be drawn. - The color channel modulation to use. Use Color.White for full color with no tinting. - - - Adds a sprite to the batch of sprites to be rendered, specifying the texture, screen position, optional source rectangle, color tint, rotation, origin, scale, effects, and sort depth. Reference page contains links to related code samples. - The sprite texture. - The location, in screen coordinates, where the sprite will be drawn. - A rectangle specifying, in texels, which section of the rectangle to draw. Use null to draw the entire texture. - The color channel modulation to use. Use Color.White for full color with no tinting. - The angle, in radians, to rotate the sprite around the origin. - The origin of the sprite. Specify (0,0) for the upper-left corner. - Uniform multiple by which to scale the sprite width and height. - Rotations to apply prior to rendering. - The sorting depth of the sprite, between 0 (front) and 1 (back).You must specify either SpriteSortMode.FrontToBack or SpriteSortMode.BackToFront for this parameter to affect sprite drawing. - - - Adds a sprite to the batch of sprites to be rendered, specifying the texture, screen position, source rectangle, and color tint. Reference page contains links to related code samples. - The sprite texture. - The location, in screen coordinates, where the sprite will be drawn. - A rectangle specifying, in texels, which section of the rectangle to draw. Use null to draw the entire texture. - The color channel modulation to use. Use Color.White for full color with no tinting. - - - Adds a sprite to the batch of sprites to be rendered, specifying the texture, destination and source rectangles, and color tint. Reference page contains links to related code samples. - The sprite texture. - A rectangle specifying, in screen coordinates, where the sprite will be drawn. If this rectangle is not the same size as sourcerectangle the sprite will be scaled to fit. - A rectangle specifying, in texels, which section of the rectangle to draw. Use null to draw the entire texture. - The color channel modulation to use. Use Color.White for full color with no tinting. - - - Adds a sprite to the batch of sprites to be rendered, specifying the texture, screen position, source rectangle, color tint, rotation, origin, scale, effects, and sort depth. Reference page contains links to related code samples. - The sprite texture. - The location, in screen coordinates, where the sprite will be drawn. - A rectangle specifying, in texels, which section of the rectangle to draw. Use null to draw the entire texture. - The color channel modulation to use. Use Color.White for full color with no tinting. - The angle, in radians, to rotate the sprite around the origin. - The origin of the sprite. Specify (0,0) for the upper-left corner. - Vector containing separate scalar multiples for the x- and y-axes of the sprite. - Rotations to apply before rendering. - The sorting depth of the sprite, between 0 (front) and 1 (back).You must specify either SpriteSortMode.FrontToBack or SpriteSortMode.BackToFront for this parameter to affect sprite drawing. - - - Flushes the sprite batch and restores the device state to how it was before SpriteBatch.Begin was called. Reference page contains links to related code samples. - - - Gets the graphics device associated with this SpriteBatch. - - The graphics device associated with this SpriteBatch. - - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Gets or sets the name of this sprite batch. - The name of this sprite batch. - - - Gets or sets an object that uniquely identifies this sprite batch. - An object that uniquely identifies this sprite batch. - - - Enables a group of sprites to be drawn using the same settings. Reference page contains links to related conceptual articles. - - - Returns the height and width of a given string as a Framework.Vector2. - The string to measure. - The height and width, in pixels, of text, when it is rendered. - - - - Returns the height and width of a mutable string as a Framework.Vector2. - The mutable (read/write) string to measure. - The height and width, in pixels, of text, when it is rendered. - - - - Gets a collection of all the characters that are included in the font. - The collection of all characters included in this font. - - - Gets or sets the default character for the font. - The default character for this font. - - - The line spacing, in pixels, of this font. - The height of one line, in pixels. - - - Gets or sets the spacing of the font characters. - The spacing, in pixels, of the font characters. - - - Represents a font texture. Reference page contains links to related code samples. - - - Initializes a new instance of the StateBlock class. Reference page contains links to related code samples. - The device to associate with the state block. - - - Occurs when resources are lost (for example, when the current device is lost). - - - - Occurs when StateBlock.Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR). - - - - Applies the state block to the current StateBlock.GraphicsDevice. - - - Captures the current value of states that are included in a state block. - - - Occurs when content is about to be lost due to a device reset. - The source of this event. - The event arguments that are associated with the action that raised the event. - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Raises the StateBlock.Disposing event when called from within a derived class. - - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the GraphicsDevice associated with this StateBlock. - - The GraphicsDevice associated with this StateBlock. - - - - Gets the current state of the content on a device. - true if content was lost due to device lost or similar event; otherwise false. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Gets or sets the name of the StateBlock. - - The name of the StateBlock. - - - - Gets or sets the resource manager tag for the StateBlock. - - The resource manager tag for the StateBlock. - - - - Encapsulates render states. Reference page contains links to related code samples. - - - Releases the unmanaged resources used by this object and optionally releases the managed resources. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Creates a texture resource from a file. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a stream, specifying the number of bytes in the stream. - The graphics device to use to create the texture resource. - Stream that contains the texture data. - The number of bytes in textureStream. - The texture resource that has been created on the specified graphics device. - - - Loads a Texture from a file. - The GraphicsDevice to associate the texture with. - The stream to load the texture from. - Parameters to use when creating the Texture. - The created Texture. - - - Creates a texture resource from a file, specifying the parameters to be used in creation of the texture. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The parameters to use when creating this texture. - The texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a stream. - The graphics device to use to create the texture resource. - Stream that contains the texture data. - The texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a file, specifying the width, height, and depth of the texture in pixels. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The width, in pixels, of the texture. - The height, in pixels, of the texture. - The depth, in pixels, of the texture. - The texture resource that has been created on the specified graphics device. - - - Loads a Texture from a file. - The GraphicsDevice to associate the texture with. - The stream to load the texture from. - The number of bytes in the stream. - Parameters to use when creating the Texture. - - The created Texture. - - - - Request generation of mipmap sublevels for a render target texture. Reference page contains code sample. - Determines how the texture will be filtered for each mipmap level. - - - Loads texture creation parameters from a file. - The GraphicsDevice to associate with the texture creation parameters. - The name of the file to load the creation parameters from. - The texture creation parameters. - - - Loads texture creation parameters from a stream, specifying the number of bytes in the stream. - The GraphicsDevice to associate with the texture creation parameters. - Stream containing the texture data. - The number of bytes in textureStream - The texture creation parameters. - - - Loads texture creation parameters from a stream. - The GraphicsDevice to associate with the texture creation parameters. - Stream containing the texture creation data. - The texture creation parameters. - - - Retrieves information about a given image file. - File name of image. - A description of the data in the source file. - - - Retrieves information about a given image file stream, specifying the number of bytes in the stream. - Stream containing the image data. - The number of bytes in textureStream. - A description of the data in the source file. - - - Retrieves information about a given image file stream. - Stream containing the image data. - A description of the data in the source file. - - - Saves a texture to a file. - The file name of the destination image. - The file format to use when saving. This function supports saving to all ImageFileFormat formats except Portable Pixmap (.ppm) and Targa/Truevision Graphics Adapter (.tga). - - - Gets the number of texture levels in a multilevel texture. - The number of texture levels in the multilevel texture. - - - Gets or sets the highest level-of-detail mipmap stored for a managed texture. - The highest level-of-detail mipmap stored for a managed texture. The default value is 0, causing loading of all mipmapped textures. - - - Represents a texture resource. Reference page contains links to related code samples. - - - - Creates an uninitialized Texture2D resource of the specified dimensions. To initialize a Texture2D from an existing file, see the static method Framework.Content.ContentManager.Load``1(System.String) or Texture2D.FromFile. - Reference page contains code sample. - The GraphicsDevice used to display the texture. - The width of the texture, in pixels. This value must be a power of two if the GraphicsDeviceCapabilities.TextureCaps.RequiresPower2 property of graphicsDevice is true. If this value is 0, a value of 1 is used. - The height of the texture, in pixels. This value must be a power of two if the GraphicsDeviceCapabilities.TextureCaps.RequiresPower2 property of graphicsDevice is true. If this value is 0, a value of 1 is used. - - - - Creates an uninitialized Texture2D resource of the specified dimensions. To initialize a Texture2D from an existing file, see the static method Framework.Content.ContentManager.Load``1(System.String) or Texture2D.FromFile. - Reference page contains code sample. - The GraphicsDevice used to display the texture. - The width of the texture, in pixels. This value must be a power of two if the GraphicsDeviceCapabilities.TextureCaps.RequiresPower2 property of graphicsDevice is true. If this value is 0, a value of 1 is used. - The height of the texture, in pixels. This value must be a power of two if the GraphicsDeviceCapabilities.TextureCaps.RequiresPower2 property of graphicsDevice is true. If this value is 0, a value of 1 is used. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mipmap levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain. - If numberLevels is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures. Use Texture.LevelCount to see the number of levels generated. - Options identifying the behaviors of this texture resource. - A SurfaceFormat value specifying the requested pixel format for the texture. The returned texture may be of a different format if the device does not support the requested format. Applications should check the format of the returned texture to ensure that it matches the requested format. - - - - Releases the unmanaged resources used by the Texture2D and optionally releases the managed resources. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Creates a texture resource from a file. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The texture resource that has been created on the specified graphics device. - - - - Creates a texture resource from a file, specifying the width and height of the texture in pixels. - - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The width, in pixels, of the texture. - The height, in pixels, of the texture. - The texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a stream, specifying the number of bytes in the stream. - The graphics device to use to create the texture resource. - Stream containing the texture data. - The number of bytes in textureStream. - The texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a stream, specifying the parameters to be used in creation of the texture. - The graphics device to use to create the texture resource. - Stream containing the texture data. - The parameters to use when creating this texture. - The texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a file, specifying the parameters to be used in creation of the texture. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The parameters to use when creating this texture. - The texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a stream. - The graphics device to use to create the texture resource. - Stream containing the texture data. - The texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a stream, specifying the number of bytes in the stream and the texture creation parameters to use. - The graphics device to use to create the texture resource. - Stream containing the volume texture data. - The number of bytes in textureStream. - The parameters to use when creating this texture. - The texture resource that has been created on the specified graphics device. - - - Copies texture data into an array. Reference page contains code sample. - The mipmap level to copy from. - The section of the texture to copy. null indicates the data will be copied from the entire texture. - The array to receive texture data. - The index of the element in the array at which to start copying. - The number of elements to copy. - - - Copies texture data into an array. Reference page contains code sample. - The array to receive texture data. - - - Copies texture data into an array. Reference page contains code sample. - The array to receive texture data. - The index of the element in the array at which to start copying. - The number of elements to copy. - - - Copies array data to the texture. Reference page contains code sample. - The mipmap level where the data will be placed. - The section of the texture where the data will be placed. null indicates the data will be copied over the entire texture. - The array of data to copy. If rect is null, the number of elements in the array must be equal to the size of the texture, which is Texture2D.Width×Texture2D.Height; otherwise, the number of elements in the array should equal the size of the rectangle specified. - The index of the element in the array at which to start copying. - The number of elements to copy. - Option that specifies whether existing data in the buffer will be kept after this operation. - - - Copies array data to the texture at mipmap level 0. Reference page contains links to related conceptual articles. - The array of data to copy. The number of elements in the array must be equal to the size of the texture, which is Texture2D.Width×Texture2D.Height. - - - Copies array data to the texture at mipmap level 0. Reference page contains links to related conceptual articles. - The array of data to copy. - The index of the element in the array at which to start copying. - The number of elements to copy. This must be equal to the size of the texture, which is Texture2D.Width×Texture2D.Height. - Option that specifies whether existing data in the buffer will be kept after this operation. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the pixel format of this texture resource. - The pixel format of this texture resource. - - - Gets the height of this texture resource, in pixels. - The height of this texture resource, in pixels. - - - Gets the state of the related TextureUsage enumeration. - Indicates how the application uses the texture. - - - Gets the width of this texture resource, in pixels. - The width of this texture resource, in pixels. - - - Represents a 2D grid of texels. Reference page contains links to related code samples. - - - - Creates an uninitialized volume texture resource of the given dimensions, specifying the memory management mode for the resource. To initialize a Texture3D from an existing file, see the static method Framework.Content.ContentManager.Load``1(System.String) or Texture3D.FromFile. - - The GraphicsDevice that will display the volume texture. - The width, in pixels, of the top-level of the volume texture. This value must be a power of two if the GraphicsDeviceCapabilities.TextureCaps.RequiresPower2 property of graphicsDevice is true. The pixel dimensions of subsequent levels will be the truncated value of half of the previous level's pixel dimension (independently). Each dimension clamps at a size of 1 pixel. Thus, if the division by two results in 0 (zero), 1 will be taken instead. The maximum dimension that a driver supports (for width, height, and depth) can be found in GraphicsDeviceCapabilities.MaxVolumeExtent. - The height, in pixels, of the top-level of the volume texture. This value must be a power of two if the GraphicsDeviceCapabilities.TextureCaps.RequiresPower2 property of graphicsDevice is true. The pixel dimensions of subsequent levels will be the truncated value of half of the previous level's pixel dimension (independently). Each dimension clamps at a size of 1 pixel. Thus, if the division by two results in 0 (zero), 1 will be taken instead. The maximum dimension that a driver supports (for width, height, and depth) can be found in GraphicsDeviceCapabilities.MaxVolumeExtent. - The depth, in pixels, of the top-level of the volume texture. This value must be a power of two if the GraphicsDeviceCapabilities.TextureCaps.RequiresVolumeMapPower2 property of graphicsDevice is true. The pixel dimensions of subsequent levels will be the truncated value of half of the previous level's pixel dimension (independently). Each dimension clamps at a size of 1 pixel. Thus, if the division by two results in 0 (zero), 1 will be taken instead. The maximum dimension that a driver supports (for width, height, and depth) can be found in GraphicsDeviceCapabilities.MaxVolumeExtent. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mipmap levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain.If numberLevels is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures. Use Texture.LevelCount to see the number of levels generated. - Options identifying the behaviors of this texture resource. - The format of all levels in the volume texture resource. - - - - Releases the unmanaged resources used by the Texture3D and optionally releases the managed resources. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Creates a volume texture resource from a file. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The texture resource that has been created on the specified graphics device. - - - Creates a volume texture resource from a stream, specifying the number of bytes in the stream. - The graphics device to use to create the texture resource. - Stream containing the texture data. - The number of bytes in textureStream. - The texture resource that has been created on the specified graphics device. - - - Creates a volume texture resource from a stream, specifying the parameters to use for the texture creation. - The graphics device to use to create the texture resource. - Stream containing the texture data. - Texture creation options. - The texture resource that has been created on the specified graphics device. - - - Creates a volume texture resource from a file, specifying the parameters to be used in creation of the texture. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The parameters to use when creating this texture. - The texture resource that has been created on the specified graphics device. - - - Creates a volume texture resource from a stream. - The graphics device to use to create the texture resource. - Stream containing the volume texture data. - The texture resource that has been created on the specified graphics device. - - - Creates a volume texture resource from a file, specifying the width, height, and depth in pixels. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The width, in pixels, of the texture. - The height, in pixels, of the texture. - The depth, in pixels, of the texture. - The texture resource that has been created on the specified graphics device. - - - Creates a volume texture resource from a stream, specifying the number of bytes in the stream and the texture creation parameters to use. - The graphics device to use to create the texture resource. - Stream containing the volume texture data. - The number of bytes in textureStream. - The parameters to use when creating this texture. - The texture resource that has been created on the specified graphics device. - - - Gets a copy of the texture data, specifying the level and dimensions of the volume texture to copy. - The mipmap level where the data will be placed. - Position of the left side of the box on the x-axis. - Position of the top of the box on the y-axis. - Position of the right side of the box on the x-axis. - Position of the bottom of the box on the y-axis. - Position of the front of the box on the z-axis. - Position of the back of the box on the z-axis. - An array to fill with data. - The index of the element in the array at which to start copying. - The number of elements to copy. - - - Gets a copy of the texture data. - An array to fill with data. - - - Gets a copy of the texture data, specifying the starting index and number of elements to copy. - An array to fill with data. - Index of the element in the array at which to start copying. - The number of elements to copy. - - - Copies array data to the texture at mipmap level 0. Reference page contains links to related conceptual articles. - The array of data to copy. The number of elements in the array must be equal to the size of the texture, which is Texture3D.Width×Texture3D.Height×Texture3D.Depth. - - - Copies array data to the texture at mipmap level 0, specifying the starting index and number of elements to copy. Reference page contains links to related conceptual articles. - The array of data to copy. - The index of the element in the array at which to start copying. - The number of elements to copy. This must be equal to the size of the texture, which is Texture3D.Width×Texture3D.Height×Texture3D.Depth. - Option specifying if existing data in the buffer will be kept after this operation. - - - Copies array data to the texture, specifying the dimensions of the volume and the mipmap level where the data is to be placed. Reference page contains links to related conceptual articles. - The mipmap level where the data will be placed. - Position of the left side of the box on the x-axis. - Position of the top of the box on the y-axis. - Position of the right side of the box on the x-axis. - Position of the bottom of the box on the y-axis. - Position of the front of the box on the z-axis. - Position of the back of the box on the z-axis. - The array of data to copy. The number of elements in the array should be equal to the size of the box where the data will be placed. - The index of the element in the array at which to start copying. - The number of elements to copy. - Option specifying whether existing data in the buffer will be kept after this operation. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the depth of this volume texture resource, in pixels. - The depth of this volume texture resource, in pixels. - - - Gets the pixel format for this texture resource. - The pixel format of this texture resource. - - - Gets the height of this texture resource, in pixels. - The height of this texture resource, in pixels. - - - Gets the state of the related TextureUsage enumeration. - Indicates how the application uses the related texture. - - - Gets the width of this texture resource, in pixels. - The width of this texture resource, in pixels. - - - Represents a 3D volume of texels. - - - Gets or sets the Texture at the specified sampler number. - Zero-based sampler number. Textures are bound to samplers; samplers define sampling state such as the filtering mode and the address wrapping mode. Programmable shaders reference textures using this sampler number. - The Texture at the specified index. - - - - Represents a collection of Texture objects. - - - Creates a new instance of TextureCreationParameters. Reference page contains links to related code samples. - Width of the texture. - Height of the texture. - Depth of the texture. - Number of mip levels in the texture. - The format of the texture. - A set of options identifying the behaviors of this texture resource. - The color key of the texture. - A set of options controlling how the image is filtered. - A set of options controlling how mipmaps are filtered. - - - - Determines whether two instances of TextureCreationParameters are equal. - - The object to the left of the equality operator. - The object to the right of the equality operator. - true if left is equal to right; false otherwise. - - - - - Determines whether the specified System.Object is equal to the TextureCreationParameters. - - The System.Object to compare with the current TextureCreationParameters. - true if the specified System.Object is equal to the current TextureCreationParameters; false otherwise. - - - - Gets the hash code for this instance. - - A hash code for the current TextureCreationParameters. - - - - - Determines whether two instances of TextureCreationParameters are not equal. - - The object to the left of the inequality operator. - The object to the right of the inequality operator. - true if left is not equal to right; false otherwise. - - - - - Returns a System.String that represents the current TextureCreationParameters. - - System.String representation of the current TextureCreationParameters. - - - - Gets or sets the color value to replace with transparent black. - Color value to replace with transparent black. - - - Gets the default texture creation parameters. - The default parameters. - - - Gets or sets the depth to create the Texture with. - The depth. - - - Gets or sets a set of options controlling how the image is filtered. - A set of options controlling how the image is filtered. - - - Gets or sets the format of the texture to be created. - The format of the texture to be created. - - - - Gets or sets the height to create a Texture with. - - The height. - - - Gets or sets a set of options controlling how mipmaps are filtered. - A set of options controlling how mipmaps are filtered. - - - - Gets or sets the number of mip levels to create a Texture with. - - The number of mip levels. - - - Gets the state of the related TextureUsage enumeration. - Indicates how the application uses the related texture. - - - - Gets or sets the width to create a Texture with. - - The width. - - - Describes the parameters to use when initializing a new instance of a texture. - - - - Creates an uninitialized TextureCube resource of the specified dimensions. To initialize a Texture2D from an existing file, see the static method Framework.Content.ContentManager.Load``1(System.String) or TextureCube.FromFile. - The GraphicsDevice that will display the cube texture. - The size of the edges of all the top-level faces of the cube texture. The pixel dimensions of subsequent levels of each face will be the truncated value of half of the previous level's pixel dimension (independently). Each dimension clamps at a size of 1 pixel. Thus, if the division by 2 results in 0 (zero), 1 will be taken instead. - The number of downsampled surfaces to create for each face of the cube texture when preprocessing the texture. These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain.If numberLevels is zero, all cube texture sublevels down to 1×1 pixels will be generated for each face for hardware that supports mipmapped cube textures. Use Texture.LevelCount to see the number of levels generated. - A set of options identifying the behaviors of this resource. - The format of all levels in the cube texture. - - - - Releases the unmanaged resources used by the TextureCube and optionally releases the managed resources. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Creates a cube texture resource from a file. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The texture resource that has been created on the specified graphics device. - - - Creates a cube texture resource from a file, specifying the width and height of the texture in pixels. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - Width and height of the cube texture, in pixels. - The texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a stream, specifying the number of bytes in the stream. - The graphics device to use to create the texture resource. - Stream containing the texture data. - The number of bytes in textureStream. - The texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a stream, specifying the parameters to be used in creation of the texture. - The graphics device to use to create the texture resource. - Stream containing the texture data. - The parameters to use when creating this texture. - The texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a file, specifying the parameters to be used in creation of the texture. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The parameters to use when creating this texture. - The texture resource that has been created on the specified graphics device. - - - Creates a cube texture resource from a stream. - The graphics device to use to create the texture resource. - Stream containing the texture data. - The cube texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a stream, specifying the number of bytes in the stream and the texture creation parameters to use. - The graphics device to use to create the texture resource. - Stream containing the volume texture data. - The number of bytes in textureStream. - The parameters to use when creating this texture. - The volume texture resource that has been created on the specified graphics device. - - - Returns a copy of the texture data. - The cube map face type. - The array into which to copy the data. - - - Returns a copy of the texture data, specifying the start index and number of elements in the vertex buffer. - The cube map face type. - The array into which to copy the data. - Index in the array at which to begin the copy. - Number of elements in the array. - - - Returns a copy of the texture data, specifying the start index, staring offset, number of elements, region to copy, and level where the data is to be placed. - The cube map face type. - The mipmap level where the data will be placed. - The section of the texture where the data will be placed. null indicates the data will be copied over the entire texture. - The array into which to copy the data. - Index in the array at which to begin the copy. - Number of elements in the array. - - - Copies array data to the texture at mipmap level 0. Reference page contains links to related conceptual articles. - The cube map face type. - The array of data to copy. The number of elements in the array must be equal to the size of the texture. - - - Copies array data to the texture, specifying a start offset, mipmap level, and subregion to copy. Reference page contains links to related conceptual articles. - The cube map face type. - The mipmap level where the data will be placed. - The section of the texture where the data will be placed. null indicates the data will be copied over the entire texture. - The array of data to copy. - Start offset in the array. - Number of elements in the array. The number of elements to copy must be equal to the size of the texture. - Option specifying if existing data in the buffer will be kept after this operation. - - - Copies array data to the texture at mipmap level 0, specifying a start offset. Reference page contains links to related conceptual articles. - The cube map face type. - The array of data to copy. - Start offset in the array. - Number of elements in the array. This must be equal to the size of the texture. - Option specifying if existing data in the buffer will be kept after this operation. - - - - Returns a System.String that represents the current TextureCube. - - - A System.String that represents the current TextureCube. - - - - Gets the pixel format for this texture resource. - The pixel format of this texture resource. - - - Gets the width and height of this texture resource, in pixels. - The size of this texture resource, in pixels. - - - Gets the state of the related TextureUsage enumeration. - Indicates how the application uses the related texture. - - - Represents a set of six 2D textures, one for each face of a cube. Reference page contains links to related code samples. - - - Initializes a new instance of the TextureInformation class. - Width of the texture, in pixels. - Height of the texture, in pixels. - Depth of the texture, in pixels. - Number of mip levels in original image. - Describes the data in the original image. - - - - Determines whether two instances of TextureInformation are equal. - - The object to the left of the equality operator. - The object to the right of the equality operator. - true if left is equal to right; false otherwise. - - - - - Determines whether the specified System.Object is equal to the TextureInformation. - - The System.Object to compare with the current TextureInformation. - true if the specified System.Object is equal to the current TextureInformation; false otherwise. - - - - Gets the hash code for this instance. - - A hash code for the current TextureInformation. - - - - - Determines whether two instances of TextureInformation are not equal. - - The object to the left of the inequality operator. - The object to the right of the inequality operator. - true if left is not equal to right; false otherwise. - - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets or sets the depth of a texture. - The depth of the texture. - - - Gets or sets the format of the texture. - The format of the texture. - - - Gets or sets the height, in pixels, of a texture. - The height, in pixels, of the texture. - - - Gets the file format of the original image. - The file format of the original image. - - - Gets or sets the number of mip levels of a texture. - The number of mip levels of the texture. - - - Gets the type of this resource. - The resource type, identifying this resource as a texture. - - - Gets or sets the width, in pixels, of a texture. - The width, in pixels, of the texture. - - - Encapsulates information describing texture resources. - - - Initializes a new instance of Microsoft.Xna.Framework.Graphics.VertexBuffer(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,Microsoft.Xna.Framework.Graphics.BufferUsage), specifying the size and usage. - The graphics device to associate with this vertex buffer. - The number of bytes to allocate for this vertex buffer. - Options identifying the behaviors of this vertex buffer resource. - - - Initializes a new instance of Microsoft.Xna.Framework.Graphics.VertexBuffer(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Type,System.Int32,Microsoft.Xna.Framework.Graphics.BufferUsage), specifying the element count and usage. - The graphics device to associate with this vertex buffer. - The type of vertices in this vertex buffer. - The number of elements in this vertex buffer. - Options identifying the behaviors of this vertex buffer resource. - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Gets a copy of the vertex buffer data, specifying the start index, starting offset, number of elements, and size of the vertex buffer elements. - Starting offset. - The array into which to copy the vertex buffer data. - Index of the element in the array at which to start copying. - Number of elements in the array. - Size, in bytes, of an element in the vertex buffer. - - - Gets a copy of the vertex buffer data. - The array into which to copy the vertex buffer data. - - - Gets a copy of the vertex buffer data, specifying the start index and number of elements in the vertex buffer. - The array into which to copy the vertex buffer data. - Index of the element in the array at which to start copying. - Number of elements in the array. - - - Sets the vertex buffer data. - Starting offset. - Array from which to copy the vertex buffer data. - Index of the element in the array at which to start copying. - Number of elements to copy. - Size, in bytes, of an element in the vertex buffer. - - - Sets the vertex buffer data. Reference page contains code sample. - The array from which to copy the vertex buffer data. - - - Sets the vertex buffer data. - Array from which to copy the vertex buffer data. - Index of the element in the array at which to start copying. - Number of elements to copy. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the state of the related BufferUsage enumeration. - Indicates how the application uses buffer contents. - - - Gets the size, in bytes, of this vertex buffer. - The size, in bytes, of the vertex buffer. - - - Represents a list of 3D vertices to be streamed to the graphics device. Reference page contains links to related code samples. - - - Initializes a new instance of the VertexDeclaration class. Reference page contains links to related code samples. - The GraphicsDevice associated with the vertex elements. - An array of vertex elements. - - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Raises the Disposing event when called from within a derived class. - - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Gets the vertex shader declaration. - The array of vertex elements that make up the vertex shader declaration. - - - Gets the size of a vertex from the vertex declaration. - The vertex declaration. - The zero-based stream index. - The vertex declaration size, in bytes. - - - Gets the size of a vertex from the vertex declaration. - The zero-based stream index. - The vertex declaration size, in bytes. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the GraphicsDevice associated with this vertex declaration. - The GraphicsDevice associated with this vertex declaration. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Returns the name of this vertex declaration. - The name of this vertex declaration. - - - Returns the resource tags for this vertex declaration. - The resource tags for this vertex declaration. - - - Represents a vertex declaration. - - - Initializes a new instance of the VertexElement class. - Stream number (or index) to use. - Offset (if any) from the beginning of the stream to the beginning of the vertex data. - One of several predefined types that define the vertex data size. - The tessellator processing method. These methods determine how the tessellator interprets/operates on the vertex data. - The intended use of the vertex data. - Modifies the usage data to allow the user to specify multiple usage types. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The System.Object to compare with the current VertexElement. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Retrieves a string representation of this object. - String representation of this object. - - - Retrieves or sets the offset (if any) from the beginning of the stream to the beginning of the vertex data. - Offset, in bytes, to the start of the vertex data. - - - Retrieves or sets the stream number (or index) to use. - Stream number (or index) to use. - - - Modifies the usage data to allow the user to specify multiple usage types. - Byte that represents the usage index. - - - Gets or sets the format of this vertex element. - The format of this vertex element. - - - Gets or sets a value indicating which vertex data to calculate during tessellation. - A value indicating which vertex data to calculate during tessellation. - - - Gets or sets a value describing how the vertex element is to be used. - A value describing how the vertex element is to be used. - - - Defines input vertex data to the pipeline. - - - Initializes a new instance of the VertexPositionColor class. - The position of the vertex. - The color of the vertex. - - - The vertex color. - - - The vertex position. - - - An array of two vertex elements describing the position, followed by the color, of this vertex. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The System.Object to compare with the current VertexPositionColor. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the size of the VertexPositionColor class. - The size of the vertex, in bytes. - - - Describes a custom vertex format structure that contains position and color information. - - - - Initializes a new instance of the VertexPositionColorTexture class. - - Position of the vertex. - Color of the vertex. - Texture coordinate of the vertex. - - - The vertex color. - - - The vertex position. - - - The texture coordinates. - - - An array of three vertex elements describing the position, texture coordinate, and color of this vertex. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The System.Object to compare with the current VertexPositionColorTexture. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Retrieves a string representation of this object. - String representation of this object. - - - - Gets the size of the VertexPositionColorTexture class. - - The size of the vertex, in bytes. - - - Describes a custom vertex format structure that contains position, color, and one set of texture coordinates. - - - - Initializes a new instance of the VertexPositionNormalTexture class. - - Position of the vertex. - The vertex normal. - The texture coordinate. - - - The vertex normal. - - - The vertex position. - - - The texture coordinates. - - - An array of three vertex elements describing the position, normal, and texture coordinate of this vertex. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The System.Object to compare with the current VertexPositionNormalTexture. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Retrieves a string representation of this object. - String representation of this object. - - - - Gets the size of the VertexPositionNormalTexture class. - - The size of the vertex, in bytes. - - - Describes a custom vertex format structure that contains position, normal data, and one set of texture coordinates. Reference page contains links to related code samples. - - - - Initializes a new instance of the VertexPositionTexture class. - - Position of the vertex. - Texture coordinate of the vertex. - - - The vertex position. - - - The texture coordinates. - - - An array of two vertex elements describing the position, followed by the texture coordinate, of this vertex. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The System.Object to compare with the current VertexPositionTexture. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Retrieves a string representation of this object. - String representation of this object. - - - - Gets the size of the VertexPositionTexture class. - - The size of the vertex, in bytes. - - - Describes a custom vertex format structure that contains position and one set of texture coordinates. Reference page contains links to related code samples. - - - Initializes a new instance of the VertexShader class. - The GraphicsDevice to associate with this VertexShader. - The compiled byte code. An array of tokens that represents the vertex shader, including embedded debug and symbol table information. - - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Raises the Disposing event when called from within a derived class. - - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Gets the shader byte code. - The shader byte code. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the GraphicsDevice associated with this VertexShader. - The GraphicsDevice associated with this VertexShader. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Gets the name of this vertex shader. - The name of this vertex shader. - - - Gets the resource tags for this vertex shader. - The resource tags for this vertex shader. - - - Encapsulates the functionality of a vertex shader. - - - Sets the stream source frequency divider value for the index data. This may be used to draw several instances of geometry. - Frequency of index data. - - - Sets the stream source frequency divider value for the instance data. This may be used to draw several instances of geometry. - Frequency of instance data. - - - Sets the stream source frequency divider value. This may be used to draw several instances of geometry. - Frequency divider value. - - - Sets the source of the vertex stream. - The vertex buffer source. - The starting offset. - The size, in bytes, of the elements in the vertex buffer. - - - Gets the starting offset of the vertex stream. - Starting offset of the vertex stream. - - - Gets the vertex buffer associated with this vertex stream. - Vertex buffer associated with this vertex stream. - - - Gets the size, in bytes, of the elements in this vertex stream. - Size, in bytes, of the elements in this vertex stream. - - - Represents a vertex stream. Reference page contains links to related code samples. - - - Returns the VertexStream at the specified index. - Index of the VertexStream to return. - The vertex stream at the requested index. - - - Collection of VertexStream objects. - - - - Projects a 3D vector from object space into screen space. - Reference page contains links to related code samples. - The vector to project. - The projection matrix. - The view matrix. - The world matrix. - The vector in screen space. - - - Retrieves a string representation of this object. - String representation of this object. - - - - Projects a vector from screen space into object space. - - The vector to project. - The projection matrix. - The view matrix. - The world matrix. - The vector in object space. - - - Gets the aspect ratio used by the viewport - The aspect ratio of the viewport. - - - Gets or sets the height dimension of the viewport on the render-target surface, in pixels. - The height, in pixels, of the viewport to set or get. - - - Gets or sets the maximum depth of the clip volume. - The maximum depth of the clipping volume. - - - Gets or sets the minimum depth of the clip volume. - The minimum depth of the clipping volume. - - - Returns the title safe area of the current viewport. - The title safe area. - - - Gets or sets the width dimension of the viewport on the render-target surface, in pixels. - The width, in pixels, of the viewport to set or get. - - - Gets or sets the pixel coordinate of the upper-left corner of the viewport on the render-target surface. - The upper-left corner of the viewport to set or get. - - - Gets or sets the pixel coordinate of the upper-left corner of the viewport on the render-target surface. - The upper-left corner of the viewport to set or get. - - - Defines the window dimensions of a render-target surface onto which a 3D volume projects. Reference page contains links to related conceptual articles. - - - Defines how to combine a source color with the destination color already on the render target for color blending. - - - The result is the destination added to the source.Result = (Source Color * Source Blend) + - (Destination Color * Destination Blend) - - - The result is the maximum of the source and destination.Result = max( (Source Color * Source Blend), - (Destination Color * Destination Blend) ) - - - The result is the minimum of the source and destination.Result = min( (Source Color * Source Blend), - (Destination Color * Destination Blend) ) - - - The result is the source subtracted from the destination.Result = (Destination Color * Destination Blend) −(Source Color * Source Blend) - - - The result is the destination subtracted from the source.Result = (Source Color * Source Blend) − - (Destination Color * Destination Blend) - - - Defines color blending factors. - - - Each component of the color is multiplied by (0, 0, 0, 0). - - - Each component of the color is multiplied by (1, 1, 1, 1). - - - Each component of the color is multiplied by the source color. This can be represented as (Rs, Gs, Bs, As), where R, G, B, and A respectively stand for the red, green, blue, and alpha source values. - - - Each component of the color is multiplied by the inverse of the source color. This can be represented as (1 − Rs, 1 − Gs, 1 − Bs, 1 − As) where R, G, B, and A respectively stand for the red, green, blue, and alpha destination values. - - - Each component of the color is multiplied by the alpha value of the source. This can be represented as (As, As, As, As), where As is the alpha source value. - - - Each component of the color is multiplied by the inverse of the alpha value of the source. This can be represented as (1 − As, 1 − As, 1 − As, 1 − As), where As is the alpha destination value. - - - Each component of the color is multiplied by the alpha value of the destination. This can be represented as (Ad, Ad, Ad, Ad), where Ad is the destination alpha value. - - - Each component of the color is multiplied by the inverse of the alpha value of the destination. This can be represented as (1 − Ad, 1 − Ad, 1 − Ad, 1 − Ad), where Ad is the alpha destination value. - - - Each component color is multiplied by the destination color. This can be represented as (Rd, Gd, Bd, Ad), where R, G, B, and A respectively stand for red, green, blue, and alpha destination values. - - - Each component of the color is multiplied by the inverse of the destination color. This can be represented as (1 − Rd, 1 − Gd, 1 − Bd, 1 − Ad), where Rd, Gd, Bd, and Ad respectively stand for the red, green, blue, and alpha destination values. - - - Each component of the color is multiplied by either the alpha of the source color, or the inverse of the alpha of the source color, whichever is greater. This can be represented as (f, f, f, 1), where f = min(A, 1 − Ad). - - - (Win32 only) Each component of the source color is multiplied by the inverse of the alpha of the source color, and each component of the destination color is multiplied by the alpha of the source color. This can be represented as (1 − As, 1 − As, 1 − As, 1 − As), with a destination blend factor of (As, As, As, As); the destination blend selection is overridden. This blend mode is supported only for the RenderState.SourceBlend render state. - - - Each component of the color is multiplied by a constant set in RenderState.BlendFactor. - - - Each component of the color is multiplied by the inverse of a constant set in RenderState.BlendFactor. This blend mode is supported only if GraphicsDeviceCapabilities.BlendCaps.SupportsBlendFactor is true in the GraphicsDeviceCapabilities.SourceBlendCapabilities or GraphicsDeviceCapabilities.DestinationBlendCapabilities properties. - - - This mode is obsolete. The same effect can be achieved by setting the source and destination blend factors to SourceAlpha and InverseSourceAlpha in separate calls. - - - Specifies special usage of the buffer contents. - - - None - - - Indicates that the vertex or index buffer will be used for drawing point sprites. The buffer is loaded in system memory if software vertex processing is needed to emulate point sprites. - - - Indicates that the application only writes to the vertex buffer. If specified, the driver chooses the best memory location for efficient writing and rendering. Attempts to read from a write-only vertex buffer fail. - - - Specifies the buffer to use when calling GraphicsDevice.Clear. - - - A depth buffer. - - - A stencil buffer. - - - A render target. - - - Defines the color channels that can be chosen for a per-channel write to a render target color buffer. - - - All buffer channels. - - - Alpha channel of a buffer. - - - Blue channel of a buffer. - - - Green channel of a buffer. - - - No channel selected. - - - Red channel of a buffer. - - - Defines comparison functions that can be chosen for alpha, stencil, or depth-buffer tests. - - - Always pass the test. - - - Accept the new pixel if its value is equal to the value of the current pixel. - - - Accept the new pixel if its value is greater than the value of the current pixel. - - - Accept the new pixel if its value is greater than or equal to the value of the current pixel. - - - Accept the new pixel if its value is less than the value of the current pixel. - - - Accept the new pixel if its value is less than or equal to the value of the current pixel. - - - Always fail the test. - - - Accept the new pixel if its value does not equal the value of the current pixel. - - - Identifies an include file as a local or system resource. - - - A local resource. - - - A system resource. - - - Defines optimization options that may be chosen for shader and effect code compilation. - - - Hints to the compiler to avoid using flow-control instructions. - - - Inserts debug file name, line numbers, and type and symbol information during shader compile. - - - Forces the compiler to compile against the next highest available software target for pixel shaders. This flag also turns optimizations off and debugging on. - - - Forces the compiler to compile against the next highest available software target for vertex shaders. This flag also turns optimizations off and debugging on. - - - No options specified. - - - Disables preshaders. The compiler will not pull out static expressions for evaluation on the host CPU. Additionally, the compiler will not loft any expressions when compiling stand-alone functions. - - - Indicates the effect will be non-cloneable and will not contain any shader binary data. Setting this flag reduces effect memory usage by about 50 percent because it eliminates the need for the effect system to keep a copy of the shaders in memory. - - - Unless explicitly specified, matrices will be packed in column major order (each vector will be in a single column) when passed to and from the shader. This is generally more efficient because it allows vector-matrix multiplication to be performed using a series of dot products. - - - Unless explicitly specified, matrices will be packed in row major order (each vector will be in a single row) when passed to or from the shader. - - - Forces all computations in the resulting shader to occur at partial precision. This may result in faster evaluation of shaders on some hardware. - - - Hints to the compiler to prefer using flow-control instructions. - - - Instructs the compiler to skip optimization steps during code generation. Unless you are trying to isolate a problem in your code and you suspect the compiler, using this option is not recommended. - - - Do not validate the generated code against known capabilities and constraints. This option is recommended only when compiling shaders that are known to work (that is, shaders that have compiled before without this option). Shaders are always validated by the runtime before they are set to the device. - - - Defines the faces of a cube map in the TextureCube class type. - - - Negative x-face of the cube map. - - - Negative y-face of the cube map. - - - Negative z-face of the cube map. - - - Positive x-face of the cube map. - - - Positive y-face of the cube map. - - - Positive z-face of the cube map. - - - Defines winding orders that may be used to identify back faces for culling. - - - Cull back faces with clockwise vertices. - - - Cull back faces with counterclockwise vertices. - - - Do not cull back faces. - - - Defines the format of data in a depth buffer. Reference page contains links to related conceptual articles. - - - A 16-bit depth-buffer bit depth in which 15 bits are reserved for the depth channel and 1 bit is reserved for the stencil channel. - - - A 16-bit depth-buffer bit depth. - - - A 32-bit depth-buffer bit depth that uses 24 bits for the depth channel. - - - A 32-bit depth-buffer bit depth that uses 24 bits for the depth channel and 4 bits for the stencil channel. - - - A non-lockable format that contains 24 bits of depth (in a 24-bit floating-point format − 20E4) and 8 bits of stencil. - - - A 32-bit depth-buffer bit depth that uses 24 bits for the depth channel and 8 bits for the stencil channel. - - - a 32-bit depth-buffer bit depth. - - - Format is unknown. - - - Specifies the type of device driver. - - - A hardware device. Using the flag to get direct access to the video hardware. - - - A null device. This is a reference device that can do everything except render a scene. - - - A reference device. Use this flag to create a software emulated device. - - - Defines classes that can be used for effect parameters or shader constants. - - - Constant is a column major matrix. - - - Constant is a row major matrix. - - - Constant is either a texture, a shader, or a string. - - - Constant is a scalar. - - - Constant is a structure. - - - Constant is a vector. - - - Defines types that can be used for effect parameters or shader constants. - - - Parameter is a Boolean. Any nonzero value passed in will be mapped to 1 (TRUE) before being written into the constant table; otherwise, the value will be set to 0 in the constant table. - - - Parameter is an integer. Any floating-point values passed in will be rounded off (to zero decimal places) before being written into the constant table. - - - Parameter is a pixel shader. - - - Parameter is a sampler. - - - Parameter is a 1D sampler. - - - Parameter is a 2D sampler. - - - Parameter is a 3D sampler. - - - Parameter is a cube sampler. - - - Parameter is a floating-point number. - - - Parameter is a string. - - - Parameter is a texture. - - - Parameter is a 1D texture. - - - Parameter is a 2D texture. - - - Parameter is a 3D texture. - - - Parameter is a cube texture. - - - Parameter is a vertex shader. - - - Parameter is a void pointer. - - - Describes options for filling the vertices and lines that define a primitive. - - - Draw a point at each vertex. - - - Draw solid faces for each primitive. - - - Draw lines connecting the vertices that define a primitive face. - - - Defines modes describing how to filter an image or mipmap when it is minified or magnified to fit a set of vertices. - - - Each pixel is computed by averaging a 2×2(×2) box of pixels from the source image. This filter works only when the dimensions of the destination are half those of the source, as is the case with mipmaps. - - - Resulting image must be dithered using a 4×4 ordered dither algorithm. This happens when converting from one format to another. - - - Do diffuse dithering on the image when changing from one format to another. - - - Bilinear interpolation filtering is used as a texture magnification or minification filter. A weighted average of a 2×2 area of texels surrounding the desired pixel is used. The texture filter to use between mipmap levels is trilinear mipmap interpolation. The rasterizer interpolates pixel color in a linear manner, using the texels of the two nearest textures. - - - Same as specifying the MirrorU, MirrorV, and MirrorW flags. This flag is always used internally for this function. - - - Pixels off the edge of the texture on the u-axis should be mirrored, not wrapped. - - - Pixels off the edge of the texture on the v-axis should be mirrored, not wrapped. - - - Pixels off the edge of the texture on the w-axis should be mirrored, not wrapped. - - - Mipmapping disabled. The rasterizer uses the magnification filter instead. - - - Each destination pixel is computed by sampling the nearest pixel from the source image. - - - Same as specifying SrgbIn | SrgbOut. - - - Input data is in sRGB (gamma 2.2) color space. - - - Output data is in sRGB (gamma 2.2) color space. - - - Each pixel in the source image contributes equally to the destination image. This is the slowest of the filters. - - - Defines constants that describe the fog mode. - - - Fog effect intensifies exponentially, according to the following formula.[Image, see documentation page] - - - Fog effect intensifies exponentially with the square of the distance, according to the following formula.[Image, see documentation page] - - - Fog effect intensifies in a linear manner between the start and end points, according to the following formula.[Image, see documentation page] - - - No fog effect. - - - Describes the status of the device. - - - The device has been lost. - - - The device is normal. - - - The device has not been reset. - - - Defines supported image file formats that may be used for textures. - - - Microsoft Windows bitmap file format. - - - DirectDrawSurface file format. - - - Microsoft Windows bitmap file format. - - - High dynamic-range file format. - - - Joint Photographic Experts Group (JPEG) compressed file format. - - - Portable float map file format. - - - Portable Network Graphics file format. - - - Portable pixmap file format. - - - Truevision Targa image file format. - - - Defines the size of an element of an index buffer. - - - Sixteen bits. - - - Thirty-two bits. - - - Defines the levels of full-scene multisampling that the game machine can apply. Reference page contains code sample. - - - Enables 16 levels of full-scene multisampling. - - - Enables 15 levels of full-scene multisampling. - - - Enables 14 levels of full-scene multisampling. - - - Enables 13 levels of full-scene multisampling. - - - Enables 12 levels of full-scene multisampling. - - - Enables 11 levels of full-scene multisampling. - - - Enables 10 levels of full-scene multisampling. - - - Enables 9 levels of full-scene multisampling. - - - Enables 8 levels of full-scene multisampling. - - - Enables 7 levels of full-scene multisampling. - - - Enables 6 levels of full-scene multisampling. - - - Enables 5 levels of full-scene multisampling. - - - Enables 4 levels of full-scene multisampling. - - - Enables 3 levels of full-scene multisampling. - - - Enables 2 levels of full-scene multisampling. - - - Enables the multisample quality value. For a quality of 1, the video card determines the best multisampling mode. - - - Specifies no full-scene multisampling, and enables swap effects other than SwapEffect.Discard. - - - Defines flags that describe the relationship between the adapter refresh rate and the rate at which GraphicsDevice.Present operations are completed. - - - Equivalent to setting One. - - - The driver waits for the vertical retrace period (the runtime will beam trace to prevent tearing). GraphicsDevice.Present operations are not affected more frequently than the screen refresh rate; the runtime completes one GraphicsDevice.Present operation per adapter refresh period, at most. This option is always available for both windowed and full-screen swap chains. - - - The driver waits for the vertical retrace period. GraphicsDevice.Present operations are not affected more frequently than every second screen refresh. Check the GraphicsDeviceCapabilities.PresentInterval property to determine whether the driver supports this option. - - - The driver waits for the vertical retrace period. GraphicsDevice.Present operations are not affected more frequently than every third screen refresh. Check the GraphicsDeviceCapabilities.PresentInterval property to determine whether the driver supports this option. - - - The driver waits for the vertical retrace period. GraphicsDevice.Present operations are not affected more frequently than every fourth screen refresh. Check the GraphicsDeviceCapabilities.PresentInterval property to determine whether the driver supports this option. - - - The runtime updates the window client area immediately, and might do so more than once during the adapter refresh period. GraphicsDevice.Present operations might be affected immediately. This option is always available for both windowed and full-screen swap chains. - - - Defines flags that control the behavior of the back buffer and depth buffer. - - - Clips a windowed GraphicsDevice.Present blit into the window client area, within the monitor screen area of the video adapter that created the Microsoft Direct3D device. This flag works only on Microsoft Windows 2000 and Windows XP. - - - Enables depth-buffer discarding if set when the device or swap chain is created. When this flag is set, the contents of the depth stencil buffer are invalid after either GraphicsDevice.Present or GraphicsDevice.DepthStencilBuffer is called.Discarding depth-buffer data can increase performance and is dependent on the driver. The debug runtime enforces discarding by clearing the depth-buffer to some constant value after calling either GraphicsDevice.Present or GraphicsDevice.DepthStencilBuffer with a different depth surface.Discarding depth-buffer data is illegal for all lockable formats, DepthFormat.Depth16Lockable, and DepthFormat.D32Lockable. Using the GraphicsDevice constructor to specify a lockable format and depth-buffer discarding will result in failure. - - - Use no presentation flags. - - - Informs the driver that the back buffers contain video data. - - - Defines how data in a vertex stream is interpreted during a draw call. Reference page contains links to related code samples. - - - Renders the vertices as a list of isolated straight line segments; the count may be any positive integer. - - - Renders the vertices as a single polyline; the count may be any positive integer. - - - Renders the vertices as a collection of isolated points. This value is unsupported for indexed primitives. - - - Renders the vertices as a triangle fan. - - - Renders the specified vertices as a sequence of isolated triangles. Each group of three vertices defines a separate triangle. Back-face culling is affected by the current winding-order render state. - - - Renders the vertices as a triangle strip. The back-face culling flag is flipped automatically on even-numbered triangles. - - - Defines options for querying device resource formats. Reference page contains links to related code samples. - - - Query the resource format to see if it supports texture filter types other than TextureFilter.Point (which is always supported). - - - No option specified. - - - Query the resource to verify support for post pixel shader blending support, including alpha test, pixel fog, render-target blending, color write enable, and dithering. - - - Query the resource to verify if a texture supports gamma correction during a read operation. - - - Query the resource to verify if a texture supports gamma correction during a write operation. - - - Query the resource to verify support for vertex shader texture sampling. - - - Query the resource to verify support for texture wrapping and mipmapping. - - - Determines how render target data is used once a new render target is set. Reference page contains links to related conceptual articles. - - - Always clears the render target data. - - - Either clears or keeps the data, depending on the current platform. On Xbox 360, the render target will discard contents. On PC, the render target will discard if multisampling is enabled, and preserve the contents if not. - - - Always keeps the render target data. - - - Defines resource types. - - - A depth stencil buffer resource. - - - An index buffer resource. - - - A render target resource. - - - A 2-dimensional texture resource. - - - A 3-dimensional texture resource. - - - A 3-D volume texture resource. - - - A cube texture resource. - - - A vertex buffer resource. - - - Defines options for saving the graphics device state before and after an effect technique is applied. - - - No device state is saved when calling Effect.Begin or restored when calling Effect.End. - - - Save all device state when calling Effect.Begin and restore device state when calling Effect.End. - - - Describes whether existing buffer data will be overwritten or discarded during a SetData operation. - - - The SetData operation will discard all existing buffer data.The operation will overwrite (with a write-only operation) every location within the locked surface. This is a valid option when using dynamic textures, dynamic vertex buffers, and dynamic index buffers. You may not use this option to update a portion of a surface.For vertex and index buffers, the SetData operation will discard the entire buffer. A pointer to a new memory area is returned so that the direct memory access (DMA) and rendering from the previous area do not stall.For textures, the SetData operation will overwrite (with a write-only operation) every location within the region being locked. - - - Portions of existing data in the buffer may be overwritten during this operation. - - - The SetData operation will not overwrite existing data in the vertex and index buffers. Specifying this option allows the driver to return immediately from a SetData operation and continue rendering. - - - Defines vertex and pixel shader versions. Reference page contains links to related code samples. - - - Pixel shader version ps_1_1. - - - Pixel shader version ps_1_2. - - - Pixel shader version ps_1_3. - - - Pixel shader version ps_1_4. - - - Pixel shader version ps_2_0. - - - Pixel shader version ps_2_a. - - - Pixel shader version ps_2_b. - - - Pixel software shader version ps_2_sw. - - - Pixel shader version ps_3_0. - - - Unknown pixel shader version. - - - Vertex shader version v_1_1. - - - Vertex shader version v_2_0. - - - Vertex shader version v_2_a. - - - Vertex software shader version v_2_sw. - - - Vertex shader version vs_3_0. - - - Xbox microcode assembly pixel shader version xps_3_0. Microcode assembly language supports a superset of the ps_3_0 and vs_3_0 specifications defined by Direct3D 9.0 for Windows. It does not support earlier Direct3D vertex and pixel shader specifications. - - - Xbox microcode assembly vertex shader version xvs_3_0. Microcode assembly language supports a superset of the ps_3_0 and vs_3_0 specifications defined by Direct3D 9.0 for Windows. It does not support earlier Direct3D vertex and pixel shader specifications. - - - Defines the data type of a shader register. - - - Boolean value. - - - 4D floating-point number. - - - 4D integer number. - - - The register contains 4D sampler data. - - - - The following flags are used to specify sprite blending rendering options to the flags parameter in SpriteBatch.Begin: - Reference page contains links to related code samples. - - - Enable additive blending. - - - Enable alpha blending. - - - No blending specified. - - - Defines sprite mirroring options. - - - - Rotate 180 degrees about the Y axis before rendering. - - - Rotate 180 degrees about the X axis before rendering. - - - No rotations specified. - - - Defines sprite sort-rendering options. - - - Same as Deferred mode, except sprites are sorted by depth in back-to-front order prior to drawing. This procedure is recommended when drawing transparent sprites of varying depths. - - - Sprites are not drawn until SpriteBatch.End is called. SpriteBatch.End will apply graphics device settings and draw all the sprites in one batch, in the same order calls to SpriteBatch.Draw were received. This mode allows SpriteBatch.Draw calls to two or more instances of SpriteBatch without introducing conflicting graphics device settings. SpriteBatch defaults to Deferred mode. - - - Same as Deferred mode, except sprites are sorted by depth in front-to-back order prior to drawing. This procedure is recommended when drawing opaque sprites of varying depths. - - - SpriteBatch.Begin will apply new graphics device settings, and sprites will be drawn within each SpriteBatch.Draw call. In Immediate mode there can only be one active SpriteBatch instance without introducing conflicting device settings. Immediate mode is faster than Deferred mode. - - - Same as Deferred mode, except sprites are sorted by texture prior to drawing. This can improve performance when drawing non-overlapping sprites of uniform depth. - - - Defines stencil buffer operations. Reference page contains links to related conceptual articles. - - - Decrements the stencil-buffer entry, wrapping to the maximum value if the new value is less than 0. - - - Decrements the stencil-buffer entry, clamping to 0. - - - Increments the stencil-buffer entry, wrapping to 0 if the new value exceeds the maximum value. - - - Increments the stencil-buffer entry, clamping to the maximum value. - - - Inverts the bits in the stencil-buffer entry. - - - Does not update the stencil-buffer entry. This is the default value. - - - Replaces the stencil-buffer entry with a reference value. - - - Sets the stencil-buffer entry to 0. - - - Defines various types of surface formats. Reference page contains links to related conceptual articles. - - - (Unsigned format) 8-bit alpha only. - - - (Unsigned format) 8-bit BGR texture format using 2 bits for blue, 3 bits for green, and 3 bits for red. - - - (Unsigned format) 24-bit BGR pixel format with 8 bits per channel. - - - (Unsigned format) 32-bit BGR pixel format, where 8 bits are reserved for each color. - - - (Unsigned format) 16-bit BGR pixel format where 4 bits are reserved for each color. - - - (Unsigned format) 16-bit BGR pixel format where 5 bits are reserved for each color. - - - (Unsigned format) 16-bit BGR pixel format with 5 bits for blue, 6 bits for green, and 5 bits for red. - - - (Unsigned format) 32-bit pixel format using 10 bits each for blue, green, and red; and 2 bits for alpha. - - - (Unsigned format) 16-bit BGRA format using 2 bits for blue, 3 bits each for red and green; and 8 bits for alpha. - - - (Unsigned format) 16-bit BGRA pixel format with 4 bits for each channel. - - - (Unsigned format) 16-bit BGRA pixel format where 5 bits are reserved for each color and 1 bit is reserved for alpha. - - - (Unsigned format) 32-bit ARGB pixel format with alpha, using 8 bits per channel. - - - (Buffer format) 16-bit depth-buffer bit depth where 15 bits are reserved for the depth channel and 1 bit is reserved for the stencil channel. - - - (Buffer format) 16-bit depth-buffer bit depth. - - - (Buffer format) 32-bit depth-buffer bit depth using 24 bits for the depth channel. - - - (Buffer format) 32-bit depth-buffer bit depth using 24 bits for the depth channel and 4 bits for the stencil channel. - - - (Buffer format) 32-bit depth-buffer bit depth using 24 bits for the depth channel and 8 bits for the stencil channel. - - - (Buffer format) A non-lockable format that contains 24 bits of depth (in a 24-bit floating-point format − 20e4) and 8 bits of stencil. - - - (Buffer format) 32-bit depth-buffer bit depth. - - - DXT1 compression texture format. The runtime will not allow an application to create a surface using a DXTn format unless the surface dimensions are multiples of 4. This applies to offscreen-plain surfaces, render targets, 2D textures, cube textures, and volume textures. - - - DXT2 compression texture format. The runtime will not allow an application to create a surface using a DXTn format unless the surface dimensions are multiples of 4. This applies to offscreen-plain surfaces, render targets, 2D textures, cube textures, and volume textures. - - - DXT3 compression texture format. The runtime will not allow an application to create a surface using a DXTn format unless the surface dimensions are multiples of 4. This applies to offscreen-plain surfaces, render targets, 2D textures, cube textures, and volume textures. - - - DXT4 compression texture format. The runtime will not allow an application to create a surface using a DXTn format unless the surface dimensions are multiples of 4. This applies to offscreen-plain surfaces, render targets, 2D textures, cube textures, and volume textures. - - - DXT5 compression texture format. The runtime will not allow an application to create a surface using a DXTn format unless the surface dimensions are multiples of 4. This applies to offscreen-plain surfaces, render targets, 2D textures, cube textures, and volume textures. - - - (Floating-point format) 16-bit float format using 16 bits for the red channel. - - - (Floating-point format) 32-bit float format using 16 bits for the red channel and 16 bits for the green channel. - - - (Floating-point format) 64-bit float format using 16 bits for each channel (alpha, blue, green, red). - - - (Unsigned format) 16-bit luminance only. - - - (Unsigned format) 8-bit luminance only. - - - (Unsigned format) 16-bit using 8 bits each for alpha and luminance. - - - (Unsigned format) 8-bit using 4 bits each for alpha and luminance. - - - MultiElement texture (not compressed) - - - (Mixed format) 32-bit bump-map format using 2 bits for alpha and 10 bits each for w, v, and u. - - - (Signed format) 16-bit bump-map format using 8 bits each for u and v data. - - - (Signed format) 16-bit normal compression format. The texture sampler computes the C channel from: C = sqrt(1 − U2− V2). - - - (Signed format) 32-bit bump-map format using 8 bits for each channel. - - - (Mixed format) 16-bit bump-map format with luminance using 6 bits for luminance, and 5 bits each for v and u. - - - (Mixed format) 32-bit bump-map format with luminance using 8 bits for each channel. - - - (Signed format) 32-bit bump-map format using 16 bits for each channel. - - - (Signed format) 64-bit bump-map format using 16 bits for each component. - - - (Unsigned format) 8-bit color indexed. - - - (Unsigned format) 8-bit color indexed with 8 bits of alpha. - - - (Unsigned format) 32-bit pixel format using 16 bits each for red and green. - - - (Unsigned format) 32-bit RGB pixel format, where 8 bits are reserved for each color. - - - (Unsigned format) 32-bit RGBA pixel format using 10 bits for each color and 2 bits for alpha. - - - (Unsigned format) 32-bit RGBA pixel format with alpha, using 8 bits per channel. - - - (Unsigned format) 64-bit RGBA pixel format using 16 bits for each component. - - - (IEEE format) 32-bit float format using 32 bits for the red channel. - - - Surface format is unknown. - - - (IEEE format) 64-bit float format using 32 bits for the red channel and 32 bits for the green channel. - - - (IEEE format) 128-bit float format using 32 bits for each channel (alpha, blue, green, red). - - - A 16-bit packed RGB format analogous to VideoYuYv (U0Y0, V0Y1, U2Y2, and so on). It requires a pixel pair to properly represent the color value. The first pixel in the pair contains 8 bits of green (in the low 8 bits) and 8 bits of red (in the high 8 bits). The second pixel contains 8 bits of green (in the low 8 bits) and 8 bits of blue (in the high 8 bits). Together, the two pixels share the red and blue components, while each has a unique green component (R0G0, B0G1, R2G2, and so on). The texture sampler does not normalize the colors when looking up into a pixel shader; they remain in the range of 0.0f to 255.0f. This is true for all programmable pixel shader models. For the fixed-function pixel shader, the hardware should normalize to the 0.f to 1.f range and essentially treat it as the VideoUyVy texture. Hardware that exposes this format must have GraphicsDeviceCapabilities.PixelShader1xMaxValue set to a value capable of handling that range. - - - A 16-bit packed RGB format analogous to VideoUyVy (Y0U0, Y1V0, Y2U2, and so on). It requires a pixel pair to properly represent the color value. The first pixel in the pair contains 8 bits of green (in the high 8 bits) and 8 bits of red (in the low 8 bits). The second pixel contains 8 bits of green (in the high 8 bits) and 8 bits of blue (in the low 8 bits). Together, the two pixels share the red and blue components, while each has a unique green component (G0R0, G1B0, G2R2, and so on). The texture sampler does not normalize the colors when looking up into a pixel shader; they remain in the range of 0.0f to 255.0f. This is true for all programmable pixel shader models. For the fixed-function pixel shader, the hardware should normalize to the 0.f to 1.f range and essentially treat it as the VideoUyVy texture. Hardware that exposes this format must have GraphicsDeviceCapabilities.PixelShader1xMaxValue set to a value capable of handling that range. - - - YUY2 format (PC98 compliance) - - - VideoYuYv format (PC98 compliance) - - - Defines how the device front buffer and back buffer are to be swapped when GraphicsDevice.Present is called. - - - This swap effect can be specified only for a swap chain that comprises a single back buffer.Whether the swap chain is windowed or full-screen, the runtime guarantees the semantics implied by a copy-based GraphicsDevice.Present operation; specifically, that the operation leaves the content of the back buffer unchanged, instead of replacing it with the content of the front buffer as a flip-based GraphicsDevice.Present operation would.For a windowed swap chain, a GraphicsDevice.Present operation causes the back buffer content to be copied immediately to the client area of the target window. No attempt is made to synchronize the copy with the vertical retrace period of the display adapter, so tearing effects may be observed.For a full-screen swap chain, the runtime uses a combination of flip and copy operations, which are supported by hidden back buffers if necessary, to accomplish the GraphicsDevice.Present operation. Accordingly, the presentation is synchronized with the display adapter's vertical retrace and its rate is constrained by the chosen presentation interval. A swap chain specified with the PresentInterval.Immediate flag is the only exception. (For more information, see PresentationParameters.PresentationInterval.) In this case, a GraphicsDevice.Present operation copies the back buffer content directly to the front buffer without waiting for the vertical retrace. - - - The default swap effect is Discard. - - - When a swap chain is created with a swap effect of Flip or Copy, the runtime guarantees that a GraphicsDevice.Present operation will not affect the content of any of the back buffers. However, meeting this guarantee can involve substantial video memory or processing overheads, especially when implementing flip semantics for a windowed swap chain or copy semantics for a full-screen swap chain.An application can use the Discard swap effect to avoid these overheads and to enable the display driver to choose the most efficient presentation technique for the swap chain.Discard is also the only swap effect that can be used when specifying a value other than None for PresentationParameters.MultiSampleType. Like a swap chain that uses Flip, a swap chain that uses Discard might include more than one back buffer.The swap chain is essentially a queue where 0 always indexes the back buffer that will be displayed by the next GraphicsDevice.Present operation and from which buffers are discarded once they have been displayed. An application that uses this swap effect should update an entire back buffer before invoking a GraphicsDevice.Present operation that displays it.The debug version of the runtime overwrites the contents of discarded back buffers with random data, to enable developers to verify that their applications are updating the entire back buffer surface correctly.For a full-screen swap chain, the presentation rate is determined by the value assigned to PresentationParameters.PresentationInterval when the device or swap chain is created. Unless this value is PresentInterval.Immediate, the presentation is synchronized with the vertical sync of the monitor. For a windowed swap chain, the presentation is implemented by means of copy operations, and always occurs immediately. - - - The swap chain might include multiple back buffers and is essentially a circular queue that includes the front buffer. Within this queue, the back buffers are always numbered sequentially from 0 to (n - 1), where n is the number of back buffers, so that 0 denotes the least recently presented buffer. - When GraphicsDevice.Present is invoked, the queue is rotated so that the front buffer becomes the back buffer (n - 1), while the back buffer 0 becomes the new front buffer.For a full-screen swap chain, the presentation rate is determined by the value assigned to the PresentationParameters.PresentationInterval when the device or swap chain is created. Unless this value is PresentInterval.Immediate, the presentation is synchronized with the vertical sync of the monitor.For a windowed swap chain, the flipping is implemented by means of copy operations, and the presentation always occurs immediately. - - - Defines constants that describe supported texture-addressing modes. Reference page contains links to related conceptual articles. - - - Texture coordinates outside the range [0.0, 1.0] are set to the border color. - - - Texture coordinates outside the range [0.0, 1.0] are set to the texture color at 0.0 or 1.0, respectively. - - - Similar to Wrap, except that the texture is flipped at every integer junction. For u values between 0 and 1, for example, the texture is addressed normally; between 1 and 2, the texture is flipped (mirrored); between 2 and 3, the texture is normal again, and so on. - - - Similar to Mirror and Clamp. Takes the absolute value of the texture coordinate (thus, mirroring around 0), and then clamps to the maximum value. The most common usage is for volume textures, where support for the full MirrorOnce texture-addressing mode is not necessary, but the data is symmetrical around the one axis. - - - Tile the texture at every integer junction. For example, for u values between 0 and 3, the texture is repeated three times; no mirroring is performed. - - - Defines how a texture will be filtered as it is minified for each mipmap level. Reference page contains links to related conceptual articles. - - - Anisotropic texture filtering used as a texture magnification or minification filter. This type of filtering compensates for distortion caused by the difference in angle between the texture polygon and the plane of the screen. - - - A 4-sample Gaussian filter used as a texture magnification or minification filter. - - - Bilinear interpolation filtering used as a texture magnification or minification filter. A weighted average of a 2×2 area of texels surrounding the desired pixel is used. The texture filter used between mipmap levels is trilinear mipmap interpolation, in which the rasterizer performs linear interpolation on pixel color, using the texels of the two nearest mipmap textures. - - - Mipmapping disabled. The rasterizer uses the magnification filter instead. - - - Point filtering used as a texture magnification or minification filter. The texel with coordinates nearest to the desired pixel value is used. The texture filter used between mipmap levels is based on the nearest point; that is, the rasterizer uses the color from the texel of the nearest mipmap texture. - - - A 4-sample tent filter used as a texture magnification or minification filter. - - - Specifies special usage of the texture data. - - - The resource automatically generates mipmaps. Automatic generation of mipmaps is not supported for volume textures and depth stencil surfaces/textures. - - - (Xbox 360 only) Linear texture memory format. Linear formats are arranged in memory using a left-to-right and top-to-bottom layout (with pixels contiguous in memory for each row, and rows contiguous except for possible alignment padding). Use this format when doing dynamic CPU updates to textures where:You do not want the overhead of translating tile addresses using the CPU.Textures are not often referenced during the frame.Less efficient GPU performance is not a problem.This flag is valid only for texture creation on Xbox 360. It is ignored if used elsewhere. On Xbox, most formats are created as Tiled if it is applicable. - - - None. - - - (Xbox 360 only) Tiled texture memory format. Tiled formats are arranged using a memory layout designed to maximize the cache coherency of texture fetches and balance the access workload of the memory controllers. The exact pixel arrangement of tiled formats varies based on the bit depth of the format; however, pixels that are close to one another spatially are located close to one another in memory. For example, two pixels adjacent to one another in a vertical column would be separated in memory by an entire row of pixels for a linear format, but could be separated by only a few bytes for a tiled format. The tiled texture format is usually more efficient than the linear texture format.This flag is valid only when used for texture creation on Xbox 360, and will be ignored if used elsewhere. On Xbox, most formats are created as Tiled if it is applicable. - - - Defines supported wrap coordinates. Reference page contains links to related conceptual articles. - - - No texture wrap coordinates specified. - - - U texture wrapping (wrapping in the direction of the first dimension). - - - V texture wrapping (wrapping in the direction of the second dimension). - - - W texture wrapping (wrapping in the direction of the third dimension). - - - Texture wrapping in the direction of the fourth dimension. - - - Defines vertex element formats. - - - Single-component, 32-bit floating-point, expanded to (float, 0, 0, 1). - - - Two-component, 32-bit floating-point, expanded to (float, Float32 value, 0, 1). - - - Three-component, 32-bit floating point, expanded to (float, float, float, 1). - - - Four-component, 32-bit floating point, expanded to (float, float, float, float). - - - Two-component, 16-bit floating point expanded to (value, value, value, value). This type is valid for vertex shader version 2.0 or higher. - - - Four-component, 16-bit floating-point expanded to (value, value, value, value). This type is valid for vertex shader version 2.0 or higher. - - - Normalized, four-component, unsigned short, expanded to (first byte/65535.0, second byte/65535.0, third byte/65535.0, fourth byte/65535.0). This type is valid for vertex shader version 2.0 or higher. - - - Four-component, packed, unsigned byte, mapped to 0 to 1 range. Input is in Int32 format (ARGB) expanded to (R, G, B, A). - - - Four-component byte with each byte normalized by dividing the component with 255.0f. This type is valid for vertex shader version 2.0 or higher. - - - Normalized, two-component, unsigned short, expanded to (first byte/65535.0, second byte/65535.0, 0, 1). This type is valid for vertex shader version 2.0 or higher. - - - Normalized, two-component, signed short, expanded to (first short/32767.0, second short/32767.0, 0, 1). This type is valid for vertex shader version 2.0 or higher. - - - Normalized, four-component, signed short, expanded to (first short/32767.0, second short/32767.0, third short/32767.0, fourth short/32767.0). This type is valid for vertex shader version 2.0 or higher. - - - Three-component, signed, 10 10 10 format normalized and expanded to (v[0]/511.0, v[1]/511.0, v[2]/511.0, 1). - - - Two-component, signed short expanded to (value, value, 0, 1). - - - Four-component, signed short expanded to (value, value, value, value). - - - Four-component, unsigned byte. - - - Three-component, unsigned, 10 10 10 format expanded to (value, value, value, 1). - - - Type field in the declaration is unused. This is designed for use with VertexElementMethod.UV and VertexElementMethod.LookUpPresampled. - - - Defines the tessellator processing method for a vertex element. - - - Default value. The tessellator copies the vertex data (or the spline data if it is operating on a patch) without performing additional calculations on it. The input and output types can be any value. When the tessellator is used, this element is interpolated; otherwise, vertex data is copied into the input register. - - - Looks up a displacement map. The input type can be VertexElementFormat.Vector2, VertexElementFormat.Vector3, or VertexElementFormat.Vector4. Only the .x and .y components are used for the texture map lookup. The output type is always VertexElementFormat.Single. The device must support displacement mapping. This constant is supported only by the programmable pipeline on N-patch data, if N-patches are enabled. - - - Looks up a presampled displacement map. The input type must be set to VertexElementFormat.Unused, and the stream index and stream offset must be set to 0. The output type for this operation is always VertexElementFormat.Single. The device must support displacement mapping. This constant is supported only by the programmable pipeline on N-patch data, if N-patches are enabled. - - - Copies out the u and v values at a point on the rectangle or triangle patch. This results in a 2D float. The input type must be set to VertexElementFormat.Unused; the output type is always VertexElementFormat.Vector2. The input stream and offset also are unused, but must be set to 0. - - - Defines usage for vertex elements. - - - Vertex binormal data. - - - Blending indices data. (BlendIndices with VertexElement.UsageIndex = 0) specifies matrix indices for fixed-function vertex processing using indexed paletted skinning. - - - Blending weight data. (BlendWeight with VertexElement.UsageIndex = 0) specifies the blend weights in fixed-function vertex processing. - - - Vertex data contains diffuse or specular color. (Color with VertexElement.UsageIndex = 0) specifies the diffuse color in the fixed-function vertex shader and in pixel shaders prior to ps_3_0. (Color with VertexElement.UsageIndex = 1) specifies the specular color in the fixed-function vertex shader and in pixel shaders prior to ps_3_0. - - - Vertex data contains depth data. - - - Vertex data contains fog data. (Fog with VertexElement.UsageIndex = 0) specifies a fog blend value to use after pixel shading is finished. This flag applies to pixel shaders prior to version ps_3_0. - - - Vertex normal data. (Normal with VertexElement.UsageIndex = 0) specifies vertex normals for fixed-function vertex processing and the N-patch tessellator. (Normal with VertexElement.UsageIndex = 1) specifies vertex normals for fixed-function vertex processing for skinning. - - - Point size data. (PointSize with VertexElement.UsageIndex = 0) specifies the point-size attribute used by the setup engine of the rasterizer to expand a point into a quad for the point-sprite functionality. - - - Position data. (Position with VertexElement.UsageIndex = 0 ) specifies the nontransformed position in fixed-function vertex processing and the N-patch tessellator. (Position with VertexElement.UsageIndex = 1) specifies the nontransformed position in the fixed-function vertex shader for skinning. - - - Vertex data contains sampler data. (Sample with VertexElement.UsageIndex = 0) specifies the displacement value to look up. This flag can be used only with VertexElementMethod.LookUpPresampled or VertexElementMethod.LookUp. - - - Vertex tangent data. - - - Single, positive floating-point value. (TessellateFactor with VertexElement.UsageIndex = 0) specifies a tessellation factor used in the tessellation unit to control the rate of tessellation. - - - Texture coordinate data. (TextureCoordinate, n) specifies texture coordinates in fixed-function vertex processing and in pixel shaders prior to ps_3_0. These coordinates can be used to pass user-defined data. - - - Retrieves the capabilities of an Xbox 360 Controller. - Index of the controller to query. - The capabilities of the controller. - - - Gets the current state of a game pad controller, using a specified dead zone on analog stick positions. Reference page contains links to related code samples. - Player index for the controller you want to query. - Enumerated value that specifies what dead zone type to use. - The current state of the controller. - - - Gets the current state of a game pad controller. Reference page contains links to related code samples. - Player index for the controller you want to query. - The current state of the controller. - - - Sets the vibration motor speeds on an Xbox 360 Controller. Reference page contains links to related code samples. - Player index that identifies the controller to set. - The speed of the left motor, between 0.0 and 1.0. This motor is a low-frequency motor. - The speed of the right motor, between 0.0 and 1.0. This motor is a high-frequency motor. - true if the vibration motors were successfully set; false if the controller was unable to process the request. - - - Allows retrieval of user interaction with an Xbox 360 Controller and setting of controller vibration motors. Reference page contains links to related code samples. - - - Initializes a new instance of the GamePadButtons class, setting the specified buttons to pressed. - Buttons to initialize as pressed. Specify a single button, or combine multiple buttons using a bitwise OR operation. - - - Determines whether two GamePadButtons instances are equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the instances are equal; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether two GamePadButtons instances are not equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the objects are not equal; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Identifies whether the A button on the Xbox 360 Controller is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - Identifies whether the BACK button on the Xbox 360 Controller is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - - - Identifies whether the BigButton button is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - - Identifies whether the B button on the Xbox 360 Controller is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - - Identifies whether the left shoulder (bumper) button on the Xbox 360 Controller is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - - Identifies whether the left stick button on the Xbox 360 Controller is pressed (the stick is "clicked" in). - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - - Identifies whether the right shoulder (bumper) button on the Xbox 360 Controller is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - - Identifies whether the right stick button on the Xbox 360 Controller is pressed (the stick is "clicked" in). - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - - Identifies whether the START button on the Xbox 360 Controller is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - - Identifies whether the X button on the Xbox 360 Controller is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - Identifies whether the Y button on the Xbox 360 Controller is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - Identifies whether the buttons on an Xbox 360 Controller are pressed or released. Reference page contains links to related code samples. - - - Gets the type of controller. - Enumerated value describing the controller type. - - - Indicates whether the controller has an A button. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a BACK button. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a B button. - true if the controller has this capability; false otherwise. - - - - Indicates whether the controller has a BigButton button. - - true if the controller has this capability; false otherwise. - - - - Indicates whether the controller has a directional pad DOWN button. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a directional pad LEFT button. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a directional pad RIGHT button. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a directional pad UP button. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a left bumper button. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a digital button control on the left analog stick. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a left analog trigger. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a low-frequency vibration motor. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller supports a left analog control with horizontal movement. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller supports a left analog control with vertical movement. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a right bumper button. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a digital button control on the right analog stick. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a right analog trigger. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a high-frequency vibration motor. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller supports a right analog control with horizontal movement. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller supports a right analog control with vertical movement. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a START button. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller supports voice. - true if the controller supports voice; false otherwise. - - - Indicates whether the controller has an X button. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a Y button. - true if the controller has this capability; false otherwise. - - - Indicates whether the Xbox 360 Controller is connected. - true if the controller is connected; false otherwise. - - - - Describes the capabilities of an Xbox 360 Controller, including controller type and whether the controller supports voice. - - - Initializes a new instance of the GamePadDPad class. - Directional pad up button state. - Directional pad down button state. - Directional pad left button state. - Directional pad right button state. - - - Determines whether two GamePadDPad instances are equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the instances are equal; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether two GamePadDPad instances are not equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the objects are not equal; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Identifies whether the Down direction on the Xbox 360 Controller directional pad is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - Identifies whether the Left direction on the Xbox 360 Controller directional pad is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - Identifies whether the Right direction on the Xbox 360 Controller directional pad is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - Identifies whether the Up direction on the Xbox 360 Controller directional pad is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - Identifies which directions on the directional pad of an Xbox 360 Controller are being pressed. - - - Initializes a new instance of the GamePadState class with the specified stick, trigger, and button values. - Left stick value. Each axis is clamped between -1.0 and 1.0. - Right stick value. Each axis is clamped between -1.0 and 1.0. - Left trigger value. This value is clamped between 0.0 and 1.0. - Right trigger value. This value is clamped between 0.0 and 1.0. - Array or parameter list of Buttons to initialize as pressed. - - - Initializes a new instance of the GamePadState class using the specified GamePadThumbSticks, GamePadTriggers, GamePadButtons, and GamePadDPad. - Initial thumbstick state. - Initial trigger state. - Initial button state. - Initial directional pad state. - - - Determines whether two GamePadState instances are equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the instances are equal; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether two GamePadState instances are not equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the objects are not equal; false otherwise. - - - Determines whether specified input device buttons are pressed in this GamePadState. - Buttons to query. Specify a single button, or combine multiple buttons using a bitwise OR operation. - true if all specified buttons are pressed; false otherwise. - - - Determines whether specified input device buttons are up (not pressed) in this GamePadState. - Buttons to query. Specify a single button, or combine multiple buttons using a bitwise OR operation. - true if any specified buttons are up; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Returns a structure that identifies what buttons on the Xbox 360 controller are pressed. Reference page contains links to related code samples. - A structure that identifies buttons pressed on the controller. - - - Returns a structure that identifies what directions of the directional pad on the Xbox 360 Controller are pressed. - Structure that identifies what directional pad directions are pressed. - - - Indicates whether the Xbox 360 Controller is connected. Reference page contains links to related code samples. - true if the controller is connected; false otherwise. - - - Gets the packet number associated with this state. Reference page contains links to related code samples. - The packet number associated with this state. - - - Returns a structure that indicates the position of the Xbox 360 Controller sticks (thumbsticks). - Structure that indicates the position of the sticks. - - - Returns a structure that identifies the position of triggers on the Xbox 360 controller. - Structure that identifies the position of the triggers. - - - Represents specific information about the state of an Xbox 360 Controller, including the current state of buttons and sticks. Reference page contains links to related code samples. - - - Initializes a new instance of the GamePadThumbSticks class. - Left stick value. Each axis is clamped between -1.0 and 1.0. - Right stick value. Each axis is clamped between -1.0 and 1.0. - - - Determines whether two GamePadThumbSticks instances are equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the instances are equal; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether two GamePadThumbSticks instances are not equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the objects are not equal; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Returns the position of the left Xbox 360 Controller stick (thumbstick) as a 2D vector. Reference page contains code sample. - Two-dimensional vector that identifies the position of the left stick. Each axis is represented as a floating-point value from −1.0 to 1.0. - - - Returns the position of the right Xbox 360 Controller stick (thumbstick) as a 2D vector. - Two-dimensional vector that identifies the position of the right stick. Each axis is represented as a floating-point value from −1.0 to 1.0. - - - Structure that represents the position of left and right sticks (thumbsticks) on an Xbox 360 Controller. - - - Initializes a new instance of the GamePadTriggers class. - Left trigger value. This value is clamped between 0.0 and 1.0. - Right trigger value. This value is clamped between 0.0 and 1.0. - - - Determines whether two GamePadTriggers instances are equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the instances are equal; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether two GamePadTriggers instances are not equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the objects are not equal; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Identifies the position of the left trigger on the Xbox 360 Controller. - Position of the left trigger, as a value between 0.0 and 1.0. - - - Identifies the position of the right trigger on the Xbox 360 Controller. - Position of the right trigger, as a value between 0.0 and 1.0. - - - Structure that defines the position of the left and right triggers on an Xbox 360 controller. - - - Returns the current keyboard state. Reference page contains links to related code samples. - Current keyboard state. - - - Allows retrieval of keystrokes from a keyboard input device. Reference page contains links to related code samples. - - - Initializes a new instance of the KeyboardState class. - Array or parameter list of Keys to initialize as pressed. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object to compare this object to. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Gets an array of values that correspond to the keyboard keys that are currently being pressed. Reference page contains links to related code samples. - The keys that are currently pressed. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Returns whether a specified key is currently being pressed. Reference page contains links to related code samples. - Enumerated value that specifies the key to query. - true if the key specified by key is being held down; false otherwise. - - - - Returns whether a specified key is currently not pressed. Reference page contains links to related code samples. - Enumerated value that specifies the key to query. - true if the key specified by key is not pressed; false otherwise. - - - - Returns the state of a particular key. Reference page contains links to related code samples. - Enumerated value representing the key to query. - The state of the key specified by key. - - - Represents a state of keystrokes recorded by a keyboard input device. Reference page contains links to related code samples. - - - Gets the current state of the mouse, including mouse position and buttons pressed. Reference page contains links to related code samples. - Current state of the mouse. - - - Sets the position of the mouse cursor relative to the upper-left corner of the window. - The horizontal position of the mouse cursor, relative to the left edge of the game window. - The vertical position of the mouse cursor, relative to the upper edge of the game window. - - - Gets or sets the window used for mouse processing. Mouse coordinates returned by Mouse.GetState are relative to the upper-left corner of this window. Reference page contains links to related code samples. - Handle to a window. - - - Allows retrieval of position and button clicks from a mouse input device. Reference page contains links to related code samples. - - - Initializes a new instance of the MouseState class. - Horizontal mouse position. - Vertical mouse position. - Mouse scroll wheel value. - Left mouse button state. - Middle mouse button state. - Right mouse button state. - XBUTTON1 state. - XBUTTON2 state. - - - Determines whether two MouseState instances are equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the instances are equal; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether two MouseState instances are not equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the objects are not equal; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Returns the state of the left mouse button. - State of the left mouse button. - - - Returns the state of the middle mouse button. - State of the middle mouse button. - - - Returns the state of the right mouse button. - State of the right mouse button. - - - Gets the cumulative mouse scroll wheel value since the game was started. - The scroll wheel value. - - - Returns the state of XBUTTON1. - The state of XBUTTON1. - - - Returns the state of XBUTTON2. - The state of XBUTTON2. - - - Specifies the horizontal position of the mouse cursor. Reference page contains links to related code samples. - Horizontal position of the mouse cursor in relation to the upper-left corner of the game window. - - - Specifies the vertical position of the mouse cursor. Reference page contains links to related code samples. - Vertical position of the mouse cursor in relation to the upper-left corner of the game window. - - - Represents the state of a mouse input device, including mouse cursor position and buttons pressed. Reference page contains links to related code samples. - - - Identifies the state of a controller button. - - - The button is pressed. - - - The button is released. - - - Enumerates input device buttons. - - - A button - - - B button - - - BACK button - - - Big button - - - Directional pad up - - - Directional pad left - - - Directional pad right - - - Directional pad down - - - Left bumper (shoulder) button - - - Left stick button (pressing the left stick) - - - Left stick is towards down - - - Left stick is towards the left - - - Left stick is towards the right - - - Left stick is towards up - - - Left trigger - - - Right bumper (shoulder) button - - - Right stick button (pressing the right stick) - - - Right stick is towards down - - - Right stick is towards the left - - - Right stick is towards the right - - - Right stick is towards up - - - Right trigger - - - START button - - - X button - - - Y button - - - Specifies a type of dead zone processing to apply to Xbox 360 controller analog sticks when calling GamePad.GetState. - - - The combined X and Y position of each stick is compared against the dead zone. This provides better control than IndependentAxes when the stick is used as a two-dimensional control surface, such as when controlling a character's view in a first-person game. - - - The X and Y positions of each stick are compared against the dead zone independently. This setting is the default when calling GamePad.GetState. - - - The values of each stick are not processed and are returned by GamePad.GetState as "raw" values. This is best if you intend to implement your own dead zone processing. - - - Describes the type of a specified Xbox 360 controller. - - - Controller is an alternate guitar - - - Controller is an arcade stick - - - Controller is a big button pad - - - Controller is a dance pad - - - Controller is a drum kit - - - Controller is a flight stick - - - Controller is the Xbox 360 Controller - - - Controller is a guitar - - - Controller is an unknown type - - - Controller is a wheel - - - Identifies the state of a keyboard key. - - - The key is pressed. - - - The key is released. - - - Identifies a particular key on a keyboard. - - - A key - - - Add key - - - Applications key - - - Attn key - - - B key - - - BACKSPACE key - - - Windows 2000/XP: Browser Back key - - - Windows 2000/XP: Browser Favorites key - - - Windows 2000/XP: Browser Forward key - - - Windows 2000/XP: Browser Start and Home key - - - Windows 2000/XP: Browser Refresh key - - - Windows 2000/XP: Browser Search key - - - Windows 2000/XP: Browser Stop key - - - C key - - - CAPS LOCK key - - - Green ChatPad key - - - Orange ChatPad key - - - CrSel key - - - D key - - - Used for miscellaneous characters; it can vary by keyboard. - - - Used for miscellaneous characters; it can vary by keyboard. - - - Used for miscellaneous characters; it can vary by keyboard. - - - Used for miscellaneous characters; it can vary by keyboard. - - - Used for miscellaneous characters; it can vary by keyboard. - - - Used for miscellaneous characters; it can vary by keyboard. - - - Used for miscellaneous characters; it can vary by keyboard. - - - Used for miscellaneous characters; it can vary by keyboard. - - - Used for miscellaneous characters; it can vary by keyboard. - - - Used for miscellaneous characters; it can vary by keyboard. - - - Decimal key - - - DEL key - - - Divide key - - - DOWN ARROW key - - - E key - - - END key - - - ENTER key - - - Erase EOF key - - - ESC key - - - EXECUTE key - - - ExSel key - - - F key - - - F1 key - - - F10 key - - - F11 key - - - F12 key - - - F13 key - - - F14 key - - - F15 key - - - F16 key - - - F17 key - - - F18 key - - - F19 key - - - F2 key - - - F20 key - - - F21 key - - - F22 key - - - F23 key - - - F24 key - - - F3 key - - - F4 key - - - F5 key - - - F6 key - - - F7 key - - - F8 key - - - F9 key - - - G key - - - H key - - - HELP key - - - HOME key - - - I key - - - INS key - - - J key - - - K key - - - L key - - - Windows 2000/XP: Start Application 1 key - - - Windows 2000/XP: Start Application 2 key - - - Windows 2000/XP: Start Mail key - - - LEFT ARROW key - - - Left ALT key - - - Left CONTROL key - - - Left SHIFT key - - - Left Windows key - - - M key - - - Windows 2000/XP: Next Track key - - - Windows 2000/XP: Play/Pause Media key - - - Windows 2000/XP: Previous Track key - - - Windows 2000/XP: Stop Media key - - - Multiply key - - - N key - - - Reserved - - - NUM LOCK key - - - Numeric keypad 0 key - - - Numeric keypad 1 key - - - Numeric keypad 2 key - - - Numeric keypad 3 key - - - Numeric keypad 4 key - - - Numeric keypad 5 key - - - Numeric keypad 6 key - - - Numeric keypad 7 key - - - Numeric keypad 8 key - - - Numeric keypad 9 key - - - O key - - - Used for miscellaneous characters; it can vary by keyboard. - - - Windows 2000/XP: The OEM angle bracket or backslash key on the RT 102 key keyboard - - - CLEAR key - - - Windows 2000/XP: The OEM close bracket key on a US standard keyboard - - - Windows 2000/XP: For any country/region, the ',' key - - - Windows 2000/XP: For any country/region, the '-' key - - - Windows 2000/XP: The OEM open bracket key on a US standard keyboard - - - Windows 2000/XP: For any country/region, the '.' key - - - Windows 2000/XP: The OEM pipe key on a US standard keyboard - - - Windows 2000/XP: For any country/region, the '+' key - - - Windows 2000/XP: The OEM question mark key on a US standard keyboard - - - Windows 2000/XP: The OEM singled/double quote key on a US standard keyboard - - - Windows 2000/XP: The OEM Semicolon key on a US standard keyboard - - - Windows 2000/XP: The OEM tilde key on a US standard keyboard - - - P key - - - PA1 key - - - PAGE DOWN key - - - PAGE UP key - - - PAUSE key - - - Play key - - - PRINT key - - - PRINT SCREEN key - - - Windows 95/98/Me, Windows NT 4.0, Windows 2000/XP: IME PROCESS key - - - Q key - - - R key - - - RIGHT ARROW key - - - Right ALT key - - - Right CONTROL key - - - Right SHIFT key - - - Right Windows key - - - S key - - - SCROLL LOCK key - - - SELECT key - - - Windows 2000/XP: Select Media key - - - Separator key - - - Computer Sleep key - - - SPACEBAR - - - Subtract key - - - T key - - - TAB key - - - U key - - - UP ARROW key - - - V key - - - Windows 2000/XP: Volume Down key - - - Windows 2000/XP: Volume Mute key - - - Windows 2000/XP: Volume Up key - - - W key - - - X key - - - Y key - - - Z key - - - Zoom key - - - Immediately releases the unmanaged resources used by this object. - - - Determines whether the specified instances are equal. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are equal; false otherwise. - - - Determines whether the specified is equal to this . - to compare with this instance. - true if the objects are equal; false otherwise. - - - Determines whether the specified System.Object is equal to this . - System.Object to compare with this instance. - true if the objects are equal; false otherwise. - - - Releases unmanaged resources and performs other cleanup operations before the is reclaimed by garbage collection. - - - Gets the album art as a texture. - Content manager service provider, obtained through the Framework.Game.Services property. - Texture with the album art, or null if the album has no associated art. - - - Gets the hash code for this instance. - Hash code for this object. - - - Gets the album art thumbnail as a texture. - Content manager service provider, obtained through the Framework.Game.Services property. - Texture with the album art thumbnail, or null if the album has no associated thumbnail. - - - Determines whether the specified instances are not equal. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are not equal; false otherwise. - - - Returns a System.String representation of this . - System.String representation of this object. - - - Gets the Artist of the . - Artist of this . - - - Gets the duration of the . - Duration of the album, as a System.TimeSpan structure. - - - Gets the Genre of the . - Genre of this . - - - Gets a value indicating whether the has associated album art. - true if this has associated album art, false otherwise. - - - Gets the name of the . - The name of this . - - - Gets a SongCollection that contains the songs on the album. - SongCollection containing the songs on this album. - - - Provides access to an album in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - - Releases unmanaged resources and performs other cleanup operations before garbage collection reclaims the . - - - - Returns an enumerator that iterates through the . - System.Collections.Generic.IEnumerator`1 for the . - - - Returns an enumerator that iterates through the collection. - System.Collections.IEnumerator that iterates through the collection. - - - Gets the number of Album objects in the . - Number of Album objects in this . - - - Gets the Album at the specified index in the . - Index of the Album to get. - A new Album representing the album at the specified index in this . - - - A collection of albums in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - Determines whether the specified instances are equal. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are equal; false otherwise. - - - Determines whether the specified System.Object is equal to this . - System.Object to compare with this instance. - true if the objects are equal; false otherwise. - - - Determines whether the specified is equal to this . - to compare with this instance. - true if the objects are equal; false otherwise. - - - Releases unmanaged resources and performs other cleanup operations before the is reclaimed by garbage collection. - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether the specified instances are not equal. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are not equal; false otherwise. - - - Returns a System.String representation of the . - System.String representation of this object. - - - Gets the AlbumCollection for the . - AlbumCollection for this . - - - Gets the name of the . - The name of this . - - - Gets the SongCollection for the . - SongCollection for this . - - - Provides access to artist information in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - - Releases unmanaged resources and performs other cleanup operations before garbage collection reclaims the . - - - - Returns an enumerator that iterates through the . - System.Collections.Generic.IEnumerator`1 for the . - - - Returns an enumerator that iterates through the collection. - System.Collections.IEnumerator that iterates through the collection. - - - Gets the number of Artist objects in the . - Number of Artist objects in this . - - - Gets the Artist at the specified index in the . - Index of the Artist to get. - A new Artist representing the artist at the specified index in this . - - - The collection of all artists in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - Determines whether the specified instances are equal. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are equal; false otherwise. - - - Determines whether the specified System.Object is equal to this . - System.Object to compare with this instance. - true if the objects are equal; false otherwise. - - - Determines whether the specified is equal to this . - to compare with this instance. - true if the objects are equal; false otherwise. - - - Releases unmanaged resources and performs other cleanup operations before the is reclaimed by garbage collection. - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether the specified instances are not equal. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are not equal; false otherwise. - - - Returns a System.String representation of the . - System.String representation of this object. - - - Gets the AlbumCollection for the . - AlbumCollection for this . - - - Gets the name of the . - The name of this . - - - Gets the SongCollection for the . - SongCollection for this . - - - Provides access to genre information in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - - Releases unmanaged resources and performs other cleanup operations before garbage collection reclaims the . - - - - Returns an enumerator that iterates through the . - System.Collections.Generic.IEnumerator`1 for the . - - - Returns an enumerator that iterates through the collection. - System.Collections.IEnumerator that iterates through the collection. - - - Gets the number of Genre objects in the . - Number of Genre objects in this . - - - Gets the Genre at the specified index in the . - Index of the Genre to get. - A new Genre representing the genre at the specified index in this . - - - The collection of all genres in the media library. - - - - Initializes a new instance of the class, using a specific media source to create the new media library. - Reference page contains code sample. - A media source that will be the source for the media library. - - - Initializes a new instance of the class. - - - Releases the resources used by the MediaLibrary. - - - - Releases unmanaged resources and performs other cleanup operations before the is reclaimed by garbage collection. - - - - Gets the AlbumCollection that contains all albums in the media library. - AlbumCollection that contains all albums in the device's media library. - - - Gets the ArtistCollection that contains all artists in the media library. - ArtistCollection that contains all artists in the device's media library. - - - Gets the GenreCollection that contains all genres in the media library. - GenreCollection that contains all genres in the device's media library. - - - Gets the MediaSource with which this media library was constructed. - The MediaSource with which this media library was constructed. - - - Gets the PictureCollection that contains all pictures in the media library. - PictureCollection that contains all pictures in the device's media library. - - - Gets the PlaylistCollection that contains all playlists in the media library. - PlaylistCollection that contains all playlists in the device's media library. - - - Gets the root PictureAlbum for all pictures in the media library. - The root PictureAlbum for all pictures in the device's media library. - - - Gets the SongCollection that contains all songs in the media library. - SongCollection that contains all songs in the device's media library. - - - Provides access to songs, playlists, and pictures in the device's media library. Reference page contains code sample. - - - - Raised when the active song changes due to active playback or due to explicit calls to the MediaPlayer.MoveNext or MediaPlayer.MovePrevious methods. - - - - Raised when the media player play state changes. - - - Retrieves visualization (frequency and sample) data for the currently-playing song. Reference page contains code sample. - Visualization (frequency and sample) data for the currently playing song. - - - Moves to the next song in the queue of playing songs. - - - Moves to the previous song in the queue of playing songs. - - - Pauses the currently playing song. - - - Plays a SongCollection, starting with the Song at the specified index. Reference page contains links to related code samples. - SongCollection to play. - Index of the song in the collection at which playback should begin. - - - Plays a Song. Reference page contains links to related code samples. - Song to play. - - - Plays a SongCollection. Reference page contains links to related code samples. - SongCollection to play. - - - Resumes a paused song. - - - Stops playing a song. - - - Determines whether the game has control of the background music. - true if the game has control of the background music; otherwise, false. - - - - Gets or set the muted setting for the media player. - true if sound is muted; false otherwise. - - - Gets or sets the repeat setting for the media player. - true if the current play queue is set to repeat; false otherwise. - - - Gets or sets the shuffle setting for the media player. - true if the current play queue is set to shuffled; false otherwise. - - - Gets or sets the visualization enabled setting for the media player. - true if visualization is enabled; false otherwise. - - - Gets the play position within the currently playing song. - Play position within the current song, as a System.TimeSpan structure. - - - Gets the media playback queue, MediaQueue. - The media playback queue, MediaQueue. - - - Gets the media playback state, MediaState. - The media playback state, MediaState. - - - Gets or sets the media player volume. - Media player volume, from 0.0f (silence) to 1.0f (full volume relative to the current device volume). - - - Provides methods and properties to play, pause, resume, and stop songs. also exposes shuffle, repeat, volume, play position, and visualization capabilities. Reference page contains links to related code samples. - - - Gets or sets the index of the current (active) song in the queue of playing songs. - Index of the current song in the queue of playing songs. - - - Gets the current Song in the queue of playing songs. - Current Song in the queue of playing songs. - - - Gets the count of songs in the . - Count of songs in this . - - - Gets the Song at the specified index in the . - - A new Song representing the song at the specified index in this . - - - Provides methods and properties to access and control the queue of playing songs. - - - Gets the available media sources. Reference page contains code sample. - The available media sources. - - - - Returns the name of this media source. - The name of this media source. - - - - Gets the MediaSourceType of this media source. - - The MediaSourceType of this media source. - - - - Gets the name of this media source. - The media source name. - - - Provides methods and properties to access the source or sources from which the media will be read. - - - Immediately releases the unmanaged resources used by this object. - - - Determines whether the specified instances are equal. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are equal; false otherwise. - - - Determines whether the specified is equal to this . - to compare with this instance. - true if the objects are equal; false otherwise. - - - Determines whether the specified System.Object is equal to this . - System.Object to compare with this instance. - true if the objects are equal; false otherwise. - - - Releases unmanaged resources and performs other cleanup operations before the is reclaimed by garbage collection. - - - Gets the hash code for this instance. - Hash code for this object. - - - Gets the picture as a texture. - Game service provider, obtained from the Framework.Game.Services property. - Texture with the graphical content of the picture. - - - Gets a thumbnail of the picture as a texture. - Game service provider, obtained from the Framework.Game.Services property. - Texture with a thumbnail of the picture's graphical content. - - - Determines whether the specified instances are not equal. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are not equal; false otherwise. - - - Returns a System.String representation of the . - System.String representation of this object. - - - Gets the picture album that contains the picture. - PictureAlbum that contains this picture. - - - - Gets the picture's date. - Date and time associated with the picture's file, as a System.DateTime structure. - - - Gets the picture's height. - Height of this picture, in pixels. - - - Gets the name of the . - The name of this . - - - Gets the picture's width. - Width of this picture, in pixels. - - - Provides access to a picture in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - Determines whether the specified instances are equal. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are equal; false otherwise. - - - Determines whether the specified System.Object is equal to this . - System.Object to compare with this instance. - true if the objects are equal; false otherwise. - - - Determines whether the specified is equal to this . - to compare with this instance. - true if the objects are equal; false otherwise. - - - Releases unmanaged resources and performs other cleanup operations before the is reclaimed by garbage collection. - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether the specified instances are not equal. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are not equal; false otherwise. - - - Returns a System.String representation of the . - System.String representation of this object. - - - Gets the collection of picture albums that are contained within the picture album (that is, picture albums that are children of the picture album). - PictureAlbumCollection that contains the picture albums that are children of this picture album. - - - Gets the name of the . - The name of this . - - - Gets the parent picture album. - PictureAlbum that is the parent of this picture album. - - - Gets the collection of pictures in this picture album. - PictureCollection that contains the pictures in this picture album. - - - Provides access to a picture album in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - - Releases unmanaged resources and performs other cleanup operations before garbage collection reclaims the . - - - - Returns an enumerator that iterates through the collection. - System.Collections.IEnumerator that iterates through the collection. - - - Returns an enumerator that iterates through the . - System.Collections.Generic.IEnumerator`1 for the . - - - - Gets the number of PictureAlbum objects in the . - Number of PictureAlbum objects in this . - - - Gets the PictureAlbum at the specified index in the . - - A new PictureAlbum representing the picture album at the specified index in this . - - - A collection of picture albums in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - - Releases unmanaged resources and performs other cleanup operations before garbage collection reclaims the . - - - - Returns an enumerator that iterates through the collection. - System.Collections.IEnumerator that iterates through the collection. - - - Returns an enumerator that iterates through the . - System.Collections.Generic.IEnumerator`1 for the . - - - - Gets the number of Picture objects in the . - Number of Picture objects in this . - - - Gets the Picture at the specified index in the . - - A new Picture representing the picture at the specified index in this . - - - A collection of pictures in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - Determines whether the specified instances are equal. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are equal; false otherwise. - - - Determines whether the specified is equal to this . - to compare with this instance. - true if the objects are equal; false otherwise. - - - Determines whether the specified System.Object is equal to this . - System.Object to compare with this instance. - true if the objects are equal; false otherwise. - - - Releases unmanaged resources and performs other cleanup operations before the is reclaimed by garbage collection. - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether the specified instances are not equal. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are not equal; false otherwise. - - - Returns a System.String representation of the . - System.String representation of this object. - - - Gets the duration of the . - Duration of the playlist, as a System.TimeSpan structure. - - - Gets the name of the . - The name of this . - - - Gets a SongCollection that contains the songs in the playlist. - SongCollection containing the songs in this playlist. - - - Provides access to a playlist in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - - Releases unmanaged resources and performs other cleanup operations before garbage collection reclaims the . - - - - Returns an enumerator that iterates through the collection. - System.Collections.IEnumerator that iterates through the collection. - - - Returns an enumerator that iterates through the . - System.Collections.Generic.IEnumerator`1 for the . - - - - Gets the number of Playlist objects in the . - Number of Playlist objects in this . - - - Gets the Playlist at the specified index in the . - - A new Playlist representing the playlist at the specified index in this . - - - A collection of playlists in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - Determines whether the specified instances are equal. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are equal; false otherwise. - - - Determines whether the specified is equal to this . - to compare with this instance. - true if the objects are equal; false otherwise. - - - Determines whether the specified System.Object is equal to this . - System.Object to compare with this instance. - true if the objects are equal; false otherwise. - - - Releases unmanaged resources and performs other cleanup operations before the is reclaimed by garbage collection. - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether the specified instances are not equal. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are not equal; false otherwise. - - - Returns a System.String representation of the . - System.String representation of this object. - - - Gets the Album on which the appears. - Album on which this appears. - - - Gets the Artist of the . - Artist of this . - - - Gets the duration of the . - Duration of the song, as a System.TimeSpan structure. - - - Gets the Genre of the . - Genre of this . - - - Gets a value that indicates whether the song is DRM protected content. - true if this is DRM protected; false otherwise. - - - - Gets a value that indicates whether the song has been rated by the user. - true if this has been rated by the user; false otherwise. - - - Gets the name of the . - The name of this . - - - Gets the song play count. - Song play count. - - - Gets the user's rating for the . - User's rating for this , or 0 if the song is unrated.Ratings range from 1 (dislike the most) to 10 (like the most).When the user rates songs using the Zune device or Zune software, the rating is set to 8 for liked songs (shown as a heart) and to 2 or 3 for disliked songs (shown as a broken heart). - - - Gets the track number of the song on the song's Album. - Track number of this on the song's Album. - - - Provides access to a song in the song library. - - - Immediately releases the unmanaged resources used by this object. - - - - Releases unmanaged resources and performs other cleanup operations before garbage collection reclaims the . - - - - Returns an enumerator that iterates through the collection. - System.Collections.IEnumerator that iterates through the collection. - - - Returns an enumerator that iterates through the . - System.Collections.Generic.IEnumerator`1 for the . - - - Gets the number of Song objects in the . - Number of Song objects in this . - - - Gets the Song at the specified index in the . - - A new Song representing the song at the specified index in this . - - - A collection of songs in the song library. - - - Initializes a new instance of the VisualizationData class. - - - - Returns a collection of floats that contain frequency data. - A collection of floats that contain frequency data. - - - - - Returns a collection of floats that contain sample data. - - A collection of floats that contain sample data. - - - - Encapsulates visualization (frequency and sample) data for the currently-playing song. - - - Type of the media source. - - - A local device. - - - A Windows Media Connect device. - - - Media playback state (playing, paused, or stopped). - - - Media playback is paused. - - - Media is currently playing. - - - Media playback is stopped. - - - Gets the number of gamers in the session. - Number of gamers currently in the session. - - - Gets the gamertag of the session host. - Name of the gamertag. - - - Gets the number of private player slots. - Number of reserved private slots. - - - Gets the number of public player slots. - Number of public slots. - - - Gets an estimate of the quality of network service between this local machine and the remote session. - An estimate of the quality of network service between this local machine and the remote session. Initially the QualityOfService.IsAvailable property will be set to false, and all the other properties of the returned QualityOfService instance will be zero, but after the probing finishes this will become true and the other properties will be filled in with some actual data. - - - - Gets any custom properties that have been attached to the session. - Any custom properties that have been attached to the session. - - - Describes a multiplayer session that can be joined. Reference page contains links to related code samples. - - - Immediately releases the collection. - - - Allows Microsoft.Xna.Framework.Net.AvailableNetworkSessionCollection.Finalize to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Represents a collection of sessions available for joining. Reference page contains links to related code samples. - - - Creates an instance of GameEndedEventArgs. - - - Represents the arguments passed to a NetworkSession.GameEnded event. - - - Creates an instance of GamerJoinedEventArgs. - The gamer who just joined the session. - - - Gets the gamer who just joined the session. - The gamer who just joined the session. - - - Represents the arguments passed to a NetworkSession.GamerJoined event. - - - Creates an instance of GamerLeftEventArgs. - The gamer who just left the session. - - - Gets the gamer who just left the session. - The gamer who just left the session. - - - Represents the arguments passed to a NetworkSession.GamerLeft event. - - - Creates an instance of GameStartedEventArgs. - - - Represents the arguments passed to a NetworkSession.GameStarted event. - - - Creates an instance of HostChangedEventArgs. - The player who was the previous session host. - The player who is the new host of the multiplayer session. - - - Gets the new host of the session. - The player who is the new host of the multiplayer session. - - - Gets the player who was the previous session host. - The player who was the previous session host. - - - Represents the arguments passed to a HostChanged event. - - - Creates a new instance of InviteAcceptedEventArgs. - The player who has accepted the game invitation. - - - Gets the gamer who accepted the game invitation. - The gamer accepting the game invitation. - - - Represents the arguments passed to a NetworkSession.InviteAccepted event. - - - Specifies whether voice data should be sent to, or received from, the specified remote gamer. - A remote gamer in the session. - true if voice is enabled; false otherwise. - - - Reads the next incoming packet using the specified values. Reference page contains links to related code samples. - Storage for the network packet data. - Offset, in bytes, to begin reading data. - Gamer who sent this packet. - Number of bytes read from the network packet. Returns 0 if no packet is available. - - - - Reads the next incoming packet and copies the packet data into the specified reader object. - Reference page contains links to related code samples. - Network packet data. - Gamer who sent this packet. - Number of bytes read from the network packet. Returns 0 if no packet is available. - - - Reads the next incoming packet using the specified values. Reference page contains links to related code samples. - Storage for the network packet data. - Gamer who sent this packet. - Number of bytes read from the network packet. Returns 0 if no packet is available. - - - Sends a selected portion of a byte array to all gamers in a session. Reference page contains links to related code samples. - Byte array containing session data. - Offset, in bytes, to the start of the data. - Amount, in bytes, of data sent. - Enumeration containing data send options. - - - Sends a selected portion of a byte array to the specified gamer. Reference page contains links to related code samples. - Byte array containing session data. - Offset, in bytes, to the start of the data. - Amount, in bytes, of data sent. - Enumeration containing data send options. - Gamer to receive the data packet. - - - Sends a network packet to the specified gamer in a session. Reference page contains links to related code samples. - Byte array containing session data. - Enumeration containing data send options. - Gamer receiving the data. - - - Sends a network packet to all gamers in a session. Reference page contains links to related code samples. - Byte array containing session data. - Enumeration containing data send options. - - - Sends a byte array to the specified gamer. Reference page contains links to related code samples. - Byte array containing session data. - Enumeration containing data send options. - Gamer to receive the data packet. - - - Sends a byte array to all gamers in a session. Reference page contains links to related code samples. - Byte array containing session data. - Enumeration containing data send options. - - - Determines if there is incoming packet data for this player. - true if there are one or more packets waiting; otherwise false. - - - Gets the Framework.GamerServices.SignedInGamer instance for this Microsoft.Xna.Framework.Net.LocalNetworkGamer.SignedInGamer object. - - The related Framework.GamerServices.SignedInGamer instance. - - - Represents a local player in a network session. - - - Initializes a new instance of NetworkException with the specified error message and the inner exception. - A message that describes the error. - The inner exception related to this exception. - - - Initializes a new instance of NetworkException with the specified error message. - A message that describes the error. - - - Initializes a new instance of NetworkException with the specified streaming context. - Describes the network data being sent or received when the exception occurred. - Describes the stream where the exception occurred. - - - Creates an empty instance of NetworkException. - - - Thrown if there is a network communication failure. - - - Determines if the player has a voice headset. - true if a headset is present; false otherwise. - - - - Gets a unique identifier that can be used to refer to this gamer in network packets. - - A unique identifier that can be used to refer to this gamer in network packets. - - - Determines whether this gamer is logged in as a guest profile. - true if this gamer is logged in as a guest profile; false otherwise. - - - Determines if the player is the host of the multiplayer session. - true if the player is the host; false otherwise. - - - Determines if the player is playing on a local machine. - true if the player is local; false otherwise. - - - Determines if the player is muted by one or more local users. - true if the player is muted by one or more players in the session; false otherwise. - - - Determines if the player occupies a reserved private session slot. - true if the player occupies a reserved private session slot; false otherwise. - - - Determines whether the gamer is ready to leave the lobby screen and begin gameplay. Reference page contains links to related code samples. - true if the gamer is ready to start playing; false otherwise. - - - Determines whether the gamer is currently sending voice data. - true if the gamer is sending voice data; false otherwise. - - - - Gets an object representing the physical gaming machine this NetworkGamer is playing on. - - - An object representing the physical gaming machine this NetworkGamer is playing on. - - - - Gets an estimate of the network latency involved in sending a packet round trip from the local machine to this gamer and back again. - An estimate of the network latency involved in sending a packet round trip from the local machine to this gamer and back again. - - - Gets the multiplayer session of the gamer. - Session that contains the gamer. - - - - Represents a player in a network session. - - - - Forcibly removes this machine from the session. - - - Gets a collection of all the gamers who are playing on this machine. - A collection of all the gamers who are playing on this machine. - - - - Represents a physical machine (such as single Xbox 360 console or Windows-based computer) that is participating in a multiplayer session. It can be used to detect when more than one NetworkGamer is playing on the same actual machine. - - - - Constructs an exception with the specified error message and inner exception. - Error message to associate with this exception. - Inner exception. - - - Constructs an exception with the specified error message. - Error message to associate with this exception. - - - Constructs an exception from the specified streaming context. - Serialization information. - Streaming context. - - - Constructs an empty exception. - - - Exception thrown if no network is available. - - - Occurs when the game moves from gameplay to the lobby. Reference page contains links to related code samples. - - - - Occurs when a new player joins a multiplayer session. - Reference page contains links to related code samples. - - - Occurs when a player leaves the multiplayer session. Reference page contains links to related code samples. - - - Occurs when the game moves from the lobby into actual gameplay. Reference page contains links to related code samples. - - - - Occurs when the session host has changed. - - - - Event that occurs when a user has accepted an invite to join a network session. - - - Occurs when the multiplayer session ends. Reference page contains links to related code samples. - - - Maximum number of gamers supported in a session. - - - Adds the specified local gamer profile to the network session. - The gamer to add to the network session - - - Starts hosting a new multiplayer session. - - Type of session being created. - Collection of local gamers to participate in the network session. The first gamer in the collection becomes the host, and the others are added to the session. - Maximum number of players allowed in this network session. For Windows- or Xbox 360-based games, this value must be between 2 and 31; 31 is the maximum number of players supported in a session. For Zune-based games, this value must be between 2 and 8; 8 is the maximum number of players supported in the session. - Number of reserved private session slots created for the session. This value must be less than maximumGamers. - Properties of the session being created. - The method to be called once the asynchronous operation has finished. - State of the asynchronous operation. - An System.IAsyncResult used to track the progress of the method. - - - Starts hosting a new multiplayer session. - - Type of session being created. - Maximum number of local players on the same gaming machine in this network session. - Maximum number of players allowed in this network session. For Windows- or Xbox 360-based games, this value must be between 2 and 31; 31 is the maximum number of players supported in a session. For Zune-based games, this value must be between 2 and 8; 8 is the maximum number of players supported in the session. - The method to be called once the asynchronous operation has finished. - State of the asynchronous operation. - An System.IAsyncResult used to track the progress of the method. - - - - Starts hosting a new multiplayer session. - - Type of session being created. - Maximum number of local players on the same gaming machine in this network session. - Maximum number of players allowed in this network session. For Windows- or Xbox 360-based games, this value must be between 2 and 31; 31 is the maximum number of players supported in a session. For Zune-based games, this value must be between 2 and 8; 8 is the maximum number of players supported in the session. - Number of reserved private session slots created for the session. This value must be less than maximumGamers. - Properties of the session being created. - The method to be called once the asynchronous operation has finished. - State of the asynchronous operation. - An System.IAsyncResult used to track the progress of the method. Call EndCreate to access these results. - - - Starts a matchmaking query to search for available multiplayer sessions, specifying a collection of local gamers to add to the network session. - Type of session sought. - Collection of local gamers to participate in the network session. The first gamer in the collection becomes the host, and the others are added to the session. - Optional session properties to match during the search. If this argument is null, the query results will not be filtered based on the session properties of available sessions. If any of the search property values in searchProperties are specified, only sessions with matching properties will be returned by the query. null items in the searchProperties collection will match to any value for that session property. - Method to be called once the asynchronous operation has finished. - State of the asynchronous operation. - - An System.IAsyncResult used to track the progress of the method. - - - - Starts a matchmaking query to search for available multiplayer sessions. - Type of session sought. - Maximum number of local players on the same gaming machine in this network session. - Optional session properties to match during the search. If this argument is null, the query results will not be filtered based on the session properties of available sessions. If any of the search property values in searchProperties are specified, only sessions with matching properties will be returned by the query. null items in the searchProperties collection will match to any value for that session property. - Method to be called once the asynchronous operation has finished. - State of the asynchronous operation. - An System.IAsyncResult used to track the progress of the method. - - - - Starts joining an existing network session in response to an NetworkSession.InviteAccepted notification event with the specified collection of local gamers. - Collection of local gamers to participate in the network session. The first gamer in the collection becomes the host, and the others are added to the session. - Method to be called at the conclusion of the asynchronous operation. - State of the asynchronous operation. - An System.IAsyncResult used to track the progress of the method. - - - - Starts joining an existing network session in response to an NetworkSession.InviteAccepted notification event. - - Maximum number of local players on the same gaming machine in this network session. - Method to be called at the conclusion of the asynchronous operation. - State of the asynchronous operation. - An System.IAsyncResult used to track the progress of the method. - - - Starts a join operation for the specified multiplayer session. - Session the gamer is attempting to join. - The method to be called once the asynchronous operation has finished. - State of the asynchronous operation. - An System.IAsyncResult used to track the progress of the method. Call EndJoin to access these results. - - - Starts hosting a new multiplayer session. - Type of session being hosted. - Collection of local gamers to participate in the network session. The first gamer in the collection becomes the host, and the others are added to the session. - Maximum number of players allowed in this network session. For Windows- or Xbox 360-based games, this value must be between 2 and 31; 31 is the maximum number of players supported in a session. For Zune-based games, this value must be between 2 and 8; 8 is the maximum number of players supported in the session. - Number of reserved private session slots created for the session. This value must be less than maxGamers. - Properties of the session being created. - The newly hosted session. - - - Starts hosting a new multiplayer session. - Type of session being hosted. - Maximum number of local players on the same gaming machine in this network session. - Maximum number of players allowed in this network session. For Windows- or Xbox 360-based games, this value must be between 2 and 31; 31 is the maximum number of players supported in a session. For Zune-based games, this value must be between 2 and 8; 8 is the maximum number of players supported in the session. - The newly hosted session. - - - Starts hosting a new multiplayer session. - Type of session being hosted. - Maximum number of local players on the same gaming machine in this network session. - Maximum number of players allowed in this network session. For Windows- or Xbox 360-based games, this value must be between 2 and 31; 31 is the maximum number of players supported in a session. For Zune-based games, this value must be between 2 and 8; 8 is the maximum number of players supported in the session. - Number of reserved private session slots created for the session. This value must be less than maxGamers. - Properties of the session being created. - The newly hosted session. - - - Ends the current multiplayer session. - - - Gets the result from a BeginCreate asynchronous call. - An System.IAsyncResult used to track the progress of the operation. - The session being created. - - - Gets the result from a NetworkSession.BeginFind asynchronous call. - An System.IAsyncResult used to track the progress of the operation. - Collection of sessions matching the search criteria. - - - Changes the session state from NetworkSessionState.Playing to NetworkSessionState.Lobby. - - - Gets the result from a NetworkSession.BeginJoinInvited asynchronous call. - An System.IAsyncResult used to track the progress of the operation. - The session being joined by the gamer. - - - Gets the result from a NetworkSession.BeginJoin asynchronous call. - An System.IAsyncResult used to track the progress of the operation. - The session being joined by the gamer. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Looks up the network gamer with the specified ID. - Identifier specifying the network gamer for which to search. - Network gamer matching the requested ID, or null if no matching gamer was found. - - - Issues a matchmaking query, searching for available multiplayer sessions. Reference page contains links to related code samples. - Type of session sought. - Collection of local gamers to participate in the network session. The first gamer in the collection becomes the host, and the others are added to the session. - Optional session properties to match during the search. If this argument is null, the query results will not be filtered based on the session properties of available sessions. If any of the search property values in searchProperties are specified, only sessions with matching properties will be returned by the query. null items in the searchProperties collection will match to any value for that session property. - Collection of available network multiplayer sessions. - - - Issues a matchmaking query, searching for available multiplayer sessions. Reference page contains links to related code samples. - Type of session sought. - Maximum number of local players on the same gaming machine in this network session. - Optional session properties to match during the search. If this argument is null, the query results will not be filtered based on the session properties of available sessions. If any of the search property values in searchProperties are specified, only sessions with matching properties will be returned by the query. null items in the searchProperties collection will match to any value for that session property. - Collection of available network multiplayer sessions. - - - - Joins an existing network session in response to an NetworkSession.InviteAccepted notification event. - - Collection of local gamers to participate in the network session. The first gamer in the collection becomes the host, and the others are added to the session. - The network session. - - - - Joins an existing network session in response to an NetworkSession.InviteAccepted notification event. - - Maximum number of local players on the same gaming machine in this network session. - The network session. - - - Joins an existing multiplayer session. Reference page contains links to related code samples. - An existing multiplayer session. - Session joined by the gamer. - - - Resets the NetworkGamer.IsReady property of all session gamers. - - - Changes the session state from NetworkSessionState.Lobby to NetworkSessionState.Playing. - - - Updates the state of the multiplayer session. - - - - Gets the collection of gamers currently in the session. - Collection of gamers in the session. - - - - Gets or sets whether host migration is allowed. This can be read by any machine in the session, but can only be changed by the host. The default value is false indicating that host migration is disabled. - Reference page contains links to related conceptual articles. - true to enable host migration; false to disable host migration. The default value is false. - - - - - Gets or sets whether join-in-progress is allowed. If the host enables this setting, new machines will be able to join at any time. The default value is false, indicating that join-in-progress is disabled. Microsoft.Xna.Framework.Net.NetworkSession.AllowJoinInProgress can be read by any machine in the session, but can only be changed by the host. - Reference page contains links to related code samples. - true to enable join-in-progress, false otherwise. The default value is false. - - - - Gets a performance counter recording the amount of data being received from the network. - - A performance counter recording the amount of data being received from the network. - - - Gets a performance counter recording the amount of data being sent over the network. - - A performance counter recording the amount of data being sent over the network. - - - Gets the current host of the multiplayer session. - The gamer currently hosting the session. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Determines whether all gamers are ready to enter the session. Reference page contains links to related code samples. - true if all gamers are ready to leave the lobby screen and begin gameplay. This state is indicated by a setting of true for the NetworkGamer.IsReady property. - - - Determines whether this machine is the session host. - true if this machine is the session host; false otherwise. - - - Get the collection of local gamers for a multiplayer session. - Collection of local gamers of a network session. For a complete collection of gamers, access the AllGamers property. - - - Gets or sets the maximum number of players able to join this multiplayer session. - Maximum number of players supported by the multiplayer session. Only the host can modify this value. - - - Gets or sets the number of private slots reserved for gamers who join using an invitation. - Number of private slots. - - - Gets the collection of remote gamers for a multiplayer session. - Collection of remote gamers of a network session. For a complete collection of gamers, access the AllGamers property. - - - Gets any custom properties that have been attached to the session. - Any custom properties that have been attached to the session. - - - Gets the current state of a multiplayer session. - Current state of the session. - - - Gets the current multiplayer session type. - The type of the multiplayer session. - - - Gets or sets the amount of simulated network latency. - The amount of simulated network latency, in milliseconds. The default value is 0. - - - Gets or sets the amount of simulated packet loss. - The amount of simulated packet loss, expressed as any fractional probability in the range 0 to 1, with 1 causing 100% packet loss. The default value is zero. - - - Represents a multiplayer game session. Reference page contains links to related code samples. - - - Creates an instance of NetworkSessionEndedEventArgs. - Reason for ending the session. - - - Gets the reason for ending a session. - Reason for ending the session. - - - Represents the arguments passed to a NetworkSession.SessionEnded event. These arguments are passed to event handlers when a session ends. - - - Creates an instance of Microsoft.Xna.Framework.Net.NetworkSessionJoinException(System.String,System.Exception) with the specified error message and inner exception. - A message that describes the error. - The inner exception related to this exception. - - - Creates an instance of Microsoft.Xna.Framework.Net.NetworkSessionJoinException(System.String) with the specified error message. - A message that describes the error. - - - Creates an instance of Microsoft.Xna.Framework.Net.NetworkSessionJoinException(System.String,Microsoft.Xna.Framework.Net.NetworkSessionJoinError) with the specified error and additional information on the exception. - A message that describes the error. - Reason for the exception. - - - Creates an instance of Microsoft.Xna.Framework.Net.NetworkSessionJoinException(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext) with the specified streaming context. - Describes information related to the session being joined when the exception occurred. - Describes the stream where the exception occurred. - - - Creates an empty instance of Microsoft.Xna.Framework.Net.NetworkSessionJoinException. - - - When overridden in a derived class, returns information about the exception. - Information necessary for serialization and deserialization of the session item. - Information necessary for the source and destination of a given serialized stream. Also provides an additional caller-defined context. - - - Gets or sets a more detailed description of the session join failure. - Contains information about the session join failure. - - - Thrown if an error was encountered while joining a session. - - - Creates an empty instance of Microsoft.Xna.Framework.Net.NetworkSessionProperties. - - - The Microsoft.Xna.Framework.Net.NetworkSessionProperties.System.Collections.Generic.ICollection<System.Nullable<System.Int32>>.Add(System.Nullable{System.Int32}) interface method is not supported by NetworkSessionProperties. - The value to add. - - - - The Microsoft.Xna.Framework.Net.NetworkSessionProperties.System.Collections.Generic.ICollection<System.Nullable<System.Int32>>.Clear interface method is not supported by NetworkSessionProperties. - - - - Checks whether the collection contains the specified value. - The value to search for. - true if the collection contains the specified value; false otherwise. - - - - Copies the contents of the collection to an array. - The array to receive the contents of the collection. - Starting index for the copy operation. - - - Gets an enumerator for iterating over the custom property values. - An enumerator for iterating over the custom property values. - - - Gets an enumerator for iterating over the custom property values. - An enumerator for iterating over the custom property values. - - - - Gets the index of the specified value. - The value to search for. - The index of the specified value. - - - - The Microsoft.Xna.Framework.Net.NetworkSessionProperties.System.Collections.Generic.IList<System.Nullable<System.Int32>>.Insert(System.Int32,System.Nullable{System.Int32}) interface method is not supported by NetworkSessionProperties. - - Index for the insertion operation - Item to insert. - - - - The Microsoft.Xna.Framework.Net.NetworkSessionProperties.System.Collections.Generic.IList<System.Nullable<System.Int32>>.RemoveAt(System.Int32) interface method is not supported by NetworkSessionProperties. - - Index of the item to remove. - - - - The Microsoft.Xna.Framework.Net.NetworkSessionProperties.System.Collections.Generic.ICollection<System.Nullable<System.Int32>>.Remove(System.Nullable{System.Int32}) interface method is not supported by NetworkSessionProperties. - - The item to remove. - true if the item was removed successfully; false otherwise. - - - - Gets the number of custom session properties. - The number of custom session properties. - - - Gets a value indicating whether the collection is read-only. - true if the collection is read-only; false otherwise. - - - - Gets or sets a custom session property value at the specified index - Index of the item to retrieve. - The custom session property value. - - - Describes custom, game-specific information about a NetworkSession object. Reference page contains links to related code samples. - - - Initializes an empty instance of Microsoft.Xna.Framework.Net.PacketReader(System.Int32) with the specified options. - Initial capacity for a received network packet. - - - Initializes an empty instance of Microsoft.Xna.Framework.Net.PacketReader. - - - Reads a Color value. - Color data received from the network packet. - - - Reads an 8-byte floating point value. Reference page contains links to related code samples. - 8-byte floating point value from the received network packet. - - - Reads a Matrix value. Reference page contains links to related code samples. - Matrix data from the received network packet. - - - - Reads a Quaternion value. - Reference page contains links to related code samples. - Quaternion data from the received network packet. - - - Reads a 4-byte floating point value. Reference page contains links to related code samples. - Reads a 4-byte floating point value from the received network packet. - - - Reads a Vector2 value. Reference page contains links to related code samples. - Vector data from the received network packet. - - - Reads a Vector3 value. Reference page contains links to related code samples. - Vector data from the received network packet. - - - Reads a Vector3 value. Reference page contains links to related code samples. - Vector data from the received network packet. - - - Gets the length of the packet being read. - Length of the packet. - - - Gets or sets the current packet read position. - Current position of the packet. - - - Provides common functionality for efficiently reading incoming network packets. Reference page contains links to related code samples. - - - Initializes a new instance of Microsoft.Xna.Framework.Net.PacketWriter(System.Int32) with the specified capacity. - Capacity for the packet writer. - - - Initializes an empty instance of Microsoft.Xna.Framework.Net.PacketWriter. - - - - Writes a System.Single value to an outgoing network packet. - - Value to be written. - - - Writes a Framework.Graphics.Color value to an outgoing network packet. - Value to be written. - - - Writes a Vector2 value to an outgoing network packet. Reference page contains links to related code samples. - Value being written. - - - Writes a Vector4 value to an outgoing network packet. Reference page contains links to related code samples. - Value being written. - - - Writes a Quaternion value to an outgoing network packet. Reference page contains links to related code samples. - Value being written. - - - Writes a System.Double value to an outgoing network packet. - Value to be written. - - - Writes a Matrix value to an outgoing network packet. Reference page contains links to related code samples. - Value being written. - - - Writes a Vector3 value to an outgoing network packet. Reference page contains links to related code samples. - Value being written. - - - Gets the length of the packet being written. - Length of the packet. - - - Gets or sets the current packet write position. - Current position of the packet. - - - Provides common functionality for efficiently formatting outgoing network packets. Reference page contains links to related code samples. - - - - Gets the average (median) round trip time of all the network packets that were sent during the quality of service measurement process. - - - The average (median) round trip time of all the network packets that were sent during the quality of service measurement process. Will return zero if the query has not yet completed. You can check if the query is complete using QualityOfService.IsAvailable. - - - - - Gets an estimate of the available downstream network bandwidth from the session host to this machine, measured in bytes per second. - - - An estimate of the available downstream network bandwidth from the session host to this machine, measured in bytes per second. Will return zero if the query has not yet completed. You can check if the query is complete using QualityOfService.IsAvailable. - - - - - Gets an estimate of the available upstream network bandwidth from this machine to the session host, measured in bytes per second. - - An estimate of the available upstream network bandwidth from this machine to the session host, measured in bytes per second. Will return zero if the query has not yet completed. You can check if the query is complete using QualityOfService.IsAvailable. - - - - - Checks whether this quality of service operation has completed. - - true if quality of service data is available; false otherwise. - - - - - Gets the minimum round trip time of any network packet that was sent during the quality of service measurement process. - - - The minimum round trip time of any network packet that was sent during the quality of service measurement process. Will return zero if the query has not yet completed. You can check if the query is complete using QualityOfService.IsAvailable. - - - - - Describes the quality of the network connection between this machine and the host of a multiplayer session that was discovered with a matchmaking query. - - - - Defines the reason a session ended. - - - This client player has signed out of session. - - - The host left the session, removing all active players. - - - The host removed this client player from the session. - - - Network connectivity problems ended the session - - - Contains additional data about a NetworkSessionJoinException. - - - The session could not be found.Occurs if the session has ended after the matchmaking query but before the client joined, of if there is no network connectivity between the client and session host machines. - - - The session exists but is not joinable.Occurs if the session is in progress but does not allow gamers to join a session in progress. - - - The session exists but does not have any open slots for local signed-in gamers. - - - Defines the different states of a multiplayer session. - - - The local machine joins the session, waiting in the pregame lobby. The GameStarted event is raised when gameplay begins. - - - The local machine joins the session, currently in the middle of gameplay. The GameEnded event is raised when the session returns to the lobby. - - - The local machine has left the current session or the session has ended. The SessionEnded event is raised at this time. The event's arguments describe the reason for the session ending. - - - Defines the different types of a multiplayer session. Reference page contains links to related code samples. - - - Does not involve any networking traffic, but can be used for split-screen gaming on a single Xbox 360 console. Creating a local network session may also make it easier to share code between local and online game modes. - - - Connect multiple Xbox 360 consoles or computers over a local subnet. These machines do not require a connection to Xbox LIVE or any LIVE accounts. However, connection to machines on different subnets is not allowed.If you are a Creators Club developer testing your game, you can use this type to connect an Xbox 360 console to a computer. However, cross-platform networking is not supported in games distributed to non–Creators Club community players. - - - Uses the Xbox LIVE servers. This enables connection to other machines over the Internet. It requires a LIVE Silver Membership for Windows-based games or a LIVE Gold membership for Xbox 360 games. Games in development will also require an XNA Creators Club premium membership. While in trial mode, XNA Community games downloaded from Xbox LIVE Markeplace will not have access to LIVE matchmaking. - - - All session matches are ranked. This option is available only for commercial games that have passed Xbox LIVE certification. Due to the competitive nature of the gameplay, this session type does not support join-in-progress. - - - Defines options for network packet transmission. - - - Sends the data with no guarantees.Packets of this type may be delivered in any order, with occasional packet loss.This is the most efficient option in terms of network bandwidth and machine resource usage. However, it is recommended only in situations where your game can recover from occasional packet loss. - - - Sends the data with reliable delivery, but no special ordering.Packets of this type are resent until arrival at the destination. They may arrive out of order. - - - Sends the data with guaranteed ordering, but without reliable delivery.Occasionally, packets of this type are not delivered. However, any delivered packets always arrive in the order in which they are sent.Use this option in situations where the transmitted value changes constantly. Old versions never arrive after a more recent version. - - - Sends the data with reliability and arrival in the order originally sent.Packets of this type are resent until arrival and ordered internally. This means they arrive in the same order in which they were sent.In terms of network bandwidth usage, this is the strongest and most expensive option. Use this only when arrival and ordering are essential. Commonly, a game uses this option for a small percentage of packets. The majority of gameplay data is sent using None or Reliable. - - - Mark that this packet contains chat data, such as a player-to-player message string entered using the keyboard. To comply with international regulations, you must send such data without packet encryption. Therefore, you must use this flag to mark it. To maintain security, other game data should not use this flag. It is acceptable and efficient to mix encrypted and unencrypted data.If you send packets both with and without this flag within a single frame, both the encrypyted and unencrypted data streams will be merged into a single wire packet. This option can be combined with either or both of the Reliable and InOrder flags. When you request in-order delivery for chat packets, they will be ordered relative to other chat packets, but they may arrive out of order with respect to other non-chat data. - - - Initializes a new instance of the Alpha8 structure. - The initial value for the Alpha8 structure. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representaion from. - - - Expands the packed representation to a System.Single. - The expanded Alpha8. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing a single 8 bit normalized W value in the range of 0 to 1. - - - Initializes a new instance of the Bgr565 structure. - A vector containing the initial values for the components of the Bgr565 structure. - - - Initializes a new instance of the Bgr565 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector3. - The expanded vector. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing unsigned normalized values ranging from 0 to 1. The x and z components use 5 bits, and the y component uses 6 bits. - - - Initializes a new instance of the Bgra5551 structure. - A vector containing the initial values for the components of the Bgra5551 structure. - - - Initializes a new instance of the Bgra5551 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - Initial value for the w component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing unsigned normalized values, ranging from 0 to 1, using 5 bits each for x, y, and z, and 1 bit for w. - - - Initializes a new instance of the Byte4 structure. - A vector containing the initial values for the components of the Byte4 structure. - - - Initializes a new instance of the Byte4 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - Initial value for the w component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4 - The vector to create packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing four 8-bit unsigned integer values, ranging from 0 to 255. - - - Initializes a new instance of the HalfSingle structure. - The initial value of the HalfSingle structure. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - - The vector to create the packed representation from. - - - Expands the HalfSingle to a System.Single. - The expanded HalfSingle. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing a single 16 bit floating point value. - - - Initializes a new instance of the HalfVector2 structure. - A vector containing the initial values for the components of the HalfVector2 structure. - - - Initializes a new instance of the HalfVector2 structure. - Initial value for the x component. - Initial value for the y component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the HalfVector2 to a Vector2. - The expanded HalfVector2. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing two 16-bit floating-point values. - - - Initializes a new instance of the HalfVector4 structure. - A vector containing the initial values for the components of the HalfVector4 structure. - - - Initializes a new instance of the HalfVector4 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - Initial value for the w component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing four 16-bit floating-point values. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - - Interface that converts packed vector types to and from Framework.Vector4 values, - allowing multiple encodings to be manipulated in a generic way. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Converts packed vector types to and from Framework.Vector4 values. - - - Initializes a new instance of the Normalized101010 structure. - A vector containing the initial values for the components of the Normalized101010 structure. - - - Initializes a new instance of the Normalized101010 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector3. - The expanded vector. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing signed normalized values, - ranging from −1 to 1, using 10 bits each for x, y, and z, and 2 bits for w. - - - Initializes a new instance of the NormalizedByte2 structure. - A vector containing the initial values for the components of the NormalizedByte2 structure. - - - Initializes a new instance of the NormalizedByte2 class. - Initial value for the x component. - Initial value for the y component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation to a vector. - The expanded NormalizedByte2. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing two 8-bit signed normalized values, ranging from −1 to 1. - - - Initializes a new instance of the NormalizedByte4 structure. - A vector containing the initial values for the components of the NormalizedByte4 structure. - - - Initializes a new instance of the NormalizedByte4 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - Initial value for the w component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing four 8-bit signed normalized values, ranging from −1 to 1. - - - Initializes a new instance of the NormalizedShort2 structure. - A vector containing the initial values for the components of the NormalizedShort2 structure. - - - Initializes a new instance of the NormalizedShort2 class. - Initial value for the x component. - Initial value for the y component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation to a vector. - The expanded NormalizedShort2. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing two 16-bit signed normalized values, ranging from −1 to 1. - - - Initializes a new instance of the NormalizedShort4 structure. - A vector containing the initial values for the components of the NormalizedShort4 structure. - - - Initializes a new instance of the NormalizedShort4 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - Initial value for the w component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing four 16-bit signed normalized values, ranging from −1 to 1. - - - Initializes a new instance of the Rg32 structure. - The vector containing the initial values for the components of the Rg32 structure. - - - Initializes a new instance of the Rg32 structure. - Initial value for the x component. - Initial value for the y component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4 - The vector to create packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed vector representation into a Framework.Vector2. - The expanded vector. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing two 16-bit unsigned normalized values, ranging from 0 to 1. - - - Initializes a new instance of the Rgba1010102 structure. - A vector containing the initial values for the components of the Rgba1010102 structure. - - - Initializes a new instance of the Rgba1010102 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - Initial value for the w component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the left of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4 - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing unsigned normalized values, ranging from 0 to 1, using 10 bits each for x, y, and z, and 2 bits for w. - - - Initializes a new instance of the Rgba32 structure. - A vector containing the initial values for the components of the Rgba32 structure. - - - Initializes a new instance of the Rgba32 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - Initial value for the w component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing four 8-bit unsigned normalized values, ranging from 0 to 1. - - - Initializes a new instance of the Rgba64 structure. - A vector containing the initial values for the components of the Rgba64 structure. - - - Initializes a new instance of the Rgba64 structure. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - Initial value for the w component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing four 16-bit unsigned normalized values, ranging from 0 to 1. - - - Initializes a new instance of the Short2 structure. - A vector containing the initial values for the components of the Short2 structure. - - - Initializes a new instance of the Short2 class. - Initial value for the x component. - Initial value for the y component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation to a vector. - The expanded Short2. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing two 16-bit signed integer values. - - - Initializes a new instance of the Short4 structure. - A vector containing the initial values for the components of the Short4 structure. - - - Initializes a new instance of the Short4 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - Initial value for the w component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing four 16-bit signed integer values. - - - Initializes a new instance of the UInt101010 class. - A vector containing the initial values for the components of the UInt101010 structure. - - - Initializes a new instance of the UInt101010 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - - Expands the packed representation into a Framework.Vector3. - - The expanded vector. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing unsigned integer values, using 10 bits - each for x, y, and z (ranging from 0 to 1023), and 2 bits for w (ranging from 0 to 3). - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - - - Deletes the storage container. - - - Immediately releases the unmanaged resources used by this object. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Gets the file path to the location of the user's save game files. - The file path to the location of the user's save game files. - - - Gets the StorageDevice that holds the files in this container. - The StorageDevice that holds the files in this container. - - - Gets the file path to the location of the title storage space. - The title's install location based on the current platform. - - - Gets the name of the title. - The name of the title. - - - Represents a logical collection of storage files. Reference page contains links to related conceptual articles. - - - Opens a StorageContainer containing any files for the specified title. - The name of the XNA Framework title. - A StorageContainer containing any files for the title. - - - Gets the amount of free space on the device. - Free space on the device, in bytes. - - - Gets whether the device is connected. - true if the device is connected; false otherwise. - - - Gets the total amount of space on the device. - Total amount of space on the device, in bytes. - - - Represents a storage device for user data, such as a memory unit or hard drive. Reference page contains links to related conceptual articles. - - - Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If the innerException parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Initializes a new instance of this class during deserialization. - The information needed to serialize an object. - The source or destination for the serialization stream. - - - Initializes a new instance of this class. - - - The exception that is thrown when the requested StorageDevice is not connected. - - - \ No newline at end of file diff --git a/OpenC1_XNA3/bin/x86/Debug/Microsoft.Xna.Framework.dll b/OpenC1_XNA3/bin/x86/Debug/Microsoft.Xna.Framework.dll deleted file mode 100644 index 9eb7f483..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/Microsoft.Xna.Framework.dll and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/Microsoft.Xna.Framework.xml b/OpenC1_XNA3/bin/x86/Debug/Microsoft.Xna.Framework.xml deleted file mode 100644 index 8285d155..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/Microsoft.Xna.Framework.xml +++ /dev/null @@ -1,24547 +0,0 @@ - - - - - - - - Determines whether the specified AudioCategory instances are equal. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are equal; false otherwise. - - - Determines whether the specified System.Object is equal to this AudioCategory. - System.Object to compare with this instance. - true if the objects are equal; false otherwise. - - - Determines whether the specified AudioCategory is equal to this AudioCategory. - AudioCategory to compare with this instance. - true if the objects are equal; false otherwise. - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether the specified AudioCategory instances are not equal. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are not equal; false otherwise. - - - Pauses all sounds associated with this category. - - - Resumes all paused sounds associated with this category. - - - Sets the volume of all sounds associated with this category. Reference page contains links to related code samples. - Volume amplitude multiplier. volume is normally between 0.0 (silence) and 1.0 (full volume), but can range from 0.0f to float.MaxValue.Volume levels map to decibels (dB) as shown in the following table.VolumeDescription0.0f-96 dB (silence)1.0f +0 dB (full volume as authored)2.0f +6 dB (6 dB greater than authored) - - - Stops all sounds associated with this category. - Enumerated value specifying how the sounds should be stopped. - - - Returns a System.String representation of this AudioCategory. - System.String representation of this object. - - - Specifies the friendly name of this category. - Friendly name of this category. - - - Represents a particular category of sounds. Reference page contains links to related code samples. - - - Initializes a new instance of this class. - - - Gets or sets a scalar applied to the level of Doppler effect calculated between this and any AudioListener. - The Doppler scale value. - - - Gets or sets the forward orientation vector for this emitter. - The forward orientation vector. - - - Gets or sets the position of this emitter. - The position vector. - - - Gets or sets the upward orientation vector for this emitter. - The upward orientation vector. - - - Gets or sets the velocity vector of this emitter. - The velocity vector. - - - Represents a 3D audio emitter. This object, used in combination with an Framework.Audio.AudioListener and the Cue.Apply3D method, can simulate 3D audio effects for a given Framework.Audio.Cue. Reference page contains links to related code samples. - - - Initializes a new instance of this class, using a path to an XACT global settings file. - Path to a global settings file. - - - Initializes a new instance of this class, using a settings file, a specific audio renderer, and a specific speaker configuration. - Path to a global settings file. - Interactive audio and branch event look-ahead time, in milliseconds. - ID that specifies the audio renderer to use. - - - - Occurs when AudioEngine.Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR). - - - - Specifies the current content version. - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Gets an audio category. Reference page contains links to related code samples. - Friendly name of the category to get. - Audio category. - - - Gets the value of a global variable. Reference page contains links to related conceptual articles. - Friendly name of the variable. - Value of the variable. - - - Sets the value of a global variable. - Value of the global variable. - Friendly name of the global variable. - - - Performs periodic work required by the audio engine. Reference page contains links to related code samples. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Gets a collection of audio renderers. - Collection of audio renderers. - - - Represents the audio engine. Applications use the methods of the audio engine to instantiate and manipulate core audio objects. - Reference page contains links to related code samples. - - - Initializes a new instance of this class. - - - Gets or sets the forward orientation vector for this listener. - The forward orientation vector. - - - Gets or sets the position of this listener. - The position vector. - - - Gets or sets the upward orientation vector for this listener. - The upward orientation vector. - - - Gets or sets the velocity vector of this listener. - The velocity vector. - - - - Represents a 3D audio listener. This object, used in combination with an Framework.Audio.AudioEmitter and the Cue.Apply3D method, can simulate 3D audio effects for a given Framework.Audio.Cue. - Reference page contains links to related code samples. - - - - Occurs when Cue.Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR). - - - - Calculates the 3D audio values between an AudioEmitter and an AudioListener object, and applies the resulting values to this Cue. Reference page contains code sample. - The listener to calculate. - The emitter to calculate. - - - Immediately releases the unmanaged resources used by this object. - - - - Releases unmanaged resources and performs other cleanup operations before garbage collection reclaims the . - - - - Gets a cue-instance variable value based on its friendly name. - Friendly name of the variable. - Value of the variable. - - - Pauses playback. Reference page contains links to related code samples. - - - Requests playback of a prepared or preparing Cue. Reference page contains links to related code samples. - - - Resumes playback of a paused Cue. Reference page contains links to related code samples. - - - Sets the value of a cue-instance variable based on its friendly name. - Friendly name of the variable to set. - Value to assign to the variable. - - - Stops playback of a Cue. Reference page contains links to related code samples. - Enumerated value specifying how the sound should stop. If set to None, the sound will play any release phase or transition specified in the audio designer. If set to Immediate, the sound will stop immediately, ignoring any release phases or transitions. - - - Returns whether the cue has been created. - true if the cue is created; false otherwise. - - - Gets a value indicating whether the object has been disposed. - true if the object has been disposed; false otherwise. - - - Returns whether the cue is currently paused. - true if the cue is paused; false otherwise. - - - Returns whether the cue is playing. - true if the cue is playing; false otherwise. - - - Returns whether the cue is prepared to play. - true if the cue is prepared to play; false otherwise. - - - Returns whether the cue is preparing to play. - true if the cue is preparing to play; false otherwise. - - - Returns whether the cue is currently stopped. - true if the cue is stopped; false if otherwise. - - - Returns whether the cue is stopping playback. - true if the cue is stopping; false if otherwise. - - - Returns the friendly name of the cue. - Friendly name of the cue. - - - Defines methods for managing the playback of sounds. Reference page contains links to related code samples. - - - Initializes a new instance of the InstancePlayLimitException class with a specified error message and a reference to the inner exception that is the cause of this exception. - Error message that explains the reason for the exception. - System.Exception that is the cause of the current exception. If innerException is not null, the current exception is raised in a catch block that handles the inner exception. - - - Initializes a new instance of the InstancePlayLimitException class with a specified error message. - A System.String that describes the error. The content of message is intended to be understood by humans. The caller of this constructor is required to ensure that this string has been localized for the current system culture. - - - Initializes a new instance of the InstancePlayLimitException class. - - - The exception that is thrown when there is an attempt to play more than 16 SoundEffectInstance sounds concurrently. - - - Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Initializes a new instance of this class. - - - The exception that is thrown when no audio hardware is present, or when audio hardware is installed but device drivers for the audio hardware are not present or enabled. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object to compare to this object. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the human-readable name for the renderer. - The name of the renderer. - - - Specifies the GUID that identifies the renderer. - GUID of the renderer. If this value is null, the default audio output device is used.On Xbox 360, this property is unused and ignored. - - - Represents an audio renderer, which is a device that can render audio to a user. - - - Initializes a new instance of this class using a sound bank from file. - Audio engine that will be associated with this sound bank. - Path to the sound bank file. - - - - Occurs when SoundBank.Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR). - - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Gets a cue from the sound bank. Reference page contains links to related code samples. - Friendly name of the cue to get. - Cue object. - - - Plays a cue using 3D positional information specified in an AudioListener and AudioEmitter. Reference page contains links to related conceptual articles. - Name of the cue to play. - AudioListener that specifies listener 3D audio information. - AudioEmitter that specifies emitter 3D audio information. - - - Plays a cue. Reference page contains links to related code samples. - Name of the cue to play. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Returns whether the sound bank is currently in use. - true if the sound bank is in use; false otherwise. - - - Represents a sound bank, which is a collection of cues. Reference page contains links to related code samples. - - - Releases the resources used by the SoundEffect. - - - Releases unmanaged resources and performs other cleanup operations before the SoundEffect is reclaimed by garbage collection. - - - Returns a playing SoundEffectInstance at the specified position with the default volume and pitch. - Listener position. - Position of the emitter. - A playing SoundEffectInstance at the specified position with the default volume and pitch. - - - Returns a playing SoundEffectInstance at the specified positions using the specified values for volume, pitch, and looping. - Positions of each listener. - Position of the emitter. - Volume to use when begining playback. Ranging from 0.0f (silence) to 1.0f (full volume). 1.0f is full volume relative to SoundEffect.MasterVolume. - Pitch adjustment, ranging from -1.0f (down one octave) to 1.0f (up one octave). 0.0f is unity (normal) pitch. - Whether to loop the sound indefinitely, until stopped by the application. Specify true to continuously loop the sound's loop region, or false to play the entire sound just once. - A playing SoundEffectInstance at the specified positions using the specified values for volume, pitch, and looping. - - - - Returns a playing SoundEffectInstance at the specified position using the specified values for volume, pitch, and looping. - - Listener position. - Position of the emitter. - Volume to use when begining playback. Ranging from 0.0f (silence) to 1.0f (full volume). 1.0f is full volume relative to SoundEffect.MasterVolume. - Pitch adjustment, ranging from -1.0f (down one octave) to 1.0f (up one octave). 0.0f is unity (normal) pitch. - Whether to loop the sound indefinitely, until stopped by the application. Specify true to continuously loop the sound's loop region, or false to play the entire sound just once. - - A playing SoundEffectInstance at the specified position using the specified values for volume, pitch, and looping. - - - - Creates a new SoundEffectInstance and plays it using the specified volume, pitch, panning, and loop control. - Volume, ranging from 0.0f (silence) to 1.0f (full volume). 1.0f is full volume relative to SoundEffect.MasterVolume. - Pitch adjustment, ranging from -1.0f (down one octave) to 1.0f (up one octave). 0.0f is unity (normal) pitch. - Panning, ranging from -1.0f (full left) to 1.0f (full right). 0.0f is centered. - Whether to loop the sound indefinitely, until stopped by the application. Specify true to continuously loop the sound's loop region, or false to play the entire sound just once. - A new, playing, SoundEffectInstance. - - - Creates a new SoundEffectInstance and plays it at the specified volume. - Volume, ranging from 0.0f (silence) to 1.0f (full volume). 1.0f is full volume relative to SoundEffect.MasterVolume. - A new, playing, SoundEffectInstance. - - - Creates a new SoundEffectInstance and plays it. - A new, playing, SoundEffectInstance. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - Gets or sets a value that adjusts the effect of distance calculations on the sound (emitter). - A value that adjustments the effect of Distance and Doppler calculations on the sound (emitter). - - - - Gets or sets a value that adjusts the effect of doppler calculations on the sound (emitter). - - A value that adjusts the effect of doppler calculations on the sound (emitter). - - - Gets or sets the duration of the SoundEffect. - System.TimeSpan that is the duration of the . - - - Gets or sets the master volume that affects all SoundEffectInstance sounds. - Volume, ranging from 0.0f (silence) to 1.0f (current device volume). 1.0f is full volume relative to the current device volume. - - - Gets or sets the asset name of the SoundEffect. - Asset name of the . - - - Returns the speed of sound: 343.5 meters per second. - The speed of sound: 343.5 meters per second. - - - Provides a loaded sound resource. - - - Applys 3D positioning to the sound using a single listener. - Position of the listener. - Position of the emitter. - - - Applys 3D position to the sound using multiple listeners. - Positions of each listener. - Position of the emitter. - - - Releases the resources used by the Microsoft.Xna.Framework.Audio.SoundEffectInstance.Dispose. - - - Releases unmanaged resources and performs other cleanup operations before the SoundEffectInstance is reclaimed by garbage collection. - - - Pauses a SoundEffectInstance. - - - Plays or resumes a SoundEffectInstance. - - - Resumes playback for a SoundEffectInstance. - - - Stops playing a SoundEffectInstance, either immediately or as authored. - Whether to stop playing immediately, or to break out of the loop region and play the release. Specify true to stop playing immediately, or false to break out of the loop region and play the release phase (the remainder of the sound). - - - Immediately stops playing a SoundEffectInstance. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - Gets a value that indicates whether looping is enabled for the SoundEffectInstance. - true if the SoundEffectInstance was played with looping enabled; false otherwise. - - - Gets or sets the panning for the SoundEffectInstance. - Panning, ranging from -1.0f (full left) to 1.0f (full right). 0.0f is centered. - - - Gets or sets the pitch adjustment for the SoundEffectInstance. - Pitch adjustment, ranging from -1.0f (down one octave) to 1.0f (up one octave). 0.0f is unity (normal) pitch. - - - Gets the current state (playing, paused, or stopped) of the SoundEffectInstance. - SoundState that represents the current state of the SoundEffectInstance. - - - Gets or sets the volume of the SoundEffectInstance. - Volume, ranging from 0.0f (silence) to 1.0f (full volume). 1.0f is full volume relative to SoundEffect.MasterVolume. - - - Provides a single playing, paused, or stopped instance of a SoundEffect sound. - - - Initializes a new, in-memory instance of this class using a specified AudioEngine and path to a wave bank file. - Instance of an AudioEngine to associate this wave bank with. - Path to the wave bank file to load. - - - Initializes a new, streaming instance of this class, using a provided AudioEngine and streaming wave bank parameters. - Instance of an AudioEngine to associate this wave bank with. - Path to the wave bank file to stream from. - Offset within the wave bank data file. This offset must be DVD sector aligned. - Stream packet size, in sectors, to use for each stream. The minimum value is 2. - - - - Occurs when WaveBank.Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR). - - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Returns whether the wave bank is currently in use. - true if the wave bank is in use; false otherwise. - - - Returns whether the wave bank is prepared to play. - true if the wave bank is prepared; false otherwise. - - - Represents a wave bank, which is a collection of wave files. Reference page contains links to related code samples. - - - Type of the audio file. - - - The MP3 format - - - The WAV format - - - The WMA format - - - Controls how Cue objects should stop when Cue.Stop is called. - - - Indicates the cue should stop normally, playing any release phase or transition specified in the content. - - - Indicates the cue should stop immediately, ignoring any release phase or transition specified in the content. - - - Target formats supported for audio source conversions. - - - A PCM encoding technique using 4 bits - - - 8/16-bit mono/stereo PCM audio 8KHz-48KHz - - - Windows Media CBR formats (64 kbps, 128 kbps, 192 kbps) - - - The Xbox compression format - - - Compression quality of the audio content. - - - High compression yielding lower file size, but could compromise audio quality - - - Moderate compression resulting in a compromise between audio quality and file size - - - Lowest compression, but the best audio quality - - - Current state (playing, paused, or stopped) of a SoundEffectInstance. - - - The SoundEffectInstance is paused. - - - The SoundEffectInstance is playing. - - - The SoundEffectInstance is stopped. - - - Creates a new instance of ContentLoadException. - A message that describes the error. - The exception that is the cause of the current exception. If the innerException parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - - Creates a new instance of ContentLoadException. - - A message that describes the error. - - - - Creates a new instance of ContentLoadException. - - - - - Creates a new instance of ContentLoadException. - - Describes the value types that were being loaded when the exception occurred. - Describes the stream where the exception occurred. - - - Exception used to report errors from the ContentManager.Load method. - - - - Initializes a new instance of ContentManager. - Reference page contains code sample. - The service provider that the ContentManager should use to locate services. - - - - Initializes a new instance of ContentManager. - Reference page contains code sample. - The service provider the ContentManager should use to locate services. - The root directory to search for content. - - - - Releases the unmanaged resources used by the ContentManager and optionally releases the managed resources. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - - Releases all resources used by the ContentManager class. - - - - Loads an asset that has been processed by the Content Pipeline. Reference page contains code sample. - Asset name, relative to the loader root directory, and not including the .xnb file extension. - The loaded asset. Repeated calls to load the same asset will return the same object instance. - - - - Opens a stream for reading the specified asset. Derived classes can replace this to implement pack files or asset compression. - - The name of the asset being read. - The opened stream. - - - Low-level worker method that reads asset data. - The name of the asset to be loaded from disk. - Delegate function for handling the disposition of assets. - If recordDisposableObject is null, the default lifespan tracking and - management is used, so unloading or disposing of the content manager frees everything that has been - loaded through it. If recordDisposableObject - specifies a valid delegate, that delegate is used instead of the default lifespan tracking - and is called every time the loader encounters a type that implements System.IDisposable. - You must use your own code to unload assets loaded in this fashion, since ContentManager's - ContentManager.Unload method will not be aware of them. - Returns the loaded asset. - - - Disposes all data that was loaded by this ContentManager. - - - Gets or sets the root directory associated with this ContentManager. - The root directory associated with this ContentManager. - - - Gets the service provider associated with the ContentManager. - - The service provider associated with the ContentManager. - - - - - The ContentManager is the run-time component which loads managed - objects from the binary files produced by the design time content pipeline. - It also manages the lifespan of the loaded objects, disposing the content - manager will also dispose any assets which are themselves System.IDisposable. - - - - Reads a Framework.Graphics.Color value from the currently open stream. - - The Framework.Graphics.Color value that was read. - - - - Reads a double value from the currently open stream. - - The double value that was read. - - - - Reads a link to an external file. - The asset stored in the external file. - - - Reads a Framework.Matrix value from the currently open stream. - The Framework.Matrix - that was read. - - - Reads a single managed object from the current stream. Can be called recursively. - An existing object to write into. - The object that was read. - - - Reads a single managed object from the current stream. Can be called recursively. - The ContentTypeReader to use to read the object. - An existing object to write into. - The object that was read. - - - Reads a single managed object from the current stream. Can be called recursively. - The object that was read. - - - Reads a single managed object from the current stream. Can be called recursively. - The ContentTypeReader to use to read the object. - The object that was read. - - - - Reads a Framework.Quaternion value from the current stream. - - The Framework.Quaternion - that was read. - - - - Reads a single managed object from the current stream as an instance of the specified type. - If you specify a base class of the actual object type, the method reads data only from the base type. - - An existing object to write into. - The object that was read. - - - - Reads a single managed object from the current stream as an instance of the specified type. - If you specify a base class of the actual object type, this method reads data only from the base type. - - The ContentTypeReader to use to read the object. - An existing object to write into. - The object that was read. - - - - Reads a single managed object from the current stream as an instance of the specified type. - If you specify a base class of the actual object type, this method reads data only from the base type. - - The object that was read. - - - - Reads a single managed object from the current stream as an instance of the specified type. - If a base class of the actual object type is specified only data from the base type will be read. - - The ContentTypeReader to use to read the object. - The object that was read. - - - Reads a shared resource ID, and records it for subsequent fix-up. - The fix-up action to perform. - - - Reads a float value from the currently open stream. - - The float value that was read. - - - - - Reads a Framework.Vector2 value from the current stream. - - - The Framework.Vector2 that was read. - - - - - Reads a Framework.Vector3 value from the current stream. - - - The Framework.Vector3 that was read. - - - - - Reads a Framework.Vector4 value from the current stream. - - - The Framework.Vector4 that was read. - - - - Gets the name of the asset currently being read by this ContentReader. - Name of the asset currently being read by this ContentReader. - - - Gets the ContentManager associated with the ContentReader. - - The ContentManager associated with the ContentReader. - - - - - A worker object that implements most of ContentManager.Load. A new - ContentReader is constructed for each asset loaded. - - - - - Creates a new instance of ContentSerializerAttribute. - Reference page contains code sample. - - - Creates a copy of the ContentSerializerAttribute. - The copy. - - - Get or set a value indicating whether this member can have a null value (default=true). Reference page contains code sample. - Value indicating whether this member can have a null value. - - - Gets or sets the XML element name for each item in a collection (default = "Item"). - Reference page contains code sample. - The XML element name for each item in the collection. - - - Gets or sets the XML element name (default=name of the managed type member). Reference page contains code sample. - The XML element name. - - - - Gets or sets a value idicating whether to write member contents directly into the current XML context - rather than wrapping the member in a new XML element (default=false). - Reference page contains code sample. - - Value idicating whether to write member contents directly into the current XML context - rather than wrapping the member in a new XML element. - - - - Indicates whether an explicit CollectionItemName string is being used or the default value. Reference page contains code sample. - true if an explicit CollectionItemName string is being used; false otherwise. - - - - - Indicates whether to write this element if the member is null and skip past it if not found when deserializing XML (default=false). - Reference page contains code sample. - true if the member should be skipped when null. - - - - - Indicates whether this member is referenced from multiple parents and should be serialized as a unique ID reference (default=false). - Reference page contains code sample. - true if this member is referenced from multiple parents; false otherwise. - - - - A custom System.Attribute that marks a field or property to control how it is serialized or to indicate that protected or private data should be included in serialization. - - - - Creates a new instance of ContentSerializerCollectionItemNameAttribute. Reference page contains code sample. - The name for each item in the collection. - - - Gets the name that will be used for each item in the collection. - The name used for each item in the collection. - - - - A custom System.Attribute that marks a collection class to specify the XML element name for each item in the collection. - - - Creates a new instance of ContentSerializerIgnoreAttribute. Reference page contains code sample. - - - - A custom System.Attribute that marks public fields or properties to prevent them from being serialized. - - - Creates a new instance of ContentTypeReader. - The type handled by this reader component. - - - Retrieves and caches nested type readers. Called by the framework at creation time. - The content manager. - - - Reads a strongly typed object from the current stream. - The ContentReader used to read the object. - The object receiving the data, or null if a new instance of the object should be created. - The object that was read. - - - Gets the type handled by this reader component. - The type handled by this reader component. - - - Gets a format version number for this type. - The version number for this type. - - - Worker for reading a specific managed type from a binary format. - - - Looks up a reader for the specified type. - The type the reader will handle. - - The created ContentTypeReader. - - - - A manager that constructs and keeps track of type reader objects. - - - Creates a new instance of ContentTypeReader`1. - - - Reads a strongly typed object from the current stream. - The ContentReader used to read the object. - An existing object to read into. - The type of object to read. - - - Reads an object from the current stream. - The ContentReader used to read the object. - An existing object to read into. - The object that was read. - - - Worker for reading a specific managed type from a binary format. Derive from this class to add new data types to the content pipeline system. - - - Creates a new instance of ResourceContentManager. - The service provider the ContentManager should use to locate services. - The resource manager for the ResourceContentManager to read from. - - - Opens a stream for reading the specified resource. Derived classes can replace this to implement pack files or asset compression. - The name of the asset being read. - The opened stream. - - - - Subclass of ContentManager which is specialized to read from .resx resource - files, rather than directly from individual files on disk. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Audio.AudioContent(System.String,Microsoft.Xna.Framework.Content.Pipeline.Audio.AudioFileType). - Name of the audio source file to be processed. - Type of the processed audio: WAV, MP3 or WMA. - - - Transcodes the source audio to the target format and quality. - Format of the processed source audio: WAV, MP3 or WMA. - Quality of the processed source audio. It can be one of the following:Low (96 kbps)Medium (128 kbps)Best (192 kbps) - Name of the file containing the processed source audio. - - - Immediately releases the unmanaged resources used by this object. - - - Releases unmanaged resources and performs other cleanup operations before garbage collection reclaims the object. - - - - Gets the raw audio data. - If unprocessed, the source data; otherwise, the processed data. - - - Gets the duration (in milliseconds) of the audio data. - Duration of the audio data. - - - Gets the file name containing the audio data. - The name of the file containing this data. - - - Gets the AudioFileType of this audio source. - - The AudioFileType of this audio source. - - - - - Gets the AudioFormat of this audio source. - - - The AudioFormat of this audio source. - - - - Gets the loop length, in samples. - The number of samples in the loop. - - - Gets the loop start, in samples. - The start of the loop. - - - Encapsulates and provides operations, such as format conversions, on the source audio. This type is produced by the audio importers and used by audio processors to produce compiled audio assets. - - - Gets the average bytes processed per second. - Average bytes processed per second. - - - Gets the bit depth of the audio content. - If the audio has not been processed, the source bit depth; otherwise, the bit depth of the new format. - - - Gets the number of bytes per sample block, taking channels into consideration. - Number of bytes, per sample block. - - - Gets the number of channels. - If the audio has not been processed, the source channel count; otherwise, the new channel count. - - - Gets the format of the audio content. - If the audio has not been processed, the format tag of the source content; otherwise, the new format tag. - - - Gets the raw byte buffer for the format. - TBD - - - Gets the sample rate of the audio content. - If the audio has not been processed, the source sample rate; otherwise, the new sample rate. - - - Encapsulates the native audio format (WAVEFORMATEX) information of the audio content. - - - - Retrieves the worker writer for the specified type. - - The type. - The worker writer. - - - Provides methods for writing compiled binary format. - - - Initializes a new instance of the ContentTypeWriter class. - The target type the ContentTypeWriter. - - - Gets the assembly qualified name of the runtime loader for this type. - Name of the platform. - Name of the runtime loader. - - - Gets the assembly qualified name of the runtime target type. - The target platform. - The qualified name. - - - Retrieves and caches nested type writers and allows for reflection over the target data type. - The content compiler. - - - Indicates whether a given type of content should be compressed. - The target platform of the content build. - The object about to be serialized, or null if a collection of objects is to be serialized. - true if the content of the requested type should be compressed; false otherwise. - - - - Compiles an object into binary format. - The content writer serializing the value. - The resultant object. - - - - Gets the type handled by this compiler component. - - - The type handled by this compiler component. - - - - Gets a format version number for this type. - A format version number for this type. - - - Provides methods and properties for compiling a specific managed type into a binary format. - - - - Initializes a new instance of the ContentTypeWriterAttribute class. - - - - Identifies the components of a type writer. - - - Initializes a new instance of the ContentTypeWriter`1 class. - - - Compiles a strongly typed object into binary format. - The content writer serializing the value. - The value to write. - - - Compiles a strongly typed object into binary format. - The content writer serializing the value. - The value to write. - - - - Provides a generic implementation of ContentTypeWriter methods and properties for compiling a specific managed type into a binary format. - - - - Releases the resources used by the Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentWriter.Dispose(System.Boolean) class. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - - Writes the name of an external file to the output binary. - - External reference to a data file for the content item. - - - - Writes a single object preceded by a type identifier to the output binary. - - The value to write. - - - - Writes a single object to the output binary, using the specified type hint and writer worker. - - The value to write. - The content type writer. - - - - Writes a single object to the output binary as an instance of the specified type. - - The value to write. - - - - Writes a single object to the output binary using the specified writer worker. - - The value to write. - The writer worker. This should be looked up from the ContentTypeWriter.Initialize method of the ContentTypeWriter that is calling Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentWriter.WriteRawObject``1(``0,Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentTypeWriter), by calling ContentCompiler.GetTypeWriter. - - - Adds a shared reference to the output binary and records the object to be serialized later. - The object to record. - - - - Writes a Framework.Vector2 value. - - Value to write. - - - - Writes a Framework.Vector4 value. - - Value to write. - - - - Writes a Framework.Quaternion value. - - Value to write. - - - - Writes a Framework.Graphics.Color value. - - Value of a color using Red, Green, Blue, and Alpha values to write. - - - - Writes a Framework.Matrix value. - - Value to write. - - - - Writes a Framework.Vector3 value. - - Value to write. - - - - Gets the content build target platform. - - - The content build target platform. - - - - Provides an implementation for many of the ContentCompiler methods including compilation, state tracking for shared resources and creation of the header type manifest. - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationChannel. - - - - Adds a new keyframe to the collection, automatically sorting the contents according to keyframe times. - Keyframe to be added to the channel. - Index of the new keyframe. - - - Adds a new keyframe to the collection, automatically sorting the contents according to keyframe times. - Keyframe to be added to the channel. - - - Removes all keyframes from the collection. - - - Searches the collection for the specified keyframe. - Keyframe being searched for. - true if the keyframe exists; false otherwise. - - - Copies the elements of the animation channel to an array, starting at the specified index. - Array that will receive the copied animation channel elements. - Starting index for copy operation. - - - Returns an enumerator that iterates through the keyframes. - Enumerator for the keyframe collection. - - - Gets an enumerator that iterates through the keyframes of an animation channel. - An enumerator for the AnimationChannnel. - - - Determines the index for the specified keyframe. - Identity of a keyframe. - Index of the specified keyframe. - - - Removes the keyframe at the specified index position. - Index of the keyframe being removed. - - - Removes the specified keyframe from the collection. - Keyframe being removed. - true if the keyframe was removed; false otherwise. - - - Gets the number of keyframes in the collection. - Number of keyframes. - - - Returns a value indicating whether the object is read-only. - true if this object is read-only; false otherwise. - - - Gets the keyframe at the specified index position. - - Retrieved keyframe. - - - Provides methods and properties for maintaining an animation channel. - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationChannelDictionary. - - - Collection of animation data channels, one per bone or rigid object. - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationContent. - - - Gets the collection of animation data channels. - Collection of animation channels. - - - Gets or sets the total length of the animation. - Length of animation. - - - Provides properties for maintaining an animation. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationContentDictionary. - - - - Collection of named animations. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationKeyframe(System.TimeSpan,Microsoft.Xna.Framework.Matrix) with the specified time offsetand transform. - - Time offset of the keyframe. - Position of the keyframe. - - - Compares this instance of a keyframe to another. - Keyframe being compared to. - Indication of their relative values. - - - - Gets the time offset from the start of the animation to the position described by this keyframe. - Offset from the animation start time. - - - Gets or sets the position described by this keyframe. - Position of keyframe. - - - Provides methods and properties for managing a keyframe. - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.BasicMaterialContent. - - - Specifies the key of the key/data pair for the alpha property. - - - Specifies the key of the key/data pair for the diffuse color. - - - Specifies the key of the key/data pair for the emissive color. - - - Specifies the key of the key/data pair for the specular color. - - - Specifies the key of the key/data pair for the specular power. - - - Specifies the key of the key/data pair for the diffuse texture. - - - Specifies the key of the key/data pair for the vertex color property. - - - Gets or sets the alpha property. - Current alpha value or the value to be set. - - - - Gets or sets the diffuse color property. - Current diffuse color value or the value to be set. - - - Gets or sets the diffuse texture property. - Current diffuse texture value or the value to be set. - - - Gets or sets the emissive color property. - Current diffuse color value or the value to be set. - - - Gets or sets the specular color property. - Current specular color value or the value to be set. - - - - Gets or sets the specular power property. - Current specular power value or the value to be set. - - - - Gets or sets the vertex color property. - Current vertex color or the value to be set. - - - - - Provides properties for modifying a traditional fixed-function–style material, as supported by most 3D modeling packages. - - - Initializes a new instance of BitmapContent. - - - Initializes a new instance of BitmapContent with the specified width or height. - Width, in pixels, of the bitmap resource. - Height, in pixels, of the bitmap resource. - - - Copies one bitmap into another. - BitmapContent being copied. - Region of sourceBitmap. - BitmapContent being overwritten. - Region of bitmap to be overwritten. - - - Copies one bitmap into another. - BitmapContent being copied. - BitmapContent being overwritten. - - - Reads encoded bitmap content. - Array containing encoded bitmap data. - - - Writes encoded bitmap content. - Array containing encoded bitmap data to be set. - - - Returns a string description of the bitmap resource. - Description of the bitmap. - - - Attempts to copy a region from a specified bitmap. - BitmapContent being copied. - Location of sourceBitmap. - Region of destination bitmap to be overwritten. - true if region copy is supported; false otherwise. - - - Attempts to copy a region of the specified bitmap onto another. - BitmapContent being overwritten. - Location of the source bitmap. - Region of destination bitmap to be overwritten. - true if region copy is supported; false otherwise. - - - Gets the corresponding GPU texture format for the specified bitmap type. - Format being compared. - true if the bitmap matches format; false otherwise. - - - - Validates the arguments to the Copy function. - BitmapContent being copied. - Location of sourceBitmap. - BitmapContent being overwritten. - Region of bitmap to be overwritten. - - - Gets or sets the height of the bitmap, in pixels. - Height of the bitmap. - - - Gets or sets the width of the bitmap, in pixels. - Width of the bitmap. - - - Provides properties and methods for creating and maintaining a bitmap resource. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.BoneContent. - - - - Represents an animation skeleton. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.BoneWeight(System.String,System.Single) with the specified name and weight. - - Name of the bone. - Amount of influence, ranging from zero to one. - - - Gets the name of the bone. - Name of the bone. - - - Gets the amount of bone influence, ranging from zero to one. - Influence of the bone. - - - Provides properties for managing a bone weight. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.BoneWeightCollection. - - - - Normalizes the contents of the bone weights list. - Maximum number of weights allowed. - - - Normalizes the contents of the weights list. - - - Collection of bone weights of a vertex. - - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.Dxt1BitmapContent(System.Int32,System.Int32) with the specified width and height. - - Width of the bitmap, in pixels. - Height of the bitmap, in pixels. - - - Attempts to get the GPU texture format of this bitmap type. - Matching GPU format. - true if the bitmap matches a GPU format; false otherwise. - - - Provides methods and properties for managing compressed textures (DXT1). - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.Dxt3BitmapContent(System.Int32,System.Int32) with the specified width and height. - - Width of the bitmap, in pixels. - Height of the bitmap, in pixels. - - - Attempts to get the GPU texture format of this bitmap type. - Matching GPU format. - true if the bitmap matches a GPU format; false otherwise. - - - - Provides methods and properties for managing compressed textures (DXT3). - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.Dxt5BitmapContent(System.Int32,System.Int32) with the specified width and height. - - Width of the bitmap, in pixels. - Height of the bitmap, in pixels. - - - Attempts to get the GPU texture format of this bitmap type. - Matching GPU format. - true if the bitmap matches a GPU format; false otherwise. - - - - Provides methods and properties for managing compressed textures (DXT5). - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.DxtBitmapContent(System.Int32,System.Int32,System.Int32) with the specified size. - - Size of the block, in bytes. - Width of the bitmap, in pixels. - Height of the bitmap, in pixels. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.DxtBitmapContent(System.Int32) with the specified compression. - - Size of the block, in bytes. - - - Gets the bitmap content as an array of encoded bytes. - Contents of the bitmap. - - - Sets the contents of the bitmap using an encoded byte array. - Contents to be copied to destination bitmap. - - - Attempts to copy from a specified region to another. - Bitmap being copied from. - Region of bitmap being copied. - Region being copied to. - trueif successful; false otherwise. - - - - Attempts to copy the specified region to another. - Bitmap being copied to. - Region of source bitmap being copied from. - Region of destination bitmap. - trueif successful; false otherwise. - - - Provides methods and properties for managing compressed textures (DXT1, DXT3, DXT5). - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.EffectContent. - - - - Gets or sets the effect program source code. - Current value of the Effect program source code or the value to be set. - - - Contains the source code for a DirectX Effect, loaded from a .fx file. - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.EffectMaterialContent. - - - Specifies the key of the key/data pair for the compiled effect property. - - - Use this key search for the related effect property in the OpaqueDataDictionary object. - - - Gets or sets the compiled effect property. - Reference to a compiled effect or the value to be set. - - - Gets or sets the effect property. - Reference to an external DirectX Effect file. - - - - Provides support for representing DirectX Effect materials. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescription(System.String,System.Single,System.Single,Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescriptionStyle,System.Boolean) using the specified values. - The name of the font, such as Times New Roman. - The size, in points, of the font. - The amount of space, in pixels, to insert between letters in a string. - The font style for the font. - true if kerning information is used when drawing characters; false otherwise. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescription(System.String,System.Single,System.Single,Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescriptionStyle) and initializes its members to the specified font, size, spacing, and style. - - The name of the font, such as Times New Roman. - The size, in points, of the font. - The amount of space, in pixels, to insert between letters in a string. - The font style for the font. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescription(System.String,System.Single,System.Single) and initializes its members to the specified font, size, and spacing, using FontDescriptionStyle.Regular as the default value for FontDescription.Style. - - The name of the font, such as Times New Roman. - The size, in points, of the font. - The amount of space, in pixels, to insert between letters in a string. - - - Gets the collection of characters provided by this FontDescription. - The collection of characters. - - - Gets or sets the default character for the font. - The default character for this font. - - - Gets or sets the name of the font, such as "Times New Roman" or "Arial". This value cannot be null or empty. - The name of the font. - - - Gets or sets the size, in points, of the font. - The size, in points, of the font. - - - Gets or sets the amount of space, in pixels, to insert between letters in a string. - The amount of space, in pixels, to insert between letters in a string. - - - Gets or sets the style of the font, expressed as a combination of one or more FontDescriptionStyle flags. - - - The style of the font, expressed as a combination of one or more FontDescriptionStyle flags. - - - - Indicates if kerning information is used when drawing characters. - true if kerning information should be used when drawing characters; false otherwise. - - - - - Provides information to the Framework.Content.Pipeline.Processors.FontDescriptionProcessor describing which font to rasterize, which font size to utilize, and which Unicode characters to include in the processor output. - - - - Creates an instance of GeometryContent. - - - Gets the list of triangle indices for this geometry batch. - Collection of associated indices. - - - Gets or sets the material of the parent mesh. - Parent mesh of the geometry batch. - - - Gets or sets the parent MeshContent for this object. - Mesh content of the geometry batch. - - - Gets the set of vertex batches for the geometry batch. - List of associated vertex contents. - - - Provides properties that define various aspects of a geometry batch. - - - Gets the parent of a child object. - The child of the parent being retrieved. - The parent of the child object. - - - Sets the parent of the specified child object. - The child of the parent being retrieved. - The parent of the child object. - - - Provides methods for maintaining a collection of geometry batches that make up a mesh. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.IndexCollection. - - - - Appends the specified indices into the collection. - Index into the Positions member of the parent. - - - Provides methods for maintaining a list of index values. - - - Adds a new element to the end of the collection. - The item to add. - - - Removes all elements from the collection. - - - Determines whether the specified position is in the collection. - Position being searched for in the collection. - true if the position was found; false otherwise. - - - - Copies the specified positions to an array, starting at the specified index. - Array of positions to be copied. - Index of the first copied position. - - - Returns an enumerator that can iterate through the collection. - Enumerator that can iterate through the collection. - - - Gets an enumerator interface for reading the position values. - Interface for enumerating the collection of position values. - - - Gets the index of the specified position in a collection. - Position being searched for. - Index of the specified position. - - - Inserts a new element into the collection. - Index for element insertion. - Element to insert. - - - Removes the element at the specified index position. - Index of the element to be removed. - - - Removes the specified element from the collection. - The item to be removed. - true if the element was removed; false otherwise. - - - - Number of positions in the collection. - Number of positions. - - - Gets a value indicating whether this object is read-only. - true if this object is read-only; false otherwise. - - - - Gets or sets the position at the specified index. - - Position located at index. - - - - Provides methods for maintaining a list of vertex positions. - - - Initializes a new instance of MaterialContent. - - - Gets a reference type from the Framework.Content.Pipeline.OpaqueDataDictionary collection. - Key of the property being retrieved. - Type of the related opaque data. - - - Gets a value from the Textures collection. - Key of the texture being retrieved. - Reference to a texture from the collection. - - - Gets a value type from the Framework.Content.Pipeline.OpaqueDataDictionary collection. - Key of the value type being retrieved. - Index of the value type beng retrieved. - - - Sets a value in the contained OpaqueDataDictionary object. - Name of the key being modified. - Value being set. - - - Sets a value in the contained TextureReferenceDictionary object. - Name of the key being modified. - Value being set. - - - Gets the texture collection of the material. - Collection of textures used by the material. - - - Provides methods and properties for maintaining a collection of named texture references. - - - Adds a vertex into the index collection. - Index of the inserted vertex, in the collection. This corresponds to the value returned by MeshBuilder.CreatePosition. - - - Inserts the specified vertex position into the vertex channel. - Value of the x component of the vector. - Value of the y component of the vector. - Value of the z component of the vector. - Index of the inserted vertex. - - - Inserts the specified vertex position into the vertex channel at the specified index. - Value of the vertex being inserted. - Index of the vertex being inserted. - - - Creates a vertex data channel for use by the mesh. - Describes how the channel is used. Use this parameter as a look-up into a VertexChannelCollection. It is strongly recommended that you choose a usage from the following list.BinormalColorNormalTangentTextureCoordinateWeightsFor more information, see VertexChannelNames. - Index identifying the new data channel. Use this as a parameter when calling MeshBuilder.SetVertexChannelData. - - - Ends the creation of a mesh. - Resultant mesh. - - - Specifies the material used by the current mesh. - The material to be used by the mesh. - - - Initializes the opaque data for a specific mesh object. - Opaque data to be applied to the GeometryContent object of the next triangle. - - - Sets the specified vertex data with new data. - Index of the vertex data channel being set. This should match the index returned by MeshBuilder.CreateVertexChannel``1(System.String). - New data values for the vertex data. The data type being set must match the data type for the vertex channel specified by vertexDataIndex. - - - Initializes the creation of a mesh. - Name of the mesh. - Object used when building the mesh. - - - Gets or sets the current value for position merging of the mesh. Reference page contains code snippet demonstrating example usage. - Current value of the property. - - - - Gets or sets the tolerance for MeshBuilder.MergeDuplicatePositions. - Tolerance value used by the mesh. - - - Gets or sets the name of the current MeshContent object being processed. - Name of the MeshContent object. - - - Reverses the triangle winding order of the specified mesh. - Current value of the winding order. - - - Provides support for writing a custom importer for mesh objects. - - - Initializes a new instance of MeshContent. - - - Gets the list of geometry batches for the mesh. - Collection of geometry batches. - - - Gets the list of vertex position values. - Collection of vertex positions. - - - Provides properties and methods that define various aspects of a mesh. - - - Computes new normals for the specified mesh. - Mesh containing the normals being computed. - true if existing normals are to be discarded; false otherwise. Existing normals are searched for as if they are a vertex data channel (of type Microsoft.Xna.Framework.Vector3) with the name VertexChannelNames.Normal. - - - Compute tangent frames for the given mesh. - The target mesh used to create the tangent frame. All geometries in this mesh must have normal vertex channels stored in VertexChannelNames.Normal, and must contain Framework.Vector3 data. - The texture coordinate channel used for computing the tangent frame. This channel most contain Framework.Vector2 data. - Target channel name used to store calculated tangents. A tangent channel is not generated if null or an empty string is specified. - Target channel name used to store calculated binormals. A tangent channel is not generated if null or an empty string is specified. - - - Searches for the root bone of the contained skeleton. - Mesh that possibly contains the skeleton. - Root of the contained skeleton; otherwise null if no skeleton is found. - - - Gets a flattened list of all bones contained by the specified skeleton. - Skeleton to be traversed. - List of bones for the animation skeleton. - - - Processes the PositionCollection collection of the specified mesh, merging any values that are closer together than the specified tolerance threshold. - Mesh to be processed. - Tolerance to be used when determining duplicate positions. Pass a value of 0 to merge only those values that are exactly identical. - - - - Processes the VertexContent.PositionIndices and VertexChannel data of the specified mesh, merging any duplicate vertices. - - Mesh to be processed. - - - - Processes the VertexContent.PositionIndices and VertexChannel data of the specified geometry batch, merging any duplicate vertices. - - Geometry batch to be processed. - - - Reorders the indices and vertices of the mesh for optimal GPU cache performance. - Mesh to be optimized. - - - Reverses the triangle winding order of the specified mesh. - The mesh to be modified. - - - Applies a transformation to the contents of a scene hierarchy. - Scene hierarchy being transformed. - Matrix used in the transformation - - - Provides methods for manipulating mesh data. - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.MipmapChain(Microsoft.Xna.Framework.Content.Pipeline.Graphics.BitmapContent) with the specified mipmap. - Image containing a mipmap. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.MipmapChain. - - - Inserts a child object into the collection at the specified location. - The position in the collection. - The child object being inserted. - - - Modifies the specified child object in the collection. - The position in the collection. - The child object being modified. - - - Provides methods for accessing a mipmap chain. - - - Removes all children from the collection. - - - Inserts a child object into the collection at the specified location. - The position in the collection. - The child object being inserted. - - - Removes a child object in the collection. - The index of the item being removed. - - - Modifies the specified child object in the collection. - The position in the collection. - The child object being modified. - - - Provides methods for maintaining a mipmap chain. - - - Creates an instance of NodeContent. - - - Gets the value of the local NodeContent.Transform property, multiplied by the NodeContent.AbsoluteTransform of the parent. - Matrix of the NodeContent object. - - - - Gets the set of animations belonging to this node. - Collection of animations for this content item. - - - Gets the children of the NodeContent object. - Collection of children. - - - Gets the parent of this NodeContent object. - Parent of the NodeContent object, or null if this object is the root of the scene. - - - Gets the transform matrix of the scene. - Transform matrix used by the scene. - - - Provides a base class for graphics types that define local coordinate systems. - - - Gets the parent of a child object. - The child of the parent being retrieved. - The parent of the child object. - - - Gets the parent of a child object. - The child of the parent being retrieved. - The parent of the child object. - - - Provides a collection of all NodeContent objects in a spatial hierarchy. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.PixelBitmapContent`1(System.Int32,System.Int32) with the specified width and height. - - Width, in pixels, of the blank pixel bitmap. - Height, in pixels, of the blank pixel bitmap. - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.PixelBitmapContent`1. - - - Gets the bitmap content as an array of encoded bytes. - Contents of the bitmap. - - - Gets the pixel value at the specified location in the bitmap. - The x component of a bitmap pixel. - The y component of a bitmap pixel. - Value of the pixel. - - - Gets an array containing a single row of bitmap data. - The y component of the bitmap row. - Array containing the bitmap row data. - - - Searches for all pixels matching the specified color and replaces them with a new value. - Color being searched for. - Color used to replace originalColor. - - - Sets the bitmap content using the specified encoded byte array. - New bitmap content. - - - Sets the pixel value at the specified location in the bitmap. - The x component of a bitmap pixel. - The y component of a bitmap pixel. - New pixel value. - - - Gets a string description of the bitmap. - Description of the bitmap. - - - Attempts to copy a region from the specified bitmap. - Bitmap content being copied. - Location of the upper-left region of sourceBitmap being copied from. - Region of destination bitmap to be overwritten. - true if region copy is supported; false otherwise. - - - Attempts to copy a region to the specified bitmap. - Bitmap to be copied to. - Location of upper-left region to be copied. - Target region for the copied content. - true if region copy is supported; false otherwise. - - - Gets the GPU texture format that corresponds to the specified bitmap type. - Format being compared. - true if the bitmap matches format; false otherwise. - - - - Provides methods for maintaining a 2D array of pixel values. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.PositionCollection. - - - - Provides a collection of vertex position values. - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.Texture2DContent. - - - Gets or sets the collection of mipmaps containing the texture image data. - Mipmap chain containing the texture images of an object. - - - Represents a regular two-dimensional texture. - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.Texture3DContent. - - - Generates mipmaps for a volume texture. - true to overwrite existing mipmaps for the volume texture; false otherwise. - - - Validates that the required contents of this volume texture are present and valid. - This method verifies that mip counts are correct down each individual 2D face, and that width and height are shrinking appropriately. - - - - Represents a three-dimensional volume texture. - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.TextureContent(Microsoft.Xna.Framework.Content.Pipeline.Graphics.MipmapChainCollection) with the specified face collection. - Mipmap chain containing the face collection. - - - Converts all bitmaps for this texture to a different format. - Type being converted to. The new type must be a subclass of BitmapContent, such as PixelBitmapContent`1 or DxtBitmapContent. - - - Generates a full set of mipmaps for the texture. - true if the existing mipmap set is replaced with the new set; false otherwise. - - - Verifies that all contents of this texture are present and correct. - Result of the validation. - - - Verifies that all contents of this texture are present and correct. - - - Collection of image faces that hold a single mipmap chain for a regular 2D texture, six chains for a cube map, or an arbitrary number for volume and array textures. - Collection of object faces. - - - Provides a base class for all texture objects. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.TextureCubeContent. - - - Verifies that all contents of the cube map are present and correct. - - - Provides validation for a cube map texture, which contains an array of six image faces. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.TextureReferenceDictionary. - - - - Provides a collection of named references to texture files. - - - Gets a Converter delegate that can convert one packed vector representation to another. - A Converter delegate that encodes or decodes TInput to TOutput. - - - - Gets the GPU texture format that corresponds to a managed vector type. - Can be one of the following:Framework.Graphics.PackedVector.IPackedVectorSystem.SingleFramework.Vector2Framework.Vector3Framework.Vector4 - Surface format being compared. - true if a match is found; false otherwise. - - - - Searches for a managed vector type that corresponds to a GPU texture format. - Surface format being compared. - Corresponding managed vector type. - true if a match is found; false otherwise. - - - - Searches for a managed vector type that corresponds to a GPU vertex format. - Texture format being matched. - Corresponding managed vector type. - true if a match is found; false otherwise. - - - - Gets the GPU vertex format that corresponds to a managed vector type. - Can be one of the following:Framework.Graphics.PackedVector.IPackedVectorSystem.SingleFramework.Vector2Framework.Vector3Framework.Vector4 - Corresponding vertex element type. - true if a match is found; false otherwise. - - - - Provides methods for converting data between different packed vector representations. - - - Adds a new element to the end of the collection. - The element to add. - Index of the element. - - - Removes all elements from the collection. - - - Determines whether the specified element is in the channel. - Element being searched for. - true if the element is present; false otherwise. - - - Copies the elements of the channel to an array, starting at the specified index. - Array that will receive the copied channel elements. - Starting index for copy operation. - - - Gets an enumerator interface for reading channel content. - Enumeration of the channel content. - - - Gets the index of the specified item. - Item whose index is to be retrieved. - Index of specified item. - - - Inserts an element into the collection at the specified position. - Index at which to insert the element. - The element to insert. - - - Reads channel content and automatically converts it to the specified vector format. - Vector format to convert returned data to. - - - Removes the element at the specified index position. - Index of the element to remove. - - - Removes a specified element from the collection. - The element to remove. - - - Gets the number of elements in the vertex channel - Number of elements. - - - Gets the type of data contained in this channel. - Type of data stored in the vertex channel. - - - Gets a value indicating whether this list has a fixed size. - true if the list has a fixed size; false otherwise. - - - - Gets a value indicating whether this object is read-only. - true if this object is read-only; false otherwise. - - - - Gets a value indicating whether access to the collection is synchronized (thread safe). - true if access to the collection is synchronized (thread safe); falseotherwise. - - - Gets or sets the element at the specified index. - - Element at the specified index. - - - Gets the name of the vertex channel. - Name of the channel. - - - Gets an object that can be used to synchronize access to the collection. - An object that can be used to synchronize access to the collection. - - - Provides methods and properties for maintaining a vertex channel. - - - Adds a new vertex channel to the end of the collection. - Name of the new channel. - Type of data to be contained in the new channel. - Initial data for the new channel. If null, the channel is filled with the default value for that type. - The newly added vertex channel. - - - Adds a new vertex channel to the collection. - Vertex channel to be added. - - - Adds a new vertex channel to the end of the collection. - Name of the new channel. - Initial data for the new channel. If null, the channel is filled with the default value for that type. - The newly added vertex channel. - - - Removes all vertex channels from the collection. - - - Determines whether the collection contains the specified vertex channel. - Name of the channel being searched for. - true if the channel was found; false otherwise. - - - Determines whether the collection contains the specified vertex channel. - Name of the channel being searched for. - true if the channel was found; false otherwise. - - - - Converts the channel, specified by name to another vector format. - Name of the channel to be converted. - New channel in the specified format. - - - Converts the channel, at the specified index, to another vector format. - Index of the channel to be converted. - New channel in the specified format. - - - - Copies the elements of the collection to an array, starting at the specified index. - The destination array. - The index at which to begin copying elements. - - - Returns an enumerator that iterates through a collection. - An object that can be used to iterate through the collection. - - - Gets an enumerator that iterates through the vertex channels of a collection. - Enumerator for the collection. - - - Gets the vertex channel with the specified name and content type. - Name of a vertex channel. - Type of a vertex channel. - - - Gets the vertex channel with the specified index and content type. - Index of a vertex channel. - Type of a vertex channel. - - - Determines the index of the specified vertex channel. - Vertex channel being searched for. - Index of the vertex channel. - - - Determines the index of a vertex channel with the specified name. - Name of the vertex channel being searched for. - Index of the vertex channel. - - - Inserts a new vertex channel at the specified position. - Index for channel insertion. - Name of the new channel. - Type of the new channel. - Initial data for the new channel. If null, it is filled with the default value. - The inserted vertex channel. - - - Inserts an item at the specified index. - The zero-based index at which item should be inserted. - The item to insert. - - - Inserts a new vertex channel at the specified position. - Index for channel insertion. - Name of the new channel. - Type of the new channel. - The inserted vertex channel. - - - Removes the vertex channel at the specified index position. - Index of the vertex channel being removed. - - - Removes the specified vertex channel from the collection. - Name of the vertex channel being removed. - true if the channel was removed; false otherwise. - - - Removes the specified vertex channel from the collection. - Name of the vertex channel being removed. - true if the channel was removed; false otherwise. - - - - Gets the number of vertex channels in the collection. - Number of vertex channels. - - - Determines whether the collection is read-only. - true if the collection is read-only; false otherwise. - - - Gets or sets the vertex channel with the specified name. - - A vertex channel object. - - - Gets or sets the vertex channel at the specified index position. - - A vertex channel object. - - - Provides methods and properties for managing a list of vertex data channels. - - - Gets the name of a binormal vector channel with the specified index. - Zero-based index of the vector channel being retrieved. - Name of the retrieved vector channel. - - - Gets the name of a color channel with the specified index. - Zero-based index of the color channel being retrieved. - Name of the retrieved color channel. - - - Gets a channel base name stub from the encoded string format. - Encoded string to be decoded. - Extracted base name. - - - Gets a channel usage index from the encoded format. - Encoded name to be decoded. - Resulting channel usage index. - - - Combines a vertex declaration usage and usage index into a string name. - A vertex declaration. - An index for the vertex declaration. - Resulting encoded name. - - - Combines a channel name stub and usage index into a string name. - A channel base name stub. - A channel usage index. - Resulting encoded name. - - - Gets the name of the normal channel with the specified index. - Zero-based index of the normal channel being retrieved. - Normal channel at the specified index. - - - Gets the name of the primary normal channel. - Primary normal channel name. - - - Gets the name of the tangent vector channel with the specified index. - Zero-based index of the tangent vector channel being retrieved. - Name of the retrieved tangent vector channel. - - - Gets the name of the texture coordinate channel with the specified index. - Zero-based index of the texture coordinate channel being retrieved. - Name of the retrieved texture coordinate channel. - - - Gets a vertex declaration usage enumeration from the encoded string format. - Encoded name of a vertex declaration. - Value of the declaration usage for the vertex declaration. - true if the encoded name maps to a VertexElementUsage enumeration value; false otherwise. - - - - Gets the name of an animation weights channel at the specified index. - Index of the animation weight channel to be retrieved. - Name of the retrieved animation weights channel. - - - Gets the name of the primary animation weights channel. - Name of the primary animation weights channel. - - - Provides properties for managing a collection of vertex channel names. - - - Adds a new element to the end of the collection. - The element to add. - - - Removes all elements from the collection. - - - Determines whether the specified element is in the channel. - Element being searched for. - true if the element is present; false otherwise. - - - Copies the elements of the channel to an array, starting at the specified index. - Array that will receive the copied channel elements. - Starting index for copy operation. - - - Gets an enumerator interface for reading channel content. - Enumeration of the channel content. - - - - Gets the index of the specified item. - Item whose index is to be retrieved. - Index of specified item. - - - Inserts an element into the collection at the specified position. - Index at which to insert the element. - The element to insert. - - - Reads channel content and automatically converts it to the specified vector format. - Enumeration of retrieved channel data. - - - Removes the element at the specified index position. - Index of the element to remove. - - - Removes a specified element from the collection. - The element to remove. - true if the channel was removed; false otherwise. - - - Gets the type of data contained in this channel. - Type of data stored in the vertex channel. - - - Gets a value indicating whether this object is read-only. - true if this object is read-only; false otherwise. - - - - Gets or sets the element at the specified index. - - Element at the specified index. - - - Provides methods and properties for maintaining a vertex channel. - - - Appends multiple vertex indices to the end of the VertexContent.PositionIndices collection. - Index into the MeshContent.Positions member of the parent. - - - Appends a new vertex index to the end of the VertexContent.PositionIndices collection. - Index of the new entry. This can be added to the GeometryContent.Indices member of the parent. - Index into the MeshContent.Positions member of the parent. - - - Converts design-time vertex position and channel data into a vertex buffer format that a graphics device can recognize. - A packed vertex buffer. - Description of the vertex format. - Target platform of the content build. - - - - Inserts multiple vertex indices to the VertexContent.PositionIndices collection. - - Vertex index to be inserted. - Position of the first element of the inserted range in the collection. - - - - Inserts a new vertex index to the VertexContent.PositionIndices collection. - - Vertex index to be inserted. - Position of new vertex index in the collection. - - - Removes a vertex index from the specified location in both VertexContent.PositionIndices and VertexChannel&lt;T&gt;. - Index of the vertex to be removed. - - - - Removes a range of vertex indices from the specified location in both VertexContent.PositionIndices and VertexChannel&lt;T&gt;. - - Index of the first vertex index to be removed. - Number of indices to remove. - - - Gets the list of named vertex data channels in the VertexContent. - Collection of vertex data channels. - - - Gets the list of position indices. - Position of the position index being retrieved. - - - Gets position data from the parent mesh object. - Collection of vertex positions for the mesh. - - - Number of vertices for the content. - Number of vertices. - - - Provides methods and properties for maintaining the vertex data of a GeometryContent. - - - Flags that describe style information to be applied to text. - - - Bold text. - - - Italic text. - - - Normal text. - - - - Initializes a new instance of the ContentTypeSerializer class for serializing the specified type using the specified XML shortcut name. - - The target type. - The XML shortcut name. - - - - Initializes a new instance of the ContentTypeSerializer class for serializing the specified type. - - The target type. - - - Deserializes an object from intermediate XML format. - Location of the intermediate XML and various deserialization helpers. - Specifies the intermediate source XML format. - The object containing the received data, or null if the deserializer should construct a new instance. - The resultant object. - - - Retrieves and caches any nested type serializers and allows reflection over the target data type. - The content serializer. - - - - Queries whether an object contains data to be serialized. - - The object to query. - true if value contains data to be serialized; false otherwise. - - - - Examines the children of the specified object, passing each to a callback delegate. - The content serializer. - The method to be called for each examined child. - The object whose children are being scanned. - - - Serializes an object to intermediate XML format. - Specifies the intermediate XML location, and provides various serialization helpers. - The object to be serialized. - Specifies the content format for this object. - - - Gets a value indicating whether this component may load data into an existing object or if it must it construct a new instance of the object before loading the data. - - true if this component can load data into an existing object; false if a new instance of the object must be constructed. - - - - - Gets the type handled by this serializer component. - - The type handled by this serializer component. - - - - Gets a short-form XML name for the target type, or null if there is none. - - - A short-form XML name for the target type, or null if there is none. - - - - - Provides methods for serializing and deserializing a specific managed type. - - - - Initializes a new isntance of the ContentTypeSerializerAttribute class. - - - - Identifies type serializer components. - - - - - Initializes a new instance of the ContentTypeSerializer`1 class using the specified XML shortcut name. - - The XML shortcut name. - - - - Initializes a new instance of the ContentTypeSerializer`1 class. - - - - Deserializes a strongly typed object from intermediate XML format. - Location of the intermediate XML and various deserialization helpers. - Specifies the intermediate source XML format. - The strongly typed object containing the received data, or null if the deserializer should construct a new instance. - The object type of the deserialized object. - - - Deserializes an object from intermediate XML format. - Location of the intermediate XML and various deserialization helpers. - Specifies the intermediate source XML format. - The object containing the received data, or null if the deserializer should construct a new instance. - The object after deserialization. - - - Queries whether an object contains data to be serialized. - The object to query. - true if value contains data to be serialized; false otherwise. - - - - Queries whether a strongly-typed object contains data to be serialized. - The object to query. - true if value contains data to be serialized; false otherwise. - - - - Examines the children of the specified object, passing each to a callback delegate. - The content serializer. - The method to be called for each examined child. - The object whose children are being scanned. - - - Examines the children of the specified object, passing each to a callback delegate. - The content serializer. - The method to be called for each examined child. - The strongly typed object whose children are being scanned. - - - Serializes an object to intermediate XML format. - Specifies the intermediate XML location, and provides various serialization helpers. - The strongly typed object to be serialized. - Specifies the content format for this object. - - - Serializes an object to intermediate XML format. - Specifies the intermediate XML location, and provides various serialization helpers. - The object to be serialized. - Specifies the content format for this object. - - - - Provides a generic implementation of ContentTypeSerializer methods and properties for serializing and deserializing a specific managed type. - - - - Moves to the specified element if the element name exists. - The element name. - true if the specified element exists and the move was successful; false otherwise. - - - Reads an external reference ID and records it for subsequent operations. - The object receiving the data, or null if a new instance of the object should be created. - - - - Reads a single object from the input XML stream, using the specified type hint. - - The format of the XML. - The type serializer. - The object. - - - Reads a single object from the input XML stream, optionally specifying an existing instance to receive the data. - The format expected by the type serializer. - The object receiving the data, or null if a new instance should be created. - The object. - - - Reads a single object from the input XML stream. - The format expected by the type serializer. - The object. - - - - Reads a single object from the input XML stream using the specified type hint, optionally specifying an existing instance to receive the data. - - The format of the XML. - The type serializer. - The object receiving the data, or null if a new instance should be created. - The object - - - - Reads a single object from the input XML stream as an instance of the specified type using the specified type hint. - - The format of the XML. - The type serializer. - The object. - - - - Reads a single object from the input XML stream, as an instance of the specified type. - - The object. - The object receiving the data, or null if a new instance should be created. - The type of object read. - - - - Reads a single object from the input XML stream as an instance of the specified type, optionally specifying an existing instance to receive the data. - - The format of the XML. - The object. - - - - Reads a single object from the input XML stream as an instance of the specified type using the specified type hint, optionally specifying an existing instance to receive the data. - - The format of the XML. - The type serializer. - The object receiving the data, or null if a new instance should be created. - The object. - - - - Reads a shared resource ID and records it for subsequent operations. - - The format of the XML. - The fixup operation to perform. - - - - Reads and decodes a type descriptor from the XML input stream. - - The type descriptor. - - - Gets the parent serializer. - The parent serializer. - - - Gets the XML input stream. - The XML input stream. - - - Provides an implementation of many of the methods of IntermediateSerializer. Deserializes and tracks state for shared resources and external references. - - - - Deserializes an intermediate XML file into a managed object. - - - Intermediate XML file. - Final name of the output file used to relative encode external reference filenames. - The deserialized type. - - - Retrieves the worker serializer for a specified type. - The type. - The worker serializer - - - Serializes an object into an intermediate XML file. - The output XML stream. - The object to be serialized. - Final name of the output file, used to relative encode external reference filenames. - - - Provides methods for reading and writing XNA intermediate XML format. - - - - Adds an external reference to the output XML, and records the filename to be serialized later. - - The external reference to add. - - - - Writes a single object to the output XML stream, using the specified type hint. - - The value to write. - The format of the XML. - The type serializer. - - - - Writes a single object to the output XML stream. - - The value to write. - The format of the XML. - - - Writes a single object to the output XML stream as an instance of the specified type. - The value to write. - The format of the XML. - The type serializer. - - - - Writes a single object to the output XML stream using the specified serializer worker. - - The value to write. - The format of the XML. - - - - Adds a shared reference to the output XML and records the object to be serialized later. - - The value to write. - The format of the XML. - - - - Writes a managed type descriptor to the XML output stream. - - The type. - - - Gets the parent serializer. - The parent serializer. - - - - Gets the XML output stream. - - The XML output stream. - - - Provides an implementation of many of the methods of IntermediateSerializer including serialization and state tracking for shared resources and external references. - - - Callback delegate for the ScanChildren method. - The serializer component used to read or write the child object. - The child object currently being scanned. - - - Creates an instance of ChildCollection. - Parent object of the child objects returned in the collection. - - - Removes all children from the collection. - - - Gets the parent of a child object. - The child of the parent being retrieved. - The parent of the child object. - - - Inserts a child object into the collection at the specified location. - The position in the collection. - The child object being inserted. - - - Removes a child object from the collection. - The index of the item being removed. - - - Modifies the value of the child object at the specified location. - The index of the child object being modified. - The new value for the child object. - - - Modifies the value of the parent object of the specified child object. - The child of the parent being modified. - The new value for the parent object. - - - Provides a collection of child objects for a content item. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.ContentBuildLogger. - - - - Gets the filename currently being processed, for use in warning and error messages. - Identity of a content item. If specified, Microsoft.Xna.Framework.Content.Pipeline.ContentBuildLogger.GetCurrentFilename(Microsoft.Xna.Framework.Content.Pipeline.ContentIdentity) - uses this value to refine the search. If no value os specified, the current ContentBuildLogger.PushFile(System.String) state is used. - Name of the file being processed. - - - Outputs a high-priority status message from a content importer or processor. - Message being reported. - Arguments for the reported message. - - - Outputs a low priority status message from a content importer or processor. - Message being reported. - Arguments for the reported message. - - - Outputs a warning message from a content importer or processor. - Link to an existing online help topic containing related information. - Identity of the content item that generated the message. - Message being reported. - Arguments for the reported message. - - - Outputs a message indicating that a content asset has completed processing. - - - Outputs a message indicating that a content asset has begun processing. - Name of the file containing future messages. - - - Gets or sets the base reference path used when reporting errors during the content build process. - Current name of the base directory or the value to be set. - - - Provides methods for reporting informational messages or warnings from content importers and processors. - - - - Initializes a new instance of ContentIdentity with the specified values. - - The absolute path to the file name of the asset source. - - - - Initializes a new instance of ContentIdentity with the specified values. - - The absolute path to the file name of the asset source. - The name of the digital content creation (DCC) tool that created the asset. - - - - Initializes a new instance of ContentIdentity. - - - - - Initializes a new instance of ContentIdentity with the specified values. - - The absolute path to the file name of the asset source. - The name of the digital content creation (DCC) tool that created the asset. - Specific location of the content item within the larger source file. For example, this could be a line number in the file. - - - Gets or sets the specific location of the content item within the larger source file. - Location of the content item. This location can be in various forms. For example, this could indicate a line number within the source file. - - - Gets or sets the file name of the asset source. - The absolute path to the file name of the asset source. - - - Gets or sets the creation tool of the asset. - The name of the digital content creation (DCC) tool that created the asset. - - - Provides properties describing the origin of the game asset, such as the original source file and creation tool. This information is used for error reporting, and by processors that need to determine from what directory the asset was originally loaded. - - - Initializes a new instance of ContentImporterAttribute and sets the file name extensions supported by the importer. - - The list of file name extensions supported by the importer. Prefix each extension with a '.'. - - - Initializes a new instance of ContentImporterAttribute and sets the file name extension supported by the importer. - The list of file name extensions supported by the importer. Prefix each extension with a '.'. - - - Gets and sets the caching of the content during importation. - If true, imported content is cached in an intermediate file (managed by XNA). By default, caching is not enabled. - Caching provides significantly faster iteration times when changing the processing code for a file format. A good example would be a third-party digital content creation (DCC) tool that needs to execute before importation can occur. However, caching is not appropriate for all importers—for example, caching bulky content that is quick to import, such as bitmap images. - - - Gets or sets the name of the default processor for content read by this importer. - Name of the processor to be used as the default. - - - Gets or sets the string representing the importer in a user interface. - Name displayed in the user interface. - - - Gets the supported file name extensions of the importer. - An enumerated list of supported file name extensions. Extensions are prefixed by '.' . - - - Provides properties that identify and provide metadata about the importer, such as supported file extensions and caching information. - - - Adds a dependency to the specified file. - Name of an asset file. - - - The absolute path to the root of the build intermediate (object) directory. - The directory for storing temporary build files. - - - Gets the logger for an importer. - Logger that contains information on warnings and debug messages generated during importation. - - - The absolute path to the root of the build output (binaries) directory. - The output directory for the final build results. - - - Provides properties that define logging behavior for the importer. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.ContentImporter`1. - - - - Called by the framework when importing a game asset. - Name of a game asset file. - Contains information for importing a game asset, such as a logger interface. - Resulting game asset. - - - Called by the framework when importing a game asset. - Name of a game asset file. - Contains information for importing a game asset, such as a logger interface. - Resulting game asset. - - - Implements a file format importer for use with game assets. - - - - Initializes a new instance of ContentItem. - - - - Gets or sets the identity of the content item. - The identity of the content item. - - - Gets or sets the name of the content item. - The name of the content item. - - - Gets the opaque data of the content item. - The opaque data of the content item, stored as a set of key/value pairs. - - - Provides properties that define various aspects of content stored using the intermediate file format of the XNA Framework. - - - Initializes an instance of Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorAttribute. - - - Gets or sets the string representing the processor in a user interface. - Name displayed in the user interface. - - - Gets any existing content processor components. - - - Adds a dependency to the specified file. - Name of an asset file. - - - Add a file name to the list of related output files maintained by the build item. - The name of the file. - - - Initiates a nested build of the specified asset and then loads the result into memory. - Reference to the source asset. - Optional processor for this content. - Copy of the final converted content. - - - Initiates a nested build of the specified asset and then loads the result into memory. - Reference to the source asset. - Optional processor for this content. - Optional collection of named values available as input to the content processor. - Optional importer for this content. - Copy of the final converted content. - - - Initiates a nested build of an additional asset. - Reference to the source asset. - Optional processor for this content. - Reference to the final compiled content. The build work is not required to complete before returning. Therefore, this file may not be up to date when Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext.BuildAsset``2(Microsoft.Xna.Framework.Content.Pipeline.ExternalReference{``0},System.String) returns but it will be available for loading by the game at runtime. - - - Initiates a nested build of an additional asset. - Reference to the source asset. - Optional processor for this content. - Optional collection of named values available as input to the content processor. - Optional importer for this content. - Optional name of the final compiled content. - Reference to the final compiled content. The build work is not required to complete before returning. Therefore, this file may not be up to date when Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext.BuildAsset``2(Microsoft.Xna.Framework.Content.Pipeline.ExternalReference{``0},System.String,Microsoft.Xna.Framework.Content.Pipeline.OpaqueDataDictionary,System.String,System.String) returns but it will be available for loading by the game at runtime. - - - Converts a content item object using the specified content processor. - Source content to be converted. - Optional processor for this content. - Optional paramters for the processor. - Reference of the final converted content. - - - Converts a content item object using the specified content processor. - Source content to be converted. - Optional processor for this content. - Reference of the final converted content. - - - Gets the name of the current content build configuration. - Name of the build configuration. - - - Gets the path of the directory that will contain any intermediate files generated by the content processor. - The path of the directory that will contain any intermediate files that the content processor will produce. - - - Gets the logger interface used for status messages or warnings. - Logger interface used by the processor. - - - Gets the output path of the content processor. - The directory path of the output file that the content processor will produce. - - - Gets the output file name of the content processor. - The name of the output file that the content processor will produce. - - - Gets the collection of parameters used by the content processor. - Collection of content processor parameters. - - - Gets the current content build target platform. - Name of the target platform for the current content build. - - - - Provides access to custom processor parameters, methods for converting member data, and triggering nested builds. - - - Initializes a new instance of the Microsoft.Xna.Framework.Content.Pipeline.ContentProcessor`2 class. - - - Processes the specified input data and returns the result. - Existing content object being processed. - Contains any required custom process parameters. - A typed object representing the processed input. - - - Processes the specified input data and returns the result. - Existing content object being processed. - Contains any required custom process parameters. - The processed input. - - - - Gets the expected object type of the input parameter to IContentProcessor.Process. - - Object type of the input parameter. - - - - Gets the object type returned by IContentProcessor.Process. - - Type of object returned by the processor. - - - Provides a base class to use when developing custom processor components. All processors must derive from this class. - - - - Initializes a new instance of ExternalReference. - - The name of the referenced file. - - - - Initializes a new instance of ExternalReference, specifying the file path relative to another content item. - - The name of the referenced file. - The content that the path specified in filename is relative to. - - - - Initializes a new instance of ExternalReference. - - - - Gets and sets the file name of an ExternalReference. - The absolute file name of the external data reference. - - - Specifies external references to a data file for the content item. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.FontDescriptionImporter. - - - - Called by the XNA Framework when importing a .spritefont file to be used as a game asset. This is the method called by the XNA Framework when an asset is to be imported into an object that can be recognized by the Content Pipeline. - Name of a game asset file. - Contains information for importing a game asset, such as a logger interface. - Resulting game asset. - - - Provides methods for reading .spritefont files for use in the Content Pipeline. - - - Imports an asset from the specified file. - Name of the game asset file. - A ContentImporterContext class containing information for importing a game asset, such as a logger interface. - Resulting game asset. - - - Accesses a statically typed ContentImporter`1 instance from generic code using dynamic typing. - - - - Processes the specified input data and returns the result. - Existing content object being processed. - Contains any required custom process parameters. - An object representing the processed input. - - - - Gets the expected object type of the input parameter to IContentProcessor.Process. - - Object type of the input parameter. - - - - Gets the object type returned by IContentProcessor.Process. - - Type of object returned by the processor. - - - Provides methods and properties for accessing a statically typed ContentProcessor subclass, using dynamically typed object data. - - - Initializes a new instance of the InvalidContentException class with the specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If innerException is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Initializes a new instance of the InvalidContentException class with the specified error message. - A message that describes the error. - - - - Initializes a new instance of the InvalidContentException class with the specified error message, the identity of the content throwing the exception, and a reference to the inner exception that is the cause of this exception. - - A message that describes the error. - Information about the content item that caused this error, including the file name. In some cases, a location within the file (of the problem) is specified. - The exception that is the cause of the current exception. If innerException is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - - Initializes a new instance of the InvalidContentException class with the specified error message and the identity of the content throwing the exception. - - A message that describes the error. - Information about the content item that caused this error, including the file name. In some cases, a location within the file (of the problem) is specified. - - - - Initializes a new instance of the InvalidContentException class with information on serialization and streaming context for the related content item. - Information necessary for serialization and deserialization of the content item. - Information necessary for the source and destination of a given serialized stream. Also provides an additional caller-defined context. - - - Initializes a new instance of the InvalidContentException class - - - When overridden in a derived class, returns information about the exception. - Information necessary for serialization and deserialization of the content item. - Information necessary for the source and destination of a given serialized stream. Also provides an additional caller-defined context. - - - Gets or sets the identity of the content item that caused the exception. - The identity of the bad content item. - - - Thrown when errors are encountered in content during processing. - - - Initializes an instance of NamedValueDictionary. - - - Adds an element to the dictionary. - Identity of the key of the new element. - The value of the new element. - - - Adds the specified key and value to the dictionary. - Identity of the key of the new data pair. - The value of the new data pair. - - - Adds an item to the collection. - The item to add to the collection. - - - Removes all elements from the dictionary. - - - Removes all keys and values from the dictionary. - - - Determines whether the specified key is present in the dictionary. - Identity of a key. - true if the value is present; false otherwise. - - - Determines whether the collection contains a specific value. - The object to locate in the collection. - true if the collection contains the object; false otherwise. - - - - Copies the elements of the collection to an array, starting at a specified index. - The index at which to begin the copy. - The destination array. - - - Returns an enumerator that can iterate through this collection. - An enumerator that can iterate through this collection - - - Gets an enumerator that iterates through items in a dictionary. - Enumerator for iterating through the dictionary. - - - Removes the specified element from the dictionary. - Identity of the key of the data pair to be removed. - true if the value is present; false otherwise. - - - - Removes the specified key and value from the dictionary. - Identity of the key to be removed. - true if the value is present; false otherwise. - - - - Removes the first occurrence of the specified object from the collection. - The item to remove from the collection. - true if the item was successfully removed from the collection; false otherwise. - - - - Modifies the value of an existing element. - Identity of the element to be modified. - The value to be set. - - - Gets the value associated with the specified key. - Identity of the key of the element whose value is to be retrieved. - The current value of the element. - true if the value is present; false otherwise. - - - - Gets the number of items in the dictionary. - Number of items. - - - Specifies the type hint for the intermediate serializer. - The type used by the serializer. - - - Gets a value indicating if this object is read-only. - true if the object is read-only; false otherwise. - - - - Gets or sets the specified item. - - Identity of a key. - - - Gets all keys contained in the dictionary. - Collection of keys for the dictionary. - - - Gets all values contained in the dictionary. - Collection of values for the dictionary. - - - - Base class for dictionaries that map string identifiers to data values. - - - Initializes a new instance of OpaqueDataDictionary. - - - Adds an element to the dictionary. - Identity of the key of the new element. - The value of the new element. - - - Removes all elements from the dictionary. - - - Gets the data contents and returns it as a single XML string. - Data contents of the entry. - - - Gets the value of the specified key/value pair of the asset. - The name of the key. - The value to return if the key cannot be found. This can be null for reference types, 0 for primitive types, and a zero-filled structure for structure types. - The value of the retrieved opaque data. - - - Removes the specified element from the dictionary. - Identity of the key of the data pair to be removed. - true if the value is present; false otherwise. - - - Modifies the value of an existing element. - Identity of the element to be modified. - The value to be set. - - - Specifies the type hint for the intermediate serializer. - The type used by the serializer. - - - Provides properties that define opaque data for a game asset. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.PipelineComponentScanner. - - - - Updates the scanner object with the latest available assembly states. - Enumerated list of available assemblies. - Enumerated list of dependent assemblies. - true if an actual scan was required, indicating the collection contents may have changed. false if no assembly changes were detected since the previous call. - - - Updates the scanner object with the latest available assembly states. - Enumerated list of available assemblies. - true if an actual scan was required, indicating the collection contents may have changed. false if no assembly changes were detected since the previous call. - - - Gets the list of error messages produced by the last call to Update. - Collection of the latest error descriptions. - - - Gets a dictionary that maps importer names to their associated metadata attributes. - Importer names and their related metadata values. - - - Gets the names of all available importers. - List of available importer names. - - - Gets a dictionary that maps importer names to the fully qualified name of their return types. - Importer names and their related return types. - - - Gets a dictionary that maps processor names to their associated metadata attributes. - Processor names and their related metadata values. - - - - Gets a dictionary that maps processor names to the fully qualified name of supported input types. - Processor names and the input types they support. - - - - Gets the names of all available importers. - List of available processor names. - - - - Gets a dictionary that maps processor names to the fully qualified name of their output types. - Processor names and their related output types. - - - - A collection of supported processor parameters. - Collection of processor parameters. - - - Implements a scanner object containing the available importers and processors for an application. - - - Initializes a new instance of the PipelineException class with the specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If innerException is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - - Initializes a new instance of the PipelineException class with the specified error message. - - A message that describes the error. - - - Initializes a new instance of the PipelineException class with the specified error message. - A message that describes the error. - Array of strings specifying message-related arguments. - - - - Creates an instance of PipelineException with information on serialization and streaming context for the related content item. - - Information necessary for serialization and deserialization of the content item. - Information necessary for the source and destination of a given serialized stream. Also provides an additional caller-defined context. - - - Creates an instance of PipelineException. - - - Thrown when errors are encountered during a content pipeline build. - - - Default value of the parameter, as specified by the [DefaultValue] attribute. - Default value of the processor parameter. - - - Description of the parameter, as specified by the [Description] attribute. - Parameter description. - - - - Name of the parameter displayed in the designer, as specified by the [DisplayName] attribute. - - Friendly name of the parameter. - - - Gets a value indicating whether the paramter is an enumeration. - true if the parameter is an enumeration; false otherwise. - - - Available options for enumerated type parameters. - Available values for the parameter. - - - Name of the property, as defined in the C# code. - Name of the property used to identify a specific processor parameter. - - - Type of the parameter. - Type of the processor parameter. For a list of accepted types, see Parameterized Processors. - - - Represents a processor parameter. - - - - Represents a collection of processor parameters, usually for a single processor. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.XmlImporter. - - - - Called by the framework when importing an intermediate file containing a game asset. - Name of the intermediate file. - Contains information for importing the intermediate file, such as a logger interface. - Object representing the game asset contained by the intermediate file. - - - Implements an importer for reading intermediate XML files. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Processors.EffectProcessor. - - - - Processes the string representation of the specified effect into a platform-specific binary format using the specified context. - The effect string to be processed. - Context for the specified processor. - A platform-specific compiled binary effect. - - - Processes a string representation to a platform-specific compiled effect. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Processors.FontDescriptionProcessor. - - - - Creates SpriteFontContent from a Framework.Content.Pipeline.Graphics.FontDescription object. - Description of the font to build. - Context for the specified processor. - The font data. - - - Provides methods to convert a font description class containing the name and size of a font into SpriteFontContent. - - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Processors.FontTextureProcessor. - - - - Maps a glyph index to a character. - The glyph index. This is a zero-based index that corresponds to the position of the glyph in the original character. This value begins at the upper-left corner of the texture and increases when moving to the right and down. - The character represented by the specified glyph index. - - - Creates SpriteFontContent from a bitmap. - The bitmap data to convert to a font. - Context for the specified processor. - The font data. - - - Gets or sets the value of the First Character processor parameter. - The start character of the font texture being processed. - - - Gets or sets the output Framework.Graphics.SurfaceFormat of textures. - The output Framework.Graphics.SurfaceFormat of textures. - - - Provides methods to convert a specially marked 2D bitmap into SpriteFontContent. - Reference page contains code snippet demonstrating example usage. - - - Initializes a new instance of the MaterialProcessor class. - - - Builds effect content. - An external reference to the effect content. - Context for the specified processor. - A platform-specific compiled binary effect. - - - - Builds texture content. - The name of the texture. This should correspond to the key used to store the texture in Framework.Content.Pipeline.Graphics.MaterialContent.Textures. - The asset to build. This should be a member of Framework.Content.Pipeline.Graphics.MaterialContent.Textures. - Context for the specified processor. - The built texture content. - - - Builds the texture and effect content for the material. - The material content to build. - Context for the specified processor. - The built material. - - - Gets or sets the color value to replace with transparent black. - Color value of the material to replace with transparent black. - - - Specifies whether color keying of a texture is enabled. - true if color keying is enabled; false otherwise. - - - Specifies if a full chain of mipmaps are generated from the source material. Existing mipmaps of the material are not replaced. - true if mipmap generation is enabled; false otherwise. - - - - Specifies whether resizing of a material is enabled. - true if resizing is enabled; false otherwise. - - - Specifies the texture format of output materials. - The texture format of the output. - - - Builds the effects and textures of a Framework.Content.Pipeline.Graphics.MaterialContent object. - - - - Gets the children of this bone. - - The children of this bone. - - - - Gets the index of this bone in a ModelBoneContentCollection. - - - The index of this bone in a ModelBoneContentCollection. - - - - - Gets the bone name. - - The bone name. - - - - Gets the parent of this bone. - - The parent of this bone. - - - - Gets or sets the local transformation matrix for this bone. - - The local transformation matrix for this bone. - - - Stores design-time data for a Framework.Graphics.ModelBone asset. - - - A collection of ModelBoneContent objects. - - - - Gets the collection of bones that are referenced by this model. - - The collection of bones that are referenced by this model. - - - Gets the collection of meshes that are associated with this model. - The collection of meshes that are associated with this model. - - - Gets the root bone of this model - The root bone of this model. - - - - Gets a user defined tag object. - - User-defined tag object. - - - - Stores design-time data for a Framework.Graphics.Model asset. - - - - Gets the bounding sphere for this mesh. - - The bounding sphere for this mesh. - - - Gets the index buffer associated with this mesh. - The index buffer associated with this mesh. - - - Gets the children mesh parts associated with this mesh. - The children mesh parts associated with this mesh. - - - Gets the mesh name. - The mesh name. - - - Gets the parent bone. - The parent bone. - - - Gets the MeshContent source object used when creating this class. - The source mesh. - - - Gets a user-defined tag object. - User-defined tag object. - - - Gets the vertex buffer associated with this mesh. - The vertex buffer associated with this mesh. - - - - Stores design-time data for a Framework.Graphics.ModelMesh asset. - - - - - A collection of ModelMeshContent objects. - - - - Gets the vertex declaration for this mesh part. - The vertex declaration for this mesh part. - - - Gets the offset from the start of the index buffer to the first vertex index. - The offset from the start of the index buffer to the first vertex index. - - - Gets the material of this mesh part. - The material of this mesh part. - - - - Gets the number of vertices used in this mesh part. - - The number of vertices used in this mesh part. - - - Gets the number of primitives to render for this mesh part. - The number of primitives in this mesh part. - - - - Gets the location in the index buffer at which to start reading vertices. - - - - The location in the index buffer at which to start reading vertices. - - - - - Gets the offset, in bytes, from the first index of the of vertex buffer for this mesh part. - - The offset, in bytes, from the first index of the of vertex buffer for this mesh part. - - - Gets a user-defined tag object. - A user-defined tag object. - - - - Stores design-time data for a Framework.Graphics.ModelMeshPart asset. - - - - - Collection of ModelMeshPartContent objects. - - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Processors.ModelProcessor. - - - - Called by the framework when the MaterialContent property of a GeometryContent object is encountered in the input node collection. - The input material content. - Context for the specified processor. - The converted material content. - - - Processes all geometry using a specified material. - A material used in the scene. - A collection of all the geometry using the specified material. - Context for the specified processor. - - - Processes geometry content vertex channels at the specified index. - The geometry content to process. - Index of the vertex channel to process. - Context for the specified processor. - - - Converts mesh content to model content. - The root node content. - Context for the specified processor. - The model content. - - - Specifies the color used when color keying for a texture is enabled. - - Color value of the material to replace with transparent black. - - - - Specifies whether color keying of a model is enabled. - true if color keying is enabled; false otherwise. - - - Specifies whether a full chain of mipmaps is generated from the source material. - true if mipmap generation is enabled; false otherwise. - - - Gets or sets the value of the Generate Tangent Frames processor parameter. - true if binormals and tangents should be generated if none are found; otherwise false. - - - Specifies whether resizing of textures are enabled. - true if resizing is enabled; false otherwise. - - - Gets or sets the value of the X Axis Rotation processor parameter. - The amount of rotation, in degrees, around the X axis. - - - Gets or sets the value of the Y Axis Rotation processor parameter. - The amount of rotation, in degrees, around the X axis. - - - Gets or sets the value of the Z Axis Rotation processor parameter. - The amount of rotation, in degrees, around the Z axis. - - - Gets or sets the value of the Scale processor parameter. - The scaling factor to be applied. - - - Gets or sets the value of the Swap Winding Order processor parameter. - true if the winding order of the model should be swapped; otherwise false. This is useful for models that appear to be drawn inside-out. - - - Specifies the texture format of output materials. - The texture format of the output. - - - Processes a game asset mesh to a model content that is optimal for runtime. - - - Initializes a new instance of the ModelTextureProcessor class. - - - Processes a texture. - The texture content to process. - Context for the specified processor. - The processed texture content. - - - Specifies the color used when color keying for a texture is enabled. - - Color value of the material to replace with transparent black. - - - - Specifies whether color keying of the texture is enabled. - true if color keying is enabled; false otherwise. - - - - Specifies if a full chain of mipmaps are generated from the source material. - true if mipmap generation is enabled; false otherwise. - - - - Specifies whether resizing of textures are enabled. - true if resizing is enabled; false otherwise. - - - - Specifies the texture format of output materials. - The texture format of the output. - - - Processes textures for 3D models. - - - Initializes a new instance of the PassThroughProcessor class. - - - - No-operation process that simply returns the input argument. - - The input argument. - Context for the specified processor. - The unmodified input argument. - - - - Provides an implementation of a no-operation processor that returns an unmodified copy of the input data. - - - Represents a processed Framework.Media.Song object. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Processors.SongProcessor. - - - - Builds the content for the source audio. - The audio content to build. - Context for the specified processor. - The built audio. - - - Gets or sets the target format quality of the audio content. - The Framework.Content.Pipeline.Audio.ConversionQuality of this audio data. - - - A custom song processor that processes an intermediate Framework.Content.Pipeline.Audio.AudioContent type. - - - Represents a processed sound effect. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Processors.SoundEffectProcessor. - - - - Builds the content for the source audio. - The audio content to build. - Context for the specified processor. - The built sound effect. - - - Gets or sets the target format quality of the sound effect. - - The Framework.Content.Pipeline.Audio.ConversionQuality of the sound effect data. - - - - - Provides a custom sound effect processor that processes an intermediate Framework.Content.Pipeline.Audio.AudioContent type. - - - - - Provides methods and properties for managing a design-time Microsoft.Xna.Framework.Graphics.SpriteFont holding packed font data. - - - - Initializes a new instance of the SpriteTextureProcessor class. - - - Processes a texture for use as 2D sprites or user interface components. - The input texture content. - Context for the specified processor. - The converted texture content. - - - Specifies the color used when color keying for a texture is enabled. - - Color value of the material to replace with transparent black. - - - - Specifies whether color keying of the texture is enabled. - true if color keying is enabled; false otherwise. - - - - Specifies if a full chain of mipmaps are generated from the source material. - true if mipmap generation is enabled; false otherwise. - - - - Specifies whether resizing of textures are enabled. - true if resizing is enabled; false otherwise. - - - - Specifies the texture format of output materials. - The texture format of the output. - - - Processes textures for use as 2D sprites or user interface components. - - - Initializes a new instance of the TextureProcessor class. - - - - Processes a texture. - - The texture content to process. - Context for the specified processor. - The converted texture content. - - - Specifies the color used when color keying for a texture is enabled. - The color used when a texture is color keyed. - - - Specifies whether color keying of a texture is enabled. - true if color keying is enabled; false otherwise. - - - Specifies if a full chain of mipmaps are generated from the source texture. - true if mipmap generation is enabled; false otherwise. - - - Specifies whether resizing of a texture is enabled. - true if resizing is enabled; false otherwise. - - - Specifies the texture format of outputmaterials. - The texture format of the output. - - - - Provides methods for processing textures. - - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Processors.VertexBufferContent(System.Int32) of the specified size. - - The size of the vertex buffer content, in bytes. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Processors.VertexBufferContent. - - - - Gets the size of the specified type, in bytes. - The type. - The size of the specified type, in bytes. - - - Writes additional data into the vertex buffer. - Offset at which to begin writing. - Stride of the data being written, in bytes. - The type of data to be written. - The data to write. - - - Writes additional data into the vertex buffer. - Offset at which to begin writing. - Stride of the data being written, in bytes. - The type of data to be written. - The data to write. - The target platform of the content build. - - - Writes additional data into the vertex buffer. - Offset at which to begin writing. - Stride of the data being written, in bytes. - The data to write. - The target platform of the content build. - - - Writes additional data into the vertex buffer. - Offset to begin writing at. - Stride of the data being written, in bytes. - Enumerated collection of data. - - - Gets the array containing the raw bytes of the packed vertex data. - Raw data of the packed vertex data. - - - Provides methods and properties for managing a design-time vertex buffer that holds packed vertex data. - - - Specifies the target output (of type SurfaceFormat) of the texture processor. - - - The SurfaceFormat value, of the input TextureContent object, is converted to Color by the processor. Typically used for 2D graphics and overlays. - - - The SurfaceFormat value, of the input TextureContent object, is converted to an appropriate DXT compression by the processor. If the input texture contains fractional alpha values, it is converted to DXT5 format (8 bits per texel); otherwise it is converted to DXT1 (4 bits per texel). This conversion reduces the resource's size on the graphics card. Typically used for 3D textures such as 3D model textures. - - - The SurfaceFormat value, of the input TextureContent object, is not changed by the processor. Typically used for textures processed by an external tool. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildContent. - - - - The format specifier for the named event used to cancel the build. - - - - Executes the related build task. - - true if the task completed successfully; false otherwise. - - - Gets or sets the content build configuration name. - Name of the configuration. - - - Gets or sets the content compression flag. - If true, all content types that permit compression will be compressed when built (the default). If false, no content will be compressed. - - - Gets or sets the directory for storing temporary build files. - Directory containing the intermediate build files. - - - Gets all file names produced by the build, regardless of any incremental optimizations. - Array of file names produced by the content build. - - - Gets or sets the base reference path used when reporting errors during the content build process. - Current name of the base directory or the value to be set. - - - Gets all file names produced by the build, regardless of any incremental optimizations. - Array of file names produced by the content build. - - - Gets or sets the output directory for the final build results. - Output directory for final build result files - - - - Gets or sets the names of assemblies that provide Importer&lt;T&gt; or ContentProcessor&lt;T&gt; components for use by the build. - - Current pipeline assemblies or the values to be set. - - - Gets or sets the dependencies of the pipeline assemblies. - Array of content build dependencies. - - - Gets or sets the force rebuild flag. - Current value of the force rebuild flag.If true, all content is rebuilt (even when incremental checks indicate everything is up to date). The default value is false. - - - Gets the list of file names modified by an incremental rebuild. - Array of file names modified by an incremental rebuild. - - - Gets or sets the base path for the entire content build process. - Base path of the content build process. - - - Gets or sets the source asset files to be built. - Current source asset files to be built or the values to be set. - - - Gets or sets the content build target platform. - Target of the content build. For a list of possible values, see Microsoft.Xna.Framework.TargetPlatform. - - - Provides methods and properties for importing and processing game assets into a binary format. - - - - Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildXact. - - - - Executes the BuildXact task. - true to begin execution of the task; otherwise false. - - - Gets or sets the content build configuration name. - Current name of the build configuration or the value to be set. - - - Gets or sets the directory for storing temporary build files. - Current directory for temporary build files or the value to be set. - - - Gets the names of the intermediate files used internally by the build. - Intermediate file names produced by the build. - - - Gets or sets the base reference path used when reporting errors during the content build process. - Current name of the base directory or the value to be set. - - - Gets or sets the directory for the final build results. - Current directory for the final build results or the value to be set. - - - Gets the names of all files produced by the build, regardless of any incremental optimizations. - - File names produced by the build or the value to be set. - - - Gets or sets the force rebuild flag. - If true, all XACT target files are rebuilt; otherwise only modified files are rebuilt. Default value is false. - - - Gets the names of files modified by an incremental rebuild. - File names modified by an incremental build. - - - Gets or sets the base directory for the entire content build process. - Current name of the base directory or the value to be set. - - - Gets or sets the content build target platform. - Current platform or the value to be set. Can be one of the following values: Windows or Xbox360 - - - Gets or sets the XACT project files to be built. - Current XACT project files to be built or value to be set. - - - Gets or sets XNA framework version, used to determine the xactbld3.exe path. - Version of the XNA framework or the value to be set. Currently, 1.0 is the only valid value. - - - An MSBuild task that provides incremental build capabilities for XACT projects. - - - Instantiates a new instance of this MSBuild task for deleting all the intermediate and output files that were created by a previous Content Pipeline build operation. - - - Removes all intermediate and output files that were created by a previous Content Pipeline build operation. - true if errors were logged; false otherwise. - - - - Gets or sets the content build configuration name. - The content build configuration name. - - - Gets or sets the directory for storing temporary build files. - The directory for storing temporary build files. - - - Gets or sets the output directory for the final build results. - The output directory for the final build results. - - - Gets or sets the base path for the entire content build process. - The base path for the entire content build process. - - - Gets or sets the content build target platform. - The content build target platform. - - - An MSBuild task for deleting all the intermediate and output files that were created by a previous Content Pipeline build operation. - - - - Creates a new instance of Microsoft.Xna.Framework.Content.Pipeline.Tasks.GetLastOutputs. - - - Executes the related task using MSBuild. - true if the task completed successfully; false otherwise. - - - Gets or sets the directory containing the cache file to be retrieved. - Path of the retrieved cache file. - - - Gets the names of the output content files. - Collection of cache file names. - - - Provides methods and properties for getting the names of all output content files from the content pipeline's cache file. - - - Initializes a new instance of the BoundingBoxConverter class. - - - Converts the given object to the type of this converter, using the specified context and culture information. - The format context. - The current culture. - The object to convert. - The converted value. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - - Creates an instance of the type that this BoundingBoxConverter is associated with, using the specified context, given a set of property values for the object. - - The format context. - The new property values. - - An object representing propertyValues, or null if the object cannot be created. - - - - - Provides a unified way of converting Framework.BoundingBox values to other types, as well as for accessing standard values and subproperties. - - - - - Initializes a new instance of the BoundingSphereConverter class. - - - - Converts the given object to the type of this converter, using the specified context and culture information. - The format context. - The current culture. - The object to convert. - The converted value. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - - Creates an instance of the type that this BoundingSphereConverter is associated with, using the specified context, given a set of property values for the object. - - The format context. - The new property values. - - An object representing propertyValues, or null if the object cannot be created. - - - - - Provides a unified way of converting Framework.BoundingSphere values to other types, as well as for accessing standard values and subproperties. - - - - Initializes a new instance of the Microsoft.Xna.Framework.Design.ColorConverter class. - - - Converts the given value to the type of this converter. - The format context. - The current culture. - The object to convert. - The converted value. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - Re-creates an object given a set of property values for the object. - The format context. - The new property values. - An object representing propertyValues, or null if the object cannot be created. - - - Provides a unified way of converting Color values to other types, as well as for accessing standard values and subproperties. - - - - Initializes a new instance of the MathTypeConverter class. - - - - Represents a collection of System.ComponentModel.PropertyDescriptor objects. - - - Returns whether string conversion is supported. - - - Returns whether this converter can convert an object of the given type to the type of this converter, using the specified context. - The format context. - The type you want to convert from. - true if this converter can perform the conversion; false otherwise. - - - Returns whether this converter can convert an object of one type to the type of this converter. - The format context. - The destination type. - true if this converter can perform the conversion; false otherwise. - - - Returns whether changing a value on this object requires a call to CreateInstance to create a new value, using the specified context. - The format context. - true if changing a property on this object requires a call to CreateInstance to create a new value; false otherwise. - - - Returns whether this object supports properties, using the specified context. - The format context. - true if GetProperties should be called to find the properties of this object; false otherwise. - - - - Returns a collection of properties for the type of array specified by the value parameter. - The format context. - The type of array for which to get properties. - An array to use as a filter. - The properties that are exposed for this data type, or null if there are no properties. - - - - Provides a unified way of converting math type values to other types, as well as for accessing standard values and subproperties. - - - - - Initializes a new instance of the MatrixConverter class. - - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - - Creates an instance of the type that this MatrixConverter is associated with, using the specified context, given a set of property values for the object. - - The format context. - The new property values. - - An object representing propertyValues, or null if the object cannot be created. - - - - - Provides a unified way of converting Framework.Matrix values to other types, as well as for accessing standard values and subproperties. - - - - - Initializes a new instance of the PlaneConverter class. - - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - - Creates an instance of the type that this PlaneConverter is associated with, using the specified context, given a set of property values for the object. - - The format context. - The new property values. - An object representing propertyValues, or null if the object cannot be created. - - - - Provides a unified way of converting Framework.Plane values to other types, as well as for accessing standard values and subproperties. - - - - - Initializes a new instance of the PointConverter class. - - - - Converts the given object to the type of this converter, using the specified context and culture information. - The format context. - The current culture. - The object to convert. - The converted value. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - - Creates an instance of the type that this PointConverter is associated with, using the specified context, given a set of property values for the object. - - The format context. - The new property values. - - An object representing propertyValues, or null if the object cannot be created. - - - - - Provides a unified way of converting Framework.Point values to other types, as well as for accessing standard values and subproperties. - - - - - Initializes a new instance of the QuaternionConverter class. - - - - Converts the given object to the type of this converter, using the specified context and culture information. - The format context. - The current culture. - The object to convert. - The converted value. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - - Creates an instance of the type that this QuaternionConverter is associated with, using the specified context, given a set of property values for the object. - - The format context. - The new property values. - - An object representing propertyValues, or null if the object cannot be created. - - - - - Provides a unified way of converting Framework.Quaternion values to other types, as well as for accessing standard values and subproperties. - - - - - Initializes a new instance of the RayConverter class. - - - - Converts the given object to the type of this converter, using the specified context and culture information. - The format context. - The current culture. - The object to convert. - The converted value. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - - Creates an instance of the type that this RayConverter is associated with, using the specified context, given a set of property values for the object. - - The format context. - The new property values. - - An object representing propertyValues, or null if the object cannot be created. - - - - - Provides a unified way of converting Framework.Ray values to other types, as well as for accessing standard values and subproperties. - - - - - Initializes a new instance of the RectangleConverter class. - - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - - Creates an instance of the type that this RectangleConverter is associated with, using the specified context, given a set of property values for the object. - - The format context. - The new property values. - - An object representing propertyValues, or null if the object cannot be created. - - - - - Provides a unified way of converting Framework.Rectangle values to other types, as well as for accessing standard values and subproperties. - - - - - Initializes a new instance of the Vector2Converter class. - - - - Converts the given object to the type of this converter, using the specified context and culture information. - The format context. - The current culture. - The object to convert. - The converted value. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - - Creates an instance of the type that this Vector2Converter is associated with, using the specified context, given a set of property values for the object. - - The format context. - The new property values. - - An object representing propertyValues, or null if the object cannot be created. - - - - - Provides a unified way of converting Framework.Vector2 values to other types, as well as for accessing standard values and subproperties. - - - - - Initializes a new instance of the Vector3Converter class. - - - - Converts the given object to the type of this converter, using the specified context and culture information. - The format context. - The current culture. - The object to convert. - The converted value. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - - Creates an instance of the type that this Vector3Converter is associated with, using the specified context, given a set of property values for the object. - - The format context. - The new property values. - - An object representing propertyValues, or null if the object cannot be created. - - - - - Provides a unified way of converting Framework.Vector3 values to other types, as well as for accessing standard values and subproperties. - - - - - Initializes a new instance of the Vector4Converter class. - - - - Converts the given object to the type of this converter, using the specified context and culture information. - The format context. - The current culture. - The object to convert. - The converted value. - - - Converts the given value object to the specified type, using the specified context and culture information. - The format context. - The culture to use in the conversion. - The object to convert. - The destination type. - The converted value. - - - Creates an instance of the type that this Vector4Converter is associated with, using the specified context, given a set of property values for the object. - The format context. - The new property values. - - An object representing propertyValues, or null if the object cannot be created. - - - - Provides a unified way of converting Framework.Vector4 values to other types, as well as for accessing standard values and subproperties. - - - Creates an instance of BoundingBox. Reference page contains links to related conceptual articles. - The minimum point the BoundingBox includes. - The maximum point the BoundingBox includes. - - - Specifies the total number of corners (8) in the BoundingBox. - - - The maximum point the BoundingBox contains. - - - - The minimum point the BoundingBox contains. - - - - Tests whether the BoundingBox contains a BoundingSphere. - The BoundingSphere to test for overlap. - Enumeration indicating the extent of overlap. - - - - Tests whether the BoundingBox contains a point. - - The point to test for overlap. - Enumeration indicating the extent of overlap. - - - Tests whether the BoundingBox contains a BoundingFrustum. - The BoundingFrustum to test for overlap. - Enumeration indicating the extent of overlap. - - - - Tests whether the BoundingBox contains a BoundingSphere. - - The BoundingSphere to test for overlap. - Enumeration indicating the extent of overlap. - - - Tests whether the BoundingBox contains another BoundingBox. - The BoundingBox to test for overlap. - Enumeration indicating the extent of overlap. - - - Tests whether the BoundingBox contains a point. - The point to test for overlap. - Enumeration indicating the extent of overlap. - - - - Tests whether the BoundingBox contains a BoundingBox. - - The BoundingBox to test for overlap. - Enumeration indicating the extent of overlap. - - - Creates the smallest BoundingBox that will contain a group of points. - A list of points the BoundingBox should contain. - The created BoundingBox. - - - Creates the smallest BoundingBox that will contain the specified BoundingSphere. - The BoundingSphere to contain. - The created BoundingBox. - - - - Creates the smallest BoundingBox that will contain the specified BoundingSphere. - - The BoundingSphere to contain. - The created BoundingBox. - - - - Creates the smallest BoundingBox that contains the two specified BoundingBox instances. - - One of the BoundingBox instances to contain. - One of the BoundingBox instances to contain. - The created BoundingBox. - - - Creates the smallest BoundingBox that contains the two specified BoundingBox instances. - One of the BoundingBoxs to contain. - One of the BoundingBoxs to contain. - The created BoundingBox. - - - - Determines whether two instances of BoundingBox are equal. - - BoundingBox to compare. - BoundingBox to compare. - true if the two BoundingBoxs are equal; false otherwise. - - - - Determines whether two instances of BoundingBox are equal. - - The System.Object to compare with the current BoundingBox. - true if the specified System.Object is equal to the current BoundingBox; false otherwise. - - - - - Determines whether two instances of BoundingBox are equal. - - The BoundingBox to compare with the current BoundingBox. - true if the specified BoundingBox is equal to the current BoundingBox; false otherwise. - - - - Gets the array of points that make up the corners of the BoundingBox. - An existing array of at least 8 Vector3 points where the corners of the BoundingBox are written. - - - - Gets an array of points that make up the corners of the BoundingBox. - - - An array of Vector3 points that represent the corners of the BoundingBox. - - - - Gets the hash code for this instance. - - A hash code for the current BoundingBox. - - - - - Determines whether two instances of BoundingBox are not equal. - - The object to the left of the inequality operator. - The object to the right of the inequality operator. - true if left is not equal to right; false otherwise. - - - - Checks whether the current BoundingBox intersects a BoundingSphere. Reference page contains links to related code samples. - The BoundingSphere to check for intersection with. - true if the BoundingBox and BoundingSphere intersect; false otherwise. - - - - Checks whether the current BoundingBox intersects a Plane. Reference page contains links to related code samples. - The Plane to check for intersection with. - An enumeration indicating whether the BoundingBox intersects the Plane. - - - - Checks whether the current BoundingBox intersects a BoundingFrustum. - Reference page contains links to related code samples. - The BoundingFrustum to check for intersection with. - true if the BoundingBox and BoundingFrustum intersect; false otherwise. - - - - Checks whether the current BoundingBox intersects a Ray. - Reference page contains links to related code samples. - The Ray to check for intersection with. - Distance at which the ray intersects the BoundingBox, or null if there is no intersection. - - - - Checks whether the current BoundingBox intersects another BoundingBox. - Reference page contains links to related code samples. - The BoundingBox to check for intersection with. - true if the BoundingBoxs intersect; false otherwise. - - - - - Checks whether the current BoundingBox intersects a Plane. - Reference page contains links to related code samples. - The Plane to check for intersection with. - An enumeration indicating whether the BoundingBox intersects the Plane. - - - - Checks whether the current BoundingBox intersects another BoundingBox. - Reference page contains links to related code samples. - The BoundingBox to check for intersection with. - true if the BoundingBox instances intersect; false otherwise. - - - - Checks whether the current BoundingBox intersects a BoundingSphere. - Reference page contains links to related code samples. - The BoundingSphere to check for intersection with. - true if the BoundingBox and BoundingSphere intersect; false otherwise. - - - - Checks whether the current BoundingBox intersects a Ray. - Reference page contains links to related code samples. - The Ray to check for intersection with. - Distance at which the ray intersects the BoundingBox, or null if there is no intersection. - - - - - Returns a System.String that represents the current BoundingBox. - - System.String representation of the current BoundingBox. - - - - Defines an axis-aligned box-shaped 3D volume. Reference page contains links to related conceptual articles. - - - Creates a new instance of BoundingFrustum. Reference page contains links to related conceptual articles. - Combined matrix that usually takes view × projection matrix. - - - Specifies the total number of corners (8) in the BoundingFrustum. - - - Checks whether the current BoundingFrustum contains the specified BoundingSphere. - The BoundingSphere to check against the current BoundingFrustum. - Enumeration indicating the relationship of the current BoundingFrustum to the specified BoundingSphere. - - - - Checks whether the current BoundingFrustum contains the specified point. - - The point to test for overlap. - Enumeration indicating the extent of overlap. - - - - Checks whether the current BoundingFrustum contains the specified BoundingFrustum. - - The BoundingFrustum to check against the current BoundingFrustum. - - Enumeration indicating the relationship of the current BoundingFrustum to the specified BoundingFrustum. - - - - - Checks whether the current BoundingFrustum contains the specified BoundingSphere. - - The BoundingSphere to test for overlap. - Enumeration indicating the extent of overlap. - - - - Checks whether the current BoundingFrustum contains the specified BoundingBox. - - The BoundingBox to check against the current BoundingFrustum. - - Enumeration indicating the relationship of the current BoundingFrustum to the specified BoundingBox. - - - - - Checks whether the current BoundingFrustum contains the specified point. - - The point to check against the current BoundingFrustum. - - Enumeration indicating the relationship of the current BoundingFrustum to the specified point. - - - - - Checks whether the current BoundingFrustum contains the specified BoundingBox. - - The BoundingBox to test for overlap. - Enumeration indicating the extent of overlap. - - - - Determines whether two instances of BoundingFrustum are equal. - - The BoundingFrustum to the left of the equality operator. - The BoundingFrustum to the right of the equality operator. - true if left is equal to right; false otherwise. - - - - - Determines whether the specified BoundingFrustum is equal to the current BoundingFrustum. - - The BoundingFrustum to compare with the current BoundingFrustum. - true if the specified BoundingFrustum is equal to the current BoundingFrustum; false otherwise. - - - - - Determines whether the specified System.Object is equal to the BoundingFrustum. - - The System.Object to compare with the current BoundingFrustum. - true if the specified System.Object is equal to the current BoundingFrustum; false otherwise. - - - - - Gets an array of points that make up the corners of the BoundingFrustum. - - An existing array of at least 8 Vector3 points where the corners of the BoundingFrustum are written. - - - - Gets an array of points that make up the corners of the BoundingFrustum. - - - Array of Vector3 points that make up the corners of the BoundingFrustum. - - - - Gets the hash code for this instance. - A hash code for the current BoundingFrustum. - - - Determines whether two instances of BoundingFrustum are not equal. - The BoundingFrustum to the left of the inequality operator. - The BoundingFrustum to the right of the inequality operator. - true if left is not equal to right; false otherwise. - - - - Checks whether the current BoundingFrustum intersects the specified BoundingSphere. - The BoundingSphere to check for intersection. - true if the BoundingFrustum intersects the BoundingSphere; false otherwise. - - - Checks whether the current BoundingFrustum intersects the specified Plane. - The Plane to check for intersection. - An enumeration indicating whether BoundingFrustum intersects the specified Plane. - - - - - Checks whether the current BoundingFrustum intersects the specified BoundingFrustum. - - The BoundingFrustum to check for intersection. - true if the current BoundingFrustum intersects the specified BoundingFrustum; false otherwise. - - - - - Checks whether the current BoundingFrustum intersects a Ray. - - The Ray to check for intersection with. - Distance at which the ray intersects the BoundingFrustum or null if there is no intersection. - - - - Checks whether the current BoundingFrustum intersects the specified BoundingBox. - - The BoundingBox to check for intersection. - true if the BoundingFrustum intersects the BoundingBox; false otherwise. - - - - - Checks whether the current BoundingFrustum intersects a Plane. - - The Plane to check for intersection with. - An enumeration indicating whether the BoundingFrustum intersects the Plane. - - - - Checks whether the current BoundingFrustum intersects a BoundingBox. - - The BoundingBox to check for intersection with. - true if the BoundingFrustum and BoundingBox intersect; false otherwise. - - - - Checks whether the current BoundingFrustum intersects a BoundingSphere. - - The BoundingSphere to check for intersection with. - true if the BoundingFrustum and BoundingSphere intersect; false otherwise. - - - - Checks whether the current BoundingFrustum intersects the specified Ray. - - The Ray to check for intersection. - Distance at which the ray intersects the BoundingFrustum or null if there is no intersection. - - - - Returns a System.String that represents the current BoundingFrustum. - System.String representation of the current BoundingFrustum. - - - - Gets the bottom plane of the BoundingFrustum. - Returns the bottom plane of the BoundingFrustum. - - - Gets the far plane of the BoundingFrustum. - Returns the far plane of the BoundingFrustum. - - - Gets the left plane of the BoundingFrustum. - Returns the left plane of the BoundingFrustum. - - - Gets or sets the Matrix that describes this bounding frustum. - The Matrix that describes this bounding frustum. - - - - Gets the near plane of the BoundingFrustum. - Returns the near plane of the BoundingFrustum. - - - Gets the right plane of the BoundingFrustum. - Returns the right plane of the BoundingFrustum. - - - Gets the top plane of the BoundingFrustum. - Returns the top plane of the BoundingFrustum. - - - Defines a frustum and helps determine whether forms intersect with it. - - - Creates a new instance of BoundingSphere. - Center point of the sphere. - Radius of the sphere. - - - The center point of the sphere. - - - The radius of the sphere. - - - - Checks whether the current BoundingSphere contains the specified BoundingSphere. - - The BoundingSphere to check against the current BoundingSphere. - An enumeration indicating the relationship of the BoundingSpheres. - - - - Checks whether the current BoundingSphere contains the specified point. - - The point to test for overlap. - Enumeration indicating the extent of overlap. - - - - Checks whether the current BoundingSphere contains the specified BoundingFrustum. - - The BoundingFrustum to check against the current BoundingSphere. - - An enumeration indicating the relationship of the specified BoundingFrustum to the current BoundingSphere. - - - - - Checks whether the current BoundingSphere contains the specified BoundingSphere. - - The BoundingSphere to test for overlap. - Enumeration indicating the extent of overlap. - - - - Checks whether the current BoundingSphere contains the specified BoundingBox. - - The BoundingBox to check against the current BoundingSphere. - - An enumeration indicating the relationship of the specified BoundingBox to the current BoundingSphere. - - - - - Checks whether the current BoundingSphere contains the specified point. - - The point to check against the current BoundingSphere. - - An enumeration indicating the relationship of the specified point to the current BoundingSphere. - - - - - Checks whether the current BoundingSphere contains the specified BoundingBox. - - The BoundingBox to test for overlap. - Enumeration indicating the extent of overlap. - - - - Creates the smallest BoundingSphere that can contain a specified BoundingBox. - - The BoundingBox to create the BoundingSphere from. - The created BoundingSphere. - - - Creates the smallest BoundingSphere that can contain a specified BoundingBox. - The BoundingBox to create the BoundingSphere from. - The created BoundingSphere. - - - Creates the smallest BoundingSphere that can contain a specified BoundingFrustum. - The BoundingFrustum to create the BoundingSphere with. - The created BoundingSphere. - - - Creates a BoundingSphere that can contain a specified list of points. - List of points the BoundingSphere must contain. - The created BoundingSphere. - - - - Creates a BoundingSphere that contains the two specified BoundingSphere instances. - - BoundingSphere to be merged. - BoundingSphere to be merged. - The created BoundingSphere. - - - Creates a BoundingSphere that contains the two specified BoundingSphere instances. - BoundingSphere to be merged. - BoundingSphere to be merged. - The created BoundingSphere. - - - - Determines whether two instances of BoundingSphere are equal. - - The object to the left of the equality operator. - The object to the right of the equality operator. - true if left is equal to right; false otherwise. - - - - - Determines whether the specified BoundingSphere is equal to the current BoundingSphere. - - The BoundingSphere to compare with the current BoundingSphere. - true if the specified BoundingSphere is equal to the current BoundingSphere; false otherwise. - - - - - Determines whether the specified System.Object is equal to the BoundingSphere. - - The System.Object to compare with the current BoundingSphere. - true if the specified System.Object is equal to the current BoundingSphere; false otherwise. - - - - Gets the hash code for this instance. - - A hash code for the current BoundingSphere. - - - - - Determines whether two instances of BoundingSphere are not equal. - - The BoundingSphere to the left of the inequality operator. - The BoundingSphere to the right of the inequality operator. - true if left is not equal to right; false otherwise. - - - - Checks whether the current BoundingSphere intersects with a specified BoundingSphere. - The BoundingSphere to check for intersection with the current BoundingSphere. - true if the BoundingSpheres intersect; false otherwise. - - - Checks whether the current BoundingSphere intersects with a specified Plane. - The Plane to check for intersection with the current BoundingSphere. - An enumeration indicating the relationship between the BoundingSphere and the Plane. - - - - Checks whether the current BoundingSphere intersects with a specified BoundingFrustum. - - The BoundingFrustum to check for intersection with the current BoundingSphere. - true if the BoundingFrustum and BoundingSphere intersect; false otherwise. - - - - - Checks whether the current BoundingSphere intersects a Ray. - - The Ray to check for intersection with. - Distance at which the ray intersects the BoundingSphere or null if there is no intersection. - - - - Checks whether the current BoundingSphere intersects with a specified BoundingBox. - - The BoundingBox to check for intersection with the current BoundingSphere. - true if the BoundingBox and BoundingSphere intersect; false otherwise. - - - - - Checks whether the current BoundingSphere intersects a Plane. - - The Plane to check for intersection with. - An enumeration indicating whether the BoundingSphere intersects the Plane. - - - - Checks whether the current BoundingSphere intersects a BoundingBox. - - The BoundingBox to check for intersection with. - true if the BoundingSphere and BoundingBox intersect; false otherwise. - - - - Checks whether the current BoundingSphere intersects another BoundingSphere. - - The BoundingSphere to check for intersection with. - true if the BoundingSphere instances intersect; false otherwise. - - - - Checks whether the current BoundingSphere intersects with a specified Ray. - - The Ray to check for intersection with the current BoundingSphere. - Distance at which the ray intersects the BoundingSphere or null if there is no intersection. - - - - - Returns a System.String that represents the current BoundingSphere. - - System.String representation of the current BoundingSphere. - - - - Translates and scales the BoundingSphere using a given Matrix. - A transformation matrix that might include translation, rotation, or uniform scaling. Note that BoundingSphere.Transform will not return correct results if there are non-uniform scaling, shears, or other unusual transforms in this transformation matrix. This is because there is no way to shear or non-uniformly scale a sphere. Such an operation would cause the sphere to lose its shape as a sphere. - The transformed BoundingSphere. - - - - Translates and scales the BoundingSphere using a given Matrix. - - A transformation matrix that might include translation, rotation, or uniform scaling. Note that BoundingSphere.Transform will not return correct results if there are non-uniform scaling, shears, or other unusual transforms in this transformation matrix. This is because there is no way to shear or non-uniformly scale a sphere. Such an operation would cause the sphere to lose its shape as a sphere. - - The transformed BoundingSphere. - - - - Defines a sphere. - - - Initializes a new instance of Curve. - - - Creates a copy of the Curve. - - The copy of the Curve. - - - - Computes all tangents for all CurveKeys in this Curve, using a specified tangent type for both CurveKey.TangentIn and CurveKey.TangentOut. - - The type of CurveKey.TangentOut and CurveKey.TangentIn to compute (one of the types specified in the CurveTangent enumeration). - - - - Computes all tangents for all CurveKeys in this Curve, - using different tangent types for CurveKey.TangentOut and CurveKey.TangentIn. - - The type of CurveKey.TangentIn to compute (one of the types specified in the CurveTangent enumeration). - The type of CurveKey.TangentOut to compute (one of the types specified in the CurveTangent enumeration). - - - Computes both the CurveKey.TangentIn and the CurveKey.TangentOut for a CurveKey specified by its index. - The index of the CurveKey for which to compute tangents (in the Curve.Keys collection of the Curve). - The type of tangents to compute (one of the types specified in the CurveTangent enumeration). - - - - Computes a specified type of CurveKey.TangentIn and a specified type of CurveKey.TangentOut for a given CurveKey. - - The index of the CurveKey for which to compute tangents (in the Curve.Keys collection of the Curve). - The type of CurveKey.TangentIn to compute (one of the types specified in the CurveTangent enumeration). - The type of CurveKey.TangentOut to compute (one of the types specified in the CurveTangent enumeration). - - - Finds the value at a position on the Curve. - The position on the Curve. - Value at the position on the Curve. - - - - Gets a value indicating whether the curve is constant. - true is the curve is constant (has one or fewer points); false otherwise. - - - The points that make up the curve. - Points that make up the curve. - - - Specifies how to handle weighting values that are greater than the last control point in the curve. - Specifies how to handle weighting values. - - - Specifies how to handle weighting values that are less than the first control point in the curve. - Specifies how to handle weighting values. - - - Stores an arbitrary collection of 2D CurveKey points, and provides methods for evaluating features of the curve they define. - - - Initializes a new instance of CurveKey. - Position in the curve. - Value of the control point. - - - Initializes a new instance of CurveKey. - Position in the curve. - Value of the control point. - Tangent approaching point from the previous point in the curve. - Tangent leaving point toward next point in the curve. - Enum indicating whether the curve is discrete or continuous. - - - Initializes a new instance of CurveKey. - Position in the curve. - Value of the control point. - Tangent approaching point from the previous point in the curve. - Tangent leaving point toward next point in the curve. - - - Creates a copy of the CurveKey. - The copy of the CurveKey. - - - Compares this instance to another CurveKey and returns an indication of their relative values. - CurveKey to compare to. - Zero if the positions are the same; -1 if this CurveKey comes before other and 1 if this CurveKey comes after other. - - - - Determines whether two CurveKey instances are equal. - CurveKey on the left of the equal sign. - CurveKey on the right of the equal sign. - true if the CurveKeys are equal; false otherwise. - - - - Determines whether the specified System.Object is equal to the CurveKey. - - The System.Object to compare with the current CurveKey. - true if the specified System.Object is equal to the current CurveKey; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object with which to make the comparison. - Value that is true if the current instance is equal to the specified object, or false if it is not. - - - - Returns the hash code for this instance. - Hashcode for this object. - - - Determines whether two CurveKey instances are not equal. - CurveKey on the left of the equal sign. - CurveKey on the right of the equal sign. - true /> if the CurveKeys are not equal; false otherwise. - - - Describes whether the segment between this point and the next point in the curve is discrete or continuous. - Describes the continuity between this point and the next. - - - Position of the CurveKey in the curve. - Position of the CurveKey in the curve. - - - Describes the tangent when approaching this point from the previous point in the curve. - The tangent when approaching. - - - Describes the tangent when leaving this point to the next point in the curve. - The tangent when leaving. - - - Describes the value of this point. - The value of the point. - - - Represents a point in a multi-point curve. - - - Initializes a new instance of CurveKeyCollection. - - - Adds a CurveKey to the CurveKeyCollection. - The CurveKey to add. - - - Removes all CurveKeys from the CurveKeyCollection. - - - Creates a copy of the CurveKeyCollection. - A new object that is a copy of this instance. - - - Determines whether the CurveKeyCollection contains a specific CurveKey. - true if the CurveKey is found in the CurveKeyCollection; false otherwise. - The CurveKey to locate in the CurveKeyCollection. - - - Copies the CurveKeys of the CurveKeyCollection to an array, starting at the array index provided. - The destination of the CurveKeys copied from CurveKeyCollection. The array must have zero-based indexing. - The zero-based index in the array to start copying from. - - - Returns an enumerator that iterates through the CurveKeyCollection. - An enumerator for the CurveKeyCollection. - - - Returns an enumerator that iterates through the CurveKeyCollection. - An enumerator for the CurveKeyCollection. - - - Determines the index of a CurveKey in the CurveKeyCollection. - CurveKey to locate in the CurveKeyCollection. - The index of the CurveKey if found in the CurveKeyCollection; −1 otherwise. - - - Removes the CurveKey at the specified index. - The zero-based index of the item to remove. - - - Removes the first occurrence of a specific CurveKey from the CurveKeyCollection. - The CurveKey to remove from the CurveKeyCollection. - true if CurveKey is successfully removed; false otherwise. - - - Gets the number of elements contained in the CurveKeyCollection. - The number of elements in the CurveKeyCollection. - - - Returns a value indicating whether the CurveKeyCollection is read-only. - true if the CurveKeyCollection is read-only; false otherwise. - - - Gets or sets the element at the specified index. - The array index of the element. - The CurveKey at the specified index. - - - Contains the CurveKeys making up a Curve. - - - Creates a new instance of Microsoft.Xna.Framework.DrawableGameComponent(Microsoft.Xna.Framework.Game). - The Game that the game component should be attached to. - - - Raised when the DrawableGameComponent.DrawOrder property changes. - - - Raised when the DrawableGameComponent.Visible property changes. - - - - Releases the unmanaged resources used by the DrawableGameComponent and optionally releases the managed resources. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Called when the DrawableGameComponent needs to be drawn. Override this method with component-specific drawing code. Reference page contains links to related conceptual articles. - Time passed since the last call to Microsoft.Xna.Framework.DrawableGameComponent.Draw(Microsoft.Xna.Framework.GameTime). - - - Initializes the component. Override this method to load any non-graphics resources and query for any required services. - - - Called when graphics resources need to be loaded. Override this method to load any component-specific graphics resources. - - - Obsolete. Called when the component needs to load graphics resources. Override this method to load any component-specific graphics resources. - true if all graphics resources need to be loaded; false if only manual resources need to be loaded. - - - Called when the DrawableGameComponent.DrawOrder property changes. Raises the DrawableGameComponent.DrawOrderChanged event. - The DrawableGameComponent. - Arguments to the DrawableGameComponent.DrawOrderChanged event. - - - Called when the DrawableGameComponent.Visible property changes. Raises the DrawableGameComponent.VisibleChanged event. - The DrawableGameComponent. - Arguments to the DrawableGameComponent.VisibleChanged event. - - - Called when graphics resources need to be unloaded. Override this method to unload any component-specific graphics resources. - - - Obsolete. Called when graphics resources should be unloaded. Override this method to handle component-specific graphics resources. - true if all graphics resources should be unloaded; false if only manual resources should be unloaded. - - - Order in which the component should be drawn, relative to other components that are in the same GameComponentCollection. - Reference page contains code sample. - Order in which the component should be drawn. - - - The Graphics.GraphicsDevice the DrawableGameComponent is associated with. - Graphics.GraphicsDevice the DrawableGameComponent is associated with. - - - - Indicates whether DrawableGameComponent.Draw should be called. - trueDrawableGameComponent.Draw should be called; false otherwise. - - - A game component that is notified when it needs to draw itself. - - - - Updates the status of various framework components (such as power state and media) and raises related events. If your game does not use the Framework.Game class, you must call this method (the recommendation is once per frame) yourself. - - - - Implements the Windows-specific portion of a Microsoft.Xna.Framework.FrameworkDispatcher class. - - - Initializes a new instance of this class, which provides basic graphics device initialization, game logic, rendering code, and a game loop. Reference page contains code sample. - - - Raised when the game gains focus. - - - Raised when the game loses focus. - - - Raised when the game is being disposed. - - - Raised when the game is exiting. - - - - Starts the drawing of a frame. This method is followed by calls to Game.Draw and Game.EndDraw. - - true if the frame should be drawn; false otherwise. - - - - Called after all components are initialized but before the first update in the game loop. - - - - - Releases all resources used by the Game class. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - Called when the game determines it is time to draw a frame. Reference page contains code sample. - Time passed since the last call to Microsoft.Xna.Framework.Game.Draw(Microsoft.Xna.Framework.GameTime). - - - - Ends the drawing of a frame. This method is preceeded by calls to Game.Draw and Game.BeginDraw. - - - - Called after the game loop has stopped running before exiting. - - - Exits the game. - - - - Allows a Game to attempt to free resources and perform other cleanup operations before garbage collection reclaims the Game. - - - - - Called after the Game and Graphics.GraphicsDevice are created, but before Game.LoadContent. - Reference page contains code sample. - - - Called when graphics resources need to be loaded. - - - Obsolete. Called when graphics resources need to be loaded. Override this method to load any game-specific graphics resources. Reference page contains links to related code samples. - true if all graphics resources need to be loaded; false if only manual resources need to be loaded. - - - Raises the Game.Activated event. Override this method to add code to handle when the game gains focus. - The Game. - Arguments for the Game.Activated event. - - - Raises the Game.Deactivated event. Override this method to add code to handle when the game loses focus. - The Game. - Arguments for the Game.Deactivated event. - - - Raises an Game.Exiting event. Override this method to add code to handle when the game is exiting. - The Game. - Arguments for the Game.Exiting event. - - - Resets the elapsed time counter. - - - - Call this method to initialize the game, begin running the game loop, and start processing events for the game. - Reference page contains code sample. - - - This is used to display an error message if there is no suitable graphics device or sound card. - The exception to display. - true if an error was displayed, otherwise false. - - - - Prevents calls to Game.Draw until the next Game.Update. - - - Updates the game's clock and calls Game.Update and Game.Draw. - - - Called when graphics resources need to be unloaded. Override this method to unload any game-specific graphics resources. - - - Obsolete. Called when graphics resources need to be unloaded. Override this method to unload any game-specific graphics resources. - true if all graphics resources need to be unloaded; false if only manual resources need to be unloaded. - - - Called when the game has determined that game logic needs to be processed. Reference page contains links to related code samples. - Time passed since the last call to Microsoft.Xna.Framework.Game.Update(Microsoft.Xna.Framework.GameTime). - - - Gets the collection of GameComponents owned by the game. Reference page contains links to related code samples. - The collection of game GameComponents. - - - Gets or sets the current Content.ContentManager. - The current Content.ContentManager. - - - - Gets the current Framework.Graphics.GraphicsDevice. - - - The current Framework.Graphics.GraphicsDevice. - - - - Gets or sets the time to sleep when the game is inactive. - The time to sleep when the game is inactive. - - - Indicates whether the game is currently the active application. Reference page contains links to related code samples. - true if the game is active; false otherwise. - - - - Gets or sets a value indicating whether to use fixed time steps. Reference page contains links to related code samples. - true if using fixed time steps; false otherwise. - - - - - Gets or sets a value indicating whether the mouse cursor should be visible. - Reference page contains links to related code samples. - true if the mouse cursor should be visible; false otherwise. - - - Gets the GameServiceContainer holding all the service providers attached to the Game. Reference page contains links to related conceptual articles. - - The GameServiceContainer holding all the service providers attached to the Game. - - - - Gets or sets the target time between calls to Game.Update when Game.IsFixedTimeStep is true. Reference page contains links to related code samples. - The target time period for the game loop. - - - Gets the underlying operating system window. Reference page contains links to related conceptual articles. - The underlying operating system window. - - - Provides basic graphics device initialization, game logic, and rendering code. Reference page contains links to related code samples. - - - Initializes a new instance of this class. Reference page contains links to related code samples. - Game that the game component should be attached to. - - - Raised when the GameComponent is disposed. - - - Raised when the GameComponent.Enabled property changes. - - - Raised when the GameComponent.UpdateOrder property changes. - - - - Releases the unmanaged resources used by the GameComponent and optionally releases the managed resources. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Allows a GameComponent to attempt to free resources and perform other cleanup operations before garbage collection reclaims the GameComponent. - - - - Called when the GameComponent needs to be initialized. Reference page contains code sample. - - - Called when the GameComponent.Enabled property changes. Raises the GameComponent.EnabledChanged event. - The GameComponent. - Arguments to the GameComponent.EnabledChanged event. - - - Called when the GameComponent.UpdateOrder property changes. Raises the GameComponent.UpdateOrderChanged event. - The GameComponent. - Arguments to the GameComponent.UpdateOrderChanged event. - - - Called when the GameComponent needs to be updated. Override this method with component-specific update code. - Time elapsed since the last call to Microsoft.Xna.Framework.GameComponent.Update(Microsoft.Xna.Framework.GameTime) - - - Indicates whether GameComponent.Update should be called when Game.Update is called. - true if GameComponent.Update should be called; false otherwise. - - - - Gets the Game associated with this GameComponent. - - - The Game associated with this GameComponent. - - - - Indicates the order in which the GameComponent should be updated relative to other GameComponent instances. Lower values are updated first. - - The order in which the GameComponent should be updated. - - - - Base class for all XNA Framework game components. Reference page contains links to related conceptual articles. - - - Initializes a new instance of this class. - - - Raised when a component is added to the GameComponentCollection. - - - - Raised when a component is removed from the GameComponentCollection. - - - - Removes all children from the collection. - - - Inserts a child object into the collection at the specified location. - The position in the collection. - The child object being inserted. - - - Removes a child object in the collection. - The index of the item being removed. - - - Modifies the specified child object in the collection. - The position in the collection. - The child object being modified. - - - A collection of game components. - - - Creates a new instance of Microsoft.Xna.Framework.GameComponentCollectionEventArgs(Microsoft.Xna.Framework.IGameComponent). - The game component affected by the event. - - - The game component affected by the event. - The game component affected by the event. - - - Arguments used with events from the GameComponentCollection. - - - Initializes a new instance of this class, which represents a collection of game services. - - - Adds a service to the GameServiceContainer. Reference page contains links to related conceptual articles. - The type of service to add. - The service provider to add. - - - Gets the object providing a specified service. Reference page contains links to related conceptual articles. - The type of service. - The object providing the service. - - - Removes the object providing a specified service. - The type of service. - - - A collection of game services. - - - Creates a new instance of Microsoft.Xna.Framework.GameTime(System.TimeSpan,System.TimeSpan,System.TimeSpan,System.TimeSpan). - The amount of real time (wall clock) since the start of the game. - The amount of elapsed real time (wall clock) since the last frame. - The amount of game time since the start of the game. - The amount of elapsed game time since the last update. - - - - Creates a new instance of Microsoft.Xna.Framework.GameTime(System.TimeSpan,System.TimeSpan,System.TimeSpan,System.TimeSpan,System.Boolean). - - The amount of real time (wall clock) since the start of the game. - The amount of elapsed real time (wall clock) since the last frame. - The amount of game time since the start of the game. - The amount of elapsed game time since the last update. - Whether the game is running multiple updates this frame. - - - Creates a new instance of Microsoft.Xna.Framework.GameTime. - - - The amount of elapsed game time since the last update. Reference page contains links to related code samples. - Elapsed game time since the last update. - - - The amount of elapsed real time (wall clock) since the last frame. Reference page contains links to related code samples. - Elapsed real time since the last frame. - - - - Gets a value indicating that the game loop is taking longer than its Game.TargetElapsedTime. - In this case, the game loop can be considered to be running too slowly and should do something to "catch up." - - true if the game loop is taking too long; false otherwise. - - - - The amount of game time since the start of the game. Reference page contains links to related code samples. - Game time since the start of the game. - - - The amount of real time (wall clock) since the start of the game. Reference page contains links to related code samples. - Real time since the start of the game. - - - - Snapshot of the game timing state expressed in values that can be used by variable-step (real time) or fixed-step (game time) games. - Reference page contains links to related code samples. - - - Raised when the size of the GameWindow changes. - - - Raised when the GameWindow moves to a different display. - - - Starts a device transition (windowed to full screen or vice versa). - Specifies whether the device will be in full-screen mode upon completion of the change. - - - Completes a device transition. - The desktop screen to move the window to. - This should be the screen device name of the graphics device that has transitioned to full screen. - - - Completes a device transition. - The desktop screen to move the window to. - This should be the screen device name of the graphics device that has transitioned to full screen. - The new width of the game's client window. - The new height of the game's client window. - - - Called when the GameWindow gets focus. - - - Called when the size of the client window changes. Raises the GameWindow.ClientSizeChanged event. - - - Called when the GameWindow loses focus. - - - Called when the GameWindow needs to be painted. - - - Called when the GameWindow is moved to a different screen. Raises the GameWindow.ScreenDeviceNameChanged event. - - - Sets the title of the GameWindow. - The new title of the GameWindow. - - - Specifies whether to allow the user to resize the game window. - true if user resizing is allowed; false otherwise. - - - - The screen dimensions of the game window's client rectangle. Reference page contains links to related conceptual articles. - Screen dimensions of the game window's client rectangle. - - - Gets the handle to the system window. - The handle to the system window. - - - Gets the device name of the screen the window is currently in. - The device name of the screen. - - - Gets and sets the title of the system window. - The title of the system window. - - - The system window associated with a Game. - - - Initializes a new instance of this class. - - - Creates a clone of this object. - The cloned object. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The System.Object to compare with the current GraphicsDeviceInformation. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this object. - Hash code for this object. - - - Specifies which graphics adapter to create the device on. - The graphics adapter to create the device on. - - - Specifies the type of device to create (hardware, reference, null). - The type of device to create. - - - - Specifies the presentation parameters to use when creating a graphics device. - - The presentation parameters to use when creating a graphics device. - - - Holds the settings for creating a graphics device on Windows. - - - Creates a new GraphicsDeviceManager and registers it to handle the configuration and management of the graphics device for the specified Game. - Game the GraphicsDeviceManager should be associated with. - - - Raised when a new graphics device is created. - - - Raised when the GraphicsDeviceManager is being disposed. - - - Raised when the GraphicsDeviceManager is about to be reset. - - - Raised when the GraphicsDeviceManager is reset. - - - Raised when the GraphicsDeviceManager is disposed. - - - - Raised when the GraphicsDeviceManager is changing the Graphics.GraphicsDevice settings (during reset or recreation of the Graphics.GraphicsDevice). - Reference page contains code sample. - - - Specifies the default minimum back-buffer height. - - - Specifies the default minimum back-buffer width. - - - Specifies the set of adapter formats supported by the GraphicsDeviceManager. - - - Specifies the set of back-buffer formats supported by the GraphicsDeviceManager. - - - - Specifies the set of valid device types supported by the GraphicsDeviceManager. - - - Applies any changes to device-related properties, changing the graphics device as necessary. - - - - - Prepares the Graphics.GraphicsDevice to draw. - - true if the Graphics.GraphicsDevice is ready to draw; false otherwise. - - - - - Determines whether the given GraphicsDeviceInformation is compatible with the existing graphics device. - - Information describing the desired device configuration. - true if a device reset can be used to get a device compatible with the GraphicsDeviceInformation; false otherwise. - - - - Called to ensure that the device manager has created a valid device. - - - - Releases the unmanaged resources used by the GraphicsDeviceManager and optionally releases the managed resources. - - true to release both automatic and manual resources; false to release only manual resources. - - - - Releases all resources used by the GraphicsDeviceManager class. - - - - - Called by the game at the end of drawing and presents the final rendering. - - - - Finds the best device configuration that is compatible with the current device preferences. - true if the GraphicsDeviceManager.FindBestDevice can select devices from any available adapter; false if only the current adapter should be considered. - The best device configuration found. - - - Called when a device is created. Raises the GraphicsDeviceManager.DeviceCreated event. - The GraphicsDeviceManager. - Arguments for the GraphicsDeviceManager.DeviceCreated event. - - - Called when a device is being disposed. Raises the GraphicsDeviceManager.DeviceDisposing event. - The GraphicsDeviceManager. - Arguments for the GraphicsDeviceManager.DeviceDisposing event. - - - - Called when the device is about to be reset. Raises the GraphicsDeviceManager.DeviceResetting event. - - The GraphicsDeviceManager. - Arguments for the GraphicsDeviceManager.DeviceResetting event. - - - Called when the device has been reset. Raises the GraphicsDeviceManager.DeviceReset event. - The GraphicsDeviceManager. - Arguments for the GraphicsDeviceManager.DeviceReset event. - - - - Called when the GraphicsDeviceManager is changing the Graphics.GraphicsDevice settings (during reset or recreation of the Graphics.GraphicsDevice). - Raises the GraphicsDeviceManager.PreparingDeviceSettings event. - - The GraphicsDeviceManager. - The graphics device information to modify. - - - Ranks the given list of devices that satisfy the given preferences. - The list of devices to rank. - - - Toggles between full screen and windowed mode. - - - Gets the Framework.Graphics.GraphicsDevice associated with the GraphicsDeviceManager. - - The Framework.Graphics.GraphicsDevice associated with the GraphicsDeviceManager. - - - - - Gets or sets a value that indicates whether the device should start in full-screen mode. - - Value that indicates whether the device should start in full-screen mode. - - - Gets or sets the minimum pixel shader version required by the GraphicsDeviceManager. - - The minimum pixel shader version required by the GraphicsDeviceManager. - - - - - Gets or sets the minimum vertex shader version required by the GraphicsDeviceManager. - - - The minimum vertex shader version required by the GraphicsDeviceManager. - - - - Gets or sets a value that indicates whether to enable a multisampled back buffer. - Value indicating whether multisampling is enabled on the back buffer. - - - Gets or sets the format of the back buffer. - The format of the back buffer. - - - Gets or sets the preferred back-buffer height. - The preferred back-buffer height. - - - Gets or sets the preferred back-buffer width. - The preferred back-buffer width. - - - Gets or sets the format of the depth stencil. - The format of the depth stencil. - - - Gets or sets a value that indicates whether to sync to the vertical trace (vsync) when presenting - the back buffer. - - - Value that indicates whether to sync to the vertical trace (vsync) when presenting - the back buffer. - - - - - Handles the configuration and management of the graphics device. - - - - Raised when the IDrawable.DrawOrder property changes. - - - - Raised when the IDrawable.Visible property changes. - - - - Draws the IDrawable. Reference page contains links to related conceptual articles. - Snapshot of the game's timing state. - - - The order in which to draw this object relative to other objects. Objects with a lower value are drawn first. - Order in which to draw this object relative to other objects. - - - - Indicates whether IDrawable.Draw should be called in Game.Draw for this game component. - - true if IDrawable.Draw should be called; false otherwise. - - - - Defines the interface for a drawable game component. - - - Called when the component should be initialized. - This method can be used for tasks like querying for services the component needs and setting up non-graphics resources. - - - Defines an interface for game components. - - - Starts the drawing of a frame. - true if the frame should be drawn; false otherwise. - - - - Called to ensure that the device manager has created a valid device. - - - Called by the game at the end of drawing; presents the final rendering. - - - Defines the interface for an object that manages a Graphics.GraphicsDevice. - - - - Raised when the IUpdateable.Enabled property changes. - - - - - Raised when the IUpdateable.UpdateOrder property changes. - - - - Called when the game component should be updated. - Snapshot of the game's timing state. - - - Indicates whether the game component's IUpdateable.Update method should be called in Game.Update. - true if IUpdateable.Update should be called; false otherwise. - - - Indicates when the game component should be updated relative to other game components. Lower values are updated first. - When the game component should be updated. - - - Defines an interface for a game component that should be updated in Game.Update. - - - Represents the mathematical constant e. - - - Represents the log base ten of e. - - - Represents the log base two of e. - - - Represents the value of pi divided by two. - - - Represents the value of pi divided by four. - - - Represents the value of pi. - - - Represents the value of pi times two. - - - Returns the Cartesian coordinate for one axis of a point that is defined by a given triangle and two normalized barycentric (areal) coordinates. - The coordinate on one axis of vertex 1 of the defining triangle. - The coordinate on the same axis of vertex 2 of the defining triangle. - The coordinate on the same axis of vertex 3 of the defining triangle. - The normalized barycentric (areal) coordinate b2, equal to the weighting factor for vertex 2, the coordinate of which is specified in value2. - The normalized barycentric (areal) coordinate b3, equal to the weighting factor for vertex 3, the coordinate of which is specified in value3. - Cartesian coordinate of the specified point with respect to the axis being used. - - - Performs a Catmull-Rom interpolation using the specified positions. - The first position in the interpolation. - The second position in the interpolation. - The third position in the interpolation. - The fourth position in the interpolation. - Weighting factor. - A position that is the result of the Catmull-Rom interpolation. - - - Restricts a value to be within a specified range. Reference page contains links to related code samples. - The value to clamp. - The minimum value. If value is less than min, min will be returned. - The maximum value. If value is greater than max, max will be returned. - - The clamped value. - If value&gt;max, max will be returned. - - If value&lt;min, min will be returned. - If min≤value≥max, value will be returned. - - - - Calculates the absolute value of the difference of two values. - Source value. - Source value. - Distance between the two values. - - - Performs a Hermite spline interpolation. - Source position. - Source tangent. - Source position. - Source tangent. - Weighting factor. - The result of the Hermite spline interpolation. - - - Linearly interpolates between two values. - Source value. - Source value. - Value between 0 and 1 indicating the weight of value2. - Interpolated value. - - - Returns the greater of two values. - Source value. - Source value. - The greater value. - - - Returns the lesser of two values. - Source value. - Source value. - The lesser value. - - - Interpolates between two values using a cubic equation. - Source value. - Source value. - Weighting value. - Interpolated value. - - - Converts radians to degrees. - The angle in radians. - The angle in degrees. - - - Converts degrees to radians. - The angle in degrees. - The angle in radians. - - - Reduces a given angle to a value between <span style="font-family:times;">π</span> and -<span style="font-family:times;">π</span>. - The angle to reduce, in radians. - The new angle, in radians. - - - Contains commonly used precalculated values. - - - Initializes a new instance of Matrix. - Value to initialize m11 to. - Value to initialize m12 to. - Value to initialize m13 to. - Value to initialize m14 to. - Value to initialize m21 to. - Value to initialize m22 to. - Value to initialize m23 to. - Value to initialize m24 to. - Value to initialize m31 to. - Value to initialize m32 to. - Value to initialize m33 to. - Value to initialize m34 to. - Value to initialize m41 to. - Value to initialize m42 to. - Value to initialize m43 to. - Value to initialize m44 to. - - - Value at row 1 column 1 of the matrix. - - - Value at row 1 column 2 of the matrix. - - - Value at row 1 column 3 of the matrix. - - - Value at row 1 column 4 of the matrix. - - - Value at row 2 column 1 of the matrix. - - - Value at row 2 column 2 of the matrix. - - - Value at row 2 column 3 of the matrix. - - - Value at row 2 column 4 of the matrix. - - - Value at row 3 column 1 of the matrix. - - - Value at row 3 column 2 of the matrix. - - - Value at row 3 column 3 of the matrix. - - - Value at row 3 column 4 of the matrix. - - - Value at row 4 column 1 of the matrix. - - - Value at row 4 column 2 of the matrix. - - - Value at row 4 column 3 of the matrix. - - - Value at row 4 column 4 of the matrix. - - - Adds a matrix to another matrix. - Source matrix. - Source matrix. - Resulting matrix. - - - Adds a matrix to another matrix. - Source matrix. - Source matrix. - Resulting matrix. - - - Adds a matrix to another matrix. - Source matrix. - Source matrix. - Resulting matrix. - - - Creates a spherical billboard that rotates around a specified object position. - Position of the object the billboard will rotate around. - Position of the camera. - The up vector of the camera. - Optional forward vector of the camera. - The created billboard matrix. - - - Creates a spherical billboard that rotates around a specified object position. - Position of the object the billboard will rotate around. - Position of the camera. - The up vector of the camera. - Optional forward vector of the camera. - The created billboard matrix. - - - Creates a cylindrical billboard that rotates around a specified axis. - Position of the object the billboard will rotate around. - Position of the camera. - Axis to rotate the billboard around. - Optional forward vector of the camera. - Optional forward vector of the object. - The created billboard matrix. - - - Creates a cylindrical billboard that rotates around a specified axis. - Position of the object the billboard will rotate around. - Position of the camera. - Axis to rotate the billboard around. - Optional forward vector of the camera. - Optional forward vector of the object. - The created billboard matrix. - - - Creates a new Matrix that rotates around an arbitrary vector. - The axis to rotate around. - The angle to rotate around the vector. - The created Matrix. - - - - Creates a new Matrix that rotates around an arbitrary vector. - - The axis to rotate around. - The angle to rotate around the vector. - The created Matrix. - - - - Creates a rotation Matrix from a Quaternion. - - Quaternion to create the Matrix from. - The created Matrix. - - - Creates a rotation Matrix from a Quaternion. - Quaternion to create the Matrix from. - The created Matrix. - - - Fills in a rotation matrix from a specified yaw, pitch, and roll. - Angle of rotation, in radians, around the y-axis. - Angle of rotation, in radians, around the x-axis. - Angle of rotation, in radians, around the z-axis. - An existing matrix filled in to represent the specified yaw, pitch, and roll. - - - Creates a new rotation matrix from a specified yaw, pitch, and roll. - Angle of rotation, in radians, around the y-axis. - Angle of rotation, in radians, around the x-axis. - Angle of rotation, in radians, around the z-axis. - A new rotation matrix with the specified yaw, pitch, and roll. - - - Creates a view matrix. Reference page contains links to related code samples. - The position of the camera. - The target towards which the camera is pointing. - The direction that is "up" from the camera's point of view. - The created view matrix. - - - Creates a view matrix. Reference page contains links to related code samples. - The position of the camera. - The target towards which the camera is pointing. - The direction that is "up" from the camera's point of view. - The created view matrix. - - - Builds a customized, orthogonal projection matrix. Reference page contains links to related code samples. - Minimum x-value of the view volume. - Maximum x-value of the view volume. - Minimum y-value of the view volume. - Maximum y-value of the view volume. - Minimum z-value of the view volume. - Maximum z-value of the view volume. - The projection matrix. - - - Builds a customized, orthogonal projection matrix. Reference page contains links to related code samples. - Minimum x-value of the view volume. - Maximum x-value of the view volume. - Minimum y-value of the view volume. - Maximum y-value of the view volume. - Minimum z-value of the view volume. - Maximum z-value of the view volume. - The projection matrix. - - - Builds an orthogonal projection matrix. Reference page contains links to related code samples. - Width of the view volume. - Height of the view volume. - Minimum z-value of the view volume. - Maximum z-value of the view volume. - The projection matrix. - - - Builds an orthogonal projection matrix. Reference page contains links to related code samples. - Width of the view volume. - Height of the view volume. - Minimum z-value of the view volume. - Maximum z-value of the view volume. - The projection matrix. - - - Builds a perspective projection matrix based on a field of view. Reference page contains links to related conceptual articles. - Field of view in radians. - Aspect ratio, defined as view space width divided by height. - Distance to the near view plane. - Distance to the far view plane. - The perspective projection matrix. - - - Builds a perspective projection matrix based on a field of view. Reference page contains links to related conceptual articles. - Field of view in radians. - Aspect ratio, defined as view space width divided by height. - Distance to the near view plane. - Distance to the far view plane. - The perspective projection matrix. - - - Builds a customized, perspective projection matrix. Reference page contains links to related code samples. - Minimum x-value of the view volume at the near view plane. - Maximum x-value of the view volume at the near view plane. - Minimum y-value of the view volume at the near view plane. - Maximum y-value of the view volume at the near view plane. - Distance to the near view plane. - Distance to of the far view plane. - The created projection matrix. - - - Builds a customized, perspective projection matrix. Reference page contains links to related code samples. - Minimum x-value of the view volume at the near view plane. - Maximum x-value of the view volume at the near view plane. - Minimum y-value of the view volume at the near view plane. - Maximum y-value of the view volume at the near view plane. - Distance to the near view plane. - Distance to of the far view plane. - The created projection matrix. - - - Builds a perspective projection matrix. Reference page contains links to related code samples. - Width of the view volume at the near view plane. - Height of the view volume at the near view plane. - Distance to the near view plane. - Distance to the far view plane. - The projection matrix. - - - Builds a perspective projection matrix. Reference page contains links to related code samples. - Width of the view volume at the near view plane. - Height of the view volume at the near view plane. - Distance to the near view plane. - Distance to the far view plane. - The projection matrix. - - - - Creates a Matrix that reflects the coordinate system about a specified Plane. - - The Plane about which to create a reflection. - - A new Matrix expressing the reflection. - - - - Fills in an existing Matrix so that it reflects the coordinate system about a specified Plane. - The Plane about which to create a reflection. - A Matrix that creates the reflection. - - - Returns a matrix that can be used to rotate a set of vertices around the x-axis. - The amount, in radians, in which to rotate around the x-axis. Note that you can use MathHelper.ToRadians to convert degrees to radians. - The rotation matrix. - - - Populates data into a user-specified matrix that can be used to rotate a set of vertices around the x-axis. - The amount, in radians, in which to rotate around the x-axis. Note that you can use MathHelper.ToRadians to convert degrees to radians. - The matrix in which to place the calculated data. - - - Returns a matrix that can be used to rotate a set of vertices around the y-axis. - The amount, in radians, in which to rotate around the y-axis. Note that you can use MathHelper.ToRadians to convert degrees to radians. - The rotation matrix. - - - Populates data into a user-specified matrix that can be used to rotate a set of vertices around the y-axis. - The amount, in radians, in which to rotate around the y-axis. Note that you can use MathHelper.ToRadians to convert degrees to radians. - The matrix in which to place the calculated data. - - - Returns a matrix that can be used to rotate a set of vertices around the z-axis. - The amount, in radians, in which to rotate around the z-axis. Note that you can use MathHelper.ToRadians to convert degrees to radians. - The rotation matrix. - - - Populates data into a user-specified matrix that can be used to rotate a set of vertices around the z-axis. - The amount, in radians, in which to rotate around the z-axis. Note that you can use MathHelper.ToRadians to convert degrees to radians. - The rotation matrix. - - - Creates a scaling Matrix. - Amount to scale by. - The created scaling Matrix. - - - - Creates a scaling Matrix. - - Value to scale by on the x-axis. - Value to scale by on the y-axis. - Value to scale by on the z-axis. - The created scaling Matrix. - - - - Creates a scaling Matrix. - - Value to scale by. - The created scaling Matrix. - - - - Creates a scaling Matrix. - - Amounts to scale by on the x, y, and z axes. - - The created scaling Matrix. - - - - - Creates a scaling Matrix. - - Amounts to scale by on the x, y, and z axes. - The created scaling Matrix. - - - - Creates a scaling Matrix. - - Value to scale by on the x-axis. - Value to scale by on the y-axis. - Value to scale by on the z-axis. - - The created scaling Matrix. - - - - - Creates a Matrix that flattens geometry into a specified Plane as if casting a shadow from a specified light source. - - A Vector3 specifying the direction from which the light that will cast the shadow is coming. - The Plane onto which the new matrix should flatten geometry so as to cast a shadow. - - A new Matrix that can be used to flatten geometry onto the specified plane from the specified direction. - - - - Fills in a Matrix to flatten geometry into a specified Plane as if casting a shadow from a specified light source. - A Vector3 specifying the direction from which the light that will cast the shadow is coming. - The Plane onto which the new matrix should flatten geometry so as to cast a shadow. - A Matrix that can be used to flatten geometry onto the specified plane from the specified direction. - - - - Creates a translation Matrix. - Reference page contains links to related code samples. - Value to translate by on the x-axis. - Value to translate by on the y-axis. - Value to translate by on the z-axis. - The created translation Matrix. - - - - Creates a translation Matrix. - Reference page contains links to related code samples. - Amounts to translate by on the x, y, and z axes. - The created translation Matrix. - - - - Creates a translation Matrix. - Reference page contains links to related code samples. - Amounts to translate by on the x, y, and z axes. - The created translation Matrix. - - - - Creates a translation Matrix. - Reference page contains links to related code samples. - Value to translate by on the x-axis. - Value to translate by on the y-axis. - Value to translate by on the z-axis. - The created translation Matrix. - - - Creates a world matrix with the specified parameters. - Position of the object. This value is used in translation operations. - Forward direction of the object. - Upward direction of the object; usually [0, 1, 0]. - The created world matrix. - - - Creates a world matrix with the specified parameters. - Position of the object. This value is used in translation operations. - Forward direction of the object. - Upward direction of the object; usually [0, 1, 0]. - The created world matrix. - - - Extracts the scalar, translation, and rotation components from a 3D scale/rotate/translate (SRT) Matrix. Reference page contains code sample. - The scalar component of the transform matrix, expressed as a Vector3. - The rotation component of the transform matrix, expressed as a Quaternion. - The translation component of the transform matrix, expressed as a Vector3. - true if the Matrix can be decomposed; false otherwise. - - - - Calculates the determinant of the matrix. - The determinant of the matrix. - - - Divides the components of a matrix by the corresponding components of another matrix. - Source matrix. - The divisor. - Result of the division. - - - Divides the components of a matrix by a scalar. - Source matrix. - The divisor. - Resulting matrix. - - - Divides the components of a matrix by the corresponding components of another matrix. - Source matrix. - The divisor. - Result of the division. - - - Divides the components of a matrix by a scalar. - Source matrix. - The divisor. - Result of the division. - - - Divides the components of a matrix by the corresponding components of another matrix. - Source matrix. - The divisor. - Resulting matrix. - - - Divides the components of a matrix by a scalar. - Source matrix. - The divisor. - The result of the division. - - - Compares a matrix for equality with another matrix. - Source matrix. - Source matrix. - true if the matrices are equal; false otherwise. - - - - Determines whether the specified System.Object is equal to the Matrix. - - The System.Object to compare with the current Matrix. - true if the specified System.Object is equal to the current Matrix; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code of this object. - Hash code of this object. - - - Tests a matrix for inequality with another matrix. - The matrix on the left of the equal sign. - The matrix on the right of the equal sign. - true if the matrices are not equal; false otherwise. - - - Calculates the inverse of a matrix. - Source matrix. - The inverse of the matrix. - - - Calculates the inverse of a matrix. - Source matrix. - The inverse of the matrix. - - - Linearly interpolates between the corresponding values of two matrices. - Source matrix. - Source matrix. - Interpolation value. - Resulting matrix. - - - Linearly interpolates between the corresponding values of two matrices. - Source matrix. - Source matrix. - Interpolation value. - Resulting matrix. - - - Multiplies a matrix by another matrix. - Source matrix. - Source matrix. - Result of the multiplication. - - - Multiplies a matrix by another matrix. - Source matrix. - Source matrix. - Result of the multiplication. - - - Multiplies a matrix by a scalar value. - Scalar value. - Source matrix. - Result of the multiplication. - - - Multiplies a matrix by a scalar value. - Source matrix. - Scalar value. - Result of the multiplication. - - - Multiplies a matrix by a scalar value. - Source matrix. - Scalar value. - Result of the multiplication. - - - Multiplies a matrix by another matrix. - Source matrix. - Source matrix. - Result of the multiplication. - - - Multiplies a matrix by a scalar value. - Source matrix. - Scalar value. - The result of the multiplication. - - - Negates individual elements of a matrix. - Source matrix. - Negated matrix. - - - Negates individual elements of a matrix. - Source matrix. - Negated matrix. - - - Subtracts matrices. - Source matrix. - Source matrix. - Result of the subtraction. - - - Subtracts matrices. - Source matrix. - Source matrix. - Result of the subtraction. - - - Subtracts matrices. - Source matrix. - Source matrix. - Result of the subtraction. - - - Retrieves a string representation of the current object. - String that represents the object. - - - - Transforms a Matrix by applying a Quaternion rotation. - - The Matrix to transform. - The rotation to apply, expressed as a Quaternion. - - A new Matrix that is the result of the transform. - - - - Transforms a Matrix by applying a Quaternion rotation. - The Matrix to transform. - The rotation to apply, expressed as a Quaternion. - An existing Matrix filled in with the result of the transform. - - - Transposes the rows and columns of a matrix. - Source matrix. - Transposed matrix. - - - Transposes the rows and columns of a matrix. - Source matrix. - Transposed matrix. - - - Negates individual elements of a matrix. - Source matrix. - Negated matrix. - - - Gets and sets the backward vector of the Matrix. - The backward vector of the Matrix. - - - Gets and sets the down vector of the Matrix. - The down vector of the Matrix. - - - Gets and sets the forward vector of the Matrix. - The forward vector of the Matrix. - - - Returns an instance of the identity matrix. - The identity matrix. - - - Gets and sets the left vector of the Matrix. - The left vector of the Matrix. - - - Gets and sets the right vector of the Matrix. - The right vector of the Matrix. - - - Gets and sets the translation vector of the Matrix. - The translation vector of the Matrix. - - - Gets and sets the up vector of the Matrix. - The up vector of the Matrix. - - - Defines a matrix. - - - Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Thrown when no available graphics device fits the given device preferences. - - - Creates a new instance of Plane. - The normal vector to the Plane. - The Plane's distance along its normal from the origin. - - - - Creates a new instance of Plane. - - X component of the normal defining the Plane. - Y component of the normal defining the Plane. - Z component of the normal defining the Plane. - Distance of the Plane along its normal from the origin. - - - - Creates a new instance of Plane. - - Vector4 with X, Y, and Z components defining the normal of the Plane. - The W component defines the distance of the Plane along the normal from the origin. - - - - Creates a new instance of Plane. - - One point of a triangle defining the Plane. - One point of a triangle defining the Plane. - One point of a triangle defining the Plane. - - - The distance of the Plane along its normal from the origin. - - - The normal vector of the Plane. - - - - Returns the dot product of a specified Vector3 and the Plane.Normal vector of this - Plane plus the distance (Plane.D) value of the Plane. - - The Vector3 to multiply by. - The resulting value. - - - - Returns the dot product of a specified Vector3 and the Plane.Normal vector of this - Plane plus the distance (Plane.D) value of the Plane. - - The Vector3 to multiply by. - The resulting value. - - - - Returns the dot product of a specified Vector3 - and the Plane.Normal vector of this Plane. - - The Vector3 to multiply by. - The resulting dot product. - - - - Returns the dot product of a specified Vector3 - and the Plane.Normal vector of this Plane. - - The Vector3 to multiply by. - The resulting dot product. - - - - Calculates the dot product of a specified Vector4 and this Plane. - - The Vector4 to multiply this Plane by. - The dot product of the specified Vector4 and this Plane. - - - - Calculates the dot product of a specified Vector4 and this Plane. - - The Vector4 to multiply this Plane by. - - The dot product of the specified Vector4 and this Plane. - - - - - Determines whether two instances of Plane are equal. - - The object to the left of the equality operator. - The object to the right of the equality operator. - true if left is equal to right; false otherwise. - - - - - Determines whether the specified Plane is equal to the Plane. - - The Plane to compare with the current Plane. - true if the specified Plane is equal to the current Plane; false otherwise. - - - - - Determines whether the specified System.Object is equal to the Plane. - - The System.Object to compare with the current Plane. - true if the specified System.Object is equal to the current Plane; false otherwise. - - - - Gets the hash code for this object. - - A hash code for the current Plane. - - - - - Determines whether two instances of Plane are not equal. - - The object to the left of the inequality operator. - The object to the right of the inequality operator. - true if left is not equal to right; false otherwise. - - - - Checks whether the current Plane intersects a specified BoundingSphere. - The BoundingSphere to check for intersection with. - An enumeration indicating the relationship between the Plane and the BoundingSphere. - - - - Checks whether the current Plane intersects a BoundingBox. - - The BoundingBox to check for intersection with. - An enumeration indicating whether the Plane intersects the BoundingBox. - - - Checks whether the current Plane intersects a specified BoundingFrustum. - The BoundingFrustum to check for intersection with. - An enumeration indicating the relationship between the Plane and the BoundingFrustum. - - - - Checks whether the current Plane intersects a BoundingSphere. - - The BoundingSphere to check for intersection with. - An enumeration indicating whether the Plane intersects the BoundingSphere. - - - Checks whether the current Plane intersects a specified BoundingBox. - The BoundingBox to test for intersection with. - An enumeration indicating the relationship between the Plane and the BoundingBox. - - - - Changes the coefficients of the Plane.Normal vector of a Plane to make it of unit length. - - The Plane to normalize. - A new Plane with a normal having unit length. - - - - Changes the coefficients of the Plane.Normal vector of a Plane to make it of unit length. - - The Plane to normalize. - An existing plane Plane filled in with a normalized version of the specified plane. - - - - Changes the coefficients of the Plane.Normal vector of this Plane to make it of unit length. - - - - - Returns a System.String that represents the current Plane. - - System.String representation of the current Plane. - - - - - Transforms a normalized Plane by a Matrix. - - The normalized Plane to transform. This Plane must already be normalized, so that its Plane.Normal vector is of unit length, before this method is called. - The transform Matrix to apply to the Plane. - - A new Plane that results from applying the transform. - - - - - Transforms a normalized Plane by a Matrix. - - The normalized Plane to transform. This Plane must already be normalized, so that its Plane.Normal vector is of unit length, before this method is called. - The transform Matrix to apply to the Plane. - An existing Plane filled in with the results of applying the transform. - - - - Transforms a normalized Plane by a Quaternion rotation. - - The normalized Plane to transform. This Plane must already be normalized, so that its Plane.Normal vector is of unit length, before this method is called. - The Quaternion rotation to apply to the Plane. - - A new Plane that results from applying the rotation. - - - - - Transforms a normalized Plane by a Quaternion rotation. - - The normalized Plane to transform. This Plane must already be normalized, so that its Plane.Normal vector is of unit length, before this method is called. - The Quaternion rotation to apply to the Plane. - An existing Plane filled in with the results of applying the rotation. - - - Defines a plane. - - - Initializes a new instance of Point. - The x-coordinate of the Point. - The y-coordinate of the Point. - - - Specifies the x-coordinate of the Point. - - - Specifies the y-coordinate of the Point. - - - - Determines whether two Point instances are equal. - - Point on the left side of the equal sign. - Point on the right side of the equal sign. - true if a and bare equal; false otherwise. - - - - - Determines whether two Point instances are equal. - - The Point to compare this instance to. - true if the instances are equal; false otherwise. - - - - - Determines whether two Point instances are equal. - - The object to compare this instance to. - true if the instances are equal; false otherwise. - - - - Gets the hash code for this object. - The hash code for this object. - - - - Determines whether two Point instances are not equal. - - The Point on the left side of the equal sign. - The Point on the right side of the equal sign. - true if the instances are not equal; false otherwise. - - - - - Returns a System.String that represents the current Point. - - A System.String that represents the current Point. - - - Returns the point (0,0). - The point (0,0). - - - Defines a point in 2D space. - - - Raised when the power state changes. - - - - Gets the BatteryChargeStatus associated with the system. - - The BatteryChargeStatus associated with the system. - - - - Gets the full charge lifetime of the primary battery power source. - The full charge lifetime of the primary battery power source. - - - - Gets the approximate percentage of full battery time remaining. - Approximate percentage of full battery time remaining. - - - - Gets the approximate battery life remaining. - Approximate battery life remaining. - - - - Gets the PowerLineStatus associated with the system. - - The PowerLineStatus associated with the system. - - - - Contains system power information, including battery life status and power line status. Reference page contains code sample. - - - Creates a new instance of Microsoft.Xna.Framework.PreparingDeviceSettingsEventArgs(Microsoft.Xna.Framework.GraphicsDeviceInformation). - Information about the Graphics.GraphicsDevice. - - - Information about the Graphics.GraphicsDevice. - - Information about the Graphics.GraphicsDevice. - - - - Arguments for the GraphicsDeviceManager.PreparingDeviceSettings event. - - - Initializes a new instance of Quaternion. - The vector component of the quaternion. - The rotation component of the quaternion. - - - Initializes a new instance of Quaternion. - The x-value of the quaternion. - The y-value of the quaternion. - The z-value of the quaternion. - The w-value of the quaternion. - - - Specifies the rotation component of the quaternion. - - - Specifies the x-value of the vector component of the quaternion. - - - Specifies the y-value of the vector component of the quaternion. - - - Specifies the z-value of the vector component of the quaternion. - - - Adds two Quaternions. - Quaternion to add. - Quaternion to add. - Result of adding the Quaternions. - - - Adds two Quaternions. - Quaternion to add. - Quaternion to add. - Result of adding the Quaternions. - - - Adds two Quaternions. - Quaternion to add. - Quaternion to add. - Result of adding the Quaternions. - - - Concatenates two Quaternions; the result represents the value1 rotation followed by the value2 rotation. - The first Quaternion rotation in the series. - The second Quaternion rotation in the series. - The Quaternion rotation representing the concatenation of value1 followed by value2. - - - Concatenates two Quaternions; the result represents the value1 rotation followed by the value2 rotation. - The first Quaternion rotation in the series. - The second Quaternion rotation in the series. - - A new Quaternion representing the concatenation of the value1 rotation followed by the value2 rotation. - - - - Returns the conjugate of a specified Quaternion. - The Quaternion of which to return the conjugate. - - A new Quaternion that is the conjugate of the specified one. - - - - - Returns the conjugate of a specified Quaternion. - - The Quaternion of which to return the conjugate. - An existing Quaternion filled in to be the conjugate of the specified one. - - - - Transforms this Quaternion into its conjugate. - - - - Creates a Quaternion from a vector and an angle to rotate about the vector. - The vector to rotate around. - The angle to rotate around the vector. - The created Quaternion. - - - - Creates a Quaternion from a vector and an angle to rotate about the vector. - - The vector to rotate around. - The angle to rotate around the vector. - The created Quaternion. - - - Creates a Quaternion from a rotation Matrix. - The rotation Matrix to create the Quaternion from. - The created Quaternion. - - - - Creates a Quaternion from a rotation Matrix. - - The rotation Matrix to create the Quaternion from. - The created Quaternion. - - - - Creates a new Quaternion from specified yaw, pitch, and roll angles. - - The yaw angle, in radians, around the y-axis. - The pitch angle, in radians, around the x-axis. - The roll angle, in radians, around the z-axis. - An existing Quaternion filled in to express the specified yaw, pitch, and roll angles. - - - - Creates a new Quaternion from specified yaw, pitch, and roll angles. - - The yaw angle, in radians, around the y-axis. - The pitch angle, in radians, around the x-axis. - The roll angle, in radians, around the z-axis. - A new Quaternion expressing the specified yaw, pitch, and roll angles. - - - - Divides a Quaternion by another Quaternion. - - Source Quaternion. - The divisor. - Result of the division. - - - Divides a Quaternion by another Quaternion. - Source Quaternion. - The divisor. - Result of the division. - - - Divides a Quaternion by another Quaternion. - Source Quaternion. - The divisor. - Result of the division. - - - - Calculates the dot product of two Quaternions. - - Source Quaternion. - Source Quaternion. - Dot product of the Quaternions. - - - Calculates the dot product of two Quaternions. - Source Quaternion. - Source Quaternion. - Dot product of the Quaternions. - - - Compares two Quaternions for equality. - Source Quaternion. - Source Quaternion. - true if the Quaternions are equal, false otherwise. - - - - Determines whether the specified System.Object is equal to the Quaternion. - - The Quaternion to compare with the current Quaternion. - true if the specified System.Object is equal to the current Quaternion; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object to make the comparison with. - true if the current instance is equal to the specified object; false otherwise. - - - Get the hash code of this object. - The hash code for this object. - - - Compare two Quaternions for inequality. - Source Quaternion. - Source Quaternion. - true if the Quaternions are not equal; false otherwise. - - - Returns the inverse of a Quaternion. - Source Quaternion. - The inverse of the Quaternion. - - - - Returns the inverse of a Quaternion. - - Source Quaternion. - The inverse of the Quaternion. - - - Calculates the length squared of a Quaternion. - The length squared of the Quaternion. - - - Calculates the length of a Quaternion. - The length of the Quaternion. - - - Linearly interpolates between two quaternions. - Source quaternion. - Source quaternion. - Value indicating how far to interpolate between the quaternions. - The resulting quaternion. - - - Linearly interpolates between two quaternions. - Source quaternion. - Source quaternion. - Value indicating how far to interpolate between the quaternions. - The resulting quaternion. - - - Multiplies two quaternions. - The quaternion on the left of the multiplication. - The quaternion on the right of the multiplication. - The result of the multiplication. - - - Multiplies a quaternion by a scalar value. - Source quaternion. - Scalar value. - The result of the multiplication. - - - Multiplies two quaternions. - The quaternion on the left of the multiplication. - The quaternion on the right of the multiplication. - The result of the multiplication. - - - Multiplies two quaternions. - Source quaternion. - Source quaternion. - The result of the multiplication. - - - Multiplies a quaternion by a scalar value. - Source quaternion. - Scalar value. - The result of the multiplication. - - - Multiplies a quaternion by a scalar value. - Source quaternion. - Scalar value. - The result of the multiplication. - - - Flips the sign of each component of the quaternion. - Source quaternion. - Negated quaternion. - - - Flips the sign of each component of the quaternion. - Source quaternion. - Negated quaternion. - - - Divides each component of the quaternion by the length of the quaternion. - Source quaternion. - Normalized quaternion. - - - Divides each component of the quaternion by the length of the quaternion. - Source quaternion. - Normalized quaternion. - - - Divides each component of the quaternion by the length of the quaternion. - - - Interpolates between two quaternions, using spherical linear interpolation. - Source quaternion. - Source quaternion. - Value that indicates how far to interpolate between the quaternions. - Result of the interpolation. - - - Interpolates between two quaternions, using spherical linear interpolation. - Source quaternion. - Source quaternion. - Value that indicates how far to interpolate between the quaternions. - Result of the interpolation. - - - Subtracts a quaternion from another quaternion. - Source quaternion. - Source quaternion. - Result of the subtraction. - - - Subtracts a quaternion from another quaternion. - Source quaternion. - Source quaternion. - Result of the subtraction. - - - Subtracts a quaternion from another quaternion. - Source quaternion. - Source quaternion. - Result of the subtraction. - - - Retireves a string representation of the current object. - String that represents the object. - - - Flips the sign of each component of the quaternion. - Source quaternion. - Negated quaternion. - - - Returns a Quaternion representing no rotation. - The identity Quaternion (0,0,0,1). - - - Defines a four-dimensional vector (x,y,z,w), which is used to efficiently rotate an object about the (x, y, z) vector by the angle theta, where w = cos(theta/2). - - - Creates a new instance of Ray. - The starting point of the Ray. - Unit vector describing the direction of the Ray. - - - Unit vector specifying the direction the Ray is pointing. - - - Specifies the starting point of the Ray. - - - - Determines whether two instances of Ray are equal. - - The object to the left of the equality operator. - The object to the right of the equality operator. - true if left is equal to right; false otherwise. - - - - - Determines whether two instances of Ray are equal. - - The System.Object to compare with the current Ray. - true if the specified System.Object is equal to the current Ray; false otherwise. - - - - - Determines whether the specified Ray is equal to the current Ray. - - The Ray to compare with the current Ray. - true if the specified Ray is equal to the current Ray; false otherwise. - - - - Gets the hash code for this instance. - - A hash code for the current Ray. - - - - - Determines whether two instances of Ray are not equal. - - The object to the left of the inequality operator. - The object to the right of the inequality operator. - true if left is not equal to right; false otherwise. - - - - - Determines whether this Ray intersects a specified Plane. - - The Plane with which to calculate this Ray's intersection. - The distance at which this Ray intersects the specified Plane, or null if there is no intersection. - - - Checks whether the Ray intersects a specified BoundingSphere. - The BoundingSphere to check for intersection with the Ray. - Distance at which the ray intersects the BoundingSphere or null if there is no intersection. - - - - - Determines whether this Ray intersects a specified Plane. - - The Plane with which to calculate this Ray's intersection. - - The distance at which this Ray intersects the specified Plane, or null if there is no intersection. - - - - - Checks whether the Ray intersects a specified BoundingFrustum. - - The BoundingFrustum to check for intersection with the Ray. - Distance at which the ray intersects the BoundingFrustum or null if there is no intersection. - - - - - Checks whether the current Ray intersects a BoundingBox. - - The BoundingBox to check for intersection with. - Distance at which the ray intersects the BoundingBox or null if there is no intersection. - - - - Checks whether the Ray intersects a specified BoundingBox. - - The BoundingBox to check for intersection with the Ray. - Distance at which the ray intersects the BoundingBox or null if there is no intersection. - - - - - Checks whether the current Ray intersects a BoundingSphere. - - The BoundingSphere to check for intersection with. - Distance at which the ray intersects the BoundingSphere or null if there is no intersection. - - - - Returns a System.String that represents the current Ray. - - System.String representation of the current Ray. - - - - Defines a ray. - - - Initializes a new instance of Rectangle. - The x-coordinate of the rectangle. - The y-coordinate of the rectangle. - Width of the rectangle. - Height of the rectangle. - - - Specifies the height of the rectangle. - - - Specifies the width of the rectangle. - - - Specifies the x-coordinate of the rectangle. - - - Specifies the y-coordinate of the rectangle. - - - - Determines whether this Rectangle contains a specified Point. - - The Point to evaluate. - true if the specified Point is contained within this Rectangle; false otherwise. - - - - - Determines whether this Rectangle entirely contains a specified Rectangle. - - The Rectangle to evaluate. - true if this Rectangle entirely contains the specified Rectangle; false otherwise. - - - - - Determines whether this Rectangle entirely contains a specified Rectangle. - - The Rectangle to evaluate. - On exit, is true if this Rectangle entirely contains the specified Rectangle, or false if not. - - - - Determines whether this Rectangle contains a specified Point. - - The Point to evaluate. - true if the specified Point is contained within this Rectangle; false otherwise. - - - - Determines whether this Rectangle contains a specified point represented by its x- and y-coordinates. - - The x-coordinate of the specified point. - The y-coordinate of the specified point. - true if the specified point is contained within this Rectangle; false otherwise. - - - - Compares two rectangles for equality. - Source rectangle. - Source rectangle. - true if the rectangles are equal; false otherwise. - - - - Determines whether the specified System.Object is equal to the Rectangle. - - The System.Object to compare with the current Rectangle. - true if the specified System.Object is equal to the current Rectangle; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object to make the comparison with. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for this object. - Hash code for this object. - - - Compares two rectangles for inequality. - Source rectangle. - Source rectangle. - true if the rectangles are not equal; false otherwise. - - - Pushes the edges of the Rectangle out by the horizontal and vertical values specified. - Value to push the sides out by. - Value to push the top and bottom out by. - - - - Determines whether a specified Rectangle intersects with this Rectangle. - - The Rectangle to evaluate. - true if the specified Rectangle intersects with this one; false otherwise. - - - - - Determines whether a specified Rectangle intersects with this Rectangle. - - The Rectangle to evaluate - true if the specified Rectangle intersects with this one; false otherwise. - - - Creates a Rectangle defining the area where one rectangle overlaps with another rectangle. - The first Rectangle to compare. - The second Rectangle to compare. - The area where the two parameters overlap. - - - - Creates a Rectangle defining the area where one rectangle overlaps with another rectangle. - - The first Rectangle to compare. - The second Rectangle to compare. - The area where the two first parameters overlap. - - - Changes the position of the Rectangle. - The values to adjust the position of the Rectangle by. - - - Changes the position of the Rectangle. - Change in the x-position. - Change in the y-position. - - - Retrieves a string representation of the current object. - String that represents the object. - - - Creates a new Rectangle that exactly contains two other rectangles. - The first Rectangle to contain. - The second Rectangle to contain. - The union of the two Rectangle parameters. - - - - Creates a new Rectangle that exactly contains two other rectangles. - - The first Rectangle to contain. - The second Rectangle to contain. - The Rectangle that must be the union of the first two rectangles. - - - Returns the y-coordinate of the bottom of the rectangle. - The y-coordinate of the bottom of the rectangle. - - - Gets the Point that specifies the center of the rectangle. - The center of the rectangle. - - - Returns a Rectangle with all of its values set to zero. - An empty Rectangle. - - - Gets a value that indicates whether the Rectangle is empty. - true if the rectangle is empty, otherwise false. - - - - Returns the x-coordinate of the left side of the rectangle. - The x-coordinate of the left side of the rectangle. - - - Gets or sets the upper-left value of the Rectangle. - The new upper-left corner of the Rectangle. - - - Returns the x-coordinate of the right side of the rectangle. - The x-coordinate of the right side of the rectangle. - - - Returns the y-coordinate of the top of the rectangle. - The y-coordinate of the top of the rectangle. - - - Defines a rectangle. - - - Creates a new instance of Vector2. - Value to initialize both components to. - - - Initializes a new instance of Vector2. - Initial value for the x-component of the vector. - Initial value for the y-component of the vector. - - - Gets or sets the x-component of the vector. - - - Gets or sets the y-component of the vector. - - - Adds two vectors. - Source vector. - Source vector. - Sum of the source vectors. - - - Adds two vectors. - Source vector. - Source vector. - Sum of the source vectors. - - - Adds two vectors. - Source vector. - Source vector. - Sum of the source vectors. - - - Returns a Vector2 containing the 2D Cartesian coordinates of a point specified in barycentric (areal) coordinates relative to a 2D triangle. - A Vector2 containing the 2D Cartesian coordinates of vertex 1 of the triangle. - A Vector2 containing the 2D Cartesian coordinates of vertex 2 of the triangle. - A Vector2 containing the 2D Cartesian coordinates of vertex 3 of the triangle. - Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in value2). - Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in value3). - The 2D Cartesian coordinates of the specified point are placed in this Vector2 on exit. - - - Returns a Vector2 containing the 2D Cartesian coordinates of a point specified in barycentric (areal) coordinates relative to a 2D triangle. - A Vector2 containing the 2D Cartesian coordinates of vertex 1 of the triangle. - A Vector2 containing the 2D Cartesian coordinates of vertex 2 of the triangle. - A Vector2 containing the 2D Cartesian coordinates of vertex 3 of the triangle. - Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in value2). - Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in value3). - A new Vector2 containing the 2D Cartesian coordinates of the specified point. - - - Performs a Catmull-Rom interpolation using the specified positions. - The first position in the interpolation. - The second position in the interpolation. - The third position in the interpolation. - The fourth position in the interpolation. - Weighting factor. - A vector that is the result of the Catmull-Rom interpolation. - - - Performs a Catmull-Rom interpolation using the specified positions. - The first position in the interpolation. - The second position in the interpolation. - The third position in the interpolation. - The fourth position in the interpolation. - Weighting factor. - A vector that is the result of the Catmull-Rom interpolation. - - - Restricts a value to be within a specified range. - The value to clamp. - The minimum value. - The maximum value. - The clamped value. - - - Restricts a value to be within a specified range. - The value to clamp. - The minimum value. - The maximum value. - The clamped value. - - - Calculates the distance between two vectors squared. - Source vector. - Source vector. - The distance between the vectors squared. - - - Calculates the distance between two vectors squared. - Source vector. - Source vector. - The distance between the source vectors squared. - - - Calculates the distance between two vectors. - Source vector. - Source vector. - The distance between the vectors. - - - Calculates the distance between two vectors. - Source vector. - Source vector. - Distance between the two vectors. - - - Divides a vector by a scalar value. - Source vector. - The divisor. - The result of the division. - - - Divides the components of a vector by the components of another vector. - Source vector. - The divisor. - The result of the division. - - - Divides the components of a vector by the components of another vector. - Source vector. - Divisor vector. - The result of dividing the vectors. - - - Divides a vector by a scalar value. - Source vector. - The divisor. - The result of the division. - - - Divides the components of a vector by the components of another vector. - Source vector. - Divisor vector. - The result of dividing the vectors. - - - Divides a vector by a scalar value. - Source vector. - The divisor. - The source vector divided by b. - - - Calculates the dot product of two vectors and writes the result to a user-specified variable. If the two vectors are unit vectors, the dot product returns a floating point value between -1 and 1 that can be used to determine some properties of the angle between two vectors. For example, it can show whether the vectors are orthogonal, parallel, or have an acute or obtuse angle between them. - Source vector. - Source vector. - The dot product of the two vectors. - - - Calculates the dot product of two vectors. If the two vectors are unit vectors, the dot product returns a floating point value between -1 and 1 that can be used to determine some properties of the angle between two vectors. For example, it can show whether the vectors are orthogonal, parallel, or have an acute or obtuse angle between them. - Source vector. - Source vector. - The dot product of the two vectors. - - - Tests vectors for equality. - Source vector. - Source vector. - true if the vectors are equal; false otherwise. - - - - Determines whether the specified System.Object is equal to the Vector2. - - The System.Object to compare with the current Vector2. - true if the specified System.Object is equal to the current Vector2; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object to make the comparison with. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code of the vector object. - Hash code of the vector object. - - - Performs a Hermite spline interpolation. - Source position vector. - Source tangent vector. - Source position vector. - Source tangent vector. - Weighting factor. - The result of the Hermite spline interpolation. - - - Performs a Hermite spline interpolation. - Source position vector. - Source tangent vector. - Source position vector. - Source tangent vector. - Weighting factor. - The result of the Hermite spline interpolation. - - - Tests vectors for inequality. - Vector to compare. - Vector to compare. - Returns true if the vectors are not equal, false otherwise. - - - Calculates the length of the vector squared. - The length of the vector squared. - - - Calculates the length of the vector. - Length of the vector. - - - Performs a linear interpolation between two vectors. - Source vector. - Source vector. - Value between 0 and 1 indicating the weight of value2. - The linear interpolation of the two vectors. - - - Performs a linear interpolation between two vectors. - Source vector. - Source vector. - Value between 0 and 1 indicating the weight of value2. - The result of the interpolation. - - - Returns a vector that contains the highest value from each matching pair of components. - Source vector. - Source vector. - The maximized vector. - - - Returns a vector that contains the highest value from each matching pair of components. - Source vector. - Source vector. - The maximized vector. - - - Returns a vector that contains the lowest value from each matching pair of components. - Source vector. - Source vector. - The minimized vector. - - - Returns a vector that contains the lowest value from each matching pair of components. - Source vector. - Source vector. - The minimized vector. - - - Multiplies a vector by a scalar value. - Source vector. - Scalar value. - The result of the multiplication. - - - Multiplies the components of two vectors by each other. - Source vector. - Source vector. - The result of the multiplication. - - - Multiplies a vector by a scalar value. - Scalar value. - Source vector. - Result of the multiplication. - - - Multiplies the components of two vectors by each other. - Source vector. - Source vector. - Result of the multiplication. - - - Multiplies the components of two vectors by each other. - Source vector. - Source vector. - Result of the multiplication. - - - Multiplies a vector by a scalar value. - Source vector. - Scalar value. - Result of the multiplication. - - - Multiplies a vector by a scalar value. - Source vector. - Scalar value. - Result of the multiplication. - - - Returns a vector pointing in the opposite direction. - Source vector. - Vector pointing in the opposite direction. - - - Returns a vector pointing in the opposite direction. - Source vector. - Vector pointing in the opposite direction. - - - Creates a unit vector from the specified vector. The result is a vector one unit in length pointing in the same direction as the original vector. - Source Vector2. - The created unit vector. - - - Creates a unit vector from the specified vector, writing the result to a user-specified variable. The result is a vector one unit in length pointing in the same direction as the original vector. - Source vector. - Normalized vector. - - - Turns the current vector into a unit vector. The result is a vector one unit in length pointing in the same direction as the original vector. - - - Determines the reflect vector of the given vector and normal. - Source vector. - Normal of vector. - The created reflect vector. - - - Determines the reflect vector of the given vector and normal. - Source vector. - Normal of vector. - Resulting reflect vector. - - - Interpolates between two values using a cubic equation. - Source value. - Source value. - Weighting value. - Interpolated value. - - - Interpolates between two values using a cubic equation. - Source value. - Source value. - Weighting value. - The interpolated value. - - - Subtracts a vector from a vector. - Source vector. - source vector. - Result of the subtraction. - - - Subtracts a vector from a vector. - Source vector. - Source vector. - The result of the subtraction. - - - Subtracts a vector from a vector. - Source vector. - Source vector. - Result of the subtraction. - - - Retrieves a string representation of the current object. - String that represents the object. - - - - Transforms an array of Vector2 vector normals by a specified Matrix. - - The array of vector normals to transform. - The transform Matrix to apply. - An existing array into which the transformed vector normals are written. - - - - Transforms a specified range in an array of Vector2 vector normals by a specified Matrix and places the results in a specified range in a destination array. - - The source array. - The index of the first Vector2 to transform in the source array. - The Matrix to apply. - The destination array into which the resulting Vector2s are written. - The index of the position in the destination array where the first result Vector2 should be written. - The number of vector normals to be transformed. - - - Transforms a 2D vector normal by a matrix. - The source vector. - The transformation matrix. - The transformed normal. - - - Transforms a vector normal by a matrix. - The source vector. - The transformation matrix. - The Vector2 resulting from the transformation. - - - Transforms an array of Vector2s by a specified Matrix. - The array of Vector2s to transform. - The transform Matrix to apply. - An existing array into which the transformed Vector2s are written. - - - Transforms a single Vector2, or the vector normal (x, y, 0, 0), by a specified Quaternion rotation. - The vector to rotate. - The Quaternion rotation to apply. - Returns a new Vector2 containing the result of the rotation. - - - - Transforms a specified range in an array of Vector2s by a specified Matrix and places the results in a specified range in a destination array. - - The source array. - The index of the first Vector2 to transform in the source array. - The Matrix to transform by. - The destination array into which the resulting Vector2s will be written. - The index of the position in the destination array where the first result Vector2 should be written. - The number of Vector2s to be transformed. - - - - Transforms an array of Vector2s by a specified Quaternion. - - The array of Vector2s to transform. - The transform Matrix to use. - An existing array into which the transformed Vector2s are written. - - - Transforms the vector (x, y, 0, 1) by the specified matrix. - The source vector. - The transformation matrix. - The transformed vector. - - - - Transforms a Vector2 by the given Matrix. - - The source Vector2. - The transformation Matrix. - The Vector2 resulting from the transformation. - - - - Transforms a Vector2, or the vector normal (x, y, 0, 0), by a specified Quaternion rotation. - - The vector to rotate. - The Quaternion rotation to apply. - An existing Vector2 filled in with the result of the rotation. - - - - Transforms a specified range in an array of Vector2s by a specified Quaternion and places the results in a specified range in a destination array. - - The source array. - The index of the first Vector2 to transform in the source array. - The Quaternion rotation to apply. - The destination array into which the resulting Vector2s are written. - The index of the position in the destination array where the first result Vector2 should be written. - The number of Vector2s to be transformed. - - - Returns a vector pointing in the opposite direction. - Source vector. - Vector pointing in the opposite direction. - - - Returns a Vector2 with both of its components set to one. - Vector2 with both of its components set to one. - - - - Returns the unit vector for the x-axis. - The unit vector for the x-axis. - - - Returns the unit vector for the y-axis. - The unit vector for the y-axis. - - - Returns a Vector2 with all of its components set to zero. - A Vector2 with all of its components set to zero. - - - Defines a vector with two components. - - - Creates a new instance of Vector3. - Value to initialize each component to. - - - Initializes a new instance of Vector3. - A vector containing the values to initialize x and y components with. - Initial value for the z-component of the vector. - - - Initializes a new instance of Vector3. - Initial value for the x-component of the vector. - Initial value for the y-component of the vector. - Initial value for the z-component of the vector. - - - Gets or sets the x-component of the vector. - - - Gets or sets the y-component of the vector. - - - Gets or sets the z-component of the vector. - - - Adds two vectors. - Source vector. - Source vector. - Sum of the vectors. - - - Adds two vectors. - Source vector. - Source vector. - Sum of the source vectors. - - - Adds two vectors. - Source vector. - Source vector. - Sum of the source vectors. - - - Returns a Vector3 containing the 3D Cartesian coordinates of a point specified in barycentric (areal) coordinates relative to a 3D triangle. - A Vector3 containing the 3D Cartesian coordinates of vertex 1 of the triangle. - A Vector3 containing the 3D Cartesian coordinates of vertex 2 of the triangle. - A Vector3 containing the 3D Cartesian coordinates of vertex 3 of the triangle. - Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in value2). - Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in value3). - The 3D Cartesian coordinates of the specified point are placed in this Vector3 on exit. - - - Returns a Vector3 containing the 3D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 3D triangle. - A Vector3 containing the 3D Cartesian coordinates of vertex 1 of the triangle. - A Vector3 containing the 3D Cartesian coordinates of vertex 2 of the triangle. - A Vector3 containing the 3D Cartesian coordinates of vertex 3 of the triangle. - Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in value2). - Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in value3). - A new Vector3 containing the 3D Cartesian coordinates of the specified point. - - - Performs a Catmull-Rom interpolation using the specified positions. - The first position in the interpolation. - The second position in the interpolation. - The third position in the interpolation. - The fourth position in the interpolation. - Weighting factor. - A vector that is the result of the Catmull-Rom interpolation. - - - Performs a Catmull-Rom interpolation using the specified positions. - The first position in the interpolation. - The second position in the interpolation. - The third position in the interpolation. - The fourth position in the interpolation. - Weighting factor. - A vector that is the result of the Catmull-Rom interpolation. - - - Restricts a value to be within a specified range. - The value to clamp. - The minimum value. - The maximum value. - The clamped value. - - - Restricts a value to be within a specified range. - The value to clamp. - The minimum value. - The maximum value. - The clamped value. - - - Calculates the cross product of two vectors. - Source vector. - Source vector. - The cross product of the vectors. - - - Calculates the cross product of two vectors. - Source vector. - Source vector. - Cross product of the source vectors. - - - Calculates the distance between two vectors squared. - Source vector. - Source vector. - The distance between the two vectors squared. - - - Calculates the distance between two vectors squared. - Source vector. - Source vector. - The distance between the source vectors squared. - - - Calculates the distance between two vectors. - Source vector. - Source vector. - The distance between the vectors. - - - Calculates the distance between two vectors. - Source vector. - Source vector. - Distance between the source vectors. - - - Divides the components of a vector by the components of another vector. - Source vector. - The divisor. - The result of the division. - - - Divides a vector by a scalar value. - Source vector. - The divisor. - The source vector divided by b. - - - Divides a vector by a scalar value. - Source vector. - The divisor. - The result of the division. - - - Divides the components of a vector by the components of another vector. - Source vector. - Divisor vector. - The result of dividing the vectors. - - - Divides a vector by a scalar value. - Source vector. - The divisor. - The source vector divided by div. - - - Divides the components of a vector by the components of another vector. - Source vector. - Divisor vector. - The result of dividing the vectors. - - - - Calculates the dot product of two vectors and writes the result to a user-specified variable. If the two vectors are unit vectors, the dot product returns a floating point value between -1 and 1 that can be used to determine some properties of the angle between two vectors. For example, it can show whether the vectors are orthogonal, parallel, or have an acute or obtuse angle between them. - Source vector. - Source vector. - The dot product of the two vectors. - - - - Calculates the dot product of two vectors. If the two vectors are unit vectors, the dot product returns a floating point value between -1 and 1 that can be used to determine some properties of the angle between two vectors. For example, it can show whether the vectors are orthogonal, parallel, or have an acute or obtuse angle between them. - Source vector. - Source vector. - The dot product of the two vectors. - - - Tests vectors for equality. - Source vector. - Source vector. - true if the vectors are equal; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object to make the comparison with. - true if the current instance is equal to the specified object; false otherwise. - - - - Determines whether the specified System.Object is equal to the Vector3. - - The Vector3 to compare with the current Vector3. - true if the specified Vector3 is equal to the current Vector3; false otherwise. - - - - Gets the hash code of the vector object. - Hash code of the vector object. - - - Performs a Hermite spline interpolation. - Source position vector. - Source tangent vector. - Source position vector. - Source tangent vector. - Weighting factor. - The result of the Hermite spline interpolation. - - - Performs a Hermite spline interpolation. - Source position vector. - Source tangent vector. - Source position vector. - Source tangent vector. - Weighting factor. - The result of the Hermite spline interpolation. - - - Tests vectors for inequality. - Vector to compare. - Vector to compare. - true if the vectors are not equal; false otherwise. - - - Calculates the length of the vector squared. - The length of the vector squared. - - - Calculates the length of the vector. - The length of the vector. - - - Performs a linear interpolation between two vectors. - Source vector. - Source vector. - Value between 0 and 1 indicating the weight of value2. - The result of the interpolation. - - - Performs a linear interpolation between two vectors. - Source vector. - Source vector. - Value between 0 and 1 indicating the weight of value2. - The linear interpolation of the two vectors. - - - Returns a vector that contains the highest value from each matching pair of components. - Source vector. - Source vector. - The maximized vector. - - - Returns a vector that contains the highest value from each matching pair of components. - Source vector. - Source vector. - The maximized vector. - - - Returns a vector that contains the lowest value from each matching pair of components. - Source vector. - Source vector. - The minimized vector. - - - Returns a vector that contains the lowest value from each matching pair of components. - Source vector. - Source vector. - The minimized vector. - - - Multiplies the components of two vectors by each other. - Source vector. - Source vector. - The result of the multiplication. - - - Multiplies a vector by a scalar value. - Source vector. - Scalar value. - Result of the multiplication. - - - Multiplies a vector by a scalar value. - Source vector. - Scalar value. - Result of the multiplication. - - - Multiplies a vector by a scalar value. - Scalar value. - Source vector. - Result of the multiplication. - - - Multiplies a vector by a scalar value. - Source vector. - Scalar value. - The result of the multiplication. - - - Multiplies the components of two vectors by each other. - Source vector. - Source vector. - Result of the multiplication. - - - Multiplies the components of two vectors by each other. - Source vector. - Source vector. - Result of the multiplication. - - - Returns a vector pointing in the opposite direction. - Source vector. - Vector pointing in the opposite direction. - - - Returns a vector pointing in the opposite direction. - Source vector. - Vector pointing in the opposite direction. - - - Creates a unit vector from the specified vector, writing the result to a user-specified variable. The result is a vector one unit in length pointing in the same direction as the original vector. - Source vector. - The normalized vector. - - - Creates a unit vector from the specified vector. The result is a vector one unit in length pointing in the same direction as the original vector. - The source Vector3. - The created unit vector. - - - Turns the current vector into a unit vector. The result is a vector one unit in length pointing in the same direction as the original vector. - - - Returns the reflection of a vector off a surface that has the specified normal. Reference page contains code sample. - Source vector. - Normal of the surface. - The reflected vector. - - - Returns the reflection of a vector off a surface that has the specified normal. Reference page contains code sample. - Source vector. - Normal of the surface. - The reflected vector. - - - Interpolates between two values using a cubic equation. - Source vector. - Source vector. - Weighting value. - The interpolated value. - - - Interpolates between two values using a cubic equation. - Source value. - Source value. - Weighting value. - Interpolated value. - - - Subtracts a vector from a vector. - Source vector. - Source vector. - Result of the subtraction. - - - Subtracts a vector from a vector. - Source vector. - Source vector. - The result of the subtraction. - - - Subtracts a vector from a vector. - Source vector. - Source vector. - Result of the subtraction. - - - Retrieves a string representation of the current object. - String that represents the object. - - - Transforms a 3D vector normal by a matrix. - The source vector. - The transformation matrix. - The transformed vector normal. - - - Transforms a vector normal by a matrix. - The source vector. - The transformation Matrix. - The Vector3 resulting from the transformation. - - - Transforms a specified range in an array of 3D vector normals by a specified Matrix and writes the results to a specified range in a destination array. - The source array of Vector3 normals. - The starting index in the source array. - The transform Matrix to apply. - The destination Vector3 array. - The starting index in the destination array. - The number of vectors to transform. - - - Transforms an array of 3D vector normals by a specified Matrix. - The array of Vector3 normals to transform. - The transform matrix to apply. - An existing Vector3 array into which the results of the transforms are written. - - - - Transforms a Vector3 by a specified Quaternion rotation. - - The Vector3 to rotate. - The Quaternion rotation to apply. - An existing Vector3 filled in with the results of the rotation. - - - Transforms a 3D vector by the given matrix. - The source vector. - The transformation matrix. - The transformed vector. - - - - Transforms a Vector3 by a specified Quaternion rotation. - - The Vector3 to rotate. - The Quaternion rotation to apply. - Returns a new Vector3 that results from the rotation. - - - - Transforms a Vector3 by the given Matrix. - - The source Vector3. - The transformation Matrix. - The transformed vector. - - - - Applies a specified Quaternion rotation to a specified range of an array of Vector3s - and writes the results into a specified range of a destination array. - - The source array. - The index in the source array at which to start. - The Quaternion rotation to apply. - The existing destination array. - The index in the destination array at which to start. - The number of Vector3s to transform. - - - - Applies a specified transform Matrix to a specified range of an array of Vector3s - and writes the results into a specified range of a destination array. - - The source array. - The index in the source array at which to start. - The transform Matrix to apply. - The existing destination array. - The index in the destination array at which to start. - The number of Vector3s to transform. - - - - Transforms a source array of Vector3s by a specified Quaternion rotation and writes the results to an existing destination array. - - The source array. - The Quaternion rotation to apply. - An existing destination array into which the transformed Vector3s are written. - - - Transforms a source array of Vector3s by a specified Matrix and writes the results to an existing destination array. - The source array. - The transform Matrix to apply. - An existing destination array into which the transformed Vector3s are written. - - - Returns a vector pointing in the opposite direction. - Source vector. - Vector pointing in the opposite direction. - - - Returns a unit Vector3 designating backward in a right-handed coordinate system (0, 0, 1). - - A unit Vector3 pointing backward. - - - Returns a unit Vector3 designating down (0, −1, 0). - - A unit Vector3 pointing down. - - - Returns a unit Vector3 designating forward in a right-handed coordinate system(0, 0, −1). - - A unit Vector3 pointing forward. - - - Returns a unit Vector3 designating left (−1, 0, 0). - - A unit Vector3 pointing left. - - - Returns a Vector3 with ones in all of its components. - - a Vector3 with ones in all of its components. - - - - Returns a unit Vector3 pointing to the right (1, 0, 0). - A unit Vector3 pointing to the right. - - - Returns the x unit Vector3 (1, 0, 0). - Returns the x unit Vector3 . - - - - Returns the y unit Vector3 (0, 1, 0). - - - Returns the y unit Vector3. - - - - - Returns the z unit Vector3 (0, 0, 1). - - - Returns the z unit Vector3. - - - - Returns a unit vector designating up (0, 1, 0). - - A unit Vector3 pointing up. - - - - Returns a Vector3 with all of its components set to zero. - - A Vector3 with all of its components set to zero. - - - - Defines a vector with three components. - - - Creates a new instance of Vector4. - Value to initialize each component to. - - - Initializes a new instance of Vector4. - A vector containing the values to initialize x, y, and z components with. - Initial value for the w-component of the vector. - - - Initializes a new instance of Vector4. - Initial value for the x-component of the vector. - Initial value for the y-component of the vector. - Initial value for the z-component of the vector. - Initial value for the w-component of the vector. - - - Initializes a new instance of Vector4. - A vector containing the values to initialize x and y components with. - Initial value for the z-component of the vector. - Initial value for the w-component of the vector. - - - Gets or sets the w-component of the vector. - - - Gets or sets the x-component of the vector. - - - Gets or sets the y-component of the vector. - - - Gets or sets the z-component of the vector. - - - Adds two vectors. - Source vector. - Source vector. - Sum of the vectors. - - - Adds two vectors. - Source vector. - Source vector. - Sum of the two vectors. - - - Adds two vectors. - Source vector. - Source vector. - Sum of the source vectors. - - - Returns a Vector4 containing the 4D Cartesian coordinates of a point specified in Barycentric (areal) coordinates relative to a 4D triangle. - A Vector4 containing the 4D Cartesian coordinates of vertex 1 of the triangle. - A Vector4 containing the 4D Cartesian coordinates of vertex 2 of the triangle. - A Vector4 containing the 4D Cartesian coordinates of vertex 3 of the triangle. - Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in value2). - Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in value3). - The 4D Cartesian coordinates of the specified point are placed in this Vector4 on exit. - - - Returns a Vector4 containing the 4D Cartesian coordinates of a point specified in barycentric (areal) coordinates relative to a 4D triangle. - A Vector4 containing the 4D Cartesian coordinates of vertex 1 of the triangle. - A Vector4 containing the 4D Cartesian coordinates of vertex 2 of the triangle. - A Vector4 containing the 4D Cartesian coordinates of vertex 3 of the triangle. - Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in value2). - Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in value3). - A new Vector4 containing the 4D Cartesian coordinates of the specified point. - - - Performs a Catmull-Rom interpolation using the specified positions. - The first position in the interpolation. - The second position in the interpolation. - The third position in the interpolation. - The fourth position in the interpolation. - Weighting factor. - A vector that is the result of the Catmull-Rom interpolation. - - - Performs a Catmull-Rom interpolation using the specified positions. - The first position in the interpolation. - The second position in the interpolation. - The third position in the interpolation. - The fourth position in the interpolation. - Weighting factor. - A vector that is the result of the Catmull-Rom interpolation. - - - Restricts a value to be within a specified range. - The value to clamp. - The minimum value. - The maximum value. - The clamped value. - - - Restricts a value to be within a specified range. - The value to clamp. - The minimum value. - The maximum value. - The clamped value. - - - Calculates the distance between two vectors squared. - Source vector. - Source vector. - The distance between the source vectors squared. - - - Calculates the distance between two vectors squared. - Source vector. - Source vector. - The distance between the two vectors squared. - - - Calculates the distance between two vectors. - Source vector. - Source vector. - Distance between the source vectors. - - - Calculates the distance between two vectors. - Source vector. - Source vector. - The distance between the vectors. - - - Divides the components of a vector by the components of another vector. - Source vector. - Divisor vector. - The result of dividing the vectors. - - - Divides a vector by a scalar value. - Source vector. - The divisor. - The source vector divided by b. - - - Divides a vector by a scalar value. - Source vector. - The divisor. - The result of the division. - - - Divides the components of a vector by the components of another vector. - Source vector. - The divisor. - The result of the division. - - - Divides the components of a vector by the components of another vector. - Source vector. - Divisor vector. - The result of dividing the vectors. - - - Divides a vector by a scalar value. - Source vector. - The divisor. - The source vector divided by div. - - - Calculates the dot product of two vectors. - Source vector. - Source vector. - The dot product of the two vectors. - - - Calculates the dot product of two vectors. - Source vector. - Source vector. - The dot product of the two vectors. - - - Tests vectors for equality. - Source vector. - Source vector. - true if the vectors are equal; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - - Determines whether the specified System.Object is equal to the Vector4. - - The Vector4 to compare with the current Vector4. - true if the specified Vector4 is equal to the current Vector4; false otherwise. - - - - Gets the hash code of this object. - Hash code of the vector object. - - - Performs a Hermite spline interpolation. - Source position vector. - Source tangent vector. - Source position vector. - Source tangent vector. - Weighting factor. - The result of the Hermite spline interpolation. - - - Performs a Hermite spline interpolation. - Source position vector. - Source tangent vector. - Source position vector. - Source tangent vector. - Weighting factor. - The result of the Hermite spline interpolation. - - - Tests vectors for inequality. - Vector to compare. - Vector to compare. - true if the vectors are not equal; false otherwise. - - - Calculates the length of the vector squared. - The length of the vector squared. - - - Calculates the length of the vector. - The length of the vector. - - - Performs a linear interpolation between two vectors. - Source vector. - Source vector. - Value between 0 and 1 indicating the weight of value2. - The result of the interpolation. - - - Performs a linear interpolation between two vectors. - Source vector. - Source vector. - Value between 0 and 1 indicating the weight of value2. - The linear interpolation of the two vectors. - - - Returns a vector that contains the highest value from each matching pair of components. - Source vector. - Source vector. - The maximized vector. - - - Returns a vector that contains the highest value from each matching pair of components. - Source vector. - Source vector. - The maximized vector. - - - Returns a vector that contains the lowest value from each matching pair of components. - Source vector. - Source vector. - The minimized vector. - - - Returns a vector that contains the lowest value from each matching pair of components. - Source vector. - Source vector. - The minimized vector. - - - Multiplies the components of two vectors by each other. - Source vector. - Source vector. - Result of the multiplication. - - - Multiplies the components of two vectors by each other. - Source vector. - Source vector. - Result of the multiplication. - - - Multiplies a vector by a scalar. - Source vector. - Scalar value. - Result of the multiplication. - - - Multiplies a vector by a scalar. - Source vector. - Scalar value. - Result of the multiplication. - - - Multiplies a vector by a scalar. - Scalar value. - Source vector. - Result of the multiplication. - - - Multiplies a vector by a scalar value. - Source vector. - Scalar value. - The result of the multiplication. - - - Multiplies the components of two vectors by each other. - Source vector. - Source vector. - The result of the multiplication. - - - Returns a vector pointing in the opposite direction. - Source vector. - Vector pointing in the opposite direction. - - - Returns a vector pointing in the opposite direction. - Source vector. - Vector pointing in the opposite direction. - - - Creates a unit vector from the specified vector. - The source Vector4. - The created unit vector. - - - Returns a normalized version of the specified vector. - Source vector. - The normalized vector. - - - Turns the current vector into a unit vector. - - - Interpolates between two values using a cubic equation. - Source vector. - Source vector. - Weighting factor. - The interpolated value. - - - Interpolates between two values using a cubic equation. - Source value. - Source value. - Weighting value. - Interpolated value. - - - Subtracts a vector from a vector. - Source vector. - Source vector. - Result of the subtraction. - - - Subtracts a vector from a vector. - Source vector. - Source vector. - Result of the subtraction. - - - Subtracts a vector from a vector. - Source vector. - Source vector. - The result of the subtraction. - - - Retrieves a string representation of the current object. - String that represents the object. - - - - Transforms a Vector3 by the given Matrix. - - The source Vector3. - The transformation Matrix. - The Vector4 resulting from the transformation. - - - - Transforms a Vector4 by the specified Matrix. - - The source Vector4. - The transformation Matrix. - The transformed Vector4. - - - - Transforms a Vector2 by a specified Quaternion into a Vector4. - - The Vector2 to transform. - The Quaternion rotation to apply. - - Returns the Vector4 resulting from the transformation. - - - - - Transforms a Vector2 by the given Matrix. - - The source Vector2. - The transformation Matrix. - The Vector4 resulting from the transformation. - - - - Transforms a Vector3 by a specified Quaternion into a Vector4. - - The Vector3 to transform. - The Quaternion rotation to apply. - The Vector4 resulting from the transformation. - - - Transforms a Vector4 by a specified Quaternion. - The Vector4 to transform. - The Quaternion rotation to apply. - The Vector4 resulting from the transformation. - - - - Transforms a Vector3 by the given Matrix. - - The source Vector3. - The transformation Matrix. - The Vector4 resulting from the transformation. - - - Transforms an array of Vector4s by a specified Quaternion. - The array of Vector4s to transform. - The Quaternion rotation to apply. - The existing destination array into which the transformed Vector4s are written. - - - Transforms a specified range in an array of Vector4s by a specified Quaternion into a specified range in a destination array. - The array of Vector4s containing the range to transform. - The index in the source array of the first Vector4 to transform. - The Quaternion rotation to apply. - The existing destination array of Vector4s into which to write the results. - The index in the destination array of the first result Vector4 to write. - The number of Vector4s to transform. - - - Transforms a specified range in an array of Vector4s by a specified Matrix into a specified range in a destination array. - The array of Vector4s containing the range to transform. - The index in the source array of the first Vector4 to transform. - The transform Matrix to apply. - The existing destination array of Vector4s into which to write the results. - The index in the destination array of the first result Vector4 to write. - The number of Vector4s to transform. - - - - Transforms a Vector2 by a specified Quaternion into a Vector4. - - The Vector2 to transform. - The Quaternion rotation to apply. - The Vector4 resulting from the transformation. - - - Transforms an array of Vector4s by a specified Matrix. - The array of Vector4s to transform. - The transform Matrix to apply. - The existing destination array into which the transformed Vector4s are written. - - - - Transforms a Vector3 by a specified Quaternion into a Vector4. - - The Vector3 to transform. - The Quaternion rotation to apply. - The Vector4 resulting from the transformation. - - - - Transforms a Vector2 by the given Matrix. - - The source Vector2. - The transformation Matrix. - The transformed Vector4. - - - - Transforms a Vector4 by the given Matrix. - - The source Vector4. - The transformation Matrix. - The Vector4 resulting from the transformation. - - - Transforms a Vector4 by a specified Quaternion. - The Vector4 to transform. - The Quaternion rotation to apply. - The Vector4 resulting from the transformation. - - - Returns a vector pointing in the opposite direction. - Source vector. - Vector pointing in the opposite direction. - - - Returns a Vector4 with all of its components set to one. - - A Vector4 with all of its components set to one. - - - - Returns the Vector4 (0, 0, 0, 1). - - The Vector4 (0, 0, 0, 1). - - - - - Returns the Vector4 (1, 0, 0, 0). - - - The Vector4 (1, 0, 0, 0). - - - - - Returns the Vector4 (0, 1, 0, 0). - - - The Vector4 (0, 1, 0, 0). - - - - - Returns the Vector4 (0, 0, 1, 0). - - - The Vector4 (0, 0, 1, 0). - - - - - Returns a Vector4 with all of its components set to zero. - - - A Vector4 with all of its components set to zero. - - - - Defines a vector with four components. - - - Indicates battery charge status. - - - Indicates a battery is charging. - - - Indicates a critically low level of battery charge. - - - Indicates a high level of battery charge. - - - Indicates a low level of battery charge. - - - Indicates that no battery is present. - - - Indicates an unknown battery condition. - - - Indicates the extent to which bounding volumes intersect or contain one another. - - - Indicates that one bounding volume completely contains the other. - - - Indicates there is no overlap between the bounding volumes. - - - Indicates that the bounding volumes partially overlap. - - - Defines the continuity of CurveKeys on a Curve. - - - Interpolation can be used between this CurveKey and the next. - - - Interpolation cannot be used between this CurveKey and the next. Specifying a position between the two points returns this point. - - - Defines how the value of a Curve will be determined for positions before the first point on the Curve or after the last point on the Curve. - - - The Curve will evaluate to its first key for positions before the first point in the Curve and to the last key for positions after the last point. - - - Positions specified past the ends of the curve will wrap around to the opposite side of the Curve. - - - Positions specified past the ends of the curve will wrap around to the opposite side of the Curve. - The value will be offset by the difference between the values of the first and last CurveKey multiplied by the number of times the position wraps around. - If the position is before the first point in the Curve, the difference will be subtracted from its value; otherwise, the difference will be added. - - - Linear interpolation will be performed to determine the value. - - - Positions specified past the ends of the Curve act as an offset from the same side of the Curve toward the opposite side. - - - Specifies different tangent types to be calculated for CurveKey points in a Curve. - - - A Flat tangent always has a value equal to zero. - - - A Linear tangent at a CurveKey is equal to the difference - between its CurveKey.Value and the Value of the preceding or succeeding CurveKey.For example, in Curve MyCurve, where i is greater than zero and - (i + 1) is less than the total number of CurveKeys in - MyCurve, the linear CurveKey.TangentIn of MyCurve.Keys[i] is equal to: ( MyCurve.Keys[i].Value - MyCurve.Keys[i - 1].Value )Similarly, the linear CurveKey.TangentOut is equal to: ( MyCurve.Keys[i + 1].Value - MyCurve.Keys[i].Value.) - - - A Smooth tangent smooths the inflection between a CurveKey.TangentIn and CurveKey.TangentOut by taking into account the values of both neighbors of the CurveKey.The smooth CurveKey.TangentIn of MyCurve.Keys[i] is equal to: ( ( MyCurve.Keys[i + 1].Value - MyCurve.Keys[i - 1].Value ) * - ( ( MyCurve.Keys[i].Position - MyCurve.Keys[i - 1].Position ) / - ( MyCurve.Keys[i + 1].Position - MyCurve.Keys[i-1].Position ) ) )Similarly, the smooth CurveKey.TangentOut is equal to: ( ( MyCurve.Keys[i + 1].Value - MyCurve.Keys[i - 1].Value ) * - ( ( MyCurve.Keys[i + 1].Position - MyCurve.Keys[i].Position ) / - ( MyCurve.Keys[i + 1].Position - MyCurve.Keys[i - 1].Position ) ) ) - - - Describes the intersection between a plane and a bounding volume. - - - There is no intersection, and the bounding volume is in the negative half-space of the Plane. - - - There is no intersection, and the bounding volume is in the positive half-space of the Plane. - - - The Plane is intersected. - - - Specifies the game controller associated with a player. - - - The first controller. - - - The second controller. - - - The third controller. - - - The fourth controller. - - - Indicates the status of the system powerline. - - - The system is offline. - - - The system is online. - - - The power status of the system is unknown. - - - Defines the target platform to be used when compiling content. - - - Represents an unknown platform. - - - The Windows platform. - - - The Xbox 360 game console. - - - A Zune device. - - - Immediately releases the unmanaged resources used by this object. - - - Allows this object to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Represents the complete friends list of a local gamer. - - - Gets whether the local gamer who requested the friends list has received a friend request from this gamer. - true if the local gamer who requested the friends list has received a friend request from this gamer; false otherwise. - - - - - Gets whether the local gamer who requested the friends list has sent a friend request to this gamer. - - true if the local gamer who requested the friends list has sent a friend request to this gamer; false otherwise. - - - - Gets whether this friend currently has voice capability. - true if this friend currently has voice capability; false otherwise. - - - - Gets whether this friend has accepted an invitation from the local gamer who requested the friends list. - - true if this friend has accepted an invitation from the local gamer who requested the friends list; false otherwise. - - - - - Gets whether the local gamer who requested the friends list has received an invitation from this friend. - - true if the local gamer who requested the friends list has received an invitation from this friend; false otherwise. - - - - - Gets whether this friend has rejected an invitation from the local gamer who requested the friends list. - - true if this friend has rejected an invitation from the local gamer who requested the friends list; false otherwise. - - - - - Gets whether the local gamer who requested the friends list has sent an invitation to this friend. - - true if the local gamer who requested the friends list has sent an invitation to this friend; false otherwise. - - - - Gets whether this friend is currently away from the computer or console. - true if this friend is currently away from the computer or console; false otherwise. - - - - Gets whether this friend is currently busy. - true if this friend is currently busy; false otherwise. - - - - Gets whether this friend is currently in a public session that can be joined. - true if this friend is currently in a public session that can be joined; false otherwise. - - - - Gets whether this friend is currently online. - true if this friend is currently online; false otherwise. - - - - Gets whether this friend is currently playing a game. - true if this friend is currently playing a game; false otherwise. - - - - - Gets a title-defined presence string describing what this friend is currently doing. - - Title-defined presence string describing what this friend is currently doing. - - - Provides the presence information of a friend of the local gamer. - - - Gets whether the gamer prefers to use controller buttons to accelerate in racing games. - - true if the gamer prefers to use controller buttons to accelerate in racing games; false otherwise. If false, use triggers for acceleration. - - - - - Gets whether the title should automatically correct the gamer's aim. - - true if the title should automatically correct the gamer's aim; false otherwise. - - - - Gets whether the title should automatically center the view when the gamer moves. - true if the title should automatically center the view when the gamer moves; false otherwise. - - - - Gets whether the gamer prefers to use controller buttons to brake in racing games. - - true if the gamer prefers to use controller buttons to brake in racing games; false otherwise. If false, use the triggers for braking. - - - - Gets the preferred controller sensitivity setting for this gamer. - The preferred controller sensitivity setting for this gamer. - - - Gets the preferred difficulty setting for this gamer. - The preferred difficulty setting for this gamer. - - - Gets whether the gamer prefers to invert the y-axis input of the controller. - true if the gamer prefers to invert the y-axis input of the controller; false otherwise. - - - - Gets whether the gamer prefers to drive a manual shift transmission in racing games. - true if the gamer prefers to drive a manual shift transmission in racing games; false otherwise. - - - - Gets whether the gamer prefers to move using the right thumbstick. - true if the gamer prefers to move using the right thumbstick; false otherwise. If this value is false, use the left thumbstick for player movement. - - - Gets the preferred color for the player character. - The preferred color for the player character. - - - Gets the gamer's preferred camera angle for racing games. - The gamer's preferred camera angle for racing games. - - - Gets a secondary color selection for the player character. - A secondary color selection for the player character. - - - - Describes a gamer's preferred settings. - - - Starts an asynchronous profile read operation. - The method to be called once the asynchronous operation has finished. - State of the asynchronous operation. - An System.IAsyncResult used to track the progress of the method. Call Gamer.EndGetProfile to access these results. - - - Ends an asynchronous profile read operation. - An System.IAsyncResult used to track the progress of the operation. - The profile data for this gamer. - - - Reads profile data for this gamer. - The profile data for this gamer. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the gamertag string. - Name of the gamertag. - - - Gets a value indicating whether the object is disposed. - true if the object is disposed; false otherwise. - - - Represents a collection of all gamers on the local system. - Collection of current gamers on the local system. - - - - Gets or sets a custom object which can be used to attach arbitrary user defined data to the gamer. - A custom object used to attach arbitrary user defined data to the gamer. - - - - Abstract base class for types that represent game players (profiles that have an - associated gamertag). The concrete types SignedInGamer and Framework.Net.NetworkGamer derive from this. - - - - Returns a strongly typed Microsoft.Xna.Framework.GamerServices.GamerCollection`1.GamerCollectionEnumerator that can iterate through a GamerCollection`1. - The Microsoft.Xna.Framework.GamerServices.GamerCollection`1.GamerCollectionEnumerator. - - - Returns an enumerator that can iterate through the collection. - Enumerator that can iterate through the collection. - - - Represents a collection of gamers. This collection cannot be modified and is updated automatically during the call to GamerServicesDispatcher.Update. - - - Immediately releases the unmanaged resources used by this object. - - - - Advances the enumerator to the next element of the GamerCollection`1. - - true if the enumerator was successfully advanced to the next element; false if the enumerator has passed the end of the collection. - - - - Sets the enumerator to its initial position, which is before the first element in the GamerCollection`1. - - - - Gets the current element in the GamerCollection`1. - - The current element in the GamerCollection`1. - - - - - Gets the current element in the GamerCollection`1 as a System.Object. - - - The current element in the GamerCollection`1 as a System.Object. - - - - - Provides the ability to iterate through the gamers in an GamerCollection`1. - - - - - Gets or sets the current presence mode for this gamer. Reference page contains links to related code samples. - The current presence mode for this gamer. - - - Gets or sets a custom presence value. - A custom presence value, which indicates a stage, score, or level to display as a part of the presence string. - - - Provides properties to set the rich presence state for a locally signed-in gamer profile. Reference page contains links to related code samples. - - - Initializes a new instance of Microsoft.Xna.Framework.GamerServices.GamerPrivilegeException(System.String,System.Exception) with the specified error message and inner exception. - A message that describes the error. - The inner exception related to this exception. - - - Initializes a new instance of Microsoft.Xna.Framework.GamerServices.GamerPrivilegeException(System.String) with the specified error message. - A message that describes the error. - - - Initializes a new instance of Microsoft.Xna.Framework.GamerServices.GamerPrivilegeException(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext) with the specified streaming context. - Describes the gamer services or multiplayer API being accessed when the exception occurred. - Describes the stream where the exception occurred. - - - Creates an instance of Microsoft.Xna.Framework.GamerServices.GamerPrivilegeException. - - - Thrown if a gamer services or multiplayer API is called without a valid, signed-in profile. - - - Checks whether this gamer is allowed to send and receive communications using voice, text, messaging, or game invites. - true if this gamer is allowed to send and receive communications using voice, text, messaging, or game invites; false otherwise. - - - - Checks whether this gamer is allowed to play in online multiplayer sessions. - true if this gamer is allowed to play in online multiplayer sessions; false otherwise. - - - - Checks whether this gamer is allowed to view the profiles of other gamers. - true if this gamer is allowed to view the profiles of other gamers; false otherwise. - - - Checks whether this gamer is allowed to purchase content from LIVE Marketplace. - true if this gamer is allowed to purchase content from LIVE Marketplace; false otherwise. - - - Checks whether this gamer is allowed to trade content with other gamers. - true if this gamer is allowed to trade content with other gamers; false otherwise. - - - Checks whether this gamer is allowed to access user content that was created by other gamers. - true if this gamer is allowed to access user content that was created by other gamers; false otherwise. - - - Describes what operations a gamer is allowed to perform. - - - Immediately releases the unmanaged resources used by this object. - - - Gets the gamer picture, which will be 64 pixels by 64 pixels. - The gamer picture, which will be 64 pixels by 64 pixels. - - - Gets the GamerScore of this gamer. - The GamerScore of this gamer. - - - Gets the GamerZone setting. - - - The GamerZone setting. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Gets the gamer motto string. - The gamer motto. - - - Gets the region of this gamer. - The region of this gamer. - - - Gets the gamer reputation, as a number of stars ranging 0 to 5. - The gamer reputation, representing a number of stars ranging 0 to 5. - - - Gets the number of titles this gamer has played. - The number of titles this gamer has played. - - - Gets the total number of achievements this gamer has obtained. - The total number of achievements this gamer has obtained. - - - - Profile settings describing information about a gamer such as their motto, reputation, and gamer picture. This data is accessible for both locally signed in profiles and remote gamers that you are playing with in a multiplayer session. - - - - Creates a new GamerServicesComponent. - The game that will be associated with this component. - - - Initializes the GamerServicesDispatcher. - - - - Updates the GamerServicesDispatcher. - - The game timing state. - - - Wraps the functionality of the GamerServicesDispatcher. - - - - Notifies the game when a Games for Windows - LIVE title update is being installed. - - - - Initializes gamer services functionality for the game. Reference page contains links to related code samples. - The service provider to be used when locating additional services services. For example, IGraphicsDeviceService. - - - Updates the status of gamer services and raises related events. Reference page contains links to related code samples. - - - Determines if Initialize has been called. - true if gamer services have been initialized; false otherwise. - - - - Gets or sets the handle to the underlying game window. - Handle to a window. - - - Implements the Windows-specific portion of a Microsoft.Xna.Framework.GamerServices.GamerServicesDispatcher class. Reference page contains links to related code samples. - - - Initializes a new instance of GamerServicesNotAvailableException with the specified error message and the inner exception. - A message that describes the error. - The inner exception related to this exception. - - - Initializes a new instance of GamerServicesNotAvailableException with the specified error message. - A message that describes the error. - - - Initializes a new instance of GamerServicesNotAvailableException with the specified streaming context. - - Describes the gamer services being accessed when the exception occurred. - Describes the stream where the exception occurred. - - - Creates an empty instance of GamerServicesNotAvailableException. - - - Thrown if the gamer services system cannot be successfully initialized. - - - Begins the process for displaying a dialog for keyboard input from a gamer. - Index of the player providing input. For Windows-based XNA games, the only valid option is PlayerIndex.One. - Title of the dialog box. - Text of the dialog box. - Text displayed when the dialog box is initially shown. - The method to be called once the asynchronous operation has finished. - A user-created object uniquely identifying this request. - An System.IAsyncResult used to track the progress of the method. - - - Begins the process of displaying a message box with the specified parameters. - Target player of the message box. On Windows, the only valid option is PlayerIndex.One. - Title of the message box. - Text of the message box. - Captions for the message box buttons. The maximum number is three. - Zero-based index specifying which button has focus. - Type of icon displayed in the message box. - The method to be called once the asynchronous operation has finished. - A user-created object uniquely identifying this request. - An System.IAsyncResult used to track the progress of the method. - - - Begins the process for displaying the storage device selector user interface, specifying the size of the data to be written to the storage device. - Size, in bytes, of the data to write to the storage device. - Number of directories to write to the storage device. - The method to be called once the asynchronous operation has finished. - A user-created object uniquely identifying this request. - - An System.IAsyncResult used to track the progress of the method. - - - - Begins the process for displaying the storage device selector user interface. - The method to be called once the asynchronous operation has finished. - A user-created object uniquely identifying this request. - An System.IAsyncResult used to track the progress of the method. - - - Begins the process for displaying the storage device selector user interface, specifying the index of the player to be shown the user interface, as well as the size of the data to be written to the storage device. - Index of the player being shown the user interface display. On Windows, the only valid option is PlayerIndex.One. - Size, in bytes, of the data to write to the storage device. - Number of directories to write to the storage device. - The method to be called once the asynchronous operation has finished. - A user-created object uniquely identifying this request. - - An System.IAsyncResult used to track the progress of the method. - - - - Begins the process for displaying the storage device selector user interface, specifying the index of the player to be shown the user interface. - Index of the player being shown the user interface display. On Windows, the only valid option is PlayerIndex.One. - The method to be called once the asynchronous operation has finished. - A user-created object uniquely identifying this request. - An System.IAsyncResult used to track the progress of the method. - - - Delays system notifications for the specified amount of time. - Time, in seconds, of the delay.Calling this function while notifications are already delayed has no effect. The maximum delay is 120. If the specified duration exceeds the maximum, the maximum value is used. - - - Ends the display of the keyboard input dialog box. - The System.IAsyncResult returned from BeginShowKeyboardInput. - Input received from the gamer. - - - Ends the display of a message box. - The System.IAsyncResult returned from BeginShowMessageBox. - - The identity of the message box button pressed by the user. - - - - Ends the display of the storage selector user interface. - The System.IAsyncResult returned from BeginShowStorageDeviceSelector. - Storage device selected by the gamer. - - - Shows the Compose Message user interface. - Gamer composing the message. - Text of the message. - Collection of gamers receiving the message.If this is null, the Select Gamertag user interface is displayed. - - - Shows the Friend Request user interface. - Index of the player making the request.The profile specified by player must be signed in when calling this function. - Recipient of the request. - - - Shows the Friends user interface. - Index of the player making the request.The profile specified by player must be signed in when calling this function. - - - Displays the game invitation user interface. - Index of the player initiating the invitation. - List of gamers who receive the invitation. If null, the Guide will prompt the player to specify a recipient. - - - Shows the Gamer Card user interface. - Index of the player making the request.The profile specified by player must be signed in when calling this function. - Owner of the gamer card being requested for display. - - - Displays the marketplace user interface. Reference page contains links to related code samples. - Index of the controller for the player making the request. - - - Shows the Messages user interface. - Index of the player making the request.The profile specified by player must be signed in when calling this function. - - - Shows the Player Review user interface. - Index of the player making the request.The profile specified by player must be signed in when calling this function. - Player being reviewed. - - - Shows the Players user interface. - Index of the player making the request.The profile specified by player must be signed in when calling this function. - - - Shows the user interface a gamer uses for signing into Xbox LIVE. - Number of panes displayed at sign in. Each pane accepts a single gamer.On Windows, only a single pane can be displayed. On Xbox 360, valid values are 1, 2, and 4. - Determines the profile types being displayed. true if only online profiles are displayed; false otherwise. If onlineOnly is true, local gamers can sign in as guests of a profile currently signed in. - - - Gets or sets the current state of the screen saver. - true if the screen saver is enabled; false otherwise. - - - Determines whether the game is running currently in limited trial mode. Reference page contains links to related code samples. - true if the game is running currently in limited trial mode; false otherwise. - - - - Determines whether a Guide user interface screen is active. - true if a user interface screen is displayed; false otherwise. It is not possible to bring up another Guide user interface screen, if IsVisible is true. - - - Determines where notifications appear on the screen. - Defines the positioning of the notification message box. - - - Allows titles to simulate trial mode restrictions when testing using the Development configuration. Reference page contains links to related code samples. - true to simulate trial mode restrictions in a Development configuration; false otherwise. - - - - Provides access to the Guide user interface. - - - Initializes an instance of Microsoft.Xna.Framework.GamerServices.GuideAlreadyVisibleException(System.String,System.Exception) with the specified error message and related inner exception. - A message describing the error. - The inner exception related to this exception. - - - Initializes an instance of Microsoft.Xna.Framework.GamerServices.GuideAlreadyVisibleException(System.String) with the specified error message. - A message describing the error. - - - Initializes an instance of Microsoft.Xna.Framework.GamerServices.GuideAlreadyVisibleException(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext) with the specified streaming context. - Describes the displayed Guide component when the exception occurred. - Describes the stream where the exception occurred. - - - - Initializes an empty instance of Microsoft.Xna.Framework.GamerServices.GuideAlreadyVisibleException. - - - Thrown if an attmept is made to display a component of the Guide user interface when a Guide component is already displayed. - - - Creates a new instance of SignedInEventArgs. - The gamer that just signed in. - - - Gets the gamer that just signed in. - The gamer that just signed in. - - - Represents the arguments passed to a SignedInGamer.SignedIn event. - - - Occurs when a new gamer signs into the local system. - - - Occurs when a gamer signs out on the local system. - - - Reads the friends list of this local gamer. This includes both the gamertags of the friends and their current presence information. - - The friends of this local gamer. - - - Queries whether the specified gamer is a friend of this local gamer. - The gamer to query. - true if the specified gamer is a friend of the local gamer; false otherwise. - - - - Describes a gamer's preferred settings. - The gamer's preferred settings. - - - Determines whether the gamer is the guest of an Xbox LIVE–enabled profile. - true if the gamer is a guest; false otherwise. - - - Determines whether the gamer has an Xbox LIVE–enabled profile. - true if the gamer is able to sign in to Xbox LIVE; false otherwise. - - - Gets the index of the gamer. - Index of the gamer. - - - Gets an object that may be used to set the rich presence state for this gamer. Reference page contains links to related code samples. - An object that may be used to set the rich presence state for this gamer. - - - Describes what operations a gamer is allowed to perform. - The operations a gamer is allowed to perform. - - - Represents a gamer (a profile that has an associated gamertag) on the local system. - - - Gets a specific local gamer based on that player's Framework.PlayerIndex on the local system. - The Framework.PlayerIndex of the local gamer to retrieve. - - The local gamer at the specified Framework.PlayerIndex. - - - - Represents a collection of gamers on the local system. - - - - Creates a new instance of SignedOutEventArgs. - - The gamer that just signed out. - - - Gets the gamer that just signed out. - The gamer that just signed out. - - - Represents the arguments passed to a SignedInGamer.SignedOut event. - - - Indicates how sensitive this gamer prefers controller input to be. - - - Highly sensitive controller input is preferred. - - - Below average sensitivity is preferred. - - - Average controller sensitivity is preferred. - - - Indicates how difficult this gamer likes things to be. - - - Below-average difficulty. - - - Above-average difficulty. - - - Average difficulty. - - - - Settings defining the status string that will appear when you view a friend through the Xbox LIVE Guide or on Xbox.com. This option is set using the GamerPresence.PresenceMode property. - - - - Arcade Mode - - - At Menu - - - Battling Boss - - - Campaign Mode - - - Challenge Mode - - - Configuring Settings - - - Co-Op: Level. Includes a numeric value specified with GamerPresence.PresenceValue. - - - Co-Op: Stage. Includes a numeric value specified with GamerPresence.PresenceValue. - - - Cornflower Blue - - - Customizing Player - - - Difficulty: Easy - - - Difficulty: Extreme - - - Difficulty: Hard - - - Difficulty: Medium - - - Editing Level - - - Exploration Mode - - - Found Secret - - - Free Play - - - Game Over - - - In Combat - - - In Game Store - - - Level. Includes a numeric value specified with GamerPresence.PresenceValue. - - - Local Co-Op - - - Local Versus - - - Looking For Games - - - Losing - - - Multiplayer - - - Nearly Finished - - - No Presence String Displayed - - - On a Roll - - - Online Co-Op - - - Online Versus - - - Outnumbered - - - Paused - - - Playing Minigame - - - Playing With Friends - - - Practice Mode - - - Puzzle Mode - - - Scenario Mode - - - Score. Includes a numeric value specified with GamerPresence.PresenceValue. - - - Score is Tied - - - Setting Up Match - - - Single Player - - - Stage. Includes a numeric value specified with GamerPresence.PresenceValue. - - - Starting Game - - - Story Mode - - - Stuck on a Hard Bit - - - Survival Mode - - - Time Attack - - - Trying For Record - - - Tutorial Mode - - - Versus Computer - - - Versus: Score. Includes a numeric value specified with GamerPresence.PresenceValue. - - - Waiting For Players - - - Waiting In Lobby - - - Wasting Time - - - Watching Credits - - - Watching Cutscene - - - Winning - - - Won the Game - - - Describes the conditions in which a privilege is available. - - - This privilege is not available for the current gamer profile. - - - This privilege is available for the current gamer profile. - - - This privilege is only available for friends of the current gamer profile. Use the SignedInGamer.IsFriend method to check which gamers are friends. - - - This style of social gaming preferred by this Xbox Live member. - - - Family-friendly game play. - - - Competitive game play. - - - Non-competitive game play. - - - Alternative approach to game play. - - - Unknown. - - - Defines the different icons for a message box. - - - Displays the Alert icon. - - - Displays the Error icon. - - - No icon is displayed. - - - Displays the Warning icon. - - - Determines where notifications appear on the screen. - - - Positions the message box at the bottom of the screen and centered. - - - Positions the message box at the bottom-left of the screen. - - - Positions the message box at the bottom-right of the screen. - - - Positions the message box at the center of the screen. - - - Positions the message box at the center of the screen and left-aligned. - - - Positions the message box at the center of the screen and right-aligned. - - - Positions the message box at the top of the screen and centered. - - - Positions the message box at the top-left of the screen. - - - Positions the message box at the top-right of the screen. - - - Indicates which camera angle this gamer prefers to use in racing games. - - - Traditional third-person camera view from behind the car. - - - Camera view from in front of the car. The car itself is not visible. - - - Camera view from inside the car, looking through the windscreen. - - - Gets or sets the diffuse color of this light. - The diffuse color of this light. - - - Gets or sets light direciton. - Gets or sets the light direciton. This value must be a unit vector. - - - Enables this light. - true to enable this light; false otherwise. - - - - Gets or sets the specular color of the light. - The specular color of the light. - - - Provides methods for manipulating the directional lights used by the BasicEffect - class. - - - - Initializes a new instance of the BasicEffect class. - - The graphics device that will create the effect. - Specifies a pool of resources to share between effects. - - - - Initializes a new instance of the BasicEffect class. - - The graphics device that will create the effect. - The effect to clone. - - - Creates a clone of an effect. - The cloned effect. - The device associated with the effect. - - - Enables default lighting for this effect. - - - Gets or sets the alpha this effect material. - The alpha of this effect material. - - - Gets or sets the ambient light color of this effect. - The ambient light color of this effect. Valid values are between 0 and 1. - - - Gets or sets the diffuse color of this effect material. Value takes 0 to 1. - The diffuse color of this effect material. Valid values are between 0 and 1. - - - Gets the first directional light for this effect. - A directional light for this effect. - - - Gets the second directional light for this effect. - A directional light for this effect. - - - Gets the third directional light for this effect. - A directional light for this effect. - - - Gets or sets the emissive color of the effect material. - The emissive color of the effect material. Valid values are between 0 and 1. - - - Gets or sets the fog color for this effect. - The fog color for this effect. - - - Enables fog for this effect. - true to enable fog; false otherwise. - - - - Gets or sets the ending distance of fog. - Fog end distance specified as a positive value. - - - Gets or sets the fog start distance. - Fog start distance specified as a positive value. This distance is expressed in world space coordinates. - - - Enables lighting for this effect. - true to enable lighting; false otherwise. - - - - Gets or sets a value indicating that per-pixel lighting should be used if it is available for the current adapter. Per-pixel lighting is available if a graphics adapter supports Pixel Shader Model 2.0. - true to use per-pixel lighting if it is available; false to disable per-pixel lighting. The default value is true. When Microsoft.Xna.Framework.Graphics.BasicEffect.PreferPerPixelLighting is true, if the graphics adapter does not support a minimum of Pixel Shader Model 2.0, BasicEffect will automatically fall-back to per-vertex lighting. When Microsoft.Xna.Framework.Graphics.BasicEffect.PreferPerPixelLighting is false, per-vertex lighting is used regardless of whether per-pixel lighting is supported by the graphics adapter. - - - - Gets or sets the projection matrix. - The projection matrix. - - - Gets or sets the specular color of this effect material. - The specular color of this effect material. Valid values are between 0 and 1. - - - Gets or sets the specular power of this effect material. - The specular power of this effect material. - - - Enables textures for this effect. - true to enable textures; false otherwise. - - - - Gets or sets a texture to be applied by this effect. - Texture to be applied by this effect. - - - Enables use vertex colors for this effect. - true to enable vertex colors; false otherwise. - - - - Gets or sets the view matrix. - The view matrix. - - - Gets or sets the world matrix. - The world matrix. - - - Represents shader model 1.1 Effect that has optional support for vertex colors, texturing, and lighting. Reference page contains links to related code samples. - - - Gets a string representation of this object. - String representation of this object. - - - Indicates whether the clipping plane is enabled. - true if the clipping plane is enabled; false if disabled. - - - Gets or sets the coefficients of a user-defined clipping plane for the device. - User-defined clipping plane. - - - Represents the device clipping plane. - - - Disables all clipping planes on the device. - - - Enables all clipping planes that have been set. - - - Gets a specific ClipPlane object using an index value. - The index of the ClipPlane object to return. - The ClipPlane object at index index. - - - Manipulates a collection of ClipPlane objects. - - - - Initializes a new instance of Color. - - A Color specifying the red, green, and blue components of a color. - The alpha component of a color. - - - - Initializes a new instance of Color. - - The red component of a color, between 0 and 1.0. - The green component of a color, between 0 and 1.0. - The blue component of a color, between 0 and 1.0. - The alpha component of a color, between 0 and 1.0. - - - Initializes a new instance of Color. - A Framework.Vector4 containing the Red, Green, Blue, and Alpha values defining a color. - - - - Initializes a new instance of Color. - - A Color specifying the red, green, and blue components of a color. - The alpha component of a color, between 0 and 1.0. - - - Initializes a new instance of Color. - The red component of a color, between 0 and 1.0. - The green component of a color, between 0 and 1.0. - The blue component of a color, between 0 and 1.0. - The alpha component of a color, between 0 and 1.0. - - - Initializes a new instance of Color. - The red component of a color, between 0 and 1.0. - The green component of a color, between 0 and 1.0. - The blue component of a color, between 0 and 1.0. - - - - Initializes a new instance of Color. - - The red component of a color, between 0 and 1.0. - The green component of a color, between 0 and 1.0. - The blue component of a color, between 0 and 1.0. - - - Initializes a new instance of Color. - A Framework.Vector3 containing the Red, Green, and Blue values defining a color. - - - Compares two objects to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The Color to compare with the current Color. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The System.Object to compare with the current Color. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - - Linearly interpolates between two colors. - Source Color. - Source Color. - A value between 0 and 1.0 indicating the weight of value2. - The interpolated Color. - - - Returns the packed value of the current color as a Framework.Vector4. - The packed value of the current color. - - - Gets a string representation of this object. - String representation of this object. - - - - Returns the current color as a Framework.Vector3. - - The current color represented as a Framework.Vector3. - - - Returns the current color as a Framework.Vector4. - The current color. - - - Gets a system-defined color with the value R:240 G:248 B:255 A:255. - A system-defined color with the value R:240 G:248 B:255 A:255. - - - Gets a system-defined color with the value R:250 G:235 B:215 A:255. - A system-defined color with the value R:250 G:235 B:215 A:255. - - - Gets a system-defined color with the value R:127 G:255 B:212 A:255. - A system-defined color with the value R:127 G:255 B:212 A:255. - - - Gets a system-defined color with the value R:0 G:255 B:255 A:255. - A system-defined color with the value R:0 G:255 B:255 A:255. - - - Gets a system-defined color with the value R:240 G:255 B:255 A:255. - A system-defined color with the value R:240 G:255 B:255 A:255. - - - Gets or sets the alpha component value. - The alpha component value of this Color. - - - Gets a system-defined color with the value R:245 G:245 B:220 A:255. - A system-defined color with the value R:245 G:245 B:220 A:255. - - - Gets a system-defined color with the value R:255 G:228 B:196 A:255. - A system-defined color with the value R:255 G:228 B:196 A:255. - - - Gets a system-defined color with the value R:0 G:0 B:0 A:255. - A system-defined color with the value R:0 G:0 B:0 A:255. - - - Gets a system-defined color with the value R:255 G:235 B:205 A:255. - A system-defined color with the value R:255 G:235 B:205 A:255. - - - Gets a system-defined color with the value R:138 G:43 B:226 A:255. - A system-defined color with the value R:138 G:43 B:226 A:255. - - - Gets a system-defined color with the value R:0 G:0 B:255 A:255. - A system-defined color with the value R:0 G:0 B:255 A:255. - - - Gets a system-defined color with the value R:165 G:42 B:42 A:255. - A system-defined color with the value R:165 G:42 B:42 A:255. - - - Gets a system-defined color with the value R:222 G:184 B:135 A:255. - A system-defined color with the value R:222 G:184 B:135 A:255. - - - - Gets or sets the blue component value of this Color. - - - The blue component value of this Color. - - - - Gets a system-defined color with the value R:95 G:158 B:160 A:255. - A system-defined color with the value R:95 G:158 B:160 A:255. - - - Gets a system-defined color with the value R:127 G:255 B:0 A:255. - A system-defined color with the value R:127 G:255 B:0 A:255. - - - Gets a system-defined color with the value R:210 G:105 B:30 A:255. - A system-defined color with the value R:210 G:105 B:30 A:255. - - - Gets a system-defined color with the value R:255 G:127 B:80 A:255. - A system-defined color with the value R:255 G:127 B:80 A:255. - - - Gets a system-defined color with the value R:100 G:149 B:237 A:255. - A system-defined color with the value R:100 G:149 B:237 A:255. - - - Gets a system-defined color with the value R:255 G:248 B:220 A:255. - A system-defined color with the value R:255 G:248 B:220 A:255. - - - Gets a system-defined color with the value R:220 G:20 B:60 A:255. - A system-defined color with the value R:220 G:20 B:60 A:255. - - - Gets a system-defined color with the value R:0 G:255 B:255 A:255. - A system-defined color with the value R:0 G:255 B:255 A:255. - - - Gets a system-defined color with the value R:0 G:0 B:139 A:255. - A system-defined color with the value R:0 G:0 B:139 A:255. - - - Gets a system-defined color with the value R:0 G:139 B:139 A:255. - A system-defined color with the value R:0 G:139 B:139 A:255. - - - Gets a system-defined color with the value R:184 G:134 B:11 A:255. - A system-defined color with the value R:184 G:134 B:11 A:255. - - - Gets a system-defined color with the value R:169 G:169 B:169 A:255. - A system-defined color with the value R:169 G:169 B:169 A:255. - - - Gets a system-defined color with the value R:0 G:100 B:0 A:255. - A system-defined color with the value R:0 G:100 B:0 A:255. - - - Gets a system-defined color with the value R:189 G:183 B:107 A:255. - A system-defined color with the value R:189 G:183 B:107 A:255. - - - Gets a system-defined color with the value R:139 G:0 B:139 A:255. - A system-defined color with the value R:139 G:0 B:139 A:255. - - - Gets a system-defined color with the value R:85 G:107 B:47 A:255. - A system-defined color with the value R:85 G:107 B:47 A:255. - - - Gets a system-defined color with the value R:255 G:140 B:0 A:255. - A system-defined color with the value R:255 G:140 B:0 A:255. - - - Gets a system-defined color with the value R:153 G:50 B:204 A:255. - A system-defined color with the value R:153 G:50 B:204 A:255. - - - Gets a system-defined color with the value R:139 G:0 B:0 A:255. - A system-defined color with the value R:139 G:0 B:0 A:255. - - - Gets a system-defined color with the value R:233 G:150 B:122 A:255. - A system-defined color with the value R:233 G:150 B:122 A:255. - - - Gets a system-defined color with the value R:143 G:188 B:139 A:255. - A system-defined color with the value R:143 G:188 B:139 A:255. - - - Gets a system-defined color with the value R:72 G:61 B:139 A:255. - A system-defined color with the value R:72 G:61 B:139 A:255. - - - Gets a system-defined color with the value R:47 G:79 B:79 A:255. - A system-defined color with the value R:47 G:79 B:79 A:255. - - - Gets a system-defined color with the value R:0 G:206 B:209 A:255. - A system-defined color with the value R:0 G:206 B:209 A:255. - - - Gets a system-defined color with the value R:148 G:0 B:211 A:255. - A system-defined color with the value R:148 G:0 B:211 A:255. - - - Gets a system-defined color with the value R:255 G:20 B:147 A:255. - A system-defined color with the value R:255 G:20 B:147 A:255. - - - Gets a system-defined color with the value R:0 G:191 B:255 A:255. - A system-defined color with the value R:0 G:191 B:255 A:255. - - - Gets a system-defined color with the value R:105 G:105 B:105 A:255. - A system-defined color with the value R:105 G:105 B:105 A:255. - - - Gets a system-defined color with the value R:30 G:144 B:255 A:255. - A system-defined color with the value R:30 G:144 B:255 A:255. - - - Gets a system-defined color with the value R:178 G:34 B:34 A:255. - A system-defined color with the value R:178 G:34 B:34 A:255. - - - Gets a system-defined color with the value R:255 G:250 B:240 A:255. - A system-defined color with the value R:255 G:250 B:240 A:255. - - - Gets a system-defined color with the value R:34 G:139 B:34 A:255. - A system-defined color with the value R:34 G:139 B:34 A:255. - - - Gets a system-defined color with the value R:255 G:0 B:255 A:255. - A system-defined color with the value R:255 G:0 B:255 A:255. - - - Gets a system-defined color with the value R:220 G:220 B:220 A:255. - A system-defined color with the value R:220 G:220 B:220 A:255. - - - Gets a system-defined color with the value R:248 G:248 B:255 A:255. - A system-defined color with the value R:248 G:248 B:255 A:255. - - - Gets a system-defined color with the value R:218 G:165 B:32 A:255. - A system-defined color with the value R:218 G:165 B:32 A:255. - - - Gets a system-defined color with the value R:255 G:215 B:0 A:255. - A system-defined color with the value R:255 G:215 B:0 A:255. - - - Gets a system-defined color with the value R:128 G:128 B:128 A:255. - A system-defined color with the value R:128 G:128 B:128 A:255. - - - Gets a system-defined color with the value R:173 G:255 B:47 A:255. - A system-defined color with the value R:173 G:255 B:47 A:255. - - - Gets a system-defined color with the value R:0 G:128 B:0 A:255. - A system-defined color with the value R:0 G:128 B:0 A:255. - - - Gets or sets the green component value of this Color. - The green component value of this Color. - - - Gets a system-defined color with the value R:240 G:255 B:240 A:255. - A system-defined color with the value R:240 G:255 B:240 A:255. - - - Gets a system-defined color with the value R:255 G:105 B:180 A:255. - A system-defined color with the value R:255 G:105 B:180 A:255. - - - Gets a system-defined color with the value R:205 G:92 B:92 A:255. - A system-defined color with the value R:205 G:92 B:92 A:255. - - - Gets a system-defined color with the value R:75 G:0 B:130 A:255. - A system-defined color with the value R:75 G:0 B:130 A:255. - - - Gets a system-defined color with the value R:255 G:255 B:240 A:255. - A system-defined color with the value R:255 G:255 B:240 A:255. - - - Gets a system-defined color with the value R:240 G:230 B:140 A:255. - A system-defined color with the value R:240 G:230 B:140 A:255. - - - Gets a system-defined color with the value R:255 G:240 B:245 A:255. - A system-defined color with the value R:255 G:240 B:245 A:255. - - - Gets a system-defined color with the value R:230 G:230 B:250 A:255. - A system-defined color with the value R:230 G:230 B:250 A:255. - - - Gets a system-defined color with the value R:124 G:252 B:0 A:255. - A system-defined color with the value R:124 G:252 B:0 A:255. - - - Gets a system-defined color with the value R:255 G:250 B:205 A:255. - A system-defined color with the value R:255 G:250 B:205 A:255. - - - Gets a system-defined color with the value R:173 G:216 B:230 A:255. - A system-defined color with the value R:173 G:216 B:230 A:255. - - - Gets a system-defined color with the value R:240 G:128 B:128 A:255. - A system-defined color with the value R:240 G:128 B:128 A:255. - - - Gets a system-defined color with the value R:224 G:255 B:255 A:255. - A system-defined color with the value R:224 G:255 B:255 A:255. - - - Gets a system-defined color with the value R:250 G:250 B:210 A:255. - A system-defined color with the value R:250 G:250 B:210 A:255. - - - Gets a system-defined color with the value R:211 G:211 B:211 A:255. - A system-defined color with the value R:211 G:211 B:211 A:255. - - - Gets a system-defined color with the value R:144 G:238 B:144 A:255. - A system-defined color with the value R:144 G:238 B:144 A:255. - - - Gets a system-defined color with the value R:255 G:182 B:193 A:255. - A system-defined color with the value R:255 G:182 B:193 A:255. - - - Gets a system-defined color with the value R:255 G:160 B:122 A:255. - A system-defined color with the value R:255 G:160 B:122 A:255. - - - Gets a system-defined color with the value R:32 G:178 B:170 A:255. - A system-defined color with the value R:32 G:178 B:170 A:255. - - - Gets a system-defined color with the value R:135 G:206 B:250 A:255. - A system-defined color with the value R:135 G:206 B:250 A:255. - - - Gets a system-defined color with the value R:119 G:136 B:153 A:255. - A system-defined color with the value R:119 G:136 B:153 A:255. - - - Gets a system-defined color with the value R:176 G:196 B:222 A:255. - A system-defined color with the value R:176 G:196 B:222 A:255. - - - Gets a system-defined color with the value R:255 G:255 B:224 A:255. - A system-defined color with the value R:255 G:255 B:224 A:255. - - - Gets a system-defined color with the value R:50 G:205 B:50 A:255. - A system-defined color with the value R:50 G:205 B:50 A:255. - - - Gets a system-defined color with the value R:0 G:255 B:0 A:255. - A system-defined color with the value R:0 G:255 B:0 A:255. - - - Gets a system-defined color with the value R:250 G:240 B:230 A:255. - A system-defined color with the value R:250 G:240 B:230 A:255. - - - Gets a system-defined color with the value R:255 G:0 B:255 A:255. - A system-defined color with the value R:255 G:0 B:255 A:255. - - - Gets a system-defined color with the value R:128 G:0 B:0 A:255. - A system-defined color with the value R:128 G:0 B:0 A:255. - - - Gets a system-defined color with the value R:102 G:205 B:170 A:255. - A system-defined color with the value R:102 G:205 B:170 A:255. - - - Gets a system-defined color with the value R:0 G:0 B:205 A:255. - A system-defined color with the value R:0 G:0 B:205 A:255. - - - Gets a system-defined color with the value R:186 G:85 B:211 A:255. - A system-defined color with the value R:186 G:85 B:211 A:255. - - - Gets a system-defined color with the value R:147 G:112 B:219 A:255. - A system-defined color with the value R:147 G:112 B:219 A:255. - - - Gets a system-defined color with the value R:60 G:179 B:113 A:255. - A system-defined color with the value R:60 G:179 B:113 A:255. - - - Gets a system-defined color with the value R:123 G:104 B:238 A:255. - A system-defined color with the value R:123 G:104 B:238 A:255. - - - Gets a system-defined color with the value R:0 G:250 B:154 A:255. - A system-defined color with the value R:0 G:250 B:154 A:255. - - - Gets a system-defined color with the value R:72 G:209 B:204 A:255. - A system-defined color with the value R:72 G:209 B:204 A:255. - - - Gets a system-defined color with the value R:199 G:21 B:133 A:255. - A system-defined color with the value R:199 G:21 B:133 A:255. - - - Gets a system-defined color with the value R:25 G:25 B:112 A:255. - A system-defined color with the value R:25 G:25 B:112 A:255. - - - Gets a system-defined color with the value R:245 G:255 B:250 A:255. - A system-defined color with the value R:245 G:255 B:250 A:255. - - - Gets a system-defined color with the value R:255 G:228 B:225 A:255. - A system-defined color with the value R:255 G:228 B:225 A:255. - - - Gets a system-defined color with the value R:255 G:228 B:181 A:255. - A system-defined color with the value R:255 G:228 B:181 A:255. - - - Gets a system-defined color with the value R:255 G:222 B:173 A:255. - A system-defined color with the value R:255 G:222 B:173 A:255. - - - Gets a system-defined color R:0 G:0 B:128 A:255. - A system-defined color R:0 G:0 B:128 A:255. - - - Gets a system-defined color with the value R:253 G:245 B:230 A:255. - A system-defined color with the value R:253 G:245 B:230 A:255. - - - Gets a system-defined color with the value R:107 G:142 B:35 A:255. - A system-defined color with the value R:107 G:142 B:35 A:255. - - - Gets a system-defined color with the value R:128 G:128 B:0 A:255. - A system-defined color with the value R:128 G:128 B:0 A:255. - - - Gets a system-defined color with the value R:255 G:69 B:0 A:255. - A system-defined color with the value R:255 G:69 B:0 A:255. - - - Gets a system-defined color with the value R:255 G:165 B:0 A:255. - A system-defined color with the value R:255 G:165 B:0 A:255. - - - Gets a system-defined color with the value R:218 G:112 B:214 A:255. - A system-defined color with the value R:218 G:112 B:214 A:255. - - - Gets the current color as a packed value. - The current color. - - - Gets a system-defined color with the value R:238 G:232 B:170 A:255. - A system-defined color with the value R:238 G:232 B:170 A:255. - - - Gets a system-defined color with the value R:152 G:251 B:152 A:255. - A system-defined color with the value R:152 G:251 B:152 A:255. - - - Gets a system-defined color with the value R:175 G:238 B:238 A:255. - A system-defined color with the value R:175 G:238 B:238 A:255. - - - Gets a system-defined color with the value R:219 G:112 B:147 A:255. - A system-defined color with the value R:219 G:112 B:147 A:255. - - - Gets a system-defined color with the value R:255 G:239 B:213 A:255. - A system-defined color with the value R:255 G:239 B:213 A:255. - - - Gets a system-defined color with the value R:255 G:218 B:185 A:255. - A system-defined color with the value R:255 G:218 B:185 A:255. - - - Gets a system-defined color with the value R:205 G:133 B:63 A:255. - A system-defined color with the value R:205 G:133 B:63 A:255. - - - Gets a system-defined color with the value R:255 G:192 B:203 A:255. - A system-defined color with the value R:255 G:192 B:203 A:255. - - - Gets a system-defined color with the value R:221 G:160 B:221 A:255. - A system-defined color with the value R:221 G:160 B:221 A:255. - - - Gets a system-defined color with the value R:176 G:224 B:230 A:255. - A system-defined color with the value R:176 G:224 B:230 A:255. - - - Gets a system-defined color with the value R:128 G:0 B:128 A:255. - A system-defined color with the value R:128 G:0 B:128 A:255. - - - Gets a system-defined color with the value R:255 G:0 B:0 A:255. - A system-defined color with the value R:255 G:0 B:0 A:255. - - - Gets a system-defined color with the value R:188 G:143 B:143 A:255. - A system-defined color with the value R:188 G:143 B:143 A:255. - - - Gets a system-defined color with the value R:65 G:105 B:225 A:255. - A system-defined color with the value R:65 G:105 B:225 A:255. - - - Gets or sets the red component value of this Color. - The red component value of this Color. - - - Gets a system-defined color with the value R:139 G:69 B:19 A:255. - A system-defined color with the value R:139 G:69 B:19 A:255. - - - Gets a system-defined color with the value R:250 G:128 B:114 A:255. - A system-defined color with the value R:250 G:128 B:114 A:255. - - - Gets a system-defined color with the value R:244 G:164 B:96 A:255. - A system-defined color with the value R:244 G:164 B:96 A:255. - - - Gets a system-defined color with the value R:46 G:139 B:87 A:255. - A system-defined color with the value R:46 G:139 B:87 A:255. - - - Gets a system-defined color with the value R:255 G:245 B:238 A:255. - A system-defined color with the value R:255 G:245 B:238 A:255. - - - Gets a system-defined color with the value R:160 G:82 B:45 A:255. - A system-defined color with the value R:160 G:82 B:45 A:255. - - - Gets a system-defined color with the value R:192 G:192 B:192 A:255. - A system-defined color with the value R:192 G:192 B:192 A:255. - - - Gets a system-defined color with the value R:135 G:206 B:235 A:255. - A system-defined color with the value R:135 G:206 B:235 A:255. - - - Gets a system-defined color with the value R:106 G:90 B:205 A:255. - A system-defined color with the value R:106 G:90 B:205 A:255. - - - Gets a system-defined color with the value R:112 G:128 B:144 A:255. - A system-defined color with the value R:112 G:128 B:144 A:255. - - - Gets a system-defined color with the value R:255 G:250 B:250 A:255. - A system-defined color with the value R:255 G:250 B:250 A:255. - - - Gets a system-defined color with the value R:0 G:255 B:127 A:255. - A system-defined color with the value R:0 G:255 B:127 A:255. - - - Gets a system-defined color with the value R:70 G:130 B:180 A:255. - A system-defined color with the value R:70 G:130 B:180 A:255. - - - Gets a system-defined color with the value R:210 G:180 B:140 A:255. - A system-defined color with the value R:210 G:180 B:140 A:255. - - - Gets a system-defined color with the value R:0 G:128 B:128 A:255. - A system-defined color with the value R:0 G:128 B:128 A:255. - - - Gets a system-defined color with the value R:216 G:191 B:216 A:255. - A system-defined color with the value R:216 G:191 B:216 A:255. - - - Gets a system-defined color with the value R:255 G:99 B:71 A:255. - A system-defined color with the value R:255 G:99 B:71 A:255. - - - Gets a system-defined color with the value R:0 G:0 B:0 A:0. - A system-defined color with the value R:0 G:0 B:0 A:0. - - - Gets a system-defined color with the value R:255 G:255 B:255 A:0. - A system-defined color with the value R:255 G:255 B:255 A:0. - - - Gets a system-defined color with the value R:64 G:224 B:208 A:255. - A system-defined color with the value R:64 G:224 B:208 A:255. - - - Gets a system-defined color with the value R:238 G:130 B:238 A:255. - A system-defined color with the value R:238 G:130 B:238 A:255. - - - Gets a system-defined color with the value R:245 G:222 B:179 A:255. - A system-defined color with the value R:245 G:222 B:179 A:255. - - - Gets a system-defined color with the value R:245 G:245 B:245 A:255. - A system-defined color with the value R:245 G:245 B:245 A:255. - - - Gets a system-defined color with the value R:255 G:255 B:255 A:255. - A system-defined color with the value R:255 G:255 B:255 A:255. - - - Gets a system-defined color with the value R:154 G:205 B:50 A:255. - A system-defined color with the value R:154 G:205 B:50 A:255. - - - Gets a system-defined color with the value R:255 G:255 B:0 A:255. - A system-defined color with the value R:255 G:255 B:0 A:255. - - - Represents a color using Red, Green, Blue, and Alpha values. - - - - Initializes a new instance of the CompilationFailedException class with a specified error message and a reference to the inner exception that is the cause of this exception. - . - - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Initializes a new instance of this class. - - - The exception that is thrown if the compilation of an effect fails. - - - Creates a new instance of the CompiledEffect class. - The compiled effect code. - A string to receive compilation errors, if any. - - - Gets the compiled byte code for this shader. - The compiled bytecode. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets any errors and warnings generated by compiling the effect. - A string containing errors and warnings from compiling the effect. - - - Indicates whether the effect was compiled successfully. - true if the effect was compiled successfully; false otherwise. - - - - Represents a compiled Effect. - - - - Initializes a new instance of the CompiledShader class. - - The compiled shader to encapsulate. - String containing at least the first compile error message that occurred. This includes effect compiler errors and high-level language compile errors. - - - Gets the semantics for the shader inputs. Use this method to determine the input vertex format. - An array of shader semantics. - - - Gets the semantics for all shader output elements. - An array of shader semantics. - - - Gets the sampler names referenced in a shader. - An array of sampler names. - - - Gets the compiled shader code. - The compiled shader code. - - - - Returns a System.String that represents the current CompiledShader. - - - A System.String that represents the current CompiledShader. - - - - Gets the first compile error message that occurred. - The first compile error message that occurred. This includes effect compiler errors and high-level language compile errors. - - - Gets the size of the shader byte code, in bytes. - The size of the shader byte code, in bytes. - - - Gets the shader version of the compiled shader. - The shader version of the compiled shader. - - - Returns a value indicating whether the shader compilation was successful. - true if the shader compilation succeeds; false otherwise. - - - - Represents a compiled shader. - - - Initializes a new instance of this class. - - - - Immediately releases the unmanaged resources used by this object. - - This parameter marshals as an unsigned byte. - - - Immediately releases the unmanaged resources used by this object. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Returns a System.IO.Stream containing include data from a specified file. - A CompilerIncludeHandlerType indicating whether the file is a local or system resource. - The file name of the file to open. - A System.IO.Stream of compiler include data. - - - The abstract base class for custom compiler include file handlers. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets or sets the macro definition. - The definition of the macro. - - - Gets or sets the macro name. - The name of the macro. - - - Represents a compiler macro. - - - - Initializes a new instance of the DepthStencilBuffer class, specifying the multisample type and quality. Reference page contains code sample. - The graphics device that will display the depth stencil buffer. - Width, in pixels, of the depth stencil buffer. You can use graphicsDevice.PresentationParameters.BackBufferWidth to get the current screen width. - Height, in pixels, of the depth stencil buffer. You can use graphicsDevice.PresentationParameters.BackBufferHeight to get the current screen height. - The format of the data to be placed in this depth stencil buffer. Use GraphicsAdapter.CheckDepthStencilMatch to determine if a particular depth format is usable in a render target. - The levels of full-scene multisampling that the device can apply. You can use graphicsDevice.PresentationParameters.MultiSampleType to get the MultiSampleType of the back buffer. - The number of quality stops available for a given multisample type. You can use graphicsDevice.PresentationParameters.MultiSampleQuality to get the multisample quality of the back buffer. - - - Initializes a new instance of the DepthStencilBuffer class. Reference page contains code sample. - The graphics device that will display the depth stencil buffer. - Width, in pixels, of the depth stencil buffer. You can use graphicsDevice.PresentationParameters.BackBufferWidth to get the current screen width. - Height, in pixels, of the depth stencil buffer. You can use graphicsDevice.PresentationParameters.BackBufferHeight to get the current screen height. - The format of the data to be placed in this depth stencil buffer. Use GraphicsAdapter.CheckDepthStencilMatch to determine if a particular depth format is usable in a render target. - - - Occurs when resources are lost (for example, when the current device is lost). - - - Occurs when DepthStencilBuffer.Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR). - - - Occurs when content is about to be lost on a GraphicsDevice. - The source of this event. - The event arguments that are associated with the action that raised the event. - - - Releases the unmanaged resources used by this object and optionally releases the managed resources. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - - Immediately releases the unmanaged resources used by this object. - - - - Raises the DepthStencilBuffer.Disposing event when called from within a derived class. - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Gets the data format of this depth stencil buffer. - The data format of this depth stencil buffer. - - - Gets the graphics device associated with this depth stencil buffer. - The graphics device associated with this depth stencil buffer. - - - Gets the height, in pixels, of the surface. - The height, in pixels, of the surface. - - - Determines if the buffer data has been lost due to a lost device event. - true if the content was lost; false otherwise. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed. false if the object is not disposed. - - - Gets the number of quality stops available for a given multisample type. - The number of quality stops available for a given multisample type. - - - Gets the levels of full-scene multisampling that the device can apply. - The levels of full-scene multisampling that the device can apply. - - - Gets the name of this depth stencil buffer. - The name of this depth stencil buffer. - - - Gets the resource tag for this depth stencil buffer. - The resource tag for this depth stencil buffer. - - - Returns the width, in pixels, of this DepthStencilBuffer. - - - The width, in pixels, of this DepthStencilBuffer. - - - - Queries and prepares depth stencil buffers. Reference page contains links to related conceptual articles. - - - Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Initializes a new instance of this class. - - - The exception that is thrown when the device has been lost but cannot be reset at this time. Therefore, rendering is not possible. - - - Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Initializes a new instance of this class. - - - The exception that is thrown when the device has been lost but can be reset at this time. - - - - Initializes a new instance of the DeviceNotSupportedException class with a specified error message and a reference to the inner exception that is the cause of this exception. - - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - - Initializes a new instance of the DeviceNotSupportedException class with a specified error message. - - A message that describes the error. - - - - Initializes a new instance of the DeviceNotSupportedException class. - - - - The exception that is thrown when the graphics device does not support the requested capabilities. - - - Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Initializes a new instance of this class. - - - The error that is thrown when the device is still drawing. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The System.Object to compare with the current DisplayMode. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - The object to the left of the inequality operator. - The object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the aspect ratio used by the graphics device. - Aspect ratio of the viewport. - - - Gets a value indicating the surface format of the display mode. - The surface format of the display mode. - - - Gets a value indicating the screen height, in pixels. Reference page contains links to related conceptual articles. - Screen height, in pixels. - - - Gets a value indicating the refresh rate. The value of 0 indicates an adapter default. - Refresh rate. The value of 0 indicates an adapter default. - - - Returns the title safe area of the display. - The title safe area. - - - Gets a value indicating the screen width, in pixels. Reference page contains links to related conceptual articles. - Screen width, in pixels. - - - Describes the display mode. Reference page contains links to related conceptual articles. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The System.Object to compare with the current DisplayModeCollection. - true if the objects are the same; false otherwise. - - - - Gets an enumerator that can iterate through the DisplayModeCollection. - Enumerator that can iterate through the DisplayModeCollection. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - The object to the left of the inequality operator. - The object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Retrieves the DisplayMode structure with the specified format. - - The format of the DisplayMode to retrieve. - The DisplayMode. - - - - Manipulates a collection of DisplayMode structures. - - - Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Initializes a new instance of this class. - - - The exception that is thrown when an internal driver error occurs. Applications should destroy and recreate the device when receiving this error. - - - Initializes a new instance of Microsoft.Xna.Framework.Graphics.DynamicIndexBuffer(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Type,System.Int32,Microsoft.Xna.Framework.Graphics.BufferUsage) with the specified parameters. - The associated graphics device of the index buffer. - Type to use for index values. - Number of indices in the buffer. - A set of options identifying the behaviors of this index buffer resource. - - - Initializes a new instance of Microsoft.Xna.Framework.Graphics.DynamicIndexBuffer(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,Microsoft.Xna.Framework.Graphics.BufferUsage,Microsoft.Xna.Framework.Graphics.IndexElementSize) with the specified parameters. - The associated graphics device of the index buffer. - The size, in bytes, of the index buffer. - A set of options identifying the behaviors of this index buffer resource. - The size, in bits, of an index element. - - - Occurs when resources are lost due to a lost device event. - - - Occurs after content is lost from a graphics device failure, allowing an application to re-create all resources. - The source of this event. - The event arguments that are associated with the action that raised the event. - - - Immediately releases the unmanaged resources used by this object. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Copies array data to the index buffer. - Number of bytes into the index buffer where copying will start. - The array of data to copy. - The index of the element in the array at which to start copying. - The number of elements to copy. - Specifies whether existing data in the buffer will be kept after this operation. Discard is not valid on Xbox 360, but dynamic geometry may be rendered on the Xbox 360 by using DrawUserIndexedPrimitives instead of setting the data for the index buffer. - - - Copies array data to the index buffer. - The array of data to copy. - The index of the element in the array at which to start copying. - The number of elements to copy. - Specifies whether existing data in the buffer will be kept after this operation. Discard is not valid on Xbox 360, but dynamic geometry may be rendered on the Xbox 360 by using DrawUserIndexedPrimitives instead of setting the data for the index buffer. - - - Determines if the index buffer data has been lost due to a lost device event. - true if the content was lost; false otherwise. - - - Describes the rendering order of the vertices in a vertex buffer. Reference page contains links to related code samples. - - - Initializes a new instance of Microsoft.Xna.Framework.Graphics.DynamicVertexBuffer(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,Microsoft.Xna.Framework.Graphics.BufferUsage) with the specified parameters. - The graphics device to associate with this vertex buffer. - The number of bytes to allocate for this vertex buffer resource. - A set of options identifying the behaviors of this vertex buffer resource. It is good practice to match the usage parameter with the createOptions parameter in the GraphicsDevice constructor. - - - Initializes a new instance of Microsoft.Xna.Framework.Graphics.DynamicVertexBuffer(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Type,System.Int32,Microsoft.Xna.Framework.Graphics.BufferUsage) with the specified parameters. - The graphics device to associate with this vertex buffer. - The type of vertices in this vertex buffer. - The number of elements in this vertex buffer. - A set of options identifying the behaviors of this vertex buffer resource. It is good practice to match the usage parameter with the createOptions parameter in the GraphicsDevice constructor. - - - Occurs when resources are lost due to a lost device event. - - - Occurs after content is lost from a graphics device failure, allowing an application to re-create all resources. - The source of this event. - The event arguments that are associated with the action that raised the event. - - - Immediately releases the unmanaged resources used by this object. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Copies array data to the vertex buffer. - Number of bytes into the index buffer where copying will start. - The array of data to copy. - The index of the element in the array at which to start copying. - The number of elements to copy. - The size, in bytes, of the elements in the vertex buffer. - Specifies whether existing data in the buffer will be kept after this operation. Discard is not valid on Xbox 360, but dynamic geometry may be rendered on the Xbox 360 by using DrawUserIndexedPrimitives instead of setting the data for the vertex buffer. - - - Copies array data to the vertex buffer. - The array of data to copy. - The index of the element in the array at which to start copying. - The number of elements to copy. - Specifies whether existing data in the buffer will be kept after this operation. Discard is not valid on Xbox 360, but dynamic geometry may be rendered on the Xbox 360 by using DrawUserIndexedPrimitives instead of setting the data for the vertex buffer. - - - Determines if the index buffer data has been lost due to a lost device event. - true if the content was lost; false otherwise. - - - Represents a list of 3D vertices to be streamed to the graphics device. - - - Initializes a new instance of this class from a compiled effect, specifying the compiled effect as a stream. Reference page contains links to related code samples. - The graphics device that will create the effect. - Stream containing the compiled byte code. - Compilation optimization options. - Specifies a pool of resources to share between effects. - - - Initializes a new instance of this class from a compiled effect, specifying the compiled effect as a stream, as well as the number of bytes in the stream. Reference page contains links to related code samples. - The graphics device that will create the effect. - Stream containing the compiled byte code. - The number of bytes to read from the file. - Compilation optimization options. - Specifies a pool of resources to share between effects. - - - Initializes a new instance of this class, specifying the graphics device to associate with this effect and the effect to clone. Reference page contains links to related code samples. - The graphics device that will create the effect. - The effect to clone. - - - Initializes a new instance of this class from a compiled effect, specifying the compiled effect by file name. Reference page contains links to related code samples. - The graphics device that will create the effect. - A file containing a compiled byte code. - Compilation optimization options. - Specifies a pool of resources to share between effects. - - - Initializes a new instance of this class from a compiled effect, specifying the compiled effect as a byte array. Reference page contains links to related code samples. - The graphics device that will create the effect. - Byte array containing the compiled byte code. - Compilation optimization options. - Specifies a pool of resources to share between effects. - - - - Occurs when Effect.Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR). - Reference page contains code sample. - - - Occurs when an object is lost, normally just before a device is reset. Reference page contains code sample. - - - Occurs after the device is reset. Reference page contains code sample. - - - Begins application of the active technique, specifying options for saving state. - Options for saving the state prior to application of the technique. - - - Begins application of the active technique. - - - Creates a clone of an effect. - The device associated with the effect. - The cloned effect. - - - Propagates the state change that occurs inside of an active pass to the device before rendering. - - - Compiles an effect from a stream containing the effect source code. - File stream containing the effect source code. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - The target platform for the compilation. - The compiled effect. - - - Compiles an effect from a file containing the effect source code. - The name of the file containing the effect source code. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - The target platform for the compilation. - The compiled effect. - - - Compiles an effect from a stream containing the effect source code, specifying the number of bytes in the stream. - File stream containing the effect source code. - The number of bytes in effectFileStream. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - The target platform for the compilation. - The compiled effect. - - - Compiles an effect from a string containing the effect source code. - String containing the effect source code. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - The target platform for the compilation. - The compiled effect. - - - Disassembles this effect. - true to enable color coding to make the disassembly easier to read. - A string that contains the effect assembly (ASM). - - - Disassembles an effect. - The effect to disassemble. - true to enable color coding to make the disassembly easier to read. - A string that contains the effect assembly (ASM). - - - - Releases the unmanaged resources used by the Effect and optionally releases the managed resources. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - Raises the Effect.Disposing event when called from within a derived class. - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - Ends the application of the current technique. Reference page contains links to related code samples. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Raises an Effect.Lost event when called from within a derived class. - Invoking object reference; should be this object. - Arguments to pass into the event handler. - - - Raises an Effect.Reset event when called from within a derived class. - Invoking object reference; should be this object. - Arguments to pass into the event handler. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the name of the effect creator. - The name of the effect creator. - - - Gets or sets the active technique. Reference page contains code sample. - The current technique. - - - Gets an EffectPool representing the pool of shared parameters. - The pool of shared parameters. - - - Gets a collection of functions that can render the effect. - Collection of functions that can render the effect. - - - Gets the graphics device that created the effect. - The graphics device that created the effect. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Gets a collection of parameters used for this effect. Reference page contains links to related code samples. - The collection of parameters used for this effect. - - - Gets a collection of techniques that are defined for this effect. Reference page contains code sample. - A collection of techniques that are defined for this effect. - - - Used to set and query effects and choose techniques. Reference page contains links to related conceptual articles. - - - Gets the value of the EffectAnnotation as a System.Boolean. - - The value of the EffectAnnotation as a System.Boolean. - - - - - Gets the value of the EffectAnnotation as a System.Int32. - - - The value of the EffectAnnotation as a System.Int32. - - - - - Gets the value of the EffectAnnotation as a System.Int32. - - - The value of the EffectAnnotation as a System.Int32. - - - - - Gets the value of the EffectAnnotation as a System.Single. - - - The value of the EffectAnnotation as a System.Single. - - - - - Gets the value of the EffectAnnotation as a System.String. - - - The value of the EffectAnnotation as a System.String. - - - - - Gets the value of the EffectAnnotation as a Framework.Vector2. - - - The value of the EffectAnnotation as a Framework.Vector2. - - - - - Gets the value of the EffectAnnotation as a Framework.Vector3. - - - The value of the EffectAnnotation as a Framework.Vector3. - - - - - Gets the value of the EffectAnnotation as a Framework.Vector4. - - - The value of the EffectAnnotation as a Framework.Vector4. - - - - Gets the number of columns in this effect annotation. - The number of columns in this effect annotation. - - - Gets the name of the effect annotation. - The name of the effect annotation. - - - Gets the parameter class of this effect annotation. - The parameter class of this effect annotation. - - - Gets the parameter type of this effect annotation. - The parameter type of this effect annotation. - - - Gets the row count of this effect annotation. - The row count of this effect annotation. - - - Gets the semantic of this effect annotation. - The semantic of this effect annotation. - - - Represents an annotation to an EffectParameter. - - - Returns an enumerator that can iterate through the EffectAnnotationCollection. - The iterator. - - - Gets the number of EffectAnnotation objects in this EffectAnnotationCollection. - - The number of EffectAnnotation objects in this EffectAnnotationCollection. - - - Gets a specific EffectAnnotation object by using a name. - Name of the EffectAnnotation to get. - The EffectAnnotation object named name. - - - Gets a specific EffectAnnotation object by using an index value. - Index of the EffectAnnotation to get. - The EffectAnnotation object at index index. - - - Manipulates a collection of EffectAnnotation objects. - - - Gets the name of the function. - The name of the function. - - - Represents a function on an Effect. - - - Returns an enumerator that can iterate through the EffectFunctionCollection. - The iterator. - - - Gets the number of EffectFunction objects in this EffectFunctionCollection. - The number of EffectFunction objects in this EffectFunctionCollection. - - - Gets a specific EffectFunction object by using a name. - Name of the EffectFunction to get. - The EffectFunction object named name. - - - Gets a specific EffectFunction object by using an index value. - Index of the EffectFunction to get. - The EffectFunction object at index index. - - - Manipulates a collection of EffectFunction objects. - - - - Gets the value of the EffectParameter as an array of System.Boolean. - - The number of elements in the array. - - The value of the EffectParameter as an array of System.Boolean. - - - - - Gets the value of the EffectParameter as a System.Boolean. - - - The value of the EffectParameter as a System.Boolean. - - - - - Gets the value of the EffectParameter as an array of System.Int32. - - The number of elements in the array. - - The value of the EffectParameter as an array of System.Int32. - - - - - Gets the value of the EffectParameter as an System.Int32. - - - Gets the value of the EffectParameter as an System.Int32. - - - - - Gets the value of the EffectParameter as an array of Framework.Matrix. - - The number of elements in the array. - - The value of the EffectParameter as an array of Framework.Matrix. - - - - - Gets the value of the EffectParameter as an array of Framework.Matrix transpose. - - The number of elements in the array. - - The value of the EffectParameter as an array of Framework.Matrix transpose. - - - - - Gets the value of the EffectParameter as a Framework.Matrix transpose. - - - The value of the EffectParameter as a Framework.Matrix transpose. - - - - - Gets the value of the EffectParameter as a Framework.Matrix. - - - The value of the EffectParameter as a Framework.Matrix. - - - - - Gets the value of the EffectParameter as an array of Framework.Quaternion. - - The number of elements in the array. - - The value of the EffectParameter as an array of Framework.Quaternion. - - - - - Gets the value of the EffectParameter as a Framework.Quaternion. - - The value of the EffectParameter as a Framework.Quaternion. - - - - Gets the value of the EffectParameter as an array of System.Single. - - The number of elements in the array. - - The value of the EffectParameter as an array of System.Single. - - - - - Gets the value of the EffectParameter as a System.Single. - - - The value of the EffectParameter as a System.Single. - - - - - Gets the value of the EffectParameter as an System.String. - - The value of the EffectParameter as an System.String. - - - - Gets the value of the EffectParameter as a Texture2D. - - - The value of the EffectParameter as a Texture2D. - - - - - Gets the value of the EffectParameter as a Texture3D. - - - The value of the EffectParameter as a Texture3D. - - - - - Gets the value of the EffectParameter as a TextureCube. - - The value of the EffectParameter as a TextureCube. - - - - Gets the value of the EffectParameter as an array of Framework.Vector2. - - The number of elements in the array. - - The value of the EffectParameter as an array of Framework.Vector2. - - - - - Gets the value of the EffectParameter as a Framework.Vector2. - - The value of the EffectParameter as a Framework.Vector2. - - - - Gets the value of the EffectParameter as an array of Framework.Vector3. - - The number of elements in the array. - - The value of the EffectParameter as an array of Framework.Vector3. - - - - - Gets the value of the EffectParameter as a Framework.Vector3. - - The value of the EffectParameter as a Framework.Vector3. - - - - Gets the value of the EffectParameter as an array of Framework.Vector4. - - The number of elements in the array. - - The value of the EffectParameter as an array of Framework.Vector4. - - - - - Gets the value of the EffectParameter as a Framework.Vector4. - - - The value of the EffectParameter as a Framework.Vector4. - - - - Sets the range of an array to pass to the device. - The start index. - The stop index. - - - - Sets the value of the EffectParameter to the transpose of a Framework.Matrix. - - The value. - - - - Sets the value of the EffectParameter to the transpose of a Framework.Matrix. - - The value. - - - Sets the value of the EffectParameter. - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - - Sets the value of the EffectParameter. - - The value to assign to the EffectParameter. - - - Sets the value of the EffectParameter. - The value to assign to the EffectParameter. - - - Gets the collection of EffectAnnotation objects for this parameter. - - The collection of EffectAnnotation objects. - - - Gets the number of columns in the parameter description. - The number of columns in the parameter description. - - - Gets the collection of effect parameters. - The collection of effect parameters. - - - Gets the name of the parameter. - The name of the parameter. - - - Gets the class of the parameter. - The parameter class. - - - Gets the type of the parameter. - The parameter type. - - - Gets the number of rows in the parameter description. - The number of rows in the parameter description. - - - Gets the semantic meaning, or usage, of the parameter. - The semantic meaning of the parameter. - - - Gets the collection of structure members. - The collection of structure members. - - - Represents an Effect parameter. Reference page contains code sample. - - - Initializes a new instance of the EffectParameterBlock class. - The Effect used to generate the EffectParameterBlock. - - - Applies the parameter changes in the EffectParameterBlock to the current effect state. - - - Begins capturing parameter state changes from the parent Effect. - - - - Releases the unmanaged resources used by the EffectParameterBlock and optionally releases the managed resources. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - Stops capturing state changes from the parent Effect. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Represents an EffectParameter state block. - - - Returns an enumerator that can iterate through the EffectParameterCollection. - The iterator. - - - Gets the handle of a top-level parameter or a structure member parameter by looking up its semantic with a case-insensitive search. - The name of the semantic to search for. - The first parameter that matches the semantic, or null if no matching parameter was found. - - - Gets the number of EffectParameter objects in this EffectParameterCollection. - The number of EffectParameter objects in this EffectParameterCollection. - - - Gets a specific EffectParameter by name. - - The name of the EffectParameter to retrieve. - The EffectParameter object named name. - - - Gets a specific EffectParameter object by using an index value. - Index of the EffectParameter to get. - The EffectParameter object at index index. - - - Manipulates a collection of EffectParameter objects. - - - Begins a pass within the active technique. Reference page contains links to related code samples. - - - Ends a pass within the active technique. Reference page contains links to related code samples. - - - Gets the set of EffectAnnotation objects for this EffectPass. - The EffectAnnotationCollection containing EffectAnnotation objects for this EffectPass. - - - Gets the name of this pass. - The name of this pass. - - - Represents an effect pass. - - - - Returns an enumerator that can iterate through the collection. - - Enumerator that can iterate through the collection. - - - - Gets the number of objects in the collection. - - The number of objects in the collection. - - - - Gets a specific element in the collection by using a name. - Name of the EffectPass to get. - - The object named name. - - - - Gets a specific element in the collection by using an index value. - Index of the EffectPass to get. - - The object at index index. - - - - Manipulates a collection of EffectPass objects. - - - Initializes a new instance of this class. - - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - Reference page contains code sample. - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Raises the Disposing event when called from within a derived class. - - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Allows applications to share resources between effects. - - - Determines whether a given EffectParameter is used by this technique. - The effect parameter to check. - true if the parameter is used by this technique; false otherwise. - - - - Validates this technique. - true if the technique is valid; false otherwise. - - - Gets the EffectAnnotation objects associated with this technique. - The EffectAnnotation objects associated with this technique. - - - Gets the name of this technique. - The name of this technique. - - - Gets the collection of EffectPass objects this rendering technique requires. - The collection of EffectPass objects this rendering technique requires. - - - Represents an effect technique. Reference page contains code sample. - - - - Returns an enumerator that can iterate through the collection. - - Enumerator for the effect technique collection. - - - - Returns all of the valid techniques in this collection. - An enumeration of all the valid techniques in this collection. - - - Gets the number of objects in the collection. - The number of objects in the collection. - - - Gets a specific element in the collection by using a name. - Name of the EffectTechnique to get. - The object named name. - - - Gets a specific element in the collection by using an index value. - Index of the EffectTechnique to get. - - The object at index index. - - - - Manipulates a collection of EffectTechnique objects. - - - Initializes a new instance of this class. - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Retrieves the blue component of the gamma ramp. - - A 256-element integer array that represents the blue component. - - - - Retrieves the green component of the gamma ramp. - A 256-element integer array that represents the green component. - - - Retrieves the red component of the gamma ramp. - A 256-element integer array that represents the red component. - - - Sets the blue component of the gamma ramp. - A 256-element integer array that represents the blue component. - - - Sets the green component of the gamma ramp. - A 256-element integer array that represents the green component. - - - Sets the red component of the gamma ramp. - A 256-element integer array that represents the red component. - - - Contains red, green, and blue ramp data. - - - Tests whether a depth stencil format is compatible with a render target format in a particular display mode. Reference page contains code sample. - The device type. - The format of the display mode into which the adapter will be placed. - The format of the render-target surface to be tested. - The format of the depth stencil surface to be tested. - true if the format is compatible; false otherwise. - - - Tests a device to determine whether it supports conversion from one display format to another. - Type of device to check. - Source adapter format. - Target adapter format. - true if the method succeeds; false if it fails. - - - Verifies whether a surface buffer format is available as a specified resource type and can be used as a texture, depth-stencil buffer, render target, or any combination of the three on a device representing the current adapter. Reference page contains code sample. - The type of device to check. - The format of the display mode into which the adapter will be placed. - A set of options identifying the behaviors of this surface resource. - The type of query to issue. - A resource type requested for use with the queried format. - The format of the surface identified by usage. - true if the surface format is available as the specified resource and format type; false otherwise. - - - Verifies whether a depth buffer format is available as a specified resource type and can be used as a texture, depth-stencil buffer, render target, or any combination of the three, on a device representing the current adapter. Reference page contains code sample. - The type of device to check. - The format of the display mode into which the adapter will be placed. - A set of options identifying the behaviors of this surface resource. - The type of query to issue. - A resource type requested for use with the queried format. - The format of the depth buffer surface identified by usage. - true if the surface format is available as the specified resource and format type; false otherwise. - - - Verifies whether a multisample technique is available on a specified game machine, optionally returning the number of quality stops available for the specified technique. Reference page contains code sample. - The type of device to check. - The format of the surface to be multisampled. - true to inquire about windowed multisampling; false to inquire about full-screen multisampling. - The multisampling technique to test. - Number of quality stops available for a given multisample type; can be null if it is not necessary to return the values. - true if the technique is available; false otherwise. - - - Verifies whether a multisample technique is available on a specified game machine. Reference page contains code sample. - The type of device to check. - The format of the surface to be multisampled. - true to inquire about windowed multisampling; false to inquire about full-screen multisampling. - The multisampling technique to test. - true if the technique is available; false otherwise. - - - Determines whether a hardware-accelerated device type can be used on the current adapter. - The type of device to check. - The format of the adapter display mode for which the device type is being checked. For example, some devices operate only in modes of 16 bits per pixel. - Format of the back buffer. This value must be one of the render target formats. GraphicsDevice.DisplayMode can be used to obtain the current format.For windowed applications, the back-buffer format does not need to match the display-mode format if the hardware supports color conversion. The set of possible back-buffer formats is constrained, but the runtime allows any valid back-buffer format to be presented to any desktop format. Additionally, the device must be operable in desktop mode because devices typically do not operate in modes of 8 bits per pixel.Full-screen applications cannot perform color conversion.SurfaceFormat.Unknown is allowed for windowed mode. - true if the device type will be used in windowed mode; false if the device type will be used in full-screen mode. - true if the method succeeds and the device can be used on this adapter; false if the method fails. If the method fails, you may check the result code returned by Manager.CheckDeviceTypeResult to determine the specific reason. - - - - Releases all resources used by the GraphicsAdapter class. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - - Releases all resources used by the GraphicsAdapter class. - - - - Compares two objects to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - - Determines whether the specified System.Object is equal to the GraphicsAdapter. - - The System.Object to compare with the current GraphicsAdapter. - true if the objects are the same; false otherwise. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Returns the capabilities of a device. Reference page contains links to related code samples. - The device to query. - The capabilities of the specified device. - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - The object to the left of the inequality operator. - The object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Determines whether a requested device type is available. - The device type to request. - true if the requested device type is available; false otherwise. - - - - Collection of available adapters on the system. Reference page contains links to related code samples. - The collection of adapters. - - - - Gets the current display mode. - The current display mode. - - - Gets the default adapter. - The default adapter. - - - Retrieves a string used for presentation to the user. - - Description of the adapter. - - - - Retrieves a globally unique identifier (GUID) object that can be used to check changes in the driver and chip set. - A unique identifier for the driver and chip set pair. - - - - Retrieves a value that is used to help identify a particular chip set. - - - Value that helps identify the chip set. The returned value may be zero if it is unknown. - - - Retrieves a string that contains the device name for a Microsoft Windows Graphics Device Interface (GDI). - The name of the device. - - - Retrieves a string that is used to present the driver name to the user. - The driver name - - - Retrieves a value that identifies the version of the Microsoft Direct3D driver. - The driver version. - - - Determines if this instance of GraphicsAdapter is the default adapter. - true if this instance of GraphicsAdapter is the default adapter, false otherwise. - - - Determines if the graphics adapter is in widescreen mode. - true if the graphics adapter is in widescreen mode; false otherwise. - - - Retrieves the handle of the monitor associated with the Microsoft Direct3D object. - The handle of the monitor. - - - Retrieves a value used to help identify the revision level of a particular chip set. - Value used to help identify the revision level of the chip set. This value may be zero if it is unknown. - - - Retrieves a value used to identify the subsystem. - Value used to identify the subsystem, typically the particular board. This value may be zero if it is unknown. - - - Returns a collection of supported display modes for the current adapter. - - The supported display modes for the adapter. - - - - Retrieves a value used to identify the manufacturer. - - Value used to identify the manufacturer. This value may be zero if it is unknown. - - - - Provides methods to retrieve and manipulate graphics adapters. - - - Creates a new instance of GraphicsDevice - The display adapter. - The desired device type. - The focus window. - The presentation parameters for the device to be created. - - - Occurs when a GraphicsDevice is about to be lost (for example, immediately before a reset). Reference page contains code sample. - - - Occurs when a GraphicsDevice is resetting, allowing the application to cancel the default handling of the reset. Reference page contains code sample. - - - Occurs after a GraphicsDevice is reset, allowing an application to recreate all resources. - - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - Reference page contains code sample. - - - Occurs when a resource is created. - - - Occurs when a resource is destroyed. - - - Clears a set of regions to a specified color, clears the depth buffer, and erases the stencil buffer. - Flags that indicate which surfaces to clear. - Color value to which the render target surface is cleared. - New depth value to store in the depth buffer. This parameter can be in the range of 0.0 through 1.0 (for z-based or w-based depth buffers). A value of 0.0 represents the nearest distance to the viewer; a value of 1.0 represents the farthest distance. - Integer value to store in each stencil-buffer entry. This parameter can be in the range of 0 through 2n−1, where n is the bit depth of the stencil buffer. - The regions to clear. - - - Clears a set of regions to a specified color, clears the depth buffer, and erases the stencil buffer. - The surfaces to clear. - Color value to which the render target surface is cleared. - New z value that this method stores in the depth buffer. This parameter can be in the range of 0.0 through 1.0 (for z-based or w-based depth buffers). A value of 0.0 represents the nearest distance to the viewer; a value of 1.0 represents the farthest distance. - Integer value to store in each stencil-buffer entry. This parameter can be in the range of 0 through 2n−1, where n is the bit depth of the stencil buffer. - The regions to clear. - - - Clears the viewport to a specified color. - Color value to which the render target surface is cleared. - - - Clears the viewport to a specified color, clears the depth buffer, and erases the stencil buffer. - Flags indicating which surfaces to clear. - Color value to which the render target surface is cleared. - New depth value that this method stores in the depth buffer. This parameter can be in the range of 0.0 through 1.0 (for z-based or w-based depth buffers). A value of 0.0 represents the nearest distance to the viewer; a value of 1.0 represents the farthest distance. - Integer value to store in each stencil-buffer entry. This parameter can be in the range of 0 through 2n−1, where n is the bit depth of the stencil buffer. - - - Clears the viewport to a specified color, clears the depth buffer, and erases the stencil buffer. - The surfaces to clear. - Color value to which the render target surface is cleared. - New z value that this method stores in the depth buffer. This parameter can be in the range of 0.0 through 1.0 (for z-based or w-based depth buffers). A value of 0.0 represents the nearest distance to the viewer; a value of 1.0 represents the farthest distance. - Integer value to store in each stencil-buffer entry. This parameter can be in the range of 0 through 2n−1, where n is the bit depth of the stencil buffer. - - - Occurs when a GraphicsDevice is about to be lost (for example, immediately before a reset). - The source of this event. - The event arguments that are associated with the action that raised the event. - - - Occurs when a GraphicsDevice is resetting - The source of this event. - The event arguments that are associated with the action that raised the event. - - - Occurs after a GraphicsDevice is reset, allowing an application to re-create all resources. - The source of this event. - The event arguments that are associated with the action that raised the event. - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Raises the GraphicsDevice.Disposing event when called from within a derived class. - - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - Renders the specified geometric primitive, based on indexing into an array of vertices. Reference page contains links to related code samples. - Describes the type of primitive to render. PrimitiveType.PointList is not supported with this method. - Offset to add to each vertex index in the index buffer. - Minimum vertex index for vertices used during the call. The minVertexIndex parameter and all of the indices in the index stream are relative to the baseVertex parameter. - A number of vertices used during the call. The first vertex is located at index: baseVertex + minVertexIndex. - Location in the index array at which to start reading vertices. - A number of primitives to render. The number of vertices used is a function of primitiveCount and primitiveType. To determine the maximum number of primitives allowed, check the MaxPrimitiveCount property member of the Capabilities structure. - - - Renders a sequence of non-indexed geometric primitives of the specified type from the current set of data input streams. Reference page contains links to related code samples. - Describes the type of primitive to render. - Index of the first vertex to load. Beginning at startVertex, the correct number of vertices is read out of the vertex buffer. - Number of primitives to render. To determine the maximum number of primitives allowed, check GraphicsDeviceCapabilities.MaxPrimitiveCount. The primitiveCount is the number of primitives as determined by the primitive type. If it is a line list, each primitive has two vertices. If it is a triangle list, each primitive has three vertices. - - - Renders geometric primitives with indexed data specified by the user, specifying an index buffer as an array of type System.Int16. - Describes the type of primitive to render. - The vertex buffer indexed by indexData. - Offset to add to each vertex index in the index buffer. - Number of vertices used during this call. The first vertex is located at index minVertexIndex. - A list of indices into the vertex buffer, given in the order that you want the vertices to render. Using an array of type System.Int16, which uses 16 bits per element, allows you conserve resources if the index buffer does not require a 32-bit depth array. - Location in the index array at which to start reading vertices. - Number of primitives to render. The maximum number of primitives allowed is determined by checking GraphicsDeviceCapabilities.MaxPrimitiveCount. (The number of indices is a function of the primitive count and the primitive type.) - - - Renders geometric primitives with indexed data specified by the user, specifying an index buffer as an array of type System.Int32. - Describes the type of primitive to render. - The vertex buffer indexed by indexData. - Offset to add to each vertex index in the index buffer. - Number of vertices used during this call. The first vertex is located at index minVertexIndex. - A list of indices into the vertex buffer, given in the order that you want the vertices to render. Using an array of type System.Int32, which uses 32 bits per element, allows you to index a greater number of elements in the vertex buffer. - Location in the index array at which to start reading vertices. - Number of primitives to render. The maximum number of primitives allowed is determined by checking GraphicsDeviceCapabilities.MaxPrimitiveCount. (The number of indices is a function of the primitive count and the primitive type.) - - - Renders the given geometric primitive with data specified by the user. Reference page contains links to related code samples. - Describes the type of primitive to render. - The vertex data. - Offset at which to begin reading vertexData. - Number of primitives to render. The maximum number of primitives allowed is determined by checking GraphicsDeviceCapabilities.MaxPrimitiveCount. The number of indices is a function of primitiveCount and primitiveType. - - - Evicts all managed resources, including Microsoft Direct3D resources and those that are driver managed. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Gets the gamma correction ramp. - The gamma correction ramp. - - - Gets an array of System.Boolean values from the pixel shader constant Boolean registers. - Pixel shader Boolean constant register of the first constant. - Number of System.Boolean values to retrieve. - Array of System.Boolean values retrieved from the constant registers. - - - - Gets an array of System.Int32 values from the pixel shader constant integer registers. - - Pixel shader integer register of the first constant. - Number of System.Int32 values to retrieve. - - Array of System.Int32 values retrieved from the constant registers. - - - - - Gets an array of Framework.Matrix values from the pixel shader constant float registers. - - Pixel shader constant float register of the first constant. - Number of Framework.Matrix values to retrieve. - - Array of Framework.Matrix values retrieved from the constant registers. - - - - - Gets a Framework.Matrix value from the pixel shader constant float registers. - - Pixel shader constant float register of the first constant. - Framework.Matrix value retrieved from the constant registers. - - - - - Gets an array of Framework.Quaternion values from the pixel shader constant float registers. - - Pixel shader constant float register of the first constant. - Number of Framework.Quaternion values to retrieve. - - Array of Framework.Quaternion values retrieved from the constant registers. - - - - - Gets a Framework.Quaternion value from the pixel shader constant float registers. - - Pixel shader constant float register of the first constant. - Framework.Quaternion value retrieved from the constant registers. - - - - - Gets an array of System.Single values from the pixel shader constant float registers. - - Pixel shader constant float register of the first constant. - Number of System.Single values to retrieve. - - Array of System.Single values retrieved from the constant registers. - - - - - Gets an array of Framework.Vector2 values from the pixel shader constant float registers. - - Pixel shader constant float register of the first constant. - Number of Framework.Vector2 values to retrieve. - - Array of Framework.Vector2 values retrieved from the constant registers. - - - - - Gets a Framework.Vector2 value from the pixel shader constant float registers. - - Pixel shader constant float register of the first constant. - Framework.Vector2 value retrieved from the constant registers. - - - - - Gets an array of Framework.Vector3 values from the pixel shader constant float registers. - - Pixel shader constant float register of the first constant. - Number of Framework.Vector3 values to retrieve. - - Array of Framework.Vector3 values retrieved from the constant registers. - - - - - Gets a Framework.Vector3 value from the pixel shader constant float registers. - - Pixel shader constant float register of the first constant. - Framework.Vector3 value retrieved from the constant registers. - - - - - Gets an array of Framework.Vector4 values from the pixel shader constant float registers. - - Pixel shader constant float register of the first constant. - Number of Framework.Vector4 values to retrieve. - - Array of Framework.Vector4 values retrieved from the constant registers. - - - - - Gets a Framework.Vector4 value from the pixel shader constant float registers. - - Pixel shader constant float register of the first constant. - Framework.Vector4 value retrieved from the constant registers. - - - - Gets a render target surface. - Index of the render target. - - The render target surface of the current graphics device. - - - - Gets an array of System.Boolean values from the vertex shader constant Boolean registers. - - Vertex shader constant Boolean register of the first constant. - Number of System.Boolean values to retrieve. - - Array of System.Boolean values retrieved from the constant registers. - - - - - Gets an array of System.Int32 values from the vertex shader constant integer registers. - - Vertex shader constant integer register of the first constant. - Number of System.Int32 values to retrieve. - - Array of System.Int32 values retrieved from the constant registers. - - - - - Gets an array of Framework.Matrix values from the vertex shader constant float registers. - - Vertex shader constant float register of the first constant. - Number of Framework.Matrix values to retrieve. - - Array of Framework.Matrix values retrieved from the constant registers. - - - - - Gets a Framework.Matrix value from the vertex shader constant float registers. - - Vertex shader constant float register of the first constant. - Framework.Matrix value retrieved from the constant registers. - - - - - Gets an array of Framework.Quaternion values from the vertex shader constant float registers. - - Vertex shader constant float register of the first constant. - Number of Framework.Quaternion values to retrieve. - - Array of Framework.Quaternion values retrieved from the constant registers. - - - - - Gets a Framework.Quaternion value from the vertex shader constant float registers. - - Vertex shader constant float register of the first constant. - Framework.Quaternion value retrieved from the constant registers. - - - - - Gets an array of System.Single values from the vertex shader constant float registers. - - Vertex shader constant float register of the first constant. - Number of System.Single values to retrieve. - - Array of System.Single values retrieved from the constant registers. - - - - - Gets an array of Framework.Vector2 values from the vertex shader constant float registers. - - Vertex shader constant float register of the first constant. - Number of Framework.Vector2 values to retrieve. - - Array of Framework.Vector2 values retrieved from the constant registers. - - - - - Gets a Framework.Vector2 value from the vertex shader constant float registers. - - Vertex shader constant float register of the first constant. - Framework.Vector2 value retrieved from the constant registers. - - - - - Gets an array of Framework.Vector3 values from the vertex shader constant float registers. - - Vertex shader constant float register of the first constant. - Number of Framework.Vector3 values to retrieve. - - Array of Framework.Vector3 values retrieved from the constant registers. - - - - - Gets a Framework.Vector3 value from the vertex shader constant float registers. - - Vertex shader constant float register of the first constant. - Framework.Vector3 value retrieved from the constant registers. - - - - - Gets an array of Framework.Vector4 values from the vertex shader constant float registers. - - Vertex shader constant float register of the first constant. - Number of Framework.Vector4 values to retrieve. - - Array of Framework.Vector4 values retrieved from the constant registers. - - - - - Gets a Framework.Vector4 value from the vertex shader constant float registers. - - Vertex shader constant float register of the first constant. - Framework.Vector4 value retrieved from the constant registers. - - - - Specifies the window target for a presentation and presents the display with the contents of the next buffer in the sequence of back buffers owned by the GraphicsDevice. Reference page contains code sample. - Destination window containing the client area that is the target for this presentation. If not specified, this is PresentationParameters.DeviceWindowHandle. - - - - Specifies the window target for a presentation and presents the display with the contents of the next buffer in the sequence of back buffers owned by the GraphicsDevice. - Reference page contains code sample. - The source rectangle. If null, the entire source surface is presented. If the rectangle exceeds the source surface, the rectangle is clipped to the source surface. This parameter must be null unless the swap chain was created with SwapEffect.Copy. - The destination rectangle, in window client coordinates. If null, the entire client area is filled. If the rectangle exceeds the destination client area, the rectangle is clipped to the destination client area. This parameter must be null unless the swap chain was created with SwapEffect.Copy. - Destination window containing the client area that is the target for this presentation. If not specified, this is PresentationParameters.DeviceWindowHandle. - - - Presents the display with the contents of the next buffer in the sequence of back buffers owned by the GraphicsDevice. Reference page contains code sample. - - - Resets the current GraphicsDevice with the specified PresentationParameters. - Describes the new presentation parameters. This value cannot be null. - - - Resets the presentation parameters for the specified Microsoft.Xna.Framework.Graphics.GraphicsDevice.Reset(Microsoft.Xna.Framework.Graphics.GraphicsAdapter). - The graphics device being reset. - - - Resets the specified Microsoft.Xna.Framework.Graphics.GraphicsDevice.Reset(Microsoft.Xna.Framework.Graphics.PresentationParameters,Microsoft.Xna.Framework.Graphics.GraphicsAdapter) with the specified presentation parameters. - Describes the new presentation parameters. This value cannot be null. - The graphics device being reset. - - - Resets the presentation parameters for the current GraphicsDevice. - - - Copies the current back buffer contents to a texture. Reference page contains code sample. - Texture to update with the resolved back buffer. - - - Copies the contents of the back buffer at the specified index to a texture. Reference page contains code sample. - Texture to update with the resolved back buffer. - Index of the back buffer to resolve. - - - - Occurs when GraphicsDevice.ResourceCreated is called. - - The source of the event. - An EventArgs object that contains no data. - - - - Occurs when GraphicsDevice.ResourceDestroyed is called. - - The source of the event. - An EventArgs object that contains no data. - - - Sets the gamma correction ramp. - true to indicate that correction should be applied. false to indicate that no gamma correction should be applied. The supplied gamma table is transferred directly to the GraphicsDevice. - The gamma correction ramp to set. - - - - Sets the specified pixel shader constant float register to a Framework.Vector2 value. - - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant float registers to an array of Framework.Quaternion values. - - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant Boolean registers to an array of System.Boolean values. - - Zero-based index of the pixel shader constant Boolean register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant float registers to a Framework.Matrix value. - - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant float registers to an array of System.Single values. - - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant float registers to an array of Framework.Matrix values. - - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant float register to a Framework.Vector3 value. - - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant float registers to a Framework.Quaternion value. - - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant integer registers to an array of System.Int32 values. - - Zero-based index of the pixel shader constant integer register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant float registers to an array of Framework.Vector3 values. - - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant float registers to an array of Framework.Vector2 values. - - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant float registers to an array of Framework.Vector4 values. - - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified pixel shader constant float register to a Framework.Vector4 value. - - Zero-based index of the pixel shader constant float register at which to begin setting values. - The constant data. - - - Sets a new render target for this GraphicsDevice. Reference page contains code sample. - Index of the render target. The number of render targets supported by a GraphicsDevice is contained in GraphicsDeviceCapabilities.MaxSimultaneousRenderTargets. - A new render target for the device, or null to set the device render target to the back buffer of the device. - - - - Sets a new render target for this GraphicsDevice. Reference page contains code sample. - Index of the render target. The number of render targets supported by a GraphicsDevice is contained in GraphicsDeviceCapabilities.MaxSimultaneousRenderTargets. - A new render target for the device, or null to set the device render target to the back buffer of the device. - The cube map face type. - - - - Sets the specified vertex shader constant float register to a Framework.Vector2 value. - - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified vertex shader constant float registers to an array of Framework.Quaternion values. - - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified vertex shader constant Boolean registers to an array of System.Boolean values. - - Zero-based index of the vertex shader constant Boolean register at which to begin setting values. - The constant data. - - - - Sets the specified vertex shader constant float registers to a Framework.Matrix value. - - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. This value will be transposed when the vertex shader constant is set. - - - - Sets the specified vertex shader constant float registers to an array of System.Single values. - - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified vertex shader constant float registers to an array of Framework.Matrix values. - - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. This value will be transposed when the vertex shader constant is set. - - - - Sets the specified vertex shader constant float register to a Framework.Vector3 value. - - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified vertex shader constant float register to a Framework.Quaternion value. - - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified vertex shader constant integer registers to an array of System.Int32 values. - - Zero-based index of the vertex shader constant integer register at which to begin setting values. - The constant data. - - - - Sets the specified vertex shader constant float registers to an array of Framework.Vector3 values. - - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified vertex shader constant float registers to an array of Framework.Vector2 values. - - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified vertex shader constant float registers to an array of Framework.Vector4 values. - - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. - - - - Sets the specified vertex shader constant float register to a Framework.Vector4 value. - - Zero-based index of the vertex shader constant float register at which to begin setting values. - The constant data. - - - Retrieves a string representation of this object. - String representation of this object. - - - Retrieves the clipping planes of the current GraphicsDevice. - The clipping planes. - - - Retrieves the creation parameters of the GraphicsDevice. - - The creation parameters. - - - - Gets or sets the depth stencil surface of this GraphicsDevice. - The depth stencil buffer. If no depth stencil buffer is associated with the GraphicsDevice, the return value is null.Setting this value to null disables the depth stencil operation. - - - - Retrieves the display mode's spatial resolution, color resolution, and refresh frequency. - Reference page contains code sample. - - Data describing the display mode of the adapter (as opposed to the display mode of the GraphicsDevice, which might not be active if the GraphicsDevice does not own full-screen mode). - - - - Returns the driver level. - - This method returns the driver version, which is one of the following: - 700 - Direct3D 7 level driver800 - Direct3D 8 level driver900 - Direct3D 9 level driver - - - Gets the capabilities of the graphics device. - The capabilities. - - - Retrieves the status of the device - The status of the device - - - Gets or sets index data. Reference page contains links to related code samples. - The index data. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Gets or sets the current pixel shader. - - The current pixel shader or a pixel shader object to set. - - - - Gets the presentation parameters associated with this graphics device. - The presentation parameters associated with this graphics device. - - - Retrieves information that describes the raster of the monitor on which the swap chain is presented. - - Information about the position or other status of the raster on the monitor driven by the current adapter. - - - - Retrieves a render-state value for a GraphicsDevice. - The render state. - - - Retrieves a collection of SamplerState objects for the current GraphicsDevice. - The sample states of this GraphicsDevice. - - - Gets or sets the rectangle used for scissor testing. - Defines the rendering area within the render target, if scissor testing is enabled. - - - Returns the collection of textures that have been assigned to the texture stages of the device. Reference page contains code sample. - The texture collection. - - - Gets or sets a vertex shader declaration. - The vertex shader declaration. - - - Gets the collection of vertex sampler states. - The collection of vertex sampler states. - - - Gets or sets the current vertex shader. - - The GraphicsDevice's current vertex shader or a vertex shader object to set. - - - - Gets the collection of vertex textures that support texture lookup in the vertex shader using the texldl - vs texture load statement. The vertex engine contains four texture sampler stages. - The collection of vertex textures. - - - Gets the vertex stream collection. Reference page contains links to related code samples. - The vertex stream collection. - - - Gets or sets a viewport identifying the portion of the render target to receive draw calls. Reference page contains code sample. - - The viewport to set or get. - - - - Performs primitive-based rendering, creates resources, handles system-level variables, adjusts gamma ramp levels, and creates shaders. - - - Releases the unmanaged resources used by the GraphicsDeviceCapabilities object and optionally releases the managed resources. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - - Releases all resources used by the GraphicsDeviceCapabilities class. - - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The System.Object to compare with the current GraphicsDeviceCapabilities. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Retrieves a string representation of this object. - String representation of this object. - - - - Gets the number indicating the order in which heads are referenced by the API. - - The number indicating the order in which heads are referenced by the API. - - - Gets the alpha-test comparison capabilities. - A GraphicsDeviceCapabilities.CompareCaps representing the alpha-test comparison capabilities of a device. - - - Gets texture-filtering capabilities for a cube texture. - - A GraphicsDeviceCapabilities.FilterCaps representing the texture-filtering capabilities for a cube texture of a device. - - - - Gets hardware cursor capabilties. - - A GraphicsDeviceCapabilities.CursorCaps representing the hardware cursor capabilities of a device. - - - - Gets vertex data type capabilities. - - A GraphicsDeviceCapabilities.DeclarationTypeCaps representing the vertex data type capabilities of a device. - - - - Gets depth buffer comparision capabilities. - - A GraphicsDeviceCapabilities.CompareCaps representing the z-buffer comparison capabilities of a device. - - - - Gets destination-blending capabilities. - - A GraphicsDeviceCapabilities.BlendCaps representing the destination-blending capabilities of a device. - - - - Gets graphics device capabilities. - - A GraphicsDeviceCapabilities.DeviceCaps representing the graphics capabilities of a device. - - - - Returns the type of the current GraphicsDevice. - - The type of the current GraphicsDevice. - - - - Gets device driver capabilities. - - A GraphicsDeviceCapabilities.DriverCaps representing the driver capabilities of a device. - - - - - Gets the number of pixels to adjust the extents rectangle outward to accommodate antialiasing kernels. - - Size of adjustment, in pixels. - - - Gets the bottom screen-space coordinate of the guard-band clipping region. - The bottom coordinate of the guard-band clipping region. - - - Gets the left screen-space coordinate of the guard-band clipping region. - The left coordinate of the guard-band clipping region. - - - Gets the right coordinate of the guard-band clipping region. - The right coordinate of the guard-band clipping region. - - - Gets the top screen-space coordinate of the guard-band clipping region. - The top coordinate of the guard-band clipping region. - - - Gets line-drawing primitives capabilities. - - A GraphicsDeviceCapabilities.LineCaps representing the line-drawing primitives capabilities of a device. - - - - Gets the master device for this subordinate. - Number indicating the master device. This number is taken from the same space as the adapter values. - - - - Gets the maximum valid value for the SamplerState.MaxAnisotropy texture-stage state. - - - The maximum valid value for SamplerState.MaxAnisotropy. - - - - Returns the maximum pixel shader profile for this GraphicsDevice. - Reference page contains links to related code samples. - - The maximum pixel shader profile for this GraphicsDevice. - - - - - Returns the maximum vertex shader profile for this GraphicsDevice. - - - The maximum vertex shader profile for this GraphicsDevice. - - - - Gets the maximum number of pixel shader instruction slots supported. - The maximum number of pixel shader instruction slots supported. - - - Gets the maximum size of a point primitive. - - The maximum size of a point primitive. The range is greater than or equal to 1.0f. - - - - Gets the maximum number of primitives for each GraphicsDevice.DrawPrimitives call. - The maximum number of primitives. - - - Gets the maximum number of simultaneous render targets. - The maximum number of simultaneous render targets supported by the device. - - - Gets the maximum number of textures that can be simultaneously bound to the fixed-function pipeline sampler stages. - The maximum number of textures that can be simultaneously bound to the fixed-function pipeline sampler stages. - - - Gets the maximum stride. - - The maximum stride. - - - - Gets the maximum number of concurrent data streams. - - The maximum number of concurrent data streams. The valid range is 1 to 16. - - - Gets the maximum texture aspect ratio supported by the hardware. - The maximum texture aspect ratio supported by the hardware, typically a power of 2. - - - Gets the maximum texture height for this device. - The maximum texture height for this device. - - - Gets the maximum range of the integer bits of the post-normalized texture coordinates. - The maximum range of the integer bits of the post-normalized texture coordinates. - - - Gets the maximum texture width for this device. - The maximum texture width for this device. - - - Gets the maximum number of user-defined clipping planes supported. - The maximum number of user-defined clipping planes supported. This number can be 0. - - - Gets the maximum size of indices supported for hardware vertex processing. - The maximum size of indices supported for hardware vertex processing. - - - Gets the maximum number of vertex shader instruction slots supported. - The maximum number of vertex shader instruction slots supported. - - - Gets the number of vertex shader registers that are reserved for constants. - The number of vertex shader registers that are reserved for constants. - - - Gets the maximum W-based depth value that the device supports. - The maximum W-based depth value that the device supports. - - - Gets the maximum value for any of the three dimensions (width, height, and depth) of a volume texture. - The maximum value for any of the three dimensions (width, height, and depth) of a volume texture. - - - Gets the number of adapters in this adapter group (only if master). - The number of adapters in this adapter group (only if master). - - - Gets the maximum value of pixel shader arithmetic component. - The maximum value of pixel shader arithmetic component. - - - Gets the pixel shader 2.0 capabilities. - - A GraphicsDeviceCapabilities.PixelShaderCaps representing the pixel shader 2.0 capabilities of a device. - - - - Gets the pixel shader main and sub versions. - The pixel shader main and sub versions. - - - Gets the rate at which the swap chain's back buffers are presented to the front buffer. - - The rate at which the swap chain's back buffers are presented to the front buffer. - - - - Gets driver primitive capabilities. - - A GraphicsDeviceCapabilities.PrimitiveCaps representing the primitive capabilities of a device. - - - - Gets information on raster-drawing capabilities. - - A GraphicsDeviceCapabilities.RasterCaps representing the raster capabilities of a device. - - - - Gets shading operations capabilities. - - A GraphicsDeviceCapabilities.ShadingCaps representing the shading capabilities of a device. - - - - Gets source-blending capabilities. - - A GraphicsDeviceCapabilities.BlendCaps representing the source-blending capabilities of a device. - - - - Gets the supported stencil-buffer operations. - - A GraphicsDeviceCapabilities.StencilCaps representing the stencil-buffer capabilities of a device. - - - - Gets texture-addressing capabilities for texture objects. - - A GraphicsDeviceCapabilities.AddressCaps representing the texture-addressing capabilities of a device. - - - - Gets miscellaneous texture-mapping capabilities. - - A GraphicsDeviceCapabilities.TextureCaps representing the texture-mapping capabilities of a device. - - - - Gets texture-filtering capabilities for a texture. - - A GraphicsDeviceCapabilities.FilterCaps representing the texture-filtering capabilities of a device. - - - - Gets flexible vertex format capabilities. - - A GraphicsDeviceCapabilities.VertexFormatCaps representing the flexible vertex format capabilities of a device. - - - - Gets vertex processing capabilities. - A GraphicsDeviceCapabilities.VertexProcessingCaps representing the vertex processing capabilities of a device. - - - Gets vertex shader version 2.0 extended capabilities. - - A GraphicsDeviceCapabilities.VertexShaderCaps representing the vertex shader 2.0 capabilities of a device. - - - - Gets the vertex shader main and sub versions. - The vertex shader main and sub versions. - - - Gets vertex shader texture filter capabilities. - - A GraphicsDeviceCapabilities.FilterCaps representing the vertex shader filter capabilities of a device. - - - - Gets texture-addressing capabilities for a volume texture - - A GraphicsDeviceCapabilities.AddressCaps representing the texture-addressing capabilities of a device. - - - - Gets texture-filtering capabilities for a volume texture. - - A GraphicsDeviceCapabilities.FilterCaps representing the texture-filtering capabilities of a device. - - - - Represents the capabilities of the hardware. Reference page contains links to related code samples. - - - Determines whether two GraphicsDeviceCapabilities.AddressCaps instances are equal. - GraphicsDeviceCapabilities.AddressCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.AddressCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.AddressCaps instances are equal. - The GraphicsDeviceCapabilities.AddressCaps object this instance is being compared to . - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.AddressCaps instances are unequal. - GraphicsDeviceCapabilities.AddressCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.AddressCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value indicating whether the device supports the setting of coordinates outside the range [0.0, 1.0] to the border color. - true if the device supports the setting of coordinates outside the range to the border color; false otherwise. - - - Gets a value indicating whether the device supports the clamping of textures to addresses. - true if the device supports clamping textures to addresses; false otherwise. - - - - Gets a value indicating whether the device can separate the texture-addressing modes of the texture's u and v coordinates. - - true if the device supports separating the texture-addressing modes of the u and v coordinates; false otherwise. - - - - Gets a value indicating whether a device can take the absolute value of the texture coordinate (thus, mirroring around 0) and then clamp to the maximum value. - - true if the device can mirror once; false otherwise. - - - Gets a value indicating whether a device can mirror textures to addresses. - true if the device supports mirroring textures to addresses; false otherwise. - - - Gets a value indicating whether a device can wrap textures to addresses. - true if the device can wrap textures to addresses; false otherwise. - - - Represents the texture addressing capabilities for Texture structures. - - - Determines whether two GraphicsDeviceCapabilities.BlendCaps instances are equal. - GraphicsDeviceCapabilities.BlendCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.BlendCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.BlendCaps instances are equal. - The GraphicsDeviceCapabilities.BlendCaps to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.BlendCaps instances are unequal. - GraphicsDeviceCapabilities.BlendCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.BlendCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - - Gets a value indicating that the driver supports the Blend.BlendFactor blend mode. - - true if the driver supports the Blend.BlendFactor blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.BothInverseSourceAlpha blend mode. - - true if the driver supports the Blend.BothInverseSourceAlpha blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.BothSourceAlpha blend mode. - - true if the driver supports the Blend.BothSourceAlpha blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.DestinationAlpha blend mode. - - true if the driver supports the Blend.DestinationAlpha blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.DestinationColor blend mode. - - true if the driver supports the Blend.DestinationColor blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.InverseDestinationAlpha blend mode. - - true if the driver supports the Blend.InverseDestinationAlpha blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.InverseDestinationColor blend mode. - - true if the driver supports the Blend.InverseDestinationColor blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.InverseSourceAlpha blend mode. - - true if the driver supports the Blend.InverseSourceAlpha blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.InverseSourceColor blend mode. - - true if the driver supports the Blend.InverseSourceColor blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.One blend mode. - - true if the driver supports the Blend.One blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.SourceAlphaSat blend mode. - - true if the driver supports the Blend.SourceAlphaSat blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.SourceAlpha blend mode. - - true if the driver supports the Blend.SourceAlpha blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.SourceColor blend mode. - - true if the driver supports the Blend.SourceColor blend mode; false otherwise. - - - - - Gets a value indicating that the driver supports the Blend.Zero blend mode. - - true if the driver supports the Blend.Zero blend mode; false otherwise. - - - - Represents the supported blend capabilities. - - - Determines whether two GraphicsDeviceCapabilities.CompareCaps instances are equal. - GraphicsDeviceCapabilities.CompareCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.CompareCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.CompareCaps instances are equal. - The GraphicsDeviceCapabilities.CompareCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.CompareCaps instances are unequal. - GraphicsDeviceCapabilities.CompareCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.CompareCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value indicating whether always passing the comparison test is supported. - true if always passing the comparison test is supported; false otherwise. - - - Gets a value indicating whether comparison tests in which the new value equals the current value are supported. - true if comparison tests in which the new value equals the current value are supported; false otherwise. - - - Gets a value indicating whether comparison tests in which the new value is greater than or equal to the current value are supported. - true if comparison tests in which the new value is greater than or equal to the current value are supported; false otherwise. - - - Gets a value indicating whether comparison tests in which the new value is greater than the current value are supported. - true if comparison tests in which the new value is greater than the current value are supported; false otherwise. - - - Gets a value indicating whether comparison tests in which the new value is less than or equal to the current value are supported. - true if comparison tests in which the new value is less than or equal to the current value are supported; false otherwise. - - - Gets a value indicating whether comparison tests in which the new value is less than the current value are supported. - true if comparison tests in which the new value is less than the current value are supported; false otherwise. - - - Gets a value indicating whether never passing the comparison test is supported. - true if never passing the comparison test is supported; false otherwise. - - - Gets a value indicating whether comparison tests in which the new value does not equal the current value are supported. - true if comparison tests in which the new value does not equal the current value are supported; false otherwise. - - - Represents comparison capabilities. - - - - Determines whether two GraphicsDeviceCapabilities.CursorCaps instances are equal. - - GraphicsDeviceCapabilities.CursorCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.CursorCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - - Determines whether two GraphicsDeviceCapabilities.CursorCaps instances are equal. - The GraphicsDeviceCapabilities.CursorCaps to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.CursorCaps instances are unequal. - GraphicsDeviceCapabilities.CursorCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.CursorCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value indicating whether a full-color cursor is supported in hardware in high-resolution modes. - true if the hardware supports a full-color cursor in high resolution; false otherwise. - - - Gets a value indicating whether a full-color cursor is supported in hardware in low-resolution modes. - true if the hardware supports a full-color cursor in low resolution; false otherwise. - - - Represents hardware support for cursors. - - - Determines whether two GraphicsDeviceCapabilities.DeclarationTypeCaps instances are equal. - GraphicsDeviceCapabilities.DeclarationTypeCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.DeclarationTypeCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - - Determines whether two GraphicsDeviceCapabilities.DeclarationTypeCaps instances are equal. - The GraphicsDeviceCapabilities.DeclarationTypeCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.DeclarationTypeCaps instances are unequal. - GraphicsDeviceCapabilities.DeclarationTypeCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.DeclarationTypeCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - - Gets a value indicating whether vertex declarations support VertexElementFormat.Byte4. - - - true if vertex declarations support VertexElementFormat.Byte4; otherwise false. - - - - - Gets a value indicating whether vertex declarations support VertexElementFormat.HalfVector2 - - true if vertex declarations support VertexElementFormat.HalfVector2; otherwise false. - - - - - Gets a value indicating whether vertex declarations support VertexElementFormat.HalfVector4. - - - true if vertex declarations support VertexElementFormat.HalfVector4; otherwise false. - - - - - Gets a value indicating whether vertex declarations support VertexElementFormat.Normalized101010. - - - true if vertex declarations support VertexElementFormat.Normalized101010; otherwise false. - - - - - Gets a value indicating whether vertex declarations support VertexElementFormat.NormalizedShort2. - - - true if vertex declarations support VertexElementFormat.NormalizedShort2; otherwise false. - - - - - Gets a value indicating whether vertex declarations support VertexElementFormat.NormalizedShort4. - - - true if vertex declarations support VertexElementFormat.NormalizedShort4; otherwise false. - - - - - Gets a value indicating whether vertex declarations support VertexElementFormat.Rg32. - - - true if vertex declarations support VertexElementFormat.Rg32; otherwise false. - - - - - Gets a value indicating whether vertex declarations support VertexElementFormat.Rgba32. - - - true if vertex declarations support VertexElementFormat.Rgba32; otherwise false. - - - - - Gets a value indicating whether vertex declarations support VertexElementFormat.Rgba64. - - - true if vertex declarations support VertexElementFormat.Rgba64; otherwise false. - - - - - Gets a value indicating whether vertex declarations support VertexElementFormat.UInt101010. - - - true if vertex declarations support VertexElementFormat.UInt101010; otherwise false. - - - - Represents data types contained in a vertex declaration. - - - Determines whether two GraphicsDeviceCapabilities.DeviceCaps instances are equal. - GraphicsDeviceCapabilities.DeviceCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.DeviceCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.DeviceCaps instances are equal. - The GraphicsDeviceCapabilities.DeviceCaps to compare this instance to. - true if the instances are equal; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.DeviceCaps instances are unequal. - GraphicsDeviceCapabilities.DeviceCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.DeviceCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - - Gets a value indicating whether the device supports blits from system-memory textures to non-local video-memory textures. - - true if the device supports blits from system-memory textures to non-local video-memory textures; false otherwise. - - - - - Gets a value indicating whether the device can queue rendering commands after a page flip. - - true if the device can queue rendering commands after a page flip; false otherwise. - - - - Gets a value indicating if the device supports copying the contents of a source rectangle to a destination rectangle using a texture as the source. - true if the device supports copying the contents of a source rectangle to a destination rectangle using a texture as the source; false otherwise. - - - - - Gets a value indicating whether the device can support at least a DirectX 7–compliant driver. - - true if the device can support at least a DirectX 7–compliant driver; false otherwise. - - - - - Gets a value indicating whether the device can support at least a DirectX 5–compliant driver. - - true if the device can support at least a DirectX 5–compliant driver; false otherwise. - - - - Gets a value indicating whether the device exports a GraphicsDevice.DrawPrimitives-aware hardware abstraction layer (HAL). - true if the device exports an GraphicsDevice.DrawPrimitives-aware HAL; false otherwise. - - - Gets a value indicating whether the device can use execute buffers from video memory. - true if the device can use execute buffers from video memory; false otherwise. - - - Gets a value indicating whether the device can use execute buffers from video memory. - true if the device can use execute buffers from video memory; false otherwise. - - - Gets a value indicating whether the device has hardware acceleration for scene rasterization. - true if the device has hardware acceleration for scene rasterization; false otherwise. - - - Gets a value indicating whether the device can support transformation and lighting in hardware. - true if the device can support transformation and lighting in hardware; false otherwise. - - - Gets a value indicating whether the device is texturing from separate memory pools. - true if the device is texturing from separate memory pools; false otherwise. - - - Gets a value indicating whether the device supports stream offsets. - true if the device supports stream offsets; false otherwise. - - - Gets a value indicating whether the device can retrieve textures from non-local video memory. - true if the device can retrieve textures from non-local video memory; false otherwise. - - - Gets a value indicating whether the device can retrieve textures from system memory. - true if the device can retrieve textures from system memory; false otherwise. - - - Gets a value indicating whether the device can retrieve textures from device memory. - true if the device can retrieve textures from device memory; false otherwise. - - - Gets a value indicating whether the device can use buffers from system memory for transformed and lit vertices. - true if the device can use buffers from system memory for transformed and lit vertices; false otherwise. - - - Gets a value indicating whether the device can use buffers from video memory for transformed and lit vertices. - true if the device can use buffers from video memory for transformed and lit vertices; false otherwise. - - - Gets a value indicating whether the device allows multiple vertex elements to share the same offset in a stream. - true if the device allows multiple vertex elements to share the same offset in a stream; false otherwise. - - - Represents device-specific capabilities. - - - Determines whether two GraphicsDeviceCapabilities.DriverCaps instances are equal. - GraphicsDeviceCapabilities.DriverCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.DriverCaps on the left side of the equal sign. - true if left is equal to right; false otherwise. - - - - Determines whether two GraphicsDeviceCapabilities.DriverCaps instances are equal. - The GraphicsDeviceCapabilities.DriverCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - gets the hash code for this object. - The hash code for this object. - - - - Determines whether two GraphicsDeviceCapabilities.DriverCaps instances are unequal. - - GraphicsDeviceCapabilities.DriverCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.DriverCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value indicating whether the driver is capable of automatically generating mipmaps. - true if the driver is capable of automatically generating mipmaps; false otherwise. - - - Gets a value indicating whether the system has a calibrator installed that can automatically adjust the gamma ramp. - true if the system has a calibrator installed that can automatically adjust the gamma ramp; false otherwise. - - - Gets a value indicating whether the driver is capable of managing resources. - true if the driver is capable of managing resources; false otherwise. - - - Gets a value indicating whether the display hardware is capable of returning the current scan line. - true if the driver display hardware is capable of returning the current scan line; false otherwise. - - - Gets a value indicating whether the device can respect the RenderState.AlphaBlendEnable render state in full-screen mode while using the FLIP or DISCARD swap effect. - true if the driver the device can respect the RenderState.AlphaBlendEnable render state in full-screen mode while using the FLIP or DISCARD swap effect; false otherwise. - - - Gets a value indicating whether the device can accelerate a memory copy from local video memory to system memory. - true if the device can accelerate a memory copy from local video memory to system memory; false otherwise. - - - Gets a value indicating whether the device can accelerate a memory copy from system memory to local video memory. - true if the device can accelerate a memory copy from system memory to local video memory; false otherwise. - - - Gets a value indicating whether the driver supports dynamic textures. - true if the driver supports dynamic textures; false otherwise. - - - Gets a value indicating whether the driver supports dynamic gamma ramp adjustment in full-screen mode. - true if the driver supports dynamic gamma ramp adjustment in full-screen mode; false otherwise. - - - Gets a value indicating whether the device can perform gamma correction from a windowed back buffer (containing linear content) to an sRGB desktop. - true if the device can perform gamma correction from a windowed back buffer to an sRGB desktop; false otherwise. - - - Represents driver-specific capabilities. - - - Determines whether two GraphicsDeviceCapabilities.FilterCaps instances are equal. - GraphicsDeviceCapabilities.FilterCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.FilterCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.FilterCaps instances are equal. - The GraphicsDeviceCapabilities.FilterCaps to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - - Determines whether two GraphicsDeviceCapabilities.FilterCaps instances are unequal. - - GraphicsDeviceCapabilities.FilterCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.FilterCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value that indicates that the device supports per-stage anisotropic filtering for magnifying textures. - true if the device supports per-stage anisotropic filtering for magnifying textures; false otherwise. - - - Gets a value indicating whether the device supports per-stage Gaussian quad filtering for magnifying textures. - true if the device supports per-stage Gaussian quad filtering for magnifying textures; false otherwise. - - - Gets a value that indicates that the device supports per-stage bilinear interpolation filtering for magnifying textures. - true if the device supports per-stage bilinear interpolation filtering for magnifying textures; false otherwise. - - - Gets a value that indicates that the device supports per-stage point-sample filtering for magnifying textures. - true if the device supports per-stage point-sample filtering for magnifying textures; false otherwise. - - - Gets a value that indicates that the device supports per-stage pyramidal sample filtering for magnifying textures. - true if the device supports per-stage pyramidal sample filtering for magnifying textures; false otherwise. - - - Gets a value that indicates that the device supports per-stage anisotropic filtering for minifying textures. - true if the device supports per-stage anisotropic filtering for minifying textures; false otherwise. - - - Gets a value indicating whether the device supports per-stage Gaussian quad filtering for minifying textures. - true if the device supports per-stage Gaussian quad filtering for magnifying textures; false otherwise. - - - Gets a value that indicates that the device supports per-stage bilinear interpolation filtering for minifying textures. - true if the device supports per-stage bilinear interpolation filtering for minifying textures; false otherwise. - - - Gets a value that indicates whether the device supports per-stage point-sample filtering for minifying textures. - true if the device supports per-stage point-sample filtering for minifying textures; false otherwise. - - - Gets a value that indicates that the device supports per-stage pyramidal sample filtering for minifying textures. - true if the device supports per-stage pyramidal sample filtering for minifying textures; false otherwise. - - - Gets a value that indicates that the device supports per-stage trilinear interpolation filtering for mipmaps. - true if the device supports per-stage trilinear interpolation filtering for mipmaps; false otherwise. - - - Gets a value that indicates that the device supports per-stage point-sample filtering for mipmaps. - true if the device supports per-stage point-sample filtering for mipmaps; false otherwise. - - - Represents texture filter capabilities. - - - Determines whether two GraphicsDeviceCapabilities.LineCaps instances are equal. - GraphicsDeviceCapabilities.LineCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.LineCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.LineCaps instances are equal. - The GraphicsDeviceCapabilities.LineCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - - Determines whether two GraphicsDeviceCapabilities.LineCaps instances are unequal. - - GraphicsDeviceCapabilities.LineCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.LineCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value indicating whether the device supports alpha-test comparisons. - true if the device supports alpha-test comparisons; false otherwise. - - - Gets a value indicating whether the device supports antialiased lines. - true if the device supports antialiased lines; false otherwise. - - - Gets a value indicating whether the device supports source blending. - true if the device supports source blending; false otherwise. - - - Gets a value indicating whether the device supports depth buffer comparisons. - true if the device supports depth buffer comparisons; false otherwise. - - - Gets a value indicating whether the device supports fog. - true if the device supports fog; false otherwise. - - - Gets a value indicating whether the device supports texture mapping. - true if the device supports texture mapping; false otherwise. - - - Represents the capabilities for line-drawing primitives. - - - Specifies the maximum level of nesting of dynamic flow control instructions (break - vs, break_comp - vs, breakp - vs, if_comp - vs, if_comp - vs, if pred - vs). - - - Specifies the maximum number of instruction slots supported. - - - Specifies the maximum number of temporary registers supported. - - - Specifies the depth of nesting of the loop - vs/rep - vs and call - vs/callnz bool - vs instructions - - - Specifies the minimum level of nesting of dynamic flow control instructions (break - vs, break_comp - vs, breakp - vs, if_comp - vs, if_comp - vs, if pred - vs). - - - Specifies the minimum number of instruction slots supported. - - - Specifies the minimum number of temporary registers supported. - - - Specifies the minimum depth of nesting of the loop - vs/rep - vs and call - vs/callnz bool - vs instructions. - - - Determines whether two GraphicsDeviceCapabilities.PixelShaderCaps instances are equal. - GraphicsDeviceCapabilities.PixelShaderCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.PixelShaderCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - - Determines whether two GraphicsDeviceCapabilities.PixelShaderCaps instances are equal. - - The GraphicsDeviceCapabilities.PixelShaderCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.PixelShaderCaps instances are unequal. - GraphicsDeviceCapabilities.PixelShaderCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.PixelShaderCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value specifying the dynamic flow control depth. - The dynamic flow control depth. Must be 0 or 24. - - - Gets a value specifying the number of instruction slots supported. - The number of instruction slots supported. - - - Gets a value specifying the number of temporary registers supported. - The number of temporary registers supported. - - - Gets a value specifying the depth of nesting of the loop - vs/rep - vs and call - vs/callnz bool - vs instructions. - The static flow control depth. - - - Gets a value indicating whether arbitrary swizzling is supported. - true if arbitrary swizzling is supported; false otherwise. - - - Gets a value indicating whether gradient instructions are supported. - true if gradient instructions are supported; false otherwise. - - - Gets a value indicating whether there is a limit on the number of dependent reads per instruction. - true if there is no dependent read limit; false otherwise. - - - Gets a value indicating whether there is a limit on the number of texture instructions. - true if there is no limit on the number of texture instructions; false otherwise. - - - Gets a value indicating whether instruction predication is supported. - true if instruction predication is supported; false otherwise. - - - Represents pixel shader capabilities. - - - Determines whether two GraphicsDeviceCapabilities.PrimitiveCaps instances are equal. - GraphicsDeviceCapabilities.PrimitiveCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.PrimitiveCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.PrimitiveCaps instances are equal. - The GraphicsDeviceCapabilities.PrimitiveCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - - Determines whether two GraphicsDeviceCapabilities.PrimitiveCaps instances are unequal. - - GraphicsDeviceCapabilities.PrimitiveCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.PrimitiveCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value indicating whether the device clamps fog blend factor per vertex. - true if the device clamps fog blend factor per vertex; false otherwise. - - - Gets a value indicating whether the device is a null reference device that does not render. - true if the device is a null reference device; false otherwise. - - - Gets a value indicating whether the device supports blending operations other than BlendFunction.Add. - true if the driver supports other blend operations; false otherwise. - - - Gets a value indicating whether the device clips post-transformed vertex primitives. - true if the device clips post-transformed vertex primitives; false otherwise. - - - Gets a value indicating whether the device supports per-channel writes for the render-target color buffer through the RenderState.ColorWriteChannels state. - true if the device supports per-channel writes; false otherwise. - - - Gets a value indicating whether the driver supports clockwise triangle culling through the RenderState.CullMode state. - true if the driver supports clockwise triangle culling; false otherwise. - - - - Gets a value indicating whether the driver supports counterclockwise triangle culling through the RenderState.CullMode state. - - true if the driver supports counterclockwise triangle culling; false otherwise. - - - Gets a value indicating whether the driver does not perform triangle culling. - true if the driver does not perform triangle culling; false otherwise. - - - Gets a value indicating whether the driver supports separate fog and specular alpha. - true if the driver supports separate fog and specular alpha; false otherwise. - - - Gets a value indicating whether the device supports independent write masks for multiple element textures or multiple render targets. - true if the device supports independent write masks; false otherwise. - - - Gets a value indicating whether the device can enable and disable modification of the depth buffer on pixel operations. - true if the device can enable and disable modification of the depth buffer; false otherwise. - - - Gets a value indicating whether the device supports different bit depths for multiple render targets. - true if the device supports different bit depths for multiple render targets; false otherwise. - - - Gets a value indicating whether the device supports post-pixel shader operations for multiple render targets. - true if the device supports post-pixel shader operations for multiple render targets; false otherwise. - - - Gets a value indicating whether the device supports separate blend settings for the alpha channel. - true if the device supports separate blend settings for the alpha channel; false otherwise. - - - Represents driver primitive capabilities. - - - - Determines whether two GraphicsDeviceCapabilities.RasterCaps instances are equal. - - GraphicsDeviceCapabilities.RasterCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.RasterCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - - Determines whether two GraphicsDeviceCapabilities.RasterCaps instances are equal. - - The GraphicsDeviceCapabilities.RasterCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.RasterCaps instances are unequal. - GraphicsDeviceCapabilities.RasterCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.RasterCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value indicating whether the device supports anisotropic filtering. - true if the device supports anisotropic filtering; false otherwise. - - - - Gets a value indicating whether the device iterates colors perspective correctly. - - true if the device iterates colors perspective correctly; false otherwise. - - - Gets a value indicating whether the device supports legacy depth bias. - true if the device supports legacy depth bias; false otherwise. - - - Gets a value indicating whether the device can perform hidden-surface removal (HSR) without requiring the application to sort polygons and without requiring the allocation of a depth buffer. - true if the device can perform hidden-surface removal (HSR) without requiring the application to sort polygons and without requiring the allocation of a depth buffer; false otherwise. - - - Gets a value indicating whether the device can perform depth-test operations. - true if the device can perform depth-test operations; false otherwise. - - - Gets a value indicating whether the device supports depth-based fog. - true if the device supports depth-based fog; false otherwise. - - - Gets a value indicating whether the device supports range-based fog. - true if the device supports range-based fog; false otherwise. - - - Gets a value indicating whether the device calculates the fog value by referring to a lookup table containing fog values that are indexed to the depth of a given pixel. - true if the device calculates the fog value by referring to a lookup table; false otherwise. - - - - Gets a value indicating whether the device calculates the fog value during the lighting operation and interpolates the fog value during rasterization. - - true if the device calculates the fog value during the lighting operation and interpolates the fog value during rasterization; false otherwise. - - - Gets a value indicating whether the device supports level-of-detail bias adjustments. - true if the device supports level-of-detail bias adjustments; false otherwise. - - - Gets a value indicating whether the device supports toggling multisampling on and off. - true if the device supports toggling multisampling on and off; false otherwise. - - - Gets a value indicating whether the device supports scissor test. - true if the device supports scissor test; false otherwise. - - - Gets a value indicating whether the device performs true slope-scale based depth bias. - true if the device performs true slope-scale based depth bias; false otherwise. - - - Gets a value indicating whether the device supports w-based fog. - true if the device supports w-based fog; false otherwise. - - - Represents raster-drawing capabilities. - - - Determines whether two GraphicsDeviceCapabilities.ShadingCaps instances are equal. - GraphicsDeviceCapabilities.ShadingCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.ShadingCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.ShadingCaps instances are equal. - The GraphicsDeviceCapabilities.ShadingCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.ShadingCaps instances are unequal. - GraphicsDeviceCapabilities.ShadingCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.ShadingCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value indicating whether the device can support an alpha component for Gouraud-blended transparency. - true if can support an alpha component for Gouraud-blended transparency; false otherwise. - - - Gets a value indicating whether the device can support colored Gouraud shading. - true if the device can support colored Gouraud shading; false otherwise. - - - Gets a value indicating whether the device can support fog in the Gouraud shading mode. - true if the device can support fog in the Gouraud shading mode; false otherwise. - - - Gets a value indicating whether the device supports Gouraud shading of specular highlights. - true if the device supports Gouraud shading of specular highlights; false otherwise. - - - Represents shading operations capabilities - - - Determines whether two GraphicsDeviceCapabilities.StencilCaps instances are equal. - GraphicsDeviceCapabilities.StencilCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.StencilCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.StencilCaps instances are equal. - The GraphicsDeviceCapabilities.StencilCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.StencilCaps instances are unequal. - GraphicsDeviceCapabilities.StencilCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.StencilCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value indicating whether the device supports decrementing the stencil-buffer entry, clamping to zero. - true if the device supports the stencil-buffer entry, clamping to zero; false otherwise. - - - Gets a value indicating whether the device supports decrementing the stencil-buffer entry, wrapping to the maximum value if the new value is less than zero. - true if the device supports decrementing the stencil-buffer entry; false otherwise. - - - Gets a value indicating whether the device supports incrementing the stencil-buffer entry, clamping to the maximum value. - true if the device supports incrementing the stencil-buffer entry, clamping to the maximum value; false otherwise. - - - Gets a value indicating whether the device supports incrementing the stencil-buffer entry, wrapping to zero if the new value exceeds the maximum value. - true if the device supports incrementing the stencil-buffer entry, wrapping to zero if the new value exceeds the maximum value; false otherwise. - - - Gets a value indicating whether the device supports inverting the bits in the stencil-buffer entry. - true if the device supports inverting the bits in the stencil-buffer entry; false otherwise. - - - Gets a value indicating whether the device does not update the entry in the stencil buffer. - true if the device does not update the entry in the stencil buffer; false otherwise. - - - Gets a value indicating whether the device supports replacing the stencil-buffer entry with a reference value. - true if the device supports replacing the stencil-buffer entry with a reference value; false otherwise. - - - Gets a value indicating whether the device supports two-sided stencil. - true if the device supports two-sided stencil; false otherwise. - - - Gets a value indicating whether the device supports setting the stencil-buffer entry to 0. - true if the device supports setting the stencil-buffer entry to 0; false otherwise. - - - Represents driver stencil capabilities. - - - Determines whether two GraphicsDeviceCapabilities.TextureCaps instances are equal. - GraphicsDeviceCapabilities.TextureCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.TextureCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.TextureCaps instances are equal. - The GraphicsDeviceCapabilities.TextureCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.TextureCaps instances are unequal. - GraphicsDeviceCapabilities.TextureCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.TextureCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - - Gets a value indicating whether the device requires that cube texture maps have dimensions specified as powers of two. - - true if the device requires that cube texture maps have dimensions specified as powers of two; false otherwise. - - - Gets a value indicating whether the device only supports textures that are powers of two. - true if the device only supports textures that are powers of two; false otherwise. - - - Gets a value indicating whether the device requires all textures to be square. - true if the device requires all textures to be square; false otherwise. - - - - Gets a value indicating whether the device requires that volume texture maps have dimensions specified as powers of two. - - true if the device requires that volume texture maps have dimensions specified as powers of two; false otherwise. - - - Gets a value indicating whether the device supports alpha in texture pixels. - true if the device supports alpha in texture pixels; false otherwise. - - - Gets a value indicating whether the device supports cube textures - true if the device supports cube textures; false otherwise. - - - Gets a value indicating whether the device supports mipmapped cube textures. - true if the device supports mipmapped cube textures; false otherwise. - - - Gets a value indicating whether the device supports mipmapped textures. - true if the device supports mipmapped textures; false otherwise. - - - Gets a value indicating whether the device supports mipmapped volume textures. - true if the device supports mipmapped volume textures; false otherwise. - - - Gets a value indicating whether the device supports the use of 2D textures with dimensions that are not powers of two, under certain conditions. - true if the device supports the use of 2D textures with dimensions that are not powers of two, under certain conditions; false otherwise. - - - - Gets a value indicating whether the device does not support a projected bump-environment lookup operation in programmable and fixed-function shaders. - - true if the device does not support a projected bump-environment lookup operation in programmable and fixed-function shaders; false otherwise. - - - Gets a value indicating whether the device supports perspective correction texturing - true if the device supports perspective correction texturing; false otherwise. - - - Gets a value indicating whether the device supports per pixel projective divide. - true if the device supports supports per pixel projective divide; false otherwise. - - - - Gets a value indicating whether the device does not scale texture indices by the texture size prior to interpolation. - true if the device does not scale texture indices by the texture size prior to interpolation; false otherwise. - - - Gets a value indicating whether the device supports volume textures. - true if the device supports volume textures; false otherwise. - - - Represents miscellaneous texture-mapping capabilities - - - Determines whether two GraphicsDeviceCapabilities.VertexFormatCaps instances are equal. - GraphicsDeviceCapabilities.VertexFormatCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.VertexFormatCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.VertexFormatCaps instances are equal. - The GraphicsDeviceCapabilities.VertexFormatCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.VertexFormatCaps instances are unequal. - GraphicsDeviceCapabilities.VertexFormatCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.VertexFormatCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the total number of texture coordinate sets that the device can simultaneously use for multiple texture blending. - The total number of texture coordinate sets that the device can simultaneously use for multiple texture blending. (You can use up to eight texture coordinate sets for any vertex, but the device can blend using only the specified number of texture coordinate sets.) - - - Gets a value indicating whether vertex elements should not be stripped. - true if vertex elements should not be stripped; otherwise false. - - - Gets a value indicating whether point size comes from point size data in the vertex declaration. - true if point size comes from point size data in the vertex declaration; otherwise false. - - - Represents flexible vertex format capabilities. - - - Determines whether two GraphicsDeviceCapabilities.VertexProcessingCaps instances are equal. - GraphicsDeviceCapabilities.VertexProcessingCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.VertexProcessingCaps on the right side of the equal sign. - true if left is equal to right; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.VertexProcessingCaps instances are equal. - The GraphicsDeviceCapabilities.VertexProcessingCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - Gets the hash code for this object. - The hash code for this object. - - - Determines whether two GraphicsDeviceCapabilities.VertexProcessingCaps instances are unequal. - GraphicsDeviceCapabilities.VertexProcessingCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.VertexProcessingCaps on the right side of the inequality operator. - true if left is not equal to right; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value indicating whether the device can do local viewer. - true if the device can do local viewer; false otherwise. - - - Gets a value indicating whether the device supports texture generation in non-local viewer mode. - true if the device does not support texture generation in non-local viewer mode; false otherwise. - - - - Gets a value indicating whether the device supports use of the specified texture coordinates for sphere mapping. - - true if the device supports use of the specified texture coordinates for sphere mapping; false otherwise. - - - Gets a value indicating whether the device can do texture generation. - true if the device can do texture generation; false otherwise. - - - Represents vertex processing capabilities. - - - Specifies the maximum level of nesting of dynamic flow control instructions (break - vs, break_comp - vs, breakp - vs, if_comp - vs, if_comp - vs, if pred - vs). - - - Specifies the maximum number of temporary registers supported. - - - Specifies the maximum depth of nesting of the loop - vs/rep - vs and call - vs/callnz bool - vs instructions. - - - Specifies the minimum level of nesting of dynamic flow control instructions (break - vs, break_comp - vs, breakp - vs, if_comp - vs, if_comp - vs, if pred - vs). - - - Specifies the minimum number of temporary registers supported. - - - Specifies the minimum depth of nesting of the loop - vs/rep - vs and call - vs/callnz bool - vs instructions. - - - Determines whether two GraphicsDeviceCapabilities.VertexShaderCaps instances are equal. - GraphicsDeviceCapabilities.VertexShaderCaps on the left side of the equal sign. - GraphicsDeviceCapabilities.VertexShaderCaps on the right side of the equal sign. - true if l is equal to r; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.VertexShaderCaps instances are equal. - The GraphicsDeviceCapabilities.VertexShaderCaps object to compare this instance to. - true if the instances are equal; false otherwise. - - - Determines whether two GraphicsDeviceCapabilities.VertexShaderCaps instances are unequal. - GraphicsDeviceCapabilities.VertexShaderCaps on the left side of the inequality operator. - GraphicsDeviceCapabilities.VertexShaderCaps on the right side of the inequality operator. - true if l is not equal to r; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets a value specifying the depth of the dynamic flow control instruction nesting. - The depth of the dynamic flow control instruction nesting; either 0 or 24. - - - Gets a value specifying the number of temporary registers supported. - The number of temporary registers supported. - - - Gets a value specifying the depth of nesting of the loop - vs/rep - vs and call - vs/callnz bool - vs instructions. - The depth of nesting of the loop - vs/rep - vs and call - vs/callnz bool - vs instructions. - - - Gets a value indicating whether instruction predication is supported. - true if instruction predication is supported; false otherwise. - - - Represents vertex shader version 2_0 extended capabilities. - - - - Initializes a new instance of the GraphicsDeviceCreationParameters class. - - The display adapter. - The emulated functionality for this device. - Window handle to which focus belongs for this Direct3D device. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the graphics adapter. - The graphics adapter. - - - Gets a information describing the amount of emulated functionality for the device. - The amount of emulated functionality for the device. - - - Gets a pointer to the window to which focus belongs for the current device. - Value that points to the window to which focus belongs for the device. - - - - Describes the creation parameters for a device. - - - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Raises the Disposing event when called from within a derived class. - - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Gets the GraphicsDevice associated with this GraphicsResource. - The GraphicsDevice associated with this GraphicsResource. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Gets the name of the resource. - The name of the resource. - - - Gets or sets the resource-management priority for this resource. - The new resource-management priority for this resource. - - - Gets the type of this resource. - The resource type. - - - Gets the resource tags for this resource. - The resource tags. - - - Queries and prepares resources. - - - The event that occurs when a graphics device is created. - - - The event that occurs when a graphics device is disposing. - - - The event that occurs when a graphics device is in the process of resetting. - - - The event that occurs when a graphics device is reset. - - - Retrieves a graphcs device. - A graphics device. - - - - Defines a mechanism for retrieving GraphicsDevice objects. - Reference page contains links to related code samples. - - - Initializes a new instance of the IndexBuffer class. Reference page contains links to related code samples. - The GraphicsDevice object to associate with the index buffer. - The type to use for index values. - The number of values in the buffer. - A set of options identifying the behaviors of this index buffer resource. - - - Initializes a new instance of the IndexBuffer class. Reference page contains links to related code samples. - The GraphicsDevice object to associate with the index buffer. - The size, in bytes, of the index buffer. - A set of options identifying the behaviors of this index buffer resource. - The size, in bits, of an index element. - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Copies the index buffer into an array. - The number of bytes into the index buffer where copying will start. - The array to receive index buffer data. - The index of the element in the array at which to start copying. - The number of elements to copy. - - - Copies the index buffer into an array. - The array to receive index buffer data. - - - Copies the index buffer into an array. - The array to receive index buffer data. - The index of the element in the array at which to start copying. - The number of elements to copy. - - - Copies array data to the index buffer. - Number of bytes into the index buffer where copying will start. - The array of data to copy. - The index of the element in the array at which to start copying. - The number of elements to copy. - - - Copies array data to the index buffer. Reference page contains links to related conceptual articles. - The array of data to copy. - - - Copies array data to the index buffer. - The array of data to copy. - The index of the element in the array at which to start copying. - The number of elements to copy. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the state of the related BufferUsage enumeration. - Indicates how the application uses buffer contents. - - - Gets or sets a value indicating the size of this index element. - The size of this index element. - - - Gets the size, in bytes, of this IndexBuffer. - The size, in bytes, of this IndexBuffer. - - - Describes the rendering order of the vertices in a vertex buffer. Reference page contains links to related code samples. - - - Initializes a new instance of Model. - - - Copies a transform of each bone in a model relative to all parent bones of the bone into a given array. Reference page contains links to related code samples. - The array to receive bone transforms. - - - Copies an array of transforms into each bone in the model. - An array containing new bone transforms. - - - Copies each bone transform relative only to the parent bone of the model to a given array. Reference page contains links to related code samples. - The array to receive bone transforms. - - - Gets a collection of ModelBone objects which describe how each mesh in the Model.Meshes collection for this model relates to its parent mesh. Reference page contains links to related code samples. - A collection of ModelBone objects used by this model. - - - Gets a collection of ModelMesh objects which compose the model. Each ModelMesh in a model may be moved independently and may be composed of multiple materials identified as ModelMeshPart objects. Reference page contains links to related code samples. - A collection of ModelMesh objects used by this model. - - - Gets the root bone for this model. - The root bone for this model. - - - Gets or sets an object identifying this model. - An object identifying this model. - - - Represents a 3D model composed of multiple ModelMesh objects which may be moved independently. Reference page contains links to related code samples. - - - Gets a collection of bones that are children of this bone. - A collection of bones that are children of this bone. - - - Gets the index of this bone in the Model.Bones collection. - The index of this bone in the Model.Bones collection. - - - Gets the name of this bone. - The name of this bone. - - - Gets the parent of this bone. - The parent of this bone. - - - Gets or sets the matrix used to transform this bone relative to its parent bone. Reference page contains links to related code samples. - The matrix used to transform this bone relative only to its parent bone. - - - Represents bone data for a model. - - - Returns a ModelBoneCollection.Enumerator that can iterate through a ModelBoneCollection. - The ModelBoneCollection.Enumerator of the bone collection. - - - Finds a bone with a given name if it exists in the collection. - The name of the bone to find. - The bone named boneName, if found. - true if the named bone is found, otherwise false. - - - - Retrieves a ModelBone from the collection, given the name of the bone. - The name of the bone to retrieve. - The ModelBone identified by boneName. - - - Represents a set of bones associated with a model. - - - Immediately releases the unmanaged resources used by this object. - - - Advances the enumerator to the next element of the ModelBoneCollection. - true if the enumerator was successfully advanced to the next element; false if the enumerator has passed the end of the collection. - - - Sets the enumerator to its initial position, which is before the first element in the ModelBoneCollection. - - - Gets the current element in the ModelBoneCollection. - - The current element in the ModelBoneCollection. - - - - - Gets the current element in the ModelBoneCollection as a System.Object. - - The current element in the ModelBoneCollection as an System.Object. - - - - Provides the ability to iterate through the bones in an ModelBoneCollection. - - - - Returns a ModelEffectCollection.Enumerator that can iterate through a ModelEffectCollection. - The ModelEffectCollection.Enumerator of the effect collection. - - - Represents a collection of effects associated with a model. - - - Immediately releases the unmanaged resources used by this object. - - - Advances the enumerator to the next element of the ModelEffectCollection. - true if the enumerator was successfully advanced to the next element; false if the enumerator has passed the end of the collection. - - - - Sets the enumerator to its initial position, which is before the first element in the ModelEffectCollection. - - - - Gets the current element in the ModelEffectCollection. - - The current element in the ModelEffectCollection. - - - - Gets the current element in the ModelEffectCollection as a System.Object. - - The current element in the ModelEffectCollection as a System.Object. - - - - - Provides the ability to iterate through the bones in an ModelEffectCollection. - - - - - Draws all of the ModelMeshPart objects in this mesh, using their current ModelMeshPart.Effect settings, and specifying options for saving effect state. - Reference page contains links to related code samples. - The save state options to pass to each ModelMeshPart.Effect. - - - - Draws all of the ModelMeshPart objects in this mesh, using their current ModelMeshPart.Effect settings. - Reference page contains links to related code samples. - - - Gets the Framework.BoundingSphere that contains this mesh. - The Framework.BoundingSphere that contains this mesh. - - - Gets a collection of effects associated with this mesh. - A collection of effects associated with this mesh. - - - Gets the index buffer for this mesh. - The index buffer for this mesh. - - - Gets the ModelMeshPart objects that make up this mesh. Each part of a mesh is composed of a set of primitives that share the same material. - Reference page contains links to related code samples. - The ModelMeshPart objects that make up this mesh. - - - Gets the name of this mesh. - The name of this mesh. - - - Gets the parent bone for this mesh. The parent bone of a mesh contains a transformation matrix that describes how the mesh is located relative to any parent meshes in a model. Reference page contains links to related code samples. - The parent bone for this mesh. - - - Gets or sets an object identifying this mesh. - An object identifying this mesh. - - - Gets the vertex buffer used to render this mesh. - The vertex buffer used to render this mesh. - - - Represents a mesh that is part of a Model. Reference page contains links to related code samples. - - - - Returns a ModelMeshCollection.Enumerator that can iterate through a ModelMeshCollection. - - The ModelMeshCollection.Enumerator of the mesh collection. - - - Finds a mesh with a given name if it exists in the collection. - The name of the mesh to find. - The mesh named meshName, if found. - true if the named mesh is found; false otherwise. - - - - Retrieves a ModelMesh from the collection, given the name of the mesh. - The name of the mesh to retrieve. - The ModelMesh identified by meshName. - - - - Represents a collection of ModelMesh objects. - - - Immediately releases the unmanaged resources used by this object. - - - - Advances the enumerator to the next element of the ModelMeshCollection. - - true if the enumerator was successfully advanced to the next element; false if the enumerator has passed the end of the collection. - - - - - Sets the enumerator to its initial position, which is before the first element in the ModelMeshCollection. - - - - - Gets the current element in the ModelMeshCollection. - - - The current element in the ModelMeshCollection. - - - - - Gets the current element in the ModelMeshCollection as a System.Object. - - - The current element in the ModelMeshCollection. - - - - - Provides the ability to iterate through the bones in an ModelMeshCollection. - - - - Gets the offset to add to each vertex index in the index buffer. - Offset to add to each vertex index in the index buffer. - - - Gets or sets the material Effect for this mesh part. Reference page contains code sample. - The material effect for this mesh part. - - - Gets the number of vertices used during a draw call. - The number of vertices used during the call. - - - Gets the number of primitives to render. - The number of primitives to render. The number of vertices used is a function of primitiveCount and primitiveType. - - - Gets the location in the index array at which to start reading vertices. - Location in the index array at which to start reading vertices. - - - Gets the offset in bytes from the beginning of the VertexBuffer. - The offset in bytes from the beginning of the VertexBuffer. - - - Gets or sets an object identifying this model mesh part. - An object identifying this model mesh part. - - - Gets the vertex declaration for this model mesh part. - The vertex declaration for this model mesh part. - - - Gets the size, in bytes, of the elements in this vertex stream. - The size, in bytes, of the elements in this vertex stream. - - - - Represents a batch of geometry information to submit to the graphics device during rendering. Each Microsoft.Xna.Framework.Graphics.ModelMeshPart is a subdivision of a ModelMesh object. The ModelMesh class is split into multiple Microsoft.Xna.Framework.Graphics.ModelMeshPart objects, typically based on material information. - Reference page contains links to related code samples. - - - Returns a ModelMeshPartCollection.Enumerator that can iterate through a ModelMeshPartCollection. - The ModelMeshPartCollection.Enumerator of the ModelMeshPart collection. - - - Represents a collection of ModelMeshPart objects. - - - Immediately releases the unmanaged resources used by this object. - - - - Advances the enumerator to the next element of the ModelMeshPartCollection. - - true if the enumerator was successfully advanced to the next element; false if the enumerator has passed the end of the collection. - - - - - Sets the enumerator to its initial position, which is before the first element in the ModelMeshPartCollection. - - - - - Gets the current element in the ModelMeshPartCollection. - - - The current element in the ModelMeshPartCollection. - - - - - Gets the current element in the ModelMeshPartCollection as a System.Object. - - - The current element in the ModelBoneCollection as an System.Object. - - - - - Provides the ability to iterate through the bones in an ModelMeshPartCollection. - - - - Initializes a new instance of Microsoft.Xna.Framework.Graphics.OcclusionQuery(Microsoft.Xna.Framework.Graphics.GraphicsDevice) with the specified device. - The graphics device to associate with this query. - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - - - Begins application of the query. - - - Releases the unmanaged resources used by Microsoft.Xna.Framework.Graphics.OcclusionQuery.Dispose(System.Boolean) and optionally releases the managed resources. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - Raises the Disposing event when called from within a derived class. - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - Ends the application of the query. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the graphics device being queried. - The related graphics device queried the occlusion query. - - - Gets a value that indicates if the occlusion query has completed. - true if the query completed; otherwise false. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; otherwise false. - - - Specifies if occlusion queries are supported on the related graphics device. - true if occlusion queries are supported; false otherwise.Occlusion queries are always supported on the Xbox 360 platform. Occlusion queries on the Windows platform are dependent upon the abilities of the installed video card. - - - Gets the name of this occlusion query - Name of the query. - - - Gets the number of visible pixels. - Number of visible pixels. Zero indicates full occlusion, which means the pixels are not visible from the current camera position. - - - Gets the resource tag for this occlusion query. - The resource tag for this query. - - - Used to perform an occlusion query against the latest drawn objects. - - - Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Initializes a new instance of this class. - - - The exception that is thrown when Direct3D does not have enough display memory to perform the operation. - - - Initializes a new instance of the PixelShader class. - Device to create the pixel shader. - The compiled byte code. A pixel shader function token array, specifying the blending operations. - - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Raises the Disposing event when called from within a derived class. - - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Gets an array of bytes containing the shader code. - The shader code. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the GraphicsDevice associated with this PixelShader. - The GraphicsDevice associated with this PixelShader. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Returns the name of the pixel shader. - The name of the pixel shader. - - - Gets the resource tags. - The resource tags - - - Encapsulates the functionality of a pixel shader. - - - Initializes a new instance of this class. - - - The default presentation rate. - - - Resets all of the PresentationParameters values. - - - Creates a copy of this PresentationParameters object. - - A copy of this PresentationParameters object. - - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The System.Object to compare with the current PresentationParameters. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets or sets a value specifying the format of the depth-stencil surface that the device will automatically create. Reference page contains links to related conceptual articles. - The format of the depth-stencil surface that the device will automatically create. - - - Gets or sets a value specifying how many back buffers to create. - The number of back buffers to create. Can be 0, 1, 2, or 3. 0 is considered 1. - - - Gets or sets the format of the back buffer. Reference page contains links to related conceptual articles. - The format of the back buffer. - - - Gets or sets a value indicating the height of the new swap chain's back buffer. Reference page contains links to related conceptual articles. - The height of the back buffer, in pixels. - - - Gets or sets a value indicating the width of the new swap chain's back buffer. Reference page contains links to related conceptual articles. - The width of the back buffer, in pixels. - - - Gets or sets the handle to the device window. - The handle to the device window. - - - Gets or sets a value indicating whether Direct3D will manage depth buffers for the application. Reference page contains links to related conceptual articles. - true if Direct3D will manage depth buffers for the application; false otherwise. - - - - Gets or sets a value indicating the rate at which the display adapter will refresh the screen. - The refresh rate in hertz, or 0 in windowed mode. - - - Gets or sets a value indicating whether the application is in full screen mode. - true if the application is running full screen; false if the application is running in a window. - - - - Gets or sets a value indicating the multisample quality level. Reference page contains code sample. - The multisample quality level. The valid range is from 0 to one less than the value returned by GraphicsAdapter.CheckDeviceMultiSampleType. - - - Gets or sets the multisample type. Reference page contains code sample. - The multisample type. Must be MultiSampleType.None unless PresentationParameters.SwapEffect has been set to SwapEffect.Discard. Multisampling is supported only if PresentationParameters.SwapEffect is SwapEffect.Discard. - - - Gets or sets the maximum rate at which the swap chain's back buffers can be presented to the front buffer. - The maximum rate at which the swap chain's back buffers can be presented to the front buffer. - - - Gets or sets miscellaneous presentation flags. - Presentation flags. - - - Gets or sets render target usage flags. - Usage flags for the render target. - - - Gets or sets the swap effect. - The swap effect to use. - - - Contains presentation parameters. Reference page contains links to related conceptual articles. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the status of the vertical blank period. - true if the raster is in the vertical blank period; false otherwise. - - - Gets a value that roughly corresponds to the current scan line painted by the raster. - - Integer that roughly corresponds to the current scan line to set or retrieve. - - - - - Describes the raster status. - - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets or sets a value to enable alpha-blended transparency. The default value is false. Reference page contains code sample. - true if alpha-blended transparency is enabled; false otherwise. - - - - Gets or sets the arithmetic operation applied to separate alpha blending. The default is BlendFunction.Add. - - - A value from the BlendFunction enumeration. - - - - - Gets or sets the separate alpha channel blending factor. This factor represents a destination value by which to multiply the alpha channel only. The default is Blend.One. - Reference page contains links to related conceptual articles. - - A value from the Blend enumeration. BothSourceAlpha and BothInverseSourceAlpha are not supported on Xbox 360. - - - - - Gets or sets the comparison function for the alpha test. The default is CompareFunction.Always. - - - A member of the CompareFunction enumeration that represents the comparison function to set or get. - - - - - Gets or sets the separate alpha channel blending factor. This factor represents a value by which to multiply the alpha channel only. The default is Blend.One. - Reference page contains links to related conceptual articles. - A value from the Blend enumeration. - - - - Gets or sets a render state that enables a per-pixel alpha test. The default value is false. - - true if per-pixel alpha blending is enabled; false otherwise. - - - - Gets or sets the color used for a constant-blend factor during alpha blending. The default is Color.White. - The color used for a constant-blend factor during alpha blending. - - - Gets or sets a value to select the arithmetic operation to apply to the source and destination pixel components when RenderState.AlphaBlendEnable is set to true. The default is BlendFunction.Add. - - The blending operation to set or get. - - - Gets or sets a value that enables a per-channel write for the render target color buffer. The default value is ColorWriteChannels.None. - Value of the ColorWriteChannels enumeration that specifies the color channel to set or get. - - - Gets or sets a value that enables a per-channel write for the render target color buffer. The default value is ColorWriteChannels.None. - Value of the ColorWriteChannels enumeration that specifies the color channel to set or get. - - - Gets or sets a value that enables a per-channel write for the render target color buffer. The default value is ColorWriteChannels.None. - Value of the ColorWriteChannels enumeration that specifies the color channel to set or get. - - - - Gets or sets a value that enables a per-channel write for the render target color buffer. The default value is ColorWriteChannels.None. - - Value of the ColorWriteChannels enumeration that specifies the color channel to set or get. - - - - Gets or sets the stencil operation to perform if the stencil test passes and the depth-buffer test fails for a counterclockwise triangle. The default is StencilOperation.Keep. - - - The stencil operation to perform. - - - - - Gets or sets the stencil operation to perform if the stencil test fails for a counterclockwise triangle. The default is StencilOperation.Keep. - - - The stencil operation to perform. - - - - - Gets or sets the comparison function to use for counterclockwise stencil tests. The default is CompareFunction.Always. - - - A CompareFunction value indicating which test to perform. - - - - - Gets or sets the stencil operation to perform if the stencil and z-tests pass for a counterclockwise triangle. The default is StencilOperation.Keep. - - - The stencil operation to perform. - - - - - Specifies how back-facing triangles are culled, if at all. The default value is CullMode.CounterClockwise. - - The culling mode to set or get. - - - Sets or retrieves the depth bias for polygons. The default value is 0. - Depth bias for polygons. - - - - Enables or disables depth buffering. The default is true. - - true if depth buffering is enabled; false otherwise. - - - - Gets or sets the comparison function for the depth-buffer test. The default is CompareFunction.LessEqual - Value of a CompareFunction that represents the comparison function to set or get. - - - - Enables or disables writing to the depth buffer. The default is true. - - true if writing to the depth buffer is enabled; false otherwise. - - - - - Gets or sets the color blending factor. This factor represents a value by which to multiply the destination pixel color before adding it to the source pixel to produce a color that is a blend of the two. The default is Blend.Zero. - Reference page contains links to related conceptual articles. - - A Blend factor to set or get for the destination pixel. - - - - - Represents the fill mode. The default is FillMode.Solid. - - Value of a FillMode that specifies the fill mode to set or get. - - - - Gets or sets the fog color. The default value is Color.TransparentBlack. - - A color that specifies the fog color to set or get. - - - Gets or sets the fog density for pixel or vertex fog used in exponential fog modes. The default value is 1.0f. - Value that represents the fog density to set or get. - - - - Enables or disables fog blending. The default is false. - - true if fog blending is enabled; false otherwise. - - - - Gets or sets the depth at which pixel or vertex fog effects end for linear fog mode. The default value is 1.0f. - Value that represents the ending depth to set or get. - - - Gets or sets the depth at which pixel or vertex fog effects begin for linear fog mode. The default value is 0.0f. - Value that represents the beginning depth to set or get. - - - - Gets or sets the fog formula to use for pixel fog. The default is None. - - Value of a FogMode that specifies the fog mode to set or get. - - - - Gets or sets the fog formula to use for vertex fog. The default is FogMode.None. - - - Value of a FogMode that specifies the fog mode to set or get. - - - - - Enables or disables multisample antialiasing. The default is true. - - true to enable multisample antialiasing; false otherwise. - - - - Gets or sets a bitmask controlling modification of the samples in a multisample render target. The default is 0xffffffff. - A bitmask value controlling write enables for the samples. Each bit in this mask, starting at the least-significant bit, controls modification of one of the samples in a multisample render target. Thus, for an 8-sample render target, the low byte contains the eight write enables for each of the eight samples. This render state has no effect when rendering to a single sample buffer. - - - Gets or sets the maximum size of point primitives. The default is 64.0f. - The maximum size of point primitives. Must be less than or equal to Capabilities.MaxPointSize and greater than or equal to RenderState.PointSizeMin. - - - Gets or sets the minimum size of point primitives. The default is 1.0f. - The minimum size of point primitives. - - - Gets or sets the size to use for point size computation in cases where point size is not specified for each vertex. The default value is the value a driver returns. If a driver returns 0 or 1, the default value is 64, which allows software point size emulation. Reference page contains links to related code samples. - This value is in world space units. - - - - Enables or disables full texture mapping on each point. The default is false. - Reference page contains links to related code samples. - true to set texture coordinates of point primitives so that full textures are mapped on each point; false otherwise. When false, the vertex texture coordinates are used for the entire point. - - - Gets or sets enabling of range-based vertex fog. The default value is false. - true if range-based vertex fog is enabled; false otherwise. If false, depth-based fog is used. - - - Specifies a reference alpha value against which pixels are tested when alpha testing is enabled. The default value is 0. - - Integer that specifies the reference alpha value to set or get. This is an 8-bit value placed in the low 8 bits of the DWORD render-state value. Values can range from 0x00000000 through 0x000000FF. - - - - Specifies a reference value to use for the stencil test. The default is 0. - Integer that specifies the stencil test value to set or get. - - - - Enables or disables scissor testing. The default is false. - - true to enable scissor testing; false otherwise. - - - - - Enables or disables the separate blend mode for the alpha channel. The default is false. - - true to enable the separate blend mode for the alpha channel; false otherwise. - - - - Gets or sets a value used to determine how much bias can be applied to coplanar primitives to reduce flimmering z-fighting. The default is 0. - Value that specifies the slope scale bias to apply. - - - - Gets or sets the color blending factor. This factor represents a value by which to multiply the source pixel color before adding it to the destination pixel to produce a color that is a blend of the two. The default is Blend.One. - Reference page contains links to related conceptual articles. - - A Blend factor to set or get for the source pixel. - - - - - Gets or sets the stencil operation to perform if the stencil test passes and the depth-test fails. The default is StencilOperation.Keep. - Reference page contains links to related conceptual articles. - - The stencil operation to perform. - - - - - Gets or sets stencil enabling. The default is false. - Reference page contains links to related conceptual articles. - true if stenciling is enabled; false otherwise. - - - - - Gets or sets the stencil operation to perform if the stencil test fails. The default is StencilOperation.Keep. - Reference page contains links to related conceptual articles. - - The stencil operation to perform. - - - - - Gets or sets the comparison function for the stencil test. The default is CompareFunction.Always. - Reference page contains links to related conceptual articles. - - Value of a CompareFunction that represents the comparison function to set or get. - - - - - Gets or sets the mask applied to the reference value and each stencil buffer entry to determine the significant bits for the stencil test. The default mask is Int32.MaxValue. - Reference page contains links to related conceptual articles. - Value that represents the mask to set or get. - - - - Gets or sets the stencil operation to perform if the stencil test passes. The default is StencilOperation.Keep. - Reference page contains links to related conceptual articles. - - The stencil operation to perform. - - - - - Gets or sets the write mask applied to values written into the stencil buffer. The default mask is Int32.MaxValue. - Reference page contains links to related conceptual articles. - Value that represents the write mask to set or get. - - - - Enables or disables two-sided stenciling. The default is false. - Reference page contains links to related conceptual articles. - true to enable two-sided stenciling; false otherwise. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - Combination of values from TextureWrapCoordinates to set or get. - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - Combination of values from TextureWrapCoordinates to set or get. - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - Combination of values from TextureWrapCoordinates to set or get. - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - - Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates. The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions). - Reference page contains links to related conceptual articles. - - Combination of values from TextureWrapCoordinates to set or get. - - - - Defines the render state of a graphics device. Reference page contains links to related conceptual articles. - - - Occurs when resources are lost (for example, when the current device is lost). - - - - Occurs when Microsoft.Xna.Framework.Graphics.RenderTarget.Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - Reference page contains code sample. - - - Occurs when content is about to be lost on a GraphicsDevice. - The source of this event. - The event arguments that are associated with the action that raised the event. - - - Releases the unmanaged resources used by the RenderTarget and optionally releases the managed resources. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - Raises the RenderTarget.Disposing event when called from within a derived class. - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Gets the format of the render target. - The format of the render target. - - - Gets the graphics device associated with this render target resource. - The graphics device associated with this render target resource. - - - Gets the height, in pixels, of this render target. - The height, in pixels, of this render target. - - - Gets the current state of the content on a device. - true if content was lost due to device lost or similar event; otherwise false. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Gets the number of quality stops available for a given multisample type. - The number of quality stops available for a given multisample type. - - - Gets the levels of full-scene multisampling that the device can apply. - The levels of full-scene multisampling that the device can apply. - - - Gets the name of this render-target resource. - The name of this render-target resource. - - - Gets or sets render target usage flags. - Usage flags for the render target. - - - Gets the resource tags for this render target. - The resource tags for this render target. - - - Gets the width, in pixels, of this render target. - The width, in pixels, of this render target. - - - Represents a resource that will be written to at the end of a render pass. This is the base class for RenderTarget2D and RenderTargetCube. Reference page contains links to related conceptual articles. - - - Initializes a new instance of this class. Reference page contains links to related code samples. - The graphics device to associate with this render target resource. - Width, in pixels, of the render target. You can use graphicsDevice.PresentationParameters.BackBufferWidth to get the current screen width. - Height, in pixels, of the render target. You can use graphicsDevice.PresentationParameters.BackBufferHeight to get the current screen height. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain. - If this is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures. - Surface format of the render target. Use GraphicsAdapter.CheckDeviceFormat to determine if a particular surface format is usable in a render target. - - - Initializes a new instance of Microsoft.Xna.Framework.Graphics.RenderTarget2D(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,System.Int32,System.Int32,Microsoft.Xna.Framework.Graphics.SurfaceFormat,Microsoft.Xna.Framework.Graphics.MultiSampleType,System.Int32,Microsoft.Xna.Framework.Graphics.RenderTargetUsage) with the specified values. Reference page contains links to related code samples. - The graphics device to associate with this render target resource. - Width, in pixels, of the render target. You can use graphicsDevice.PresentationParameters.BackBufferWidth to get the current screen width. - Height, in pixels, of the render target. You can use graphicsDevice.PresentationParameters.BackBufferHeight to get the current screen height. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mipmap levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain.If this is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures. - Surface format of the render target. Use GraphicsAdapter.CheckDeviceFormat to determine if a particular surface format is usable in a render target. - The levels of full-scene multisampling that the device can apply. You can use graphicsDevice.PresentationParameters.MultiSampleType to get the MultiSampleType of the back buffer. - The number of quality stops available for a given multisample type. You can use graphicsDevice.PresentationParameters.MultiSampleQuality to get the multisample quality of the back buffer. - Options identifying the behaviors of this render target resource. - - - Initializes a new instance of this class. Reference page contains links to related code samples. - The graphics device to associate with this render target resource. - Width, in pixels, of the render target. You can use graphicsDevice.PresentationParameters.BackBufferWidth to get the current screen width. - Height, in pixels, of the render target. You can use graphicsDevice.PresentationParameters.BackBufferHeight to get the current screen height. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain. - If this is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures. - Surface format of the render target. Use GraphicsAdapter.CheckDeviceFormat to determine if a particular surface format is usable in a render target. - The levels of full-scene multisampling that the device can apply. You can use graphicsDevice.PresentationParameters.MultiSampleType to get the MultiSampleType of the back buffer. - The number of quality stops available for a given multisample type. You can use graphicsDevice.PresentationParameters.MultiSampleQuality to get the multisample quality of the back buffer. - - - Initializes a new instance of Microsoft.Xna.Framework.Graphics.RenderTarget2D(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,System.Int32,System.Int32,Microsoft.Xna.Framework.Graphics.SurfaceFormat,Microsoft.Xna.Framework.Graphics.RenderTargetUsage) with the specified values. Reference page contains links to related code samples. - The graphics device to associate with this render target resource. - Width, in pixels, of the render target. You can use graphicsDevice.PresentationParameters.BackBufferWidth to get the current screen width. - Height, in pixels, of the render target. You can use graphicsDevice.PresentationParameters.BackBufferHeight to get the current screen height. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mipmap levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain.If this is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures. - Surface format of the render target. Use GraphicsAdapter.CheckDeviceFormat to determine if a particular surface format is usable in a render target. - Options identifying the behaviors of this render target resource. - - - Gets the 2D texture associated with this render target. Reference page contains code sample. - The 2D texture associated with this render target. - - - Represents a 2D texture resource that will be written to at the end of a render pass. Reference page contains links to related conceptual articles. - - - Initializes a new instance of this class. - The graphics device to associate with this render target resource. - The width and height of this cube texture resource, in pixels. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain. - Surface format of the render target. - Options identifying the behaviors of this texture resource. - - - Initializes a new instance of Microsoft.Xna.Framework.Graphics.RenderTargetCube(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,System.Int32,Microsoft.Xna.Framework.Graphics.SurfaceFormat,Microsoft.Xna.Framework.Graphics.MultiSampleType,System.Int32,Microsoft.Xna.Framework.Graphics.RenderTargetUsage). - The graphics device to associate with this render target resource. - The width and height of this cube texture resource, in pixels. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain. - Surface format of the render target. - Levels of full-scene multisampling that the device can apply. - Number of quality stops available for a given multisample type. - Options identifying the behaviors of this texture resource. - - - Initializes a new instance of this class. - The graphics device to associate with this render target resource. - The width and height of this cube texture resource, in pixels. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain. - If this is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures. - Surface format of the render target. - - - Initializes a new instance of this class. - The graphics device to associate with this render target resource. - The width and height of this cube texture resource, in pixels. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain. - Surface format of the render target. - The levels of full-scene multisampling that the device can apply. - The number of quality stops available for a given multisample type. - - - Gets a copy of the cube texture associated with this render target. Reference page contains code sample. - A copy of the cube texture associated with this render target. - - - Represents a cubic texture resource that will be written to at the end of a render pass. Reference page contains links to related conceptual articles. - - - Initializes an empty instance of Microsoft.Xna.Framework.Graphics.ResolveTexture2D(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,System.Int32,System.Int32,Microsoft.Xna.Framework.Graphics.SurfaceFormat). - The GraphicsDevice used to display the texture. - The width of the texture, in pixels. This value must be a power of two if the GraphicsDeviceCapabilities.TextureCaps.RequiresPower2 property of graphicsDevice is true. If this value is 0, width is set to 1. - The height of the texture, in pixels. This value must be a power of two if the GraphicsDeviceCapabilities.TextureCaps.RequiresPower2 property of graphicsDevice is true. If this value is 0, height is set to 1. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain.If numberLevels is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures. Use Texture.LevelCount to see the number of levels generated. - A SurfaceFormat value specifying the requested pixel format for the texture. The returned texture may be of a different format if the device does not support the requested format. Applications should check the format of the returned texture to ensure that it matches the requested format. - - - Occurs when the render target data is lost due to a lost device event. - - - Occurs after content is lost from a graphics device failure, allowing an application to re-create all resources. - The source of this event. - The event arguments that are associated with the action that raised the event. - - - Immediately releases the unmanaged resources used by this object. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Determines if the render target data has been lost due to a lost device event. - true if the content was lost; false otherwise. - - - Represents a 2D grid of texels. - - - The object raising the event. - The object raising the event. - - - Contains event data. - - - Gets the name of the destroyed resource. - The name of the destroyed resource. - - - Gets the resource manager tag of the destroyed resource. - The resource manager tag of the destroyed resource. - - - Arguments for a GraphicsDevice.ResourceDestroyed event. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets or sets the texture-address mode for the u-coordinate. - Texture-address mode to set or get. - - - Gets or sets the texture-address mode for the v-coordinate. - Texture-address mode to set or get. - - - Gets or sets the texture-address mode for the w-coordinate. - Texture-address mode to set or get. - - - Gets or sets the border color. - Border color to set or get. - - - Gets or sets a magnification filter. - The magnification filter to set or get. - - - Gets or sets the maximum anisotropy. The default value is 0. - The maximum anisotropy value to set or get. - - - Gets or sets the level of detail (LOD) index of the largest map to use. - The maximum LOD to set or get. This index value can range from 0 to (n− 1), where n is the largest map. - - - Gets or sets a minification filter. - The minification filter to set or get. - - - Gets or sets a mipmap filter to use during minification. - The minification filter to set or get. - - - Gets or sets the mipmap level of detail (LOD) bias. The default value is 0. - The mipmap bias to set or get. - - - Contains sampler states for the device. - - - - Gets a specific SamplerState object using an index value. - - Index of the object to retrieve. - The SamplerState object at the requested index. - - - Collection of SamplerState objects. - - - Compiles a shader from a stream containing shader assembly code (ASM). - Stream that contains the shader data. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - Target platform for the compilation. - The compiled shader. - - - Compiles a shader from a file containing shader assembly code (ASM). - Name of the file containing the compiled shader data. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - Target platform for the compilation. - The compiled shader. - - - Compiles a shader from a stream containing shader assembly code (ASM), specifying the number of bytes in the stream. - Stream that contains the shader data. - The number of bytes in shaderSourceCode. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - Target platform for the compilation. - The compiled shader. - - - Compiles a shader from a string containing shader assembly code (ASM). - String that contains the shader data. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - Target platform for compilation. - The compiled shader. - - - Compiles a shader from file containing the shader source code. - Name of the file containing the shader source code. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - The function to be compiled. - A shader profile that determines the shader instruction set. - The target platform for compilation. - The compiled shader. - - - Compiles a shader from a stream containing the shader source code. - Stream that contains the shader source code. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - The function to be compiled. - A shader profile that determines the shader instruction set. - The target platform for compilation. - The compiled shader. - - - Compiles a shader from a stream containing the shader source code, specifying the number of bytes in the stream. - Stream that contains the shader source code. - The number of bytes in shaderSourceCode. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - The function to be compiled. - A shader profile that determines the shader instruction set. - The target platform for compilation. - The compiled shader. - - - Compiles a shader from a string containing the shader source code. - String that contains the shader source code. - Describes preprocessor definitions used by an effect object. - User-implemented interface to provide callbacks for #include directives during shader compilation. - Compilation optimization options. - The function to be compiled. - A shader profile that determines the shader instruction set. - Target platform for compilation. - The compiled shader. - - - Disassembles a shader. - The shader byte code to disassemble. - Specifies whether to enable color coding to make the disassembly easier to read. - A comment string to include at the top of the shader. - The disassembled shader. - - - Compiles and decompiles high-level shader language (HLSL) shaders. - - - - Sets the value of a ShaderConstant to an array of matrices. - - The GraphicsDevice associated with the ShaderConstant. - The array of values to set the ShaderConstant to. - - - - Sets the value of a ShaderConstant to an matrix. - - The GraphicsDevice associated with the ShaderConstant. - The matrix to set the ShaderConstant to. - - - - Sets the value of a ShaderConstant to an array of Framework.Quaternion objects. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to an array of Framework.Matrix objects. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to a System.Boolean. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to a System.Single. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to an array of System.Int32 objects. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to an System.Int32. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to an array of Framework.Vector3 objects. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant/ - - - - Sets the value of a ShaderConstant to an array of Framework.Vector2 objects. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to an array of Framework.Vector4 objects. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to an array of System.Boolean objects. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to a Framework.Quaternion. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to a Framework.Vector3. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to a Framework.Vector2 - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to a Framework.Vector4. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to a Framework.Matrix. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - - Sets the value of a ShaderConstant to an array of System.Single objects. - - The GraphicsDevice associated with the ShaderConstant. - Value to assign to the ShaderConstant. - - - Gets the number of columns in the ShaderConstant. - The number of columns in the ShaderConstant. - - - Gets the number of elements in the ShaderConstant. - The number of elements in the ShaderConstant. - - - Gets the name of the ShaderConstant. - The name of the ShaderConstant. - - - Gets the EffectParameterClass of the ShaderConstant. - - The EffectParameterClass of the ShaderConstant. - - - - Gets the EffectParameterType of the ShaderConstant. - - The EffectParameterType of the ShaderConstant. - - - - Gets the number of registers that contain data. - The number of registers that contain data. - - - Gets the index of the ShaderConstant in the constant table. - - The index of the ShaderConstant in the constant table. - - - - Gets the data type of the shader register. - The data type of the shader register. - - - Gets the number of rows in the ShaderConstant. - The number of rows in the ShaderConstant. - - - Gets the sampler index number of the ShaderConstant from the constant table. - The sampler index number of the ShaderConstant from the constant table. - - - - Gets the number of structure member subparameters. - - The number of structure member subparameters. - - - Describes a shader constant. - - - - Returns an enumerator that can iterate through the ShaderConstantCollection. - - The iterator. - - - - - Gets the number of ShaderConstant objects in this ShaderConstantCollection. - - - The number of ShaderConstant objects in this ShaderConstantCollection. - - - - - Gets a specific ShaderConstant object using an index value. - - Name of the ShaderConstant to get. - - The ShaderConstant object specified by name. - - - - - Gets a specific ShaderConstant object using an index value. - - Index of the ShaderConstant to get. - - The ShaderConstant object at the specified index. - - - - Manipulates a collection of ShaderConstant objects. - - - Initializes a new instance of the ShaderConstantTable class. - The shader byte code. - - - - Occurs when ShaderConstantTable.Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR). - - - - - Releases the unmanaged resources used by the ShaderConstantTable and optionally releases the managed resources. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Raises the ShaderConstantTable.Disposing event when called from within a derived class. - - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - - Sets the constants in the ShaderConstantTable to their default values. The default values are declared in the variable declarations in the shader. - - - The GraphicsDevice associated with the ShaderConstantTable. - - - Gets a collection of the constants in the ShaderConstantTable. - The collection of constants in the ShaderConstantTable. - - - Gets the name of the constant table creator. - - The name of the constant table creator. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Gets the shader version. - The shader version. - - - Contains the variables that are used by high-level language shaders and effects. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets or sets options that modify how the usage is interpreted. The usage and usage index make up a vertex declaration. - Options that modify how the usage is interpreted. The usage and usage index make up a vertex declaration. - - - Gets or sets options that identify how resources are used. - Options that identify how resources are used. - - - - Semantics map a parameter to vertex or pixel shader registers. They can also be optional descriptive strings attached to non-register parameters. - - - - - Initializes a new instance of the class, which enables a group of sprites to be drawn using the same settings. Reference page contains links to related code samples. - The graphics device where sprites will be drawn. - - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - - - - Prepares the graphics device for drawing sprites with specified blending, sorting, and render state options, and a global transform matrix. Reference page contains links to related code samples. - Blending options to use when rendering. - Sorting options to use when rendering. - Rendering state options. - A matrix to apply to position, rotation, scale, and depth data passed to SpriteBatch.Draw. - - - Prepares the graphics device for drawing sprites with specified blending options. Reference page contains links to related code samples. - Blending options to use when rendering. - - - Prepares the graphics device for drawing sprites with specified blending, sorting, and render state options. Reference page contains links to related code samples. - Blending options to use when rendering. - Sorting options to use when rendering. - Rendering state options. - - - Prepares the graphics device for drawing sprites. Reference page contains links to related code samples. - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - Adds a sprite string to the batch of sprites to be rendered, specifying the font, output text, screen position, and color tint. Reference page contains links to related code samples. - The sprite font. - The string to draw. - The location, in screen coordinates, where the text will be drawn. - The desired color of the text. - - - Adds a sprite string to the batch of sprites to be rendered, specifying the font, output text, screen position, color tint, rotation, origin, scale, and effects. Reference page contains links to related code samples. - The sprite font. - The string to draw. - The location, in screen coordinates, where the text will be drawn. - The desired color of the text. - The angle, in radians, to rotate the text around the origin. - The origin of the string. Specify (0,0) for the upper-left corner. - Uniform multiple by which to scale the sprite width and height. - Rotations to apply prior to rendering. - The sorting depth of the sprite, between 0 (front) and 1 (back). - - - Adds a sprite string to the batch of sprites to be rendered, specifying the font, output text, screen position, color tint, rotation, origin, scale, effects, and depth. Reference page contains links to related code samples. - The sprite font. - The string to draw. - The location, in screen coordinates, where the text will be drawn. - The desired color of the text. - The angle, in radians, to rotate the text around the origin. - The origin of the string. Specify (0,0) for the upper-left corner. - Vector containing separate scalar multiples for the x- and y-axes of the sprite. - Rotations to apply prior to rendering. - The sorting depth of the sprite, between 0 (front) and 1 (back). - - - Adds a mutable sprite string to the batch of sprites to be rendered, specifying the font, output text, screen position, and color tint. Reference page contains links to related code samples. - The sprite font. - The mutable (read/write) string to draw. - The location, in screen coordinates, where the text will be drawn. - The desired color of the text. - - - Adds a mutable sprite string to the batch of sprites to be rendered, specifying the font, output text, screen position, color tint, rotation, origin, scale, and effects. Reference page contains links to related code samples. - The sprite font. - The mutable (read/write) string to draw. - The location, in screen coordinates, where the text will be drawn. - The desired color of the text. - The angle, in radians, to rotate the text around the origin. - The origin of the string. Specify (0,0) for the upper-left corner. - Uniform multiple by which to scale the sprite width and height. - Rotations to apply prior to rendering. - The sorting depth of the sprite, between 0 (front) and 1 (back). - - - Adds a mutable sprite string to the batch of sprites to be rendered, specifying the font, output text, screen position, color tint, rotation, origin, scale, effects, and depth. Reference page contains links to related code samples. - The sprite font. - The mutable (read/write) string to draw. - The location, in screen coordinates, where the text will be drawn. - The desired color of the text. - The angle, in radians, to rotate the text around the origin. - The origin of the string. Specify (0,0) for the upper-left corner. - Vector containing separate scalar multiples for the x- and y-axes of the sprite. - Rotations to apply prior to rendering. - The sorting depth of the sprite, between 0 (front) and 1 (back). - - - Adds a sprite to the batch of sprites to be rendered, specifying the texture, destination, and source rectangles, color tint, rotation, origin, effects, and sort depth. Reference page contains links to related code samples. - The sprite texture. - A rectangle specifying, in screen coordinates, where the sprite will be drawn. If this rectangle is not the same size as sourceRectangle, the sprite is scaled to fit. - A rectangle specifying, in texels, which section of the rectangle to draw. Use null to draw the entire texture. - The color channel modulation to use. Use Color.White for full color with no tinting. - The angle, in radians, to rotate the sprite around the origin. - The origin of the sprite. Specify (0,0) for the upper-left corner. - Rotations to apply prior to rendering. - The sorting depth of the sprite, between 0 (front) and 1 (back).You must specify either SpriteSortMode.FrontToBack or SpriteSortMode.BackToFront for this parameter to affect sprite drawing. - - - Adds a sprite to the batch of sprites to be rendered, specifying the texture, destination rectangle, and color tint. Reference page contains links to related code samples. - The sprite texture. - A rectangle specifying, in screen coordinates, where the sprite will be drawn. If this rectangle is not the same size as sourcerectangle, the sprite is scaled to fit. - The color channel modulation to use. Use Color.White for full color with no tinting. - - - Adds a sprite to the batch of sprites to be rendered, specifying the texture, screen position, and color tint. Reference page contains links to related code samples. - The sprite texture. - The location, in screen coordinates, where the sprite will be drawn. - The color channel modulation to use. Use Color.White for full color with no tinting. - - - Adds a sprite to the batch of sprites to be rendered, specifying the texture, screen position, optional source rectangle, color tint, rotation, origin, scale, effects, and sort depth. Reference page contains links to related code samples. - The sprite texture. - The location, in screen coordinates, where the sprite will be drawn. - A rectangle specifying, in texels, which section of the rectangle to draw. Use null to draw the entire texture. - The color channel modulation to use. Use Color.White for full color with no tinting. - The angle, in radians, to rotate the sprite around the origin. - The origin of the sprite. Specify (0,0) for the upper-left corner. - Uniform multiple by which to scale the sprite width and height. - Rotations to apply prior to rendering. - The sorting depth of the sprite, between 0 (front) and 1 (back).You must specify either SpriteSortMode.FrontToBack or SpriteSortMode.BackToFront for this parameter to affect sprite drawing. - - - Adds a sprite to the batch of sprites to be rendered, specifying the texture, screen position, source rectangle, and color tint. Reference page contains links to related code samples. - The sprite texture. - The location, in screen coordinates, where the sprite will be drawn. - A rectangle specifying, in texels, which section of the rectangle to draw. Use null to draw the entire texture. - The color channel modulation to use. Use Color.White for full color with no tinting. - - - Adds a sprite to the batch of sprites to be rendered, specifying the texture, destination and source rectangles, and color tint. Reference page contains links to related code samples. - The sprite texture. - A rectangle specifying, in screen coordinates, where the sprite will be drawn. If this rectangle is not the same size as sourcerectangle the sprite will be scaled to fit. - A rectangle specifying, in texels, which section of the rectangle to draw. Use null to draw the entire texture. - The color channel modulation to use. Use Color.White for full color with no tinting. - - - Adds a sprite to the batch of sprites to be rendered, specifying the texture, screen position, source rectangle, color tint, rotation, origin, scale, effects, and sort depth. Reference page contains links to related code samples. - The sprite texture. - The location, in screen coordinates, where the sprite will be drawn. - A rectangle specifying, in texels, which section of the rectangle to draw. Use null to draw the entire texture. - The color channel modulation to use. Use Color.White for full color with no tinting. - The angle, in radians, to rotate the sprite around the origin. - The origin of the sprite. Specify (0,0) for the upper-left corner. - Vector containing separate scalar multiples for the x- and y-axes of the sprite. - Rotations to apply before rendering. - The sorting depth of the sprite, between 0 (front) and 1 (back).You must specify either SpriteSortMode.FrontToBack or SpriteSortMode.BackToFront for this parameter to affect sprite drawing. - - - Flushes the sprite batch and restores the device state to how it was before SpriteBatch.Begin was called. Reference page contains links to related code samples. - - - Gets the graphics device associated with this SpriteBatch. - - The graphics device associated with this SpriteBatch. - - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Gets or sets the name of this sprite batch. - The name of this sprite batch. - - - Gets or sets an object that uniquely identifies this sprite batch. - An object that uniquely identifies this sprite batch. - - - Enables a group of sprites to be drawn using the same settings. Reference page contains links to related conceptual articles. - - - Returns the height and width of a given string as a Framework.Vector2. - The string to measure. - The height and width, in pixels, of text, when it is rendered. - - - - Returns the height and width of a mutable string as a Framework.Vector2. - The mutable (read/write) string to measure. - The height and width, in pixels, of text, when it is rendered. - - - - Gets a collection of all the characters that are included in the font. - The collection of all characters included in this font. - - - Gets or sets the default character for the font. - The default character for this font. - - - The line spacing, in pixels, of this font. - The height of one line, in pixels. - - - Gets or sets the spacing of the font characters. - The spacing, in pixels, of the font characters. - - - Represents a font texture. Reference page contains links to related code samples. - - - Initializes a new instance of the StateBlock class. Reference page contains links to related code samples. - The device to associate with the state block. - - - Occurs when resources are lost (for example, when the current device is lost). - - - - Occurs when StateBlock.Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR). - - - - Applies the state block to the current StateBlock.GraphicsDevice. - - - Captures the current value of states that are included in a state block. - - - Occurs when content is about to be lost due to a device reset. - The source of this event. - The event arguments that are associated with the action that raised the event. - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Raises the StateBlock.Disposing event when called from within a derived class. - - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the GraphicsDevice associated with this StateBlock. - - The GraphicsDevice associated with this StateBlock. - - - - Gets the current state of the content on a device. - true if content was lost due to device lost or similar event; otherwise false. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Gets or sets the name of the StateBlock. - - The name of the StateBlock. - - - - Gets or sets the resource manager tag for the StateBlock. - - The resource manager tag for the StateBlock. - - - - Encapsulates render states. Reference page contains links to related code samples. - - - Releases the unmanaged resources used by this object and optionally releases the managed resources. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Creates a texture resource from a file. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a stream, specifying the number of bytes in the stream. - The graphics device to use to create the texture resource. - Stream that contains the texture data. - The number of bytes in textureStream. - The texture resource that has been created on the specified graphics device. - - - Loads a Texture from a file. - The GraphicsDevice to associate the texture with. - The stream to load the texture from. - Parameters to use when creating the Texture. - The created Texture. - - - Creates a texture resource from a file, specifying the parameters to be used in creation of the texture. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The parameters to use when creating this texture. - The texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a stream. - The graphics device to use to create the texture resource. - Stream that contains the texture data. - The texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a file, specifying the width, height, and depth of the texture in pixels. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The width, in pixels, of the texture. - The height, in pixels, of the texture. - The depth, in pixels, of the texture. - The texture resource that has been created on the specified graphics device. - - - Loads a Texture from a file. - The GraphicsDevice to associate the texture with. - The stream to load the texture from. - The number of bytes in the stream. - Parameters to use when creating the Texture. - - The created Texture. - - - - Request generation of mipmap sublevels for a render target texture. Reference page contains code sample. - Determines how the texture will be filtered for each mipmap level. - - - Loads texture creation parameters from a file. - The GraphicsDevice to associate with the texture creation parameters. - The name of the file to load the creation parameters from. - The texture creation parameters. - - - Loads texture creation parameters from a stream, specifying the number of bytes in the stream. - The GraphicsDevice to associate with the texture creation parameters. - Stream containing the texture data. - The number of bytes in textureStream - The texture creation parameters. - - - Loads texture creation parameters from a stream. - The GraphicsDevice to associate with the texture creation parameters. - Stream containing the texture creation data. - The texture creation parameters. - - - Retrieves information about a given image file. - File name of image. - A description of the data in the source file. - - - Retrieves information about a given image file stream, specifying the number of bytes in the stream. - Stream containing the image data. - The number of bytes in textureStream. - A description of the data in the source file. - - - Retrieves information about a given image file stream. - Stream containing the image data. - A description of the data in the source file. - - - Saves a texture to a file. - The file name of the destination image. - The file format to use when saving. This function supports saving to all ImageFileFormat formats except Portable Pixmap (.ppm) and Targa/Truevision Graphics Adapter (.tga). - - - Gets the number of texture levels in a multilevel texture. - The number of texture levels in the multilevel texture. - - - Gets or sets the highest level-of-detail mipmap stored for a managed texture. - The highest level-of-detail mipmap stored for a managed texture. The default value is 0, causing loading of all mipmapped textures. - - - Represents a texture resource. Reference page contains links to related code samples. - - - - Creates an uninitialized Texture2D resource of the specified dimensions. To initialize a Texture2D from an existing file, see the static method Framework.Content.ContentManager.Load``1(System.String) or Texture2D.FromFile. - Reference page contains code sample. - The GraphicsDevice used to display the texture. - The width of the texture, in pixels. This value must be a power of two if the GraphicsDeviceCapabilities.TextureCaps.RequiresPower2 property of graphicsDevice is true. If this value is 0, a value of 1 is used. - The height of the texture, in pixels. This value must be a power of two if the GraphicsDeviceCapabilities.TextureCaps.RequiresPower2 property of graphicsDevice is true. If this value is 0, a value of 1 is used. - - - - Creates an uninitialized Texture2D resource of the specified dimensions. To initialize a Texture2D from an existing file, see the static method Framework.Content.ContentManager.Load``1(System.String) or Texture2D.FromFile. - Reference page contains code sample. - The GraphicsDevice used to display the texture. - The width of the texture, in pixels. This value must be a power of two if the GraphicsDeviceCapabilities.TextureCaps.RequiresPower2 property of graphicsDevice is true. If this value is 0, a value of 1 is used. - The height of the texture, in pixels. This value must be a power of two if the GraphicsDeviceCapabilities.TextureCaps.RequiresPower2 property of graphicsDevice is true. If this value is 0, a value of 1 is used. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mipmap levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain. - If numberLevels is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures. Use Texture.LevelCount to see the number of levels generated. - Options identifying the behaviors of this texture resource. - A SurfaceFormat value specifying the requested pixel format for the texture. The returned texture may be of a different format if the device does not support the requested format. Applications should check the format of the returned texture to ensure that it matches the requested format. - - - - Releases the unmanaged resources used by the Texture2D and optionally releases the managed resources. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Creates a texture resource from a file. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The texture resource that has been created on the specified graphics device. - - - - Creates a texture resource from a file, specifying the width and height of the texture in pixels. - - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The width, in pixels, of the texture. - The height, in pixels, of the texture. - The texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a stream, specifying the number of bytes in the stream. - The graphics device to use to create the texture resource. - Stream containing the texture data. - The number of bytes in textureStream. - The texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a stream, specifying the parameters to be used in creation of the texture. - The graphics device to use to create the texture resource. - Stream containing the texture data. - The parameters to use when creating this texture. - The texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a file, specifying the parameters to be used in creation of the texture. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The parameters to use when creating this texture. - The texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a stream. - The graphics device to use to create the texture resource. - Stream containing the texture data. - The texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a stream, specifying the number of bytes in the stream and the texture creation parameters to use. - The graphics device to use to create the texture resource. - Stream containing the volume texture data. - The number of bytes in textureStream. - The parameters to use when creating this texture. - The texture resource that has been created on the specified graphics device. - - - Copies texture data into an array. Reference page contains code sample. - The mipmap level to copy from. - The section of the texture to copy. null indicates the data will be copied from the entire texture. - The array to receive texture data. - The index of the element in the array at which to start copying. - The number of elements to copy. - - - Copies texture data into an array. Reference page contains code sample. - The array to receive texture data. - - - Copies texture data into an array. Reference page contains code sample. - The array to receive texture data. - The index of the element in the array at which to start copying. - The number of elements to copy. - - - Copies array data to the texture. Reference page contains code sample. - The mipmap level where the data will be placed. - The section of the texture where the data will be placed. null indicates the data will be copied over the entire texture. - The array of data to copy. If rect is null, the number of elements in the array must be equal to the size of the texture, which is Texture2D.Width×Texture2D.Height; otherwise, the number of elements in the array should equal the size of the rectangle specified. - The index of the element in the array at which to start copying. - The number of elements to copy. - Option that specifies whether existing data in the buffer will be kept after this operation. - - - Copies array data to the texture at mipmap level 0. Reference page contains links to related conceptual articles. - The array of data to copy. The number of elements in the array must be equal to the size of the texture, which is Texture2D.Width×Texture2D.Height. - - - Copies array data to the texture at mipmap level 0. Reference page contains links to related conceptual articles. - The array of data to copy. - The index of the element in the array at which to start copying. - The number of elements to copy. This must be equal to the size of the texture, which is Texture2D.Width×Texture2D.Height. - Option that specifies whether existing data in the buffer will be kept after this operation. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the pixel format of this texture resource. - The pixel format of this texture resource. - - - Gets the height of this texture resource, in pixels. - The height of this texture resource, in pixels. - - - Gets the state of the related TextureUsage enumeration. - Indicates how the application uses the texture. - - - Gets the width of this texture resource, in pixels. - The width of this texture resource, in pixels. - - - Represents a 2D grid of texels. Reference page contains links to related code samples. - - - - Creates an uninitialized volume texture resource of the given dimensions, specifying the memory management mode for the resource. To initialize a Texture3D from an existing file, see the static method Framework.Content.ContentManager.Load``1(System.String) or Texture3D.FromFile. - - The GraphicsDevice that will display the volume texture. - The width, in pixels, of the top-level of the volume texture. This value must be a power of two if the GraphicsDeviceCapabilities.TextureCaps.RequiresPower2 property of graphicsDevice is true. The pixel dimensions of subsequent levels will be the truncated value of half of the previous level's pixel dimension (independently). Each dimension clamps at a size of 1 pixel. Thus, if the division by two results in 0 (zero), 1 will be taken instead. The maximum dimension that a driver supports (for width, height, and depth) can be found in GraphicsDeviceCapabilities.MaxVolumeExtent. - The height, in pixels, of the top-level of the volume texture. This value must be a power of two if the GraphicsDeviceCapabilities.TextureCaps.RequiresPower2 property of graphicsDevice is true. The pixel dimensions of subsequent levels will be the truncated value of half of the previous level's pixel dimension (independently). Each dimension clamps at a size of 1 pixel. Thus, if the division by two results in 0 (zero), 1 will be taken instead. The maximum dimension that a driver supports (for width, height, and depth) can be found in GraphicsDeviceCapabilities.MaxVolumeExtent. - The depth, in pixels, of the top-level of the volume texture. This value must be a power of two if the GraphicsDeviceCapabilities.TextureCaps.RequiresVolumeMapPower2 property of graphicsDevice is true. The pixel dimensions of subsequent levels will be the truncated value of half of the previous level's pixel dimension (independently). Each dimension clamps at a size of 1 pixel. Thus, if the division by two results in 0 (zero), 1 will be taken instead. The maximum dimension that a driver supports (for width, height, and depth) can be found in GraphicsDeviceCapabilities.MaxVolumeExtent. - The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mipmap levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain.If numberLevels is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures. Use Texture.LevelCount to see the number of levels generated. - Options identifying the behaviors of this texture resource. - The format of all levels in the volume texture resource. - - - - Releases the unmanaged resources used by the Texture3D and optionally releases the managed resources. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Creates a volume texture resource from a file. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The texture resource that has been created on the specified graphics device. - - - Creates a volume texture resource from a stream, specifying the number of bytes in the stream. - The graphics device to use to create the texture resource. - Stream containing the texture data. - The number of bytes in textureStream. - The texture resource that has been created on the specified graphics device. - - - Creates a volume texture resource from a stream, specifying the parameters to use for the texture creation. - The graphics device to use to create the texture resource. - Stream containing the texture data. - Texture creation options. - The texture resource that has been created on the specified graphics device. - - - Creates a volume texture resource from a file, specifying the parameters to be used in creation of the texture. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The parameters to use when creating this texture. - The texture resource that has been created on the specified graphics device. - - - Creates a volume texture resource from a stream. - The graphics device to use to create the texture resource. - Stream containing the volume texture data. - The texture resource that has been created on the specified graphics device. - - - Creates a volume texture resource from a file, specifying the width, height, and depth in pixels. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The width, in pixels, of the texture. - The height, in pixels, of the texture. - The depth, in pixels, of the texture. - The texture resource that has been created on the specified graphics device. - - - Creates a volume texture resource from a stream, specifying the number of bytes in the stream and the texture creation parameters to use. - The graphics device to use to create the texture resource. - Stream containing the volume texture data. - The number of bytes in textureStream. - The parameters to use when creating this texture. - The texture resource that has been created on the specified graphics device. - - - Gets a copy of the texture data, specifying the level and dimensions of the volume texture to copy. - The mipmap level where the data will be placed. - Position of the left side of the box on the x-axis. - Position of the top of the box on the y-axis. - Position of the right side of the box on the x-axis. - Position of the bottom of the box on the y-axis. - Position of the front of the box on the z-axis. - Position of the back of the box on the z-axis. - An array to fill with data. - The index of the element in the array at which to start copying. - The number of elements to copy. - - - Gets a copy of the texture data. - An array to fill with data. - - - Gets a copy of the texture data, specifying the starting index and number of elements to copy. - An array to fill with data. - Index of the element in the array at which to start copying. - The number of elements to copy. - - - Copies array data to the texture at mipmap level 0. Reference page contains links to related conceptual articles. - The array of data to copy. The number of elements in the array must be equal to the size of the texture, which is Texture3D.Width×Texture3D.Height×Texture3D.Depth. - - - Copies array data to the texture at mipmap level 0, specifying the starting index and number of elements to copy. Reference page contains links to related conceptual articles. - The array of data to copy. - The index of the element in the array at which to start copying. - The number of elements to copy. This must be equal to the size of the texture, which is Texture3D.Width×Texture3D.Height×Texture3D.Depth. - Option specifying if existing data in the buffer will be kept after this operation. - - - Copies array data to the texture, specifying the dimensions of the volume and the mipmap level where the data is to be placed. Reference page contains links to related conceptual articles. - The mipmap level where the data will be placed. - Position of the left side of the box on the x-axis. - Position of the top of the box on the y-axis. - Position of the right side of the box on the x-axis. - Position of the bottom of the box on the y-axis. - Position of the front of the box on the z-axis. - Position of the back of the box on the z-axis. - The array of data to copy. The number of elements in the array should be equal to the size of the box where the data will be placed. - The index of the element in the array at which to start copying. - The number of elements to copy. - Option specifying whether existing data in the buffer will be kept after this operation. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the depth of this volume texture resource, in pixels. - The depth of this volume texture resource, in pixels. - - - Gets the pixel format for this texture resource. - The pixel format of this texture resource. - - - Gets the height of this texture resource, in pixels. - The height of this texture resource, in pixels. - - - Gets the state of the related TextureUsage enumeration. - Indicates how the application uses the related texture. - - - Gets the width of this texture resource, in pixels. - The width of this texture resource, in pixels. - - - Represents a 3D volume of texels. - - - Gets or sets the Texture at the specified sampler number. - Zero-based sampler number. Textures are bound to samplers; samplers define sampling state such as the filtering mode and the address wrapping mode. Programmable shaders reference textures using this sampler number. - The Texture at the specified index. - - - - Represents a collection of Texture objects. - - - Creates a new instance of TextureCreationParameters. Reference page contains links to related code samples. - Width of the texture. - Height of the texture. - Depth of the texture. - Number of mip levels in the texture. - The format of the texture. - A set of options identifying the behaviors of this texture resource. - The color key of the texture. - A set of options controlling how the image is filtered. - A set of options controlling how mipmaps are filtered. - - - - Determines whether two instances of TextureCreationParameters are equal. - - The object to the left of the equality operator. - The object to the right of the equality operator. - true if left is equal to right; false otherwise. - - - - - Determines whether the specified System.Object is equal to the TextureCreationParameters. - - The System.Object to compare with the current TextureCreationParameters. - true if the specified System.Object is equal to the current TextureCreationParameters; false otherwise. - - - - Gets the hash code for this instance. - - A hash code for the current TextureCreationParameters. - - - - - Determines whether two instances of TextureCreationParameters are not equal. - - The object to the left of the inequality operator. - The object to the right of the inequality operator. - true if left is not equal to right; false otherwise. - - - - - Returns a System.String that represents the current TextureCreationParameters. - - System.String representation of the current TextureCreationParameters. - - - - Gets or sets the color value to replace with transparent black. - Color value to replace with transparent black. - - - Gets the default texture creation parameters. - The default parameters. - - - Gets or sets the depth to create the Texture with. - The depth. - - - Gets or sets a set of options controlling how the image is filtered. - A set of options controlling how the image is filtered. - - - Gets or sets the format of the texture to be created. - The format of the texture to be created. - - - - Gets or sets the height to create a Texture with. - - The height. - - - Gets or sets a set of options controlling how mipmaps are filtered. - A set of options controlling how mipmaps are filtered. - - - - Gets or sets the number of mip levels to create a Texture with. - - The number of mip levels. - - - Gets the state of the related TextureUsage enumeration. - Indicates how the application uses the related texture. - - - - Gets or sets the width to create a Texture with. - - The width. - - - Describes the parameters to use when initializing a new instance of a texture. - - - - Creates an uninitialized TextureCube resource of the specified dimensions. To initialize a Texture2D from an existing file, see the static method Framework.Content.ContentManager.Load``1(System.String) or TextureCube.FromFile. - The GraphicsDevice that will display the cube texture. - The size of the edges of all the top-level faces of the cube texture. The pixel dimensions of subsequent levels of each face will be the truncated value of half of the previous level's pixel dimension (independently). Each dimension clamps at a size of 1 pixel. Thus, if the division by 2 results in 0 (zero), 1 will be taken instead. - The number of downsampled surfaces to create for each face of the cube texture when preprocessing the texture. These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain.If numberLevels is zero, all cube texture sublevels down to 1×1 pixels will be generated for each face for hardware that supports mipmapped cube textures. Use Texture.LevelCount to see the number of levels generated. - A set of options identifying the behaviors of this resource. - The format of all levels in the cube texture. - - - - Releases the unmanaged resources used by the TextureCube and optionally releases the managed resources. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Creates a cube texture resource from a file. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The texture resource that has been created on the specified graphics device. - - - Creates a cube texture resource from a file, specifying the width and height of the texture in pixels. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - Width and height of the cube texture, in pixels. - The texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a stream, specifying the number of bytes in the stream. - The graphics device to use to create the texture resource. - Stream containing the texture data. - The number of bytes in textureStream. - The texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a stream, specifying the parameters to be used in creation of the texture. - The graphics device to use to create the texture resource. - Stream containing the texture data. - The parameters to use when creating this texture. - The texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a file, specifying the parameters to be used in creation of the texture. - The graphics device to use to create the texture resource. - The name of the file containing the texture. - The parameters to use when creating this texture. - The texture resource that has been created on the specified graphics device. - - - Creates a cube texture resource from a stream. - The graphics device to use to create the texture resource. - Stream containing the texture data. - The cube texture resource that has been created on the specified graphics device. - - - Creates a texture resource from a stream, specifying the number of bytes in the stream and the texture creation parameters to use. - The graphics device to use to create the texture resource. - Stream containing the volume texture data. - The number of bytes in textureStream. - The parameters to use when creating this texture. - The volume texture resource that has been created on the specified graphics device. - - - Returns a copy of the texture data. - The cube map face type. - The array into which to copy the data. - - - Returns a copy of the texture data, specifying the start index and number of elements in the vertex buffer. - The cube map face type. - The array into which to copy the data. - Index in the array at which to begin the copy. - Number of elements in the array. - - - Returns a copy of the texture data, specifying the start index, staring offset, number of elements, region to copy, and level where the data is to be placed. - The cube map face type. - The mipmap level where the data will be placed. - The section of the texture where the data will be placed. null indicates the data will be copied over the entire texture. - The array into which to copy the data. - Index in the array at which to begin the copy. - Number of elements in the array. - - - Copies array data to the texture at mipmap level 0. Reference page contains links to related conceptual articles. - The cube map face type. - The array of data to copy. The number of elements in the array must be equal to the size of the texture. - - - Copies array data to the texture, specifying a start offset, mipmap level, and subregion to copy. Reference page contains links to related conceptual articles. - The cube map face type. - The mipmap level where the data will be placed. - The section of the texture where the data will be placed. null indicates the data will be copied over the entire texture. - The array of data to copy. - Start offset in the array. - Number of elements in the array. The number of elements to copy must be equal to the size of the texture. - Option specifying if existing data in the buffer will be kept after this operation. - - - Copies array data to the texture at mipmap level 0, specifying a start offset. Reference page contains links to related conceptual articles. - The cube map face type. - The array of data to copy. - Start offset in the array. - Number of elements in the array. This must be equal to the size of the texture. - Option specifying if existing data in the buffer will be kept after this operation. - - - - Returns a System.String that represents the current TextureCube. - - - A System.String that represents the current TextureCube. - - - - Gets the pixel format for this texture resource. - The pixel format of this texture resource. - - - Gets the width and height of this texture resource, in pixels. - The size of this texture resource, in pixels. - - - Gets the state of the related TextureUsage enumeration. - Indicates how the application uses the related texture. - - - Represents a set of six 2D textures, one for each face of a cube. Reference page contains links to related code samples. - - - Initializes a new instance of the TextureInformation class. - Width of the texture, in pixels. - Height of the texture, in pixels. - Depth of the texture, in pixels. - Number of mip levels in original image. - Describes the data in the original image. - - - - Determines whether two instances of TextureInformation are equal. - - The object to the left of the equality operator. - The object to the right of the equality operator. - true if left is equal to right; false otherwise. - - - - - Determines whether the specified System.Object is equal to the TextureInformation. - - The System.Object to compare with the current TextureInformation. - true if the specified System.Object is equal to the current TextureInformation; false otherwise. - - - - Gets the hash code for this instance. - - A hash code for the current TextureInformation. - - - - - Determines whether two instances of TextureInformation are not equal. - - The object to the left of the inequality operator. - The object to the right of the inequality operator. - true if left is not equal to right; false otherwise. - - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets or sets the depth of a texture. - The depth of the texture. - - - Gets or sets the format of the texture. - The format of the texture. - - - Gets or sets the height, in pixels, of a texture. - The height, in pixels, of the texture. - - - Gets the file format of the original image. - The file format of the original image. - - - Gets or sets the number of mip levels of a texture. - The number of mip levels of the texture. - - - Gets the type of this resource. - The resource type, identifying this resource as a texture. - - - Gets or sets the width, in pixels, of a texture. - The width, in pixels, of the texture. - - - Encapsulates information describing texture resources. - - - Initializes a new instance of Microsoft.Xna.Framework.Graphics.VertexBuffer(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,Microsoft.Xna.Framework.Graphics.BufferUsage), specifying the size and usage. - The graphics device to associate with this vertex buffer. - The number of bytes to allocate for this vertex buffer. - Options identifying the behaviors of this vertex buffer resource. - - - Initializes a new instance of Microsoft.Xna.Framework.Graphics.VertexBuffer(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Type,System.Int32,Microsoft.Xna.Framework.Graphics.BufferUsage), specifying the element count and usage. - The graphics device to associate with this vertex buffer. - The type of vertices in this vertex buffer. - The number of elements in this vertex buffer. - Options identifying the behaviors of this vertex buffer resource. - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Gets a copy of the vertex buffer data, specifying the start index, starting offset, number of elements, and size of the vertex buffer elements. - Starting offset. - The array into which to copy the vertex buffer data. - Index of the element in the array at which to start copying. - Number of elements in the array. - Size, in bytes, of an element in the vertex buffer. - - - Gets a copy of the vertex buffer data. - The array into which to copy the vertex buffer data. - - - Gets a copy of the vertex buffer data, specifying the start index and number of elements in the vertex buffer. - The array into which to copy the vertex buffer data. - Index of the element in the array at which to start copying. - Number of elements in the array. - - - Sets the vertex buffer data. - Starting offset. - Array from which to copy the vertex buffer data. - Index of the element in the array at which to start copying. - Number of elements to copy. - Size, in bytes, of an element in the vertex buffer. - - - Sets the vertex buffer data. Reference page contains code sample. - The array from which to copy the vertex buffer data. - - - Sets the vertex buffer data. - Array from which to copy the vertex buffer data. - Index of the element in the array at which to start copying. - Number of elements to copy. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the state of the related BufferUsage enumeration. - Indicates how the application uses buffer contents. - - - Gets the size, in bytes, of this vertex buffer. - The size, in bytes, of the vertex buffer. - - - Represents a list of 3D vertices to be streamed to the graphics device. Reference page contains links to related code samples. - - - Initializes a new instance of the VertexDeclaration class. Reference page contains links to related code samples. - The GraphicsDevice associated with the vertex elements. - An array of vertex elements. - - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Raises the Disposing event when called from within a derived class. - - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Gets the vertex shader declaration. - The array of vertex elements that make up the vertex shader declaration. - - - Gets the size of a vertex from the vertex declaration. - The vertex declaration. - The zero-based stream index. - The vertex declaration size, in bytes. - - - Gets the size of a vertex from the vertex declaration. - The zero-based stream index. - The vertex declaration size, in bytes. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the GraphicsDevice associated with this vertex declaration. - The GraphicsDevice associated with this vertex declaration. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Returns the name of this vertex declaration. - The name of this vertex declaration. - - - Returns the resource tags for this vertex declaration. - The resource tags for this vertex declaration. - - - Represents a vertex declaration. - - - Initializes a new instance of the VertexElement class. - Stream number (or index) to use. - Offset (if any) from the beginning of the stream to the beginning of the vertex data. - One of several predefined types that define the vertex data size. - The tessellator processing method. These methods determine how the tessellator interprets/operates on the vertex data. - The intended use of the vertex data. - Modifies the usage data to allow the user to specify multiple usage types. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The System.Object to compare with the current VertexElement. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Retrieves a string representation of this object. - String representation of this object. - - - Retrieves or sets the offset (if any) from the beginning of the stream to the beginning of the vertex data. - Offset, in bytes, to the start of the vertex data. - - - Retrieves or sets the stream number (or index) to use. - Stream number (or index) to use. - - - Modifies the usage data to allow the user to specify multiple usage types. - Byte that represents the usage index. - - - Gets or sets the format of this vertex element. - The format of this vertex element. - - - Gets or sets a value indicating which vertex data to calculate during tessellation. - A value indicating which vertex data to calculate during tessellation. - - - Gets or sets a value describing how the vertex element is to be used. - A value describing how the vertex element is to be used. - - - Defines input vertex data to the pipeline. - - - Initializes a new instance of the VertexPositionColor class. - The position of the vertex. - The color of the vertex. - - - The vertex color. - - - The vertex position. - - - An array of two vertex elements describing the position, followed by the color, of this vertex. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The System.Object to compare with the current VertexPositionColor. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the size of the VertexPositionColor class. - The size of the vertex, in bytes. - - - Describes a custom vertex format structure that contains position and color information. - - - - Initializes a new instance of the VertexPositionColorTexture class. - - Position of the vertex. - Color of the vertex. - Texture coordinate of the vertex. - - - The vertex color. - - - The vertex position. - - - The texture coordinates. - - - An array of three vertex elements describing the position, texture coordinate, and color of this vertex. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The System.Object to compare with the current VertexPositionColorTexture. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Retrieves a string representation of this object. - String representation of this object. - - - - Gets the size of the VertexPositionColorTexture class. - - The size of the vertex, in bytes. - - - Describes a custom vertex format structure that contains position, color, and one set of texture coordinates. - - - - Initializes a new instance of the VertexPositionNormalTexture class. - - Position of the vertex. - The vertex normal. - The texture coordinate. - - - The vertex normal. - - - The vertex position. - - - The texture coordinates. - - - An array of three vertex elements describing the position, normal, and texture coordinate of this vertex. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The System.Object to compare with the current VertexPositionNormalTexture. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Retrieves a string representation of this object. - String representation of this object. - - - - Gets the size of the VertexPositionNormalTexture class. - - The size of the vertex, in bytes. - - - Describes a custom vertex format structure that contains position, normal data, and one set of texture coordinates. Reference page contains links to related code samples. - - - - Initializes a new instance of the VertexPositionTexture class. - - Position of the vertex. - Texture coordinate of the vertex. - - - The vertex position. - - - The texture coordinates. - - - An array of two vertex elements describing the position, followed by the texture coordinate, of this vertex. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The System.Object to compare with the current VertexPositionTexture. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Retrieves a string representation of this object. - String representation of this object. - - - - Gets the size of the VertexPositionTexture class. - - The size of the vertex, in bytes. - - - Describes a custom vertex format structure that contains position and one set of texture coordinates. Reference page contains links to related code samples. - - - Initializes a new instance of the VertexShader class. - The GraphicsDevice to associate with this VertexShader. - The compiled byte code. An array of tokens that represents the vertex shader, including embedded debug and symbol table information. - - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - - - - - Immediately releases the unmanaged resources used by this object. - - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Immediately releases the unmanaged resources used by this object. - - - - Raises the Disposing event when called from within a derived class. - - Invoking object reference; should be this object. - Arguments to pass to the event handler. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Gets the shader byte code. - The shader byte code. - - - Retrieves a string representation of this object. - String representation of this object. - - - Gets the GraphicsDevice associated with this VertexShader. - The GraphicsDevice associated with this VertexShader. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Gets the name of this vertex shader. - The name of this vertex shader. - - - Gets the resource tags for this vertex shader. - The resource tags for this vertex shader. - - - Encapsulates the functionality of a vertex shader. - - - Sets the stream source frequency divider value for the index data. This may be used to draw several instances of geometry. - Frequency of index data. - - - Sets the stream source frequency divider value for the instance data. This may be used to draw several instances of geometry. - Frequency of instance data. - - - Sets the stream source frequency divider value. This may be used to draw several instances of geometry. - Frequency divider value. - - - Sets the source of the vertex stream. - The vertex buffer source. - The starting offset. - The size, in bytes, of the elements in the vertex buffer. - - - Gets the starting offset of the vertex stream. - Starting offset of the vertex stream. - - - Gets the vertex buffer associated with this vertex stream. - Vertex buffer associated with this vertex stream. - - - Gets the size, in bytes, of the elements in this vertex stream. - Size, in bytes, of the elements in this vertex stream. - - - Represents a vertex stream. Reference page contains links to related code samples. - - - Returns the VertexStream at the specified index. - Index of the VertexStream to return. - The vertex stream at the requested index. - - - Collection of VertexStream objects. - - - - Projects a 3D vector from object space into screen space. - Reference page contains links to related code samples. - The vector to project. - The projection matrix. - The view matrix. - The world matrix. - The vector in screen space. - - - Retrieves a string representation of this object. - String representation of this object. - - - - Projects a vector from screen space into object space. - - The vector to project. - The projection matrix. - The view matrix. - The world matrix. - The vector in object space. - - - Gets the aspect ratio used by the viewport - The aspect ratio of the viewport. - - - Gets or sets the height dimension of the viewport on the render-target surface, in pixels. - The height, in pixels, of the viewport to set or get. - - - Gets or sets the maximum depth of the clip volume. - The maximum depth of the clipping volume. - - - Gets or sets the minimum depth of the clip volume. - The minimum depth of the clipping volume. - - - Returns the title safe area of the current viewport. - The title safe area. - - - Gets or sets the width dimension of the viewport on the render-target surface, in pixels. - The width, in pixels, of the viewport to set or get. - - - Gets or sets the pixel coordinate of the upper-left corner of the viewport on the render-target surface. - The upper-left corner of the viewport to set or get. - - - Gets or sets the pixel coordinate of the upper-left corner of the viewport on the render-target surface. - The upper-left corner of the viewport to set or get. - - - Defines the window dimensions of a render-target surface onto which a 3D volume projects. Reference page contains links to related conceptual articles. - - - Defines how to combine a source color with the destination color already on the render target for color blending. - - - The result is the destination added to the source.Result = (Source Color * Source Blend) + - (Destination Color * Destination Blend) - - - The result is the maximum of the source and destination.Result = max( (Source Color * Source Blend), - (Destination Color * Destination Blend) ) - - - The result is the minimum of the source and destination.Result = min( (Source Color * Source Blend), - (Destination Color * Destination Blend) ) - - - The result is the source subtracted from the destination.Result = (Destination Color * Destination Blend) −(Source Color * Source Blend) - - - The result is the destination subtracted from the source.Result = (Source Color * Source Blend) − - (Destination Color * Destination Blend) - - - Defines color blending factors. - - - Each component of the color is multiplied by (0, 0, 0, 0). - - - Each component of the color is multiplied by (1, 1, 1, 1). - - - Each component of the color is multiplied by the source color. This can be represented as (Rs, Gs, Bs, As), where R, G, B, and A respectively stand for the red, green, blue, and alpha source values. - - - Each component of the color is multiplied by the inverse of the source color. This can be represented as (1 − Rs, 1 − Gs, 1 − Bs, 1 − As) where R, G, B, and A respectively stand for the red, green, blue, and alpha destination values. - - - Each component of the color is multiplied by the alpha value of the source. This can be represented as (As, As, As, As), where As is the alpha source value. - - - Each component of the color is multiplied by the inverse of the alpha value of the source. This can be represented as (1 − As, 1 − As, 1 − As, 1 − As), where As is the alpha destination value. - - - Each component of the color is multiplied by the alpha value of the destination. This can be represented as (Ad, Ad, Ad, Ad), where Ad is the destination alpha value. - - - Each component of the color is multiplied by the inverse of the alpha value of the destination. This can be represented as (1 − Ad, 1 − Ad, 1 − Ad, 1 − Ad), where Ad is the alpha destination value. - - - Each component color is multiplied by the destination color. This can be represented as (Rd, Gd, Bd, Ad), where R, G, B, and A respectively stand for red, green, blue, and alpha destination values. - - - Each component of the color is multiplied by the inverse of the destination color. This can be represented as (1 − Rd, 1 − Gd, 1 − Bd, 1 − Ad), where Rd, Gd, Bd, and Ad respectively stand for the red, green, blue, and alpha destination values. - - - Each component of the color is multiplied by either the alpha of the source color, or the inverse of the alpha of the source color, whichever is greater. This can be represented as (f, f, f, 1), where f = min(A, 1 − Ad). - - - (Win32 only) Each component of the source color is multiplied by the inverse of the alpha of the source color, and each component of the destination color is multiplied by the alpha of the source color. This can be represented as (1 − As, 1 − As, 1 − As, 1 − As), with a destination blend factor of (As, As, As, As); the destination blend selection is overridden. This blend mode is supported only for the RenderState.SourceBlend render state. - - - Each component of the color is multiplied by a constant set in RenderState.BlendFactor. - - - Each component of the color is multiplied by the inverse of a constant set in RenderState.BlendFactor. This blend mode is supported only if GraphicsDeviceCapabilities.BlendCaps.SupportsBlendFactor is true in the GraphicsDeviceCapabilities.SourceBlendCapabilities or GraphicsDeviceCapabilities.DestinationBlendCapabilities properties. - - - This mode is obsolete. The same effect can be achieved by setting the source and destination blend factors to SourceAlpha and InverseSourceAlpha in separate calls. - - - Specifies special usage of the buffer contents. - - - None - - - Indicates that the vertex or index buffer will be used for drawing point sprites. The buffer is loaded in system memory if software vertex processing is needed to emulate point sprites. - - - Indicates that the application only writes to the vertex buffer. If specified, the driver chooses the best memory location for efficient writing and rendering. Attempts to read from a write-only vertex buffer fail. - - - Specifies the buffer to use when calling GraphicsDevice.Clear. - - - A depth buffer. - - - A stencil buffer. - - - A render target. - - - Defines the color channels that can be chosen for a per-channel write to a render target color buffer. - - - All buffer channels. - - - Alpha channel of a buffer. - - - Blue channel of a buffer. - - - Green channel of a buffer. - - - No channel selected. - - - Red channel of a buffer. - - - Defines comparison functions that can be chosen for alpha, stencil, or depth-buffer tests. - - - Always pass the test. - - - Accept the new pixel if its value is equal to the value of the current pixel. - - - Accept the new pixel if its value is greater than the value of the current pixel. - - - Accept the new pixel if its value is greater than or equal to the value of the current pixel. - - - Accept the new pixel if its value is less than the value of the current pixel. - - - Accept the new pixel if its value is less than or equal to the value of the current pixel. - - - Always fail the test. - - - Accept the new pixel if its value does not equal the value of the current pixel. - - - Identifies an include file as a local or system resource. - - - A local resource. - - - A system resource. - - - Defines optimization options that may be chosen for shader and effect code compilation. - - - Hints to the compiler to avoid using flow-control instructions. - - - Inserts debug file name, line numbers, and type and symbol information during shader compile. - - - Forces the compiler to compile against the next highest available software target for pixel shaders. This flag also turns optimizations off and debugging on. - - - Forces the compiler to compile against the next highest available software target for vertex shaders. This flag also turns optimizations off and debugging on. - - - No options specified. - - - Disables preshaders. The compiler will not pull out static expressions for evaluation on the host CPU. Additionally, the compiler will not loft any expressions when compiling stand-alone functions. - - - Indicates the effect will be non-cloneable and will not contain any shader binary data. Setting this flag reduces effect memory usage by about 50 percent because it eliminates the need for the effect system to keep a copy of the shaders in memory. - - - Unless explicitly specified, matrices will be packed in column major order (each vector will be in a single column) when passed to and from the shader. This is generally more efficient because it allows vector-matrix multiplication to be performed using a series of dot products. - - - Unless explicitly specified, matrices will be packed in row major order (each vector will be in a single row) when passed to or from the shader. - - - Forces all computations in the resulting shader to occur at partial precision. This may result in faster evaluation of shaders on some hardware. - - - Hints to the compiler to prefer using flow-control instructions. - - - Instructs the compiler to skip optimization steps during code generation. Unless you are trying to isolate a problem in your code and you suspect the compiler, using this option is not recommended. - - - Do not validate the generated code against known capabilities and constraints. This option is recommended only when compiling shaders that are known to work (that is, shaders that have compiled before without this option). Shaders are always validated by the runtime before they are set to the device. - - - Defines the faces of a cube map in the TextureCube class type. - - - Negative x-face of the cube map. - - - Negative y-face of the cube map. - - - Negative z-face of the cube map. - - - Positive x-face of the cube map. - - - Positive y-face of the cube map. - - - Positive z-face of the cube map. - - - Defines winding orders that may be used to identify back faces for culling. - - - Cull back faces with clockwise vertices. - - - Cull back faces with counterclockwise vertices. - - - Do not cull back faces. - - - Defines the format of data in a depth buffer. Reference page contains links to related conceptual articles. - - - A 16-bit depth-buffer bit depth in which 15 bits are reserved for the depth channel and 1 bit is reserved for the stencil channel. - - - A 16-bit depth-buffer bit depth. - - - A 32-bit depth-buffer bit depth that uses 24 bits for the depth channel. - - - A 32-bit depth-buffer bit depth that uses 24 bits for the depth channel and 4 bits for the stencil channel. - - - A non-lockable format that contains 24 bits of depth (in a 24-bit floating-point format − 20E4) and 8 bits of stencil. - - - A 32-bit depth-buffer bit depth that uses 24 bits for the depth channel and 8 bits for the stencil channel. - - - a 32-bit depth-buffer bit depth. - - - Format is unknown. - - - Specifies the type of device driver. - - - A hardware device. Using the flag to get direct access to the video hardware. - - - A null device. This is a reference device that can do everything except render a scene. - - - A reference device. Use this flag to create a software emulated device. - - - Defines classes that can be used for effect parameters or shader constants. - - - Constant is a column major matrix. - - - Constant is a row major matrix. - - - Constant is either a texture, a shader, or a string. - - - Constant is a scalar. - - - Constant is a structure. - - - Constant is a vector. - - - Defines types that can be used for effect parameters or shader constants. - - - Parameter is a Boolean. Any nonzero value passed in will be mapped to 1 (TRUE) before being written into the constant table; otherwise, the value will be set to 0 in the constant table. - - - Parameter is an integer. Any floating-point values passed in will be rounded off (to zero decimal places) before being written into the constant table. - - - Parameter is a pixel shader. - - - Parameter is a sampler. - - - Parameter is a 1D sampler. - - - Parameter is a 2D sampler. - - - Parameter is a 3D sampler. - - - Parameter is a cube sampler. - - - Parameter is a floating-point number. - - - Parameter is a string. - - - Parameter is a texture. - - - Parameter is a 1D texture. - - - Parameter is a 2D texture. - - - Parameter is a 3D texture. - - - Parameter is a cube texture. - - - Parameter is a vertex shader. - - - Parameter is a void pointer. - - - Describes options for filling the vertices and lines that define a primitive. - - - Draw a point at each vertex. - - - Draw solid faces for each primitive. - - - Draw lines connecting the vertices that define a primitive face. - - - Defines modes describing how to filter an image or mipmap when it is minified or magnified to fit a set of vertices. - - - Each pixel is computed by averaging a 2×2(×2) box of pixels from the source image. This filter works only when the dimensions of the destination are half those of the source, as is the case with mipmaps. - - - Resulting image must be dithered using a 4×4 ordered dither algorithm. This happens when converting from one format to another. - - - Do diffuse dithering on the image when changing from one format to another. - - - Bilinear interpolation filtering is used as a texture magnification or minification filter. A weighted average of a 2×2 area of texels surrounding the desired pixel is used. The texture filter to use between mipmap levels is trilinear mipmap interpolation. The rasterizer interpolates pixel color in a linear manner, using the texels of the two nearest textures. - - - Same as specifying the MirrorU, MirrorV, and MirrorW flags. This flag is always used internally for this function. - - - Pixels off the edge of the texture on the u-axis should be mirrored, not wrapped. - - - Pixels off the edge of the texture on the v-axis should be mirrored, not wrapped. - - - Pixels off the edge of the texture on the w-axis should be mirrored, not wrapped. - - - Mipmapping disabled. The rasterizer uses the magnification filter instead. - - - Each destination pixel is computed by sampling the nearest pixel from the source image. - - - Same as specifying SrgbIn | SrgbOut. - - - Input data is in sRGB (gamma 2.2) color space. - - - Output data is in sRGB (gamma 2.2) color space. - - - Each pixel in the source image contributes equally to the destination image. This is the slowest of the filters. - - - Defines constants that describe the fog mode. - - - Fog effect intensifies exponentially, according to the following formula.[Image, see documentation page] - - - Fog effect intensifies exponentially with the square of the distance, according to the following formula.[Image, see documentation page] - - - Fog effect intensifies in a linear manner between the start and end points, according to the following formula.[Image, see documentation page] - - - No fog effect. - - - Describes the status of the device. - - - The device has been lost. - - - The device is normal. - - - The device has not been reset. - - - Defines supported image file formats that may be used for textures. - - - Microsoft Windows bitmap file format. - - - DirectDrawSurface file format. - - - Microsoft Windows bitmap file format. - - - High dynamic-range file format. - - - Joint Photographic Experts Group (JPEG) compressed file format. - - - Portable float map file format. - - - Portable Network Graphics file format. - - - Portable pixmap file format. - - - Truevision Targa image file format. - - - Defines the size of an element of an index buffer. - - - Sixteen bits. - - - Thirty-two bits. - - - Defines the levels of full-scene multisampling that the game machine can apply. Reference page contains code sample. - - - Enables 16 levels of full-scene multisampling. - - - Enables 15 levels of full-scene multisampling. - - - Enables 14 levels of full-scene multisampling. - - - Enables 13 levels of full-scene multisampling. - - - Enables 12 levels of full-scene multisampling. - - - Enables 11 levels of full-scene multisampling. - - - Enables 10 levels of full-scene multisampling. - - - Enables 9 levels of full-scene multisampling. - - - Enables 8 levels of full-scene multisampling. - - - Enables 7 levels of full-scene multisampling. - - - Enables 6 levels of full-scene multisampling. - - - Enables 5 levels of full-scene multisampling. - - - Enables 4 levels of full-scene multisampling. - - - Enables 3 levels of full-scene multisampling. - - - Enables 2 levels of full-scene multisampling. - - - Enables the multisample quality value. For a quality of 1, the video card determines the best multisampling mode. - - - Specifies no full-scene multisampling, and enables swap effects other than SwapEffect.Discard. - - - Defines flags that describe the relationship between the adapter refresh rate and the rate at which GraphicsDevice.Present operations are completed. - - - Equivalent to setting One. - - - The driver waits for the vertical retrace period (the runtime will beam trace to prevent tearing). GraphicsDevice.Present operations are not affected more frequently than the screen refresh rate; the runtime completes one GraphicsDevice.Present operation per adapter refresh period, at most. This option is always available for both windowed and full-screen swap chains. - - - The driver waits for the vertical retrace period. GraphicsDevice.Present operations are not affected more frequently than every second screen refresh. Check the GraphicsDeviceCapabilities.PresentInterval property to determine whether the driver supports this option. - - - The driver waits for the vertical retrace period. GraphicsDevice.Present operations are not affected more frequently than every third screen refresh. Check the GraphicsDeviceCapabilities.PresentInterval property to determine whether the driver supports this option. - - - The driver waits for the vertical retrace period. GraphicsDevice.Present operations are not affected more frequently than every fourth screen refresh. Check the GraphicsDeviceCapabilities.PresentInterval property to determine whether the driver supports this option. - - - The runtime updates the window client area immediately, and might do so more than once during the adapter refresh period. GraphicsDevice.Present operations might be affected immediately. This option is always available for both windowed and full-screen swap chains. - - - Defines flags that control the behavior of the back buffer and depth buffer. - - - Clips a windowed GraphicsDevice.Present blit into the window client area, within the monitor screen area of the video adapter that created the Microsoft Direct3D device. This flag works only on Microsoft Windows 2000 and Windows XP. - - - Enables depth-buffer discarding if set when the device or swap chain is created. When this flag is set, the contents of the depth stencil buffer are invalid after either GraphicsDevice.Present or GraphicsDevice.DepthStencilBuffer is called.Discarding depth-buffer data can increase performance and is dependent on the driver. The debug runtime enforces discarding by clearing the depth-buffer to some constant value after calling either GraphicsDevice.Present or GraphicsDevice.DepthStencilBuffer with a different depth surface.Discarding depth-buffer data is illegal for all lockable formats, DepthFormat.Depth16Lockable, and DepthFormat.D32Lockable. Using the GraphicsDevice constructor to specify a lockable format and depth-buffer discarding will result in failure. - - - Use no presentation flags. - - - Informs the driver that the back buffers contain video data. - - - Defines how data in a vertex stream is interpreted during a draw call. Reference page contains links to related code samples. - - - Renders the vertices as a list of isolated straight line segments; the count may be any positive integer. - - - Renders the vertices as a single polyline; the count may be any positive integer. - - - Renders the vertices as a collection of isolated points. This value is unsupported for indexed primitives. - - - Renders the vertices as a triangle fan. - - - Renders the specified vertices as a sequence of isolated triangles. Each group of three vertices defines a separate triangle. Back-face culling is affected by the current winding-order render state. - - - Renders the vertices as a triangle strip. The back-face culling flag is flipped automatically on even-numbered triangles. - - - Defines options for querying device resource formats. Reference page contains links to related code samples. - - - Query the resource format to see if it supports texture filter types other than TextureFilter.Point (which is always supported). - - - No option specified. - - - Query the resource to verify support for post pixel shader blending support, including alpha test, pixel fog, render-target blending, color write enable, and dithering. - - - Query the resource to verify if a texture supports gamma correction during a read operation. - - - Query the resource to verify if a texture supports gamma correction during a write operation. - - - Query the resource to verify support for vertex shader texture sampling. - - - Query the resource to verify support for texture wrapping and mipmapping. - - - Determines how render target data is used once a new render target is set. Reference page contains links to related conceptual articles. - - - Always clears the render target data. - - - Either clears or keeps the data, depending on the current platform. On Xbox 360, the render target will discard contents. On PC, the render target will discard if multisampling is enabled, and preserve the contents if not. - - - Always keeps the render target data. - - - Defines resource types. - - - A depth stencil buffer resource. - - - An index buffer resource. - - - A render target resource. - - - A 2-dimensional texture resource. - - - A 3-dimensional texture resource. - - - A 3-D volume texture resource. - - - A cube texture resource. - - - A vertex buffer resource. - - - Defines options for saving the graphics device state before and after an effect technique is applied. - - - No device state is saved when calling Effect.Begin or restored when calling Effect.End. - - - Save all device state when calling Effect.Begin and restore device state when calling Effect.End. - - - Describes whether existing buffer data will be overwritten or discarded during a SetData operation. - - - The SetData operation will discard all existing buffer data.The operation will overwrite (with a write-only operation) every location within the locked surface. This is a valid option when using dynamic textures, dynamic vertex buffers, and dynamic index buffers. You may not use this option to update a portion of a surface.For vertex and index buffers, the SetData operation will discard the entire buffer. A pointer to a new memory area is returned so that the direct memory access (DMA) and rendering from the previous area do not stall.For textures, the SetData operation will overwrite (with a write-only operation) every location within the region being locked. - - - Portions of existing data in the buffer may be overwritten during this operation. - - - The SetData operation will not overwrite existing data in the vertex and index buffers. Specifying this option allows the driver to return immediately from a SetData operation and continue rendering. - - - Defines vertex and pixel shader versions. Reference page contains links to related code samples. - - - Pixel shader version ps_1_1. - - - Pixel shader version ps_1_2. - - - Pixel shader version ps_1_3. - - - Pixel shader version ps_1_4. - - - Pixel shader version ps_2_0. - - - Pixel shader version ps_2_a. - - - Pixel shader version ps_2_b. - - - Pixel software shader version ps_2_sw. - - - Pixel shader version ps_3_0. - - - Unknown pixel shader version. - - - Vertex shader version v_1_1. - - - Vertex shader version v_2_0. - - - Vertex shader version v_2_a. - - - Vertex software shader version v_2_sw. - - - Vertex shader version vs_3_0. - - - Xbox microcode assembly pixel shader version xps_3_0. Microcode assembly language supports a superset of the ps_3_0 and vs_3_0 specifications defined by Direct3D 9.0 for Windows. It does not support earlier Direct3D vertex and pixel shader specifications. - - - Xbox microcode assembly vertex shader version xvs_3_0. Microcode assembly language supports a superset of the ps_3_0 and vs_3_0 specifications defined by Direct3D 9.0 for Windows. It does not support earlier Direct3D vertex and pixel shader specifications. - - - Defines the data type of a shader register. - - - Boolean value. - - - 4D floating-point number. - - - 4D integer number. - - - The register contains 4D sampler data. - - - - The following flags are used to specify sprite blending rendering options to the flags parameter in SpriteBatch.Begin: - Reference page contains links to related code samples. - - - Enable additive blending. - - - Enable alpha blending. - - - No blending specified. - - - Defines sprite mirroring options. - - - - Rotate 180 degrees about the Y axis before rendering. - - - Rotate 180 degrees about the X axis before rendering. - - - No rotations specified. - - - Defines sprite sort-rendering options. - - - Same as Deferred mode, except sprites are sorted by depth in back-to-front order prior to drawing. This procedure is recommended when drawing transparent sprites of varying depths. - - - Sprites are not drawn until SpriteBatch.End is called. SpriteBatch.End will apply graphics device settings and draw all the sprites in one batch, in the same order calls to SpriteBatch.Draw were received. This mode allows SpriteBatch.Draw calls to two or more instances of SpriteBatch without introducing conflicting graphics device settings. SpriteBatch defaults to Deferred mode. - - - Same as Deferred mode, except sprites are sorted by depth in front-to-back order prior to drawing. This procedure is recommended when drawing opaque sprites of varying depths. - - - SpriteBatch.Begin will apply new graphics device settings, and sprites will be drawn within each SpriteBatch.Draw call. In Immediate mode there can only be one active SpriteBatch instance without introducing conflicting device settings. Immediate mode is faster than Deferred mode. - - - Same as Deferred mode, except sprites are sorted by texture prior to drawing. This can improve performance when drawing non-overlapping sprites of uniform depth. - - - Defines stencil buffer operations. Reference page contains links to related conceptual articles. - - - Decrements the stencil-buffer entry, wrapping to the maximum value if the new value is less than 0. - - - Decrements the stencil-buffer entry, clamping to 0. - - - Increments the stencil-buffer entry, wrapping to 0 if the new value exceeds the maximum value. - - - Increments the stencil-buffer entry, clamping to the maximum value. - - - Inverts the bits in the stencil-buffer entry. - - - Does not update the stencil-buffer entry. This is the default value. - - - Replaces the stencil-buffer entry with a reference value. - - - Sets the stencil-buffer entry to 0. - - - Defines various types of surface formats. Reference page contains links to related conceptual articles. - - - (Unsigned format) 8-bit alpha only. - - - (Unsigned format) 8-bit BGR texture format using 2 bits for blue, 3 bits for green, and 3 bits for red. - - - (Unsigned format) 24-bit BGR pixel format with 8 bits per channel. - - - (Unsigned format) 32-bit BGR pixel format, where 8 bits are reserved for each color. - - - (Unsigned format) 16-bit BGR pixel format where 4 bits are reserved for each color. - - - (Unsigned format) 16-bit BGR pixel format where 5 bits are reserved for each color. - - - (Unsigned format) 16-bit BGR pixel format with 5 bits for blue, 6 bits for green, and 5 bits for red. - - - (Unsigned format) 32-bit pixel format using 10 bits each for blue, green, and red; and 2 bits for alpha. - - - (Unsigned format) 16-bit BGRA format using 2 bits for blue, 3 bits each for red and green; and 8 bits for alpha. - - - (Unsigned format) 16-bit BGRA pixel format with 4 bits for each channel. - - - (Unsigned format) 16-bit BGRA pixel format where 5 bits are reserved for each color and 1 bit is reserved for alpha. - - - (Unsigned format) 32-bit ARGB pixel format with alpha, using 8 bits per channel. - - - (Buffer format) 16-bit depth-buffer bit depth where 15 bits are reserved for the depth channel and 1 bit is reserved for the stencil channel. - - - (Buffer format) 16-bit depth-buffer bit depth. - - - (Buffer format) 32-bit depth-buffer bit depth using 24 bits for the depth channel. - - - (Buffer format) 32-bit depth-buffer bit depth using 24 bits for the depth channel and 4 bits for the stencil channel. - - - (Buffer format) 32-bit depth-buffer bit depth using 24 bits for the depth channel and 8 bits for the stencil channel. - - - (Buffer format) A non-lockable format that contains 24 bits of depth (in a 24-bit floating-point format − 20e4) and 8 bits of stencil. - - - (Buffer format) 32-bit depth-buffer bit depth. - - - DXT1 compression texture format. The runtime will not allow an application to create a surface using a DXTn format unless the surface dimensions are multiples of 4. This applies to offscreen-plain surfaces, render targets, 2D textures, cube textures, and volume textures. - - - DXT2 compression texture format. The runtime will not allow an application to create a surface using a DXTn format unless the surface dimensions are multiples of 4. This applies to offscreen-plain surfaces, render targets, 2D textures, cube textures, and volume textures. - - - DXT3 compression texture format. The runtime will not allow an application to create a surface using a DXTn format unless the surface dimensions are multiples of 4. This applies to offscreen-plain surfaces, render targets, 2D textures, cube textures, and volume textures. - - - DXT4 compression texture format. The runtime will not allow an application to create a surface using a DXTn format unless the surface dimensions are multiples of 4. This applies to offscreen-plain surfaces, render targets, 2D textures, cube textures, and volume textures. - - - DXT5 compression texture format. The runtime will not allow an application to create a surface using a DXTn format unless the surface dimensions are multiples of 4. This applies to offscreen-plain surfaces, render targets, 2D textures, cube textures, and volume textures. - - - (Floating-point format) 16-bit float format using 16 bits for the red channel. - - - (Floating-point format) 32-bit float format using 16 bits for the red channel and 16 bits for the green channel. - - - (Floating-point format) 64-bit float format using 16 bits for each channel (alpha, blue, green, red). - - - (Unsigned format) 16-bit luminance only. - - - (Unsigned format) 8-bit luminance only. - - - (Unsigned format) 16-bit using 8 bits each for alpha and luminance. - - - (Unsigned format) 8-bit using 4 bits each for alpha and luminance. - - - MultiElement texture (not compressed) - - - (Mixed format) 32-bit bump-map format using 2 bits for alpha and 10 bits each for w, v, and u. - - - (Signed format) 16-bit bump-map format using 8 bits each for u and v data. - - - (Signed format) 16-bit normal compression format. The texture sampler computes the C channel from: C = sqrt(1 − U2− V2). - - - (Signed format) 32-bit bump-map format using 8 bits for each channel. - - - (Mixed format) 16-bit bump-map format with luminance using 6 bits for luminance, and 5 bits each for v and u. - - - (Mixed format) 32-bit bump-map format with luminance using 8 bits for each channel. - - - (Signed format) 32-bit bump-map format using 16 bits for each channel. - - - (Signed format) 64-bit bump-map format using 16 bits for each component. - - - (Unsigned format) 8-bit color indexed. - - - (Unsigned format) 8-bit color indexed with 8 bits of alpha. - - - (Unsigned format) 32-bit pixel format using 16 bits each for red and green. - - - (Unsigned format) 32-bit RGB pixel format, where 8 bits are reserved for each color. - - - (Unsigned format) 32-bit RGBA pixel format using 10 bits for each color and 2 bits for alpha. - - - (Unsigned format) 32-bit RGBA pixel format with alpha, using 8 bits per channel. - - - (Unsigned format) 64-bit RGBA pixel format using 16 bits for each component. - - - (IEEE format) 32-bit float format using 32 bits for the red channel. - - - Surface format is unknown. - - - (IEEE format) 64-bit float format using 32 bits for the red channel and 32 bits for the green channel. - - - (IEEE format) 128-bit float format using 32 bits for each channel (alpha, blue, green, red). - - - A 16-bit packed RGB format analogous to VideoYuYv (U0Y0, V0Y1, U2Y2, and so on). It requires a pixel pair to properly represent the color value. The first pixel in the pair contains 8 bits of green (in the low 8 bits) and 8 bits of red (in the high 8 bits). The second pixel contains 8 bits of green (in the low 8 bits) and 8 bits of blue (in the high 8 bits). Together, the two pixels share the red and blue components, while each has a unique green component (R0G0, B0G1, R2G2, and so on). The texture sampler does not normalize the colors when looking up into a pixel shader; they remain in the range of 0.0f to 255.0f. This is true for all programmable pixel shader models. For the fixed-function pixel shader, the hardware should normalize to the 0.f to 1.f range and essentially treat it as the VideoUyVy texture. Hardware that exposes this format must have GraphicsDeviceCapabilities.PixelShader1xMaxValue set to a value capable of handling that range. - - - A 16-bit packed RGB format analogous to VideoUyVy (Y0U0, Y1V0, Y2U2, and so on). It requires a pixel pair to properly represent the color value. The first pixel in the pair contains 8 bits of green (in the high 8 bits) and 8 bits of red (in the low 8 bits). The second pixel contains 8 bits of green (in the high 8 bits) and 8 bits of blue (in the low 8 bits). Together, the two pixels share the red and blue components, while each has a unique green component (G0R0, G1B0, G2R2, and so on). The texture sampler does not normalize the colors when looking up into a pixel shader; they remain in the range of 0.0f to 255.0f. This is true for all programmable pixel shader models. For the fixed-function pixel shader, the hardware should normalize to the 0.f to 1.f range and essentially treat it as the VideoUyVy texture. Hardware that exposes this format must have GraphicsDeviceCapabilities.PixelShader1xMaxValue set to a value capable of handling that range. - - - YUY2 format (PC98 compliance) - - - VideoYuYv format (PC98 compliance) - - - Defines how the device front buffer and back buffer are to be swapped when GraphicsDevice.Present is called. - - - This swap effect can be specified only for a swap chain that comprises a single back buffer.Whether the swap chain is windowed or full-screen, the runtime guarantees the semantics implied by a copy-based GraphicsDevice.Present operation; specifically, that the operation leaves the content of the back buffer unchanged, instead of replacing it with the content of the front buffer as a flip-based GraphicsDevice.Present operation would.For a windowed swap chain, a GraphicsDevice.Present operation causes the back buffer content to be copied immediately to the client area of the target window. No attempt is made to synchronize the copy with the vertical retrace period of the display adapter, so tearing effects may be observed.For a full-screen swap chain, the runtime uses a combination of flip and copy operations, which are supported by hidden back buffers if necessary, to accomplish the GraphicsDevice.Present operation. Accordingly, the presentation is synchronized with the display adapter's vertical retrace and its rate is constrained by the chosen presentation interval. A swap chain specified with the PresentInterval.Immediate flag is the only exception. (For more information, see PresentationParameters.PresentationInterval.) In this case, a GraphicsDevice.Present operation copies the back buffer content directly to the front buffer without waiting for the vertical retrace. - - - The default swap effect is Discard. - - - When a swap chain is created with a swap effect of Flip or Copy, the runtime guarantees that a GraphicsDevice.Present operation will not affect the content of any of the back buffers. However, meeting this guarantee can involve substantial video memory or processing overheads, especially when implementing flip semantics for a windowed swap chain or copy semantics for a full-screen swap chain.An application can use the Discard swap effect to avoid these overheads and to enable the display driver to choose the most efficient presentation technique for the swap chain.Discard is also the only swap effect that can be used when specifying a value other than None for PresentationParameters.MultiSampleType. Like a swap chain that uses Flip, a swap chain that uses Discard might include more than one back buffer.The swap chain is essentially a queue where 0 always indexes the back buffer that will be displayed by the next GraphicsDevice.Present operation and from which buffers are discarded once they have been displayed. An application that uses this swap effect should update an entire back buffer before invoking a GraphicsDevice.Present operation that displays it.The debug version of the runtime overwrites the contents of discarded back buffers with random data, to enable developers to verify that their applications are updating the entire back buffer surface correctly.For a full-screen swap chain, the presentation rate is determined by the value assigned to PresentationParameters.PresentationInterval when the device or swap chain is created. Unless this value is PresentInterval.Immediate, the presentation is synchronized with the vertical sync of the monitor. For a windowed swap chain, the presentation is implemented by means of copy operations, and always occurs immediately. - - - The swap chain might include multiple back buffers and is essentially a circular queue that includes the front buffer. Within this queue, the back buffers are always numbered sequentially from 0 to (n - 1), where n is the number of back buffers, so that 0 denotes the least recently presented buffer. - When GraphicsDevice.Present is invoked, the queue is rotated so that the front buffer becomes the back buffer (n - 1), while the back buffer 0 becomes the new front buffer.For a full-screen swap chain, the presentation rate is determined by the value assigned to the PresentationParameters.PresentationInterval when the device or swap chain is created. Unless this value is PresentInterval.Immediate, the presentation is synchronized with the vertical sync of the monitor.For a windowed swap chain, the flipping is implemented by means of copy operations, and the presentation always occurs immediately. - - - Defines constants that describe supported texture-addressing modes. Reference page contains links to related conceptual articles. - - - Texture coordinates outside the range [0.0, 1.0] are set to the border color. - - - Texture coordinates outside the range [0.0, 1.0] are set to the texture color at 0.0 or 1.0, respectively. - - - Similar to Wrap, except that the texture is flipped at every integer junction. For u values between 0 and 1, for example, the texture is addressed normally; between 1 and 2, the texture is flipped (mirrored); between 2 and 3, the texture is normal again, and so on. - - - Similar to Mirror and Clamp. Takes the absolute value of the texture coordinate (thus, mirroring around 0), and then clamps to the maximum value. The most common usage is for volume textures, where support for the full MirrorOnce texture-addressing mode is not necessary, but the data is symmetrical around the one axis. - - - Tile the texture at every integer junction. For example, for u values between 0 and 3, the texture is repeated three times; no mirroring is performed. - - - Defines how a texture will be filtered as it is minified for each mipmap level. Reference page contains links to related conceptual articles. - - - Anisotropic texture filtering used as a texture magnification or minification filter. This type of filtering compensates for distortion caused by the difference in angle between the texture polygon and the plane of the screen. - - - A 4-sample Gaussian filter used as a texture magnification or minification filter. - - - Bilinear interpolation filtering used as a texture magnification or minification filter. A weighted average of a 2×2 area of texels surrounding the desired pixel is used. The texture filter used between mipmap levels is trilinear mipmap interpolation, in which the rasterizer performs linear interpolation on pixel color, using the texels of the two nearest mipmap textures. - - - Mipmapping disabled. The rasterizer uses the magnification filter instead. - - - Point filtering used as a texture magnification or minification filter. The texel with coordinates nearest to the desired pixel value is used. The texture filter used between mipmap levels is based on the nearest point; that is, the rasterizer uses the color from the texel of the nearest mipmap texture. - - - A 4-sample tent filter used as a texture magnification or minification filter. - - - Specifies special usage of the texture data. - - - The resource automatically generates mipmaps. Automatic generation of mipmaps is not supported for volume textures and depth stencil surfaces/textures. - - - (Xbox 360 only) Linear texture memory format. Linear formats are arranged in memory using a left-to-right and top-to-bottom layout (with pixels contiguous in memory for each row, and rows contiguous except for possible alignment padding). Use this format when doing dynamic CPU updates to textures where:You do not want the overhead of translating tile addresses using the CPU.Textures are not often referenced during the frame.Less efficient GPU performance is not a problem.This flag is valid only for texture creation on Xbox 360. It is ignored if used elsewhere. On Xbox, most formats are created as Tiled if it is applicable. - - - None. - - - (Xbox 360 only) Tiled texture memory format. Tiled formats are arranged using a memory layout designed to maximize the cache coherency of texture fetches and balance the access workload of the memory controllers. The exact pixel arrangement of tiled formats varies based on the bit depth of the format; however, pixels that are close to one another spatially are located close to one another in memory. For example, two pixels adjacent to one another in a vertical column would be separated in memory by an entire row of pixels for a linear format, but could be separated by only a few bytes for a tiled format. The tiled texture format is usually more efficient than the linear texture format.This flag is valid only when used for texture creation on Xbox 360, and will be ignored if used elsewhere. On Xbox, most formats are created as Tiled if it is applicable. - - - Defines supported wrap coordinates. Reference page contains links to related conceptual articles. - - - No texture wrap coordinates specified. - - - U texture wrapping (wrapping in the direction of the first dimension). - - - V texture wrapping (wrapping in the direction of the second dimension). - - - W texture wrapping (wrapping in the direction of the third dimension). - - - Texture wrapping in the direction of the fourth dimension. - - - Defines vertex element formats. - - - Single-component, 32-bit floating-point, expanded to (float, 0, 0, 1). - - - Two-component, 32-bit floating-point, expanded to (float, Float32 value, 0, 1). - - - Three-component, 32-bit floating point, expanded to (float, float, float, 1). - - - Four-component, 32-bit floating point, expanded to (float, float, float, float). - - - Two-component, 16-bit floating point expanded to (value, value, value, value). This type is valid for vertex shader version 2.0 or higher. - - - Four-component, 16-bit floating-point expanded to (value, value, value, value). This type is valid for vertex shader version 2.0 or higher. - - - Normalized, four-component, unsigned short, expanded to (first byte/65535.0, second byte/65535.0, third byte/65535.0, fourth byte/65535.0). This type is valid for vertex shader version 2.0 or higher. - - - Four-component, packed, unsigned byte, mapped to 0 to 1 range. Input is in Int32 format (ARGB) expanded to (R, G, B, A). - - - Four-component byte with each byte normalized by dividing the component with 255.0f. This type is valid for vertex shader version 2.0 or higher. - - - Normalized, two-component, unsigned short, expanded to (first byte/65535.0, second byte/65535.0, 0, 1). This type is valid for vertex shader version 2.0 or higher. - - - Normalized, two-component, signed short, expanded to (first short/32767.0, second short/32767.0, 0, 1). This type is valid for vertex shader version 2.0 or higher. - - - Normalized, four-component, signed short, expanded to (first short/32767.0, second short/32767.0, third short/32767.0, fourth short/32767.0). This type is valid for vertex shader version 2.0 or higher. - - - Three-component, signed, 10 10 10 format normalized and expanded to (v[0]/511.0, v[1]/511.0, v[2]/511.0, 1). - - - Two-component, signed short expanded to (value, value, 0, 1). - - - Four-component, signed short expanded to (value, value, value, value). - - - Four-component, unsigned byte. - - - Three-component, unsigned, 10 10 10 format expanded to (value, value, value, 1). - - - Type field in the declaration is unused. This is designed for use with VertexElementMethod.UV and VertexElementMethod.LookUpPresampled. - - - Defines the tessellator processing method for a vertex element. - - - Default value. The tessellator copies the vertex data (or the spline data if it is operating on a patch) without performing additional calculations on it. The input and output types can be any value. When the tessellator is used, this element is interpolated; otherwise, vertex data is copied into the input register. - - - Looks up a displacement map. The input type can be VertexElementFormat.Vector2, VertexElementFormat.Vector3, or VertexElementFormat.Vector4. Only the .x and .y components are used for the texture map lookup. The output type is always VertexElementFormat.Single. The device must support displacement mapping. This constant is supported only by the programmable pipeline on N-patch data, if N-patches are enabled. - - - Looks up a presampled displacement map. The input type must be set to VertexElementFormat.Unused, and the stream index and stream offset must be set to 0. The output type for this operation is always VertexElementFormat.Single. The device must support displacement mapping. This constant is supported only by the programmable pipeline on N-patch data, if N-patches are enabled. - - - Copies out the u and v values at a point on the rectangle or triangle patch. This results in a 2D float. The input type must be set to VertexElementFormat.Unused; the output type is always VertexElementFormat.Vector2. The input stream and offset also are unused, but must be set to 0. - - - Defines usage for vertex elements. - - - Vertex binormal data. - - - Blending indices data. (BlendIndices with VertexElement.UsageIndex = 0) specifies matrix indices for fixed-function vertex processing using indexed paletted skinning. - - - Blending weight data. (BlendWeight with VertexElement.UsageIndex = 0) specifies the blend weights in fixed-function vertex processing. - - - Vertex data contains diffuse or specular color. (Color with VertexElement.UsageIndex = 0) specifies the diffuse color in the fixed-function vertex shader and in pixel shaders prior to ps_3_0. (Color with VertexElement.UsageIndex = 1) specifies the specular color in the fixed-function vertex shader and in pixel shaders prior to ps_3_0. - - - Vertex data contains depth data. - - - Vertex data contains fog data. (Fog with VertexElement.UsageIndex = 0) specifies a fog blend value to use after pixel shading is finished. This flag applies to pixel shaders prior to version ps_3_0. - - - Vertex normal data. (Normal with VertexElement.UsageIndex = 0) specifies vertex normals for fixed-function vertex processing and the N-patch tessellator. (Normal with VertexElement.UsageIndex = 1) specifies vertex normals for fixed-function vertex processing for skinning. - - - Point size data. (PointSize with VertexElement.UsageIndex = 0) specifies the point-size attribute used by the setup engine of the rasterizer to expand a point into a quad for the point-sprite functionality. - - - Position data. (Position with VertexElement.UsageIndex = 0 ) specifies the nontransformed position in fixed-function vertex processing and the N-patch tessellator. (Position with VertexElement.UsageIndex = 1) specifies the nontransformed position in the fixed-function vertex shader for skinning. - - - Vertex data contains sampler data. (Sample with VertexElement.UsageIndex = 0) specifies the displacement value to look up. This flag can be used only with VertexElementMethod.LookUpPresampled or VertexElementMethod.LookUp. - - - Vertex tangent data. - - - Single, positive floating-point value. (TessellateFactor with VertexElement.UsageIndex = 0) specifies a tessellation factor used in the tessellation unit to control the rate of tessellation. - - - Texture coordinate data. (TextureCoordinate, n) specifies texture coordinates in fixed-function vertex processing and in pixel shaders prior to ps_3_0. These coordinates can be used to pass user-defined data. - - - Retrieves the capabilities of an Xbox 360 Controller. - Index of the controller to query. - The capabilities of the controller. - - - Gets the current state of a game pad controller, using a specified dead zone on analog stick positions. Reference page contains links to related code samples. - Player index for the controller you want to query. - Enumerated value that specifies what dead zone type to use. - The current state of the controller. - - - Gets the current state of a game pad controller. Reference page contains links to related code samples. - Player index for the controller you want to query. - The current state of the controller. - - - Sets the vibration motor speeds on an Xbox 360 Controller. Reference page contains links to related code samples. - Player index that identifies the controller to set. - The speed of the left motor, between 0.0 and 1.0. This motor is a low-frequency motor. - The speed of the right motor, between 0.0 and 1.0. This motor is a high-frequency motor. - true if the vibration motors were successfully set; false if the controller was unable to process the request. - - - Allows retrieval of user interaction with an Xbox 360 Controller and setting of controller vibration motors. Reference page contains links to related code samples. - - - Initializes a new instance of the GamePadButtons class, setting the specified buttons to pressed. - Buttons to initialize as pressed. Specify a single button, or combine multiple buttons using a bitwise OR operation. - - - Determines whether two GamePadButtons instances are equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the instances are equal; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether two GamePadButtons instances are not equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the objects are not equal; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Identifies whether the A button on the Xbox 360 Controller is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - Identifies whether the BACK button on the Xbox 360 Controller is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - - - Identifies whether the BigButton button is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - - Identifies whether the B button on the Xbox 360 Controller is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - - Identifies whether the left shoulder (bumper) button on the Xbox 360 Controller is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - - Identifies whether the left stick button on the Xbox 360 Controller is pressed (the stick is "clicked" in). - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - - Identifies whether the right shoulder (bumper) button on the Xbox 360 Controller is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - - Identifies whether the right stick button on the Xbox 360 Controller is pressed (the stick is "clicked" in). - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - - Identifies whether the START button on the Xbox 360 Controller is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - - Identifies whether the X button on the Xbox 360 Controller is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - Identifies whether the Y button on the Xbox 360 Controller is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - Identifies whether the buttons on an Xbox 360 Controller are pressed or released. Reference page contains links to related code samples. - - - Gets the type of controller. - Enumerated value describing the controller type. - - - Indicates whether the controller has an A button. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a BACK button. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a B button. - true if the controller has this capability; false otherwise. - - - - Indicates whether the controller has a BigButton button. - - true if the controller has this capability; false otherwise. - - - - Indicates whether the controller has a directional pad DOWN button. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a directional pad LEFT button. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a directional pad RIGHT button. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a directional pad UP button. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a left bumper button. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a digital button control on the left analog stick. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a left analog trigger. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a low-frequency vibration motor. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller supports a left analog control with horizontal movement. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller supports a left analog control with vertical movement. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a right bumper button. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a digital button control on the right analog stick. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a right analog trigger. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a high-frequency vibration motor. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller supports a right analog control with horizontal movement. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller supports a right analog control with vertical movement. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a START button. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller supports voice. - true if the controller supports voice; false otherwise. - - - Indicates whether the controller has an X button. - true if the controller has this capability; false otherwise. - - - Indicates whether the controller has a Y button. - true if the controller has this capability; false otherwise. - - - Indicates whether the Xbox 360 Controller is connected. - true if the controller is connected; false otherwise. - - - - Describes the capabilities of an Xbox 360 Controller, including controller type and whether the controller supports voice. - - - Initializes a new instance of the GamePadDPad class. - Directional pad up button state. - Directional pad down button state. - Directional pad left button state. - Directional pad right button state. - - - Determines whether two GamePadDPad instances are equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the instances are equal; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether two GamePadDPad instances are not equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the objects are not equal; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Identifies whether the Down direction on the Xbox 360 Controller directional pad is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - Identifies whether the Left direction on the Xbox 360 Controller directional pad is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - Identifies whether the Right direction on the Xbox 360 Controller directional pad is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - Identifies whether the Up direction on the Xbox 360 Controller directional pad is pressed. - ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise. - - - Identifies which directions on the directional pad of an Xbox 360 Controller are being pressed. - - - Initializes a new instance of the GamePadState class with the specified stick, trigger, and button values. - Left stick value. Each axis is clamped between -1.0 and 1.0. - Right stick value. Each axis is clamped between -1.0 and 1.0. - Left trigger value. This value is clamped between 0.0 and 1.0. - Right trigger value. This value is clamped between 0.0 and 1.0. - Array or parameter list of Buttons to initialize as pressed. - - - Initializes a new instance of the GamePadState class using the specified GamePadThumbSticks, GamePadTriggers, GamePadButtons, and GamePadDPad. - Initial thumbstick state. - Initial trigger state. - Initial button state. - Initial directional pad state. - - - Determines whether two GamePadState instances are equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the instances are equal; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether two GamePadState instances are not equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the objects are not equal; false otherwise. - - - Determines whether specified input device buttons are pressed in this GamePadState. - Buttons to query. Specify a single button, or combine multiple buttons using a bitwise OR operation. - true if all specified buttons are pressed; false otherwise. - - - Determines whether specified input device buttons are up (not pressed) in this GamePadState. - Buttons to query. Specify a single button, or combine multiple buttons using a bitwise OR operation. - true if any specified buttons are up; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Returns a structure that identifies what buttons on the Xbox 360 controller are pressed. Reference page contains links to related code samples. - A structure that identifies buttons pressed on the controller. - - - Returns a structure that identifies what directions of the directional pad on the Xbox 360 Controller are pressed. - Structure that identifies what directional pad directions are pressed. - - - Indicates whether the Xbox 360 Controller is connected. Reference page contains links to related code samples. - true if the controller is connected; false otherwise. - - - Gets the packet number associated with this state. Reference page contains links to related code samples. - The packet number associated with this state. - - - Returns a structure that indicates the position of the Xbox 360 Controller sticks (thumbsticks). - Structure that indicates the position of the sticks. - - - Returns a structure that identifies the position of triggers on the Xbox 360 controller. - Structure that identifies the position of the triggers. - - - Represents specific information about the state of an Xbox 360 Controller, including the current state of buttons and sticks. Reference page contains links to related code samples. - - - Initializes a new instance of the GamePadThumbSticks class. - Left stick value. Each axis is clamped between -1.0 and 1.0. - Right stick value. Each axis is clamped between -1.0 and 1.0. - - - Determines whether two GamePadThumbSticks instances are equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the instances are equal; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether two GamePadThumbSticks instances are not equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the objects are not equal; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Returns the position of the left Xbox 360 Controller stick (thumbstick) as a 2D vector. Reference page contains code sample. - Two-dimensional vector that identifies the position of the left stick. Each axis is represented as a floating-point value from −1.0 to 1.0. - - - Returns the position of the right Xbox 360 Controller stick (thumbstick) as a 2D vector. - Two-dimensional vector that identifies the position of the right stick. Each axis is represented as a floating-point value from −1.0 to 1.0. - - - Structure that represents the position of left and right sticks (thumbsticks) on an Xbox 360 Controller. - - - Initializes a new instance of the GamePadTriggers class. - Left trigger value. This value is clamped between 0.0 and 1.0. - Right trigger value. This value is clamped between 0.0 and 1.0. - - - Determines whether two GamePadTriggers instances are equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the instances are equal; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether two GamePadTriggers instances are not equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the objects are not equal; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Identifies the position of the left trigger on the Xbox 360 Controller. - Position of the left trigger, as a value between 0.0 and 1.0. - - - Identifies the position of the right trigger on the Xbox 360 Controller. - Position of the right trigger, as a value between 0.0 and 1.0. - - - Structure that defines the position of the left and right triggers on an Xbox 360 controller. - - - Returns the current keyboard state. Reference page contains links to related code samples. - Current keyboard state. - - - Allows retrieval of keystrokes from a keyboard input device. Reference page contains links to related code samples. - - - Initializes a new instance of the KeyboardState class. - Array or parameter list of Keys to initialize as pressed. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object to compare this object to. - true if the objects are the same; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Gets an array of values that correspond to the keyboard keys that are currently being pressed. Reference page contains links to related code samples. - The keys that are currently pressed. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are different; false otherwise. - - - - Returns whether a specified key is currently being pressed. Reference page contains links to related code samples. - Enumerated value that specifies the key to query. - true if the key specified by key is being held down; false otherwise. - - - - Returns whether a specified key is currently not pressed. Reference page contains links to related code samples. - Enumerated value that specifies the key to query. - true if the key specified by key is not pressed; false otherwise. - - - - Returns the state of a particular key. Reference page contains links to related code samples. - Enumerated value representing the key to query. - The state of the key specified by key. - - - Represents a state of keystrokes recorded by a keyboard input device. Reference page contains links to related code samples. - - - Gets the current state of the mouse, including mouse position and buttons pressed. Reference page contains links to related code samples. - Current state of the mouse. - - - Sets the position of the mouse cursor relative to the upper-left corner of the window. - The horizontal position of the mouse cursor, relative to the left edge of the game window. - The vertical position of the mouse cursor, relative to the upper edge of the game window. - - - Gets or sets the window used for mouse processing. Mouse coordinates returned by Mouse.GetState are relative to the upper-left corner of this window. Reference page contains links to related code samples. - Handle to a window. - - - Allows retrieval of position and button clicks from a mouse input device. Reference page contains links to related code samples. - - - Initializes a new instance of the MouseState class. - Horizontal mouse position. - Vertical mouse position. - Mouse scroll wheel value. - Left mouse button state. - Middle mouse button state. - Right mouse button state. - XBUTTON1 state. - XBUTTON2 state. - - - Determines whether two MouseState instances are equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the instances are equal; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - Object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether two MouseState instances are not equal. - Object on the left of the equal sign. - Object on the right of the equal sign. - true if the objects are not equal; false otherwise. - - - Retrieves a string representation of this object. - String representation of this object. - - - Returns the state of the left mouse button. - State of the left mouse button. - - - Returns the state of the middle mouse button. - State of the middle mouse button. - - - Returns the state of the right mouse button. - State of the right mouse button. - - - Gets the cumulative mouse scroll wheel value since the game was started. - The scroll wheel value. - - - Returns the state of XBUTTON1. - The state of XBUTTON1. - - - Returns the state of XBUTTON2. - The state of XBUTTON2. - - - Specifies the horizontal position of the mouse cursor. Reference page contains links to related code samples. - Horizontal position of the mouse cursor in relation to the upper-left corner of the game window. - - - Specifies the vertical position of the mouse cursor. Reference page contains links to related code samples. - Vertical position of the mouse cursor in relation to the upper-left corner of the game window. - - - Represents the state of a mouse input device, including mouse cursor position and buttons pressed. Reference page contains links to related code samples. - - - Identifies the state of a controller button. - - - The button is pressed. - - - The button is released. - - - Enumerates input device buttons. - - - A button - - - B button - - - BACK button - - - Big button - - - Directional pad up - - - Directional pad left - - - Directional pad right - - - Directional pad down - - - Left bumper (shoulder) button - - - Left stick button (pressing the left stick) - - - Left stick is towards down - - - Left stick is towards the left - - - Left stick is towards the right - - - Left stick is towards up - - - Left trigger - - - Right bumper (shoulder) button - - - Right stick button (pressing the right stick) - - - Right stick is towards down - - - Right stick is towards the left - - - Right stick is towards the right - - - Right stick is towards up - - - Right trigger - - - START button - - - X button - - - Y button - - - Specifies a type of dead zone processing to apply to Xbox 360 controller analog sticks when calling GamePad.GetState. - - - The combined X and Y position of each stick is compared against the dead zone. This provides better control than IndependentAxes when the stick is used as a two-dimensional control surface, such as when controlling a character's view in a first-person game. - - - The X and Y positions of each stick are compared against the dead zone independently. This setting is the default when calling GamePad.GetState. - - - The values of each stick are not processed and are returned by GamePad.GetState as "raw" values. This is best if you intend to implement your own dead zone processing. - - - Describes the type of a specified Xbox 360 controller. - - - Controller is an alternate guitar - - - Controller is an arcade stick - - - Controller is a big button pad - - - Controller is a dance pad - - - Controller is a drum kit - - - Controller is a flight stick - - - Controller is the Xbox 360 Controller - - - Controller is a guitar - - - Controller is an unknown type - - - Controller is a wheel - - - Identifies the state of a keyboard key. - - - The key is pressed. - - - The key is released. - - - Identifies a particular key on a keyboard. - - - A key - - - Add key - - - Applications key - - - Attn key - - - B key - - - BACKSPACE key - - - Windows 2000/XP: Browser Back key - - - Windows 2000/XP: Browser Favorites key - - - Windows 2000/XP: Browser Forward key - - - Windows 2000/XP: Browser Start and Home key - - - Windows 2000/XP: Browser Refresh key - - - Windows 2000/XP: Browser Search key - - - Windows 2000/XP: Browser Stop key - - - C key - - - CAPS LOCK key - - - Green ChatPad key - - - Orange ChatPad key - - - CrSel key - - - D key - - - Used for miscellaneous characters; it can vary by keyboard. - - - Used for miscellaneous characters; it can vary by keyboard. - - - Used for miscellaneous characters; it can vary by keyboard. - - - Used for miscellaneous characters; it can vary by keyboard. - - - Used for miscellaneous characters; it can vary by keyboard. - - - Used for miscellaneous characters; it can vary by keyboard. - - - Used for miscellaneous characters; it can vary by keyboard. - - - Used for miscellaneous characters; it can vary by keyboard. - - - Used for miscellaneous characters; it can vary by keyboard. - - - Used for miscellaneous characters; it can vary by keyboard. - - - Decimal key - - - DEL key - - - Divide key - - - DOWN ARROW key - - - E key - - - END key - - - ENTER key - - - Erase EOF key - - - ESC key - - - EXECUTE key - - - ExSel key - - - F key - - - F1 key - - - F10 key - - - F11 key - - - F12 key - - - F13 key - - - F14 key - - - F15 key - - - F16 key - - - F17 key - - - F18 key - - - F19 key - - - F2 key - - - F20 key - - - F21 key - - - F22 key - - - F23 key - - - F24 key - - - F3 key - - - F4 key - - - F5 key - - - F6 key - - - F7 key - - - F8 key - - - F9 key - - - G key - - - H key - - - HELP key - - - HOME key - - - I key - - - INS key - - - J key - - - K key - - - L key - - - Windows 2000/XP: Start Application 1 key - - - Windows 2000/XP: Start Application 2 key - - - Windows 2000/XP: Start Mail key - - - LEFT ARROW key - - - Left ALT key - - - Left CONTROL key - - - Left SHIFT key - - - Left Windows key - - - M key - - - Windows 2000/XP: Next Track key - - - Windows 2000/XP: Play/Pause Media key - - - Windows 2000/XP: Previous Track key - - - Windows 2000/XP: Stop Media key - - - Multiply key - - - N key - - - Reserved - - - NUM LOCK key - - - Numeric keypad 0 key - - - Numeric keypad 1 key - - - Numeric keypad 2 key - - - Numeric keypad 3 key - - - Numeric keypad 4 key - - - Numeric keypad 5 key - - - Numeric keypad 6 key - - - Numeric keypad 7 key - - - Numeric keypad 8 key - - - Numeric keypad 9 key - - - O key - - - Used for miscellaneous characters; it can vary by keyboard. - - - Windows 2000/XP: The OEM angle bracket or backslash key on the RT 102 key keyboard - - - CLEAR key - - - Windows 2000/XP: The OEM close bracket key on a US standard keyboard - - - Windows 2000/XP: For any country/region, the ',' key - - - Windows 2000/XP: For any country/region, the '-' key - - - Windows 2000/XP: The OEM open bracket key on a US standard keyboard - - - Windows 2000/XP: For any country/region, the '.' key - - - Windows 2000/XP: The OEM pipe key on a US standard keyboard - - - Windows 2000/XP: For any country/region, the '+' key - - - Windows 2000/XP: The OEM question mark key on a US standard keyboard - - - Windows 2000/XP: The OEM singled/double quote key on a US standard keyboard - - - Windows 2000/XP: The OEM Semicolon key on a US standard keyboard - - - Windows 2000/XP: The OEM tilde key on a US standard keyboard - - - P key - - - PA1 key - - - PAGE DOWN key - - - PAGE UP key - - - PAUSE key - - - Play key - - - PRINT key - - - PRINT SCREEN key - - - Windows 95/98/Me, Windows NT 4.0, Windows 2000/XP: IME PROCESS key - - - Q key - - - R key - - - RIGHT ARROW key - - - Right ALT key - - - Right CONTROL key - - - Right SHIFT key - - - Right Windows key - - - S key - - - SCROLL LOCK key - - - SELECT key - - - Windows 2000/XP: Select Media key - - - Separator key - - - Computer Sleep key - - - SPACEBAR - - - Subtract key - - - T key - - - TAB key - - - U key - - - UP ARROW key - - - V key - - - Windows 2000/XP: Volume Down key - - - Windows 2000/XP: Volume Mute key - - - Windows 2000/XP: Volume Up key - - - W key - - - X key - - - Y key - - - Z key - - - Zoom key - - - Immediately releases the unmanaged resources used by this object. - - - Determines whether the specified instances are equal. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are equal; false otherwise. - - - Determines whether the specified is equal to this . - to compare with this instance. - true if the objects are equal; false otherwise. - - - Determines whether the specified System.Object is equal to this . - System.Object to compare with this instance. - true if the objects are equal; false otherwise. - - - Releases unmanaged resources and performs other cleanup operations before the is reclaimed by garbage collection. - - - Gets the album art as a texture. - Content manager service provider, obtained through the Framework.Game.Services property. - Texture with the album art, or null if the album has no associated art. - - - Gets the hash code for this instance. - Hash code for this object. - - - Gets the album art thumbnail as a texture. - Content manager service provider, obtained through the Framework.Game.Services property. - Texture with the album art thumbnail, or null if the album has no associated thumbnail. - - - Determines whether the specified instances are not equal. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are not equal; false otherwise. - - - Returns a System.String representation of this . - System.String representation of this object. - - - Gets the Artist of the . - Artist of this . - - - Gets the duration of the . - Duration of the album, as a System.TimeSpan structure. - - - Gets the Genre of the . - Genre of this . - - - Gets a value indicating whether the has associated album art. - true if this has associated album art, false otherwise. - - - Gets the name of the . - The name of this . - - - Gets a SongCollection that contains the songs on the album. - SongCollection containing the songs on this album. - - - Provides access to an album in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - - Releases unmanaged resources and performs other cleanup operations before garbage collection reclaims the . - - - - Returns an enumerator that iterates through the . - System.Collections.Generic.IEnumerator`1 for the . - - - Returns an enumerator that iterates through the collection. - System.Collections.IEnumerator that iterates through the collection. - - - Gets the number of Album objects in the . - Number of Album objects in this . - - - Gets the Album at the specified index in the . - Index of the Album to get. - A new Album representing the album at the specified index in this . - - - A collection of albums in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - Determines whether the specified instances are equal. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are equal; false otherwise. - - - Determines whether the specified System.Object is equal to this . - System.Object to compare with this instance. - true if the objects are equal; false otherwise. - - - Determines whether the specified is equal to this . - to compare with this instance. - true if the objects are equal; false otherwise. - - - Releases unmanaged resources and performs other cleanup operations before the is reclaimed by garbage collection. - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether the specified instances are not equal. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are not equal; false otherwise. - - - Returns a System.String representation of the . - System.String representation of this object. - - - Gets the AlbumCollection for the . - AlbumCollection for this . - - - Gets the name of the . - The name of this . - - - Gets the SongCollection for the . - SongCollection for this . - - - Provides access to artist information in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - - Releases unmanaged resources and performs other cleanup operations before garbage collection reclaims the . - - - - Returns an enumerator that iterates through the . - System.Collections.Generic.IEnumerator`1 for the . - - - Returns an enumerator that iterates through the collection. - System.Collections.IEnumerator that iterates through the collection. - - - Gets the number of Artist objects in the . - Number of Artist objects in this . - - - Gets the Artist at the specified index in the . - Index of the Artist to get. - A new Artist representing the artist at the specified index in this . - - - The collection of all artists in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - Determines whether the specified instances are equal. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are equal; false otherwise. - - - Determines whether the specified System.Object is equal to this . - System.Object to compare with this instance. - true if the objects are equal; false otherwise. - - - Determines whether the specified is equal to this . - to compare with this instance. - true if the objects are equal; false otherwise. - - - Releases unmanaged resources and performs other cleanup operations before the is reclaimed by garbage collection. - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether the specified instances are not equal. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are not equal; false otherwise. - - - Returns a System.String representation of the . - System.String representation of this object. - - - Gets the AlbumCollection for the . - AlbumCollection for this . - - - Gets the name of the . - The name of this . - - - Gets the SongCollection for the . - SongCollection for this . - - - Provides access to genre information in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - - Releases unmanaged resources and performs other cleanup operations before garbage collection reclaims the . - - - - Returns an enumerator that iterates through the . - System.Collections.Generic.IEnumerator`1 for the . - - - Returns an enumerator that iterates through the collection. - System.Collections.IEnumerator that iterates through the collection. - - - Gets the number of Genre objects in the . - Number of Genre objects in this . - - - Gets the Genre at the specified index in the . - Index of the Genre to get. - A new Genre representing the genre at the specified index in this . - - - The collection of all genres in the media library. - - - - Initializes a new instance of the class, using a specific media source to create the new media library. - Reference page contains code sample. - A media source that will be the source for the media library. - - - Initializes a new instance of the class. - - - Releases the resources used by the MediaLibrary. - - - - Releases unmanaged resources and performs other cleanup operations before the is reclaimed by garbage collection. - - - - Gets the AlbumCollection that contains all albums in the media library. - AlbumCollection that contains all albums in the device's media library. - - - Gets the ArtistCollection that contains all artists in the media library. - ArtistCollection that contains all artists in the device's media library. - - - Gets the GenreCollection that contains all genres in the media library. - GenreCollection that contains all genres in the device's media library. - - - Gets the MediaSource with which this media library was constructed. - The MediaSource with which this media library was constructed. - - - Gets the PictureCollection that contains all pictures in the media library. - PictureCollection that contains all pictures in the device's media library. - - - Gets the PlaylistCollection that contains all playlists in the media library. - PlaylistCollection that contains all playlists in the device's media library. - - - Gets the root PictureAlbum for all pictures in the media library. - The root PictureAlbum for all pictures in the device's media library. - - - Gets the SongCollection that contains all songs in the media library. - SongCollection that contains all songs in the device's media library. - - - Provides access to songs, playlists, and pictures in the device's media library. Reference page contains code sample. - - - - Raised when the active song changes due to active playback or due to explicit calls to the MediaPlayer.MoveNext or MediaPlayer.MovePrevious methods. - - - - Raised when the media player play state changes. - - - Retrieves visualization (frequency and sample) data for the currently-playing song. Reference page contains code sample. - Visualization (frequency and sample) data for the currently playing song. - - - Moves to the next song in the queue of playing songs. - - - Moves to the previous song in the queue of playing songs. - - - Pauses the currently playing song. - - - Plays a SongCollection, starting with the Song at the specified index. Reference page contains links to related code samples. - SongCollection to play. - Index of the song in the collection at which playback should begin. - - - Plays a Song. Reference page contains links to related code samples. - Song to play. - - - Plays a SongCollection. Reference page contains links to related code samples. - SongCollection to play. - - - Resumes a paused song. - - - Stops playing a song. - - - Determines whether the game has control of the background music. - true if the game has control of the background music; otherwise, false. - - - - Gets or set the muted setting for the media player. - true if sound is muted; false otherwise. - - - Gets or sets the repeat setting for the media player. - true if the current play queue is set to repeat; false otherwise. - - - Gets or sets the shuffle setting for the media player. - true if the current play queue is set to shuffled; false otherwise. - - - Gets or sets the visualization enabled setting for the media player. - true if visualization is enabled; false otherwise. - - - Gets the play position within the currently playing song. - Play position within the current song, as a System.TimeSpan structure. - - - Gets the media playback queue, MediaQueue. - The media playback queue, MediaQueue. - - - Gets the media playback state, MediaState. - The media playback state, MediaState. - - - Gets or sets the media player volume. - Media player volume, from 0.0f (silence) to 1.0f (full volume relative to the current device volume). - - - Provides methods and properties to play, pause, resume, and stop songs. also exposes shuffle, repeat, volume, play position, and visualization capabilities. Reference page contains links to related code samples. - - - Gets or sets the index of the current (active) song in the queue of playing songs. - Index of the current song in the queue of playing songs. - - - Gets the current Song in the queue of playing songs. - Current Song in the queue of playing songs. - - - Gets the count of songs in the . - Count of songs in this . - - - Gets the Song at the specified index in the . - - A new Song representing the song at the specified index in this . - - - Provides methods and properties to access and control the queue of playing songs. - - - Gets the available media sources. Reference page contains code sample. - The available media sources. - - - - Returns the name of this media source. - The name of this media source. - - - - Gets the MediaSourceType of this media source. - - The MediaSourceType of this media source. - - - - Gets the name of this media source. - The media source name. - - - Provides methods and properties to access the source or sources from which the media will be read. - - - Immediately releases the unmanaged resources used by this object. - - - Determines whether the specified instances are equal. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are equal; false otherwise. - - - Determines whether the specified is equal to this . - to compare with this instance. - true if the objects are equal; false otherwise. - - - Determines whether the specified System.Object is equal to this . - System.Object to compare with this instance. - true if the objects are equal; false otherwise. - - - Releases unmanaged resources and performs other cleanup operations before the is reclaimed by garbage collection. - - - Gets the hash code for this instance. - Hash code for this object. - - - Gets the picture as a texture. - Game service provider, obtained from the Framework.Game.Services property. - Texture with the graphical content of the picture. - - - Gets a thumbnail of the picture as a texture. - Game service provider, obtained from the Framework.Game.Services property. - Texture with a thumbnail of the picture's graphical content. - - - Determines whether the specified instances are not equal. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are not equal; false otherwise. - - - Returns a System.String representation of the . - System.String representation of this object. - - - Gets the picture album that contains the picture. - PictureAlbum that contains this picture. - - - - Gets the picture's date. - Date and time associated with the picture's file, as a System.DateTime structure. - - - Gets the picture's height. - Height of this picture, in pixels. - - - Gets the name of the . - The name of this . - - - Gets the picture's width. - Width of this picture, in pixels. - - - Provides access to a picture in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - Determines whether the specified instances are equal. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are equal; false otherwise. - - - Determines whether the specified System.Object is equal to this . - System.Object to compare with this instance. - true if the objects are equal; false otherwise. - - - Determines whether the specified is equal to this . - to compare with this instance. - true if the objects are equal; false otherwise. - - - Releases unmanaged resources and performs other cleanup operations before the is reclaimed by garbage collection. - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether the specified instances are not equal. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are not equal; false otherwise. - - - Returns a System.String representation of the . - System.String representation of this object. - - - Gets the collection of picture albums that are contained within the picture album (that is, picture albums that are children of the picture album). - PictureAlbumCollection that contains the picture albums that are children of this picture album. - - - Gets the name of the . - The name of this . - - - Gets the parent picture album. - PictureAlbum that is the parent of this picture album. - - - Gets the collection of pictures in this picture album. - PictureCollection that contains the pictures in this picture album. - - - Provides access to a picture album in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - - Releases unmanaged resources and performs other cleanup operations before garbage collection reclaims the . - - - - Returns an enumerator that iterates through the collection. - System.Collections.IEnumerator that iterates through the collection. - - - Returns an enumerator that iterates through the . - System.Collections.Generic.IEnumerator`1 for the . - - - - Gets the number of PictureAlbum objects in the . - Number of PictureAlbum objects in this . - - - Gets the PictureAlbum at the specified index in the . - - A new PictureAlbum representing the picture album at the specified index in this . - - - A collection of picture albums in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - - Releases unmanaged resources and performs other cleanup operations before garbage collection reclaims the . - - - - Returns an enumerator that iterates through the collection. - System.Collections.IEnumerator that iterates through the collection. - - - Returns an enumerator that iterates through the . - System.Collections.Generic.IEnumerator`1 for the . - - - - Gets the number of Picture objects in the . - Number of Picture objects in this . - - - Gets the Picture at the specified index in the . - - A new Picture representing the picture at the specified index in this . - - - A collection of pictures in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - Determines whether the specified instances are equal. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are equal; false otherwise. - - - Determines whether the specified is equal to this . - to compare with this instance. - true if the objects are equal; false otherwise. - - - Determines whether the specified System.Object is equal to this . - System.Object to compare with this instance. - true if the objects are equal; false otherwise. - - - Releases unmanaged resources and performs other cleanup operations before the is reclaimed by garbage collection. - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether the specified instances are not equal. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are not equal; false otherwise. - - - Returns a System.String representation of the . - System.String representation of this object. - - - Gets the duration of the . - Duration of the playlist, as a System.TimeSpan structure. - - - Gets the name of the . - The name of this . - - - Gets a SongCollection that contains the songs in the playlist. - SongCollection containing the songs in this playlist. - - - Provides access to a playlist in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - - Releases unmanaged resources and performs other cleanup operations before garbage collection reclaims the . - - - - Returns an enumerator that iterates through the collection. - System.Collections.IEnumerator that iterates through the collection. - - - Returns an enumerator that iterates through the . - System.Collections.Generic.IEnumerator`1 for the . - - - - Gets the number of Playlist objects in the . - Number of Playlist objects in this . - - - Gets the Playlist at the specified index in the . - - A new Playlist representing the playlist at the specified index in this . - - - A collection of playlists in the media library. - - - Immediately releases the unmanaged resources used by this object. - - - Determines whether the specified instances are equal. - Object to the left of the equality operator. - Object to the right of the equality operator. - true if the objects are equal; false otherwise. - - - Determines whether the specified is equal to this . - to compare with this instance. - true if the objects are equal; false otherwise. - - - Determines whether the specified System.Object is equal to this . - System.Object to compare with this instance. - true if the objects are equal; false otherwise. - - - Releases unmanaged resources and performs other cleanup operations before the is reclaimed by garbage collection. - - - Gets the hash code for this instance. - Hash code for this object. - - - Determines whether the specified instances are not equal. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - true if the objects are not equal; false otherwise. - - - Returns a System.String representation of the . - System.String representation of this object. - - - Gets the Album on which the appears. - Album on which this appears. - - - Gets the Artist of the . - Artist of this . - - - Gets the duration of the . - Duration of the song, as a System.TimeSpan structure. - - - Gets the Genre of the . - Genre of this . - - - Gets a value that indicates whether the song is DRM protected content. - true if this is DRM protected; false otherwise. - - - - Gets a value that indicates whether the song has been rated by the user. - true if this has been rated by the user; false otherwise. - - - Gets the name of the . - The name of this . - - - Gets the song play count. - Song play count. - - - Gets the user's rating for the . - User's rating for this , or 0 if the song is unrated.Ratings range from 1 (dislike the most) to 10 (like the most).When the user rates songs using the Zune device or Zune software, the rating is set to 8 for liked songs (shown as a heart) and to 2 or 3 for disliked songs (shown as a broken heart). - - - Gets the track number of the song on the song's Album. - Track number of this on the song's Album. - - - Provides access to a song in the song library. - - - Immediately releases the unmanaged resources used by this object. - - - - Releases unmanaged resources and performs other cleanup operations before garbage collection reclaims the . - - - - Returns an enumerator that iterates through the collection. - System.Collections.IEnumerator that iterates through the collection. - - - Returns an enumerator that iterates through the . - System.Collections.Generic.IEnumerator`1 for the . - - - Gets the number of Song objects in the . - Number of Song objects in this . - - - Gets the Song at the specified index in the . - - A new Song representing the song at the specified index in this . - - - A collection of songs in the song library. - - - Initializes a new instance of the VisualizationData class. - - - - Returns a collection of floats that contain frequency data. - A collection of floats that contain frequency data. - - - - - Returns a collection of floats that contain sample data. - - A collection of floats that contain sample data. - - - - Encapsulates visualization (frequency and sample) data for the currently-playing song. - - - Type of the media source. - - - A local device. - - - A Windows Media Connect device. - - - Media playback state (playing, paused, or stopped). - - - Media playback is paused. - - - Media is currently playing. - - - Media playback is stopped. - - - Gets the number of gamers in the session. - Number of gamers currently in the session. - - - Gets the gamertag of the session host. - Name of the gamertag. - - - Gets the number of private player slots. - Number of reserved private slots. - - - Gets the number of public player slots. - Number of public slots. - - - Gets an estimate of the quality of network service between this local machine and the remote session. - An estimate of the quality of network service between this local machine and the remote session. Initially the QualityOfService.IsAvailable property will be set to false, and all the other properties of the returned QualityOfService instance will be zero, but after the probing finishes this will become true and the other properties will be filled in with some actual data. - - - - Gets any custom properties that have been attached to the session. - Any custom properties that have been attached to the session. - - - Describes a multiplayer session that can be joined. Reference page contains links to related code samples. - - - Immediately releases the collection. - - - Allows Microsoft.Xna.Framework.Net.AvailableNetworkSessionCollection.Finalize to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Represents a collection of sessions available for joining. Reference page contains links to related code samples. - - - Creates an instance of GameEndedEventArgs. - - - Represents the arguments passed to a NetworkSession.GameEnded event. - - - Creates an instance of GamerJoinedEventArgs. - The gamer who just joined the session. - - - Gets the gamer who just joined the session. - The gamer who just joined the session. - - - Represents the arguments passed to a NetworkSession.GamerJoined event. - - - Creates an instance of GamerLeftEventArgs. - The gamer who just left the session. - - - Gets the gamer who just left the session. - The gamer who just left the session. - - - Represents the arguments passed to a NetworkSession.GamerLeft event. - - - Creates an instance of GameStartedEventArgs. - - - Represents the arguments passed to a NetworkSession.GameStarted event. - - - Creates an instance of HostChangedEventArgs. - The player who was the previous session host. - The player who is the new host of the multiplayer session. - - - Gets the new host of the session. - The player who is the new host of the multiplayer session. - - - Gets the player who was the previous session host. - The player who was the previous session host. - - - Represents the arguments passed to a HostChanged event. - - - Creates a new instance of InviteAcceptedEventArgs. - The player who has accepted the game invitation. - - - Gets the gamer who accepted the game invitation. - The gamer accepting the game invitation. - - - Represents the arguments passed to a NetworkSession.InviteAccepted event. - - - Specifies whether voice data should be sent to, or received from, the specified remote gamer. - A remote gamer in the session. - true if voice is enabled; false otherwise. - - - Reads the next incoming packet using the specified values. Reference page contains links to related code samples. - Storage for the network packet data. - Offset, in bytes, to begin reading data. - Gamer who sent this packet. - Number of bytes read from the network packet. Returns 0 if no packet is available. - - - - Reads the next incoming packet and copies the packet data into the specified reader object. - Reference page contains links to related code samples. - Network packet data. - Gamer who sent this packet. - Number of bytes read from the network packet. Returns 0 if no packet is available. - - - Reads the next incoming packet using the specified values. Reference page contains links to related code samples. - Storage for the network packet data. - Gamer who sent this packet. - Number of bytes read from the network packet. Returns 0 if no packet is available. - - - Sends a selected portion of a byte array to all gamers in a session. Reference page contains links to related code samples. - Byte array containing session data. - Offset, in bytes, to the start of the data. - Amount, in bytes, of data sent. - Enumeration containing data send options. - - - Sends a selected portion of a byte array to the specified gamer. Reference page contains links to related code samples. - Byte array containing session data. - Offset, in bytes, to the start of the data. - Amount, in bytes, of data sent. - Enumeration containing data send options. - Gamer to receive the data packet. - - - Sends a network packet to the specified gamer in a session. Reference page contains links to related code samples. - Byte array containing session data. - Enumeration containing data send options. - Gamer receiving the data. - - - Sends a network packet to all gamers in a session. Reference page contains links to related code samples. - Byte array containing session data. - Enumeration containing data send options. - - - Sends a byte array to the specified gamer. Reference page contains links to related code samples. - Byte array containing session data. - Enumeration containing data send options. - Gamer to receive the data packet. - - - Sends a byte array to all gamers in a session. Reference page contains links to related code samples. - Byte array containing session data. - Enumeration containing data send options. - - - Determines if there is incoming packet data for this player. - true if there are one or more packets waiting; otherwise false. - - - Gets the Framework.GamerServices.SignedInGamer instance for this Microsoft.Xna.Framework.Net.LocalNetworkGamer.SignedInGamer object. - - The related Framework.GamerServices.SignedInGamer instance. - - - Represents a local player in a network session. - - - Initializes a new instance of NetworkException with the specified error message and the inner exception. - A message that describes the error. - The inner exception related to this exception. - - - Initializes a new instance of NetworkException with the specified error message. - A message that describes the error. - - - Initializes a new instance of NetworkException with the specified streaming context. - Describes the network data being sent or received when the exception occurred. - Describes the stream where the exception occurred. - - - Creates an empty instance of NetworkException. - - - Thrown if there is a network communication failure. - - - Determines if the player has a voice headset. - true if a headset is present; false otherwise. - - - - Gets a unique identifier that can be used to refer to this gamer in network packets. - - A unique identifier that can be used to refer to this gamer in network packets. - - - Determines whether this gamer is logged in as a guest profile. - true if this gamer is logged in as a guest profile; false otherwise. - - - Determines if the player is the host of the multiplayer session. - true if the player is the host; false otherwise. - - - Determines if the player is playing on a local machine. - true if the player is local; false otherwise. - - - Determines if the player is muted by one or more local users. - true if the player is muted by one or more players in the session; false otherwise. - - - Determines if the player occupies a reserved private session slot. - true if the player occupies a reserved private session slot; false otherwise. - - - Determines whether the gamer is ready to leave the lobby screen and begin gameplay. Reference page contains links to related code samples. - true if the gamer is ready to start playing; false otherwise. - - - Determines whether the gamer is currently sending voice data. - true if the gamer is sending voice data; false otherwise. - - - - Gets an object representing the physical gaming machine this NetworkGamer is playing on. - - - An object representing the physical gaming machine this NetworkGamer is playing on. - - - - Gets an estimate of the network latency involved in sending a packet round trip from the local machine to this gamer and back again. - An estimate of the network latency involved in sending a packet round trip from the local machine to this gamer and back again. - - - Gets the multiplayer session of the gamer. - Session that contains the gamer. - - - - Represents a player in a network session. - - - - Forcibly removes this machine from the session. - - - Gets a collection of all the gamers who are playing on this machine. - A collection of all the gamers who are playing on this machine. - - - - Represents a physical machine (such as single Xbox 360 console or Windows-based computer) that is participating in a multiplayer session. It can be used to detect when more than one NetworkGamer is playing on the same actual machine. - - - - Constructs an exception with the specified error message and inner exception. - Error message to associate with this exception. - Inner exception. - - - Constructs an exception with the specified error message. - Error message to associate with this exception. - - - Constructs an exception from the specified streaming context. - Serialization information. - Streaming context. - - - Constructs an empty exception. - - - Exception thrown if no network is available. - - - Occurs when the game moves from gameplay to the lobby. Reference page contains links to related code samples. - - - - Occurs when a new player joins a multiplayer session. - Reference page contains links to related code samples. - - - Occurs when a player leaves the multiplayer session. Reference page contains links to related code samples. - - - Occurs when the game moves from the lobby into actual gameplay. Reference page contains links to related code samples. - - - - Occurs when the session host has changed. - - - - Event that occurs when a user has accepted an invite to join a network session. - - - Occurs when the multiplayer session ends. Reference page contains links to related code samples. - - - Maximum number of gamers supported in a session. - - - Adds the specified local gamer profile to the network session. - The gamer to add to the network session - - - Starts hosting a new multiplayer session. - - Type of session being created. - Collection of local gamers to participate in the network session. The first gamer in the collection becomes the host, and the others are added to the session. - Maximum number of players allowed in this network session. For Windows- or Xbox 360-based games, this value must be between 2 and 31; 31 is the maximum number of players supported in a session. For Zune-based games, this value must be between 2 and 8; 8 is the maximum number of players supported in the session. - Number of reserved private session slots created for the session. This value must be less than maximumGamers. - Properties of the session being created. - The method to be called once the asynchronous operation has finished. - State of the asynchronous operation. - An System.IAsyncResult used to track the progress of the method. - - - Starts hosting a new multiplayer session. - - Type of session being created. - Maximum number of local players on the same gaming machine in this network session. - Maximum number of players allowed in this network session. For Windows- or Xbox 360-based games, this value must be between 2 and 31; 31 is the maximum number of players supported in a session. For Zune-based games, this value must be between 2 and 8; 8 is the maximum number of players supported in the session. - The method to be called once the asynchronous operation has finished. - State of the asynchronous operation. - An System.IAsyncResult used to track the progress of the method. - - - - Starts hosting a new multiplayer session. - - Type of session being created. - Maximum number of local players on the same gaming machine in this network session. - Maximum number of players allowed in this network session. For Windows- or Xbox 360-based games, this value must be between 2 and 31; 31 is the maximum number of players supported in a session. For Zune-based games, this value must be between 2 and 8; 8 is the maximum number of players supported in the session. - Number of reserved private session slots created for the session. This value must be less than maximumGamers. - Properties of the session being created. - The method to be called once the asynchronous operation has finished. - State of the asynchronous operation. - An System.IAsyncResult used to track the progress of the method. Call EndCreate to access these results. - - - Starts a matchmaking query to search for available multiplayer sessions, specifying a collection of local gamers to add to the network session. - Type of session sought. - Collection of local gamers to participate in the network session. The first gamer in the collection becomes the host, and the others are added to the session. - Optional session properties to match during the search. If this argument is null, the query results will not be filtered based on the session properties of available sessions. If any of the search property values in searchProperties are specified, only sessions with matching properties will be returned by the query. null items in the searchProperties collection will match to any value for that session property. - Method to be called once the asynchronous operation has finished. - State of the asynchronous operation. - - An System.IAsyncResult used to track the progress of the method. - - - - Starts a matchmaking query to search for available multiplayer sessions. - Type of session sought. - Maximum number of local players on the same gaming machine in this network session. - Optional session properties to match during the search. If this argument is null, the query results will not be filtered based on the session properties of available sessions. If any of the search property values in searchProperties are specified, only sessions with matching properties will be returned by the query. null items in the searchProperties collection will match to any value for that session property. - Method to be called once the asynchronous operation has finished. - State of the asynchronous operation. - An System.IAsyncResult used to track the progress of the method. - - - - Starts joining an existing network session in response to an NetworkSession.InviteAccepted notification event with the specified collection of local gamers. - Collection of local gamers to participate in the network session. The first gamer in the collection becomes the host, and the others are added to the session. - Method to be called at the conclusion of the asynchronous operation. - State of the asynchronous operation. - An System.IAsyncResult used to track the progress of the method. - - - - Starts joining an existing network session in response to an NetworkSession.InviteAccepted notification event. - - Maximum number of local players on the same gaming machine in this network session. - Method to be called at the conclusion of the asynchronous operation. - State of the asynchronous operation. - An System.IAsyncResult used to track the progress of the method. - - - Starts a join operation for the specified multiplayer session. - Session the gamer is attempting to join. - The method to be called once the asynchronous operation has finished. - State of the asynchronous operation. - An System.IAsyncResult used to track the progress of the method. Call EndJoin to access these results. - - - Starts hosting a new multiplayer session. - Type of session being hosted. - Collection of local gamers to participate in the network session. The first gamer in the collection becomes the host, and the others are added to the session. - Maximum number of players allowed in this network session. For Windows- or Xbox 360-based games, this value must be between 2 and 31; 31 is the maximum number of players supported in a session. For Zune-based games, this value must be between 2 and 8; 8 is the maximum number of players supported in the session. - Number of reserved private session slots created for the session. This value must be less than maxGamers. - Properties of the session being created. - The newly hosted session. - - - Starts hosting a new multiplayer session. - Type of session being hosted. - Maximum number of local players on the same gaming machine in this network session. - Maximum number of players allowed in this network session. For Windows- or Xbox 360-based games, this value must be between 2 and 31; 31 is the maximum number of players supported in a session. For Zune-based games, this value must be between 2 and 8; 8 is the maximum number of players supported in the session. - The newly hosted session. - - - Starts hosting a new multiplayer session. - Type of session being hosted. - Maximum number of local players on the same gaming machine in this network session. - Maximum number of players allowed in this network session. For Windows- or Xbox 360-based games, this value must be between 2 and 31; 31 is the maximum number of players supported in a session. For Zune-based games, this value must be between 2 and 8; 8 is the maximum number of players supported in the session. - Number of reserved private session slots created for the session. This value must be less than maxGamers. - Properties of the session being created. - The newly hosted session. - - - Ends the current multiplayer session. - - - Gets the result from a BeginCreate asynchronous call. - An System.IAsyncResult used to track the progress of the operation. - The session being created. - - - Gets the result from a NetworkSession.BeginFind asynchronous call. - An System.IAsyncResult used to track the progress of the operation. - Collection of sessions matching the search criteria. - - - Changes the session state from NetworkSessionState.Playing to NetworkSessionState.Lobby. - - - Gets the result from a NetworkSession.BeginJoinInvited asynchronous call. - An System.IAsyncResult used to track the progress of the operation. - The session being joined by the gamer. - - - Gets the result from a NetworkSession.BeginJoin asynchronous call. - An System.IAsyncResult used to track the progress of the operation. - The session being joined by the gamer. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - - Looks up the network gamer with the specified ID. - Identifier specifying the network gamer for which to search. - Network gamer matching the requested ID, or null if no matching gamer was found. - - - Issues a matchmaking query, searching for available multiplayer sessions. Reference page contains links to related code samples. - Type of session sought. - Collection of local gamers to participate in the network session. The first gamer in the collection becomes the host, and the others are added to the session. - Optional session properties to match during the search. If this argument is null, the query results will not be filtered based on the session properties of available sessions. If any of the search property values in searchProperties are specified, only sessions with matching properties will be returned by the query. null items in the searchProperties collection will match to any value for that session property. - Collection of available network multiplayer sessions. - - - Issues a matchmaking query, searching for available multiplayer sessions. Reference page contains links to related code samples. - Type of session sought. - Maximum number of local players on the same gaming machine in this network session. - Optional session properties to match during the search. If this argument is null, the query results will not be filtered based on the session properties of available sessions. If any of the search property values in searchProperties are specified, only sessions with matching properties will be returned by the query. null items in the searchProperties collection will match to any value for that session property. - Collection of available network multiplayer sessions. - - - - Joins an existing network session in response to an NetworkSession.InviteAccepted notification event. - - Collection of local gamers to participate in the network session. The first gamer in the collection becomes the host, and the others are added to the session. - The network session. - - - - Joins an existing network session in response to an NetworkSession.InviteAccepted notification event. - - Maximum number of local players on the same gaming machine in this network session. - The network session. - - - Joins an existing multiplayer session. Reference page contains links to related code samples. - An existing multiplayer session. - Session joined by the gamer. - - - Resets the NetworkGamer.IsReady property of all session gamers. - - - Changes the session state from NetworkSessionState.Lobby to NetworkSessionState.Playing. - - - Updates the state of the multiplayer session. - - - - Gets the collection of gamers currently in the session. - Collection of gamers in the session. - - - - Gets or sets whether host migration is allowed. This can be read by any machine in the session, but can only be changed by the host. The default value is false indicating that host migration is disabled. - Reference page contains links to related conceptual articles. - true to enable host migration; false to disable host migration. The default value is false. - - - - - Gets or sets whether join-in-progress is allowed. If the host enables this setting, new machines will be able to join at any time. The default value is false, indicating that join-in-progress is disabled. Microsoft.Xna.Framework.Net.NetworkSession.AllowJoinInProgress can be read by any machine in the session, but can only be changed by the host. - Reference page contains links to related code samples. - true to enable join-in-progress, false otherwise. The default value is false. - - - - Gets a performance counter recording the amount of data being received from the network. - - A performance counter recording the amount of data being received from the network. - - - Gets a performance counter recording the amount of data being sent over the network. - - A performance counter recording the amount of data being sent over the network. - - - Gets the current host of the multiplayer session. - The gamer currently hosting the session. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Determines whether all gamers are ready to enter the session. Reference page contains links to related code samples. - true if all gamers are ready to leave the lobby screen and begin gameplay. This state is indicated by a setting of true for the NetworkGamer.IsReady property. - - - Determines whether this machine is the session host. - true if this machine is the session host; false otherwise. - - - Get the collection of local gamers for a multiplayer session. - Collection of local gamers of a network session. For a complete collection of gamers, access the AllGamers property. - - - Gets or sets the maximum number of players able to join this multiplayer session. - Maximum number of players supported by the multiplayer session. Only the host can modify this value. - - - Gets or sets the number of private slots reserved for gamers who join using an invitation. - Number of private slots. - - - Gets the collection of remote gamers for a multiplayer session. - Collection of remote gamers of a network session. For a complete collection of gamers, access the AllGamers property. - - - Gets any custom properties that have been attached to the session. - Any custom properties that have been attached to the session. - - - Gets the current state of a multiplayer session. - Current state of the session. - - - Gets the current multiplayer session type. - The type of the multiplayer session. - - - Gets or sets the amount of simulated network latency. - The amount of simulated network latency, in milliseconds. The default value is 0. - - - Gets or sets the amount of simulated packet loss. - The amount of simulated packet loss, expressed as any fractional probability in the range 0 to 1, with 1 causing 100% packet loss. The default value is zero. - - - Represents a multiplayer game session. Reference page contains links to related code samples. - - - Creates an instance of NetworkSessionEndedEventArgs. - Reason for ending the session. - - - Gets the reason for ending a session. - Reason for ending the session. - - - Represents the arguments passed to a NetworkSession.SessionEnded event. These arguments are passed to event handlers when a session ends. - - - Creates an instance of Microsoft.Xna.Framework.Net.NetworkSessionJoinException(System.String,System.Exception) with the specified error message and inner exception. - A message that describes the error. - The inner exception related to this exception. - - - Creates an instance of Microsoft.Xna.Framework.Net.NetworkSessionJoinException(System.String) with the specified error message. - A message that describes the error. - - - Creates an instance of Microsoft.Xna.Framework.Net.NetworkSessionJoinException(System.String,Microsoft.Xna.Framework.Net.NetworkSessionJoinError) with the specified error and additional information on the exception. - A message that describes the error. - Reason for the exception. - - - Creates an instance of Microsoft.Xna.Framework.Net.NetworkSessionJoinException(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext) with the specified streaming context. - Describes information related to the session being joined when the exception occurred. - Describes the stream where the exception occurred. - - - Creates an empty instance of Microsoft.Xna.Framework.Net.NetworkSessionJoinException. - - - When overridden in a derived class, returns information about the exception. - Information necessary for serialization and deserialization of the session item. - Information necessary for the source and destination of a given serialized stream. Also provides an additional caller-defined context. - - - Gets or sets a more detailed description of the session join failure. - Contains information about the session join failure. - - - Thrown if an error was encountered while joining a session. - - - Creates an empty instance of Microsoft.Xna.Framework.Net.NetworkSessionProperties. - - - The Microsoft.Xna.Framework.Net.NetworkSessionProperties.System.Collections.Generic.ICollection<System.Nullable<System.Int32>>.Add(System.Nullable{System.Int32}) interface method is not supported by NetworkSessionProperties. - The value to add. - - - - The Microsoft.Xna.Framework.Net.NetworkSessionProperties.System.Collections.Generic.ICollection<System.Nullable<System.Int32>>.Clear interface method is not supported by NetworkSessionProperties. - - - - Checks whether the collection contains the specified value. - The value to search for. - true if the collection contains the specified value; false otherwise. - - - - Copies the contents of the collection to an array. - The array to receive the contents of the collection. - Starting index for the copy operation. - - - Gets an enumerator for iterating over the custom property values. - An enumerator for iterating over the custom property values. - - - Gets an enumerator for iterating over the custom property values. - An enumerator for iterating over the custom property values. - - - - Gets the index of the specified value. - The value to search for. - The index of the specified value. - - - - The Microsoft.Xna.Framework.Net.NetworkSessionProperties.System.Collections.Generic.IList<System.Nullable<System.Int32>>.Insert(System.Int32,System.Nullable{System.Int32}) interface method is not supported by NetworkSessionProperties. - - Index for the insertion operation - Item to insert. - - - - The Microsoft.Xna.Framework.Net.NetworkSessionProperties.System.Collections.Generic.IList<System.Nullable<System.Int32>>.RemoveAt(System.Int32) interface method is not supported by NetworkSessionProperties. - - Index of the item to remove. - - - - The Microsoft.Xna.Framework.Net.NetworkSessionProperties.System.Collections.Generic.ICollection<System.Nullable<System.Int32>>.Remove(System.Nullable{System.Int32}) interface method is not supported by NetworkSessionProperties. - - The item to remove. - true if the item was removed successfully; false otherwise. - - - - Gets the number of custom session properties. - The number of custom session properties. - - - Gets a value indicating whether the collection is read-only. - true if the collection is read-only; false otherwise. - - - - Gets or sets a custom session property value at the specified index - Index of the item to retrieve. - The custom session property value. - - - Describes custom, game-specific information about a NetworkSession object. Reference page contains links to related code samples. - - - Initializes an empty instance of Microsoft.Xna.Framework.Net.PacketReader(System.Int32) with the specified options. - Initial capacity for a received network packet. - - - Initializes an empty instance of Microsoft.Xna.Framework.Net.PacketReader. - - - Reads a Color value. - Color data received from the network packet. - - - Reads an 8-byte floating point value. Reference page contains links to related code samples. - 8-byte floating point value from the received network packet. - - - Reads a Matrix value. Reference page contains links to related code samples. - Matrix data from the received network packet. - - - - Reads a Quaternion value. - Reference page contains links to related code samples. - Quaternion data from the received network packet. - - - Reads a 4-byte floating point value. Reference page contains links to related code samples. - Reads a 4-byte floating point value from the received network packet. - - - Reads a Vector2 value. Reference page contains links to related code samples. - Vector data from the received network packet. - - - Reads a Vector3 value. Reference page contains links to related code samples. - Vector data from the received network packet. - - - Reads a Vector3 value. Reference page contains links to related code samples. - Vector data from the received network packet. - - - Gets the length of the packet being read. - Length of the packet. - - - Gets or sets the current packet read position. - Current position of the packet. - - - Provides common functionality for efficiently reading incoming network packets. Reference page contains links to related code samples. - - - Initializes a new instance of Microsoft.Xna.Framework.Net.PacketWriter(System.Int32) with the specified capacity. - Capacity for the packet writer. - - - Initializes an empty instance of Microsoft.Xna.Framework.Net.PacketWriter. - - - - Writes a System.Single value to an outgoing network packet. - - Value to be written. - - - Writes a Framework.Graphics.Color value to an outgoing network packet. - Value to be written. - - - Writes a Vector2 value to an outgoing network packet. Reference page contains links to related code samples. - Value being written. - - - Writes a Vector4 value to an outgoing network packet. Reference page contains links to related code samples. - Value being written. - - - Writes a Quaternion value to an outgoing network packet. Reference page contains links to related code samples. - Value being written. - - - Writes a System.Double value to an outgoing network packet. - Value to be written. - - - Writes a Matrix value to an outgoing network packet. Reference page contains links to related code samples. - Value being written. - - - Writes a Vector3 value to an outgoing network packet. Reference page contains links to related code samples. - Value being written. - - - Gets the length of the packet being written. - Length of the packet. - - - Gets or sets the current packet write position. - Current position of the packet. - - - Provides common functionality for efficiently formatting outgoing network packets. Reference page contains links to related code samples. - - - - Gets the average (median) round trip time of all the network packets that were sent during the quality of service measurement process. - - - The average (median) round trip time of all the network packets that were sent during the quality of service measurement process. Will return zero if the query has not yet completed. You can check if the query is complete using QualityOfService.IsAvailable. - - - - - Gets an estimate of the available downstream network bandwidth from the session host to this machine, measured in bytes per second. - - - An estimate of the available downstream network bandwidth from the session host to this machine, measured in bytes per second. Will return zero if the query has not yet completed. You can check if the query is complete using QualityOfService.IsAvailable. - - - - - Gets an estimate of the available upstream network bandwidth from this machine to the session host, measured in bytes per second. - - An estimate of the available upstream network bandwidth from this machine to the session host, measured in bytes per second. Will return zero if the query has not yet completed. You can check if the query is complete using QualityOfService.IsAvailable. - - - - - Checks whether this quality of service operation has completed. - - true if quality of service data is available; false otherwise. - - - - - Gets the minimum round trip time of any network packet that was sent during the quality of service measurement process. - - - The minimum round trip time of any network packet that was sent during the quality of service measurement process. Will return zero if the query has not yet completed. You can check if the query is complete using QualityOfService.IsAvailable. - - - - - Describes the quality of the network connection between this machine and the host of a multiplayer session that was discovered with a matchmaking query. - - - - Defines the reason a session ended. - - - This client player has signed out of session. - - - The host left the session, removing all active players. - - - The host removed this client player from the session. - - - Network connectivity problems ended the session - - - Contains additional data about a NetworkSessionJoinException. - - - The session could not be found.Occurs if the session has ended after the matchmaking query but before the client joined, of if there is no network connectivity between the client and session host machines. - - - The session exists but is not joinable.Occurs if the session is in progress but does not allow gamers to join a session in progress. - - - The session exists but does not have any open slots for local signed-in gamers. - - - Defines the different states of a multiplayer session. - - - The local machine joins the session, waiting in the pregame lobby. The GameStarted event is raised when gameplay begins. - - - The local machine joins the session, currently in the middle of gameplay. The GameEnded event is raised when the session returns to the lobby. - - - The local machine has left the current session or the session has ended. The SessionEnded event is raised at this time. The event's arguments describe the reason for the session ending. - - - Defines the different types of a multiplayer session. Reference page contains links to related code samples. - - - Does not involve any networking traffic, but can be used for split-screen gaming on a single Xbox 360 console. Creating a local network session may also make it easier to share code between local and online game modes. - - - Connect multiple Xbox 360 consoles or computers over a local subnet. These machines do not require a connection to Xbox LIVE or any LIVE accounts. However, connection to machines on different subnets is not allowed.If you are a Creators Club developer testing your game, you can use this type to connect an Xbox 360 console to a computer. However, cross-platform networking is not supported in games distributed to non–Creators Club community players. - - - Uses the Xbox LIVE servers. This enables connection to other machines over the Internet. It requires a LIVE Silver Membership for Windows-based games or a LIVE Gold membership for Xbox 360 games. Games in development will also require an XNA Creators Club premium membership. While in trial mode, XNA Community games downloaded from Xbox LIVE Markeplace will not have access to LIVE matchmaking. - - - All session matches are ranked. This option is available only for commercial games that have passed Xbox LIVE certification. Due to the competitive nature of the gameplay, this session type does not support join-in-progress. - - - Defines options for network packet transmission. - - - Sends the data with no guarantees.Packets of this type may be delivered in any order, with occasional packet loss.This is the most efficient option in terms of network bandwidth and machine resource usage. However, it is recommended only in situations where your game can recover from occasional packet loss. - - - Sends the data with reliable delivery, but no special ordering.Packets of this type are resent until arrival at the destination. They may arrive out of order. - - - Sends the data with guaranteed ordering, but without reliable delivery.Occasionally, packets of this type are not delivered. However, any delivered packets always arrive in the order in which they are sent.Use this option in situations where the transmitted value changes constantly. Old versions never arrive after a more recent version. - - - Sends the data with reliability and arrival in the order originally sent.Packets of this type are resent until arrival and ordered internally. This means they arrive in the same order in which they were sent.In terms of network bandwidth usage, this is the strongest and most expensive option. Use this only when arrival and ordering are essential. Commonly, a game uses this option for a small percentage of packets. The majority of gameplay data is sent using None or Reliable. - - - Mark that this packet contains chat data, such as a player-to-player message string entered using the keyboard. To comply with international regulations, you must send such data without packet encryption. Therefore, you must use this flag to mark it. To maintain security, other game data should not use this flag. It is acceptable and efficient to mix encrypted and unencrypted data.If you send packets both with and without this flag within a single frame, both the encrypyted and unencrypted data streams will be merged into a single wire packet. This option can be combined with either or both of the Reliable and InOrder flags. When you request in-order delivery for chat packets, they will be ordered relative to other chat packets, but they may arrive out of order with respect to other non-chat data. - - - Initializes a new instance of the Alpha8 structure. - The initial value for the Alpha8 structure. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representaion from. - - - Expands the packed representation to a System.Single. - The expanded Alpha8. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing a single 8 bit normalized W value in the range of 0 to 1. - - - Initializes a new instance of the Bgr565 structure. - A vector containing the initial values for the components of the Bgr565 structure. - - - Initializes a new instance of the Bgr565 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector3. - The expanded vector. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing unsigned normalized values ranging from 0 to 1. The x and z components use 5 bits, and the y component uses 6 bits. - - - Initializes a new instance of the Bgra5551 structure. - A vector containing the initial values for the components of the Bgra5551 structure. - - - Initializes a new instance of the Bgra5551 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - Initial value for the w component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing unsigned normalized values, ranging from 0 to 1, using 5 bits each for x, y, and z, and 1 bit for w. - - - Initializes a new instance of the Byte4 structure. - A vector containing the initial values for the components of the Byte4 structure. - - - Initializes a new instance of the Byte4 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - Initial value for the w component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4 - The vector to create packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing four 8-bit unsigned integer values, ranging from 0 to 255. - - - Initializes a new instance of the HalfSingle structure. - The initial value of the HalfSingle structure. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - - The vector to create the packed representation from. - - - Expands the HalfSingle to a System.Single. - The expanded HalfSingle. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing a single 16 bit floating point value. - - - Initializes a new instance of the HalfVector2 structure. - A vector containing the initial values for the components of the HalfVector2 structure. - - - Initializes a new instance of the HalfVector2 structure. - Initial value for the x component. - Initial value for the y component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the HalfVector2 to a Vector2. - The expanded HalfVector2. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing two 16-bit floating-point values. - - - Initializes a new instance of the HalfVector4 structure. - A vector containing the initial values for the components of the HalfVector4 structure. - - - Initializes a new instance of the HalfVector4 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - Initial value for the w component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing four 16-bit floating-point values. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - - Interface that converts packed vector types to and from Framework.Vector4 values, - allowing multiple encodings to be manipulated in a generic way. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Converts packed vector types to and from Framework.Vector4 values. - - - Initializes a new instance of the Normalized101010 structure. - A vector containing the initial values for the components of the Normalized101010 structure. - - - Initializes a new instance of the Normalized101010 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector3. - The expanded vector. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing signed normalized values, - ranging from −1 to 1, using 10 bits each for x, y, and z, and 2 bits for w. - - - Initializes a new instance of the NormalizedByte2 structure. - A vector containing the initial values for the components of the NormalizedByte2 structure. - - - Initializes a new instance of the NormalizedByte2 class. - Initial value for the x component. - Initial value for the y component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation to a vector. - The expanded NormalizedByte2. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing two 8-bit signed normalized values, ranging from −1 to 1. - - - Initializes a new instance of the NormalizedByte4 structure. - A vector containing the initial values for the components of the NormalizedByte4 structure. - - - Initializes a new instance of the NormalizedByte4 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - Initial value for the w component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing four 8-bit signed normalized values, ranging from −1 to 1. - - - Initializes a new instance of the NormalizedShort2 structure. - A vector containing the initial values for the components of the NormalizedShort2 structure. - - - Initializes a new instance of the NormalizedShort2 class. - Initial value for the x component. - Initial value for the y component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation to a vector. - The expanded NormalizedShort2. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing two 16-bit signed normalized values, ranging from −1 to 1. - - - Initializes a new instance of the NormalizedShort4 structure. - A vector containing the initial values for the components of the NormalizedShort4 structure. - - - Initializes a new instance of the NormalizedShort4 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - Initial value for the w component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing four 16-bit signed normalized values, ranging from −1 to 1. - - - Initializes a new instance of the Rg32 structure. - The vector containing the initial values for the components of the Rg32 structure. - - - Initializes a new instance of the Rg32 structure. - Initial value for the x component. - Initial value for the y component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4 - The vector to create packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed vector representation into a Framework.Vector2. - The expanded vector. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing two 16-bit unsigned normalized values, ranging from 0 to 1. - - - Initializes a new instance of the Rgba1010102 structure. - A vector containing the initial values for the components of the Rgba1010102 structure. - - - Initializes a new instance of the Rgba1010102 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - Initial value for the w component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the left of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4 - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing unsigned normalized values, ranging from 0 to 1, using 10 bits each for x, y, and z, and 2 bits for w. - - - Initializes a new instance of the Rgba32 structure. - A vector containing the initial values for the components of the Rgba32 structure. - - - Initializes a new instance of the Rgba32 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - Initial value for the w component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing four 8-bit unsigned normalized values, ranging from 0 to 1. - - - Initializes a new instance of the Rgba64 structure. - A vector containing the initial values for the components of the Rgba64 structure. - - - Initializes a new instance of the Rgba64 structure. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - Initial value for the w component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing four 16-bit unsigned normalized values, ranging from 0 to 1. - - - Initializes a new instance of the Short2 structure. - A vector containing the initial values for the components of the Short2 structure. - - - Initializes a new instance of the Short2 class. - Initial value for the x component. - Initial value for the y component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation to a vector. - The expanded Short2. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing two 16-bit signed integer values. - - - Initializes a new instance of the Short4 structure. - A vector containing the initial values for the components of the Short4 structure. - - - Initializes a new instance of the Short4 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - Initial value for the w component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing four 16-bit signed integer values. - - - Initializes a new instance of the UInt101010 class. - A vector containing the initial values for the components of the UInt101010 structure. - - - Initializes a new instance of the UInt101010 class. - Initial value for the x component. - Initial value for the y component. - Initial value for the z component. - - - Compares the current instance of a class to another instance to determine whether they are the same. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are the same; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The object with which to make the comparison. - true if the current instance is equal to the specified object; false otherwise. - - - Gets the hash code for the current instance. - Hash code for the instance. - - - Compares the current instance of a class to another instance to determine whether they are different. - The object to the left of the equality operator. - The object to the right of the equality operator. - true if the objects are different; false otherwise. - - - Sets the packed representation from a Framework.Vector4. - The vector to create the packed representation from. - - - Returns a string representation of the current instance. - String that represents the object. - - - - Expands the packed representation into a Framework.Vector3. - - The expanded vector. - - - Expands the packed representation into a Framework.Vector4. - The expanded vector. - - - Directly gets or sets the packed representation of the value. - The packed representation of the value. - - - Packed vector type containing unsigned integer values, using 10 bits - each for x, y, and z (ranging from 0 to 1023), and 2 bits for w (ranging from 0 to 3). - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - - - Deletes the storage container. - - - Immediately releases the unmanaged resources used by this object. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Gets a value that indicates whether the object is disposed. - true if the object is disposed; false otherwise. - - - - Gets the file path to the location of the user's save game files. - The file path to the location of the user's save game files. - - - Gets the StorageDevice that holds the files in this container. - The StorageDevice that holds the files in this container. - - - Gets the file path to the location of the title storage space. - The title's install location based on the current platform. - - - Gets the name of the title. - The name of the title. - - - Represents a logical collection of storage files. Reference page contains links to related conceptual articles. - - - Opens a StorageContainer containing any files for the specified title. - The name of the XNA Framework title. - A StorageContainer containing any files for the title. - - - Gets the amount of free space on the device. - Free space on the device, in bytes. - - - Gets whether the device is connected. - true if the device is connected; false otherwise. - - - Gets the total amount of space on the device. - Total amount of space on the device, in bytes. - - - Represents a storage device for user data, such as a memory unit or hard drive. Reference page contains links to related conceptual articles. - - - Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If the innerException parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Initializes a new instance of this class during deserialization. - The information needed to serialize an object. - The source or destination for the serialization stream. - - - Initializes a new instance of this class. - - - The exception that is thrown when the requested StorageDevice is not connected. - - - \ No newline at end of file diff --git a/OpenC1_XNA3/bin/x86/Debug/OpenC1.exe b/OpenC1_XNA3/bin/x86/Debug/OpenC1.exe deleted file mode 100644 index 114ae144..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/OpenC1.exe and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/OpenC1.exe.config b/OpenC1_XNA3/bin/x86/Debug/OpenC1.exe.config deleted file mode 100644 index 2fa6e95d..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/OpenC1.exe.config +++ /dev/null @@ -1,3 +0,0 @@ - - - diff --git a/OpenC1_XNA3/bin/x86/Debug/OpenC1.log b/OpenC1_XNA3/bin/x86/Debug/OpenC1.log deleted file mode 100644 index 25a4e6ea..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/OpenC1.log +++ /dev/null @@ -1 +0,0 @@ -Opened D:\SourceTree\OpenC1_XNA3\OpenC1_XNA3\bin\x86\Debug\OpenC1Settings.txt diff --git a/OpenC1_XNA3/bin/x86/Debug/OpenC1.pdb b/OpenC1_XNA3/bin/x86/Debug/OpenC1.pdb deleted file mode 100644 index 26eceb8d..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/OpenC1.pdb and /dev/null differ diff --git a/OpenC1_XNA3/bin/x86/Debug/OpenC1Settings.txt b/OpenC1_XNA3/bin/x86/Debug/OpenC1Settings.txt deleted file mode 100644 index 99621960..00000000 --- a/OpenC1_XNA3/bin/x86/Debug/OpenC1Settings.txt +++ /dev/null @@ -1,10 +0,0 @@ -// -- OpenC1 settings file v1.4 -- -// - -35 // Draw distance -false // Full screen (true / false) - - -// To add new games, copy the games DATA folder into the OpenC1 GameData folder. It will appear as an available game. -// If you add the full SplatPack DATA folder, you will need to unencrypt the files first. -// Standard Carmageddon 1 encrypted files are able to be read by OpenC1. \ No newline at end of file diff --git a/OpenC1_XNA3/bin/x86/Debug/StillDesign.PhysX.Net.dll b/OpenC1_XNA3/bin/x86/Debug/StillDesign.PhysX.Net.dll deleted file mode 100644 index cb8f7925..00000000 Binary files a/OpenC1_XNA3/bin/x86/Debug/StillDesign.PhysX.Net.dll and /dev/null differ diff --git a/OpenC1_XNA3/obj/Debug/DesignTimeResolveAssemblyReferencesInput.cache b/OpenC1_XNA3/obj/Debug/DesignTimeResolveAssemblyReferencesInput.cache deleted file mode 100644 index b88a6d10..00000000 Binary files a/OpenC1_XNA3/obj/Debug/DesignTimeResolveAssemblyReferencesInput.cache and /dev/null differ diff --git a/OpenC1_XNA3/obj/Debug/OpenC1.exe b/OpenC1_XNA3/obj/Debug/OpenC1.exe deleted file mode 100644 index 489e3601..00000000 Binary files a/OpenC1_XNA3/obj/Debug/OpenC1.exe and /dev/null differ diff --git a/OpenC1_XNA3/obj/Debug/OpenC1.exe.config b/OpenC1_XNA3/obj/Debug/OpenC1.exe.config deleted file mode 100644 index 279260ce..00000000 --- a/OpenC1_XNA3/obj/Debug/OpenC1.exe.config +++ /dev/null @@ -1,14 +0,0 @@ - - - - - - - - - - - - - - \ No newline at end of file diff --git a/OpenC1_XNA3/obj/Debug/OpenC1.pdb b/OpenC1_XNA3/obj/Debug/OpenC1.pdb deleted file mode 100644 index 26eceb8d..00000000 Binary files a/OpenC1_XNA3/obj/Debug/OpenC1.pdb and /dev/null differ diff --git a/OpenC1_XNA3/obj/Debug/OpenC1_XNA3.csproj.CopyComplete b/OpenC1_XNA3/obj/Debug/OpenC1_XNA3.csproj.CopyComplete deleted file mode 100644 index e69de29b..00000000 diff --git a/OpenC1_XNA3/obj/Debug/OpenC1_XNA3.csproj.CoreCompileInputs.cache b/OpenC1_XNA3/obj/Debug/OpenC1_XNA3.csproj.CoreCompileInputs.cache deleted file mode 100644 index 9188a053..00000000 --- a/OpenC1_XNA3/obj/Debug/OpenC1_XNA3.csproj.CoreCompileInputs.cache +++ /dev/null @@ -1 +0,0 @@ -98d5a40304fb5d6b25bfe04ba385d779a7dc33cf diff --git a/OpenC1_XNA3/obj/Debug/OpenC1_XNA3.csproj.FileListAbsolute.txt b/OpenC1_XNA3/obj/Debug/OpenC1_XNA3.csproj.FileListAbsolute.txt deleted file mode 100644 index be5148a1..00000000 --- a/OpenC1_XNA3/obj/Debug/OpenC1_XNA3.csproj.FileListAbsolute.txt +++ /dev/null @@ -1,36 +0,0 @@ -D:\SourceTree\OpenC1_XNA3\OpenC1_XNA3\obj\Debug\OpenC1_XNA3.csprojAssemblyReference.cache -D:\SourceTree\OpenC1_XNA3\OpenC1_XNA3\obj\Debug\OpenC1_XNA3.csproj.CoreCompileInputs.cache -D:\SourceTree\OpenC1_XNA3\OpenC1_XNA3\obj\Debug\OpenC1.exe.config -D:\SourceTree\OpenC1_XNA3\OpenC1_XNA3\bin\Debug\Content\blank-particle.xnb -D:\SourceTree\OpenC1_XNA3\OpenC1_XNA3\bin\Debug\Content\Fonts\Arial_14.xnb -D:\SourceTree\OpenC1_XNA3\OpenC1_XNA3\bin\Debug\Content\ParticleEffect.xnb -D:\SourceTree\OpenC1_XNA3\OpenC1_XNA3\bin\Debug\Content\SkyBox\skybox.xnb -D:\SourceTree\OpenC1_XNA3\OpenC1_XNA3\bin\Debug\Content\smoke.xnb -D:\SourceTree\OpenC1_XNA3\OpenC1_XNA3\bin\Debug\OpenC1Settings.txt 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index 26eceb8d..00000000 Binary files a/OpenC1_XNA3/obj/x86/Debug/OpenC1.pdb and /dev/null differ diff --git a/OpenC1_XNA3/obj/x86/Debug/OpenC1_XNA3.csproj.CopyComplete b/OpenC1_XNA3/obj/x86/Debug/OpenC1_XNA3.csproj.CopyComplete deleted file mode 100644 index e69de29b..00000000 diff --git a/OpenC1_XNA3/obj/x86/Debug/OpenC1_XNA3.csproj.CoreCompileInputs.cache b/OpenC1_XNA3/obj/x86/Debug/OpenC1_XNA3.csproj.CoreCompileInputs.cache deleted file mode 100644 index 212c4ee9..00000000 --- a/OpenC1_XNA3/obj/x86/Debug/OpenC1_XNA3.csproj.CoreCompileInputs.cache +++ /dev/null @@ -1 +0,0 @@ -72ae39e345590c14c516dab7e2b46606157fa53d diff --git a/OpenC1_XNA3/obj/x86/Debug/OpenC1_XNA3.csproj.FileListAbsolute.txt b/OpenC1_XNA3/obj/x86/Debug/OpenC1_XNA3.csproj.FileListAbsolute.txt deleted file mode 100644 index 803ac5c9..00000000 --- a/OpenC1_XNA3/obj/x86/Debug/OpenC1_XNA3.csproj.FileListAbsolute.txt +++ /dev/null @@ -1,35 +0,0 @@ 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