#ifndef SRR_CHUNKS_H #define SRR_CHUNKS_H //CHUNK IDs //0x03000000 - 0x03ffffff Simpsons namespace SRR2 { namespace ChunkID { //Track Editor / World Builder would like to reseve up to //0x030000ff const unsigned WALL = 0x03000000; const unsigned FENCELINE = 0x03000001; const unsigned ROAD_SEGMENT = 0x03000002; const unsigned ROAD = 0x03000003; const unsigned INTERSECTION = 0x03000004; const unsigned LOCATOR = 0x03000005; const unsigned TRIGGER_VOLUME = 0x03000006; const unsigned SPLINE = 0x03000007; const unsigned INSTANCES = 0x03000008; const unsigned ROAD_SEGMENT_DATA = 0x03000009; const unsigned RAIL = 0x0300000A; const unsigned PED_PATH = 0x0300000B; const unsigned EXTRA_MATRIX = 0x0300000C; const unsigned PED_PATH_SEGMENT = 0x0300000D; const unsigned TERRAIN_TYPE = 0x0300000E; //Camera data ids const unsigned FOLLOWCAM = 0x03000100; const unsigned WALKERCAM = 0x03000101; // SFX chunk id's. const unsigned CHUNK_SET = 0x03000110; //Next usable ID 0x03000120 //Object Attribute chunks for greg. const unsigned OBJECT_ATTRIBUTES = 0x03000600; const unsigned PHYS_WRAPPER = 0x03000601; const unsigned ATTRIBUTE_TABLE = 0x03000602; // Effects chunk id's const unsigned BREAKABLE_OBJECT = 0x03001000; const unsigned INST_PARTICLE_SYSTEM = 0x03001001; //DSG chunk id's const unsigned ENTITY_DSG = 0x03f00000; const unsigned STATIC_PHYS_DSG = 0x03f00001; const unsigned DYNA_PHYS_DSG = 0x03f00002; const unsigned INTERSECT_DSG = 0x03f00003; const unsigned TREE_DSG = 0x03f00004; const unsigned CONTIGUOUS_BIN_NODE = 0x03f00005; const unsigned SPATIAL_NODE = 0x03f00006; const unsigned FENCE_DSG = 0x03f00007; const unsigned ANIM_COLL_DSG = 0x03f00008; const unsigned INSTA_ENTITY_DSG = 0x03f00009; const unsigned INSTA_STATIC_PHYS_DSG = 0x03f0000A; const unsigned WORLD_SPHERE_DSG = 0x03f0000B; const unsigned ANIM_DSG = 0x03f0000C; const unsigned LENS_FLARE_DSG = 0x03f0000D; const unsigned INSTA_ANIM_DYNA_PHYS_DSG = 0x03f0000E; const unsigned ANIM_DSG_WRAPPER = 0x03f0000F; const unsigned ANIM_OBJ_DSG_WRAPPER = 0x03f00010; } } #endif