#pragma once #include #include "!GlobalTypes.hpp" /////////////////////////////////////////// // Binary: resourcesystem.dll // Class Count: 28 // Enum Count: 2 /////////////////////////////////////////// // Aligment: 4 // Size: 7 enum class LightType_t : uint32_t { MATERIAL_LIGHT_DISABLE = 0x0, MATERIAL_LIGHT_POINT = 0x1, MATERIAL_LIGHT_DIRECTIONAL = 0x2, MATERIAL_LIGHT_SPOT = 0x3, MATERIAL_LIGHT_ORTHO = 0x4, MATERIAL_LIGHT_ENVIRONMENT_PROBE = 0x5, MATERIAL_LIGHT_AREA = 0x6, }; // Aligment: 4 // Size: 1 enum class LightSourceShape_t : uint32_t { LIGHT_SOURCE_SHAPE_SPHERE = 0x0, }; // Aligment: 0 // Size: 1 class InfoForResourceTypeCGenericDataResource { public: // }; // Aligment: 0 // Size: 1 class InfoForResourceTypeIParticleSystemDefinition { public: // }; // Aligment: 0 // Size: 1 class InfoForResourceTypeIParticleSnapshot { public: // }; // Aligment: 0 // Size: 1 class InfoForResourceTypeCAnimData { public: // }; // Aligment: 0 // Size: 1 class InfoForResourceTypeCAnimationGroup { public: // }; // Aligment: 0 // Size: 1 class InfoForResourceTypeCSequenceGroupData { public: // }; // Aligment: 0 // Size: 1 class InfoForResourceTypeIMaterial2 { public: // }; // Aligment: 0 // Size: 1 class InfoForResourceTypeCMorphSetData { public: // }; // Aligment: 0 // Size: 1 class InfoForResourceTypeCRenderMesh { public: // }; // Aligment: 0 // Size: 1 class InfoForResourceTypeCModel { public: // }; // Aligment: 0 // Size: 1 class InfoForResourceTypeCTextureBase { public: // }; // Aligment: 0 // Size: 1 class InfoForResourceTypeCVSoundEventScriptList { public: // }; // Aligment: 0 // Size: 1 class InfoForResourceTypeCVSoundStackScriptList { public: // }; // Aligment: 0 // Size: 1 struct InfoForResourceTypeVSound_t { public: // }; // Aligment: 0 // Size: 1 class InfoForResourceTypeCVMixListResource { public: // }; // Aligment: 0 // Size: 1 class InfoForResourceTypeCPhysAggregateData { public: // }; // Aligment: 0 // Size: 1 class InfoForResourceTypeCVPhysXSurfacePropertiesList { public: // }; // Aligment: 0 // Size: 1 class InfoForResourceTypeCEntityLump { public: // }; // Aligment: 0 // Size: 1 class InfoForResourceTypeCWorldNode { public: // }; // Aligment: 0 // Size: 1 struct InfoForResourceTypeWorld_t { public: // }; // Aligment: 0 // Size: 1 class InfoForResourceTypeCVoxelVisibility { public: // }; // Aligment: 0 // Size: 1 class InfoForResourceTypeCPostProcessingResource { public: // }; // Aligment: 0 // Size: 1 class InfoForResourceTypeIAnimationGraph { public: // }; // Aligment: 0 // Size: 1 class InfoForResourceTypeIAnimationSubGraph { public: // }; // Aligment: 0 // Size: 1 class InfoForResourceTypeCChoreoSceneFileData { public: // }; // Aligment: 35 // Size: 264 struct LightDesc_t { public: LightType_t m_Type; // 0x0 Vector m_Color; // 0x4 Vector m_BounceColor; // 0x10 float m_Range; // 0x1c float m_Falloff; // 0x20 float m_Attenuation0; // 0x24 float m_Attenuation1; // 0x28 float m_Attenuation2; // 0x2c float m_Theta; // 0x30 float m_Phi; // 0x34 int32_t m_nLightGroupCount; // 0x40 CUtlStringToken[1] m_lightGroups; // 0x44 bool m_bCastShadows; // 0x48 int32_t m_nShadowWidth; // 0x4c int32_t m_nShadowHeight; // 0x50 int32_t m_nShadowCascadeCount; // 0x54 float32[4] m_flShadowCascadeDistance; // 0x58 int32[4] m_nShadowCascadeResolution; // 0x68 bool m_bUsesIndexedBakedLighting; // 0x78 int32_t m_nBakeLightIndex; // 0x7c float m_flBakeLightIndexScale; // 0x80 int32_t m_nFogLightingMode; // 0x84 bool m_bRenderDiffuse; // 0x88 bool m_bRenderSpecular; // 0x89 bool m_bRenderTransmissive; // 0x8a int32_t m_nPriority; // 0x8c LightSourceShape_t m_Shape; // 0x90 float m_flLightSourceDim0; // 0x94 float m_flLightSourceDim1; // 0x98 float m_flLightSourceSize0; // 0x9c float m_flLightSourceSize1; // 0xa0 float m_flPrecomputedMaxRange; // 0xa4 float m_flFogContributionStength; // 0xa8 float m_flNearClipPlane; // 0xac Vector m_vecUp; // 0xc8 }; // Aligment: 2 // Size: 24 struct AABB_t { public: Vector m_vMinBounds; // 0x0 Vector m_vMaxBounds; // 0xc }; // Aligment: 4 // Size: 64 class FourQuaternions { public: fltx4 x; // 0x0 fltx4 y; // 0x10 fltx4 z; // 0x20 fltx4 w; // 0x30 };