new BF2 file release by fred

Started by Led, August 27, 2016, 12:18:40 PM

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August 27, 2016, 12:18:40 PM Last Edit: August 27, 2016, 03:13:24 PM by Led
http://www.secretsociety.com/forum/downloads/BF2Docs/BF2_case_hex_lines.txt

Don't ask me what it is for...


here is a sample

Platform\PC\pcBlurEffect.cpp(124): case 0xaf8bb8ce: /* "Enable" */
Platform\PC\pcBlurEffect.cpp(198): case 0x055cea38: /* "MinMaxDepth" */
Platform\PC\pcBlurEffect.cpp(203): case 0xec6ee012: /* "Mode" */
Platform\PC\pcBlurEffect.cpp(207): case 0x7e1194b8: /* "ConstantBlend" */
Platform\PC\pcBlurEffect.cpp(211): case 0x7e6c7187: /* "DownSizeFactor" */
Platform\PC\pcColorControl.cpp(46): case 0xaf8bb8ce: /* "Enable" */
Platform\PC\pcColorControl.cpp(56): case 0xa88bf413: /* "Draw" */
Platform\PC\pcColorControl.cpp(177): // case 0x495fde68: /* "GammaContrast" */
Platform\PC\pcColorControl.cpp(181): // case 0xcda35801: /* "GammaBrightness" */
Platform\PC\pcColorControl.cpp(185): // case 0x22ad454e: /* "GammaCorrection" */

Platform\PC\pcHeatShimmerEffect.cpp(170): case 0xa9acf4e1: /* "BumpMap" */
:
Platform\PC\pcSpawnDisplay.cpp(1741): case Team::side_Alliance: teamIconHash = 0x1be6f06a; break; /* "com_icon_alliance" */
Platform\PC\pcSpawnDisplay.cpp(1742): case Team::side_CIS:      teamIconHash = 0x073e0a94; break; /* "com_icon_CIS" */
Platform\PC\pcSpawnDisplay.cpp(1743): case Team::side_Empire:       teamIconHash = 0xf5198c5a; break; /* "com_icon_imperial" */
Platform\PC\pcSpawnDisplay.cpp(1744): case Team::side_Republic: teamIconHash = 0x86b9bd17; break; /* "com_icon_republic" */
Platform\PC\pcSunFlare.cpp(179): case 0xad544418 /* "Angle" */:
Platform\PC\pcSunFlare.cpp(194): case 0x3d7e6258 /* "Color" */:
Platform\PC\pcSunFlare.cpp(198): case 0x23a0d95c /* "Size" */:
Platform\PC\pcSunFlare.cpp(202): case 0xe453be48: /* "NumFlareOuts" */
Platform\PC\pcSunFlare.cpp(206): case 0xe3c8d91e: /* "EnableFlare" */
Platform\PC\pcSunFlare.cpp(210): case 0x4d609778: /* "FlareOutSize" */
Platform\PC\pcSunFlare.cpp(214): case 0x9ebe759f: /* "HaloInnerRing" */
Platform\PC\pcSunFlare.cpp(226): case 0x5671ac28: /* "HaloMiddleRing" */
Platform\PC\pcSunFlare.cpp(238): case 0x59b407ce: /* "HaloOutterRing" */
Platform\PC\pcSunFlare.cpp(250): case 0xb9baa468: /* "SpikeColor" */
Platform\PC\pcSunFlare.cpp(254): case 0xacaaecac: /* "SpikeSize" */

Source\Aimer.cpp(625): case 0x2d6487bd: /* "AimerPitchLimits" */
Source\Aimer.cpp(633): case 0x4106141f: /* "AimerPitchRate" */
Source\Aimer.cpp(639): case 0xa9c3675c: /* "AimerYawLimits" */
Source\Aimer.cpp(653): case 0x486a6946: /* "AimerYawRate" */
Source\Aimer.cpp(659): case 0x3f38083c: /* "AimerRestDirection" */
Source\Aimer.cpp(667): case 0x78ed58ee: /* "BarrelOffset" */
Source\Aimer.cpp(668): case 0xe856b41e: /* "AimerOffset" */
Source\Aimer.cpp(676): case 0xc182abc2: /* "AimerNodeName" */
Source\Aimer.cpp(696): case 0xe98f377c: /* "NextBarrel" */
Source\Aimer.cpp(702): case 0x1e534b12: /* "BarrelNodeName" */
Source\Aimer.cpp(723): case 0xef095ea9: /* "BarrelLength" */
Source\Aimer.cpp(733): case 0x5a29d1cb: /* "BarrelRecoil" */                         
Source\Aimer.cpp(740): case 0x4274fc96: /* "FirePointName" */
Source\Aimer.cpp(741): case 0x2e5375da: /* "FireNodeName" */
Source\Aimer.cpp(760): case 0x407e801e: /* "HierarchyLevel" */
Source\Aimer.cpp(766): case 0x444f8958: /* "FireOutsideLimits" */
Source\Aimer.cpp(772): case 0x665d96ea: /* "NextAimer" */

Source\AmmoCounter.cpp(17): case 0x7bff9ec9: /* "RoundsPerClip" */
Source\AnimatedAddon.cpp(40): case 0x94272331: /* "GeometryAddon" */
Source\AnimatedAddon.cpp(45): case 0xDDDCDE45: /* "AnimationAddon" */
Source\AnimatedAddon.cpp(50): case 0xA423E008: /* "AddonAttachJoint" */
Source\Asteroid.cpp(344): case 0x47c86b4a: /* "GeometryName" */
Source\Asteroid.cpp(390): case 0x5DFDC07F: /* "SoldierCollision"*/
Source\Asteroid.cpp(401): case 0xFB2BDF07: /* "OrdnanceCollision"*/
Source\Asteroid.cpp(412): case 0xfbe2eb62: /* "MinSpeed" */
Source\Asteroid.cpp(416): case 0x86df0364: /* "MaxSpeed" */
Source\Asteroid.cpp(420): case 0x8ec2719e: /* "MinOmega" */
Source\Asteroid.cpp(424): case 0x38970514: /* "MaxOmega" */
Source\Asteroid.cpp(428): case 0x74e9dbae: /* "Collidable" */
Source\Asteroid.cpp(432): case 0x0e15a87f: /* "ExplosionBreak" */
Source\Asteroid.cpp(438): case 0x02bb1fe0: /* "Explosion" */
Source\Asteroid.cpp(439): case 0x9b30e763: /* "ExplosionName" */
Source\Asteroid.cpp(440): case 0x8a323f32: /* "ExplosionDestruct" */
Source\Asteroid.cpp(446): case 0xa20a3388: /* "ChildAsteroid" */

Source\AttachedEffects.cpp(125): case 0xa9d0d48b: /* "AttachOdf" */
Source\AttachedEffects.cpp(139): case 0x6a6c7e0d: /* "AttachEffect" */
Source\AttachedEffects.cpp(147): case 0x3be7b80a: /* "AttachToHardPoint" */
Source\AttachedEffects.cpp(173): case 0x576b09cd: /* "Emitter" */
Source\AttachedEffects.cpp(198): case 0x51e2c845: /* "AttachDynamic" */

Source\BlurEffect.cpp(94): case 0xaf8bb8ce /* "Enable" */:
Source\BonusManager.cpp(569): case 0xeac1e9d4 /* "team_bonus_leader" */:
Source\BonusManager.cpp(572): case 0xc10b9cdc /* "team_bonus_bacta_tanks" */:
Source\BonusManager.cpp(575): case 0xd265e905 /* "team_bonus_sabotage" */:
Source\BonusManager.cpp(578): case 0x85ad826d /* "team_bonus_energy_boost" */:
Source\BonusManager.cpp(581): case 0xc81956e6 /* "team_bonus_supplies" */:
Source\BonusManager.cpp(584): case 0xde68cb69 /* "team_bonus_autoturrets" */:
Source\BonusManager.cpp(587): case 0x96f36950 /* "team_bonus_garrison" */:
Source\BonusManager.cpp(590): case 0xd6a6e644 /* "team_bonus_garrison_used_by" */:
Source\BonusManager.cpp(593): case 0xddb212e1 /* "team_bonus_combat_shielding" */:
Source\BonusManager.cpp(596): case 0xbb03442e /* "team_bonus_advanced_blasters" */:
Source\BonusManager.cpp(599): case 0x56e2ce71 /* "team_bonus_sensor_array" */:

Source\BoundaryManager.cpp(59): case 0x54EACCA7: /* "Boundary" */
Source\BoundaryManager.cpp(71): case 0x84874D36: /* "Path" */

Source\Cloth.cpp(612): case 0x415e2b30: /* "winddirection" */
Source\Cloth.cpp(622): case 0x13901a72: /* "windspeed" */
Source\Cloth.cpp(628): case 0xc1133964: /* "dampening" */
Source\Cloth.cpp(634): case 0xb88c0d43: /* "drag" */
Source\Cloth.cpp(640): case 0x6eb957f3: /* "particlemass" */
Source\Cloth.cpp(646): case 0x4e994b61: /* "maxacceleration" */
Source\Cloth.cpp(652): case 0xe90ecacc: /* "attachedmesh" */
Source\Cloth.cpp(658): case 0x94e4e309: /* "priority" */
Source\Cloth.cpp(664): case 0xde112858: /* "crossconstraint" */
Source\Cloth.cpp(673): case 0x94dd79b9: /* "bendconstraint" */
Source\Cloth.cpp(682): case 0x8311cd99: /* "stretchconstraint" */
Source\Cloth.cpp(691): case 0x5caf15e1: /* "hardedge" */
Source\Cloth.cpp(700): case 0xafe34731: /* "transparent" */

Source\ColorControl.cpp(87): case 0xaf8bb8ce /* "Enable" */:
Source\CombatHelper.cpp(61): case UnitCombatInfo::TURN:
Source\CombatHelper.cpp(70): case UnitCombatInfo::ENGAGE:
Source\CombatHelper.cpp(77): case UnitCombatInfo::FLEE_EVENT:
Source\CombatHelper.cpp(83): case UnitCombatInfo::INVESTIGATE:

Source\Combo.cpp(625): case 0xc9648178 /* "Break" */:
Source\Combo.cpp(637): case 0x7b71324f /* "Frames" */:
Source\Combo.cpp(640): case 0x66b6cdea /* "Seconds" */:
Source\Combo.cpp(652): case 0xc44b98e8 /* "TimeStart" */:
Source\Combo.cpp(665): case 0x7b71324f /* "Frames" */:      fTime *= ANIM_FRAME_SPEED;  break;
Source\Combo.cpp(666): case 0x66b6cdea /* "Seconds" */:                             break;
Source\Combo.cpp(667): case 0xfa9122ba /* "FromEnd" */: bFromEnd = true;            break;
Source\Combo.cpp(678): case 0x3e693899 /* "TimeEnd" */:
Source\Combo.cpp(692): case 0x7b71324f /* "Frames" */:          fTime *= ANIM_FRAME_SPEED;  break;
Source\Combo.cpp(693): case 0x66b6cdea /* "Seconds" */:                                 break;
Source\Combo.cpp(694): case 0xfa9122ba /* "FromEnd" */:     bFromEnd = true;            break;
Source\Combo.cpp(695): case 0x3a7dcd06 /* "SyncIfOvertime" */:  bSyncIfOvertime = true;     break;
Source\Combo.cpp(706): case 0x43b27471 /* "Button" */:
Source\Combo.cpp(715): case 0x8eab16d9 /* "Fire" */:            eButton = BUTTON_FIRE;              break;
Source\Combo.cpp(716): case 0xa70c98dd /* "FireSecondary" */:   eButton = BUTTON_FIRE_SECONDARY;    break;
Source\Combo.cpp(717): case 0xa73f5c0d /* "Jump" */:            eButton = BUTTON_JUMP;              break;
Source\Combo.cpp(718): case 0x76f15155 /* "Sprint" */:          eButton = BUTTON_SPRINT;            break;
Source\Combo.cpp(719): case 0x4e4fa58b /* "Crouch" */:          eButton = BUTTON_CROUCH;            break;
Source\Combo.cpp(720): case 0xed7cdd8c /* "Reload" */:          eButton = BUTTON_RELOAD;            break;
Source\Combo.cpp(721): case 0x986b9eb6 /* "FireBoth" */:        eButton = BUTTON_FIRE_BOTH;         break;
Source\Combo.cpp(733): case 0x01fcf9b4 /* "Press" */:       /*eButtonAction = ACTION_PRESS;*/   break;
Source\Combo.cpp(734): case 0xaaf74aa2 /* "Tap" */:     eButtonAction = ACTION_TAP;         break;
Source\Combo.cpp(735): case 0xadc649b8 /* "Hold" */:        eButtonAction = ACTION_HOLD;        break;
Source\Combo.cpp(736): case 0x389c8f75 /* "HoldRelease" */:eButtonAction = ACTION_HOLD_RELEASE;break;
Source\Combo.cpp(737): case 0x46d056a1 /* "TapPress" */:    eButtonAction = ACTION_TAP_PRESS;   break;
Source\Combo.cpp(738): case 0x486aebad /* "DoubleTap" */:   eButtonAction = ACTION_DOUBLETAP;   break;
Source\Combo.cpp(739): case 0x0c1f28db /* "TapHold" */: eButtonAction = ACTION_TAP_HOLD;    break;
Source\Combo.cpp(740): case 0x25bef6e8/*"TapHoldRelease"*/:eButtonAction = ACTION_TAP_HOLD_RELEASE; break;
Source\Combo.cpp(741): case 0x43430b20 /* "Up" */:          eButtonAction = ACTION_UP;          break;
Source\Combo.cpp(742): case 0x1036ae7e /* "Release" */: eButtonAction = ACTION_RELEASE;     break;
Source\Combo.cpp(743): case 0x3db9b915 /* "Down" */:        eButtonAction = ACTION_DOWN;        break;
Source\Combo.cpp(755): case 0x802b3931 /* "ButtonsReleased" */:
Source\Combo.cpp(756): case 0xbfd3c98c /* "ButtonsPressed" */:
Source\Combo.cpp(766): case 0x8eab16d9 /* "Fire" */:            uiButtons |= (1<<BUTTON_FIRE);              break;
Source\Combo.cpp(767): case 0x19d9d4a0 /* "!Fire" */:           uiButtons &=~(1<<BUTTON_FIRE);              break;
Source\Combo.cpp(768): case 0xa70c98dd /* "FireSecondary" */:   uiButtons |= (1<<BUTTON_FIRE_SECONDARY);    break;
Source\Combo.cpp(769): case 0x01850be2 /* "!FireSecondary" */:  uiButtons &=~(1<<BUTTON_FIRE_SECONDARY);    break;
Source\Combo.cpp(770): case 0xa73f5c0d /* "Jump" */:            uiButtons |= (1<<BUTTON_JUMP);              break;
Source\Combo.cpp(771): case 0x2739df58 /* "!Jump" */:           uiButtons &=~(1<<BUTTON_JUMP);              break;
Source\Combo.cpp(772): case 0x76f15155 /* "Sprint" */:          uiButtons |= (1<<BUTTON_SPRINT);            break;
Source\Combo.cpp(773): case 0x6e55a4e0 /* "!Sprint" */:     uiButtons &=~(1<<BUTTON_SPRINT);            break;
Source\Combo.cpp(774): case 0x4e4fa58b /* "Crouch" */:          uiButtons |= (1<<BUTTON_CROUCH);            break;
Source\Combo.cpp(775): case 0x4f92add2 /* "!Crouch" */:     uiButtons &=~(1<<BUTTON_CROUCH);            break;
Source\Combo.cpp(776): case 0xed7cdd8c /* "Reload" */:          uiButtons |= (1<<BUTTON_RELOAD);            break;
Source\Combo.cpp(777): case 0x53a68851 /* "!Reload" */:     uiButtons &=~(1<<BUTTON_RELOAD);            break;
Source\Combo.cpp(778): case 0x2c29f04d /* "Any" */:
Source\Combo.cpp(779): case 0x13254bc4 /* "All" */:         uiButtons |= BUTTONS_ALL;                   break;
Source\Combo.cpp(792): case 0xf0f686cb /* "Posture" */:
Source\Combo.cpp(805): case 0x75493323 /* "Stand" */:       uiStates |= SOLDIERSTATE_STAND;     break;
Source\Combo.cpp(806): case 0xb837312c /* "!Stand" */:      uiStates &=~SOLDIERSTATE_STAND;     break;
Source\Combo.cpp(807): case 0x4e4fa58b /* "Crouch" */:      uiStates |= SOLDIERSTATE_CROUCH;    break;
Source\Combo.cpp(808): case 0x4f92add2 /* "!Crouch" */: uiStates &=~SOLDIERSTATE_CROUCH;    break;
Source\Combo.cpp(811): //case 0x6dd99a25 /* "Prone" */:     uiStates |= SOLDIERSTATE_PRONE;     break;
Source\Combo.cpp(812): //case 0xe0e9892a /* "!Prone" */:        uiStates &=~SOLDIERSTATE_PRONE;     break;
Source\Combo.cpp(814): case 0x76f15155 /* "Sprint" */:      uiStates |= SOLDIERSTATE_SPRINT;    break;
Source\Combo.cpp(815): case 0x6e55a4e0 /* "!Sprint" */: uiStates &=~SOLDIERSTATE_SPRINT;    break;
Source\Combo.cpp(816): case 0xa73f5c0d /* "Jump" */:        uiStates |= SOLDIERSTATE_JUMP;      break;
Source\Combo.cpp(817): case 0x2739df58 /* "!Jump" */:       uiStates &=~SOLDIERSTATE_JUMP;      break;
Source\Combo.cpp(818): case 0x16ff3d1e /* "Roll" */:        uiStates |= SOLDIERSTATE_ROLL;      break;
Source\Combo.cpp(819): case 0xa8bfb92f /* "!Roll" */:       uiStates &=~SOLDIERSTATE_ROLL;      break;
Source\Combo.cpp(820): case 0xd7e330f4 /* "Jet" */:     uiStates |= SOLDIERSTATE_JET;       break;
Source\Combo.cpp(821): case 0x7a24b7d3 /* "!Jet" */:        uiStates &=~SOLDIERSTATE_JET;       break;
Source\Combo.cpp(822): case 0x13254bc4 /* "All" */:
Source\Combo.cpp(823): case 0x2c29f04d /* "Any" */:     uiStates |= SOLDIERSTATE_ANY;       break;
Source\Combo.cpp(833): case 0x8f04cb51 /* "TimeInPosture" */:
Source\Combo.cpp(845): case 0x7b71324f /* "Frames" */:
Source\Combo.cpp(848): case 0x66b6cdea /* "Seconds" */:
Source\Combo.cpp(860): case 0x29cc5095 /* "Energy" */:
Source\Combo.cpp(868): case 0xd0624e33 /* "Thrust" */:
Source\Combo.cpp(876): case 0x70a3cdf2 /* "ThrustAngle" */:
Source\Combo.cpp(884): case 0xb7c88a11 /* "VelocityY" */:
Source\Combo.cpp(892): case 0x2be29e1f /* "VelocityYAbs" */:
Source\Combo.cpp(900): case 0xc1ae1e4c /* "VelocityXZ" */:
Source\Combo.cpp(908): case 0x82a306b7 /* "VelocityXZAngle" */:
Source\Combo.cpp(1074): case 0x39386e06 /* "If" */:
Source\Combo.cpp(1075): case 0x5d342984 /* "Or" */: // synonym for "If" to make config files more explicit
Source\Combo.cpp(1089): case 0x495b1788 /* "EnergyCost" */:
Source\Combo.cpp(1215): //      case 0xc0929477 /* "HitEffect" */:
Source\Combo.cpp(1225): //      case 0xc5bdd741 /* "HitSound" */:
Source\Combo.cpp(1234): case 0xe9869f48 /* "AttackId" */:
Source\Combo.cpp(1243): case 0x56f6d83c /* "Edge" */:
Source\Combo.cpp(1251): case 0x13fb99f9 /* "DamageTime" */:
Source\Combo.cpp(1264): case 0x65db4ec0 /* "FromAnim" */:
Source\Combo.cpp(1274): case 0x7b71324f /* "Frames" */:
Source\Combo.cpp(1284): case 0x66b6cdea /* "Seconds" */:
Source\Combo.cpp(1311): case 0xc3b311dc /* "DamageLength" */:
Source\Combo.cpp(1312): case 0xf081f01b /* "DamageDistance" */:
Source\Combo.cpp(1325): case 0xdda74cac /* "FromEdge" */:   bFromEdge = true;   break;
Source\Combo.cpp(1340): case 0xe4b667ac /* "DamageWidth" */:
Source\Combo.cpp(1353): case 0xdda74cac /* "FromEdge" */:   bFromEdge = true;   break;
Source\Combo.cpp(1368): case 0x59e94c40 /* "Damage" */:
Source\Combo.cpp(1375): case 0x933b5bde /* "Default" */:    bDefault = true; break;
Source\Combo.cpp(1390): case 0x876fffdd /* "Push" */:
Source\Combo.cpp(1700): case 0xe46f6ff3 /* "DeflectAngle" */:
Source\Combo.cpp(1708): case 0x495b1788 /* "EnergyCost" */:
Source\Combo.cpp(1716): //      case 0x0e0d9594 /* "Sound" */:
Source\Combo.cpp(1724): //      case 0x6e6e8d54 /* "Effect" */:
Source\Combo.cpp(1734): case 0xd9ae70ee /* "DeflectAnimation" */:
Source\Combo.cpp(1806): case 0xb45fa81a /* "Forward" */:        uiDirections |= DEFLECT_FORWARD;        break;
Source\Combo.cpp(1807): case 0x936e62b1 /* "!Forward" */:       uiDirections &=~DEFLECT_FORWARD;        break;
Source\Combo.cpp(1808): case 0x78e32de5 /* "Right" */:          uiDirections |= DEFLECT_RIGHT;          break;
Source\Combo.cpp(1809): case 0xee304d76 /* "!Right" */:         uiDirections &=~DEFLECT_RIGHT;          break;
Source\Combo.cpp(1810): case 0x1c73b020 /* "BackRight" */:      uiDirections |= DEFLECT_BACK_RIGHT;     break;
Source\Combo.cpp(1811): case 0xf6d88fc3 /* "!BackRight" */:     uiDirections &=~DEFLECT_BACK_RIGHT;     break;
Source\Combo.cpp(1812): case 0x124aec70 /* "Left" */:           uiDirections |= DEFLECT_LEFT;           break;
Source\Combo.cpp(1813): case 0x4daf96fd /* "!Left" */:          uiDirections &=~DEFLECT_LEFT;           break;
Source\Combo.cpp(1814): case 0xdf68e22f /* "BackLeft" */:       uiDirections |= DEFLECT_BACK_LEFT;      break;
Source\Combo.cpp(1815): case 0x679544ee /* "!BackLeft" */:      uiDirections &=~DEFLECT_BACK_LEFT;      break;
Source\Combo.cpp(1816): case 0x5bb421a2 /* "Back" */:           uiDirections |= DEFLECT_BACK;           break;
Source\Combo.cpp(1817): case 0xd191b387 /* "!Back" */:          uiDirections &=~DEFLECT_BACK;           break;
Source\Combo.cpp(1818): case 0x13254bc4 /* "All" */:
Source\Combo.cpp(1819): case 0x2c29f04d /* "Any" */:            uiDirections |= DEFLECT_ALL;            break;
Source\Combo.cpp(1821): case 0x18fa636f /* "Offhand" */:        uiWeapon = 1;                           break;
Source\Combo.cpp(1822): case 0xaf2a6b67 /* "Offhand2" */:       uiWeapon = 2;                           break;
Source\Combo.cpp(1823): case 0xae2a69d4 /* "Offhand3" */:       uiWeapon = 3;                           break;
Source\Combo.cpp(2191): case 0xa23a54ca /* "RestartAnimation" */: // - Mike Z
Source\Combo.cpp(2195): case 0xd59694f0 /* "MustShowOneFrame" */: // - Mike Z
Source\Combo.cpp(2200): case 0xd45f29ea /* "PlayExplosion" */: // - Mike Z
Source\Combo.cpp(2204): case 0x2fa0fd0d /* "Duration" */:
Source\Combo.cpp(2216): case 0x65db4ec0 /* "FromAnim" */:
Source\Combo.cpp(2219): case 0x7b71324f /* "Frames" */:
Source\Combo.cpp(2225): case 0x66b6cdea /* "Seconds" */:
Source\Combo.cpp(2240): case 0xe145ee5d /* "Animation" */:
Source\Combo.cpp(2318): case 0x2b43d2e9 /* "AnimatedMove" */:
Source\Combo.cpp(2345): case 0x1baf6514 /* "AlignedToThrust" */:
Source\Combo.cpp(2354): case 0x2b251de3 /* "Initial" */:    bInitial = true;    break;
Source\Combo.cpp(2367): case 0xd209ff45 /* "Gravity" */:
Source\Combo.cpp(2374): case 0xae8dc6b3 /* "GravityVelocityTarget" */:
Source\Combo.cpp(2387): case 0x4cbb5054 /* "Impulse" */:        bImpulse = true;        break;
Source\Combo.cpp(2388): case 0xf79d3b9b /* "ZeroGravity" */:    bZeroGravity = true;    break;
Source\Combo.cpp(2402): case 0x0e0d9594 /* "Sound" */:
Source\Combo.cpp(2419): case 0x7b71324f /* "Frames" */:
Source\Combo.cpp(2422): case 0x66b6cdea /* "Seconds" */:
Source\Combo.cpp(2436): case 0xf94f0054 /* "InputLock" */:
Source\Combo.cpp(2455): case 0x7b71324f /* "Frames" */:         fDuration *= ANIM_FRAME_SPEED;              break;
Source\Combo.cpp(2456): case 0x66b6cdea /* "Seconds" */:                                                    break;
Source\Combo.cpp(2458): case 0xd0624e33 /* "Thrust" */:         uiInputLock |= INPUTLOCK_THRUST;            break;
Source\Combo.cpp(2459): case 0xa37fa49e /* "!Thrust" */:        uiInputLock &=~INPUTLOCK_THRUST;            break;
Source\Combo.cpp(2460): case 0x8eab16d9 /* "Fire" */:           uiInputLock |= INPUTLOCK_FIRE;              break;
Source\Combo.cpp(2461): case 0x19d9d4a0 /* "!Fire" */:          uiInputLock &=~INPUTLOCK_FIRE;              break;
Source\Combo.cpp(2462): case 0xa70c98dd /* "FireSecondary" */:  uiInputLock |= INPUTLOCK_FIRE_SECONDARY;    break;
Source\Combo.cpp(2463): case 0x01850be2 /* "!FireSecondary" */: uiInputLock &=~INPUTLOCK_FIRE_SECONDARY;    break;
Source\Combo.cpp(2464): case 0xa73f5c0d /* "Jump" */:           uiInputLock |= INPUTLOCK_JUMP;              break;
Source\Combo.cpp(2465): case 0x2739df58 /* "!Jump" */:          uiInputLock &=~INPUTLOCK_JUMP;              break;
Source\Combo.cpp(2466): case 0x76f15155 /* "Sprint" */:         uiInputLock |= INPUTLOCK_SPRINT;            break;
Source\Combo.cpp(2467): case 0x6e55a4e0 /* "!Sprint" */:        uiInputLock &=~INPUTLOCK_SPRINT;            break;
Source\Combo.cpp(2468): case 0x4e4fa58b /* "Crouch" */:         uiInputLock |= INPUTLOCK_CROUCH;            break;
Source\Combo.cpp(2469): case 0x4f92add2 /* "!Crouch" */:        uiInputLock &=~INPUTLOCK_CROUCH;            break;
Source\Combo.cpp(2470): case 0xed7cdd8c /* "Reload" */:         uiInputLock |= INPUTLOCK_RELOAD;            break;
Source\Combo.cpp(2471): case 0x53a68851 /* "!Reload" */:        uiInputLock &=~INPUTLOCK_RELOAD;            break;
Source\Combo.cpp(2472): case 0x2c29f04d /* "Any" */:
Source\Combo.cpp(2473): case 0x13254bc4 /* "All" */:            uiInputLock |= INPUTLOCK_ALL;               break;
Source\Combo.cpp(2484): case 0x0ec601dc /* "ThrustFactor" */:
Source\Combo.cpp(2491): case 0xadd895e9 /* "StrafeFactor" */:
Source\Combo.cpp(2498): case 0x6307b6ad /* "TurnFactor" */:
Source\Combo.cpp(2505): case 0x024630ca /* "PitchFactor" */:
Source\Combo.cpp(2513): case 0x11b79e53 /* "EnergyRestoreRate" */:
Source\Combo.cpp(2528): case 0xa3d53205 /* "FromSoldier" */:    bFromSoldier = true;    break;
Source\Combo.cpp(2539): case 0xf0f686cb /* "Posture" */:
Source\Combo.cpp(2552): case 0x75493323 /* "Stand" */:      uiStates |= Condition::SOLDIERSTATE_STAND;      break;
Source\Combo.cpp(2553): case 0xb837312c /* "!Stand" */:     uiStates &=~Condition::SOLDIERSTATE_STAND;      break;
Source\Combo.cpp(2554): case 0x4e4fa58b /* "Crouch" */:     uiStates |= Condition::SOLDIERSTATE_CROUCH;     break;
Source\Combo.cpp(2555): case 0x4f92add2 /* "!Crouch" */:    uiStates &=~Condition::SOLDIERSTATE_CROUCH;     break;
Source\Combo.cpp(2558): //case 0x6dd99a25 /* "Prone" */:        uiStates |= Condition::SOLDIERSTATE_PRONE;      break;
Source\Combo.cpp(2559): //case 0xe0e9892a /* "!Prone" */:       uiStates &=~Condition::SOLDIERSTATE_PRONE;      break;
Source\Combo.cpp(2560): case 0x76f15155 /* "Sprint" */:     uiStates |= Condition::SOLDIERSTATE_SPRINT;     break;
Source\Combo.cpp(2561): case 0x6e55a4e0 /* "!Sprint" */:    uiStates &=~Condition::SOLDIERSTATE_SPRINT;     break;
Source\Combo.cpp(2562): case 0xa73f5c0d /* "Jump" */:       uiStates |= Condition::SOLDIERSTATE_JUMP;       break;
Source\Combo.cpp(2563): case 0x2739df58 /* "!Jump" */:      uiStates &=~Condition::SOLDIERSTATE_JUMP;       break;
Source\Combo.cpp(2564): case 0x16ff3d1e /* "Roll" */:       uiStates |= Condition::SOLDIERSTATE_ROLL;       break;
Source\Combo.cpp(2565): case 0xa8bfb92f /* "!Roll" */:      uiStates &=~Condition::SOLDIERSTATE_ROLL;       break;
Source\Combo.cpp(2566): case 0xd7e330f4 /* "Jet" */:        uiStates |= Condition::SOLDIERSTATE_JET;        break;
Source\Combo.cpp(2567): case 0x7a24b7d3 /* "!Jet" */:       uiStates &=~Condition::SOLDIERSTATE_JET;        break;
Source\Combo.cpp(2568): case 0x13254bc4 /* "All" */:
Source\Combo.cpp(2569): case 0x2c29f04d /* "Any" */:        uiStates |= Condition::SOLDIERSTATE_ANY;        break;
Source\Combo.cpp(2579): case 0x66a4c1b6 /* "TurnOffLightsaber" */:
Source\Combo.cpp(2598): case 0x4595b8fd /* "Attack" */:
Source\Combo.cpp(2612): case 0xe1e901c0 /* "Deflect" */:
Source\Combo.cpp(2626): case 0xa62782e2 /* "Transition" */:
Source\Combo.cpp(2664): case 0x39386e06 /* "If" */:
Source\Combo.cpp(2665): case 0xbab5214f /* "Until" */:  // synonym for "If" to make config files more readable
Source\Combo.cpp(2666): case 0x5d342984 /* "Or" */:     // synonym for "If" to make config files more readable
Source\Combo.cpp(2683): case 0xb4c88558 /* "VelocityZ" */:
Source\Combo.cpp(2696): case 0x65db4ec0 /* "FromAnim" */:   bFromAnim = true;   break;
Source\Combo.cpp(2707): case 0xb6c8887e /* "VelocityX" */:
Source\Combo.cpp(2720): case 0x65db4ec0 /* "FromAnim" */:   bFromAnim = true;   break;
Source\Combo.cpp(2731): case 0x1aa5cb38 /* "VelocityFromThrust" */:
Source\Combo.cpp(2738): case 0x8a5c043d /* "VelocityFromStrafe" */:
Source\Combo.cpp(3241): case 0x783132f6 /* "State" */:
Source\Combo.cpp(3264): case 0x27d0b9e7 /* "OffhandAnimation" */:
Source\Combo.cpp(3265): case 0x5dcbeca7 /* "ThrowAnimation" */:
Source\Combo.cpp(3266): case 0xe145ee5d /* "Animation" */:
Source\Combo.cpp(3342): case 0x8eab16d9 /* "FIRE" */:   eState = Weapon::FIRE;      break;
Source\Combo.cpp(3343): case 0x825513f1 /* "FIRE2" */:  eState = Weapon::FIRE2;     break;
Source\Combo.cpp(3344): case 0xc0ca2371 /* "CHARGE" */: eState = Weapon::CHARGE;    break;
Source\Combo.cpp(3345): case 0xed7cdd8c /* "RELOAD" */: eState = Weapon::RELOAD;    break;

Source\CommandLine.cpp(359): case 0xcd0d5437: /* "hrunlock" */
Source\CommandLine.cpp(360): case 0x202db217: /* "heroruleunlock" */
Source\CommandLine.cpp(367): case 0xb418a0ac: /* "hrunlockvalue" */
Source\CommandLine.cpp(368): case 0xac16c90c: /* "heroruleunlockvalue" */
Source\CommandLine.cpp(375): case 0x99b7123e: /* "hrplayer" */
Source\CommandLine.cpp(376): case 0xecd7701e: /* "heroruleplayer" */
Source\CommandLine.cpp(383): case 0xd0cfbc35: /* "hrrespawn" */
Source\CommandLine.cpp(384): case 0x3ec8da95: /* "herorulerespawn" */
Source\CommandLine.cpp(391): case 0xa563005a: /* "hrrespawnvalue" */
Source\CommandLine.cpp(392): case 0x1debae35: /* "herorulerespawnvalue" */
Source\CommandLine.cpp(399): case 0x69f6c31e: /* "hrteam" */
Source\CommandLine.cpp(400): case 0xf546dafe: /* "heroruleteam" */
Source\CommandLine.cpp(407): case 0x4674caee: /* "profile" */
Source\CommandLine.cpp(412): case 0x0b03294a: /* "NTGUI" */
Source\CommandLine.cpp(429): case 0x4424f79f: /* "ai" */
Source\CommandLine.cpp(434): case 0x9b111ae4: /* "framerate" */
Source\CommandLine.cpp(438): case 0xf443bc2c: /* "invincible" */
Source\CommandLine.cpp(442): case 0x5e871339: /* "noportals" */
Source\CommandLine.cpp(446): case 0x7b06cb8e: /* "unlimitedammo" */
Source\CommandLine.cpp(450): case 0x9b9342bd: /* "demomode" */
Source\CommandLine.cpp(454): case 0xdfd9072b: /* "attractingame" */
Source\CommandLine.cpp(455): case 0x54cca474: /* "attractgame" */
Source\CommandLine.cpp(459): case 0x54276729: /* "attracttimeout" */
Source\CommandLine.cpp(467): case 0xc90d21da: /* "attractcameras" */
Source\CommandLine.cpp(475): case 0x6f3ec2f8: /* "attractmap" */
Source\CommandLine.cpp(482): case 0x72506385: /* "missionlog" */
Source\CommandLine.cpp(508): case 0xe28d61c6 /* "hud" */:
Source\CommandLine.cpp(509): case 0x2e5cce8c /* "noaudiostreaming" */:
Source\CommandLine.cpp(523): case 0xb94c7d44: /* "bigartheap" */
Source\CommandLine.cpp(527): case 0xa78fb807: /* "externlua" */
Source\CommandLine.cpp(532): case 0x70ea3b55: /* "lang" */
Source\CommandLine.cpp(540): case 0xc53b7844: /* "loadspam" */
Source\CommandLine.cpp(544): case 0x204f0d0d: /* "nojournal" */
Source\CommandLine.cpp(548): case 0x593058cc: /* "record" */
Source\CommandLine.cpp(558): case 0xcf8a43ec: /* "playback" */
Source\CommandLine.cpp(569): case 0xf0b6c5d7: /* "hdd" */
Source\CommandLine.cpp(576): case 0xb08cec40: /* "notvalues" */
Source\CommandLine.cpp(580): case 0xe91814a3: /* "recorddir" */
Source\CommandLine.cpp(585): case 0x4eae0006: /* "ShowAllSessions" */
Source\CommandLine.cpp(586): case 0x42eaccdd: /* "ShowAllServers" */
Source\CommandLine.cpp(590): case 0x0481d555: /* "showlegal" */
Source\CommandLine.cpp(591): case 0xa5cd594e: /* "showintro" */
Source\CommandLine.cpp(595): case 0x77e5e744: /* "nointro" */
Source\CommandLine.cpp(602): case 0xb30ae02f: /* "maxsplit" */
Source\CommandLine.cpp(614): case 0xb0924fdf: /* "splitscreen" */
Source\CommandLine.cpp(615): case 0x87b82de3: /* "split" */
Source\CommandLine.cpp(616): case 0x77f02003: /* "split2" */
Source\CommandLine.cpp(622): case 0x3cb8c662: /* "quadscreen" */
Source\CommandLine.cpp(623): case 0x7df02975: /* "split4" */
Source\CommandLine.cpp(629): case 0xe822c431: /* "screenshot" */
Source\CommandLine.cpp(637): case 0xde7bd855: /* "toggledisplay" */
Source\CommandLine.cpp(642): case 0x6363d774: /* "firstperson" */
Source\CommandLine.cpp(646): case 0xc11f80f6: /* "nonames" */
Source\CommandLine.cpp(650): case 0x91739772: /* "bandwidth" */
Source\CommandLine.cpp(656): case 0xf2fb8359: /* "latency" */
Source\CommandLine.cpp(662): case 0xe7347b1a: /* "loss" */
Source\CommandLine.cpp(668): case 0x02049853: /* "jitter" */
Source\CommandLine.cpp(674): case 0x718e7ad4: /* "nodrag" */
Source\CommandLine.cpp(678): case 0xc23937b9: /* "autonet" */
Source\CommandLine.cpp(687): case 0xc707b50f: /* "playercount" */
Source\CommandLine.cpp(692): case 0x3a00d703: /* "playerlimit" */
Source\CommandLine.cpp(699): case 0xd5c0b6f5 /* "spaceassaultscorelimit" */:
Source\CommandLine.cpp(708): case 0x4f0c4904: /* "gamename" */
Source\CommandLine.cpp(713): case 0x56608010: /* "lan" */
Source\CommandLine.cpp(717): case 0x75e8450e: /* "norender" */
Source\CommandLine.cpp(722): case 0xbc494aff: /* "nowait" */
Source\CommandLine.cpp(726): case 0xf4553ef1: /* "nosound" */
Source\CommandLine.cpp(730): case 0x31694a02: /* "nostartupmusic" */
Source\CommandLine.cpp(736): case 0x7ac8bb2b: /* "fixedrate" */
Source\CommandLine.cpp(741): case 0xa2fd7d0c: /* "team" */
Source\CommandLine.cpp(746): case 0xca15d036: /* "skill" */
Source\CommandLine.cpp(760): case 0x910f114d: /* "quakecam" */
Source\CommandLine.cpp(765): case 0xc16650c8: /* "soundwarning" */
Source\CommandLine.cpp(769): case 0xf6976b61: /* "nopregame" */
Source\CommandLine.cpp(773): case 0x371e360d: /* "pregametime" */
Source\CommandLine.cpp(783): case 0x81ba46b8: /* "noai" */
Source\CommandLine.cpp(787): case 0xba0ecd59: /* "crashed" */
Source\CommandLine.cpp(792): case 0x378f32dd: /* "throttle" */
Source\CommandLine.cpp(797): case 0x90b89ffa: /* "netplayers" */
Source\CommandLine.cpp(802): case 0x124e8fbb: /* nethires */
Source\CommandLine.cpp(806): case 0x1503f968: /* netupdatesize */
Source\CommandLine.cpp(811): case 0x99317ea6: /* "sideselect" */
Source\CommandLine.cpp(816): case 0xe181e077: /* "bots" */
Source\CommandLine.cpp(830): case 0x644ce7cc: /* "netregion" */
Source\CommandLine.cpp(846): case 0xa8c4c105: /* "heroes" */
Source\CommandLine.cpp(853): case 0x331843bc: /* "randomize" */
Source\CommandLine.cpp(857): case 0xdaba84c3: /* "nomovies" */
Source\CommandLine.cpp(861): case 0xdadfa856: /* voicemode */
Source\CommandLine.cpp(866): case 0xb22236ae: /* "tps" */
Source\CommandLine.cpp(877): case 0xcd154944: /* "noframelock" */
Source\CommandLine.cpp(881): case 0xe3d8ab51: /* "framelock" */
Source\CommandLine.cpp(885): case 0x4be2ee33: /* "nowaitlate" */
Source\CommandLine.cpp(890): case 0x2264b8ed: /* oneworld */
Source\CommandLine.cpp(894): case 0x26d94b4e: /* "multiworld" */
Source\CommandLine.cpp(898): case 0x03d17781: /* "adminpw" */
Source\CommandLine.cpp(905): case 0x364b5f18: /* "password" */
Source\CommandLine.cpp(911): case 0x0d3d814f: /* "noaim" */
Source\CommandLine.cpp(915): case 0x68f63adb: /* "autoaim" */
Source\CommandLine.cpp(919): case 0xe51023ba: /* "noteamdamage" */
Source\CommandLine.cpp(923): case 0x09cfdcf0: /* "difficulty" */
Source\CommandLine.cpp(928): case 0x98bf5c17: /* "gameslice" */
Source\CommandLine.cpp(934): case 0x1d215c8f: /* "resolution" */
Source\CommandLine.cpp(942): case 0x3f515151: /* "log" */
Source\CommandLine.cpp(946): case 0x1866b47d: /* "nocheckcd" */
Source\CommandLine.cpp(953): case 0x0451542b: /* "safemode" */
Source\CommandLine.cpp(958): case 0x0bf7cb59: /* "win" */
Source\CommandLine.cpp(962): case 0xf5dd1fbd: /* "fixedfunction" */
Source\CommandLine.cpp(966): case 0x8463e1a0: /* "install" */
Source\CommandLine.cpp(971): case 0xaae0ccf9: /* "connect" */
Source\CommandLine.cpp(977): case 0x8d39bde6: /* "name" */
Source\CommandLine.cpp(983): case 0x8a8753c7: /* "email" */
Source\CommandLine.cpp(989): case 0xe0ebca12: /* "ppass" */
Source\CommandLine.cpp(996): case 0x364b5f18: /* "password" */
Source\CommandLine.cpp(1009): case 0x0652936b: /* "audiomixbuffer" */
Source\CommandLine.cpp(1018): case 0x3c3f5c38: /* "audionoenhance" */
Source\CommandLine.cpp(1024): case 0xd0bd1109: /* "audiosamplerate" */
Source\CommandLine.cpp(1061): case 0x8ceac9bd: /* "audiomaxchannels" */
Source\CommandLine.cpp(1070): case 0x09c3e0ff: /* "logfinalscore" */
Source\CommandLine.cpp(1075): case 0x3a224d98: /* "spawn" */
Source\CommandLine.cpp(1081): case 0x5d62beb3: /* "bootlagger" */
Source\CommandLine.cpp(1097): case 0x4eff6552 /* "limitai" */:
Source\CommandLine.cpp(1110): case 0xcdb8c94f /* "playerflyerpathing" */:
Source\CommandLine.cpp(1116): case 0xf523c3ba /* "debuganims" */:
Source\CommandLine.cpp(1121): case 0x9ebeccd7 /* "debugcombos" */:
Source\CommandLine.cpp(1127): case 0xf75c4b20 /* "dumpmemory" */:
Source\CommandLine.cpp(1130): case 0xd62a95d1 /* "dumpanimmaps" */:
Source\CommandLine.cpp(1135): case 0x351fc388 /* "PoolErrors" */:
Source\CommandLine.cpp(1139): case 0xd43981b7 /* "NoPoolErrors" */:
Source\CommandLine.cpp(1144): case 0x996359b2 /* "DisableAIAutoBalance" */:
Source\CommandLine.cpp(1149): case 0xa00690b7 /* "nodebugheap" */:

Source\CommandPost.cpp(462): case 0xf69717fd: /* "Label" */
Source\CommandPost.cpp(480): case 0x346f3b69: /* "Description" */
Source\CommandPost.cpp(491): case 0xc6c161f9: /* "CaptureRegion" */
Source\CommandPost.cpp(496): case 0x805c1f8a: /* "ControlRegion" */
Source\CommandPost.cpp(501): case 0x76ed2f81: /* "KillRegion" */
Source\CommandPost.cpp(505): case 0xdde0b14f: /* "SpawnPath" */
Source\CommandPost.cpp(517): case 0x9b4aad0c: /* "SpawnRegion" */
Source\CommandPost.cpp(522): case 0xdad215b0: /* "AllyPath" */
Source\CommandPost.cpp(527): case 0x73466220: /* "TurretPath" */
Source\CommandPost.cpp(532): case 0x7136fd3e: /* "AllyCount" */
Source\CommandPost.cpp(536): case 0x0dba4cb3: /* "Radius" */
Source\CommandPost.cpp(555): case 0x66bcdaea /* "HUDIndex" */:
Source\CommandPost.cpp(560): case 0xc069b070 /* "HUDIndexDisplay" */:
Source\CommandPost.cpp(567): case 0x13ad1ea0 /* "VO_All_AllCapture" */:
Source\CommandPost.cpp(572): case 0x9e71f320 /* "VO_All_AllLost" */:
Source\CommandPost.cpp(577): case 0x22bd3453 /* "VO_All_AllInDispute" */:
Source\CommandPost.cpp(582): case 0xfd4b3aa1 /* "VO_All_AllSaved" */:
Source\CommandPost.cpp(587): case 0xba31cb0a /* "VO_All_AllInfo" */:
Source\CommandPost.cpp(592): case 0x64340317 /* "VO_All_ImpCapture" */:
Source\CommandPost.cpp(597): case 0xc0fc4645 /* "VO_All_ImpLost" */:
Source\CommandPost.cpp(602): case 0xe018b5a4 /* "VO_All_ImpInDispute" */:
Source\CommandPost.cpp(607): case 0x1addabea /* "VO_All_ImpSaved" */:
Source\CommandPost.cpp(612): case 0xf7c6eccb /* "VO_All_ImpInfo" */:
Source\CommandPost.cpp(619): case 0xd74a7fcb /* "VO_Imp_AllCapture" */:
Source\CommandPost.cpp(624): case 0x2446d141 /* "VO_Imp_AllLost" */:
Source\CommandPost.cpp(629): case 0x87834218 /* "VO_Imp_AllInDispute" */:
Source\CommandPost.cpp(634): case 0x23121dde /* "VO_Imp_AllSaved" */:
Source\CommandPost.cpp(639): case 0x05f2bec7 /* "VO_Imp_AllInfo" */:
Source\CommandPost.cpp(644): case 0xbd2190b4 /* "VO_Imp_ImpCapture" */:
Source\CommandPost.cpp(649): case 0x1816200c /* "VO_Imp_ImpLost" */:
Source\CommandPost.cpp(654): case 0xded807e7 /* "VO_Imp_ImpInDispute" */:
Source\CommandPost.cpp(659): case 0xc2871425 /* "VO_Imp_ImpSaved" */:
Source\CommandPost.cpp(664): case 0x6f900a76 /* "VO_Imp_ImpInfo" */:
Source\CommandPost.cpp(671): case 0x951d8f40 /* "VO_Rep_RepCapture" */:
Source\CommandPost.cpp(676): case 0xa4e3ce40 /* "VO_Rep_RepLost" */:
Source\CommandPost.cpp(681): case 0xf8d18cf3 /* "VO_Rep_RepInDispute" */:
Source\CommandPost.cpp(686): case 0x1bd37e41 /* "VO_Rep_RepSaved" */:
Source\CommandPost.cpp(691): case 0xbe2ad02a /* "VO_Rep_RepInfo" */:
Source\CommandPost.cpp(696): case 0x7b21958e /* "VO_Rep_CISCapture" */:
Source\CommandPost.cpp(701): case 0xb2ba322a /* "VO_Rep_CISLost" */:
Source\CommandPost.cpp(706): case 0x8653e871 /* "VO_Rep_CISInDispute" */:
Source\CommandPost.cpp(711): case 0x6d015027 /* "VO_Rep_CISSaved" */:
Source\CommandPost.cpp(716): case 0x1f5e25a0 /* "VO_Rep_CISInfo" */:
Source\CommandPost.cpp(722): case 0x1934685e /* "VO_CIS_RepCapture" */:
Source\CommandPost.cpp(727): case 0x9f6648da /* "VO_CIS_RepLost" */:
Source\CommandPost.cpp(732): case 0x0d03a541 /* "VO_CIS_RepInDispute" */:
Source\CommandPost.cpp(737): case 0x6eb55ff7 /* "VO_CIS_RepSaved" */:
Source\CommandPost.cpp(742): case 0x66a3fa90 /* "VO_CIS_RepInfo" */:
Source\CommandPost.cpp(747): case 0x8f270798 /* "VO_CIS_CISCapture" */:
Source\CommandPost.cpp(752): case 0xd4d671e8 /* "VO_CIS_CISLost" */:
Source\CommandPost.cpp(757): case 0x5ba686bb /* "VO_CIS_CISInDispute" */:
Source\CommandPost.cpp(762): case 0x3ee46599 /* "VO_CIS_CISSaved" */:
Source\CommandPost.cpp(767): case 0xb708ce82 /* "VO_CIS_CISInfo" */:
Source\CommandPost.cpp(773): case 0xfde7c9d2 /* "ValueBleed_Alliance" */:
Source\CommandPost.cpp(777): case 0x2450a89c /* "ValueBleed_CIS" */:
Source\CommandPost.cpp(781): case 0x5a7eb7db /* "ValueBleed_Empire" */:
Source\CommandPost.cpp(785): case 0xdc392f3f /* "ValueBleed_Republic" */:
Source\CommandPost.cpp(789): case 0xeb13c1fe /* "ValueBleed_Neutral" */:
Source\CommandPost.cpp(793): case 0xd97fc017 /* "ValueBleed_Locals" */:
Source\CommandPost.cpp(798): case 0xa340d6b5: /* "Value_ATK_Alliance" */
Source\CommandPost.cpp(802): case 0x00e73245: /* "Value_ATK_CIS" */
Source\CommandPost.cpp(806): case 0x4db44670: /* "Value_ATK_Empire" */
Source\CommandPost.cpp(810): case 0x9e78b410: /* "Value_ATK_Republic" */
Source\CommandPost.cpp(814): case 0x573c98a4: /* "Value_ATK_Locals" */
Source\CommandPost.cpp(818): case 0x44a2c4a6: /* "Value_DEF_Alliance" */
Source\CommandPost.cpp(822): case 0x5bf85ae8: /* "Value_DEF_CIS" */
Source\CommandPost.cpp(826): case 0xa8679457: /* "Value_DEF_Empire" */
Source\CommandPost.cpp(830): case 0x8f5540cb: /* "Value_DEF_Republic" */
Source\CommandPost.cpp(834): case 0xe689ef93: /* "Value_DEF_Locals" */
Source\CommandPost.cpp(838): case 0x3994a056: /* SoldierBan" */     
Source\CommandPost.cpp(843): case 0x58fc17ee: /* "HoverBan" */     
Source\CommandPost.cpp(848): case 0x6d1ca06d: /* "SmallBan" */     
Source\CommandPost.cpp(853): case 0xc8f3c76b: /* "MediumBan" */     
Source\CommandPost.cpp(858): case 0xb08090e7: /* "HugeBan" */       
Source\CommandPost.cpp(863): case 0x1cd984f6: /* "FlyerBan" */     
Source\CommandPost.cpp(868): case 0xe07282c2: /* "AISpawnWeight" */

Source\CommandPost.cpp(1882): case 0xf1a8f31b: /* "NeutralizeTime" */
Source\CommandPost.cpp(1886): case 0xeb1bcbf8: /* "CaptureTime" */
Source\CommandPost.cpp(1890): case 0x6a83ed9c /* "HoloOdf" */:
Source\CommandPost.cpp(1894): case 0xb64210d2 /* "HoloImageGeometry" */:
Source\CommandPost.cpp(1904): case 0x630c0e9e /* "HoloTurnOnTime" */:
Source\CommandPost.cpp(1908): case 0x4ee58508 /* "ChargeSound" */:
Source\CommandPost.cpp(1912): case 0xf17a02e6 /* "CapturedSound" */:
Source\CommandPost.cpp(1916): case 0x16e4a90e /* "DischargeSound" */:
Source\CommandPost.cpp(1920): case 0x8e39006a /* "LostSound" */:
Source\CommandPost.cpp(1924): case 0x12caacaa /* "DisputeSound" */:
Source\CommandPost.cpp(1928): case 0x65a920ba /* "AmbientSound" */:
Source\CommandPost.cpp(1940): case 0xa33d3401 /* "SoundPitchDev" */:
Source\CommandPost.cpp(1944): case 0x6b9b4728 /* "CaptureMusic" */:
Source\CommandPost.cpp(1955): case 0x42cb8c86 /* "LostMusic" */:
Source\CommandPost.cpp(1966): case 0xc5190cba: /* "SpawnPointNames" */
Source\CommandPost.cpp(2007): case 0x32579f4d: /* "SpawnPointCount" */
Source\CommandPost.cpp(2027): case 0xa067d145: /* "SpawnPointLocation" */
Source\CommandPost.cpp(2041): case 0xfde7c9d2 /* "ValueBleed_Alliance" */:
Source\CommandPost.cpp(2045): case 0x2450a89c /* "ValueBleed_CIS" */:
Source\CommandPost.cpp(2049): case 0x5a7eb7db /* "ValueBleed_Empire" */:
Source\CommandPost.cpp(2053): case 0xdc392f3f /* "ValueBleed_Republic" */:
Source\CommandPost.cpp(2057): case 0xeb13c1fe /* "ValueBleed_Neutral" */:
Source\CommandPost.cpp(2061): case 0xd97fc017 /* "ValueBleed_Locals" */:
Source\CommandPost.cpp(2066): case 0xa340d6b5: /* "Value_ATK_Alliance" */
Source\CommandPost.cpp(2070): case 0x00e73245: /* "Value_ATK_CIS" */
Source\CommandPost.cpp(2074): case 0x4db44670: /* "Value_ATK_Empire" */
Source\CommandPost.cpp(2078): case 0x9e78b410: /* "Value_ATK_Republic" */
Source\CommandPost.cpp(2082): case 0x573c98a4: /* "Value_ATK_Locals" */
Source\CommandPost.cpp(2086): case 0x44a2c4a6: /* "Value_DEF_Alliance" */
Source\CommandPost.cpp(2090): case 0x5bf85ae8: /* "Value_DEF_CIS" */
Source\CommandPost.cpp(2094): case 0xa8679457: /* "Value_DEF_Empire" */
Source\CommandPost.cpp(2098): case 0x8f5540cb: /* "Value_DEF_Republic" */
Source\CommandPost.cpp(2102): case 0xe689ef93: /* "Value_DEF_Locals" */
Source\CommandPost.cpp(2106): case 0xc069b070 /* "HUDIndexDisplay" */:

Source\Controllable.cpp(1202): case 0x20728c12: /* "ThirdPersonFOV" */
Source\Controllable.cpp(1207): case 0x4785d6b7: /* "FirstPersonFOV" */
Source\Controllable.cpp(1212): case 0x9d1f5707: /* "ForceMode" */
Source\Controllable.cpp(1215): case 0xda1b8c0c: /* "VehiclePosition" */
Source\Controllable.cpp(1222): case 0x104cd1b8: /* "CockpitTension" */
Source\Controllable.cpp(1225): case 0x8a301535: /* "NumBobPoints" */
Source\Controllable.cpp(1228): case 0xef20a0a0: /* "BobVector" */
Source\Controllable.cpp(1232): case 0x49824403: /* "BobSlope" */
Source\Controllable.cpp(1236): case 0x35341815: /* "BobOrient" */
Source\Controllable.cpp(1240): case 0xd67d9ba2: /* "BobRSlope" */
Source\Controllable.cpp(1244): case 0xbadf3672: /* "BobTime" */
Source\Controllable.cpp(1248): case 0x72ccbde1: /* "ShakeScale" */
Source\Controllable.cpp(1252): case 0x51ca39a6: /* "PilotPosition" */
Source\Controllable.cpp(1260): case 0x11ce2025: /* "AnimatedPilotPosition" */
Source\Controllable.cpp(1267): case 0xa976d065: /* "Pilot9Pose" */
Source\Controllable.cpp(1269): case 0x6e4fc069: /* "PilotAnimation" */
Source\Controllable.cpp(1278): case 0x91ee6929: /* "PilotType" */
Source\Controllable.cpp(1282): case 0xada7afdb: /* "none" */
Source\Controllable.cpp(1286): case 0x645ba277: /* "self" */
Source\Controllable.cpp(1290): case 0x71cd882f: /* "vehicle" */
Source\Controllable.cpp(1294): case 0xc78d7953: /* "remote" */
Source\Controllable.cpp(1298): case 0x1fe70361 /* "vehicleself" */:
Source\Controllable.cpp(1310): case 0x2b60e217: /* "IsPilotExposed" */
Source\Controllable.cpp(1316): case 0x81bce0f9: /* "PilotDeath" */
Source\Controllable.cpp(1320): case 0xbff162e2: /* "fly" */
Source\Controllable.cpp(1324): case 0xf85a0760: /* "fall" */
Source\Controllable.cpp(1336): case 0x325f7c20: /* "CapturePosts" */
Source\Controllable.cpp(1340): case 0x939b9985: /* "NoEnterVehicles" */
Source\Controllable.cpp(1344): case 0x848819e7: /* "IgnoreHintNodes" */
Source\Controllable.cpp(1348): case 0x44c77c95: // "ControlsUnit"
Source\Controllable.cpp(1352): case 0x83192029: // "AnimatesUnitAsTurret"

Source\Decal.cpp(128): case 0xaf8bb8ce /* "Enable" */:
Source\Decal.cpp(612): case 0x5212abee: /* "LifeTime" */
Source\Decal.cpp(616): case 0x5083ecd9: /* "FadeInTime" */
Source\Decal.cpp(620): case 0x798dc484: /* "FadeOutTime" */
Source\Decal.cpp(624): case 0x3d7e6258: // "Color"
Source\Decal.cpp(628): case 0x0786dc43: /* "MaxDecals" */
Source\Decal.cpp(632): case 0x3c6468f4: /* "Texture" */
Source\Decal.cpp(636): case 0x08af6c24: /* "BumpTexture" */
Source\Decal.cpp(640): //       case 0x9962da1f: /* "DefaultSize" */

Source\DustEffect.cpp(356): case 0x597c1bb7: /* "MinPos" */
Source\DustEffect.cpp(363): case 0x38b0b50d: /* "MaxPos" */
Source\DustEffect.cpp(370): case 0xb10f20ca: /* "MinVel" */
Source\DustEffect.cpp(377): case 0xa7bcb86c: /* "MaxVel" */
Source\DustEffect.cpp(384): case 0xeaebcf6e: /* "MinSize" */
Source\DustEffect.cpp(389): case 0x80ba1308: /* "MaxSize" */
Source\DustEffect.cpp(394): case 0xbd9397ec: /* "MinLifeTime" */
Source\DustEffect.cpp(399): case 0x9d399b92: /* "MaxLifeTime" */
Source\DustEffect.cpp(404): case 0x5d8b6dab: /* "Alpha" */
Source\DustEffect.cpp(409): case 0x3d7e6258: /* "Color" */
Source\DustEffect.cpp(414): case 0xd133f7da: /* "NumParticles" */
Source\DustEffect.cpp(422): case 0xe6915cf6: /* "MaxDistance" */
Source\DustEffect.cpp(427): case 0xb835cf50: /* "MinDistance" */
Source\DustEffect.cpp(434): case 0x80887a6f: /* "RadiusFadeMin" */
Source\DustEffect.cpp(439): case 0x6e74d661: /* "RadiusFadeMax" */
Source\DustEffect.cpp(444): case 0xcaaa3778: /* "HeightScale" */
Source\DustEffect.cpp(449): case 0x3c6468f4: /* "Texture" */
Source\DustEffect.cpp(454): case 0x4e2c3b35: /* "CameraDistance" */
Source\DustEffect.cpp(459): case 0xb4368857: /* "SpawnSound" */
Source\DustEffect.cpp(583): case 0xab409a38: /* "Odf" */
Source\DustEffect.cpp(589): case 0x458975f0: /* "NumDustObjectsInEffects" */
Source\DustEffect.cpp(594): case 0x26b090c2: /* "HorizontalSpread" */
Source\DustEffect.cpp(599): case 0xb0d0544c: /* "VerticalSpread" */
Source\EnergyBar.cpp(27): case 0x97105d6a: /* "EnergyBar" */
Source\EnergyBar.cpp(35): case 0xa733fbf5: /* "EnergyOverheat" */
Source\EnergyBar.cpp(36): case 0xf03ffabb: /* "EnergyMinSprint" */      // for backwards compatibility with EntitySoldier, EntityDroideka
Source\EnergyBar.cpp(44): case 0x5621511e: /* "HeatThreshold" */            // for backwards compatibility with Weapon
Source\Entity.cpp(114): case 0x8ddbeb4b: /* "IconTexture" */
Source\Entity.cpp(118): case 0xDB7468E: /* "HealthTexture" */
Source\Entity.cpp(122): case 0x9dc38d80: /* "MapTexture" */
Source\Entity.cpp(126): case 0x8f8faeb3 /* "HUDModel" */:
Source\Entity.cpp(130): case 0x0e8c3fe5: /* "MapScale" */
Source\Entity.cpp(134): case 0x7f8a4c00 /* "MapSpeedMin" */:
Source\Entity.cpp(138): case 0x9576e6ea /* "MapSpeedMax" */:
Source\Entity.cpp(142): case 0x95eee380 /* "MapViewMin" */:
Source\Entity.cpp(149): case 0xabdb7e6a /* "MapViewMax" */:
Source\Entity.cpp(153): case 0x29ef7150 /* "MapTargetFadeRate" */:
Source\Entity.cpp(157): case 0x2382f4bf /* "MapRangeOverall" */:
Source\Entity.cpp(161): case 0x3f6ae0b3 /* "MapRangeShooting" */:
Source\Entity.cpp(165): case 0x3ac4d4c8 /* "MapRangeViewCone" */:
Source\Entity.cpp(169): case 0xbdd7449e /* "MapViewConeAngle" */:
Source\Entity.cpp(177): case 0x58071137 /* "RemoveFromMapWhenDead" */:

Source\EntityBuilding.cpp(613): case 0x47c86b4a: /* "GeometryName" */
Source\EntityBuilding.cpp(639): case 0x5dc6e917: /* "DestroyedGeometryName" */
Source\EntityBuilding.cpp(676): case 0x97c931c5: /* "UnbuiltGeometryName" */
Source\EntityBuilding.cpp(690): case 0x02bb1fe0: /* "Explosion" */
Source\EntityBuilding.cpp(691): case 0x9b30e763: /* "ExplosionName" */
Source\EntityBuilding.cpp(703): case 0xc5637083: /* "ExplosionOffset" */
Source\EntityBuilding.cpp(712): case 0xbd94b44e: /* "RespawnTime" */
Source\EntityBuilding.cpp(716): case 0x48542041 /* "UnbuiltHoloOdf" */:
Source\EntityBuilding.cpp(720): case 0x66aab312 /* "BuiltSound" */:
Source\EntityBuilding.cpp(724): case 0xeba16fe4 /* "BuildingSound" */:
Source\EntityBuilding.cpp(729): case 0xc1f062c6 /* "AutoBarrierEnable" */:
Source\EntityBuilding.cpp(733): case 0x43de19e2 /* "AutoBarrierRemoveOnDeath" */:
Source\EntityBuilding.cpp(737): case 0x22f50f8a /* "ColorizeByTeam" */:
Source\EntityBuilding.cpp(745): case 0xf52eced4 /* "AutoBarrierSize" */:

Source\EntityBuildingAnimated.cpp(312): case 0x98557a5e: /* "AnimationName" */
Source\EntityBuildingAnimated.cpp(316): case 0x297bc6eb: /* "IdleAnimation" */
Source\EntityBuildingAnimated.cpp(324): case 0x5fac58b5: /* "DeathAnimation" */
Source\EntityBuildingAnimated.cpp(332): case 0x3e4e9ba0: /* "EnableDeathExplosions" */
Source\EntityBuildingAnimated.cpp(340): case 0xf138015c: /* "DeathEffect" */

Source\EntityBuildingAnimatedArmed.cpp(246): case 0xdbaa7975: /* "BODY" */
Source\EntityBuildingAnimatedArmed.cpp(249): case 0xfb2aa4b7: /* "TURRET" */
Source\EntityBuildingAnimatedArmed.cpp(250): case 0xea20fef2: /* "TURRET1" */
Source\EntityBuildingAnimatedArmed.cpp(253): case 0xe920fd5f: /* "TURRET2" */
Source\EntityBuildingAnimatedArmed.cpp(256): case 0xe820fbcc: /* "TURRET3" */
Source\EntityBuildingAnimatedArmed.cpp(259): case 0xe720fa39: /* "TURRET4" */
Source\EntityBuildingAnimatedArmed.cpp(262): case 0xe620f8a6: /* "TURRET5" */
Source\EntityBuildingAnimatedArmed.cpp(265): case 0xe520f713: /* "TURRET6" */
Source\EntityBuildingAnimatedArmed.cpp(268): case 0xe420f580: /* "TURRET7" */
Source\EntityBuildingAnimatedArmed.cpp(271): case 0xf3210d1d: /* "TURRET8" */
Source\EntityBuildingArmed.cpp(84): case 0x966f4238 /* "NoAIBoard" */:

Source\EntityBuildingArmed.cpp(434): case 0xdbaa7975: /* "BODY" */
Source\EntityBuildingArmed.cpp(437): case 0xfb2aa4b7: /* "TURRET" */
Source\EntityBuildingArmed.cpp(438): case 0xea20fef2: /* "TURRET1" */
Source\EntityBuildingArmed.cpp(441): case 0xe920fd5f: /* "TURRET2" */
Source\EntityBuildingArmed.cpp(444): case 0xe820fbcc: /* "TURRET3" */
Source\EntityBuildingArmed.cpp(447): case 0xe720fa39: /* "TURRET4" */
Source\EntityBuildingArmed.cpp(450): case 0xe620f8a6: /* "TURRET5" */
Source\EntityBuildingArmed.cpp(453): case 0xe520f713: /* "TURRET6" */
Source\EntityBuildingArmed.cpp(456): case 0xe420f580: /* "TURRET7" */
Source\EntityBuildingArmed.cpp(459): case 0xf3210d1d: /* "TURRET8" */
Source\EntityCarrier.cpp(240): case 0x3e2c4da4: /* "CargoNodeName" */
Source\EntityCarrier.cpp(264): case 0x910a89fc: /* "CargoNodeOffset" */
Source\EntityCarrier.cpp(274): case 0x759c8f54: /* "PickupSound" */
Source\EntityCarrier.cpp(278): case 0x8897db28: /* "DropoffSound" */
Source\EntityDefenseGridTurret.cpp(104): case 0xbd94b44e /* "RespawnTime" */:
Source\EntityDoor.cpp(101): case 0xd55de4cf: /* "OpenTrigger" */
Source\EntityDoor.cpp(107): case 0x295eb940: /* "OpenRatio" */
Source\EntityDoor.cpp(116): case 0x9dd5da63 /* "IsLocked" */:
Source\EntityDoor.cpp(448): case 0x98557a5e: /* "AnimationName" */
Source\EntityDoor.cpp(452): case 0xE145EE5D: /* "Animation" */
Source\EntityDoor.cpp(460): case 0x1D56B73B: /* "AnimationTrigger" */
Source\EntityDoor.cpp(477): case 0x323f7450 /* "OpenSound" */:
Source\EntityDoor.cpp(481): case 0x4fcf4562 /* "CloseSound" */:
Source\EntityDoor.cpp(485): case 0x027b5cb2 /* "LockedSound" */:
Source\EntityDroid.cpp(1446): case 0x47c86b4a: /* "GeometryName" */
Source\EntityDroid.cpp(1465): case 0x4f358485: /* "SetAltitude" */
Source\EntityDroid.cpp(1469): case 0x97f2e0f1: /* "GravityScale" */
Source\EntityDroid.cpp(1473): case 0x1b5071f9: /* "LiftSpring" */

Quote from: Abraham Lincoln. on November 04, 1971, 12:34:40 PM
Don't believe everything you read on the internet

Pardon my ignorance in that sort of thing... is this useful?
Never let a person named AnthonyBF2 touch your BF2.

If fred posted it, someone must have asked for it.  When it comes to SWBF/SWBF2 I try to grab the files when I can and figure it out later.
Quote from: Abraham Lincoln. on November 04, 1971, 12:34:40 PM
Don't believe everything you read on the internet

I have some other stuff I've always wondered about, would you mind contacting Fred for me?
Never let a person named AnthonyBF2 touch your BF2.

Quote from: Anthony_b on August 27, 2016, 12:38:59 PM
I have some other stuff I've always wondered about, would you mind contacting Fred for me?

I have never contacted him.  I just check his website from time to time.  If you described what you have, someone might be able to identify it.  GT folks may know better than us for SWBF2, as well.
Quote from: Abraham Lincoln. on November 04, 1971, 12:34:40 PM
Don't believe everything you read on the internet

The three primary things I've always wondered about are either hard coded or unavailable;

1) 500 mission limit
2) Being able to eject from ships
3) Getting the source files for the galactic conquest "map" so it could be remade with more planets and things
Never let a person named AnthonyBF2 touch your BF2.

Fred is back!

This appears to be a list of all ODF variables for each entity type along with their hex values.

hmm, I see Gravity Scale in there...

maybe he could do the same for SWBF1
Quote from: Abraham Lincoln. on November 04, 1971, 12:34:40 PM
Don't believe everything you read on the internet

Too bad they cannot release the entire code for the game.I also would love to see a modded galactic conquest with more planets.I still wonder how Maveritchell made his Galactic Conquest for his Dark Times 2 mod.Someone know how he added more planets?Sorry for the offtopic question.

One thing that really caught my eye:
"AnimationLowRes"

I wonder if that does what I think it does and works in SWBF1.

Quote from: Led on August 27, 2016, 12:25:22 PM
If fred posted it, someone must have asked for it.  When it comes to SWBF/SWBF2 I try to grab the files when I can and figure it out later.

I asked for memory locations for SWBF1 and he gave me some and posted this. It might be useful if somebody wanted to see about modifying some of those memory pools or possibly tracing the code and extracting/implanting the code into SWBF1. We don't have one for SWBF1 though.

Quote from: Commander Awesome on August 27, 2016, 06:59:51 PM
One thing that really caught my eye:
"AnimationLowRes"

I wonder if that does what I think it does and works in SWBF1.

That line is an ODF line that does not appear in the documentation of SWBF1.
In Progress:
--Star Wars: Battlefront - Anniversary Edition (formerly Star Wars: Battlefront - Legacy Edition)
--Endor: Imperial Base

On Hold:
--Star Wars Battlefront: Elite Squadron For SWBF1

Quote from: Ginev on August 27, 2016, 04:20:32 PM
Too bad they cannot release the entire code for the game.I also would love to see a modded galactic conquest with more planets.I still wonder how Maveritchell made his Galactic Conquest for his Dark Times 2 mod.Someone know how he added more planets?Sorry for the offtopic question.

I think Mav just reskinned the planets using Lua (easy possible) and renamed the planets, also easy. With both, you get the illusion of planets that didn't exist before.
Never let a person named AnthonyBF2 touch your BF2.

Quote from: Anthony_b on August 28, 2016, 05:23:09 AM
I think Mav just reskinned the planets using Lua (easy possible) and renamed the planets, also easy. With both, you get the illusion of planets that didn't exist before.

I'm pretty sure there were more planets and the Galactic Conquest map had a different layout too in Mav's mod. I think that's what Ginev was getting at. He also managed to add new units to GC too, but I'd assume that's as easy as adding new units to Instant Action...
Feel free to contact me on Steam, I answer instantly (Unless I'm offline):<br /><br />YouTube: https://www.youtube.com/user/roblox751123