<?xml version="1.0" encoding="UTF-8"?>
<oakxmlfile>
	<struct name="mesh" trailing_data="true"> // 1024 total bytes
        <tag name="landscape_collection_tag" group=".256"/> // 4 bytes
        <tag name="media_tag" group="medi"/> // 4 bytes
        <byte count="60"/>
        <tag name="mesh_lighting_tag" group="meli"/> // 4 bytes
        <tag name="connector_tag" group="conn"/> // 4 bytes
        <ulong name="flags"/> // 4 bytes
        <tag name="particle_system_tag" group="part"/> // 4 bytes
        <long name="team_count"/> // 4 bytes
        <short_fixed name="dark_fraction"/> // 4 bytes
        <short_fixed name="light_fraction"/> // 4 bytes
        <substruct struct="rgb_color" name="dark_color"/>
        <substruct struct="rgb_color" name="light_color"/>
        <fixed name="transition_point"/> // 4 bytes
        <short_world name="ceiling_height"/> // 4 bytes
        <byte count="2"/>
        <byte count="8"/>
        <tag name="global_ambient_sound_tag" group="amso"/> // 4 bytes
        <byte count="12"/>
        <tag name="map_description_string_list_tag" group="stli"/> // 4 bytes
        <tag name="postgame_collection_tag" group=".256"/> // 4 bytes
        <tag name="pregame_collection_tag" group=".256"/> // 4 bytes
        <tag name="overhead_map_collection_tag" group=".256"/> // 4 bytes
        <tag name="next_mesh_success" group="mesh"/> // 4 bytes
        <tag name="next_mesh_failure" group="mesh"/> // 4 bytes
        <byte count="12"/>
        <tag name="storyline_pregame" group="text"/> // 4 bytes
        <byte count="36"/>
        <substruct struct="rgb_color" name="global_tint_color"/>
        <short_fixed name="global_tint_fraction"/> // 2 bytes
        <byte count="2"/>
        <tag name="wind_tag" group="wind"/> // 4 bytes
        <tag name="screen_collection_tags_pregame" group=".256"/> // 4 bytes
        <byte count="8"/>
        <substruct struct="rgb_color" name="blood_color"/>
        <tag name="picture_caption_string_list_tag" group="stli"/> // 4 bytes
        <tag name="narration_sound_tag" group="soun"/> // 4 bytes
        <tag name="win_ambient_sound_tag" group="soun"/> // 4 bytes
        <tag name="loss_ambient_sound_tag" group="soun"/> // 4 bytes
        <long_enum name="reverb_environment"> // 4 bytes
            <member text="NONE" value="-1"/>
            <member text="Generic" value="0"/>
            <member text="Padded Cell" value="1"/>
            <member text="Room" value="2"/>
            <member text="Bathroom" value="3"/>
            <member text="Living Room" value="4"/>
            <member text="Stone Room" value="5"/>
            <member text="Auditorium" value="6"/>
            <member text="Concert Hall" value="7"/>
            <member text="Cave" value="8"/>
            <member text="Arena" value="9"/>
            <member text="Hangar" value="10"/>
            <member text="Capeted Hallway" value="11"/>
            <member text="Hallway" value="12"/>
            <member text="Stone Corridor" value="13"/>
            <member text="Alley" value="14"/>
            <member text="Forest" value="15"/>
            <member text="City" value="16"/>
            <member text="Mountains" value="17"/>
            <member text="Quarry" value="18"/>
            <member text="Plain" value="19"/>
            <member text="Parking Lot" value="20"/>
            <member text="Sewer Pipe" value="21"/>
            <member text="Underwater" value="22"/>
            <member text="Drugged" value="23"/>
            <member text="Dizzy" value="24"/>
            <member text="Psychotic" value="25"/>
        </long_enum>
        <real name="reverb_volume"/> // 4 bytes
        <real name="reverb_decay_time"/> // 4 bytes
        <real name="reverb_damping"/> // 4 bytes
        <byte count="16"/> // 12+(12?) bytes
        <char name="cutscene_pregame" count="64"/> // 4 bytes or 64*2
        <char name="cutscene_postgame_success" count="64"/> // 4 bytes or 64*2
        <char name="cutscene_postgame_failure" count="64"/> // 4 bytes or 64*2
        <tag name="hints_string_list_tag" group="stli"/> // 4 bytes
        <substruct struct="rgb_color" name="fog_color"/>
        <real name="fog_density"/> // 4 bytes
        <tag name="difficulty_level_override_string_list_tag" group="stli"/> // 4 bytes
        <tag name="team_names_override_string_list_tag" group="stli"/> // 4 bytes
        <char name="plugin_name" count="32"/> // 4 bytes or 32*2?
        <ulong name="extra_flags"/> // 4 bytes
        <tag name="success_postgame_narration_collection_tag" group=".256"/> // 4 bytes
        <tag name="failure_postgame_narration_collection_tag" group=".256"/> // 4 bytes
        <tag name="success_postgame_narration_storyline_tag" group="text"/> // 4 bytes
        <tag name="failure_postgame_narration_storyline_tag" group="text"/> // 4 bytes
        <tag name="success_postgame_narration_captions_tag" group="stli"/> // 4 bytes
        <tag name="failure_postgame_narration_captions_tag" group="stli"/> // 4 bytes
        <tag name="success_postgame_narration_sound_tag" group="soun"/> // 4 bytes
        <tag name="failure_postgame_narration_sound_tag" group="soun"/> // 4 bytes
        <real name="minimum_zoom_factor"/> // 4 bytes
        <byte count="406"/>
        <byte count="30"/>
	</struct>
	<structedit struct="mesh" layout="horizontal">
		<frame stretch="true">
			<!-- left column-->
			<frame text="General" layout="table" stretch="true">
				<row>
					<label text="Landscape:"/>
					<item target="landscape_collection_tag"/>
				</row>
				<row>
					<label text="Media Type:"/>
					<item target="media_tag"/>
				</row>
				<row>
					<label text="Mesh Lighting:"/>
					<item target="mesh_lighting_tag"/>
				</row>
				<row>
					<label text="Particle System:"/>
					<item target="particle_system_tag"/>
				</row>
				<row>
					<label text="Map Name:"/>
					<item target="map_description_string_list_tag"/>
				</row>
				<row>
					<label text="Wind:"/>
					<item target="wind_tag"/>
				</row>
				<row>
					<label text="Connector:"/>
					<item target="connector_tag"/>
				</row>
				<row>
					<label text="Hints String List:"/>
					<item target="hints_string_list_tag"/>
				</row>
				<row>
					<label text="Team Names Override:"/>
					<item target="team_names_override_string_list_tag"/>
				</row>
			</frame>
			<frame text="Game Sounds">
				<frame layout="table">
					<row>
						<label text="Ambient Sound:"/>
						<item target="global_ambient_sound_tag"/>
					</row>
					<row>
						<label text="Narration Sound:"/>
						<item target="narration_sound_tag"/>
					</row>
					<row>
						<label text="Postgame Success:"/>
						<item target="win_ambient_sound_tag"/>
					</row>
					<row>
						<label text="Postgame Failure:"/>
						<item target="loss_ambient_sound_tag"/>
					</row>
				</frame>
			</frame>
			<frame text="Collections">
				<frame layout="table">
					<row>
						<label text="Pregame:"/>
						<item target="pregame_collection_tag"/>
					</row>
					<row>
						<label text="Overhead Map:"/>
						<item target="overhead_map_collection_tag"/>
					</row>
					<row>
						<label text="Postgame:"/>
						<item target="postgame_collection_tag"/>
					</row>
				</frame>
			</frame>
			<frame text="Next Mesh" stretch="true">
				<frame stretch="true">
					<frame layout="table">
						<row>
							<label text="Success:"/>
							<item target="next_mesh_success"/>
						</row>
						<row>
							<label text="Failure:"/>
							<item target="next_mesh_failure"/>
						</row>
					</frame>
				</frame>
			</frame>
			<frame text="Reverb Properties" stretch="true" layout="horizontal">
				<frame stretch="true">
					<frame layout="table">
						<row>
							<label text="Environment:"/>
							<item target="reverb_environment"/>
						</row>
						<row>
							<label text="Volume:"/>
							<item target="reverb_volume"/>
						</row>
						<row>
							<label text="Decay Time:"/>
							<item target="reverb_decay_time"/>
						</row>
						<row>
							<label text="Damping:"/>
							<item target="reverb_damping"/>
						</row>
					</frame>
				</frame>
			</frame>
			<frame text="Zoom" stretch="true" layout="horizontal">
				<frame stretch="true">
					<frame layout="table">
						<row>
							<label text="Minimum Player Zoom:"/>
							<item target="minimum_zoom_factor"/>
						</row>
						<row>
							<label text="The range for this parameter is -1 to -5"/>
						</row>
					</frame>
				</frame>
			</frame>
		</frame>
		<frame stretch="true"> //alignchildren="true"
            <!-- middle column-->
            <frame text="Cutscene Movies" layout="table" stretch="true"><row><label text="Pregame:"/><item target="cutscene_pregame"/></row><row><label text="Success:"/><item target="cutscene_postgame_success"/></row><row><label text="Failure:"/><item target="cutscene_postgame_failure"/></row></frame>
            <frame text="Storyline" layout="table" align="left"><row><label text="Pregame:            "/><item target="storyline_pregame"/></row><row><label text="Picture Captions:               "/><item target="picture_caption_string_list_tag"/></row><row><label text="Mission Success Collection:"/><item target="success_postgame_narration_collection_tag"/></row><row><label text="Mission Failure Collection:"/><item target="failure_postgame_narration_collection_tag"/></row><row><label text="Mission Success Text:"/><item target="success_postgame_narration_storyline_tag"/></row><row><label text="Mission Failure Text:"/><item target="failure_postgame_narration_storyline_tag"/></row><row><label text="Mission Success Subtitles:"/><item target="success_postgame_narration_captions_tag"/></row><row><label text="Mission Failure Subtitles:"/><item target="failure_postgame_narration_captions_tag"/></row><row><label text="Mission Success Sounds:"/><item target="success_postgame_narration_sound_tag"/></row><row><label text="Mission Failure Sounds:"/><item target="failure_postgame_narration_sound_tag"/></row></frame>
            <frame text="Game Scoring Types" layout="table" align="left"><row><item target="flags" bit="0" text="Body Count"/><item target="flags" bit="7" text="Territories"/></row><row><item target="flags" bit="1" text="Steal The Bacon"/><item target="flags" bit="8" text="Captures"/></row><row><item target="flags" bit="2" text="Last Man on the Hill"/><item target="flags" bit="9" text="King of the Hill"/></row><row><item target="flags" bit="3" text="Scavenger Hunt"/><item target="flags" bit="10" text="Stampede"/></row><row><item target="flags" bit="4" text="Flag Rally"/><item target="flags" bit="11" text="Assassin"/></row><row><item target="flags" bit="5" text="Capture the Flag"/><item target="flags" bit="12" text="Hunting"/></row><row><item target="flags" bit="6" text="Balls on Parade"/><item target="flags" bit="13" text="Custom"/></row></frame>
            <frame text="Requirements" layout="table"><row><item target="flags" bit="31" text="Requires Plugin"/></row><row><label text="Enter Plugin Name Here:"/><item target="plugin_name"/></row></frame>
            <frame text="Lighting" layout="table"><row><label text="Dark Color Fraction:"/><item target="dark_fraction"/></row><row><item target="dark_color" text="Edit Dark Color..."/></row><row><label text="Light Color Fraction:"/><item target="light_fraction"/></row><row><item target="light_color" text="Edit Light Color..."/></row><row><label text="Transition Point:"/><item target="transition_point"/></row></frame>
        </frame>
		<frame stretch="true" alignchildren="true" align="left">
			<!-- middle column-->
			<frame text="Global Tint" layout="table" stretch="true" alignchildren="true">
				<row>
					<label text="Tint Fraction:"/>
				</row>
				<row>
					<item target="global_tint_fraction"/>
				</row>
				<row>
					<item target="global_tint_color" text="Edit Tint Color..."/>
				</row>
			</frame>
			<frame text="" layout="table" stretch="true" alignchildren="true">
				<row>
					<label text="Team Count:"/>
				</row>
				<row>
					<item target="team_count"/>
				</row>
			</frame>
			<frame text="Ceiling" layout="table" stretch="true" alignchildren="true">
				<row>
					<label text="Ceiling Height:"/>
				</row>
				<row>
					<item target="ceiling_height"/>
				</row>
			</frame>
			<frame text="Blood" layout="table" stretch="true" alignchildren="true">
				<row>
					<item target="blood_color" text="Edit Blood Color..."/>
				</row>
			</frame>
			<frame text="Fog" layout="table" stretch="true" alignchildren="true">
				<row>
					<label text="Density:"/>
				</row>
				<row>
					<item target="fog_density"/>
				</row>
				<row>
					<item target="fog_color" text="Edit Fog Color..."/>
				</row>
			</frame>
			<frame text="Flags" layout="table" stretch="true" alignchildren="true">
				<row>
					<item target="flags" bit="32" text="Single Player Map"/>
				</row>
				<row>
					<item target="flags" bit="17" text="Supports Unit Trading"/>
				</row>
				<row>
					<item target="flags" bit="18" text="Supports Veterans"/>
				</row>
				<row>
					<item target="flags" bit="19" text="Has Limited Terrain Visibility"/>
				</row>
				<row>
					<item target="flags" bit="20" text="Is Complete"/>
				</row>
				<row>
					<item target="flags" bit="24" text="Can Catch Fire"/>
				</row>
				<row>
					<item target="flags" bit="22" text="Leaves Overhead Map Closed"/>
				</row>
				<row>
					<item target="flags" bit="23" text="Is Training Map"/>
				</row>
				<row>
					<item target="flags" bit="25" text="Has Ceiling"/>
				</row>
				<row>
					<item target="flags" bit="26" text="Has Terrain-Following Camera"/>
				</row>
				<row>
					<item target="flags" bit="21" text="Can Be Used By Demo"/>
				</row>
				<row>
					<item target="flags" bit="27" text="Overhead Map Doesn't Scroll"/>
				</row>
				<row>
					<item target="flags" bit="28" text="Models Don't Limit Rendering"/>
				</row>
				<row>
					<item target="flags" bit="29" text="Uses Anticlump"/>
				</row>
				<row>
					<item target="flags" bit="30" text="Uses vTFL"/>
				</row>
				<row>
					<item target="extra_flags" bit="0" text="Last Level of Scenario"/>
				</row>
			</frame>
		</frame>
	</structedit>
</oakxmlfile>
