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DotP 2015: Raw string list from executable

The following is a list of strings pulled with the IDA debugger from the executable. No formatting or modifications, just a raw list from which functions and XML tags can be extracted. With a careful look, it may be possible to discover more useful information. If you just want to mod, you had better use DotP 2015: Functions and DotP 2015: XML tags.

¦¬kMäÛm++9tÙâwðU\r$-¡\x1B8M½¦êg-õ¦A\"Óðf,¦9+Ô\x1BÏÑ_*¢E+ R¦¦i3<pæ$s¡Ô3£IÐ+þ½vÝøk+3z+ Ld+¦l+\n\nN_t+i_SÉs (}FɯãZi\rUÏ@ak×+1)À|ûCÜ*ê-@ð Õ¿Ç%Ù\bJõ¦ÀÂSZÆ+fÔûE½ööƒµ lÌs-ßI\nÁä,a+ãøC-,¦ý^+®ã Ü@PÈOcérÉgö^õn+ ].wºÅ»gÌ_i+ð¤Jxä¦Pwb{nK-70\aJvÙÓ[âoO+ à%*Ñ$C}þÊ©&-õȤ ßoªRòú+\\y«ø.½ë¦èº,^w permission denied file exists no such device filename too long device or resource busy io error directory not empty invalid argument no space on device no such file or directory function not supported no lock available not enough memory resource unavailable try again cross device link operation canceled too many files open permission_denied address_in_use address_not_available address_family_not_supported connection_already_in_progress bad_file_descriptor connection_aborted connection_refused connection_reset destination_address_required bad_address host_unreachable operation_in_progress interrupted invalid_argument already_connected too_many_files_open message_size filename_too_long network_down network_reset network_unreachable no_buffer_space no_protocol_option not_connected not_a_socket operation_not_supported protocol_not_supported wrong_protocol_type timed_out operation_would_block address family not supported address in use address not available already connected argument list too long argument out of domain bad address bad file descriptor bad message broken pipe connection aborted connection already in progress connection refused connection reset destination address required executable format error file too large host unreachable identifier removed illegal byte sequence inappropriate io control operation invalid seek is a directory message size network down network reset network unreachable no buffer space no child process no link no message available no message no protocol option no stream resources no such device or address no such process not a directory not a socket not a stream not connected not supported operation in progress operation not permitted operation not supported operation would block owner dead protocol error protocol not supported read only file system resource deadlock would occur result out of range state not recoverable stream timeout text file busy timed out too many files open in system too many links too many symbolic link levels value too large wrong protocol type 0123456789abcdefghijklmnopqrstuvwxyz \v\v\n\n\t\t\t\t\t\b\b\b\b\b\b\b\a\a\a\a\a\a\a\a\a\a\a\a\a 0123456789abcdefghijklmnopqrstuvwxyz \r\r\r\r\r\r M(knN 0123456789abcdefABCDEF \a\b\t\n\v <:Sun:Sunday:Mon:Monday:Tue:Tuesday:Wed:Wednesday:Thu:Thursday:Fri:Friday:Sat:Saturday :Jan:January:Feb:February:Mar:March:Apr:April:May:May:Jun:June:Jul:July:Aug:August:Sep:September:Oct:October:Nov:November:Dec:December %.0Lf %b %d %H : %M : %S %Y %m / %d / %y :AM:am:PM:pm %I : %M : %S %p %H : %M %H : %M : S %d / %m / %y 0123456789- 0123456789-+Ee $+xv 0123456789ABCDEFabcdef-+XxPp +v$x+v$xv$+xv+$xv$+x+$vx+$vx$v+x+$vx$+vx+v $+v $v $+v +$v $++$ v+$ v$ v++$ v$+ v+xv$+ v$v$ +v+ $v$ ++x$v+ $v$v ++ $v$ +v DEST DEST DEST DEST DEST DEST DEST DEST DEST DEST DEST MS_E_SOURCEALREADYDEFINED DIERR_DRIVERFIRST+5 DIERR_DRIVERFIRST+4 DIERR_DRIVERFIRST+3 DIERR_DRIVERFIRST+2 DIERR_DRIVERFIRST+1 Display mode has changed Display mode is changing No access to desktop. The call succeeded, but we had to substitute the 3D algorithm The target window or output has been occluded. The application should suspend rendering operations if possible. Target window is clipped. Client window is occluded (minimized or other fullscreen) The call succeeded but there won't be any mipmaps generated Resource not resident in memory Resource resident in shared memory Desktop display mode has changed The seek into the movie was not frame accurate. The stop time for the sample was not set. There was no preview pin available, so the capture pin output is being split to provide both capture and preview. The current title was not a sequential set of chapters (PGC), and the returned timing information might not be continuous. The audio stream did not contain sufficient information to determine the contents of each channel. The graph can't be cued because of lack of or corrupt data. The value returned had to be estimated. It's accuracy can not be guaranteed. This success code is reserved for internal purposes within ActiveMovie. The stream has been turned off. Cannot play back the audio stream: no audio hardware is available. Some connections have failed and have been deferred. The resource specified is no longer needed. A connection could not be made with the media type in the persistent graph, but has been made with a negotiated media type. Cannot play back the video stream: no suitable decompressor could be found. The file contained some property settings that were not used. The end of the list has been reached. An attempt to add a filter with a duplicate name succeeded with a modified name. The state transition has not completed. Some of the streams in this movie are in an unsupported format. End of stream. Sample not updated. The storage control block address is invalid. The environment is incorrect. An attempt was made to load a program with an incorrect format. The system cannot find the drive specified. Not enough storage is available to process this command. The system cannot open the file. Access is denied. The handle is invalid. The system cannot find the path specified. The validate method failed because a DTD or schema was not specified in the document. The function completed successfully Call successful, but returned FALSE The system cannot find the file specified. The validate method failed because the document does not contain exactly one root node. Expecting: %1. Required attribute '%1' is missing. Attribute '%1' must be a #FIXED attribute. Reference to undeclared element: '%1'. An attribute declaration cannot contain multiple fixed values: '%1'. Text is not allowed in this element according to the DTD or schema. Attribute '%1' has an invalid value according to the DTD or schema. Attribute '%1' has a value that does not match the fixed value defined in the DTD or schema. The attribute '%1' on this element is not defined in the DTD or schema. Element content is invalid according to the DTD or schema. The name of the top-most element must match the name of the DOCTYPE declaration. Element content is incomplete according to the DTD or schema. Element cannot be empty according to the DTD or schema. The attribute '%1' references the ID '%2', which is not defined in the document. The element '%1' is used but not declared in the DTD or schema. Cannot reference an external general parsed entity '%1' in an attribute value. Cannot use unparsed entity '%1' in an entity reference. Cannot use a general parsed entity '%1' as the value for attribute '%2'. Cannot use the NDATA keyword in a parameter entity declaration. Entity '%1' contains an infinite entity reference loop. Wave does not exist in auditioned wavebank. Failed to create a directory for streaming wavebank data. Invalid audition session. Reference to undefined entity '%1'. Missing a DSP parameter. Missing a soundbank. Missing an RPC curve. Missing data for an audition command. Unknown command. Error writing a file during auditioning. Friendly names are not included in the bank. Time offset for seeking is beyond the wave end. Time offset for seeking is beyond the cue end. Invalid entry count for channel maps. No audio device found. The wavebank is not prepared. There can be only one audition engine. Unable to select a variation. No wavebank exists for desired operation. Invalid call of method of function from callback. Unknown event type. Error reading a file. Invalid sound offset or index. Invalid track index. Invalid wave index. Invalid cue index. Invalid category. Invalid variable index. Global Settings not loaded. Fail to play due to instance limit. Invalid data. Invalid usage. Notification already registered. No notification callback. The engine has expired (demo or pre-release version). The engine has not been initialized. The engine is already initialized. The application is holding a reference to the IDWriteTextRenderer interface after the corresponding DrawText or DrawTextLayout call has returned. The IDWriteTextRenderer instance will be zombied. A text client drawing effect object is of the wrong type The render target is not compatible with GDI An unknown win32 failure occurred. The brush types are incompatible for the call. Attempt to copy from a render target while a layer or clip rect is applied The push and pop calls were unbalanced The pop call did not match the corresponding push call A layer resource can only be in use once at any point in time. Objects used together must be created from the same factory instance. Invalid number. The requested D2D version is not supported. Requested DX surface size exceeded maximum texture size. Shader compilation failed. Shader construction failed because it was too complex. here has been a presentation error that may be recoverable. The caller needs to recreate, rerender the entire frame, and reattempt present. No HW rendering device is available for this operation. A call to this method is invalid. The display format we need to render is not supported by the hardware device. An internal error (D2D bug) occurred. On checked builds, we would assert. The supplied vector is zero. A valid display state could not be determined. D2D could not access the screen. The geomery scanner failed to process the data. A font file could not be opened because the file, directory, network location, drive, or other storage location does not exist or is unavailable. A font file exists but could not be opened due to access denied, sharing violation, or similar error. A font collection is obsolete due to changes in the system. The given interface is already registered. The object was not in the correct state to process the method. The object has not yet been initialized. The requested opertion is not supported. Indicates the specified font does not exist. Hardware XMA decoder error Failed to create an audio effect Device invalidated (unplugged, disabled, etc) Requested audio format unsupported. The pixel format is not supported. Indicates an error in an input file such as a font file. Indicates an error originating in DirectWrite code, which is not expected to occur but is safe to recover from. Invalid XAudio2 API call or arguments Remote desktop client disconnected. Remote desktop client is out of memory. Therea are too many unique view objects. Deferred context requires Map-Discard usage pattern The application attempted to perform an operation on an DXGI output that is only legal after the output has been claimed for exclusive owenership. Hardware device removed. Device hung due to badly formed commands. Device reset due to a badly formed commant. Was still drawing. The requested functionality is not supported by the device or the driver. An internal driver error occurred. Unsupported. Requested effects are not available The object requested was not found (numerically equal to DMUS_E_NOT_FOUND) There are too many unique state objects. The application has made an erroneous API call that it had enough information to avoid. This error is intended to denote that the application should be altered to avoid the error. Use of the debug version of the DXGI.DLL will provide run-time debug output with further information. The item requested was not found. For GetPrivateData calls, this means that the specified GUID had not been previously associated with the object. The specified size of the destination buffer is too small to hold the requested data. The GUID specified in an audiopath file does not match a valid MIXIN buffer The buffer memory has been lost, and must be restored Another app has a higher priority level, preventing this call from succeeding Tried to create a DSBCAPS_CTRLFX buffer shorter than DSBSIZE_FX_MIN milliseconds Attempt to use DirectSound 8 functionality on an older DirectSound object A circular loop of send effects was detected No sound driver is available for use Duplicate named fragment Can Not remove last item The call failed because resources (such as a priority level) were already being used by another caller The control (vol, pan, etc.) requested by the caller is not available This call is not valid for the current state of this object The caller does not have the priority level required for the function to succeed The specified WAVE format is not supported Loaded mesh has no data Skinning not supported Too many influences Invalid data Cannot attr sort Unsupported cryptographic system Presentation statistics are disjoint Can not modify index buffer Invalid mesh Contect protection not available Invalid device Invalid call Driver invalid call Hardware device was removed Hardware adapter reset by OS Overlay is not supported Overlay format is not supported Not available Unsupported texture filter Conflicting texture palette Driver internal error Not found More data Device lost Device not reset Conflicting render state Unsupported color operation Unsupported color arg Unsupported alpha operation Unsupported alpha arg Too many operations Conflicting texture filter Unsupported factor value Wrong texture format Bad file Parse error Bad cache file Bad file float size Bad file version Bad file type Bad resource Resource not found File not found Not done yet Bad type Bad value Bad object No internet No more data No more stream handles Bad intrinsics No more objects The video port is not active The monitor does not have EDID data. The driver does not enumerate display mode refresh rates. Surfaces created by one direct draw device cannot be used directly by another direct draw device. Bad array size Bad data reference Internal error D3D has not yet been initialized. The data has expired and is therefore no longer valid. The mode test has finished executing. The mode test has switched to a new mode. There is more data available than the specified buffer size could hold An attempt was made to allocate non-local video memory from a device that does not support non-local video memory. The attempt to page lock a surface failed. The attempt to page unlock a surface failed. An attempt was made to page unlock a surface with no outstanding page locks. A DC has already been returned for this surface. Only one DC can be retrieved per surface. Attempt was made to set a palette on a mipmap sublevel Attempt was made to create or set a device window without first setting the focus window Surface is an optimized surface, but has not yet been allocated any memory Device does not support optimized surfaces, therefore no video memory optimized surfaces The requested action could not be performed because the surface was of the wrong type. Operation could not be carried out because there is no mip-map texture mapping hardware present or available. The display is currently in an unsupported mode The surface being used is not a palette-based surface This surface can not be restored because it is an implicitly created surface. This surface can not be restored because it was created in a different mode. No DC was ever created for this surface. Windows can not create any more DCs, or a DC was requested for a paltte-indexed surface when the surface had no palette AND the display mode was not palette-indexed (in this case DirectDraw cannot select a proper palette into the DC) Surface was not locked. An attempt to unlock a surface that was not locked at all, or by this process, has been attempted. Can't duplicate primary & 3D surfaces, or surfaces that are implicitly created. An attempt has been made to flip a surface that is not flippable. An attempt was made to set the cooperative level when it was already set to exclusive. returned when an overlay member is called for a non-overlay surface returned when the position of the overlay on the destionation is no longer legal for that destionation. returned when GetOverlayPosition is called on a overlay that UpdateOverlay has never been called on to establish a destionation. returned when GetOverlayPosition is called on a hidden overlay No DirectDraw ROP hardware. No blter. If a clipper object is attached to the source surface passed into a BltFast call. No hardware support for 16 or 256 color palettes. No palette object attached to this surface. The CooperativeLevel HWND has already been set. It can not be reset while the process has surfaces or palettes created. HWND used by DirectDraw CooperativeLevel has been subclassed, this prevents DirectDraw from restoring state. Clipper notification requires an HWND or no HWND has previously been set as the CooperativeLevel HWND. No clipper object attached to surface object an attempt was made to set a clip list for a clipper objec that is already monitoring an hwnd. region passed to Clipper::GetClipList is too small. software emulation not available. this process already has created a primary surface A hardware only DirectDraw object creation was attempted but the driver did not support any hardware. A DirectDraw object representing this driver has already been created for this process. vertical blank is in progress Was still drawing The specified surface type requires specification of the COMPLEX flag Rectangle provided was not horizontally aligned on reqd. boundary The GUID passed to DirectDrawCreate is not a valid DirectDraw driver identifier. The specified stream contains invalid data Height requested by DirectDraw is too large. Size requested by DirectDraw is too large -- The individual height and width are OK. Width requested by DirectDraw is too large. Pixel format requested is unsupported by DirectDraw Bitmask in the pixel format requested is unsupported by DirectDraw The requested surface is not attached. This surface is already a dependency of the surface it is being made a dependency of. Access to this surface is being refused because the surface is already locked by another thread. Access to this surface is being refused because no driver exists which can supply a pointer to the surface. This is most likely to happen when attempting to lock the primary surface when no DCI provider is present. Will also happen on attempts to lock an optimized surface. Access to Surface refused because Surface is obscured. Access to this surface is being refused because the surface is gone. The DIRECTDRAWSURFACE object representing this surface should have Restore called on it. This surface is already attached to the surface it is being attached to. The hardware needed for the requested operation has already been allocated. Out of video memory hardware does not support clipped overlays Can only have ony color key active at one time for overlays Access to this palette is being refused because the palette is already locked by another thread. No src color key specified for this operation. Overlay surfaces could not be z layered based on their BltOrder because the hardware does not support z layering of overlays. DirectDrawSurface is not in 4 bit color index palette and the requested operation requires 4 bit color index palette. DirectDraw Surface is not in 8 bit color mode and the requested operation requires 8 bit color. Operation could not be carried out because there is no texture mapping hardware present or available. Operation could not be carried out because there is no hardware support for vertical blank synchronized operations. Operation could not be carried out because there is no hardware support for zbuffer blting. DirectDrawSurface is not in 4 bit color palette and the requested operation requires 4 bit color palette. Operation could not be carried out because there is no overlay hardware present or available. Operation could not be carried out because the source and destination rectangles are on the same surface and overlap each other. Operation could not be carried out because there is no appropriate raster op hardware present or available. Operation could not be carried out because there is no rotation hardware present or available. Operation could not be carried out because there is no hardware support for stretching Requested item was not found No DirectDraw support possible with current display driver Operation requires the application to have exclusive mode but the application does not have exclusive mode. Flipping visible surfaces is not supported. There is no GDI present. Operation could not be carried out because there is no hardware present or available. Operation could not be carried out because there is no hardware support of the dest color key. Operation could not be carried out because there is no stereo hardware present or available. Operation could not be carried out because there is no hardware present which supports stereo surfaces no clip list available Operation could not be carried out because there is no color conversion hardware present or available. Create function called without DirectDraw object method SetCooperativeLevel being called. Surface doesn't currently have a color key Operation could not be carried out because there is no alpha accleration hardware present or available. DirectDraw received a pointer that was an invalid DIRECTDRAW object. pixel format was invalid as specified Rectangle provided was invalid. Operation could not be carried out because one or more surfaces are locked There is no 3D present. DirectDraw does not support the requested mode Support is currently not available. An exception was encountered while performing the requested operation Height of rectangle provided is not a multiple of reqd alignment Unable to match primary surface creation request with existing primary surface. One or more of the caps bits passed to the callback are incorrect. DirectDraw does not support provided Cliplist. This surface can not be detached from the requested surface. The specified property ID is not supported for the specified property set. The specified property set is not supported. This object is already initialized This surface can not be attached to the requested surface. The application was written for an unsupported prerelease version of DirectInput. Access to the device has been lost. It must be re-acquired. An invalid parameter was passed to the returning function The object could not be created due to an incompatible driver version or mismatched or incomplete driver components. The operation cannot be performed while the device is acquired. No more items. The application requires a newer version of DirectInput. This object has not been initialized The operation cannot be performed unless the device is acquired. Access is denied Invalid handle Ran out of memory The device was removed. Incorrect version of Direct3D or D3DX. An error occurred in the device reset callback function. An error occurred in the device create callback function. An error occurred when attempting to reset a device. An error occurred when attempting to create a device. The device interface has a non-zero reference count, meaning that some objects were not released. A media file could not be found. No device could be found with the specified device settings. Could not initialize Direct3D. The object is not in running state. The stream type is not valid for this operation. The object can't accept the call because its initialize function or equivalent has not been called. The sample is busy. The stream formats are not compatible. Seeking not supported for this object. No stream can be found with the specified attributes. The INF file for the selected device could not be found or is invalid or is damaged. & The specified purpose ID can't be used for the call. The user cancelled the install operation. & The stream already has allocated samples and the surface doesn't match the sample format. Registry entry or DLL for class installer invalid or class installer not found. Device installer errors. A registry entry is corrupt. Debugger is present. An operation failed due to a certification failure. IPinFlowControl::Block() has been called on another thread. The current thread cannot make any assumptions about this pin's block state. This thread has already blocked this output pin. There is no need to call IPinFlowControl::Block() again. There is currently no resume information. The specified path does not point to a valid DVD disc. The operation depends on the current title number, however the navigator has not yet entered the VTSM or the title domains, so the 'current' title index is unknown. The specified stream is disabled and cannot be selected. Frame step is not supported on this configuration. The current audio is not karaoke content. The current parental level was too low. Currently there is no GoUp (Annex J user function) program chain (PGC). The requested DVD stream attribute does not exist. The region was not compatible with the current drive. The state data is from a different disc. The state data was corrupt. The data did not contain a recognized version. The specified command was either cancelled or no longer exists. The specified menu doesn't exist. The operation cannot be performed at the current playback speed. This object cannot be used anymore as its time has expired. Copy protection cannot be enabled. Please make sure any other copy protected content is not being shown now. Version number of DirectDraw not suitable. Make sure to install dx5 or higher version. DVD-Video playback graph could not be built due to insufficient decoders. DVD-Video playback graph building failed. DVD-Video playback graph has not been built yet. The specified button is invalid or is not present at the current time, or there is no button present at the specified location. This Operation is not permitted in the current domain. This User Operation is inhibited by DVD Content at this time. No Capture hardware is available, or the hardware is not responding. No VideoPort hardware is available, or the hardware is not responding. Either DirectDraw has not been installed or the Video Card capabilities are not suitable. Make sure the display is not in 16 color mode. The VideoPort connection negotiation process has failed. There is not enough Video Memory at this display resolution and number of colors. Reducing resolution might help. The Video CD can't be read correctly by the device or is the data is corrupt. Pins cannot connect due to not supporting the same transport. Cannot play back the file. The format is not supported. The buffer is not full enough. The connection cannot be made because the stream is read only and the filter alters the data. Cannot get or set time related information on an object that is using a time format of TIME_FORMAT_NONE. Cannot perform the requested function on an object that is not in the filter graph. ActiveMovie cannot play this video stream because it falls outside the constrained standard. Cannot play back the video stream: the video format is not supported. Cannot play back the audio stream: the audio format is not supported. ActiveMovie cannot play MPEG movies on this processor. Cannot play back the video stream: format 'RPZA' is not supported. Cannot play back the audio stream: no audio hardware is available, or the hardware is not responding. Cannot change balance because audio device is mono only. No media time format has been selected. No media time stamp has been set for this sample. No time stamp has been set for this sample. This file is corrupt: it contains an invalid media type. This file is corrupt: it contains an invalid class identifier. The version number of the file is invalid. A file appeared to be incomplete. The source filter for this file could not be loaded. The media type of this file is not recognized. Cannot call IVideoWindow methods while in full-screen mode. A full-screen mode is not available. Device driver-specific codes. Unless the specific driver has been precisely identified, no meaning should be attributed to these values other than that the driver originated the error. This Advise cannot be canceled because it was not successfully set. No full-screen modes are available. An overlay advise link already exists. Cannot render the file because it is corrupt. The queued command has already been canceled. An attempt was made to queue a command for a time in the past. Updates are not allowed in this state. The filter graph is circular. The list has already been exhausted. The file format is invalid. A time-out has expired. An attempt to add a filter with a duplicate name failed. This sample cannot be rendered because the end of the stream has been reached. This sample cannot be rendered. This pin cannot use the supplied media type. The supplied rectangle is invalid. The sample start time is after the sample end time. The operation could not be performed because the filter is in the wrong state. The operation could not be performed because the filter is not running. The operation could not be performed because the filter is not paused. The operation could not be performed because the filter is not stopped. The state changed while waiting to process the sample. Too many colors for the current display settings. Display does not use a palette. No palette is available. No matching color key is available. Setting a palette would conflict with the color key already set. Setting a color key would conflict with the palette already set. Current pin connection is not using the IMemInputPin transport. Current pin connection is not using the IOverlay transport. No color key has been set. Could not change formats dynamically. No combination of filters could be found to render the stream. No combination of intermediate filters could be found to make the connection. An object or name was not found. A required interface has not been implemented. Quality messages could not be sent because no quality sink has been defined. Cannot lock for synchronization because no clock has been defined. Cannot allocate memory because no size has been set. Cannot allocate a sample when the allocator is not active. One or more buffers are still active. Cannot change allocated memory while the filter is active. An invalid alignment was specified. The buffer is not big enough. No buffer space has been set A mapper file function failed because reading or writing the user or IHV settings file failed. & A run-time error occurred. SendDeviceData failed because more information was requested to be sent than can be sent to the device. Some devices have restrictions on how much data can be sent to them. (For example, there might be a limit on the number of buttons that can be pressed at once.) & No sample buffer allocator is available. The operation could not be completed because the device is not plugged in. & The operation cannot be performed because the pins are not connected. An attempt was made to modify parameters of an effect while it is playing. Not all hardware devices support altering the parameters of an effect while it is playing. & Two pins of the same direction cannot be connected together. Attempted to read buffered device data from a device that is not buffered. & There is no common media type between these pins. The effect could not be downloaded because essential information is missing. For example, no axes have been associated with the effect, or no type-specific information has been created. & One of the specified pins supports no media types. The operation cannot be performed unless the device is acquired in DISCL_EXCLUSIVE mode. & This operation cannot be performed because the filter is active. CoInitialize has not been called. CoInitialize has already been called. Unable to IDirectInputJoyConfig_Acquire because the user does not have sufficient privileges to change the joystick configuration. & An invalid media type was specified The device is full. & An invalid media subtype was specified. Not all the requested information fit into the buffer. & This object can only be created as an aggregated object. The effect is not downloaded. & The enumerator has become invalid. The device cannot be reinitialized because there are still effects attached to it. & At least one of the pins involved in the operation is already connected. Class not registered An undetermined error occurred Catastrophic failure This object does not support aggregation Operation aborted The data necessary to complete this operation is not yet available. The function called is not supported at this time The requested COM interface is not available Invalid pointer Unknown exception CorExitProcess RoInitialize RoUninitialize Access violation - no RTTI data! Attempted a typeid of NULL pointer! Bad read pointer - no RTTI data! Bad dynamic_cast! bad exception \a\b\t\n\v !\"#$%&'()*+,-./0123456789:;<=>?@abcdefghijklmnopqrstuvwxyz[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~ \a\b\t\n\v !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`ABCDEFGHIJKLMNOPQRSTUVWXYZ{|}~ GetCurrentPackageId (null) ( 8PX\a\b 700WP\a \b`h```` xpxxxx\b\a\b Sunday Monday Tuesday Wednesday Thursday Friday Saturday January February March April June July August September October November December MM/dd/yy dddd, MMMM dd, yyyy HH:mm:ss \a\b\t\n\v !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~ log10 sinh cosh tanh asin acos atan atan2 sqrt ceil floor fabs modf ldexp _cabs _hypot fmod frexp _logb _nextafter exp10 ('8PW 700PP `h`hhh\b\b\axppwpp\b\b SunMonTueWedThuFriSat JanFebMarAprMayJunJulAugSepOctNovDec UTF-8 UTF-16LE UNICODE e+000 __based( __cdecl __pascal __stdcall __thiscall __fastcall __clrcall __eabi __ptr64 __restrict __unaligned restrict( new delete operator `vftable' `vbtable' `vcall' `typeof' `local static guard' `string' `vbase destructor' `vector deleting destructor' `default constructor closure' `scalar deleting destructor' `vector constructor iterator' `vector destructor iterator' `vector vbase constructor iterator' `virtual displacement map' `eh vector constructor iterator' `eh vector destructor iterator' `eh vector vbase constructor iterator' `copy constructor closure' `udt returning' `RTTI `local vftable' `local vftable constructor closure' new[] delete[] `omni callsig' `placement delete closure' `placement delete[] closure' `managed vector constructor iterator' `managed vector destructor iterator' `eh vector copy constructor iterator' `eh vector vbase copy constructor iterator' `dynamic initializer for ' `dynamic atexit destructor for ' `vector copy constructor iterator' `vector vbase copy constructor iterator' `managed vector copy constructor iterator' `local static thread guard' Type Descriptor' Base Class Descriptor at ( Base Class Array' Class Hierarchy Descriptor' Complete Object Locator' CV: template-parameter- generic-type- `anonymous namespace' `non-type-template-parameter void `template-parameter NULL `vtordispex{ `vtordisp{ `adjustor{ `local static destructor helper' `template static data member constructor helper' `template static data member destructor helper' static virtual private: protected: public: [thunk]: extern \"C\" char short int long unsigned void volatile std::nullptr_t <ellipsis> ,... ,<ellipsis> throw( char short long float double bool __int8 __int16 __int32 __int64 __int128 <unknown> wchar_t __w64 UNKNOWN signed const volatile `unknown ecsu' union struct class coclass cointerface enum volatile const cli::array< cli::pin_ptr< {flat} {for ?? MessageBoxW GetActiveWindow GetLastActivePopup GetUserObjectInformationW GetProcessWindowStation CreateFile2 1#SNAN 1#IND 1#INF 1#QNAN nvapi_QueryInterface nvapi_pepQueryInterface nvapi.dll nvapi.dll nvapi.dll nvpowerapi.dll nvpowerapi.dll nvpowerapi.dll 4.{C? ZfOgH }h><PE 5cjMT eFlv!@r \\ck_ dNtsq nmP:F :e\aI{\n Fc?u(5 Printf - format string too big Warning - format string too big Error - format string too big Warning - format string too big width height refresh aa_mode vsync depth fullscreen hires reflections language quality gamepad1 gamepad2 Sysrank NumShadow ShadowQual config.cfg width height refresh aa_mode vsync depth fullscreen reflections language quality NumShadow ShadowQual m_BufferedPagingAmount %d iDistance %d m_BufferedPagingAmount %d iDistance %d SAVING FOR LATER CurrentStatus => %d UI_LEADERBOARDS_PLAYERS_RANKED UI_SAVEGAME_CORRUPT Starting User changed event SwapPlayerProfileSlots():: before mp == %s, lp == %s SwapPlayerProfileSlots():: after mp == %s, lp == %s Profile %s: Time: %d:%d:%d Profile %s: Time: %d:%d:%d Auto-logon to profile: %s ERROR: Unable to scan for user profiles. No profiles found. INFO: Profile: %s .profile INFO: %d profiles found. My document : %s profiles INFO: Attempted to award invalid achievement: %d AwardAchievement, return Trial INFO: Attempted to award invalid achievement: %d ReplaceStatIfGreater '%s', old=%d, new=%d AwardAchievement, return CSystem::GetAchievementsObject(), %d %d -------------- %d ------------------------PrintManaInfos ***** player is null ***** -------------- %d ------------------------PrintManaInfos %d %d %d %d %d version %d SetStat '%s', old=%d, new=%d Player::SaveStats for player %d ERROR: Couldn't save stats data Player::LoadStats for player %d ERROR: Couldn't load stats data Stats version changed: Loaded v%d, Current v%d. Resetting stats ERROR: Failed to find file '%s'. ERROR: Attempting to load bad enumerated profile index %d (of %d) ERROR: Failed to open file '%s'. ERROR: Failed to load file '%s', file is the wrong size: %d. ERROR: Failed to read file into buffer '%s'. .profile ERROR: Failed hash comparison between buffer and cloud. ERROR: Failed to allocate any additional save data. ERROR: Looks like you tried to edit your profile - Dont do it again! INFO: Profile loaded for '%s' .profile ERROR: Couldn't load enumerated profile %d: '%s' .profile ERROR: Failed to load profile, file is the wrong size. %d, should be %d reported_hash is %u INFO: Profile loaded for '%s' .profile ERROR: Couldn't open profile for saving: %s hash.file hash.file vid_far_clip ?CSaveGameManager::Load slot %d for player %d CSaveGameManager::LoadFromProfile for player %d CSaveGameManager::SaveToProfile for player %d Save to profile location [%d]: %d bytes %dx%d Cant find a graphics mode to use FAILED TO READ DATA.WAD INTO MEMORY\n ERROR NO FILE\n ERROR OUT OF MEMORY\n ERROR COULDN'T READ DATA\n Data_Core Getlastwin32Error error in MessageBoxW() the code is -> %d %04d Jan 14 2015 Jan 14 2015 Jan 14 2015 Jan 14 2015 Jan 14 2015 Jan 14 2015 Jan 14 2015 Jan 14 2015 Jan 14 2015 Jan 14 2015 Jan 14 2015 Jan 14 2015 Jan 14 2015 Jan 14 2015 Jan 14 2015 Jan 14 2015 %02d.%02d.%02d 22:23:47 %s.%s.%s \\Content\\Environments\\Skies\\%s\\sky DefaultWorld ------------------------------------------------- --++==Threaded image loading go!!!!! ------------------------------------------------- ------------------------------------------------- --++==Threaded image loading stoooop!!!!!! ------------------------------------------------- Duel failed to load. DefaultWorld pre_duel_cleanup user intro_movies_visible EndTheDuel type == %d CDuelManager::_EndTheDuel() mEnd_the_duel == %d release_in_duel user basic_requires reloading_ui load_default_background current_plane current_plane current_plane load_default_background show_loading_screen user show_loading_screen user show_loading_screen user video_after_unlock_screen ###Leaderboards### DuelManager waiting for scores to be posted... show_credits_after_video skip_video current_plane previously_in_multiplayer_session current_plane current_match current_match_image current_match_tag land_on_start_screen frontend.startup.video_init_flow frontend.press_start.press_start frontend.main_menu.main_menu frontend.startup.video_init_flow frontend.press_start.press_start frontend.main_menu.main_menu frontend.single_player.single_player frontend.single_player.practice_match_selection get_multiplayer_lobby user frontend.multiplayer.multiplayer_lobby frontend.startup.video_init_flow frontend.press_start.press_start frontend.main_menu.main_menu frontend.single_player.single_player frontend.single_player.tutorial_campaign frontend.single_player.choose_colour frontend.startup.video_init_flow frontend.press_start.press_start hfrontend.main_menu.main_menu push_to_deck_builder user frontend.startup.video_init_flow frontend.press_start.press_start frontend.main_menu.main_menu frontend.single_player.single_player frontend.single_player.tutorial_campaign frontend.startup.video_init_flow frontend.press_start.press_start frontend.main_menu.main_menu frontend.single_player.single_player frontend.single_player.plane_nodes current_plane frontend.single_player.campaign_nodes current_plane frontend.single_player.plane_unlock frontend.single_player.campaign_nodes frontend.startup.video_init_flow frontend.press_start.press_start frontend.main_menu.main_menu frontend.single_player.expansion_plane_nodes This should not happen! Use 'game:SetQuitDestinationMenu(menu_id)' frontend.videoplayer.video_player frontend.videoplayer.video_player previously_in_multiplayer_session previously_in_multiplayer_session NETWORK_ERROR_CONNECTION_LOST NETWORK_ERROR_CABLE_UNPLUGGED TEAM_MATE_DISCONNECTION SECONDARY_SIGN_IN_CHANGED NETWORK_ERROR_CABLE_UNPLUGGED CONNECTION_TO_HOST_LOST NETWORK_ERROR_JOIN_FAILED NETWORK_ERROR_SESSION_FULL HOST_QUIT_MESSAGE PLAYER_KICKED_MESSAGE CLIENT_QUIT_MESSAGE UI_GENERIC_CONNECTION_TO_OPPONENT_LOST GRIEFING_DISCONNECT_MSG SIGN_IN_CHANGE SIGN_IN_CHANGE UI_MULTIPLAYER_UNAVAILABLE_GO_TO_INNISTRAD UI_FRONTEND_TUTORIAL_NOT_COMPLETE_TITLE UI_MULTIPLAYER_ERROR_SESSION_FULL Duel manager, end duel invite error: error was NETWORK_ERROR_TUTORIAL_NOT_COMPLETED UI_PARENTAL_CONTROL Duel manager, end duel invite error: error was NETWORK_ERROR_INNISTRAD_NOT_BEATEN UI_MULTIPLAYER_ERROR_SECOND_PLAYER_CANT_JOIN UI_FRONTEND_DECK_BUILDER_INVALID_DECK_NONE_EQUIP UI_NOT_GOLD NETWORK_ERROR_CONNECTION_LOST show_multiplayer_content_restriction user UI_MULTIPLAYER_ERROR_SESSION_FULL UI_MULTIPLAYER_LOST_CONTACT NETWORK_ERROR_CABLE_UNPLUGGED UI_NETWORK_ERROR_SUSPENDED_MID_MATCH Duel ended with type: %d DefaultWorld Attempting to start a duel without a primary player avatar_01 Attempting to create a local human player without a valid equipped deck. use_forced_deck .xyl D15_GARRUK_DECKNAME video_after_unlock_screen gamerestore.xyl \\CONFIGS\\CARD_LAYOUT.XML Art_Assets\\Loading_Screens Art_Assets\\Loading_Screens\\Planes Art_Assets\\Loading_Screens\\Adverts \\Planes\\ \\Alara\\ \\Innistrad\\ \\Kaldheim\\ \\Ravnica\\ \\Shandalar\\ \\Zendikar\\ \\Kamigawa\\ \\Sealed\\ \\Banner\\ \\BANNER\\ \\Adverts\\ \\ADVERTS\\ \\EN\\ \\SP\\ \\DE\\ \\IT\\ \\FR\\ \\BR\\ \\CS\\ \\CT\\ \\JP\\ \\RU\\ \\KO\\ Source\\Common\\Basic_Structure\\Game.cpp Source\\Common\\Basic_Structure\\Game.cpp Source\\Common\\Basic_Structure\\Game.cpp Source\\Common\\Basic_Structure\\Game.cpp Source\\Common\\Basic_Structure\\Game.cpp Source\\Common\\Basic_Structure\\Game.cpp Source\\Common\\Basic_Structure\\Game.cpp frame Master card lump failed to load card_back frame card_frame card_edge hint_arrow hint_arrow _printing _credit _pt0 stencil bump hologram card_frame card_edge hint_arrow hint_arrow _printing _credit _pt0 stencil bump hologram _cost _badge \\Content\\Art_Assets\\Models\\card\\foil\\_pt0.mt2 \\Content\\Art_Assets\\Models\\Card\\grayscale\\card_frame.mt2 \\Content\\Art_Assets\\Models\\card\\grayscale\\_pt0.mt2 \\Content\\Art_Assets\\Models\\card\\foil\\card_frame.mt2 \\Content\\Art_Assets\\Models\\card\\db_card_glow.mtl \\Art_Assets\\Models\\card\\foil\\_pt0 \\Art_Assets\\Models\\card\\grayscale\\card_frame \\Art_Assets\\Models\\card\\grayscale\\_pt0 \\Art_Assets\\Models\\card\\foil\\card_frame \\Art_Assets\\Models\\card\\db_card_glow frame _name _cost _badge _counter _type _subtype _printing _rules0 _rules1 _rule0_top _rule0_bot _rule01_top _rule01_bot _credit _artist _PT0 _PT1 hint_arrow hint_arrow_tapped _chaos stencil bump hologram mCardMaterialLoadCallBackCount: %d, mCardMaterialLoadCount: %d \\Content\\Art_Assets\\Models\\card\\card.cnt \\Content\\Art_Assets\\Models\\card\\card_full.cnt \\Content\\Art_Assets\\Models\\card\\card_token1.cnt \\Content\\Art_Assets\\Models\\card\\card_token2.cnt \\Content\\Art_Assets\\Models\\card\\card_fland.cnt \\Content\\Art_Assets\\Models\\card\\plane_card\\plane_card.cnt mCardLumpLoadCallBackCount: %d, mCardLumpLoadCount: %d \\Content\\Art_Assets\\Models\\card\\foil\\card_frame_full.mt2 ###Deck builder### Waiting Master Card lumps and models to load... \\Content\\Art_Assets\\Models\\card\\grayscale\\card_frame.mt2 \\Art_Assets\\Models\\card\\card \\Art_Assets\\Models\\card\\card_full \\Art_Assets\\Models\\card\\foil\\card_frame_full \\Art_Assets\\Models\\card\\grayscale\\card_frame_full \\Art_Assets\\Models\\card\\card_token1 \\Art_Assets\\Models\\card\\card_token2 \\Art_Assets\\Models\\card\\card_fland \\Art_Assets\\Models\\card\\plane_card\\plane_card P1_fizzle_die CGame::LoadGFXAssets:: Finished Planar Die \\art_assets\\Models\\playfields\\PLAYFIELD0_0\\ \\art_assets\\Models\\playfields\\PLAYFIELD0_0\\ 2P_Lights 3P_Lights 4P_Lights 2H_Lights 2P_COMBAT 2P_TURN 3P_COMBAT 3P_TURN 4P_COMBAT 4P_TURN playfield_2P playfield Platform_Left Platform_Right Dark glow_1 playfield_3P playfield glow_3 playfield_4P playfield glow_4 playfield_boss playfield_2H playfield glow_2 CGame::LoadGFXAssets:: Finished Playfields Platform_Left Platform_Right P1_Glow P2_Glow camera target undo_camera undo_target aerial_camera aerial_target zoom_camera zoom_target vid_far_clip vid_far_clip Undo additional data pool SpecialFX emitter pool SpecialFX pool language SOFTWARE\\Wizards of the Coast\\Magic The Gathering Duels of the Planeswalkers 2015 french italian german spanish japanese korean chinese Simplified chinese Traditional english *.xml Text_Permanent The error value is %d Version.txt -window -fullscreen %dx%d vid_mode sfx_output\\output_sfx_please.txt Art_Assets\\fonts\\HeiseiMaruGoth_ime Art_Assets\\fonts\\HYgo_Thic_22 Art_Assets\\fonts\\georgia_pro_cond_24pt Art_Assets\\fonts\\MHeiPRC Art_Assets\\fonts\\MYuenHK Art_Assets\\fonts\\Museo_8pt \\Art_Assets\\Frontend\\title_background profile_create mainmenu background3d coop_campaign_profile_select \\Wizards of the Coast\\Magic the Gathering\\Magic 2015 profile_create mainmenu background3d coop_campaign_profile_select \\Wizards of the Coast\\Magic the Gathering\\Magic 2015 DT_TUTORIAL DT_CHALLENGE DT_SINGLE_PLAYER_DUEL DT_2HG_DUEL DT_2HG_DUEL_SPECIAL DT_CUSTOM_DUEL DT_COOP_CUSTOM_DUEL DT_MULTIPLAYER_DUEL DT_CHALLENGE_AUTOMATION DT_SFX_VIEWER DT_PLANECHASE DT_MINI_DUEL DT_SEALED_DUEL DT_SEALED_MINI_DUEL DT_HAND_PUZZLE hud_duel_type vs_mode_encounter vs_mode_planeswalker vs_mode_challenge vs_mode_sealed vs_mode_challenge_expansion vs_type STEAM_ACHIEVEMENT_1 STEAM_ACHIEVEMENT_2 STEAM_ACHIEVEMENT_3 STEAM_ACHIEVEMENT_4 STEAM_ACHIEVEMENT_5 STEAM_ACHIEVEMENT_6 STEAM_ACHIEVEMENT_7 STEAM_ACHIEVEMENT_8 STEAM_ACHIEVEMENT_9 STEAM_ACHIEVEMENT_10 STEAM_ACHIEVEMENT_11 STEAM_ACHIEVEMENT_12 STEAM_ACHIEVEMENT_13 STEAM_ACHIEVEMENT_14 STEAM_ACHIEVEMENT_15 STEAM_ACHIEVEMENT_16 STEAM_ACHIEVEMENT_17 STEAM_ACHIEVEMENT_18 STEAM_ACHIEVEMENT_19 STEAM_ACHIEVEMENT_20 STEAM_ACHIEVEMENT_21 STEAM_ACHIEVEMENT_22 STEAM_ACHIEVEMENT_23 STEAM_ACHIEVEMENT_24 STEAM_ACHIEVEMENT_25 STEAM_ACHIEVEMENT_26 STEAM_ACHIEVEMENT_27 STEAM_ACHIEVEMENT_28 STEAM_ACHIEVEMENT_29 STEAM_ACHIEVEMENT_30 STEAM_ACHIEVEMENT_31 STEAM_ACHIEVEMENT_32 STEAM_ACHIEVEMENT_33 STEAM_ACHIEVEMENT_34 STEAM_ACHIEVEMENT_35 Game loaded in %.2f seconds movies_start_boot PLAYTABLE_SPLIT_DISTANCE PLAYTABLE_SPLIT_DURATION PLAYTABLE_SPLIT_IN_DELAY PLAYTABLE_SPLIT_OUT_DELAY PLAYTABLE_PLATFORM_MOVE_DISTANCE PLAYTABLE_PLATFORM_MOVE_DURATION PLAYTABLE_PLATFORN_MOVE_IN_DELAY PLAYTABLE_PLATFORN_MOVE_OUT_DELAY SetResolution: %dx%d %s WINDOW FULL SCREEN \\Doire\\riverreflection currently_enumerating is_safe_to_enumerate intro_movies_visible enumerate_for_invites checking_marketplace starting_to_load_deckmanager active_transition user tr_screen_active enumeration_dialog_visible luca contentFlags %i keep_fog_rolled show_content_enumeration user release_content_sensitive_menus user mini_deck_wheel_visible currently_enumerating enumerate_for_invites ERROR_CONTENT_PACK_CORRUPTED mini_deck_wheel_visible NETWORK_PLAYER_TAKEN_OVER NETWORK_PLAYER_LEFT_DUEL Camera Position (XYZ): %f, %f, %f Camera Target (XYZ): %f, %f, %f ------------------------------------ \\Art_Assets\\Frontend\\vs_screen\\d14_vs \\Art_Assets\\Textures\\loading_spinner \\Art_Assets\\Textures\\loading_spinner_flipped Source\\Common\\Basic_Structure\\Game.cpp Source\\Common\\Basic_Structure\\Game.cpp Source\\Common\\Basic_Structure\\Game.cpp Source\\Common\\Basic_Structure\\Game.cpp Source\\Common\\Basic_Structure\\Game.cpp Source\\Common\\Basic_Structure\\Game.cpp Source\\Common\\Basic_Structure\\Game.cpp Source\\Common\\Basic_Structure\\Game.cpp Source\\Common\\Basic_Structure\\Game.cpp Source\\Common\\Basic_Structure\\Game.cpp Source\\Common\\Basic_Structure\\Game.cpp Source\\Common\\Basic_Structure\\Game.cpp Source\\Common\\Basic_Structure\\Game.cpp Source\\Common\\Basic_Structure\\Game.cpp Source\\Common\\Basic_Structure\\Game.cpp active_transition user tr_screen_active Controller:Main player controller missing triggered (A) \\Art_Assets\\Textures\\android_reload \\Art_Assets\\Textures\\Placeholder_Background \\Art_Assets\\Frontend\\loading_snake_body \\Art_Assets\\Frontend\\d14_dialogue_box \\Art_Assets\\Textures\\animationTextures\\timer1 \\Art_Assets\\Textures\\animationTextures\\timer3 \\Art_Assets\\Frontend\\tooltips art_assets\\fonts\\HeiseiMaruGoth_ime art_assets\\fonts\\HeiseiMaruGoth_ime art_assets\\fonts\\HYgo_Thic_22 art_assets\\fonts\\HYgo_Thic_22 art_assets\\fonts\\georgia_pro_cond_48pt art_assets\\fonts\\georgia_pro_cond_ital_24pt art_assets\\fonts\\MHeiPRC art_assets\\fonts\\MHeiPRC art_assets\\fonts\\MYuenHK art_assets\\fonts\\MYuenHK art_assets\\fonts\\TRAJAN_BOLD_16PT art_assets\\fonts\\Museo_Italic_8pt info_overlay_active cheat_menu_boot pause_menu_boot close_zone_browser user show_end_game_menu user in_game.end_game.end_game win_lose_first_launch UI_GAME_OVER_LOSS_TITLE UI_GAME_OVER_DRAW_TITLE UI_GAME_OVER_FAIL_TITLE UI_GAME_OVER_WIN_TITLE No title... dialogue_boxes.more_info in_game.hud.three_player in_game.hud.four_player in_game.hud.two_player menus.in_game.two_headed_giant in_game.hud.two_player menus.in_game.two_headed_giant in_game.hud.two_player in_game.hud.two_player in_game.sfx_viewer_interface in_game.hud.two_player in_game.hud.two_player in_game.hud.three_player in_game.hud.four_player in_game.hud.two_player menus.in_game.two_headed_giant in_game.hud.two_player in_game.hud.three_player in_game.hud.four_player in_game.hud.two_player in_game.hud.two_player in_game.hud.three_player in_game.hud.four_player menus.in_game.two_headed_giant r_far_clip Skybox Unable to load Skybox '%s' ____ Clash manager ____ Browser ____ Hand ____ Area hand LCP ____ Table ____parametric: %f in_multiplayer_area in_leaderboards start_screen_visible in_multiplayer_area 2P_COMBAT 2P_TURN 3P_COMBAT 3P_TURN 4P_COMBAT 4P_TURN ERROR! tried to switch lights to a config that isn't supported CNetworkGame::Network_NeedToProcessInviteAfterUpdate() - Sent Processing Invte flag to true CNetworkGame::Network_AcceptInvite() returns true in game.cpp boot basic_requires frontend.press_start.press_start frontend.main_menu.main_menu frontend.multiplayer.multiplayer_type_choice session_active in_multiplayer_area get_multiplayer_lobby user frontend.multiplayer.multiplayer_lobby UI_MULTIPLAYER_CANT_ACCOMMODATE_ALL GMD_SINGLEPLAYER GMD_MULTIPLAYER_FFA_2P GMD_MULTIPLAYER_FFA_3P GMD_MULTIPLAYER_FFA_4P GMD_MULTIPLAYER_2HG GMD_MULTIPLAYER_SEALED_2P Exit the game Quit Enable the FX system FX_System_Enable Sets a shadow bias for the light Shadow_Bias 1024x768x32 video mode to use vid_mode running in a window vid_window far clipping plane distance vid_far_clip the current skybox Skybox Everything ERROR_TITLE ERROR_NO_HW_ACCELERATION ERROR_TITLE ERROR_SYSTEM_DOES_NOT_MEET_MINIMUM_PIXEL_SHADER ERROR_TITLE ERROR_TITLE Audio_0* Movies_0* ERROR_STEAM_REQUIRED ERROR_UNKNOWN Data_0* Update* .WAD .ZED \\Header.xml config.cfg CONFIGS\\GENERAL_CONFIG.XML X360 PC_MOUSE LSTICK LSTICK RSTICK RSTICK DPAD The error value is %d gamepad_input_visible UNKNOWN build_date build_number WAD_version.TXT Version WAD: %s BUILD_DATE: %s BUILD_NUMBER: %d WAD: %s BUILD_DATE: %s BUILD_NUMBER: %d \\Art_Assets\\Frontend\\title_background gamepad_input_visible bz_Beelzebub_AppNeedsToQuit():: Finishing advert handling bz_Beelzebub_AppNeedsToQuit():: SOAP requests shutting down Start Kill -screenshotmode -automation Automation_Scripts\\auto_script_batch_test.xml -ml0 -ml1 -ml2 -ml3 -ms0 -width -height -platform -language PT_BR -fast -difficulty current_plane current_plane Start Enumeration Time: %f End Enumeration Time: %f enumeration_dialog_visible UpdateEloRatings called - Starting cache for %d with a teamId of %d - This team has been assigned a rank of %d - They contributed an elo rating of %d - They contributed an elo rating of %d - They contributed an elo rating of %d - This brings the team total to %d - The average score of the team is %d - Summerise Teams - - Team id:\t\t%d - Team rank:\t\t%d - Team score:\t%d - elo mode is %d - This players team played team %d - they won - they lost - They got %d points added to the cache - This players had a rating of %d - They have gained a point pointCache of %d - They now have a rating of %d ###Leaderboards### Accessing leaderboards... ////////////////////////////////////////////////////////////////////////// ###Leaderboards### This posting timed out ////////////////////////////////////////////////////////////////////////// ###Leaderboards### Posting scores... ###Leaderboards### Posting completed. LEFT TRIGGER AND X! ###Leaderboards### Failed to create posting thread. Apocalypse is nigh, it seems :( TitleInternetData.wad TitleInternetData.wad content\\text_permanent\\brand_text content\\text_permanent\\brand_text0000 IPAD CGame::PerformStartLogic() Function called. .profile UI_GENERIC_DECK_CHANGED UI_GENERIC_AVATAR_NOT_AVAILABLE %s: %f BuildKIFTable Start *.TDX Content\\Art_Assets\\Textures\\KIF Scanning TDX-KIF Content <root> Scanning IMG-KIF *.IMG Content\\Art_Assets\\Textures\\KIF Content <root> %s: %f BuildKIFTable End %s: %f BuildBaseFileStructure Start Content\\AppInfo.xml storage_device_selection_visible Handle Suspend Event Done (took %f seconds) Handle Resume Event Handle Resume Event Done Art_Assets\\Credits ERROR: XML2_Load: Couldn't open file '%s' Feature not recognized feature feature feature Feature not supported Feature not recognized Property not recognized bad cast bad cast Property not recognized Illegal Namespace prefix [dtd] Could not resolve XML document Could not acquire expat buffer Undeclared prefix while parsing Can't change EMPTY (#PCDATA) (#PCDATA VERSION STAT_2P_GAMES_WIN STAT_3P_GAMES_WIN STAT_4P_GAMES_WIN STAT_CUSTOM_DUEL_GAMES_PLAYED STAT_2P_NET_GAMES_WIN STAT_3P_NET_GAMES_WIN STAT_4P_NET_GAMES_WIN STAT_2P_NET_GAMES_PLAYED STAT_3P_NET_GAMES_PLAYED STAT_4P_NET_GAMES_PLAYED STAT_2P_RANKED_GAMES_WIN STAT_3P_RANKED_GAMES_WIN STAT_4P_RANKED_GAMES_WIN STAT_2P_RANKED_GAMES_PLAYED STAT_3P_RANKED_GAMES_PLAYED STAT_4P_RANKED_GAMES_PLAYED STAT_TOTAL_SPELLS_CAST_W STAT_TOTAL_SPELLS_CAST_U STAT_TOTAL_SPELLS_CAST_B STAT_TOTAL_SPELLS_CAST_R STAT_TOTAL_SPELLS_CAST_G STAT_TOTAL_LANDS_TAPPED_W STAT_TOTAL_LANDS_TAPPED_U STAT_TOTAL_LANDS_TAPPED_B STAT_TOTAL_LANDS_TAPPED_R STAT_TOTAL_LANDS_TAPPED_G STAT_HIGHEST_LIFE_TOTAL STAT_MOST_LIFE_GAINED_IN_A_TURN STAT_HIGHEST_TOTAL_CREATURES_IN_PLAY STAT_CREATURES_DESTROYED_OR_DEALT_LETHAL_DAMAGE_TO STAT_MOST_COMBAT_DAMAGE_TO_PLAYERS_IN_ONE_TURN STAT_MOST_COMBAT_DAMAGE_TO_CREATURES_IN_ONE_TURN STAT_MOST_DAMAGE_TO_PLAYERS_IN_ONE_TURN STAT_MOST_DAMAGE_TO_CREATURES_IN_ONE_TURN STAT_MOST_DAMAGE_DEALT_IN_ONE_TURN STAT_DAMAGE_DEALT STAT_HIGHEST_POWER_CREATURE_CONTROLLED STAT_HIGHEST_POWER_CREATURE_CONTROLLED_UID STAT_HIGHEST_POWER_CREATURE_CONTROLLED_TOUGHNESS STAT_GAMES_PLAYED STAT_SPELLS_COUNTERED STAT_TIME_PLAYED STAT_TOTAL_CREATURES_CAST STAT_TOTAL_NON_CREATURES_CAST STAT_TOTAL_MANA_GENERATED _UNUSED_STAT_1 _UNUSED_STAT_2 _UNUSED_STAT_3 _UNUSED_STAT_4 _UNUSED_STAT_5 ?FFFFFFFF-FFFF-FFFF-FFFF-FFFFFFFFFFFF ANNOUNCE VERSION STAT_2P_GAMES_WIN STAT_3P_GAMES_WIN STAT_4P_GAMES_WIN STAT_CUSTOM_DUEL_GAMES_PLAYED STAT_2P_NET_GAMES_WIN STAT_3P_NET_GAMES_WIN STAT_4P_NET_GAMES_WIN STAT_2P_NET_GAMES_PLAYED STAT_3P_NET_GAMES_PLAYED STAT_4P_NET_GAMES_PLAYED STAT_2P_RANKED_GAMES_WIN STAT_3P_RANKED_GAMES_WIN STAT_4P_RANKED_GAMES_WIN STAT_2P_RANKED_GAMES_PLAYED STAT_3P_RANKED_GAMES_PLAYED STAT_4P_RANKED_GAMES_PLAYED STAT_TOTAL_SPELLS_CAST_W STAT_TOTAL_SPELLS_CAST_U STAT_TOTAL_SPELLS_CAST_B STAT_TOTAL_SPELLS_CAST_R STAT_TOTAL_SPELLS_CAST_G STAT_TOTAL_LANDS_TAPPED_W STAT_TOTAL_LANDS_TAPPED_U STAT_TOTAL_LANDS_TAPPED_B STAT_TOTAL_LANDS_TAPPED_R STAT_TOTAL_LANDS_TAPPED_G STAT_HIGHEST_LIFE_TOTAL STAT_MOST_LIFE_GAINED_IN_A_TURN STAT_HIGHEST_TOTAL_CREATURES_IN_PLAY STAT_CREATURES_DESTROYED_OR_DEALT_LETHAL_DAMAGE_TO STAT_MOST_COMBAT_DAMAGE_TO_PLAYERS_IN_ONE_TURN STAT_MOST_COMBAT_DAMAGE_TO_CREATURES_IN_ONE_TURN STAT_MOST_DAMAGE_TO_PLAYERS_IN_ONE_TURN STAT_MOST_DAMAGE_TO_CREATURES_IN_ONE_TURN STAT_MOST_DAMAGE_DEALT_IN_ONE_TURN STAT_DAMAGE_DEALT STAT_HIGHEST_POWER_CREATURE_CONTROLLED STAT_HIGHEST_POWER_CREATURE_CONTROLLED_UID STAT_HIGHEST_POWER_CREATURE_CONTROLLED_TOUGHNESS STAT_GAMES_PLAYED STAT_SPELLS_COUNTERED STAT_TIME_PLAYED STAT_TOTAL_CREATURES_CAST STAT_TOTAL_NON_CREATURES_CAST STAT_TOTAL_MANA_GENERATED _UNUSED_STAT_1 _UNUSED_STAT_2 _UNUSED_STAT_3 _UNUSED_STAT_4 _UNUSED_STAT_5 CLevel Root data\\gotha\\plane \\Art_Assets\\Frontend\\loading_snake_body Source\\Common\\Basic_Structure\\LoadingSnake.cpp Magic 2015 In Duel. Duel Type: %u Player %s was using deck %u In the frontend. Start before CSystem::Create data before CGame* app = new CGame before app->Initialise app->Run() \\CONFIGS\\SOUND_CONFIG.XML \\CONFIGS\\MUSIC_CONFIG.XML Could not load sound '%s' in_credits in_campaign test_no_music enable_music current_plane next_node ERROR: XML2_Load: Couldn't open file '%s' Feature not recognized feature feature feature Feature not supported Feature not recognized Property not recognized bad cast bad cast Property not recognized Illegal Namespace prefix [dtd] Could not resolve XML document Could not acquire expat buffer Undeclared prefix while parsing Can't change EMPTY (#PCDATA) (#PCDATA >getGamePath getContentPath getSetupPath getLevelPath \\BAD_IMPS\\YEAH Data_000\\Data_All_Platforms Data_000\\Setup setAmbient setFogColour setFogEnabled setFogStart setFogEnd setFogAlphaStart setFogAlphaEnd setClippingPlanes getClippingPlanes getAmbient getFogEnabled getFogStart getFogColour getFogEnd getFogAlphaStart getFogAlphaEnd getAOBlur setAOBlur getAODebug setAODebug setAOBufferScale getAOBufferScale setAOSampleOffset getAOSampleOffset setAORandomSeed getAORandomSeed getAOAdjustMin getAOAdjustMax getAOAdjustGamma getAOAdjustFalloff getAOBilateralSensitivity setAOAdjustMin setAOAdjustMax setAOAdjustGamma setAOAdjustFalloff setAOBilateralSensitivity getEnableHDR getHDRWhitePoint getHDRMiddleGrey getHDRAdjustRate getHDRMinAdjust getHDRMaxAdjust getHDRBrightThreshold getHDRBrightOffset getHDREnableBlueShift getHDRBlueShiftMin getHDRBlueShiftMax setEnableHDR setHDRWhitePoint setHDRMiddleGrey setHDRAdjustRate setHDRMinAdjust setHDRMaxAdjust setHDRBrightThreshold setHDRBrightOffset setHDREnableBlueShift setHDRBlueShiftMin setHDRBlueShiftMax getShadowBias setShadowBias getShadowSplitDistribution setShadowSplitDistribution getShadowSplitResolution setShadowSplitResolution getShadowEnd setShadowEnd getShadowSplitDebug setShadowSplitDebug getShadowSplitManualUse setShadowSplitManualUse getShadowSplitManualPlacement setShadowSplitManualPlacement getShadowMapCount setShadowMapCount getDollyElevationAngle setDollyElevationAngle getDollyDistance setDollyDistance getDollyOffsetAngle setDollyOffsetAngle getDefaultInterpolation setDefaultInterpolation getCameraHeightHalfLife setCameraHeightHalfLife reloadTheSun loadSky loadLight AwardBoosterPool AwardBooster OpenBooster OpenBoosterByIndex OpenAllBoosters CountBoosters GetBoosterData ClearRecentBoosterAdditions LoadBoosterSpread BoosterManagement CDeckBuilder: Initialise: No player/useroptions found CDeckBuilder: Initiailise: No collection configuration found ###Deck builder### Waiting Master Card Assets to load... CDeckBuilder: Initiailise: No collection/deck configuration found CDeckBuilder: Initiailise: No collection/deck configuration found _Filter Start : %f _Filter End : %f refresh_deck_builder CDeckBuilder: Load: Attempting to load on the main thread ###Deck builder### Waiting card Assets to load... auto_complete_completed Autocomplete.ATC CDeckBuilder - AutoComplete - Failed to created thread for auto complete refresh_deck_builder auto_complete_completed refresh_deck_builder Autocomplete_%04d_%02d_%02d_%02d.%02d.%02d.ATC Autocomplete save created: %s collection_filter_innistrad CDeckBuilder - AutoComplete - Failed to created thread for auto complete collection_filter_theros CDeckBuilder - GetSuggestions - Failed to created thread for suggestions collection_filter_ravnica collection_filter_shandalar collection_filter_zendikar collection_filter_alara collection_filter_premium_booster collection_filter_card_packs deck_builder_filter_rarity_common deck_builder_filter_rarity_uncommon deck_builder_filter_rarity_rare deck_builder_filter_rarity_mythic deck_builder_filter_type_creatures deck_builder_filter_type_instant deck_builder_filter_type_sorcery deck_builder_filter_type_artifact deck_builder_filter_type_enchantment deck_builder_filter_cost_zero_one deck_builder_filter_cost_two deck_builder_filter_cost_three deck_builder_filter_cost_four_plus deck_builder_filter_colour_white deck_builder_filter_colour_blue deck_builder_filter_colour_black deck_builder_filter_colour_red deck_builder_filter_colour_green deck_builder_filter_colour_colourless deck_builder_filter_new_cards deck_builder_filter_suggested_cards all_collection_cards collection_sort deck_sort deck_builder_filter_colour_white deck_builder_filter_colour_blue deck_builder_filter_colour_black deck_builder_filter_colour_red deck_builder_filter_colour_green deck_builder_filter_colour_colourless deck_builder_filter_colour_white deck_builder_filter_colour_blue deck_builder_filter_colour_black deck_builder_filter_colour_red deck_builder_filter_colour_green deck_builder_filter_colour_white deck_builder_filter_colour_blue deck_builder_filter_colour_black deck_builder_filter_colour_red deck_builder_filter_colour_green deck_builder_filter_colour_colourless deck_builder_filter_colour_white deck_builder_filter_colour_blue deck_builder_filter_colour_black deck_builder_filter_colour_red deck_builder_filter_colour_green deck_builder_filter_colour_colourless Shutdown GetCardPart GetCardIndex GetCardID GetCardPtr AddCard RemoveCard ClearCard CountCard CountCardByID CountCards IsBasicLand AddLand RemoveLand CountLand CountLandByID CountLandType CountLands GetAutomaticLandAddition CalculateLands SetIconID SetName GetIconID GetName CreateSavePoint RestoreSavePoint ClearSavePoint CardLimitReached CheckForChanges MissingLands ValidateDeck FindCardPlane GetFindCardText GetCostDistribution GetColourDistribution GetCardTypeDistribution GetTutorialAddCardText GetTutorialRemoveCardText GetCollectionGoToPlaneText GetDeckBuilderGoToPlaneText GetAdjustLandsText GetDeckSpellsText GetDeckLandText IsLoading UpdateFilters UpdateSort FilterToColour TimeStamp CountCardsFromPlane TotalCardsFromPlane PercentageCardsUnlockedFromPlane PercentageCardsUnlockedFromPlaneString FoilCard CardIsFoiled GrayCard StartPuzzle MemdumpDiff AwardNewDeckAchievement HaveAllCopiesOfCard AutoComplete GetSuggestions IsPremium IsPremiumF CalculateDeckStats SetSelectedCardPtr GetSelectedCard DeckBuilder UI_FRONTEND_DECK_BUILDER_SPELLS_BUTTON UI_FRONTEND_DECK_BUILDER_LAND_BUTTON Stamp: %s End : %f memdump %s diff_only %.0f diff _ARCHETYPE_ _ARCHETYPE_ one_time_check_for_premium_expansion one_time_check_for_f_pack_one one_time_check_for_f_pack_two one_time_check_for_f_pack_three one_time_check_for_card_collection one_time_check_for_complete_bundle Create Edit Equip EquippedDeck Delete CopyDeck CountDecks GetDeckDetails GetDeckColours GetDeckDetailsEquipped GetMaxDecks GetMaxDecksString CheckIfDuplicateName ViewCollection StartPuzzleBuild ReloadArchetypes CountArchetypes GetArchetypeByIndex_IconDetails GetArchetypeByIndex_Name GetArchetypeByIndex_Description GetArchetypeByIndex_Availability GetArchetypeByIndex_UnlockPercentages GetArchetypeByUID_IconDetails GetArchetypeByUID_Description GetArchetypeByUID_Availability GetArchetypeByUID_UnlockPercentages GetAIDecksCount PopulateAIDeckList GetAIDeckUIDByIndex GetDeckNameByUID GetAIDeckBoxByUID GetAIDeckNameByUID KickToStore GetArchetypeDialogText GetIsDeckValid DeckManagement Art_Assets\\Hud\\empty_slot Art_Assets\\Frontend\\Node_Art\\Multiplayer\\random_opponent RANDOM_DECK RANDOM_DECK POINT START_POINT float SMOOTHING POINT SMOOTHING ERROR: XML2_Load: Couldn't open file '%s' Feature not recognized feature feature feature Feature not supported Feature not recognized Property not recognized bad cast bad cast Property not recogniz Illegal Namespace prefix [dtd] Could not resolve XML document Could not acquire expat buffer Undeclared prefix while parsing Can't change EMPTY (#PCDATA) (#PCDATA \\accessory.txt accessories\\ \\accessory accessories\\ Could not find accessory (%s) ANIMATION KEY_FRAME .RBA accessories\\ ROTATE_Y APP_DATA ACCESSORY_REF -root Could not find accessory.txt (%s) SwitchPlane IsPlaneInMemory IsPlaneVisible SpecificPlane LoadSpecificPlane UnloadSpecificPlane UnloadAllPlanes UpdatePlaneData ToggleAutoSwitch SetAutoSwitch AutoSwitchAllowed CanSwitchPlane PreSwitchPlane SetAlienLightsPlaneColour BeginFlythrough EndFlythrough IsFlythroughComplete NewPlanes ToggleFullScreenPostProcessing ModifyFullScreenPostProcessing_Desaturation ModifyFullScreenPostProcessing_Brightness ModifyFullScreenPostProcessing_Contrast ToggleFullScreenPostProcessing_Display SwitchFullScreenPostProcessing_Shader NextCameraPoint PrevCameraPoint SetTargetCameraPoint GenerateCameraPoints GetNumCameraPoints SetTransitionTime GetCameraTransitionTime RollFog GetPlaneTextByID SetPlaneActivationStatus \\CONFIGS\\FEPLANECONFIG.XML PlaneManager \\CONFIGS\\FEPLANECONFIG.XML DefaultWorld ACCESSORY <NAME> -root <POSITION> .txt LUMP [_SwitchPlane] This should never happen. DefaultWorld DefaultWorld intro_movies_visible start_screen_visible initial_difficulty_screen_visible campaign_menu_visible true false Tonemap Values SwitchPath Enabled: %s \nShader: %s \nDesaturation: %d \nBrightness: %d \nContrast: %d Estimated plane size in VRAM: %d bytes, %fMB Star Star2 SwitchPathByIndex AdjustSpeed ReverseDirection ToggleBounce ToggleInformationDisplay GetCurrentPathIndex DetermineCurrentCameraState RequestCameraTransition SkipAutoCameraTransition CameraPaths body_start body_end target_start target_end camera_target camera_body ERROR: XML2_Load: Couldn't open file '%s' Feature not recognized feature feature feature Feature not supported Feature not recognized Property not recognized bad cast bad cast Property not recognized Illegal Namespace prefix [dtd] Could not resolve XML document Could not acquire expat buffer Undeclared prefix while parsing Can't change EMPTY (#PCDATA) (#PCDATA pAGetNumChallenges StartAuto Start is_cheat_version LaunchContentThread Cheats_QuickLoad Cheat_MakeFullSave Cheat_PostToLeaderboards Cheat_ClearPlayersProgress Cheat_ClearAchievements Cheat_GiveAllAchievements Cheat_DoIHaveAchievement Cheat_GetNumberOfAchievements Cheat_ToggleAchievement Cheat_ToggleSingletonDecks Cheat_BuyEverything Cheat_FoilEverything Cheat_ChangeLanguageAtRuntime Cheat_IsLanguageAlreadySetToThis Cheat_GenerateSubtypeOrdering Cheat_QuickSave Cheat_WinGame Cheat_LoseGame Cheat_TutorForCard Cheat_DrawCard Cheat_Draw10Cards Cheat_Gain20Life Cheat_UntapAllCards Cheat_ClearSummoningSickness Cheat_MoveToZone Cheat_NoHandLimit Cheat_TutorCardForPartner Cheat_PartnerMoveToZone Cheat_TapAllYourCards Cheat_TapAllYourLands Cheat_AITimeOut Cheat_AIDialogShow Cheat_AIStepMode Cheat_DataChestDialog Cheat_Gain1Life Cheat_Lose1Life Cheat_TapThisCard Cheat_UntapThisCard Cheat_EditorTimeLock Cheat_CrashGame Cheat_ToggleFoil Cheat_SetCardColour Cheat_ReportNetworkError Cheat_AITakeover Cheat_ShowEndGameDialogue Cheat_SolveToDepth Cheat_RollChaos Cheat_RollPlane Cheat_AICanRoll Cheat_TutorForPlane Cheat_GameNeverEnds Cheat_DontLoseNoDraw GetNoHandLimit GetGameNeverEnds GetDontLoseNoDraw GetAICanRoll GetAINoTimeOut GetFrameColourName Cheat_ChangeCardControl Cheat_ToggleAIBenchmarking Cheat_TestSavegame setOpponent setPlayerLife setAILife setAidedShuffle setNumHumanPlayers setNumAIPlayers getPlayerLife getOpponent getAILife getAILife getAidedShuffle getNumAIPlayers getNumHumanPlayers getSecret setSecret RestartDuel bz_PurchaseFullGame bz_ForceFullGame RefreshDecks ClearRefreshDecks EmptyDecks ClearEmptyDecks CheckContent ContentExists PressStartLogic in_game RefreshControlDisplay ResetRefreshControlDisplay ControlToDisplay IsActiveMatchTutorial IsActiveMatchCampaign IsActiveMatchExpansionCampaign IsTutorialCheckpointActive IsTutHintActive IsActiveMatchChallenge IsActiveGameMultiplayer IsActiveGameEncounter IsActiveGameRamaz GetActiveCampaignIntroDescription GetActiveCampaignIntroPausedImage GetActiveCampaignIntroTitle GetActiveCampaignPausedDetails darker_gamma lighter_gamma GetLoadingImageCount GetLoadingImagePath GetCreditsImageCount GetCreditsImagePath GetCardZoomingAmount LoadingThreadActive UnpauseLoading IsTrialVersion PurchaseGame DisplayAchievements DisplayLeaderboards GetGameType IsMatchTypeCampaign IsMatchTypePlanechase GetCampaignPlane GetGameState IsMyTurn SetupHUD GetPlayerTitle GetHumanPlayerLargeAvatarId GetAIPlayerLargeAvatarPath GetAIPlayerSlimAvatarPath GetHudIndexFromSlotIndex GetPlayerIdTeamArrangement GetNumberOfPlayers HasPlayerWon SetupEndGameScreen GetEndGameButtonLabels ToggleInDuelMenu ToggleInDuelCheatMenu EndDuel QuitDuel ViewEndGameBattlefield IsEndGameMenuActive SetQuitDestinationMenu SetMainCampaignPlane ResumeLostGame IsGameOver IsInDuel SetChallengeAutoID startDuel startCampaignMatch SetActiveCampaignMatch GetDeckNameByNumber GetNumberOfDecks GetDeckNameByUID GetDeckNameValidByUID GetDeckUIDByNumber CheckForContentPacks GetCardRedeemCode IsCountryUSAorUK DoesGameModeNeedMoreInfoScreen GetLocalPlayersLastRoll GetOfferById GetOfferMenuById GetCurrentPlaneArtData TurnOrderIsReversed HighlightDie DieSelect ReturnDieResult TestContent IsPracticeMatch CanShowUrls CanSwapImages ClearSealedData GenerateSealedSeed StartVsTrans LoadVsTrans StopVsTrans StartDuelNow EndDuelNow GetDeckUID IsChandraMatch IsRamazMatch UnlockAfterTutorial LucasCallback InitLucasMinigame DbgWhere IsSealedMatch GetPendingSave BuildUserVideosList GetNumberOfUserVideos GetURIFromUserVideosListByIndex PlayUserVideoFromListByIndex StartNextCampaignMatch GetNumberOfMoreInfoPages GetMoreInfoBodyAndTitle ClearMoreInfo ShowMoreInfo CreateDebugDeckTable UpdateTimePlayedStat SetPlaneID GetCardPlaneText IsLostGamesCountOverThreshold CheckPlaneToUnlock GetSafeFraction TestLoadDecks TestLoadDecksAlt MeldSetAvailable MeldSetPopupsAvailable MeldShowBlade MeldMaximizeBlade MeldMinimizeBlade MeldShowPopup MeldHasSeenPopupForLatestGameVersion MeldHasSeenPopupWithinSevenDays MeldPopupHasSeenThisDay MeldHideBlade IsMeldBladeShown IsMeldBladeHiding IsMeldAnythingGoingToBeShown IsMeldFullScreenShown IsMeldAnyScreenShown IsMeldPopupShown ShowGameHelp is_ANDROID_AMAZON_version is_ANDROID_GOOGLE_version QuickDuelTriggered ComposeMessage ShouldPlayObnixVideo getExploreNodeText Debug_PrintToScreen SetAllowMultiplayer ControllerReconnected ControllerDialogPushed ControllerDialogPopped ShowAccountPicker Starting game over timer... Content\\Art_Assets\\Frontend\\paused_images\\ Content\\Art_Assets\\Frontend\\paused_images\\ http://steamcommunity.com/profiles/ stats/appid/255420/achievements Art_Assets\\Hud\\empty_slot_2 \\Art_Assets\\Textures\\Deck_Boxes\\ lua_GameStartDuel() UI_GAME_OVER_MENU_RESTART_LESSON UI_GAME_OVER_MENU_RESTART_CHECKPOINT CONTROL_FLOW_END_GAME_MENU UI_GAME_OVER_MENU_RESTART_CHECKPOINT CONTROL_FLOW_END_GAME_MENU UI_GAME_OVER_VIEW_BATTLEFIELD CONTROL_FLOW_END_GAME_MENU UI_RESELECT_COLOURS UI_RESELECT_COLOURS UI_GAME_OVER_MENU_REMATCH UI_GAME_OVER_VIEW_BATTLEFIELD UI_GAME_OVER_VIEW_BATTLEFIELD UI_GAME_OVER_MENU_REMATCH UI_GAME_OVER_VIEW_BATTLEFIELD UI_GAME_OVER_SPECTATE CONTROL_FLOW_END_GAME_MENU UI_GAME_OVER_SPECTATE UI_GAME_OVER_LEAVE_GAME CONTROL_FLOW_END_GAME_MENU loaded \n' Failed Luca's callback!!! Init Luca's minigame *** TestLoadDecks *** Running hash: %s EndGameControlsActive TimerButtonIsStopped ContinueButtonGetState ContinueButtonStateChanged TimerButtonClicked ContinueButtonClicked ZC_PlayCardActive ZC_ZoomOutActive ZC_MoreInfoActive ZC_ActivateAbilityActive ZC_PlayCardClicked ZC_ZoomOutClicked ZC_MoreInfoClicked ZC_ActivateAbilityClicked ZC_DefaultArrowPosition ZC_AbilityPosition ZC_AbilityHeight ZC_AbilityWidth ZC_AbilityHasFocus ZC_ShouldHide GetNetPlayerID GetCardSizes GetLifeTotal PhyrexianLifeTotalReduction PlayerOutOfTheGame TeamOutOfTheGame AIShouldBeThinking IsLocalHuman IsUnderAttack IsTeamUnderAttack CanIBlock GetQuadrant SoloLocalPlayer GetBadgeDescs GetBadgeDesc GetBadgeIcon SwapBadges AddBadge GetDuelType GetHudTimers GetTimer GetTurnTimer GetMulliganTimer GetInterruptTimer GetAssignDamageTimer GetAIThinkingTimer ReportPlayerHudPosition GetControlButtonPositions GetStackTimerPosition RollPlanarDice PlanarDiceRollButtonGetState MoveCameraToPlayer MoveCameraToAerial HintMe IsHintActive CanWeUseHints ShowLastPlayedCard CanWeShowLastPlayedCard DeclaringAttackers IsClashManagerActive IsCameraAlreadyInPosition MoveCameraToOverlayPosition IsCameraOverhead GetMulligansActive IsGraveyardOpen ShowTurnCounter GetTurnCounterText GetTurnNumber WithdrawAll AttackAll SkipAttackAllDiaglogue AttackAllDialogueToggle AttackAllState BrowserActive IsBossMatch GetMulliganActive IsFastForward PauseGame UnPauseGame IsHalfZoomedCard GetNetPlayerSlotID IN_DUEL_TURN_LIMIT_TEXT update set_active_board get_rank get_name get_score page_up page_down get_error_code get_current_filter process_row_click get_my_rank get_my_name get_my_score get_number_of_ranked_players get_total_number_of_ranked_players get_have_we_got_my_rank get_board_status get_Player_info_Status get_Player_info_ErrorCode SetupAMyScoreDataRequest Request_Friends_Only_Information get_Friends_OnlyErrorCode get_Friends_Only_Status get_Friends_List_Info intro_pack_path art_assets\\frontend\\BrandScreen\\Korean\\brand_background deckbuilder_pack_path art_assets\\frontend\\BrandScreen\\Korean\\intro_pack fnm_eventdeck_darkascension art_assets\\frontend\\BrandScreen\\Korean\\deckbuilders fnm_eventdeck_innistrad promo_card art_assets\\frontend\\BrandScreen\\Korean\\fnm_eventdeck_darkascension trial_upsell_graphic art_assets\\frontend\\BrandScreen\\Korean\\fnm_eventdeck_innistrad core_set_logo Art_Assets\\Frontend\\Upsells\\KO\\trial_upsell_ko core_set_cards art_assets\\frontend\\BrandScreen\\Russian\\core_set_logo planechase_pack art_assets\\frontend\\BrandScreen\\Russian\\core_set_cards art_assets\\frontend\\BrandScreen\\Russian\\planechase_packs default_brand_screen art_assets\\frontend\\BrandScreen\\Russian\\promo_card intro_pack_path art_assets\\frontend\\BrandScreen\\Russian\\brand_background deckbuilder_pack_path art_assets\\frontend\\BrandScreen\\Russian\\intro_pack fnm_eventdeck_darkascension art_assets\\frontend\\BrandScreen\\Russian\\deckbuilders fnm_eventdeck_innistrad art_assets\\frontend\\BrandScreen\\Russian\\fnm_eventdeck_darkascension trial_upsell_graphic core_set_logo Art_Assets\\Frontend\\Upsells\\RU\\trial_upsell_ru art_assets\\frontend\\BrandScreen\\Portuguese\\core_set_logo art_assets\\frontend\\BrandScreen\\Russian\\fnm_eventdeck_innistrad core_set_cards planechase_pack art_assets\\frontend\\BrandScreen\\Portuguese\\core_set_cards promo_card art_assets\\frontend\\BrandScreen\\Portuguese\\planechase_packs default_brand_screen art_assets\\frontend\\BrandScreen\\Portuguese\\promo_card intro_pack_path art_assets\\frontend\\BrandScreen\\Portuguese\\brand_background deckbuilder_pack_path art_assets\\frontend\\BrandScreen\\Portuguese\\intro_pack fnm_eventdeck_darkascension art_assets\\frontend\\BrandScreen\\Portuguese\\deckbuilders fnm_eventdeck_innistrad promo_card art_assets\\frontend\\BrandScreen\\Portuguese\\fnm_eventdeck_darkascension trial_upsell_graphic art_assets\\frontend\\BrandScreen\\Portuguese\\fnm_eventdeck_innistrad core_set_logo Art_Assets\\Frontend\\Upsells\\PT_BR\\trial_upsell_pt_br core_set_cards art_assets\\frontend\\BrandScreen\\Spanish\\core_set_logo planechase_pack art_assets\\frontend\\BrandScreen\\Spanish\\core_set_cards art_assets\\frontend\\BrandScreen\\Spanish\\planechase_packs default_brand_screen art_assets\\frontend\\BrandScreen\\Spanish\\promo_card intro_pack_path art_assets\\frontend\\BrandScreen\\Spanish\\brand_background deckbuilder_pack_path art_assets\\frontend\\BrandScreen\\Spanish\\intro_pack fnm_eventdeck_darkascension art_assets\\frontend\\BrandScreen\\Spanish\\deckbuilders fnm_eventdeck_innistrad art_assets\\frontend\\BrandScreen\\Spanish\\fnm_eventdeck_darkascension trial_upsell_graphic core_set_logo Art_Assets\\Frontend\\Upsells\\ES\\trial_upsell_es planechase_pack promo_card art_assets\\frontend\\BrandScreen\\Spanish\\fnm_eventdeck_innistrad core_set_cards art_assets\\frontend\\BrandScreen\\ChineseSimplified\\core_set_logo art_assets\\frontend\\BrandScreen\\ChineseSimplified\\core_set_cards intro_pack_path fnm_eventdeck_darkascension art_assets\\frontend\\BrandScreen\\ChineseSimplified\\planechase_packs default_brand_screen art_assets\\frontend\\BrandScreen\\ChineseSimplified\\promo_card deckbuilder_pack_path art_assets\\frontend\\BrandScreen\\ChineseSimplified\\deckbuilders fnm_eventdeck_innistrad promo_card art_assets\\frontend\\BrandScreen\\ChineseSimplified\\brand_background art_assets\\frontend\\BrandScreen\\ChineseSimplified\\intro_pack planechase_background core_set_cards planechase_pack fnm_eventdeck_darkascension art_assets\\frontend\\BrandScreen\\ChineseSimplified\\fnm_eventdeck_darkascension art_assets\\frontend\\BrandScreen\\ChineseSimplified\\fnm_eventdeck_innistrad trial_upsell_graphic art_assets\\frontend\\BrandScreen\\ChineseSimplified\\Planechase2 core_set_logo Art_Assets\\Frontend\\Upsells\\ZH_CS\\trial_upsell_zh_cs art_assets\\frontend\\BrandScreen\\ChineseTraditional\\promo_card intro_pack_path promo_card art_assets\\frontend\\BrandScreen\\ChineseTraditional\\core_set_logo deckbuilder_pack_path fnm_eventdeck_innistrad art_assets\\frontend\\BrandScreen\\English\\planechase_packs art_assets\\frontend\\BrandScreen\\ChineseTraditional\\core_set_cards art_assets\\frontend\\BrandScreen\\ChineseTraditional\\Planechase2 planechase_pack art_assets\\frontend\\BrandScreen\\English\\promo_card art_assets\\frontend\\BrandScreen\\ChineseTraditional\\planechase_packs default_brand_screen art_assets\\frontend\\BrandScreen\\ChineseTraditional\\intro_pack core_set_cards intro_pack_path art_assets\\frontend\\BrandScreen\\English\\brand_background art_assets\\frontend\\BrandScreen\\ChineseTraditional\\brand_background art_assets\\frontend\\BrandScreen\\English\\intro_pack art_assets\\frontend\\BrandScreen\\ChineseTraditional\\deckbuilders art_assets\\frontend\\BrandScreen\\ChineseTraditional\\fnm_eventdeck_darkascension planechase_background art_assets\\frontend\\BrandScreen\\ChineseTraditional\\fnm_eventdeck_innistrad trial_upsell_graphic core_set_logo Art_Assets\\Frontend\\Upsells\\ZH_CT\\trial_upsell_zh_ct art_assets\\frontend\\BrandScreen\\English\\core_set_logo art_assets\\frontend\\BrandScreen\\English\\core_set_cards default_brand_screen deckbuilder_pack_path fnm_eventdeck_darkascension art_assets\\frontend\\BrandScreen\\English\\deckbuilders fnm_eventdeck_innistrad art_assets\\frontend\\BrandScreen\\English\\fnm_eventdeck_darkascension trial_upsell_graphic Art_Assets\\Frontend\\Upsells\\EN\\trial_upsell_en LOGO_D12_JP art_assets\\frontend\\BrandScreen\\English\\fnm_eventdeck_innistrad Hehe LOGO_DOTP_KR LOGO_D12 LOGO_D12_R D13_logo LOGO_mtg D13_logo_nofade VOICEOVER/ gamepad_input_visible gamepad_input_visible gamepad_input_visible PT_BR\\ ZH_CT\\ ZH_CS\\ infographics\\ PT_BR\\ ZH_CT\\ ZH_CS\\ BiosScreen\\pw_bio_cards\\ ZH_CS\\ PT_BR\\ ZH_CT\\ BZ_LANGUAGE_FR BZ_LANGUAGE_EN BZ_LANGUAGE_ES BZ_LANGUAGE_DE BZ_LANGUAGE_NL BZ_LANGUAGE_IT BZ_LANGUAGE_JA BZ_LANGUAGE_PT BZ_LANGUAGE_KO BZ_LANGUAGE_ZH BZ_LANGUAGE_PT_BR BZ_LANGUAGE_RU BZ_LANGUAGE_ZH_CT BZ_LANGUAGE_ZH_CS SCREEN_START_MENU languageDefines SCREEN_CUSTOM_MATCH_MENU SCREEN_MAIN_MENU SCREEN_UPSELL SCREEN_MULTIPLAYER SCREEN_STATUS SCREEN_DECK_MANAGER SCREEN_CAMPAIGN SCREEN_HELP_OPTIONS SCREEN_EXPANSION_CAMPAIGN SCREEN_CHALLENGE SCREEN_EXPANSION_PLANESWALKER SCREEN_EXPANSION_CHALLENGE SCREEN_SEALED_PRACTICE SCREEN_SEALED_CAMPAIGN SCREEN_CHANDRA_OUTRO SCREEN_PLANESWALKER SCREEN_SELECT_CHAPTER SCREEN_TUTORIAL_CAMPAIGN SCREEN_EXPANSION_REVENGE SCREEN_REVENGE screen_id SCREEN_COLOUR VKB_SEALED_DECK_MANAGER VKB_PROMO VKB_PROFILE_ENTERING VKB_STORE_LOCATOR MAX_SEALED_POOLS vkb_screen lua_define RANDOM_DECK_UID ESOCIAL_NETWORK_NAME_TWITTER ESOCIAL_NETWORK_NAME_FACEBOOK achievement social_network_name persona archetype puzzle plane video title booster opp_deck_unlock online notification_subject campaign offline quick_duel_access count titles generic achievements personas uncomplete profile_stats_id archmage mage difficulty_complete planeswalker locked invalid normal complete collection campaign_state deck collection_land opponent_deck deck_land stats deck_builder_type chapter expansion booster collection gamerpic foil UI_STORE_RESULTS_COUNT content_type UI_STORE_RESULTS_DISPLAYING .TDX UI_MAIN_PLAYER_MISSING .IMG user show_not_online_dialog feature Feature not recognized feature feature Feature not recognized Feature not supported bad cast Property not recognized Property not recognized bad cast [dtd] Illegal Namespace prefix Could not acquire expat buffer Could not resolve XML document while parsing Undeclared prefix Can't change EMPTY (#PCDATA (#PCDATA) STAT_2P_GAMES_WIN VERSION STAT_4P_GAMES_WIN STAT_3P_GAMES_WIN STAT_2P_NET_GAMES_WIN STAT_CUSTOM_DUEL_GAMES_PLAYED STAT_4P_NET_GAMES_WIN STAT_3P_NET_GAMES_WIN STAT_3P_NET_GAMES_PLAYED STAT_2P_NET_GAMES_PLAYED STAT_2P_RANKED_GAMES_WIN STAT_4P_NET_GAMES_PLAYED STAT_4P_RANKED_GAMES_WIN STAT_3P_RANKED_GAMES_WIN STAT_3P_RANKED_GAMES_PLAYED STAT_2P_RANKED_GAMES_PLAYED STAT_TOTAL_SPELLS_CAST_W STAT_4P_RANKED_GAMES_PLAYED STAT_TOTAL_SPELLS_CAST_B STAT_TOTAL_SPELLS_CAST_U STAT_TOTAL_SPELLS_CAST_G STAT_TOTAL_SPELLS_CAST_R STAT_TOTAL_LANDS_TAPPED_U STAT_TOTAL_LANDS_TAPPED_W STAT_TOTAL_LANDS_TAPPED_R STAT_TOTAL_LANDS_TAPPED_B STAT_HIGHEST_LIFE_TOTAL STAT_TOTAL_LANDS_TAPPED_G STAT_HIGHEST_TOTAL_CREATURES_IN_PLAY STAT_MOST_LIFE_GAINED_IN_A_TURN STAT_MOST_COMBAT_DAMAGE_TO_PLAYERS_IN_ONE_TURN STAT_CREATURES_DESTROYED_OR_DEALT_LETHAL_DAMAGE_TO STAT_MOST_DAMAGE_TO_PLAYERS_IN_ONE_TURN STAT_MOST_COMBAT_DAMAGE_TO_CREATURES_IN_ONE_TURN STAT_MOST_DAMAGE_DEALT_IN_ONE_TURN STAT_MOST_DAMAGE_TO_CREATURES_IN_ONE_TURN STAT_HIGHEST_POWER_CREATURE_CONTROLLED STAT_DAMAGE_DEALT STAT_HIGHEST_POWER_CREATURE_CONTROLLED_TOUGHNESS STAT_HIGHEST_POWER_CREATURE_CONTROLLED_UID STAT_SPELLS_COUNTERED STAT_GAMES_PLAYED STAT_TOTAL_CREATURES_CAST STAT_TIME_PLAYED STAT_TOTAL_MANA_GENERATED STAT_TOTAL_NON_CREATURES_CAST _UNUSED_STAT_2 _UNUSED_STAT_1 _UNUSED_STAT_4 _UNUSED_STAT_3 _UNUSED_STAT_5 ?quit show_ui hide_ui playMovie isMoviePlaying stopMovie movieCurrentFrame movieFrameCount movieStatus reset_forced_controllers activateFrontendViewport deactivateFrontendViewport loadSFXViewer loadGraphicalTestScene GetGameAspectRatio GetFrameRate get_num_resolutions get_resolution get_recomended_graphics_settings get_refresh_rates_for_resolution get_aa_mode_name get_num_aa_modes apply_screen_resolution get_current_resolution get_current_refresh set_music_volume set_sfx_volume set_tutorial_voiceover_volume play_sfx_volume_indicator StopVoiceover PlayVoiceover IsPlayingVoiceover PlayMusic ReachedStartScreen ReachedMainMenu TestBrandWad FlipLoadingHint AcquireLoadingHint AcquireBannerMsg GetLocalisedD12LogoScreenName GetLocalisedD12CarouselLogo GetNonFadingAnimationName GetFadingAnimationName ToggleGuides EnableMusic PlayedLogoThisBoot LaunchBrowser ShowMainMarketPlace LockPlayers UnlockPlayers AlienFX_PulseAllLights AlienFX_WaveAllLights AlienFX_ColourAllLights AlienFX_PopEffect AlienFX_PopAllEffects StartRemapProcess GetKeyAssignedToThisGroup ResetToDefaults isProcessingKeyReassignment SetProcessingKeyReassignment IsReassignmentError SetReassignmentError IsRebindingInProgress SetRebindingInProgress GetTextFromVirtualKeyboard CloseVirtualKeyboard HasVirtualKeyboardFinished GetCardDisplayName GetDeckDisplayName ShowVirtualKeyboard GetGlobalAchievementDisplayName GetGlobalAchievementDisplayDesc GetGlobalAchievementDisplayHowTo GetAchievementDisplayName GetAchievementDisplayDesc GetAchievementDisplayHowTo GetIsAchievementUnlocked GetNumAchievements GetNumAchievementsUnlocked GetDoesAchievementExistByIndex AssignInputMethods GetNumInputDevicesAttached GetDoWeHavePromoCardScreensToSee SetSeenAllCurrentPromoScreens IsPromoUnlocked IsMouseActive ResetLoadingScreenStartTime GetMarketStoolLocale GetInfographicLocale GetPlaneswalkerCardsLocale NumUnavailablePromoCards LoadRemaningPlanes IsLoadingThreadActive HowMuchIsFoiling HowMuchIsUnlocking ContentPackTesting RefreshStorePrices GetExpansionPrice RestorePurchases RestorePurchasesFromCache WeOnline AreWePaused CanWeMakePurchases GetNumPageResults AreWeInVsTransition PopulateAutomationScriptList GetAutomationScriptByIndex GetAutomationScriptCount StartAutomationScriptByIndex isPlayerProfilerCreated GetBoosterGraphicLocale RateGame GetFacebookStatus SetFacebookStatus SetUserMusicAllowed ImageExists GetLocaleAsciiString OpenBrowserAtPage IsSignedInToGoogle RequestGoogleSignInOut GetGoogleSignInOutString NeedToShowRateDialog SetSeenRateDialog Rewards_D15Played Rewards_DecksCreated Rewards_3ChapsCompleted Rewards_D15Completed Rewards_E15Completed Rewards_BoostersBought SetVCBackState SetVCPlayState SetVCPauseState SetVCViewState SetVCMenuState EliminatePremiumBoosters EliminateCampaignCards GetMissingUserMessage ShowExpansionFreePack GetCurrencyString fill_user_videos_list frontend.dev_menu.dvr credits\\credits.txt Credits CVfxImp Art_Assets\\AnimationTextures Art_Assets\\AnimationBinaries frontendCallback customDuel ChallengeAuto game player cheats metrics NetSlot social NotificationManager UserStats boot post_duel_transition_main_menu user Quit \\Configs\\Controls_groupings.txt SUBTITLES\\ MOVIES\\ STAINLESS_LOGO_MOVIE STAINLESS_MOVIE WOTC_LOGO_MOVIE WOTC_MOVIE ALIENWARE_LOGO_MOVIE ALIENWARE_MOVIE GAME_INTRO GAME_INTRO CAMPAIGN_INTRO CAMPAIGN_INTRO JACE_POST_FIGHT JACE_POST_FIGHT OB_NIX_POST_FIGHT OB_NIX_POST_FIGHT GARRUK_MID_FIGHT GARRUK_MID_FIGHT GARRUK_POST_FIGHT GARRUK_POST_FIGHT OB_NIXILIS_STINGER OB_NIXILIS_STINGER GARRUK_E15_CAMPAIGN GARRUK_E15_CAMPAIGN .xml .bik Count BigCount music_volume SFX_volume Tutorial_voiceover_volume fade_in_add_banner show_movies Vibration Hints Tips session_active currently_enumerating One_core_wonder enumeration_dialog_visible main_menu_visible main_menu_shown campaign_menu_visible updating_entitlements gamepad_input_visible ai_difficulty dynamic_loading_screens show_subtitles enable_card_animations hold_priority zoom_played_cards combat_anim browse_entire_library first_sort second_sort auto_assign_damage simple_targeting always_use_optional_abilities auto_resolution enable_foils facebook_status auto_land is_safe_to_enumerate enumerate_for_invites persona_id title_id starting_to_load_deckmanager rates_shown screen_width screen_height windowed anti_aliasing screen_refresh level_of_detail sfx_detail shadows vsync quick_duel_access phud_active enable_voice push_to_talk camera_enable camera_zoom ai_takeover_happened friend_team_mate_joined in_multiplayer_area in_leaderboards show_sign_in start_screen_visible intro_movies_visible initial_difficulty_screen_visible exit_selected in_deckmanager in_serverlist in_mp_lobby in_player_status_screen in_loading_screen done_first_press_start planeswalker_bio_screen_id in_plane_unlock_screen game_type_two_headed_giant two_headed_giant free_for_all local_two_headed_giant once_per_session build_string find_match quick_match create_match custom_match new_text_message received_slot_assignment received_slot_types multiplayer_campaign safe_to_enumerate_dont_kick achievement_id force_deck_change show_add_banner unload_for_invite checking_marketplace checking_store_marketplace selected_campaign_plane in_options_screen lobby_from_invite refresh_deck_builder allow_browser_load previously_in_multiplayer_session touch_store_on_sku_retrieved pss_tap_type mini_deck_wheel_visible storage_device_selection_visible test_no_music in_credits in_campaign current_plane next_node enable_music collection_sort deck_sort info_overlay_active win_lose_first_launch multi_3p4p_knocked_out premium_boosters show_credits_after_video seen_obnix_stinger seen_more_cards goto_campaign_nodes current_match current_match_image current_match_tag processing_invite reloading_ui played_obnix_post_video load_default_background show_loading_screen_after_video collection_info_overlay_up in_lobby_matchmaking in_lobby_matchmaking_recently_changed garruk_video_loop land_on_start_screen video_after_unlock_screen starting_duel tr_screen_active on_plane_index handling_user_missing use_forced_deck one_time_check_for_premium_expansion one_time_check_for_card_collection one_time_check_for_complete_bundle seen_battle_booster_message max_premium_boosters post_duel_transition_main_menu user DisplayErrorMessage user Got to wait for the plane to load currently_enumerating current_plane quick_match create_match find_match land_on_start_screen basic_requires frontend.startup.video_init_flow frontend.press_start.press_start frontend.main_menu.main_menu show_trial_upsell_dlg user basic_requires frontend.startup.video_init_flow frontend.press_start.press_start frontend.main_menu.main_menu get_multiplayer_lobby user get_multiplayer_create_menu user frontend.multiplayer.multiplayer_type_choice frontend.multiplayer.multiplayer_match_selection get_multiplayer_quick_menu user frontend.multiplayer.multiplayer_type_choice get_multiplayer_find_menu user frontend.multiplayer.multiplayer_type_choice land_on_start_screen current_bg_index basic_requires frontend.startup.video_init_flow frontend.press_start.press_start basic_requires frontend.startup.video_init_flow frontend.press_start.press_start frontend.main_menu.main_menu basic_requires frontend.startup.video_init_flow frontend.press_start.press_start frontend.main_menu.main_menu frontend.single_player.single_player frontend.single_player.practice_match_selection get_multiplayer_lobby user frontend.multiplayer.multiplayer_lobby basic_requires frontend.startup.video_init_flow frontend.press_start.press_start frontend.main_menu.main_menu frontend.single_player.single_player frontend.single_player.tutorial_campaign frontend.single_player.choose_colour basic_requires frontend.startup.video_init_flow frontend.press_start.press_start frontend.main_menu.main_menu push_to_deck_builder user basic_requires frontend.startup.video_init_flow frontend.press_start.press_start frontend.main_menu.main_menu frontend.single_player.single_player frontend.single_player.tutorial_campaign basic_requires frontend.startup.video_init_flow frontend.press_start.press_start frontend.main_menu.main_menu frontend.single_player.single_player frontend.single_player.plane_nodes frontend.single_player.campaign_nodes basic_requires frontend.startup.video_init_flow frontend.press_start.press_start frontend.main_menu.main_menu frontend.single_player.single_player frontend.single_player.expansion_plane_nodes basic_requires frontend.startup.video_init_flow frontend.press_start.press_start frontend.main_menu.main_menu frontend.downloadable_content.downloadable_content This should not happen! Use 'game:SetQuitDestinationMenu(menu_id)' screen_width screen_height windowed anti_aliasing level_of_detail sfx_detail screen_refresh shadows anti_aliasing level_of_detail screen_width screen_height screen_refresh windowed anti_aliasing vsync http://store.steampowered.com/sub/40582/ http://store.steampowered.com/dlc/255420/ vid_far_clip Background Root phud_active multi_3p4p_knocked_out starting_duel video_after_unlock_screen GARRUK_MID_FIGHT skip_video show_loading_screen_after_video frontend.videoplayer.video_player show_loading_screen_advert user show_loading_screen user show_loading_screen user show_loading_screen user release_fe user ____________________________________ release_fe Content\\text_permanent\\brand_text Content\\text_permanent\\brand_text0000 LOADING_SCREEN_HINT_ leave_menu user UI_GENERIC_SIGNED_OUT planechase_background art_assets\\frontend\\BrandScreen\\Planechase2 core_set_logo art_assets\\frontend\\BrandScreen\\French\\core_set_logo core_set_cards art_assets\\frontend\\BrandScreen\\French\\core_set_cards planechase_pack art_assets\\frontend\\BrandScreen\\French\\planechase_packs promo_card art_assets\\frontend\\BrandScreen\\French\\promo_card default_brand_screen art_assets\\frontend\\BrandScreen\\French\\brand_background intro_pack_path art_assets\\frontend\\BrandScreen\\French\\intro_pack deckbuilder_pack_path art_assets\\frontend\\BrandScreen\\French\\deckbuilders fnm_eventdeck_darkascension art_assets\\frontend\\BrandScreen\\French\\fnm_eventdeck_darkascension fnm_eventdeck_innistrad art_assets\\frontend\\BrandScreen\\French\\fnm_eventdeck_innistrad trial_upsell_graphic Art_Assets\\Frontend\\Upsells\\FR\\trial_upsell_fr core_set_cards art_assets\\frontend\\BrandScreen\\German\\core_set_cards core_set_logo art_assets\\frontend\\BrandScreen\\German\\core_set_logo planechase_pack art_assets\\frontend\\BrandScreen\\German\\planechase_packs promo_card art_assets\\frontend\\BrandScreen\\German\\promo_card default_brand_screen art_assets\\frontend\\BrandScreen\\German\\brand_background intro_pack_path art_assets\\frontend\\BrandScreen\\German\\intro_pack deckbuilder_pack_path art_assets\\frontend\\BrandScreen\\German\\deckbuilders fnm_eventdeck_darkascension art_assets\\frontend\\BrandScreen\\German\\fnm_eventdeck_darkascension fnm_eventdeck_innistrad art_assets\\frontend\\BrandScreen\\German\\fnm_eventdeck_innistrad trial_upsell_graphic Art_Assets\\Frontend\\Upsells\\DE\\trial_upsell_de core_set_logo art_assets\\frontend\\BrandScreen\\Italian\\core_set_logo core_set_cards art_assets\\frontend\\BrandScreen\\Italian\\core_set_cards planechase_pack art_assets\\frontend\\BrandScreen\\Italian\\planechase_packs promo_card art_assets\\frontend\\BrandScreen\\Italian\\promo_card default_brand_screen art_assets\\frontend\\BrandScreen\\Italian\\brand_background intro_pack_path art_assets\\frontend\\BrandScreen\\Italian\\intro_pack deckbuilder_pack_path art_assets\\frontend\\BrandScreen\\Italian\\deckbuilders fnm_eventdeck_darkascension art_assets\\frontend\\BrandScreen\\Japanese\\planechase_packs art_assets\\frontend\\BrandScreen\\Italian\\fnm_eventdeck_darkascension fnm_eventdeck_innistrad promo_card art_assets\\frontend\\BrandScreen\\Italian\\fnm_eventdeck_innistrad trial_upsell_graphic Art_Assets\\Frontend\\Upsells\\IT\\trial_upsell_it core_set_logo art_assets\\frontend\\BrandScreen\\Japanese\\core_set_logo core_set_cards art_assets\\frontend\\BrandScreen\\Japanese\\core_set_cards planechase_pack art_assets\\frontend\\BrandScreen\\Japanese\\promo_card default_brand_screen art_assets\\frontend\\BrandScreen\\Japanese\\brand_background intro_pack_path art_assets\\frontend\\BrandScreen\\Japanese\\intro_pack deckbuilder_pack_path art_assets\\frontend\\BrandScreen\\Japanese\\deckbuilders fnm_eventdeck_darkascension art_assets\\frontend\\BrandScreen\\Japanese\\fnm_eventdeck_darkascension fnm_eventdeck_innistrad art_assets\\frontend\\BrandScreen\\Japanese\\fnm_eventdeck_innistrad planechase_background art_assets\\frontend\\BrandScreen\\Japanese\\Planechase2 trial_upsell_graphic Art_Assets\\Frontend\\Upsells\\JA\\trial_upsell_ja core_set_logo art_assets\\frontend\\BrandScreen\\Korean\\core_set_logo core_set_cards art_assets\\frontend\\BrandScreen\\Korean\\core_set_cards planechase_pack art_assets\\frontend\\BrandScreen\\Korean\\planechase_packs promo_card art_assets\\frontend\\BrandScreen\\Korean\\promo_card default_brand_screen remove_all add_device lube.item.* platform_emu lube.menu.* template.* FirstRun GetDifficulty SetRatedAppFlag SetFirstRun FirstCampaignLoad GetRatedAppFlag CreateProfile SetFirstCampaignLoad LoadUserOptions SaveUserOptions DownloadTitleDataX360 SetPrimaryPlayer PressStartUpdate IsPlayerValid isChatDisabled ShowSignInMessage GetPlayerName ResetHints GetNumGamesWon GetPlayerDeckUID GetNumberOfPlanechaseGamesWon GetNum2HGGamesWon IsOutOfGame RumblePrimaryPlayerController GetAndroidID ChangeSinglePlayerCampaignAIDeck GetPlayerDisplayName GetPlayerDetails GetNumOfSpellsCastAndLandsTapped GetDeckUIDFromSlotID GetHighestLifeTotal GetRatioOfLandsTapped GetMostCreaturesInPlay GetMaxDamageDoneInATurn GetStatName GetHighestPowerCreatureControlled GetStatCount GetStatValue UpdatePlanarDieRollCost GetHighestPowerCreatureName SetSeenBioScreen SeenBioScreen isThisTitleLocked isThisAvatarLocked GetNumUnlockedPersonas GetNumUnlockedTitles GetPlayedPreviousGame GetCollectionStats SetD14RewardScreenShown GetD14RewardScreenShown GetPreOrderScreenShown GetHasPreOrderBonus GetFirstEncounterLaunch SetPreOrderScreenShown HaveWeCheckedMarketplace SetFirstEncounterLaunch DisplayBladeWithMissingContent MissingRequiredContentPacks GetNextDeckAfterPrimaryPlayersCurrent IsExpansionOnStore GetNumGamesPlayed GetAvatarID NewSealedTutorialProgress GetVoiceEnabled HasPlayerBeatenTutorialBoss SetupTutorialMatchAvailability HasPlayerSkippedTutorial SkipTutorialMatches ResetSavedDevice StartDeviceEnumeration HasPlayerBeatenChapterBoss HasPlayerCompletedTutorial GetFoilTickets SpendFoilTicket GetUnlockedProgressText ReimburseTickets GetTutorialArchetypeChosen HaveWeCheckedStoreMarketplace GetTutorialBossBeatenFirstTime SetTutorialArchetypeChosen GetFirstDeckBuilderTutorialCompleted SetTutorialBossBeatenFirstTime GetSecondDeckBuilderTutorialCompleted SetFirstDeckBuilderTutorialCompleted GetChooseColourSeenOnce SetSecondDeckBuilderTutorialCompleted ResetInitialColourChoice SetChooseColourSeenOnce CheckForDeckCorruption ResetTutorialBossCompletion HasPlayerBeatenInnistradBoss ReportPlayerNamesWithCorruptDecks StartAutomatedSignIn CheckIfExpansionPackOnMUChanged ValidateEquippedDeck GetAutoSignInState GetRedeemScreenSeen SetRedeemScreenSeen SetHasSeenMoreCardsScreen AwardExpansionChecks title_id persona_id ai_difficulty rates_shown enable_card_animations dynamic_loading_screens Vibration show_subtitles Tips Hints music_volume Hints Tutorial_voiceover_volume SFX_volume push_to_talk enable_voice camera_zoom camera_enable zoom_played_cards hold_priority browse_entire_library combat_anim second_sort first_sort simple_targeting auto_assign_damage auto_resolution always_use_optional_abilities facebook_status enable_foils quick_duel_access auto_land seen_more_cards seen_obnix_stinger premium_boosters seen_battle_booster_message enable_voice push_to_talk screen_height screen_width windowed screen_refresh vsync anti_aliasing shadows level_of_detail locale title_id SOFTWARE\\Wizards of the Coast\\Magic The Gathering Duels of the Planeswalkers 2015 persona_id ai_difficulty rates_shown enable_card_animations dynamic_loading_screens Vibration show_subtitles Tips Hints SFX_volume music_volume music_volume Tutorial_voiceover_volume SFX_volume music_volume push_to_talk enable_voice zoom_played_cards hold_priority browse_entire_library combat_anim second_sort first_sort simple_targeting auto_assign_damage auto_resolution always_use_optional_abilities facebook_status enable_foils seen_obnix_stinger auto_land seen_battle_booster_message seen_more_cards screen_height screen_width anti_aliasing windowed level_of_detail screen_refresh shadows sfx_detail camera_enable push_to_talk quick_duel_access camera_zoom premium_boosters UI_PLAYER_PROFILE_TITLES_UNLOCKED_PROGRESS UI_PLAYER_PROFILE_UNLOCKED_PROGRESS UI_PLAYER_PROFILE_ACHIEVEMENTS_UNLOCKED_PROGRESS UI_PLAYER_PROFILE_PERSONAS_UNLOCKED_PROGRESS Remote Hash: %s Local Hash: %s Checking deck file hashes: Checking deck file hashes: Called Lua: HasPlayerBeatenInnistradBoss().. HasPlayerBeatenInnistradBoss:player was fine, continue HasPlayerBeatenInnistradBoss:player was null, return false HasPlayerBeatenInnistradBoss: user options was fine, continue STAT_2P_GAMES_WIN HasPlayerBeatenInnistradBoss: user options was null, return false VERSION STAT_4P_GAMES_WIN HasPlayerBeatenInnistradBoss: return false for DIFFICULTYCOMPLETEDAT_MAGE aargh thats bad! STAT_3P_GAMES_WIN HasPlayerBeatenInnistradBoss: return true for DIFFICULTYCOMPLETEDAT_MAGE STAT_2P_NET_GAMES_WIN STAT_CUSTOM_DUEL_GAMES_PLAYED STAT_4P_NET_GAMES_WIN STAT_3P_NET_GAMES_WIN STAT_3P_NET_GAMES_PLAYED STAT_2P_NET_GAMES_PLAYED STAT_2P_RANKED_GAMES_WIN STAT_4P_NET_GAMES_PLAYED STAT_4P_RANKED_GAMES_WIN STAT_3P_RANKED_GAMES_WIN STAT_3P_RANKED_GAMES_PLAYED STAT_2P_RANKED_GAMES_PLAYED STAT_TOTAL_SPELLS_CAST_W STAT_4P_RANKED_GAMES_PLAYED STAT_TOTAL_SPELLS_CAST_B STAT_TOTAL_SPELLS_CAST_U STAT_TOTAL_SPELLS_CAST_G STAT_TOTAL_SPELLS_CAST_R STAT_TOTAL_LANDS_TAPPED_U STAT_TOTAL_LANDS_TAPPED_W STAT_TOTAL_LANDS_TAPPED_R STAT_TOTAL_LANDS_TAPPED_B STAT_HIGHEST_LIFE_TOTAL STAT_TOTAL_LANDS_TAPPED_G STAT_HIGHEST_TOTAL_CREATURES_IN_PLAY STAT_MOST_LIFE_GAINED_IN_A_TURN STAT_MOST_COMBAT_DAMAGE_TO_PLAYERS_IN_ONE_TURN STAT_CREATURES_DESTROYED_OR_DEALT_LETHAL_DAMAGE_TO STAT_MOST_DAMAGE_TO_PLAYERS_IN_ONE_TURN STAT_MOST_COMBAT_DAMAGE_TO_CREATURES_IN_ONE_TURN STAT_MOST_DAMAGE_DEALT_IN_ONE_TURN STAT_MOST_DAMAGE_TO_CREATURES_IN_ONE_TURN STAT_HIGHEST_POWER_CREATURE_CONTROLLED STAT_DAMAGE_DEALT STAT_HIGHEST_POWER_CREATURE_CONTROLLED_TOUGHNESS STAT_HIGHEST_POWER_CREATURE_CONTROLLED_UID STAT_SPELLS_COUNTERED STAT_GAMES_PLAYED STAT_TOTAL_CREATURES_CAST STAT_TIME_PLAYED STAT_TOTAL_MANA_GENERATED STAT_TOTAL_NON_CREATURES_CAST _UNUSED_STAT_2 _UNUSED_STAT_1 _UNUSED_STAT_4 _UNUSED_STAT_3 _UNUSED_STAT_5 Post_Twitter Post_Facebook Check_Twitter Check_Facebook Clear_Credentials Compose_Message POSTING TO FACEBOOK Can_Post_To_Facebook COMPOSING MESSAGE POSTING TO TWITTER /Landing/FacebookAuth /Landing/TwitterAuth SOCIAL_MEDIA_UNLOCK_GENERIC_TITLE Art_Assets\\Frontend\\Social\\AchievementUnlock SOCIAL_MEDIA_UNLOCK_ACHIEVEMENT_TITLE_URL SOCIAL_MEDIA_UNLOCK_ACHIEVEMENT_DESCRIPTION SOCIAL_MEDIA_UNLOCK_ACHIEVEMENT_IMAGE_URL SOCIAL_MEDIA_UNLOCK_ACHIEVEMENT_CAPTION SOCIAL_MEDIA_UNLOCK_GENERIC_TITLE Art_Assets\\Frontend\\Social\\PlaneUnlock SOCIAL_MEDIA_UNLOCK_ACHIEVEMENT_TITLE_URL SOCIAL_MEDIA_UNLOCK_PLANE_DESCRIPTION SOCIAL_MEDIA_UNLOCK_PLANE_IMAGE_URL SOCIAL_MEDIA_UNLOCK_PLANE_CAPTION SOCIAL_MEDIA_UNLOCK_GENERIC_TITLE Art_Assets\\Frontend\\Social\\ArchetypeUnlock SOCIAL_MEDIA_UNLOCK_ACHIEVEMENT_TITLE_URL SOCIAL_MEDIA_UNLOCK_ARCHETYPE_DESCRIPTION SOCIAL_MEDIA_UNLOCK_ARCHETYPE_IMAGE_URL SOCIAL_MEDIA_UNLOCK_ARCHETYPE_CAPTION SOCIAL_MEDIA_UNLOCK_GENERIC_TITLE Art_Assets\\Frontend\\Social\\TitleUnlock SOCIAL_MEDIA_UNLOCK_ACHIEVEMENT_TITLE_URL SOCIAL_MEDIA_UNLOCK_TITLE_DESCRIPTION SOCIAL_MEDIA_UNLOCK_TITLE_IMAGE_URL SOCIAL_MEDIA_UNLOCK_TITLE_CAPTION SOCIAL_MEDIA_UNLOCK_GENERIC_TITLE Art_Assets\\Frontend\\Social\\BoosterUnlock SOCIAL_MEDIA_UNLOCK_ACHIEVEMENT_TITLE_URL SOCIAL_MEDIA_UNLOCK_BOOSTER_DESCRIPTION SOCIAL_MEDIA_UNLOCK_BOOSTER_IMAGE_URL SOCIAL_MEDIA_UNLOCK_BOOSTER_CAPTION SOCIAL_MEDIA_UNLOCK_GENERIC_TITLE Art_Assets\\Frontend\\Social\\PersonaUnlock SOCIAL_MEDIA_UNLOCK_ACHIEVEMENT_TITLE_URL SOCIAL_MEDIA_UNLOCK_PERSONA_DESCRIPTION SOCIAL_MEDIA_UNLOCK_PERSONA_IMAGE_URL SOCIAL_MEDIA_UNLOCK_PERSONA_CAPTION inside default PostToFacebook PostToFacebookWithImage http://schemas.xmlsoap.org/soap/envelope/ PostToTwitter s:Envelope xmlns:s Social s:Body xmlns xmlns:a http://schemas.datacontract.org/2004/07/MetricsAndMessagingServer.Service.Social a:Description post a:ImageURL a:ImageCaption a:TitleURL a:Title text/xml; charset=utf-8 text Content-Type SOAPAction \"Social/ISocialService/ Response/ Result SOCIAL: Posting... /s:Envelope/s:Body/ SOCIAL: Throwing away a response as already timed out. SOCIAL: Soap request creation failed Succeeded SOCIAL: Post request failed. UI_FACEBOOK_AFTER_POST SOCIAL: Post succeeded. Failed UI_TWITTER_AFTER_TWEET Unauthorized SOCIAL: Post failed. 245683642254795 SOCIAL: User is unauthorized, launching auth. %s?playerID=%s xmlns:s http://schemas.xmlsoap.org/soap/envelope/ https://www.facebook.com/dialog/oauth?client_id=%s&redirect_uri=%s&state=%s&scope=publish_stream&display=popup s:Body s:Envelope xmlns Social redirectURL GetRequestToken Content-Type text/xml; charset=utf-8 SOAPAction \"Social/ISocialService/GetRequestToken\" SOCIAL: Requesting token... /s:Envelope/s:Body/GetRequestTokenResponse/GetRequestTokenResult/a:Code SOCIAL: Throwing away a response as already timed out. SOCIAL: Soap request creation failed https://api.twitter.com/oauth/authorize?oauth_token=%s GetNumItems RequestItemInfo GetItemDetail GetAllItemInfoRequestStatus RequestAllItemsInfo PurchaseItem IsItemPurchased DisplayPendingCardsAwardedMessage IsItemE15Expansion PendingCollections PendingBoosters GetItemIndex AwardPendingCollections GetNodeArt GetUID GetContentPackUID GetBannerArt GetAvailabilityOnMarketplace GetNumAvailableBoosters GetCollectionPurchaseString GetCarouselFocusItemInfo GetChapterPurchasedText GetCheckIndex GetBundlesAvailable GetChapterPurchaseString GetUpsellCarouselItemDetails GetPagesToShow Store DoWeNeedToShowSecondDeckBuilderTutorial UI_DLC_CONFIRMATION UI_STORE_CHAPTER_PURCHASED UI_STORE_CHAPTER_PURCHASED_CONTINUE UI_CAMPAIGN_THEROS UI_CAMPAIGN_INNISTRAD UI_CAMPAIGN_SHANDALAR UI_CAMPAIGN_RAVNICA UI_CAMPAIGN_ZENDIKAR UI_CAMPAIGN_THEROS UI_DLC_CONFIRMATION UI_CAMPAIGN_SHANDALAR UI_CAMPAIGN_RAVNICA UI_CAMPAIGN_ZENDIKAR ITEM_TYPE_INVLAID ITEM_TYPE_FOIL_100_PACK ITEM_TYPE_FOIL_30_PACK ITEM_TYPE_COMPLETE_BUNDLE ITEM_TYPE_FOIL_300_PACK ITEM_TYPE_ALL_CHAPTERS ITEM_TYPE_BASE_GAME ITEM_TYPE_RAVNICA_CHAPTER ITEM_TYPE_THEROS_CHAPTER ITEM_TYPE_ZENDIKAR_CHAPTER ITEM_TYPE_SHANDALAR_CHAPTER ITEM_TYPE_ALL_COLLECTIONS ITEM_TYPE_ALL_COLLECTIONS_OLD ITEM_TYPE_RAVNICA_COLLECTION ITEM_TYPE_INNISTRAD_COLLECTION ITEM_TYPE_THEROS_COLLECTION ITEM_TYPE_SHANDALAR_COLLECTION ITEM_TYPE_PREMIUM_COLLECTION ITEM_TYPE_ZENDIKAR_COLLECTION ITEM_TYPE_E15_EXPANSION ITEM_TYPE_ALARA_COLLECTION ITEM_TYPE_F15_EXPANSION_PACK2 ITEM_TYPE_F15_EXPANSION_PACK1 ITEM_TYPE_1_BOOSTERS ITEM_TYPE_F15_EXPANSION_PACK3 ITEM_TYPE_3_BOOSTERS ITEM_TYPE_2_BOOSTERS ITEM_TYPE_5_BOOSTERS ITEM_TYPE_4_BOOSTERS ITEM_TYPE_7_BOOSTERS ITEM_TYPE_6_BOOSTERS ITEM_TYPE_9_BOOSTERS ITEM_TYPE_8_BOOSTERS ITEM_TYPE_11_BOOSTERS ITEM_TYPE_10_BOOSTERS ITEM_TYPE_13_BOOSTERS ITEM_TYPE_12_BOOSTERS _ITEM_TYPE_COUNT ITEM_TYPE_14_BOOSTERS ITEM_GROUP_INVALID store_item_type ITEM_GROUP_BUNDLES ITEM_GROUP_BASE_GAME ITEM_GROUP_CHAPTERS ITEM_GROUP_BOOSTERS ITEM_GROUP_EXPANSIONS ITEM_GROUP_COLLECTIONS ITEM_GROUP_GAMERPICS ITEM_GROUP_FOILS _ITEM_GROUP_COUNT ITEM_GROUP_EXPIRED REQUEST_INVALID store_item_group REQUEST_DESCRIPTION REQUEST_NAME REQUEST_ALL_INFO REQUEST_PRICE REQUEST_PURCHASE REQUEST_ALL_ITEMS_INFO _REQUEST_COUNT REQUEST_GET_NUM UI_PENDING_DLC_INFO_MESSAGE store_request_type a:Title a:ItemId a:Price a:Description a:DLCItem a:Type feature Feature not recognized feature feature Feature not recognized Feature not supported bad cast Property not recognized Property not recognized bad cast [dtd] Illegal Namespace prefix Could not acquire expat buffer Could not resolve XML document while parsing Undeclared prefix Can't change EMPTY (#PCDATA (#PCDATA) content_purchased Steam::GetDLCInfo_UserInfoCallback - Succeeded: Country=%s, Currency=%s NetLog: NetLog: Steam::GetSteamUserInfo_Callback - Failed(%d) NetLog: Steam::FinalizeTransaction_Callback - Failed(%d) /s:Envelope/s:Body/GetUserInfoResponse/GetUserInfoResult/a:Currency complete /s:Envelope/s:Body/GetUserInfoResponse/GetUserInfoResult/a:Country NetLog: Steam::InitTransaction_Callback - Succeeded Steam::FinalizeTransaction_Callback - Succeeded: Result=%s, OrderId=%s, TransactionId=%s failed NetLog: declined Steam::MicroTransaction_Callback - AppId=%d, OrderId=%d, Authorised=%d /s:Envelope/s:Body/FinalizeTransactionResponse/FinalizeTransactionResult/a:OrderId NetLog: http://store.steampowered.com/app/ /s:Envelope/s:Body/FinalizeTransactionResponse/FinalizeTransactionResult/a:Result failed NetLog: /s:Envelope/s:Body/FinalizeTransactionResponse/FinalizeTransactionResult/a:TransactionId Steam::InitTransaction_Callback - Failed(%d) failed NetLog: http://store.steampowered.com/sub/ Steam::GetSteamUserInfo_Callback - Succeeded: Country=%s, Currency=%s Steam::GetSteamUserInfo_Callback - Failed(%d) failed NetLog: /s:Envelope/s:Body/GetUserInfoResponse/GetUserInfoResult/a:Currency premium_boosters /s:Envelope/s:Body/GetUserInfoResponse/GetUserInfoResult/a:Country premium_boosters /s:Envelope/s:Body/FinalizeTransactionResponse/FinalizeTransactionResult/a:Result failed complete /s:Envelope/s:Body/FinalizeTransactionResponse/FinalizeTransactionResult/a:TransactionId D15 Consumable transaction_status /s:Envelope/s:Body/FinalizeTransactionResponse/FinalizeTransactionResult/a:OrderId failed failed boosters_purchased foils_purchased .xml Subtitles Art_Assets\\fonts\\HeiseiMaruGoth_ime #DATA Art_Assets\\fonts\\georgia_pro_cond_24pt Art_Assets\\fonts\\HYgo_Thic_22 Art_Assets\\fonts\\MYuenHK Art_Assets\\fonts\\MHeiPRC GetActiveSubtitle Art_Assets\\fonts\\Museo_Italic_8pt Stop Start ERROR: XML2_Load: Couldn't open file '%s' feature Feature not recognized feature feature Feature not recognized Feature not supported bad cast Property not recognized Property not recognized bad cast [dtd] Illegal Namespace prefix Could not acquire expat buffer Could not resolve XML document while parsing Undeclared prefix Can't change EMPTY (#PCDATA (#PCDATA) SCRIPT_ERROR_BAD_ACTION SCRIPT_ERROR_UNKNOWN SCRIPT_ERROR_CRITICAL_ASSERTION SCRIPT_ERROR_FATAL_ERROR start_screen_visible Collection size: %d Current command: %d Current command ID: %d Report - Collection size: %d Elapsed time: %f\n\n .txt _solution_ Index: %d\n Phase: %s\n Turn: %d\n CombatState: %s\n Step: %s\n PLAY CARD %ls [%08x] Decision: - %ls - %ls [%08x] PLAY ABILITY #%d on card %ls [%08x]\n Decision: DECLARE ATTACKER #%d - %ls [%08x]\n DECLARE ATTACKER(S): %d\n Decision: DECLARE BLOCKER #%d - %ls [%08x] BLOCKING %ls [%08x] \n DECLARE BLOCKER(S): %d\n UNHANDLED DECISION\n SKIP\n _solution_ Default_save_file .xyl Duel: 2HG Duel: FFA %s\n\n Turn: %d\n %s\n\n Step: %s\n\n Phase: %s\n Team: %d\n Elapsed time: %f\n\n Loser Winner Player: %d\n Outcome: %s\n Deck: %ls\n Name: %ls\n Cards in hand: %d\n Life: %d\n Cards in graveyard: %d\n Cards in library: %d\n .xyl Elapsed time: %f\n\n Failure Success Value expected: %d\n Assertion %d: %s\n Value actual: %d\n\n Elapsed time: %f\n\n Missing text: %ls\n\n _report_ .txt Elapsed time: %f\n\n Unlock:%d Completion:%d Name:%s\n Line Number: %d\n\n Error: %s\n frontend.loading_screen.loading_screen intro_movies_visible \\error_log.txt Automation_Scripts Automation_Scripts Automation_Scripts *.xml Feature not recognized ERROR: XML2_Load: Couldn't open file '%s' feature feature Feature not supported feature Property not recognized Feature not recognized bad cast bad cast Illegal Namespace prefix Property not recognized Could not resolve XML document [dtd] Undeclared prefix Could not acquire expat buffer while parsing EMPTY Can't change (#PCDATA) (#PCDATA campaignmanager *.xml StoreCampaign - Campaign already exists. Unlock for AI deck : %s Campaign ERROR: XML2_Load: Couldn't open file '%s' feature Feature not recognized feature feature Feature not recognized Feature not supported bad cast Property not recognized Property not recognized bad cast [dtd] Illegal Namespace prefix Could not acquire expat buffer Could not resolve XML document while parsing Undeclared prefix Can't change EMPTY (#PCDATA (#PCDATA) __index image optional CampaignMatch2Prereq::LUA_op__index: no key passed CampaignMatch2Prereq::LUA_op__index: bad key passed: '%s' __index __len __gc __newindex CampaignMatch2PrereqList::LUA_op__index: bad index passed CampaignMatch2PrereqList::LUA_op__newindex: read only interface name __index deck name_tag planeswalker_desc deck_tag small_x size small_y boss_deck_tag boss_deck CampaignMatch2AI::LUA_op__index: no key passed CampaignMatch2AI::LUA_op__index: bad key passed: '%s' __index __len __gc __newindex CampaignMatch2AIList::LUA_op__newindex: read only interface CampaignMatch2AIList::LUA_op__index: bad index passed __index data match_type name intro_description difficulty description small_y small_x prereqs size allies opponents award_deck_name award_booster_type award_achivement_id award_booster_pool_id award_booster_plane_id left_id award_booster_quantity up_id right_id always_available down_id is_available is_complete boss_fight plane video_name mini_duel_id video_title carousel_image story_screen_tag story_screen_ref story_screen_end_tag story_screen_end_ref CampaignMatch2::LUA_op__index: no key passed CampaignMatch2::LUA_op__index: bad key passed: '%s' __len use_forced_deck __newindex __index CampaignMatch2List::LUA_op__index: bad index passed __gc __index CampaignMatch2List::LUA_op__newindex: read only interface name explore_matches matches next_match_id state Campaign2::LUA_op__index: bad key passed: '%s' content_pack __len Campaign2::LUA_op__index: no key passed __newindex __index Campaign2List::LUA_op__newindex: read only interface __gc campaigns __index expansion_index expansion_content_id tutorial_index expansion_id CampaignMatch2AI::LUA_op__index: bad key passed: '%s' tutorial_id CampaignMatch2AI::LUA_op__index: no key passed Challenge::LoadFrom: Failed to load %s *.xml Challenge::LoadFrom: Couldn't parse data from %s *.xml Challenges Encounters Search for solutions\r\n Undo to timestamp %d\r\n ChallengeSolution%03u.xyl ARCHMAGE MAGE Quick Save PLANESWALKER Lose Game Win Game Toughness +1 to creatures in battle Power +1 to creatures in battle Draw Card Tutor for a card Gain 20 life Draw 10 Cards Clear summoning sickness UnTap All Your Cards No Hand Limit: %s Move to zone: %s Game never ends: %s Don't lose if you can't draw: %s Partner Move to zone: %s Tutor for a card for your partner Test AutoBuild System Toggle AI Benchmarking Tap All Your Lands Tap All Your Cards AI difficulty level: %s Quick Load AI diagnostics (show) AI doesn't time-out: %s DataChest diagnostics (show) AI step-mode: %s Show render resolution: %d x %d Debugger font size: %.0f%% Lose 1 life Gain 1 life Untap this card Tap this card Editor time lock: %s Change control of card Toggle foil WARNING! Cause game to CRASH (for testing dumps) Report Network Error Set card colour: %s Save Checkpoint AI Takeover Show end game dialog: %s Restore Checkpoint Toggle Metrics Diagnostics Toggle Lube Guide Area Set start offset seconds to record: %d Transition speed: %.0f%% Start recording on the specified interval Set end offset seconds to record: %d Stop recording Start recording PC_LCONTROL Cancel recording PC_A PC_C PC_D PC_N PC_L PC_E PC_B PC_A PC_A PC_R PC_Q PC_LCONTROL PC_T PC_LCONTROL PC_E PC_H PC_H PC_C PC_E PC_E PC_E PC_S PC_T PC_S PC_N PC_A PC_S PC_D PC_L PC_A PC_N PC_O PC_LCONTROL PC_E PC_O PC_N PC_L PC_B PC_C PC_A PC_V PC_K PC_S PC_I PC_LCONTROL PC_E PC_R PC_G PC_N PC_A PC_U PC_D PC_R PC_E CHECKPOINT SAVED This isn't going to work &d DEBUGGER CHECKPOINT RESTORED *UNKNOWN ZONE* %s = %d ZONE_EXILE ZONE_BATTLEFIELD ZONE_GRAVEYARD ZONE_LIBRARY *ERR* ZONE_HAND WAIT_AT_END *UNKNOWN DIALOG* SINGLE_STEP Event - Lose Event - Win ENABLED Event - Draw CAN'T ENTER AI STEP MODE - MTG ENGINE IS BUSY DISABLED AI STEP MODE OFF CAN'T ENTER AI STEP MODE - AI SYSTEM CANNOT BE RESET AI STEP SET TO 'SINGLE STEP' AI STEP SET TO 'WAIT AT END' VERSION STAT_3P_GAMES_WIN STAT_2P_GAMES_WIN STAT_CUSTOM_DUEL_GAMES_PLAYED STAT_4P_GAMES_WIN STAT_3P_NET_GAMES_WIN STAT_2P_NET_GAMES_WIN STAT_2P_NET_GAMES_PLAYED STAT_4P_NET_GAMES_WIN STAT_4P_NET_GAMES_PLAYED STAT_3P_NET_GAMES_PLAYED STAT_3P_RANKED_GAMES_WIN STAT_2P_RANKED_GAMES_WIN STAT_2P_RANKED_GAMES_PLAYED STAT_4P_RANKED_GAMES_WIN STAT_4P_RANKED_GAMES_PLAYED STAT_3P_RANKED_GAMES_PLAYED STAT_TOTAL_SPELLS_CAST_U STAT_TOTAL_SPELLS_CAST_W STAT_TOTAL_SPELLS_CAST_R STAT_TOTAL_SPELLS_CAST_B STAT_TOTAL_LANDS_TAPPED_W STAT_TOTAL_SPELLS_CAST_G STAT_TOTAL_LANDS_TAPPED_B STAT_TOTAL_LANDS_TAPPED_U STAT_TOTAL_LANDS_TAPPED_G STAT_TOTAL_LANDS_TAPPED_R STAT_MOST_LIFE_GAINED_IN_A_TURN STAT_HIGHEST_LIFE_TOTAL STAT_CREATURES_DESTROYED_OR_DEALT_LETHAL_DAMAGE_TO STAT_HIGHEST_TOTAL_CREATURES_IN_PLAY STAT_MOST_COMBAT_DAMAGE_TO_CREATURES_IN_ONE_TURN STAT_MOST_COMBAT_DAMAGE_TO_PLAYERS_IN_ONE_TURN STAT_MOST_DAMAGE_TO_CREATURES_IN_ONE_TURN STAT_MOST_DAMAGE_TO_PLAYERS_IN_ONE_TURN STAT_DAMAGE_DEALT STAT_MOST_DAMAGE_DEALT_IN_ONE_TURN STAT_HIGHEST_POWER_CREATURE_CONTROLLED_UID STAT_HIGHEST_POWER_CREATURE_CONTROLLED STAT_GAMES_PLAYED STAT_HIGHEST_POWER_CREATURE_CONTROLLED_TOUGHNESS STAT_TIME_PLAYED STAT_SPELLS_COUNTERED STAT_TOTAL_NON_CREATURES_CAST STAT_TOTAL_CREATURES_CAST _UNUSED_STAT_1 STAT_TOTAL_MANA_GENERATED _UNUSED_STAT_3 _UNUSED_STAT_2 _UNUSED_STAT_5 _UNUSED_STAT_4 UI_DATE_TIME_ONE_YEAR UI_DATE_TIME_YEARS UI_DATE_TIME_ONE_MONTH UI_DATE_TIME_MONTHS UI_DATE_TIME_ONE_DAY UI_DATE_TIME_DAYS UI_DATE_TIME_ONE_HOUR UI_DATE_TIME_HOURS UI_DATE_TIME_ONE_MINUTE UI_DATE_TIME_MINUTES Art_Assets\\PHUD\\notification_icon_achievments UI_DATE_TIME_MOMENTS Art_Assets\\PHUD\\notification_icon_boosters Art_Assets\\PHUD\\notification_icon_archetypes Art_Assets\\PHUD\\notification_icon_planes Art_Assets\\PHUD\\notification_icon_personas Art_Assets\\PHUD\\notification_icon_titles Art_Assets\\PHUD\\notification_icon_hand_puzzles Art_Assets\\PHUD\\notification_icon_deck Art_Assets\\PHUD\\notification_icon_video UI_UNLOCK_NOTIFICATION_MULTIPLE_BOOSTERS UI_UNLOCK_NOTIFICATION_PERSONA UI_UNLOCK_NOTIFICATION_SINGLE_BOOSTER UI_UNLOCK_NOTIFICATION_ARCHETYPE UI_UNLOCK_NOTIFICATION_ACHIEVEMENT UI_UNLOCK_NOTIFICATION_SINGLE_BOOSTER UI_UNLOCK_NOTIFICATION_MULTIPLE_BOOSTERS UI_UNLOCK_NOTIFICATION_PUZZLE UI_UNLOCK_NOTIFICATION_PLANE UI_UNLOCK_NOTIFICATION_OPP_DECK UI_UNLOCK_NOTIFICATION_TITLE user refresh_phud user refresh_phud GetNumUnreadNotifications RaiseNotification GetNotificationSubjectByIndex GetTotalNumNotifications GetNotificationTimeSinceNotifiedIndex GetNotificationTitleByIndex GetHasNotificationBeenReadByIndex GetNotificationTypeStringByIndex GenerateTestNotifications MarkNotificationReadByIndex GenerateUnseenNotifications GetNotificationImagePathByIndex GetUnseenNotificationsOfType CheckForUnseenNotifications ClearAllNotifications HEDRON_CRAB ESSENCE_OF_THE_WILD NYLEAS_DISCIPLE GUTTERSNIPE GUTTERSNIPE VENT_SENTINEL SHADOWBORN_DEMON NEMESIS_OF_MORTALS SERAPH_OF_THE_MASSES MENTOR_OF_THE_MEEK Stats::AwardTitle, return !pack Stats::AwardTitle, return NULL Stats::AwardPersona, return NULL Stats::AwardTitle, Award Stats::AwardPersona, Award Stats::AwardPersona, return !pack Stats::AwardAchievement, return -1 Stats::AwardAchievement, return NULL Stats::AwardAchievement, Award Stats::AwardAchievement, return !pack Stats::AwardAchievement, return -1 Stats::AwardAchievement, return NULL Stats::AwardAchievement, Award Stats::AwardAchievement, return !pack TA_MESSAGE TA_AI_DO_NOTHING TA_PLAY_CARD TA_AI_PLAY_CARD TA_AI_BEGIN_COMBAT TA_WAIT_FOR_STEP TA_AI_DECLARE_ATTACKERS TA_AI_ATTACK TA_AI_BLOCK TA_AI_BEGIN_BLOCK TA_BLOCK TA_AI_DECLARE_BLOCKERS TA_INTERRUPT TA_ATTACK TA_TIMED TA_ABILITY TA_ZOOM_IN TA_SELECT_CARD TA_AI_PLAY_CARD2 TA_ZOOM_OUT TA_CHANGE_VIEW TA_LAST_ACTIVE TA_LOSE_GAME_STRING TA_WIN_GAME TA_UI_SHOW_PLAYER_AVATAR TA_UI_HIDE_ALL TA_UI_PULSE_PLAYER_AVATAR_STOP TA_UI_PULSE_PLAYER_AVATAR_START TA_UI_PULSE_AI_AVATAR_START TA_UI_SHOW_AI_AVATAR TA_UI_SHOW_LIFE_TOTALS TA_UI_PULSE_AI_AVATAR_STOP TA_UI_PULSE_LIFE_STOP TA_UI_PULSE_LIFE_START TA_UI_PULSE_TIME_BAR_START TA_UI_SHOW_TIME_BAR TA_UI_SHOW_LIBRARY TA_UI_PULSE_TIME_BAR_STOP TA_UI_PULSE_LIBRARY_STOP TA_UI_PULSE_LIBRARY_START TA_PAUSE_STACK_TIMER TA_DRAW_OPENING_HANDS TA_FINISH_MAIN TA_RESUME_STACK_TIMER TA_AI_INTERRUPT TA_FINISH_DECLARE_ATTACKERS TA_CANCEL_INTERRUPT TA_WAIT_FOR_STACK_EMPTY TA_TAP TA_UI_NORMAL_PLAYER_HIGHLIGHTS TA_BLOCK_MULTI_PART TA_TAP_AND_PLAY TA_DRAW TA_ATTACK_MULTI_PART TA_PLAY_CARD_MULTI_PART TA_UNTAP TA_DISMISS_ZOOMED_LAND TA_PLAY_ZOOMED_LAND TA_WAIT_FOR_CARD_RESOLUTION TA_ENDTURN TA_HIDE_INFOGRAPHIC TA_SHOW_INFOGRAPHIC TA_VOICEOVER TA_HIDE_ALL_INFOGRAPHICS TA_HINT TA_VOICEOVER_UNINTERRUPTIBLE TA_TOGGLE_CAN_ZOOM TA_ZOOM_MESSAGE TA_TOGGLE_CAN_PROCESS_DURING_CRP TA_TOGGLE_CAN_MORE_INFO TA_FORCE_CARD_HINTS TA_ALLOW_FREE_ACTION TA_UNPAUSE_COMBAT TA_PAUSE_COMBAT TA_HIGHLIGHT_LEFT_CARD_POWER TA_WAIT_FOR_CLASH_STATE TA_HIGHLIGHT_RIGHT_CARD_POWER TA_HIGHLIGHT_LEFT_CARD_TOUGHNESS TA_CLEAR_CARD_HIGHLIGHTS TA_HIGHLIGHT_RIGHT_CARD_TOUGHNESS TA_SHOW_AI_AVATAR_ARROW TA_SHOW_PLAYER_AVATAR_ARROW TA_SAVE_CHECKPOINT TA_SHOW_HEALTH_ARROWS TA_SETUP_GAME_OVER_LOSS_MESSAGE TA_SETUP_GAME_OVER_WIN_MESSAGE TA_POINT_TO_LIBRARY TA_POINT_TO_LIFE_TOTALS TA_POINT_TO_CARD_POWER TA_POINT_TO_OPPONENT TA_POINT_TO_CARD_COST TA_POINT_TO_CARD_TOUGHNESS TA_POINT_TO_HAND_CARD TA_POINT_TO_CARD TA_AI_ABILITY TA_DISMISS_CRP TA_TOGGLE_DAFT_TARGETS TA_AI_ABILITY2 TA_SET_RESTRICTION TA_TOGGLE_PAUSE_CARDS_AS_PLAYED TA_TOGGLE_FLASH_CONTINUE TA_CLEAR_RESTRICTION TA_SET_FREE_ACTION_STATE TA_TOGGLE_FLASH_BLOCK DE/TUTORIAL/ FR/TUTORIAL/ IT/TUTORIAL/ ES/TUTORIAL/ KO/TUTORIAL/ JP/TUTORIAL/ PT_BR/TUTORIAL/ RU/TUTORIAL/ EN/TUTORIAL/ ZH_CS/TUTORIAL/ Tutorial: NextAction: Now at action %d of %d Source\\Common\\Game_Structure\\Tutorial.cpp Source\\Common\\Game_Structure\\Tutorial.cpp Tutorial *.xml hide_tutorial_arrows Tutorial Action: %s TUTORIAL: Spell played user TUTORIAL: TriggerBlockersDeclared TUTORIAL: Spell played TUTORIAL: TriggerAbility TUTORIAL: TriggerAttackersDeclared TUTORIAL: TriggerCancelInterrupt TUTORIAL: TriggerInterrupt TUTORIAL: UnZoomCard TUTORIAL: ZoomCard TUTORIAL: MoveCameraToNextPlayer TUTORIAL: LastPlayedCard TUTORIAL: Waiting for stack to clear before doing nothing TUTORIAL: Paging message box. TUTORIAL: Tapped a Land \\Art_Assets\\Infographics\\Tutorial\\arrow_large Source\\Common\\Game_Structure\\Tutorial.cpp TUTORIAL: Showing a message \\Art_Assets\\Frontend\\arrowflame TUTORIAL: Showing Hint Message TUTORIAL: Waiting for step %s TUTORIAL: Current Clash Manager State %d TUTORIAL: Waiting for clash state %d user show_tutorial_player_persona_arrow user show_tutorial_AI_persona_arrow user show_tutorial_HP_arrows user point_to_life_totals user point_to_library user point_to_opponent user point_to_card_power user point_to_card_toughness user point_to_card_cost ERROR: XML2_Load: Couldn't open file '%s' feature Feature not recognized feature feature Feature not recognized Feature not supported bad cast Property not recognized Property not recognized bad cast [dtd] Illegal Namespace prefix Could not acquire expat buffer Could not resolve XML document while parsing Undeclared prefix Can't change EMPTY (#PCDATA (#PCDATA) enumerateXYLs getEntryAt getFileCount loadSelectedFile 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\\Art_Assets\\Models\\badges\\exiled COUNTER_%d_COLOUR_G COUNTER_%d_COLOUR_R COUNTER_%d_COLOUR_A COUNTER_%d_COLOUR_B \\Content\\Art_Assets\\Models\\counters\\default.cnt COUNTER_%d_ROTATION COUNTER_%d_LUMP_FILENAME COUNTER_%d_TYPE_NAME COUNTER_%d_LUMP_FILENAME COUNTER_%d_COLOUR_R \\Art_Assets\\Models\\counters\\default COUNTER_%d_COLOUR_B COUNTER_%d_COLOUR_G COUNTER_%d_ROTATION COUNTER_%d_COLOUR_A COUNTER_%d_TYPE_NAME Source\\Common\\GFX\\GFX_CardManager.cpp Source\\Common\\GFX\\GFX_CardManager.cpp Source\\Common\\GFX\\GFX_CardManager.cpp Source\\Common\\GFX\\GFX_CardManager.cpp Source\\Common\\GFX\\GFX_CardManager.cpp Source\\Common\\GFX\\GFX_CardManager.cpp Source\\Common\\GFX\\GFX_CardManager.cpp Source\\Common\\GFX\\GFX_CardManager.cpp Source\\Common\\GFX\\GFX_CardManager.cpp Source\\Common\\GFX\\GFX_CardManager.cpp Source\\Common\\GFX\\GFX_CardManager.cpp Source\\Common\\GFX\\GFX_CardManager.cpp Source\\Common\\GFX\\GFX_CardManager.cpp Source\\Common\\GFX\\GFX_CardManager.cpp Source\\Common\\GFX\\GFX_CardManager.cpp Source\\Common\\GFX\\GFX_CardManager.cpp Source\\Common\\GFX\\GFX_CardManager.cpp Source\\Common\\GFX\\GFX_CardManager.cpp Source\\Common\\GFX\\GFX_CardManager.cpp Source\\Common\\GFX\\GFX_CardManager.cpp Source\\Common\\GFX\\GFX_CardManager.cpp Source\\Common\\GFX\\GFX_CardManager.cpp Source\\Common\\GFX\\GFX_CardManager.cpp Source\\Common\\GFX\\GFX_CardManager.cpp Source\\Common\\GFX\\GFX_CardManager.cpp Source\\Common\\GFX\\GFX_CardManager.cpp Source\\Common\\GFX\\GFX_CardManager.cpp Source\\Common\\GFX\\GFX_CardManager.cpp Source\\Common\\GFX\\GFX_CardManager.cpp Source\\Common\\GFX\\GFX_CardManager.cpp Source\\Common\\GFX\\GFX_CardManager.cpp Source\\Common\\GFX\\GFX_CardManager.cpp Source\\Common\\GFX\\GFX_CardManager.cpp Source\\Common\\GFX\\GFX_CardManager.cpp Source\\Common\\GFX\\GFX_CardManager.cpp Source\\Common\\GFX\\GFX_CardManager.cpp Source\\Common\\GFX\\GFX_CardManager.cpp Source\\Common\\GFX\\GFX_CardManager.cpp \\Art_Assets\\Textures\\Deck_Boxes\\ TimeTaken in bullshit algorithm: %f MCQ_CREATURES MCQ_PLAYERS GameMode_HasPumpQueryMessageAlreadyBeenSent returned TRUE in ManageQueries \\Content\\Art_Assets\\Models\\TARGET\\TARGET.cnt \\Art_Assets\\Models\\TARGET\\TARGET \\Content\\Art_Assets\\Models\\TARGET\\TARGET.cnt \\Art_Assets\\Models\\TARGET\\TARGET \\Art_Assets\\HUD\\ArrowR \\Art_Assets\\HUD\\ArrowL Source\\Common\\GFX\\GFX_CardSelectManager.cpp Source\\Common\\GFX\\GFX_CardSelectManager.cpp Source\\Common\\GFX\\GFX_CardSelectManager.cpp Source\\Common\\GFX\\GFX_CardSelectManager.cpp Source\\Common\\GFX\\GFX_CardSelectManager.cpp confirm_exit_dialog_3_4p \\Art_Assets\\Frontend\\title_background user \\Art_Assets\\HUD\\ArrowR \\Art_Assets\\HUD\\ArrowL PLAYER_PERSPECTIVE_NOTIFICATION REVEAL_NOTIFICATION \\Art_Assets\\Frontend\\title_background UI_GENERIC_REVEALED \\Art_Assets\\HUD\\ArrowR \\Art_Assets\\HUD\\ArrowL dialogue_boxes.find_card AttemptToZoomInCardRecentlyPlayed AttemptToZoomOutHandCard AttemptToZoomInHandCard AttemptToZoomInBrowserCard dialogue_boxes.find_card dialogue_boxes.find_card AttemptToZoomOutBrowserCard AttemptToZoomToAbility dialogue_boxes.choose_player_menu AttemptToZoomInTableCard AttemptToZoomInHandCardAbility dialogue_boxes.find_card AttemptToZoomOutTableCard Set hand LCP dialogue_boxes.find_card Set hand LCP Dismissed hand LCP Dismissed hand LCP AttemptToGetLastPlayedCard Set hand LCP AttemptToGetLastPlayedCard dialogue_boxes.choose_player_menu AttemptToZoomOutLastPlayedCard X360_A BUT_A X360_B BUT_B X360_X BUT_D X360_Y BUT_C X360_BACK SELECT left down: %d right down: %d GFX_CardSelectManager: CurrentCard = %ls MessageBox consumed mouse click left down: %d right down: %d dimiss_choose_player_menu user \\Art_Assets\\Models\\library\\library \\Art_Assets\\Models\\library\\planechase\\planechase_deck \\Art_Assets\\Models\\library\\highlight container_lump_clone Source\\Common\\GFX\\GFX_ClashManager.cpp \\Art_Assets\\HUD\\ArrowL COMBAT_DAMAGE Source\\Common\\GFX\\GFX_ClashManager.cpp _ptText_T FIRST_STRIKE_COMBAT_NOTIFICATION \\Art_Assets\\Frontend\\title_background \\Art_Assets\\Models\\coin\\Coin Source\\Common\\GFX\\GFX_ContextMenu.cpp Source\\Common\\GFX\\GFX_ContextMenu.cpp Source\\Common\\GFX\\GFX_ContextMenu.cpp \\CONFIGS\\GFX_Config_ContextMenu.xml \\art_assets\\Models\\induel_dropzone\\drop_zone \\CONTENT\\CONFIGS\\ _JA.XML FONT_DEFINITION _RU.XML _KO.XML _ZH_CT.XML _ZH_CS.XML CARD_NAME_RUBY _US.XML CARD_NAME ERROR: XML2_Load: Couldn't open file '%s' feature Feature not recognized feature feature Feature not recognized Feature not supported bad cast Property not recognized Property not recognized bad cast [dtd] Illegal Namespace prefix Could not acquire expat buffer Could not resolve XML document while parsing Undeclared prefix Can't change EMPTY (#PCDATA (#PCDATA) ____ Hand/Browser - m_FZPush_UnZoom ____ Hand/Browser - m_FZPush_Zoom ____ Hand/Browser - CurrentState_IsZoomedState() ____ Hand/Browser - CurrentState_IsHalfZoomState() - HaZPushTimer()->IsActive() ____ Hand/Browser - NONE ____ Hand/Browser - CurrentState_IsHalfZoomState() - m_HaZPushX_UnZoom Source\\Common\\GFX\\GFX_HUDManager.cpp Source\\Common\\GFX\\GFX_HUDManager.cpp Source\\Common\\GFX\\GFX_HUDManager.cpp Source\\Common\\GFX\\GFX_HUDManager.cpp Source\\Common\\GFX\\GFX_HUDManager.cpp Source\\Common\\GFX\\GFX_HUDManager.cpp Source\\Common\\GFX\\GFX_HUDManager.cpp Source\\Common\\GFX\\GFX_HUDManager.cpp Source\\Common\\GFX\\GFX_HUDManager.cpp Source\\Common\\GFX\\GFX_HUDManager.cpp Source\\Common\\GFX\\GFX_HUDManager.cpp Source\\Common\\GFX\\GFX_HUDManager.cpp Source\\Common\\GFX\\GFX_HUDManager.cpp Source\\Common\\GFX\\GFX_HUDManager.cpp HUDManager:: Waiting for images to load on another thread... that's just marvelous HUDManager:: Waiting for images to load on another thread... that's just marvelous HUDManager:: Waiting for images to load on another thread... that's just marvelous HUDManager:: Waiting for images to load on another thread... that's just marvelous SYMBOLS \\CONFIGS\\GFX_Config_HUDManager.xml MORE_INFO_TITLE_ MORE_INFO_BODY_ MORE_INFO_TITLE_ MORE_INFO_BODY_ MORE_INFO_BADGE_TITLE_ Source\\Common\\GFX\\GFX_MessageBox.cpp Source\\Common\\GFX\\GFX_MessageBox.cpp Source\\Common\\GFX\\GFX_MessageBox.cpp Source\\Common\\GFX\\GFX_MessageBox.cpp Source\\Common\\GFX\\GFX_MessageBox.cpp Source\\Common\\GFX\\GFX_MessageBox.cpp Source\\Common\\GFX\\GFX_MessageBox.cpp Source\\Common\\GFX\\GFX_MessageBox.cpp Source\\Common\\GFX\\GFX_MessageBox.cpp Source\\Common\\GFX\\GFX_MessageBox.cpp Source\\Common\\GFX\\GFX_MessageBox.cpp MessageBox_ZoomCard Source\\Common\\GFX\\GFX_MessageBox.cpp CARD_QUERY_CONVOKE_INSTRUCTION_CURRENT_COST MB_BUTTON_ MB_BUTTON_ _IMAGE MB_BUTTON_ _IMAGE_HIGHLIGHT _GENERIC_IMAGE MB_BUTTON_ MB_BUTTON_ MB_BUTTON_ _IMAGE_WIDTH _IMAGE_HEIGHT MB_BUTTON_ _TEXT_BG _TEXT_BG_SELECTED MB_BUTTON_ MB_BUTTON_ _TEXT_BG_PRESSED _XBOX_TEXT_BG MB_BUTTON_ MB_BUTTON_ _TEXT_BG_WIDTH _XBOX_TEXT_BG_WIDTH MB_BUTTON_ MB_BUTTON_ _TEXT_BG_HEIGHT _XBOX_TEXT_BG_HEIGHT MB_BUTTON_ MB_BUTTON_ _TEXT_FONT _TEXT_SYMBOL_FONT MB_BUTTON_ MB_BUTTON_ _TEXT_SCALE _TEXT_SYMBOL_SCALE MB_BUTTON_ MB_BUTTON_ _TEXT_MAX_WIDTH _TEXT_FONT_BLENDMODE MB_BUTTON_ MB_BUTTON_ _TEXT_TAG _HOR_OFFSET MB_FC_BUTTON_ MB_FC_BUTTON_ _VERT_OFFSET _HOR_OFFSET MB_BUTTON_ MB_BUTTON_ _VERT_OFFSET _HOR_OFFSET MB_BUTTON_IMAGE_ MB_BUTTON_IMAGE_ _VERT_OFFSET MB_BUTTON_ Source\\Common\\GFX\\GFX_MessageBox.cpp Source\\Common\\GFX\\GFX_MessageBox.cpp Source\\Common\\GFX\\GFX_MessageBox.cpp Source\\Common\\GFX\\GFX_MessageBox.cpp Source\\Common\\GFX\\GFX_MessageBox.cpp Source\\Common\\GFX\\GFX_MessageBox.cpp ART_ASSETS\\TEXTURES\\xbox_A Source\\Common\\GFX\\GFX_MessageBox.cpp ART_ASSETS\\TEXTURES\\xbox_B ART_ASSETS\\TEXTURES\\xbox_X ART_ASSETS\\TEXTURES\\xbox_Y ART_ASSETS\\TEXTURES\\xbox_lb ART_ASSETS\\TEXTURES\\xbox_A ART_ASSETS\\TEXTURES\\xbox_B ART_ASSETS\\TEXTURES\\xbox_X ART_ASSETS\\TEXTURES\\xbox_Y ART_ASSETS\\TEXTURES\\xbox_lb ART_ASSETS\\TEXTURES\\xbox_rt Source\\Common\\GFX\\GFX_MessageBox.cpp Source\\Common\\GFX\\GFX_MessageBox.cpp Source\\Common\\GFX\\GFX_MessageBox.cpp Source\\Common\\GFX\\GFX_MessageBox.cpp Source\\Common\\GFX\\GFX_MessageBox.cpp Source\\Common\\GFX\\GFX_MessageBox.cpp Source\\Common\\GFX\\GFX_MessageBox.cpp \\CONFIGS\\MBCONFIGS\\GFX_MBCONFIG.XML \\CONFIGS\\MBCONFIGS\\GFX_MBCONFIG_ACTIONINFO.XML \\CONFIGS\\MBCONFIGS\\GFX_MBCONFIG_MULLIGAN.XML \\CONFIGS\\MBCONFIGS\\GFX_MBCONFIG_ERROR.XML \\CONFIGS\\MBCONFIGS\\GFX_MBCONFIG_DAMAGEASSIGN.XML \\CONFIGS\\MBCONFIGS\\GFX_MBCONFIG_HINT.XML \\CONFIGS\\MBCONFIGS\\GFX_MBCONFIG_INFO.XML \\CONFIGS\\MBCONFIGS\\GFX_MBCONFIG_TUTORIAL_1.XML \\CONFIGS\\MBCONFIGS\\GFX_MBCONFIG_STRONGHINT.XML \\CONFIGS\\MBCONFIGS\\GFX_MBCONFIG_TUTORIAL_3.XML \\CONFIGS\\MBCONFIGS\\GFX_MBCONFIG_TUTORIAL_2.XML \\CONFIGS\\MBCONFIGS\\GFX_MBCONFIG_TUTORIAL_5.XML \\CONFIGS\\MBCONFIGS\\GFX_MBCONFIG_TUTORIAL_4.XML \\CONFIGS\\MBCONFIGS\\GFX_MBCONFIG_MC_COLOUR.XML \\CONFIGS\\MBCONFIGS\\GFX_MBCONFIG_TUTORIAL_HINT.XML \\CONFIGS\\MBCONFIGS\\GFX_MBCONFIG_MC_CREATUREORPLAYER.XML \\CONFIGS\\MBCONFIGS\\GFX_MBCONFIG_MC_PLAYER.XML \\CONFIGS\\MBCONFIGS\\GFX_MBCONFIG_MC_XMANA.XML \\CONFIGS\\MBCONFIGS\\GFX_MBCONFIG_MC_MANA.XML \\CONFIGS\\MBCONFIGS\\GFX_MBCONFIG_MC_KICKER.XML \\CONFIGS\\MBCONFIGS\\GFX_MBCONFIG_MC_TEXT.XML \\CONFIGS\\MBCONFIGS\\GFX_MBCONFIG_CHALLENGEINTRO.XML \\CONFIGS\\MBCONFIGS\\GFX_MBCONFIG_MC_MULTIKICKER.XML \\CONFIGS\\MBCONFIGS\\GFX_MBCONFIG_MC_XMANA.XML \\CONFIGS\\MBCONFIGS\\GFX_MBCONFIG_QUERYINSTRUCTION.XML \\CONFIGS\\MBCONFIGS\\GFX_MBCONFIG_TW_INSTRUCTION.XML \\CONFIGS\\MBCONFIGS\\GFX_MBCONFIG_MC_MULTIPLAYER_LAST_AI_TAKEOVER.XML \\CONFIGS\\MBCONFIGS\\GFX_MBCONFIG_MANAINSTRUCTION.XML \\CONFIGS\\MBCONFIGS\\GFX_MBCONFIG_MC_CHOICE.XML Art_Assets\\Hud\\resize_box00 \\CONFIGS\\MBCONFIGS\\GFX_MBCONFIG_CONVOKE.XML Art_Assets\\Hud\\ArrowR Art_Assets\\Hud\\ArrowL Art_Assets\\Hud\\scroll_back Art_Assets\\Hud\\scroll_pip Art_Assets\\Hud\\timer_turn_mask Art_Assets\\Hud\\scroll_bar Art_Assets\\Hud\\timer_turn_bg Art_Assets\\Hud\\timer_turn Art_Assets\\Frontend\\control_hud Art_Assets\\Frontend\\control_label Art_Assets\\Hud\\chooser Art_Assets\\Frontend\\campaign\\node_H Art_Assets\\Textures\\choose_U Art_Assets\\Textures\\choose_W Art_Assets\\Textures\\choose_R Art_Assets\\Textures\\choose_B Art_Assets\\Textures\\xbox_x Art_Assets\\Textures\\choose_G Art_Assets\\Textures\\xbox_b Art_Assets\\Textures\\xbox_a Art_Assets\\Hud\\orb_glow Art_Assets\\Textures\\xbox_y Source\\Common\\GFX\\GFX_MessageManager.cpp MULLIGAN_TITLE_TEXT_YOU MULLIGAN_TITLE_TEXT_OTHER MULLIGAN_TITLE_TEXT_OTHER_PLURAL MULLIGAN_BODY_TEXT_ONE CARD_QUERY_CHOOSE_WHICH_PLAYERS_EXILE_ZONE CARD_QUERY_CHOOSE_WHICH_PLAYERS_GRAVEYARD DISCARDSTEP_SINGULAR CARD_QUERY_CONVOKE_INSTRUCTION_BODY CARD_QUERY_CONVOKE_INSTRUCTION_BBODY ERROR_TITLE_TEXT_ ERROR_BODY_TEXT_ COMBAT_ERROR_TITLE_TEXT_ COMBAT_ERROR_BODY_TEXT_ MORE_INFO_TITLE_ MORE_INFO_BODY_ MORE_INFO_TITLE_ MORE_INFO_BODY_ MORE_INFO_BADGE_TITLE_ MORE_INFO_BADGE_BODY_ About to display hint... UI_GAME_OVER_2P_WIN_BODY UI_GAME_OVER_2HG_WIN_BODY UI_GAME_OVER_SINGLE_WIN_BODY UI_GAME_OVER_SINGLE_WIN_BODY UI_GAME_OVER_2HG_LOSS_BODY UI_GAME_OVER_2HG_WIN_BODY UI_GAME_OVER_2P_LOSS_BODY UI_GAME_OVER_2P_WIN_BODY Source\\Common\\GFX\\GFX_MessageSystem.cpp multi_3p4p_knocked_out Source\\Common\\GFX\\GFX_Mouse.cpp Source\\Common\\GFX\\GFX_Mouse.cpp \\art_assets\\frontend\\cursor_pressed \\art_assets\\frontend\\cursor_normal hud element: %d badge entity hand card die entity table entity _badge_ nothing _legend_ _guard_ card _regen_ library \\Content\\Art_Assets\\Textures\\card\\Images\\pending.tdx Source\\Common\\GFX\\GFX_Objects.cpp Source\\Common\\GFX\\GFX_Objects.cpp sCardLoadCount: %d, sCardLoadCallBackCount: %d sCardFaceLoadCount: %d, sCardFaceLoadCallBackCount: %d sCardFrameLoadCount: %d, sCardFrameLoadCallBackCount: %d sCardEnchantmentFrameLoadCount: %d, sCardEnchantmentFrameLoadCallBackCount: %d _badge _nameText _typeText _printing _printing _printing {%d} Double digit conversion failure. You need more mana symbols! _cost _cost KEYWORD_SEPARATOR _cost%d CARD_RULE_ITALICS SYMBOLS _rule1Text_%d _rule1Text_Author SYMBOLS _rule0Text_%d SYMBOLS CARD_RULE_ITALICS _credit CARD_RULE_ITALICS _credit _artistText _PT0 SYMBOLS _ptText_P _ptText_T _ptText_SEP combined_text combined_rule_text combined_text_merged combined_rule_text_merged hint_arrow hint_arrow card_glow alternate_glow card_frame card_frame card_frame bump stencil hologram hologram bump card_edge _PT0 hologram glow frame hint_arrow _printing hint_arrow_tapped _PT0 _credit _chaos _chaos hologram bump glow stencil hint_arrow ScaleAmount hint_arrow_tapped Source\\Common\\GFX\\GFX_Objects.cpp ScaleAmount \\Content Source\\Common\\GFX\\GFX_Objects.cpp \\Content .tdx \\Art_Assets\\Animated_Illustrations\\ .tdx \\Art_Assets\\Animated_Illustrations\\ \\Art_Assets\\Animated_Illustrations\\ Source\\Common\\GFX\\GFX_Objects.cpp \\Art_Assets\\Animated_Illustrations\\ Source\\Common\\GFX\\GFX_Objects.cpp \\Content\\Art_Assets\\Textures\\CARD\\FRAMES\\Z.tdx .tdx \\Content\\Art_Assets\\Textures\\CARD\\FRAMES\\ \\CARD\\FRAMES\\Z \\CARD\\FRAMES\\ \\Content\\Art_Assets\\Textures\\CARD\\FRAMES\\ Source\\Common\\GFX\\GFX_Objects.cpp \\Content\\Art_Assets\\Textures\\CARD\\FRAMES\\ARTIFACT_NYX \\Content\\Art_Assets\\Textures\\CARD\\FRAMES\\ARTIFACT_NYX_TOKEN .tdx _NYX .tdx \\Content\\Art_Assets\\Textures\\CARD\\FRAMES\\NYX_ALPHA \\CARD\\FRAMES\\ARTIFACT_NYX_TOKEN \\CARD\\FRAMES\\ _NYX \\CARD\\FRAMES\\ARTIFACT_NYX Source\\Common\\GFX\\GFX_Objects.cpp \\CARD\\FRAMES\\NYX_ALPHA Source\\Common\\GFX\\GFX_Objects.cpp Source\\Common\\GFX\\GFX_Objects.cpp SYMBOLS _ptText_P _ptText_T _ptText_T _cost%d _cost%d _legend_%d _regen_%d _copy_%d _token_copy_%d _exiled_%d _guard_%d _badge_%d _regen_%d _guard_%d _token_copy_%d _legend_%d _exiled_%d _copy_%d _badge_%d _counter_Text _counter_Text counter_base_%d _counter_Text counter_%d counter_%d counter_base_%d _guard_Text EyeOffset EyeOffset EYE_OFFSET\t\t\t(%f, %f, %f) ShinyNormal EyeOffset NORMAL DISTANCE\t\t(%f, %f, %f) EYE_OFFSET\t\t\t(%f, %f, %f) ShinyNormal NORMAL DISTANCE\t\t(%f, %f, %f) _regen_Text _regen_Text _regen_Text _regen_Text _regen_Text MORE_INFO_BADGE_TITLE_ MORE_INFO_BADGE_BODY_ FLOATING_NUMBERS _FloatingNumberText _FloatingNumberText FLOATING_NUMBERS _FloatingNumberText _FloatingNumberText _FloatingNumberText _FloatingNumberText Source\\Common\\GFX\\GFX_ObjectTooltip.cpp GFX_CONFIG_OBJECTTOOLTIP \\CONTENT\\CONFIGS\\ _US.XML _RU.XML CARD_RULE_ITALICS \\Art_Assets\\Models\\die\\die_spin \\Art_Assets\\Models\\die\\die \\Art_Assets\\Models\\die\\die_select \\Art_Assets\\Models\\die\\die_glow \\Art_Assets\\Models\\die\\die_select2 _ManaCost SYMBOLS SYMBOLS _ManaCost \\Art_Assets\\Models\\reticule\\reticule player1 Recticule Missing \\Art_Assets\\Models\\reticule\\reticule player2 \\Art_Assets\\Models\\reticule\\reticule_scheme Reticule Missing player1 Large reticule missing Unhandled DDS player2 DropHandFocus DropLCPFocus DropBrowserFocus DropTableZoomFocus -- CB: Awkward rotation fix. Prepare for janky transitions. P1_permanent playfield P4_permanent P3_permanent P3_graveyard P1_graveyard P1_library P4_graveyard P4_library P3_library P3_land P1_land P1_planechase P4_land P2_fizzle P1_fizzle P4_fizzle P3_fizzle FLOATING_NUMBERS _FloatingNumberText FLOATING_NUMBERS _FloatingNumberText \\Art_Assets\\HUD\\undo_start \\Art_Assets\\textures\\cursor \\Art_Assets\\HUD\\undo_action \\Art_Assets\\HUD\\undo_turn \\Art_Assets\\HUD\\undo_cancel \\Art_Assets\\HUD\\undo_back \\Art_Assets\\HUD\\undo_end \\Art_Assets\\HUD\\undo_snip \\Art_Assets\\HUD\\undo_startG \\Art_Assets\\HUD\\undo_previous \\Art_Assets\\HUD\\undo_actionG \\Art_Assets\\HUD\\undo_turnG \\Art_Assets\\HUD\\undo_cancelG \\Art_Assets\\HUD\\undo_backG \\Art_Assets\\HUD\\undo_endG \\Art_Assets\\HUD\\undo_snipG \\Art_Assets\\HUD\\undo_previousG Refresh GetMode ResetRefresh CurrentZoneEmpty CurrentZoneSelection CurrentPlayerSelection_Name CurrentPlayerSelection_Index GetActiveGraveyard AvatarAtPlayerIndex ToggleGraveyard IsPlayersGraveyardEmpty NextPlayerSelection PreviousPlayerSelection NextZoneSelection PreviousZoneSelection CloseZoneBrowser IsOtherZoneEmpty Art_Assets\\Hud\\empty_slot_2 \\Art_Assets\\Textures\\Deck_Boxes\\ release_zone_browser ZoneBrowser zone_browser_boot user NO_AREA AREA_BROWSER AREA_PERMANENT_OTHER AREA_LIBRARY AREA_HAND AREA_PERMANENT AREA_LAND AREA_GRAVEYARD AREA_COMBAT AREA_TABLE AREA_STACK AREA_CEASED_TO_EXIST AREA_FIZZLE AREA_CLASH AREA_REMOVED_FROM_GAME AREA_HAND_LCP AREA_CRP AREA_PLANE_DECK AREA_LCP STATE_LIMBO AREA_PLANE_ACTIVE STATE_HAND_HIGHLIGHT STATE_HAND_NORMAL STATE_HAND_ZOOM STATE_HAND_HIGHLIGHTED STATE_HAND_ZOOMED STATE_HAND_UNZOOM STATE_HAND_HALF_ZOOMED STATE_HAND_HALF_ZOOM STATE_BROWSER_HIGHLIGHT STATE_BROWSER_NORMAL STATE_BROWSER_ZOOM STATE_BROWSER_HIGHLIGHTED STATE_BROWSER_ZOOMED STATE_BROWSER_UNZOOM STATE_BROWSER_HALF_ZOOMED STATE_BROWSER_HALF_ZOOM STATE_TABLE_HIGHLIGHT STATE_TABLE_NORMAL STATE_TABLE_HIGHLIGHTED STATE_TABLE_DEHIGHLIGHT STATE_TABLE_UNZOOM STATE_TABLE_ZOOM STATE_LIBRARY_NORMAL STATE_TABLE_ZOOMED ZA_NONE STATE_GRAVEYARD_NORMAL ZA_ZOOM_OUT ZA_ZOOM_IN ZR_FAILED ZR_SUCCESS ZR_FAILED_MONKEYING ZR_FAILED_NO_CARD ZR_FAILED_WRONG_CARD_STATE ZR_FAILED_WRONG_STATE ZR_FAILED_DRAGGING_CARD ZR_FAILED_CAMERA_TRANSITIONING ZR_FAILED_TUTORIAL_DENIED ZR_FAILED_TEAMMATE_ZOOMED ZR_FAILED_WRONG_PLAYER ZR_FAILED_TOO_SOON Zoom_Output.txt \n-- HAND:\t\t%s \n\nSTAGE 0. Starting states \n-- TABLE:\t\t%s \n-- BROWSER:\t\t%s \n-- ZOOM ACTION REQUESTED:\t\t\t\t%s \n\nSTAGE 1. Identify \n-- ZOOM ACTION REQUESTED VIA CONTROL:\t%s INVALID \n-- ZOOM ACTION REQUESTED FOR ENTITY:\t%ls \n-- ZOOM ACTION REQUESTED VIA PLAYER:\t%ls \nSTAGE 1. Result \n-- ZOOM ACTION REQUESTED FOR OBJECT:\t%ls \n-- HANDLING AREA:\t\t%s \n-- HANDLING FUNCTION:\t%s \n\nSTAGE 2. Intermediate states \n-- RESULT:\t\t\t\t%s \n-- BROWSER:\t\t%s \n-- HAND:\t\t%s \n\nSTAGE 3. Result \n-- TABLE:\t\t%s \n-- HANDLING AREA:\t\t%s \n-- HANDLING FUNCTION:\t%s \nSTAGE 3. Final states \n-- RESULT:\t\t\t\t%s \n-- BROWSER:\t\t%s \n-- HAND:\t\t%s \n-- TABLE:\t\t%s AButtonDead AButton XButtonDead XButton YButtonDead YButton BButtonDead BButton YBUTTON_TEXT XBUTTON_TEXT BBUTTON_TEXT ABUTTON_TEXT setA PC_Back setX setY setATag setB setXTag setYTag HideControllDiamond setBTag StoreYButtonState SetupInputInterface IsControllerAnX360Pad ReStoreYButtonState enterStink enterGame \\Configs\\PlayerAssets\\Personas\\ \\Configs\\PlayerAssets\\Personas\\Locked\\ \\Configs\\PlayerAssets\\Personas\\Blur\\ \\Configs\\PlayerAssets\\Titles\\ \\Configs\\PlayerAssets\\Personas\\Locked_Blur\\ \\Configs\\PlayerAssets\\Titles\\Locked\\ \\Configs\\PlayerAssets\\Titles\\Blur\\ \\Configs\\PlayerAssets\\Achievements\\ \\Configs\\PlayerAssets\\Titles\\Locked_Blur\\ \\Configs\\PlayerAssets\\Achievements\\Locked\\ \\Configs\\PlayerAssets\\Achievements\\Blur\\ *.xml \\Configs\\PlayerAssets\\Achievements\\Locked_Blur\\ Source\\Common\\HUD\\PlayerAssetManager.cpp Source\\Common\\HUD\\PlayerAssetManager.cpp ReadXmlData File: %s Source\\Common\\HUD\\PlayerAssetManager.cpp PAT_UNKNOWN asset_manager PAT_PERSONAS PAT_PERSONAS_LOCKED PAT_PERSONAS_BLUR PAT_TITLES PAT_PERSONAS_LOCKED_BLUR PAT_TITLES_LOCKED PAT_TITLES_BLUR PAT_ACHIEVEMENTS PAT_TITLES_LOCKED_BLUR PAT_ACHIEVEMENTS_LOCKED PAT_ACHIEVEMENTS_BLUR player_asset_type PAT_ACHIEVEMENTS_LOCKED_BLUR AssetManagerAssetStoreIterator GC'd! __call __call __index load_image_data __len AssetManagerAssetStore GC'd! clear_image_data __pairs Bad avatar ID request in AssetManagerAssetStore asset_store invalid index passed to AssetManagerAssetStore get_persona_desc_by_id get_persona_name_by_id get_title_desc_by_id get_title_name_by_id get_achievement_desc_by_id get_achievement_name_by_id get_next_title_id get_next_persona_id check_persona_id get_next_achievement_id check_achievement_id check_title_id Asset info loaded dump print print ERROR: XML2_Load: Couldn't open file '%s' feature Feature not recognized feature feature Feature not recognized Feature not supported bad cast Property not recognized Property not recognized bad cast [dtd] Illegal Namespace prefix Could not acquire expat buffer Could not resolve XML document while parsing Undeclared prefix Can't change EMPTY (#PCDATA (#PCDATA) *.XML TEXT_DUELTIME\\ DataSets CARDS\\ CARDS\\ TEXT_DUELTIME\\ TEXT_DUELTIME\\ .xml Feature not recognized ERROR: XML2_Load: Couldn't open file '%s' feature feature Feature not supported feature Property not recognized Feature not recognized bad cast bad cast Illegal Namespace prefix Property not recognized Could not resolve XML document [dtd] Undeclared prefix Could not acquire expat buffer while parsing EMPTY Can't change (#PCDATA) (#PCDATA %s%s %s\\%s %s\\%s CONTROL_QUIT CONTROL_START_BUTTON CONTROL_QUIT CONTROL_FRONTEND_UP CONTROL_START_BUTTON CONTROL_FRONTEND_DOWN CONTROL_FRONTEND_UP CONTROL_FRONTEND_LEFT CONTROL_FRONTEND_DOWN CONTROL_FRONTEND_RIGHT CONTROL_FRONTEND_LEFT CONTROL_FRONTEND_SELECT CONTROL_FRONTEND_RIGHT CONTROL_FRONTEND_BACK CONTROL_FRONTEND_SELECT CONTROL_FRONTEND_ESCAPEREMAP CONTROL_FRONTEND_BACK CONTROL_FRONTEND_LBUTTON CONTROL_FRONTEND_ESCAPEREMAP CONTROL_FRONTEND_RBUTTON CONTROL_FRONTEND_LBUTTON CONTROL_FRONTEND_LTBUTTON CONTROL_FRONTEND_RBUTTON CONTROL_FRONTEND_RTBUTTON CONTROL_FRONTEND_LTBUTTON CONTROL_FRONTEND_ABUTTON CONTROL_FRONTEND_RTBUTTON CONTROL_FRONTEND_BBUTTON CONTROL_FRONTEND_ABUTTON CONTROL_FRONTEND_CBUTTON CONTROL_FRONTEND_BBUTTON CONTROL_FRONTEND_DBUTTON CONTROL_FRONTEND_CBUTTON CONTROL_FRONTEND_LOOK_LEFT CONTROL_FRONTEND_DBUTTON CONTROL_FRONTEND_LOOK_RIGHT CONTROL_FRONTEND_LOOK_LEFT CONTROL_FRONTEND_LOOK_UP CONTROL_FRONTEND_LOOK_RIGHT CONTROL_FRONTEND_LOOK_DOWN CONTROL_FRONTEND_LOOK_UP CONTROL_FRONTEND_SCROLL_UP CONTROL_FRONTEND_LOOK_DOWN CONTROL_FRONTEND_SCROLL_DOWN CONTROL_FRONTEND_SCROLL_UP CONTROL_FRONTEND_MWHEEL_UP CONTROL_FRONTEND_SCROLL_DOWN CONTROL_FRONTEND_MWHEEL_DOWN CONTROL_FRONTEND_MWHEEL_UP CONTROL_FRONTEND_MOUSE_MIDDLE CONTROL_FRONTEND_MWHEEL_DOWN CONTROL_FRONTEND_INFO_OVERLAY CONTROL_FRONTEND_MOUSE_MIDDLE CONTROL_FRONTEND_DECK_BUILDER_CLOSE CONTROL_FRONTEND_INFO_OVERLAY CONTROL_FRONTEND_PHUD CONTROL_FRONTEND_DECK_BUILDER_CLOSE CONTROL_FRONTEND_W_KEY CONTROL_FRONTEND_PHUD CONTROL_FRONTEND_A_KEY CONTROL_FRONTEND_W_KEY CONTROL_FRONTEND_S_KEY CONTROL_FRONTEND_A_KEY CONTROL_FRONTEND_D_KEY CONTROL_FRONTEND_S_KEY CONTROL_FRONTEND_LSTICK_CLICK CONTROL_FRONTEND_D_KEY CONTROL_FRONTEND_RSTICK_CLICK CONTROL_FRONTEND_LSTICK_CLICK CONTROL_FRONTEND_SELECT_BUTTON CONTROL_FRONTEND_RSTICK_CLICK CONTROL_FRONTEND_DECKMANAGER_SHORTCUT CONTROL_FRONTEND_SELECT_BUTTON CONTROL_FRONTEND_PAGE_UP CONTROL_FRONTEND_DECKMANAGER_SHORTCUT CONTROL_FRONTEND_PAGE_DOWN CONTROL_FRONTEND_PAGE_UP CONTROL_FRONTEND_LOOK_SELECT CONTROL_FRONTEND_PAGE_DOWN CONTROL_FRONTEND_TAB CONTROL_FRONTEND_LOOK_SELECT CONTROL_FRONTEND_MOUSE_LEFT_CLICK CONTROL_FRONTEND_TAB CONTROL_FRONTEND_MOUSE_RIGHT_CLICK CONTROL_FRONTEND_MOUSE_LEFT_CLICK CONTROL_GAME_A CONTROL_FRONTEND_MOUSE_RIGHT_CLICK CONTROL_GAME_B CONTROL_GAME_A CONTROL_GAME_X CONTROL_GAME_B CONTROL_GAME_Y CONTROL_GAME_X CONTROL_GAME_RT CONTROL_GAME_Y CONTROL_GAME_RB CONTROL_GAME_RT CONTROL_GAME_LT CONTROL_GAME_RB CONTROL_GAME_LB CONTROL_GAME_LT CONTROL_GAME_UP CONTROL_GAME_LB CONTROL_GAME_DOWN CONTROL_GAME_UP CONTROL_GAME_LEFT CONTROL_GAME_DOWN CONTROL_GAME_RIGHT CONTROL_GAME_LEFT CONTROL_GAME_KBD_UP CONTROL_GAME_RIGHT CONTROL_GAME_KBD_DOWN CONTROL_GAME_KBD_UP CONTROL_GAME_KBD_LEFT CONTROL_GAME_KBD_DOWN CONTROL_GAME_KBD_RIGHT CONTROL_GAME_KBD_LEFT CONTROL_GAME_DPAD_UP CONTROL_GAME_KBD_RIGHT CONTROL_GAME_DPAD_DOWN CONTROL_GAME_DPAD_UP CONTROL_GAME_DPAD_LEFT CONTROL_GAME_DPAD_DOWN CONTROL_GAME_DPAD_RIGHT CONTROL_GAME_DPAD_LEFT CONTROL_GAME_Q CONTROL_GAME_DPAD_RIGHT CONTROL_GAME_W CONTROL_GAME_Q CONTROL_GAME_E CONTROL_GAME_W CONTROL_GAME_R CONTROL_GAME_E CONTROL_GAME_T CONTROL_GAME_R CONTROL_GAME_P CONTROL_GAME_T CONTROL_GAME_O CONTROL_GAME_P CONTROL_GAME_L CONTROL_GAME_O CONTROL_GAME_ALT CONTROL_GAME_L CONTROL_GAME_SHIFT CONTROL_GAME_ALT CONTROL_GAME_TAB CONTROL_GAME_SHIFT CONTROL_GAME_START CONTROL_GAME_TAB CONTROL_GAME_MOUSE_LEFT_CLICK_UP CONTROL_GAME_START CONTROL_GAME_MOUSE_LEFT_CLICK_DOWN CONTROL_GAME_MOUSE_LEFT_CLICK_UP CONTROL_GAME_MOUSE_LEFT_DOUBLE_CLICK CONTROL_GAME_MOUSE_LEFT_CLICK_DOWN CONTROL_GAME_MOUSE_RIGHT_CLICK_UP CONTROL_GAME_MOUSE_LEFT_DOUBLE_CLICK CONTROL_GAME_MOUSE_RIGHT_CLICK_DOWN CONTROL_GAME_MOUSE_RIGHT_CLICK_UP CONTROL_GAME_MOUSE_RIGHT_DOUBLE_CLICK CONTROL_GAME_MOUSE_RIGHT_CLICK_DOWN CONTROL_GAME_MOUSE_SCROLL_UP CONTROL_GAME_MOUSE_RIGHT_DOUBLE_CLICK CONTROL_GAME_MOUSE_SCROLL_DOWN CONTROL_GAME_MOUSE_SCROLL_UP CONTROL_GAME_MOUSE_MIDDLE_CLICK_UP CONTROL_GAME_MOUSE_SCROLL_DOWN CONTROL_GAME_MOUSE_MIDDLE_CLICK_DOWN CONTROL_GAME_MOUSE_MIDDLE_CLICK_UP CONTROL_MOVE_CAMERA_NEXT_PLAYER CONTROL_GAME_MOUSE_MIDDLE_CLICK_DOWN CONTROL_MOVE_CAMERA_PREVIOUS_PLAYER CONTROL_MOVE_CAMERA_NEXT_PLAYER CONTROL_GAME_LAST_PLAYED_CARD CONTROL_MOVE_CAMERA_PREVIOUS_PLAYER CONTROL_GAME_ROLL_DICE CONTROL_GAME_LAST_PLAYED_CARD CONTROL_GAME_ZONE_BROWSER CONTROL_GAME_ROLL_DICE CONTROL_FLOW_RESET_RETICULE CONTROL_GAME_ZONE_BROWSER CONTROL_CANCEL_REBINDING CONTROL_FLOW_RESET_RETICULE CONTROL_CHAT CONTROL_CANCEL_REBINDING CONTROL_TEAM_CHAT CONTROL_CHAT CONTROL_LAUNCH_ZEBRA CONTROL_TEAM_CHAT CONTROL_LAUNCH_LOADSAVEDIALOG CONTROL_LAUNCH_ZEBRA CONTROL_TOGGLE_MOUSE_CAM CONTROL_LAUNCH_LOADSAVEDIALOG CONTROL_MOUSE_LEFT CONTROL_TOGGLE_MOUSE_CAM CONTROL_TOGGLE_UNDO_MENU CONTROL_MOUSE_LEFT CONTROL_UNDO_TO_FREEVIEW CONTROL_TOGGLE_UNDO_MENU CONTROL_UNDO_CYCLE_LEFT CONTROL_UNDO_TO_FREEVIEW CONTROL_UNDO_CYCLE_RIGHT CONTROL_UNDO_CYCLE_LEFT CONTROL_UNDO_SELECT CONTROL_UNDO_CYCLE_RIGHT CONTROL_UNDO_ANALOGUE_RSTICK CONTROL_UNDO_SELECT CONTROL_UNDO_START CONTROL_UNDO_ANALOGUE_RSTICK CONTROL_UNDO_PREVIOUS_TURN CONTROL_UNDO_START CONTROL_UNDO_PREVIOUS_ACTION CONTROL_UNDO_PREVIOUS_TURN CONTROL_UNDO_RESET CONTROL_UNDO_PREVIOUS_ACTION CONTROL_UNDO_SNIP CONTROL_UNDO_RESET CONTROL_UNDO_NEXT_ACTION CONTROL_UNDO_SNIP CONTROL_UNDO_NEXT_TURN CONTROL_UNDO_NEXT_ACTION CONTROL_UNDO_END CONTROL_UNDO_NEXT_TURN CONTROL_UNDO_MENU_LEFT CONTROL_UNDO_END CONTROL_UNDO_MENU_RIGHT CONTROL_UNDO_MENU_LEFT CONTROL_HINT_ACTIVATE CONTROL_UNDO_MENU_RIGHT CONTROL_MB_TOGGLE_MOVEMENT_METHOD CONTROL_HINT_ACTIVATE CONTROL_MB_UP CONTROL_MB_TOGGLE_MOVEMENT_METHOD CONTROL_MB_DOWN CONTROL_MB_UP CONTROL_MB_LEFT CONTROL_MB_DOWN CONTROL_MB_RIGHT CONTROL_MB_LEFT CONTROL_MB_CONFIRM CONTROL_MB_RIGHT CONTROL_MB_CANCEL CONTROL_MB_CONFIRM CONTROL_MB_BACK CONTROL_MB_CANCEL CONTROL_MB_HIDE_INFO CONTROL_MB_BACK CONTROL_MB_MULLIGAN CONTROL_MB_HIDE_INFO CONTROL_MB_FINISH_SELECTION CONTROL_MB_MULLIGAN CONTROL_MB_MWHEEL_UP CONTROL_MB_FINISH_SELECTION CONTROL_MB_MWHEEL_DOWN CONTROL_MB_MWHEEL_UP CONTROL_SEND_TEXT_CHAT CONTROL_MB_MWHEEL_DOWN CONTROL_BACKSPACE_TEXT_CHAT CONTROL_SEND_TEXT_CHAT CONTROL_TEXT_CHAT_RELEASE_FOCUS CONTROL_BACKSPACE_TEXT_CHAT CONTROL_GAME_CHAT_Y CONTROL_TEXT_CHAT_RELEASE_FOCUS CONTROL_TEXT_CHAT_UP CONTROL_GAME_CHAT_Y CONTROL_TEXT_CHAT_DOWN CONTROL_TEXT_CHAT_UP CONTROL_TEXT_CHAT_LEFT CONTROL_TEXT_CHAT_DOWN CONTROL_TEXT_CHAT_RIGHT CONTROL_TEXT_CHAT_LEFT CONTROL_TOGGLE_MOUSE_CAM CONTROL_TEXT_CHAT_RIGHT CONTROL_QUICK_LOAD CONTROL_TOGGLE_MOUSE_CAM CONTROL_QUICK_SAVE CONTROL_QUICK_LOAD CONTROL_TOGGLE_CHEATS CONTROL_QUICK_SAVE CONTROL_TOGGLE_AI_DIAGNOSTIC_MODE CONTROL_TOGGLE_CHEATS CONTROL_CHEAT_DRAW CONTROL_TOGGLE_AI_DIAGNOSTIC_MODE CONTROL_CHEAT_UNTAP CONTROL_CHEAT_DRAW CONTROL_TOGGLE_AI_TIMEOUT CONTROL_CHEAT_UNTAP CONTROL_TOGGLE_AI_STEP_MODE CONTROL_TOGGLE_AI_TIMEOUT CONTROL_FLOW_PLAY CONTROL_TOGGLE_AI_STEP_MODE CONTROL_FLOW_ZOOM_IN CONTROL_FLOW_PLAY CONTROL_FLOW_ZOOM_OUT CONTROL_FLOW_ZOOM_IN CONTROL_FLOW_MORE_INFO CONTROL_FLOW_ZOOM_OUT CONTROL_FLOW_MORE_INFO_PAGE_UP CONTROL_FLOW_MORE_INFO CONTROL_FLOW_MORE_INFO_PAGE_DOWN CONTROL_FLOW_MORE_INFO_PAGE_UP CONTROL_FLOW_FIND_CARD CONTROL_FLOW_MORE_INFO_PAGE_DOWN CONTROL_FLOW_FINISH_MAIN CONTROL_FLOW_FIND_CARD CONTROL_FLOW_INTERRUPT CONTROL_FLOW_FINISH_MAIN CONTROL_FLOW_CANCEL_INTERRUPT CONTROL_FLOW_INTERRUPT CONTROL_FLOW_DECLARE_ATTACKER CONTROL_FLOW_CANCEL_INTERRUPT CONTROL_FLOW_DECLARE_BLOCKER CONTROL_FLOW_DECLARE_ATTACKER CONTROL_FLOW_CANCEL_BLOCK CONTROL_FLOW_DECLARE_BLOCKER CONTROL_FLOW_WITHDRAW_ATTACKER CONTROL_FLOW_CANCEL_BLOCK CONTROL_FLOW_WITHDRAW_BLOCKER CONTROL_FLOW_WITHDRAW_ATTACKER CONTROL_FLOW_FINISHED_DECLARING CONTROL_FLOW_WITHDRAW_BLOCKER CONTROL_FLOW_SELECT_QUERY_RESULT CONTROL_FLOW_FINISHED_DECLARING CONTROL_FLOW_ASSIGN_DAMAGE CONTROL_FLOW_SELECT_QUERY_RESULT CONTROL_FLOW_UNASSIGN_DAMAGE CONTROL_FLOW_ASSIGN_DAMAGE CONTROL_FLOW_SKIP_SPECIAL_FX CONTROL_FLOW_UNASSIGN_DAMAGE CONTROL_FLOW_ZOOM_OUT_B CONTROL_FLOW_SKIP_SPECIAL_FX CONTROL_FLOW_REMOVE_SELECTION CONTROL_FLOW_ZOOM_OUT_B CONTROL_FLOW_FINISH_SELECTION CONTROL_FLOW_REMOVE_SELECTION CONTROL_FLOW_CANCEL_QUERY CONTROL_FLOW_FINISH_SELECTION CONTROL_FLOW_CLOSE_BROWSER CONTROL_FLOW_CANCEL_QUERY CONTROL_FLOW_PLAY_ABILITY CONTROL_FLOW_CLOSE_BROWSER CONTROL_FLOW_WITHDRAW_ATTACKER_A CONTROL_FLOW_PLAY_ABILITY CONTROL_FLOW_WITHDRAW_BLOCKER_A CONTROL_FLOW_WITHDRAW_ATTACKER_A CONTROL_FLOW_START_DAMAGE_ASSIGNMENT CONTROL_FLOW_WITHDRAW_BLOCKER_A CONTROL_FLOW_BROWSE_CARDS CONTROL_FLOW_START_DAMAGE_ASSIGNMENT CONTROL_FLOW_ZOOM_TO_ABILITY CONTROL_FLOW_BROWSE_CARDS CONTROL_FLOW_END_DAMAGE_ASSIGNMENT CONTROL_FLOW_ZOOM_TO_ABILITY CONTROL_FLOW_CHOOSE_ATTACKER CONTROL_FLOW_END_DAMAGE_ASSIGNMENT CONTROL_FLOW_CHOOSE_BLOCKER CONTROL_FLOW_CHOOSE_ATTACKER CONTROL_HAND_ROTATE_LEFT CONTROL_FLOW_CHOOSE_BLOCKER CONTROL_HAND_ROTATE_RIGHT CONTROL_HAND_ROTATE_LEFT CONTROL_EDITOR_NEXT_STEP CONTROL_HAND_ROTATE_RIGHT CONTROL_FLOW_MULLIGAN CONTROL_EDITOR_NEXT_STEP CONTROL_FLOW_CLOSE_MULLIGAN CONTROL_FLOW_MULLIGAN CONTROL_FLOW_CONTINUE CONTROL_FLOW_CLOSE_MULLIGAN CONTROL_FLOW_DONT_SHOW_AGAIN CONTROL_FLOW_CONTINUE CONTROL_FLOW_END_DUEL CONTROL_FLOW_DONT_SHOW_AGAIN CONTROL_MOVE_CAMERA_TO_AERIAL CONTROL_FLOW_END_DUEL CONTROL_MOVE_CAMERA_TO_NORMAL CONTROL_MOVE_CAMERA_TO_AERIAL CONTROL_GAME_FREE_LOOK_UP CONTROL_MOVE_CAMERA_TO_NORMAL CONTROL_GAME_FREE_LOOK_DOWN CONTROL_GAME_FREE_LOOK_UP CONTROL_GAME_FREE_LOOK_LEFT CONTROL_GAME_FREE_LOOK_DOWN CONTROL_GAME_FREE_LOOK_RIGHT CONTROL_GAME_FREE_LOOK_LEFT CONTROL_GAME_KBD_FREE_LOOK_UP CONTROL_GAME_FREE_LOOK_RIGHT CONTROL_GAME_KBD_FREE_LOOK_DOWN CONTROL_GAME_KBD_FREE_LOOK_UP CONTROL_GAME_KBD_FREE_LOOK_LEFT CONTROL_GAME_KBD_FREE_LOOK_DOWN CONTROL_GAME_KBD_FREE_LOOK_RIGHT CONTROL_GAME_KBD_FREE_LOOK_LEFT CONTROL_GAME_KBD_FREE_LOOK_TOGGLE CONTROL_GAME_KBD_FREE_LOOK_RIGHT CONTROL_FLOW_INTERRUPTED CONTROL_GAME_KBD_FREE_LOOK_TOGGLE CONTROL_FLOW_DISMISS_CARD_RECENTLY_PLAYED CONTROL_FLOW_INTERRUPTED CONTROL_FLOW_SWITCH_MANA_COMBINATION CONTROL_FLOW_DISMISS_CARD_RECENTLY_PLAYED CONTROL_FLOW_END_GAME_MENU CONTROL_FLOW_SWITCH_MANA_COMBINATION CONTROL_CONTEXT_MENU_UP CONTROL_FLOW_END_GAME_MENU CONTROL_CONTEXT_MENU_DOWN CONTROL_CONTEXT_MENU_UP CONTROL_CONTEXT_MENU_SELECT CONTROL_CONTEXT_MENU_DOWN CONTROL_CONTEXT_MENU_CLOSE CONTROL_CONTEXT_MENU_SELECT CONTROL_CHEAT_COMBO_ENABLED CONTROL_CONTEXT_MENU_CLOSE CONTROL_FLOW_ZONE_BROWSER_PREVIOUS_ZONE CONTROL_CHEAT_COMBO_ENABLED CONTROL_FLOW_ZONE_BROWSER_NEXT_ZONE CONTROL_FLOW_ZONE_BROWSER_PREVIOUS_ZONE CONTROL_FLOW_ZONE_BROWSER_PREVIOUS_PLAYER CONTROL_FLOW_ZONE_BROWSER_NEXT_ZONE CONTROL_FLOW_ZONE_BROWSER_NEXT_PLAYER CONTROL_FLOW_ZONE_BROWSER_PREVIOUS_PLAYER CONTROL_FLOW_ZONE_BROWSER_CONFIRM CONTROL_FLOW_ZONE_BROWSER_NEXT_PLAYER CONTROL_FLOW_ZONE_BROWSER_BACK CONTROL_FLOW_ZONE_BROWSER_CONFIRM CONTROL_PAUSE_GAME CONTROL_FLOW_ZONE_BROWSER_BACK CONTROL_LAST_PLAYED_CARD CONTROL_PAUSE_GAME CONTROL_INTERRUPT CONTROL_LAST_PLAYED_CARD CONTROL_CONTINUE CONTROL_INTERRUPT CONTROL_ZOOM_CARD CONTROL_CONTINUE CONTROL_MORE_INFO CONTROL_ZOOM_CARD CONTROL_ACTION CONTROL_MORE_INFO CONTROL_CANCEL_ACTION CONTROL_ACTION CONTROL_MULLIGAN CONTROL_CANCEL_ACTION CONTROL_MOVE_TO_AERIAL CONTROL_MULLIGAN CONTROL_MOVE_TO_NORMAL CONTROL_MOVE_TO_AERIAL CONTROL_MOVE_TO_PREVIOUS_PLAYER CONTROL_MOVE_TO_NORMAL CONTROL_MOVE_TO_NEXT_PLAYER CONTROL_MOVE_TO_PREVIOUS_PLAYER CONTROL_KBD_FREE_LOOK_TOGGLE CONTROL_MOVE_TO_NEXT_PLAYER CONTROL_UP CONTROL_KBD_FREE_LOOK_TOGGLE CONTROL_DOWN CONTROL_UP CONTROL_LEFT CONTROL_DOWN CONTROL_RIGHT CONTROL_LEFT CONTROL_MESSAGE_BOX_TOGGLE_MOVEMENT_METHOD CONTROL_RIGHT CONTROL_PUSH_TO_TALK CONTROL_MESSAGE_BOX_TOGGLE_MOVEMENT_METHOD CONTROL_MB_VIEW_CARD CONTROL_PUSH_TO_TALK CONTROL_MB_CONFIRM_SELECTION CONTROL_MB_VIEW_CARD CONTROL_FLOW_ATTACK_ALL CONTROL_MB_CONFIRM_SELECTION CONTROL_FLOW_WITHDRAW_ALL CONTROL_FLOW_ATTACK_ALL CONTROL_FLOW_FINISHED_DECLARING_ATTACKERS CONTROL_FLOW_WITHDRAW_ALL CONTROL_FLOW_SKIP_ATTACKING CONTROL_FLOW_FINISHED_DECLARING_ATTACKERS CONTROL_FLOW_FINISHED_DECLARING_BLOCKERS CONTROL_FLOW_SKIP_ATTACKING CONTROL_FLOW_SKIP_BLOCKING CONTROL_FLOW_FINISHED_DECLARING_BLOCKERS CONTROL_FLOW_CONFIRM_SELECTION CONTROL_FLOW_SKIP_BLOCKING CONTROL_SCREENSHOT CONTROL_FLOW_CONFIRM_SELECTION Source\\Common\\IO_and_File\\Input.cpp CONTROL_SCREENSHOT CInput::Initialise string with associated enum 'i' has yet to be defined \\Controls_general.txt \\Controls_General2_Enter_Swap.txt controls_mouse.txt _GENERIC ***** ProcessKeyBinding [%s] _Controls.txt \\Controls_general.txt _Controls.txt LoadDecks: Loading started, %f Deck hashing started, %f LoadDecks: Loading ended, %f, completed in %f sec Cards *.xml DECKS\\ Deck hashing ended, %f, completed in %f sec HAND_PUZZLES\\ ARCHETYPES\\ BOOSTERDEFINITIONS\\ .xml CARDS\\ LANDPOOLS\\ CARDPOOLS\\ CARDS\\ ARCHETYPES\\ DECKS\\ BOOSTERDEFINITIONS\\ HAND_PUZZLES\\ CARDPOOLS\\ LANDPOOLS\\ ScreenshotLump vid_far_clip %s\\%s.jpg LANGUAGE_SET %s\\%s language zh_cs PT_BR zh_ct ZH_CS destination_folder ZH_CT OUTPUT_FILE_TYPE_IMG CARDNAME output_filename text OUTPUT_FILE_TYPE_IMG DECKNAME OUTPUT_FILE_TYPE_IMG CARDPOOL OUTPUT_FILE_TYPE_IMG CUSTOM destination_folder Feature not recognized ERROR: XML2_Load: Couldn't open file '%s' feature feature Feature not supported feature Property not recognized Feature not recognized bad cast bad cast Illegal Namespace prefix Property not recognized Could not resolve XML document [dtd] Undeclared prefix Could not acquire expat buffer while parsing EMPTY Can't change (#PCDATA) (#PCDATA FULLSCREEN_ BANNER_ URL_ .TDX TEXT_ ERROR: Advert banner %s text image doesn't exist - removing banner .IMG NetLog: GetLatestAdvertResult GetLatestAdvertResult a:string CARD_PROMOTIONS*.XML ADVERT_WAD_ Refreshing %d WADs: CONTENT\\CARD_PROMOTIONS Adverts: Initial Stored List: %d entries Adverts: adRemoveWADs => adUnchecked (Content enumeration done) NetLog: ADVERT_BANNER_DEFAULT NetLog: NetLog: Adverts: adGetOnlineAdvertsListInProgress => adGetOnlineSHAs (Callback_GetOnlineAdvertsList succeeded) NetLog: Adverts: adGetOnlineAdvertsListInProgress => adGetStoredSHAs (Callback_GetOnlineAdvertsList failed) .WAD .SHA .WAD .SHA NetLog: NetLog: Adverts: Stored List[%d]: %s NetLog: Adverts: Initial Initial Online List: %d entries NetLog: Adverts: Initial Online List[%d]: %s NetLog: Adverts: Delete List: %d entries NetLog: Adverts: Delete List[%d]: %s NetLog: Adverts: Final Stored List: %d entries NetLog: Adverts: Final List[%d]: %s NetLog: Adverts: Final Initial Online List: %d entries NetLog: Adverts: Final Online List[%d]: %s NetLog: Adverts: Final Stored List: %d entries NetLog: Adverts: Final List[%d]: %s NetLog: Adverts: Final Initial Online List: %d entries NetLog: Adverts: Final Online List[%d]: %s INVALID VALID NetLog: ADVERT_TEXT*.XML Finalise - Processing WAD %d of %d: WAD=%s, Size=%d, Request=%s CONTENT\\TEXT CONTENT\\TEXT_PERMANENT BRAND_TEXT*.XML ADVERT_BANNER_DEFAULT NetLog: Adverts: adLoadAnnounceWAD => adLoadAnnounceWADInProgress (AdCache_BegLoad succeeded) NetLog: Adverts: adLoadAnnounceWAD => adUnchecked (AdCache_BegLoad failed) NetLog: Adverts: adDisabled => adLoadAnnounceWAD (Adverts enabled) Adverts: adLoadAnnounceWADInProgress => adMountAnnounceWAD (AdCache_EndLoad succeeded) NetLog: Adverts: adLoadAnnounceWADInProgress => adUnchecked (AdCache_EndLoad failed) NetLog: Adverts: adMountAnnounceWAD => adUnchecked (ExecuteFinalise completed) NetLog: NetLog: Adverts: adUnchecked => adDisabled (Adverts disabled) NetLog: Adverts: adUnchecked => adGetOnlineAdvertsList (Delay timer expired) NetLog: Adverts: adGetOnlineAdvertsList => adGetOnlineAdvertsListInProgress (ExecuteGetOnlineAdvertsList succeeded) NetLog: Adverts: adComplete => adUnchecked (Adverts reset) Adverts: adGetOnlineAdvertsList => adGetStoredSHAs (ExecuteGetOnlineAdvertsList failed) NetLog: Adverts: adGetOnlineSHAs => adGetOnlineSHAsInProgress (ExecuteGetOnlineSHAs succeeded) NetLog: Adverts: adGetOnlineSHAs => adGetStoredSHAs (ExecuteGetOnlineSHAs failed) NetLog: bad cast Adverts: adGetOnlineSHAsInProgress => adGetStoredSHAs (No requests pending) NetLog: Property not recognized Adverts: adGetStoredSHAs => adGetStoredSHAsInProgress (AdCache_BegList succeeded) NetLog: Property not recognized Adverts: adGetStoredSHAs => adGetOnlineWADs (AdCache_List failed) NetLog: bad cast Adverts: adGetStoredSHAsInProgress => adDeleteRedundant (AdCache_EndList succeeded) NetLog: Illegal Namespace prefix Adverts: adDeleteRedundant => adDeleteRedundantInProgress (ExecuteDeleteRedundant succeeded) NetLog: Adverts: adDeleteRedundant => adGetOnlineWADs (ExecuteDeleteRedundant failed) NetLog: Adverts: adDeleteRedundantInProgress => adGetOnlineWADs (AdCache_EndDelete succeeded) NetLog: Adverts: adGetOnlineWADs => adGetOnlineWADsInProgress (ExecuteGetOnlineWADs succeeded) NetLog: Adverts: adGetOnlineWADs => adGetStoredWADs (ExecuteGetOnlineWADs failed) NetLog: bad cast Adverts: adGetOnlineWADsInProgress => adGetStoredWADs (No requests pending) NetLog: Property not recognized Adverts: adGetStoredWADs => adGetStoredWADsInProgress (AdCache_BegLoad succeeded) NetLog: Property not recognized Adverts: adGetStoredWADs => adStoreAdverts (AdCache_BegLoad failed) NetLog: bad cast Adverts: adGetStoredWADsInProgress => adStoreAdverts (Callback_GetStoredWADs executed) NetLog: Adverts: adStoreAdverts => adStoreAdvertsInProgress (ExecuteStoreAdverts succeeded) NetLog: Illegal Namespace prefix Adverts: adStoreAdverts => adFinaliseWADs (ExecuteStoreAdverts failed) NetLog: Adverts: adStoreAdvertsInProgress => adFinaliseWADs (AdCache_EndStore succeeded) NetLog: Undeclared prefix Adverts: adFinaliseWADs => adComplete (ExecuteFinalise completed) NetLog: Adverts: adComplete => adRemoveWADs (ExecuteResetAdverts succeeded) NetLog: feature Feature not recognized feature feature Feature not recognized Feature not supported [dtd] feature Feature not recognized feature feature Feature not recognized Feature not supported [dtd] Could not acquire expat buffer Could not resolve XML document while parsing Can't change EMPTY (#PCDATA (#PCDATA) Could not resolve XML document Undeclared prefix Could not acquire expat buffer while parsing EMPTY Can't change (#PCDATA) (#PCDATA ANNOUNCE .SHA .SHA .WAD .WAD .SHA .SHA .WAD .SHA ANNOUNCE ##Game_Running_Automation_Mode## settings.language. OnStart SWRVE: SendEvent( K1KfEWV6XyZlYWpOv advert. xZ6IwdgJR5yLJ2NSzGKH loading_screen .paused deck_manager startup upsell store_locator .extras advert promo_unlocks .in_game. upsell loading_screen menus.frontend.main_menu advert menus.player_status.profile_layout_01 menus.frontend.single_player tutorial redeem singlePlayer challenge 2HDSpecial coopCustom custom challengeAutomation multiplayer planechase sfxViewer sealedDuel miniDuel handPuzzle sealedMiniDuel gameplay.played.campaign Unknown gameplay.level .start .start gameplay.played.tutorial gameplay.played.multiplayer gameplay.level gameplay.played.practice gameplay.multiplayer.start .won .quit OnGameWon OnGameLost .lost gameplay.level gameplay.level .30+ gameplay.multiplayer innistrad zendikar theros shandalar ravnica achievement alara collection card title persona unlock. unlock. mainMenu adScreen storeLocatorUsed storeLocator accessedFrom type name clickable clicked timePresent storeLocator mage adScreen planeswalker archmage _to_ settings.difficulty. social.posted_facebook social.posted_twitter first_name NetLog: https:// Metrics::Initialise - System Time = %02d/%02d/%d @ %02d:%02d:%02d.%03d (Day = %d of month %d; %d of year); Region=%s; Language=%s; Platform=%s http:// OpenBrowser - Invalid URL \"%s\" deckBuilder.entered NetLog: store.enter deckBuilder.modifiedDeck none store.exit lots some settings.magic_played. app_version= api_key= user= swrve_payload={ .api.swrve.com/1/ application/json https:// application/x-www-form-urlencoded Content-Type SWRVE Callback: %s %s Content-Type FAIL session_start session_end session_start name session_end unknown_store event local_currency app_store cost quantity product_id Execute_GetGeocoding GetNumAddresses Execute_GetStorePlaces GetPlacesText GetOptOut StoreLocatorAccessedFromAdScreen IsConnectedLocator GetStoreName GetStoreSearchText GetStoreMap GetStoreAddress GetStoreTelephone GetStoreDistance PlacesResultsReady GetStoreUrl StoresDownloadActive PlacesReset StoresDownloadValid StoresDownloadFailed SetOptOut OpenBrowser DeckBuilderEntered TriggerAdvert StoreEnter DeckModified SetMagicPlayed StoreExit SwrveIsSandbox SwrveSetSandbox SwrveGetAppId SwrveGetApiKey Execute_GetDLCInfo SwrveGetUserId ExecutePurchaseItem https://locator.stainlessgames.net:4436/LocatorService.svc https://adverts.stainlessgames.net:4435/AdvertService.svc https://social.stainlessgames.net:4438/SocialService.svc https://metrics.stainlessgames.net:4437/MetricService.svc https://hermes.stainlessgames.net:4441/DLCInfoService.svc https://hermes.stainlessgames.net:4440/IdentityService.svc https://adverts.stainlessgames.net:807/AdvertService.svc https://hermes.stainlessgames.net:4442/PurchasingService.svc https://metrics.stainlessgames.net:809/MetricService.svc https://locator.stainlessgames.net:808/LocatorService.svc https://ex.stainlessgames.net:812/IdentityService.svc https://social.stainlessgames.net:810/SocialService.svc https://ex.stainlessgames.net:814/PurchasingService.svc https://ex.stainlessgames.net:813/DLCInfoService.svc https://dotp.onlinegaming.wizards.com:808/LocatorService.svc https://dotp.onlinegaming.wizards.com:815/SocialService.svc https://dotp.onlinegaming.wizards.com:813/DLCInfoService.svc https://maps.googleapis.com/maps/api/staticmap? https://dotp.onlinegaming.wizards.com:814/PurchasingService.svc https://dotp.onlinegaming.wizards.com:808/LocatorService.svc https://dotptest.onlinegaming.wizards.com:815/SocialService.svc https://dotptest.onlinegaming.wizards.com:814/PurchasingService.svc 0x00FF00 https://dotptest.onlinegaming.wizards.com:813/DLCInfoService.svc size= &format=png32& markers=color: label:U label:M 0xFF0000 markers=color: size:small markers=color: 0x0000FF false true http://schemas.xmlsoap.org/soap/envelope/ sensor= s:Envelope xmlns:s Locator s:Body LocateStores xmlns longitude latitude Content-Type text/xml; charset=utf-8 SOAPAction \"Locator/ILocatorService/LocateStores\" &sensor= https://maps.googleapis.com/maps/api/geocode/xml?address= false true https://graph.facebook.com https://graph.facebook.com access_token= access_token= &key= &sensor= https://maps.googleapis.com/maps/api/place/autocomplete/xml?input= true &types=geocode false &user= &app_version= api_key= .api.swrve.com/1/ &swrve_payload= application/x-www-form-urlencoded https:// application/octet-stream; charset=utf-8 Content-Type Adverts Content-Type Locator Adverts/IAdvertService/ Locator/ILocatorService/ Social M/I/ Social/ISocialService/ http://schemas.xmlsoap.org/soap/envelope/ M/I/ s:Envelope xmlns:s xmlns s:Body CheckAlive Content-Type text/xml; charset=utf-8 CheckAlive\" SOAPAction xmlns:s http://schemas.xmlsoap.org/soap/envelope/ s:Body s:Envelope xmlns Locator GetKey Content-Type text/xml; charset=utf-8 SOAPAction \"Locator/ILocatorService/GetKey\" xmlns:s http://schemas.xmlsoap.org/soap/envelope/ s:Body s:Envelope xmlns DLCInfo PlatformId GetContentFor LanguageId CountryId text/xml; charset=utf-8 Currency \"DLCInfo/IDLCInfoService/GetContentFor\" Content-Type http://schemas.xmlsoap.org/soap/envelope/ SOAPAction s:Envelope xmlns:s Purchasing s:Body GetUserInfo xmlns text/xml; charset=utf-8 SteamId \"Purchasing/IPurchasingService/GetUserInfo\" Content-Type http://schemas.xmlsoap.org/soap/envelope/ SOAPAction s:Envelope xmlns:s Purchasing s:Body InitTransaction xmlns AppId SteamId Language http://www.w3.org/2001/XMLSchema-instance Currency http://schemas.datacontract.org/2004/07/Purchasing xmlns:i Items xmlns:d4p1 d4p1:Amount d4p1:SteamPurchasing.LineItem d4p1:Description d4p1:Category d4p1:Quantity d4p1:Id xmlns:i http://www.w3.org/2001/XMLSchema-instance i:nil true text/xml; charset=utf-8 OrderId \"Purchasing/IPurchasingService/InitTransaction\" Content-Type http://schemas.xmlsoap.org/soap/envelope/ SOAPAction s:Envelope xmlns:s Purchasing s:Body FinalizeTransaction xmlns AppId OrderId Content-Type text/xml; charset=utf-8 SOAPAction \"Purchasing/IPurchasingService/FinalizeTransaction\" b:string a:Name a:Longitude a:Latitude a:DistanceAwayInMiles a:DistanceAwayInKilometres a:LocationId a:Phone a:OrganisationId a:AddressId map image a:Store name image Failed to obtain store address image Failed to obtain store Failed to obtain store Failed to obtain store locations for geocoding ( Failed to obtain geocoding for location \" Failed to obtain store places out of Failed to obtain Google Places API key Obtaining map for store Obtaining store locations for geocoding ( /GeocodeResponse/result/geometry/location/lat Obtaining geocoding for location \" /GeocodeResponse/result/geometry/location/lng Obtaining autocomplete for location \" \" [Request /s:Envelope/s:Body/GetKeyResponse/GetKeyResult &loc= http://locator.wizards.com/#brand=magic&a=location&p= &addrid= &orgid= feature Feature not recognized feature feature Feature not recognized Feature not supported bad cast Property not recognized Property not recognized bad cast [dtd] Illegal Namespace prefix Could not acquire expat buffer Could not resolve XML document while parsing Undeclared prefix Can't change EMPTY (#PCDATA (#PCDATA) Source\\Common\\MTG_Engine\\AI_System\\MTG_AI_Basics.cpp \\CONFIGS\\Difficulty_Settings.xml \\CONFIGS\\Default_AI_Settings.xml AI_Personalities *.xml AI Combat Moves Pool Source\\Common\\MTG_Engine\\AI_System\\MTG_AI_Basics.cpp **********!!!!!!!!!! Decision Manager Timed out !!!!!!!!!!!!******** bz_Threading_CreateThreadWithPriority error code is -> %d bz_Threading_CreateThreadOn error code is -> %d override override \"%s\",%u,%u,%.2f,%.2f,%.2f,%.2f,%.2f,%.2f,%.2f,%.2f,%.2f [#%3u]: Size: %2u SPEED - %.2f : POWER - %.2f : CONTROL - %.2f : SYNERGY - %.2f -------------------------- | Other: %u {COL: %2uw, %2uu, %2ub, %2ur, %2ug || CMC: %2u(0), %2u(1), %2u(2), %2u(3), %2u(4), %2u(5), %2u(6), %2u(7+)} | Basics: %2u {%2uw, %2uu, %2ub, %2ur, %2ug} %2u x %2u x PLAINS (%.2f) %2u x SWAMP %2u x ISLAND %2u x FOREST %2u x MOUNTAIN Score: %.2f Style: MIDRANGE Style: AGGRO Style: SUPER_CONTROL Style: CONTROL -------------------------- -------------------------- FINISHED AUTOBUILD STARTED AUTOBUILD >>> Time taken: %u ms >>> Iterations: %u -------------------------- -------------------------- %2u) %s (%.2f) AUTOSUGGEST: >>> Time taken: %u ms -------------------------- TYPE_SEPARATOR SUBTYPE_SEPARATOR Bool_Get Int_Get Bool_Set Power_Get Int_Add Power_Add Power_Set Toughness_Set Toughness_Get SwitchPowerToughness Toughness_Add CantBlock_Set CanBlock_Set CanBlock_Clear CanOnlyBlock_Set CanOnlyBlock_Clear CantBlock_Clear CantBeBlockedExceptBy_Set CantBeBlockedBy_Set CanOnlyBeBlockedBy_Clear CantBeBlockedBy_Clear MustBlockCreature MustAttackPlayer SubType_Add SubType_GetWritable SuperType_Add SubType_SetOnly CardType_Add SuperType_GetWritable GrantAbility CardType_GetWritable LoseAllAbilities AbilityOrigin CanLookAtWhileFaceDown CanBlockAdditionalCreature AI_SetDamageImmune AI_SetWorthless Colour_Get SetGFXController Colour_Add Colour_Set AddColourChoiceBadge Feature not recognized ERROR: XML2_Load: Couldn't open file '%s' feature feature Feature not supported feature Property not recognized Feature not recognized bad cast bad cast Illegal Namespace prefix Property not recognized Could not resolve XML document [dtd] Undeclared prefix Could not acquire expat buffer while parsing EMPTY Can't change (#PCDATA) (#PCDATA GetOriginalCharacteristics ERROR: XML2_Load: Couldn't open file '%s' feature Feature not recognized feature feature Feature not recognized Feature not supported bad cast Property not recognized Property not recognized bad cast [dtd] Illegal Namespace prefix Could not acquire expat buffer Could not resolve XML document while parsing Undeclared prefix Can't change EMPTY (#PCDATA (#PCDATA) __Player __Object __Player __Object GetSource GetAmount GetReceivingPlayer GetReceivingObject PreventAll IsCombat Multiply PreventAmount RedirectAllTo RedirectAmountTo Set_Int Int_Add Get_Int Get_Float Int_Sub Float_Add Set_Float Set_PlayerPtr Float_Sub Get_NthPlayerPtr Get_PlayerPtr Get_TeamPtr Set_TeamPtr Get_CardPtr Set_CardPtr Protect_CardPtr Get_NthCardPtr QueryUnselect_CardPtr LKIShield_CardPtr Set_CardType Remove_RandomCardPtr Set_SubType Get_CardType Set_Supertype Get_SubType Set_Colour Get_Supertype Set_Damage Get_Colour Make_Targets Get_Damage Get_NthTargets Get_Targets Make_Chest AttachTargetDefinition Get_SharedChest Get_Chest Clear Free_Compartment Count GetType Get_Assignment CopyFrom Set_Assignment CDataLoader:: ERROR! Empty specialFX string in card %ls - all spaces CDataLoader:: ERROR! Empty specialFX string in %z CDataLoader:: ERROR! Special effect (%z) for card %z doesn't exist *.LOL *.LUA Functions *.xml Functions *.xml CardPools LandPools *.xml *.xml BoosterDefinitions *.xml Hand_Puzzles *.xml Archetypes *.xml Decks *.xml Unlocks .xml Text_Resident --- file name = '%ls' time taken to load deck = %.2f seconds Deck: %ls Deck: %ls -- Constructing default deck -- Card UID: %d Card Name: %ls -- Constructing singleton deck -- Card Name: %ls Card Name: %ls Card Name: %ls Feature not recognized ERROR: XML2_Load: Couldn't open file '%s' feature feature Feature not supported feature Property not recognized Feature not recognized bad cast bad cast Illegal Namespace prefix Property not recognized Could not resolve XML document [dtd] Undeclared prefix Could not acquire expat buffer while parsing EMPTY Can't change (#PCDATA) (#PCDATA EffectController EffectDataChest IncreaseCurrentCost DecreaseCurrentCost DuelDataChest GetCurrentObject GetPhase GetStep GetTurnID GetTurnNumber SkipStep TakeAdditionalPhase ReverseTurnOrder SkipPhase PlusOnePlusOneCounters GetCountersType PlusZeroPlusOneCounters PlusOnePlusZeroCounters PutTokensOntoBattlefield MinusOneMinusOneCounters PutTokensOntoBattlefieldTappedAndAttacking PutTokensOntoBattlefieldTapped PutTokensOntoBattlefieldBlocking PutTokensOntoBattlefieldUntappedAndAttacking PutTokenCopiesOntoBattlefield PutPTTokensOntoBattlefield PutTokenCopiesOntoBattlefieldUntappedAndAttacking PutTokenCopiesOntoBattlefieldTappedAndAttacking GetNumberOfPlayers PutTokenCopiesOntoBattlefieldBlocking GetNumberOfStartingPlayers GetNthPlayer GetPlayerByGlobalIndex GetNthStartingPlayer GetNthTeam GetNumberOfTeams GetCurrentCharacteristics GetGameType GetCurrentTeam DropIntoDebugger FireTrigger GetActionRepCount RemoveDelayedTrigger CreateDelayedTrigger ReportStatsEvent OverrideEvent SetPlanarDiceNothingOverload MessageAllPlayers ClearFilterMark RandomNumberBetween GetStackObjectCard CounterStackObject IsMainDuel GetStackObjectController SetTargetAnswerer SetTargetCount ClearInterrogationQuery SetTargetTag BESPOKE_Retether_SetOnlyCreaturesCanBeEnchantedFlag ReevaluateContinuousEffects Bool_Set Bool_Get NEW DUEL: Starting a new Two-headed-giant game NEW DUEL: Starting a new free-for-all game NEW DUEL: There are %d players NEW DUEL: There are %d teams of {%d,%d,%d,%d} players Source calamity: size = %d but pointers are %d apart :-( ### DUELSPEC Load: Loading an old style duel spec (without a version number) Destination calamity: size = %d but pointers are %d apart :-( Attempting to create a local human player without a valid equipped deck. Setting Match Result to 0 (Win) Setting Match Result to 2 (Draw) Setting Match Result to 1 (Loss) user broadcast_ingame_message __Player __Player Clear AddSubFilter_And AddSubFilter Set_And AddSubFilter_Or SetFilterType Set_Or Count SetZone SetHint CountStopAt SetReversePortion SetPortion SetUnique SetStackObjectType SetUnmarkedObjectsOnly SetMarkedObjectsOnly EvaluatePlayers EvaluateObjects GetNthEvaluatedPlayer GetNthEvaluatedObject ThrowAwayAllButNRandomObjects GetRandomEvaluatedObject Invalidate ChromaCount Clear AddSubFilter AddSubFilter_Or AddSubFilter_And Set_Or Set_And __Object __Object __Player __Object __DataChest __Team _ProfileGameSave.XYL AutoSaves\\AutoSave%.XYL QuickSave_%04d_%02d_%02d_%02d.%02d.%02d.XYL QuickSave.XYL QuickSave.XYL QUICK SAVED! \\SpecialFX\\SFX_Viewer_Quicksave.XYL Quick save created: %s \\Graphical_test_scene.XYL TestAny Test TestAll GetNumColours Clear Card Iteration Session: Zone=%d (All Players) Card Iteration Session: Zone=%d, Player=%s Player Iteration Session: (All Teams) Player Iteration Session: Team=%d avatar_01 avatar_01 Source\\Common\\MTG_Engine\\MTG_Misc.cpp Source\\Common\\MTG_Engine\\MTG_Misc.cpp \\Art_Assets\\illustrations\\ %04d \\Art_Assets\\Textures\\Card\\ __Player __Object __Player __Object __Player __Player __Player GetController GetOwner GetCardType GetPlayer GetSubType GetSuperType GetErstwhileZone GetZone GetErstwhileErstwhileZone GetErstwhileZoneController GetColour GetErstwhileErstwhileZoneController GetCurrentToughness GetCurrentPower GetCurrentCharacteristics GetConvertedManaCost GetCardName GetSpec ClearFilter GetFilter LoadTargetDefinitionFromDC LoadTargetDefinition DealUnpreventableDamageTo DealDamageTo Attach GetLastDamageAmountDealt NailOnto AttachToPlayer GetParentPlayer GetParent CanAttachTo RemoveFromParent CountAttachedEquipment CountAttachedAuras Destroy Discard GiveRegeneration DestroyWithoutRegenerate PutInGraveyard QueueZoneChange ExileFaceDown Exile PutInHand ReturnToOwnersHand PutOnTopOfLibrary PutInLibrary PutOntoBattlefield PutOnBottomOfLibrary PutOntoBattlefieldTappedAndAttacking PutOntoBattlefieldTapped PutOntoBattlefieldBlocking PutOntoBattlefieldUnTappedAndAttacking PutInPlaneDeck PutOntoBattlefieldAttachedTo AllowSFX GuidedReveal MidResolutionSetController SetController Protection SetBaseController PreventNextDamage PreventDamage GetDamage ClearDamage TapAndHold Untap Hold TurnFaceDown IsTapped AddCounters TurnFaceUp CountCounters RemoveCounters GetManaX GetBestOrWorstCounterType IncreaseCost CounterSpell IncreaseColouredCost DecreaseCost IncreaseAbilityCost DecreaseColouredCost IncreaseAbilityColouredCost DecreaseAbilityCost IsBlocking DecreaseAbilityColouredCost IsBlocked IsAttacking GetBlockVictim WasBlocked CalcScore NumAttacksThisTurn GetPlayerAttacked CalcPotentialScore IsTargeting GetPlaneswalkerAttacked UseCopiableValues StoreCopiableValues WasCast IsToken PlayFreeFromAnywhere CanBePlayed GetDataChest GrantPseudoFlash WasKicked IsEnchanted WasPaidForWithColour GetKickedCount BecomeMonstrous GetPaidX GetMonstrosity IsMonstrous AddScore MarkForFilter index %d - %ls ---- CARD ORDER CARD_QUERY_CHOOSE_A_PLANESWALKER_TO_SAVE CARD_QUERY_CHOOSE_A_LEGEND_TO_SAVE PAY_MANA_COST CHOOSE_ALTERNATE_COST CHOOSE_ALTERNATE_COST_INSTRUCTION UI_MULTIKICKER_QUESTION_TITLE UI_KICKER_QUESTION_TITLE UI_REPLICATE_QUESTION_TITLE UI_BUYBACK_QUESTION_TITLE OUT_OF_PUMPS OUT_OF_LANDS CARD_QUERY_CHOOSE_PERMANENT_TO_ENCHANT NUM_LANDS ChooseCardFromYourLibrary __Object DiscardStep DiscardStep_Singular __Object ChooseCardToDiscard broadcast_ingame_message PLAYER_EXTRA_TURN_ICON user Bool_Set Bool_Get Int_Set Int_Get Int_Decrement Int_Increment Int_Decrease Int_Increase SetBlockController SetAttackController RevealHand RevealDCToMe ChooseItem LookAtPlayersHand ChooseItemFromDC ChooseItems SetItemCount ChooseItemsFromDC BeginNewMultipleChoice SetItemPrompt AskMultipleChoiceQuestion AddMultipleChoiceAnswer AddNumericalChoiceAnswer BeginNewNumericalChoice GetMultipleChoiceResult AskNumericalChoiceQuestion ChooseColour GetNumericalChoiceResult GetStartingLifeTotal GetLifeTotal GainLife SetLifeTotal AddPoisonCounters LoseLife ShuffleLibrary GetTeam DrawCards DrawCard DiscardRandomCard MillCards DiscardHand DiscardNRandomCards Library_GetNth Library_GetTop Library_Count Library_GetBottom Graveyard_Count Graveyard_GetNth Hand_GetNth Hand_GetRandom MoveLocalZone Hand_Count PreventDamage Protection MyTurn PreventNextDamage IsActuallyAnAI IsAI GetGlobalIndex IsHuman GetCurrentCharacteristics IsSorceryTime LoseGame WinGame GetNextPlayer GetOpponent GetPredominantColour GetNextPlayerInTeam OpponentHasLandOfColour HasLandOfColour GetDevotionTo CountBasicLandTypes GetDistinctColourCountOnBattlefield GetDomainCount CopySpell GetUniqueID CanCastSpellForFree CopyAbility CanCastSpellUsingResourceCost CastSpellForFree PlayerDataChest CastSpellUsingResourceCost GetTotalMana OutOfTheGame PayManaCost CanPayManaCost PayResourceCost CanPayResourceCost Sacrifice Planeswalk DisplayMessage ChooseNewTargets MarkForFilter AddBadge SetCustomQueryInstructionCardPtr SetCustomQueryInstructionValue GetFlipResult FlipCoin AddPlayScore GetAlwaysUseOptionalAbilitiesSetting CARD_QUERY_NOTHING_CAN_BE_CHOSEN ChooseTarget Brain X OPTIONAL_ABILITY_QUESTION UI_CONDITIONAL_QUESTION_YES UI_CONDITIONAL_QUESTION_NO GetUniqueID TakeExtraTurn GetStartingLifeTotal IsSharedLifeTotal GetNumberOfPlayers GetNthPlayer COMBAT_STATE_NONE COMBAT_STATE_ORDERING_ATTACKERS COMBAT_STATE_ORDERING_BLOCKERS COMBAT_STATE_DECLARING_ATTACKERS COMBAT_STATE_DECLARING_BLOCKERS PHASE_MAIN_1 PHASE_COMBAT PHASE_BEGINNING PHASE_MAIN_2 PHASE_END UNTAP MAIN_1 BEGIN_COMBAT UPKEEP DRAW COMBAT_DAMAGE END_OF_COMBAT DECLARE_ATTACKERS DECLARE_BLOCKERS CLEANUP MAIN_2 END_OF_TURN SuperTypes.txt Specs Creature_Types.txt Spell_Types.txt Card_Types.txt Specs Test %s_Types.txt Specs IsPermanent Test Clear Clear Test Removing %ls %ls reflexive link ClearAllOfType SUBTYPE_SEPARATOR SubtypesRef.xml Specs %s,%d\n it-IT de-DE SubtypeOrderingData_ fr-FR ko-KR ru-RU es-ES jp-JA zh-HK en-US pt-BR zh-CN Removing %ls %ls cyclic link .txt MARK_ACTION MARK_STEP MARK_ACTUAL_START_OF_GAME CARD_MOVED_ZONE _UNUSED MARK_PHASE MARK_TURN SPELL_RESOLVED ABILITY_PUSHED_ONTO_STACK CARD_CHANGED_STATUS CARD_PUSHED_ONTO_STACK SHUFFLE_DECK SHUFFLE_PLANE_DECK ABILITY_RESOLVED ABILITY_PLAYED_COUNT_CHANGED PLAYER_OUT_OF_GAME TEAM_LIFE_TOTAL_CHANGED PLAYED_LAND_THIS_TURN PLAYER_LIFE_TOTAL_CHANGED DECLARE_ATTACKER DECLARE_BLOCKER TEAM_WON TEAM_LOST CREATURE_DAMAGE_CHANGED PARENTHOOD_CHANGED WITHDRAW_FROM_ATTACKING WITHDRAW_FROM_BLOCKING TEMPORARY_EFFECT_EXPIRED COMBAT_STATE_CHANGED COUNTERS_CHANGED TEMPORARY_EFFECT_ADDED DATA_CHEST_COMPARTMENT_CHANGE DATA_CHEST_TARGET_DEFINITION_CHANGE COMBAT_SUB_STATE_CHANGED LAND_PLAYED_COUNT_CHANGED DEALT_FIRST_STRIKE_DAMAGE_FLAG_CHANGED TOKEN_CREATED DATA_CHEST_COMPARTMENT_FLAG_CHANGE DATA_CHEST_COMPARTMENT_ASSIGNMENT_CHANGE PLAYER_PLAY_SCORE_CHANGED SICK_FLAG_CHANGED REGENERATION_CHANGED PLAY_SCORE_CHANGED SET_COST_PAID ADDITIONAL_PHASE_INSERTED OWNER_CHANGED PERMANENT_CONTROLLER_CHANGED TURN_REMOVED LAST_NORMAL_TURN_TEAM_CHANGED ADDITIONAL_PHASE_REMOVED TURN_INSERTED WAS_BLOCKED_FLAG_CHANGED EXPLICIT_DATACHEST_RETAIN REVERSE_TURN_ORDER ATTACK_COUNTER_CHANGED LINKED_DATACHEST_REMOVED ROLL_PLANAR_DICEDELAYED_TRIGGER_ADDED EXPLICIT_DATACHEST_RELEASE LINKED_DATACHEST_ADDED TEAM_POISON_TOTAL_CHANGED LAST_KNOWN_INFORMATION_STORED DELAYED_TRIGGER_REMOVED PLAYER_POISON_TOTAL_CHANGED PLAYER_FINISHED_SEARCHING_LIBRARY MARK_PLAYER_CAST_SPELL VISIBILITY_CHANGED PLAYER_STARTED_SEARCHING_LIBRARY COMBAT_ORDERING_TRANSPOSITION OBJECT_BECAME_MONSTROUS MARK_SOURCE_DEALS_DAMAGE COMBAT_ORDERING MARK_OBJECT_TARGETTED MARK_PLAYER_TARGETTED __UNUSED__ MARK_CHECKPOINT ZONE_NOWHERE_YET ZONE_BATTLEFIELD SET_LAST_ABILITY_COST_PAID __HAS_BEEN_NULLIFIED ZONE_GRAVEYARD ZONE_HAND ZONE_EXILE ZONE_LIBRARY ZONE_COMMAND_PLANE_DECK ZONE_COMMAND_PLANE_ACTIVE ZONE_STACK ZONE_CEASED_TO_EXIST _ZONE_COUNT _PSUEDO_ZONE_PLAYER ZONE_COMMAND_GENERAL ZONE_TRANSITION EndianSwap_Compartment %X Swapping pCompartment_data.chest_ID %X _PSUEDO_ZONE_PLAYERS_AND_BATTLEFIELD _PSEUDO_ZONE_DEFAULT SYNCING: Data ptr after processing %0x Clear SYNCING: Data ptr before processing %0x SetObject *** WARNING *** CARD CANNOT BE FOUND (ART ID = #%d, COUNT = #%d, TEAM = #%d, PLAYER = #%d SetPlayer Count Test SetType SetPhase SetSecondaryObject SetSecondaryPlayer SetZoneChangeFlags SetColour SetFromZone SetToZone SetCreatureOnly SetCountEventsOnly SetNonTokenOnly SetCombatOnly SetUniqueDamageSources NETWORK_SERVER_CREATED NETWORK_SESSION_AVAILABLE personas\\mask NETWORK_ERROR_NONE NETWORK_ERROR_NO_SESSION_AVAILABLE NETWORK_ERROR_JOIN_FAILED NETWORK_ERROR_CONNECTION_FAILED NETWORK_ERROR_SERVER_FAILED NETWORK_SESSION_LEFT_PROPERLY NETWORK_CONNECTED_TO_2HG NETWORK_JOIN_SUCCESSFUL NETWORK_SESSION_NOT_LEFT_PROPERLY NETWORK_ERROR_CONNECTING_TO_HOST NETWORK_ERROR_CABLE_UNPLUGGED NETWORK_CONNECTED_TO_2HG_TEAM NETWORK_ERROR_CONTENT_MISSING NETWORK_ERROR_REQUIRES_CONTROLLER NETWORK_CONNECTED_TO_PLANECHASE NETWORK_ERROR_SESSION_FULL NETWORK_ERROR_JOIN_PENDING NETWORK_JOIN_PENDING NETWORK_ERROR_PURCHASE_FAILURE NETWORK_CONNECTED_TO_SEALED NETWORK_SERVER_CREATE_PENDING NETWORK_CONNECTED_3P NETWORK_CONNECTED_4P NETWORK_ERROR_NOT_SIGNED_IN NETWORK_CONNECTED_2P GAMETYPE_DEFAULT GAMETYPE_2P network_connection_status GAMETYPE_NONE GAMETYPE_TWO_HEADED_GIANTS GAMETYPE_TWO_HEADED_GIANTS_TEAM GAMETYPE_3P GAMETYPE_4P GAMETYPE_PLANECHASE_4P GAMETYPE_SEALED_2P GAMETYPE_PLANECHASE_2P GAMETYPE_PLANECHASE_3P MATCH_TYPE_RANKED network_match_type network_game_type MATCH_TYPE_PLAYER REFRESH_MENTOR_LIST SEARCH_FOR_MENTOR_MATCH SEARCH_WITH_FILTER REFRESH_SESSION_LIST SEARCH_WITH_FFA_ANY filter_type SEARCH_FOR_QUICK_MATCH SEARCH_FOR_HOME_MATCH join_type Source\\Common\\Network\\NetworkGame.cpp QUICK_JOIN MENTOR_JOIN ETHERNET DISCONNECTION LOBBY \\Art_Assets\\Frontend\\title_background Network:: Error while enumerating connection %d received_slot_types GAME_STATE CNetworkGame::Network_StartLoading(); DDPlayerCreate %s\n previously_in_multiplayer_session Network:: Connection Failed:%d Network:: Session Created by the Console Network:: Error while creating a session : %d Network:: Error while creating a session : %d Invalid player trying to destroy itself Member Left enable_voice _____ Setting the details for player(NetworkID: %d _____ Team ID: %d PROPERTY_PACKBITS0 Game period ended _____ Team ID: %d _____ Player Index: %d _____ Player Index: %d _____ Setting the details for player(NetworkID: %d Network:: Failed to make a connection Network:: Console/Pc succesful in making a connection Network:: Console/Pc succesful in making a connection Network:: Server created succesfully Network:: Network_StartJoiningSession() Network:: Server created succesfully Network:: Session Created by the Console Network:: Joining is still pending 2 Network:: Session you tried to join is full Still deciding on who is the session host Network::You are missing a content Pack Ln3469 NetworkGame.cpp Network::You are missing a content Pack Network::You are missing a content Pack Ln3469 NetworkGame.cpp Network:: Error while joining the session %d Network:: Error Couldn't find the Host while joining a session Network:: Error while joining the session %d Network:: Error Couldn't find the Host while joining a session Network:: Joining is still pending 3 Network:: Session you tried to join is full IN_GAME GAME_STATE Network::You are missing a content Pack Network_StartLoading() CALLED MULTI_NOT_GOLD_MEMBER MULTI_NOT_SIGNEDIN_MESSAGE DUEL_MANAGER->StartDuel(DT_MULTIPLAYER_DUEL) CALLED MULTI_PROFILE_NOT_ONLINE MULTI_PROFILE_NOT_ONLINE MULTI_NOT_SIGNEDIN_MESSAGE MULTI_NOT_GOLD_MEMBER MULTI_PROFILE_NOT_ONLINE quick_match NETWORK_WAITING CLIENT_LOBBY basic_requires frontend.startup.video_init_flow create_match find_match get_multiplayer_lobby user frontend.press_start.press_start frontend.main_menu.main_menu frontend.multiplayer.multiplayer_type_choice frontend.multiplayer.multiplayer_match_selection get_multiplayer_create_menu user frontend.multiplayer.multiplayer_type_choice get_multiplayer_find_menu get_multiplayer_quick_menu user get_multiplayer_lobby user user frontend.multiplayer.multiplayer_type_choice frontend.multiplayer.multiplayer_lobby MULTI_TRIAL_GAME netoutput.cfg Clearing the player list as somehow the player was not able to clear it correctly multiplayer_campaign ///////////////////////////////// player Name ////////////////////////////////// OUTPUT FOR CLASS: NET::PLAYER Player Step Player Turn Number: This might be wrong network Status player Type Settings_CombatSFX GetSettings_AssignDamage OUTPUT FOR CLASS: NET::PLAYMANAGER Deck Name Clash_Status Resolution Message UndoBuffer Position UndoBuffer_UID GAME_TYPE FFA_PLAYER_3P Combat Damage Sub Step FFA_PLAYER_2P GAME_TYPE PLANECHASE_PLAYER_2P GAME_TYPE FFA_PLAYER_4P GAME_TYPE PLANECHASE_PLAYER_4P GAME_TYPE PLANECHASE_PLAYER_3P DISPLAY_SERVER GAME_TYPE bz_DDDestroyPlayer code is -> %d bz_DDDestroyPlayer code is -> %d DISPLAY_SERVER Attempting to active AI takeover steamid 2HG_4_PLAYER ai_takeover_happened DISPLAY_SERVER friend_team_mate_joined GAME_TYPE NETLOG: %s AMATCH_TYPE_PLAYER MATCH_TYPE_RANKED MATCH_TYPE_MENTOR IN_GAME FFA_PLAYER_3P FFA_PLAYER_4P FFA_PLAYER_2P PLANECHASE_PLAYER_2P PLANECHASE_PLAYER_3P 2HG_4_PLAYER 2HG_TEAM FFA_PLAYER_2P FFA_MAP PLANECHASE_PLAYER_4P SEALED_2P MATCH_TYPE_MENTOR MATCH_TYPE_PLAYER FFA_PLAYER_2P FFA_MAP MATCH_TYPE_RANKED NO_MATCH_TYPE FFA_PLAYER_4P FFA_MAP FFA_PLAYER_3P FFA_MAP 2HG_TEAM 2HG_TEAM_MAP 2HG_4_PLAYER 2HG_MAP PLANECHASE_PLAYER_2P PLANECHASE_MAP SEALED_2P SEALED_2P_MAP PLANECHASE_PLAYER_4P PLANECHASE_MAP PLANECHASE_PLAYER_3P PLANECHASE_MAP GAME_TYPE Did not get server information ******UNKNOWN**** NAME GAME_STATE BUILD_NUMBER MATCH_TYPE LOBBY DISPLAY_SERVER DISPLAY_SERVER PROPERTY_PACKBITS2 PROPERTY_PACKBITS3 PROPERTY_PACKBITS0 PROPERTY_PACKBITS1 SET_TYPE GAME_TYPE HAND_SIZE PLAYER_LIFE FFA_PLAYER_4P 2HG_4_PLAYER FFA_PLAYER_2P FFA_PLAYER_3P PLANECHASE_PLAYER_3P PLANECHASE_PLAYER_4P 2HG_TEAM PLANECHASE_PLAYER_2P Network:: Error while joining the session %d Network:: Error Couldn't find the Host while joining a session SEALED_2P SET_TYPE PROPERTY_PACKBITS0 PROPERTY_PACKBITS1 GAME_TYPE PROPERTY_PACKBITS2 PROPERTY_PACKBITS3 2HG_4_PLAYER 2HG_TEAM FFA_PLAYER_3P FFA_PLAYER_4P SEALED_2P SetNetworkMatchType SetPrivateMode HostMatch JoinSession IsHost GetPrivateMode FindMatch GetGameType GetNetMatchType IsClient SetGameType CameraEnableChange CameraZoomChange GetPlayerNameByNetID IsMultiplayerGame GetGCSetupState GCReadyForClients ShowGCSetup JoinSessionAutomatically StartGCMatchJoinTimer IsGCMatchJoinTimerUp GetJoiningResult DoPostJoinProcessing VoiceChat_Disable IsVoiceChatEnabled CancelGCMatchJoin VoiceChat_Enable VoiceChat_IsPushToTalkActive VoiceChat_TogglePushToTalk VoiceChat_EnablePushToTalk VoiceChat_DisablePushToTalk StartAdHocMatch JoinAdHocMatch DeviceSupportsBluetooth StartWireless AdHocReadyForClients SetProcessingInviteFlag EnableDiscovery GetCurrentAdHocState ShowGooglePlayInvitations DismissGooglePlayInvitation StartGooglePlayQuickGame InviteGooglePlayPlayers GetMatchMakingCancelStatus GetMatchMakingThreadBlocked GetMatchMakingState IsMatchMakingTicketExpired CancelMatchmaking AcceptInvite StartMatchmaking SetReadyForClients \\Art_Assets\\HUD\\control_label_in_game \\Art_Assets\\Frontend\\d14_blue_background RejectInvite Art_Assets\\fonts\\georgia_pro_cond_48pt Art_Assets\\fonts\\MHeiPRC Art_Assets\\fonts\\HeiseiMaruGoth_ime Art_Assets\\fonts\\HYgo_Thic_22 Source\\Common\\Network\\Network_UI.cpp CREATE_SESSION_MESSAGE Art_Assets\\fonts\\MYuenHK Art_Assets\\fonts\\Museo_8pt camera_enable lua_IsVoiceChatEnabled JOINING_SESSION_MESSAGE SEARCHING_SESSION_MESSAGE join_session user CurrentSlotOccupied GetPlayerName leavingLobby GetPlayerControllerIndex GetServerName GetPlayerAvatar GetPlayerDeckUID GetServerAITakeoverStatus ResetServerIndex GetServerContent GetServerGameType StartGame AreAllPlayerReady IncrementServerIndex DecrementServerIndex InviteFriend ManageInvites OnTryingToKick KickSelectedMember CanLastPlayerPressJoin DisplayMyGameOnServer HasTeamMateJoined JoinLocalPlayerAsTeamMate AreAllSlotsFull IsMultiplayerCampaign HideMyGameOnServer IsSelected2HG IsPlayerLocal IsMainLocalPlayer RefreshServerList SetSlotType GetIsCameraActive GetSlotType GetPlayerType GetIsMicrophoneActive IsMultiplayer GetMaxPlayers SetAITakeover GetAITakeover HideAIInformation ShowGamerCard GetNumUniqueMembers GetNumAIPlayers DeckChangedInLobby ToggleMute GetHostSlot GetMultiplayer ClearInActiveControllers GetPlayerAvatarID IsMuted StoreCampaignDetails DoWeShowNotOnlineDialogForLastPlayer DoWeShowNotSignedInDialogForLastPlayer IsMainPlayerOnline ShowSignInThing SettingsChanged ShowServerListGamerCard DoWeShowNotGoldDialogForLastPlayer DoWeShowParentalControlDialogForLastPlayer reportLocalStats InXboxLiveParty ShowPartySessionList LocalPlayerSlotCheck SetNotReady IsGuest GetRankedMatchString GetIsRankedMatch CheckLastPlayerGoldAndNotGuest CheckLastPlayerIsGuest HideServer ShowServer HasValidSlotID GetActualServerIndexWithOffset EnableLobbyDiag CheckIfOnSameTeam CheckForLocalPlayerSameDeck GetDefaultDeckUID NetworkCreateSteamGuestFor2HG CheckIfOnSameTeamAndNotLocal SetupCustomFFAMatch SetupCustom2HGMatch ToggleWantingToSwitchTeam SetCustomMatch SetupMultiplayer2HGLobby SetCustomDeckUID SetupMultiplayerFFALobby SetupMultiplayerFFAAdHocFakeLobby SetCustomDeckStatus GetNoRemotePlayerStatus IsCustomMatch RefreshLobbyVisibility LOBBY_TYPE_CLIENT LOBBY_TYPE_2HG netLobby LOBBY_TYPE_HOST LOBBY_TYPE_CLIENT_2HG lobby_type LOBBY_TYPE_FFA LOBBY_TYPE_HOST_2HG SLOT_PUBLIC_WAITING SLOT_AI SLOT_CLOSED SLOT_PRIVATE_WAITING SLOT_HOST slot_type SLOT_PRIVATE_FULL SLOT_PUBLIC_FULL server_type SERVER_TYPE_HOST SERVER_TYPE_MENTOR Lua: get avatar ID for slot %d returned %d Unknown friend_team_mate_joined in_multiplayer_area game_type_two_headed_giant CAN_TEAM_JOIN CAN_TEAM_JOIN AI_TAKEOVER custom_match AI_TAKEOVER user UI_GENERIC_NOT_ONLINE UI_GENERIC_NOT_ONLINE show_not_signed_in_dialog Adding a team to the remaining_teams_with_humans_pre_quit list with the following player(s): show_not_online_dialog user winning team found with the following player(s): Adding a team to the remaining_teams_with_humans list with the following player(s): remaining_teams_with_humans size: %d remaining_teams_with_humans_pre_quit size: %d -Action list: Attempting... DATA_DECKS\\ bz_DDSendDataBlock code is -> %d \\DECKS\\ Start Loading Game HeartBeat Message .WAD AlternateStatus Message UndoMessage Local Spec Status Message Force Change Same Deck TEam change Spec Team Request Spec Local Spec Synch Content Spec AwardInviteAchievement Entire Buffer Request More Info Entire Buffer Entire Buffer Proper Info Send More Info Request More Info Finish Synch Insturctio ATTACK BLOCK REQUEST ATTACK BLOCK INSTRUCTION Request/instruction to play a card HOST PLAY INSTRUCTION Multi Choice Notification Pump Query Notification Target Notification Colour Notification Put in Library Notification PLAY FAILED INSTRUCTION Reveal Query Notification Put in Library Notification INTERRUPT FAILED INSTRUCTION TARGET QUERY FAILED INSTRUCTION ABILITY FAILED INSTRUCTION INTERRUPT FAILED INSTRUCTION COLOUR QUERY FAILED INSTRUCTION PUMP QUERY FAILED INSTRUCTION CONVOKE QUERY FAILED INSTRUCTION TARGET QUERY CONFIRMED INSTRUCTION ASSIGN DAMAGE INSTRUCTION ASK TO RESEND REVEAL QUERY FAILED INSTRUCTION MULTI QUERY FAILED INSTRUCTION Convoke Notification ASK TO RESEND MANA Target Notification ASK TO RESEND CONVOKE Pump BACKUP Notification ASK TO RESEND COLOUR Pump BACKUP Notification ASK TO RESEND REVEAL MULTI BACKUP Notification ASK TO RESEND COLOUR MANA BACKUP Notification ASK TO RESEND MULTI Initilaise DAMAGE Notification Mulligan MANA BACKUP Notification Assign DAMAGE Notification Slot Assigning Requesting assigned slot READY FOR RESOLUTION Text Message Game Setting Changed Game Setting Changed AI Takeover Changed Game Setting Changed Allowed to pass the response gate Frequently sent deck info Infrequently sent deck info SwitchSlots ToggleSwitchSlots RequestDeckInfo PlayerDetails Convoke Query Notification enable_voice SendBlockingOrder Mana Query Notification enable_voice enable_voice client data %d, host data %d CNetworkGame::Network_StartLoading(); from net_messages PlayAbilityFailedInstruction CAlled PlayAbilityFailedHandler No player found PlayAbilityFailedHandler called PlayAbilityFailedInstruction Passed the first return PlayAbilityFailedHandler player found received_slot_types PlayAbilityFailedInstruction Passed the second return received_slot_assignment force_deck_change NET_STATUS_NOTREADY NET_STATUS_READY NET_STATUS_PLAYING NET_STATUS_FINISHED NET_STATUS_NONE NET_STATUS_LOADING NET_STATUS_WAITING NET_REMOTE_HUMAN personas\\persona001 NET_LOCAL_HUMAN player_type Net_Redo::Update (Ability) skip is FALSE. show_force_deck_change_dialog user NET_STATUS_SETTING_UP NET_LOCAL_AI NET_STATUS_LEFT_GAME NET_REMOTE_AI Art_Assets\\Textures\\Decks Net_Redo::Update (Ability) skip is TRUE. localChunkDetail %d m_storedPosition %d I am unable to play in Redo looks like the query is not killed yet if this on occuring zillion times and game is stuck then call Rohan ro have a look Art_Assets\\Textures\\decks\\d14_locked Art_Assets\\frontend\\d14_deck_random Art_Assets\\Frontend\\Node_Art\\Multiplayer\\random_opponent Art_Assets\\Hud\\empty_slot UI_MULTIPLAYER_LOBBY_WAITING_TEXT UI_MULTIPLAYER_LOBBY_WAITING_TEXT \\Art_Assets\\Textures\\Deck_Boxes\\ UI_MULTIPLAYER_LOBBY_WAITING_TEXT UI_MULTIPLAYER_LOBBY_WAITING_TEXT UI_MULTIPLAYER_AI UI_MULTIPLAYER_CLOSED RANDOM_DECK RANDOM_DECK RANDOM_DECK RANDOM_DECK show_kick_dialog user show_kick_dialog user show_kick_dialog user show_kick_dialog user UpdateSlot CloseSlot SwitchToPublic UpdateSlotDetails OpenSlot SwitchToAI CloseAISlot SwitchToPrivate SwitchToClosed IsPlayerReady GetMicrophoneStatus ToggleStatus ShowToggleStatusOption HideDeckInformation SetUpdateDisplay GetCameraStatus HideSlotInformation GetSwitchTeamStatus Setting CanPlayAbility to TRUE Setting CanPlayAbility to FALSE previously_in_multiplayer_session %ls is currently in the %d net state during syncing SetLocalUserFont SetMessage GetChannel GetRecentMessages SendMessage SetChannel ClearChatHistory PageUp PageDown GetNumMessages GetIsActiveInGame GetIsPlayerBeingIgnoredByID SetIsActiveInGame ClearIgnoreList EnablePushToTalk GetIMECandidatePageStart GetIMECandidateSelection GetIMELanguageInitials GetIMECandidatePageSize GetCompositionStringCharacterCount CleanUpIMEStrings GetIMECandidateSelectionString GetDecidedIMECharacters HasIMEassumedDirectControl RemoveDecidedIMECharacter new_text_message GetIMEisActive new_text_message netText UI_MULTIPLAYER_TEAM_CHAT GetIMECandidateSelection ==> %d chat_JA GameMode_HasPumpQueryMessageAlreadyBeenSent returned TRUE in ProcessQuery chat_KO GameMode_HasManaQueryMessageAlreadyBeenSent returned TRUE in ProcessQuery GameMode_HasConvokeQueryMessageAlreadyBeenSent returned TRUE in ProcessQuery ToggleIgnore ClearScrollingOffSet TempDisablePushToTalk GetRawMessage GetCurrentIMEMessage GetIMECandidateCount GetIMEEnabled SetIMEEnabled Length of pMessage %d Length of mDecidedIMEText %d push_to_talk enable_voice push_to_talk enable_voice Source\\Common\\Network\\Net_TimeOut.cpp Source\\Common\\Network\\Net_TimeOut.cpp \\Art_Assets\\Textures\\avatar_mask __index contentpacks __index __len ContentManager::LUA_op__index: unknown key passed: '%s' ContentManager::LUA_op__index: no key passed ContentPackList::LUA_op__index: bad index passed ContentPackList::LUA_op__newindex: read only interface __newindex __gc name state __index glossary_content unlock_content deck_content campaign_content background_content avatar_content foil_content playfield_content ContentPack::LUA_op__index: no key passed sliced_content ContentPack::LUA_op__index: bad key passed: '%s' contentmanager safe_to_enumerate_dont_kick currently_enumerating enumerate_for_invites main_menu_visible show_content_enumeration user \\Header.xml %ls:\\%s %ls:\\%s %ls:\\%s %ls:\\%s feature feature ERROR: XML2_Load: Couldn't open file '%s' Feature not recognized Feature not recognized Property not recognized feature Feature not supported Property not recognized Illegal Namespace prefix bad cast bad cast Could not acquire expat buffer Undeclared prefix [dtd] Could not resolve XML document Can't change EMPTY while parsing (#PCDATA (#PCDATA) Data_0*.ZED Data_0* http://store.steampowered.com/app/ SteamToucan {D14} PromoUnlocks: Entered \"%s\" => \"%s\" Content\\Card_Promotions\\CARD_PROMOTIONS.XML {D14} NetLog: NetLog: PromoUnlocks: Offer ID %d = \"%s\" feature feature ERROR: XML2_Load: Couldn't open file '%s' Feature not recognized Feature not recognized Property not recognized feature Feature not supported Property not recognized Illegal Namespace prefix bad cast bad cast Could not acquire expat buffer Undeclared prefix [dtd] Could not resolve XML document Can't change EMPTY while parsing (#PCDATA (#PCDATA) CDFGHJKMNPRSTWXZin_collection_viewer in_store in_mp_lobby in_deck_builder on_plane_index ARPS_IDLE RPS_FRONTEND RPS_DECK_MANAGER RPS_SINGLE_PLAYER_DUEL RPS_DUEL RPS_MINI_DUEL RPS_LOBBY RPS_TUTORIAL RPS_CHALLENGE RPS_LOADING_PLANESWALKER RPS_STARTUP RPS_LOADING_PLANE RPS_SETTINGS RPS_PLAYING_EXPANSION Set RPS: %s RankSystem PixelShaderVersion Rank.dll LFX_Initialize LFX_Release LightFX.dll LFX_UpdateDefault LFX_GetNumDevices LFX_Reset LFX_Update LFX_GetLightDescription LFX_GetLightLocation LFX_GetDeviceDescription LFX_GetNumLights LFX_Light LFX_SetLightActionColor LFX_GetLightColor LFX_SetLightColor LFX_ActionColorEx LFX_SetTiming LFX_SetLightActionColorEx LFX_ActionColor SFX:: ERROR! Failed to load sound %s in emitter %s (%d) SFX:: ERROR! Failed to play sound in emitter %s (#%i) DEFAULT_SICK CONTINUE STOP DEFAULT_BUFF DEFAULT_NERF Unload: Unable to find Emitter in mEmitter_map: %s Load: Unable to find SFX in SFXMap: %s PLANESWALK CHAOS_ROLL *.cnt \\SpecialFX\\Emitters Load: Unable to find SFX in SFXMap: %s Unload: Unable to find SFX in SFXMap: %s *.lua \\Effects *.lol \\Effects *.xml \\SpecialFX\\SpecialFX SFX::ERROR: Failed to load emitter (%s). No emitter found SFX::ERROR: Failed to load emitter (%s). No current SFX found Unexplained attribute in SFX element Emitter attribute undefined SFX::ERROR: Unable to create SFX: %s \\SpecialFX SFX::ERROR: The triggers aren't (or weren't) properly set for this emitter (%s) on specialFX (%s) - ditching Default_Card_SFX.xml SFX:: ERROR! Empty zone trigger SFX:: ERROR! Empty trigger - all spaces SFX:: ERROR! Unknown zone trigger: %ls SFX:: ERROR! Something's gone wrong with the come from zone SFX:: ERROR! Empty trigger SFX:: ERROR! Unknown trigger: %z SFX:: ERROR! Something's gone wrong with the specific ABILITY_PLAYED trigger \\Art_Assets\\Models\\TARGET\\TARGET \\Art_Assets\\Models\\TARGET\\COMBAT_TARGET SFX:: Pausing %ls stack SFX SFX SYSTEM : Sound %s Missing for Emitter %s .cnt _ALTERNATE C:\\Dev\\D13\\Build\\sfx_output\\ *.txt text_scripts C:\\Dev\\D13\\Build\\Data_Deck_Art\\SFX\\all_old_sfx\\ C:\\Dev\\D13\\Build\\ .IMG .txt TEXTURE ERROR: XML2_Load: Couldn't open file '%s' Feature not recognized sfx_output\\text_scripts\\ feature Feature not supported feature feature bad cast bad cast Feature not recognized Property not recognized [dtd] Could not resolve XML document Property not recognized Illegal Namespace prefix while parsing Could not acquire expat buffer Undeclared prefix (#PCDATA) Can't change EMPTY (#PCDATA NextSFX PreviousSFX PlayCurrentSFX GetCurrentSFX PreviousPlayLocation blanky_sfx GetCurrentPlayLocation NextPlayLocation CARD_IN_PLAY CARD_IN_COMBAT_AGAINST_PLAYER blanky_location SFXViewer avatar_01 CARD_IN_COMBAT_AGAINST_CARD CARD_IN_PLAY_AGAINST_PLAYER Failed to find a substitue for a card at this rarity tier %d. This is fine though. Relax. Failed to find a guildgate for this colour pair. However I can still continue gracefully by awarding off colour guildgates. _InterrogateData start: %f _InterrogateData end: %f WOAH NELLY! Apparently booster generation told you to add a card that doesn't exist in the collection CRuntimeCollection - ConsumeBooster - Adding card %s (%d) to collection CRuntimeCollection - ConsumeBooster - AddCard Start CRuntimeCollection - ConsumeBooster - AddCard End UI_DEFAULT_DECK_NAME Ra = %f Rb = %f RAVNICA UserOptions: ValidateDeckIndex: Invalid deck index detected. .lol .lua RequestTotalMatchStats RequestTotalBoosterOpenedStats RequestSpellsCastStats RequestColouredSpellsCastStats RequestCardsInCollectionStats RequestArchetypesUnlockedStats RequestDamageDealtStats RequestQuickDuelTriggeredStats RequestTypeSpellsCastStats RequestTotalMatchesPlayedStats RequestSpellsCounteredByUserStats RequestNumTimesChangedPersonaStats RequestHowMuchMagicHaveYouPlayedStats RequestCreaturesDestroyedStats RequestPlaneCompletelyExploredStats RequestEloScoreStats RequestBoosterAwardedFromMultiplayerStats RequestCampaignCompletedStats RequestComplexAchievementStats RequestNumZombiesSummonedStats RequestRichPresenceStats RequestHeroStatsStats RequestNumCardsDrawnStats RequestCardsOpenedFromBoostersStats Failed to create splash screen window, %d DotP 2015 Splash LINEAR BACK CUBIC ELASTIC BOUNCE CIRCULAR QUART QUINT EXPO QUAD FLICKER UNKNOWNTYPE SINE StinkLib: Shutting down\n utlTimer FFFFFFFF-FFFF-FFFF-FFFF-FFFFFFFFFFFF m_CurrentBoardHandle == 0 Steam: Leaderboard Reference already added. pScoreUploadedResult->m_bScoreChanged m_Details != 0 OnUploadScore Error! FFFFFFFF-FFFF-FFFF-FFFF-FFFFFFFFFFFF +connect_lobby !!! STEAM WARNING - [%d] %s +connect Community Players Current steam appID is %u Friends Achievements LobbyInvite Settings OfficialGameGroup FFFFFFFF-FFFF-FFFF-FFFF-FFFFFFFFFFFF Current users qutoa is %d/%d FFFFFFFF-FFFF-FFFF-FFFF-FFFFFFFFFFFF STEAM: Achievement already added. STEAM: Error finding achievement with id %d. Achievement not registered. STEAM: Achievement already added. STEAM: Achievement '%s' progress callback, (%d,%d) STEAM: Received stats and achievements from Steam STEAM: Error awarding achievement with id %d. Achievement not registered. STEAM: Achievement '%s' unlocked! STEAM: StoreStats - failed, %d\n STEAM: Achievement already added. STEAM: StoreStats - success\n STEAM: StoreStats - some failed to validate\n STEAM: Error Setting stat with id %d. Stat not registered. STEAM: Error awarding achievement with id %d. Achievement not registered. STEAM: Error finding stat with id %d. Stat not registered. FFFFFFFF-FFFF-FFFF-FFFF-FFFFFFFFFFFF Joined Steam Lobby: %llu Created Steam Lobby: %llu NAME Connecting to server failed MAX_MEMBER MAX_PLAYER NAME GAME_TYPE AI_TAKEOVER GAME_VARIANT MATCH_TYPE NAME MAX_PLAYER GAME_VARIANT GAME_TYPE MAX_MEMBER MATCH_TYPE AI_TAKEOVER Steam Lobby data update! Steam ----------- Send bundle id %d, s=%d, pid=%d, ptr=%x Sending %d to: %s (%.3f) size %d s=%5d, t=%5d PUBLIC_SLOTS Steam Lobby: Attempt to Create Discarding junk packet Dropped %i packets MAP_TYPE MAX_PLAYER Setting joinable again to: %d GAME_TYPE PUBLIC_SLOTS ELO_STAT MAX_MEMBER CURRENT_AIPLAYERS ELO_STAT GAME_VARIANT Join response fail %d Join failled %d MATCH_TYPE Steam Lobby: Attempt to Join PUBLIC_SLOTS Looks like something has gone wrongly Biaazarely Our steam server is not valid Leaving Steam Lobby: %llu FFFFFFFF-FFFF-FFFF-FFFF-FFFFFFFFFFFF VoiceChat_%d Sending Voice Packet Amount of Voice data genrated compressd %d and uncompressed %d Error in DecompressingVoice : %d Voice Submit fail IDREF ENTITIES IDREFS CDATA NMTOKEN http://www.w3.org/2000/xmlns/ NOTATION( NMTOKENS ENTITY http://www.w3.org/XML/1998/namespace xml=http://www.w3.org/XML/1998/namespace FFFFFFFF-FFFF-FFFF-FFFF-FFFFFFFFFFFF file !\"#\x1B \b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b \a\a\a\a\a !\"#\x1B US-ASCII !\"#$% CDATA[ !\"#\x1B UTF-8 UTF-16 encoding UTF-16BE !\"#\x1B ISO-8859-1 CDATA[ !\"#\x1B standalone !\"#\x1B \b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b \a\a\a\a\a UTF-16LE !\"#\x1B version CDATA[ !\"#\x1B ENTITY IMPLIED REQUIRED NMTOKENS ATTLIST NMTOKEN FIXED PUBLIC SYSTEM NDATA NOTATION EMPTY IDREF ENTITIES CDATA ELEMENT IDREFS DOCTYPE PCDATA https http /../ /../ <UNKNOWN> SOURCE\\COMMON\\SYSTEM\\bz_Memory.cpp Memory Manager Diagnostics SOURCE\\COMMON\\SYSTEM\\bz_Memory.cpp %s Ln%d: %s SOURCE\\COMMON\\SYSTEM\\bz_Memory.cpp TEMP STACK BANG!!! The application has just exploded (Heap limit exceeded) 3x4 matrix pool 2x3 matrix pool Memory Manager Error Cannot allocate temporary memory stack Vector 4 pool Vector 3 pool Vector 2 pool 4x4 matrix pool Cannot allocate child memory pool SOURCE\\COMMON\\SYSTEM\\bz_Memory.cpp CHILD POOL bounds pool SOURCE\\COMMON\\SYSTEM\\bz_Memory.cpp AUTO-POOL AUTO-POOL Memory Manager Error Cannot destroy temporary memory stack SOURCE\\COMMON\\SYSTEM\\bz_Memory.cpp Error Setting pInput->memory_corruption_size at runtime is obsolete Failed to allocate %d bytes (GLE = %d) SOURCE\\COMMON\\SYSTEM\\bz_Memory.cpp Child-list Memory Manager Error Memory Manager Error Failed to allocate %d bytes (GLE = %d) SOURCE\\COMMON\\SYSTEM\\bz_Memory.cpp Memory Manager Error SOURCE\\COMMON\\SYSTEM\\bz_Memory.cpp Memory Manager Error Failed to allocate %d bytes (GLE = %d) SOURCE\\COMMON\\SYSTEM\\bz_Memory.cpp MemFill called with zero length MemMove called with zero length Memory Manager Error Couldn't write protect memory page (GLE = %d) Stack Overflow MEM_STACK MemoryPool POOL BUNCH HELP\nLists all commands Close CLOSE\nRemove this console display BUILD\nDisplay current build number\n PIPE <filename>\nSubsequent commands saved to filename.CFG\nPIPE <nothing> will close the file.\n Debug DEBUG\nActivates hidden debug commands Help EXEC <filename>\nInterpret the supplied filename.CFG\n List LIST <filename>\nDisplay the contents of the given file (in ASCII)\n Pipe bz_DIR [wildcard]\nPerform relative directory listing Build Exec bz_VIDEO\nPrint info on current mode etc... bz_ClampFPS bz_CLAMPFPS <val>\nClamp frame-rate to given value (0=Reset) bz_Dir bz_SETYON <vp> <dist>\nSet the Far-Clip for a viewport bz_SetFOV bz_SETFOV <vp> <angle>\nSet the camera fov for a viewport bz_Video bz_SHOWFPS\nTurns on the internal FPS monitor bz_SetHither bz_SETHITHER <vp> <dist>\nSet the Near-Clip for a viewport bz_SetYON bz_SHOWAR\nTurns on action replay & timing diagnostics bz_HideFPS bz_HIDEFPS\nTurns off the internal FPS monitor bz_ShowFPS bz_WIREFRAME < on / off >\nRender everything wireframe or not. bz_HideAR bz_HIDEAR\nTurns off action replay & timing diagnostics bz_ShowAR bz_MUNGEFILES <Help to come...>\n bz_NOTRISTRIP < on / off >\nIf on, tri strips in models are not rendered. bz_DrawPoint bz_DRAWPOINT < on / off >\nRender everything as points or not. bz_Wireframe bz_NoTriStrip bz_NoAlpha bz_MODELDEBUG < one or more of [fnorms][vnorms][centres][boxes][ticks][all][none][shadshape] >\nSelect various visual aids for models. bz_NoTriList bz_NOTRILIST < on / off >\nIf on tri lists in models are not rendered. bz_NOALPHA < on / off >\n bz_ModelDebug VERSION \n bz_SetAmbient bz_SETAMBIENT <vp> <r> <g> <b>\n bz_MungeFiles bz_FogColour <r> <g> <b> {<a>}\nbz_FogColour <rgba as hex>\n bz_DeactivateWindow bz_DeactivateWindow <0/1>\nDeactivate app when window is in background\n Version bz_Multitexture < on / off >\n bz_Sleep bz_Sleep <time_ms>\n Sleep for specified time in milliseconds\n bz_FogColour the %%age to display the safe area at. 0 = wont display PP_Enable Post processing <on / off >\n bz_Multitexture salad salad [<salad_path [= <value>]] bz_SafeArea TRUE FALSE TRUE Expected decimal got character\n %s = %d\n Expected decimal got character\n %s = %s\n Out of memory Out of memory %s = %s\n %s = %f\n %s Version\n type HELP for a list of commands.\nType HELP <command> for specifics.\nPress F1 to close.\n\n Welcome to the %s command console.\n \n==================================\n @C(%i)%s\n @C(%i)Info: @C(%i)Warning: @C(%i)Error: =%i\n =%f\n PIPE Generic Unknown variable/constant Unknown function Bad Syntax help SOURCE\\COMMON\\DATA_MANAGEMENT\\bz_Scripting.cpp Scripting Unmatched curly brackets in %s SOURCE\\COMMON\\DATA_MANAGEMENT\\bz_Scripting.cpp .TXT .TXT Scripting Unmatched curly brackets in %s <%s> [%s] <%s> TRUE FALSE %llu \n<%s>\n \n[%s]\n %d %d %d\n %d %d\n %d,%d\n %ul\n 0X%x 0x%x %d,%d,%d,%d %d,%d %f,%f\n %s.TXT %f,%f,%f,%f,%f\n %f,%f,%f,%f\n %f,%f,%f\n LSTICK_X LSTICK_UP LSTICK_Y LSTICK_RIGHT LSTICK_LEFT RSTICK_LEFT RSTICK_X LSTICK_PRESSED LSTICK_DOWN RSTICK_DOWN RSTICK_UP RSTICK_Y RSTICK_RIGHT DPAD_RIGHT DPAD_LEFT DPAD_X RSTICK_PRESSED DPAD_DOWN DPAD_UP DPAD_Y BUT_A START BUT_D BUT_C BUT_B CUSTOM_2 CUSTOM_1 SELECT SENSOR_X CUSTOM_5 CUSTOM_4 CUSTOM_3 TILT_X SENSOR_G SENSOR_Z SENSOR_Y MOTION_Y MOTION_X TILT_Z TILT_Y PC_DPAD_X PC_DPAD_RIGHT PC_DPAD_LEFT MOTION_Z PC_LSTICK_X PC_DPAD_Y PC_DPAD_DOWN PC_DPAD_UP PC_LSTICK_UP PC_LSTICK_Y PC_LSTICK_RIGHT PC_LSTICK_LEFT PC_RSTICK_RIGHT PC_RSTICK_LEFT PC_RSTICK_X PC_LSTICK_DOWN PC_JOYSTICK_2 PC_RSTICK_DOWN PC_RSTICK_UP PC_RSTICK_Y PC_JOYSTICK_LEFT PC_JOYSTICK_X PC_JOYSTICK_4 PC_JOYSTICK_3 PC_JOYSTICK_DOWN PC_JOYSTICK_UP PC_JOYSTICK_Y PC_JOYSTICK_RIGHT PC_2 PC_1 PC_ESC PC_JOYSTICK_1 PC_6 PC_5 PC_4 PC_3 PC_0 PC_9 PC_8 PC_7 PC_TAB PC_BACKSPACE PC_EQUALS PC_MINUS PC_R PC_E PC_W PC_Q PC_I PC_U PC_Y PC_T PC_RBRACKET PC_LBRACKET PC_P PC_O PC_S PC_A PC_LCONTROL PC_RETURN PC_G PC_F PC_ANY PC_D PC_L PC_K PC_J PC_H PC_LSHIFT PC_GRAVE PC_APOSTROPHE PC_SEMICOLON PC_C PC_X PC_Z PC_BACKSLASH PC_M PC_N PC_B PC_V PC_RSHIFT PC_SLASH PC_PERIOD PC_COMMA PC_LCTRL PC_RALT PC_LALT PC_NUMPAD_MULTIPLY PC_F1 PC_CAPS_LOCK PC_SPACE PC_RCTRL PC_F5 PC_F4 PC_F3 PC_F2 PC_F9 PC_F8 PC_F7 PC_F6 PC_SCROLL_LOCK PC_NUM_LOCK PC_NUMPAD_NUM_LOCK PC_F10 PC_NUMPAD_MINUS PC_NUMPAD_9 PC_NUMPAD_8 PC_NUMPAD_7 PC_NUMPAD_ADD PC_NUMPAD_6 PC_NUMPAD_5 PC_NUMPAD_4 PC_NUMPAD_0 PC_NUMPAD_3 PC_NUMPAD_2 PC_NUMPAD_1 PC_F13 PC_F12 PC_F11 PC_NUMPAD_PERIOD PC_NUMPAD_ENTER PC_NUMPAD_EQUALS PC_F15 PC_F14 PC_SYSRQ PC_NUMPAD_DIVIDE PC_NUMPAD_COMMA PC_RCONTROL PC_PAGE_UP PC_UP PC_HOME PC_RALT PC_DOWN PC_END PC_RIGHT PC_LEFT PC_LWIN PC_DELETE PC_INSERT PC_PAGE_DOWN PC_MOUSE_LEFT_DOUBLE_CLICK PC_MOUSE_LEFT PC_APPS PC_RWIN PC_MOUSE_WHEEL_DOWN PC_MOUSE_WHEEL_UP PC_MOUSE_MIDDLE PC_MOUSE_RIGHT PC_INV_MOUSE_X PC_MOUSE_Y PC_MOUSE_X PC_MOUSE_ANY PC_MOUSE_WHEEL_DOWN PC_MOUSE_WHEEL_UP PC_MOUSE_WHEEL PC_INV_MOUSE_Y SOURCE\\COMMON\\INPUT_DEVICES\\bz_ControlWrapper.cpp Too many different keys mapped SOURCE\\COMMON\\INPUT_DEVICES\\bz_ControlWrapper.cpp XBOX_ Whoops! Didnt expect to get here PSP_ PS2_ XB1_ X360_ CW_BUTT1 IOS_ WII_ CW_BUTT2 Keyboard: %d \n Player index: %d \n CW_BUTT3 Mouse/Keyboard: %d \n Sensor: %d \n Mouse: %d \n Analogue: %d \n String Parsers String Handles %01d:%02d %02d:%02d -:-- --:-- %01d:%02d.%02d %02d:%02d.%02d -:--.-- --:--.-- %01d:%02d.%02d %02d:%02d.%02d -:--.-- --:--.-- ,%03d .XML Failed to write string to binary file .bsf .xml Couldn't find requested language, defaulting to english (UK) .bsf .XML .XML LoadBinaryStringFile: %s... SOURCE\\COMMON\\CONTENT\\bz_Content.cpp SOURCE\\COMMON\\CONTENT\\bz_Content.cpp SOURCE\\COMMON\\CONTENT\\bz_Content.cpp SOURCE\\COMMON\\CONTENT\\bz_Content.cpp #TEXTURE #TDXCACHE #DATA #TEXTURE CommonTexture CONTENT:: WARNING!!!!!!!!!!!!! Non-indexed find #MATERIAL CommonMaterial #TEXTURE CommonTexture CONTENT:: WARNING!!!!!!!!!!!!! Non-indexed find #MATERIAL CommonMaterial #LUMP #TEXTURE #LIGHT LIGHT #MATERIAL #DATA #AUDIO mp3enc #MODEL .METADATA tdxcache .METADATA\\Header.XML .METADATA #TEXWORKING workingtex #TDXCACHE File logging activated fopen (\" \") ( ^^^ OPERATION FAILED ^^^ fwrite(H: ) - bytes. fread(H: ) - bytes. fread(H: ) - bytes. fclose (H: bz_FolderExists This should only fail if you havent got a hard drive SOURCE\\COMMON\\SYSTEM\\bz_FileIO.cpp File Read Error bz_FolderExists This should only fail if you've killed the original folder since the previous PDGetCurrentDirectory() call SOURCE\\COMMON\\SYSTEM\\bz_FileIO.cpp %s/%s %s/%s %s\\%s\\%s %s\\%s %s\\%s [0-9/?] [A-Za-z] [0-9] [/n/r/t ] %06d [0-9/?] [0-9/?] [0-9/?] %02d:%02d -:-- --:-- %02d:%02d.%02d -:--.-- --:--.-- %01d:%02d %02d:%02d.%02d -:--.-- --:--.-- %01d:%02d.%02d %01d:%02d.%02d ,%03d %d%s SOURCE\\COMMON\\DEBUGGING\\bz_Debug.cpp \"%s\"\n\nLine %i in\n\n%s .rdata:00B8B05C 00000009 C ! %s (%d): %s FAILED ASSERTION test test SOURCE\\COMMON\\DATA_MANAGEMENT\\bz_Lump.cpp level_instances.txt CNT file (%s) is 0 bytes in length! Loading objects... .CNT Lump_ReadFromMemory Invalid lump flag %sLump : %d - Adr:%p, Name:%s, Flags:%.8x\n \n***** LOADED OCTREE *****\n %sLOD%i\\%s %sLOD%i\\%s LUMP:%p (\"%s\")\n LUMP IS NULL\n %d lumps\n parent: %p\n children: %i\n object: %s\n BZ_LUMP_TYPE_SKINNED_MODEL BZ_LUMP_TYPE_SPLINE BZ_LUMP_TYPE_MODEL BZ_LUMP_TYPE_NULL BZ_LUMP_TYPE_POINTLIGHT BZ_LUMP_TYPE_DIRLIGHT BZ_LUMP_TYPE_LOD BZ_LUMP_TYPE_POLYLINE BZ_LUMP_TYPE_LIGHT BZ_LUMP_TYPE_AMBIENTLIGHT BZ_LUMP_TYPE_FLARELIGHT BZ_LUMP_TYPE_SPOTLIGHT BZ_LUMP_TYPE_PARTICLE_EMITTER BZ_LUMP_TYPE_SOUND BZ_LUMP_TYPE_BOUNDS BZ_LUMP_TYPE_CAMERA BZ_LUMP_TYPE_PORTALS_ROOT BZ_LUMP_TYPE_CLIPPED_MODEL BZ_LUMP_TYPE_STENCIL_SHADOW BZ_LUMP_TYPE_PARTICLE_EMITTER2 BZ_LUMP_TYPE_UNKNOWN BZ_LUMP_TYPE_FOLIAGE BZ_LUMP_TYPE_QUADBLOCKARRAY BZ_LUMP_TYPE_SKIDMARKS PointLight SpotLight DirLight bounds camera PointLight SpotLight DirLight .CNT SuperfluousNullLump %s - %s - NChidren %d - %p\n NOT ACTIVE ACTIVE SOURCE\\COMMON\\GRAPHICS\\SYSTEM\\bz_ViewPort.cpp SOURCE\\COMMON\\GRAPHICS\\SYSTEM\\bz_ViewPort.cpp SOURCE\\COMMON\\GRAPHICS\\SYSTEM\\bz_ViewPort.cpp SOURCE\\COMMON\\GRAPHICS\\SYSTEM\\bz_ViewPort.cpp VP Render Target VP Render0 Target Stopping FX System Starting FX System Materials: Param string has incorrect number of elements Unknown Material Attribute (%s) In material (Material Name Currently Unavalable) Unknown Material Attribute (%s) In material (%s) Shader Name Too many Params in Material (%s) ignoring remaining Params Param tags are only meant to have one param in them! PARAM Unknown Material Attribute (%s) In material (%s) Thats preposterous! A Material Doesn't have a name, Its Somewhere in (%s) Too many Params in Clone (%s) ignoring remaining Params materials This is preposterous! A Material Doesn't have a name, Its Somewhere in (%s) Unknown Material Attribute (%s) In material (Material Name Currently Unavalable) Name More References removed than added for material (%s) Material (%s) Has Param with more than one value in it! PARAM Name CLONE Name SOURCE\\COMMON\\GRAPHICS\\SHADERS\\bz_FX_System.cpp Materials.xml appears to be invalid (It doesn't have a MaterialLibrary tag in the right place) MaterialLibrary SOURCE\\COMMON\\GRAPHICS\\SHADERS\\bz_FX_System.cpp MATERIAL CLONE Could not find material (%s) SOURCE\\COMMON\\MATHS\\bz_Matrix.cpp matrix has no inverse(1) SOURCE\\COMMON\\MATHS\\bz_Matrix.cpp bz_M34_Invert matrix has no inverse(1) bz_InverseM34Into matrix has no inverse(1) SOURCE\\COMMON\\MATHS\\bz_Matrix.cpp bz_M34_Invert SOURCE\\COMMON\\MATHS\\bz_Matrix.cpp bz_InverseM34Into matrix has no inverse(2) SOURCE\\COMMON\\MATHS\\bz_Matrix.cpp matrix has no inverse(2) SOURCE\\COMMON\\MATHS\\bz_Matrix.cpp bz_InverseM33Into matrix has no inverse(1) matrix.row[2] %+03.3f\t%+03.3f\t%+03.3f\n matrix.row[1] %+03.3f\t%+03.3f\t%+03.3f\n matrix.row[0] %+03.3f\t%+03.3f\t%+03.3f\n bz_InverseM33Into matrix.row[3] %+03.3f\t%+03.3f\t%+03.3f\n matrix.row[2] %+03.3f\t%+03.3f\t%+03.3f\n matrix.row[1] %+03.3f\t%+03.3f\t%+03.3f\n matrix.row[0] %+03.3f\t%+03.3f\t%+03.3f\n %f %f %f %f %f %f %f %f %f %f %f %f matrix.row[%d].v[%d] = %ff;\n %f %f %f %f %f %f %f %f %f FREECAM FROZEN Keys speed FREECAM ACTIVE Error!!! It was a number %d don't you know? User32.dll UnregisterTouchWindow User32.dll RegisterTouchWindow User32.dll GetTouchInputInfo User32.dll IsTouchWindow Error!!! It was a number %d don't you know? Error!!! RegisterTouchWindow doesn't not exist on this platform User32.dll CloseTouchInputHandle software\\microsoft\\windows\\currentversion\\ BZWindowClass BZWindowClass BZWindowClass TINTLGNT.IME keyboard mapping TINTLGNT MSTCIPH MSSCIPYA.IME PINTLGNT.IME MSTCIPHA.IME CINTLGNT.IME Setting Candidate Count to zero ShowReadingWindow GetReadingString ImmLockIMC \\imm32.dll ImmDisableTextFrameService ImmUnlockIMCC ImmLockIMCC ImmUnlockIMC ImmSetCompositionStringW ImmSetCompositionStringA ImmGetCompositionStringA ImmGetCompositionStringW ImmReleaseContext ImmGetContext ImmGetCandidateListA ImmGetCandidateListW ImmGetConversionStatus ImmSetOpenStatus ImmGetOpenStatus ImmAssociateContext ImmNotifyIME ImmGetVirtualKey ImmGetIMEFileNameA ImmGetDefaultIMEWnd \\version.dll ImmIsIME ImmSimulateHotKey ImmSetConversionStatus Candidate Selection %d GetFileVersionInfoSizeA GetFileVersionInfoA VerQueryValueA Candidate Selection %d Setting Candidate Count to zero lRet => %d Candidate Selection %d Candidate Selection %d Setting Candidate Count to zero Is a character! %c Candidate Selection %d DBT_CONFIGCHANGECANCELED Candidate Count is zero Candidate Count %d Candidate Selection %d DBT_DEVICEQUERYREMOVE DBT_DEVICEARRIVAL DBT_CUSTOMEVENT DBT_CONFIGCHANGED DBT_DEVICETYPESPECIFIC DBT_DEVICEREMOVEPENDING DBT_DEVICEREMOVECOMPLETE DBT_DEVICEQUERYREMOVEFAILED DBT_USERDEFINED DBT_QUERYCHANGECONFIG DBT_DEVNODES_CHANGED Input device found [%s] ProductID[0x%x] %s %d: %s EnumJoysticksCallBack - device connected OK EnumJoysticksCallBack - already connected device CheckJoystickDevices DI_OK Device set up failed. [%s] is the prefered device CheckJoystickDevices DIERR_NOTINITIALIZED CheckJoystickDevices DIERR_INVALIDPARAM CheckJoystickDevices DIERR_GENERIC CheckJoystickDevices DI_NOTATTACHED SOURCE\\COMMON\\INPUT_DEVICES\\bzPC9_InputDevice.cpp DirectInput8Create DINPUT8.DLL CheckJoystickDevices UNKNOWN polling for device changes Device->device SOURCE\\COMMON\\INPUT_DEVICES\\bzPC9_InputDevice.cpp Direct input failed DISKINF.VXD Error You shouldnt ask to suspend a process without providing a bzProcess structure SOURCE\\COMMON\\SYSTEM\\bzPC_System.cpp DISKINF.VXD %s%s \\shell %s\\%s\\command %s%s \\open\\command .htm http \nERROR: Could not SetPriorityClass, LastError: %d\n %s %s \\\\.\\PhysicalDrive%d \\\\.\\PhysicalDrive%d \\\\.\\%s DISKINF.VXD \\\\.\\PhysicalDrive%d SCSIDISK \\\\.\\Scsi%d: \\\\.\\PhysicalDrive%d DISKINF.VXD \nERROR: Could not SetPriorityClass, LastError: %d\n \\\\.\\vwin32 \\\\.\\PhysicalDrive%d %s\\%s \\\\.\\PhysicalDrive%d \\\\.\\%c: \\\\.\\%s [InternetShortcut]\r\n .url %s%s msvbvm60.dll .lnk IconFile=%s\r\nIconIndex=%d\r\n URL=%s\r\n EnumDisplayDevicesA User32.DLL GetLastWin32Error code is -> %d GetMem1 PCMCIA CDROM SCSIAdapter BZWindowClass Global\\ Global\\ LOGS * * * Free after memsys 2: %d * * * DATA wordpad PUBLIC_VERSION lib, non-Public game ************************************************************************************************\n************************************************************************************************\n*** Warning: Allocating 4GB of memory to force allocations above the 32 bit address range!!! ***\n************************************************************************************************\n************************************************************************************************\n open Shutting down Content System bz_TestBuildSettings HardwareVector defined in game but not in lib SOURCE\\COMMON\\STARTUP\\bz_Startup.cpp \r\n***** Testing build settings *****\r\n bz_TestBuildSettings SOURCE\\COMMON\\STARTUP\\bz_Startup.cpp PC_VECTOR not defined bz_TestBuildSettings BZ_THREADING not defined in game but is defined in lib SOURCE\\COMMON\\STARTUP\\bz_Startup.cpp Public build bz_TestBuildSettings BZ_USAGE_TOOL defined in game but is not defined in lib SOURCE\\COMMON\\STARTUP\\bz_Startup.cpp BZ_THREADING SOURCE\\COMMON\\STARTUP\\bz_Startup.cpp bz_TestBuildSettings sizeof(bzV3) miss match SOURCE\\COMMON\\STARTUP\\bz_Startup.cpp sizeof(bzLump) miss match SOURCE\\COMMON\\STARTUP\\bz_Startup.cpp bz_TestBuildSettings sizeof(bzM34) miss match bz_TestBuildSettings sizeof(bzPhysicsObject) miss match SOURCE\\COMMON\\STARTUP\\bz_Startup.cpp bz_TestBuildSettings Library build date and time. %s %s LumpSizeof == %d M34Sizeof == %d V3SizeOf == %d ***** Done *****\r\n\r\n Application build date and time. %s %s 22:19:17 Jan 14 2015 SOURCE\\COMMON\\GRAPHICS\\2D\\bzDX9_2d.cpp ?D3DERR_INVALIDDEVICE D3DERR_INVALIDCALL Couldn't set 32Bit buffer. Trying 16bit. Couldn't set stencil buffer. Trying again without. D3DERR_NOTAVAILABLE D3DERR_OUTOFVIDEOMEMORY Resetting directx device ************************ Error in choosing depth&stencil buffer format. SOURCE\\COMMON\\GRAPHICS\\SYSTEM\\bzPC9_Display.cpp Device reset ok Resetting device Testing cooperative level ************************\n Window size is %dx%d Frame buffer set at %dx%d\n \nDisplay mode set at %dx%d Frame buffer set at %dx%d\n BZ_AA_MODE_16XQ_CSAA BZ_AA_MODE_8XQ_CSAA BZ_AA_MODE_16X_CSAA BZ_AA_MODE_8X_CSAA BZ_AA_MODE_4X BZ_AA_MODE_3X BZ_AA_MODE_2X BZ_AA_MODE_NONE BZ_AA_MODE_8X BZ_AA_MODE_7X BZ_AA_MODE_6X BZ_AA_MODE_5X BZ_AA_MODE_12X BZ_AA_MODE_11X BZ_AA_MODE_10X BZ_AA_MODE_9X BZ_AA_MODE_16X BZ_AA_MODE_15X BZ_AA_MODE_14X BZ_AA_MODE_13X bz_Display_Clear TURNING AA OFF TURNING AA ON BZ_AA_MODE_UNKNOWN bz_Display_Clear SOURCE\\COMMON\\GRAPHICS\\SYSTEM\\bz_Display.cpp SOURCE\\COMMON\\GRAPHICS\\SYSTEM\\bz_Display.cpp SOURCE\\COMMON\\GRAPHICS\\SHADERS\\POST_PROCESS\\bz_PostProcessSystem.cpp SOURCE\\COMMON\\GRAPHICS\\SHADERS\\POST_PROCESS\\bz_PostProcessSystem.cpp SSAO random SSAO Blured SOURCE\\COMMON\\GRAPHICS\\SHADERS\\POST_PROCESS\\bz_PostProcessSystem.cpp SOURCE\\COMMON\\GRAPHICS\\SHADERS\\POST_PROCESS\\bz_PostProcessSystem.cpp SOURCE\\COMMON\\GRAPHICS\\SHADERS\\POST_PROCESS\\bz_PostProcessSystem.cpp SOURCE\\COMMON\\GRAPHICS\\SHADERS\\POST_PROCESS\\bz_PostProcessSystem.cpp SOURCE\\COMMON\\GRAPHICS\\SHADERS\\POST_PROCESS\\bz_PostProcessSystem.cpp random4x4 SSAO SSAO Local SOURCE\\COMMON\\GRAPHICS\\SHADERS\\POST_PROCESS\\bz_PostProcessSystem.cpp SOURCE\\COMMON\\GRAPHICS\\SHADERS\\POST_PROCESS\\bz_PostProcessSystem.cpp SOURCE\\COMMON\\GRAPHICS\\SHADERS\\POST_PROCESS\\bz_PostProcessSystem.cpp SOURCE\\COMMON\\GRAPHICS\\SHADERS\\POST_PROCESS\\bz_PostProcessSystem.cpp SOURCE\\COMMON\\GRAPHICS\\SHADERS\\POST_PROCESS\\bz_PostProcessSystem.cpp SSAO Linear depth SSAO Linear depth SOURCE\\COMMON\\GRAPHICS\\SHADERS\\POST_PROCESS\\bz_PostProcessSystem.cpp SSAO Global SSAO Local SOURCE\\COMMON\\GRAPHICS\\SHADERS\\POST_PROCESS\\bz_PostProcessSystem.cpp SOURCE\\COMMON\\GRAPHICS\\SHADERS\\POST_PROCESS\\bz_PostProcessSystem.cpp Global Blur SSAO Global SOURCE\\COMMON\\GRAPHICS\\SHADERS\\POST_PROCESS\\bz_PostProcessSystem.cpp SOURCE\\COMMON\\GRAPHICS\\SHADERS\\POST_PROCESS\\bz_PostProcessSystem.cpp Local Blur Global Blur SOURCE\\COMMON\\GRAPHICS\\SHADERS\\POST_PROCESS\\bz_PostProcessSystem.cpp SOURCE\\COMMON\\GRAPHICS\\SHADERS\\POST_PROCESS\\bz_PostProcessSystem.cpp SOURCE\\COMMON\\GRAPHICS\\SHADERS\\POST_PROCESS\\bz_PostProcessSystem.cpp SOURCE\\COMMON\\GRAPHICS\\SHADERS\\POST_PROCESS\\bz_PostProcessSystem.cpp Local Blur ToneMap Downscaled Render Target SOURCE\\COMMON\\GRAPHICS\\SHADERS\\POST_PROCESS\\bz_PostProcessSystem.cpp HDR resolve Target Star Source SOURCE\\COMMON\\GRAPHICS\\SHADERS\\POST_PROCESS\\bz_PostProcessSystem.cpp Bloom Texture Bloom Source Bright pass Final Bloom Texture SOURCE\\COMMON\\GRAPHICS\\SHADERS\\POST_PROCESS\\bz_PostProcessSystem.cpp Lum 2 Lum 1 SOURCE\\COMMON\\GRAPHICS\\SHADERS\\POST_PROCESS\\bz_PostProcessSystem.cpp SOURCE\\COMMON\\GRAPHICS\\SHADERS\\POST_PROCESS\\bz_PostProcessSystem.cpp SOURCE\\COMMON\\GRAPHICS\\SHADERS\\POST_PROCESS\\bz_PostProcessSystem.cpp SOURCE\\COMMON\\GRAPHICS\\SHADERS\\POST_PROCESS\\bz_PostProcessSystem.cpp SOURCE\\COMMON\\GRAPHICS\\SHADERS\\POST_PROCESS\\bz_PostProcessSystem.cpp SOURCE\\COMMON\\GRAPHICS\\SHADERS\\POST_PROCESS\\bz_PostProcessSystem.cpp SOURCE\\COMMON\\GRAPHICS\\SHADERS\\POST_PROCESS\\bz_PostProcessSystem.cpp SOURCE\\COMMON\\GRAPHICS\\SHADERS\\POST_PROCESS\\bz_PostProcessSystem.cpp SOURCE\\COMMON\\GRAPHICS\\SHADERS\\POST_PROCESS\\bz_PostProcessSystem.cpp HDR resolve Target \\Art_Assets\\Frontend\\febg_tonemap SOURCE\\COMMON\\GRAPHICS\\SHADERS\\POST_PROCESS\\bz_PostProcessSystem.cpp SOURCE\\COMMON\\GRAPHICS\\SHADERS\\POST_PROCESS\\bz_PostProcessSystem.cpp SOURCE\\COMMON\\GRAPHICS\\SHADERS\\POST_PROCESS\\bz_PostProcessSystem.cpp Wad file failure. The opened file is not a wad file.\nFatal, can not function. SOURCE\\COMMON\\SYSTEM\\bz_WADFile.cpp Wad file failure. Opened wad file is wrong version\nFatal, can not function. SOURCE\\COMMON\\SYSTEM\\bz_WADFile.cpp String Table = %d (%dk) Tree = %d (%dk) WAD file stats - %s (%d.%d) unexpected extension filename = '%s' SOURCE\\COMMON\\SYSTEM\\bz_WADFile.cpp Offset Table = %d (%dk) *.wad %s.wad Wad file init failure. Structure size mismatch.\nFatal, can not function. SOURCE\\COMMON\\SYSTEM\\bz_WADFile.cpp %s.WAD .wad Wad file init failure. Structure size not a quad word.\nFatal, can not function. SOURCE\\COMMON\\SYSTEM\\bz_WADFile.cpp WadZip Infinite Loop SOURCE\\COMMON\\SYSTEM\\bz_WADFile.cpp 1.2.2 WadZip Infinite Loop SOURCE\\COMMON\\SYSTEM\\bz_WADFile.cpp 1.2.2 String Table = %d (%dk) Tree = %d (%dk) WAD file stats - %s [Memory resident] File Read Error WAD File Unsupported Version WAD PROFILE V2.0 1.2.2 date not found at index %d No DirectDraw interface Could not start Windows Interface Could not start DirectDraw No error reported Video mode greater than those listed Problem with sound buffer No D3D interface Could not set EXCLUSIVE screen access Could not get pixel-address of BZ_IMGMAP Could not create texture Sorry - unknown error Unsupported Video mode Could not perform blit operation bz_IMGMAP incorrect pixel format Out of memory for operation bz_IMGMAP * is already locked Parameter out of range file not found Unable to start Timer system No Clipper interface No DINPUT Interface bz_IMGMAP is void bz_IMGMAP cannot be clipped bz_IMGMAPS must be different Cannot initialise 3D mode Cannot be used for windowed mode Invalid control character No DINPUT2 Interface Sound not initialised Incompatible WAVE format Could not create Z-Buffer Invalid parameter/object Not enough room for Object Problem with scene Invalid material Invalid handle Wrong size Image must be a texture Image must be a sprite Only allowed to call that once Not a material Not a camera Not a light Not a model Unsupported picture format Not currently doing a search Previous search still operating Only works in Windowed mode Too many models Invalid viewport No parent Bad memory alignment Requested object not found Physics system inactive model is already split Not a lump Bad Pool-Memory Bad data format Outdated version Localisation not initialised Network: Invalid message size Network: No active service provider Network: Not initialised Network: Generic failure Function is unsupported on this platform DirectInput error No model-hull for shadow SoundEvents: Invalid event specified Skeleton data does not match No animation Contact list is corrupt Bone contains corrupt data Character has not been initialised: call SetState() No more objects of this type may be allocated Animation queue is corrupt Attempting to go backwards in time Quark has no emitter data model has been optimised Reflections not allowed Animation blend data is corrupt NAL: Invalid service NAL: Generic error Bad control ID or similar Quark has an invalid emission data DD: Generic failure NAL: Out of clusters NAL: Invalid address NAL: Invalid state DD: Session is full DD: Invalid session descriptor DD: Invalid message class DD: Invalid run-level DD: Invalid member DD: Invalid player DD: Out of bundles DD: Session is closed No model. Compression of a texture failed De-compression of a texture failed Memory: Pad pointer dynamics: Form not in list Passed model has no model hull Palette not found Object is already a texture. dynamics: No models in lump hierarchy dynamics: Copy vertices too big dynamics: Copy faces too big dynamics: Attempt to resize rolling cache dynamics: Unknown spring or damper dynamics: Object has no cache dynamics: Invalid convex hull dynamics: Face list full Invalid error code No indirect errors Fonts: Bad font data dynamics: Bad read/write data \n%s %d ?%d\tL:0x%p\tP:0x%p\tthread:0x%08x\tmem:%08u LUA Active VMs BZ::Renderer::GetEnvMap() : attempt to load texture 'env' failed - no more attempts will be made HDR target Depth buffer UniverseRoot DefaultWorld DefaultWorld FACES PF:\t\t\t%d FRAMES:\t\t\t%3.2f MATGROUP PF:\t\t%d M VERTS PS:\t\t%.4f VERTS PF:\t\t\t%d M FACES PS:\t\t%.4f %s@J(120)%3.2f TEX CHANGES:\t\t%d TEX STATES:\t\t%d MATGROUP PS:\t\t%3.2f %d: LostTime %d, gs=%d S DRAW: Reset Timers %d to %d Sound FMOD::EventSystem_Create error! (%d)\n FMOD::Memory_Initialize error! (%d)\n Sound Change RevSound FMOD dll/so version = %x.%02x.%02x !!! code was compiled with FMOD header file for FMOD version : %x.%02x.%02x FMOD::System::setFileSystem error! (%d)\n FMOD::System_Create error! (%d)\n bzSoundSystem::FileWriterReleaseCallback() bzSoundSystem::FileWriterCreateCallback() .mp3enc bzSoundSystem::SetAudioRecording m_Record_audio = %d audio.raw bzSoundSystem::FileWriterReadCallback() : audio recording state changed : audio_recording_enabled = %d DESTROYED m_FMOD_event_project Destroying m_FMOD_event_project Destroying bzSoundEventProject FMOD: Stream failed! RELEASED m_FMOD_event Releasing m_FMOD_event Destroying bzSoundEvent DESTROYED bzSoundEventProject bzSoundEvent::_Start Cannot start FMOD_event m_FMOD_event->start() = %d DESTROYED bzSoundEvent .IMG .img %s.img This could cause problems, ignoring it. [%s] Dodgy image path %s bz_Image_Load has been passed with a filename thats has the extension already there. Failed to load Image file %s Failed to load Image file %s Failed to load Image file %s Waiting for source image to be finalised. SOURCE\\COMMON\\GRAPHICS\\DATA\\bz_Image.cpp Image file type %d is not supported SOURCE\\COMMON\\GRAPHICS\\DATA\\bz_Image.cpp .img SOURCE\\COMMON\\GRAPHICS\\DATA\\bz_Image.cpp Image file type %d is not supported Meta image attached data size must be at least 4 bytes, found %d workingtex .img [#TEXTURE]\\ [#TEXWORKING]\\ SOURCE\\COMMON\\GRAPHICS\\DATA\\bz_Image.cpp pot_log pot_log .tdx IMG: Failed to load \"%s\" resolved to \"%s\" Failed to load %s (resolved as %s) IMAGEMAP Scrunging BZ Image %s .TDX Non POT %s - %d, %d %s #%d IMAGEEND IMG_NAME IMAGEMAP %s.img .IMG .TDX SOURCE\\COMMON\\GRAPHICS\\DATA\\bz_Image.cpp WARNING: Textures created using the BZF_IMAGE_READ_AND_RENDER flag are probably slower than those created without, but they are handy for tools :) %s.img BZ_IMAGE_88 SOURCE\\COMMON\\GRAPHICS\\DATA\\bz_Image.cpp SOURCE\\COMMON\\GRAPHICS\\DATA\\bz_Image.cpp BZ_IMAGE_8888 BZ_IMAGE_NORMALMAP WARNING: Width and height are different when creating a cube map, using width for both! (Width=%d, Height=%d) BZ_IMAGE_4444 BZ_IMAGE_565 BZ_IMAGE_888 BZ_IMAGE_BUMPMAP BZ_IMAGE_332 BZ_IMAGE_1555 BZ_IMAGE_D16 BZ_IMAGE_ALPHA BZ_IMAGE_CLUT8 BZ_IMAGE_CLUT4 BZ_IMAGE_DYUY2 BZ_IMAGE_D32F BZ_IMAGE_D32 BZ_IMAGE_D24 BZ_IMAGE_A16B16G16R16 BZ_IMAGE_G16R16F BZ_IMAGE_G16R16 BZ_IMAGE_LIN_L8 BZ_IMAGE_A32B32G32R32F BZ_IMAGE_G32R32F BZ_IMAGE_R32F BZ_IMAGE_A16B16G16R16F BZ_IMAGE_A1R5G5B5 BZ_IMAGE_R5G6B5 BZ_IMAGE_A8L8 BZ_IMAGE_A8 BZ_IMAGE_A8R8G8B8 BZ_IMAGE_X4R4G4B4 BZ_IMAGE_A4R4G4B4 BZ_IMAGE_X1R5G5B5 BZ_IMAGE_X8R8G8B8 BZ_IMAGE_X8B8G8R8 BZ_IMAGE_A8B8G8R8 BZ_IMAGE_R8G8B8A8 BZ_IMAGE_R16F BZ_IMAGE_B8G8R8 BZ_IMAGE_R8G8B8 BZ_IMAGE_R8G8B8X8 BZ_IMAGE_DXT3 BZ_IMAGE_DXT2 BZ_IMAGE_DXT1 BZ_IMAGE_CLUT2 BZ_IMAGE_A2R10G10B10 BZ_IMAGE_A2B10G10R10 BZ_IMAGE_DXT5 BZ_IMAGE_DXT4 BZ_IMAGE_INVALID BZ_IMAGE_ILLEGAL BZ_IMAGE_INVALID BZ_IMAGE_NULL ImageMaps::Image map library not open. Image map not deleted, there was no name availble. ImageMaps::Not all image maps were deleted. bzgImage_count == %d Image map not deleted, name[%s]. Total %.2fMB %s %.2fMB %s bzBi 1.2.40 .png No splash screen image specified! SOURCE\\COMMON\\GRAPHICS\\DATA\\bz_Image.cpp 1.2.40 CVfxImp VFXManager Failed to release %s int3 #VFX_MODIFIERS #VFX_ATTRACTORS #VFX_COMPONENTS #VFX_EFFECTS #VFX_EFFECTS #VFX_ATTRACTORS #VFX_COMPONENTS #VFX_EFFECTS #VFX_EFFECTS #VFX_COMPONENTS SOURCE\\COMMON\\NETWORKING\\bz_DataDist.cpp Get new bundle Network Bundles Loopback Connection Copy 0x%x to 0x%x Copy 0x%x to 0x%x DataDist Unsupported style SOURCE\\COMMON\\NETWORKING\\bz_DataDist.cpp Guarantee message wipeout <C> Guaranteed %d Compact guarantee buffer %d Unsupported style %d SOURCE\\COMMON\\NETWORKING\\bz_DataDist.cpp DataDist Can't guarantee a broadcast Fudging bundle size Guarantee message fail %d, %s Guarantee Fail num %d, %s DataDist DDHandleNotification Unsupported style SOURCE\\COMMON\\NETWORKING\\bz_DataDist.cpp NetworkPlayer GT Received %d with %d duplicates\n GT Rec %d\n GT Duplicate %d\n Rec GReply %d from member %d GT Failed %d\n GT Done %d\n Test Guarantee error Test Guarantee Handled %d, count = %d bzNmDdPlayertransfered bzNmDdPlayerdestroyed bzNmDdPlayercreatefailed bzNmDdPlayercreated bzNmDdMemberinfo bzNmDdMemberleft bzNmDdMemberjoined bzNmDdSessionclosed bzNmDdGamePeriodStarted bzNmDdDebugBreak bzNmDdObservers bzNmDdGuaranteereply bzNmDdMigrationStarted bzNmDdArbitrationEnded bzNmDdArbitrationStarted bzNmDdGamePeriodEnded bzDdaddressC bzNmDdDataBlock bzNmDdPlayerLeaving bzNmDdMigrationEnded gcnt Set Guarantee Number %d Stop Connection Guarantee Test - L Invalid message class Unknown <C>\"%s\":%ims bundle=0x%X offset=%d %s%s (unnamed) - G Replying to %d Send greply2 %d Send greply %d Out of bundle space Add to OP stack %d Failure within message handler %s: %s Rec %4.1f(%4.1f)kbs Sent %4.1f(%4.1f)kbs SIMULATED LOST BUNDLE (RECV) s=%5d, t=%5d Fixing session order preserving stack n=%d, member=%d Fixing order preserving stack n=%d, member=%d Remove from OP stack %d Relaxed Duplicate DElete this Received bundle %d ----------- (unnamed) - L Process Guaranteed Bundle%d SIMULATED LOST BUNDLE (SEND) <R>\"%s\":%ims%s Skip send bundle to member %d Skip send bundle to member %d Copy message %s from %x(%d) to %x(%d) (unnamed) Loopback Session Broadcast Bundle not urgent (size=%d) First Rec %d Duplicate %d New address:%s\n Unknown Forward message from %d ********* .TXT _host sync%c%c%c%c_ Rec block %d Finnished block rec Rec block info SendDataBlock Send data block %d NotifyClient MigrationFailed InitiateHostArbitration Migration HeartBeat Message Migration State Change Message Migration Completed NotifyRemoteMachine UH Waiting for member %d (s=%s) Waiting for sync for member %d (s=%s) Process migration state %s %.2f _InitiateHostMigrationHandler gt=%.2f, llt=%.2f Waiting for member %d (s=%s) State Change message Recieved member %d is %s Migration state %s Looks like I was notified by the client rather than the host. BZ_MSTATE_MIGRATING BZ_MSTATE_START_MIGRATING BZ_MSTATE_MIGRATION_INITIATED BZ_MSTATE_NONE BZ_MSTATE_WATING_FOR_MIGRANTS BZ_MSTATE_WAITING_FOR_HOST BZ_MSTATE_CLIENT_NOTIFYING BZ_MSTATE_HOST_NOTIFYING BZ_MSTATE_FINISHED BZ_MSTATE_THROW_HOST BZ_MSTATE_HOST_UNRESPONSIVE BZ_MSTATE_ERROR_IN_MIGRATION MSTATE unknown BZ_MSTATE_COUNT BZ_MSTATE_MIGRATION_FAILED BZ_MSTATE_MIGRATION_SUCCESSFUL Layer_1 Layer_0 Particle pool Number of emitters drawn %d Number of emitters %d Layer_1 Layer_0 %s%s Number of particles drawn %d Number of active particles %d Number of active emitters %d SOURCE\\COMMON\\GRAPHICS\\EFFECTS\\bz_Particle.cpp %s%s %s%s %s%s SOURCE\\COMMON\\GRAPHICS\\EFFECTS\\bz_Particle.cpp point_emitter Emitter material %s%s SOURCE\\COMMON\\GRAPHICS\\EFFECTS\\bz_Particle.cpp polyhedron_emitter SOURCE\\COMMON\\GRAPHICS\\EFFECTS\\bz_Particle.cpp plane_emitter SOURCE\\COMMON\\GRAPHICS\\EFFECTS\\bz_Particle.cpp ring_emitter SOURCE\\COMMON\\GRAPHICS\\EFFECTS\\bz_Particle.cpp polyline_emitter [bz] Duplicate model face array [bz] Duplicate model vertex array NULL No app_data data for model: %s\n Total faces: %i\n Total vertices: %i\n MODEL:%p \"%s\"\n NULL faces Ptr: %s\n bounds max: X:%3.3f Y:%3.3f Z:%3.3f\n bounds min: X:%3.3f Y:%3.3f Z:%3.3f\n bounds Rad: %3.3f\n #%d : name %s, old vb : %d C%d-%d M%d-%d vertices Ptr: %s\n !!! bzgModel_count (%d) is incorrect There are %d models to reload ... bz_Model_RecreateAllVertexBuffers() #%d : %s new vb : %d COMPILATION_CHECK (error object is not a string) require '<eof>' parser return %s error calling 'print' (%s) print %s.%s [%s]\\%s \nCLua::parseFile - Could not load \"%s\"\n destroying '%s' package.loaded package.loaded require dofile package.loaded package.loaded 'tostring' must return a string to 'print' tostring Lua using %d bytes\n %s\n%s\n> Lua 5.1.2 Copyright (C) 1994-2007 Lua.org, PUC-Rio \nCLua::modLoad - Could not load \"%s\" from \"%s\" \n package.loaded _LOADED lua_dofile error parsing file %s __index %-*.*s 0x%08X table entries :\n __index entries:\n Slun ## lua stack trace\n metatable entries :\n cprint info widestr modset modload dofile print net_diagnostics dprint help modreplace tdir tabledump raise_error registry class_table troff tron bz_break_script mem_used dbg_off dbg_on dbg_trace dbg_break cache_dump cache_purge cache_release cache_require >Slun WIDE_STRING_FROM_B32 require __index package.loaders __index 0x%08X loaded package __index Slun KEYBOARD NOT CONNECTED NGC JOYPAD XBOX JOYPAD PC JOYPAD MOUSE PanthaXL PS2 DUALSHOCK PS1 DUALSHOCK STANDARD PAD UNKNOWN Jogcon Negcon Joystick LEFT_STICK_Y LEFT_STICK_RIGHT LEFT_STICK_LEFT LEFT_STICK_X RIGHT_STICK_X LEFT_STICK_PRESSED LEFT_STICK_DOWN LEFT_STICK_UP RIGHT_STICK_UP RIGHT_STICK_Y RIGHT_STICK_RIGHT RIGHT_STICK_LEFT DPAD_LEFT DPAD_X RIGHT_STICK_PRESSED RIGHT_STICK_DOWN DPAD_DOWN DPAD_UP DPAD_Y DPAD_RIGHT SHOULDER_R2 SHOULDER_R1 SHOULDER_L2 SHOULDER_L1 BUTTON_D BUTTON_C BUTTON_B BUTTON_A CUSTOM_2 CUSTOM_1 BUTTON_SELECT BUTTON_START UNKNOWN CUSTOM_5 CUSTOM_4 CUSTOM_3 LEFT_STICK_Y LEFT_STICK_RIGHT LEFT_STICK_LEFT LEFT_STICK_X RIGHT_STICK_X LEFT_STICK_PRESSED LEFT_STICK_DOWN LEFT_STICK_UP RIGHT_STICK_UP RIGHT_STICK_Y RIGHT_STICK_RIGHT RIGHT_STICK_LEFT DPAD_LEFT DPAD_X RIGHT_STICK_PRESSED RIGHT_STICK_DOWN DPAD_DOWN DPAD_UP DPAD_Y DPAD_RIGHT SHOULDER_R2 SHOULDER_R1 SHOULDER_L2 SHOULDER_L1 BUTTON_D BUTTON_C BUTTON_B BUTTON_A BUTTON_X BUTTON_BACK BUTTON_SELECT BUTTON_START type:%s - Device %d BUTTON_BOX BUTTON_TRI BUTTON_O Emulation speed:%f [%d]%s %s %s\t%.4f\t\t%d\t\t%d %s Available : %dK Largest block : %dK Texturemem : %dk Modelmem : %dk * * * Memory diagnostics * * * >>> %dK over 32MB <<< >>> %dK under 32MB <<< name,mem in k, aprox face count \n* * * Per viewport superfluous lump count * * * Viewport %d reports %d superfluous null lumps * * * List of loaded images * * * name,width,height,format,mem in k * * * List of loaded models * * * SOURCE\\COMMON\\GRAPHICS\\RENDERING\\bz_Render.cpp SOURCE\\COMMON\\GRAPHICS\\RENDERING\\bz_Render.cpp TXFace pool MaxMatrixTransforms == %d MatrixTransformsLastFrame == %d Releasing all DRTs... SOURCE\\COMMON\\GRAPHICS\\RENDERING\\bz_Render.cpp Releasing DRT 0x%x... SOURCE\\COMMON\\GRAPHICS\\RENDERING\\bz_Render.cpp Created DRT %p (%dx%d) Created DV 0x%x (%dx%d) Releasing all DVs... Releasing DV 0x%x... ERROR: XML2_Load: Couldn't open file '%s' Feature not recognized feature feature bad cast bad cast Property not recognized Illegal Namespace prefix feature Feature not supported Feature not recognized Property not recognized while parsing Can't change EMPTY [dtd] Could not resolve XML document Could not acquire expat buffer Undeclared prefix (#PCDATA) (#PCDATA kernel32 GetLogicalProcessorInformation kernel32 GetLogicalProcessorInformation ENGLISH NONE ENGLISH UNITED KINGDOM ENGLISH IRELAND ENGLISH AMERICA FRENCH FRANCE GERMAN GERMANY SPAINISH SPAIN ITALIAN ITALY DUTCH THE NETHERLANDS PORTUGUESE PORTUGAL JAPANESE JAPAN CHINA CHINESE KOREA KOREAN AUSTRIALIA ENGLISH NEW ZEALAND ENGLISH RUSSIA RUSSIAN %02d%s%02d%s%02d %02d%s%02d%s%04d %02d%s%02d%s%02d %02d%s%04d %04d%s%02d%s%02d %02d%s%02d%s%02d %02d%s%02d%s%04d %02d%s%02d %02d%s%02d SOURCE\\COMMON\\GRAPHICS\\2D\\bz_Fonts.cpp SOURCE\\COMMON\\GRAPHICS\\2D\\bz_Fonts.cpp Small Form Variants Latin Basic Latin Latin-1 Supplement General Punctuation General Punctuation CJK Symbols and Punctuation CJK Compatibility Forms Latin Extended Additional Latin Ligatures European Alphabetic Scripts - Greek Greek Latin Extended-A Latin Extended-B IPA Extensions Phonetic Extensions European Alphabetic Scripts - Armenian Armenian European Alphabetic Scripts - Georgian Georgian Greek Extended European Alphabetic Scripts - Cyrillic Cyrillic Cyrillic Supplement Combining Marks for Symbols Combining Half Marks Middle Eastern Scripts - Hebrew Hebrew European Alphabetic Scripts - Modifier Letters Spacing Modifier Letters European Alphabetic Scripts - Combining Marks Combining Diacritical Marks Arabic Presentation Forms-B Middle Eastern Scripts - Syriac Syriac Middle Eastern Scripts - Thaana Alphabetic Presentation Forms Middle Eastern Scripts - Arabic Arabic Arabic Presentation Forms-A Bengali South Asian Scripts - Gurmukhi Gurmukhi South Asian Scripts - Gujarati Thaana South Asian Scripts - Devanagari Devanagari South Asian Scripts - Bengali Tamil South Asian Scripts - Telugu Telugu South Asian Scripts - Kannada Gujarati South Asian Scripts - Oriya Oriya South Asian Scripts - Tamil Sinhala South Asian Scripts - Tibetan Tibetan South Asian Scripts - Limbu Kannada South Asian Scripts - Malayalam Malayalam South Asian Scripts - Sinhala Southeast Asian Scripts - Myanmar Myanmar Southeast Asian Scripts - Khmer Limbu Southeast Asian Scripts - Thai Thai Southeast Asian Scripts - Lao Southeast Asian Scripts - Philippine Scripts Tagalog Hanun Buhid Khmer Khmer Symbols Southeast Asian Scripts - Tai Le Tai Le CJK Compatibility Ideographs CJK Compatibility Supplement Kanbun CJK and KangXi Radicals Tagbanwa East Asian Scripts - Han CJK Unified Ideographs CJK Unified Ideographs Ext. B Hiragana Katakana Katakana Phonetic Extensions Halfwidth and Fullwidth Forms Ideographic Description East Asian Scripts - Bopomofo Bopomofo East Asian Scripts - Hiragana and Katakana East Asian Scripts - Yi Additional Modern Scripts - Ethiopic Ethiopic East Asian Scripts - Hangul Hangul Jamo Hangul Compatibility Jamo Hangul Syllables Additional Modern Scripts - Cherokee Cherokee Additional Modern Scripts - Canadian Aboriginal Syllabics Canadian Aboriginal Syllabics Additional Modern Scripts - Mongolian Mongolian Additional Modern Scripts - Osmanya Osmanya Archaic Scripts - Ogham Ogham Archaic Scripts - Old Italic Old Italic Additional Modern Scripts - Deseret Deseret Additional Modern Scripts - Shavian Shavian Archaic Scripts - Ugaritic Ugaritic Archaic Scripts - Linear B Linear B Syllabary Archaic Scripts - Runic Runic Archaic Scripts - Gothic Gothic Symbols - Currency Symbols Currency Symbols Symbols - Letterlike Symbols Letterlike Symbols Linear B Ideograms Aegean Numbers Archaic Scripts - Cypriot Syllabary Cypriot Syllabary Symbols - Mathematical Symbols Mathematical Operators Supplemental Math Operators Miscellaneous Math Symbols-A Math Alphanumeric Symbols Symbols - Number Forms Number Forms Superscripts and Subscripts Miscellaneous Technical Optical Character Recognition Symbols - Geometrical Symbols Box Drawing Miscellaneous Math Symbols-B Arrows Symbols - Technical Symbols Control Pictures Dingbats Yijing Hexagram Symbols Tai Xuan Jing Symbols Symbols - nclosed and Square Block Elements Geometric Shapes Symbols - Miscellaneous Symbols and Dingbats Miscellaneous Symbols Braille Patterns Symbols - Byzantine Musical Symbols Byzantine Musical Symbols Symbols - Western Musical Symbols Enclosed Alphanumerics Enclosed CJK Letters and Months CJK Compatibility Symbols - Braille Surrogates Area Special - Private-Use Characters Private Use Area Special - Tag Characters Musical Symbols Special - Deprecated Format Characters Deprecated Format Characters Special - Surrogates Area Tag Characters font_clone Error: Invalid request req{%s} => Queued NetLog: Error: Invalid request req{%s} => Queued NetLog: Error: Invalid server response - \" req{%s} - %s Operation Completed Successfully Error: Failed to find required response value(s) Error: Failed to find response data NetLog: req{%s} => Failed NetLog: req{%s} => Finished NetLog: req{%s} - Response:\n%s NetLog: req{%s} => Finished NetLog: req{%s} => Active NetLog: req{%s} - Error: %s NetLog: req{%s} => Finished NetLog: BZ::Metrics::Manager::Update - All requests finished NetLog: req{%s} => Active NetLog: req{%s} -Error: %s NetLog: req{%s} => Finished NetLog: req{%s} => Restore NetLog: System Shutdown req{%s} => Finished NetLog: NetLog: req{%s} => Finished NetLog: BZ::Metrics::Manager::StartShutdown - Queued=%d, Active=%d, Failed=%d, Finished=%d System Shutdown req{%s} => Finished NetLog: Terminate System Shutdown req{%s} => Finished NetLog: Hello, please type something SOURCE\\COMMON\\UTILITY\\bzDX9_ScreenCapture.cpp .jpg SOURCE\\COMMON\\UTILITY\\bzDX9_ScreenCapture.cpp automation_screenshot_image Missing layers in old style material %s LoadThisMaterial::Could not load texture. %s LoadThisMaterial::Old version loaded, conversion needed. LoadThisMaterial::A newer version loaded than this exe can't deal with. .MTL .MTL LoadThisMaterial::Loading material, version %d.%d bz_SetMaterialTransformPtr::BZ_ERROR_NO_MEMORY Default InvalidUV SOURCE\\COMMON\\GRAPHICS\\DATA\\bz_MaterialOld.cpp SOURCE\\COMMON\\GRAPHICS\\DATA\\bz_MaterialOld.cpp BZ_BLEND_MODE_ADDITIVE BZ_BLEND_MODE_MODULATE BZ_BLEND_MODE_SUBTRACTIVE BZ_BLEND_MODE_SHADOWMAP BZ_BLEND_MODE_INVALID BZ_BLEND_MODE_NORMAL BZ_BLEND_MODE_NONE BZ_BLEND_MODE_PREMULTALPHA BZ_BLEND_MODE_INVALID BZ_BLEND_MODE_NORMAL BZ_BLEND_MODE_SPECULARMAP BZ_BLEND_MODE_MODULATEX2 BZ_BLEND_MODE_VERTEXALPHA BZ_BLEND_MODE_ENVMAPMASK BZ_BLEND_MODE_SPECULARMAP BZ_BLEND_MODE_MODULATEX2 BZ_BLEND_MODE_VERTEXALPHA BZ_BLEND_MODE_ENVMAPMASK BZ_BLEND_MODE_ADDITIVE BZ_BLEND_MODE_MODULATE BZ_BLEND_MODE_SUBTRACTIVE BZ_BLEND_MODE_SHADOWMAP .MTL .MTL BZ_BLEND_MODE_NONE BZ_BLEND_MODE_PREMULTALPHA .MT2 Texture BlendState DepthStencilState TextureCoordSource TextureAccess Constant Rotator2D Depth StencilGeneral StencilFront StencilBack WriteMask AlphaTestInfo Pass ShadowPass Define BlendMode AlphaToCoverage BlendEnable CustomVertexAnimation VegetationAnimation AlphaFogEnabled FogEnabled NeedsVertexColour NeedsModelSpaceVertexNormal NeedsWorldSpaceVertexNormal NeedsLightingSpaceVertexNormal Unpickable Walkable Panickable Sitable Translucent TwoPassAlpha NoSortAlpha DoubleSided NeedsScreenPos NeedsLocalCubeMap NeedsReflectionVector NeedsReflectionMap DirectionSet DirectionAngle NeedsCustomConstants NeedsFlipbookBlending NeedsSeperateObjectColour NeedsWorldLightDir NeedsLightColour VertexAlphaUnmodifiedByMaterialAlpha NeedsWorldEyePos NeedsLightingSpaceEyePos NeedsWorldVertexPos NeedsLightingSpaceVertexPos NeedsPerPixelSpecularLighting NeedsPerPixelAmbientLighting NeedsPerPixelEmissiveLighting NeedsAmbientLight NeedsTimeInfo NeedsPerVertexDiffuseLighting NeedsPerVertexSpecularLighting NeedsPerPixelDiffuseLighting NeedsTangentFrame Substance Substance2 BasedOffOf NeedsSpecularMask ReceivesShadows CastsShadows NeedsPerPixelDiffuseColour LightingRequirements NeedsAdvancedLighting PixelShader ManualShader Sampler Material Version PassDescription Pass Sampler ShadowPass ManualCode MainFunction ManualCode NeedsVertexNormal Version TangentToLightingSpace GetAmbientLight This code is untested If you get this message then you need to check it works properly. (Line: %s of file: %s) SOURCE\\COMMON\\GRAPHICS\\DATA\\bz_ShaderMaterial.cpp Material float float2 float3 DECLARE_CONSTANT( UNIFORM SOURCE\\COMMON\\GRAPHICS\\DATA\\bz_ShaderMaterial.cpp );\r\n : register(c float4 Rotator2Doffvals_ #define APPLY_ROTATOR2D( RotatorName, variable )\tApplyRotator_##RotatorName( (variable) )\r\n .xy;\r\n}\r\n );\r\n : register(c float4 Rotator2Drotvals_ );\r\n ( float2 pValues ) \r\n{\r\n\treturn float2( dot(Rotator2Drotvals_ float2 ApplyRotator_ samplerCUBE sampler1D .xy ) ) + Rotator2Doffvals_ .zw, pValues-Rotator2Doffvals_ .xy ),\r\n\t\t\t\t dot(Rotator2Drotvals_ .xy, pValues-Rotator2Doffvals_ DECLARE_SAMPLER( DECLARE_SAMPLER( DECLARE_SAMPLER_3D( DECLARE_SAMPLER( uniform sampler2D sampler3D sampler DECLARE_SAMPLER_CUBE( _actual, #define VtOffset2Scale2_T _actual );\r\n _actual #define , SAMPLER_page_table, VtOffset2Scale2_T texSAMPLER_page_table, SAMPLER_page_table, Texture3D<float4> tex Texture2D<float4> tex : register(t );\r\n TextureCube<float4> tex Texture1D<float4> tex Texture2D<float4> tex Number Named ColSrcOption ColDestOption %s%s SeperateAlpha TRUE RenderTarget Alias ColOperation AlphaSrcOption AlphaDestOption AlphaOperation MinFilter MipFilter MagFilter Type CUBE AddressW sRGBRead TRUE UsageRGB MaxAnisotropy MipLevelBias AddressU AddressV DetailAmplitude DetailFrequency BendScale Name UsageAlpha Enabled TRUE BranchAmplitude Alias FileName Could not Load Texture: '%s' for material '%s' C:\\BuildAgent\\work\\679dc88e1e20bacc\\Beelzebub\\source\\common\\graphics\\data\\bz_MT2Parser.h Name Name %s missing material to override %s TRUE RenderTarget Enabled TRUE Enabled TRUE ComparisonMode Enabled TRUE TestFunction StencilComparisonFunc StencilFailOp RenderTarget Mask WriteMask TestEnable UVStream Scrolling TRUE ScrollX StencilDepthFailOp StencilPassOp Value Alias FramesX FramesY FramesZ FrameRate ScrollY ScrollZ FlipBook TRUE Rotating TRUE RotateOffsetU RotateOffsetV FlipBookSelect TRUE FlipBookSelectFrame UsageHintTextureIndex GRASS TREE MEDIUMPREC Alias RotationsPerMinuite Texture TextureCoordSource Value float3 float4 Alias RotationsPerMinuite Type Value float float2 MT2:%s FATAL ERROR: %s MT2:%s FATAL ERROR: %s MT2:%s: WARNING: %s MT2:%s ERROR: %s PivotPointU PivotPointV Identifier Value feature feature feature Feature not supported MT2:%s ERROR: %s Value TRUE Feature not recognized Property not recognized Illegal Namespace prefix [dtd] Could not resolve XML document Feature not recognized Property not recognized bad cast bad cast Can't change EMPTY (#PCDATA) Could not acquire expat buffer Undeclared prefix while parsing (#PCDATA ShadowDepth ShadowColour There was a problem creating one or more shadow maps for light '%s' BZ::Light::ShadowMapSet::SetNumShadowMaps() : Released mShadow_maps[%d] (%p) SOURCE\\COMMON\\GRAPHICS\\LIGHTING\\bz_Lights.cpp Light has F_LIGHT_USES_GOBO flag set but no gobo image name is specified. Light will function as if no gobo present .light Directional Light SOURCE\\COMMON\\GRAPHICS\\LIGHTING\\bz_Lights.cpp SOURCE\\COMMON\\GRAPHICS\\LIGHTING\\bz_Lights.cpp SOURCE\\COMMON\\GRAPHICS\\LIGHTING\\bz_Lights.cpp Point Light Unable to load gobo image '%s' - light will function as if no gobo present Spot Light SOURCE\\COMMON\\GRAPHICS\\LIGHTING\\bz_Lights.cpp =Created Particle 2 Material SOURCE\\COMMON\\GRAPHICS\\EFFECTS\\bz_Particle2.cpp DefaultWorld %s%s Loaded Particle 2 Material particle2_lightning Particle 2 Lightning Material Registry Error: %s DATA DATA DATA Out of memory Error %s\\%s DATA %s\\%s SOURCE\\COMMON\\UTILITY\\bzPC_Registry.cpp %s\\%s ADD_ICON[ PUSH_COL[ POP_COL RUBY [%d,%d,%d] PUSH_FONT[ POP_FONT Once upon a time there were five ?DownLoadDataDe.zip DownLoadDataIt.zip DownLoadDataPt.zip DownLoadDataJa.zip DownLoadDataEn.zip DownLoadDataFr.zip DownLoadDataEs.zip DownLoadDataEn.zip DownLoadDataKo.zip DownLoadDataRu.zip http:// GET /%s HTTP/1.1\r\nHost: %s\r\n\r\n WSAGetLastError error code is -> %d WSAGetLastError error code is -> %d SOURCE\\COMMON\\GRAPHICS\\2D\\bz_FontsIO.cpp SOURCE\\COMMON\\GRAPHICS\\2D\\bz_FontsIO.cpp SOURCE\\COMMON\\GRAPHICS\\2D\\bz_FontsIO.cpp DefaultFont SOURCE\\COMMON\\GRAPHICS\\2D\\bz_FontsIO.cpp Bink cRPlane Bink cBPlane Bink APlane Bink YPlane BinkOpen(DSK) Failed: %s BinkOpen(MEM) Failed: %s Bink YPlane Bink cRPlane Bink cBPlane Bink APlane \t\t\tstruct VS_IN\t\t\t{\t\t\tfloat4 Pos0: POSITION;\t\t\tfloat4 T0: TEXCOORD0;\t\t\t};\t\t\tstruct VS_OUT\t\t\t{\t\t\tfloat4 Pos0: POSITION;\t\t\tfloat2 T0: TEXCOORD0;\t\t\t};\t\t\tfloat4 HomoSpace : register(c0);\t\t\tVS_OUT vsmain( VS_IN In )\t\t\t{\t\t\tVS_OUT local;\t\t\tlocal.Pos0.x = ((In.Pos0.x*HomoSpace.x)-1.0f);\t\t\tlocal.Pos0.y = -((In.Pos0.y*HomoSpace.y)-1.0f);\t\t\tlocal.Pos0.z = In.Pos0.z;\t\t\tlocal.Pos0.w = In.Pos0.w;\t\t\tlocal.T0.xy = In.T0.xy;\t\t\treturn local;\t\t\t}\t\t\t \t\t#ifdef PS_1_x\n\t\t\t\t#define TEX2D( value ) tex2D( tex##value, In.T##value )\n\t\t#define EXTRA_TEXCOORD( value ) float2 T##value : TEXCOORD##value;\n\t\t#define CONSTANT_SCALE( value ) ( ( (value) > 2.0 ) ? 1.0 : ( (value) / 2.0 ) )\n\t\t#define RESCALE( value ) value += value\n\t\t\t\t#else\n\t\t\t\t#define TEX2D( value ) tex2D( tex##value, In.T0 )\n\t\t#define EXTRA_TEXCOORD( value )\n\t\t#define CONSTANT_SCALE( value ) value\n\t\t#define RESCALE( value )\n\t\t\t\t#endif\n\t\t\t\t\tsampler tex0 : register( s0 );\t\t\tsampler tex1 : register( s1 );\t\t\tsampler tex2 : register( s2 );\t\t\tfloat4 consta : register( c0 );\t\t\t\t\t\t\t\t\tstruct VS_OUT\t\t\t{\t\t\tfloat2 T0: TEXCOORD0; EXTRA_TEXCOORD( 1 ) EXTRA_TEXCOORD( 2 )\t\t\t};\t\t\t\t\t\t\t\t\tfloat4 ps_main( VS_OUT In ) : COLOR\t\t\t{\t\t\tconst float4 crc = { CONSTANT_SCALE( 1.595794678f ), -CONSTANT_SCALE( 0.813476563f ), 0, 0.0 };\t\t\tconst float4 crb = { 0, -CONSTANT_SCALE( 0.391448975f ), CONSTANT_SCALE( 2.017822266f ), 0.0 };\t\t\ expected table Callback Chain Pool Thread killed1 Thread killed2 [0x%x] %s%s%s XBLA [INVALID] Europe Rest of Asia Rest of World English Android None North America Japan Japanese Korean Russian Brazilian Portuguese French German Italian Spanish Create Float Duplicate Replace Accumulate Packed 16,16,16,16 New ClientId Buffer Full Auto Timer String Packed 64 Packed 32,32 Packed 32,16,16 Count Limit Time Limit From Game Shutdown NetLog: s:Envelope Metrics::CombineMetric(MIN) - Failed to combine metrics (different types). NetLog: Metrics::CombineMetric(MIN) - Failed to combine metrics (unsupported type). http://schemas.xmlsoap.org/soap/envelope/ Metrics::CombineMetric(ACC) - Failed to combine metrics (different types). NetLog: Metrics::CombineMetric(ACC) - Failed to combine metrics (unsupported type). NetLog: Metrics::AddMetric - Failed to get system time. NetLog: Metrics::CombineMetric - Failed to combine metrics (invalid params). NetLog: Metrics::CombineMetric(MAX) - Failed to combine metrics (different types). NetLog: Metrics::CombineMetric(MAX) - Failed to combine metrics (unsupported type). NetLog: xmlns:s s:Body NetLog: Metrics::CombineMetric - Failed to combine metrics (unsupported behaviour). xmlns:a a:BD a:BD xmlns http://schemas.datacontract.org/2004/07/MetricsAndMessagingServer.Service.Metrics http://schemas.datacontract.org/2004/07/MetricsAndMessagingServer.Service.Metrics text/xml; charset=utf-8 Content-Type \"M/I/RM\" SOAPAction xmlns:a input top_left top_right #LUBE #LUBE #LUBE right bottom text_alignment bottom_left bottom_right centre left subtractive none blend_mode default normal additive modulate modulate_x2 monochrome_fader_blur_mask dissolve_mask pixel_shader none gradient_alpha_mask monochrome_fader monochrome_fader_alpha_mask chrome_edge ease_arc ease_lob audio_envelope ease_out_in linear ease_in ease_out bounce delay transition none top_left ease_in_out sine_wave square_wave ease_sine right bottom_left bottom bottom_right top_right left centre animation_data properties tooltip active anchor sound graphics ppi_low ppi_high resolution No tip CONTROL_ types CURRENT_LUBE_LAYOUT_FOLDERS types types num stacks : default #LUBE_ASSET_SOURCE CURRENT_LUBE_ASSET_FOLDERS #LUBE_LAYOUT_SOURCE %s%s=%d active print print Input type is now 'menu_input_type_controller' Input type is now 'menu_input_type_touch' NONE Stacks : %d\n active Input type is now 'menu_input_type_pc_mouse' Input type is now 'menu_input_type_pc_keyboard' push pop_to pop_hidden create_menu create_anonymous_menu destroy_menu destroy_menu_wild show_dialog enable_focus_while_popping bring_menu_to_top send_menu_to_bottom pop_menu push_menu pop_all pre_pop is_autoscale set_verticle_scale_clamp get_screen_centre_x get_screen_centre_y get_menu_at get_focus_menu set_authored_resolution set_autoscale get_authored_centre_y get_authored_width get_authored_height get_authored_size get_screen_width get_screen_height get_screen_size get_authored_centre_x get_di_visible_size get_visible_width get_visible_height get_visible_size get_di_visible_centre_x get_di_visible_centre_y get_di_visible_width get_di_visible_height refresh refresh_input refresh_mouse purge get_is_fullscreen check_tooltips set_screen_origin get_screen_origin get_frame_time_MS get_time_since_start add_font create_pointer reset get_time get_time_MS get_frame_time show_pointer kill_os_pointer set_primary_screen initialise_stacks set_pointer_screen get_pointer set_pointer hide_pointer dump show_guide hide_guide get_stack get_dialog_stack set_focus_stack get_focus_stack is_PC_version is_PS3_version is_IPAD_version is_ANDROID_version stacks stack is_X360_version is_NDS_version get_current_language is_debug get_controller_type get_controller_attached is_XBOX_ONE_version platform_string virtual_platform_string get_locale does_tag_exist random pix_event_begin pix_event_end root_load get_localised_string replace_controls_in_string get_control_specific_string set_floating_part clear_floating_part get_source_line get_menu refresh_image test dummy dumpGFX X360 IPAD info name not_found refresh_input method deprecated, use refresh_mouse X360 IPAD ANDROID XBOX_ONE Invalid number of parameters mouse controller touch ANDROID XBOX_ONE unknown keyboard CSearchResults::PrintToDebugger \t-- Empty -- atlas zip\t #BADLOC %s %3d %s name[%-80s] root[%-80s] source[%-80s] alias[%-80s] indexed wad ErrorShuttingDown ErrorOpenFileFailed ErrorAddingToIOCP ErrorEmptyFile ErrorUninitialised ErrorInvalidParams ErrorInvalidCall ErrorInvalidContext ErrorAddingToRegister ErrorCreatingMetaImage ErrorFinalisingManually ErrorMemoryFail ErrorReadingFile ErrorUnsupportedType ErrorDecompressingFile <Unkown> AsyncLoadRaw AsyncLoadText AsyncLoadImage ErrorNotFound None Pending SOURCE\\COMMON\\CONTENT\\bz_ContentAsyncHandler.cpp SOURCE\\COMMON\\CONTENT\\bz_ContentAsyncHandler.cpp SOURCE\\COMMON\\CONTENT\\bz_ContentAsyncHandler.cpp SOURCE\\COMMON\\CONTENT\\bz_ContentAsyncHandler.cpp AsyncLoadMaterial AsyncLoadModel AsyncLoadLump SOURCE\\COMMON\\CONTENT\\bz_ContentAsyncHandler.cpp SOURCE\\COMMON\\CONTENT\\bz_ContentAsyncHandler.cpp Unknown 2.0a 2.0b RECORD OF RENDERSTATE_CHANGES DURING A SINGLE RENDERED FRAME:\n Not supported in non-debug build\n SCRIPT_LOG.TXT DEBUGGER loop play_centre play_left play_right load_sound load_stream play play_panned is_playing stop_all stop_streams pause_all play_back stop pause resume NULL COULD NOT PLAY %s pause_streams resume_all dbg_report COULD NOT LOAD %s [%s] parameter mismatch or too few parameters [expected bzDouble] parameter mismatch or too few parameters [expected bzS32] parameter mismatch or too few parameters [expected bzU32] parameter mismatch or too few parameters [expected bzS16] dbg_break parameter mismatch or too few parameters [expected bzScalar] parameter mismatch or too few parameters [expected bzText*] parameter mismatch or too few parameters [expected bzText&] parameter mismatch or too few parameters [expected BZ::String *] parameter mismatch or too few parameters [expected bzU16] parameter mismatch or too few parameters [expected BZ::String] parameter mismatch or too few parameters [expected bzS8] parameter mismatch or too few parameters [expected bzU8] parameter mismatch or too few parameters [expected bzBool] bzColour parameter mismatch or too few parameters [expected bzFloatColour] parameter mismatch or too few parameters [expected bzText&] parameter mismatch or too few parameters [expected bzText&] bzV2 bzV3 parameter mismatch or too few parameters [expected bzV3] bzV4 parameter mismatch or too few parameters [expected bzDynSimpleObject *] bzImage parameter mismatch or too few parameters [expected bzImage *] parameter mismatch or too few parameters [expected bzText&] bzM34 bzLump parameter mismatch or too few parameters [expected bzLump*] bzDynObject module not found (\"%s\") (error object is not a string) print [lua] %s invalid tag passed to CLuaStack::push_bzStringFromLocTag, expected bzText or BZ::String module not found (\"%s\") module not found (\"%s\") true false [lua] %s \n%s\n\n false tostring ___typename ___typename Lua Stack 0x%08X 0x%08X Lua Table Dump %s [%s] - %s [%s] Lua Table Dump Complete calling source - %s Slun %4s 0x%08X true false [%d] - %s = %s %s = { line %d Slun = \" = WIDE_STRING_FROM_B32( \" CameraTarget Camera CameraTarget IsRenderTargetSupported check #2 returned D3DERR_INVALID_CALL IsRenderTargetSupported returned D3DERR_INVALID_CALL PDMakeImgMapATexture PDMakeImgMapATexture [coping an alpha texture] IsRenderTargetSupported returned D3DERR_INVALID_CALL IsDX9TextureFormatSupported returned [D3DERR_INVALIDCALL] bz_LockImgMap failed. [%s] bz_LockImgMap failed. [%s] SOURCE\\COMMON\\GRAPHICS\\DATA\\bzDX9_Image.cpp DestSurface bzKnot Knot %*d: %f %f %f In: %f %f %f Out: %f %f %f SOURCE\\COMMON\\UI\\LUA_BASE_UI\\UIGraphicsManager.cpp SOURCE\\COMMON\\UI\\LUA_BASE_UI\\UIGraphicsManager.cpp ## Lube images in use print ## End of Lube images in use print ## End of Lube images in use ## Lube images in use\n print print print CLubeGraphicsSys could not load %s SOURCE\\COMMON\\UI\\LUA_BASE_UI\\UIGraphicsManager.cpp print ## Lube image sets ## Lube image sets set_destroy set_add_item set_remove_item set_dump require require_async release set_create purge dump 0123456789abcdef [activate '8!\x1B. \r8STs\ne D7q/;M &\\8!\x1B. AQ\bl7 Dl\n----------\n D3D8 Object '%s' returns a ref count of %d on release. \n%s(%d)\n----------\n deactivate set_effect get_effect get_game_path get_content_path restart is_component_loaded is_attractor_loaded is_modifier_loaded get_effect_fullname play_effect stop_effect restart_effect is_effect_loaded get_loaded_components set_simulation_speed get_simulation_speed enable_diagnostics get_component_fullname get_attractor_fullname get_loaded_effects get_visible_effects is_diagnostics_enabled Data_Core\\Content add_device remove_all device_emu Lube-DeviceEMU NONE %s w%dh%dp%d SoapRequestBody::TagOpen - Invalid tag NetLog: SoapRequestBody::TagOpen - Invalid tag NetLog: SoapRequestBody::TagClose - No open tag NetLog: > " & < > < " ' ' & true false req{%s} - Open for text: (Length = %d)\n%s NetLog: HTTP/1.1 200 Failed to process URL req{%s} - Open for data: 0x%X (%d bytes) NetLog: req{%s} - Startup NetLog: Error: <a:T> </a:T> Failed to restore request NetLog: req{%s} - Cleanup started NetLog: finished req{%s} - Completed OK NetLog: req{%s} - Failed (%s) Failed to process URL pending req{%s} - Cleanup %s NetLog: NetLog: Feature not recognized feature feature SoapResponse_GetXMLValue - Failed to find value at path \"%s\" bad cast bad cast Property not recognized Illegal Namespace prefix feature Feature not supported Feature not recognized Property not recognized while parsing Can't change EMPTY [dtd] Could not resolve XML document Could not acquire expat buffer Undeclared prefix (#PCDATA) (#PCDATA fgets\t freopen rename tmpfile UNKNOWN PC : fprintf not supported for async files PC : Function not supported '%s' fgetc\t fputs getc getchar gets tmpnam setvbuf setbuf fputc rewind fgetpos fsetpos clearerr putc putchar puts ungetc feof ferror chdir fscanf ERROR: XML2_Load: Couldn't open file '%s' Feature not recognized Feature not recognized Property not recognized bad cast bad cast feature feature feature Feature not supported Could not acquire expat buffer Undeclared prefix while parsing Property not recognized Illegal Namespace prefix [dtd] Could not resolve XML document (#PCDATA Can't change EMPTY (#PCDATA) ESCAPE EQUALS BACKSPACE MINUS LEFT CONTROL LEFT BRACKET RIGHT BRACKET RETURN SEMICOLON APOSTROPHE GRAVE LEFT SHIFT BACKSLASH SLASH RIGHT SHIFT NUMPAD MULTIPLY LEFT ALT COMMA PERIOD SPACE CAPS LOCK NUM LOCK SCROLL LOCK NUMPAD 7 NUMPAD 8 NUMPAD 6 NUMPAD PLUS NUMPAD 1 NUMPAD 2 NUMPAD 9 NUMPAD MINUS NUMPAD 4 NUMPAD 5 NUMPAD 3 NUMPAD 0 NUMPAD PERIOD NUMPAD DIVIDE SYSRQ RIGHT ALT HOME NUMPAD EQUALS NUMPAD ENTER RIGHT CONTROL NUMPAD COMMA CURSOR DOWN PAGEDOWN DELETE LEFT WIN CURSOR UP CURSOR LEFT CURSOR RIGHT RIGHT WIN APPLICATIONS SOURCE\\COMMON\\INPUT_DEVICES\\bz_Mouse.cpp MousePointer SOURCE\\COMMON\\INPUT_DEVICES\\bz_Mouse.cpp SOURCE\\COMMON\\GRAPHICS\\DATA\\bz_MaterialTextureSwapper.cpp SOURCE\\COMMON\\GRAPHICS\\DATA\\bz_MaterialTextureSwapper.cpp SOURCE\\COMMON\\DATA_MANAGEMENT\\bz_LumpBuild.cpp [bz]For old model file versions 0504 [bz]For old model file versions 0504 [bz]For old model file versions 0504 [bz]For old model file versions 0504 %02x .LUA Chunk Header %s~0x%08x 0x%08x \x1BLua \tint size\t\t\t%d \tsize_t size\t\t\t%d \tInstruction size\t%d \tlua_Number size\t\t%d \tchunk is uncompiled, header info unavailable. \tversion\t\t\t\t0x%x \tformat\t\t\t\t%d \tendianness\t\t\t%d \tis integral\t\t\t%d __gc get_name get_number_of_players get_absolute_max_players __index __newindex NetworkSession get_current_max_players get_ping get_type get_variant time_diff=%f start_time=%d bzNmTimesync bzNmTimesyncWithGameStart bzNmTimesyncGameStartReply %f, %d pmrt1=%f, pmrt2=%f pmrt=%f bzNmDynfix bzNmGlobalObjectfix RequestHumanInput HumanInputControlPatch bzNmTimeadjustment bzNmRemoteTimeadjustment LBControlsMessage LBPositionCheck dyn sync send lost time2 %d total dyn lost time=%d (lltime=%d) dyn sync add lost time %d (%d) OverrideControls DynSyncAddLostTime Network Rewind fail %d %d dyn sync add lost time2 %d total dyn lost time=%d (lltime=%d) Pre join ok Invalid message Creating Member %s Member trying to join twice!! Can't find member member %d sent to new member %d member %d not ready to send new member %d sent to member %d Join success %d SOURCE\\COMMON\\NETWORKING\\bz_Socket.cpp Join fail %d Sending player %s for member %d to member %d JoinRep %d Remove member Can't find member 0x%x 0x%x 0x%x 0x%x 0x%x 0x%x 0x%x 0x%x 0x%x remote_member = %d \tmember %d 0x%x 0x%x 0x%x 0x%x 0x%x 0x%x 0x%x 0x%x 0x%x Invalid message members max_members game_type game_variant name players max_players current_max_players max_players current_max_players members max_members gcnt name Alloc session 0x%x players Can't find member %s Creating Player 0x%x 0x%x member %d not ready for member %d sending player %s %d to member %d game_type game_variant creating Player %d %s ???? Prejoin Guarantee number %d Pre join time out Join time out Join response fail %d Rec destroy %d SOURCE\\COMMON\\NETWORKING\\bz_Socket.cpp sgp start time %d Delete session 0x%x Rec BlackOut! Dropped %i packets Send Session Request free session 0x%x Join success Join failled %d Send BlackOut! Rec Delayed %d (%.3f) Req Player %d, 0x%x 0x%x SendDestroy %d bzNmNalJoin bzNmNalJoinrep SOURCE\\COMMON\\NETWORKING\\bz_Socket.cpp Abort join session, pSession is null. SOURCE\\COMMON\\NETWORKING\\bz_Socket.cpp Sending host player to member %d bzNmNalReqcreateplayer bzNmNalDestroyplayer bzNmNalReqdestroyplayer bzNmNalSessionlost bzNmNalLeave bzNmNalSessionrequest bzNmNalSessioninfo bzNmNalCreateplayer bzNmNalHeartbeatrequest bzNmNalHeartbeatreply bzNmNalHeartbeatresponse bzNmNalStartGamePeriod bzNmNalPrejoin bzNmNalReqMemberInfo bzNmNalMemberjoined bzNmNalMemberleft bzNmNalEndGamePeriod PDNalXLiveArbitration __gc get_name get_id show_gamer_card __index __newindex get_is_local kick_from_game property_has_been_set General Punctuation CJK Symbols and Punctuation CJK Compatibility Forms Small Form Variants IPA Extensions Phonetic Extensions Latin Extended Additional Latin Ligatures Basic Latin Latin-1 Supplement Latin Extended-A Latin Extended-B Armenian Georgian Spacing Modifier Letters Combining Diacritical Marks Greek Greek Extended Cyrillic Cyrillic Supplement Arabic Arabic Presentation Forms-A Arabic Presentation Forms-B Syriac Combining Marks for Symbols Combining Half Marks Hebrew Alphabetic Presentation Forms Gujarati Oriya Tamil Telugu Thaana Devanagari Bengali Gurmukhi Limbu Thai Myanmar Kannada Malayalam Sinhala Tibetan Hanun Buhid Tagbanwa CJK Unified Ideographs Khmer Khmer Symbols Tai Le Tagalog CJK and KangXi Radicals Ideographic Description Bopomofo Hiragana CJK Unified Ideographs Ext. B CJK Compatibility Ideographs CJK Compatibility Supplement Kanbun Hangul Compatibility Jamo Hangul Syllables Ethiopic Katakana Katakana Phonetic Extensions Halfwidth and Fullwidth Forms Hangul Jamo Deseret Shavian Ogham Old Italic Mongolian Osmanya Cherokee Canadian Aboriginal Syllabics Linear B Ideograms Aegean Numbers Cypriot Syllabary Currency Symbols Runic Gothic Ugaritic Linear B Syllabary Mathematical Operators Supplemental Math Operators Miscellaneous Math Symbols-A Miscellaneous Math Symbols-B Letterlike Symbols Math Alphanumeric Symbols Number Forms Superscripts and Subscripts Box Drawing Block Elements Geometric Shapes Miscellaneous Symbols Arrows Control Pictures Miscellaneous Technical Optical Character Recognition Enclosed CJK Letters and Months CJK Compatibility Braille Patterns Byzantine Musical Symbols Dingbats Yijing Hexagram Symbols Tai Xuan Jing Symbols Enclosed Alphanumerics Tag Characters Unknown Musical Symbols Deprecated Format Characters Surrogates Area Private Use Area Global render matrix Global dynamics matrix Moments of inertia Density Collision shape substance Global velocity Local omega Mass Centre of mass DynamicsWater DynamicsWater DynamicsWater DynamicsWater Velocity at start of frame Local space to parent space transform MECHANICS Dynamics Frame Given up (%d) Frozen dynamics gt=%.2f llt=%.2f MAKE_MATRIX_GLOBAL doing frame %d Dynamics Timer Skipped %d %d Dynamics Timer slow %d %d %u %u 22:19:17 %u:%u:%u Jan 14 2015 DEBUG RELEASE Built on 20%02i-%02i-%02i at %02i:%02i.%02i (%s) - %s #LUBE_FONT TEMPORARY: Assigned VFXInstance to %p TEMPORARY: Assigned mEffectDefinition to %p TEMPORARY: mEffectdefinition->numEmitters is %d TEMPORARY: mEffectdefinition assigned to null. __default__modifiers__group VFXManager DeActivating.. #VFX_EFFECTS Preloading... __default__modifiers__group TEMPORARY: getNumComponents() for thing %p returns %d VFXInstance::FindOrLoad() Called with param %s VFXInstance::Load() Called with param %s #VFX_ATTRACTORS Attempt to load invalid effect: TEMPORARY: ParseEffectSubModules() numEmmiters not a valid number. something is corrupted. mEffectDefinition is %p Processing External Hook TEMPORARY: VFXInstance: Activate() - synctolatest version. this = %p TEMPORARY VFXInstance: Process() - synctolatest version. this = %p Net_Players\nList current players. VFXInstance::Load %s set mEffectDefinition numcomponents to %d TEMPORARY: EffectDefinition is null... abort! TEMPORARY: ParseEffectSubModules() numEmmiters = %d this = %p TEMPORARY SyncToLatestVersion() called with this = %p TEMPORARY returned %d emitters Net_Players Net_TraceLevel <i>\nSet debug trace level (0=none, 3=max). Net_TraceLevel Net_CreatePlayer <name>\nCreate a new player. Net_CreatePlayer Net_DestroyPlayer Net_DestroyPlayer <handle>\nDestroy the player with the specified handle. Net_LostTime <time ms> \nModify the game clock. Net_LostTime Net_BundleDelay <time ms> \nSimulate network lag. Net_BundleDelay Net_DumpState [filename]\nDump internal DD state info. Net_DumpState Net_Test <name> [params]\nTrigger a test case. Net_Test Net_BroadcastAddress <n> \nSets/displays net address Net_BroadcastAddress Net_Show <name> \nShows net info.\n<name> can be off, delay, bandwidth, packets Net_Show Net_GuaranteeTest Net_GuaranteeTest <n> \nn=1 for address test\nn=2 for member test\nn=3 for session Net_PortNumber <n> \nSets/displays port number Net_PortNumber Net_RecordPacketContents\nSave random packets to disc Net_RecordPacketContents Error: %s.\n No available connections.\n %i) %s\n Error: You must use 'EnumConnections' first.\n Attempting to start connection: %s\n Error: %s.\n Connection started.\n Error: %s.\n Error: Invalid args.\n Error: Invalid connection index.\n Error: Out of date connection list?\n Invalid arguments.\n Error: %s.\n Session created.\n Connection stopped.\n Error: %s.\n No available sessions.\n %i) %s\n Error: Out of date session list?\n Attempting to join session: %s\n Error: %s.\n Session joined.\n Error: You must use 'EnumSessions' first.\n Error: Invalid args.\n Error: Invalid connection index.\n Invalid arguments.\n Error: %s.\n Delay = %dms\n Error: %s.\n Left session.\n Invalid arguments.\n Error: %s.\n DD state cleared\n Message class states:\n usR: Port %d\n Address:%s\n Starting Guarantee Test\n clear @M%-32s%-8s%-8s%-8s%-8s%-8s\n @M------------------------------------------------------------------------\n @M%-32s%-8u%-8u%-8u%-8u%-8u\n (unnamed) name: Member states:\n @M------------------------------------------------------------------------\n %s - @M%-32s%-8u%-8u%-8u%-8u%-8u\n Totals: @M------------------------------------------------------------------------\n @M%32s%-8u%-8u%-8u%-8u\n Must specify at least the name of the test.\n ignore (no players)\n id=%i, name=\"%s\", local=%s\n Error: %s.\n RunLevel: Members: %i/%imbrs ?/?mbrs State: Manager Client %i/%i% GHold: %ims Players: %i/%iplyrs ?/?plyrs Bundles: PktLoss: TxRate(b/s): Mgs/Bnd: S(%i,%i) R(%i,%i) Time: Net_StartConnection <i>\nStart a connection. Net_StartConnection Net_StopConnection\nStops the current connection. Net_StopConnection Net_EnumSessions\nLists available connections. Net_EnumConnections Net_JoinSession <i>\nJoin an enumerated session. Net_JoinSession Net_LeaveSession\nLeave the current session. Net_LeaveSession Net_EnumSessions\nLists available game sessions. Net_EnumSessions Net_CreateSession <name> <max players>\nCreate a new session. Net_CreateSession Address: (none) Address: (unsupported) Address: (unsupported) WinSock: UDP/IP: Dial-up WinSock: UDP/IP: Local Area Network Address: (unsupported) Address: (unsupported) Address: IP:%s Address: (IPX:) >Guaranteed delivery >Guaranteed ordering >Message oriented >Pseudo streamed WinSock: IPX: Local Area Network Protocol name: %s Supported Service flags: >Connectionless >Broadcast supported >Multicast supported >Rooted control plane >Rooted data plane >Graceful (two-phase) closing >Expediated (urgent) data >Connect data >Disconnect data >Socket handles are Installable file System handles >MSG_PARTIAL flag supported Provider flags: >Multiple protocol entries >Quality-of-service supported >(Reserved interrupt bit) >Unidirectional on sends >Unidirectional on receives Version: %i Address family: Unspecified Address family: Local to host (pipes, portals) Address family: Internetwork: UDP, TCP, etc. >Recommended protocol entry >Hidden protocol entry >Matches protocol zero (default entry) Provider id: %s Address family: ISO protocols Address family: European computer manufacturers Address family: Datakit protocols Address family: CCITT protocols, X.25 etc Address family: ARPAnet imp addresses Address family: Pup protocols: e.g. BSP Address family: Mit CHAOS protocols Address family: IPX and SPX or XEROX NS Address family: NSC Hyperchannel Address family: AppleTalk Address family: NetBios-style addresses Address family: VoiceView Address family: IBM SNA Address family: DECnet Address family: Direct data link interface Address family: LAT Socket type: Streamed socket. Socket type: Datagram socket. Socket type: Raw-protocol interface. Socket type: Reliably-delivered message. Address family: FireFox Address family: Banyan Address family: (Unknown) min/max socket address length: %i/%i max message size: 0 - not applicable. max message size: MTU dependant (bind required). max message size: no limit. max message size: %i Socket type: Sequenced packet stream. max protocol offset: %i Network byte order: Big-endian Network byte order: Little-endian >Up >Down >Point-to-point >Loopback Address: %s Broadcast: %s NetMask: %s flags: s=%5d, t=%5d ----------- Send bundle id %d, s=%d, pid=%d, ptr=%x Rec bundle id %d s=%d, pid=%d >Broadcast >Multicast Sending %d to: %s (%.3f) size %d Address Format Error! %d.%d.%d.%d:%d %02X%02X%02X%02X,%02X%02X%02X%02X:%hu %u.%u.%u.%u:%u Address Family Error! Loop Back! FFFFFFFF-FFFF-FFFF-FFFF-FFFFFFFFFFFF Trace.txt IMAGE: %s %s [%d] Trace.txt D3DFMT_R5G6B5 D3DFMT_X1R5G5B5 D3DFMT_A1R5G5B5 D3DFMT_A4R4G4B4 D3DFMT_UNKNOWN D3DFMT_A8R8G8B8 D3DFMT_X8R8G8B8 D3DFMT_V8U8 D3DFMT_L6V5U5 D3DFMT_Q8W8V8U8 D3DFMT_V16U16 D3DFMT_A8 D3DFMT_P8 D3DFMT_L8 D3DFMT_A8L8 D3DFMT_DXT4 D3DFMT_D16_LOCKABLE D3DFMT_D24S8 D3DFMT_VERTEXDATA D3DFMT_UYVY D3DFMT_YUY2 D3DFMT_DXT1 D3DFMT_DXT2 D3DFMT_A2W10V10U10 D3DFMT_DXT3 D3DFMT_DXT5 D3DFMT_D32 D3DFMT_INDEX16 D3DFMT_R8G8B8 D3DFMT_R3G3B2 D3DFMT_A4L4 D3DFMT_INDEX32 D3DFMT_UNKNOWN D3DFMT_D15S1 D3DFMT_D16 D3DFMT_D24X8 D3DFMT_D24X4S4 Console Adding %s Console Removing %s Console Executing %s @C(%i)No arguments please.\n .CFG Executing '%s'\n ============================\n ============================\n @C(%i)file '%s' does not exist.\n @C(%i)Supply one filename argument only.\n Piping to '%s' complete.\n Subsequent commands piping to '%s'.\n @C(%i)Unable to create '%s'.\n @C(%i)Supply nothing, or one command as a filename.\n @C(%i)file '%s' does not exist.\n @C(%i)Supply one filename argument only.\n Piping to '%s' complete.\n @C(%i)I wasn't piping.\n \\*.* ============================\n .CFG ============================\n ============================\n ============================\n @C(%i)%s\n ============================\n ============================\n @C(%i)@J(%03i)%s @C(%i)%s ============VIDEO============\n VIDEO HARDWARE:\n\t%s\n DRIVER:\n\t%s\n ============================\n @C(%i)%s\n ============================\n @C(%i)Supply one command as an argument ============================\n DEBUG COMMANDS AVAILABLE\n ============================\n Setting all viewport fov's to:%3.3f\n Window Size:%ix%ix\n Window format:%s\n ============================\n Setting viewport %i YON to:%3.3f\n Setting all viewport HITHER's to:%3.3f\n @C(%i)viewport Too Big\n Setting viewport %i HITHER to:%3.3f\n @C(%i)viewport Too Big\n Setting viewport %i fov to:%3.3f\n Setting all viewport YON's to:%3.3f\n @C(%i)viewport Too Big\n FPS Monitor Deactivated\n Action replay & timing diagnostics activated\n Action replay & timing diagnostics deactivated\n FPS Clamped to v-sync\n FPS Clamped to %i\n FPS Clamp removed\n FPS Monitor Activated\n @C(%i)Invalid usage, DRAWPOINT < on / off >\n @C(%i)Invalid usage, DRAWPOINT < on / off >\n @C(%i)Invalid usage, WIREFRAME < on / off >\n @C(%i)Invalid usage, WIREFRAME < on / off >\n @C(%i)Invalid usage,NOTRILIST < on / off >\nIf on tri lists in models are not rendered. @C(%i)Invalid usage,NOTRILIST < on / off >\nIf on tri lists in models are not rendered. @C(%i)Invalid usage, modeldebug [fnorms][vnorms][centres][boxes][ticks][all][none][shadshape] @C(%i)Invalid usage,NOTRISTRIP < on / off >\nIf on tri strips in models are not rendered. @C(%i)Invalid usage,NOTRISTRIP < on / off >\nIf on tri strips in models are not rendered. vnorms centres none ticks fnorms @C(%i)Invalid usage,DRAWNOALPHA < on / off >\n @C(%i)Invalid usage,DRAWNOALPHA < on / off >\n centers boxes 22:18:40 USAGE3: bz_SetAmbient <ViewPort> (Display current settings for viewport)\n Jan 14 2015 Last full rebuild date %s %s\n @C(%i)No arguments please !\n ambient for viewport %i : %d, %d, %d\n USAGE1: bz_SetAmbient <ViewPort> <X> where X is brightness (0 to 255, R=X, G=X, B=X)\n USAGE2: bz_SetAmbient <ViewPort> <R> <G> <B> (0 to 255)\n Deactivate Window = 1\n @C(%i)Incorrect Parameters alpha %d\nred %d\ngreen %d\nblue %d\n material version %d.%d\n model version %d.%d\n lump version %d.%d\n Deactivate Window = 0\n bz_SafeArea bz_SafeArea Incorrect parameters\n Post processing system is enabled\n Post processing system is disabled\n Incorrect parameters\n bzSalad (%d) bzSaladItem (%d) Reached end of line while scanning STRING token Unexpected '=' Unrecognised token Expecting string, number, or salad Reached end of buffer while scanning STRING token file not found heading not found in script Not root salad Unrecognized token Expecting separator Expecting separator or '=' Out of salads or memory (or something) \"%s\" Couldn't open file for writing d3d9.dll Direct3DCreate9 Direct3DCreate9Ex Stainless Games Application Direct3D9 DX9.0c Unable to create DX9 object SOURCE\\COMMON\\STARTUP\\bzPC9_Startup.cpp Direct3DDevice9 SOURCE\\COMMON\\STARTUP\\bzPC9_Startup.cpp ASIN ACOS ATAN ATAN2 LOG10 SQRT SINH COSH TANH 0123456789. CEIL FLOOR LDEXP FMOD */%@ +-|&^ =<>!? SOURCE\\COMMON\\SYSTEM\\bz_ZipPreLoad.cpp Invalid zip file SOURCE\\COMMON\\SYSTEM\\bz_ZipPreLoad.cpp Not enough memory for preload details ZipFileInitialise ZipFileInitialise SOURCE\\COMMON\\SYSTEM\\bz_ZipPreLoad.cpp Not enough memory for TOC ZipFileInitialise .MDL .IMG .MTL .MDL 1.2.2 %s%s .IMG .MTL .MDL .MDL SOURCE\\COMMON\\SYSTEM\\bz_ZipPreLoad.cpp .IMG .IMG .MTL .MTL 1.2.2 bz_Model_IO:bz_Model_Load - Model not found: '%s' .MDL model has invalid X bounding box, auto fixing! %s model has invalid X bounding box, auto fixing! %s model has invalid Y bounding box, auto fixing! %s model has invalid Y bounding box, auto fixing! %s Model %s has no user data. Invalid material handle (%u) on app_data face %i. Tried to load without app_data data a model without any prep data. doesn't leave a lot... %s Tried to load without app_data data a model without any prep data. doesn't leave a lot... %s model has invalid X bounding box, auto fixing! %s model has invalid X bounding box, auto fixing! %s model has invalid Z bounding box, auto fixing! %s model has invalid Z bounding box, auto fixing! %s DEFAULT [0601] Unable to locate material %s DEFAULT [0601] Unable to locate material %s Invalid material handle (%u) on app_data face %i. model has invalid Y bounding box, auto fixing! %s Tried to load without app_data data a model without any prep data. doesn't leave a lot... %s model has invalid Y bounding box, auto fixing! %s model has invalid Z bounding box, auto fixing! %s model has invalid Z bounding box, auto fixing! %s model has invalid Z bounding box, auto fixing! %s model has invalid Z bounding box, auto fixing! %s DEFAULT [0600] Unable to locate material %s model has invalid X bounding box, auto fixing! %s model has invalid X bounding box, auto fixing! %s model has invalid Y bounding box, auto fixing! %s model has invalid Y bounding box, auto fixing! %s model has invalid Y bounding box, auto fixing! %s model has invalid Y bounding box, auto fixing! %s model has invalid Z bounding box, auto fixing! %s model has invalid Z bounding box, auto fixing! %s Invalid material handle (%u) on app_data face %i. model has invalid X bounding box, auto fixing! %s Tried to load without app_data data a model without any prep data. doesn't leave a lot... %s model has invalid X bounding box, auto fixing! %s model has invalid X bounding box, auto fixing! %s model has invalid X bounding box, auto fixing! %s model has invalid Y bounding box, auto fixing! %s model has invalid Y bounding box, auto fixing! %s DEFAULT [0509] Unable to locate material %s Invalid material handle (%u) on app_data face %i. Invalid material handle (%u) on app_data face %i. Tried to load without app_data data a model without any prep data. doesn't leave a lot... %s Tried to load without app_data data a model without any prep data. doesn't leave a lot... %s model has invalid X bounding box, auto fixing! %s model has invalid X bounding box, auto fixing! %s model has invalid Z bounding box, auto fixing! %s model has invalid Z bounding box, auto fixing! %s DEFAULT [0508] Unable to locate material %s DEFAULT [0507] Unable to locate material %s Invalid material handle (%u) on app_data face %i. model has invalid Y bounding box, auto fixing! %s Tried to load without app_data data a model without any prep data. doesn't leave a lot... %s model has invalid Y bounding box, auto fixing! %s model has invalid Z bounding box, auto fixing! %s model has invalid Z bounding box, auto fixing! %s model has invalid Z bounding box, auto fixing! %s model has invalid Z bounding box, auto fixing! %s DEFAULT [0506] Unable to locate material %s model has invalid X bounding box, auto fixing! %s model has invalid X bounding box, auto fixing! %s model has invalid Y bounding box, auto fixing! %s model has invalid Y bounding box, auto fixing! %s model has invalid Y bounding box, auto fixing! %s model has invalid Z bounding box, auto fixing! %s model has invalid Z bounding box, auto fixing! %s DEFAULT Invalid material handle (%u) on app_data face %i. model has invalid X bounding box, auto fixing! %s model has invalid X bounding box, auto fixing! %s model has invalid Y bounding box, auto fixing! %s model has invalid Y bounding box, auto fixing! %s model has invalid Y bounding box, auto fixing! %s model has invalid Z bounding box, auto fixing! %s model has invalid Z bounding box, auto fixing! %s [0505] Unable to locate material %s Invalid material handle (%u) on app_data face %i. model has invalid X bounding box, auto fixing! %s model has invalid X bounding box, auto fixing! %s model has invalid X bounding box, auto fixing! %s model has invalid Y bounding box, auto fixing! %s model has invalid Y bounding box, auto fixing! %s model has invalid Z bounding box, auto fixing! %s DEFAULT [0504] Unable to locate material %s Invalid material handle (%u) on app_data face %i. model has invalid X bounding box, auto fixing! %s %s%s.MTL SOURCE\\COMMON\\GRAPHICS\\DATA\\bz_Model_IO.cpp TOO MANY MATERIALS SKRITCH model has invalid Z bounding box, auto fixing! %s DEFAULT [0503] Unable to locate material %s Invalid material handle (%u) on app_data face %i. Loading materials... .MDL Loading materials... SOURCE\\COMMON\\GRAPHICS\\DATA\\bz_Model_IO.cpp TOO MANY MATERIALS SKRITCH Default PDPollMouse falied (!ACK) [%s] GetDeviceData falied, DI_BUFFEROVERFLOW. num_elements == %d PDPollMouse falied [%s] CurrentMDL Warning::Window mode detected, running mouse in DISCL_BACKGROUND|DISCL_NONEXCLUSIVE mode, not an optimal mode. Fullscreen detected, running mouse in DISCL_FOREGROUND|DISCL_EXCLUSIVE mode, this is the optimal mode. :o) [CURRENT_MDL_FOLDER] #MATERIAL [CURRENT_CNT_FOLDER] #MODEL CurrentMTL [CURRENT_MATERIAL_FOLDER] CurrentCNT [CURRENT_CNT_FOLDER] #MATERIAL CurrentCNT Default #DATA Default #TEXTURE Default #DATA #LUASCRIPT Default #LUMP #LUASCRIPT Default #MATERIAL Default Default #LUMP Default Default #MODEL Default #MATERIAL Default #MODEL #TEXTURE <root> Name Default #TEXTURE Default Priority BZ::Content appinfo parse failed, ContentPath has no 'Name' attribute Root Default Path Order ApplicationInfo ContentPath Source Alias Recursive <root> ContentSource DevelopmentSource <root> SOURCE\\COMMON\\CONTENT\\bz_ContentINodeSystem.cpp *** [%.3d] %s %s *** %d Models Registered *** [%.3d] %s %s *** ContentRegistersSnapshot %s State End *** *** %d Images Registered *** ContentRegistersSnapshot %s State Beg [%d Images; %d Materials; %d Models]*** *** [%.3d] %s %s *** %d Materials Registered *** %d to %d Materials Materials *** %d to %d Models Models *** %d to %d Images *** ContentRegistersSnapshot 1 %s State Beg [%d Images; %d Materials; %d Models]*** *** [%.3d] %s %s *** ContentRegistersSnapshot 2 %s State Beg [%d Images; %d Materials; %d Models]*** Images *** %d %s Altered *** [%.3d] %s %s REGISTER_STATE_LOADED *** ContentRegistersSnapshot %s State End *** *** %d %s Created *** [%.3d] %s %s *** %d %s Removed REGISTER_STATE_LOADING REGISTER_STATE_NOT_FOUND REGISTER_STATE_FAILED indexed loose %s\t%-80s\t%s\t%02d:%02d %02d\\%02d\\%4d SystemLog Logging system initialised SOURCE\\COMMON\\DEBUGGING\\bzLogManager.cpp Unknown debug log type requested Logging system closing down .txt LogManager::CreateDebugLog Logging system closing down 0\aw,a Qkkbal wn>Jj ConstraintTorqueWeaknessCallBack BreakJoint ConstraintTorqueWeaknessCallBack BreakJoint RemoveAngularConstraintsForAFrame RemoveAngularConstraintsForAFrameNoTwist ConstraintTorqueWeaknessNoTwistCallBack ConstraintWeaknessSpinFailure ConstraintWeaknessSlideFailure ConstraintForceWeaknessCallBack TyreSmoke DynamicsWheels SkidNoise DynamicsEngineSound bzDynBreakableReplace bzDynBreakableDisappear SimpleGraphicsWheels GraphicsWheelsWithHubs ConstraintWeaknessSpinFailure ConstraintWeaknessSlideFailure ConstraintTorqueWeaknessNoTwistCallBack water lump_instance _NAME module(..., lump_instance) \r\r SOURCE\\COMMON\\DATA_MANAGEMENT\\bz_LumpObject.cpp Invalid lump type AllocateUsingSaveType unknown bzOctreeObjectRef bzOctreeLeafRef bzBBox Model %s %d (%d) bzOctreeNode bzOctreeLeaf bzOctreeObject brian lester brian %p Model was %p(%s) ====>> now %p(%s) POOL_(UN)BIND_OBJECT POOL_(UN)Insert into level %s,0x%x %f,%f,%f ,0x%x %f,%f,%f %s,0x%x %s,%f ,0x%x Skeleton POOL_(UN)BIND_OBJECT #DATA Couldn't load %s Unsupported shape FaceListToFormIntersection SOURCE\\COMMON\\DYNAMICS\\bz_DynFaceCaches.cpp Unsupported shape SOURCE\\COMMON\\DYNAMICS\\bz_DynFaceCaches.cpp FaceListToFormIntersection SOURCE\\COMMON\\DYNAMICS\\bz_DynFaceCaches.cpp Unsupported form bz_DynFace_IntersectsForm FRAME_BOUNDARY ACTION REPLAY MEMORY DIAGNOSTICS =============================================================== session_type chunk_size nchunks gross_data\n AR_Diagnostics %-32s %10i %8i %10i \n %10i =============================================================== [anonymous] Estmtd next Frame Period Estmtd Last Frame Period Actual Last Frame Period Mechanics overrun %.3f Estmtd next Render Time Estmtd Last Render Time Actual Last Render Time line Duplicate faces found in sort %x %x model %s *** Duplicate faces found in sort == %d Number of degen faces == %d Number of duplicate vertices == %d %d - %d SOURCE\\COMMON\\GRAPHICS\\SYSTEM\\bzPC9_ViewPort.cpp render_target Testing cooperative level Resetting device PDActivateHardwareViewport PDActivateHardwareViewport Device reset ok Dynamic gamma not supported on this platform Dynamic gamma not started! Temp Depth Buffer SET-VIEW \tOut = _DoLighting( li, In );\r\n\tOut = DoFog( Out, In );\r\n\treturn Out;\r\n}\r\n float4 ps_main( PS_IN In ) : COLOR0\r\n{\r\n\tfloat4 Out = 0.0f; float4 ps_main( PS_IN In ) : COLOR0\r\n{\r\n\t_ShapeInfo si = InitShapeInfo();\r\n\tsi.TextureCoords0 = Get2DTexCoord(0, In);\r\n\r\n \treturn Out;\r\n}\r\n \r\n\tTryToClip(si.TextureCoords0);\r\n\treturn GetRequiredPageId(si.TextureCoords0);\r\n}\r\n float4 ps_main( PS_IN In ) : COLOR0\r\n{\r\n\t_ShapeInfo si = InitShapeInfo();\r\n\tsi.TextureCoords0 = Get2DTexCoord(0, In);\r\n\r\n GetRenderTarget error is %ld SOURCE\\COMMON\\GRAPHICS\\RENDERING\\bzDX9_Renderer.cpp PS_OUT ps_main( PS_IN In )\r\n{\r\n\tPS_OUT Out = InitialiseOut();\r\n\t_LightingInfo li = InitLightingInfo(In);\r\n linear_depth HDR target HDR target \treturn float4(0,0,0,0);\r\n}\r\n Albedo + a SOURCE\\COMMON\\GRAPHICS\\RENDERING\\bzDX9_Renderer.cpp HDR target RenderDummy SOURCE\\COMMON\\GRAPHICS\\RENDERING\\bzDX9_Renderer.cpp SOURCE\\COMMON\\GRAPHICS\\RENDERING\\bzDX9_Renderer.cpp IsDX9TextureFormatSupported returned [D3DERR_INVALIDCALL] ps_main Unknown reason Invalid Call Invalid Data COMPILING_SHADER vsmain Failed to compile vertex shader file '%s' Out of memory Bad shader Out of memory! Failed to compile pixel shader file '%s' (%s) vsmain SOURCE\\COMMON\\GRAPHICS\\RENDERING\\bzDX9_Renderer.cpp pErrorCode SOURCE\\COMMON\\GRAPHICS\\RENDERING\\bzDX9_Renderer.cpp SOURCE\\COMMON\\GRAPHICS\\RENDERING\\bzDX9_Renderer.cpp pErrorCode SOURCE\\COMMON\\GRAPHICS\\RENDERING\\bzDX9_Renderer.cpp pShaderCode pShaderCode COMPILING_SHADER ps_main DEBUG_SAFE_VS_2_a vs_2_b DEBUG_SAFE_VS_2_b vs_3_0 DEBUG_SAFE_VS_2_0 const shared float4x4 matView: View;\t\t\t\t\t\t\t\t\t\t\nconst shared float4x4 matViewInverse: ViewInverse;\t\t\t\t\t\t\t\nconst shared float4x4 matViewProjection: ViewProjection;\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\nconst shared float4x4 matProjection: Projection;\t\t\t\t\t\t\t\nconst shared float4x4 matProjectionInverse : ProjectionInverse;\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\nconst shared float4x4 matWorld: World;\t\t\t\t\t\t\t\t\t\t\nconst shared float4x4 matWorldView: WorldView;\t\t\t\t\t\t\t\t\nconst shared float4x4 matPreviousWorldView;\t\t\t\t\t\t\t\t\nconst shared float4x4 matWorldViewProjection: WorldViewProjection;\t\t\t\nconst shared float4x4 matWorldInverse: WorldInverse;\t\t\t\t\t\t\nconst shared float4x4 matWorldInverseTranspose: WorldInverseTranspose;\t\t\nconst shared float4x4 matShadow;\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\nconst shared texture texColourBuffer;\t\t\t\t\t\t\t\t\t\t\nconst shared texture texNormalsBuffer;\t\t\t\t\t\t\t\t\t\t\ vs_2_0 vs_2_a DEBUG_SAFE_PS_2_a ps_2_b DEBUG_SAFE_PS_2_b ps_3_0 DEBUG_SAFE_VS_3_0 ps_2_0 DEBUG_SAFE_PS_2_0 ps_2_a PIXEL_SHADER_VERSION_2_b PIXEL_SHADER_VERSION_2_a DEBUG_SAFE_PS_3_0 PIXEL_SHADER_VERSION_2 VERTEX_SHADER_VERSION_2_b VERTEX_SHADER_VERSION_2_a PIXEL_SHADER_VERSION_3 VERTEX_SHADER_VERSION_2 SUPPORTED_PIXEL_SHADER_VERSION (%d) SUPPORTED_VERTEX_SHADER_VERSION Shader File Not Found (%s) VERTEX_SHADER_VERSION_3 BZ_USAGE_TOOL (%d) Too many params in material, increase MAX_MATERIAL_PRAMS fScreenWidth fScreenHeight fScreenWidth_recip Too many Annotations for param, Increase BZ_FX_MAX_ANNOTATIONS matWorldView matWorldViewProjection matWorldInverse matWorldInverseTranspose fScreenHeight_recip fDeltaTime fOverallTime matWorld matProjectionInverse vecModelEyePos vecWorldEyePos PassNum matView matViewInverse matViewProjection matProjection texColourBuffer texNormalsBuffer texZBuffer texReflection numLights colLightColour vecLightDirModel vecLightDirWorld matShadow texShadowBuffer vecShadowOffsets colAmbient vecDynamicGamma fFogValues fFogColour iFogEnabled PC_DX9 PC_DX9 PC_DX9 PC_DX9_DEPTH vecRandomShite texGobo vecGoboInfo ID3DXEffect_SetTexture failed fDeltaTime fOverallTime matShadow matWorld NeedsTangentFrame True fScreenWidth fScreenHeight matView matViewInverse matViewProjection matProjection matWorldView matWorldViewProjection matWorldInverse matWorldInverseTranspose numLights colLightColour vecLightDirModel vecLightDirWorld matProjectionInverse vecModelEyePos vecWorldEyePos PassNum texReflection vecShadowOffsets colAmbient vecRandomShite texZBuffer texShadowBuffer texNormalsBuffer texColourBuffer SOURCE\\COMMON\\GRAPHICS\\SHADERS\\bzDX9_FX_System.cpp Failed to load texture(%s) for material (%s) Cant find param (%s) in shader (%s) texGobo vecGoboInfo Unable to get Platform (%s) technique from shader (%s) PC_DX9 %sDATA: %z ![CDATA[ apos quot true .XML <?XML bz_Quat_MulInto is obsolete Quaternions SOURCE\\COMMON\\MATHS\\bz_Quat.cpp MiniConsole[%d]\n DENT CUBE INVALID __index __newindex __index __newindex CUBE __index __newindex __index __newindex __index __newindex __tostring {%0.4f, %0.4f, %0.4f} MaxAnisotropy MipLevelBias AddressU AddressV Type MinFilter MipFilter MagFilter MipFilter MagFilter MaxAnisotropy MipLevelBias AddressW sRGBRead Type MinFilter __index __newindex __index __newindex AddressU AddressV AddressW sRGBRead UsageHintTextureIndex ScrollX ScrollY Scrolling Alias UVStream FramesX FramesY FramesY UsageHintTextureIndex ScrollX ScrollY FlipBook FlipBookSelect UVStream FramesX __newindex __index __newindex Textures Scrolling FlipBook FlipBookSelect __index float Constants3 Constants Samplers float3 TexCoordSources FogEnabled Defines Flags ReceivesShadows Constant Texture TextureCoordSource NeedsSeperateObjectColour NeedsAmbientLight NeedsWorldVertexPos NeedsWorldLightDir NeedsVertexColour NeedsTangentFrame Sampler Define NeedsWorldSpaceVertexNormal NeedsWorldEyePos NeedsPerPixelDiffuseLighting NeedsPerPixelSpecularLighting NeedsPerPixelDiffuseColour NeedsPerPixelAmbientLighting NeedsLocalCubeMap FogEnabled NeedsSeperateObjectColour Translucent ReceivesShadows NeedsWorldSpaceVertexNormal NeedsWorldEyePos NeedsWorldVertexPos NeedsPerPixelEmissiveLighting NeedsLightingSpaceVertexNormal NeedsSpecularMask NeedsAmbientLight FogEnabled TwoPassAlpha NeedsSeperateObjectColour Translucent NeedsWorldLightDir NeedsVertexColour NeedsTangentFrame NeedsLocalCubeMap NeedsPerPixelEmissiveLighting NeedsLightingSpaceVertexNormal NeedsSpecularMask NeedsAmbientLight NeedsPerPixelDiffuseLighting NeedsPerPixelSpecularLighting NeedsPerPixelDiffuseColour NeedsPerPixelAmbientLighting __index __newindex __gc ReloadTextures ReceivesShadows __index __newindex Shadow Substance DEFAULT Substance2 DEFAULT IsMTL Pass Base Panickable Walkable Sitable DirectionSet CastsShadows DoubleSided NoSortAlpha Unpickable Substance Substance2 CastsShadows DoubleSided DirectionAngle NumPasses HasShadowPass Sitable DirectionSet DirectionAngle <?xml version=\"1.0\"?>\n NoSortAlpha Unpickable Panickable Walkable \t<Substance Name=\" \" />\n \t<Substance2 Name=\" \" />\n <Material>\n \" />\n \t<BasedOffOf Name=\" \" />\n TRUE FALSE \t<DoubleSided Value=\" \" />\n TRUE FALSE \t<CastsShadows Value=\" \" />\n \t<Panickable Value=\"TRUE\" />\n \t<Sitable Value=\"TRUE\" />\n \t<Walkable Value=\"TRUE\" />\n \t<DirectionSet Value=\"TRUE\" />\n TRUE FALSE \t<NoSortAlpha Value=\" \t<Unpickable Value=\"TRUE\" />\n \t<Pass Number=\" \t</Pass>\n </Material>\n \" />\n \t<DirectionAngle Value=\" \t<ShadowPass>\n \t</ShadowPass>\n TRUE FALSE \" sRGBRead=\" \" AddressW=\" \" />\n \" Value=\" \t\t<Define Identifier=\" \" />\n \" MagFilter=\" \" MipFilter=\" \" MinFilter=\" \" Type=\" \" AddressV=\" \" AddressU=\" \" MipLevelBias=\" \" MaxAnisotropy=\" FALSE \" FlipBookSelect=\" \" FrameRate=\" \" FramesY=\" \t\t<Sampler Alias=\" \" />\n \" FlipBookSelectFrame=\" TRUE \" ScrollY=\" \" ScrollX=\" TRUE FALSE \" FramesX=\" TRUE FALSE \" FlipBook=\" \" FileName=\" \t\t<Texture Alias=\" \" />\n \" FileName=\" \" Scrolling=\" \" UVStream=\" \t\t<TextureCoordSource Alias=\" \" />\n \" Value=\" \" Type=\" \t\t<Constant Alias=\" float3 \t\t<Texture Alias=\" \" Type=\" Warning: building MT2 string - no base material texture or material texture found float \" />\n \t\t<Constant Alias=\" \" />\n TRUE \" />\n \" Value=\" FALSE \t\t<NeedsWorldEyePos Value=\" \" />\n TRUE FALSE \t\t<NeedsWorldSpaceVertexNormal Value=\" \" />\n TRUE FALSE \t\t<NeedsWorldLightDir Value=\" \" />\n TRUE FALSE \t\t<NeedsWorldVertexPos Value=\" \" />\n TRUE FALSE \t\t<NeedsTangentFrame Value=\" \" />\n TRUE FALSE \t\t<NeedsVertexColour Value=\" \" />\n TRUE FALSE \t\t<FogEnabled Value=\" \" />\n TRUE FALSE \t\t<NeedsLocalCubeMap Value=\" \" />\n TRUE FALSE \t\t<Translucent Value=\" \" />\n TRUE FALSE \t\t<NeedsSeperateObjectColour Value=\" \" />\n TRUE FALSE \t\t<NeedsPerPixelSpecularLighting Value=\" \" />\n TRUE FALSE \t\t<NeedsPerPixelDiffuseLighting Value=\" \" />\n TRUE FALSE \t\t<NeedsPerPixelAmbientLighting Value=\" \" />\n TRUE FALSE \t\t<NeedsPerPixelDiffuseColour Value=\" \" />\n TRUE FALSE \t\t<NeedsLightingSpaceVertexNormal Value=\" \" />\n TRUE FALSE \t\t<NeedsPerPixelEmissiveLighting Value=\" \" />\n TRUE FALSE \t\t<NeedsAmbientLight Value=\" \" />\n TRUE FALSE \t\t<NeedsSpecularMask Value=\" \" />\n TRUE __tostring __gc Substances Flags FALSE \t\t<ReceivesShadows Value=\" __index __newindex MaterialService Materials Enabled Selected BaseFiles SamplerTextureTypes SamplerTextureFilteringModes SamplerTextureMappingModes NoSortAlpha DoubleSided Unpickable Panickable Enabled Selected Materials CastsShadows CUBE POINT LINEAR Sitable Walkable BORDER MIRROR_ONCE MaterialPicker: MaterialManager ANISOTROPIC WRAP MIRROR CLAMP SAME FACE NEW FACE NAV_REF NEW REGION NOT FOUND NAV_OBS NAV_JOIN NAV_JOIN Nav visualisation nav vis region %d %s\\NAVMAP.BZN \n\n Building NavMap for (%s : %s) \n\n Built nav map %.2f seconds NAV_OBS BZ_NAV_JOIN_PRECIPICE BZ_NAV_JOIN_NEW_REGION BZ_NAV_JOIN_SAME_REGION SOURCE\\COMMON\\GRAPHICS\\EFFECTS\\bz_QuadBlockArray.cpp SOURCE\\COMMON\\GRAPHICS\\EFFECTS\\bz_QuadBlockArray.cpp SOURCE\\COMMON\\GRAPHICS\\EFFECTS\\bz_QuadBlockArray.cpp SOURCE\\COMMON\\GRAPHICS\\EFFECTS\\bzDX9_GlowEffect.cpp pRenderTarget SOURCE\\COMMON\\GRAPHICS\\EFFECTS\\bzDX9_GlowEffect.cpp pZBuffer SOURCE\\COMMON\\GRAPHICS\\EFFECTS\\bzDX9_GlowEffect.cpp pRenderTarget SOURCE\\COMMON\\GRAPHICS\\EFFECTS\\bzDX9_GlowEffect.cpp pZBuffer PPEMIT ActiveData\\Toolport Number of bones supported on this system - %d %d vertex shader constant registers available float4 ps_main() : COLOR\r\n{\r\n return 0.0f;\r\n}\r\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nconst float4 ClearColour: register(c0);\r\nfloat4 ps_main( ) : COLOR\r\n{\r\n\treturn ClearColour;\r\n} #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER(ColorTexture, 0);\r\n\r\nconst float4 PreMultiplyAlpha: register(c10);\r\n\r\n#define OUTPUT_PREMULTIPLIED_ALPHA (PreMultiplyAlpha.x != 0.0)\r\n#define INPUT_IS_PREMULTIPLIED_ALPHA (PreMultiplyAlpha.y != 0.0)\r\n\r\nstruct PS_IN\r\n{\r\n\tfloat4 Col :COLOR0;\r\n\tfloat2 UV : TEXCOORD0;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n\tfloat4 tex_col = tex2D( ColorTexture, In.UV );\r\n\ttex_col = tex_col.rgba * In.Col.rgba;\r\n\tif ( !INPUT_IS_PREMULTIPLIED_ALPHA && OUTPUT_PREMULTIPLIED_ALPHA )\r\n\t\ttex_col.rgb *= tex_col.a;\r\n\treturn tex_col;\r\n}\r\n POINT #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( ColorTexture, 0 );\r\n\r\nconst float4 PreMultiplyAlpha: register(c10);\r\n\r\n#define OUTPUT_PREMULTIPLIED_ALPHA (PreMultiplyAlpha.x != 0.0)\r\n#define INPUT_IS_PREMULTIPLIED_ALPHA (PreMultiplyAlpha.y != 0.0)\r\n\r\nstruct PS_IN\r\n{\r\n float4 Col :COLOR0;\r\n float2 UV : TEXCOORD0;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n float alpha = tex2D( ColorTexture, In.UV ).a*In.Col.a;\r\n float4 tex_col = float4( In.Col.rgb, alpha );\r\n\r\n if ( !INPUT_IS_PREMULTIPLIED_ALPHA && OUTPUT_PREMULTIPLIED_ALPHA )\r\n\t\ttex_col.rgb *= tex_col.a;\r\n \r\n return tex_col;\r\n}\r\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( ColorTexture, 0 );\r\n\r\nstruct PS_IN\r\n{\r\n float4 Col :COLOR0;\r\n float2 UV : TEXCOORD0;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n\tfloat4 col = tex2D( ColorTexture, In.UV ).rgba*In.Col.rgba;\r\n\tcol.rgb *= 2.0f;\r\n\treturn col;\r\n}\r\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( ColorTexture, 0 );\r\nconst float4 InvMavValues: register(c3);\r\n\r\nstruct PS_IN\r\n{\r\n float2 UV : TEXCOORD0;\r\n float4 Col :COLOR0;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n\tfloat4 col = tex2D(ColorTexture, In.UV);\r\n\tcol.rgb = col.rgb * In.Col.rgb * 2;\r\n\treturn col;\r\n}\r\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nstruct PS_IN\r\n{\r\n float3 Normal : TEXCOORD0;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n return float4(normalize(In.Normal)*0.5 + 0.5, 1.0f);\r\n}\r\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER(ColorTexture, 0);\r\n\r\nstruct PS_IN\r\n{\r\n float4 unused : COLOR0;\r\n float2 UV : TEXCOORD0;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n return tex2D( ColorTexture, In.UV );\r\n}\r\n \tHIGHPREC float4\tcol;\r\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( ColorTexture, 0 );\r\nconst float4 InvMavValues: register(c3);\r\n\r\nstruct PS_IN\r\n{\r\n float2 UV : TEXCOORD0;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n float4 col = tex2D( ColorTexture, In.UV );\r\n return col;\r\n}\r\n \tHIGHPREC float4\tpos;\r\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( ColorTexture, 0 );\r\nconst float4 LumValues: register(c2);\r\n\r\nstruct PS_IN\r\n{\r\n float2 UV : TEXCOORD0;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n\tfloat4 tex = tex2D(ColorTexture, In.UV);\r\n\tfloat lum = dot( LumValues.rgb, tex.rgb );\r\n\treturn float4(lum, lum, lum, tex.a);\r\n}\r\n UNIFORM light_struct DECLARE_CONSTANT( light_array[ #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( ColorTexture, 0 );\r\n\r\nstruct PS_IN\r\n{\r\n float2 UV : TEXCOORD0;\r\n float4 Col :COLOR0;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n\t float4 col = tex2D(ColorTexture,In.UV);\r\n\t col.rgb *= In.Col.rgb * 2.0f;\r\n\t col.a = (1.0f - (In.Col.a * 0.25));\r\n\t return col;\r\n}\r\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nstruct PS_IN\r\n{\r\n float4 Color : COLOR;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n float4 col;\r\n col.rgb = In.Color.rgb * 2.0f;\r\n col.a = In.Color.a;\r\n return col;\r\n}\r\n \tHIGHPREC float4\tdir;\r\n UNIFORM HIGHPREC float4 DECLARE_CONSTANT( LightTotalSums, #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nstruct PS_IN\r\n{\r\n float4 Color : COLOR;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n float4 col;\r\n col.rgb = In.Color.rgb * 2.0f;\r\n col.a = In.Color.a;\r\n return col;\r\n}\r\n \tHIGHPREC float4\tshadow_info;\r\n \tHIGHPREC float4\tsplit_planes;\r\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nconst float4 InvMavValues: register(c3);\r\nconst float4 PreMultiplyAlpha: register(c10);\r\n\r\n#define OUTPUT_PREMULTIPLIED_ALPHA (PreMultiplyAlpha.x != 0.0)\r\n#define INPUT_IS_PREMULTIPLIED_ALPHA (PreMultiplyAlpha.y != 0.0)\r\n\r\nstruct PS_IN\r\n{\r\n float4 Color : COLOR;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n\tfloat4 col = In.Color;\r\n\tif ( OUTPUT_PREMULTIPLIED_ALPHA )\r\n\t\tcol.rgb *= col.a;\r\n\treturn col;\r\n}\r\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( ColorTexture, 0 );\r\nconst float4 InvMavValues: register(c3);\r\n\r\nstruct PS_IN\r\n{\r\n\tfloat2 UV : TEXCOORD0;\r\n\tfloat4 Col :COLOR0;\r\n\tfloat4 Spec :COLOR1;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n\tfloat4 col = tex2D(ColorTexture, In.UV);\r\n\tcol.rgb = col.rgb * In.Col.rgb * 2;\r\n\tcol += In.Spec;\r\n\treturn col + In.Spec;\r\n}\r\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( ColorTexture, 0 );\r\nstruct PS_IN\r\n{\r\n float2 UV : TEXCOORD0;\r\n float4 Col :COLOR0;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n float4 Texturec = tex2D(ColorTexture,In.UV);\r\n Texturec.rgb*=In.Col.rgb;\r\n Texturec.a=0;\r\n float4 col = Texturec * 2.0f;\r\n return col;\r\n}\r\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( ColorTexture, 0 );\r\n\r\nstruct PS_IN\r\n{\t\r\n float2 UV : TEXCOORD0;\r\n float4 Col :COLOR0;\r\n};\t\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\t\r\n\tfloat4 col = tex2D(ColorTexture,In.UV);\r\n\tcol.rgb *= (In.Col.rgb *2.0);\r\n\tcol.a=In.Col.a;\r\n\treturn col;\r\n}\t\r\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( ColorTexture, 0 );\r\n\r\nstruct PS_IN\r\n{\r\n float2 UV : TEXCOORD0;\r\n float4 Col :COLOR0;\r\n\tfloat4 Spec :COLOR1;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n\t float4 col = tex2D(ColorTexture,In.UV);\r\n\t col.rgb *= (In.Col.rgb * 2.0);\r\n\t col.a = In.Col.a;\r\n\t col += In.Spec;\r\n\t return col;\r\n}\r\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( Texture1, 0 );\r\nDECLARE_SAMPLER( Texture2, 1 );\r\nconst float4 InvMavValues: register(c3);\r\n\r\nstruct PS_IN\r\n{\r\n\tfloat2 UV1 : TEXCOORD0;\r\n\tfloat2 UV2 : TEXCOORD1;\r\n\tfloat4 DiffuseColour : COLOR0;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n float4 col = tex2D(Texture1,In.UV1)*tex2D(Texture2,In.UV2) * 2.0 * In.DiffuseColour;\r\n return col;\r\n}\r\n UNIFORM HIGHPREC bzM43 DECLARE_CONSTANT(ModelToWorld, UNIFORM HIGHPREC float4 DECLARE_CONSTANT( EyePos, #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( Texture1, 0 );\r\nDECLARE_SAMPLER( Texture2, 1 );\r\nconst float4 InvMavValues: register(c3);\r\n\r\nstruct PS_IN\r\n{\r\n float2 UV1 : TEXCOORD0;\r\n float2 UV2 : TEXCOORD1;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n\tfloat4 col = tex2D(Texture1,In.UV1)*tex2D(Texture2,In.UV2);\r\n\treturn col;\r\n}\r\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( ColorTexture, 0 );\r\nconst float4 InvMavValues: register(c3);\r\n\r\nstruct PS_IN\r\n{\r\n float2 UV : TEXCOORD0;\r\n float4 Col :COLOR0;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n\tfloat4 col;\r\n\tcol = tex2D(ColorTexture,In.UV);\r\n\tcol.a = In.Col.a;\r\n\treturn col;\r\n}\r\n UNIFORM HIGHPREC float4 DECLARE_CONSTANT( ObjectColour, #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( ColorTexture, 0 );\r\nconst float4 InvMavValues: register(c3);\r\n\r\nstruct PS_IN\r\n{\r\n float2 UV0 : TEXCOORD0;\r\n float4 Col :COLOR0;\r\n float4 Spec :COLOR1;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n\tfloat4 col = tex2D(ColorTexture,In.UV0)*In.Col;\r\n\tcol += In.Spec;\r\n\treturn col;\r\n}\r\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nstruct PS_IN\r\n{\r\n float4 Color : COLOR;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n return In.Color;\r\n}\r\n ( int pIndex, HIGHPREC float NdotL, PS_IN In )\n{\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( Texture1, 0 );\r\nDECLARE_SAMPLER( Texture2, 1 );\r\n\r\nstruct PS_IN\r\n{\r\n float2 UV1 : TEXCOORD0;\r\n float2 UV2 : TEXCOORD1;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n return tex2D(Texture1,In.UV1)-tex2D(Texture2,In.UV2);\r\n}\r\n \t#define INV_SHADOW_SIZE\t\t(GetShadowInfo( pIndex, In ).xy)\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( Texture1, 0 );\r\nDECLARE_SAMPLER( Texture2, 1 );\r\n\r\nstruct PS_IN\r\n{\r\n float2 UV1 : TEXCOORD0;\r\n float2 UV2 : TEXCOORD1;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n return tex2D(Texture1,In.UV1)+tex2D(Texture2,In.UV2);\r\n}\r\n \t#define SHADOW_EPSILON\t\t(GetShadowInfo( pIndex, In ).z)\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( Texture1, 0 );\r\nDECLARE_SAMPLER( Texture2, 1 );\r\nconst float4 InvMavValues: register(c3);\r\n\r\nstruct PS_IN\r\n{\r\n float2 UV1 : TEXCOORD0;\r\n float2 UV2 : TEXCOORD1;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n float4 col = tex2D(Texture1,In.UV1)*tex2D(Texture2,In.UV2) * 2.0;\r\n return col;\r\n}\r\n HIGHPREC float3 GetShadowfactor \telse if( pIndex== #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( ColorTexture1, 0 );\r\nDECLARE_SAMPLER( ColorTexture2, 1 );\r\n\r\nstruct PS_IN\r\n{\r\n float2 UV : TEXCOORD0;\r\n float4 Col :COLOR0;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n\tfloat4 tex1 = tex2D(ColorTexture1,In.UV);\r\n\tfloat4 tex2 = tex2D(ColorTexture2,In.UV);\r\n\tfloat4 Out;\r\n\tOut.rgb = (tex1.rgb * In.Col.a) +\r\n\t\t\t (tex2.rgb * (1.0f - In.Col.a));\r\n\tOut.rgb *= In.Col.rgb;\r\n\tOut.a = 1.0f;\r\n\treturn Out;\r\n}\r\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( env_texture, 0 );\r\nDECLARE_SAMPLER( norm_texture, 1 );\r\nDECLARE_SAMPLER( light_texture, 2 );\r\nconst float4 InvMavValues: register(c3);\r\n\r\nstruct PS_IN\r\n{\r\n\tfloat2 env : TEXCOORD0;\r\n float2 norm : TEXCOORD1;\r\n float2 lightmap : TEXCOORD2;\r\n\tfloat4 DiffuseColour : COLOR0;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n\tfloat4 env = tex2D(env_texture, In.env);\r\n float4 norm = tex2D(norm_texture, In.norm);\r\n\tfloat4 lightmap = tex2D(light_texture, In.lightmap);\r\n\tfloat4 col;\r\n\tcol.rgb = In.DiffuseColour.rgb*((norm.rgb * norm.a) + (env.rgb*(1-norm.a)));\r\n\tcol.a = 1.0f;\r\n\tcol.rgb *= lightmap.rgb * 2.0f;\r\n\treturn col;\r\n}\r\n struct light_struct\r\n UNIFORM HIGHPREC float4 DECLARE_CONSTANT( LayerAlpha, \t\t// Spot light\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( env_texture,0);\r\nDECLARE_SAMPLER( norm_texture,1);\r\nDECLARE_SAMPLER( light_texture,2);\r\nconst float4 InvMavValues: register(c3);\r\n\r\nstruct PS_IN\r\n{\r\n\tfloat2 env : TEXCOORD0;\r\n float2 norm : TEXCOORD1;\r\n float2 lightmap : TEXCOORD2;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n\tfloat4 env = tex2D(env_texture, In.env);\r\n\tfloat4 norm = tex2D(norm_texture, In.norm);\r\n\tfloat4 lightmap = tex2D(light_texture, In.lightmap);\r\n\tfloat4 col;\r\n\tcol.rgb = (norm.rgb * norm.a) + (env.rgb*(1-norm.a));\r\n\tcol.a = 1.0f;\r\n\tcol.rgb *= lightmap.rgb * 2.0f;\r\n return col;\r\n}\r\n \t\tshadow = 0.0;\n\t\tfloat4 shad_coord = 0.0;\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( ColorTexture, 0 );\r\n\r\nstruct PS_IN\r\n{\r\n float2 UV : TEXCOORD0;\r\n float4 Col :COLOR0;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n float4 col = tex2D( ColorTexture, In.UV ).rbga*In.Col.rbga;\r\n return col;\r\n}\r\n );\r\n UNIFORM HIGHPREC float4 DECLARE_CONSTANT( AmbientLightColour, \t\tfloat4 shad_coord #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( ColorTexture, 0 );\r\nDECLARE_SAMPLER( SubTexture, 1 );\r\n\r\nstruct PS_IN\r\n{\r\n float2 UV0 : TEXCOORD0;\r\n float2 UV1 : TEXCOORD1;\r\n float4 Col :COLOR0;\r\n float4 Spec :COLOR1;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n float4 tex1;\r\n float4 tex2;\r\n tex1 = tex2D(ColorTexture,In.UV0)*In.Col;\r\n tex2 = tex2D(SubTexture, In.UV1);\r\n tex1 = tex1 - (tex2);\r\n tex1 *= 2.0f;\r\n tex1.a = 1 - In.Col.a;\r\n return (tex1+In.Spec);\r\n}\r\n UNIFORM HIGHPREC float4 DECLARE_CONSTANT( VtOffset2Scale2_T0, #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( ColorTexture, 0 );\r\nDECLARE_SAMPLER( SubTexture, 1 );\r\n\r\nstruct PS_IN\r\n{\r\n float2 UV0 : TEXCOORD0;\r\n float2 UV1 : TEXCOORD1;\r\n float4 Col :COLOR0;\r\n float4 Spec :COLOR1;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n\tfloat4 tex1;\r\n\tfloat4 tex2;\r\n\ttex1 = tex2D(ColorTexture,In.UV0)*In.Col;\r\n\ttex2 = tex2D(SubTexture,In.UV1);\r\n\ttex1 = tex1 - (tex2*In.Col.a);\r\n\ttex1.a = 1;\r\n\treturn (tex1+In.Spec);\r\n}\r\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( ColorTexture, 0 );\r\n\r\nstruct PS_IN\r\n{\r\n float2 UV : TEXCOORD0;\r\n float4 Col :COLOR0;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n\tfloat4 tex;\r\n\ttex = tex2D(ColorTexture,In.UV);\r\n\ttex.a *= In.Col.a;\r\n\treturn tex;\r\n}\r\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( ColorTexture1, 0 );\r\nDECLARE_SAMPLER( ColorTexture2, 1 );\r\n\r\nstruct PS_IN\r\n{\r\n float2 UV : TEXCOORD0;\r\n float4 Col :COLOR0;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n\tfloat4 tex1 = tex2D(ColorTexture1,In.UV);\r\n\tfloat4 tex2 = tex2D(ColorTexture2,In.UV);\r\n\tfloat4 Out;\r\n\tOut.rgb = (tex1.rgb * In.Col.a) +\r\n\t\t\t (tex2.rgb * (1.0f - In.Col.a));\r\n\tOut.a = 1.0f;\r\n\treturn Out;\r\n}\r\n .xyz /= shad_coord #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nstruct PS_IN\r\n{\r\n float2 Depth: TEXCOORD0;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n return (In.Depth.x/In.Depth.y);\r\n}\r\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( ColorTexture, 0);\r\nDECLARE_SAMPLER( MaskTexture , 1);\r\n\r\nconst float4 PreMultiplyAlpha: register(c10);\r\n#define OUTPUT_PREMULTIPLIED_ALPHA (PreMultiplyAlpha.x != 0.0)\r\n#define INPUT_IS_PREMULTIPLIED_ALPHA (PreMultiplyAlpha.y != 0.0)\r\n\r\nstruct PS_IN\r\n{\r\n\tfloat4 Col :COLOR0;\r\n\tfloat2 UV : TEXCOORD0;\r\n\tfloat2 UV2 : TEXCOORD1;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n\tfloat4 col = tex2D( ColorTexture, In.UV )*In.Col;\r\n\t\r\n\tif (OUTPUT_PREMULTIPLIED_ALPHA)\r\n\t{\r\n\t\tif( INPUT_IS_PREMULTIPLIED_ALPHA )\r\n\t\t{\r\n\t\t\tcol.rgba *= tex2D( MaskTexture, In.UV2 ).a;\r\n\t\t}\r\n\t\telse\r\n\t\t{\r\n\t\t\tcol.rgb *= col.a;\r\n\t\t\tcol.rgba *= tex2D( MaskTexture, In.UV2 ).a;\r\n\t\t}\r\n\t}\r\n\telse\r\n\t{\r\n\t\tcol.a *= tex2D( MaskTexture, In.UV2 ).a;\r\n\t = In.ShadowSpaceVertexPos #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\n#define Const0 (0.0625f)\r\n#define Const1 (0.0625f)\r\n#define Const2 (0.125f)\r\n#define Const3 (0.25f)\r\n#define Const4 (0.25f)\r\n#define Const5 (0.125f)\r\n#define Const6 (0.0625f)\r\n#define Const7 (0.0625f)\r\n#define Const8 (1.0f)\r\n\r\nDECLARE_SAMPLER( Textures, 0);\r\nstruct PS_IN\r\n{\r\n\tfloat2 UV0 : TEXCOORD0;\r\n\tfloat2 UV1 : TEXCOORD1;\r\n\tfloat2 UV2 : TEXCOORD2;\r\n\tfloat2 UV3 : TEXCOORD3;\r\n\tfloat2 UV4 : TEXCOORD4;\r\n\tfloat2 UV5 : TEXCOORD5;\r\n\tfloat2 UV6 : TEXCOORD6;\r\n\tfloat2 UV7 : TEXCOORD7;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n\tfloat4 temp0, temp1, temp2;\r\n\ttemp0 = tex2D( Textures, In.UV0 );\r\n\ttemp1 = tex2D( Textures, In.UV1 );\r\n\r\n\ttemp0 = temp0 * Const0;\r\n\ttemp0 = (temp1 * Const1) + temp0;\r\n\r\n\ttemp1 = tex2D( Textures, In.UV2 );\r\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\n#define Const0 (0.0625f)\r\n#define Const1 (0.0625f)\r\n#define Const2 (0.125f)\r\n#define Const3 (0.25f)\r\n#define Const4 (0.25f)\r\n#define Const5 (0.125f)\r\n#define Const6 (0.0625f)\r\n#define Const7 (0.0625f)\r\n#define Const8 (1.0f)\r\n\r\nDECLARE_SAMPLER( TextureS,0);\r\nstruct PS_IN\r\n{\r\n\tfloat2 UV0 : TEXCOORD0;\r\n\tfloat2 UV1 : TEXCOORD1;\r\n\tfloat2 UV2 : TEXCOORD2;\r\n\tfloat2 UV3 : TEXCOORD3;\r\n\tfloat2 UV4 : TEXCOORD4;\r\n\tfloat2 UV5 : TEXCOORD5;\r\n\tfloat2 UV6 : TEXCOORD6;\r\n\tfloat2 UV7 : TEXCOORD7;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n\tfloat4 temp0, temp1, temp2;\r\n\ttemp0 = tex2D( TextureS, In.UV0 );\r\n\ttemp1 = tex2D( TextureS, In.UV1 );\r\n\r\n\ttemp0 = temp0 * Const0;\r\n\ttemp0 = (temp1 * Const1) + temp0;\r\n\r\n\ttemp1 = tex2D( TextureS, In.UV2 );\r\n\ UNIFORM HIGHPREC float4 DECLARE_CONSTANT( VtOffset2Scale2_T1, .x<=0.99) && (shad_coord #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( ColorTexture, 0 );\r\n\r\nstruct PS_IN\r\n{\r\n float2 UV : TEXCOORD0;\r\n float4 Col :COLOR0;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n float4 col = tex2D( ColorTexture, In.UV ).gbra*In.Col.gbra;\r\n return col;\r\n}\r\n \tHIGHPREC float4\tgobo_info;\r\n UNIFORM HIGHPREC float4 DECLARE_CONSTANT( VtOffset2Scale2_T4, \t\tif( (shad_coord #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( ColorTexture, 0 );\r\n\r\nstruct PS_IN\r\n{\r\n float2 UV : TEXCOORD0;\r\n float4 Col :COLOR0;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n float4 col = tex2D( ColorTexture, In.UV ).grba*In.Col.grba;\r\n return col;\r\n}\r\n );\r\n UNIFORM HIGHPREC float4 DECLARE_CONSTANT( VtOffset2Scale2_T5, #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( ColorTexture, 0 );\r\n\r\nstruct PS_IN\r\n{\r\n float2 UV : TEXCOORD0;\r\n float4 Col :COLOR0;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n float4 col = tex2D( ColorTexture, In.UV ).brga*In.Col.brga;\r\n return col;\r\n}\r\n );\r\n UNIFORM HIGHPREC float4 DECLARE_CONSTANT( VtOffset2Scale2_T2, , texSAMPLER_shadow #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( ColorTexture, 0 );\r\n\r\nstruct PS_IN\r\n{\r\n float2 UV : TEXCOORD0;\r\n float4 Col :COLOR0;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n float4 col = tex2D( ColorTexture, In.UV ).bgra*In.Col.bgra;\r\n return col;\r\n}\r\n UNIFORM HIGHPREC float4 DECLARE_CONSTANT( FogValues, UNIFORM HIGHPREC float4 DECLARE_CONSTANT( VtOffset2Scale2_T3, .y<=0.99) )\n\t\t{\n\t\t\tshad_coord = In.ShadowSpaceVertexPos \t\tshadow = SampleShadowMap( In, shad_coord, SAMPLER_shadow #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( YTexture, 0 );\r\nDECLARE_SAMPLER( UTexture, 1 );\r\nDECLARE_SAMPLER( VTexture, 2 );\r\nDECLARE_SAMPLER( MaskTexture, 3);\r\n\r\nconst float4 PreMultiplyAlpha: register(c10);\r\n\r\n#define OUTPUT_PREMULTIPLIED_ALPHA (PreMultiplyAlpha.x != 0.0)\r\n#define INPUT_IS_PREMULTIPLIED_ALPHA (PreMultiplyAlpha.y != 0.0)\r\n\r\nstruct PS_IN\r\n{\r\n\tfloat2 UV : TEXCOORD0;\r\n\tfloat2 UV2 : TEXCOORD1;\r\n\tfloat4 Col :COLOR0;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n\tfloat4 Y_4D = tex2D( YTexture, In.UV );\r\n\tfloat4 U_4D = tex2D( UTexture, In.UV );\r\n\tfloat4 V_4D = tex2D( VTexture, In.UV );\r\n\r\n\tfloat R = 1.164 * ( Y_4D.r - 0.0625 ) + 1.596 * ( V_4D.r - 0.5 );\r\n\tfloat G = 1.164 * ( Y_4D.r - 0.0625 ) - 0.391 * ( U_4D.r - 0.5 ) - 0.813 * ( V_4D.r - 0.5 );\r\n\tfloat B = 1.164 * ( Y_ );\r\n UNIFORM HIGHPREC float4 DECLARE_CONSTANT( VtOffset2Scale2_T6, _0, INV_SHADOW_SIZE, SHADOW_EPSILON );\n \tsplit_colour = colours[ #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( ColorTexture, 0);\r\nDECLARE_SAMPLER( MaskTexture, 1);\r\n\r\nstruct PS_IN\r\n{\r\n float2 UV : TEXCOORD0;\r\n\t float2 UV2 : TEXCOORD1;\r\n float4 Col :COLOR0;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n float4 col = tex2D( ColorTexture, In.UV );\r\n\tfloat4 texcol = In.Col;\r\n\tcol.a = texcol.a * (ceil( tex2D( MaskTexture, In.UV2 ).a - In.Col));\r\n return col;\r\n}\r\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( ColorTexture, 0);\r\n\r\nconst float4 PreMultiplyAlpha: register(c10);\r\n\r\n#define OUTPUT_PREMULTIPLIED_ALPHA (PreMultiplyAlpha.x != 0.0)\r\n#define INPUT_IS_PREMULTIPLIED_ALPHA (PreMultiplyAlpha.y != 0.0)\r\n\r\nstruct PS_IN\r\n{\r\n\tfloat4 Col : COLOR0;\r\n float2 UV : TEXCOORD0;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n float4 tc = tex2D( ColorTexture, In.UV );\r\n float4 x;\r\n x.x = dot( tc.rgb, float3(0.3f,0.5f,0.2f) );\r\n\tx.rgb = lerp( x.xxx, tc.rgb, In.Col.r );\r\n\tx.a = In.Col.a * tc.a;\r\n\tx.rgb *= In.Col.ggg;\r\n\tif( OUTPUT_PREMULTIPLIED_ALPHA )\r\n\t\tx.rgb *= x.a;\r\n return x;\r\n}\r\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( YTexture, 0 );\r\nDECLARE_SAMPLER( UTexture, 1 );\r\nDECLARE_SAMPLER( VTexture, 2 );\r\n\r\nstruct PS_IN\r\n{\r\n\tfloat2 UV : TEXCOORD0;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n\tfloat4 Y_4D = tex2D( YTexture, In.UV );\r\n\tfloat4 U_4D = tex2D( UTexture, In.UV );\r\n\tfloat4 V_4D = tex2D( VTexture, In.UV );\r\n\r\n\tfloat R = 1.164 * ( Y_4D.r - 0.0625 ) + 1.596 * ( V_4D.r - 0.5 );\r\n\tfloat G = 1.164 * ( Y_4D.r - 0.0625 ) - 0.391 * ( U_4D.r - 0.5 ) - 0.813 * ( V_4D.r - 0.5 );\r\n\tfloat B = 1.164 * ( Y_4D.r - 0.0625 ) + 2.018 * ( U_4D.r - 0.5 );\r\n\r\n\tfloat4 ARGB;\r\n\tARGB.a = 1.0;\r\n\tARGB.r = R;\r\n\tARGB.g = G;\r\n\tARGB.b = B;\r\n\r\n\treturn ARGB;\r\n}\r\n \t\t}\n\t\telse\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( ColorTexture, 0);\r\nDECLARE_SAMPLER( MaskTexture, 1);\r\n\r\nconst float4 PreMultiplyAlpha: register(c10);\r\n\r\n#define OUTPUT_PREMULTIPLIED_ALPHA (PreMultiplyAlpha.x != 0.0)\r\n#define INPUT_IS_PREMULTIPLIED_ALPHA (PreMultiplyAlpha.y != 0.0)\r\n\r\nstruct PS_IN\r\n{\r\n\tfloat2 UV : TEXCOORD0;\r\n\tfloat2 UV2 : TEXCOORD1;\r\n\tfloat4 Col :COLOR0;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n float4 Tex = tex2D( ColorTexture, In.UV )\t- float4 (0.5f, 16.f / 256.f, 0.5f, 0.f);\r\n\t float4 col = Tex.ggga *1.164f;\r\n\t col.r += Tex.r * 1.596f;\r\n\t col.g += -Tex.b * 0.391f -Tex.r * 0.813f;\r\n col.b += Tex.b * 2.018f;\r\n col\t=\tcol*In.Col;\r\n\t col.a = tex2D( MaskTexture, In.UV2 ).a * In.Col.a;\r\n\t if( OUTPUT_PREMULTIPLIED_ALPHA )\r\n\t\tcol.rgb *= col.a;\r\n UNIFORM HIGHPREC float4 DECLARE_CONSTANT( VtOffset2Scale2_T7, \t\t{\n\t\t\tshadow = 1.0;\n\t\t}\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( ColorTexture,0);\r\nDECLARE_SAMPLER( MaskTexture,1);\r\n\r\nconst float4 PreMultiplyAlpha: register(c10);\r\n\r\n#define OUTPUT_PREMULTIPLIED_ALPHA (PreMultiplyAlpha.x != 0.0)\r\n#define INPUT_IS_PREMULTIPLIED_ALPHA (PreMultiplyAlpha.y != 0.0)\r\n\r\nstruct PS_IN\r\n{\r\n float2 UV : TEXCOORD0;\r\n\tfloat2 UV2 : TEXCOORD1;\r\n float4 Col :COLOR0;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n float4 Tex = tex2D( ColorTexture, In.UV )\t- float4 (0.5f, 16.f / 256.f, 0.5f, 0.f);\r\n\tfloat4 col = Tex.ggga *1.164f;\r\n\tcol.r += Tex.r * 1.596f;\r\n\tcol.g += -Tex.b * 0.391f -Tex.r * 0.813f;\r\n col.b += Tex.b * 2.018f;\r\n\tcol.a = tex2D( MaskTexture, In.UV2 ).a;\r\n\r\n float4 x;\r\n x.x = dot( col.rgb, float3(0.3f,0.5f,0.2f));\r\n\tx.rgb = lerp( x.xxx, col.rgb,In.Col.r) #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( YTexture, 0 );\r\nDECLARE_SAMPLER( UTexture, 1 );\r\nDECLARE_SAMPLER( VTexture, 2 );\r\nDECLARE_SAMPLER( MaskTexture, 3);\r\n\r\nconst float4 PreMultiplyAlpha: register(c10);\r\n\r\n#define OUTPUT_PREMULTIPLIED_ALPHA (PreMultiplyAlpha.x != 0.0)\r\n#define INPUT_IS_PREMULTIPLIED_ALPHA (PreMultiplyAlpha.y != 0.0)\r\n\r\nstruct PS_IN\r\n{\r\n\tfloat2 UV : TEXCOORD0;\r\n\tfloat2 UV2 : TEXCOORD1;\r\n\tfloat4 Col :COLOR0;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n\tfloat4 Y_4D = tex2D( YTexture, In.UV );\r\n\tfloat4 U_4D = tex2D( UTexture, In.UV );\r\n\tfloat4 V_4D = tex2D( VTexture, In.UV );\r\n\r\n\tfloat R = 1.164 * ( Y_4D.r - 0.0625 ) + 1.596 * ( V_4D.r - 0.5 );\r\n\tfloat G = 1.164 * ( Y_4D.r - 0.0625 ) - 0.391 * ( U_4D.r - 0.5 ) - 0.813 * ( V_4D.r - 0.5 );\r\n\tfloat B = 1.164 * ( Y_ );\r\n )\n\t{\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( ColorTexture, 0);\r\nDECLARE_SAMPLER( MaskTexture, 1);\r\n\r\nstruct PS_IN \r\n{\r\n\tfloat4 Col :COLOR0;\r\n\tfloat2 UV : TEXCOORD0;\r\n\tfloat2 UV2 : TEXCOORD1;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n\tfloat4 tex = tex2D( ColorTexture, In.UV );\r\n\tfloat4 texd = tex2D(MaskTexture, In.UV2);\r\n\t\r\n\tif ( texd.r * 0.8 >= In.Col.a )\r\n\t{\r\n\t\ttex.a = 0;\r\n\t}\r\n\tif ( texd.r >= In.Col.a )\r\n\t{\r\n\t\ttex.rgb = tex.rgb * 0;\r\n\t}\r\n\treturn tex;\r\n} #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( ColorTexture,0);\r\nconst float4 ScaleAmount: register(c0);\r\n\r\nstruct PS_IN\r\n{\r\n float2 UV : TEXCOORD0;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n float4 col = tex2D( ColorTexture, In.UV ).rgba;\r\n\tcol.rgba *= ScaleAmount.rgba;\r\n return col;\r\n}\r\n \t\t\tfloat2 gobo_texcoords = In.ShadowSpaceVertexPos #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( DepthTexture,0);\r\nconst float4 ScaleAmount: register(c0);\r\n\r\nstruct PS_IN\r\n{\r\n\tfloat4 unused_diffuse : COLOR0;\r\n float2 UV : TEXCOORD0;\r\n float2 unused_texcoord1 : TEXCOORD1;\r\n\tfloat4 unused_position : POSITION;\t\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n\tfloat z = tex2D( DepthTexture, In.UV ).rrrr;\r\n\tfloat n = ScaleAmount.r;\r\n float f = ScaleAmount.g;\r\n //return (2.0 * n)/(f + n - z * (f - n));\r\n\treturn z;\r\n}\r\n )\n\t{\n .xy/In.GOBO_coords #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\n\r\n\r\n#define CONSTANT_SCALE(value) value\r\n\r\nDECLARE_SAMPLER( Ytex, 0 )\r\nDECLARE_SAMPLER( CrTex, 1 )\r\nDECLARE_SAMPLER( CbTex, 2 )\r\n\r\nfloat4 consta : register( c0 );\r\n\t\t\t\r\n\t\t\t\r\nstruct VS_OUT\r\n{\r\n float4 Colour : COLOR0;\r\n\tfloat2 T0: TEXCOORD0; \r\n};\r\n\t\t\t\r\n\t\t\t\r\nfloat4 ps_main( VS_OUT In ) : COLOR\r\n{\r\n\tconst float4 crc = { CONSTANT_SCALE( 1.595794678f ), -CONSTANT_SCALE( 0.813476563f ), 0, 0.0 };\r\n\tconst float4 crb = { 0, -CONSTANT_SCALE( 0.391448975f ), CONSTANT_SCALE( 2.017822266f ), 0.0 };\r\n\tconst float4 adj = { -CONSTANT_SCALE( 0.87065506f ), CONSTANT_SCALE( 0.529705048f ), -CONSTANT_SCALE( 1.081668854f ), 0 };\r\n\tfloat4 p;\r\n\t\t\t \r\n\tfloat y = tex2D( Ytex, In.T0 ).a;\r\n\tfloat cr = tex2D( CrTex, In.T0 ).a;\r\n\tfloat cb = tex2D( CbTex, In \t\t\tfloat2 gobo_texcoords = In.GOBO_coords #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( ColorTexture, 0);\r\nDECLARE_SAMPLER( ToneMapTexture, 1);\r\n\r\nstruct PS_IN\r\n{\r\n float2 UV : TEXCOORD0;\r\n float4 Col : COLOR0;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n float4 tc = tex2D( ColorTexture, In.UV );\r\n float4 Out;\r\n Out.x = dot( tc.rgb, float3(0.3f,0.5f,0.2f) );\r\n\tOut.rgb = lerp( Out.xxx, tc.rgb, In.Col.r );\r\n\tOut.a = In.Col.a * tc.a;\r\n\tOut.rgb = ((Out.rgb - 0.5f) * max((In.Col.b*4), 0)) + 0.5f;\r\n\tOut.rgb *= (In.Col.ggg * 4);\r\n return Out;\r\n}\r\n );\r\n .x>=0.01 && shad_coord \t\tHIGHPREC float3 gobo_colour = float3(1.0, 1.0, 1.0);\n .xy/In.ShadowSpaceVertexPos #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( ColorTexture, 0 );\r\nDECLARE_SAMPLER( ToneMapTexture, 1);\r\n\r\nstruct PS_IN\r\n{\r\n float2 UV : TEXCOORD0;\r\n float4 Col : COLOR0;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n float4 tc = tex2D( ColorTexture, In.UV );\r\n float4 Out;\r\n float4 tone_map = tex2D( ToneMapTexture, float2( dot(tc.rgb, float3(0.3f,0.5f,0.2f)), 0.5 ) );\r\n\tOut.rgb = tone_map.rgb;\r\n\tOut.a = In.Col.a * tc.a;\r\n return Out;\r\n}\r\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( ColorTexture, 0);\r\nDECLARE_SAMPLER( MaskTexture, 1);\r\n\r\nstruct PS_IN\r\n{\r\n float2 UV : TEXCOORD0;\r\n\tfloat2 UV2 : TEXCOORD1;\r\n float4 Col :COLOR0;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n float4 tc = tex2D( ColorTexture, In.UV );\r\n float4 x;\r\n x.x = dot( tc.rgb, float3(0.3f,0.5f,0.2f));\r\n\tx.rgb = lerp( x.xxx, tc.rgb,In.Col.r);\r\n\tx.a = In.Col.a*tc.a;\r\n\tx.rgb *= In.Col.ggg;\r\n\tx.a *= tex2D( MaskTexture, In.UV2 ).a;\r\n return x;\r\n}\r\n UNIFORM HIGHPREC float4 DECLARE_CONSTANT( FogColour, .y>=0.01 && shad_coord \t\tgobo_colour *= split_colour;\n \treturn float3(1.0, 1.0, 1.0);\n}\n\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( ColorTexture, 0);\r\nDECLARE_SAMPLER( MaskTexture, 1);\r\n\r\nconst float4 PreMultiplyAlpha: register(c10);\r\n#define OUTPUT_PREMULTIPLIED_ALPHA (PreMultiplyAlpha.x != 0.0)\r\n#define INPUT_IS_PREMULTIPLIED_ALPHA (PreMultiplyAlpha.y != 0.0)\r\n\r\nstruct PS_IN\r\n{\r\n\tfloat4 Col : COLOR0;\r\n float2 UV : TEXCOORD0;\r\n\tfloat2 UV2 : TEXCOORD1;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n\tfloat4 x = tex2D( ColorTexture, In.UV );\r\n\tfloat4 blur = tex2D( MaskTexture, In.UV2 );\r\n\tfloat p_b = 1 - In.Col.b;\r\n\tfloat3 p_g = (1 - In.Col.g, 1 - In.Col.g, 1 - In.Col.g);\r\n\tx = lerp( x, blur, p_b );\r\n\r\n\tfloat4 tc = x;\r\n\r\n\tx.x = dot( tc.rgb, float3( 0.3f, 0.5f, 0.2f) );\r\n\tx.rgb = lerp( x.xxx, tc.rgb, In.Col.r );\r\n\tx.a = In.Col.a * tc.a;\r\n\tx.rgb += lerp( float3(1. , gobo_texcoords ).rgb;\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( ColorTexture, 0);\r\nDECLARE_SAMPLER( ChromeTexture, 1);\r\n\r\nstruct PS_IN\r\n{\r\n float2 UV : TEXCOORD0;\r\n float4 Col :COLOR0;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n\t\tfloat2 genUV = float2( In.Col.x, In.UV.y);\r\n\t\tfloat4 diffuse = tex2D( ColorTexture, In.UV );\r\n\t\tfloat chromefactor = tex2D( ChromeTexture, In.UV ).a;\r\n\t\tfloat4 chrome = tex2D( ChromeTexture, genUV );\r\n\t\tfloat4 final_colour = lerp( diffuse, chrome, chromefactor );\r\n\t\tfinal_colour.a= diffuse.a;\r\n\t\treturn final_colour;\r\n}\r\n \tfloat4 Depths1, Depths2, Depths3;\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( Sampler0, 0);\r\nDECLARE_SAMPLER( Sampler1, 1);\r\n\r\nfloat4 ps_main( in float2 vScreenPosition : TEXCOORD0 ) : COLOR\r\n{\r\n\tfloat fLocalOcclusion = tex2D( Sampler0, vScreenPosition ).r;\r\n\tfloat fGlobalOcclusion = tex2D( Sampler1, vScreenPosition ).r;\r\n\t// Square the result to darken the occlusion\r\n\tfLocalOcclusion *= fLocalOcclusion;\r\n\tfGlobalOcclusion *= fGlobalOcclusion;\r\n\tfloat fOcclusion = ( fLocalOcclusion + fGlobalOcclusion ) / 2.0f;\r\n\treturn float4( fOcclusion, fOcclusion, fOcclusion, 1.0f );\r\n}\r\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\n\r\n#define NUM_OCCLUDERS 8\r\nDECLARE_SAMPLER(\tSampler1, 0);\r\nDECLARE_SAMPLER(\tSampler2, 1);\r\nfloat4x4\tmatInvProj : register(c0);\r\nfloat4x4 g_matProj : register(c4);\r\nfloat4\t\tg_vTuneSSAO : register(c8); // Tuning constants for SSAO\r\nfloat4\t\tg_vSpherePositions[NUM_OCCLUDERS] : register(c9);\r\nfloat4 GetClipSpaceFromScreenSpace( in float2 vScreenPosition : TEXCOORD0 ) \r\n{\r\n\tfloat4 vClipSpacePosition;\r\n\tvClipSpacePosition.x = vScreenPosition.x * 2 - 1;\r\n\tvClipSpacePosition.y = ( 1 - vScreenPosition.y ) * 2 - 1;\r\n\tvClipSpacePosition.z = tex2D( Sampler1, vScreenPosition ).r; \r\n\tvClipSpacePosition.w = 1.0f;\r\n\treturn vClipSpacePosition;\r\n}\r\nfloat4 BackProjectDepthValueToCameraSpacePosition( in float2 vScreenPosition : TEXCOORD0 ) : COLOR0\r\n{\r\n\tfloat4 vClipSpacePosit #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\n#define MAX_SAMPLES\t16\r\n\r\nDECLARE_SAMPLER(\ts0, 0);\r\n\r\nuniform float4 g_avSampleOffsets[MAX_SAMPLES] : register(c0);\r\nuniform float4 g_avSampleWeights[MAX_SAMPLES] : register(c16);\r\n\r\nfloat4 ps_main( in float4 cDiffuse : COLOR0, in float2 vScreenPosition : TEXCOORD0 ) : COLOR\r\n{\r\n\tfloat4 vColor = 0.0f;\r\n\r\n\tfor( int i=0; i < 13; i++ )\r\n\t{\r\n\t\tvColor += g_avSampleWeights[i] * tex2D( s0, vScreenPosition + g_avSampleOffsets[i].xy );\r\n\t}\r\n\r\n\treturn vColor;\r\n} #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\n \t\r\n\r\n\r\n#define CONSTANT_SCALE(value) value\r\n\r\nDECLARE_SAMPLER( Ytex, 0 )\r\nDECLARE_SAMPLER( CrTex, 1 )\r\nDECLARE_SAMPLER( CbTex, 2 )\r\nDECLARE_SAMPLER( ATex, 3 )\r\n\r\nfloat4 consta : register( c0 );\r\n\r\nstruct VS_OUT\r\n{\r\n float4 Colour : COLOR0;\r\n float2 T0: TEXCOORD0; \r\n};\r\n\r\nfloat4 ps_main( VS_OUT In ) : COLOR\r\n{\r\n\tconst float4 crc = { CONSTANT_SCALE( 1.595794678f ), -CONSTANT_SCALE( 0.813476563f ), 0, 0.0 };\r\n\tconst float4 crb = { 0, -CONSTANT_SCALE( 0.391448975f ), CONSTANT_SCALE( 2.017822266f ), 0.0 };\r\n\tconst float4 adj = { -CONSTANT_SCALE( 0.87065506f ), CONSTANT_SCALE( 0.529705048f ), -CONSTANT_SCALE( 1.081668854f ), 0 };\r\n\tfloat4 p;\r\n\r\n\tfloat y = tex2D( Ytex, In.T0 ).a;\r\n\tfloat cr = t );\r\n \t\tHIGHPREC float4 shad_coord = In.ShadowSpaceVertexPos \tasm {\n float2 zero_ = float2(0.0f, 0.0f);\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\n\r\nDECLARE_SAMPLER( Sampler1,0);\r\nfloat4x4 matInvProj : register(c0);\r\nfloat4 ViewportInfo[2] : register(c4);\r\nfloat4 GetClipSpaceFromScreenSpace( in float2 vScreenPosition : TEXCOORD0 ) : COLOR0\r\n{\r\nfloat4 vClipSpacePosition;\r\nvClipSpacePosition.x = vScreenPosition.x * 2 - 1;\r\nvClipSpacePosition.y = ( 1 - vScreenPosition.y ) * 2 - 1;\r\nvClipSpacePosition.z = tex2D( Sampler1, vScreenPosition ).r; \r\nvClipSpacePosition.w = 1.0f;\r\nreturn vClipSpacePosition;\r\n}\r\nfloat4 BackProjectDepthValueToCameraSpacePosition( in float2 vScreenPosition : TEXCOORD0 ) : COLOR0\r\n{\r\n\tfloat4 vClipSpacePosition = GetClipSpaceFromScreenSpace( vScreenPosition );\r\n\tfloat4 vCameraSpacePosition = mul( vClipSpacePosition, matInvProj );\r\n\tvCameraSpacePosition /= vCameraSpacePosition.w;\r\n\treturn float4( vCam \tfloat4 Weights;\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\n\r\nDECLARE_SAMPLER( Sampler1,0);\r\nfloat4x4 matInvProj : register(c0);\r\nfloat4 ViewportInfo[2] : register(c4);\r\nfloat4 GetClipSpaceFromScreenSpace( in float2 vScreenPosition : TEXCOORD0 ) : COLOR0\r\n{\r\nfloat4 vClipSpacePosition;\r\nvClipSpacePosition.x = vScreenPosition.x * 2 - 1;\r\nvClipSpacePosition.y = ( 1 - vScreenPosition.y ) * 2 - 1;\r\nvClipSpacePosition.z = tex2D( Sampler1, vScreenPosition ).r; \r\nvClipSpacePosition.w = 1.0f;\r\nreturn vClipSpacePosition;\r\n}\r\nfloat4 BackProjectDepthValueToCameraSpacePosition( in float2 vScreenPosition : TEXCOORD0 ) : COLOR0\r\n{\r\n\tfloat4 vClipSpacePosition = GetClipSpaceFromScreenSpace( vScreenPosition );\r\n\tfloat4 vCameraSpacePosition = mul( vClipSpacePosition, matInvProj );\r\n\tvCameraSpacePosition /= vCameraSpacePosition.w;\r\n\treturn float4( vCam );\r\n \tfloat4 shadowMapVals;\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( Sampler0, 0);\r\n\r\nfloat4 ps_main( in float2 vScreenPosition : TEXCOORD0 ) : COLOR\r\n{\r\n\tfloat fOcclusion = tex2D( Sampler0, vScreenPosition ).r;\r\n\t// Square the result to darken the occlusion\r\n\tfOcclusion *= fOcclusion;\r\n\treturn float4( fOcclusion, fOcclusion, fOcclusion, 1.0f );\r\n}\r\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nconst float4 VewportInfo[2] : register(c0);\r\n\r\nstruct PS_IN\r\n{\r\n float4 Col : COLOR0;\r\n float3 UV0: TEXCOORD0;\r\n float3 Depth: TEXCOORD1;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n return length(In.Depth.z*VewportInfo[1].w);\r\n}\r\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\n#define MAX_SAMPLES\t16\r\n\r\nDECLARE_SAMPLER(\ts0, 0);\r\n\r\nuniform float4 g_avSampleOffsets[MAX_SAMPLES] : register(c0);\r\n\r\nfloat4 ps_main( in float4 cDiffuse : COLOR0, in float2 vScreenPosition : TEXCOORD0 ) : COLOR\r\n{\r\n\tfloat4 sample = 0.0f;\r\n\tfor( int i=0; i < 4; i++ )\r\n\t{\r\n\t\tsample += tex2D( s0, vScreenPosition + g_avSampleOffsets[i] );\r\n\t}\r\n\treturn sample / 4;\r\n} );\r\n \tfloat4 shadowMapVals;\n \t\tlight_dir *= GetLightColourInfo( pIndex, In ).w;\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\n#define MAX_SAMPLES\t16\r\n\r\nDECLARE_SAMPLER(\ts0, 0);\r\n\r\nuniform float4 g_avSampleOffsets[MAX_SAMPLES] : register(c0);\r\n\r\nfloat4 ps_main( in float4 cDiffuse : COLOR0, in float2 vScreenPosition : TEXCOORD0 ) : COLOR\r\n{\r\n\tfloat4 sample = 0.0f;\r\n\r\n\tfor( int i=0; i < 16; i++ )\r\n\t{\r\n\t\tsample += tex2D( s0, vScreenPosition + g_avSampleOffsets[i] );\r\n\t}\r\n\r\n\treturn sample / 16;\r\n} #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\n\r\n#define MAX_SAMPLES\t16\r\nDECLARE_SAMPLER(\ts0, 0);\r\nuniform float4 g_avSampleOffsets[MAX_SAMPLES] : register(c0);\r\nstatic const float3 LUMINANCE_VECTOR = float3(0.2125f, 0.7154f, 0.0721f);\r\nfloat4 ps_main( in float4 cDiffuse : COLOR0, in float2 vScreenPosition : TEXCOORD0 ) : COLOR\r\n{\r\n\tfloat3 vSample = 0.0f;\r\n\tfloat fLogLumSum = 0.0f;\r\n\t[unroll]\r\n\tfor(int iSample = 0; iSample < 9; iSample++)\r\n\t{\r\n\t\t// Compute the sum of log(luminance) throughout the sample points\r\n\t\tvSample = tex2D(s0, vScreenPosition+g_avSampleOffsets[iSample]);\r\n\t\tfLogLumSum += log(dot(vSample, LUMINANCE_VECTOR)+0.0001f);\r\n\t}\r\n\t// Divide the sum to complete the average\r\n\tfLogLumSum /= 9;\r\n\treturn float4(fLogLumSum, fLogLumSum, fLogLumSum, 1.0f);\r\n} = tex2D( LinearDepth, vScreenPosition );\r\n\tfloat result = 0;\r\n\tfloat weight = 0;\r\n\tfor( int i=0; i < 13; i++ )\r\n\t{\r\n\t\tfloat sampleData\t\t= tex2D(LinearDepth, vScreenPosition + g_avSampleOffsets[i].xy).r;\r\n\t\tfloat depthDifference\t= (c - sampleData)/threshold;\r\n\t\tfloat sample_weight = g_avSampleWeights[i] * exp(-(depthDifference * depthDifference));\r\n\t\tresult += tex \treturn 0.0;\r\n \t\tlight_dir *= GetLightColourInfo( pIndex, In ).w;\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\n#define MAX_SAMPLES\t16\r\nDECLARE_SAMPLER(\ts0, 0);\r\nuniform float4 g_avSampleOffsets[MAX_SAMPLES] : register(c0);\r\nfloat4 ps_main( in float2 vScreenPosition : TEXCOORD0 ) : COLOR\r\n{\r\n\tfloat4 vColor = 0.0f;\r\n\r\n\tfor( int i=0; i < 16; i++ )\r\n\t{\r\n\t\tvColor += tex2D( s0, vScreenPosition + g_avSampleOffsets[i].xy );\r\n\t}\r\n\r\n\treturn vColor/16.0f;\r\n} = tex2D( LinearDepth, vScreenPosition ).r;\r\n\r\n\tfor( int i=0; i < 16; i++ )\r\n\t{\r\n\t\tfloat sampleData\t\t= tex2D(LinearDepth, vScreenPosition + g_avSampleOffsets[i].xy).r;\r\n\t\tfloat depthDifference\t= (c - sampleData)/threshold;\r\n\t\tfloat sample_weight = exp(-(depthDifference * depthDifference));\r\n\t\tcolour += tex2D( s0, vScreenPosition + g_avSampleOffsets[i].xy ).r*sample_weight;\r\n\t\tweight += sample_weight;\r\n\t}\ \treturn float3(0.0, 0.0, 0.0);\n}\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nuniform float4 screenSize : register(c0);\r\nuniform float4 colourAdjust : register(c1);\r\nuniform DECLARE_SAMPLER( sRotSampler4x4, 1);\t\t\t// 4x4 texture containing 16 random vectors\r\nuniform DECLARE_SAMPLER( sSceneDepthSampler, 0);\t\t// scene depth target containing normalized from 0 to 1 linear depth\r\nvoid ps_main\r\n\t(\r\n\tin float4 Diffuse : COLOR0,\r\n\tin float2 screenTC : TEXCOORD0,\r\n\tout float4 kPixelColor : COLOR\r\n\t)\r\n{\r\n\tconst float3 avKernel[8] =\r\n\t{\r\n\t\tnormalize(float3(-1, -1, -1)),\r\n\t\tnormalize(float3(-1, -1, 1)),\r\n\t\tnormalize(float3(-1, 1, -1)),\r\n\t\tnormalize(float3(-1, 1, 1)),\r\n\t\tnormalize(float3( 1, -1, -1)),\r\n\t\tnormalize(float3( 1, -1, 1)),\r\n\t\tnormalize(float3( 1, 1, -1)),\r\n\t\tnormalize(float3( 1, 1, 1))\r\n\t};\r\n\r\n\t// get rotatio );\r\n \t//Add a dir lights contribution to the total\r\n \t//Add a point lights contribution to the total\r\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\n#define MAX_SAMPLES\t16\r\n\r\nDECLARE_SAMPLER(\ts0, 0);\r\n\r\nuniform float4 g_avSampleOffsets[MAX_SAMPLES] : register(c0);\r\nuniform float4 g_avSampleWeights[MAX_SAMPLES] : register(c16);\r\n\r\nfloat4 ps_main( in float4 cDiffuse : COLOR0, in float2 vScreenPosition : TEXCOORD0 ) : COLOR\r\n{\r\n\tfloat4 vSample = 0.0f;\r\n\tfloat4 vColor = 0.0f;\r\n\r\n\tfloat2 vSamplePosition;\r\n\r\n\t// Perform a one-directional gaussian blur\r\n\tfor(int iSample = 0; iSample < 15; iSample++)\r\n\t{\r\n\t\tvSamplePosition = vScreenPosition + g_avSampleOffsets[iSample].xy;\r\n\t\tvColor = tex2D(s0, vSamplePosition);\r\n\t\tvSample += g_avSampleWeights[iSample]*vColor;\r\n\t}\r\n\r\n\treturn vSample;\r\n} #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER(\ts0, 0);\r\nDECLARE_SAMPLER(\ts1, 1);\r\nDECLARE_SAMPLER(\ts2, 2);\r\n\r\n#define MIDDLE_GREY\t\t(vals.x)\r\n#define BLUE_SHIFT_MIN\t(vals.y)\r\n#define BLUE_SHIFT_MAX\t(vals.z)\r\n#define WHITE_POINT\t\t(vals.w)\r\n\r\nfloat4 vals : register(c0);\r\nfloat4 g_bEnableBlueShift:register(c1);\r\n\r\n// The per-color weighting to be used for luminance calculations in RGB order.\r\nstatic const float3 LUMINANCE_VECTOR = float3(0.2125f, 0.7154f, 0.0721f);\r\n\r\n// The per-color weighting to be used for blue shift under low light.\r\nstatic const float3 BLUE_SHIFT_VECTOR = float3(1.05f, 0.97f, 1.27f);\r\nfloat4 ps_main( in float4 cDiffuse : COLOR0, in float2 vScreenPosition : TEXCOORD0 ) : COLOR\r\n{\r\n\tfloat4 vSample = tex2D(s0, vScreenPosition);\r\n\tfloat fAdaptedLum = tex2D(s1, float2(0.5f, 0.5f );\r\n \t\ttotal_diffuse_light += NdotL * light_colour;\r\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\n\r\n\r\nDECLARE_SAMPLER( hzb_texture, 0 );\r\nconst float4 src_size2_src_mip1_unused1: register(c0);\r\n\r\nstruct PS_IN\r\n{\r\n\tfloat4 unused_color0 : COLOR0;\r\n\tfloat2 position_as_texcoord0 : TEXCOORD0;\r\n\tfloat2 unused_texcoord1 : TEXCOORD1;\r\n\tfloat4 screen_position : POSITION;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n\tint2 source_size_pixels = int2(src_size2_src_mip1_unused1.x, src_size2_src_mip1_unused1.y);\r\n\tint source_mip_level = src_size2_src_mip1_unused1.z;\r\n\tint dest_mip_level = source_mip_level + 1;\r\n\tint2 dest_size_pixels = source_size_pixels / 2;\r\n\tfloat2 delta = 1.0 / float2(source_size_pixels);\r\n\tfloat2 coords = float2(int2(In.screen_position.xy)) / float2(dest_size_pixels);\r\n\tfloat value = tex2Dlod( hzb_texture, float4(coords.x, coords.y, 0, source_mip_lev #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\n\r\n\r\n#define max4(a, b, c, d) (max(max((a), (b)), max((c), (d))))\r\n#define max_in_float4(vec) max4( vec.x, vec.y, vec.z, vec.w )\r\nDECLARE_SAMPLER( depth_texture, 0 );\r\n\r\nstruct PS_IN\r\n{\r\n\tfloat4 PositionH\t\t: POSITION;\r\n\tfloat4 Sbox\t\t\t\t: TEXCOORD0;\r\n\tfloat4 Data\t\t\t\t: TEXCOORD1;\r\n};\r\n\r\n\tfloat4 DepthSize2DepthMaxMip1Unused1: register(c22);\r\n\tfloat4 RenderTargetSize2Unused2: register(c23);\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n\t\r\n\tconst float bias = 0.0000001;\r\n\tfloat mip = In.Data.x;\r\n\tfloat min_z = In.Data.y;\r\n\tbool dodgy = In.Data.z;\r\n\r\n\tfloat2 offset = 0.5 * exp2(mip) * rcp(DepthSize2DepthMaxMip1Unused1.xy);\r\n\tfloat4 sbox = float4(In.Sbox.x + offset.x, In.Sbox.y + offset.y, In.Sbox.z - offset.x, In.Sbox.w - offset.y);\r\n\tfloat4 samp \t\ttotal_diffuse_light += NdotL * light_colour;\r\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\n\r\n#define MAX_SAMPLES\t16\r\nDECLARE_SAMPLER(\ts0, 0);\r\nuniform float4 g_avSampleOffsets[MAX_SAMPLES] : register(c0);\r\nfloat4 ps_main( in float4 cDiffuse : COLOR0, in float2 vScreenPosition : TEXCOORD0 ) : COLOR\r\n{\r\n\tfloat fResampleSum = 0.0f;\r\n\r\n\t[unroll]\r\n\tfor(int iSample = 0; iSample < 16; iSample++)\r\n\t{\r\n\t\t// Compute the sum of luminance throughout the sample points\r\n\t\tfResampleSum += tex2D(s0, vScreenPosition+g_avSampleOffsets[iSample]);\r\n\t}\r\n\r\n\t// Divide the sum to complete the average\r\n\tfResampleSum /= 16;\r\n\r\n\treturn float4(fResampleSum, fResampleSum, fResampleSum, 1.0f);\r\n}\r\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\n\r\n#define MAX_SAMPLES\t16\r\nDECLARE_SAMPLER(\ts0, 0);\r\nuniform float4 g_avSampleOffsets[MAX_SAMPLES] : register(c0);\r\nfloat4 ps_main( in float4 cDiffuse : COLOR0, in float2 vScreenPosition : TEXCOORD0 ) : COLOR\r\n{\r\n\tfloat fResampleSum = 0.0f;\r\n\t[unroll]\r\n\tfor(int iSample = 0; iSample < 16; iSample++)\r\n\t{\r\n\t\t// Compute the sum of luminance throughout the sample points\r\n\t\tfResampleSum += tex2D(s0, vScreenPosition+g_avSampleOffsets[iSample]);\r\n\t}\r\n\r\n\t// Divide the sum to complete the average, and perform an exp() to complete\r\n\t// the average luminance calculation\r\n\tfResampleSum = exp(fResampleSum/16);\r\n\r\n\treturn float4(fResampleSum, fResampleSum, fResampleSum, 1.0f);\r\n}\r\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER(\ts0, 0);\r\nDECLARE_SAMPLER(\ts1, 1);\r\n\r\nuniform float4 vals : register(c0);\r\n\r\n#define ELAPSED_TIME\t(vals.w)\r\n#define ADAPTION_RATE\t(vals.x)\r\n\r\nfloat4 ps_main( in float4 cDiffuse : COLOR0, in float2 vScreenPosition : TEXCOORD0 ) : COLOR\r\n{\r\n\tfloat fAdaptedLum = tex2D(s0, float2(0.5f, 0.5f));\r\n\tfloat fCurrentLum = tex2D(s1, float2(0.5f, 0.5f));\r\n\r\n\t// The user's adapted luminance level is simulated by closing the gap between\r\n\t// adapted luminance and current luminance by 2% every frame, based on a\r\n\t// 30 fps rate. This is not an accurate model of human adaptation, which can\r\n\t// take longer than half an hour.\r\n\tfloat fNewAdaptation = fAdaptedLum + (fCurrentLum - fAdaptedLum) * ( 1 - pow( 0.98f, ELAPSED_TIME * ADAPTION_RATE ) );\r\n\tfNewAdaptation = clam );\r\n \t//Add a spot lights contribution to the total\r\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\n#define MIDDLE_GREY Params.x\r\n#define BRIGHT_PASS_THRESHOLD\tParams.y\r\n#define BRIGHT_PASS_OFFSET\tParams.z\r\n#define WHITE_POINT Params.w\r\n\r\nDECLARE_SAMPLER(\ts0, 0);\r\nDECLARE_SAMPLER(\ts1, 1);\r\n\r\nfloat4 Params : register(c0);\r\n\r\n// The per-color weighting to be used for luminance calculations in RGB order.\r\nstatic const float3 LUMINANCE_VECTOR = float3(0.2125f, 0.7154f, 0.0721f);\r\n\r\nfloat4 ps_main( in float4 cDiffuse : COLOR0, in float2 vScreenPosition : TEXCOORD0 ) : COLOR\r\n{\r\n\tfloat4 vSample = tex2D( s0, vScreenPosition );\r\n\tfloat fAdaptedLum = tex2D( s1, float2(0.5f, 0.5f) );\r\n\r\n\t// Determine what the pixel's value will be after tone-mapping occurs\r\n\tfloat Lum_scaled = (dot(vSample.rgb,LUMINANCE_VECTOR) * MIDDLE_GREY)/(fAdaptedLum + 0.001f);\r\n\tLum_scaled = (Lum_sc SPOT );\r\n // ViewportInfo[0] == { Viewport->width, Viewport->height, Viewport->near, Viewport->far }\r\n// ViewportInfo[1] == { 1.0/Viewport->width, 1.0/Viewport->height, 1.0/Viewport->near, 1.0/Viewport->far }\r\nUNIFORM HIGHPREC float4 DECLARE_CONSTANT(ViewportInfo[2], \t\ttotal_diffuse_light += NdotL * light_colour;\r\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( s0, 0 );\r\nDECLARE_SAMPLER( s1, 1 );\r\n\r\nfloat4 ps_main( in float4 cDiffuse : COLOR0,\r\n\t\t\t\tin float2 vScreenPosition : TEXCOORD0 ) : COLOR\r\n{\r\n\tfloat4 vSample = tex2D(s0, vScreenPosition);\r\n\tfloat4 vBloom = tex2D(s1, vScreenPosition);\r\n\r\n\tvSample += vBloom;\r\n\tvSample.a = 1;\r\n\treturn vSample;\r\n};\r\n \tOut.RT3.rgb = pLighting_info.SpecularColour.rgb;\r\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER( gSource_texture, 0 )\r\n\r\nfloat3 TintColour : register(c0);\r\n\r\nvoid ps_main( in float4 VertexColour : COLOR0,\r\n\t\t\t in float2 TexCoord0 \t : TEXCOORD0,\r\n\t\t\t out float4 RT0\t\t : COLOR0 )\r\n{\r\n\tfloat4 val = tex2D(gSource_texture, TexCoord0);\r\n\tRT0 = float4( TintColour.rgb*val.rgb*(1.0-val.a), 1.0f );\r\n} );\r\n \tOut.RT1.rgb = 0;\r\n #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot); texture tex##name;\r\n#define DECLARE_SAMPLER_CUBE(name, slot) samplerCube name : register(s##slot); texture tex##name;\r\nDECLARE_SAMPLER(ColorTexture, 0);\r\n\r\nstruct PS_IN\r\n{\r\n\tfloat4 Col :COLOR0;\r\n\tfloat2 UV : TEXCOORD0;\r\n};\r\n\r\nfloat4 ps_main( PS_IN In ) : COLOR\r\n{\r\n\tfloat4 tex_col = tex2D( ColorTexture, In.UV );\r\n\treturn tex_col.rgba<0.0f;\r\n}\r\n );\r\n };\r\n );\r\n \tOut.RT1.a = 0;\r\n UNIFORM HIGHPREC float4 DECLARE_CONSTANT( EmissiveLightColour, UNIFORM HIGHPREC float4 DECLARE_CONSTANT( SpecularColourAndPower, UNIFORM HIGHPREC float4 DECLARE_CONSTANT( TimeInfo, );\r\n UNIFORM HIGHPREC float DECLARE_CONSTANT( SoftClippingContrast, );\r\n );\r\n );\r\n );\r\n UNIFORM HIGHPREC float4 DECLARE_CONSTANT( VtPageSize2TableSize2, );\r\n \r\n\treturn Out;\r\n}\r\n UNIFORM HIGHPREC float4 DECLARE_CONSTANT( VtPageTexSize2MaxMipLevel1SpaceId1, );\r\n );\r\n );\r\n UNIFORM HIGHPREC float4 DECLARE_CONSTANT( CubeMapID, );\r\n UNIFORM HIGHPREC float4 DECLARE_CONSTANT( FlipbookSegments, \t\tfloat3 colours[4] = { float3( 1.0, 0.2, 0.2), float3( 0.2, 1.0, 0.2 ), float3( 0.2, 0.2, 1.0 ), float3( 1.0, 0.2, 1.0 ) };\n \tHIGHPREC float4 projCoords;\n\tHIGHPREC float shadow=1.0;\n\tHIGHPREC float3 split_colour = float3(1.0, 1.0, 1.0);\n \tif( pIndex== , INV_SHADOW_SIZE, SHADOW_EPSILON );\n .w;\n ; shad_coord ;\n\t\t\tshadow = SampleShadowMap( In, shad_coord, SAMPLER_shadow _0, texSAMPLER_shadow .w;\n \t\t{\n .w;\n \t\treturn gobo_colour.rgb;\n\t}\n ; pLight_index < \t\treturn gobo_colour.rgb* lerp( 1.0 , shadow, light_array[ pIndex ].shadow_info.a );\n\t}\n \t\tpVertex_pos.xyz = pVertex_pos.xyz / pVertex_pos.w;\n ; pLight_index++)\r\n \t\t\tgobo_texcoords = (0.5).xx + (light_array[ pIndex ].gobo_info.xy*(gobo_texcoords.xy - (0.5).xx)) + light_array[ pIndex ].gobo_info.zw;\n \t\t\tgobo_colour = tex2D( SAMPLER_gobo \t\t}\n \tfloat LOD;\n \t\tsetTexLOD zero_.x\n \t\tpVertex_pos.xyz = pVertex_pos.xyz / pVertex_pos.w;\n ; pLight_index < float SampleShadowMap( PS_IN In, float4 pVertex_pos, sampler pShadow_map, sampler2D pTex, float2 pInv_shadow_res, float pShadow_epsilon )\n{\n \tpVertex_pos.xyz = pVertex_pos.xyz / pVertex_pos.w;\n \t\ttfetch2D Depths2.x___, pVertex_pos.xy, pShadow_map, OffsetX = -1, OffsetY = -1, UseComputedLOD=false, UseRegisterLOD=true\n \t\ttfetch2D Depths2._x__, pVertex_pos.xy, pShadow_map, OffsetX = 1, OffsetY = -1, UseComputedLOD=false, UseRegisterLOD=true\n \t\ttfetch2D Depths2.__x_, pVertex_pos.xy, pShadow_map, OffsetX = -1, OffsetY = 1, UseComputedLOD=false, UseRegisterLOD=true\n \t\ttfetch2D Depths2.___x, pVertex_pos.xy, pShadow_map, OffsetX = 1, OffsetY = 1, UseComputedLOD=false, UseRegisterLOD=true\n \t\ttfetch2D Depths1.x___, pVertex_pos.xy, pShadow_map, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false, UseRegisterLOD=true\n \t\tpVertex_pos.xyz = pVertex_pos.xyz / pVertex_pos.w;\n \tint pLight_index = 0;\r\n \t\ttfetch2D Depths1._x__, pVertex_pos.xy, pShadow_map, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false, UseRegisterLOD=true\n \tif( pIndex < LightTotalSums.x );\n\t{\n ; pLight_index++)\r\n \t\ttfetch2D Depths1.__x_, pVertex_pos.xy, pShadow_map, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false, UseRegisterLOD=true\n \tif( pIndex < LightTotalSums.y );\n\t{\n \t[loop] for( pLight_index = 0; pLight_index < ; pLight_index++)\r\n \t\ttfetch2D Depths1.___x, pVertex_pos.xy, pShadow_map, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false, UseRegisterLOD=true\n \tif( pIndex < LightTotalSums.z );\n\t{\n \tOut.RT0.rgb += pLighting_info.EmissiveLight;\r\n \telse if( pIndex == 1)\r\n\t{\r\n\t\treturn In.Texcoords.zw;\r\n\t}\r\n float SampleShadowMap( PS_IN In, float4 pVertex_pos, sampler pShadow_map, sampler2D pTexture, float2 pInv_shadow_res, float pShadow_epsilon )\n{\n \t\tHIGHPREC float3 light_dir = -GetLightVector( pIndex, In );\n \tOut.RT0.rgb += diffuse_colour * total_diffuse_light;\r\n HIGHPREC float2 Get2DTexCoord( int pIndex, PS_IN In )\r\n{\r\n \tfloat4 quadOffsets[4]={ {-0.5, -0.5, 0, 0}, { 0.5, -0.5, 0, 0}, {-0.5, 0.5, 0, 0}, { 0.5, 0.5, 0, 0}, };\n \tfloat4 g_vFullTexelOffset = float4( pInv_shadow_res, 0.0, 0.0 );\n \t};\n \t\tHIGHPREC float3 light_dir = -GetLightVector( pIndex, In );\n \tOut.RT0.rgb += diffuse_colour * total_diffuse_light;\r\n return pColour;\r\n \tfloat4 Attenuation1 = step( clamp( pVertex_pos.z, 0.0, 1.0), Depths1 );\n\tfloat4 Attenuation2 = step( clamp(pVertex_pos.z, 0.0, 1.0), Depths2 );\n \tOut.RT0.rgb += pLighting_info.AmbientLight;\r\n \tOut.RT0.a = pLighting_info.Opacity;\r\n\treturn Out;\r\n}\r\n \tfloat4 vWeights = { 1.0f / 8.0f, 1.0f / 8.0f, 1.0f / 8.0f, 1.0f / 8.0f };\n \treturn dot( Attenuation1, vWeights ) + dot( Attenuation2, vWeights );\n \tshadowMapVals.w = tex2Dproj(pShadow_map, pVertex_pos + (g_vFullTexelOffset * quadOffsets[3] * pVertex_pos.w) ).x;\n \treturn dot( shadowMapVals, float4( 1.0f/4.0f, 1.0f/4.0f, 1.0f/4.0f, 1.0f/4.0f ) );\n float SampleShadowMap( PS_IN In, float4 pVertex_pos, sampler pShadow_map, sampler2D pTex, float2 pInv_shadow_res, float pShadow_epsilon )\n{\n \tfloat4 quadOffsets[4]={ {-0.5, -0.5, 0, 0}, { 0.5, -0.5, 0, 0}, {-0.5, 0.5, 0, 0}, { 0.5, 0.5, 0, 0}, };\n \tpVertex_pos.z=pVertex_pos.z * 0.5f + pVertex_pos.w * 0.5f;\n \tshadowMapVals.x = tex2Dproj(pShadow_map, pVertex_pos + (g_vFullTexelOffset * quadOffsets[0] * pVertex_pos.w) ).x;\n HIGHPREC float4 GetGoboInfo( int pIndex, PS_IN In )\r\n{\r\n \tshadowMapVals.y = tex2Dproj(pShadow_map, pVertex_pos + (g_vFullTexelOffset * quadOffsets[1] * pVertex_pos.w) ).x;\n \tshadowMapVals.z = tex2Dproj(pShadow_map, pVertex_pos + (g_vFullTexelOffset * quadOffsets[2] * pVertex_pos.w) ).x;\n HIGHPREC float4 GetShadowInfo( int pIndex, PS_IN In )\r\n{\r\n \tshadowMapVals.z = tex2Dproj(pShadow_map, pVertex_pos + (g_vFullTexelOffset * quadOffsets[2] * pVertex_pos.w) ).x;\n \treturn light_array[ pIndex ].gobo_info;\r\n \tshadowMapVals.w = tex2Dproj(pShadow_map, pVertex_pos + (g_vFullTexelOffset * quadOffsets[3] * pVertex_pos.w) ).x;\n \treturn dot( shadowMapVals, float4( 1.0f/4.0f, 1.0f/4.0f, 1.0f/4.0f, 1.0f/4.0f ) );\n \tfloat4 g_vFullTexelOffset = float4( pInv_shadow_res, 0.0, 0.0 );\n \treturn float4( 0.0, 0.0, 0.0, 0.0 );\r\n HIGHPREC float GetTime() { return TimeInfo.x; }\r\n \tshadowMapVals.x = tex2Dproj(pShadow_map, pVertex_pos + (g_vFullTexelOffset * quadOffsets[0] * pVertex_pos.w) ).x;\n \treturn pOut;\r\n}\r\n \tshadowMapVals.y = tex2Dproj(pShadow_map, pVertex_pos + (g_vFullTexelOffset * quadOffsets[1] * pVertex_pos.w) ).x;\n \tfloat al_out = pAlpha;\r\n \t\treturn (clamp( (pVertex_pos.z-pShadow_epsilon), 0.0, 1.0) <= tex2D(pShadow_map, pVertex_pos.xy).r);\n float SampleShadowMap( PS_IN In, float4 pVertex_pos, SamplerComparisonState pShadow_sampler, Texture2D pShadow_texture, float2 pInv_shadow_res, float pShadow_epsilon )\n{\r\n \tpVertex_pos.xyz = pVertex_pos.xyz / pVertex_pos.w;\n \tMEDIUMPREC float3 tangent = normalize(In.ModelTangent.xyz);\n \treturn float2(0.0, 0.0);\r\n}\r\n \treturn float4( 0.0, 0.0, 0.0, 0.0 );\r\n \treturn pOut;\n}\n \t\t\tfloat4 shadowMapVals = tex2D(pShadow_map, pVertex_pos.xy, 0.0, 0.0);\n \t\r\n\treturn texel_color;\r\n};\r\n \tif( pIndex == 0)\r\n\t{\r\n\t\treturn In.Texcoords.xy;\r\n\t}\r\n \treturn float4( 0.0, 0.0, 0.0, 0.0 );\r\n \treturn pOut;\r\n}\r\n \t\t\treturn dot( clamp( pVertex_pos.z, 0.0, 1.0) <= shadowMapVals, float4( 0.25, 0.25, 0.25, 0.25 ) );\n \t\treturn (pVertex_pos.z <= tex2D(pShadow_map, pVertex_pos.xy).r);\n \treturn float4( 0.0, 0.0, 0.0, 0.0 );\r\n \tal_out = pAlpha * In.AlphaFog;}\n HIGHPREC float3 GetLightColour( int pIndex, HIGHPREC float NdotL, PS_IN In )\n{\n \t\treturn GetLightColourInfo( pIndex, In ).rgb * GetShadowfactorDIR( pIndex, NdotL, In );\n\t}\n \treturn pShadow_texture.SampleCmpLevelZero( pShadow_sampler, pVertex_pos.xy, pVertex_pos.z );\r\n HIGHPREC float SampleShadowMap( PS_IN In, HIGHPREC float4 pVertexPos, sampler2D pShadow_map, sampler2D pTexture, HIGHPREC float2 pInv_shadow_res, HIGHPREC float pShadow_epsilon )\n{\r\n \t\treturn GetLightColourInfo( pIndex, In ).rgb * attenuation;\n\t}\n HIGHPREC float4 GetWorldLightDir( int pIndex, PS_IN In )\r\n{\r\n \treturn float4( 0.0, 0.0, 0.0, 0.0 );\r\n void TryToClip(float2 coords)\r\n{\r\n\tclip(-1); \r\n};\r\n \t\tHIGHPREC float saturate_result = saturate( 1.0 - dot(light_dir, light_dir));\n \t\tHIGHPREC float3 attenuation = float3(saturate_result, saturate_result, saturate_result);\n sampler SAMPLER_LocalCubeMap_actual : register(s \t{\r\n\t\tDirectionalLight light;\r\n\t\tlight.direction.xyz = -GetLightingSpaceLightDir( pLight_index , In ).xyz;\r\n\t\tlight.colour = float4( GetLightColourInfo( pLight_index , In ).rgb * GetShadowfactorDIR( pLight_index , 1.0, In ).rgb, GetLightColourInfo( pLight_index , In ).a);\r\n Texture2D <float4> texSAMPLER_SSAO : register(t );\r\nTexture2D <float4> texSAMPLER_clip_table : register(t \t\tOut.RT0.rgb += DoLight( light, GetLightingSpaceVertexPos( In ).xyz, GetLightingSpaceEyePos( In ).xyz, pLighting_info.Normal, diffuse_colour, pLighting_info.SpecularPower, pLighting_info.SpecularColour, true );\r\n\t}\r\n HIGHPREC float GetDeltaTime() { return TimeInfo.z; }\r\n DECLARE_SAMPLER( SAMPLER_LocalCubeMap, \t\tOut.RT0.rgb += DoLight( light, float3(0.0, 0.0, 0.0), float3(0.0, 0.0, 0.0), pLighting_info.Normal, diffuse_colour, 0.0, float3(0.0, 0.0, 0.0), false );\r\n\t}\r\n HIGHPREC float4 GetWorldLightPos( int pIndex, PS_IN In )\r\n{\r\n MEDIUMPREC float GetSoftClipFactor(PS_IN In) { return 1.0; }\r\n \t\tHIGHPREC float saturate_result = saturate( 1.0 - dot(light_dir, light_dir));\n \t\tHIGHPREC float3 attenuation = float3(saturate_result, saturate_result, saturate_result);\n \t\treturn GetLightColourInfo( pIndex, In ).rgb * GetShadowfactorSPOT( pIndex, NdotL, In ) * attenuation;\n\t}\n uniform sampler2D texSAMPLER_shadow \t\tfloat NdotH = saturate( dot( pLighting_info.Normal, normalize( (GetLightingSpaceLightDir( pLight_index , In )) + GetLightingSpaceEyeDir( In ) ) ) );\r\n\t\tfloat power_result = NdotH==0.0f ? 0 : pow( NdotH, pLighting_info.SpecularPower );\r\n\t\ttotal_spec_light += power_result * light_colour;\r\n \t}\r\n \treturn al_out*GetSoftClipFactor(In);\n \t{\r\n\t\tPointLight light;\r\n\t\tlight.position.xyz = GetLightingSpaceLightPos( pLight_index, In ).xyz;\r\n\t\tlight.position.w = GetLightPosExtraScalar( pLight_index, In );\r\n\t\tlight.colour = float4( GetLightColourInfo( pLight_index, In ).rgb , GetLightColourInfo( pLight_index, In ).a);\r\n \t{\r\n \t\tfloat NdotL = saturate( dot( pLighting_info.Normal, GetLightingSpaceLightDir( pLight_index , In ) ) );\r\n \t\tfloat3 light_colour = GetLightColour( pLight_index, NdotL, In );\r\n \t\tfloat NdotH = saturate( dot( pLighting_info.Normal, normalize( (light_dir) + GetLightingSpaceEyeDir( In ) ) ) );\r\n\t\tfloat power_result = NdotH==0.0f ? 0 : pow( NdotH, pLighting_info.SpecularPower );\r\n\t\ttotal_spec_light += power_result * light_colour;\r\n \t}\r\n \t\tOut.RT0.rgb += DoLight( light, GetLightingSpaceVertexPos( In ).xyz, GetLightingSpaceEyePos( In ).xyz, pLighting_info.Normal, diffuse_colour, pLighting_info.SpecularPower, pLighting_info.SpecularColour, true );\r\n\t}\r\n DECLARE_SAMPLER(SAMPLER_SSAO, uniform sampler2D SAMPLER_shadow \t\tOut.RT0.rgb += DoLight( light, float3(0.0, 0.0, 0.0), float3(0.0, 0.0, 0.0), pLighting_info.Normal, diffuse_colour, 0.0, float3(0.0, 0.0, 0.0), false );\r\n\t}\r\n \t{\r\n void TryToClip(float2 coords)\r\n{\r\n};\r\n \t\tfloat3 light_dir = normalize( GetLightVector( pLight_index, In ) );\r\n\t\tfloat NdotL = saturate( dot( pLighting_info.Normal, light_dir ) );\r\n\t\tfloat3 light_colour = GetLightColour( pLight_index, NdotL, In );\r\n sampler2D texSAMPLER_shadow \t\tfloat3 light_dir = GetLightingSpaceLightDir( pLight_index , In );\r\n\t\tfloat NdotL = saturate( dot( pLighting_info.Normal, light_dir ) );\r\n\t\tfloat3 dir_to_light = normalize( GetLightingSpaceLightPos( pLight_index , In ) - GetLightingSpaceVertexPos( In ) );\r\n\t\tfloat spot_alpha = dot( light_dir, dir_to_light );\r\n\t\tfloat spot = saturate( (spot_alpha - GetLightPosExtraScalar( pLight_index , In ) ) * GetLightDirExtraScalar( pLight_index , In ) );\r\n\t\tfloat3 light_colour = GetLightColour( pLight_index , NdotL, In );\r\n\t\tlight_colour *= spot;\r\n \t\tfloat NdotH = saturate( dot( pLighting_info.Normal, normalize( (GetLightingSpaceLightDir( pLight_index , In )) + GetLightingSpaceEyeDir( In ) ) ) );\r\n\t\tfloat power_result = NdotH==0.0f ? 0 : pow( NdotH, pLighting_info.SpecularPower );\r\n \t\ttotal_spec_light += power_result * light_colour;\r\n \t{\r\n\t\tSpotLight light;\r\n\t\tlight.position.xyz = GetLightingSpaceLightPos( pLight_index , In ).xyz;\r\n\t\tlight.position.w = GetLightPosExtraScalar( pLight_index , In );\r\n\t\tlight.direction.xyz = -GetLightingSpaceLightDir( pLight_index , In ).xyz;\r\n\t\tlight.direction.w = GetLightDirExtraScalar( pLight_index , In );\r\n\t\tlight.colour = float4( GetLightColourInfo( pLight_index , In ).rgb * GetShadowfactorSPOT( pLight_index , 1.0, In ).rgb, GetLightColourInfo( pLight_index , In ).a);\r\n \t\tOut.RT0.rgb += DoLight( light, GetLightingSpaceVertexPos( In ).xyz, GetLightingSpaceEyePos( In ).xyz, pLighting_info.Normal, diffuse_colour, pLighting_info.SpecularPower, pLighting_info.SpecularColour, true );\r\n\t}\r\n sampler SAMPLER_SceneDepth_actual : register(s Texture2D texSAMPLER_shadow \t\tOut.RT0.rgb += DoLight( light, GetLightingSpaceVertexPos( In ).xyz, float3(0.0, 0.0, 0.0), pLighting_info.Normal, diffuse_colour, 0.0, float3(0.0, 0.0, 0.0), false );\r\n\t}\r\n \t{\r\n HIGHPREC float3 GetLightingSpaceEyeDir( PS_IN In ) { return normalize( GetLightingSpaceEyePos( In ) - GetLightingSpaceVertexPos( In ) ); }\n uniform sampler2D SAMPLER_shadow HIGHPREC float3 GetLightingSpaceVertexNormal( PS_IN In ) { return GetWorldSpaceVertexNormal( In ); }\n HIGHPREC float3 GetLightingSpaceVertexNormal( PS_IN In ) { return float3(0.0, 0.0, 0.0); }\n sampler2D texSAMPLER_shadow HIGHPREC float3 GetLightingSpaceLightDir( int pIndex, PS_IN In ) { return -GetWorldLightDir( pIndex, In ).xyz; }\n \t}\r\n DECLARE_SAMPLER( SAMPLER_SceneDepth, sampler SAMPLER_clip_table_actual : register(s _0 : register(s uniform sampler2D texSAMPLER_shadow struct _LightingInfo\r\n{\r\n\tHIGHPREC float Opacity;\r\n\tHIGHPREC float3 Normal;\r\n\tHIGHPREC float3 DiffuseColour;\r\n\tHIGHPREC float3 SpecularColour;\r\n\tHIGHPREC float SpecularPower;\r\n\tHIGHPREC float3 AmbientLight;\r\n\tHIGHPREC float3 EmissiveLight;\r\n\tHIGHPREC float ReflectionStrength;\r\n\tint CubeMapID;\r\n};\r\n\r\n HIGHPREC float3 GetLightingSpaceEyePos( PS_IN In ) { return GetWorldEyePos( In ).xyz; }\n Texture2D <float4> texSAMPLER_page_table : register(t sampler SAMPLER_shadow _0 : register(t Texture2D <float4> texSAMPLER_gobo HIGHPREC float3 GetLightingSpaceVertexPos( PS_IN In ) { return GetWorldVertexPos( In ).xyz; }\n HIGHPREC float3 GetAmbientLight( PS_IN In ) { return AmbientLightColour.rgb; }\nHIGHPREC float3 GetAmbientLight() { return AmbientLightColour.rgb; }\n HIGHPREC float3 GetEmissiveLight() { return EmissiveLightColour.rgb; }\n MEDIUMPREC float3 TangentToLightingSpace( MEDIUMPREC float3 pDir, PS_IN In )\n{\n \tMEDIUMPREC float3 normal = normalize(In.ModelSpaceNormal);\n HIGHPREC float GetLightDirExtraScalar( int pIndex, PS_IN In ) { return GetWorldLightDir( pIndex, In ).w; }\n HIGHPREC float3 GetLightingSpaceLightPos( int pIndex, PS_IN In ) { return GetWorldLightPos( pIndex, In ).xyz; }\n DECLARE_SAMPLER( SAMPLER_page_table, _0 : register(s _actual, texSAMPLER_gobo HIGHPREC float GetLightPosExtraScalar( int pIndex, PS_IN In ) { return GetWorldLightPos( pIndex, In ).w; }\n _actual, HIGHPREC float3 GetLightVector( int pIndex, PS_IN In ) { return (GetLightingSpaceLightPos( pIndex, In ) - GetLightingSpaceVertexPos( In )); }\n HIGHPREC float3 GetLightingSpaceEyePos( PS_IN In ) { return In.TangentEyePos.xyz; }\n HIGHPREC float3 GetLightingSpaceVertexPos( PS_IN In ) { return GetWorldVertexPos( In ).xyz; }\n HIGHPREC float3 GetLightingSpaceEyeDir( PS_IN In ) { return normalize( In.TangentSpaceViewDir.xyz ); }\n HIGHPREC float3 GetLightingSpaceVertexNormal( PS_IN In ) { return In.TangentSpaceNormal.xyz; }\n \tMEDIUMPREC float3x3 temp = transpose( float3x3( tangent, normalize( In.ModelTangent.w*cross( tangent, normal ) ), normal ) );\n \tMEDIUMPREC float3 model_space = ApplyMatrix( normalize( pDir ), temp );\n _0 : register(s DECLARE_SAMPLER( SAMPLER_shadow_softener, \treturn ApplyTranspose( model_space,float3x3(ModelToWorld[0].xyz, ModelToWorld[1].xyz, ModelToWorld[2].xyz) );\n}\n sampler SAMPLER_shadow Texture2D <float4> texSAMPLER_shadow_softener : register(t HIGHPREC float3 GetPerVertexDiffuseLighting( PS_IN In ) { return In.Diffuse.rgb; }\n HIGHPREC float3 GetPerVertexSpecularLighting( PS_IN In ) { return In.VertexSpecular.rgb; }\n struct PS_IN\r\n{\r\n HIGHPREC float3 GetReflectionVector( HIGHPREC float3 pNormal, PS_IN In )\r\n{\r\n\tHIGHPREC float3 vec_to_eye = normalize(GetLightingSpaceEyePos(In)-GetLightingSpaceVertexPos(In));\r\n\treturn reflect( -vec_to_eye, pNormal );\r\n}\r\n HIGHPREC float ComputeFresnel( HIGHPREC float3 pEye_dir, HIGHPREC float3 pNormal, HIGHPREC float pR0 )\r\n{\r\n\tHIGHPREC float eye_dot_normal = dot( pEye_dir, pNormal );\r\n\teye_dot_normal = max( eye_dot_normal, -eye_dot_normal );\r\n\treturn float((pR0 + (1.0 - pR0) * pow( 1.0 - eye_dot_normal, 4.5 )));\r\n}\r\n#define DoLighting(a,b) (_DoLighting(a,b).RT0.rgba)\r\n\r\n_LightingInfo InitLightingInfo( PS_IN In )\r\n{\r\n\t_LightingInfo li;\r\n\tli.Opacity = 1.0;\r\n\tli.Normal = GetLightingSpaceVertexNormal(In);\r\n\tli.DiffuseColour = float3(1.0, 1.0, 1.0);\r\n\tli.SpecularColour = float3(0.0, 0.0, 0.0);\r\n\tli.SpecularPower = 1.0;\r\n\tli.AmbientLight = float3(0.0, 0.0, 0.0);\r\n\tli.EmissiveLight = float3(0.0, 0.0, 0.0);\r\n\tli.ReflectionStrength = 1.0;\r\n\tli.CubeMapID = 0;\r\n\treturn li;\r\n}\r\n SamplerComparisonState SAMPLER_shadow HIGHPREC float3 GetLightingSpaceLightDir( int pIndex, PS_IN In ) { return In.TangentSpaceLightDir.xyz; }\n : TEXCOORD HIGHPREC float3 GetAmbientLight( PS_IN In ) { return AmbientLightColour.rgb; }\n HIGHPREC float3 TangentToLightingSpace( float3 pDir, PS_IN In ) { return pDir; }\n );\t//This also contains the fog value\r\n , TEXCOORD HIGHPREC float3 GetEmissiveLight() { return EmissiveLightColour; }\n , TEXCOORD HIGHPREC float GetTotalLightsPOINT()\r\n{\r\n\treturn LightTotalSums.y - LightTotalSums.x;\r\n}\r\n );\t//This also contains the fog values\r\n HIGHPREC float GetTotalLightsSPOT()\r\n{\r\n\treturn LightTotalSums.z - LightTotalSums.y;\r\n}\r\n , TEXCOORD PS_OUT InitialiseOut()\r\n{\r\n\tPS_OUT Out;\r\n\tOut.RT0 = 0;\r\n\tOut.RT1 = 0;\r\n\tOut.RT2 = 0;\r\n\tOut.RT3 = 0;\r\n\treturn Out;\r\n}\r\nPS_OUT _DoLighting( _LightingInfo pLighting_info, PS_IN In )\r\n{\r\n\tPS_OUT Out = InitialiseOut();\r\n\r\n\tOut.RT0.rgb = pLighting_info.DiffuseColour.rgb;\r\n );\t//This contains both texcoords\r\n \tOut.RT1.rgb = EncodeNormalAndGloss(pLighting_info.Normal, pLighting_info.SpecularPower);\r\n , TEXCOORD HIGHPREC float GetFirstLightIndexDIR()\r\n{\r\n\treturn LightTotalSums.x;\r\n}\r\n \tHIGHPREC float2 DECLARE_CONSTANT_SEMANTIC(FogValues, TEXCOORD \tHIGHPREC float DECLARE_CONSTANT_SEMANTIC(Fog, TEXCOORD , TEXCOORD HIGHPREC float GetFirstLightIndexPOINT()\r\n{\r\n\treturn LightTotalSums.y;\r\n}\r\n \tHIGHPREC float2 VPOS;\r\n HIGHPREC float GetFirstLightIndexSPOT()\r\n{\r\n\treturn LightTotalSums.z;\r\n}\r\n , TEXCOORD HIGHPREC float GetTotalLightsDIR()\r\n{\r\n\treturn LightTotalSums.x;\r\n}\r\n \tOut.RT2.gb = float2( 0, 0 );\t//g==CubemapID, b==ReflectionStrength\r\n \tOut.RT2.ra = float2(0,0);\r\n \tOut.RT2.ra = float2(0,1);\r\n \tOut.RT2.gb = float2( pLighting_info.CubeMapID, pLighting_info.ReflectionStrength );\t// g=CubemapID\r\n \tOut.RT0.rgb += pLighting_info.SpecularColour * GetPerVertexDiffuseLighting( In );\r\n \tHIGHPREC float3 total_diffuse_light = float3(0.0, 0.0, 0.0);\r\n \tHIGHPREC float3 total_diffuse_light = float3(1.0, 1.0, 1.0);\r\n \tHIGHPREC float3 total_spec_light = float3(0.0, 0.0, 0.0);\r\n PS_OUT InitialiseOut()\r\n{\r\n\tPS_OUT Out;\r\n\tOut.RT0 = float4(0.0,0.0,0.0,1.0);\r\n\treturn Out;\r\n}\r\nPS_OUT _DoLighting( _LightingInfo pLighting_info, PS_IN In )\r\n{\r\n\tPS_OUT Out = InitialiseOut();\r\n\tHIGHPREC float3 diffuse_colour = pLighting_info.DiffuseColour.rgb;\r\n \tpLighting_info.SpecularPower = DecodeSpecPower( pLighting_info.SpecularPower );\r\n #pragma pack_matrix (row_major) #define ApplyTranspose(v,m) mul((m),(v)) \tOut.RT0.rgb += diffuse_colour * GetPerVertexDiffuseLighting( In );\r\n \t[loop] for( pLight_index = \tHIGHPREC float3 vec_to_eye = normalize(GetWorldEyePos(In)-GetWorldVertexPos(In));\r\n\tHIGHPREC float3 r = reflect( -vec_to_eye, pLighting_info.Normal );\r\n\tHIGHPREC float num_cubemap_mips = 8.0f;\r\n \tfloat4 VPOS: POSITION;\r\n \tOut.RT0.rgb += pLighting_info.ReflectionStrength*texCUBElod( SAMPLER_LocalCubeMap, float4(r.rgb, num_cubemap_mips - EncodeSpecPower(pLighting_info.SpecularPower) * num_cubemap_mips) )*F_Schlick(pLighting_info.SpecularColour, dot(pLighting_info.Normal, vec_to_eye) );\r\n \tOut.RT0.rgb += pLighting_info.ReflectionStrength*texCUBElod( SAMPLER_LocalCubeMap, float4(r.rgb, num_cubemap_mips - EncodeSpecPower(pLighting_info.SpecularPower) * num_cubemap_mips) )*F_Schlick(0.04, dot(pLighting_info.Normal, vec_to_eye) );\r\n \t[loop] for( pLight_index = \tOut.RT0.rgb += pLighting_info.SpecularColour * total_spec_light;\r\n };\r\n : register(t \tfloat4 VPOS : WPOS;\r\n // MTL\r\n _ShapeInfo InitShapeInfo()\r\n{\r\n\t_ShapeInfo si;\r\n\tsi.TextureCoords0 = float2(0.0f, 0.0f);\r\n\tsi.Colour = float4( 1.0f, 1.0f, 1.0f,1.0f );\r\n\treturn si;\r\n}\r\n \tfloat2 VPOS : VPOS;\r\n #define float4 vec4 struct PS_OUT\r\n{\r\n\tfloat4 RT0\t: COLOR0;\t\t// rgb==Diffuse a=SpecStrength\r\n\tfloat4 RT1\t: COLOR1;\t\t// rgb==normal a=SpecPower\r\n\tfloat4 RT2\t: COLOR2;\t\t// rgb==? a=MaterialID\r\n\tfloat4 RT3\t: COLOR3;\t\t// rgb==SpecColour a=?\r\n};\r\n struct PS_OUT\r\n{\r\n\tHIGHPREC float4 DECLARE_CONSTANT_SEMANTIC(RT0, COLOR0);\r\n};\r\n DECLARE_SAMPLER( SAMPLER_clip_table, #define float3 vec3 \tOut.RT0.rgb += pLighting_info.AmbientLight * pLighting_info.DiffuseColour.rgb;\r\n #define float2 vec2 struct _ShapeInfo\r\n{\r\n\tHIGHPREC float2 TextureCoords0;\r\n\tHIGHPREC float4 Colour;\r\n #define int4 ivec4 float GetMipLevelFromVirtualAddress(float4 virtual_address)\r\n{\r\n\treturn frac(virtual_address.a * 255.0 / 16.0 ) * 16.0;\r\n};\r\n\r\nfloat GetSpaceIdFromVirtualAddress(float4 virtual_address)\r\n{\r\n\treturn floor(virtual_address.a * 255.0 / 16.0 );\r\n};\r\n\r\nfloat2 GetCoordsFromVirtualAddress(float4 virtual_address)\r\n{\r\n\tfloat2 res;\r\n\tfloat high = virtual_address.b * 255.0;\r\n\tres.x = virtual_address.r * 255.0 + frac(high / 16.0) * 16.0 * 256.0; \r\n\tres.y = virtual_address.g * 255.0 + floor(high / 16.0) * 256.0; \r\n\treturn res;\r\n};\r\n\r\n : register(s #define bzM43 float3x4 #define ApplyTranspose(v,m) (v*m) float4 tex2D( sampler pPageTextureSample, Texture2D <float4> texpPageTextureSample, \r\n\t\t\t\t\t\tsampler pPageTableSample, Texture2D <float4> texpPageTableSample,\r\n\t\t\t\t\t\tfloat4 pOffset2Scale2, float2 pUV )\r\n #define int3 ivec3 float4 tex2D( sampler2D pPageTextureSample, sampler2D pPageTableSample, float4 pOffset2Scale2, float2 pUV )\r\n {\r\n\tfloat2 page_size = VtPageSize2TableSize2.xy;\r\n\tfloat2 page_table_size = VtPageSize2TableSize2.zw;\r\n\tfloat2 page_texture_size = VtPageTexSize2MaxMipLevel1SpaceId1.xy;\r\n\tint max_miplevel = VtPageTexSize2MaxMipLevel1SpaceId1.z;\r\n\t\r\n\tfloat2 page_texture_scale = (page_size + 8) / page_texture_size;\r\n\t\r\n\tfloat2 vt_coords_unwrapped = ConvertToVtCoords(pUV, pOffset2Scale2);\r\n\tfloat2 vt_coords_wrapped = ConvertToVtCoords(WrapCoords(pUV), pOffset2Scale2);\r\n\tint requested_miplevel = GetActualMipLevelFromVirtualTextureCoords(vt_coords_unwrapped);\r\n\trequested_miplevel = clamp(requested_miplevel, 0, max_miplevel);\r\n HIGHPREC float2 WrapCoords( HIGHPREC float2 pCoords ) \r\n{\r\n\tHIGHPREC float2 res = ((pCoords.x >= 0.0), (pCoords.y >= 0.0)) ? frac(pCoords) : frac(abs(pCoords));\r\n\treturn res;\r\n}\r\n #define int2 ivec2 float4 tex2D( sampler pSample, Texture2D<float4> pTexture, \r\n\t\t\t\t\t\tfloat2 pUV )\r\n{\r\n\treturn pTexture.Sample(pSample, pUV);\r\n};\r\nfloat4 tex2Dgrad( sampler pSample, Texture2D<float4> pTexture, \r\n\t\t\t\t\t\tfloat2 pUV, float2 ddxUV, float2 ddyUV )\r\n{\r\n\treturn pTexture.SampleGrad(pSample, pUV, ddxUV, ddyUV);\r\n};\r\nfloat4 tex2Dlod( sampler pSample, Texture2D<float4> pTexture, \r\n\t\t\t\t\t\tfloat4 coords )\r\n{\r\n\treturn pTexture.SampleLevel(pSample, coords.xy, coords.w);\r\n};\r\nfloat4 texCUBEbias( sampler pSample, TextureCube<float4> pTexture, \r\n\t\t\t\t\t\tfloat4 coords )\r\n{\r\n\treturn pTexture.SampleBias(pSample, coords.xyz, coords.w);\r\n};\r\n\r\nfloat4 texCUBE( sampler pSample, TextureCube<float4> pTexture, \r\n\t\t\t\t\t\tfloat3 coords )\r\n{\r\n\treturn pTexture.Sample(pSample, coords);\r\n};\r\n\r\nfloat4 texCUBElod( sampler pSample, TextureCube<float4> pTexture, \r\n\t\t\t\t\t\tfloat4 coords )\r\n{\r\n\treturn pTexture.SampleLevel(pSample, coords.rgb, coords.w);\r\ #define half float float2 ConvertToVtCoords( float2 pUV, float4 pOffset2Scale2 )\r\n{\r\n\treturn pOffset2Scale2.xy + pOffset2Scale2.zw * pUV;\r\n};\r\n int GetActualMipLevelFromVirtualTextureCoords(float2 virt_tex_coord)\r\n{\r\n\tfloat2 page_size = VtPageSize2TableSize2.xy;\r\n\tfloat2 page_table_size = VtPageSize2TableSize2.zw;\r\n\tfloat2 virt_tex_size = page_size * page_table_size;\r\n\tfloat2 dx_scaled, dy_scaled;\r\n\tfloat2 coord_scaled = virt_tex_coord * virt_tex_size;\r\n\tdx_scaled = ddx(coord_scaled);\r\n\tdy_scaled = ddy(coord_scaled);\r\n\tfloat2 dtex = dx_scaled*dx_scaled + dy_scaled*dy_scaled;\r\n\tfloat min_delta = max(dtex.x, dtex.y);\r\n\tfloat miplevel = 0.5 * log2(min_delta);\r\n\tfloat miplevel_bias = 0.0;\r\n\tmiplevel = max(miplevel + miplevel_bias, 0);\r\n\treturn round(miplevel);\r\n};\r\n \tfloat4 entry_value_4 = tex2Dlod(pPageTableSample, vt_coord_lod);\r\n \tfloat2 entry_table_coords = GetCoordsFromVirtualAddress(entry_value_4);\r\n\tfloat entry_mip_level = GetMipLevelFromVirtualAddress(entry_value_4);\r\n\tfloat2 texel_pos_in_page_as_page_coord = frac(vt_coords_wrapped * page_table_size);\r\n\tint2 page_pos_in_virtual_texture = vt_coords_wrapped * page_table_size;\r\n\tfloat mip_level_exp_2 = exp2(entry_mip_level);\r\n\tfloat2 offset_in_mip = (page_pos_in_virtual_texture % (int)mip_level_exp_2) / mip_level_exp_2;\r\n\ttexel_pos_in_page_as_page_coord = (texel_pos_in_page_as_page_coord / mip_level_exp_2) + offset_in_mip;\r\n\tfloat2 texel_pos_in_page_as_page_texture_coord = texel_pos_in_page_as_page_coord * page_size / page_texture_size;\r\n\tfloat2 page_pos_in_page_tex_as_pixels = entry_table_coords * (page_size + 8);\r\n\tfloat2 page_pos_as_page_tex_coord = page_pos_in_page_tex_as_pixels / page_texture_size;\r\n\tfloat2 padding_offset_as_page_texture_coord = float2(4,4) / page_texture_size;\r\n\t\r\n\tfloat2 texel_as_page_tex_coord = page_pos_as_page_tex_coo : register(s #define bzM34 float4x3 #define half4 vec4 \tfloat4 texel_color = tex2Dgrad(pPageTextureSample, texpPageTextureSample, texel_as_page_tex_coord, ddxUV, ddyUV);\r\n \tfloat4 texel_color = tex2Dgrad(pPageTextureSample, texel_as_page_tex_coord, ddxUV, ddyUV);\r\n \tfloat pixel_center = 0.0;\r\n \tfloat pixel_center = 0.5;\r\n \tint2 page_table_coords_in_pixels = vt_coords_wrapped * page_table_size;\r\n\tfloat2 page_table_coords = (page_table_coords_in_pixels + pixel_center) / page_table_size;\r\n\tfloat4 vt_coord_lod = float4(page_table_coords.x, page_table_coords.y, 0.0, requested_miplevel);\r\n #define tex3D texture3D #define texCUBE textureCube \tfloat4 entry_value_4 = tex2Dlod(pPageTableSample, texpPageTableSample, vt_coord_lod);\r\n #define ApplyMatrix(v,m) (m*v) #define DECLARE_CONSTANT(name, slot) name HIGHPREC float2 GetScreenPos( PS_IN In ){ return In.VPOS.xy*ViewportInfo[1].xy; }\n #define MEDIUMPREC mediump float2 GetScreenPos( PS_IN In ){ return In.VPOS.xy*ViewportInfo[1].xy; }\n #define bzM43 float4x4 #define lerp mix #include <HLSL_Lighting.h>\r\nfloat2 Get2DTexCoord( int pIndex, PS_IN In )\r\n{\r\n \treturn float4( lerp(FogColour.rgb, pColour.rgb, clamp(In.Fog,0.0,1.0) ), pColour.a );\r\n : register(s #define bzM34 float4x4 #define tex2D texture2D #define clip(x) { if ((x) < 0.0) discard; } }\r\nPS_OUT DoFog( PS_OUT pColour, PS_IN In )\r\n{\r\n\tpColour.RT0 = DoFog( pColour.RT0, In );\r\n\treturn pColour;\r\n}\r\n MEDIUMPREC float GetSceneDepth( PS_IN In )\n{\n\tMEDIUMPREC float zBuf = tex2D(SAMPLER_SceneDepth, GetScreenPos(In).xy).x;\n\treturn (zBuf * ViewportInfo[0].w);\n}\n HIGHPREC float4 DoFog( HIGHPREC float4 pColour, PS_IN In )\r\n{\r\n \treturn float4( lerp(FogColour.rgb, pColour.rgb, clamp(In.Texcoords.z,0.0,1.0) ), pColour.a );\r\n _0;\r\n #define DECLARE_CONSTANT_SEMANTIC(name, semantic) name #define frac fract \treturn float4( lerp(FogColour.rgb, pColour.rgb, clamp(In.FogValues.x,0.0,1.0) ), pColour.a );\r\n \treturn light_array[ pIndex ].pos;\r\n _0;\r\n #define HIGHPREC highp #define UNIFORM uniform MEDIUMPREC float3x3 transpose(MEDIUMPREC float3x3 pMatrix) HIGHPREC float4 GetLightColourInfo( int pIndex, PS_IN In )\r\n{\r\n \treturn light_array[ pIndex ].dir;\r\n \treturn light_array[ pIndex ].shadow_info;\r\n \treturn light_array[ pIndex ].col;\r\n HIGHPREC float3 GetWorldVertexPos( PS_IN In ){ return In.WorldPos; }\r\n HIGHPREC float3 GetModelSpaceVertexNormal( PS_IN In ){ return In.ModelSpaceNormal; }\r\n HIGHPREC float3 GetViewSpaceVertexPos( PS_IN In ) { return In.ViewPos; }\r\n #define REGISTER(a) HIGHPREC float3 GetWorldSpaceVertexNormal( PS_IN In ){ return normalize( In.WorldSpaceNormal ); }\r\n #define DECLARE_SAMPLER(name, slot) uniform sampler2D name HIGHPREC float3 GetWorldEyePos( PS_IN In ){ return EyePos.xyz; }\r\n HIGHPREC float4 GetObjectColour( PS_IN In ) { return float4( 1.0, 1.0, 1.0, 1.0 ); } \r\n float4 GetObjectColour( PS_IN In ) { return float4( 1.0f, 1.0f, 1.0f, 1.0f ); } \r\n MEDIUMPREC float4x4 transpose(MEDIUMPREC float4x4 pMatrix) HIGHPREC float GetTimeFractionalPart() { return TimeInfo.y; }\r\n HIGHPREC float4 GetVertexColour( int Index, PS_IN In ) { if( Index==0 ){ return In.Diffuse; } else return float4(1.0, 1.0, 1.0, 1.0); }\r\n HIGHPREC float4 GetVertexColour( int Index, PS_IN In ) { return float4(1.0, 1.0, 1.0, 1.0); }\r\n #define GetRefectionMapSampler( pIndex, In ) (SAMPLER_ReflectionMap)\r\n HIGHPREC float4 GetObjectColour( PS_IN In ) { return ObjectColour; } \r\n \tal_out = pAlpha * In.Texcoords.w;}\n \tal_out = pAlpha * In.Texcoords.z;}\n MEDIUMPREC float GetSoftClipFactor(PS_IN In)\r\n{\r\n\tMEDIUMPREC float diff = GetSceneDepth(In)-GetViewSpaceVertexPos(In).z;\r\n\tMEDIUMPREC float soft_alpha = 0.5*pow( saturate(2.0*(( diff > 0.5) ? 1.0-diff : diff)), SoftClippingContrast );\r\n\treturn ( diff > 0.5) ? 1.0-soft_alpha : soft_alpha;\r\n}\r\n PS_OUT DoAlphaFog( PS_OUT pOut, PS_IN In, _LightingInfo pLighting_info )\r\n{\r\n HIGHPREC float4 GetRequiredPageId( float2 coords )\r\n{\r\n\tfloat2 coords_unwrapped = ConvertToVtCoords( coords, VtOffset2Scale2_T0 );\r\n\tfloat2 coords_wrapped = ConvertToVtCoords( WrapCoords(coords), VtOffset2Scale2_T0 );\r\n\tfloat2 page_size = VtPageSize2TableSize2.xy;\r\n\tfloat2 page_table_size = VtPageSize2TableSize2.zw;\r\n\tint max_miplevel = VtPageTexSize2MaxMipLevel1SpaceId1.z;\r\n\tint space_id = VtPageTexSize2MaxMipLevel1SpaceId1.w;\r\n\tint miplevel = GetActualMipLevelFromVirtualTextureCoords(coords_unwrapped);\r\n\tmiplevel = clamp(miplevel, 0, max_miplevel);\r\n\tfloat2 page = floor(coords_wrapped.xy * page_table_size);\r\n\tpage = floor(page / exp2(miplevel));\r\n\tpage /= 256.0;\r\n\tfloat2 page_low = frac(page);\r\n\tfloat2 page_high = floor(page);\r\n\tfloat4 result;\r\n\tresult.rg = floor(page_low * 256.0 + 0.5) / 255.0;\r\n\tresult.b = (page_high.x + page_high.y * 16.0) / 255.0;\r\n\tresult.a = (miplevel + space_id * 16.0)/255.0;\r\n\r\n\treturn result;\r\n}\r\n HIGHPREC float4 GetRequiredPageId( float2 coords )\r\n{\r\n\treturn float4(1.0,1.0,1.0,1.0);\t// This is used as empty value\r\n};\r\n \tal_out = pAlpha * In.FogValues.y;}\n \tpOut.RT0.a = pLighting_info.Opacity * GetSoftClipFactor(In);\r\n );\r\n );\r\n void TryToClip(float2 coords)\r\n{\r\n\tfloat2 wrapped_coords = WrapCoords(coords);\r\n\tfloat4 tex_value = tex2D(SAMPLER_clip_table, wrapped_coords);\r\n\tfloat clip_value = tex_value.a - 0.5;\r\n\tclip(clip_value); \r\n};\r\n );\r\n SamplerComparisonState SAMPLER_shadow \treturn out_matrix; );\r\n#define SAMPLER_LocalCubeMap SAMPLER_LocalCubeMap_actual, texSAMPLER_LocalCubeMap\r\n );\r\nTextureCube<float4> texSAMPLER_LocalCubeMap : register(t );\r\n );\r\n#define SAMPLER_SceneDepth SAMPLER_SceneDepth_actual, texSAMPLER_SceneDepth\r\nTexture2D <float4> texSAMPLER_SceneDepth : register(t );\r\n );\r\n#define SAMPLER_clip_table SAMPLER_clip_table_actual, texSAMPLER_clip_table\r\n );\r\n );\r\n );\r\n );\r\n );\r\n );\r\n Texture2D <float4> texSAMPLER_shadow );\r\n );\r\n );\r\n );\r\n );\r\n );\r\n SAMPLER_gobo DECLARE_SAMPLER( SAMPLER_gobo );\r\n : register(t );\r\n );\r\n #define SAMPLER_gobo );\r\n DECLARE_SAMPLER( SAMPLER_gobo \tHIGHPREC half4 DECLARE_CONSTANT_SEMANTIC(Diffuse, COLOR0);\r\n #define ApplyTranspose(v,m) mul((v),(m)) \tHIGHPREC half4 DECLARE_CONSTANT_SEMANTIC(VertexSpecular, COLOR1);\r\n \tHIGHPREC half4 DECLARE_CONSTANT_SEMANTIC(FlipbookBlendInfo, COLOR2);\r\n );\r\n \tfloat2 Depth \tHIGHPREC float4 DECLARE_CONSTANT_SEMANTIC(Texcoords \tHIGHPREC float3 DECLARE_CONSTANT_SEMANTIC(Texcoords \tHIGHPREC float2 DECLARE_CONSTANT_SEMANTIC(Texcoords );\r\n );\r\n \tHIGHPREC float4 DECLARE_CONSTANT_SEMANTIC(Texcoords );\r\n \tHIGHPREC float3 DECLARE_CONSTANT_SEMANTIC(ViewPos, TEXCOORD );\r\n \tfloat4 DECLARE_CONSTANT_SEMANTIC(GOBO_coords \tHIGHPREC float DECLARE_CONSTANT_SEMANTIC(AlphaFog, TEXCOORD );\r\n \tHIGHPREC float3 DECLARE_CONSTANT_SEMANTIC(WorldPos, TEXCOORD );\r\n );\r\n \tHIGHPREC float3 DECLARE_CONSTANT_SEMANTIC(ModelSpaceNormal, TEXCOORD );\r\n \tHIGHPREC float4 DECLARE_CONSTANT_SEMANTIC(ShadowSpaceVertexPos );\r\n \tHIGHPREC float3 DECLARE_CONSTANT_SEMANTIC(TangentSpaceViewDir, TEXCOORD );\r\n #define ApplyMatrix(v,m) mul((v),(m)) #define bzM43 float4x3 #define HIGHPREC \tHIGHPREC float3 DECLARE_CONSTANT_SEMANTIC(TangentSpaceLightDir, TEXCOORD );\r\n #define float4x4 mat4 #define bzM34 float3x4 return out_matrix; \tHIGHPREC float3 DECLARE_CONSTANT_SEMANTIC(WorldSpaceNormal, TEXCOORD );\r\n \tHIGHPREC float4 DECLARE_CONSTANT_SEMANTIC(ModelTangent, TEXCOORD };\r\n #define float3x3 mat3 #define DECLARE_SAMPLER_CUBE(name, slot) uniform samplerCube name #define DECLARE_SAMPLER_3D(name, slot) uniform sampler3D name #define REGISTER(a) register(a) #define MEDIUMPREC MEDIUMPREC float4 row0 = pMatrix[0]; MEDIUMPREC float4 row1 = pMatrix[1]; MEDIUMPREC float4 row2 = pMatrix[2]; MEDIUMPREC float4 row3 = pMatrix[3]; sampler ACTUAL_SAMPLER_%d : register(s%d); \tMEDIUMPREC float3 row0 = pMatrix[0]; MEDIUMPREC float3 row1 = pMatrix[1]; MEDIUMPREC float3 row2 = pMatrix[2]; \tMEDIUMPREC float3x3 out_matrix = float3x3( vec3(row0.x, row1.x, row2.x), vec3(row0.y, row1.y, row2.y), vec3(row0.z, row1.z, row2.z)); MEDIUMPREC float4x4 out_matrix = float4x4( vec4(row0.x, row1.x, row2.x, row3.x), vec4(row0.y, row1.y, row2.y, row3.y), vec4(row0.z, row1.z, row2.z, row3.z), vec4(row0.w,\trow1.w, row2.w, row3.w)); #define ApplyMatrix(v,m) mul((m),(v)) #define mediump #define DECLARE_CONSTANT_SEMANTIC(name, semantic) name : semantic #define UNIFORM #define DECLARE_SAMPLER(name, slot) sampler2D name : register(s##slot) #define DECLARE_SAMPLER_CUBE(name, slot) samplerCUBE name : register(s##slot) #define DECLARE_CONSTANT(name, slot) name : register(c##slot) Unknown PC_DX11 PC_DX9 X360 #define DECLARE_SAMPLER_3D(name, slot) sampler3D name : register(s##slot) // Declare the samplers // Platform:\t\t%s #define DECLARE_SAMPLER(name, slot) sampler name : register(s##slot) #define DECLARE_SAMPLER_CUBE(name, slot) sampler name : register(s##slot) Texture2D <float4> texACTUAL_SAMPLER_%d : register(t%d); #define DECLARE_SAMPLER_3D(name, slot) sampler name : register(s##slot) uniform sampler2D ACTUAL_SAMPLER_%d; sampler2D ACTUAL_SAMPLER_%d : register(s%d); // Now the output Structure #define SAMPLER_%d ACTUAL_SAMPLER_%d, texACTUAL_SAMPLER_%d #define SAMPLER_%d ACTUAL_SAMPLER_%d, texACTUAL_SAMPLER_%d, SAMPLER_page_table, texSAMPLER_page_table, VtOffset2Scale2_T%d [*** Unknown Component ***] #define SAMPLER_%d ACTUAL_SAMPLER_%d, SAMPLER_page_table, VtOffset2Scale2_T%d #define SAMPLER_%d ACTUAL_SAMPLER_%d In.Diffuse.a tex%d.a In.Specular.a rgba (LayerAlpha.x*In.Diffuse.a) (LayerAlpha.y*In.Diffuse.a) (LayerAlpha.z*In.Diffuse.a) (LayerAlpha.w*In.Diffuse.a) (LayerAlpha.x) (LayerAlpha.y) (LayerAlpha.z) (LayerAlpha.w) (1.0f) (0.00f) (0.25f) (0.50f) (tex%d.a * LayerAlpha.x * In.Diffuse.a) (tex%d.a * LayerAlpha.y * In.Diffuse.a) (tex%d.a * LayerAlpha.z * In.Diffuse.a) (tex%d.a * LayerAlpha.w * In.Diffuse.a) out_alpha ***[UNKNOWN SOURCE]*** in_diffuse.rgba tex%d.rgba (0.75f) (1.00f) (2.00f) (4.00f) (LayerAlpha.w * In.Diffuse.a).xxxx (tex%d.a * LayerAlpha.x * In.Diffuse.a).xxxx (tex%d.a * LayerAlpha.y * In.Diffuse.a).xxxx (tex%d.a * LayerAlpha.z * In.Diffuse.a).xxxx In.Specular.rgba (LayerAlpha.x * In.Diffuse.a).xxxx (LayerAlpha.y * In.Diffuse.a).xxxx (LayerAlpha.z * In.Diffuse.a).xxxx (0.50f).xxxx (0.75f).xxxx (1.00f).xxxx (2.00f).xxxx (tex%d.a * LayerAlpha.w * In.Diffuse.a).xxxx (1.0f) (0.00f).xxxx (0.25f).xxxx ***[UNKNOWN SOURCE]*** void main() \tPS_IN In = FillInputStruct(); (4.00f).xxxx stage_colour.rgba out_colour.rgba out_alpha \tHIGHPREC float4 stage_colour = float4(1.0, 1.0, 1.0, 1.0); \tHIGHPREC half out_alpha; \tHIGHPREC float4 in_diffuse = In.Diffuse; PS_OUT ps_main(PS_IN In) \tPS_OUT Out; \tHIGHPREC float4 out_colour; \t// Do all the texture lookups \ttex%d.rgb = float3(1.0, 1.0, 1.0); \tHIGHPREC half4 tex%d = tex2D( SAMPLER_%d, Get2DTexCoord( %d, In ) ); \t// Double the vertex colour because of the dodgy colour munging that goes on \tin_diffuse.rgb *= 2.0; \tout_colour = in_diffuse; \tout_alpha = half(%s); \t// *** Start doing the 'operations' *** \t// There are no 'operations' in this shader out_colour.rgba \tstage_colour.rgba = %s; \tout_alpha = half(lerp( %s, %s, %s.%s )); \tout_alpha = half(%s %s (%s * %s)); \tout_alpha = half(%s %s %s); stage_colour.rgba \t// *** Finished doing the 'operations' *** \t// Override the alpha with the result of the alpha opps \t%s = lerp( %s, %s, %s.%s ); \t%s = %s %s (%s * %s); \t%s = %s %s %s; \tli.EmissiveLight = tex%d.rgb * GetEmissiveLight(); \tli.EmissiveLight = GetEmissiveLight(); \tli.Normal = GetLightingSpaceVertexNormal( In ); \tli.DiffuseColour = out_colour.rgb; \t// Override the alpha with the alpha source \tout_colour.a = out_alpha; \t_LightingInfo li = InitLightingInfo(In); \tli.AmbientLight = GetAmbientLight( In ); \tli.DiffuseColour = out_colour.rgb; \tli.Opacity = out_colour.a; \tOut = _DoLighting( li, In ); \tclip(Out.RT0.a-%s); \tli.SpecularColour = SpecularColourAndPower.rgb; \tli.SpecularPower = SpecularColourAndPower.a/100.0; \tli.CubeMapID = CubeMapID.r; \tOut = _DoLighting( li, In ); \t// Pass the normals through to the normals render target \tOut.Normal = In.Normal; \tclip(Out.RT0.a-0.99); \tout_colour.rgb += In.VertexSpecular.rgb; \tOut = DoAlphaFog( Out, In, li ); \tOut = DoFog( Out, In ); // Hint for the optimiser that we aren't writing to the frame buffer so it can get rid of anything that isn't used for a clip() call Out.RT0.rgba = float4(1.0f, 1.0f, 1.0f, 1.0f); \treturn Out; \tgl_FragColor = Out.RT0; SET-VIEW IDirect3DDevice9_CreateVertexBuffer error code is -> %d SOURCE\\COMMON\\GRAPHICS\\DATA\\bzPC9_DynamicVertexBuffer.cpp vb->vb %s%s Loaded %d precompiled vertex shaders (%dKb total) VertexShaders\\PC\\ %s\\%s\\%s\\%s\\ vs*.sha dcl_%s%i v%i\n position dcl_%s%i v%i\n position VertexShaders position dcl_%s%i v%i\n blendindices dcl_%s%i v%i\n normal dcl_%s%i v%i\n blendindices dcl_%s%i v%i\n blendindices dcl_%s%i v%i\n normal dcl_%s%i v%i\n normal dcl_%s%i v%i\n normal dcl_%s%i v%i\n normal dcl_%s%i v%i\n normal dcl_%s%i v%i\n normal dcl_%s%i v%i\n normal dcl_%s%i v%i\n normal dcl_%s%i v%i\n color dcl_%s%i v%i\n color dcl_%s%i v%i\n normal dcl_%s%i v%i\n normal dcl_%s%i v%i\n dcl_%s%i v%i\n color dcl_%s%i v%i\n texcoord struct VS_INPUT struct VS_IN\t\t\t\t\t\t\t\t\t\t\n{\t\t\t\t\t\t\t\t\t\t\t\t\t\n\tfloat4 Pos\t\t\t\t: POSITION;\t\t\t\t\n\tfloat2 Tex0\t\t\t\t: TEXCOORD0;\t\t\t\n\tfloat2 Tex1\t\t\t\t: TEXCOORD1;\t\t\t\n\tfloat2 Tex2\t\t\t\t: TEXCOORD2;\t\t\t\n\tfloat2 Tex3\t\t\t\t: TEXCOORD3;\t\t\t\n\tfloat2 Tex4\t\t\t\t: TEXCOORD4;\t\t\t\n\tfloat2 Tex5\t\t\t\t: TEXCOORD5;\t\t\t\n\tfloat2 Tex6\t\t\t\t: TEXCOORD6;\t\t\t\n\tfloat2 Tex7\t\t\t\t: TEXCOORD7;\t\t\t\n};\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\t\t\nstruct VS_OUT\t\t\t\t\t\t\t\t\t\t\n{\t\t\t\t\t\t\t\t\t\t\t\t\t\n\tfloat2 TexCoord0 : TEXCOORD0;\t\t\t\n\tfloat2 TexCoord1 : TEXCOORD1;\t\t\t\n\tfloat2 TexCoord2 : TEXCOORD2;\t\t\t\n\tfloat2 TexCoord3 : TEXCOORD3;\t\t\t\n\tfloat2 TexCoord4 : TEXCOORD4;\t\t\t\n\tfloat2 TexCoord5 : TEXCOORD5;\t\t\t\n\tfloat2 TexCoord6 : TEXCOORD6;\t\t\t\n\tfloat2 TexCoord7 : TEXCOORD7;\t\t\t\n\tfloat4 Position : POSITION;\t\t\t\t\n};\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\ \tfloat3 DECLARE_CONSTANT_SEMANTIC(binormal0, BINORMAL0); struct VS_IN\t\t\t\t\t\t\t\t\t\t\n{\t\t\t\t\t\t\t\t\t\t\t\t\t\n\tfloat4 Pos\t\t\t\t: POSITION;\t\t\t\t\n\tfloat4 Col\t\t\t\t: COLOR0;\t\t\t\t\n};\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\t\t\nstruct VS_OUT\t\t\t\t\t\t\t\t\t\t\n{\t\t\t\t\t\t\t\t\t\t\t\t\t\n\tfloat4 Diffuse : COLOR0;\t\t\t\t\n\tfloat4 Position : POSITION;\t\t\t\t\n};\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\t\t\n float4 HomoSpace : register(c3); \n\tstatic const float4 Util0 = {0.0f, 0.5f, 2.0f, 1.0f};\t\t\t\t\t\nVS_OUT vsmain( VS_IN In )\t\t\t\t\t\t\t\n{\t\t\t\t\t\t\t\t\t\t\t\t\t\n\tVS_OUT Out;\t\t\t\t\t\t\t\t\t\t\n\tOut.Position.x = ((In.Pos.x*HomoSpace.x)-Util0.w );\n\tOut.Position.y = -((In.Pos.y*HomoSpace.y)-Util0.w );\n\tOut.Position.z = In.Pos.z;\t\t\t\t\t\t\n\tOut.Position.w = In.Pos.w;\t\t\t\t\t\t\n\tOut.Diffuse = In.Col;\t\t\t\t\t\t\t\n\treturn Out;\t\t\t\t\t\t\t\t\t\t\n}\t\t\t\t\t\t\t\t\t\t\t\t\t\n \tfloat4 DECLARE_CONSTANT_SEMANTIC(position%d, POSITION%d); struct VS_IN\t\t\t\t\t\t\t\t\t\t\n{\t\t\t\t\t\t\t\t\t\t\t\t\t\n\tfloat4 Pos\t\t\t\t: POSITION;\t\t\t\t\n\tfloat4 Col\t\t\t\t: COLOR0;\t\t\t\t\n\tfloat2 Tex0\t\t\t\t: TEXCOORD0;\t\t\t\n};\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\t\t\nstruct VS_OUT\t\t\t\t\t\t\t\t\t\t\n{\t\t\t\t\t\t\t\t\t\t\t\t\t\n\tfloat4 Diffuse : COLOR0;\t\t\t\t\n\tfloat2 TexCoord0 : TEXCOORD0;\t\t\t\n\tfloat4 Position : POSITION;\t\t\t\t\n};\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\t\t\n float4 HomoSpace : register(c3); \n\tstatic const float4 Util0 = {0.0f, 0.5f, 2.0f, 1.0f};\t\t\t\t\t\nVS_OUT vsmain( VS_IN In )\t\t\t\t\t\t\t\n{\t\t\t\t\t\t\t\t\t\t\t\t\t\n\tVS_OUT Out;\t\t\t\t\t\t\t\t\t\t\n\tOut.Position.x = ((In.Pos.x*HomoSpace.x)-Util0.w );\n\tOut.Position.y = -((In.Pos.y*HomoSpace.y)-Util0.w );\n\tOut.Position.z = In.Pos.z;\t\t\t\t\t\t\n\tOut.Position.w = In.Pos.w;\t\t\t\t\t\t\n\tOut.Diffuse = In.Col;\t\t\t\t\t\t\t\n\tOut.TexCoord0.xy = In.Tex0.xy;\t\t\t\t\t\n\treturn Out;\ \tfloat3 DECLARE_CONSTANT_SEMANTIC(tangent0, TANGENT0); \tbzM43 s2m2c : POSITION2; #define ApplyMatrix(v,m) mul((m),(v))\r\n#define ApplyTranspose(v,m) mul((v),(m))\r\n#define bzM43 float4x3\r\n#define bzM34 float3x4\r\n#define ApplyCross(a,b) cross((a),(b))\r\nstruct VS_IN\r\n{\r\n\tfloat4 PositionW\t\t: POSITION;\r\n\tfloat2 Radius1Index1\t: TEXCOORD0;\r\n};\r\n\r\nstruct VS_OUT\r\n{\r\n\tfloat4 PositionH\t\t: POSITION;\r\n\tfloat4 Sbox\t\t\t\t: TEXCOORD0;\r\n\tfloat4 Data\t\t\t\t: TEXCOORD1;\r\n};\r\n\r\nfloat4 HomoSpace : register(c3);\r\nfloat4x4 Camera : register(c5);\r\nfloat4x4 ViewProj : register(c12);\r\nfloat4 DepthSize2DepthMaxMip1Unused1: register(c22);\r\nfloat4 RenderTargetSize2SceneViewPortSize2: register(c23);\r\n\r\nvoid GetScreenBounds(float4 centre_point_world, float radius, out float4 sbox, out float min_z, out bool dodgy)\r\n{\r\n\t\r\n\tfloat4 camera_pos_world = Camera[3];\r\n\tfloat4 front_vec = centre_point_world - camera_pos_world;\r\n\tfloat front_vec_length = sqrt( dot(front_vec, front_vec) );\r\n\tdodgy = front_vec_length <= radius;\r\n\tfront_vec = front_vec \tfloat4 s2colour : COLOR2; struct VS_IN\n\t{\n\tfloat4 Pos0: POSITION;\n\tfloat4 T0: TEXCOORD0;\n\t};\n\tstruct VS_OUT\n\t{\n\tfloat2 T0: TEXCOORD0;\n\tfloat4 Pos0: POSITION;\n\t};\n\tfloat4 HomoSpace : register(c0);\n\tVS_OUT vsmain( VS_IN In )\n\t{\n\tVS_OUT local;\n\tlocal.Pos0.x = ((In.Pos0.x*HomoSpace.x)-1.0f);\n\tlocal.Pos0.y = -((In.Pos0.y*HomoSpace.y)-1.0f);\n\tlocal.Pos0.z = In.Pos0.z;\n\tlocal.Pos0.w = In.Pos0.w;\n\tlocal.T0.xy = In.T0.xy;\n\treturn local;\n\t}\n struct VS_IN\t\t\t\t\t\t\t\t\t\t\n{\t\t\t\t\t\t\t\t\t\t\t\t\t\n\tfloat4 Pos\t\t\t\t: POSITION;\t\t\t\t\n\tfloat4 Col\t\t\t\t: COLOR0;\t\t\t\t\n\tfloat2 Tex0\t\t\t\t: TEXCOORD0;\t\t\t\n};\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\t\t\nstruct VS_OUT\t\t\t\t\t\t\t\t\t\t\n{\t\t\t\t\t\t\t\t\t\t\t\t\t\n\tfloat4 Diffuse : COLOR0;\t\t\t\t\n\tfloat2 TexCoord0 : TEXCOORD0;\t\t\t\n\tfloat4 Position : POSITION;\t\t\t\t\n};\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\t\t\n float4 HomoSpace : register(c3); \n\tstatic const float4 Util0 = {0.0f, 0.5f, 2.0f, 1.0f};\t\t\t\t\t\n\tfloat3 translation : register(c4);\t\t\t\t\nVS_OUT vsmain( VS_IN In )\t\t\t\t\t\t\t\n{\t\t\t\t\t\t\t\t\t\t\t\t\t\n\tVS_OUT Out;\t\t\t\t\t\t\t\t\t\t\n\tIn.Pos.xyz += translation;\t\t\t\t\t\t\n\tOut.Position.x = ((In.Pos.x*HomoSpace.x)-Util0.w );\n\tOut.Position.y = -((In.Pos.y*HomoSpace.y)-Util0.w );\n\tOut.Position.z = In.Pos.z;\t\t\t\t\t\t\n\tOut.Position.w = In.Pos.w;\t\t\t\t\t\t\n\tOut.Dif struct VS_OUTPUT struct VS_IN\t\t\t\t\t\t\t\t\t\t\n{\t\t\t\t\t\t\t\t\t\t\t\t\t\n\tfloat4 Pos\t\t\t\t: POSITION;\t\t\t\t\n\tfloat2 Tex0\t\t\t\t: TEXCOORD0;\t\t\t\n};\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\t\t\nstruct VS_OUT\t\t\t\t\t\t\t\t\t\t\n{\t\t\t\t\t\t\t\t\t\t\t\t\t\n\tfloat4 Diffuse : COLOR0;\t\t\t\t\n\tfloat2 TexCoord0 : TEXCOORD0;\t\t\t\n\tfloat4 Position : POSITION;\t\t\t\t\n};\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\t\t\n float4 HomoSpace : register(c3); \n\tfloat4 Col\t\t: register(c20); \t\t\t\t\n\tstatic const float4 Util0 = {0.0f, 0.5f, 2.0f, 1.0f};\t\t\t\t\t\nVS_OUT vsmain( VS_IN In )\t\t\t\t\t\t\t\n{\t\t\t\t\t\t\t\t\t\t\t\t\t\n\tVS_OUT Out;\t\t\t\t\t\t\t\t\t\t\n\tOut.Position.x = ((In.Pos.x*HomoSpace.x)-Util0.w );\n\tOut.Position.y = -((In.Pos.y*HomoSpace.y)-Util0.w );\n\tOut.Position.z = In.Pos.z;\t\t\t\t\t\t\n\tOut.Position.w = In.Pos.w;\t\t\t\t\t\t\n\tOut.Diffuse = Col;\t\t\t\t\t\t\t\t\n\tOut.TexCoord0.xy = In.Tex0.xy;\t\t\t\t\t\n\treturn Ou struct VS_IN\t\t\t\t\t\t\t\t\t\t\n{\t\t\t\t\t\t\t\t\t\t\t\t\t\n\tfloat4 Pos\t\t\t\t: POSITION;\t\t\t\t\n\tfloat2 Tex0\t\t\t\t: TEXCOORD0;\t\t\t\n};\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\t\t\nstruct VS_OUT\t\t\t\t\t\t\t\t\t\t\n{\t\t\t\t\t\t\t\t\t\t\t\t\t\n\tfloat4 Diffuse : COLOR0;\t\t\t\t\n\tfloat2 TexCoord0 : TEXCOORD0;\t\t\t\n\tfloat4 Position : POSITION;\t\t\t\t\n};\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\t\t\n float4 HomoSpace : register(c3); \n\tfloat4 Col\t\t: register(c16); \t\t\t\t\n\tstatic const float4 Util0 = {0.0f, 0.5f, 2.0f, 1.0f};\t\t\t\t\t\n\tfloat3 translation : register(c4);\t\t\t\t\nVS_OUT vsmain( VS_IN In )\t\t\t\t\t\t\t\n{\t\t\t\t\t\t\t\t\t\t\t\t\t\n\tVS_OUT Out;\t\t\t\t\t\t\t\t\t\t\n\tIn.Pos.xyz += translation;\t\t\t\t\t\t\n\tOut.Position.x = ((In.Pos.x*HomoSpace.x)-Util0.w );\n\tOut.Position.y = -((In.Pos.y*HomoSpace.y)-Util0.w );\n\tOut.Position.z = In.Pos.z;\t\t\t\t\t\t\n\tOut.Position.w = In.Pos.w;\t\t\t\t\t\t\n\tOut struct VS_IN\t\t\t\t\t\t\t\t\t\t\n{\t\t\t\t\t\t\t\t\t\t\t\t\t\n\tfloat4 Pos\t\t\t\t: POSITION;\t\t\t\t\n\tfloat4 Col\t\t\t\t: COLOR0;\t\t\t\t\n\tfloat2 Tex0\t\t\t\t: TEXCOORD0;\t\t\t\n\tfloat2 Tex1\t\t\t\t: TEXCOORD1;\t\t\t\n};\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\t\t\nstruct VS_OUT\t\t\t\t\t\t\t\t\t\t\n{\t\t\t\t\t\t\t\t\t\t\t\t\t\n\tfloat4 Diffuse : COLOR0;\t\t\t\t\n\tfloat2 TexCoord0 : TEXCOORD0;\t\t\t\n\tfloat2 TexCoord1 : TEXCOORD1;\t\t\t\n\tfloat4 Position : POSITION;\t\t\t\t\n};\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\t\t\n float4 HomoSpace : register(c3); \n\tstatic const float4 Util0 = {0.0f, 0.5f, 2.0f, 1.0f};\t\t\t\t\t\nVS_OUT vsmain( VS_IN In )\t\t\t\t\t\t\t\n{\t\t\t\t\t\t\t\t\t\t\t\t\t\n\tVS_OUT Out;\t\t\t\t\t\t\t\t\t\t\n\tOut.Position.x = ((In.Pos.x*HomoSpace.x)-Util0.w );\n\tOut.Position.y = -((In.Pos.y*HomoSpace.y)-Util0.w );\n\tOut.Position.z = In.Pos.z;\t\t\t\t\t\t\n\tOut.Position.w = In.Pos.w;\t\t\t\t\t\t\n\tOut.Diff \tfloat3 DECLARE_CONSTANT_SEMANTIC(normal1, NORMAL1); \tfloat3 DECLARE_CONSTANT_SEMANTIC(normal0, NORMAL0); \tfloat4 DECLARE_CONSTANT_SEMANTIC(bone_index%d, BLENDINDICES%d); \tfloat3 DECLARE_CONSTANT_SEMANTIC(normal0, NORMAL0); \tfloat3 DECLARE_CONSTANT_SEMANTIC(normal0, NORMAL0); \tfloat4 DECLARE_CONSTANT_SEMANTIC(colour%d, COLOR%d); \tint4 DECLARE_CONSTANT_SEMANTIC(texcoord%d, TEXCOORD%d); \tfloat4 DECLARE_CONSTANT_SEMANTIC(texcoord%d, TEXCOORD%d); \tfloat4x4 s2mat : POSITION2; \tfloat4 DECLARE_CONSTANT_SEMANTIC(col2, COLOR2); \tfloat2 DECLARE_CONSTANT_SEMANTIC(texcoords, TEXCOORD%d); \tfloat4 DECLARE_CONSTANT_SEMANTIC(texcoords, TEXCOORD%d);\t//This also contains the fog values \tfloat3 DECLARE_CONSTANT_SEMANTIC(texcoords, TEXCOORD%d);\t//This also contains the fog value \tfloat2 Depth : TEXCOORD%d; \tfloat4 DECLARE_CONSTANT_SEMANTIC(col, COLOR0); \tfloat4 DECLARE_CONSTANT_SEMANTIC(spec, COLOR1); \tfloat3 DECLARE_CONSTANT_SEMANTIC(WorldPos, TEXCOORD%d); \tfloat3 DECLARE_CONSTANT_SEMANTIC(ViewPos, TEXCOORD%d); \tfloat PointSize : PSIZE; \tfloat4 DECLARE_CONSTANT_SEMANTIC(GOBO_coords%d, TEXCOORD%d); \tfloat4 DECLARE_CONSTANT_SEMANTIC(texcoords, TEXCOORD%d);\t//This contains both texcoord sets \tfloat2 DECLARE_CONSTANT_SEMANTIC(FogValues, TEXCOORD%d); \tfloat DECLARE_CONSTANT_SEMANTIC(Fog, TEXCOORD%d); \tfloat DECLARE_CONSTANT_SEMANTIC(AlphaFog, TEXCOORD%d); float3 DECLARE_CONSTANT_SEMANTIC(Normal, TEXCOORD%d); \tfloat4 DECLARE_CONSTANT_SEMANTIC(position, POSITION); #pragma warning( disable : 3557 ) \tfloat4 DECLARE_CONSTANT_SEMANTIC(ShadowSpaceVertexPos%d, TEXCOORD%d); \tfloat3 DECLARE_CONSTANT_SEMANTIC(ModelSpaceNormal, TEXCOORD%d); \tfloat4 DECLARE_CONSTANT_SEMANTIC(VertexTangent, TEXCOORD%d); #define ApplyMatrix(x,y) mul(y,x) \tfloat3 DECLARE_CONSTANT_SEMANTIC(WorldSpaceNormal, TEXCOORD%d); // Shader Profile:\t%s // Vertex Format:\t%d #define Set2DTexcoordValue( pIndex, Out, pValue )\tif(pIndex == 0){\t\tOut.texcoords.xy = pValue;\t} // Platform:\t\t%s #define Set2DTexcoordValue( pIndex, Out, pValue )\tif(pIndex == 0){\t\tOut.texcoords.xy = pValue;\t}\telse if( pIndex == 1)\t{\t\tOut.texcoords.zw = pValue;\t} #define HIGHPREC #define MEDIUMP #define MEDIUMPREC #define mediump #define ApplyTranspose(x,y) mul(x,y) #define bzM43 float4x3 #define bzM34 float3x4 #define UNIFORM static const float4\t\tutil_vector2 = float4(255.0001, 1.0, 16.0/32767.0, 5.0); UNIFORM float4\t\tDECLARE_CONSTANT(user_values0, %d); UNIFORM float4\t\tDECLARE_CONSTANT(user_values1, %d); UNIFORM float4\t\tDECLARE_CONSTANT(material_diffuse, %d); #define DECLARE_CONSTANT(name, slot) name : register(c##slot) #define DECLARE_CONSTANT_SEMANTIC(name, semantic) name : semantic UNIFORM float4\t\tDECLARE_CONSTANT(model_space_eye_pos, %d); static const float4\t\tutil_vector0 = float4(0.0, 0.5, 2.0, 1.0); static const float4\t\tutil_vector1 = float4(0.7, 0.0, 1.0, 1.0/32767.0); UNIFORM float4\t\tDECLARE_CONSTANT(material_animation_info_2, %d); UNIFORM float4x4\tDECLARE_CONSTANT(camera_matrix, %d); UNIFORM float4\t\tDECLARE_CONSTANT(material_specular, %d); UNIFORM float4\t\tDECLARE_CONSTANT(material_animation_info_3, %d); UNIFORM float4\t\tDECLARE_CONSTANT(material_emissive, %d); UNIFORM float4\t\tDECLARE_CONSTANT(material_animation_info_0, %d); UNIFORM float4\t\tDECLARE_CONSTANT(light1_pos, %d); UNIFORM float4\t\tDECLARE_CONSTANT(material_animation_info_1, %d); UNIFORM float4\t\tDECLARE_CONSTANT(light1_colour, %d); UNIFORM float4\t\tDECLARE_CONSTANT(light1_attenuation, %d); UNIFORM float4\t\tDECLARE_CONSTANT(light2_colour, %d); UNIFORM float4\t\tDECLARE_CONSTANT(global_ambient, %d); UNIFORM float4\t\tDECLARE_CONSTANT(light0_colour, %d); UNIFORM float4\t\tDECLARE_CONSTANT(light0_pos, %d); UNIFORM float4\t\tDECLARE_CONSTANT(light0_attenuation, %d); UNIFORM float4\t\tDECLARE_CONSTANT(light3_attenuation, %d); UNIFORM float4\t\tDECLARE_CONSTANT(stencil_cast_info, %d); UNIFORM bzM43\t\tDECLARE_CONSTANT(bone_matrix_list[%d], %d); const float4\t\tpp_source : register(c%d); UNIFORM float4\t\tDECLARE_CONSTANT(light2_pos, %d); UNIFORM float4\t\tDECLARE_CONSTANT(light2_attenuation, %d); UNIFORM float4\t\tDECLARE_CONSTANT(light3_colour, %d); UNIFORM float4\t\tDECLARE_CONSTANT(light3_pos, %d); const float4\t\tpp_misc : register(c%d); const float4\t\tpp_misc2 : register(c%d); UNIFORM bzM43\tDECLARE_CONSTANT(model_camera_matrix, %d); UNIFORM bzM43\tDECLARE_CONSTANT(model_world_matrix, %d); const float4\t\tpp_dir : register(c%d); const float4\t\tpp_motion : register(c%d); const float4\t\tpp_col_start : register(c%d); const float4\t\tpp_col_end : register(c%d); UNIFORM float4x4\tDECLARE_CONSTANT(shadow_matrix2, %d); UNIFORM float4x4\tDECLARE_CONSTANT(shadow_matrix3, %d); UNIFORM float4x4\tDECLARE_CONSTANT(shadow_matrix4, %d); UNIFORM float4x4\tDECLARE_CONSTANT(shadow_matrix5, %d); UNIFORM float4x4\tDECLARE_CONSTANT(projection, %d); UNIFORM float4x4\tDECLARE_CONSTANT(model_screen_matrix, %d); UNIFORM float4x4\tDECLARE_CONSTANT(shadow_matrix0, %d); UNIFORM float4x4\tDECLARE_CONSTANT(shadow_matrix1, %d); const float4\tmaterial_matrix_0_z : register(c%d); const float4\tmaterial_matrix_0_w : register(c%d); const float4\tmaterial_matrix_1_x : register(c%d); const float4\tmaterial_matrix_1_y : register(c%d); UNIFORM float4x4\tDECLARE_CONSTANT(shadow_matrix6, %d); UNIFORM float4x4\tDECLARE_CONSTANT(shadow_matrix7, %d); const float4\tmaterial_matrix_0_x : register(c%d); const float4\tmaterial_matrix_0_y : register(c%d); const float4\tmaterial_matrix_2_z : register(c%d); const float4\tmaterial_matrix_2_w : register(c%d); const float4\tmaterial_matrix_3_x : register(c%d); const float4\tmaterial_matrix_3_y : register(c%d); const float4\tmaterial_matrix_1_z : register(c%d); const float4\tmaterial_matrix_1_w : register(c%d); const float4\tmaterial_matrix_2_x : register(c%d); const float4\tmaterial_matrix_2_y : register(c%d); const float4\tmaterial_matrix_3_z : register(c%d); MEDIUMPREC float4 SmoothCurve( MEDIUMPREC float4 x ) { \r\n\treturn x * x *( 3.0 - 2.0 * x ); \r\n}\r\n\r\nMEDIUMPREC float4 TriangleWave( MEDIUMPREC float4 x ) { \r\n\treturn abs( frac( x + 0.5 ) * 2.0 - 1.0 ); \r\n}\r\n\r\nMEDIUMPREC float4 SmoothTriangleWave( MEDIUMPREC float4 x ) { \r\n\treturn SmoothCurve( TriangleWave( x ) ); \r\n} \r\n\r\n// The suggested frequencies from the Crytek paper\r\n#define SIDE_TO_SIDE_FREQ1 1.975\r\n#define SIDE_TO_SIDE_FREQ2 0.793\r\n#define UP_AND_DOWN_FREQ1 0.375\r\n#define UP_AND_DOWN_FREQ2 0.193\r\nvoid ApplyDetailBendingToPosition(\r\n\tinout MEDIUMPREC float3 prPos,\t\t\t// The final world position of the vertex being modified\r\n\tMEDIUMPREC float3 pNormal,\t\t\t\t// The world normal for this vertex\r\n\tMEDIUMPREC float3 pObject_position,\t// The world position of the plant instance (same for all vertices)\r\n\tMEDIUMPREC float pDetail_phase,\t\t// Optional phase for side-to-side. This is used to vary the phase for side-to-side motion\r\n\tMEDIUMPREC float const float4\tmaterial_matrix_3_w : register(c%d); UNIFORM float4 DECLARE_CONSTANT(fog_values, %d); \tdir_to_light = light%d_pos - vertex_pos_lighting_space; \tvector_temp = dot(dir_to_light.xyz, dir_to_light.xyz); \tvector_temp2.w = rsqrt(vector_temp); vector_temp.x = vector_temp2.y * light%d_colour.w; vector_temp2.x = 1.0/dot(vector_temp2.xyz, light%d_attenuation.xyz); vector_temp3.x = -(vector_temp.x*light%d_attenuation.w) + vector_temp2.x; vector_temp= model_space_eye_pos - vertex_pos_lighting_space; \tdir_to_light *= vector_temp2.w; vector_temp2.y = sqrt(vector_temp.x); vector_temp2.z = vector_temp.x; vector_temp2.x = 1.0; vector_temp2 = lit( NdotL, NdotH, temp_mat_specular.x); vector_temp2 = max((vector_temp2*vector_temp3.xxxx), 0); vector_temp = light%d_colour * temp_mat_diffuse; total_diffuse += vector_temp * vector_temp2.yyyy; vector_temp.xyz = normalize(vector_temp.xyz)-dir_to_light.xyz; vector_temp.xyz = normalize(vector_temp.xyz); NdotL = dot(dir_to_light,unpacked_normal.xyz); NdotH = dot(vector_temp.xyz,unpacked_normal.xyz); \tindex.x = In.bone_index0.x * util_vector2.x; \tvector_source.xyzw = util_vector1.yyyz; index.x \tvector_source.xyz += q_out.xyz; vector_temp = light%d_colour * temp_mat_specular; vector_temp2.w = vector_temp2.z < 0.7; total_specular.w *= vector_temp2.w; total_specular.xyz += vector_temp.xyz * vector_temp2.zzz; \tvector_source.xyz += q_out.xyz; \tindex.xy = In.bone_index0.zw * util_vector2.xx; \tvector_source.xyzw = util_vector1.yyyz; index.x \tindex.x = In.bone_index0.x * util_vector2.x; \tvector_source.xyzw = util_vector1.yyyz; index.x \tunpacked_normal.xyz = normal_out.xyz; \tvector_source.xyzw = util_vector1.yyyz; index.x \tvector_source.xyz += q_out.xyz * In.bone_index0.xxx; \tunpacked_normal.xyz = normal_out.xyz; \tvector_source.xyz += q_out.xyz * In.bone_index0.xxx; index.y \tvector_source.xyz += q_out.xyz * In.bone_index0.yyy; \tindex.xy = In.bone_index0.zw * util_vector2.xx; index.x \tvector_source.xyz += q_out.xyz * In.bone_index0.xxx; index.y \tvector_source.xyz += q_out.xyz * In.bone_index0.yyy; index.y \tvector_source.xyz += q_out.xyz * In.bone_index0.yyy; \tindex.xyzw = In.bone_index1.xyzw * util_vector2.xxxx; \tvector_source.xyzw = util_vector1.yyyz; index.x \tvector_source.xyz += q_out.xyz * In.bone_index0.xxx; \tunpacked_normal.xyz = normal_out.xyz; index.y index.z \tvector_source.xyz += q_out.xyz * In.bone_index0.zzz; \tindex.xyzw = In.bone_index1.xyzw * util_vector2.xxxx; \tvector_source.xyzw = util_vector1.yyyz; \tvector_source.xyzw = util_vector1.yyyz; index.x \tvector_source.xyz += q_out.xyz * In.bone_index0.xxx; index.y \tvector_source.xyz += q_out.xyz * In.bone_index0.yyy; index.z \tvector_source.xyz += q_out.xyz * In.bone_index0.zzz; \tindex.xyzw = In.bone_index1.xyzw * util_vector2.xxxx; \tvector_source.xyz += q_out.xyz * In.bone_index0.www; \tindex.xyzw = In.bone_index1.xyzw * util_vector2.xxxx; \tvector_source.xyzw = util_vector1.yyyz; index.x \tvector_source.xyz += q_out.xyz * In.bone_index0.yyy; index.z \tvector_source.xyz += q_out.xyz * In.bone_index0.zzz; index.w index.z \tvector_source.xyz += q_out.xyz * In.bone_index0.zzz; index.w \tvector_source.xyz += q_out.xyz * In.bone_index0.www; \tvector_source.xyz += q_out.xyz * In.bone_index0.xxx; \tunpacked_normal.xyz = normal_out.xyz; index.y \tvector_source.xyz += q_out.xyz * In.bone_index0.yyy; float\t\tNdotH; float4\t\tMxL; float\t\tscalar_temp; float4\t\tvector_temp; VS_OUTPUT vsmain(VS_INPUT In) float3\t\tcamera_space_vert_pos; float4\t\tvertex_pos_lighting_space; // These are declared here to help with the new shader compiler float\t\tNdotL; float3\t\tnormal_camera_space; float4\t\tdir_to_light; float4\t\tattenuation; float4\t\tvector_temp2; float4\t\tvector_temp3; float4\t\tlighting_coefficients; float3\t\tposition_camera_space; float4\t\tvector_source; float3\t\tunpacked_normal; float4\t\tunpacked_texcoords; float4\t\ttotal_diffuse; float4\t\ttotal_specular; float4\t\ttemp_mat_diffuse = float4(1.0, 1.0, 1.0, 1.0); float4\t\ttemp_mat_specular; float4\t\tnormal_out; float4\t\tindex; \tVS_OUTPUT Out=(VS_OUTPUT)0; float4\t\tpp_velocity; bzM43\t\t\tbone_matrix; float4\t\tq_temp; float4\t\tq_out; \tfloat4 material_diffuse=In.s2colour; VS_OUTPUT vsmain(int i : INDEX) \tfloat4x4 model_screen_matrix; \tbzM43 model_camera_matrix; // These are declared here to help with the new shader compiler \tmodel_screen_matrix=In.s2mat; \tmodel_camera_matrix=In.s2m2c; float4\t\tvector_temp; float4\t\tvector_temp2; float4\t\tvector_temp3; float4\t\tlighting_coefficients; float\t\tNdotL; float\t\tNdotH; float4\t\tMxL; float\t\tscalar_temp; float4\t\tattenuation; float4\t\ttotal_diffuse; float4\t\ttotal_specular; float4\t\ttemp_mat_diffuse = 1.0f; float3\t\tposition_camera_space; float3\t\tnormal_camera_space; float3\t\tcamera_space_vert_pos; float4\t\tdir_to_light; float4\t\tunpacked_texcoords; float4\t\tpp_velocity; float4\t\tquaternion; float4\t\tq_temp; float4\t\ttemp_mat_specular; float4\t\tvector_source; float4\t\tvertex_pos_lighting_space; float3\t\tunpacked_normal; \tVS_INPUT In=(VS_INPUT)0; \tfloat4 temp1,temp2,temp3,temp4; \tfloat4 vindex; \tint outer_index = (i+0.5f)/geometry_instance_size; float4\t\tq_out; float4\t\tindex; \tVS_OUTPUT Out=(VS_OUTPUT)0; \tasm {vfetch temp3, outer_index, p osition4}; \tasm {vfetch temp4, outer_index, position5}; \tmodel_screen_matrix=transpose(float4x4(temp1,temp2,temp3,temp4)); \tbzM43 model_camera_matrix; \tint inner_index = i-outer_index*geometry_instance_size; \tfloat4x4 model_screen_matrix; \tasm {vfetch temp1, outer_index, position2}; \tasm {vfetch temp2, outer_index, position3}; \tfloat4 material_diffuse; \tasm {vfetch material_diffuse, outer_index, color2}; \tasm {vfetch vindex, inner_index, position6}; \tasm {vfetch temp1, vindex.x, position}; \tasm {vfetch temp1, outer_index, position2}; \tasm {vfetch temp2, outer_index, position3}; \tasm {vfetch temp3, outer_index, position4}; \tmodel_camera_matrix=transpose(float3x4(temp1,temp2,temp3)); \tIn.texcoord%d = temp1; \tasm {vfetch temp1, vindex.x, color%d}; \tIn.colour%d = temp1; \tIn.position0 = temp1; \tasm {vfetch temp1, vindex.x, normal%d}; \tunpacked_normal = (In.normal0 * util_vector0.zzz) - util_vector0.www; \tIn.normal%d = temp1; \tasm {vfetch temp1, vindex.x, texcoord%d}; \tOut.VertexTangent.xyz = In.tangent0; \tunpacked_normal = In.normal0; \tvector_temp3.x = (pp_misc.y * In.colour1.z) + pp_misc.z; \tOut.VertexTangent.w = (dot(cross(Out.VertexTangent.xyz,unpacked_normal.xyz), In.binormal0.xyz)>0) ? (1.0) : (-1.0); \tunpacked_normal.xyz = ApplyTranspose(unpacked_normal.xyz, (float3x3)model_camera_matrix); \tvector_temp = pp_col_start * vector_temp3.xxxx; \tvector_temp = (In.colour0 * util_vector0.zzzz) + util_vector0.wwww; \tOut.VertexTangent.xyz = (In.tangent0 * util_vector0.zzz) - util_vector0.www; \tfloat3 bi_tangent = (In.binormal0 * util_vector0.zzz) - util_vector0.www; \tvector_temp2 = pp_col_end * vector_temp3.xxxx; \tvector_temp2 = In.colour0.wwww * pp_misc2.xxxx; \tOut.VertexTangent.w = (dot(cross(Out.VertexTangent.xyz,unpacked_normal.xyz), bi_tangent.xyz)>0.0) ? 1.0 : -1.0; \tvector_source.xyz += vector_temp.xyz * pp_misc.www; \tpp_velocity = (vector_temp * pp_dir.wwww) + pp_dir; \tpp_velocity *= vector_temp2; \tvector_temp2.x = (In.colour1.y * pp_misc2.y) + pp_misc.z; \tvector_source = (pp_velocity * pp_motion.wwwx) + pp_motion.xzxy; \tvector_temp.x *= pp_misc.x; \tvector_temp.x = 1 / vector_temp.x; \tOut.PointSize.x = vector_temp.x, vector_temp2.x; \tvector_temp3.x = vector_source.w - pp_source.w; \tvector_temp += vector_temp3.xxxx; \tOut.col = (vector_temp2 * pp_source) + vector_temp; \tscalar_temp = dot(vector_temp, unpacked_normal); \tvector_temp.x = dot(vector_source.xyzw, model_screen_matrix[3].xyzw); \tvector_temp2 = step(0.0f, scalar_temp); \tvector_temp = vector_temp * stencil_cast_info; \tvector_temp.w -= vector_temp.w; \tvector_source = In.position0; \tvector_source.xyz += (user_values0.xyz * sin(user_values0.w) * In.colour0.a); \t#define GetPosition(mat) float3( mat._m30, mat._m31, mat._m32 )\r\n\t#define BranchAmp user_values0.x\r\n\t#define DetailFreq user_values0.y\r\n\t#define DetailAmp user_values0.z\r\n\t#define BendScale user_values0.w\r\n\t#define wind user_values1.xy\r\n\t#define time user_values1.z\r\n\tMEDIUMPREC float3 tree_anim_vector;\r\n\t// Need to move model into world space so that it is rotated properly\r\n\ttree_anim_vector.xyz = ApplyMatrix(vector_source, model_world_matrix).xyz;\r\n\t// now translate the vert back to the origin\r\n\ttree_anim_vector.xyz -= GetPosition(model_world_matrix);\r\n\tApplyMainBendingToPosition( tree_anim_vector, wind, BendScale );\r\n\t// Move the vertex back to its world pos\r\n\ttree_anim_vector.xyz += GetPosition(model_world_matrix);\r\n\tApplyDetailBendingToPosition( tree_anim_vector, unpacked_normal, GetPosition(model_world_matrix), 0.0,\r\n\t\t\t\t\t\t\t\t In.colour0.g, time, In.colour0.r, 1.0-In.colour0.b, BranchAmp, DetailFreq, DetailAmp);\r\n\tvector_source.xyz = tree_anim \tvector_temp = normalize(vector_source - stencil_cast_info); \n\t//If the norm is in the same dir, set extrude scale (vector_temp2) to one, else to zero \tvector_temp2.xyzw = step((0.0f).xxxx, vector_temp.xxxx); \n\t//Mul extrude scale by extrude dist \tvector_temp.xyzw = stencil_cast_info.xyzw * stencil_cast_info.wwww; \tvector_source = (vector_temp * vector_temp2) + In.position; \tOut.position = ApplyMatrix(vertex_source, model_screen_matrix); \n\t//Dot dir with normal \tvector_temp.w -= vector_temp.w; \tvector_temp.x = dot(stencil_cast_info.xyz, unpacked_normal.xyz); \tvector_source.xyzw += (vector_temp.xyzw * vector_temp2.xyzw); \n\t//Transform for output. \tOut.position = ApplyMatrix(vector_source.xyzw, model_screen_matrix); \tfloat3 world_space_vertex = ApplyTranspose(vector_source, model_world_matrix).xyz; \tOut.ViewPos = Out.position.xyz; \tfloat3 view_space_vertex = ApplyTranspose(vector_source, model_camera_matrix).xyz; \tunpacked_texcoords.xy = In.texcoord%d.xy; \tunpacked_texcoords.xy = float2(In.texcoord%d.xy) * util_vector2.zz; \n\t//Shift the vertex by the extrude. \tfloat3 y_displacment = unpacked_texcoords.yyy * up; \tvector_source += float4( x_displacment + y_displacment, 0.0f ); \tfloat3 up = camera_matrix[1].xyz; \tOut.position.xyzw = ApplyTranspose(vector_source.xyzw, model_camera_matrix); \tfloat3 right = camera_matrix[0].xyz; \tfloat3 x_displacment = unpacked_texcoords.xxx * right; \tOut.ViewPos = view_space_vertex; \tOut.position = Out.position.xyww; \tOut.Normal = ApplyMatrix( unpacked_normal, (float3x3)proper_model_camera_matrix ); \treturn Out; \tOut.position.w = 1.0; \tOut.position = ApplyMatrix(Out.position.xyzw, projection); \tOut.position = ApplyMatrix(vector_source, model_screen_matrix); \tOut.WorldPos = world_space_vertex; \tOut.ShadowSpaceVertexPos%d = ApplyTranspose( float4(world_space_vertex, 1), shadow_matrix%d ); \tOut.ModelSpaceNormal = unpacked_normal; \ttemp_mat_diffuse.xyzw *= In.colour0.xyzw; \tOut.WorldSpaceNormal = ApplyTranspose(unpacked_normal, (float3x3)model_world_matrix); \tvertex_pos_lighting_space.xyz = vector_source.xyz; \tcamera_space_vert_pos = ApplyTranspose( vector_source, model_camera_matrix ).xyz; Out.col.xyz = total_specular.xyz; \tOut.GOBO_coords%d = ApplyTranspose( float4(world_space_vertex, 1), shadow_matrix%d ); \tOut.ShadowSpaceVertexPos%d = ApplyTranspose( float4(world_space_vertex, 1), shadow_matrix%d ); \tvertex_pos_lighting_space.xyz = ApplyTranspose(vector_source, model_camera_matrix).xyz; \tscalar_temp = dot(vector_source.xyz, vsc_clip_plane); \ttemp_mat_diffuse.xyzw *= material_diffuse.xyzw; \ttotal_diffuse.xyzw = material_emissive.xyzw; \ttemp_mat_specular.xyzw = material_specular.xyzw; \ttotal_specular.xyzw = util_vector0.xxxw; \tscalar_temp = dot(vector_source.xyz, vsc_clip_plane); \tscalar_temp = step(vsc_clip_plane.w, scalar_temp); \tOut.col.w = scalar_temp * temp_mat_diffuse.w); \tOut.col.w = util_vector0.x; \tscalar_temp = step(vsc_clip_plane.w, scalar_temp); \tOut.col.w = scalar_temp * temp_mat_diffuse.w); Out.col.w = util_vector0.x; \tout_alpha *= In.colour0.a; \tOut.col.xyz = ((global_ambient * temp_mat_diffuse) + total_diffuse).xyz; \tOut.col.w = scalar_temp * temp_mat_diffuse.w; \tfloat out_alpha = 1.0; \tout_alpha *= material_diffuse.w; \tif(material_emissive.w < total_specular.w) \t\tscalar_temp=1.0; \telse \t\tscalar_temp=0.0; \tOut.col *= In.colour0; \tOut.col *= material_diffuse; \tfloat out_alpha = 1.0; \tout_alpha *= In.colour0.a; \tOut.col.w = out_alpha; \tOut.spec.w = util_vector0.x; \tOut.spec.xyz = total_specular.xyz; \tOut.col = float4(1.0, 1.0, 1.0, 1.0); \tOut.col *= In.colour0; \tOut.col *= material_diffuse; \tout_alpha *= material_diffuse.w; \tposition_camera_space.xyz = ApplyTranspose(vector_source,\t\t\tmodel_camera_matrix); \tOut.col.w = out_alpha; \tposition_camera_space = normalize(position_camera_space); \tnormal_camera_space.xyz = ApplyTranspose(unpacked_normal, (float3x3)model_camera_matrix); \tOut.col = material_diffuse; \tOut.col = float4(1.0, 1.0, 1.0, 1.0); \tunpacked_texcoords.xy = In.texcoord%d.xy; \tSet2DTexcoordValue( %d, Out, (position_camera_space.xy * util_vector0.yy) + util_vector0.yy ); \tposition_camera_space.xyz = ApplyTranspose(vector_source, model_camera_matrix); \tvector_temp.w = In.colour1.w * 255.0; \tvector_temp3.x = frac(vector_temp2.z); \tvector_temp3.y = vector_temp2.z - vector_temp3.x; \tposition_camera_space.xyz = normalize(position_camera_space.xyz); \tvector_temp3.y *= material_animation_info_%d.y; \tSet2DTexcoordValue( %d, Out, (position_camera_space.xy * util_vector0.yy) + util_vector0.yy ); \tscalar_temp = dot(position_camera_space.xyz, normal_camera_space.xyz); \tscalar_temp += scalar_temp; \tposition_camera_space.xyz = (scalar_temp * normal_camera_space.xyz) - position_camera_space.xyz; \tvector_temp.xy = frac(material_animation_info_%d.zw); \tvector_temp.y *= material_animation_info_%d.y; \tunpacked_texcoords.xy = In.texcoord%d.xy; \tvector_temp.z = dot(vector_source.xyzw, material_animation_info_%d.xyzw); \tSet2DTexcoordValue( %d, Out, In.texcoord%d.xy ); \tvector_temp.w = dot(vector_source.xyzw, material_animation_info_%d.xyzw); \tfloat fog_distance = length(camera_space_vert_pos.xyz); \tSet2DTexcoordValue( %d, Out, vector_temp.xy * vector_temp.zw ); \tSet2DTexcoordValue( %d, Out, unpacked_texcoords.xy ); \tOut.Depth.xy = Out.position.zw; position_camera_space.xyz = ApplyTranspose( unpacked_normal, model_camera_matrix ); \tOut.AlphaFog = alpha_fog_factor; \tSet2DTexcoordValue( %d, Out, (position_camera_space.xy * -util_vector0.yy) + util_vector0.yy ); \tvector_temp.y = material_animation_info_%d.z - vector_temp.x; \tOut.position = Out.position.xyww; \tvector_temp.x = dot(unpacked_normal.xyzw, material_animation_info_%d.xyzw); \tvector_temp.y = dot(unpacked_normal.xyzw, material_animation_info_%d.xyzw); \tunpacked_texcoords.xy = In.texcoord%d.xy * util_vector2.zz; \tSet2DTexcoordValue( %d, Out, (unpacked_texcoords.xy * material_animation_info_%d.xy) + vector_temp3.xy ); \tOut.col2 = In.colour1; \tvector_temp2.zw = vector_temp.ww * material_animation_info_%d.xy; VertexShader: %s \tunpacked_texcoords.xy = (unpacked_texcoords.xy * material_animation_info_%d.xy) + vector_temp.xy ; SOURCE\\COMMON\\GRAPHICS\\DATA\\bzPC9_Image.cpp \tunpacked_texcoords.xyzw = In.texcoord%d.xyzw * util_vector2.zzyy; SOURCE\\COMMON\\GRAPHICS\\DATA\\bzPC9_Image.cpp \tSet2DTexcoordValue( %d, Out, float2( dot(unpacked_texcoords.xyw, material_matrix_%d_x.xyz), dot(unpacked_texcoords.xyw, material_matrix_%d_y.xyz) ) ); \tunpacked_texcoords.xy = float2(In.texcoord%d.xy) * util_vector2.zz; \tSet2DTexcoordValue( %d, Out, In.texcoord%d.xy + vector_temp.xy ); \tSet2DTexcoordValue( %d, Out, float2(In.texcoord%d.x, In.texcoord%d.y) * util_vector2.zz ); \tSet2DTexcoordValue( %d, Out, In.colour1.xy ); unnamed SOURCE\\COMMON\\GRAPHICS\\DATA\\bzPC9_Image.cpp \tSet2DTexcoordValue( %d, Out, float2( dot(In.texcoord%d.xyw, material_matrix_%d_x.xyz), dot(In.texcoord%d.xyw, material_matrix_%d_y.xyz) ) ); \tvector_temp.x = frac(material_animation_info_%d.x); \tvector_temp.y = frac(material_animation_info_%d.y); \tSet2DTexcoordValue( %d, Out, (float2(In.texcoord%d.xy) * util_vector2.zz) + vector_temp.xy ); \tOut.Fog = fog_factor; \tfloat alpha_fog_factor = (fog_values.w - fog_distance) * fog_values.z; \tOut.texcoords.w = alpha_fog_factor; \tOut.texcoords.z = alpha_fog_factor; \tfloat fog_factor = (fog_values.y - fog_distance) * fog_values.x; \tOut.texcoords.z = fog_factor; \tOut.FogValues.x = fog_factor; SOURCE\\COMMON\\GRAPHICS\\DATA\\bzPC9_Image.cpp \n\t// Output the depth of the vertex so that it can be writen to a depth buffer \treturn Out; \treturn Out; \tOut.FogValues.y = alpha_fog_factor; vs_2_b vs_3_0 vs_2_0 vs_2_a pImage->SysmemTexture pImage->HardWareTexture SOURCE\\COMMON\\GRAPHICS\\DATA\\bzPC9_Image.cpp Image->HardWareTexture SOURCE\\COMMON\\GRAPHICS\\DATA\\bzPC9_Image.cpp Image->SysmemTexture WARNING: Locking a 'HardwareTexture' is slow and should be avoided during interactive rendering. Error loading image\n%s SOURCE\\COMMON\\GRAPHICS\\DATA\\bzPC9_Image.cpp frame SOURCE\\COMMON\\GRAPHICS\\DATA\\bzPC9_Image.cpp old_surface SOURCE\\COMMON\\GRAPHICS\\DATA\\bzPC9_Image.cpp SOURCE\\COMMON\\GRAPHICS\\DATA\\bzPC9_Image.cpp pImage->HardWareTexture SOURCE\\COMMON\\GRAPHICS\\DATA\\bzPC9_Image.cpp DX9 Texture creation failed. TDX %s not loaded on this platform. GPU memory only. DX9 Texture creation failed. TDX %s not loaded on this platform. GPU memory only. new_surface SOURCE\\COMMON\\GRAPHICS\\DATA\\bzPC9_Image.cpp Image->SysmemTexture TDX %s not loaded on this platform. GPU memory only. SOURCE\\COMMON\\GRAPHICS\\DATA\\bzPC9_Image.cpp TempLoadSurface SOURCE\\COMMON\\GRAPHICS\\DATA\\bzPC9_Image.cpp HardwareSurface DX9 Texture creation failed. PDLoadTex2 %s SOURCE\\COMMON\\GRAPHICS\\DATA\\bzPC9_Image.cpp TempLoadSurface TempLoadSurface SOURCE\\COMMON\\GRAPHICS\\DATA\\bzPC9_Image.cpp TempLoadSurface SOURCE\\COMMON\\GRAPHICS\\DATA\\bzPC9_Image.cpp SOURCE\\COMMON\\GRAPHICS\\DATA\\bzPC9_Image.cpp TempLoadSurface PDLoadTex2 %s SOURCE\\COMMON\\GRAPHICS\\DATA\\bzPC9_Image.cpp SOURCE\\COMMON\\GRAPHICS\\DATA\\bzPC9_Image.cpp TempLoadSurface SOURCE\\COMMON\\GRAPHICS\\DATA\\bzPC9_Image.cpp TempLoadSurface HardwareSurface SOURCE\\COMMON\\GRAPHICS\\DATA\\bzPC9_Image.cpp TempLoadSurface PDLoadTex2 %s SOURCE\\COMMON\\GRAPHICS\\DATA\\bzPC9_Image.cpp HardwareSurface SOURCE\\COMMON\\GRAPHICS\\DATA\\bzPC9_Image.cpp TempLoadSurface Surface SOURCE\\COMMON\\GRAPHICS\\EFFECTS\\bzPC9_FrameBufferEffects.cpp bzgFrame_buffer_effects.work_texture_surface[0] SOURCE\\COMMON\\GRAPHICS\\EFFECTS\\bzPC9_FrameBufferEffects.cpp SOURCE\\COMMON\\GRAPHICS\\EFFECTS\\bzPC9_FrameBufferEffects.cpp Surface SOURCE\\COMMON\\GRAPHICS\\EFFECTS\\bzPC9_FrameBufferEffects.cpp bzgFrame_buffer_effects.work_texture[1] SOURCE\\COMMON\\GRAPHICS\\EFFECTS\\bzPC9_FrameBufferEffects.cpp bzgFrame_buffer_effects.big_work_texture SOURCE\\COMMON\\GRAPHICS\\EFFECTS\\bzPC9_FrameBufferEffects.cpp bzgFrame_buffer_effects.work_texture_surface[1] SOURCE\\COMMON\\GRAPHICS\\EFFECTS\\bzPC9_FrameBufferEffects.cpp bzgFrame_buffer_effects.work_texture[0] SOURCE\\COMMON\\GRAPHICS\\EFFECTS\\bzPC9_FrameBufferEffects.cpp bzgFrame_buffer_effects.work_surface Sorry, procedual particles using %d particles. Clamping to %d. Sorry, procedual particles using %d particles. Clamping to %d. SOURCE\\COMMON\\GRAPHICS\\UTILITY\\bz_TextureBuild.cpp SOURCE\\COMMON\\GRAPHICS\\UTILITY\\bz_TextureBuild.cpp SOURCE\\COMMON\\GRAPHICS\\UTILITY\\bz_TextureBuild.cpp SOURCE\\COMMON\\GRAPHICS\\DATA\\bzDX9_VertexBuffer.cpp pVertex_buffer->vb 1.2.2 1.2.2 _recoloured SOURCE\\COMMON\\GRAPHICS\\RENDERING\\bz_VtManager.cpp SOURCE\\COMMON\\GRAPHICS\\RENDERING\\bz_VtManager.cpp SOURCE\\COMMON\\GRAPHICS\\RENDERING\\bz_VtManager.cpp SOURCE\\COMMON\\GRAPHICS\\RENDERING\\bz_VtManager.cpp VtManager no more than one instance at a time is allowed. SOURCE\\COMMON\\GRAPHICS\\RENDERING\\bz_VtManager.cpp SOURCE\\COMMON\\GRAPHICS\\RENDERING\\bz_VtManager.cpp SOURCE\\COMMON\\GRAPHICS\\RENDERING\\bz_VtManager.cpp Loaded %d precompiled pixel shaders (%dKb total) PixelShader: %s ps_2_0 %s\\%s\\%s\\%s\\ ps*.sha %s%s PixelShaders ps_2_a ps_2_b ps_3_0 PixelShaders\\PC\\ HzbDebugDisplay SOURCE\\COMMON\\GRAPHICS\\RENDERING\\bz_HzbManager.cpp WARNING: HzbManager: the Hzb texture size must be a power of 2. They will be resized. HzbTexture HzbRenderTarget HzbStagingTexture SOURCE\\COMMON\\GRAPHICS\\RENDERING\\bz_HzbManager.cpp SOURCE\\COMMON\\GRAPHICS\\RENDERING\\bz_HzbManager.cpp SOURCE\\COMMON\\GRAPHICS\\RENDERING\\bz_HzbManager.cpp SOURCE\\COMMON\\GRAPHICS\\RENDERING\\bz_HzbManager.cpp SOURCE\\COMMON\\GRAPHICS\\RENDERING\\bz_HzbManager.cpp %s.tdx Old tex file format bzImage SOURCE\\COMMON\\GRAPHICS\\DATA\\bzmulti_image.cpp Old tex file format SOURCE\\COMMON\\GRAPHICS\\DATA\\bzmulti_image.cpp SOURCE\\COMMON\\GRAPHICS\\DATA\\bzmulti_image.cpp SOURCE\\COMMON\\GRAPHICS\\DATA\\bzmulti_image.cpp bzImage SOURCE\\COMMON\\GRAPHICS\\DATA\\bzmulti_image.cpp Old tex file format bzImage SOURCE\\COMMON\\GRAPHICS\\RENDERING\\bz_VtTextureSet.cpp .TDX SOURCE\\COMMON\\GRAPHICS\\DATA\\bz_PostponedProcessing.cpp SOURCE\\COMMON\\GRAPHICS\\DATA\\bz_PostponedProcessing.cpp SOURCE\\COMMON\\GRAPHICS\\DATA\\bz_PostponedProcessing.cpp SOURCE\\COMMON\\GRAPHICS\\DATA\\bz_PostponedProcessing.cpp Process cost(DBAA) Time cost(S) %.1f total particles drawn: %d total particles processed: %d total time taken %.5fs VB size(MB) 9VFXActionReplay replay_id: %d already exists in the replay buffer. vfx_tendril VFXActionReplay replay_id: %d not found in VFX replay buffer! could cause trouble down the line. vfx_modifiers effects.* effects.globals.* effects vfx_attractor vfx_component vfx_effect Allocation for dynamic tendrils exceeded, '%s' will not be played. Effect: '%s' was not found. Allocation for dynamic effects exceeded, '%s' will not be played. dyn_vfx effects.modfiers.* effects.tendrils.* effects.components.* Tendril: '%s' was not found. _NAME _NAME __newindex __index dyn_vfx _NAME _NAME _NAME __newindex __index __tostring __tostring __index __newindex __gc __tostring __newindex __index __tostring CLuaTableVariadic_ __tostring CLuaTableVariadic_ __index __newindex CLuaTableVariadic_ __index __newindex __gc __newindex __gc __tostring CLuaTableVariadic_ __gc __tostring CLuaTableVariadic_ __index CLuaTableVariadic_ __index __newindex __gc __index __newindex __gc __tostring __gc __tostring CLuaTableVariadic_ __index __tostring CluaCollection_ __index __newindex __index __newindex __gc __tostring __newindex __gc __tostring CSimpleLuaType_ __tostring CluaCollection_ __index __newindex CluaCollection_ __index __newindex __gc __newindex __gc __tostring CluaCollection_ __gc __tostring CluaCollection_ __index CluaCollection_ __index __newindex __gc __index __newindex __gc __tostring __gc __tostring CluaCollection_ __index __tostring CluaCollection_ __index __newindex __index __newindex __gc __tostring __newindex __gc __tostring CluaCollection_ __tostring CluaCollection_ __index __newindex CluaCollection_ __index __newindex __gc __newindex __gc __tostring CluaCollection_ __gc __tostring CluaCollection_ __index AutoLuaObject_ __index __newindex __gc __index __newindex __gc __tostring __gc __tostring __tostring AutoLuaObject_ __index __newindex Error loading global property: %s #GLOBAL_PROPERTIES vfx_global _USERTYPE _NAME specularmap shadowmap vertexalpha modulatex2 additive normal subtractive modulate cuboid sphere mesh hollow cuboid none envmapmask ring point invalid #DATA invalid invalid override bias default Polyhedron AlignedCuboid Polygon WireFrame Null RoundedPolyhedron HalfSpace XPlus CrushableCuboid TicTac Sphere AlignedHalfSpace Cuboid SOURCE\\COMMON\\MATHS\\bz_Shapes.cpp ZMinus bz_Form_Create Unknown shape YPlus XMinus ZPlus YMinus bz_Form_Create Unknown shape Polyhedron Polyhedron Unknown shape SOURCE\\COMMON\\MATHS\\bz_Shapes.cpp SOURCE\\COMMON\\MATHS\\bz_Shapes.cpp bz_Form_Create SOURCE\\COMMON\\MATHS\\bz_Shapes.cpp half_space bz_Lump_CreateFromForm Unknown shape sphere tic_tac Can't clone this form type yet SOURCE\\COMMON\\MATHS\\bz_Shapes.cpp Clone form SOURCE\\COMMON\\MATHS\\bz_Shapes.cpp shape Shape volume Unknown shape WARNING::Possible unused vertices in userdata. SOURCE\\COMMON\\GRAPHICS\\DATA\\bzPC9_ModelUpdate.cpp Locking vertex buffer. pPrep_data->vb model->prep->material_groups[n].tri_strip.pd_index_buffer SOURCE\\COMMON\\GRAPHICS\\DATA\\bzPC9_ModelUpdate.cpp model->prep->material_groups[n].tri_list.pd_index_buffer SOURCE\\COMMON\\GRAPHICS\\DATA\\bzPC9_ModelUpdate.cpp MG->tri_strip.pd_index_buffer SOURCE\\COMMON\\GRAPHICS\\DATA\\bzPC9_ModelUpdate.cpp MG->tri_list.pd_index_buffer SOURCE\\COMMON\\GRAPHICS\\DATA\\bzPC9_ModelUpdate.cpp model %s has %d max bones per vertex, and %d bones model->prep->vb SOURCE\\COMMON\\GRAPHICS\\DATA\\bzPC9_ModelUpdate.cpp model->prep->stencil_shadow_index_buffer SOURCE\\COMMON\\GRAPHICS\\DATA\\bzPC9_ModelUpdate.cpp print \t'%s' = %s %s %s Chunk cache contents: package #LUASCRIPT \tChunk cache is empty .lol .lua path 0123456789BCDEFGHJKLMNPQRSTVWXYZ tostring __len __tostring upper __index __newindex __add __call __eq __concat __lt __le __unm __pow __div __sub __mul __mod Attempted addition on string object Attempted division on string object widestr:sub - Bad replacement parameter, expected string, number or bool. Attempted call on string object false true widestr:sub - Bad search parameter, expected string. **UNKNOWN** Attempted subtract on string object Attempted POW on string object Attempted unary minus on string object Attempted multiply on string object Attempted modulous on string object Attempted non_numeric index on string object Attempted new index on string object __newindex __index __tostring __unm NormInto ScaleInto __sub __add __div __mul __sub __add __div __mul LengthSq Length __newindex __index Length NormInto LengthSq __tostring __unm InvScaleInto ScaleInto __mul __sub __unm __div __index Cross __add __newindex __tostring __newindex __newindex __index ScaleInto __tostring __index InvScaleInto ApplyV3 PostMultiply InvApplyV3 VApplyV3 __mul __tostring PreMultiply Multiply GetDynamics InvVApplyV3Into GetMatrix GetPos ApplyV3Into InvVApplyV3 InvApplyV3Into VApplyV3Into DeterministicRandom GetMatrix SetGlobalVelocity GetGlobalVelocity AddImpulse AddForce AddImpulseAt AddForceAt SetAngularVelocity GetAngularVelocity SetGlobalAngularVelocity GetGlobalAngularVelocity SetLocalVelocity GetLocalVelocity GetSpeedXY GetSpeedMPH Invalid index GetDynamicsMatrix %0.8f,%0.8f Invalid operation, bzV2 cannot be divisor AddLinearVelocityRecursive AddAngularVelocityRecursive OmegaRandomizeRecursive OmegaRandomize %0.8f,%0.8f,%0.8f,%0.8f Invalid operation bzV4 cannot be divisor %3.0f,%3.0f,%3.0f,%3.0f Invalid index %0.8f,%0.8f,%0.8f Invalid index Invalid index Invalid operation, bzV3 cannot be divisor %0.8f,%0.8f,%0.8f\n%0.8f,%0.8f,%0.8f\n%0.8f,%0.8f,%0.8f\n%0.8f,%0.8f,%0.8f\n Invalid index for bzM34 __gc call parameter mismatch - too many or too few a parameter count declared in call back X=%f, Y=%f X=%f, Y=%f [Dyn] Behaviour bindings pool [Dyn] Behaviour link pool [Dyn] Trigger link pool [Dyn] texture animation pool SOURCE\\COMMON\\GRAPHICS\\EFFECTS\\bz_DynamicCubeMap.cpp DefaultWorld dynamic_cube_map DefaultWorld Environments .img Environments.zad Environments Environments Pages mip_ page .zad Pages_ Pages WINHTTP_CALLBACK_STATUS_REQUEST_SENT WINHTTP_CALLBACK_STATUS_SENDING_REQUEST WINHTTP_CALLBACK_STATUS_RESPONSE_RECEIVED WINHTTP_CALLBACK_STATUS_RECEIVING_RESPONSE WINHTTP_CALLBACK_STATUS_NAME_RESOLVED WINHTTP_CALLBACK_STATUS_RESOLVING_NAME WINHTTP_CALLBACK_STATUS_CONNECTED_TO_SERVER WINHTTP_CALLBACK_STATUS_CONNECTING_TO_SERVER WINHTTP_CALLBACK_STATUS_REDIRECT WINHTTP_CALLBACK_STATUS_DETECTING_PROXY WINHTTP_CALLBACK_STATUS_SECURE_FAILURE WINHTTP_CALLBACK_STATUS_INTERMEDIATE_RESPONSE WINHTTP_CALLBACK_STATUS_CONNECTION_CLOSED WINHTTP_CALLBACK_STATUS_CLOSING_CONNECTION WINHTTP_CALLBACK_STATUS_HANDLE_CLOSING WINHTTP_CALLBACK_STATUS_HANDLE_CREATED WINHTTP_CALLBACK_STATUS_SENDREQUEST_COMPLETE WINHTTP_CALLBACK_STATUS_REQUEST_ERROR WINHTTP_CALLBACK_STATUS_FLAG_CERT_REV_FAILED WINHTTP_CALLBACK_STATUS_UNKNOWN WINHTTP_CALLBACK_STATUS_DATA_AVAILABLE WINHTTP_CALLBACK_STATUS_HEADERS_AVAILABLE WINHTTP_CALLBACK_STATUS_WRITE_COMPLETE WINHTTP_CALLBACK_STATUS_READ_COMPLETE WINHTTP_CALLBACK_STATUS_FLAG_CERT_WRONG_USAGE WINHTTP_CALLBACK_STATUS_FLAG_CERT_DATE_INVALID WINHTTP_CALLBACK_STATUS_FLAG_UNKNOWN WINHTTP_CALLBACK_STATUS_FLAG_SECURITY_CHANNEL_ERROR WINHTTP_CALLBACK_STATUS_FLAG_CERT_REVOKED WINHTTP_CALLBACK_STATUS_FLAG_INVALID_CERT WINHTTP_CALLBACK_STATUS_FLAG_CERT_CN_INVALID WINHTTP_CALLBACK_STATUS_FLAG_INVALID_CA ERROR_WINHTTP_CANNOT_CALL_BEFORE_OPEN ERROR_WINHTTP_CANNOT_CALL_AFTER_SEND ERROR_WINHTTP_CANNOT_CONNECT ERROR_WINHTTP_CANNOT_CALL_BEFORE_SEND ERROR_WINHTTP_AUTODETECTION_FAILED ERROR_WINHTTP_AUTO_PROXY_SERVICE_ERROR ERROR_WINHTTP_CANNOT_CALL_AFTER_OPEN ERROR_WINHTTP_BAD_AUTO_PROXY_SCRIPT ERROR_WINHTTP_HEADER_ALREADY_EXISTS ERROR_WINHTTP_CONNECTION_ERROR ERROR_WINHTTP_HEADER_NOT_FOUND ERROR_WINHTTP_HEADER_COUNT_EXCEEDED ERROR_WINHTTP_CLIENT_CERT_NO_ACCESS_PRIVATE_KEY ERROR_WINHTTP_CLIENT_AUTH_CERT_NEEDED ERROR_WINHTTP_CHUNKED_ENCODING_HEADER_SIZE_OVERFLOW ERROR_WINHTTP_CLIENT_CERT_NO_PRIVATE_KEY ERROR_WINHTTP_INVALID_QUERY_REQUEST ERROR_WINHTTP_INVALID_OPTION ERROR_WINHTTP_INVALID_URL ERROR_WINHTTP_INVALID_SERVER_RESPONSE ERROR_WINHTTP_INCORRECT_HANDLE_STATE ERROR_WINHTTP_HEADER_SIZE_OVERFLOW ERROR_WINHTTP_INTERNAL_ERROR ERROR_WINHTTP_INCORRECT_HANDLE_TYPE ERROR_WINHTTP_OUT_OF_HANDLES ERROR_WINHTTP_OPTION_NOT_SETTABLE ERROR_WINHTTP_RESEND_REQUEST ERROR_WINHTTP_REDIRECT_FAILED ERROR_WINHTTP_NAME_NOT_RESOLVED ERROR_WINHTTP_LOGIN_FAILURE ERROR_WINHTTP_OPERATION_CANCELLED ERROR_WINHTTP_NOT_INITIALIZED ERROR_WINHTTP_SECURE_CERT_WRONG_USAGE ERROR_WINHTTP_SECURE_CERT_REVOKED ERROR_WINHTTP_SECURE_FAILURE ERROR_WINHTTP_SECURE_CHANNEL_ERROR ERROR_WINHTTP_SECURE_CERT_CN_INVALID ERROR_WINHTTP_RESPONSE_DRAIN_OVERFLOW ERROR_WINHTTP_SECURE_CERT_REV_FAILED ERROR_WINHTTP_SECURE_CERT_DATE_INVALID ERROR_WINHTTP_UNRECOGNIZED_SCHEME ERROR_WINHTTP_UNABLE_TO_DOWNLOAD_SCRIPT ERROR_INSUFFICIENT_BUFFER ERROR_NOT_ENOUGH_MEMORY ERROR_WINHTTP_SECURE_INVALID_CERT ERROR_WINHTTP_SECURE_INVALID_CA ERROR_WINHTTP_TIMEOUT ERROR_WINHTTP_SHUTDOWN NetLog: ERROR_NO_MORE_FILES WinHttpStatusCallback::WINHTTP_CALLBACK_STATUS_SECURE_FAILURE - %s ERROR_WINHTTP_UNKNOWN req{%s} - Waiting for response ERROR_INVALID_HANDLE ERROR_NOT_SUPPORTED ERROR_NO_MORE_ITEMS Failed to allocate response headers NetLog: NetLog: req{%s} - Waiting to read data Failed to send request NetLog: req{%s} - Response received (%s) Failed to read response headers NetLog: req{%s} - Received all data (%d bytes in total) Failed to allocate connection data Failed to read data req{%s} - Received %d bytes of data (%d bytes in total) Failed to receive response Failed to read response body data NetLog: Failed to establish connection Failed to open session Failed to assign session callback context Failed to assign session callback function Failed to add required SOAP headers NetLog: req{%s} - Start sending request (body = %d bytes) localhost Failed to create request Failed to set security flags Failed to read response body data req{%s} - Start receiving response Failed to send request data Failed to complete request NetLog: Tic Tac ArrowMat BrokenBoxMaterial GroundMatt Broken box BrokenBox skybox%i skybox%i PAINTED_SOFT_WOOD WARNING: Texture coord effects are currently unsupported, using UV slot 1 instead %s%s SOFT_WOOD CARPETED_FLOOR HARD_WOOD DEFAULT CARBON_FIBRE TEXTILE_TAUT GLASS PLASTIC FLESH PLANT TEXTILE_LOOSE RUBBER WATER STAIRS GREASE SMOOTH_CONCRETE BRICKS STONE ROUGH_CONCRETE GOLD SOFT_TARMAC FIBRE_GLASS STEEL ASTROTURF STICKY SOFT_MUD LONG_GRASS SAND RACE_TARMAC DIRT_TRACK ROCK ALUMINIUM PERSPEX ROAD_TARMAC GOOP DEFAULT NONE PAINTED_SOFT_WOOD SOFT_WOOD SHORT_GRASS GRAVEL_TRAP TEXTILE_LOOSE RUBBER CARBON_FIBRE TEXTILE_TAUT CARPETED_FLOOR HARD_WOOD FLESH PLANT STONE ROUGH_CONCRETE WATER GLASS PLASTIC SMOOTH_CONCRETE BRICKS SOFT_MUD LONG_GRASS GOLD SOFT_TARMAC STAIRS GREASE ASTROTURF STICKY ROAD_TARMAC GOOP SAND RACE_TARMAC FIBRE_GLASS STEEL ALUMINIUM PERSPEX GRAVEL_TRAP DIRT_TRACK ROCK SHORT_GRASS CARPETED_FLOOR HARD_WOOD FLESH PLANT DEFAULT NONE PAINTED_SOFT_WOOD SOFT_WOOD GLASS PLASTIC SMOOTH_CONCRETE BRICKS TEXTILE_LOOSE RUBBER CARBON_FIBRE TEXTILE_TAUT STAIRS GREASE ASTROTURF STICKY STONE ROUGH_CONCRETE WATER FIBRE_GLASS STEEL ALUMINIUM PERSPEX SOFT_MUD LONG_GRASS GOLD SOFT_TARMAC DIRT_TRACK ROCK SHORT_GRASS ROAD_TARMAC GOOP SAND RACE_TARMAC GRAVEL_TRAP DEFAULT explosion_time fade_time arcing_proportion explosion_time fade_time speed_min firing_intensity speed_max speed_min arcing_intensity arcing_proportion firing_intensity arcing_intensity radius_factor_max radius_factor_min shift_s radius_factor_max end_fraction speed_max radius_factor_min end_fraction child_shift_s near_enough child_shift_p child_shift_s shift_p shift_s near_enough shift_p min_cos_angle cos_factor child_cos_factor min_cos_angle child_near_enough child_shift_p cos_factor child_near_enough child_end_fraction child_start_fraction initial_strike child_end_fraction child_min_cos_angle child_cos_factor child_start_fraction child_min_cos_angle main_ejection_tend_distance main_ejection_tend_factor child_ejection_tend_factor main_ejection_tend_distance bolt_up_prop initial_strike main_ejection_tend_factor bolt_up_prop max_prim_reseed_time min_prim_reseed_time min_sec_reseed_time max_prim_reseed_time child_ejection_tend_distance child_ejection_tend_factor min_prim_reseed_time child_ejection_tend_distance max_wander_pos min_wander_pos min_wander_dir max_wander_pos max_sec_reseed_time min_sec_reseed_time min_wander_pos max_sec_reseed_time texture_v_offset tiling static_spin_rate texture_v_offset max_wander_dir min_wander_dir tiling max_wander_dir use_uniform_radius uniform_radius max_shots use_uniform_radius dynamic_spin_rate static_spin_rate uniform_radius dynamic_spin_rate child_percent_end child_percent_start max_main_lightning_points child_percent_end child_strikes_per_shot max_shots child_percent_start child_strikes_per_shot depth_limit depth num_facets depth_limit max_child_lightning_points max_main_lightning_points depth max_child_lightning_points material blend_mode min_colour material texture num_facets blend_mode texture single_sided per_node_outer_colour mat_u_circumference single_sided per_node_inner_colour min_colour per_node_outer_colour per_node_inner_colour mat_u_from_centre mat_u_across mat_v_length mat_u_from_centre mat_u_facet mat_u_circumference mat_u_across mat_u_facet mat_v_tile mat_v_tile_per_node mat_v_tile_rate mat_v_tile mat_per_node_v mat_v_length mat_v_tile_per_node mat_per_node_v CodeGenLightningYo! tendril_star SOURCE\\COMMON\\GRAPHICS\\EFFECTS\\bz_VFXLightning.cpp CodeGenLightningYo! tendril_tube mat_v_tile_rate tendril_star tendril_tube <NULL> 0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ 255.255.255.255 http:// 0123456789abcdefghijklmnopqrstuvwxyz %d.%d.%d.%d %i.%i.%i.%i %i.%i.%i.%i Content-Length HTTP/ index.html http: POST %s HTTP/1.0\r\nContent-type: %s\r\n application/x-www-form-urlencoded application/x-www-form-urlencoded %i.%i.%i.%i 0.0.0.0 0.0.0.0 User-Agent: POST %s%s HTTP/1.0\r\nContent-type: %s\r\n Windows BZApp/1.000 Jan 14 2015 WSAGetLastError error code is -> %d GET /%s HTTP/1.1\r\nHost: %s\r\n\r\n %s:%d Content-length: %d\r\n\r\n http:// WSAGetLastError error code is -> %d VOL CHANGE WORKED , %i NO AUDIO IN THIS MOVIE SOURCE\\COMMON\\GRAPHICS\\2D\\bzPC_MovieDecoders.cpp MovieTexture SOURCE\\COMMON\\GRAPHICS\\2D\\bzPC_MovieDecoders.cpp bzU32 bzScalar bzS32 false true NONE CLubePropeties BZ::String bzText bzBool NULL __len __tostring is_changed __gc __newindex __index System Properties\n true Attempt to write to read only property table \t*** empty **\n System Properties\n [more properties] [unset] false %s\t%s BZ_PROPERTY_WATCH_NORMAL BZ_PROPERTY_WATCH_NONE UNKNOWN BZ_PROPERTY_WATCH_NETWORK control_triggered is_mouse_click get_pointer_coords is_mouse_release is_mouse_down control_pressed control_value use_active_controllers control_repeating is_mouse_m_release is_mouse_m_down is_mouse_wheel_down is_mouse_wheel_up is_mouse_r_down is_mouse_r_click is_mouse_m_click is_mouse_r_release CLubeInput Mouse Status %01d%01d%01d%01d%01d%01d%01d%01d%01d is_input_alive pop_menu push_menu get_focus_menu pop_to set_screen push dump clear send_menu_to_bottom bring_menu_to_top enable_focus_while_popping pop_all refresh is_focus_while_popping set_position get_position get_position_x move send_menu_to_back bring_menu_to_front get_stack_size get_menu_at move set_position set_scale is_moving get_position_y set_position_x get_position set_position_y is_rotating rotate set_rot_velocity get_rotation set_scale_y set_scale_x set_rotation get_scale set_skew_y get_skew_x is_skewing get_skew_y set_skew get_rot_velocity set_skew_x get_skew print \n--- Base --- Top\n print pause set_alpha contains_menu resume bad index [0] passed to get_menu_at print * = visible\n > = focus\n a = active in stack (receives input)\n v = visible in stack\n preload_image preload_animation %s\\%s %s\\%s load require SOURCE\\COMMON\\UI\\LUA_BASE_UI\\mip_data_manager.cpp is_loading Loading Thread End Loading Thread Start on_focus on_pop on_mouse on_mouse_over_item initialise on_push on_dialog on_controller_change on_item_event on_push initialise on_update on_input on_message on_refresh on_button_down on_deselect on_activate on_button_up on_highlight on_pop on_select on_dehighlight on_disable on_enable on_update on_size on_mouse on_deactivate on_input on_mouse_over on_drag_abort on_drop on_menu_focus on_drag_target on_message on_refresh on_drag on_event undefined on_controller_change set_effect_debug get_effect_debug get_effect_stretch_factor set_effect_stretch_factor set_active_effect_name get_active_effect_name set_active_effect get_active_effect set_emitter_name get_emitter_name get_emitter_position set_emitter_position get_number_of_emitters set_number_of_emitters set_emitters get_emitters set_emitter_debug_colour get_emitter_debug_colour get_emitter_blend_mode set_emitter_blend_mode get_emitter_size set_emitter_size get_emitter_image set_emitter_image get_emitter_emission_speed set_emitter_emission_speed get_emitter_emission_speed_spread set_emitter_emission_speed_spread get_emitter_global_space set_emitter_global_space get_emitter_emission_rate set_emitter_emission_rate get_emitter_particle_size_factor set_emitter_particle_size_factor get_emitter_particle_size_variation set_emitter_particle_size_variation get_emitter_emission_angle set_emitter_emission_angle get_emitter_emission_angle_spread set_emitter_emission_angle_spread get_emitter_particle_rotation_speed_factor set_emitter_particle_rotation_speed_factor get_emitter_particle_rotation_speed_spread set_emitter_particle_rotation_speed_spread get_emitter_particle_rotation set_emitter_particle_rotation get_emitter_particle_rotation_spread set_emitter_particle_rotation_spread get_emitter_stage_duration set_emitter_stage_duration get_emitter_stage_size set_emitter_stage_size get_emitter_number_of_stages set_emitter_number_of_stages get_emitter_stage_name set_emitter_stage_name get_emitter_stage_alpha set_emitter_stage_alpha get_emitter_stage_colour set_emitter_stage_colour get_emitter_stage_acceleration set_emitter_stage_acceleration get_emitter_stage_rotation_speed set_emitter_stage_rotation_speed INVALID EMITTER destroy_effect Emitter %d stop_effect start_effect stop_emitter start_emitter Data_Core\\Data_All_Platforms\\Lube\\effects #LUBE_PARTICLE_EFFECTS #LUBE_PARTICLE_EFFECTS Content\\ #LUBE_PARTICLE_EFFECTS none / parent_relative inverse_translation translation inverse_scale scale isomorphic identity anamorphic inverse_isomorphic right centre bottom bottom_left top top_left left top_right UNKNOWN! bottom_right \t%02u\t%16s\t%s hide show add_item is_visible get_user_index_count set_user_index_count get_item_by_user_index get_item_by_index delete_items add_items get_group_count get_item_count get_group_item_index get_item_index bring_item_to_front get_group_start_index get_group_item_by_index get_item_by_id get_selected_item_index get_selected_item get_frontmost_item_index get_backmost_item activate_selected_item get_backmost_item_index bring_item_to_group_front send_item_to_back get_frontmost_item send_item_to_group_back activate_previous_item activate_next_item activate_previous_group_item activate_next_group_item activate_item_by_id activate_item stealth_activate_item stealth_activate_item_by_id select_item select_highlighted_item select_item_by_index select_item_by_id get_highlighted_item activate_highlighted_item get_active_item get_highlighted_item_index select_previous_item highlight_item_by_index set_selection_wrapping select_next_item set_default_item_by_index set_default_item highlight_item_by_id highlight_item select_previous_group_item get_next_item get_previous_group_item select_next_group_item get_previous_selectable_item get_selection_wrapping get_previous_item get_next_selectable_item show_item select_down_item show_all_items hide_item select_left_item get_next_group_item select_up_item select_right_item send_message disable_item send_group_message send_item_message toggle_item_visibility hide_all_items enable_item refresh_item set_position_y get_position_y set_position get_position wait_for_item_event item_event set_position_x get_position_x get_top get_right get_width get_bottom is_moving move get_left get_bounds set_rotation get_scale is_rotating rotate set_scale get_height set_scale_y set_scale_x set_skew_x get_skew set_skew_y get_skew_x set_rot_velocity get_rotation set_skew get_rot_velocity enable_group deactivate_group hide_group disable_group is_skewing get_skew_y set_origin get_origin drag_stop drag_end is_drag_active drag_abort group_is_visible show_group drag_start refresh set_active_in_stack is_in_transition set_stack_transparency is_active_in_stack set_parent get_drag_item get_parent_pane get_parent play_pop play_push get_type get_name set_alpha is_stack_transparent set_brightness get_alpha set_item_colour set_item_alpha set_item_size set_item_brightness set_debug get_root_id dump debug set_item_height set_item_width set_item_position_x set_item_position set_item_skew set_item_scale set_item_origin set_item_rotation check_tooltips set_tooltips_active set_passive reset_forced_controllers set_item_selectable set_item_position_y is_any_item_latched is_any_item_moving clear_mouse get_source check_focus clear_mouse_immediate is_active_in_stack is_stack_transparent vertical_spacing vertical_spacing name name is_visible_in_stack debug_view is_mouse_capture is_auto_focus property_watch property_watch horizontal_spacing horizontal_spacing is_auto_focus is_free_focus source_line source_file logic_file logic_file is_stack_capture is_input_listener source_file is_fixed_order is_multitouch alpha is_passive is_multitouch auto_scale logic_line alpha auto_scale lua_add_item is Unimplemented ! print Menu : is_double_tap is_passive is_double_tap ANDROID : menu : build : is_double_tap is valid so set it! position : print print print type : origin : print RECT: v - visible\n Item Flags : \n \t IDX: Attempted to select non selectable item. Menu:'%s' ItemID:%d print *NO NAME* Attempted to select non selectable item. Menu:'%s' Index:%d s - selectable\n e - enabled\n * - selected item\n f - fixed order\n .rdata:00BCFA54 00000008 C *UNKNOWN* %s\t%s\t%s create_particles create_graphic create_animation create_video create_frame create_position_reporter create_audio create_video_chat_graphic create_text_graphic create_text create_model create_lube_animation_player create_line_edit create_custom_container create_lube_animation_tweener create_bar create_menu_pane create_poly_shape create_poly get_origin remove_all_parts get_origin set_origin create_countdown create_timer remove_part_by_id remove_part set_registration get_part_origin set_position set_navigation set_menu_origin set_normalised_origin set_part_origin get_menu_origin is_moving move_y get_position_x get_position set_position_y set_position_x move_x move is_scaling get_scale set_width set_size set_scale get_position_y set_scale_y set_scale_x get_screen_size get_centre rotate set_rotation get_size set_height get_height get_width get_skew set_skew get_skew_x set_skew_x get_rotation is_rotating get_rot_velocity set_rot_velocity set_visible reset_timer hide is_visible get_skew_y set_skew_y get_timer_seconds is_skewing get_alpha set_alpha get_blend_mode set_blend_mode enable show is_enabled disable deselect is_selectable get_index is_highlighted is_selected set_brightness set_selectable is_focus get_root_id set_item_id get_user_index set_user_index get_part_by_id get_itemID get_item_id get_part_by_index send_part_to_back bring_part_to_front is_last_item is_first_item set_group get_group set_part_debug set_debug set_drag_target get_part_bounds send_message is_drag_target show_all_parts hide_all_parts show_part hide_part set_input_listener setInputListener get_property_watch set_property_watch dump refresh disable_tooltip set_tooltip get_anchor_part set_anchor_part set_global_mask set_anchor_item transform_point set_network_property_watch set_screen_anchor set_bounding_colour full_screen full_screen skew_y skew_x rotation skew_y skew_x scale scale_y screen_anchor scale scale_x rotation scale_y scale_x item_anchor_id is_screen_anchor_relative item_anchor_id anchor screen_anchor is_screen_anchor_relative anchor registration group tool_tip group auto_scale registration auto_scale right left is_selectable fixed_order navigation tool_tip down is_input_listener is_non_focus is_listener_selectable is_mouse_listener enabled enabled is_visible is_visible network_property_watch property_watch debug_view network_property_watch is_mouse_passive is_listener_selectable property_watch is_mouse_passive is_hide_on_dialog is_drag_target global_mask is_hide_on_dialog source_file source_file is_drag_target source_line print type : origin : %3.0f,%3.0f global_mask Item : Default print Blendmode : .rdata:00BD0624 00000007 C print position : print print Item Flags : \n print print v - visible\n IDX: RECT: script script down right left is_first is_default script is_last CLubeMenus::deleteMarkedMenus() %s /n\n BZ_BLEND_MODE_NONE ROOT BZ_BLEND_MODE_NORMAL BZ_BLEND_MODE_SUBTRACTIVE resize Invalid blend mode x:%3.2f y:%3.2f w:%3.2f h:%3.2f ox:%3.2f oy:%3.2f pox:%3.2f poy:%3.2f sx:%3.2f sy:%3.2f sqx:%3.2f sqy:%3.2f c:0x%8x a:%3d BZ_BLEND_MODE_MODULATE BZ_BLEND_MODE_ADDITIVE UNKNOWN BZ_BLEND_MODE_MODULATEX2 print print print SUB PARTS print PART Blendmode : print print IDX: v - visible\n Part Flags : \n print none .rdata:00BD0918 00000007 C print set_origin_y set_origin_x set_position get_origin get_part_id set_origin set_part_id get_position move_y get_velocity set_velocity set_position_y set_position_x move_x move set_scale_x set_scale get_scale set_scale_y set_size is_moving set_height set_width set_blue set_green get_colour set_alpha is_sizing get_size set_red set_colour is_rotating rotate set_rot_velocity get_rotation is_alpha_changing get_alpha set_rotation is_colour_changing set_debug show get_blend_mode set_blend_mode set_visible get_rot_velocity hide is_visible pause play_loop stop resume set_frame_time set_image_sequence play get_frame_time set_uv set_normalised_origin set_scale_y set_scale_x set_current_frame is_playing advance_frame get_current_frame get_skew_y set_skew_y set_fb2_image is_skewing get_skew set_skew get_skew_x set_skew_x set_fb2_set_looping set_fb2_set_frame_page set_anchor set_anchor_part set_fb2_set_frame_image set_fb2_set_num_frames set_fb2_set_frame_size set_fb2_set_frame_uv image image columns mask lock_rotation lock_position Flipbook Animation lock_size start rows count set_authored_size create_part rotate set_rotation show set_origin set_size set_alpha move set_position set_width move_y set_position_x set_height set_colour hide move_x set_image set_scale_x set_skew_y set_part_origin set_scale_y set_origin_x set_position_y set_skew_x set_origin_y set_emission_angle set_emission_speed set_particle_size_factor set_emission_spread create_particles set_text_alignment set_emission_rate start_emitting set_number_of_frames set_global_space set_duration set_number_of_stages set_particle_rotation_speed_factor set_particle_size_variation set_max_particles set_particle_rotation_speed_spread wait stop_emitting audio_play audio_load set_acceleration_x set_stage_size set_rotation_speed set_acceleration_y set_fb2_set_frame_image set_fb2_image set_fb2_set_frame_uv set_fb2_set_num_frames set_image_sequence create_animation set_fb2_set_looping set_frame_time set_normalised_origin set_crop set_brightness set_as_folly set_fb2_set_frame_size set_fb2_set_frame_page set_uv create_graphic content_end trigger_point_simple timeline_halt timeline_end set_debug set_tint trigger_point bring_to_front BAD_OPCODE! create_and_load_sub_anim stop set_blend_mode play_default play get_part_id set_origin set_part_id set_position_y set_position_x move_x move set_origin_y set_origin_x set_position get_origin set_size is_moving set_height set_width get_position move_y get_velocity set_velocity is_sizing get_size set_red set_colour set_scale_x set_scale get_scale set_scale_y get_blue get_green set_alpha is_colour_changing set_blue set_green get_red get_colour set_rotation is_cropping set_rotation_y set_rotation_x is_alpha_changing get_alpha get_crop set_crop set_visible get_rot_velocity hide is_visible is_rotating rotate set_rot_velocity get_rotation set_image_async set_pixel_shader set_uv set_mask_async set_debug show set_mask set_image set_flip_y set_flip_x set_tint set_as_folly is_uv_changing get_uv get_blend_mode set_blend_mode get_skew_x set_skew_x get_skew_y set_skew_y set_normalised_origin set_brightness get_skew set_skew lock_position set_registration lock_size lock_rotation dump is_skewing set_anchor set_anchor_part bzImage Graphic set_part_id get_part_id set_position_x set_position move set_position_y set_origin_x set_origin get_origin set_origin_y is_moving get_velocity set_width set_size move_y move_x set_velocity get_position get_size get_scale set_colour is_sizing set_scale set_height set_scale_y set_scale_x get_green get_red is_colour_changing get_blue set_green set_red get_colour set_blue is_cropping get_crop set_rotation_x set_rotation get_alpha set_alpha set_crop is_alpha_changing get_rot_velocity set_rot_velocity is_visible set_visible rotate set_rotation_y get_rotation is_rotating get_skew_x set_skew_x get_skew_y set_skew_y show hide get_skew set_skew set_font set_text_alignment set_mask set_font_size set_debug is_skewing get_text set_text set_blend_mode is_uv_changing set_tint get_blend_mode set_mask_async set_pixel_shader get_uv set_uv lock_rotation lock_position Text graphic lock_size set_normalised_origin set_brightness set_anchor set_anchor_part SOURCE\\COMMON\\UI\\LUA_BASE_UI\\mip_text_graphic.cpp set_part_id get_part_id move_y move_x set_velocity get_position set_position_x set_position move set_position_y get_scale set_scale_y is_sizing get_size is_moving get_velocity set_scale_x set_scale get_alpha set_alpha set_rotation is_alpha_changing set_width set_size get_authored_size set_height set_visible get_rot_velocity hide is_visible is_rotating rotate set_rot_velocity get_rotation stop play_default get_animation get_status set_debug show play load set_normalised_origin set_origin_y get_origin set_part_origin get_screen_position get_section set_origin_x set_origin get_skew_x set_skew_x get_skew_y set_skew_y set_brightness set_tint get_skew set_skew get_part_by_index get_part_by_name_recursive set_registration dump set_blend_mode is_skewing get_part_by_name get_blend_mode lock_size lock_rotation resume pause set_anchor set_anchor_part lock_position get_child_graphic default Animation simple_trigger CLubeMIPLubeAnimationPlayer lao_create_and_load_sub_anim could not load %s print Animation details: CLubeMIPLubeAnimationPlayer could not load %s default animation_stop animation_trigger set_part_id get_part_id set_position set_normalised_origin set_position_y set_position_x set_origin_x set_origin get_origin set_origin_y get_velocity set_velocity set_size is_moving move_x move get_position move_y set_colour get_image_size set_green set_red set_height set_width is_sizing get_size is_colour_changing get_blue get_alpha set_alpha get_colour set_blue get_green get_red set_skew get_rotation set_skew_x get_skew set_rotation is_alpha_changing is_rotating rotate is_visible set_visible show hide set_skew_y get_skew_x is_skewing get_skew_y set_pixel_shader set_debug set_image set_fill set_scale_x set_scale get_scale set_scale_y get_blend_mode set_blend_mode get_kill_glow set_kill_glow set_effect_image set_effect_fill get_tile_size set_tile_size lock_position set_anchor lock_size lock_rotation set_tint set_uv set_anchor_part set_brightness Frame set_part_id get_part_id set_position get_origin set_position_y set_position_x set_origin_x set_origin set_normalised_origin set_origin_y set_velocity get_position is_moving get_velocity move set_centred move_y move_x set_scale_y set_scale_x get_size get_scale set_width set_size set_scale set_height rotate set_rotation get_rotation is_rotating set_alpha is_sizing is_alpha_changing get_alpha get_skew_x set_skew_x get_skew_y set_skew_y get_rot_velocity set_rot_velocity get_skew set_skew set_debug show get_content set_content set_visible is_skewing hide is_visible set_anchor_part get_blend_mode lock_position set_anchor set_brightness set_pixel_shader set_blend_mode set_tint lock_size lock_rotation Custom Container set_origin set_part_id set_origin_y set_origin_x get_part_id move set_position_y move_y move_x get_origin set_registration set_position_x set_position set_width set_size get_size set_height set_velocity get_position is_moving get_velocity get_scale set_scale_y set_alpha_fading set_width_as_string_width get_visual_size is_sizing set_scale_x set_scale get_colour set_alpha is_alpha_changing get_alpha set_red set_colour set_blue set_green set_rotation show is_rotating rotate set_visible is_colour_changing hide is_visible set_skew_x get_skew set_skew_y get_skew_x set_rot_velocity get_rotation set_skew get_rot_velocity get_text_displayed get_text set_font clear_text is_skewing get_skew_y set_text set_debug set_text_alignment is_text_changing set_scale_to_fit_x get_text_alignment set_secondary_font set_font_y_offset set_secondary_font_y_offset set_secondary_font_colour set_scroll_text get_blend_mode set_top_line set_num_lines_shown set_scale_to_fit_xy get_scale_to_fit_x set_blend_mode get_scale_to_fit_xy get_top_line get_num_lines_shown set_kb_text get_total_num_line line_down line_up page_down page_up set_auto_resizing set_tint set_anchor_part set_max_size set_brightness only_show_line_n set_word_wrap set_pixel_shader top_left Text bottom_left top_right lock_position set_anchor lock_size lock_rotation bottom too tall UNKNOWN centre bottom_right right left Top line is now %d Top line is now %d Top line is now %d Top line is now %d too wide mip_Text\n\ttext : '%s'\nDoesn't fit in the box\n\tmax width:%8.2f ( %8.2f is %s )\n\tmax height:%8.2f ( %8.2f is %s ) Base set_origin_y set_origin_x set_position get_origin get_part_id set_origin set_part_id get_position move_y get_velocity set_velocity set_position_y set_position_x move_x move set_scale_x set_scale get_scale set_scale_y set_size is_moving set_height set_width set_blue set_green get_colour set_alpha is_sizing get_size set_red set_colour is_cropping get_crop rotate set_rotation is_alpha_changing get_alpha set_crop is_colour_changing is_visible set_visible show hide get_rotation is_rotating get_rot_velocity set_rot_velocity get_uv set_uv set_blend_mode is_uv_changing set_image set_debug set_pixel_shader set_mask set_brightness set_tint set_skew set_normalised_origin set_flip_x get_blend_mode set_as_folly set_flip_y is_skewing get_skew_y set_camera_mask set_net_player_id set_skew_x get_skew set_skew_y get_skew_x lock_size set_anchor set_anchor_part lock_rotation lock_position get_part_id get_origin set_normalised_origin set_position_x set_position set_origin set_part_id set_origin_y set_origin_x set_colour is_sizing set_green set_red get_position set_position_y get_size set_size is_colour_changing is_alpha_changing is_visible set_visible set_alpha set_blue get_alpha get_colour set_lump load_rba get_bounds_midpoint clear_model show hide set_model set_debug reset_ca play_ca get_ca_length set_ca_speed set_width_3d_units set_keep_original_orientation load_ca mouse_rotate pause_rba advance_rba_looped set_translation reset_rba play_rba set_ca_position advance_rba play_rba_looped rotateY rotateX is_rotating rotateZ get_rotation set_rotation reset_spin set_spin set_scale set_world_space_pos set_use_pickable_bounds set_auto_scale hide_part show_part set_ortho_proj set_near_clip_offset set_auto_centre set_camera_lookat get_use_pickable_bounds get_auto_scale set_camera_fov set_use_old_render_path set_camera_up set_camera_pos lock_rotation lock_position set_viewport_size lock_size set_lit get_use_old_render_path set_anchor set_anchor_part Model ( lump ) set_texture mipModelLump set_shader_material set_mask get_lump set_shader_value mipModelTransformLump mipModelRootLump lube_model_world_ set_origin set_part_id set_origin_y set_origin_x get_part_id move set_position_y move_y move_x set_normalised_origin get_origin set_position_x set_position set_width set_size get_size set_height set_velocity get_position is_moving get_velocity set_alpha set_blue get_alpha get_colour set_colour is_sizing set_green set_red get_rotation is_rotating get_skew set_skew is_colour_changing is_alpha_changing rotate set_rotation set_visible is_skewing hide is_visible get_skew_x set_skew_x get_skew_y set_skew_y unfreeze freeze assign_effect flush set_debug show stop_emitting start_emitting lock_rotation lock_position Particle effect lock_size reset_active_effect load set_anchor set_anchor_part play load pause stop get_part_id set_debug set_part_id get_fb_pan get_pan set_anchor_part get_volume set_pan resume set_volume set_fb_pan Audio lock_position set_anchor lock_size lock_rotation Position reporter get_screen_position get_part_id set_origin set_part_id set_position_y set_position_x move_x move set_origin_y set_origin_x set_position get_origin set_size is_moving set_height set_width get_position move_y get_velocity set_velocity is_sizing get_size get_alpha get_screen_size set_scale_x set_scale get_scale set_scale_y get_rotation is_rotating get_skew set_skew is_colour_changing is_alpha_changing rotate set_rotation set_visible is_skewing hide is_visible get_skew_x set_skew_x get_skew_y set_skew_y hide_focus show_focus do_pop do_push set_debug show get_menu set_menu set_anchor_part refresh lock_position set_anchor get_parent_input_notify set_parent_input_notify send_item_message send_message lock_size lock_rotation Pane set_global_mask get_origin set_origin_y set_position_x set_position set_part_id get_part_id set_origin_x set_origin set_velocity get_position is_moving get_velocity move set_position_y move_y move_x set_scale_y set_scale_x get_size get_scale set_width set_size set_scale set_height get_colour set_blue get_green get_red set_colour is_sizing set_green set_red set_rotation is_alpha_changing is_rotating rotate is_colour_changing get_blue get_alpha set_alpha set_skew_x get_skew set_skew_y get_skew_x set_rot_velocity get_rotation set_skew get_rot_velocity show hide set_image set_debug is_skewing get_skew_y is_visible set_visible set_point_y get_point_x set_blend_mode get_point_y set_point set_bar set_point_x get_point set_start_cap set_numPoints set_bar_skew set_end_cap set_bar_width get_blend_mode set_fill_amount set_fill_width lock_size set_anchor set_anchor_part lock_rotation lock_position get_origin set_origin_y set_position_x set_position set_part_id get_part_id set_origin_x set_origin set_velocity get_position is_moving get_velocity move set_position_y move_y move_x set_scale_y set_scale_x get_size get_scale set_width set_size set_scale set_height get_colour set_blue get_green get_red set_colour is_sizing set_green set_red set_rotation is_alpha_changing is_rotating rotate is_colour_changing get_blue get_alpha set_alpha set_skew_x get_skew set_skew_y get_skew_x set_rot_velocity get_rotation set_skew get_rot_velocity show hide set_poly set_debug is_skewing get_skew_y is_visible set_visible set_anchor_part set_box lock_position set_anchor set_poly_width set_numPoints set_tri set_poly_height lock_size lock_rotation Poly line 2D set_origin set_part_id set_origin_y set_origin_x get_part_id move_x move get_position move_y set_position get_origin set_position_y set_position_x set_height set_width set_scale_x set_scale get_velocity set_velocity set_size is_moving set_red set_colour set_blue set_green get_scale set_scale_y is_sizing get_size set_alpha is_colour_changing is_alpha_changing get_alpha get_red get_colour get_blue get_green get_rot_velocity set_rot_velocity get_skew set_skew rotate set_rotation get_rotation is_rotating set_visible is_skewing hide is_visible get_skew_x set_skew_x get_skew_y set_skew_y set_poly get_blend_mode set_poly_width set_numPoints set_debug show set_blend_mode set_image set_anchor_part set_debug_poly lock_position set_anchor set_tri set_poly_height set_uv set_box lock_size lock_rotation Poly shape 2D @(POP_FONT @(PUSH_FONT[ @(PUSH_COL[ @(ADD_ICON[ is_visible set_visible show hide @(RUBY @(POP_COL set_part_id get_part_id get_ime_text get_text reset_message get_ime_candidate AssignTextObject set_debug set_text ActivateLineEdit get_message_length Clear_keyboard set_char_limit set_is_password_box get_caret_pos delete_char close_virtual_keyboard show_virtual_keyboard lock_size lock_rotation Length of string %d set_text_alignment set_anchor_part get_ime_candidate_pos lock_position set_anchor textchat_send Line edit WE have IME Stuff tt_ease_in tt_constant tt_ease_out_in tt_ease_out tt_linear tt_none tt_sine_wave tt_ease_lob tt_ease_sine tt_square_wave tt_bounce tt_ease_in_out tt_ease_arc tt_audio_envelope twnr_position_x twnr_size_y twnr_skew_x twnr_position_y tt_custom tt_delay twnr_size_x twnr_none twnr_tint_green twnr_tint_red twnr_alpha twnr_tint_blue twnr_rotation twnr_skew_y twnr_scale_y twnr_scale_x SectionID: %u Animation Tween Sections get_part_id SectionName: %s %8.3f to %8.3f %4dms %s BAD TWEEN ID Part %u %-15s %02d %s move_x move get_position move_y set_position set_part_id set_position_y set_position_x set_scale_y set_scale_x get_size get_scale get_velocity set_velocity set_scale is_moving set_rotation get_authored_size is_rotating rotate set_size is_sizing set_height set_width hide is_visible set_debug show set_rot_velocity get_rotation set_visible get_rot_velocity set_origin get_screen_position set_origin_y set_origin_x play load get_section get_animation is_alpha_changing get_alpha set_brightness set_tint set_part_origin set_normalised_origin set_alpha get_origin get_skew_y set_skew_y set_blend_mode is_skewing get_skew set_skew get_skew_x set_skew_x set_registration dump set_anchor set_anchor_part get_part_by_name get_blend_mode get_part_by_index get_part_by_name_recursive Could not load %s print CLubeMIPLubeAnimationTweener::showInitialContent %s Tweener lock_rotation lock_position Animation details: lock_size animation_stop default cancel timer Event timer add_time start_countdown countdown_expired get_time_left set_pause countdown_time_change Event Countdown set_part_id get_part_id set_position_x set_position move set_position_y set_origin_x set_origin get_origin set_origin_y is_moving get_velocity set_width set_size move_y move_x set_velocity get_position get_size get_scale set_colour is_sizing set_scale set_height set_scale_y set_scale_x get_green get_red is_colour_changing get_blue set_green set_red get_colour set_blue is_cropping get_crop set_rotation_x set_rotation get_alpha set_alpha set_crop is_alpha_changing get_rot_velocity set_rot_velocity is_visible set_visible rotate set_rotation_y get_rotation is_rotating set_pixel_shader set_mask pause_video set_mask_async show hide set_video set_debug video_frame_count video_frame get_uv set_uv stop_video resume_video video_status kill_video set_as_folly set_flip_y set_brightness set_tint set_blend_mode is_uv_changing set_flip_x get_blend_mode set_skew_y get_skew_x is_skewing get_skew_y set_skew set_normalised_origin set_skew_x get_skew lock_rotation lock_position Video lock_size set_anchor_part dump set_registration set_anchor [#MOVIES]\\ DirectoryWatch SOURCE\\COMMON\\GRAPHICS\\EFFECTS\\bz_SkidMarks.cpp SOURCE\\COMMON\\GRAPHICS\\EFFECTS\\bz_SkidMarks.cpp Skid strange velocity to do SOURCE\\COMMON\\DYNAMICS\\bz_DynNetStates.cpp Not done yet SOURCE\\COMMON\\DYNAMICS\\bz_DynNetStates.cpp DynNetEvents BufferGetRootZVel SOURCE\\COMMON\\DYNAMICS\\bz_DynNetStates.cpp BufferToHierarchy GetBufferSize to do Skip position check because of override ot=%d t=%d Skip position check because of override old ot=%d t=%d %d hash fail id=%d, local=%d, remote=%d from member %d Global hash fail member=%d, global object %d, t=%d (0x%x, 0x%x) %d Checksum fail %s 0x%x id=%d NetworkDiagnostics HostEventsMessage NetworkProperties [Dyn] Dependencies pool [Dyn] Changed attributes pool [Dyn] Flush points pool [Dyn] Dependency links pool [Dyn] Dynamic element pool Shapes Materials Dynamic models Dynamic objects [Dyn] Possessions pool [Dyn] Flush events pool Models Lumps Before core mechanics end of rendering Before dynamics processing Before collision detection Dynamic shapes Dynamic materials Before lump render start of rendering Action replay info Subscriber UNNAMED start of dynamics frame After dynamics processing Controlled attribute end of dynamics frame ELEMENT CLASSES %*s Dependency '%s' at %p DYNAMICS CONTROLLER REPORT PRODUCED %s ********************** %s ********************** Element class '%s' at %p %*s Dependent upon element '%s' at %p %*s Influencing attributes: %08x %*s Dependent upon class '%s' at %p Element '%s' at %p Request flags for this element: %08x Changed attribute flags for this element: %08x %*s Dependent attributes: %08x %*sDependencies: %2d: Controlled attribute '%s' at %p %d byte(s) of type %d %d byte(s) of type %d at offset %d %2d: Request = %d Attribute set for this Subscriber: %08x Subscriber '%s' at %p Inherited from '%s' [%p] Subscribers to this class: Base class '%s' [%p] Offset #%d = %d dynamics class '%s' at %p DYNAMICS CLASSES Elements belonging to this class: DEPENDENCIES min index = %d Attribute set for this class: %08x Controlled attributes of this class: max index = %d Flush element '%s' at %p Flush-point '%s' at %p Attribute set for this flush event: %08x Flush-event '%s' at %p Flush class '%s' at %p ****************************************************** FLUSH POINTS [Dyn] Continuous actions pool [Dyn] Transient actions pool Object already has a cache SOURCE\\COMMON\\DYNAMICS\\bz_DynCollisions.cpp Unknown parameter SOURCE\\COMMON\\DYNAMICS\\bz_DynCollisions.cpp SetCollisionParameter SOURCE\\COMMON\\DYNAMICS\\bz_DynCollisions.cpp Can't use parents cache SetCollisionParameter Unknown parameter [Dyn] Spring pool [Dyn] Spring pool Unable to remove limit SOURCE\\COMMON\\DYNAMICS\\bz_DynJointsEtc.cpp [Dyn] Spring pool dynamics Limits Physics Error %d) %s Error = %d SOURCE\\COMMON\\PHYSICS\\bz_PhysMemory.cpp SOURCE\\COMMON\\PHYSICS\\bz_PhysMemory.cpp Physics Error [Dyn] Volume tree links pool Volume does not match dynamics SOURCE\\COMMON\\DYNAMICS\\bz_DynVolumes.cpp bz_DynVolume_CheckIntegrity Linear joint unknown in PositionWorldJointedObject constraint weakness call back Invalid return value Linear joint unknown Too many loops in DoCollisions Stupid trial position SOURCE\\COMMON\\PHYSICS\\bz_PhysCore.cpp Possible shared joint with weakness Omega %.2f,%.2f,%.2f StartNetworkGame StopNetworkConnection JoinNetworkGame LeaveNetworkGame __newindex __index StartNetworkConnection __gc SetLoadingPropertiesFrozen GetGuaranteeMessageActiveCount GetGameIsReadyToStart SetJoinable GetNetworkGames EnumNetworkGames GetIsSessionManager GetNetworkPlayers host_migrated host_migrated in_network_session network_state UnregisterSessionProperty RegisterSessionProperty Network:: Error while enumerating connection %d Network:: Connection Failed:%d FinishedCreateSession Process Leave Session FinishedJoinSession FinishedEnumSessions in_network_session in_network_session %d in_network_game in_network_game Method array overflow SOURCE\\COMMON\\NETWORKING\\NetFramework\\bz_NetworkGame.cpp NetworkGame LuaClass FinishedEndGamePeriod FinishedStartGamePeriod FinishedHostMigration FinishedSession network_game_error Join failure network_game_error DD failure network_game_error player_refresh network_game_error No Response host_migrated Host migration started Leave session player_property_changed BZ Errror %d Invalid DD run level BZ::NetworkGame::MemberJoined %d network_game_error host_migrating host_migrating %s = %s = \n\t},\n %s = %s = { %s'%s', %s%f }, min_output multiply clamp_dont_discard modifier_type convert_op clamp_dont_discard max_output min_output modifier_type max_output false, true, data_channel convert_op data_channel data_channel_emulators data_channel_emulators enable_emulation enable_emulation channels channels emitter_scale emitter_scale particle_life particle_life emit_rate emit_rate emit_speed emit_speed red_bias red_bias green_bias green_bias particle_scale particle_scale alpha_bias alpha_bias drag_bias drag_bias CluaCollection_ blue_bias blue_bias accel_bias accel_bias CLuaTableVariadic_ CluaCollection_ CHANGE83.TXT %s,%s\n %32s changed to %s\n DIRECTORY: %s\n CHANGE83.TXT SUMMRY83.TXT NULL NULL NULL NULL <root> <root> name: %s, flags: %d, existing_flags: %d Hash collision %u at %s%s <root> <root> $LOCALE$ $COUNTRY$ $LANGUAGE$ .METADATA AddImageAtlasContent encountered an unsupported file type: UNKNOWN Dec t=%d (%f,%f,%f) Acc t=%d (%f,%f,%f) flare flame <Shape>\n driver --- t=%d (%f,%f,%f) nose spoiler DYNAMICS \n<ShapeCheckSum>\n%d\n DYNAMICS [DYNAMICS]\n DYNAMICS ShapeCheckSum DYNAMICS Shape DYNAMICS DynVehicle <ShapeCheckSum> <Shape> <Mass> <OverrideShapeCheckSum> <RideHeight> <Mass> DYNAMICS <GraphicalWheelLimits> console DYNAMICS SOURCE\\COMMON\\DYNAMICS\\bz_DynVehicle.cpp <Console> <RideHeight> [DYNAMICS]\n <GraphicalWheelLimits> Dynamics Vehicle Missing Car =%s\r\n (no_form)\r\n %i\r\n %f,%f,%f\r\n %i\r\n %f,%f,%f\r\n %f,%f,%f\r\n %f,%f,%f\r\n %i\r\n %f\r\n %f,%f,%f\r\n %f\r\n %f\r\n %f,%f,%f\r\n %i\r\n %i,%i\r\n %f,%f,%f\r\n %f,%f,%f\r\n %f,%f,%f\r\n %f,%f,%f\r\n %f\r\n %s\r\n %f,%f,%f\r\n %f,%f,%f\r\n %f,%f,%f\r\n %f,%f,%f\r\n %s\r\n unnamed_shape %i\r\n \r\nform_collision_groups\r\n%d\r\n %f,%f,%f,%f\r\n (no_shape)\r\n null\r\n %s\r\n %f,%f,%f\r\n %u\r\n unnamed_volume (no_volume)\r\n %u\r\n %s\r\n unnamed_volume_tree unnamed_volume_tree %s\r\n %f,%f,%f\r\n %f,%f,%f\r\n %i\r\n %f,%f,%f\r\n %f\r\n %f\r\n %f\r\n %f\r\n unnamed_substance %s\r\n %f\r\n %s\r\n %f\r\n %f\r\n %f\r\n %f\r\n %f\r\n %f\r\n extra_data\r\n no_extra_data\r\n %f,%f,%f\r\n %f,%f,%f\r\n joint\r\n (no_joint)\r\n %s\r\n (unnamed_object) %f\r\n %f\r\n %f,%f,%f\r\n %f,%f,%f\r\n %f,%f,%f\r\n %f,%f,%f\r\n %f\r\n %u\r\n %f,%f,%f\r\n %f,%f,%f\r\n %f\r\n %f\r\n %f,%f,%f\r\n %f,%f,%f\r\n %f,%f,%f\r\n %f,%f,%f\r\n %i\r\n %i\r\n %f,%f,%f\r\n %f,%f,%f\r\n %s\r\n weakness\r\n %f,%f,%f\r\n %f,%f,%f\r\n %s\r\n %f\r\n (no_weakness)\r\n %f\r\n %s\r\n unnamed_pool %f\r\n %f,%f,%f\r\n %f,%f,%f\r\n %s\r\n %u\r\n %u\r\n RoundedPolyhedronCrushableCuboid %u\r\n %u\r\n %u\r\n %s\r\n unnamed_pool extra_data form_collision_groups RoundedAlignedCuboid (no_shape) (no_joint) unknown_object null (null) SOURCE\\COMMON\\DYNAMICS\\bz_DynIO.cpp bzd_IO.c Can't find lump %s null BZDForm (null) (no_weakness) (null) null BZDJoint BZDSubstance BZDTemplate BZDPool BZDVolume BZDShape BZDObject BZDVolumeTree BZDSubstance BZDVolumeTree BZDObject BZDSubstancePair BZDForm [%[a-zA-Z0-9_]\r\n BZDVolume BZDShape <%s>\r\n <%[^>]> BZDPool BZDJoint SSDDataEntryPool BZDTemplate DYNAMICS DYNAMICS <%s>\n%s\n\r\n [DYNAMICS]\n\r\n <%s>\r\n %g,%g,%g\n\r\n DYNAMICS %g,%g,%g\n\r\n <%s>\n\r\n <%s>\n\r\n <%s>\r\n%f\r\n%f,%f,%f\r\n\r\n <%s>\r\n\r\n <%s>\n\r\n <%s>\n\r\n <%s>\n\r\n <%s>\n\r\n <%s>\r\n <%s>\n%d\n\r\n <%s>\n%d\n\r\n <%s>\n%f\n\r\n <%s>\r\n\r\n <%s>\n%f,%f,%f\n\r\n <%s>\n%f,%f,%f\n\r\n <%s>\r\n <%[^>]> <%s>\r\n <%s>\n\r\n <%s>\n%d\n\r\n <%s>\r\n %s Solid object has a joint Dynamics object has no mass <%s>\n%f\n\r\n %s Solid object has a joint dyn_delegate Could not load shape for %s SOURCE\\COMMON\\DYNAMICS\\bz_DynIO.cpp %f,%f,%f\n\r\n <%s>\n%f\r\n HardWood PaintedSoftWood Plant CarpetedFloor (default label) SoftWood Default Steel Gold CarbonFibre Aluminium Rubber Flesh TextileTaut TextileLoose SmoothConcrete Bricks Stone RoughConcrete Plastic FibreGlass Perspex Glass RoadTarmac Goop Sand RaceTarmac Water Grease LongGrass ShortGrass AstroTurf(tm) GravelTrap DirtTrack Rock SoftMud app_data Labels Stairs Soft Tarmac Default medium volume tree Sticky SOURCE\\COMMON\\PHYSICS\\bz_PhysForce.cpp Limit weakness call back Invalid return value replace break_impulse Could not load replacement accessory %s [ACCESSORIES]\\ random_rotation explode_force destroy_children detach_children wheel_names Error wheel_names graphical_wheel_limits Can not initialize wheels without a lump SOURCE\\COMMON\\DYNAMICS\\bz_DynGraphicalWheelsAttachment.cpp WHEEL_OFFSET_RR WHEEL_OFFSET_RL WHEEL_ROTATION_FR WHEEL_ROTATION_FL %f,%f,%f,%f graphical_wheel_limits WHEEL_OFFSET_FR WHEEL_OFFSET_FL WHEEL_ROTATION_RR WHEEL_ROTATION_RL STEER_ANGLE SOURCE\\COMMON\\DYNAMICS\\bz_DynWheelsAttachment.cpp THROTTLE NUM_WHEELS_ON_GROUND RIGHT LEFT Error Can not initialize wheels without a lump wheel_names wheel_names WHEEL_OFFSET_RL WHEEL_OFFSET_FR WHEEL_ROTATION_FL WHEEL_OFFSET_RR HAND_BRAKE BRAKE WHEEL_OFFSET_FL ANALOG_STEERING WIND_SPEED STEER_ANGLE_SMOOTHED ENGINE_REVS TRANSMISSION_SPEED WHEEL_ROTATION_RL WHEEL_ROTATION_FR STEER_ANGLE WHEEL_ROTATION_RR GEAR ENGINE_LOAD image text car image Skids sounds ?TRANSMISSION_SPEED WIND_SPEED ENGINE_LOAD ENGINE_REVS Engine_Sound_Config.xml folder GEAR volume instances instances renderable type __newindex __tostring __index instances =\r =================== %s =================== %d children Pool Objects =================== mRoot_lump children [APP_DATA] [DYNAMICS] Could not create custom accessory type %s for %s CustomAccessoryType accessory .txt Can't duplicate octree accessories yet SOURCE\\COMMON\\DYNAMICS\\bz_DynAccessoryType.cpp bzDynAccessoryType::CreateInstance AccessoryInstance AnimatedAccessoryDelegate bz_MovieCreation_DeleteMovie() : pFile_name = %s AR%04d.mp4 PolyLineArrow PolyLineDiamond PolyLineNode PolyLineDiamondMat 127.0.0.1 #### CToolServer Error listen() failed select failed Socket init failed\n%s\nErrorcode %d\n socket() failed WSAStartup failed bind() failed ioctlsocket() failed ioctlsocket() failed select failed setsockopt() SO_RCVTIMEO failed accept failed setsockopt() SO_KEEPALIVE failed setsockopt() SO_SNDTIMEO failed queryService AddService 1.2.2 Zip init fail SOURCE\\COMMON\\SYSTEM\\bz_DataStream.cpp DataStream m_image->SysmemTexture SOURCE\\COMMON\\GRAPHICS\\DATA\\bzDX9_ImgMapTextureMaker.cpp m_image->unsuported_surface SOURCE\\COMMON\\GRAPHICS\\DATA\\bzDX9_ImgMapTextureMaker.cpp Declare both the structure that the result will be stored and the clump its self TEXTURE BOOL DOUBLE FLOAT SAMPLER HALF bool Constant info contains an unknown type Constant info does not contain a valid type double float invalid data found in values string Constant info does not contain a valid type invalid data found in values string invalid data found in values string bool Constant info contains an unknown type Constant info does not contain a valid type Constant info contains an unknown type double float Invalid constant values string found Invalid constant values string found Invalid constant values string found Invalid data type in constant info TODO: make sure this works with swizzles when they get introduced. float4 Unknown data type in constant description _resultStruct result struct \t// Declare an instance of the output structure that will be filled with values and returned. Out; \tOut. return Out; \t// return the output structure. _result _instance_ BOOL SAMPLER TEXTURE HALF FLOAT *sub_equals* *add_equals* *div_equals* *mul_equals* *sub* *add* *div* *mul* *texture_lookup_2d* *texture_lookup_1d* *texture_lookup_cube* *texture_lookup_3d* Root element is not a 'Chunky' one! Chunky Fatal error loading library Chunk Library Found Organisational unit without name, its children will not be loaded, also if the library is saved the children will be lost Name No root element found! Clump Chunky Loading Clump Library: Successfully loaded clump library Failed to load clump library! could not be opened SOURCE\\COMMON\\GRAPHICS\\RENDERING\\bz_VtPageTexture.cpp Random texture vt_pub_texture_resized_copy SOURCE\\COMMON\\GRAPHICS\\RENDERING\\bz_VtPubTexture.cpp vt_pub_texture_render_target vt_pub_texture_readable_copy SOURCE\\COMMON\\GRAPHICS\\RENDERING\\bz_VtPageTable.cpp VtPageTableDebugStaging_%d VtPageTableDebugDisplay_%d SOURCE\\COMMON\\GRAPHICS\\RENDERING\\bz_VtPageTable.cpp VtPageTable PageTextureDiffuse PageTextureSpecular PageTextureNormal JPEG Message: \"%s\" % *u Store[0] = (empty) 0123456789ABCDEF [%d] 0123456789ABCDEF ======================================================= Store Tree is empty ======================================================= image name default weight material lump blend_mode emit_rate max_particles loop_count emit_speed %3.3f particle_life loop_duration %3.3f particle_size %3.3f particle_life_variation aspect_ratio[1] particle_rgb aspect_ratio[2] soft_particles particle_alpha use_flip_book_animation false true flip_book_animation {%3.3f, %3.3f, %3.3f, %3.3f} true false false true use_uv_scrolling uniform_texture_animation true uv_scrolling {%3.3f, %3.3f} false secondary_effect emitter_shape secondary_effect_limit emitter_dimensions emitter_mesh false true inherit_parent_shape true false area_respecter use_rotation area_factor %3.3f initial_rotation false true spin_rate[1] initial_rotation_variation spin_rate[2] face_camera spin_rate[3] face_direction true false true false true false sparkify %3.3f spark_thinness spark_stretchiness {%3.3f, %3.3f, %3.3f} emission_altitude_and_offsets %3.3f emission_azimuth_and_offsets true false {%3.3f, %3.3f, %3.3f} conify false true implode false use_mesh_normals explode true apply_gravity false true apply_wind true false particle_acceleration[1] false true particle_acceleration[3] particle_acceleration[2] drag_factor false forces gravity use_world_space true VFX: failed to load material '%s' SOURCE\\COMMON\\GRAPHICS\\EFFECTS\\bz_VFXBehaviour.cpp VFX_Generated vfx_clone forces wind VFX: failed to load image '%s' CluaCollection_ CluaCollection_ CSimpleLuaType_ CluaCollection_ CluaCollection_ CluaCollection_ CluaCollection_ ?2ndGenVFX \n\t{\n\t\tname = ' \n\t\tmodifier = ' \n\t\tmodifier_bindings = \n\t\t{ \n\t\trotation = { %0.4f, %0.4f, %0.4f}, \n\t\tattractors = \n\t\t{ \n\t\t}, true, \n\t\tvisibility = \n\t\tposition = { %0.4f, %0.4f, %0.4f}, false, name \n\t\t}\n\t},\n name position \n\t\t\t\tname = '%s', \n\t\t\t{ \n\t\t\t}, \n\t\t\t\tposition = { %0.4f, %0.4f, %0.4f}, modifier_bindings modifier position visibility attractors rotation is_prime components is_loopy true false true false true false render_debug true false global_lighting AutoLuaObject_ CluaCollection_ #VFX_COMPONENTS CluaCollection_ VFXManager %s: max_particles is ZERO! \nA responsible artist should fix this. size CluaCollection_ strength size strength { %0.4f, { %d, %d, %d}, { %d, %d, %d} }, { %s = '%s', %s = %d }, {%0.4f, %0.4f, %0.4f}, {%0.4f, %d, %d}, %d, %d, %d you be trippin', son! access them channels individually. { '%s', %d }, {'%s', { %0.4f, %0.4f, %0.4f} }, { %d, %d, %d, %d }, %s = { %d, %d, %d, %d }, %0.4f, %s = %d, %s = %0.4f, = ' %s.%s The versionNumber of %s is below that which is supported. #LUBE_ANIMATION #DATA .IMG %d: %s \nImages: .img \nNamedSections: %d: %s \nAnimation file data : file : \nOpcodes: %03d OpCode %d, %d, %d %s \nNamed parts: %d: %s \nSubAnimations: %d: %s print BAD OPCODE named parts : print print print print strings : <untitled> SOURCE\\COMMON\\GRAPHICS\\2D\\bz_Particles2D.cpp SOURCE\\COMMON\\GRAPHICS\\2D\\bz_Particles2D.cpp SOURCE\\COMMON\\GRAPHICS\\2D\\bz_Particles2D.cpp deleting item 0x%08x %s module not found Part NONE default Data player vm matrix solve loop overflow Nan in physics(2) SOURCE\\COMMON\\PHYSICS\\bz_PhysObjectColl.cpp Unsupported form Physics Physics SOURCE\\COMMON\\PHYSICS\\bz_PhysObjectColl.cpp SOURCE\\COMMON\\PHYSICS\\bz_PhysObjectColl.cpp Unsupported form Null form Physics Unsupported form Physics Physics SOURCE\\COMMON\\PHYSICS\\bz_PhysObjectColl.cpp SOURCE\\COMMON\\PHYSICS\\bz_PhysObjectColl.cpp Null form Unsupported form Physics Collision Physics SOURCE\\COMMON\\PHYSICS\\bz_PhysWorldColl.cpp SOURCE\\COMMON\\PHYSICS\\bz_PhysWorldColl.cpp Null form TestShapeEdgeIntersection SOURCE\\COMMON\\PHYSICS\\bz_PhysWorldColl.cpp Unsupported shape Physics Intersection SOURCE\\COMMON\\PHYSICS\\bz_PhysWorldColl.cpp Unsupported form Corrupt group [object]\n<shape>\n Nan in physics Nan in physics Maths Error %d world ..\\CollisionGroup.txt <end_pos>\n %g,%g,%g\n <start_pos>\n %g,%g,%g\n o1=%s o2=%s Fraction %f Type %d HeartBeat WadZip Infinite Loop 1.2.2 SOURCE\\COMMON\\SYSTEM\\bz_ZipIO.cpp @@WheelMass RearDownForce\nDown force at rear axle in kg %4.1f\n %4.1f\n RearDownForce FrontDownForce FrontDownForce\nDown force at front axle in kg Average mass of a wheel %2.2f\n SteerSpeed1 SteerSpeed1\nControls how fast the steering is. 1.0 is normal Moment of inertia multiplier of car in y axis %2.2f\n %4.1f\n MomentOfInertiaMultiplier DragCoefficient DragCoefficient\nFraction of air resistance force compared to a flat plate of the same/ncross-sectional area. %3.2f\n SteerLimit1 SteerSpeedVel %2.2f\n SteerSpeed2 SteerSpeedVel\nControls how fast the steering is. See SteerSpeed2. %2.2f\n SteerLimit2 SteerSpeed2\nControls how fast the steering is at SteerSpeedVel. Actual steerspeed is interpolated between\nthis and the steerspeed value, depending on the cars velocity. SteerLimitSpeed\nSpeed at which steer limit 2 is applied %3.1f\n %1.2f\n SteerLimitSpeed AnalogMaxTurnRate SteerLimit2\nPrevents wheels being turned to much for the given speed. 0 is off. SteerLimit1\nPrevents wheels being turned to much for the given speed. 0 is off. %1.2f\n CastorSpeed2 CastorSpeed2\nControls how stable the steering is at SteerSpeedVel. Actual castor speed is interpolated\nbetween this and the castor speed value, depending on the cars velocity. %2.2f\n MaxSteeringAngle CastorSpeed1\nControls how stable the steering is. 0.0 is no castor 1.0 is max %2.2f\n CastorSpeed1 SteerCentreMultiplier SteerCentreMultiplier\nControls how fast the steering returns to centre. 0.0 is a special case which\nmeans centre immediately key is pressed %3.2f\n AnalogStabilise CastorSlipRatioLimit %3.2f\n FrontGrip CastorSlipRatioLimit\nControls how much slip is needed to fade out the castor effect.\nthe higher the value, the more that skids are automatically corrected %2.2f\n BrakeAttack CastorSpeedVel\nControls how stable the steering is. See CastorSpeed2. CastorSpeedVel AnalogQuadratic\nMakes sensitive adjustments to steering easier. range 0-1. %3.2f\n %3.2f\n AnalogQuadratic BrakeForce AnalogMaxTurnRate\nLimits the speed at which the wheels can be turned\n0 is off AnalogStabilise\nMunges steering input to stabilise car %3.2f\n BrakeBalance BrakeBalance\nControls the percentage of brake force applied to the front wheels. %1.2f\n RearGrip SteerGyroscope\nTends to make the front wheels preserve there world space alignment. This helps makethe car stable. 0.0 is off, 1.0 is maximum %3.2f\n SteerGyroscope MaxSteeringAngle\nThe angle in degrees that the wheels turn from straight ahead to full lock. %1.2f\n BrakeAttack\nTime taken to apply the full brake force in seconds BrakeForce\nThe brake force applied per KG(in m/s^2). Will be limited by tyre grip %3.1f\n %3.1f\n FrontRoll TractionFactor\nGives extra traction with no extra lateral grip. 1 is normal %2.2f\n %2.2f\n TractionFactor %2.2f\n HandBrakeStrength FrontGrip\nControls the grip of the rear tyres (in g) 1.5 is normal %1.1f\n RearRoll FrontGrip\nControls the grip of the front tyres (in g) 1.5 is normal Front anti roll bar setting. 0.0 = soft, 1.0 = strong %6.0f\n SlideSpinRecovery HandBrakeAttack\nTime taken in seconds for handbrake to reach full strength HandBrakeAttack RearCriticalAngle HandBrakeStrength\nControls the decceleration force in Newtons per kg that the handbrake applies to the car %2.2f\n SteerIntoSkidModifier SteerFeedBack %1.2f\n FrontCriticalAngle Tendancy of car to steer into skid. 0.0 = none, 1.0 = a sensible amount Rear anti roll bar setting. 0.0 = soft, 1.0 = strong %1.2f\n TorqueSplit Forwards/Backwards position of centre of mass of car. 0.0 half way between wheels, 1.0 is over front axle, -1.0\nis over rear axel. Suspension is adjusted to keep car level %1.2f\n %2.2f\n CMposZ SlideSpinRecovery\nWhen recovering from a slide, this prevents car spinning out the other way. Steer speed modifier when steering into a skid %2.2f\n RearCriticalAngle\nAngle at which rear tyres loose traction (degrees) FrontCriticalAngle\nAngle at which front tyres loose traction (degrees) %1.6f\n %2.2f\n CMposY height of centre of mass, in metres. 0 is at ground level, +ve is up Fraction of torque passed to rear wheels % SteerDownSlope\nCauses car to steer down slope. 1.0 is normal\n %1.2f\n BumpSteer\nCauses car to steer parallel to banks. On or off\n SteerDownSlope %1.6f\n BumpSteer %2.1f\n LSDThresholdM LSDThresholdR Rear differential Rotation speed difference in rad/s needed to lock differential %2.1f\n %3.1f%%\n Front differential Rotation speed difference in rad/s needed to lock differential LSDThresholdF Old Wheel model on or off GearBox %4.3f\n OldWheelModel RollingResistance %2.1f\n How 'slippery' the camera is behind the car RollingResistance\nRolling resistance force in Newtons per newton of vertical force per ms^-1 of velocity %2.2f\n GearBox\nM = manual, A = automatic Mid differential Rotation speed difference in rad/s needed to lock differential CameraDistance CameraHeight height of camera above ground %2.2f\n CameraSlip %2.2f\n Offset of point of view above car Amount of suspension compression due to the weight of the car (front) %2.2f\n FrontSuspGive CameraOffset Distance between camera and car %2.2f\n StabilityGripChange Amount grip can be adjusted to stabilise car Adjust suspension damping. 1 = critical damping %2.2f\n %2.2f\n SuspDamping RearSuspGive Amount of suspension compression due to the weight of the car (rear) %2.2f\n LeanAmount ReversePowerMulitplier Reduces power when reversing %2.2f\n StabilityThreshold Adjust point that stability control kicks in 0.0=immediately, 1.0 = quit late, -1 = never %2.2f\n Stabilize short vehicles %2.2f\n %2.2f\n StabilityFactorZ StabilityFactorX Stabilize thin vehicles Sets amount a bike will lean %2.2f\n ST_MaxSpeed Simple Tyres: max speed (ms^-1) Priority of lateral forces vs longitudinal forces %2.2f\n %2.2f\n LateralForcePriorty TyreLeanFrctionReduction Rate friction reduction when tyre is not perpendicualar to road %2.2f\n ST_TimeToRestWithBrake ST_TimeToRest Simple Tyres: time taken to stop from max speed with no braking or steering (s) Simple Tyres: time taken to reach max speed (s) %2.2f\n %2.2f\n ST_TimeToMaxSpeed %2.2f\n ST_BrakeOversteer Simple Tyres: ratio of initial acceleration to average acceleration %2.2f\n ST_InitialAccelerationFactor ST_TimeToRestWithSteer %2.2f\n Simple Tyres: Oversteer when braking (radians per second) Simple Tyres: time taken to stop from max speed with full steering (s) Simple Tyres: time taken to stop from max speed when braking (s) Simple Tyres: Oversteer when accelerating (radians per second) %2.2f\n %2.2f\n ST_AcceleratorOversteer ST_SteeringSpeedFactor %2.2f\n ST_PowerSlideCentripetalAcc Simple Tyres: ratio of max speed when straight to max speed in a standard turn ST_CentripetalAcc Simple Tyres: standard centripetal acceleration (ms^-2) Simple Tyres: minimum turning circle radius (m) %2.2f\n %2.2f\n ST_MinSteeringRadius %2.2f\n Simple Tyres: Power slide centripetal acceleration (ms^-2) Simple Tyres: Max deceleration when going sideways (eg exiting a powerslide) (ms^-2) %2.2f\n ST_LateralDecceleration ST_MinPowerSlideSpeed Simple Tyres: Speed that vehicle needs to be at to power slide (ms^-1) %2.2f\n ST_DefaultSlideAngle Simple Tyres: Default angle between bike direction and velocity when sliding Simple Tyres: Max angle between bike direction and velocity when sliding %2.2f\n %2.2f\n ST_MaxSlideAngle ST_MinSlideAngle %2.2f\n Simple Tyres: After touch max acceleration Simple Tyres: Min angle between bike direction and velocity when sliding ST_AfterTouchTimeStart ST_WheelieForceFactor %2.2f\n ST_AfterTouchMaxAcc Simple Tyres: Factor to supress wheelies. 1 is normal, less than one reduces wheelies Simple Tyres: Determines how quickly the bike responds to steering when power sliding %2.2f\n ST_PowerSlideTurnSpeed %2.2f\n %2.2f\n ST_AfterTouchTimeMax Simple Tyres: Air time needed for left/right after touch effects to reach maximum %2.2f\n ST_AfterTouchLeanBackAcc Simple Tyres: Air time needed for left/right after touch effects to start Simple Tyres: After touch upwards acceleration Simple Tyres: After touch downward acceleration %2.2f\n %2.2f\n ST_AfterTouchLeanForwardAcc ST_AfterTouchTurnMultiplier Simple Tyres: Controls how much the bike turns in the air EngineMI EngineMI\nMoment of inertyia of engine %1.5f\n PowerMultiplier\nMultiplies up engine power DriveMI\nMoment of inertia due to drive system (Including gear box, wheels etc) Engine\nThis will display a list of engine paramaters. Can also activate or deactivate the engine simulation\ncode. Can be on or off. When off a very simple engine simulation is used. DriveMI %2.2f\n Engine %2.4f\n RedLine PowerMultiplier Torque\nTo view a torque curve, type 'torque.\nTo query a value at x times 1000rpm type 'torque x000'\nTo set a value, type 'torque x000 t', where t is the engine torque in Nm %1.5f\n Torque LimitRevs\nPrevents engine over reving. Can be on or off. (will reduce wheelspin when on) ConstantEngineFriction %5.0f\n LimitRevs MaxRevs MaxRevs\nMaximum revs of engine RedLine\nMaximum safe revs of engine %5.0f\n LinearDriveFriction QuadraticEngineFriction\nnnRetardation torque in engine proportional to square of angular velocity %1.5f\n %1.4f\n QuadraticEngineFriction LinearEngineFriction %2.2f\n TractionControlTime LinearEngineFriction\nRetardation torque in engine proportional to angular velocity ConstantEngineFriction\nConstant retardation torque in engine QuadraticDriveFriction %1.4f\n EngineBrakeAttack QuadraticDriveFriction\nRetardation torque in drive proportional to square of angular velocity LinearDriveFriction\nRetardation torque in drive proportional to angular velocity %2.2f\n ConstantDriveFriction %1.3f\n EngineBrakeDelay ConstantDriveFriction\nConstant retardation torque in drive system %1.3f\n ClutchDelay\nPeriod clutch is down when changing gear (s) EngineBrakeAttack\nPeriod from engine braking starting to full engine braking (i.e. zero throttle) %1.5f\n ClutchDelay EngineBrakeDelay\nPeriod of between releasing accelerator and engine braking starting %1.3f\n %1.3f\n TractionControlFade NumGears TractionControlFade\nPeriod from full traction control to no traction control TractionControlFade\nPeriod from traction control cutting in to traction control being eased off %1.3f\n NumGears\nNumber of gears (excluding R and N) FInalDrive\nFinal Drive Ratio %1.2f\n FinalDrive GearRatios GearRatios\nTo view the gear ratios, type 'GearRatios.\nTo set a value, type 'GearRatios G R', where g is the gear (R, N, 0, 1, 2, 3, 4 etc), and R is the\nratio (engine revs/wheel revs) No vehicle\n %s\n No vehicle\n off\n on\n %1.0f\n Incorrect parameters\n DriveType No vehicle\n Mass = %f\n No Vehicle\n GearRatios R %f\n\n Torque %d %f\n %s %c\n GearRatios %d %f\n DriveType f/r/4\nMake car front, rear, or 4 wheel drive DriveType Torque %d %g\n GearRatios %d %g\n GearRatios R %g\n\n %s\n .cfg save Set the mass of the vehicle in Kg\n VehicleMass \nSlip\t %1.2f\n Friction Multiplier %1.2f\n No physics car %s\n Gravity %2.1f Error Writting File\n // Car handling data \n\ncarhandling on\n slip friction Wheels not on ground rolling resistance %1.2f\n Face has no material bumpiness magnitude %1.2f\n bumpiness wavelength %1.2f\n WhatMaterialAmIOn SetMaterial slip/friction/bmagnitude/bwavelength/rollingresistance value\nSets the material parameters for the last material displayed by WhatMaterialAmIOn\n CarHandling WhatMaterialAmIOn\nReturns the name of the material the car is on\n rollingresistance CarHandling\nAllows the user to edit the handling of the car.\nTo save car handling to a text .cfg file, type\ncarhandling save <filename> bmagnitude bwavelength Gravity SetMaterial Gravity\nSet the gravity in m/s^2\n \n1.36Nm = 1lbft\n\n @M \n\n@M 0 1 2 3 4 5 6 7 8 9 10 x1000 rpm\n \n@M%3.0f @M + \nTorque Nm\n Reverse %f\n\n Gear Ratios\n\n %d: %2.3f\n No physics car Torque at %drpm = %3.1f long_slip2 long_slip3 curvature long_slip1 v_force2 v_force3 lat_slip4 v_force1 lat_slip2 lat_slip3 long_slip4 lat_slip1 drive_torque2 drive_torque3 defl4 drive_torque1 defl2 defl3 v_force4 defl1 accz roll accx accy omegay omegaz drive_torque4 omegax slippageY_2 slippageY_3 slippageX_4 slippageY_1 slippageX_2 slippageX_3 speed slippageX_1 Incorrect parameters\n type TyreGraph TyreGraph slippageY_4 Draws a graph of tyre model data\nTyreGraph <graph_index> <command> <data>\n colour %i,%i,%i \n \ndata for colour r,g,b\n \ndata for type\n\n <graph_index> = 1-8\n <command> = type, colour, min, max, off \n type = %s\ncolour = %i,%i,%i\nmin = %1.2f\nmax = %1.2f\n TyreGraph <graph_index> <command> <data>\n \ndata for min/max = float\n\n ENGINE SOUND ERROR! COULDN'T FIND SAMPLE '%s' \\Samples\\ Feature not supported Feature not recognized feature feature Feature not recognized feature ERROR: XML2_Load: Couldn't open file '%s' Could not resolve XML document Could not acquire expat buffer Illegal Namespace prefix [dtd] bad cast Property not recognized Property not recognized bad cast (#PCDATA) (#PCDATA EMPTY Can't change Undeclared prefix while parsing pre_pass_tex_swap shadow_pass_tex_swap RenderableLumpInstance lua file: the key name is not supported. \t{ old = \" \" },\r \", new = \" materials passes_tex_swap type \tmaterials = \r \ttype = \"renderable\",\r passes_tex_swap =\r pre_pass_tex_swap =\r shadow_pass_tex_swap =\r \t\t},\r \t},\r \t\t\tname = \" \t\t{\r David Amer TYPE_OF lhs Adds one number to another result divide David Amer multiply Divides one number by another subtract Multiply one number by another Subtracts one number form another minus_equals add_equals result TYPE_OF val divide_equals multiply_equals TYPE_OF *div_equals* OpInst 0x%x id %d *sub_equals* *mul_equals* VariableToActOn *add_equals* OpID Function float bool half texture sampler tex_coords comparison tex3D texCUBE tex1D tex2D grad( sampler bias level offset float4( , 0.0, 0.0, bias( lod( proj( Offset and comparison aren't supported on DX9 class platforms , 0.0, David Amer equal_to A Simple logical comparison that evaluates to true if the first input is not equal to the second less_than_equal less_than A Simple logical comparison that evaluates to true if the first input is equal to the second A Simple logical comparison that evaluates to true if the first input is less than or equal to the second result greater_than_equal A Simple logical comparison that evaluates to true if the first input is less than the second greater_than A Simple logical comparison that evaluates to true if the first input is greater than the second not_equal_to VarID TODO: implement constant arrays TypeSizeY A Simple logical comparison that evaluates to true if the first input is greater than or equal to the second Type Values No 'Type' tag present in variable (who's name is '%s') TypeSizeX Name Type Variable Destination Source Const Values TODO: implement constant arrays TypeSizeX TypeSizeY ForLoop Variable ConditionalSection Link Code Code Link Name Comment Name Type Name Type Link Optional ^Out^ ^In^ Output Code Input ClumpID SOURCE\\COMMON\\GRAPHICS\\RENDERING\\bz_VtPageProvider.cpp VtPageProvider_default_image_ was not found. Virtual Texture could not be enabled. Global Page .tdx .img SOURCE\\COMMON\\GRAPHICS\\DATA\\bz_VtLoadHandler.cpp SOURCE\\COMMON\\GRAPHICS\\DATA\\bz_VtLoadHandler.cpp SOURCE\\COMMON\\GRAPHICS\\DATA\\bz_VtLoadHandler.cpp SOURCE\\COMMON\\GRAPHICS\\DATA\\bz_VtLoadHandler.cpp CubicNewtonRaphson went wrong CubicNewtonRaphson count = %d QuarticNewtonRaphson went wrong SOURCE\\COMMON\\GRAPHICS\\DATA\\bz_VtPageLoader.cpp StringNarrow: wcstombs() call failed no value debug string math package table no calling environment method calling '%s' on bad self (%s) bad argument #%d (%s) invalid option '%s' stack overflow (%s) %s:%d: %s expected, got %s bad argument #%d to '%s' (%s) cannot %s %s: %s name conflict for module '%s' value expected _LOADED main (*temporary) =[C] field local global tail =(tail call) attempt to compare two %s values attempt to compare %s with %s concatenate perform arithmetic on attempt to %s %s '%s' (a %s value) attempt to %s a %s value upvalue method %s:%d: %s 1.2.2 deflate 1.2.2 Copyright 1995-2004 Jean-loup Gailly \a\b\t\n\v Qa\a\"q %&'()*456789:CDEFGHIJSTUVWXYZcdefghijstuvwxyz \a\b\t\n\vnot enough memory AQ\aaq &'()*56789:CDEFGHIJSTUVWXYZcdefghijstuvwxyz stack overflow cannot resume dead coroutine call error somewhere within the lua stack overflow not enough memory error in error handling \x1BLua cannot resume non-suspended coroutine attempt to yield across metamethod/C-call boundary StringNarrow: wcstombs() call failed Cryptographic algorithms are disabled after a power-up self test failed. : this object requires an IV Cryptographic algorithms are disabled before the power-up self tests are performed. exceeds the maximum of : header length : IV length : this object does't support a special last block : IV length exceeds the maximum of : this object cannot use a null IV is less than the minimum of exceeds the maximum of : footer length exceeds the maximum of : message length HashTransformation: can't truncate a KeySize bytes byte digest to StringNarrow: wcstombs() call failed StringNarrow: wcstombs() call failed StringNarrow: wcstombs() call failed exceeds the maximum of TF_SignerBase: this algorithm does not support messsage recovery or the key is too short : message length of : this key is too short to encrypt any messages for this public key doesn't match the required length of : ciphertext length of TF_SignerBase: the recoverable message part is too long for the given key and algorithm for this key StringNarrow: wcstombs() call failed StringNarrow: wcstombs() call failed InvertibleRSAFunction: input is not a valid RSA private key InvertibleRSAFunction: input is not a valid RSA private key InvertibleRSAFunction: specified modulus size is too small InvertibleRSAFunction: invalid public exponent InvertibleRSAFunction: computational error during private key operation StringNarrow: wcstombs() call failed ByteQueue: size specified for UndoLazyPut is too large NodeSize StringNarrow: wcstombs() call failed ValueNames ValueNames StringNarrow: wcstombs() call failed EquivalentTo RandomNumberType Integer: Min must be no greater than Max Integer: invalid EquivalentTo and/or Mod argument Integer: Min must be no greater than Max EquivalentTo BitLength Integer: missing Max argument MontgomeryRepresentation: Montgomery representation requires an odd modulus RandomNumberType Integer: invalid RandomNumberType argument StringNarrow: wcstombs() call failed StringNarrow: wcstombs() call failed D7q/;M &\\8!\x1B. AQ\bl7 '8!\x1B. \r8STs\ne PSSR_MEM: message recovery disabled 0\aw,a Qkkbal wn>Jj Z* ,\t\a\vm8 H$6t\x1B\t \a52F* \a\t#jT$\b+e? \n=G\\\vp [-&LMb#{' )q\n>( w+OQvr \b\r}!b R1h58 )\\ZEo^m/ gC\bru&o H*0\"ZOW l!;b\tF \rmj>zjZ l6qnk 6?r\ag IiGM>nw \x1B1A26b ewh/?y 6~_'\x1B- *F2\a1wsHp -\n\v\\G= #bML\" `F(>\nq-q vQO+t ^oEZ_ OZw3(? V_:X1: NJ2\"v O*9y] inflate 1.2.2 Copyright 1995-2004 Mark Adler 0@P`p !1AQaq \"2BRbr #3CScs $4DTdt %5EUeu &6FVfv '7GWgw (8HXhx )9IYiy *:JZjz \v\x1B+;K[k{ ,<L\\l| -=M]m} .>N^n~ /?O_o 0123456789ABCDEFError decoding compressed text nil or table expected 'setfenv' cannot change environment of given object linedefined lastlinedefined source short_src function or level expected invalid option flnSu func level out of range namewhat activelines nups name what currentline external hook lua_debug> count tail return return line level out of range call \n\t... stack traceback: cont\n =(debug command) in function <%s:%d> debug in main chunk in function '%s' getupvalue setfenv getregistry getmetatable getinfo getlocal getfenv gethook traceback debug setmetatable setupvalue sethook setlocal interval is empty wrong number of arguments interval is empty cosh atan ceil asin atan2 acos log10 frexp ldexp floor fmod randomseed sinh random modf huge fmod math tanh sqrt malformed pattern (ends with '%%') malformed pattern (missing ']') invalid capture index invalid pattern capture invalid value unable to dump given function string slice too long string slice too long ^$*+?.([%- 'string.gfind' was renamed to 'string.gmatch' unfinished capture too many captures missing '[' after '%%f' in pattern invalid capture index unbalanced pattern too many captures invalid format (width or precision too long) -+ #0 invalid format (repeated flags) \\000 string/function/table expected invalid replacement value (a %s) gfind gmatch find format char dump invalid option '%%%c' to 'format' byte upper reverse lower match gsub gfind string gmatch __index invalid level cannot change a protected metatable level must be non-negative nil or table expected __metatable base out of range __metatable step setpause collect count stop restart no function environment for tail call at level %d 'setfenv' cannot change environment of given object table too big to unpack =(load) assertion failed! too many nested functions reader function must return a string setstepmul collect boolean or proxy expected assert %s: %p true false index out of range __tostring loadstring next getmetatable load gcinfo getfenv collectgarbage error setmetatable tonumber select setfenv rawget rawset pcall rawequal too many results to resume coroutine expected too many arguments to resume cannot resume dead coroutine unpack xpcall tostring type suspended dead normal dead running suspended Lua function expected coroutine expected wrap yield running status create resume newproxy coroutine __mode ipairs pairs Lua 5.1 _VERSION _LOADLIB LOADLIB: LOADLIB: %s%s dynamic libraries not enabled; check your Lua installation dynamic libraries not enabled; check your Lua installation error loading module '%s' from file '%s':\n\t%s absent init %s%s _LOADLIB _LOADED loop or previous error loading module '%s' 'package.preload' must be a table \n\tno field package.preload['%s'] luaopen_%s preload _NAME _PACKAGE module '%s' not found:%s loaders 'package.loaders' must be a table loadlib _NAME __index _LOADED name conflict for module '%s' loaders .\\?.lua; __gc package require _LOADLIB seeall module config _LOADED cpath \\\n;\n?\n!\n- LUA_CPATH LUA_PATH path loaded preload table contains non-strings invalid order function for sorting wrong number of arguments to 'insert' 'setn' is obsolete maxn insert foreachi getn concat foreach invalid order function for sorting sort table remove setn (null) [string \" table index is NaN table index is nil table overflow invalid key to 'next' string length overflow loop in settable index loop in gettable index %.14g 'for' step must be a number 'for' limit must be a number 'for' initial value must be a number get length of function table string number userdata boolean __mode __gc __newindex __index upval proto thread userdata __unm __pow __mod __div __mul __sub __add __eq __call __concat __le __lt __len `qT`Pql1 <Tl||||||```h\" SETGLOBAL GETTABLE GETGLOBAL GETUPVAL LOADNIL LOADBOOL LOADK MOVE SELF NEWTABLE SETTABLE SETUPVAL CONCAT FORLOOP RETURN TAILCALL CALL TESTSET TEST VARARG CLOSURE CLOSE SETLIST TFORLOOP FORPREP \a\a\a\a\b\b\b\b\b\b\b\b\t\t\t\t\t\t\t\t\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\v\v\v\v\v\v\v\v\v\v\v\v\v\v\v\v \r\r\r\r\r\r\r\r\r\r\r\r\r\r\r\r\r\r\r\r\r\r\r\r\r\r\r\r\r\r\r\r \x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B \a\b\b\t\t\n\n\v\v \x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B\x1B break function false elseif else true then return repeat local while until %s:%d: %s char(%d) lexical element too long <eof> <string> <name> <number> nesting of [[...]] is deprecated unfinished long comment unfinished long string malformed number chunk has too many lines %s near '%s' invalid long string delimiter escape sequence too large unfinished string unfinished string memory allocation error: block too big local variables too many local variables '%s' expected (to close '%s' at line %d) function at line %d has more than %d %s main function has more than %d %s '%s' expected <name> or '...' expected items in a constructor items in a constructor constant table overflow chunk has too many syntax levels upvalues (for index) no loop to break syntax error cannot use '...' outside a vararg function unexpected symbol function arguments expected ambiguous syntax (function call x new statement) self '=' or 'in' expected (for control) (for state) (for generator) (for step) (for limit) \a\a\a\a\a\a\n\t bad constant bad integer unexpected end %s: %s in precompiled chunk \x1BLua binary string \x1BLua bad header bad code StringNarrow: wcstombs() call failed StringNarrow: wcstombs() call failed RandomNumberGeneratorPointer RedirectionBehavior RedirectionTargetPointer FilterWithBufferedInput FilterWithBufferedInput FilterWithBufferedInput: invalid buffer size FilterWithBufferedInput: invalid buffer size StreamTransformationFilter: invalid PKCS #7 block padding found StreamTransformationFilter: ciphertext length is not a multiple of block size StreamTransformationFilter: ciphertext length is not a multiple of block size StreamTransformationFilter: plaintext length is not a multiple of block size and NO_PADDING is specified ArraySink: missing OutputBuffer argument StreamTransformationFilter: PKCS_PADDING and ONE_AND_ZEROS_PADDING cannot be used with StreamTransformationFilter: please use AuthenticatedEncryptionFilter and AuthenticatedDecryptionFilter for AuthenticatedSymmetricCipher RandomNumberSink RandomNumberStore RandomNumberGeneratorPointer StringStore: missing InputBuffer argument AuthenticatedDecryptionFilter AuthenticatedDecryptionFilter AuthenticatedEncryptionFilter AuthenticatedEncryptionFilter StreamTransformationFilter: invalid ones-and-zeros padding found RandomNumberStore: nonblocking transfer is not implemented by this object RandomNumberStore RandomNumberStoreSize StringNarrow: wcstombs() call failed invalid bit length StringNarrow: wcstombs() call failed RandomNumberType StringNarrow: wcstombs() call failed GenuineIntel StringNarrow: wcstombs() call failed AuthenticAMD sAmTb BKbhTb~XBK!; A!;I2 \"\v0A- code size overflow sAmTb BKbhTb~XBK!; A!;I2 \"\v0A- code size overflow constant table overflow function or expression too complex control structure too long StringNarrow: wcstombs() call failed EqualityComparisonFilter invalid vector<T> subscript invalid string position string too long false true bad locale name bad cast ios_base::badbit set ios_base::failbit set generic iostream iostream stream error unknown error ios_base::eofbit set vector<T> too long invalid map/set<T> iterator list<T> too long Enabled Disabled Tutorial LOCKSTEP now %s http://xml.org/sax/features/external-general-entities http://xml.org/sax/features/external-parameter-entities http://xml.org/sax/features/is-standalone http://xml.org/sax/features/lexical-handler/parameter-entities http://xml.org/sax/features/namespaces http://xml.org/sax/features/namespace-prefixes http://xml.org/sax/features/resolve-dtd-uris http://xml.org/sax/features/use-attributes2 http://xml.org/sax/features/use-locator2 http://xml.org/sax/features/validation http://xml.org/sax/features/xmlns-uris http://xml.org/sax/handlers/LexicalHandler http://xml.org/sax/handlers/DeclHandler xmlns http://www.w3.org/XML/1998/namespace http://www.w3.org/2000/xmlns/ #REQUIRED #IMPLIED #FIXED Parse exception at map/set<T> too long deque<T> too long system XML: WARNING: %s (%s) XML: ERROR: %s (%s) XML: FATAL ERROR: %s (%s) __index call parameter mismatch - too many or too few a parameter count declared, method %s in class %s Attempt to call null object (did you type '.' instead of ':') method %s in class %s? Invalid object reference passed to C++ 0123456789ABCDEFabcdef-+Xx __gc call parameter mismatch - too many or too few a parameter count declared in call back Attempt to call null object (did you type '.' instead of ':') ? Year is out of valid range: 1400..10000 Month number is out of range 1..12 Day of month value is out of range 1..31 Day of month is not valid for year Art_Assets/Infographics/EN/ Art_Assets/Infographics/FR/ Art_Assets/Infographics/DE/ Art_Assets/Infographics/ES/ Art_Assets/Infographics/IT/ Art_Assets/Infographics/JA/ Art_Assets/Infographics/KO/ Art_Assets/Infographics/RU/ Art_Assets/Infographics/PT_BR/ Art_Assets/Infographics/ZH_CS/ Art_Assets/Infographics/ZH_CT/ .SHA .WAD WADCACHE\\ FNwmfbg6UrpdB4Y5xheI8TVHKk3RMDJSZay2qzOoCj_AuWsLt9Gcv1-XQilP7n0E 0123456789ABCDEF description STORE_LOCATOR_MAP_ STORE_LOCATOR_NAME_ STORE_LOCATOR_ADDRESS_ invalid bitset<N> position invalid map<K, T> key bad allocation [CURRENT_CNT_FOLDER] [CURRENT_MDL_FOLDER] [CURRENT_MATERIAL_FOLDER] INCR_SAT DECR_SAT KEEP REPLACE DECR INVERT INCR NEVER LESSEQUAL EQUAL ALWAYS LESS GREATEREQUAL NOTEQUAL GREATER MIRROR CLAMP WRAP NONE BORDER MIRROR_ONCE ANISOTROPIC POINT LINEAR SUBTRACT REV_SUBTRACT SRC_COLOUR INV_SRC_COLOUR ZERO DEST_ALPHA INV_DEST_ALPHA SRC_ALPHA INV_SRC_ALPHA ALPHA_SAT BLEND_FACTOR DEST_COLOUR INV_DEST_COLOUR INV_SRC1_COLOUR SRC1_ALPHA INV_BLEND_FACTOR SRC1_COLOUR INV_SRC1_ALPHA <Anonymous Menu> bzM34 C:\\BuildAgent\\work\\679dc88e1e20bacc\\Beelzebub\\Source\\COMMON/DATA_MANAGEMENT/bz_LumpObject.h Unhandled Lump Type LumpObject FindOrLoad \r\n#ifndef HLSL_UTIL_H\r\n#define HLSL_UTIL_H\r\n\r\n#define safe_pow(a,b) ((a)>0 ? pow(a,b) : 0)\r\n\r\n// Encode/decode the normals and gloss using stereographic projection\r\n// http://en.wikipedia.org/wiki/Stereographic_projection\r\nfloat4 DecodeNormalAndGloss( float3 pEncoded_normal )\r\n{\r\n\tfloat recip = 1.0f/(1.0f+dot( pEncoded_normal.xy, pEncoded_normal.xy ));\r\n\tfloat two_X = pEncoded_normal.x * 2.0f;\r\n\tfloat two_Y = pEncoded_normal.y * 2.0f;\r\n\r\n\t// Get gloss in the -1 to 1 range\r\n\tfloat gloss = ((pEncoded_normal.z-0.5f)*2.0f);\r\n\r\n\t// reconstruct the normal using the sign of 'gloss' but return the absolute value of 'gloss'\r\n\treturn float4(two_X*recip, two_Y*recip, sign(gloss)*((-1.0f+dot( pEncoded_normal.xy, pEncoded_normal.xy )) * recip), abs(gloss) );\r\n}\r\nfloat3 EncodeNormalAndGloss( float3 pNormal, float pGloss )\r\n{\r\n\t// Scale gloss by the sign of the normals z component, and put the result in the 0 to 1 range.\r\n\tfloat gloss = (sign(pNormal.z)*pGloss)*0.5f HLSL_Lighting.h #ifndef HLSL_LIGHTSTRUCTS\r\n#define HLSL_LIGHTSTRUCTS\r\n\r\nstruct PointLight\r\n{\r\n\tfloat4 position;\t// w is unused\r\n\tfloat4 colour;\t\t// w is 1/(radus)\r\n};\r\nstruct DirectionalLight\r\n{\r\n\tfloat4 direction;\t// w is unused\r\n\tfloat4 colour;\t\t// w is unused\r\n\tfloat4x4 shadow_matrix[4];\r\n\tfloat4 shadow_channel_selector;\t// this is used to select the channel in the shadow map(there are upto 4 shadow maps packed into one texture)\r\n\t\t\t\t\t\t\t\t\t// just set the channel to use to 1 and the others to 0.\r\n\tfloat shadow_epsilon;\r\n\tint shadow_map_count;\r\n\tint shadow_map_index;\r\n\tint debug_splits;\r\n};\r\nstruct SpotLight\r\n{\r\n\tfloat4x4 transform;\r\n\tfloat4x4 shadow_matrix;\r\n\tfloat4 position;\t// w is cos(outer_angle/2)\r\n\tfloat4 direction;\t// w is 1.0/(cos(inner_angle/2)-cos(outer_angle/2))\r\n\tfloat4 colour;\t\t// w is 1.0/(range*range)\r\n\tint casts_shadows;\r\n\tint\thas_gobo;\r\n\tint pad1;\r\n\tint pad2;\r\n};\r\n#endif HLSL_Util.h #include <HLSL_LightStructs.h>\r\n\r\n// Only include the lighting functions if we are compiling a shader (not included from a cpp file)\r\n#ifdef COMPILING_SHADER\r\n\r\n#include <HLSL_Util.h>\r\n\r\n\r\nfloat3 CalculateShadowFactor( const DirectionalLight pLight, Texture2D pShadow_map, float3 pVPos )\r\n{\r\n \r\n\t\r\n\t//if( pLight.debug_splits==0 )\r\n // return pLight.shadow_map_count ? dot(pShadow_map.Load( pVPos ), pLight.shadow_channel_selector) : 1.0f;\r\n // else\r\n return pLight.shadow_map_count ? pShadow_map.Load( pVPos ).rgb : 1.0f;\r\n\t\r\n}\r\nfloat3 CalculateShadowFactor( const PointLight pLight, Texture2D pShadow_map, float3 pVPos )\r\n{\r\n return 1.0f;\r\n}\r\n\r\nfloat3 CalculateShadowFactor( const SpotLight pLight, Texture2D pShadow_map, float3 pWorld_pos, float4x4 pShadow_matrix, SamplerComparisonState pShadowSampler )\r\n{\r\n#if 1\r\n\tfloat4 shadow_space_pos = mul( float4( pWorld_pos, 1.0f ), pShadow_matrix );\r\n\tshadow_space_pos.xyz /= shadow_space_pos HLSL_LightStructs.h INVALID \tbone_matrix = bone_matrix_list[int(%s)]; \tq_out.xyz = ApplyTranspose(In.position0, bone_matrix).xyz; \tnormal_out.xyz = ApplyTranspose(unpacked_normal, (float3x3)bone_matrix); \tNdotL = dot(light%d_pos.xyz, -unpacked_normal.xyz); \tNdotH = dot(light%d_attenuation.xyz, -unpacked_normal.xyz); \ttotal_diffuse += MxL * lighting_coefficients.yyyy; \tMxL = temp_mat_specular * light%d_colour; \tlighting_coefficients = lit(NdotL, NdotH, temp_mat_specular.w); \tMxL = temp_mat_diffuse * light%d_colour; \ttotal_specular.xyz += MxL.xyz * lighting_coefficients.zzz; \tNdotL = max(dot(light%d_pos.xyz, -unpacked_normal.xyz), util_vector0.x); \tvector_temp.w = step(lighting_coefficients.z, util_vector1.x); \ttotal_specular.w = vector_temp.w * total_specular.w; \tdir_to_light = light%d_pos - vector_source; \tvector_temp = dot(dir_to_light.xyz, dir_to_light.xyz); \tMxL = light%d_colour * temp_mat_diffuse; \ttotal_diffuse.xyzw += NdotL * MxL.xyzw; \tattenuation = 1/attenuation); \tattenuation = dot(attenuation.xyz, light%d_attenuation.xyz); \tvector_temp2 = rsqrt(vector_temp); \tattenuation = dst(vector_temp2, vector_temp); \tvector_temp = light%d_colour * temp_mat_diffuse; \ttotal_diffuse += vector_temp * attenuation; BZ::CircularContainer: more than one round has not been allowed. bzV3 %s = %0.4f, %0.4f, %d, {%0.4f, %0.4f, %0.4f}, __newindex __tostring %s%X Specular Diffuse Normal https %s = %s, none -= *= += /= texture_lookup_1d texture_lookup_2d texture_lookup_cube texture_lookup_3d sampler texture bias comparison tex_coords offset level result You need to implement the special op get name function sparkify apply_gravity use_rotation apply_wind face_camera soft_particles use_world_space area_respecter face_direction uniform_texture_animation lump use_uv_scrolling use_flip_book_animation spin_rate blend_mode image material uv_scrolling particle_rgb drag_factor aspect_ratio particle_size particle_alpha max_particles particle_life initial_rotation spark_stretchiness spark_thinness particle_acceleration particle_life_variation flip_book_animation flip_book_start_frame conify implode initial_rotation_variation emit_speed loop_count explode emit_rate emitter_shape loop_duration area_factor emitter_mesh inherit_parent_shape emission_azimuth_and_offsets use_mesh_normals emitter_dimensions secondary_effect_limit emission_altitude_and_offsets secondary_effect is_prime is_loopy components global_lighting render_debug ', stored ' ', trying to retrieve ' Clone() is not implemented yet. NameValuePairs: type mismatch for ' unknown BufferedTransformation: this object is not attachable CryptoMaterial: this object does not support precomputation CryptoMaterial: this object contains invalid values PK_MessageAccumulator: DigestSize() should not be called PK_MessageAccumulator: TruncatedFinal() should not be called AlgorithmParametersBase: parameter \" \" not used MGF1 PK_MessageEncodingMethod: this signature scheme does not support message recovery SHA-1 AllocatorBase: requested size would cause integer overflow PSSR- RandomNumberGenerator: IncorporateEntropy not implemented : this object doesn't support multiple channels BitBucket NullRNG: NullRNG should only be passed to functions that don't need to generate random bytes NullRNG BER decode error BufferedTransformation: this object doesn't allow input RoundUpToMultipleOf: integer overflow PK_Signer: key too short for this signature scheme IteratedHashBase: input data exceeds maximum allowed by hash function ValueNames PublicExponent Modulus : Missing required parameter ' ThisObject: ThisPointer: Integer: division by zero InputBuffer \a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\a\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b TruncatedDigestSize PutMessage OutputBuffer *=mX5=n *>333> L>fff> G!?ff&? r1?333? L?*\\O? Q?]tQ?33S? Ga?fff?gff?/ [q?33s? 333333 ?ffffff ?333333 &@u='@ 1A333At raB3G fmod ?\r0\vH_ 4lkQg ?ju!4 ?!\aPO79 ?V:e: @g\t= 5SmT4 *+xi( ?1-\nI ?ZEM-'^ ?m}I\a <\"\x1BQ/ ?>6)} ?{yK+; ?)Ao\n: ?765@Z ?\b_\v0.m D<xZu ?KYC ?l$G~ ^\\sY0 7Z8>\t ?e')lW UUUUUU 333333 ?333333 ?UUUUUU ?$rxxx ?333333 ?UUUUUU ?$rxxx ?UUUUUU ?333333 ?\r0\vH_ 4lkQg ?ju!4 ?!\aPO79 ?V:e: @g\t= 5SmT4 *+xi( ?1-\nI ?ZEM-'^ ?m}I\a <\"\x1BQ/ ?>6)} ?{yK+; ?)Ao\n: ?765@Z ?\b_\v0.m D<xZu ?KYC ?l$G~ ^\\sY0 7Z8>\t ?e')lW ?}q&\a \\KunN (<=am gb{Q@ Y<\nH,P\x1Be ?l(Uh ,|gkS? ?]fJm >nq<! 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UUUUUU >o3fW s{c|H +*tsJ ?c3y? 3{9= b\x1B/[E #wi#:= ?.\"S- A]?VJ &2@UUUUUU n}in c\\5\bj Mpm< Nu?-HF cf>\t m0_$@ m0_$@ F=J4\a7 ?\r0\vH_ 4lkQg ?ju!4 ?!\aPO79 ?V:e: @g\t= 5SmT4 *+xi( ?1-\nI ?ZEM-'^ ?m}I\a <\"\x1BQ/ ?>6)} ?{yK+; ?)Ao\n: ?765@Z ?\b_\v0.m D<xZu ?KYC ?l$G~ ^\\sY0 7Z8>\t ?e')lW UUUUUU 333333 ?333333 ?UUUUUU ?$rxxx ?\r0\vH_ 4lkQg ?ju!4 ?!\aPO79 ?V:e: @g\t= 5SmT4 *+xi( ?1-\nI ?ZEM-'^ ?m}I\a <\"\x1BQ/ ?>6)} ?{yK+; ?)Ao\n: ?765@Z ?\b_\v0.m D<xZu ?KYC ?l$G~ ^\\sY0 7Z8>\t ?e')lW UUUUUU ?333333 ?333333 ?UUUUUU ?$rxxx RUUUUU TUUUU j\ah< ?uZEeu\b uZEeu\b j\ah< uZEeu\b ?uZEeu\b ?UUUUUU ?UUUUUU m0_$@ ?RbSQ <zQ}< <8bunz8 v<'*6 l,kg<i \aJ-\a\r <@En[vP lzZ? \tk8= \tQ*\x1B= b6\b= ?5Wg4p BC .= #{ = }s\"= %S#[k \"B <1= #.X'= i9+= UUUUU ?Dj0Q:W$= Lyc>= ?C;0= M_8= /r(= ?4j<= Nl,\"= Xg+= ?{fHn 5s3R6= ?X&eB ?h6_~ 37.= ?7Tf( =\\uI= $O1= uXO= 1w<= pnJ= g:I\x1BB ]vQ<)8 |)P!?Ua0 \t\t!= \r9&\\? 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UUUUUU >o3fW s{c|H +*tsJ ?c3y? 3{9= b\x1B/[E #wi#:= ?.\"S- A]?VJ &2@UUUUUU n}in c\\5\bj Mpm< Nu?-HF cf>\t m0_$@ m0_$@ F=J4\a7 ?\r0\vH_ 4lkQg ?ju!4 ?!\aPO79 ?V:e: @g\t= 5SmT4 *+xi( ?1-\nI ?ZEM-'^ ?m}I\a <\"\x1BQ/ ?>6)} ?{yK+; ?)Ao\n: ?765@Z ?\b_\v0.m D<xZu ?KYC ?l$G~ ^\\sY0 7Z8>\t ?e')lW UUUUUU 333333 ?333333 ?UUUUUU ?$rxxx ?\r0\vH_ 4lkQg ?ju!4 ?!\aPO79 ?V:e: @g\t= 5SmT4 *+xi( ?1-\nI ?ZEM-'^ ?m}I\a <\"\x1BQ/ ?>6)} ?{yK+; ?)Ao\n: ?765@Z ?\b_\v0.m D<xZu ?KYC ?l$G~ ^\\sY0 7Z8>\t ?e')lW UUUUUU ?333333 ?333333 ?UUUUUU ?$rxxx RUUUUU TUUUU ?RbSQ <zQ}< <8bunz8 v<'*6 l,kg<i \aJ-\a\r <@En[vP lzZ? \tk8= \tQ*\x1B= b6\b= ?5Wg4p BC .= #{ = }s\"= %S#[k \"B <1= #.X'= i9+= UUUUU ?Dj0Q:W$= Lyc>= ?C;0= M_8= /r(= ?4j<= Nl,\"= Xg+= ?{fHn 5s3R6= ?X&eB ?h6_~ 37.= ?7Tf( =\\uI= $O1= uXO= 1w<= pnJ= g:I\x1BB ]vQ<)8 |)P!?Ua0 \t\t!= \r9&\\? Eb2]A= f#I= hb?O2 H`3= 2ieO= |W8A= np?z m{\rM= &\rt?,& u?^p?o4 GYM= w?q\aC Pex?0 E\tM= X-F= y1~?|\" f\a@= x\vI= V%A+= 4';= b\aH= P'E= ls1= {^C= \a?5O n{;= 3<L= ?|I7Z# aDJ= >,'1D= +NB= ?g)([|X>= ~*L= u!K= fAp\x1B? ?IT$7 u8\b\"? :h\"?bC @H#?43 Ax#?uN}* r7Yr7= .K=\"= F0$?3=1 H`$?h| &?~YK| sU0&?W :]=O> G\"jm\n>; CqTR; \aAiFC. ?]\b[S <{Q}< hI{L[ <8bunz8 ?(FN\\ \x1BK<<H! m1WY$ ?#%X.y F||<## T~OXu <@En[vP steam_api.dll KERNEL32.dll USER32.dll GDI32.dll SHELL32.dll WSOCK32.dll d3d9.dll d3dx9_43.dll XINPUT9_1_0.dll WINMM.dll WS2_32.dll fmodex.dll fmod_event.dll bink2w32.dll dbghelp.dll gdiplus.dll WINHTTP.dll ADVAPI32.dll ole32.dll OLEAUT32.dll .?AVlength_error@std@@ .?AV_Locimp@locale@std@@ Copyright (c) 1992-2004 by P.J. Plauger, licensed by Dinkumware, Ltd. ALL RIGHTS RESERVED. .?AV?$codecvt@GDH@std@@ .?AV?$ctype@G@std@@ .?AV?$num_put@GV?$ostreambuf_iterator@GU?$char_traits@G@std@@@std@@@std@@ .?AV?$num_get@GV?$istreambuf_iterator@GU?$char_traits@G@std@@@std@@@std@@ .?AUmessages_base@std@@ .?AUmoney_base@std@@ .?AUtime_base@std@@ .?AV?$collate@_W@std@@ .?AV?$messages@_W@std@@ .?AV?$money_get@_WV?$istreambuf_iterator@_WU?$char_traits@_W@std@@@std@@@std@@ .?AV?$money_put@_WV?$ostreambuf_iterator@_WU?$char_traits@_W@std@@@std@@@std@@ .?AV?$moneypunct@_W$0A@@std@@ .?AV?$_Mpunct@_W@std@@ .?AV?$moneypunct@_W$00@std@@ .?AV?$time_get@_WV?$istreambuf_iterator@_WU?$char_traits@_W@std@@@std@@@std@@ .?AV?$time_put@_WV?$ostreambuf_iterator@_WU?$char_traits@_W@std@@@std@@@std@@ .?AV?$numpunct@G@std@@ .?AV?$collate@G@std@@ .?AV?$messages@G@std@@ .?AV?$money_get@GV?$istreambuf_iterator@GU?$char_traits@G@std@@@std@@@std@@ .?AV?$money_put@GV?$ostreambuf_iterator@GU?$char_traits@G@std@@@std@@@std@@ .?AV?$moneypunct@G$0A@@std@@ .?AV?$_Mpunct@G@std@@ .?AV?$moneypunct@G$00@std@@ .?AV?$time_get@GV?$istreambuf_iterator@GU?$char_traits@G@std@@@std@@@std@@ .?AV?$time_put@GV?$ostreambuf_iterator@GU?$char_traits@G@std@@@std@@@std@@ .?AV?$collate@D@std@@ .?AV?$messages@D@std@@ .?AV?$money_get@DV?$istreambuf_iterator@DU?$char_traits@D@std@@@std@@@std@@ .?AV?$money_put@DV?$ostreambuf_iterator@DU?$char_traits@D@std@@@std@@@std@@ .?AV?$moneypunct@D$0A@@std@@ .?AV?$_Mpunct@D@std@@ .?AV?$moneypunct@D$00@std@@ .?AV?$time_get@DV?$istreambuf_iterator@DU?$char_traits@D@std@@@std@@@std@@ .?AV?$time_put@DV?$ostreambuf_iterator@DU?$char_traits@D@std@@@std@@@std@@ .?AVtype_info@@ .?AVbad_typeid@std@@ .?AV__non_rtti_object@std@@ .?AVbad_exception@std@@ sqrt .data:00C7EBCA 0000001B C abcdefghijklmnopqrstuvwxyz ABCDEFGHIJKLMNOPQRSTUVWXYZ .data:00C7EDEA 0000001B C abcdefghijklmnopqrstuvwxyz ABCDEFGHIJKLMNOPQRSTUVWXYZ .?AVDNameNode@@ .?AVcharNode@@ .?AVpcharNode@@ .?AVpDNameNode@@ .?AVDNameStatusNode@@ .?AVpairNode@@ z?aUY zc%C1 -64OS CreateProcessAsUserW CreateProcessAsUserA SHGetFolderPathW LdrLockLoaderLock LdrUnlockLoaderLock CryptMsgClose CertCloseStore CertFreeCertificateContext CertFindCertificateInStore CryptMsgGetParam CryptQueryObject CertGetNameStringA CryptDecodeObject NVIDIA Subordinate CA NVIDIA Subordinate CA VeriSign Class 3 Code Signing 2010 CA VeriSign Class 3 Code Signing 2010 CA NVIDIA Corporation 1.2.840.113549.1.9.6 RegOpenKeyExW RegEnumValueW RegCloseKey StringFromGUID2 ?333? L?fff? no element found syntax error out of memory mismatched tag partial character unclosed token not well-formed (invalid token) undefined entity illegal parameter entity reference junk after document element duplicate attribute reference to binary entity reference to invalid character number asynchronous entity recursive entity reference encoding specified in XML declaration is incorrect unknown encoding XML or text declaration not at start of entity reference to external entity in attribute unexpected parser state - please send a bug report document is not standalone error in processing external entity reference unclosed CDATA section unbound prefix cannot change setting once parsing has begun requested feature requires XML_DTD support in Expat entity declared in parameter entity text declaration not well-formed XML declaration not well-formed incomplete markup in parameter entity must not undeclare prefix parsing aborted parser not suspended parser suspended illegal character(s) in public id reserved prefix (xmlns) must not be declared or undeclared reserved prefix (xml) must not be undeclared or bound to another namespace name cannot suspend in external parameter entity parsing finished sizeof(XML_LChar) sizeof(XML_Char) expat_2.0.1 prefix must not be bound to one of the reserved namespace names !This program cannot be run in DOS mode.\r\r\n$\a LCOD \aDISKINF DISKINF verPP 1vsR2vsR3vsR \vDISKINF_DDB 24ty8ivgb^w34taxmn23vn560iwefnaSc0123nsa0/23rnc0qawl50gsvb2iu3aq5y9bcuvb ucvlxgGSTgdfFGetrfghhdGhght5ydLefrgdf4SRfg4Fg401dss3T&^ ARSE< 0\b0\n0 & % 304050\b 0A0C0E0G0I0c0 < G H I 0\t0\v0\r0 & % 304050\t #=bzInternalBuild !\t@PIMUL2 @PIDIV2 ?EPSILON >INVEPSILON @ROOT2 ?ROOT3 ?GOLDEN ?DTOR ?RTOD L@SCALAR_MAX GSCALAR_MIN ?333? rrgrrggrrgggrrgggrgrgggrgggggrgggrrrggrrggrggrrgrrrrrgrrrgrgrrrg ?firewall Models Materials Textures Lumps Scripts zDlump_name mass density moments distribution centre_of_mass shape inf_mass inf_mi ignore_world solid double_omega_limit group ignore_group child_joint world_joint axis_spring angular_damper substance angular_acceleration linear_acceleration ignore_gravity breakable stop_sinking_into_ground drivable_on part_of_world collision buoyant buoyancy_relative_to_com unknown header flags set header crc mismatch ?invalid window size unknown compression method incorrect header check unknown compression method 1.2.2 invalid literal/lengths set invalid distances set invalid bit length repeat invalid bit length repeat too many length or distance symbols invalid code lengths set invalid block type invalid stored block lengths incorrect length check invalid distance too far back incorrect data check invalid literal/length code invalid distance code MNG features are not allowed in a PNG datastream Writing zero-length unknown chunk Incompatible libpng version in application and library 1.0.6 or earlier Application was compiled with png.h from libpng-%.20s Application is running with png.c from libpng-%.20s No IDATs written into file Unable to write international text Valid palette required for paletted images Unable to write international text zlib error Unknown row filter for method 0 Application uses deprecated png_write_init() and should be recompiled. png_write_info was never called before png_write_row. The png struct allocated by the application for writing is too small. The info struct allocated by the application for writing is too small. Application was compiled with png.h from libpng-%.20s Application is running with png.c from libpng-%.20s Only compression windows >= 256 supported by PNG Compression window is being reset to 512 Unknown filter heuristic method Only compression windows <= 32k supported by PNG Can't add Paeth filter after starting Unknown custom filter method Can't add Up filter after starting Can't add Average filter after starting Only compression method 8 is supported by PNG \n libpng version 1.2.40 - September 10, 2009\n Copyright (c) 1998-2009 Glenn Randers-Pehrson\n Copyright (c) 1996-1997 Andreas Dilger\n Copyright (c) 1995-1996 Guy Eric Schalnat, Group 42, Inc.\n 1.2.40 Unknown freer parameter in png_data_freer. %d %s %d %02d:%02d:%02d +0000 Too many bytes for PNG signature. Potential overflow in png_zalloc() Invalid cHRM green point Invalid cHRM blue point Invalid cHRM white point Invalid cHRM red point Ignoring attempt to set negative chromaticity value Ignoring attempt to set chromaticity value exceeding 21474.83 1.2.40 libpng version 1.2.40 - September 10, 2009\n\n Ignoring attempt to set cHRM RGB triangle with zero area Limiting gamma to 21474.83 Image width or height is zero in IHDR image size exceeds user limits in IHDR Invalid palette size, hIST allocation skipped. Insufficient memory for hIST chunk data. Setting negative gamma to zero Setting gamma=0 Setting gamma=0 Limiting gamma to 21474.83 Unknown compression method in IHDR MNG features are not allowed in a PNG datastream Invalid color type/bit depth combination in IHDR Unknown interlace method in IHDR Invalid bit depth in IHDR Invalid color type in IHDR Invalid image size in IHDR Width is too large for libpng to process pixels Invalid palette length Invalid palette length Insufficient memory for pCAL params. Insufficient memory for pCAL parameter. Insufficient memory for pCAL purpose. Insufficient memory for pCAL units. Unknown filter method in IHDR Invalid filter method in IHDR Out of memory while processing sPLT chunk Out of memory while processing sPLT chunk tRNS chunk has out-of-range samples for bit_depth No memory for sPLT palettes. Insufficient memory to store text iTXt chunk not supported. Insufficient memory to process iCCP chunk. Insufficient memory to process iCCP profile. Out of memory while processing unknown chunk. Out of memory while processing unknown chunk. Application was compiled with png.h from libpng-%.20s 1.0.6 or earlier Application was compiled with png.h from libpng-%.20s zlib version error Unknown zlib error 1.2.2 zlib memory error Application is running with png.c from libpng-%.20s Incompatible libpng version in application and library zlib version Unknown zlib error 1.2.2 zlib memory The info struct allocated by application for reading is too small. Invalid attempt to read row data Application uses deprecated png_read_init() and should be recompiled. Application is running with png.c from libpng-%.20s The png struct allocated by the application for reading is too small. Ignoring extra png_read_update_info() call; row buffer not reallocated Missing IHDR before IDAT Missing PLTE before IDAT Missing IHDR before IDAT Missing PLTE before IDAT Not a PNG file PNG file corrupted by ASCII conversion Too many IDAT's found Image is too high to process with png_read_png() Decompression error Too many IDAT's found Not enough image data Extra compressed data Call to NULL read function Read Error It's an error to set both read_data_fn and write_data_fn in the same structure. Resetting write_data_fn to NULL. Invalid image height Width too large for libpng to process image data. Invalid color type Invalid image width Invalid bit depth Sorry, there are legal restrictions on arithmetic coding ALIGN_TYPE is wrong, please fix Bogus message code %d Bogus input colorspace Bogus JPEG colorspace IDCT output block size %d not supported Bogus Huffman table definition Invalid component ID %d in SOS DCT coefficient out of range MAX_ALLOC_CHUNK is wrong, please fix Bogus buffer control mode Invalid progressive parameters at scan script entry %d Bogus sampling factors Unsupported JPEG data precision %d Invalid progressive parameters Ss=%d Se=%d Ah=%d Al=%d Sampling factors too large for interleaved scan Invalid memory pool code %d Bogus marker length Wrong JPEG library version: library is %d, caller expects %d CCIR601 sampling not implemented yet Too many color components: %d, max %d Buffer passed to JPEG library is too small Suspension not allowed here Bogus virtual array access JPEG parameter struct mismatch: library thinks size is %u, caller expects %u Invalid scan script at entry %d Improper call to JPEG library in state %d Read from EMS failed Write to EMS failed Bogus DQT index %d Empty JPEG image (DNL not supported) Bogus DAC value 0x%x Bogus DHT index %d Unsupported color conversion request Bogus DAC index %d Maximum supported image dimension is %u pixels Empty input file Huffman code size table overflow Missing Huffman code table entry Output file write error --- out of disk space? Fractional sampling not implemented yet Didn't expect more than one scan Input file read error Backing store not supported Huffman table 0x%02x was not defined Not implemented yet Requested feature was omitted at compile time Scan script does not transmit all data Invalid color quantization mode change Premature end of input file Cannot transcode due to multiple use of quantization table %d Cannot quantize to more than %d colors Invalid JPEG file structure: two SOF markers Cannot quantize more than %d color components Cannot quantize to fewer than %d colors Not a JPEG file: starts with 0x%02x 0x%02x Insufficient memory (case %d) JPEG datastream contains no image Quantization table 0x%02x was not defined Seek failed on temporary file Write failed on temporary file --- out of disk space? Failed to create temporary file %s Read failed on temporary file Invalid JPEG file structure: two SOI markers Invalid JPEG file structure: SOS before SOF Invalid JPEG file structure: missing SOS marker Unsupported JPEG process: SOF type 0x%02x Copyright (C) 1998, Thomas G. Lane 6b 27-Mar-1998 Read from XMS failed Write to XMS failed Virtual array controller messed up Image too wide for this implementation Application transferred too few scanlines Unsupported marker type 0x%02x Define Quantization Table %d precision %d Define Restart Interval %u Define Arithmetic Table 0x%02x: 0x%02x Define Huffman Table 0x%02x Unknown APP0 marker (not JFIF), length %u Unknown APP14 marker (not Adobe), length %u Caution: quantization tables are too coarse for baseline JPEG with %d x %d thumbnail image Adobe APP14 marker: version %d, flags 0x%04x 0x%04x, transform %d JFIF extension marker: type 0x%02x, length %u JFIF APP0 marker: version %d.%02d, density %dx%d %d Warning: thumbnail image size does not match data length %u End Of Image %3d %3d %3d %3d %3d %3d %3d %3d Freed EMS handle %u Obtained EMS handle %u At marker 0x%02x, recovery action %d RST%d Quantizing to %d colors Selected %d colors for quantization %4u %4u %4u %4u %4u %4u %4u %4u Quantizing to %d = %d*%d*%d colors Miscellaneous marker 0x%02x, length %u Unexpected marker 0x%02x Ss=%d, Se=%d, Ah=%d, Al=%d Closed temporary file %s Start Of Scan: %d components Component %d: dc=%d ac=%d Component %d: %dhx%dv q=%d Start of Image Smoothing not supported with nonstandard sampling ratios Start Of Frame 0x%02x: width=%u, height=%u, components=%d Obtained XMS handle %u Unknown Adobe color transform code %d Unrecognized component IDs %d %d %d, assuming YCbCr Freed XMS handle %u JFIF extension marker: palette thumbnail image, length %u JFIF extension marker: RGB thumbnail image, length %u Opened temporary file %s Corrupt JPEG data: found marker 0x%02x instead of RST%d Invalid SOS parameters for sequential JPEG JFIF extension marker: JPEG-compressed thumbnail image, length %u Warning: unknown JFIF revision number %d.%02d Premature end of JPEG file Corrupt JPEG data: premature end of data segment Corrupt JPEG data: bad Huffman code Inconsistent progression sequence for component %d coefficient %d Corrupt JPEG data: %u extraneous bytes before marker 0x%02x Application transferred too many scanlines invalid distance code invalid literal/length code invalid distance too far back stream end need dictionary 1.2.2 buffer error incompatible version data error insufficient memory file error stream error Attempted to set both read_data_fn and write_data_fn in the same structure. Resetting read_data_fn to NULL. Call to NULL write function Write Error zlib error zlib error Unknown compression type %d Invalid compression type specified Invalid filter type specified Invalid bit depth for RGBA image Invalid image color type specified Invalid bit depth for paletted image Invalid bit depth for grayscale+alpha image Invalid bit depth for grayscale image Invalid bit depth for RGB image Invalid number of colors in palette Invalid number of colors in palette zlib failed to initialize compressor -- mem error zlib failed to initialize compressor zlib failed to initialize compressor -- version error zlib failed to initialize compressor -- stream error Invalid interlace type specified 1.2.2 Truncating profile to actual length in iCCP chunk Invalid sBIT depth specified Embedded profile length in iCCP chunk is negative Embedded profile length too large in iCCP chunk Invalid sRGB rendering intent specified Unknown compression type in iCCP chunk Ignoring request to write a PLTE chunk in grayscale PNG Invalid zlib compression method or flags in IDAT Invalid background palette index Can't write tRNS with an alpha channel leading spaces removed from keyword Ignoring attempt to write 16-bit bKGD chunk when bit_depth is 8 Ignoring attempt to write 16-bit tRNS chunk when bit_depth is 8 Invalid number of transparent colors specified Ignoring attempt to write tRNS chunk out-of-range for bit_depth Invalid sBIT depth specified Invalid sBIT depth specified extra interior spaces removed from keyword invalid keyword character 0x%02X trailing spaces removed from keyword zero length keyword Out of memory while procesing keyword %12.12e Unrecognized equation type for pCAL chunk Ignoring attempt to write bKGD chunk out-of-range for bit_depth Invalid number of histogram entries specified Unrecognized unit type for pHYs chunk Invalid time specified for tIME chunk %12.12e Unrecognized unit type for oFFs chunk Zero length keyword keyword length must be 1 - 79 characters zlib error zlib error Overflow in png_memset_check. Out of Memory! Overflow in png_memcpy_check. libpng error: %s libpng error: %s, offset=%d libpng error no. %s: %s libpng warning: %s libpng warning: %s libpng warning no. %s: %s PNG unsigned integer out of range. CRC error Incomplete compressed datastream in %s chunk Not enough memory for text. Buffer error in compressed datastream in %s chunk Data error in compressed datastream in %s chunk Not enough memory to decompress chunk. Not enough memory to decompress chunk.. CRC error Not enough memory to decompress chunk Ignoring PLTE chunk in grayscale PNG Invalid palette chunk Invalid PLTE after IDAT Duplicate PLTE chunk Invalid IHDR chunk Missing IHDR before PLTE Unknown zTXt compression type %d Out of place IHDR Invalid gAMA after IDAT Out of place gAMA chunk Incorrect IEND chunk length Missing IHDR before gAMA Truncating incorrect info tRNS chunk length No image in file Invalid palette chunk Truncating incorrect tRNS chunk length Invalid sBIT after IDAT Out of place sBIT chunk gamma = (%d/100000) Missing IHDR before sBIT Ignoring gAMA chunk with gamma=0 Ignoring incorrect gAMA value when sRGB is also present Duplicate gAMA chunk Incorrect gAMA chunk length Incorrect cHRM chunk length Ignoring incorrect cHRM value when sRGB is also present Missing PLTE before cHRM Duplicate cHRM chunk Missing IHDR before cHRM Invalid cHRM after IDAT Duplicate sBIT chunk Incorrect sBIT chunk length Incorrect sRGB chunk length Unknown sRGB intent Out of place sRGB chunk Duplicate sRGB chunk Missing IHDR before sRGB Invalid sRGB after IDAT wx=%f, wy=%f, rx=%f, ry=%f\n gx=%f, gy=%f, bx=%f, by=%f\n Duplicate iCCP chunk Malformed iCCP chunk Invalid iCCP after IDAT Out of place iCCP chunk Ignoring incorrect cHRM value when sRGB is also present Missing IHDR before iCCP Ignoring incorrect gAMA value when sRGB is also present incorrect gamma=(%d/100000)\n sPLT chunk has bad length sPLT chunk too long Invalid sPLT after IDAT malformed sPLT chunk Ignoring truncated iCCP profile. Missing IHDR before sPLT Ignoring nonzero compression type in iCCP chunk Profile size field missing from iCCP chunk Missing PLTE before tRNS Incorrect tRNS chunk length Incorrect tRNS chunk length Incorrect tRNS chunk length Invalid tRNS after IDAT Duplicate tRNS chunk sPLT chunk requires too much memory Missing IHDR before tRNS Incorrect bKGD chunk length Incorrect bKGD chunk index value Missing PLTE before bKGD Duplicate bKGD chunk Missing IHDR before bKGD Invalid bKGD after IDAT Zero length tRNS chunk tRNS chunk not allowed with alpha channel Invalid pHYs after IDAT Duplicate pHYs chunk Incorrect hIST chunk length Missing IHDR before pHYs Missing PLTE before hIST Duplicate hIST chunk Missing IHDR before hIST Invalid hIST after IDAT Invalid pCAL after IDAT Duplicate pCAL chunk Incorrect oFFs chunk length Missing IHDR before pCAL Invalid oFFs after IDAT Duplicate oFFs chunk Incorrect pHYs chunk length Missing IHDR before oFFs Missing IHDR before sCAL Invalid sCAL after IDAT No memory for pCAL params. Invalid pCAL data Invalid pCAL parameters for equation type Unrecognized equation type for pCAL chunk No memory for pCAL purpose. Invalid pCAL data Out of place tIME chunk Duplicate tIME chunk malformed height string in sCAL chunk Invalid sCAL data malformed width string in sCAL chunk Truncated sCAL chunk Duplicate sCAL chunk Out of memory while processing sCAL chunk Out of memory processing zTXt chunk. Truncated zTXt chunk Insufficient memory to process text chunk. Missing IHDR before zTXt No memory to process text chunk. Not enough memory to process text chunk. Incorrect tIME chunk length Missing IHDR before tEXt invalid chunk type Ignoring bad adaptive filter type error in user chunk unknown critical chunk Insufficient memory to store zTXt chunk. unknown critical chunk Unknown compression type in zTXt chunk Not enough memory to process zTXt chunk. Extra compression data Row has too many bytes to allocate in memory. Decompression Error Extra compressed data. Not enough image data Extra compressed data Can't discard critical data on CRC error. png_do_dither returned rowbytes=0 png_do_rgb_to_gray found nongray pixel png_do_rgb_to_gray found nongray pixel NULL row buffer for row %ld, pass %d Uninitialized row Application must supply a known background gamma ignoring out of range rgb_to_gray coefficients 1.2.2 JPEGMEM %ld%c >=\nW> >=\nW> fff? fff? Bfff? Bfff? F=\nW>=\nW>)\\ 333? >=\nW> E=\nW?q=J? Bfff? B333? 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.?AV?$ClonableImpl@VSHA1@CryptoPP@@V?$AlgorithmImpl@V?$IteratedHash@IU?$EnumToType@W4ByteOrder@CryptoPP@@$00@CryptoPP@@$0EA@VHashTransformation@2@@CryptoPP@@VSHA1@2@@2@@CryptoPP@@ .?AVInvalidDataFormat@CryptoPP@@ .?AVRandomizedTrapdoorFunction@CryptoPP@@ .?AVConstByteArrayParameter@CryptoPP@@ .?AVPK_MessageAccumulatorBase@CryptoPP@@ .?AVAsymmetricAlgorithm@CryptoPP@@ .?AVInvalidArgument@CryptoPP@@ .PAUlua_longjmp@@ .?AUNoChannelSupport@BufferedTransformation@CryptoPP@@ .?AVFilter@CryptoPP@@ .?AVRandomNumberGenerator@CryptoPP@@ .?AVNullNameValuePairs@CryptoPP@@ .?AVClassNullRNG@CryptoPP@@ .?AVBitBucket@CryptoPP@@ .?AVNotCopyable@CryptoPP@@ .?AVArraySink@CryptoPP@@ .?AVByteQueue@CryptoPP@@ .?AUInputRejected@?$InputRejecting@VBufferedTransformation@CryptoPP@@@CryptoPP@@ .?AVBERSequenceDecoder@CryptoPP@@ .?AVBERDecodeErr@CryptoPP@@ .?AV?$Bufferless@VBufferedTransformation@CryptoPP@@@CryptoPP@@ .?AVBERGeneralDecoder@CryptoPP@@ .?AVStore@CryptoPP@@ .?AV?$AutoSignaling@V?$InputRejecting@VBufferedTransformation@CryptoPP@@@CryptoPP@@@CryptoPP@@ .?AVWalker@ByteQueue@CryptoPP@@ .?AVDERGeneralEncoder@CryptoPP@@ .?AVDERSequenceEncoder@CryptoPP@@ .?AV?$InputRejecting@VBufferedTransformation@CryptoPP@@@CryptoPP@@ .?AVArrayXorSink@CryptoPP@@ .?AVInvalidKeyLength@PK_SignatureScheme@CryptoPP@@ .?AVKeyTooShort@PK_SignatureScheme@CryptoPP@@ .?AVHashInputTooLong@CryptoPP@@ .?AVInteger@CryptoPP@@ .?AVModularArithmetic@CryptoPP@@ .?AVMultiplicativeGroupT@?$AbstractRing@VInteger@CryptoPP@@@CryptoPP@@ .?AV?$AbstractRing@VInteger@CryptoPP@@@CryptoPP@@ .PAVRSAFunction@CryptoPP@@ .?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@ .?AV?$AbstractGroup@VInteger@CryptoPP@@@CryptoPP@@ .?AVAlgorithmParameters@CryptoPP@@ .?AVMontgomeryRepresentation@CryptoPP@@ .?AUInitializeInteger@CryptoPP@@ .?AVStringStore@CryptoPP@@ .?AV?$AbstractEuclideanDomain@VInteger@CryptoPP@@@CryptoPP@@ .?AVDivideByZero@Integer@CryptoPP@@ .?AV?$EuclideanDomainOf@VInteger@CryptoPP@@@CryptoPP@@ .?AUFilterPutSpaceHelper@CryptoPP@@ .?AVHashFilter@CryptoPP@@ .?AVByteArrayParameter@CryptoPP@@ .?AV?$Bufferless@VFilter@CryptoPP@@@CryptoPP@@ .?AVMessageQueue@CryptoPP@@ .?AV?$AutoSignaling@VBufferedTransformation@CryptoPP@@@CryptoPP@@ acos asin atan log10 ?pow