<plugin>
<tag>sgla</tag>
<struct>
<name>Main</name>
<size>0</size>
<value>
<type>bitmask32</type>
<offset>0x00</offset>
<name>Flags</name>
<bitmask>
<bit>32</bit>
<name>Simple Parameterization</name>
</bitmask>
<bitmask>
<bit>31</bit>
<name>Ignore Normals</name>
</bitmask>
<bitmask>
<bit>30</bit>
<name>Transparent Lit</name>
</bitmask>
</value>
<value>
<type>id16</type>
<offset>0x02</offset>
<name>Detail Level</name>
<option>
<value>00</value>
<name>High</name>
</option>
<option>
<value>01</value>
<name>Medium</name>
</option>
<option>
<value>02</value>
<name>Low</name>
</option>
<option>
<value>03</value>
<name>Turd</name>
</option>
</value>
<value>
<type>float</type>
<offset>0x04</offset>
<name>Power</name>
</value>
<value>
<type>float</type>
<offset>0x08</offset>
<name>Colour of Emitted Light - R</name>
</value>
<value>
<type>float</type>
<offset>0x0C</offset>
<name>Colour of Emitted Light - G</name>
</value>
<value>
<type>float</type>
<offset>0x10</offset>
<name>Colour of Emitted Light - B</name>
</value>
<value>
<type>float</type>
<offset>0x14</offset>
<name>Tint Colour - R</name>
</value>
<value>
<type>float</type>
<offset>0x18</offset>
<name>Tint Colour - G</name>
</value>
<value>
<type>float</type>
<offset>0x1C</offset>
<name>Tint Colour - B</name>
</value>
<value>
<type>bitmask32</type>
<offset>0x800</offset>
<name></name>
<bitmask>
<bit>  </bit>
<name>Physics Property</name>
</bitmask>
</value>
<value>
<type>id16</type>
<offset>0x22</offset>
<name>Material Type</name>
<option>
<value>00</value>
<name>Dirt</name>
</option>
<option>
<value>01</value>
<name>Sand</name>
</option>
<option>
<value>02</value>
<name>Stone</name>
</option>
<option>
<value>03</value>
<name>Snow</name>
</option>
<option>
<value>04</value>
<name>Wood</name>
</option>
<option>
<value>05</value>
<name>Metal (Hollow)</name>
</option>
<option>
<value>06</value>
<name>Metal (Thin)</name>
</option>
<option>
<value>07</value>
<name>Metal (Thick)</name>
</option>
<option>
<value>08</value>
<name>Rubber</name>
</option>
<option>
<value>09</value>
<name>Glass</name>
</option>
<option>
<value>10</value>
<name>Force Field</name>
</option>
<option>
<value>11</value>
<name>Grunt</name>
</option>
<option>
<value>12</value>
<name>Hunter Armor</name>
</option>
<option>
<value>13</value>
<name>Hunter Skin</name>
</option>
<option>
<value>14</value>
<name>Elite</name>
</option>
<option>
<value>15</value>
<name>Jackal</name>
</option>
<option>
<value>16</value>
<name>Jackal Energy Shield</name>
</option>
<option>
<value>17</value>
<name>Engineer Skin</name>
</option>
<option>
<value>18</value>
<name>Engineer Force Field</name>
</option>
<option>
<value>19</value>
<name>Flood Combat Form</name>
</option>
<option>
<value>20</value>
<name>Flood Carrier Form</name>
</option>
<option>
<value>21</value>
<name>Cyborg Armor</name>
</option>
<option>
<value>22</value>
<name>Cyborg Energy Shield</name>
</option>
<option>
<value>23</value>
<name>Human Armor</name>
</option>
<option>
<value>24</value>
<name>Human Skin</name>
</option>
<option>
<value>25</value>
<name>Sentinel</name>
</option>
<option>
<value>26</value>
<name>Monitor</name>
</option>
<option>
<value>27</value>
<name>Plastic</name>
</option>
<option>
<value>28</value>
<name>Water</name>
</option>
<option>
<value>29</value>
<name>Leaves</name>
</option>
<option>
<value>30</value>
<name>Elite Energy Shield</name>
</option>
<option>
<value>31</value>
<name>Ice</name>
</option>
<option>
<value>32</value>
<name>Hunter Shield</name>
</option>
</value>

<value>
<type>bitmask32</type>
<offset>0x800</offset>
<name></name>
<bitmask>
<bit>  </bit>
<name>Glass Shader</name>
</bitmask>
</value>
<value>
<type>bitmask32</type>
<offset>0x28</offset>
<name>Flags</name>
<bitmask>
<bit>32</bit>
<name>Alpha-Tested</name>
</bitmask>
<bitmask>
<bit>31</bit>
<name>Decal</name>
</bitmask>
<bitmask>
<bit>30</bit>
<name>Two-Sided</name>
</bitmask>
<bitmask>
<bit>29</bit>
<name>Bump Map is Specular Mask</name>
</bitmask>
</value>
<value>
<type>bitmask32</type>
<offset>0x800</offset>
<name></name>
<bitmask>
<bit>  </bit>
<name>Background Tint Properties</name>
</bitmask>
</value>
<value>
<type>float</type>
<offset>0x54</offset>
<name>Background Tint Colour - R</name>
</value>
<value>
<type>float</type>
<offset>0x58</offset>
<name>Background Tint Colour - G</name>
</value>
<value>
<type>float</type>
<offset>0x5C</offset>
<name>Background Tint Colour - B</name>
</value>
<value>
<type>float</type>
<offset>0x60</offset>
<name>Background Tint Map Scale</name>
</value>
<value>
<type>bitmask32</type>
<offset>0x800</offset>
<name></name>
<bitmask>
<bit>  </bit>
<name>Reflection Propeties</name>
</bitmask>
</value>
<value>
<type>id16</type>
<offset>0x8A</offset>
<name>Reflection Type</name>
<option>
<value>00</value>
<name>Bumped Cube-Map</name>
</option>
<option>
<value>01</value>
<name>Flat Cube-Map</name>
</option>
<option>
<value>02</value>
<name>Dynamic Mirror</name>
</option>
</value>
<value>
<type>float</type>
<offset>0x8C</offset>
<name>Perpendicular Brightness</name>
</value>
<value>
<type>float</type>
<offset>0x90</offset>
<name>Perpendicular Tint Colour - R</name>
</value>
<value>
<type>float</type>
<offset>0x94</offset>
<name>Perpendicular Tint Colour - G</name>
</value>
<value>
<type>float</type>
<offset>0x98</offset>
<name>Perpendicular Tint Colour - B</name>
</value>
<value>
<type>float</type>
<offset>0x9C</offset>
<name>Parallel Brightness</name>
</value>
<value>
<type>float</type>
<offset>0xA0</offset>
<name>Parallel Tint Colour - R</name>
</value>
<value>
<type>float</type>
<offset>0xA4</offset>
<name>Parallel Tint Colour - G</name>
</value>
<value>
<type>float</type>
<offset>0xA8</offset>
<name>Parallel Tint Colour - B</name>
</value>
</struct>
</plugin>