;compile with BGLC /BGL C:\gmax\gamepacks\fs2002\exports\ground.asm
header label word
    dw      0001            ; 00 World set number   
    dd      0001F4DEEH          ; 02 North bound        
    dd      0001F39EEH          ; 06 South bound        
    dd      0D11056A8H          ; 10 East bound         
    dd      0D11056A6H          ; 14 West bound         
    dw      20 dup(0)                               
    dd      (offset OBJECT_DATA) - (offset header)
    dw      33 dup(0)                               

OBJECT_DATA label word                                  
    db  21              ;;LATBAND_REL                   
    dw  00F9Ch          ;;lat min (inclusive) 512M units
    dw  00FA7h          ;;lat max (exclusive)           
    dd  (offset OBJECT_0) - (offset OBJECT_DATA)        
    db  0               ;;EOL                           
OBJECT_0 label    BGLCODE
    db  12                      ; NEAR_FAR_HUGE_OBJECT_HEADER
    dd  0001F43EEh,0D11056A7h           ; latitude,longitude          
    db  100                     ; image power                 
    dd  (offset OBJECT_0_END) - (offset OBJECT_0)             
OBJECT_0_START label word
    ADDCAT      OBJECT_0_SCALE, 8
OBJECT_0_FAIL label    BGLCODE
    BGL_JUMP_32 OBJECT_0_END  
OBJECT_0_SCALE label    BGLCODE
    SCALE_AGL   OBJECT_0_RETURN, 10000, 2560, 131072, 0001F43EEh, 0A95Dh, 0D11056A7h, 03534h, 0, 0
    BGL_CALL        OBJECT_0_BEGIN
OBJECT_0_RETURN label word
    BGL_RETURN
OBJECT_0_BEGIN label word
model_outside    label    BGLCODE
    BGL_CALL model_crash
model_shadow label BGLCODE

LOD_0    label    BGLCODE
    BGL_JUMP_32    LOD_0L

model_inside  label    BGLCODE
    BGL_RETURN
model_crash label BGLCODE
    BGL_CRASH_START   model_crash_end, 5120
    BGL_CRASH_OCTTREE  crash_end_1
    dw     CRASH_FLAG_OBJECT            ; crash type
    dw     1            ; nodes used
    real4  -4096.000000,0.020000,-2048.000000      ; Box x,y,z 
    real4  8192.000000,2730.666748,5120.000000      ; Box w,h,d 
    dw   1,   1,   1,   1,   1,   1,   1,   1    ; base offset into node table, one for each top-level branch
    ; So if you take branch 2 (count from 0), you add 1 to indices you encounter on that branch
    ; Nodes (254=empty 255=full, else an index into branch)
    OCTTREE_NODE   254, 254, 254, 254, 254, 254, 254, 254           ; node   0
crash_end_1 label word
model_crash_end label word
    BGL_RETURN

LOD_0L    label    BGLCODE
    include    C:\gmax\gamepacks\fs2002\exports\ground_0.asm



OBJECT_0_END label word
EOF
