Notes:Sonic Generations (PC)

ObjectDefine.obc.xml
    ■移動ギミック(汎用)  ClassicDashPanel クラシックダッシュパネル object/common/DashPanelClassic   DashPanel</ID> ジェネリックダッシュパネル</ObjName> object/common/DashPanel</DataPath> </Object>  GrindDashPanel</ID> グラインドブースター</ObjName> object/common/GrindDash</DataPath> </Object>  SpringClassic</ID> クラシックバネ</ObjName> object/common/SpringClassic</DataPath> object/common/Spring</DataPath> object/common/treasuresearch</DataPath> </Object>  Spring</ID> ジェネリックバネ</ObjName> object/common/Spring</DataPath> <DataPath>object/common/SpringSide</DataPath> </Object> <Object> <ID>WideSpring</ID> <ObjName>３連バネ</ObjName> <DataPath>object/common/WideSpring</DataPath> </Object> <Object> <ID>AirSpring</ID> <ObjName>空中バネ</ObjName> <DataPath>object/common/AirSpring</DataPath> </Object> <Object> <ID>SpringFake</ID> <ObjName>ニセバネ</ObjName> <DataPath>object/common/SpringFake</DataPath> </Object> <Object> <ID>ClassicJumpBoard</ID> <ObjName>クラシックジャンプ台</ObjName> <DataPath>object/common/JumpPanelClassic</DataPath> </Object> <Object> <ID>JumpBoard</ID> <ObjName>ジャンプ台2D</ObjName> <DataPath>object/common/JumpPanel</DataPath> </Object> <Object> <ID>JumpBoard3D</ID> <ObjName>ジャンプ台3D</ObjName> <DataPath>object/common/JumpPanel</DataPath> </Object> <Object> <ID>AdlibTrickJump</ID> <ObjName>アドリブトリック台</ObjName> <DataPath>object/common/AdlibTrickPanel</DataPath> </Object> <Object> <ID>DashRing</ID> <ObjName>ダッシュリング</ObjName> <DataPath>object/common/DashRing</DataPath> </Object> <Object> <ID>RainbowRing</ID> <ObjName>レインボーリング</ObjName> <DataPath>object/common/RainbowRing</DataPath> </Object> <Object> <ID>WallJumpBlock</ID> <ObjName>三角飛び用壁</ObjName> <DataPath>object/common/WallJumpBlock</DataPath> </Object> <Object> <ID>JumpPole</ID> <ObjName>スプリングポール</ObjName> <DataPath>object/common/SpringPole</DataPath> </Object> <Object> <ID>UpReel</ID> <ObjName>アップリール</ObjName> <DataPath>object/common/UpReel</DataPath> </Object> <Object> <ID>Fan</ID> <ObjName>ファン</ObjName> <DataPath>object/common/Fan</DataPath> </Object> <Object> <ID>Cannon</ID> <ObjName>大砲</ObjName> <DataPath>object/Common/Cannon</DataPath> </Object> <Object> <ID>Cannon_ChangeParam</ID> <ObjName>大砲：パラメータチェンジャー</ObjName> </Object> <Object> <ID>SelectCanon</ID> <ObjName>セレクトカノン</ObjName> <DataPath>object/common/SelectCannon</DataPath> </Object> <Object> <ID>Pulley</ID> <ObjName>滑車</ObjName> <DataPath>object/common/Pulley</DataPath> </Object> <Object> <ID>Balloon</ID> <ObjName>風船</ObjName> <DataPath>object/common/Balloon</DataPath> </Object> <Object> <ID>Switch</ID> <ObjName>スイッチ</ObjName> <DataPath>object/common/switch</DataPath> </Object> <Object> <ID>IronPole2D</ID> <ObjName>鉄棒( side view )</ObjName> <DataPath>object/common/IronPole</DataPath> </Object> <Object> <ID>IronPole3D</ID> <ObjName>鉄棒( forward view )</ObjName> <DataPath>object/common/IronPole</DataPath> </Object> </Category> <Category> <Name>■ダメージギミック(汎用)</Name> <Object> <ID>DirectionalThorn</ID> <ObjName>トゲパネル</ObjName> <DataPath>object/common/ThornPanel</DataPath> </Object> <Object> <ID>ThornBall</ID> <ObjName>トゲボール</ObjName> <DataPath>object/common/ThornBall</DataPath> </Object> <Object> <ID>MovingThorn</ID> <ObjName>移動トゲボール</ObjName> <DataPath>object/common/ThornBall</DataPath> </Object> <Object> <ID>AppearThorn</ID> <ObjName>出現トゲボール</ObjName> <DataPath>object/common/ThornBall</DataPath> </Object> <Object> <ID>Bomb</ID> <ObjName>爆弾</ObjName> <DataPath>object/common/Bomb</DataPath> </Object> <Object> <ID>GrindThorn</ID> <ObjName>グラインドトゲ</ObjName> <DataPath>object/common/ThornGrind</DataPath> </Object> <Object> <ID>RollingSaw</ID> <ObjName>回転ノコギリ</ObjName> <DataPath>object/common/RollingSaw</DataPath> </Object> <Object> <ID>Flame</ID> <ObjName>属性ダメージ炎</ObjName> <DataPath>object/common/flame</DataPath> </Object> <Object> <ID>Electric</ID> <ObjName>属性ダメージ電気</ObjName> <DataPath>object/common/electric</DataPath> </Object> </Category> <Category> <Name>■アイテム・ゴールなど</Name> <Object> <ID>ClassicItemBox</ID> <ObjName>クラシックアイテムボックス</ObjName> <DataPath>object/common/ItemBoxClassic</DataPath> <DataPath>object/common/treasuresearch</DataPath> </Object> <Object> <ID>Item</ID> <ObjName>ジェネリックアイテム(今は1UPのみ)</ObjName> <DataPath>object/common/item</DataPath> </Object> <Object> <ID>Ring</ID> <ObjName>リング</ObjName> <DataPath>object/common/Ring</DataPath> <DataPath>object/common/treasuresearch</DataPath> </Object> <Object> <ID>SuperRing</ID> <ObjName>スーパーリング</ObjName> <DataPath>object/common/SuperRing</DataPath> </Object> <Object> <ID>PointMarker</ID> <ObjName>ポイントマーカー</ObjName> <DataPath>object/common/PointMarker</DataPath> </Object> <Object> <ID>GoalSignboard</ID> <ObjName>ゴール看板</ObjName> <DataPath>object/common/GoalPlate</DataPath> </Object> <Object> <ID>GoalRing</ID> <ObjName>ゴールリング</ObjName> <DataPath>object/common/GoalRing</DataPath> </Object> <Object> <ID>RedMedal</ID> <ObjName>スペシャルリング</ObjName> <DataPath>object/common/SpecialRing</DataPath> </Object> <Object> <ID>Omochao</ID> <ObjName>オモチャオ</ObjName> <DataPath>character/npc/omochao</DataPath> <DataPath>object/common/omochao</DataPath> </Object> </Category> <Category> <Name>■カメラ</Name> <Object> <ID>ChangeVolumeCamera</ID> <ObjName></ObjName> </Object> <Object> <ID>CameraCollisionBoard</ID> <ObjName></ObjName> </Object> <Object> <ID>CameraOffsetBoard</ID> <ObjName></ObjName> </Object> <Object> <ID>CameraOffsetReset</ID> <ObjName></ObjName> </Object> <Object> <ID>CameraOffsetBox</ID> <ObjName></ObjName> </Object> <Object> <ID>ChangeNormalCameraParam</ID> <ObjName></ObjName> </Object> <Object> <ID>ObjCameraNormal</ID> <ObjName></ObjName> </Object> <Object> <ID>ObjCameraFix</ID> <ObjName></ObjName> </Object> <Object> <ID>ObjCameraPan</ID> <ObjName></ObjName> </Object> <Object> <ID>ObjCameraPoint</ID> <ObjName></ObjName> </Object> <Object> <ID>ObjCameraPanVertical</ID> <ObjName>ObjCameraPanVertical</ObjName> </Object> <Object> <ID>ObjCameraVertical</ID> <ObjName>ObjCameraPointVertical</ObjName> </Object> <Object> <ID>ObjCameraParallel</ID> <ObjName></ObjName> </Object> <Object> <ID>ObjCameraPathTarget</ID> <ObjName></ObjName> </Object> <Object> <ID>ObjCameraPathLook</ID> <ObjName></ObjName> </Object> <Object> <ID>ObjCameraPathParallel</ID> <ObjName></ObjName> </Object> <Object> <ID>ObjCameraCrossRail</ID> <ObjName></ObjName> </Object> <Object> <ID>ObjCameraObjectLook</ID> <ObjName></ObjName> </Object> <Object> <ID>ObjCameraBlend</ID> <ObjName></ObjName> </Object> <Object> <ID>ObjCameraTube</ID> <ObjName></ObjName> </Object> <Object> <ID>CameraShakeCollision</ID> <ObjName>カメラ振動コリジョン</ObjName> </Object> <Object> <ID>ObjCameraPathPath</ID> <ObjName></ObjName> </Object> </Category> <Category> <Name>■システム系</Name> <Object> <ID>Grouper</ID> <ObjName>グループ化</ObjName> </Object> <Object> <ID>EventSetter</ID> <ObjName>イベントセッター</ObjName> </Object> <Object> <ID>EventCollision</ID> <ObjName>イベントコリジョン</ObjName> </Object> <Object> <ID>EventCollision2</ID> <ObjName>イベントコリジョンON_OFF版</ObjName> </Object> <Object> <ID>IntervalTriggerCollision</ID> <ObjName>定期実行イベントコリジョン</ObjName> </Object> <Object> <ID>StopPeopleObject</ID> <ObjName>活動一時停止オブジェクト</ObjName> </Object> <Object> <ID>LayerChangeCollision</ID> <ObjName>レイヤー切替コリジョン（箱）</ObjName> </Object> <Object> <ID>LayerChangeCollisionFlat</ID> <ObjName>レイヤー切替コリジョン（フラット）</ObjName> </Object> <Object> <ID>LayerChange</ID> <ObjName>レイヤー切替(メッセージ用)</ObjName> </Object> <Object> <ID>ChangeCamera2D_Begin</ID> <ObjName></ObjName> </Object> <Object> <ID>ChangeCamera2D_End</ID> <ObjName></ObjName> </Object> <Object> <ID>ChangeVolumeCamera2D</ID> <ObjName></ObjName> </Object> <Object> <ID>ChangeToneMapVolume</ID> <ObjName>トーンマップ変更コリジョン</ObjName> </Object> <Object> <ID>WarpPoint</ID> <ObjName>ワープポイント</ObjName> </Object> <Object> <ID>TerrainInstanceSubsetRenderCollision</ID> <ObjName>地形グループ表示コリジョン</ObjName> </Object> <Object> <ID>TerrainInstanceSubsetRenderCollision2</ID> <ObjName>地形グループ表示コリジョン2</ObjName> </Object> <Object> <ID>TerrainInstanceSubsetRenderCollisionVolume</ID> <ObjName>地形グループ表示ボリュームコリジョン</ObjName> </Object> <Object> <ID>TerrainGroupSubsetLoadCollision</ID> <ObjName>地形グループロードコリジョン</ObjName> </Object> <Object> <ID>TerrainGroupSubsetLoadCollision2</ID> <ObjName>地形グループロードコリジョン2</ObjName> </Object> <Object> <ID>TerrainGroupSubsetLoadCollisionVolume</ID> <ObjName>地形グループロードボリュームコリジョン</ObjName> </Object> <Object> <ID>TerrainParameterChangerCollision</ID> <ObjName>地形のパラメータ変更コリジョン</ObjName> </Object> <Object> <ID>TerrainIntegerParameterChangerCollision</ID> <ObjName>地形の整数パラメータ変更コリジョン</ObjName> </Object> <Object> <ID>TerrainFloatParameterChangerCollision</ID> <ObjName>地形の小数パラメータ変更コリジョン</ObjName> </Object> <Object> <ID>TerrainBooleanParameterChangerCollision</ID> <ObjName>地形のBooleanパラメータ変更コリジョン</ObjName> </Object> <Object> <ID>StartDynamicPreloadingCollision</ID> <ObjName>先読み開始コリジョン</ObjName> </Object> <Object> <ID>EndDynamicPreloadingCollision</ID> <ObjName>先読み終了コリジョン</ObjName> </Object> <Object> <ID>SetRigidBody</ID> <ObjName>SetRigidBody</ObjName> </Object> <Object> <ID>StopPeopleObject</ID> <ObjName>活動一時停止コリジョン</ObjName> </Object> <Object> <ID>VirtualMirror</ID> <ObjName>仮想ミラー</ObjName> </Object> <Object> <ID>AutoDrawCullingCollision</ID> <ObjName>モーション地形カリングコリジョン</ObjName> </Object> <Object> <ID>ChangeBGMCollision</ID> <ObjName>BGM変更コリジョン</ObjName> </Object> <Object> <ID>ChangeSkyCollision</ID> <ObjName>天球切り替えコリジョン</ObjName> </Object> <Object> <ID>ChangeSkyProxy</ID> <ObjName>天球切り替え中継機</ObjName> </Object> <Object> <ID>TerrainDynamicLoadOffsetChangerCollsion</ID> <ObjName>動的ロードの注視点へ近づける距離切り替えコリジョン</ObjName> </Object> <Object> <ID>ChangeLightScatteringVolume</ID> <ObjName>(箱)LightScatteringパラメータ変更コリジョン</ObjName> </Object> <Object> <ID>SetParticleVolume</ID> <ObjName>セットパーティクルコリジョン</ObjName> </Object> <Object> <ID>SetParticle</ID> <ObjName>セットパーティクル(Loopエフェクト)</ObjName> </Object> <Object> <ID>ObjFlowCollision</ID> <ObjName>Flow箱</ObjName> </Object> <Object> <ID>ObjFlowPlane</ID> <ObjName>Flow板</ObjName> </Object> <Object> <ID>ObjFlowManager</ID> <ObjName>Flow管理</ObjName> <DataPath>object/common/flow</DataPath> </Object> <Object> <ID>ChangeShadowMapVolume</ID> <ObjName>(箱)シャドウマップパラメータ切り替えコリジョン</ObjName> </Object> <Object> <ID>ChangeShadowMapPlane</ID> <ObjName>(板)シャドウマップパラメータ切り替えコリジョン</ObjName> </Object> <Object> <ID>ChangeViewCullingParamCollision</ID> <ObjName>可視カリングパラメータ変更コリジョン</ObjName> </Object> <Object> <ID>ChangeReflectionMapPlane</ID> <ObjName>(板)リフレクションマップ切り替えコリジョン</ObjName> </Object> <Object> <ID>ChangeLightPlane</ID> <ObjName>(板)カメラライトパラメータ変更コリジョン</ObjName> </Object> <Object> <ID>ChangeLightVolume</ID> <ObjName>(箱)カメラライトパラメータ変更コリジョン</ObjName> </Object> </Category> <Category> <Name>■プレイヤーシステム</Name> <Object> <ID>ChangeMode_3Dto2D</ID> <ObjName></ObjName> </Object> <Object> <ID>ChangeMode_3DtoForward</ID> <ObjName></ObjName> </Object> <Object> <ID>ChangeMode_2DtoForward</ID> <ObjName></ObjName> </Object> <Object> <ID>ChangeMode_3DtoDash</ID> <ObjName></ObjName> </Object> <Object> <ID>ChangePathCollision</ID> <ObjName>パス切り替えコリジョン</ObjName> </Object> <Object> <ID>FallDeadCollision</ID> <ObjName>死亡コリジョン</ObjName> </Object> <Object> <ID>SonicStopCollision</ID> <ObjName>逆走防止コリジョン(ソニック用)</ObjName> </Object> <Object> <ID>ChangeDiveBegin</ID> <ObjName>ダイビングモード開始</ObjName> </Object> <Object> <ID>ChangeDiveEnd</ID> <ObjName>ダイビングモード終了(イベントあり)</ObjName> </Object> <Object> <ID>ChangeDiveEndNoEvent</ID> <ObjName>ダイビングモード終了(イベントなし)</ObjName> </Object> <Object> <ID>SlidingCollision</ID> <ObjName>スライディングコリジョン</ObjName> </Object> <Object> <ID>StumbleCollision</ID> <ObjName>つまづきコリジョン</ObjName> </Object> <Object> <ID>JumpCollision</ID> <ObjName>ジャンプコリジョン</ObjName> </Object> <Object> <ID>AutorunStartSimpleCollision</ID> <ObjName>オートラン開始コリジョン</ObjName> </Object> <Object> <ID>AutorunFinishSimpleCollision</ID> <ObjName>オートラン終了コリジョン</ObjName> </Object> <Object> <ID>AutorunStartCollision</ID> <ObjName>パス上オートラン開始コリジョン</ObjName> </Object> <Object> <ID>AutorunFinishCollision</ID> <ObjName>パス上オートラン終了コリジョン</ObjName> </Object> <Object> <ID>GravityChangeCollision</ID> <ObjName>重力変化コリジョン</ObjName> </Object> <Object> <ID>LaunchSpinCollision</ID> <ObjName>スピン打ち出しコリジョン</ObjName> </Object> <Object> <ID>Paraloop</ID> <ObjName>パラループ コリジョン</ObjName> </Object> <Object> <ID>ChangeVelocity</ID> <ObjName>速度変化コリジョン</ObjName> </Object> <Object> <ID>SpeedDownCollision</ID> <ObjName>スピード低下コリジョン</ObjName> </Object> <Object> <ID>ChangeVelocityMax</ID> <ObjName>速度変更コリジョン 坂道で加速しないversion</ObjName> </Object> <Object> <ID>WallWalkEnableCollision</ID> <ObjName>壁走り可否 変更コリジョン</ObjName> </Object> <Object> <ID>OnewayFloor</ID> <ObjName>下からすりぬける床コリジョン</ObjName> </Object> <Object> <ID>ScriptEventCollision</ID> <ObjName>スクリプトイベントコリジョン</ObjName> </Object> <Object> <ID>EventPathHolding</ID> <ObjName></ObjName> </Object> <Object> <ID>EventPathHoldingStart</ID> <ObjName></ObjName> </Object> <Object> <ID>EventPathHoldingFinish</ID> <ObjName></ObjName> </Object> <Object> <ID>WalkOnCeilingCollision</ID> <ObjName>天井走り開始コリジョン</ObjName> </Object> <Object> <ID>FixedMoveCollision</ID> <ObjName>FixedMoveCollision</ObjName> </Object> <Object> <ID>BeltConveyorCollision</ID> <ObjName>ベルトコンベアコリジョン</ObjName> </Object> <Object> <ID>BoardGetOnOffCollision</ID> <ObjName>スケボー乗り降りコリジョン</ObjName> </Object> <Object> <ID>ConstantFrame</ID> <ObjName>固定フレームコリジョン</ObjName> </Object> </Category> <Category> <Name>■エネミー</Name> <Object> <ID>EnemyMotora2D</ID> <ObjName>モトラ[2D]</ObjName> </Object> <Object> <ID>EnemyMotora3D</ID> <ObjName>モトラ[3D]</ObjName> </Object> <Object> <ID>EnemyBeeton2D</ID> <ObjName>ビートン[2D]</ObjName> </Object> <Object> <ID>EnemyBeeton3D</ID> <ObjName>ビートン[3D]</ObjName> </Object> <Object> <ID>EnemyBatabata2D</ID> <ObjName>バタバタ[2D]</ObjName> </Object> <Object> <ID>EnemyBatabata3D</ID> <ObjName>バタバタ[3D]</ObjName> </Object> <Object> <ID>EnemyGanigani2D</ID> <ObjName>ガニガニ[2D]</ObjName> </Object> <Object> <ID>EnemyGanigani3D</ID> <ObjName>ガニガニ[3D]</ObjName> </Object> <Object> <ID>EnemyLander2D</ID> <ObjName>ランダー[2D]</ObjName> </Object> <Object> <ID>EnemyLander3D</ID> <ObjName>ランダー[3D]</ObjName> </Object> <Object> <ID>EnemyGrabber2D</ID> <ObjName>グラバー[2D]</ObjName> </Object> <Object> <ID>EnemyGrabber3D</ID> <ObjName>グラバー[3D]</ObjName> </Object> <Object> <ID>EnemyEggRobo2D</ID> <ObjName>エッグロボ[2D]</ObjName> </Object> <Object> <ID>EnemyEggRobo3D</ID> <ObjName>エッグロボ[3D]</ObjName> </Object> <Object> <ID>EnemySpinner2D</ID> <ObjName>スピナ[2D]</ObjName> </Object> <Object> <ID>EnemySpinner</ID> <ObjName>スピナ[3D]</ObjName> </Object> <Object> <ID>EnemySpanner2D</ID> <ObjName>スパナ[2D]</ObjName> </Object> <Object> <ID>EnemySpanner</ID> <ObjName>スパナ[3D]</ObjName> </Object> <Object> <ID>EnemyCopSpeeder2D</ID> <ObjName>コップスピーダー[2D]</ObjName> </Object> <Object> <ID>EnemyCopSpeeder3D</ID> <ObjName>コップスピーダー[3D]</ObjName> </Object> <Object> <ID>EnemyCopSpeeder3DCreator</ID> <ObjName>コップスピーダー：自動生成</ObjName> </Object> <Object> <ID>EnemyCopSpeederWallRun</ID> <ObjName>コップスピーダー：壁下り</ObjName> </Object> <Object> <ID>EnemyPathMover</ID> <ObjName>エネミー：パス移動テスト</ObjName> </Object> <Object> <ID>EnemyMonoBeetle2D</ID> <ObjName>モノビートル2D</ObjName> </Object> <Object> <ID>EnemyMonoBeetle3D</ID> <ObjName>モノビートル3D</ObjName> </Object> <Object> <ID>EnemyGunBeetle2D</ID> <ObjName>ガンビートル2D</ObjName> </Object> <Object> <ID>EnemyGunBeetle3D</ID> <ObjName>ガンビートル3D</ObjName> </Object> <Object> <ID>EnemyGunHunter2D</ID> <ObjName>ガンハンター2D</ObjName> </Object> <Object> <ID>EnemyGunHunter3D</ID> <ObjName>ガンハンター3D</ObjName> </Object> <Object> <ID>EnemyPawn2D</ID> <ObjName>ポーン2D</ObjName> </Object> <Object> <ID>EnemyPawn3D</ID> <ObjName>ポーン3D</ObjName> </Object> <Object> <ID>EnemyPawnLance2D</ID> <ObjName>ポーン2D(槍)</ObjName> </Object> <Object> <ID>EnemyPawnLance3D</ID> <ObjName>ポーン3D(槍)</ObjName> </Object> <Object> <ID>EnemyPawnGun2D</ID> <ObjName>ポーン2D(銃)</ObjName> </Object> <Object> <ID>EnemyPawnGun3D</ID> <ObjName>ポーン3D(銃)</ObjName> </Object> <Object> <ID>EnemyTaker2D</ID> <ObjName>テイカー2D</ObjName> <DataPath>object/stage/crisiscity/spikeshot</DataPath> </Object> <Object> <ID>EnemyTaker3D</ID> <ObjName>テイカー3D</ObjName> <DataPath>object/stage/crisiscity/spikeshot</DataPath> </Object> <Object> <ID>EnemyCrawler2D</ID> <ObjName>クロウラー２D</ObjName> <DataPath>object/stage/crisiscity/spikeshot</DataPath> </Object> <Object> <ID>EnemyCrawler3D</ID> <ObjName>クロウラー３D</ObjName> <DataPath>object/stage/crisiscity/spikeshot</DataPath> </Object> <Object> <ID>EnemyBiter2D</ID> <ObjName>バイター２D</ObjName> </Object> <Object> <ID>EnemyBiter3D</ID> <ObjName>バイター３D</ObjName> </Object> <Object> <ID>EnemyEFighter2D</ID> <ObjName>エッグファイター[2D]</ObjName> </Object> <Object> <ID>EnemyEFighter3D</ID> <ObjName>エッグファイター[3D]</ObjName> </Object> <Object> <ID>EnemyEFighterSword2D</ID> <ObjName>エッグファイター剣[2D]</ObjName> </Object> <Object> <ID>EnemyEFighterSword3D</ID> <ObjName>エッグファイター剣[3D]</ObjName> </Object> <Object> <ID>EnemyELauncher2D</ID> <ObjName>エッグランチャー[2D]</ObjName> </Object> <Object> <ID>EnemyELauncher3D</ID> <ObjName>エッグランチャー[3D]</ObjName> </Object> <Object> <ID>EnemyAeroCannon</ID> <ObjName>エアキャノン</ObjName> </Object> <Object> <ID>EnemyEChaserManager</ID> <ObjName>エッグチェイサーマネージャ</ObjName> </Object> <Object> <ID>EnemyNal2D</ID> <ObjName>ナール2D</ObjName> </Object> <Object> <ID>EnemyNal3D</ID> <ObjName>ナール3D</ObjName> </Object> <Object> <ID>EnemyPawnPla3D</ID> <ObjName>ポーン3D(ウィスプ面)</ObjName> </Object> <Object> <ID>EnemyPawnPla2D</ID> <ObjName>ポーン2D(ウィスプ面)</ObjName> </Object> <Object> <ID>EnemyEChaserSV</ID> <ObjName>エッグチェイサーSV</ObjName> </Object> </Category> <Category> <Name>■サウンド系</Name> <Object> <ID>EchoCollision</ID> <ObjName>エコー</ObjName> </Object> <Object> <ID>SoundPoint</ID> <ObjName>環境音</ObjName> </Object> <Object> <ID>SoundLine</ID> <ObjName>環境音_線</ObjName> </Object> <Object> <ID>WindNoiseCollision</ID> <ObjName>風切り音オブジェクト</ObjName> </Object> <Object> 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<ID>CteGunTruck200DriftStartCollision</ID> <ObjName>guntruck200 ドリフト開始コリジョン</ObjName> </Object> <Object> <ID>CteGunTruck200WallRunStartCollision</ID> <ObjName>guntruck200 壁走り開始コリジョン</ObjName> </Object> <Object> <ID>CteGunTruck200DeathCollision</ID> <ObjName>guntruck200 トラック爆破コリジョン</ObjName> </Object> <Object> <ID>CteGunTruck100ChangeEnableAttackCollision</ID> <ObjName>guntruck100 トラック攻撃判定切り替えコリジョン</ObjName> </Object> <Object> <ID>CteGunTruck100ChangeApplyImplusCollision</ID> <ObjName>guntruck100 吹き飛ばし切り替えコリジョン</ObjName> </Object> <Object> <ID>CteGunTruck100EventStartCollision</ID> <ObjName>guntruck100 イベント再生コリジョン</ObjName> </Object> <Object> <ID>CteGunTruck200CrashEffectCollision</ID> <ObjName>guntruck200 挟まりエフェクト発生コリジョン</ObjName> </Object> <Object> <ID>CteGunTruck200SummonCollision</ID> <ObjName>guntruck200 トラック召喚コリジョン</ObjName> </Object> <Object> <ID>CteGunTruck100SmokeEffectChangeCollision</ID> <ObjName>guntruck100 煙突の煙表示切り替えコリジョン</ObjName> </Object> <Object> <ID>CteBreakableDeathCollision</ID> <ObjName>車消滅コリジョン</ObjName> </Object> <Object> <ID>CteGunTruck200AttackEndCollision</ID> <ObjName>guntruck200 攻撃終了コリジョン</ObjName> </Object> <Object> <ID>CteGunTruck200ChangeCutterPostureCollision</ID> <ObjName>guntruck200 カッター中の移動速度切り替えコリジョン</ObjName> </Object> <Object> <ID>CteGunTruck100IdleCollision</ID> <ObjName>guntruck100 なにもしないコリジョン</ObjName> </Object> </Category> <Category> <Name>■クライシスシティ固有</Name> <Object> <ID>CscFloatFloor</ID> <ObjName>浮遊足場</ObjName> <DataPath>object/stage/crisiscity/floatfloor</DataPath> <DataPath>object/stage/crisiscity/commoncar</DataPath> </Object> <Object> <ID>CscIgnition</ID> <ObjName>起爆装置</ObjName> <DataPath>object/stage/crisiscity/ignition</DataPath> </Object> <Object> <ID>CscLavaRide</ID> <ObjName>溶岩乗り</ObjName> <DataPath>object/stage/crisiscity/lavaride</DataPath> </Object> <Object> <ID>CscClassicTornado</ID> <ObjName>クラシック竜巻</ObjName> <DataPath>object/stage/crisiscity/classictornado</DataPath> <DataPath>object/stage/crisiscity/tornado</DataPath> </Object> <Object> <ID>CscGenericTornado</ID> <ObjName>ジェネリック竜巻</ObjName> <DataPath>object/stage/crisiscity/generictornado</DataPath> <DataPath>object/stage/crisiscity/commoncar</DataPath> <DataPath>object/stage/crisiscity/tornado</DataPath> </Object> <Object> <ID>CscTornadoSwitch</ID> <ObjName>竜巻攻撃スイッチ</ObjName> </Object> <Object> <ID>CscBreakRoad</ID> <ObjName>崩れる道路</ObjName> <DataPath>object/stage/crisiscity/breakroad</DataPath> </Object> <Object> <ID>CscClassicTornadoEventCollision</ID> <ObjName>クラシック竜巻イベントコリジョン</ObjName> </Object> <Object> <ID>CscWindow</ID> <ObjName>爆発する窓</ObjName> <DataPath>object/stage/crisiscity/window</DataPath> </Object> <Object> <ID>CscWind</ID> <ObjName>風</ObjName> <DataPath>object/stage/crisiscity/wind</DataPath> </Object> <Object> <ID>CscChangeSpeedCollision</ID> <ObjName>テイカースピード変更コリ</ObjName> </Object> </Category> <Category> <Name>■ルーフトップラン固有</Name> <Object> <ID>EucGuillotine</ID> <ObjName>ギロチン</ObjName> <DataPath>object/stage/rooftoprun/guillotine</DataPath> </Object> <Object> <ID>EucRollingBarrelCreater</ID> <ObjName>転がるタル生成機</ObjName> <DataPath>object/stage/rooftoprun/rollingbarrel</DataPath> </Object> <Object> <ID>EucRollingBarrelDeleter</ID> <ObjName>転がるタル削除コリジョン</ObjName> </Object> <Object> <ID>EucPressThorn</ID> <ObjName>プレストゲ</ObjName> <DataPath>object/stage/rooftoprun/pressthorn</DataPath> </Object> <Object> <ID>EucBigBarrel</ID> <ObjName>転がる大タル</ObjName> <DataPath>object/stage/rooftoprun/bigbarrel</DataPath> </Object> <Object> <ID>EucBigBarrelDeleter</ID> <ObjName>転がる大タル削除コリジョン</ObjName> </Object> <Object> <ID>EucGondola</ID> <ObjName>ゴンドラ</ObjName> <DataPath>object/stage/rooftoprun/gondola</DataPath> </Object> <Object> <ID>EucClockTower</ID> <ObjName>時計塔</ObjName> <DataPath>object/stage/rooftoprun/clocktower</DataPath> </Object> <Object> <ID>EucAirShip</ID> <ObjName>飛行船(演出)</ObjName> <DataPath>object/stage/rooftoprun/airship/euc_obj_airshipall</DataPath> </Object> <Object> <ID>EucAirShipChaser</ID> <ObjName>飛行船(チェイサー)</ObjName> <DataPath>object/stage/rooftoprun/airship/euc_obj_airshipall/euc_obj_airship_hd</DataPath> <DataPath>object/stage/rooftoprun/airship/euc_obj_airshipall/euc_obj_airshiplaser_hd</DataPath> </Object> <Object> <ID>EucAirShipBarrel</ID> <ObjName>飛行船(タル)</ObjName> <DataPath>object/stage/rooftoprun/airship/euc_obj_airshipall/euc_obj_airship_hd</DataPath> <DataPath>object/stage/rooftoprun/airship/euc_obj_airshipall/euc_obj_airshipbarrel_hd</DataPath> </Object> <Object> <ID>EucAdballoon</ID> <ObjName>アドバルーン</ObjName> <DataPath>object/stage/rooftoprun/adballoon</DataPath> </Object> <Object> <ID>EucAirShipChaserAttackCollision</ID> <ObjName>飛行船(チェイサー)攻撃コリジョン</ObjName> </Object> <Object> <ID>EucSideDoor</ID> <ObjName>SV用ドア</ObjName> <DataPath>object/stage/rooftoprun/sidedoor</DataPath> </Object> <Object> <ID>EucAirShipBG</ID> <ObjName>地形になる飛行船</ObjName> <DataPath>object/stage/rooftoprun/bgairship</DataPath> </Object> <Object> <ID>EucAirShipSpeedControlCollision</ID> <ObjName>飛行船(演出)速度設定コリジョン</ObjName> </Object> <Object> <ID>EucAirShipMissionFailedCollision</ID> <ObjName>飛行船(演出)ミッション失敗コリジョン</ObjName> </Object> <Object> <ID>EucBird</ID> <ObjName>ハト(演出用鳥)</ObjName> <DataPath>object/stage/rooftoprun/pigeon</DataPath> </Object> <Object> <ID>EucFireBalloon</ID> <ObjName>熱気球(飾り)</ObjName> <DataPath>object/stage/rooftoprun/fireballoon</DataPath> </Object> <Object> <ID>EucBigBarrelEffecter</ID> <ObjName>転がる大タル振動コリジョン</ObjName> </Object> <Object> <ID>EucAirShipChaserEscapeCollision</ID> <ObjName>飛行船(チェイサー)撤退コリジョン</ObjName> </Object> <Object> <ID>EucAirShipChaserSetFlyHeightCollision</ID> <ObjName>飛行船(チェイサー)高度設定コリジョン</ObjName> </Object> </Category> <Category> <Name>■プラネットウィスプ固有</Name> <Object> <ID>PlaReleaseBox</ID> <ObjName>ウィスプカプセル</ObjName> <DataPath>object/stage/planetwisp/releasebox</DataPath> <DataPath>object/stage/planetwisp/wisprocket</DataPath> <DataPath>object/stage/planetwisp/wispspike</DataPath> </Object> <Object> <ID>PlaMissile</ID> <ObjName>ミサイル</ObjName> <DataPath>object/stage/planetwisp/missile</DataPath> </Object> <Object> <ID>PlaHideFloor</ID> <ObjName>壁引っ込み足場</ObjName> <DataPath>object/stage/planetwisp/hidefloor</DataPath> </Object> <Object> <ID>PlaTramCar</ID> <ObjName>トロッコ</ObjName> <DataPath>object/stage/planetwisp/tramcar</DataPath> </Object> <Object> <ID>PlaCutterArm</ID> <ObjName>カッターアーム</ObjName> <DataPath>object/stage/planetwisp/cutterarm</DataPath> </Object> <Object> <ID>PlaBrokenCeling</ID> <ObjName>壊れ天井</ObjName> <DataPath>object/stage/planetwisp/brokenceiling</DataPath> </Object> <Object> <ID>PlaFallBlock</ID> <ObjName>落下ブロック</ObjName> <DataPath>object/stage/planetwisp/fallblock</DataPath> </Object> <Object> <ID>PlaRotTerrain</ID> <ObjName>回転地形</ObjName> <DataPath>object/stage/planetwisp/rotationterrain</DataPath> </Object> <Object> <ID>PlaGearFloor</ID> <ObjName>歯車足場</ObjName> <DataPath>object/stage/planetwisp/gearfloor</DataPath> </Object> <Object> <ID>PlaGearSwitch</ID> <ObjName>歯車スイッチ</ObjName> <DataPath>object/stage/planetwisp/gearfloor</DataPath> </Object> <Object> <ID>PlaTramCarJumpCollision</ID> <ObjName>トロッコパス乗り換えコリジョン</ObjName> </Object> <Object> <ID>PlaPhantomCancelVolume</ID> <ObjName>ファントム解除コリジョン</ObjName> </Object> <Object> <ID>PlaShutter</ID> <ObjName>シャッター</ObjName> <DataPath>object/stage/planetwisp/shutter</DataPath> </Object> <Object> <ID>PlaBigPressCeling</ID> <ObjName>巨大プレス天井</ObjName> <DataPath>object/stage/planetwisp/bigpressceling</DataPath> </Object> <Object> <ID>PlaBigPressCoordinator</ID> <ObjName>巨大プレス天井コーディネータ</ObjName> </Object> <Object> <ID>PlaBrokenCelingController</ID> <ObjName>壊れ天井コントローラ</ObjName> </Object> <Object> <ID>PlaSetWisp</ID> <ObjName>セットウィスプ</ObjName> <DataPath>object/stage/planetwisp/wispstandard</DataPath> </Object> <Object> <ID>PlaBgPawn</ID> <ObjName>背景置き用ポーン</ObjName> </Object> </Category> <Category> <Name>■ピンボール固有</Name> <Object> <ID>CnzBall</ID> <ObjName>ボール</ObjName> <DataPath>object/common/Bomb</DataPath> </Object> <Object> <ID>CnzBumper</ID> <ObjName>バンパー</ObjName> <DataPath>object/stage/casinonight/bumper</DataPath> </Object> <Object> <ID>CnzFlipper</ID> <ObjName>フリッパー</ObjName> <DataPath>object/stage/casinonight/flipper</DataPath> </Object> <Object> <ID>CnzSlingshot</ID> <ObjName>スリングショット</ObjName> <DataPath>object/stage/casinonight/slingshot</DataPath> </Object> <Object> <ID>CnzPlunger</ID> <ObjName>プランジャー</ObjName> <DataPath>object/stage/casinonight/plunger</DataPath> </Object> <Object> <ID>CnzSpotTarget</ID> <ObjName>スポットターゲット</ObjName> <DataPath>object/stage/casinonight/spottarget</DataPath> </Object> <Object> <ID>CnzDropTarget</ID> <ObjName>ドロップターゲット</ObjName> <DataPath>object/stage/casinonight/droptarget</DataPath> </Object> <Object> <ID>CnzKickBack</ID> <ObjName>キックバック</ObjName> <DataPath>object/stage/casinonight/kickback/kickback</DataPath> </Object> <Object> <ID>CnzKickBackSwitch</ID> <ObjName>キックバックスイッチ</ObjName> <DataPath>object/stage/casinonight/kickback/kickbackswitch</DataPath> </Object> <Object> <ID>CnzDiceBridge</ID> <ObjName>サイコロ橋</ObjName> <DataPath>object/stage/casinonight/dicebridge</DataPath> </Object> <Object> <ID>CnzJackpotMedal</ID> <ObjName>ジャックポットメダル</ObjName> <DataPath>object/stage/casinonight/jackpotmedal</DataPath> </Object> <Object> <ID>CnzJumpPoint</ID> <ObjName>ジャンプポイント</ObjName> <DataPath>object/stage/casinonight/jumppoint</DataPath> </Object> <Object> <ID>CnzLoopGate</ID> <ObjName>ループゲート</ObjName> <DataPath>object/stage/casinonight/loopgate</DataPath> </Object> <Object> <ID>CnzPopupBumper</ID> <ObjName>飛び出すバンパー</ObjName> <DataPath>object/stage/casinonight/popupbamper</DataPath> </Object> <Object> <ID>CnzRolloverButton</ID> <ObjName>ロールオーバーボタン</ObjName> <DataPath>object/stage/casinonight/rolloverbutton</DataPath> </Object> <Object> <ID>CnzJackpot</ID> <ObjName>ジャックポット</ObjName> </Object> <Object> <ID>CnzSlot</ID> <ObjName>スロット</ObjName> <DataPath>object/stage/casinonight/slot</DataPath> </Object> <Object> <ID>CnzLane</ID> <ObjName>レーン</ObjName> <DataPath>object/stage/casinonight/lane</DataPath> </Object> <Object> <ID>CnzGetupLoop</ID> <ObjName>ゲットアップループ</ObjName> <DataPath>object/stage/casinonight/getuploop</DataPath> </Object> <Object> <ID>CnzKeepSpeed</ID> <ObjName>速度維持</ObjName> </Object> <Object> <ID>CnzValve</ID> <ObjName>逆走防止</ObjName> </Object> <Object> <ID>CnzSpeedDown</ID> <ObjName>減速コリジョン</ObjName> </Object> <Object> <ID>CnzScore</ID> <ObjName>得点加算</ObjName> </Object> <Object> <ID>CnzEmerald</ID> <ObjName>エメラルド</ObjName> <DataPath>object/stage/casinonight/emerald</DataPath> </Object> <Object> <ID>CnzSpinArea</ID> <ObjName>スピンダッシュ出来るエリア</ObjName> </Object> <Object> <ID>CnzMapObject</ID> <ObjName>マップオブジェクト</ObjName> <DataPath>object/stage/casinonight/mapobject</DataPath> </Object> <Object> <ID>CnzForceGlass</ID> <ObjName>強制ガラスコリジョン</ObjName> </Object> </Category> <Category> <Name>■テスト</Name> <Object> <ID>TestPlaneFloor</ID> <ObjName></ObjName> </Object> <Object> <ID>TestBoxFloor</ID> <ObjName></ObjName> </Object> <Object> <ID>TestDamage</ID> <ObjName></ObjName> </Object> </Category> <Category> <Name>■大型仕掛け</Name> <Object> <ID>GhzGiantBatabata_First</ID> <ObjName>巨大バタバタ：チラ見せ[GHZ200]</ObjName> <DataPath>object/stage/GreenHill/GiantBatabata</DataPath> </Object> <Object> <ID>GhzGiantBatabata</ID> <ObjName>巨大バタバタ：メイン[GHZ200]</ObjName> <DataPath>object/stage/GreenHill/GiantBatabata</DataPath> </Object> <Object> <ID>GhzGiantBatabata_Collision</ID> <ObjName>巨大バタバタ：設定コリジョン[GHZ200]</ObjName> </Object> <Object> <ID>GhzBreakGrind</ID> <ObjName>壊れグラインド[GHZ200]</ObjName> <DataPath>object/stage/GreenHill/BreakGrind</DataPath> </Object> </Category> <Category> <Name>■ボス/ライバル</Name> <Object> <ID>RivalMetalSonic</ID> <ObjName>メタルソニック</ObjName> </Object> <Object> <ID>RivalMetalSonicObjLamp</ID> <ObjName>壊れ街灯</ObjName> </Object> <Object> <ID>RivalShadow</ID> <ObjName>シャドウ</ObjName> </Object> <Object> <ID>BossDeathEgg</ID> <ObjName>デスエッグ</ObjName> </Object> <Object> <ID>BdeFloor</ID> <ObjName>デスエッグステージ床</ObjName> </Object> <Object> <ID>RivalShadowObjEnergyCoreCreateCollision</ID> <ObjName>エネルギーコア生成コリジョン</ObjName> </Object> <Object> <ID>RivalShadowObjEnergyCoreClearCollision</ID> <ObjName>エネルギーコア消去コリジョン</ObjName> </Object> <Object> <ID>RivalShadowObjAimSpot</ID> <ObjName>目標地点設定コリジョン</ObjName> </Object> <Object> <ID>RivalShadowObjFixRoot</ID> <ObjName>シャドウ移動ルート固定コリジョン</ObjName> </Object> <Object> <ID>RivalShadowObjEndFinalArea</ID> <ObjName>ファイナルアタック終了コリジョン</ObjName> </Object> <Object> <ID>RivalShadowObjJumpCollision</ID> <ObjName>シャドウ ジャンプ指示コリジョン</ObjName> </Object> <Object> <ID>BdeElevatorReference</ID> <ObjName>エレベータ参照ポイント</ObjName> </Object> <Object> <ID>RivalMetalSonicObjFloor</ID> <ObjName>FA足場</ObjName> </Object> <Object> <ID>RivalMetalSonicObjFloorCreate</ID> <ObjName>FA足場生成コリジョン</ObjName> </Object> <Object> <ID>RivalSilver</ID> <ObjName>シルバー</ObjName> </Object> <Object> <ID>RivalSilverObjThrowDown</ID> <ObjName>シルバー投擲壊れOBJ</ObjName> </Object> <Object> <ID>BpcTestBeam</ID> <ObjName>パーフェクトカオス・ビーム</ObjName> </Object> <Object> <ID>BpcTestBreath</ID> <ObjName>パーフェクトカオス・ブレス</ObjName> </Object> <Object> <ID>BpcSetStartPoint</ID> <ObjName>スタートポイント</ObjName> </Object> <Object> <ID>BpcPlayerWarpTest</ID> <ObjName>プレイヤーワープコリジョン</ObjName> </Object> <Object> <ID>BpcDummyCore</ID> <ObjName>ダミーのコア</ObjName> </Object> <Object> <ID>BpcTornade</ID> <ObjName>竜巻</ObjName> </Object> <Object> <ID>RivalSilverObjBarricade</ID> <ObjName>障害物</ObjName> </Object> <Object> <ID>BpcFloor</ID> <ObjName>足場</ObjName> <DataPath>object/common/floor/cte</DataPath> </Object> <Object> <ID>BossTimeEater</ID> <ObjName>ラスボス</ObjName> </Object> <Object> <ID>RivalShadowObjBreakMeteor</ID> <ObjName>ダメージ隕石</ObjName> </Object> <Object> <ID>BpcArmTest</ID> <ObjName></ObjName> </Object> <Object> <ID>BossPerfectChaos</ID> <ObjName>パーフェクトカオス</ObjName> </Object> <Object> <ID>BossEggDragoon</ID> <ObjName>エッグドラグーン</ObjName> </Object> <Object> <ID>BpcControlCollision</ID> <ObjName>Bpcコントロールコリジョン</ObjName> </Object> <Object> <ID>BossEggDragoonSeparateCollision</ID> <ObjName>EggDragoon 分離リクエストコリジョン</ObjName> </Object> <Object> <ID>BossEggDragoonAttackRequestCollision</ID> <ObjName>EggDragoon 攻撃リクエストコリジョン</ObjName> </Object> <Object> <ID>ObjectPhysicsBlb</ID> <ObjName>Blb障害物</ObjName> </Object> <Object> <ID>BpcArmWait</ID> <ObjName></ObjName> </Object> <Object> <ID>BneShutter</ID> <ObjName>EggDragoon 開閉シャッター</ObjName> </Object> <Object> <ID>BpcControlZoneCollision</ID> <ObjName>Bpcコントロールコリジョン(範囲)</ObjName> </Object> <Object> <ID>RivalShadowObjEnergyMeteor</ID> <ObjName>エネルギー隕石</ObjName> </Object> <Object> <ID>BpcCameraChain</ID> <ObjName>カメラチェーン</ObjName> </Object> <Object> <ID>BpcCameraChainTrigger</ID> <ObjName>カメラチェーントリガー</ObjName> </Object> </Category> <Category> <Name>■ミッション</Name> <Object> <ID>MissionNpc_Appear</ID> <ObjName>ミッションNPC登場演出OBJ</ObjName> <DataPath>object/mission/npc/Common</DataPath> </Object> <Object> <ID>MissionNpcC_Amy</ID> <ObjName>クラシック：エミー</ObjName> <DataPath>character/npc/amy/common</DataPath> <DataPath>object/stage/SkySanctuary/RollingTop</DataPath> </Object> <Object> <ID>MissionNpcC_AmyRecoverPoint</ID> <ObjName>クラシック：エミー用復帰ポイント</ObjName> <DataPath>object/stage/SkySanctuary/RollingTop</DataPath> </Object> <Object> <ID>MissionNpcC_Blaze</ID> <ObjName>クラシック：ブレイズ</ObjName> <DataPath>character/npc/blaze/common</DataPath> </Object> <Object> <ID>MissionNpcC_BlazeBomb</ID> <ObjName>クラシック：ブレイズ用ボム</ObjName> <DataPath>object/mission/Bomb</DataPath> </Object> <Object> <ID>MissionNpcC_BlazeCollisionRest</ID> <ObjName>クラシック：ブレイズ休憩コリジョン</ObjName> </Object> <Object> <ID>MissionNpcC_Charmy</ID> <ObjName>クラシック：チャーミー</ObjName> <DataPath>character/npc/charmy/common</DataPath> </Object> <Object> <ID>MissionNpcC_CharmyAttackCollision</ID> <ObjName>クラシック：チャーミー攻撃コリジョン</ObjName> </Object> <Object> <ID>MissionNpcC_CharmySeekCollision</ID> <ObjName>クラシック：チャーミー挙動指示コリジョン</ObjName> </Object> <Object> <ID>MissionNpcC_Cream</ID> <ObjName>クラシック：クリーム</ObjName> <DataPath>character/npc/cream/common</DataPath> </Object> <Object> <ID>MissionNpcC_CreamChao</ID> <ObjName>クラシック：クリーム用チャオ</ObjName> <DataPath>object/mission/npc/mchao</DataPath> </Object> <Object> <ID>MissionNpcC_Espio</ID> <ObjName>クラシック：エスピオ</ObjName> <DataPath>character/npc/espio/common</DataPath> </Object> <Object> <ID>MissionNpcC_EspioFook</ID> <ObjName>クラシック：エスピオ用フック</ObjName> <DataPath>object/mission/Hook</DataPath> </Object> <Object> <ID>MissionNpcC_Knuckles</ID> <ObjName>クラシック：ナックルズ</ObjName> <DataPath>character/npc/knuckles/common</DataPath> </Object> <Object> <ID>MissionNpcC_KnucklesDigPoint</ID> <ObjName>クラシック：ナックルズ用掘りコリジョン</ObjName> </Object> <Object> <ID>MissionNpcC_Rouge</ID> <ObjName>クラシック：ルージュ</ObjName> <DataPath>character/npc/rouge/common</DataPath> <DataPath>object/mission/heartbomb</DataPath> </Object> <Object> <ID>MissionNpcC_RougeEventCollision</ID> <ObjName>クラシック：ルージュ用イベントコリジョン</ObjName> </Object> <Object> <ID>MissionNpcC_RougeAttackCollision</ID> <ObjName>クラシック：ルージュ用攻撃コリジョン</ObjName> </Object> <Object> <ID>MissionNpcC_RougeFlame</ID> <ObjName>クラシック：ルージュ用属性ダメーイ炎</ObjName> <DataPath>object/common/flame</DataPath> </Object> <Object> <ID>MissionNpcC_Tails</ID> <ObjName>クラシック：テイルス</ObjName> <DataPath>character/npc/classic_tails/common</DataPath> </Object> <Object> <ID>MissionNpcC_Vector</ID> <ObjName>クラシック：ベクター</ObjName> <DataPath>character/npc/vector/common</DataPath> </Object> <Object> <ID>MissionNpcC_VectorBobbin</ID> <ObjName>クラシック：ベクター用ボビン</ObjName> <DataPath>object/mission/Bobbin</DataPath> </Object> <Object> <ID>MissionNpcC_VectorCameraCollision</ID> <ObjName>クラシック：ベクター用カメラコリジョン</ObjName> </Object> <Object> <ID>MissionNpcG_Amy</ID> <ObjName>ジェネリック：エミー</ObjName> <DataPath>character/npc/amy/common</DataPath> </Object> <Object> <ID>MissionNpcG_Blaze</ID> <ObjName>ジェネリック：ブレイズ</ObjName> <DataPath>character/npc/blaze/common</DataPath> <DataPath>object/mission/flamewall</DataPath> </Object> <Object> <ID>MissionNpcG_BlazeFlame</ID> <ObjName>ジェネリック：ブレイズ用炎の壁</ObjName> <DataPath>object/stage/crisiscity/ignition</DataPath> </Object> <Object> <ID>MissionNpcG_Charmy</ID> <ObjName>ジェネリック：チャーミー</ObjName> <DataPath>character/npc/charmy/common</DataPath> </Object> <Object> <ID>MissionNpcG_Cream</ID> <ObjName>ジェネリック：クリーム</ObjName> <DataPath>character/npc/cream/common</DataPath> <DataPath>object/mission/npc/mchao</DataPath> </Object> <Object> <ID>MissionNpcG_CreamFinCollision</ID> <ObjName>ジェネリック：クリーム：終了コリジョン</ObjName> <DataPath>object/mission/time</DataPath> </Object> <Object> <ID>MissionNpcG_Espio</ID> <ObjName>ジェネリック：エスピオ</ObjName> <DataPath>character/npc/espio/common</DataPath> </Object> <Object> <ID>MissionNpcG_EspioWarpPoint</ID> <ObjName>ジェネリック：エスピオのワープ位置</ObjName> </Object> <Object> <ID>MissionNpcG_EspioSpotLight</ID> <ObjName>ジェネリック：エスピオ用スポットライト</ObjName> <DataPath>object/mission/SpotLight</DataPath> </Object> <Object> <ID>MissionNpcG_Knuckles</ID> <ObjName>ジェネリック：ナックルズ</ObjName> <DataPath>character/npc/knuckles/common</DataPath> <DataPath>object/mission/soil</DataPath> </Object> <Object> <ID>MissionNpcG_KnucklesCollision</ID> <ObjName>穴掘りコリジョン(メダル)</ObjName> <DataPath>object/mission/medal</DataPath> <DataPath>object/mission/arrow</DataPath> <DataPath>object/mission/sign</DataPath> </Object> <Object> <ID>MissionNpcG_KnucklesCollisionTime</ID> <ObjName>穴掘りコリジョン(タイム)</ObjName> <DataPath>object/mission/time</DataPath> <DataPath>object/mission/sign</DataPath> </Object> <Object> <ID>MissionNpcG_Rouge</ID> <ObjName>ジェネリック：ルージュ</ObjName> <DataPath>character/npc/rouge/common</DataPath> <DataPath>object/mission/HeartEffect</DataPath> </Object> <Object> <ID>MissionNpcG_Tails</ID> <ObjName>ジェネリック：テイルス</ObjName> <DataPath>character/npc/tails/common</DataPath> <DataPath>object/mission/Tornado</DataPath> </Object> <Object> <ID>MissionNpcG_Vector</ID> <ObjName>ジェネリック：ベクター</ObjName> <DataPath>character/npc/vector/common</DataPath> <DataPath>object/mission/Onpu</DataPath> </Object> <Object> <ID>MissionNpcG_VectorPoint</ID> <ObjName>ジェネリック：ベクター用着弾ポイント</ObjName> </Object> <Object> <ID>MissionNpcG_VectorLobPoint</ID> <ObjName>ジェネリック：ベクター用ロブポイント</ObjName> </Object> <Object> <ID>MissionRingPhysics</ID> <ObjName>量産オブジェクト（リング）</ObjName> </Object> <Object> <ID>MissionNumberDashRing</ID> <ObjName>順番ダッシュリング</ObjName> <DataPath>object/common/RainbowRing</DataPath> </Object> <Object> <ID>MissionAnimalsCapsule</ID> <ObjName>ミッション解放ボックス</ObjName> <DataPath>object/mission/AnimalsCapsule</DataPath> <DataPath>character/npc/animal</DataPath> </Object> <Object> <ID>MissionJugglingBoard</ID> <ObjName>リフティング看板</ObjName> <DataPath>object/common/GoalPlate</DataPath> </Object> <Object> <ID>MissionJugglingBoard_GoalCollision</ID> <ObjName>リフティング看板：ゴール</ObjName> <DataPath>object/mission/JugglingGoal</DataPath> </Object> <Object> <ID>MissionJugglingBoard_RestrainCollision</ID> <ObjName>リフティング看板：落下抑制コリジョン</ObjName> </Object> <Object> <ID>MissionSprinkler</ID> <ObjName>スプリンクラー：本体</ObjName> <DataPath>object/common/Bomb</DataPath> <DataPath>object/mission/sprinkler</DataPath> </Object> <Object> <ID>MissionSprinkler_Point</ID> <ObjName>スプリンクラー：移動ポイント</ObjName> </Object> <Object> <ID>MissionOpenBlock</ID> <ObjName>スイッチオープンブロック</ObjName> <DataPath>object/mission/openblock</DataPath> </Object> <Object> <ID>MissionOpenBlock_New</ID> <ObjName>スイッチオープンブロック(New)</ObjName> <DataPath>object/mission/OpenBlock</DataPath> </Object> <Object> <ID>MissionTime</ID> <ObjName>タイム</ObjName> <DataPath>object/mission/time</DataPath> </Object> <Object> <ID>MissionRollFloor</ID> <ObjName>転がる足場</ObjName> <DataPath>object/mission/cylindricalfloor</DataPath> </Object> <Object> <ID>MissionPropeller</ID> <ObjName>プロペラユニット</ObjName> <DataPath>object/mission/propeller</DataPath> </Object> <Object> <ID>MissionChainFloor</ID> <ObjName>回転足場</ObjName> <DataPath>object/mission/rolling</DataPath> </Object> <Object> <ID>MissionChainThornBall</ID> <ObjName>回転トゲ鉄球</ObjName> <DataPath>object/mission/rolling</DataPath> </Object> <Object> <ID>MissionSeesaw</ID> <ObjName>シーソー</ObjName> <DataPath>object/mission/seesaw</DataPath> </Object> <Object> <ID>MissionPawnSheild2D</ID> <ObjName>ポーン2D(盾)</ObjName> <DataPath>object/mission/pawnhearteye</DataPath> </Object> <Object> <ID>MissionPawnSheild3D</ID> <ObjName>ポーン3D(盾)</ObjName> <DataPath>object/mission/pawnhearteye</DataPath> </Object> <Object> <ID>MissionLaserSV</ID> <ObjName>レーザーSV用</ObjName> <DataPath>object/mission/laser</DataPath> </Object> <Object> <ID>MissionLaserFV</ID> <ObjName>レーザーFV用</ObjName> <DataPath>object/mission/laser</DataPath> </Object> <Object> <ID>MissionBarrelShooter</ID> <ObjName>タル射出機</ObjName> <DataPath>object/stage/rooftoprun/rollingbarrel</DataPath> <DataPath>object/mission/barrelmachine</DataPath> </Object> <Object> <ID>MissionSpiracle</ID> <ObjName>噴気孔</ObjName> <DataPath>object/mission/fumarole</DataPath> </Object> <Object> <ID>MissionBigBeeton</ID> <ObjName>巨大ビートン</ObjName> <DataPath>character/enemy/enemybigbeeton</DataPath> </Object> <Object> <ID>MissionBigMotora</ID> <ObjName>巨大モトラ</ObjName> <DataPath>character/enemy/enemybigmotora</DataPath> </Object> <Object> <ID>MissionTailsDashRing</ID> <ObjName>テイルスダッシュリング</ObjName> <DataPath>object/mission/tailsdashring</DataPath> </Object> </Category> <Category> <Name>■アクションナビ</Name> <Object> <ID>NavigationCollision</ID> <ObjName>ナビゲーションコリジョン</ObjName> </Object> <Object> <ID>FallSignalSV</ID> <ObjName>落下警告看板SV用</ObjName> <DataPath>object/common/fallsignal</DataPath> </Object> <Object> <ID>FallSignalFV</ID> <ObjName>落下警告看板FV用</ObjName> <DataPath>object/common/fallsignal</DataPath> </Object> </Category> <Category> <Name>■ネットワーク</Name> <Object> <ID>NetSignBoard</ID> <ObjName>30秒看板(セット禁止)</ObjName> <DataPath>object/network/signboard</DataPath> </Object> </Category> <Category> <Name>■使用不可(旧足場)</Name> <Object> <ID>SpringClassicYellow</ID> <ObjName>クラシックバネ(黄)</ObjName> <DataPath>object/common/SpringClassic</DataPath> </Object> <Object> <ID>GreenHillFloorA_3M</ID> <ObjName></ObjName> <DataPath>object/common/Floor/ghz_obj_floorA</DataPath> </Object> <Object> <ID>GreenHillFloorA_5M</ID> <ObjName></ObjName> <DataPath>object/common/Floor/ghz_obj_floorA</DataPath> </Object> <Object> <ID>GreenHillFloor_3X</ID> <ObjName></ObjName> <DataPath>object/common/Floor/ghz_obj_floorx</DataPath> </Object> <Object> <ID>GreenHillFloor_5X</ID> <ObjName></ObjName> <DataPath>object/common/Floor/ghz_obj_floorx</DataPath> </Object> <Object> <ID>GreenHillFloor_7X</ID> <ObjName></ObjName> <DataPath>object/common/Floor/ghz_obj_floorx</DataPath> </Object> <Object> <ID>GreenHillFloor_9X</ID> <ObjName></ObjName> <DataPath>object/common/Floor/ghz_obj_floorx</DataPath> </Object> <Object> <ID>GreenHillFloor_3XP</ID> <ObjName></ObjName> <DataPath>object/common/Floor/ghz_obj_floorx</DataPath> </Object> <Object> <ID>GreenHillFloor_5XP</ID> <ObjName></ObjName> <DataPath>object/common/Floor/ghz_obj_floorx</DataPath> </Object> <Object> <ID>GreenHillFloor_7XP</ID> <ObjName></ObjName> <DataPath>object/common/Floor/ghz_obj_floorx</DataPath> </Object> <Object> <ID>GreenHillFloor_9XP</ID> <ObjName></ObjName> <DataPath>object/common/Floor/ghz_obj_floorx</DataPath> </Object> <Object> <ID>ChemicalPlantFloorA_3C</ID> <ObjName></ObjName> <DataPath>object/common/floor/cpz_obj_tn1_floora</DataPath> </Object> <Object> <ID>ChemicalPlantFloorA_5C</ID> <ObjName></ObjName> <DataPath>object/common/floor/cpz_obj_tn1_floora</DataPath> </Object> <Object> <ID>ChemicalPlantFloor_3X</ID> <ObjName></ObjName> <DataPath>object/common/floor/cpz_obj_floorx</DataPath> </Object> <Object> <ID>ChemicalPlantFloor_5X</ID> <ObjName></ObjName> <DataPath>object/common/floor/cpz_obj_floorx</DataPath> </Object> <Object> <ID>ChemicalPlantFloor_7X</ID> <ObjName></ObjName> <DataPath>object/common/floor/cpz_obj_floorx</DataPath> </Object> <Object> <ID>ChemicalPlantFloor_9X</ID> <ObjName></ObjName> <DataPath>object/common/floor/cpz_obj_floorx</DataPath> </Object> <Object> <ID>ChemicalPlantFloor_3XP</ID> <ObjName></ObjName> <DataPath>object/common/floor/cpz_obj_floorx</DataPath> </Object> <Object> <ID>ChemicalPlantFloor_5XP</ID> <ObjName></ObjName> <DataPath>object/common/floor/cpz_obj_floorx</DataPath> </Object> <Object> <ID>ChemicalPlantFloor_7XP</ID> <ObjName></ObjName> <DataPath>object/common/floor/cpz_obj_floorx</DataPath> </Object> <Object> <ID>ChemicalPlantFloor_9XP</ID> <ObjName></ObjName> <DataPath>object/common/floor/cpz_obj_floorx</DataPath> </Object> <Object> <ID>SpeedHighwayFloorA_3M</ID> <ObjName></ObjName> <DataPath>object/common/Floor/sph_obj_pointfloorA</DataPath> </Object> <Object> <ID>SpeedHighwayFloorA_5M</ID> <ObjName></ObjName> <DataPath>object/common/Floor/sph_obj_pointfloorA</DataPath> </Object> <Object> <ID>SpeedHighwayFloorA_7M</ID> <ObjName></ObjName> <DataPath>object/common/Floor/sph_obj_pointfloorA</DataPath> </Object> <Object> <ID>SpeedHighwayFloor_2X</ID> <ObjName></ObjName> <DataPath>object/common/Floor/sph_obj_floorx</DataPath> </Object> <Object> <ID>SpeedHighwayFloor_4X</ID> <ObjName></ObjName> <DataPath>object/common/Floor/sph_obj_floorx</DataPath> </Object> <Object> <ID>SpeedHighwayFloor_6X</ID> <ObjName></ObjName> <DataPath>object/common/Floor/sph_obj_floorx</DataPath> </Object> <Object> <ID>SpeedHighwayFloor_8X</ID> <ObjName></ObjName> <DataPath>object/common/Floor/sph_obj_floorx</DataPath> </Object> <Object> <ID>SpeedHighwayFloor_2XP</ID> <ObjName></ObjName> <DataPath>object/common/Floor/sph_obj_floorx</DataPath> </Object> <Object> <ID>SpeedHighwayFloor_4XP</ID> <ObjName></ObjName> <DataPath>object/common/Floor/sph_obj_floorx</DataPath> </Object> <Object> <ID>SpeedHighwayFloor_6XP</ID> <ObjName></ObjName> <DataPath>object/common/Floor/sph_obj_floorx</DataPath> </Object> <Object> <ID>SpeedHighwayFloor_8XP</ID> <ObjName></ObjName> <DataPath>object/common/Floor/sph_obj_floorx</DataPath> </Object> <Object> <ID>SkySanctuaryFloorA_2B</ID> <ObjName></ObjName> <DataPath>object/common/floor/ssz_obj_floora</DataPath> </Object> <Object> <ID>SkySanctuaryFloorA_3B</ID> <ObjName></ObjName> <DataPath>object/common/floor/ssz_obj_floora</DataPath> </Object> <Object> <ID>SkySanctuaryFloorA_5B</ID> <ObjName></ObjName> <DataPath>object/common/floor/ssz_obj_floora</DataPath> </Object> <Object> <ID>SkySanctuaryFloor_3X</ID> <ObjName></ObjName> <DataPath>object/common/floor/ssz_obj_floorx</DataPath> </Object> <Object> <ID>SkySanctuaryFloor_5X</ID> <ObjName></ObjName> <DataPath>object/common/floor/ssz_obj_floorx</DataPath> </Object> <Object> <ID>SkySanctuaryFloor_7X</ID> <ObjName></ObjName> <DataPath>object/common/floor/ssz_obj_floorx</DataPath> </Object> <Object> <ID>SkySanctuaryFloor_9X</ID> <ObjName></ObjName> <DataPath>object/common/floor/ssz_obj_floorx</DataPath> </Object> <Object> <ID>SkySanctuaryFloor_3XP</ID> <ObjName></ObjName> <DataPath>object/common/floor/ssz_obj_floorx</DataPath> </Object> <Object> <ID>SkySanctuaryFloor_5XP</ID> <ObjName></ObjName> <DataPath>object/common/floor/ssz_obj_floorx</DataPath> </Object> <Object> <ID>SkySanctuaryFloor_7XP</ID> <ObjName></ObjName> <DataPath>object/common/floor/ssz_obj_floorx</DataPath> </Object> <Object> <ID>SkySanctuaryFloor_9XP</ID> <ObjName></ObjName> <DataPath>object/common/floor/ssz_obj_floorx</DataPath> </Object> <Object> <ID>CityEscapeFloor_3X</ID> <ObjName></ObjName> <DataPath>object/common/floor/cte_obj_floorx</DataPath> </Object> <Object> <ID>CityEscapeFloor_5X</ID> <ObjName></ObjName> <DataPath>object/common/floor/cte_obj_floorx</DataPath> </Object> <Object> <ID>CityEscapeFloor_7X</ID> <ObjName></ObjName> <DataPath>object/common/floor/cte_obj_floorx</DataPath> </Object> <Object> <ID>CityEscapeFloor_9X</ID> <ObjName></ObjName> <DataPath>object/common/floor/cte_obj_floorx</DataPath> </Object> <Object> <ID>CityEscapeFloor_3XP</ID> <ObjName></ObjName> <DataPath>object/common/floor/cte_obj_floorx</DataPath> </Object> <Object> <ID>CityEscapeFloor_5XP</ID> <ObjName></ObjName> <DataPath>object/common/floor/cte_obj_floorx</DataPath> </Object> <Object> <ID>CityEscapeFloor_7XP</ID> <ObjName></ObjName> <DataPath>object/common/floor/cte_obj_floorx</DataPath> </Object> <Object> <ID>CityEscapeFloor_9XP</ID> <ObjName></ObjName> <DataPath>object/common/floor/cte_obj_floorx</DataPath> </Object> <Object> <ID>SkySanctuaryFloorA_7B</ID> <ObjName></ObjName> <DataPath>object/common/floor/ssz_obj_floora</DataPath> </Object> <Object> <ID>CrisisCityFloor</ID> <ObjName></ObjName> <DataPath>object/common/floor/csc</DataPath> </Object> <Object> <ID>PlanetWispFloor</ID> <ObjName></ObjName> <DataPath>object/common/floor/pla</DataPath> </Object> <Object> <ID>SkySanctuaryZoneFloor</ID> <ObjName></ObjName> <DataPath>object/common/floor/ssz</DataPath> </Object> <Object> <ID>CityEscape</ID> <ObjName></ObjName> <DataPath>object/common/floor/cte</DataPath> </Object> <Object> <ID>SpeedHighwayFloor</ID> <ObjName></ObjName> <DataPath>object/common/floor/sph</DataPath> </Object> <Object> <ID>SeaSideHillFloor</ID> <ObjName></ObjName> <DataPath>object/common/floor/ssh</DataPath> </Object> <Object> <ID>GreenHillZoneFloor</ID> <ObjName></ObjName> <DataPath>object/common/floor/ghz</DataPath> </Object> <Object> <ID>ChemicalPlantFloor</ID> <ObjName></ObjName> <DataPath>object/common/floor/cpz</DataPath> </Object> <Object> <ID>RoofTopRunFloor</ID> <ObjName></ObjName> <DataPath>object/common/floor/euc</DataPath> </Object> </Category> <Category> <Name>■使用不可(SWAから廃止など)</Name> </Category> </ObjectCategory> </XmlData>
 * The following XML is from disk/bb.cpk/#SystemCommon.ar.00/ObjectDefine.obc.xml.
 * Note: Everything between &lt;!-- and --&gt; is a rough translation of object name, which didn't exist in the original file.

Source Code List
..\..\..\..\src\xercesc/dom/impl/DOMDeepNodeListPool.c ..\..\..\..\src\xercesc/internal/XSerializeEngine.hpp ..\..\..\..\src\xercesc/util/BaseRefVectorOf.c ..\..\..\..\src\xercesc/util/NameIdPool.c ..\..\..\..\src\xercesc/util/RefArrayOf.c ..\..\..\..\src\xercesc/util/RefArrayVectorOf.c ..\..\..\..\src\xercesc/util/RefHash2KeysTableOf.c ..\..\..\..\src\xercesc/util/RefHash3KeysIdPool.c ..\..\..\..\src\xercesc/util/RefHashTableOf.c ..\..\..\..\src\xercesc/util/RefStackOf.c ..\..\..\..\src\xercesc/util/regx/ConditionToken.hpp ..\..\..\..\src\xercesc/util/regx/Match.hpp ..\..\..\..\src\xercesc/util/regx/Token.hpp ..\..\..\..\src\xercesc/util/StringPool.hpp ..\..\..\..\src\xercesc/util/ValueHashTableOf.c ..\..\..\..\src\xercesc/util/ValueStackOf.c ..\..\..\..\src\xercesc/util/ValueVectorOf.c ..\..\..\..\src\xercesc/util/XMLDateTime.hpp ..\..\..\..\src\xercesc/util/XMLUTF8Transcoder.hpp ..\..\..\..\src\xercesc/validators/common/CMStateSet.hpp ..\..\..\..\src\xercesc/validators/common/DFAContentModel.hpp ..\..\..\..\src\xercesc\dom\impl\DOMNodeIDMap.cpp ..\..\..\..\src\xercesc\framework\LocalFileFormatTarget.cpp ..\..\..\..\src\xercesc\framework\Wrapper4DOMInputSource.cpp ..\..\..\..\src\xercesc\framework\XMLAttDef.cpp ..\..\..\..\src\xercesc\framework\XMLBuffer.cpp ..\..\..\..\src\xercesc\framework\XMLBufferMgr.cpp ..\..\..\..\src\xercesc\framework\XMLFormatter.cpp ..\..\..\..\src\xercesc\framework\XMLRecognizer.cpp ..\..\..\..\src\xercesc\internal\DGXMLScanner.cpp ..\..\..\..\src\xercesc\internal\ElemStack.cpp ..\..\..\..\src\xercesc\internal\IGXMLScanner.cpp ..\..\..\..\src\xercesc\internal\IGXMLScanner2.cpp ..\..\..\..\src\xercesc\internal\ReaderMgr.cpp ..\..\..\..\src\xercesc\internal\SGXMLScanner.cpp ..\..\..\..\src\xercesc\internal\ValidationContextImpl.cpp ..\..\..\..\src\xercesc\internal\WFXMLScanner.cpp ..\..\..\..\src\xercesc\internal\XMLGrammarPoolImpl.cpp ..\..\..\..\src\xercesc\internal\XMLReader.cpp ..\..\..\..\src\xercesc\internal\XMLScanner.cpp ..\..\..\..\src\xercesc\internal\XProtoType.cpp ..\..\..\..\src\xercesc\internal\XSAXMLScanner.cpp ..\..\..\..\src\xercesc\internal\XSerializeEngine.cpp ..\..\..\..\src\xercesc\parsers\AbstractDOMParser.cpp ..\..\..\..\src\xercesc\parsers\DOMBuilderImpl.cpp ..\..\..\..\src\xercesc\util\NetAccessors\WinSock\BinHTTPURLInputStream.cpp ..\..\..\..\src\xercesc\util\NetAccessors\WinSock\WinSockNetAccessor.cpp ..\..\..\..\src\xercesc\util\Platforms\Win32\Win32PlatformUtils.cpp ..\..\..\..\src\xercesc\util\regx\Op.cpp ..\..\..\..\src\xercesc\util\regx\ParserForXMLSchema.cpp ..\..\..\..\src\xercesc\util\regx\RangeToken.cpp ..\..\..\..\src\xercesc\util\regx\RangeTokenMap.cpp ..\..\..\..\src\xercesc\util\regx\RegularExpression.cpp ..\..\..\..\src\xercesc\util\regx\RegxParser.cpp ..\..\..\..\src\xercesc\util\Transcoders\Win32\Win32TransService.cpp ..\..\..\..\src\xercesc\util\XML256TableTranscoder.cpp ..\..\..\..\src\xercesc\util\XML88591Transcoder.cpp ..\..\..\..\src\xercesc\util\XMLAbstractDoubleFloat.cpp ..\..\..\..\src\xercesc\util\XMLASCIITranscoder.cpp ..\..\..\..\src\xercesc\util\XMLBigDecimal.cpp ..\..\..\..\src\xercesc\util\XMLBigInteger.cpp ..\..\..\..\src\xercesc\util\XMLDateTime.cpp ..\..\..\..\src\xercesc\util\XMLString.cpp ..\..\..\..\src\xercesc\util\XMLUCSTranscoder.cpp ..\..\..\..\src\xercesc\util\XMLUri.cpp ..\..\..\..\src\xercesc\util\XMLURL.cpp ..\..\..\..\src\xercesc\util\XMLUTF8Transcoder.cpp ..\..\..\..\src\xercesc\validators\common\AllContentModel.cpp ..\..\..\..\src\xercesc\validators\common\CMAny.cpp ..\..\..\..\src\xercesc\validators\common\CMBinaryOp.cpp ..\..\..\..\src\xercesc\validators\common\CMUnaryOp.cpp ..\..\..\..\src\xercesc\validators\common\ContentLeafNameTypeVector.cpp ..\..\..\..\src\xercesc\validators\common\DFAContentModel.cpp ..\..\..\..\src\xercesc\validators\common\MixedContentModel.cpp 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..\..\..\source\Main\Tool\EditParam\ParamDummy.cpp ..\..\..\source\Main\Tool\EditParam\ParamList.cpp ..\..\..\source\Main\Tool\EditParam\ParamPosition.cpp ..\..\..\source\Main\Tool\EditParam\ParamRotation.cpp ..\..\..\source\Main\Tool\EditParam\ParamTarget.cpp ..\..\..\source\Main\Tool\EditParam\ParamTargetList.cpp ..\..\..\source\Main\Tool\EditParam\ParamTypeList.cpp ..\..\..\source\Main\Tool\EditParam\ParamValue.cpp ..\..\..\source\Main\Tool\FreeCameraTool\FreeCameraTool.cpp ..\..\..\source\Main\Tool\InstanceBrush\InstanceBrush.cpp ..\..\..\source\Main\Tool\ParameterEditor\GlobalParameterManager.cpp ..\..\..\source\Main\Tool\ParameterEditor\ParameterEditor.cpp ..\..\..\source\Main\Tool\ParameterEditor\ParameterFile.cpp ..\..\..\source\Main\Tool\ParameterEditor\ParameterNode.cpp ..\..\..\source\Main\Tool\SetEditor\SetEditorCamera2nd.cpp ..\..\..\source\Main\Tool\Viewer\ViewerCamera.cpp ..\..\..\source\Main\Tool\Viewer\ViewerLight.cpp ..\..\..\source\Main\XML\XMLManager.cpp 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.\source\Thread\hhThread.cpp .\System\Error\hkError.cpp .\System\Io\Socket\Bsd\hkBsdSocket.cpp .\Tagfile\Binary\hkBinaryTagfileReader.cpp .\Tagfile\Xml\hkXmlTagfileReader.cpp .\Utils\hkaRagdollUtils.cpp .\Util\hkObjectInspector.cpp .\Util\hkSerializeUtil.cpp .\Util\hkStructureLayout.cpp .\Version\hkVersionPatchManager.cpp .\World\hkpWorld.cpp .\World\Simulation\Continuous\hkpContinuousSimulation.cpp .\World\Simulation\Multithreaded\hkpMultithreadedSimulation.cpp d:\Generations\BlueBlur\soft\BB\source\Main\Character/Boss/BossDeathEgg/Camera/BossDeathEggCamera.cpp d:\Generations\BlueBlur\soft\BB\source\Main\Character/Boss/BossDeathEgg/Collision/BossDeathEggCollision.cpp d:\Generations\BlueBlur\soft\BB\source\Main\Character/Boss/BossDeathEgg/State/BossDeathEggState.cpp d:\Generations\BlueBlur\soft\BB\source\Main\Character/Boss/BossDeathEgg/State/BossDeathEggStateBase.cpp d:\Generations\BlueBlur\soft\BB\source\Main\Character/Boss/BossEggDragoon/BossEggDragoonCamera.cpp d:\Generations\BlueBlur\soft\BB\source\Main\Character/Boss/BossEggDragoon/BossEggDragoonCollision.cpp d:\Generations\BlueBlur\soft\BB\source\Main\Character/Boss/BossEggDragoon/BossEggDragoonShoot.cpp d:\Generations\BlueBlur\soft\BB\source\Main\Character/Boss/BossEggDragoon/BossEggDragoonState.cpp d:\Generations\BlueBlur\soft\BB\source\Main\Character/Boss/BossEggDragoon/BossEggDragoonStateBase.cpp d:\Generations\BlueBlur\soft\BB\source\Main\Character/Boss/BossPerfectChaos/BossPerfectChaosCommon.h d:\Generations\BlueBlur\soft\BB\source\Main\Character/Enemy/EnemyBase.h d:\Generations\BlueBlur\soft\BB\source\Main\Character/Rival/RivalBase.h d:\Generations\BlueBlur\soft\BB\source\Main\Character/Rival/RivalShadow/RivalShadowCamera.h d:\generations\blueblur\soft\bb\source\main\character\enemy\EnemyBase.h d:\generations\blueblur\soft\bb\source\main\character\enemy\enemylist\enemybigmotora\EnemyBigMotoraState.hpp d:\generations\blueblur\soft\bb\source\main\character\enemy\enemylist\enemyechaser\side\EnemyEChaserSVState.hpp d:\generations\blueblur\soft\bb\source\main\character\enemy\enemylist\enemyefighter\EnemyEFighterState.hpp d:\generations\blueblur\soft\bb\source\main\character\enemy\enemylist\enemyelauncher\EnemyELauncherState.hpp d:\generations\blueblur\soft\bb\source\main\character\missionnpc\classic\charmy\MissionClaNPC_CharmyState.hpp d:\generations\blueblur\soft\bb\source\main\fxpipeline\FxScheduler.h d:\generations\blueblur\soft\bb\source\main\hud\gatemenu\HudGateMenuInformationPodForm.hpp d:\generations\blueblur\soft\bb\source\main\hud\gatemenu\HudGateMenuInformationPodState.hpp d:\generations\blueblur\soft\bb\source\main\hud\pause\newskillcustom\NewSkillCustom_CustomizeStage.h d:\generations\blueblur\soft\bb\source\main\hud\pause\newskillcustom\NewSkillCustom_NameSetStage.h d:\generations\blueblur\soft\bb\source\main\hud\pause\newskillcustom\NewSkillCustom_SkillListStage.h d:\generations\blueblur\soft\bb\source\main\hud\shop\HudShopMainWindow.h d:\generations\blueblur\soft\bb\source\main\hud\shop\HudShopMainWindow_Options.h d:\Generations\BlueBlur\soft\BB\source\Main\Object/Stage/CityEscape/GunTruck/ObjCteGunTruck200AttackCollision.cpp d:\Generations\BlueBlur\soft\BB\source\Main\Object/Stage/CityEscape/GunTruck/ObjCteGunTruck200Camera.cpp d:\Generations\BlueBlur\soft\BB\source\Main\Object/Stage/PlanetWisp/BigPressCeling/ObjPlaBigPressCelingCoordinator.h d:\Generations\BlueBlur\soft\BB\source\Main\ObjectSystem/ObjectUtility/ObjectUtility.h d:\Generations\BlueBlur\soft\BB\source\Main\ObjectSystem/ParameterBank/ParameterBank.h d:\Generations\BlueBlur\soft\BB\source\Main\ObjectSystem/Utility/CollapseDecorator.h d:\generations\blueblur\soft\bb\source\main\platform\pc\FileReaderPC_DLC.h d:\Generations\BlueBlur\soft\BB\source\Main\Player/Character/Sonic/Posture/SonicPostureDiving.h d:\Generations\BlueBlur\soft\BB\source\Main\Player/Character/Sonic/Posture/SonicPostureFreeze.h d:\Generations\BlueBlur\soft\BB\source\Main\Player/Character/SonicClassic/Posture/SonicClassicPostureFreeze.h d:\Generations\BlueBlur\soft\BB\source\Main\Player/Character/Speed/Posture/PlayerSpeedPostureBrake.h d:\Generations\BlueBlur\soft\BB\source\Main\Player/Character/Speed/Posture/PlayerSpeedPosturePushing.h d:\Generations\BlueBlur\soft\BB\source\Main\Player/Character/Speed/Posture/PlayerSpeedPostureShoesSliding.h d:\Generations\BlueBlur\soft\BB\source\Main\Player/Character/Speed/Posture/PlayerSpeedPostureStop.h d:\Generations\BlueBlur\soft\BB\source\Main\Sequence/SequenceModeBase.h d:\Generations\BlueBlur\soft\BB\source\Main\System/GameMode/PlayableMenu/Object/PlayableMenuPlayabledDecorator.h d:\Generations\BlueBlur\soft\BB\source\Main\System/GameMode/PlayableMenu/PlayableMenuCommon.h d:\Generations\BlueBlur\soft\BB\source\Main\System/GameMode/Title/Option/TitleOption.h d:\Generations\BlueBlur\soft\BB\source\Main\System/GameMode/Title/Option/TitleOptionState.hpp d:\Generations\BlueBlur\soft\BB\source\Main\System/StringBitFlags/String32BitFlags.h d:\generations\blueblur\soft\bb\source\main\system\gamemode\playablemenu\object\PlayableMenuPlayabledDecorator.h d:\generations\blueblur\soft\bb\source\main\system\gamemode\playablemenu\PlayableMenuCommon.h d:\Generations\BlueBlur\soft\library\csd\include\Manager/csdmProject.h d:\Generations\BlueBlur\soft\library\CSD\include\Manager/csdmRCObject.h D:\Generations\HedgehogRoot\Hedgehog\include\Hedgehog/Base/System/hhAllocator.h D:\Generations\HedgehogRoot\Hedgehog\include\Hedgehog/Base/System/hhPluginable.h D:\Generations\HedgehogRoot\Hedgehog\include\Hedgehog/Database/System/hhDatabase.h D:\Generations\HedgehogRoot\Hedgehog\include\Hedgehog/Database/System/hhDelayProcess.h D:\Generations\HedgehogRoot\Hedgehog\include\Hedgehog/Universe/Engine/hhMessage.h D:\Generations\HedgehogRoot\Hedgehog\include\Hedgehog/Universe/Engine/hhPluginControllerBase.h D:\Generations\HedgehogRoot\Hedgehog\include\Hedgehog/Universe/Engine/hhStateMachineBase.h D:\Generations\HedgehogRoot\Hedgehog\include\Hedgehog/Universe/Engine/hhTinyStateMachine.h D:\Generations\HedgehogRoot\Libraries\xerces\xerces_2_8\src\xercesc/util/BaseRefVectorOf.c D:\Generations\HedgehogRoot\Libraries\xerces\xerces_2_8\src\xercesc/util/RefArrayVectorOf.c y:\Build\20101110_200000_StandardPackages\Source\Common/Internal/Collide/Gsk/hkGsk.h y:\Build\20101110_200000_StandardPackages\Source\Common/Internal/GeometryProcessing/ConvexHull/hkgpConvexHullInternals.h y:\Build\20101110_200000_StandardPackages\Source\Common/Internal/GeometryProcessing/Mesh/hkgpMesh.h
 * The following is the list of source code filenames dumped from SonicGenerations.exe.
 * This list excludes the duplicates (such as hhMessage.h, which is repeated many times in the exe file)
 * Some of the files came from Xerces-C++ XML Parser.