It can't be corrected using the xml file unfortunately, because there are no built-in types in S3D (0.2) that wrap those structures. There are more examples of wrong detection/data types (like the OverLife structure). At the time, I had not fully investigated every single type SH uses, and so I missed some. For the new release, I've reused many controller definitions (166 total, and over 100 custom data structures, some unused left out) from the game binaries (including help text/descriptions) and put them in S3D, and pretty much all data types are there now, so all these problems should be gone soon.
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