EvilEngine/MINF

This asset defines information for enemies and NPCs. For example, they contain the asset IDs of the object's model, animations, and parameters.

TSSM
Notes: Common, Tiki, First See Type, Critter, Critbasic, Turret, Turspiral, Turpopup, Turturner, Turarty, Turtrace, Standard, Popper V2, Zapper V2, Zapper V3, Mervyn V1, Mervyn V2, Buckotron V1, Buckotron V7, and Last See Type are unused in retail. Popper V2 is an unused popper type that has six HP, shoots five projectiles, reloads in 3.2 seconds, and releases a yellow spray when teleporting. The executable references a "popper_v2_gumball.dff" model which means that popper V2 was a Goofy Goober variation. Zapper V2 and V3 have the same AI as Minimerv, which is Zapper V1. Mervyn V1 and V2 have the same AI as Mervyn V3. Turspiral, Turpopup, Turturner, Turarty, and Turtrace have completely different AI than the used turret types which means that they were most likely used for testing.
 * NME_TYPE_COMMON
 * NME_TYPE_TIKI
 * NME_TYPE_TIKI_WOOD
 * NME_TYPE_TIKI_LOVEY
 * NME_TYPE_TIKI_QUIET
 * NME_TYPE_TIKI_THUNDER
 * NME_TYPE_TIKI_STONE
 * NME_TYPE_FIRST_SEE_TYPE
 * NME_TYPE_CRITTER
 * NME_TYPE_CRITBASIC
 * NME_TYPE_CRITJELLY
 * NME_TYPE_BUCKETJELLY
 * NME_TYPE_TURRET
 * NME_TYPE_TURBARREL
 * NME_TYPE_TURBARREL_V1
 * NME_TYPE_TURBARREL_V2
 * NME_TYPE_TURBARREL_V3
 * NME_TYPE_TURSPIRAL
 * NME_TYPE_TURPOPUP
 * NME_TYPE_TURTURNER
 * NME_TYPE_TURARTY
 * NME_TYPE_TURTRACE
 * NME_TYPE_STANDARD
 * NME_TYPE_FOGGER
 * NME_TYPE_FOGGER_V1
 * NME_TYPE_FOGGER_V2
 * NME_TYPE_FOGGER_V3
 * NME_TYPE_SLAMMER
 * NME_TYPE_SLAMMER_V1
 * NME_TYPE_SLAMMER_V2
 * NME_TYPE_SLAMMER_V3
 * NME_TYPE_FLINGER
 * NME_TYPE_FLINGER_V1
 * NME_TYPE_FLINGER_V2
 * NME_TYPE_FLINGER_V3
 * NME_TYPE_SPINNER
 * NME_TYPE_SPINNER_V1
 * NME_TYPE_SPINNER_V2
 * NME_TYPE_SPINNER_V3
 * NME_TYPE_POPPER
 * NME_TYPE_POPPER_V1
 * NME_TYPE_POPPER_V2
 * NME_TYPE_POPPER_V3
 * NME_TYPE_ZAPPER_V1
 * NME_TYPE_ZAPPER_V2
 * NME_TYPE_ZAPPER_V3
 * NME_TYPE_MERVYN
 * NME_TYPE_MERVYN_V1
 * NME_TYPE_MERVYN_V2
 * NME_TYPE_MERVYN_V3
 * NME_TYPE_BUCKOTRON
 * NME_TYPE_BUCKOTRON_V1
 * NME_TYPE_BUCKOTRON_V2
 * NME_TYPE_BUCKOTRON_V3
 * NME_TYPE_BUCKOTRON_V4
 * NME_TYPE_BUCKOTRON_V5
 * NME_TYPE_BUCKOTRON_V6
 * NME_TYPE_BUCKOTRON_V7
 * NME_TYPE_LAST_SEE_TYPE
 * NME_TYPE_FROGFISH
 * NME_TYPE_DENNIS
 * NME_TYPE_DENNIS_V1
 * NME_TYPE_DENNIS_V2
 * NME_TYPE_NEPTUNE
 * NME_TYPE_SBBAT
 * NME_TYPE_TONGUESPIN
 * NME_TYPE_MINDY
 * NME_TYPE_NPC_PAT
 * NME_TYPE_NPC_BOB

Incredibles

 * NPC_TYPE_UNKNOWN
 * NPC_TYPE_BASIC
 * NPC_TYPE_COMMON
 * NPC_TYPE_MELEE
 * NPC_TYPE_MELEE_BOT
 * NPC_TYPE_MINE
 * NPC_TYPE_ORACLE
 * NPC_TYPE_TURRET
 * NPC_TYPE_SPIN_TURRET
 * NPC_TYPE_FLY_ROCKET
 * NPC_TYPE_FLY_SHOOTER
 * NPC_TYPE_FLY_LOBBER
 * NPC_TYPE_SHOOTER
 * NPC_TYPE_VIOLET_GUN
 * NPC_TYPE_SECURITY_BIRD
 * NPC_TYPE_STREAMER
 * NPC_TYPE_WATER_STREAMER
 * NPC_TYPE_CAR
 * NPC_TYPE_FRIENDLY
 * NPC_TYPE_TANK
 * NPC_TYPE_MELEE_SHIELED
 * NPC_TYPE_LOBBER
 * NPC_TYPE_VELOCIPOD
 * NPC_TYPE_VELOCIPOD_DASH
 * NPC_TYPE_VIPER
 * NPC_TYPE_MISSLE
 * NPC_TYPE_HELIBOT
 * NPC_TYPE_BOT_LOB_WATER
 * NPC_TYPE_BOT_LEAP
 * NPC_TYPE_BOSS_OMNIDROID
 * NPC_TYPE_BOSS_OMNIDROID10
 * NPC_TYPE_BOSS_BOMB_CHOPPER
 * NPC_TYPE_MONOPOD
 * NPC_TYPE_INCREDIBALL
 * NPC_TYPE_FROZONE
 * PLAYER_TYPE_MR_INCREDIBLE_DISGUISED
 * PLAYER_TYPE_MR_INCREDIBLE_OLD_FAT_BLUE
 * PLAYER_TYPE_MR_INCREDIBLE_YOUNG
 * PLAYER_TYPE_MR_INCREDIBLE_OLD_FAT_RED
 * PLAYER_TYPE_MR_INCREDIBLE_OLD_FIT
 * PLAYER_TYPE_ELASTI_GIRL_YOUNG
 * PLAYER_TYPE_ELASTI_GIRL_OLD
 * PLAYER_TYPE_DASH_REGULAR
 * PLAYER_TYPE_DASH_COSTUMED
 * PLAYER_TYPE_INCREDI_BALL
 * PLAYER_TYPE_VIOLET

ROTU

 * NPC_TYPE_UNKNOWN
 * NPC_TYPE_HUMANOID
 * NPC_TYPE_RAT
 * NPC_TYPE_CHICKEN
 * NPC_TYPE_DRILLER
 * NPC_TYPE_SHOOTER
 * NPC_TYPE_BOMBER
 * NPC_TYPE_ROBOTTANK
 * NPC_TYPE_ENFORCER
 * NPC_TYPE_SCIENTIST
 * NPC_TYPE_BOSSUNDERMINERDRILL
 * NPC_TYPE_BOSSUNDERMINERUM
 * PLAYER_TYPE_MR_INCREDIBLE_OLD_FIT
 * PLAYER_TYPE_FROZONE

RatProto

 * NPC_TYPE_UNKNOWN
 * NPC_TYPE_THIEF
 * NPC_TYPE_CHEF
 * NPC_TYPE_ALARMER
 * NPC_TYPE_WAITER
 * NPC_TYPE_STIRRINGPLAYER
 * NPC_TYPE_STIRRINGREMY
 * NPC_TYPE_LEFTARM
 * NPC_TYPE_RIGHTARM
 * NPC_TYPE_POURNSWIRL
 * NPC_TYPE_SPRINGBOARD
 * NPC_TYPE_SWARM_OWL
 * NPC_TYPE_SIMPLETON
 * PLAYER_TYPE_REMY
 * PLAYER_TYPE_HUMAN_VEHICLE
 * PLAYER_TYPE_RATBALL
 * PLAYER_TYPE_MG2_RATONBALL
 * PLAYER_TYPE_MG3_PUFFEROIDS
 * PLAYER_TYPE_MG4_STOMPER
 * PLAYER_TYPE_MG5_CONGALINE
 * PLAYER_TYPE_MG6_AVOIDTHESTUFF

Param Types
Note: the lists are possibly incomplete.

Scooby

 * Parm_AttackDmgBegTime
 * Parm_AttackDmgEndTime
 * Parm_Bubbled_Time
 * Parm_Chase_Rate
 * Parm_Dazed_Time
 * Parm_Detect_Height
 * Parm_Detect_HeightOffset
 * Parm_Detect_Radius
 * Parm_DmgVert_Buttbounce
 * Parm_Extend_Range
 * Parm_Extend_Rate
 * Parm_Extend_Time
 * Parm_Extend_Width
 * Parm_FOV_Angle
 * Parm_Gloat_Time
 * Parm_Gummed_Time
 * Parm_GumVert_CustomA
 * Parm_GumVert_CustomB
 * Parm_GumVert_Elbow
 * Parm_GumVert_LeftFoot
 * Parm_GumVert_RightFoot
 * Parm_Hit_Points
 * Parm_Lob_Arcness
 * Parm_Lob_Heaviness
 * Parm_Lob_ProjectileTypeName
 * Parm_Lob_Range
 * Parm_Lob_Reload_Time
 * Parm_Lob_Salvo
 * Parm_Lob_Speed
 * Parm_LOSVert_Eyeball
 * Parm_MinDifficulty
 * Parm_ModelScale_Base
 * Parm_Move_Rate
 * Parm_Pursue_Radius
 * Parm_SAnim_Chase
 * Parm_SAnim_Idle
 * Parm_SAnim_Move
 * Parm_SBound2OffsetVec
 * Parm_SBound2Radius
 * Parm_SBoundOffsetVec
 * Parm_SBoundRadius
 * Parm_SpawnMask
 * Parm_Turn_Rate
 * Parm_Wander_Angle
 * Parm_WepVert_Attach
 * Parm_WepVert_Launch
 * Parm_WepVert_LaunchAlt
 * Parm_WepVert_RBSwordHandle
 * Parm_WepVert_RBSwordPivot

BFBB

 * AlertTime
 * AttackFOV
 * AttackFrames01
 * AttackFrames01a
 * AttackFrames01b
 * AttackFrames02
 * AttackFrames02a
 * AttackFrames02b
 * AttackFrames03
 * AttackFrames03a
 * AttackFrames03b
 * AttackPeriod
 * AttackRadius
 * AttackSize01
 * Bogus_Share
 * BoundMainCenter
 * BoundMainExtent
 * BoundMainIsBox
 * DelayFidget
 * DetectHeight
 * DetectOffset
 * DetectRadius
 * DistShadowCast
 * Empty
 * EndTag_INIOnly
 * EndTag_PropsOnly
 * EndTag_Shared
 * EsteemSlotA
 * EsteemSlotB
 * EsteemSlotC
 * EsteemSlotD
 * EsteemSlotE
 * FactorAccel
 * FactorDrift
 * FactorElasticity
 * FactorGravKnoc
 * FactorMass
 * FirstMovepoint
 * HitPoints
 * MoveSpeed
 * NonRandomTalkAnims
 * ScaleModel
 * ShadowCacheRadius
 * ShadowRasterRadius
 * SoundRadius
 * StunTime
 * TestCount
 * TurnSpeed
 * VtxAttack
 * VtxAttack1
 * VtxAttack2
 * VtxAttack3
 * VtxAttack4
 * VtxAttackBase
 * VtxDmgFlameA
 * VtxDmgFlameB
 * VtxDmgFlameC
 * VtxDmgSmokeA
 * VtxDmgSmokeB
 * VtxDmgSmokeC
 * VtxExhaust
 * VtxEyeball
 * VtxGen01
 * VtxGen02
 * VtxGen03
 * VtxGen04
 * VtxGen05
 * VtxPropel

TSSM
Note: unknown if the bound params work.
 * BoundBone
 * BoundCenter
 * BoundOffset
 * BoundRadius
 * BoundScale
 * IsBucketHead
 * Shrapnel
 * UseBoundingBox

Incredibles

 * AboveAttackRadius
 * Acceleration
 * ApproachRadius
 * ArmorHitPoints
 * AttackRadius
 * AttackTable
 * BallPhysicsRadius
 * BankForce
 * BeepSoundGroup
 * BladeBone
 * BoneSpinDegreesPerSec
 * BoundBone
 * BoundCenter
 * BoundOffset
 * BoundRadius
 * BoundScale
 * CastShadow
 * ChargeNoiseGroup
 * ChargePastDistance
 * ChargeTurnSpeed
 * ChaseRadius
 * Damage
 * DeathBounce
 * DeathShrapnel
 * DestroyedModel
 * DetectRadius
 * ExhaustEffectOffset
 * ExhaustEffectRadius
 * ExhaustModel
 * ExhaustSurface
 * ExplodeTimer
 * eyeBone
 * EyeBoneOffset
 * EyeModel
 * FaceJumpDirection
 * FactorAccel
 * FactorDrift
 * FactorMass
 * FlyingNoiseGroup
 * GrabBone
 * GrabOffset
 * GroupDelay
 * GunBone
 * HitPoints
 * HitShrapnel
 * IncrediPowerPoints
 * LOSAngle
 * LOSDistance
 * Mass
 * ME
 * MinSpeed
 * MoveSpeed
 * MoveSpeedMult
 * MPAngleBeforeMove
 * MPArriveThreshold
 * MPBankBlendK
 * MPBankForce
 * MPBeginTurnDistance
 * MPOrientationBlendSpeed
 * MPOrientToPath
 * MPSpeed
 * MPSpeedForce
 * MPStopDistance
 * MPVelocityBlendSpeed
 * MU
 * NeverHurtThings
 * PauseTime
 * ProjectileHitShrapnel
 * Scale
 * ShootAttackRadius
 * ShotDelay
 * ShotsInGroup
 * SpeedForce
 * TurnSpeed
 * UpdateCullDistance
 * UseBoundingBox
 * WaitTime
 * WeaponBone1
 * WeaponModel1