EvilEngine/SHRP

This asset defines data for shrapnel.

Format
The asset data starts with a 0xC byte header:

After that, there's an array of shrapnel entries, as defined in the header. Each entry is of variable size:


 * Type 1 (group)
 * Type 2 (shrapnel)
 * Type 3 (particle) (BFBB) - 0x1D4
 * Type 3 (particle) (Movie) - 0x1F8
 * Type 4 (projectile) (BFBB) - 0x90
 * Type 4 (projectile) (Movie) - 0x110
 * Type 5 (lightning) (BFBB) - 0x68
 * Type 5 (lightning) (Movie) - 0x70
 * Type 6 (sound) (BFBB) - 0x4C
 * Type 6 (sound) (Movie) - 0x44
 * Type 7 (shockwave)
 * Type 8 (explosion) (Movie) - 0x48
 * Type 9 (distortion) - 0x5C

The entries have the following structure: