EvilEngine/ATKT

From Heavy Iron Modding

ATKT
Attack Table
TypeBinary
Games usedThe Incredibles

Format[edit]

zAttackTableAsset[edit]

Offset Type Variable Description
0x00 ushort sectionCount Amount of zAttackTableSection
0x02 ushort entryCount Amount of zAttackTableEntry
0x04 ushort transitionCount Amount of zAttackTableTransition
0x06 ushort stateCount Amount of zAttackTableState

zAttackTableSection[edit]

Offset Type Variable Description
0x00 uint section
0x04 ushort start
0x06 ushort count

zAttackTableEntry[edit]

Offset Type Variable Description
0x00 uint animationStateID
0x04 uint animationState
0x08 ushort animationStart
0x0A ushort animationCount
0x0C ushort start
0x0E ushort count
0x10 ushort onFlags
0x12 ushort offFlags
0x14 byte input
0x15 byte power
0x16 byte[2] pad
0x18 float startTime

zAttackTableTransition[edit]

Offset Type Variable Description
0x00 uint sourceState
0x04 uint destinationState
0x08 float sourceTime
0x0C float throughTime
0x10 float destinationTime
0x14 float blendTime
0x18 uint flags

zAttackTableState[edit]

Offset Type Variable Description
0x00 uint state
0x04 float moveDistanceZ
0x08 float moveDistanceY
0x0C float moveTime
0x10 float attackStart
0x14 float attackEnd
0x18 float attackRadius
0x1C hitBoneInfo[4] hitBone
0x00 ushort bone
0x02 ushort padding
0x04 Vector3 boneOffset
0x10 short atomic
0x12 short padding
0x6C short damage
0x6E ushort source
0x70 ushort effect
0x72 ushort hitEffect
0x74 float effectStart
0x78 float effectEnd
0x7C effectBone[2] effectBoneOutside
0x00 ushort bone
0x02 byte[2] padding
0x04 uint pos This is a Vector3 in dwarf but always a int32 (0).
0x8C effectBone[2] effectBoneInside
0x00 ushort bone
0x02 byte[2] padding
0x04 uint pos This is a Vector3 in dwarf but always a int32 (0).
0x9C zAnimCacheEntry*[2] bonePositions null (int32)
0xA4 float rumbleStartTime
0xA8 uint rumbleEmitterID
0xAC uint shrapID
0xB0 zShrapnelAsset* shrapAsset null (int32)
0xB4 float shrapStartTime
0xB8 float velocityUp
0xBC float velocityAway
0xC0 uint flags
0xC4 float holdTime
0xC8 float jumpBreakTime
0xCC float crouchBreakTime
0xD0 float turnLockStart
0xD4 float turnLockStop
0xD8 float climaxTime
0xDC Vector3 climaxOffset
0xE8 float drainRate
0xEC float blurStart
0xF0 float blurEnd
0xF4 float blurLife
0xF8 float blurAlpha
0xFC float blurFadeInTime
0x100 float blurFadeOutTime
0x104 short flashAlpha
0x106 byte[2] padding
0x108 float flashTime
0x10C float comboBonus
0x110 short comboType
0x112 short powerBonus