EvilEngine/ATKT: Difference between revisions
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==Format==
===zAttackTableAsset===
<source lang=cpp>
class zAttackTableAsset
{
public:
unsigned short sectionCount;
unsigned short entryCount;
unsigned short transitionCount;
unsigned short stateCount;
};
</source>
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====zAttackTableSection====
<source lang=cpp>
class zAttackTableSection
{
public:
unsigned int section;
unsigned short start;
unsigned short count;
};
</source>
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====zAttackTableEntry====
<source lang=cpp>
class zAttackTableEntry
{
public:
unsigned int animationStateID;
xAnimState* animationState;
unsigned short animationStart;
unsigned short animationCount;
unsigned short start;
unsigned short count;
unsigned short onFlags;
unsigned short offFlags;
unsigned char input;
unsigned char power;
unsigned char pad0;
unsigned char pad1;
float startTime;
};
</source>
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====zAttackTableTransition====
<source lang=cpp>
class zAttackTableTransition
{
public:
unsigned int sourceState;
unsigned int destinationState;
float sourceTime;
float throughTime;
float destinationTime;
float blendTime;
unsigned int flags;
};
</source>
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====zAttackTableState====
<source lang=cpp>
class zAttackTableState
{
public:
unsigned int state;
float moveDistanceZ;
float moveDistanceY;
float moveTime;
float attackStart;
float attackEnd;
float attackRadius;
hitBoneInfo hitBone[4];
signed short damage;
unsigned short source;
unsigned short effect;
unsigned short hitEffect;
float effectStart;
float effectEnd;
effectBone effectBoneOutside[2];
effectBone effectBoneInside[2];
zAnimCacheEntry* bonePositions[2];
float rumbleStartTime;
unsigned int rumbleEmitterID;
unsigned int shrapID;
zShrapnelAsset* shrapAsset;
float shrapStartTime;
float velocityUp;
float velocityAway;
unsigned int flags;
float holdTime;
float jumpBreakTime;
float crouchBreakTime;
float turnLockStart;
float turnLockStop;
float climaxTime;
xVec3 climaxOffset;
float drainRate;
float blurStart;
float blurEnd;
float blurLife;
float blurAlpha;
float blurFadeInTime;
float blurFadeOutTime;
signed short flashAlpha;
float flashTime;
float comboBonus;
signed short comboType;
signed short powerBonus;
};
</source>
<source lang=cpp>
class hitBoneInfo
{
public:
unsigned short bone;
xVec3 boneOffset;
signed short atomic;
};
</source>
<source lang=cpp>
class effectBone
{
public:
unsigned short bone;
xVec3* pos;
};
</source>
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! 0x1C || hitBoneInfo[4] || '''hitBone''' ||
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| 0x04 || [[Vector3]] || '''boneOffset''' ||
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! colspan="4" |
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! 0x7C || effectBone[2] || '''effectBoneOutside''' ||
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! 0x8C || effectBone[2] || '''effectBoneInside''' ||
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! colspan="4" |
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| 0x9C || zAnimCacheEntry*[2] || '''bonePositions || ''null'' (int32)
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| 0xB0 || zShrapnelAsset* || '''shrapAsset''' || ''null'' (int32)
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| 0xDC || [[Vector3]] || '''climaxOffset''' ||
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|}
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