EvilEngine/BUTN: Difference between revisions

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<onlyinclude>
{{#vardefine:typeid|BUTN}}<nowiki/>
{{#vardefine:name|Button}}<nowiki/>
{{#vardefine:type|[[Entity]]}}<nowiki/>
{{#vardefine:basetype|0x18}}<nowiki/>
{{#vardefine:games|Scooby BFBB TSSM Incredibles}}<nowiki/>
{{#vardefine:sourcecode|[https://github.com/bfbbdecomp/bfbb/blob/master/src/Game/zEntButton.h zEntButton.h]}}<nowiki/>
{{#vardefine:image|Buttons.png}}<nowiki/>
</onlyinclude>
{{AutoAssetInfobox}}
 
This asset defines an entry for buttons such as switches and pressure plates.
 
==Format==
Buttons are [[Placeable AssetEntity|placeableentity assets]], so they start with their 0x54 byte header, then are followed by:
 
{| class="wikitable"
! Offset !! Type !! Variable !! Description
|-
| 0x54 || [[AssetID]] || '''PressedmodelPressedInfoID''' model.|| Defaults to the modelModelAssetID in the placeable header (same model for pressed and unpressed).
|-
| 0x58 || int || '''TypeactMethod''' of button.||
* 0 = SwitchButton - Button staysStays pressed afterupon being hit. (Also has a flashing effect)
* 1 = Pressure Plate - Button staysStays pressed until it stops being hit, then it becomes unpressedunpresses.
|-
| 0x5C || int || null'''initButtonState''' ||
|-
| 0x60 || int || '''Hold EnabledisReset'''. || 0 (disabled) or 1 (enabled). OnlyIf appliesthis to buttons of type Switch. Ifis enabled, whenever the button iswill pressed,automatically itunpress staysitself pressed forafter '''Hold LengthresetDelay''', then it unpresses. Useful(Only forworks timeon challengesButton, ornot anyPressure situationPlate.) where you want the button to only stay pressedUseful for atimed certain amount of timechallenges.
|-
| 0x64 || float || '''Hold LengthresetDelay''' in|| (seconds.) Only appliesTime to buttonswait ofafter typebeing pressed to Switchunpress.
|-
| 0x68 || int || '''buttonActFlags''' || This bitmask specifies what can press the button.
| 0x68 || int || '''Hit Mask'''. This specifies the different ways the button can be hit. If this is 0, the button by default doesn't react to any Hit events. For each bit you include in this mask, a corresponding Hit event will automatically be set up to fire ButtonPress for you. For example, if the mask includes Bubble Spin and Bubble Bowl, the button will automatically fire ButtonPress when it receives either Hit Melee or Hit Bubble Bowl.
* 00x1 - Bubble Spin/Sliding (SpongeBob)
* 10x2 - Bubble Bounce
* 20x4 - Bubble Bash
* 30x8 - [[BOUL|Boulder]]/Bubble Bowl
* 40x10 - Cruise Bubble
* 50x20 - Bungee
* 0x40 - Thrown Enemy/Tiki
* 6 -
* 70x80 - ThrowableThrow Fruit
* 80x100 - Patrick Slam
* 90x200 - Unknown
* 100x400 - (Pressure Plate) Player Stand
* 0x800 - (Pressure Plate) Enemy Stand
* 11 -
* 120x1000 - Bubble Bowl (Pressure Plate) [[BOUL|Boulder]]/Bubble Bowl
* 130x2000 - Throwable (Pressure Plate) Stone Tiki
* 140x4000 - Sandy Melee/Sliding
* 150x8000 - Patrick BellyMelee/Sliding
* 160x10000 - Throw Fruit (Pressure Plate) Throw Fruit
* 0x20000 - Patrick Cartwheel (TSSM only, unused in BFBB)
* 17 -
* The rest of the bits are unused.
* 18 -
* 19 -
* 20 -
* 21 -
* 22 -
* 23 -
* 24 -
* 25 -
* 26 -
* 27 -
* 28 -
* 29 -
* 30 -
* 31 -
|-
| 0x6C || byte[8[Motion]] || Unknown.'''Motion''' Usually|| Always type 4,0,0,4,2,1,1,0 (Mechanism)
|-
! colspan="34" | Events
| 0x74 || float || '''Y Offset''' of button during its pressed state.
|-
| 0x9C || Event[numberOfEvents] || '''[[Events]]''' || '''BFBB'''
| 0x78 || float || '''Transition time''' in seconds between its unpressed and pressed states.
|-
| 0x7C0xA8 || floatEvent[2numberOfEvents] || '''Transition[[Events]]''' Ease|| In/Out modifiers'''.Movie'''
|-
| 0x84 || int[6] || null
|-
! colspan="3" | Events
|-
| 0x9C || Event[numberOfEvents] || '''[[Events]]'''
|}
 
=== Events ===
 
{{Assets}}
{{AutoGameNavs}}
 
[[Category:Asset]]

Latest revision as of 22:33, 15 September 2022

BUTN
Button
TypeEntity
Base Type0x18
Games usedNight of 100 Frights

Battle for Bikini Bottom
The SpongeBob SquarePants Movie

The Incredibles
Source codezEntButton.h

This asset defines an entry for buttons such as switches and pressure plates.

Format

Buttons are entity assets, so they start with their 0x54 byte header, then are followed by:

Offset Type Variable Description
0x54 AssetID modelPressedInfoID Defaults to ModelAssetID in the placeable header (same model for pressed and unpressed).
0x58 int actMethod
  • 0 = Button - Stays pressed upon being hit. (Also has a flashing effect)
  • 1 = Pressure Plate - Stays pressed until it stops being hit, then unpresses.
0x5C int initButtonState
0x60 int isReset 0 (disabled) or 1 (enabled). If this is enabled, the button will automatically unpress itself after resetDelay. (Only works on Button, not Pressure Plate.) Useful for timed challenges.
0x64 float resetDelay (seconds) Time to wait after being pressed to unpress.
0x68 int buttonActFlags This bitmask specifies what can press the button.
  • 0x1 - Bubble Spin/Sliding (SpongeBob)
  • 0x2 - Bubble Bounce
  • 0x4 - Bubble Bash
  • 0x8 - Boulder/Bubble Bowl
  • 0x10 - Cruise Bubble
  • 0x20 - Bungee
  • 0x40 - Thrown Enemy/Tiki
  • 0x80 - Throw Fruit
  • 0x100 - Patrick Slam
  • 0x200 - Unknown
  • 0x400 - (Pressure Plate) Player Stand
  • 0x800 - (Pressure Plate) Enemy Stand
  • 0x1000 - (Pressure Plate) Boulder/Bubble Bowl
  • 0x2000 - (Pressure Plate) Stone Tiki
  • 0x4000 - Sandy Melee/Sliding
  • 0x8000 - Patrick Melee/Sliding
  • 0x10000 - (Pressure Plate) Throw Fruit
  • 0x20000 - Patrick Cartwheel (TSSM only, unused in BFBB)
  • The rest of the bits are unused.
0x6C Motion Motion Always type 4 (Mechanism)
Events
0x9C Event[numberOfEvents] Events BFBB
0xA8 Event[numberOfEvents] Events Movie

Events