EvilEngine/BUTN: Difference between revisions

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<onlyinclude>
==BUTN==
{{#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.
This asset defines an entry for buttons such as switches and pressure plates.


==Format==
==Format==
Buttons are [[Placeable Asset|placeable assets]], so they start with their 0x54 byte header, then are followed by:
Buttons are [[Entity|entity assets]], so they start with their 0x54 byte header, then are followed by:


{| class="wikitable"
{| class="wikitable"
! Offset !! Type !! Description
! Offset !! Type !! Variable !! Description
|-
|-
| 0x54 || [[AssetID]] || '''modelPressedInfoID''' || Defaults to ModelAssetID in the placeable header (same model for pressed and unpressed).
| 0x54 || [[AssetID]] || ?
|-
|-
| 0x58 || int || '''Type''' of button.
| 0x58 || int || '''actMethod''' ||
* 0 = Switch - Button stays pressed after being hit. (Also has a flashing effect)
* 0 = Button - Stays pressed upon being hit. (Also has a flashing effect)
* 1 = Pressure Plate - Button stays pressed until it stops being hit, then it becomes unpressed.
* 1 = Pressure Plate - Stays pressed until it stops being hit, then unpresses.
|-
|-
| 0x5C || int || null
| 0x5C || int || '''initButtonState''' ||
|-
|-
| 0x60 || int || '''Timeout Enabled'''. 0 (disabled) or 1 (enabled). Only applies to buttons of type Switch. If enabled, whenever the button is pressed, it automatically unpresses after '''Timeout Length'''. Useful for time challenges or any situation where you want the button to reset after a certain amount of time.
| 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 || '''Timeout Length''' in seconds. Only applies to buttons of type Switch.
| 0x64 || float || '''resetDelay''' || (seconds) Time to wait after being pressed to unpress.
|-
|-
| 0x68 || int || '''buttonActFlags''' || This bitmask specifies what can press the button.
| 0x68 || int || '''Hit Mask'''. This automatically sets up specific types of Hit events to fire ButtonPress for you. For example, if the mask includes Bubble Spin and Bubble Bowl, the button will automatically receive Hit Melee and Hit Bubble Bowl, and send ButtonPress to itself.
* 1 - Bubble Spin
* 0x1 - Bubble Spin/Sliding (SpongeBob)
* 2 - Bubble Bounce
* 0x2 - Bubble Bounce
* 4 - Bubble Bash
* 0x4 - Bubble Bash
* 8 - Bubble Bowl
* 0x8 - [[BOUL|Boulder]]/Bubble Bowl
* 16 - Cruise Bubble
* 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) [[BOUL|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 || byte[8] || Unknown.
| 0x6C || [[Motion]] || '''Motion''' || Always type 4 (Mechanism)
|-
|-
! colspan="4" | Events
| 0x74 || Vector2 || Unknown.
|-
|-
| 0x9C || Event[numberOfEvents] || '''[[Events]]''' || '''BFBB'''
| 0x7C || int[8] || Unknown (null?)
|-
|-
| 0xA8 || Event[numberOfEvents] || '''[[Events]]''' || '''Movie'''
! colspan="3" | Events
|-
| 0x9C || Event[numberOfEvents] || '''[[Events]]'''
|}
|}


=== Events ===
=== Events ===

{{Assets}}
{{AutoGameNavs}}


[[Category:Asset]]
[[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