EvilEngine/DSTR: Difference between revisions

From Heavy Iron Modding
Content added Content deleted
No edit summary
No edit summary
Line 1: Line 1:
{{AssetInfobox
{{AssetInfobox
|subtitle=Destructible Object
|subtitle=Destructible Object
|type=[[Placeable]]
|type=[[Entity]]
|objectid=0x1B
|objectid=0x1B
|games=Night of 100 Frights<br>Battle for Bikini Bottom<br>}}
|games=Night of 100 Frights<br>Battle for Bikini Bottom
|sourcecode=[https://github.com/bfbbdecomp/bfbb/blob/master/src/Game/zEntDestructObj.h zEntDestructObj.h]}}


This asset defines an entry for a destructible object.
This asset defines an entry for a destructible object.


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


Note: the asset ID at 0x50 (in the Placeable header) refers to an [[ANIM|animation]].
Note: the asset ID at 0x50 (in the Placeable header) refers to an [[ANIM|animation]].

Revision as of 20:00, 30 March 2021

DSTR
Destructible Object
TypeEntity
Source codezEntDestructObj.h

This asset defines an entry for a destructible object.

Format

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

Note: the asset ID at 0x50 (in the Placeable header) refers to an animation.

Offset Type Variable Description
0x54 ? animSpeed null
0x58 ? initAnimState null
0x5C int health always 1
0x60 AssetID? spawnItemID null
0x64 int dflags hit mask?
0x68 byte collType usually 0 or 2
0x69 byte fxType usually 0, 1, or 2
0x6A short pad padding
0x6C float blast_radius
0x70 float blast_strength
0x74 AssetID (Shrapnel) shrapnelID_destroy Not present in Scooby
0x78 AssetID (Shrapnel) shrapnelID_hit Not present in Scooby
0x7C AssetID (SFX) sfx_destroy Not present in Scooby
0x80 AssetID (SFX) sfx_hit Not present in Scooby
0x84 AssetID (Model) hitModel Not present in Scooby
0x88 AssetID (Model) destroyModel Not present in Scooby
Events
0x8C Event[numberOfEvents] Events