EvilEngine/DYNA/Enemy:SB:BucketOTron: Difference between revisions
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</onlyinclude> |
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{{AutoDynaInfobox}} |
{{AutoDynaInfobox}} |
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==Format== |
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<source lang=cpp> |
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struct zNMEAssetBucketOTron : zNMEAsset |
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{ |
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uint32 aid_spawnGroup; |
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en_spawnmode spawnMode; |
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float32 spawnDelay; |
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int32 flg_buckass; |
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int32 maxSpawn; |
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}; |
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</source> |
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<source lang=cpp> |
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enum en_spawnmode |
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{ |
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NME_SPAWNMODE_CONTINUOUS, |
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NME_SPAWNMODE_WAVES, |
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NME_SPAWNMODE_AMBUSHWAVE, |
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NME_SPAWNMODE_AMBUSHCONT, |
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NME_SPAWNMODE_NOMORE, |
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NME_SPAWNMODE_FORCE |
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}; |
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</source> |
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{| class="wikitable" |
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! Offset !! Type !! Variable !! Description |
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|- |
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| 0x60 || [[AssetID]] || '''aid_spawnGroup''' || [[GRUP]] |
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|- |
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| 0x64 || en_spawnmode || '''spawnMode''' || |
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* 0 = CONTINUOUS. |
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* 1 = WAVES. Enemies won't respawn again until all the enemies are defeated. |
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* 2 = AMBUSHWAVE. The bucketotron spawns all enemies at once and doesn't spawn anymore until all enemies are defeated. |
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* 3 = AMBUSHCONT. All enemies spawn at once one time, it continues normally after that |
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|- |
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| 0x68 || f32 || '''spawnDelay''' || Delay before next spawn |
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|- |
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| 0x6C || s32 || '''flg_buckass''' || 0 = Resume<br>1 = Paused |
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|- |
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| 0x70 || s32 || '''maxSpawn''' || Number of Enemies to spawn before becoming inactive |
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|} |
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{{DynaAssets}} |
{{DynaAssets}} |
Latest revision as of 16:45, 23 March 2024
Enemy:SB:BucketOTron | |
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Version | 4 |
Hash | 0xD2D6A1E5 |
Games used | The SpongeBob SquarePants Movie |
Format
struct zNMEAssetBucketOTron : zNMEAsset
{
uint32 aid_spawnGroup;
en_spawnmode spawnMode;
float32 spawnDelay;
int32 flg_buckass;
int32 maxSpawn;
};
enum en_spawnmode
{
NME_SPAWNMODE_CONTINUOUS,
NME_SPAWNMODE_WAVES,
NME_SPAWNMODE_AMBUSHWAVE,
NME_SPAWNMODE_AMBUSHCONT,
NME_SPAWNMODE_NOMORE,
NME_SPAWNMODE_FORCE
};
Offset | Type | Variable | Description |
---|---|---|---|
0x60 | AssetID | aid_spawnGroup | GRUP |
0x64 | en_spawnmode | spawnMode |
|
0x68 | f32 | spawnDelay | Delay before next spawn |
0x6C | s32 | flg_buckass | 0 = Resume 1 = Paused |
0x70 | s32 | maxSpawn | Number of Enemies to spawn before becoming inactive |