EvilEngine/DYNA/Enemy:SB:BucketOTron: Difference between revisions

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</onlyinclude>
</onlyinclude>
{{AutoDynaInfobox}}
{{AutoDynaInfobox}}

==Format==

<source lang=cpp>
struct zNMEAssetBucketOTron : zNMEAsset
{
uint32 aid_spawnGroup;
en_spawnmode spawnMode;
float32 spawnDelay;
int32 flg_buckass;
int32 maxSpawn;
};
</source>

<source lang=cpp>
enum en_spawnmode
{
NME_SPAWNMODE_CONTINUOUS,
NME_SPAWNMODE_WAVES,
NME_SPAWNMODE_AMBUSHWAVE,
NME_SPAWNMODE_AMBUSHCONT,
NME_SPAWNMODE_NOMORE,
NME_SPAWNMODE_FORCE
};
</source>


{| class="wikitable"
{| class="wikitable"
! Offset !! Type !! Variable !! Description
! Offset !! Type !! Variable !! Description
|-
|-
| 0x50 || [[AssetID]] || '''grupID''' ||
| 0x60 || [[AssetID]] || '''aid_spawnGroup''' || [[GRUP]]
|-
|-
| 0x64 || en_spawnmode || '''spawnMode''' ||
| 0x54 || int || '''spawnMode''' || 1 = Enemies won't respawn again until all the enemies are defeated. 2 = the buckotron spawns all enemies at once and doesn't spawn anymore until all enemies are defeated. 3 = All enemies spawn at once one time, it continues normally after that
* 0 = CONTINUOUS.
* 1 = WAVES. Enemies won't respawn again until all the enemies are defeated.
* 2 = AMBUSHWAVE. The bucketotron spawns all enemies at once and doesn't spawn anymore until all enemies are defeated.
* 3 = AMBUSHCONT. All enemies spawn at once one time, it continues normally after that
|-
|-
| 0x58 || float || '''spawnDelay''' || Delay before next spawn
| 0x68 || f32 || '''spawnDelay''' || Delay before next spawn
|-
|-
| 0x5C || int || '''flags''' || 0 = Resume, 1 = Paused
| 0x6C || s32 || '''flg_buckass''' || 0 = Resume<br>1 = Paused
|-
|-
| 0x60 || int || '''maxSpawn''' || Number of Enemies to spawn before becoming inactive
| 0x70 || s32 || '''maxSpawn''' || Number of Enemies to spawn before becoming inactive
|}
|}



Latest revision as of 16:45, 23 March 2024

Enemy:SB:BucketOTron
Version4
Hash0xD2D6A1E5
Games usedThe 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
  • 0 = CONTINUOUS.
  • 1 = WAVES. Enemies won't respawn again until all the enemies are defeated.
  • 2 = AMBUSHWAVE. The bucketotron spawns all enemies at once and doesn't spawn anymore until all enemies are defeated.
  • 3 = AMBUSHCONT. All enemies spawn at once one time, it continues normally after that
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