EvilEngine/GUST: Difference between revisions

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</onlyinclude>
</onlyinclude>
{{AutoAssetInfobox}}
{{AutoAssetInfobox}}

==Format==
Gusts are base assets, so they start with their 0x8 byte header, then are followed by:

<source lang=cpp>
struct zGustAsset : p2BaseAsset
{
uint32 flags;
uint32 volumeID;
uint32 effectID;
_xVec3 vel;
float32 fade;
float32 partMod;
};
</source>

{| class="wikitable"
! Offset !! Type !! Variable !! Description
|-
| 0x08 || uint32 || '''flags''' ||
|-
| 0x0C || uint32 || '''volumeID''' ||
|-
| 0x10 || uint32 || '''effectID''' ||
|-
| 0x14 || [[Vector3]] || '''vel''' ||
|-
| 0x20 || float32 || '''fade''' ||
|-
| 0x24 || float32 || '''partMod''' ||
|}


{{Assets}}
{{Assets}}

Latest revision as of 22:42, 15 September 2022

GUST
Gust
TypeBase
Base Type0x1C
Games usedNight of 100 Frights

Format

Gusts are base assets, so they start with their 0x8 byte header, then are followed by:

struct zGustAsset : p2BaseAsset
{
	uint32 flags;
	uint32 volumeID;
	uint32 effectID;
	_xVec3 vel;
	float32 fade;
	float32 partMod;
};
Offset Type Variable Description
0x08 uint32 flags
0x0C uint32 volumeID
0x10 uint32 effectID
0x14 Vector3 vel
0x20 float32 fade
0x24 float32 partMod