EvilEngine/NPC: Difference between revisions
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==Format==
NPC are [[Entity|entity assets]], so they start with their 0x54 byte header (0x50 in Scooby), then are followed by:
<source lang=cpp>
struct p2EntVillainAsset
{
float32 activateRadius;
float32 activateFOV;
float32 detectHeight;
float32 detectHeightOffset;
float32 speedMovement;
float32 speedPursue;
float32 speedTurn;
float32 pursuitRange;
uint16 durDazedState;
uint16 durGloatState;
uint16 durGummedState;
uint16 durBubbleState;
uint8 hitpoints;
uint8 behaviorState;
uint16 pad;
uint32 villFlags;
float32 lobSpeed;
float32 lobDurReload;
float32 lobRange;
uint32 lobSalvo;
uint32 projectileTypeID;
uint32 mvptBullseyeID;
float32 lobArcness;
float32 lobHeavy;
float32 extenderRange;
float32 extenderWidth;
float32 extenderDuration;
float32 extenderRate;
float32 extenderReloadTime;
uint32 movePointAssetID;
uint32 pathAssetID;
int32 minPlayerPowerups;
int32 minGameDifficulty;
};
</source>
{| class="wikitable"
! Offset !! Type !! Variable !! Description
|-
| 0x54 || float ||
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| 0x58 || float ||
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| 0x5C || float ||
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| 0x60 || float ||
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| 0x64 || float ||
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| 0x68 || float ||
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| 0x6C || float ||
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| 0x70 || float ||
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| 0x74 || short ||
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| 0x76 || short ||
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| 0x78 || short ||
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| 0x7A || short ||
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| 0x7C || byte ||
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| 0x7D || byte ||
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| 0x7E ||
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| 0x98 || [[Asset ID]] || '''mvptBullseyeID''' || MovePoint_AssetID
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! colspan="4" | Events
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