EvilEngine/PARP
PARP | |
---|---|
Particle Emitter Property | |
Type | Object |
Format
Particle emitter properties are object assets, so they start with their 0x8 byte header, then are followed by:
Offset | Type | Variable | Description |
---|---|---|---|
0x08 | AssetID (PARS) | parSysID | |
0x0C | unnamed union? (size: 0x14) | rate value |
|
0x20 | ? (size: 0x14) | life | |
0x34 | ? (size: 0x14) | size_birth | |
0x48 | ? (size: 0x14) | size_death | |
0x5C | ? (size: 0x50) | color_birth | |
0xAC | ? (size: 0x50) | color_death | |
0xFC | ? (size: 0x14) | vel_scale | |
0x110 | ? (size: 0x14) | vel_angle | |
0x124 | Vector3 | vel | |
0x130 | int | emit_limit | -1 |
0x134 | float | emit_limit_reset_time | |
Events | |||
0x138 | Event[numberOfEvents] | Events |