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

<source lang=cpp>
class zZipLineAsset : public xBaseAsset
{
public:
unsigned char dismount_type;
xVec3 position;
float hang_length;
union
{
unsigned int startSplineID;
NURBS* spline;
};
union
{
unsigned int boundEntityID;
xEnt* boundEntity;
};
float speed;
unsigned int flags;
};
</source>


{| class="wikitable"
{| class="wikitable"
! Offset !! Type !! Variable !! Description
! Offset !! Type !! Variable !! Description
|-
|-
| 0x08 || byte|| '''dismount_type''' ||
| 0x08 || u8 || '''dismount_type''' ||
|-
|-
| 0x09 || byte[3]|| '''padding''' ||
| 0x09 || u8[3] || null || padding
|-
|-
| 0x0C || [[Vector3]] || '''position''' ||
| 0x0C || [[Vector3]] || '''position''' ||
|-
|-
| 0x18 || float || '''hang_length''' ||
| 0x18 || f32 || '''hang_length''' ||
|-
|-
| 0x1C || uint || '''startSplineID''' || Spline_AssetID
| 0x1C || [[AssetID]] || '''startSplineID''' || Spline_AssetID
|-
|-
| 0x20 || uint || '''boundEntityID''' ||
| 0x20 || [[AssetID]] || '''boundEntityID''' ||
|-
|-
| 0x24 || float || '''speed''' ||
| 0x24 || f32 || '''speed''' ||
|-
|-
| 0x28 || uint || '''flags''' ||
| 0x28 || u32 || '''flags''' ||
|}
|}