EvilEngine/ZLIN: Difference between revisions
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==Format== |
==Format== |
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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: |
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<source lang=cpp> |
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class zZipLineAsset : public xBaseAsset |
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{ |
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public: |
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unsigned char dismount_type; |
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xVec3 position; |
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float hang_length; |
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union |
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{ |
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unsigned int startSplineID; |
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NURBS* spline; |
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}; |
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union |
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{ |
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unsigned int boundEntityID; |
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xEnt* boundEntity; |
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}; |
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float speed; |
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unsigned int flags; |
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}; |
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</source> |
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{| class="wikitable" |
{| class="wikitable" |
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! Offset !! Type !! Variable !! Description |
! Offset !! Type !! Variable !! Description |
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|- |
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| 0x08 || |
| 0x08 || u8 || '''dismount_type''' || |
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|- |
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| 0x09 || |
| 0x09 || u8[3] || null || padding |
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|- |
|- |
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| 0x0C || [[Vector3]] || '''position''' || |
| 0x0C || [[Vector3]] || '''position''' || |
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|- |
|- |
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| 0x18 || |
| 0x18 || f32 || '''hang_length''' || |
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|- |
|- |
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| 0x1C || |
| 0x1C || [[AssetID]] || '''startSplineID''' || Spline_AssetID |
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|- |
|- |
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| 0x20 || |
| 0x20 || [[AssetID]] || '''boundEntityID''' || |
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|- |
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| 0x24 || |
| 0x24 || f32 || '''speed''' || |
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|- |
|- |
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| 0x28 || |
| 0x28 || u32 || '''flags''' || |
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|} |
|} |
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