EvilEngine/ZLIN: Difference between revisions

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m (Seil moved page ZLIN to EvilEngine/ZLIN)
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Line 12:
==Format==
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"
! Offset !! Type !! Variable !! Description
|-
| 0x08 || byteu8 || '''dismount_type''' ||
|-
| 0x09 || byteu8[3] || '''padding'''null || padding
|-
| 0x0C || [[Vector3]] || '''position''' ||
|-
| 0x18 || floatf32 || '''hang_length''' ||
|-
| 0x1C || uint[[AssetID]] || '''startSplineID''' || Spline_AssetID
|-
| 0x20 || uint[[AssetID]] || '''boundEntityID''' ||
|-
| 0x24 || floatf32 || '''speed''' ||
|-
| 0x28 || uintu32 || '''flags''' ||
|}