EvilEngine/ZLIN

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ZLIN
Zip Line
TypeBase
Base Type0x40
Games usedThe Incredibles

Format

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

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;
};
Offset Type Variable Description
0x08 u8 dismount_type
0x09 u8[3] null padding
0x0C Vector3 position
0x18 f32 hang_length
0x1C AssetID startSplineID Spline_AssetID
0x20 AssetID boundEntityID
0x24 f32 speed
0x28 u32 flags