EvilEngine/LOBM

From Heavy Iron Modding
(Redirected from LOBM)

LOBM
LobMaster
TypeBase
Base Type0x23
Games usedNight of 100 Frights

Format

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

struct zLobMasterAsset : p2BaseAsset
{
	int32 lobMasterType;
	uint32 projectileTypeID;
	_xVec3 pos_launch;
	_xVec3 rot_launch;
	float32 spd_launch;
	float32 spd_randPct;
	_xVec3 scl_model;
	int32 flg_enablers;
	float32 tym_maxlife;
	float32 dst_maxdist;
	uint32 aid_mvptID;
	int32 cnt_salvo;
	int32 cnt_ammo;
	float32 fac_arccoeff;
	int32 ang_debrisCone;
	int32 numBounce;
	int32 typ_powerup;
	float32 heavyFactor;
	_xVec3 tumbleRotation;
	float32 collideDelay;
	float32 atRestPeriod;
	uint32 mode;
};
Offset Type Variable Description
0x08 int32 lobMasterType
0x0C PRJT projectileTypeID PRJT_AssetID
0x10 Vector3 pos_launch
0x1C Vector3 rot_launch
0x28 float32 spd_launch
0x2C float32 spd_randPct
0x30 Vector3 scl_model
0x3C int32 flg_enablers
0x40 float32 tym_maxlife
0x44 float32 dst_maxdist
0x48 MVPT aid_mvptID MovePoint_AssetID
0x4C int32 cnt_salvo
0x50 int32 cnt_ammo
0x54 float32 fac_arccoeff
0x58 int32 ang_debrisCone
0x5C int32 numBounce
0x60 int32 typ_powerup
0x64 float32 heavyFactor
0x68 Vector3 tumbleRotation
0x74 float32 collideDelay
0x78 float32 atRestPeriod
0x7C uint32 mode