EvilEngine/LOBM
(Redirected from LOBM)
LOBM | |
---|---|
LobMaster | |
Type | Base |
Base Type | 0x23 |
Games used | Night 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 |