start describing enemy types
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+21
-21
@@ -182,12 +182,12 @@ public:
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// Angles are specified as 16-bit integers, where 0 is no rotation around
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// the axis and FFFF is almost a complete counterclockwise rotation.
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/* 1C */ VectorXYZI angle;
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/* 28 */ le_float fparam1 = 0.0f; // Boxes: if <= 0, this is a specialized box, and the specialization is in param4/5/6
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/* 2C */ le_float fparam2 = 0.0f;
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/* 30 */ le_float fparam3 = 0.0f; // Boxes: if == 0, the item should be varied by difficulty and area
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/* 34 */ le_int32_t iparam4 = 0;
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/* 38 */ le_int32_t iparam5 = 0;
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/* 3C */ le_int32_t iparam6 = 0;
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/* 28 */ le_float param1 = 0.0f; // Boxes: if <= 0, this is a specialized box, and the specialization is in param4/5/6
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/* 2C */ le_float param2 = 0.0f;
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/* 30 */ le_float param3 = 0.0f; // Boxes: if == 0, the item should be varied by difficulty and area
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/* 34 */ le_int32_t param4 = 0;
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/* 38 */ le_int32_t param5 = 0;
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/* 3C */ le_int32_t param6 = 0;
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/* 40 */ le_uint32_t unused = 0; // Reserved for pointer in client's memory; unused by server
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/* 44 */
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@@ -208,13 +208,13 @@ public:
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/* 12 */ le_uint16_t unknown_a1 = 0;
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/* 14 */ VectorXYZF pos;
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/* 24 */ VectorXYZI angle;
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/* 2C */ le_float fparam1 = 0.0f;
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/* 30 */ le_float fparam2 = 0.0f;
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/* 34 */ le_float fparam3 = 0.0f;
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/* 38 */ le_float fparam4 = 0.0f;
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/* 3C */ le_float fparam5 = 0.0f;
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/* 40 */ le_int16_t iparam6 = 0;
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/* 42 */ le_int16_t iparam7 = 0;
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/* 2C */ le_float param1 = 0.0f;
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/* 30 */ le_float param2 = 0.0f;
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/* 34 */ le_float param3 = 0.0f;
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/* 38 */ le_float param4 = 0.0f;
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/* 3C */ le_float param5 = 0.0f;
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/* 40 */ le_int16_t param6 = 0;
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/* 42 */ le_int16_t param7 = 0;
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/* 44 */ le_uint32_t unused = 0; // Reserved for pointer in client's memory; unused by server
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/* 48 */
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@@ -303,14 +303,14 @@ public:
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struct RandomEnemyDefinition { // Section type 5 (RANDOM_ENEMY_DEFINITIONS)
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// All fields through entry_num map to the corresponding fields in
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// EnemySetEntry. Note that the order of the iparam fields is switched!
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/* 00 */ le_float fparam1;
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/* 04 */ le_float fparam2;
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/* 08 */ le_float fparam3;
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/* 0C */ le_float fparam4;
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/* 10 */ le_float fparam5;
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/* 14 */ le_int16_t iparam7;
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/* 16 */ le_int16_t iparam6;
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// EnemySetEntry. Note that the order of param6 and param7 is switched!
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/* 00 */ le_float param1;
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/* 04 */ le_float param2;
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/* 08 */ le_float param3;
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/* 0C */ le_float param4;
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/* 10 */ le_float param5;
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/* 14 */ le_int16_t param7;
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/* 16 */ le_int16_t param6;
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/* 18 */ le_uint32_t entry_num;
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/* 1C */ le_uint16_t min_children;
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/* 1E */ le_uint16_t max_children;
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