Glass Map Asset: Difference between revisions

From COD Engine Research
Created page with "__NOTOC__ Category:Assets Category:MW3 Category:Ghosts The glass_map asset is part of the D3DBSP system produced by Radiant, and appears to be Infinity Ward's vers..."
 
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The glass_map asset is part of the D3DBSP system produced by Radiant, and appears to be Infinity Ward's version of Treyarch's [[:Glasses_Asset|glasses]] asset. It was added on Modern Warfare 3 and remained unchanged on Ghosts.  
The glass_map asset is part of the D3DBSP system produced by Radiant, and appears to be Infinity Ward's version of Treyarch's [[:Glasses_Asset|glasses]] asset. It was added on Modern Warfare 3 and remained unchanged on Ghosts.  
<syntaxhighlight lang="cpp">
<syntaxhighlight lang="cpp">
struct GlassDef
struct G_GlassName
{
{
   const char * name;
   char *nameStr;
      ScriptString unknownScriptString;
  scr_string_t name;
   unsigned short outlineCount;
   unsigned __int16 pieceCount;
   unsigned short * outline;
   unsigned __int16 *pieceIndices;
};
};


struct Glasses
struct __declspec(align(8)) G_GlassData
{
{
      char * unknown1; //Size = ((unknownCount1 << 1) + unknownCount1) << 2
  G_GlassPiece *glassPieces;
      unsigned int unknownCount1;
  unsigned int pieceCount;
      int unknown2;
  unsigned __int16 damageToWeaken;
   unsigned int glassDefCount;
  unsigned __int16 damageToDestroy;
   GlassDef * glasses;
   unsigned int glassNameCount;
      char unknown3[0x6C];
   G_GlassName *glassNames;
  char pad[108];
};
};


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{
{
   const char * name;
   const char * name;
   Glasses * glasses;
   G_GlassData *g_glassData;
};
};
</syntaxhighlight>
</syntaxhighlight>

Latest revision as of 05:34, 22 December 2014

The glass_map asset is part of the D3DBSP system produced by Radiant, and appears to be Infinity Ward's version of Treyarch's glasses asset. It was added on Modern Warfare 3 and remained unchanged on Ghosts.

struct G_GlassName
{
  char *nameStr;
  scr_string_t name;
  unsigned __int16 pieceCount;
  unsigned __int16 *pieceIndices;
};

struct __declspec(align(8)) G_GlassData
{
  G_GlassPiece *glassPieces;
  unsigned int pieceCount;
  unsigned __int16 damageToWeaken;
  unsigned __int16 damageToDestroy;
  unsigned int glassNameCount;
  G_GlassName *glassNames;
  char pad[108];
};

struct GlassWorld
{
  const char * name;
  G_GlassData *g_glassData;
};