AnimClass Asset: Difference between revisions
Created page with "__NOTOC__ Category:Assets Category:Ghosts The animclass asset was added on Ghosts and is the only game it appears on. Since it is so new, there is virtually nothing kn..." |
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The animclass asset was added on Ghosts and is the only game it appears on. Since it is so new, there is virtually nothing known about it other than that they replace what was previously a [[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|rawfile]] asset with the ".atr" extension. This rawfile would hold information on what animations an entity should use during certain events (such as idle animations). | The animclass asset was added on Ghosts and is the only game it appears on. Since it is so new, there is virtually nothing known about it other than that they replace what was previously a [[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|rawfile]] asset with the ".atr" extension. This rawfile would hold information on what animations an entity should use during certain events (such as idle animations). | ||
<source lang="cpp"> | <source lang="cpp"> | ||
enum AnimationController | |||
{ | |||
ANIMCTRL_NONE = 0x0, | |||
ANIMCTRL_PLAYER = 0x1, | |||
ANIMCTRL_DOG = 0x2, | |||
ANIMCTRL_NUM = 0x3 | |||
}; | |||
#pragma pack(push, 4) | #pragma pack(push, 4) | ||
struct | struct AnimationEntry | ||
{ | { | ||
scr_string_t alias; | |||
scr_string_t animName; | |||
}; | }; | ||
struct | struct AnimationState | ||
{ | { | ||
scr_string_t name; | |||
scr_string_t notify; | |||
float blendTime; | |||
char | char flags; | ||
char entryCount; | |||
AnimationAimSet *aimSet; | |||
AnimationEntry *animEntries; | |||
unsigned __int64 *animIndices; | |||
}; | }; | ||
struct | struct AnimationAimSet | ||
{ | { | ||
scr_string_t name; | |||
scr_string_t rootName; | |||
scr_string_t animName[8]; | |||
unsigned __int64 rootIndex; | |||
unsigned __int64 animIndices[8]; | |||
unsigned | |||
}; | }; | ||
struct AnimState | struct AnimState | ||
{ | { | ||
scr_string_t name; | |||
unsigned __int16 stateCount; | |||
unsigned __int16 aimSetCount; | |||
AnimationState *states; | |||
AnimationAimSet *aimSets; | |||
}; | }; | ||
struct AnimationClass | struct AnimationClass | ||
{ | { | ||
const char * | const char *className; | ||
AnimationStateMachine *stateMachine; | |||
AnimationController animCtrl; | |||
scr_string_t animTree; | |||
ScriptableDef *scriptable; | |||
unsigned __int16 soundCount; | |||
unsigned __int16 effectCount; | |||
scr_string_t *soundNotes; | |||
scr_string_t *soundNames; | |||
scr_string_t *soundOptions; | |||
scr_string_t *effectNotes; | |||
FxEffectDef **effectDefs; | |||
scr_string_t *effectTags; | |||
}; | }; | ||
#pragma pack(pop) | #pragma pack(pop) | ||
</source> | </source> | ||
Latest revision as of 05:59, 22 December 2014
The animclass asset was added on Ghosts and is the only game it appears on. Since it is so new, there is virtually nothing known about it other than that they replace what was previously a rawfile asset with the ".atr" extension. This rawfile would hold information on what animations an entity should use during certain events (such as idle animations).
enum AnimationController
{
ANIMCTRL_NONE = 0x0,
ANIMCTRL_PLAYER = 0x1,
ANIMCTRL_DOG = 0x2,
ANIMCTRL_NUM = 0x3
};
#pragma pack(push, 4)
struct AnimationEntry
{
scr_string_t alias;
scr_string_t animName;
};
struct AnimationState
{
scr_string_t name;
scr_string_t notify;
float blendTime;
char flags;
char entryCount;
AnimationAimSet *aimSet;
AnimationEntry *animEntries;
unsigned __int64 *animIndices;
};
struct AnimationAimSet
{
scr_string_t name;
scr_string_t rootName;
scr_string_t animName[8];
unsigned __int64 rootIndex;
unsigned __int64 animIndices[8];
};
struct AnimState
{
scr_string_t name;
unsigned __int16 stateCount;
unsigned __int16 aimSetCount;
AnimationState *states;
AnimationAimSet *aimSets;
};
struct AnimationClass
{
const char *className;
AnimationStateMachine *stateMachine;
AnimationController animCtrl;
scr_string_t animTree;
ScriptableDef *scriptable;
unsigned __int16 soundCount;
unsigned __int16 effectCount;
scr_string_t *soundNotes;
scr_string_t *soundNames;
scr_string_t *soundOptions;
scr_string_t *effectNotes;
FxEffectDef **effectDefs;
scr_string_t *effectTags;
};
#pragma pack(pop)