EquipSndTable Asset: Difference between revisions

From COD Engine Research
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[[Category:Assets]]
[[Category:Assets]]
[[Category:Ghosts]]
[[Category:Ghosts]]
The equipsndtable asset clearly contains information on the sounds made when switching weapons. This asset was added on Ghosts and as such there is very little information known about it.
The equipsndtable asset contains sound information pertaining to equipment.
<syntaxhighlight lang="cpp">
<syntaxhighlight lang="cpp">
struct unknownESTStruct1
struct EquipmentClothData
{
{
   char * unknownString;
   char *szName;
};
};


struct unknownESTStruct2
struct __declspec(align(8)) EquipmentWeaponRattleData
{
{
   char * unknownString;
   char *szName;
   int unknown;
   float priority;
};
};


struct unknownESTStruct3Internal1
struct EquipmentSndChance
{
{
   char * unknown; //Size = ((parent->parent->unknownCount3 << 1) + parent->parent->unknownCount3) << 2
   float rattleChance;
  float accentChance;
  float silentChance;
};
};


struct unknownESTStruct3
struct EquipmentChanceMoveTypes
{
{
   unknownESTStruct3Internal1 * unknownStructArray; //Count = parent->unknownCount2
   EquipmentSndChance *chances;
};
};


struct unknownESTStruct4Internal1
struct EquipmentChanceRattleTypes
{
{
   snd_alias_list_name unknownSound1;
   EquipmentChanceMoveTypes *chances;
  snd_alias_list_name unknownSound2;
};
};


struct unknownESTStruct4
struct EquipmentSoundSet
{
{
   unknownESTStruct4Internal1 * unknownStructArray; //Count = unknownCount3
   snd_alias_list_name soundPLR;
  snd_alias_list_name soundNPC;
};
};


struct unknownESTStruct5
struct EquipSoundSetMoveTypes
{
{
   unknownESTStruct4Internal1 unknownStructArray[0xE];
   EquipmentSoundSet *soundSets;
};
};


struct EquipSndTable
struct EquipSoundSetMantleTypes
{
{
   const char * name;
  EquipmentSoundSet soundSets[14];
   unsigned int unknownCount1;
};
   unsigned int unknownCount2;
 
   unsigned int unknownCount3;
struct EquipmentSoundTable
   unknownESTStruct1 * unknownStructArray1; //Count = unknownCount1
{
   unknownESTStruct2 * unknownStructArray2; //Count = unknownCount2
   const char *szName;
   unknownESTStruct3 * unknownStructArray3; //Count = unknownCount1
   unsigned int numClothTypes;
   unknownESTStruct3 * unknownStructArray4; //Count = unknownCount1;
   unsigned int numWeaponRattleTypes;
   unknownESTStruct4 * unknownStructArray5; //Count = unknownCount1
   unsigned int numMoveTypes;
   unknownESTStruct4 * unknownStructArray6; //Count = unknownCount2
   EquipmentClothData *clothTypes;
   unknownESTStruct4 unknownEmbeddedStruct;
   EquipmentWeaponRattleData *weaponRattleTypes;
   unknownESTStruct5 * unknownStructArray7; //Count = unknownCount1
   EquipmentChanceRattleTypes *chancesPLR;
   EquipmentChanceRattleTypes *chancesNPC;
   EquipSoundSetMoveTypes *mvmtClothSoundSets;
   EquipSoundSetMoveTypes *mvmtRattleSoundSets;
   EquipSoundSetMoveTypes mvmtAccentSoundSets;
   EquipSoundSetMantleTypes *mvmtMantleSoundSets;
};
};
</syntaxhighlight>
</syntaxhighlight>

Latest revision as of 05:27, 22 December 2014

The equipsndtable asset contains sound information pertaining to equipment.

struct EquipmentClothData
{
  char *szName;
};

struct __declspec(align(8)) EquipmentWeaponRattleData
{
  char *szName;
  float priority;
};

struct EquipmentSndChance
{
  float rattleChance;
  float accentChance;
  float silentChance;
};

struct EquipmentChanceMoveTypes
{
  EquipmentSndChance *chances;
};

struct EquipmentChanceRattleTypes
{
  EquipmentChanceMoveTypes *chances;
};

struct EquipmentSoundSet
{
  snd_alias_list_name soundPLR;
  snd_alias_list_name soundNPC;
};

struct EquipSoundSetMoveTypes
{
  EquipmentSoundSet *soundSets;
};

struct EquipSoundSetMantleTypes
{
  EquipmentSoundSet soundSets[14];
};

struct EquipmentSoundTable
{
  const char *szName;
  unsigned int numClothTypes;
  unsigned int numWeaponRattleTypes;
  unsigned int numMoveTypes;
  EquipmentClothData *clothTypes;
  EquipmentWeaponRattleData *weaponRattleTypes;
  EquipmentChanceRattleTypes *chancesPLR;
  EquipmentChanceRattleTypes *chancesNPC;
  EquipSoundSetMoveTypes *mvmtClothSoundSets;
  EquipSoundSetMoveTypes *mvmtRattleSoundSets;
  EquipSoundSetMoveTypes mvmtAccentSoundSets;
  EquipSoundSetMantleTypes *mvmtMantleSoundSets;
};