Glasses Asset: Difference between revisions
Created page with "__NOTOC__ Category:Assets Category:BO1 Category:BO2 The glasses asset defines how different types of glasses around the map break, and the effects associated with ..." |
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{ | { | ||
char * unknownString1; | char * unknownString1; | ||
float maxHeatlh; | |||
Material * | float thickness; | ||
Material * | float minShardSize; | ||
Material * | float maxShardSize; | ||
char * | float shardLifeProbability; | ||
char * | float maxShards; | ||
char * | Material * baseMaterial; | ||
FxEffectDef * | Material * crackedMaterial; | ||
FxEffectDef * | Material * shardMaterial; | ||
const char * crackSound; | |||
const char * shatterSound; | |||
const char * autoShatterSound; | |||
FxEffectDef * crackEffect; | |||
FxEffectDef * shatterEffect; | |||
}; | }; | ||
struct Glass | struct Glass | ||
{ | { | ||
GlassDef * | GlassDef * glassDef; | ||
#ifdef BO1 | #ifdef BO1 | ||
char unknown1[0x39]; | char unknown1[0x39]; | ||
Revision as of 09:06, 11 February 2014
The glasses asset defines how different types of glasses around the map break, and the effects associated with that. It only exists on Black Ops 1 and 2 and changed very little. Modern Warfare 3 and Ghosts have an equivalent glass_map asset.
struct GlassDef
{
char * unknownString1;
float maxHeatlh;
float thickness;
float minShardSize;
float maxShardSize;
float shardLifeProbability;
float maxShards;
Material * baseMaterial;
Material * crackedMaterial;
Material * shardMaterial;
const char * crackSound;
const char * shatterSound;
const char * autoShatterSound;
FxEffectDef * crackEffect;
FxEffectDef * shatterEffect;
};
struct Glass
{
GlassDef * glassDef;
#ifdef BO1
char unknown1[0x39];
#elif BO2
char unknown1[0x49];
#endif
byte outlineVecCount;
vec2_t * outline;
char unknown2[0x38];
};
struct Glasses
{
const char * name;
unsigned int glassCount;
GlassDef * glasses;
char * unknown1; //Size = unknownCount1;
unsigned int unknownCount1;
char unknown2[0x24];
};