Glasses Asset: Difference between revisions

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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;
       char unknown1[0x18];
       float maxHeatlh;
       Material * unknownMaterial1;
      float thickness;
       Material * unknownMaterial2;
      float minShardSize;
       Material * unknownMaterial3;
      float maxShardSize;
       char * unknownString2;
      float shardLifeProbability;
       char * unknownString3;
      float maxShards;
       char * unknownString4;
       Material * baseMaterial;
       FxEffectDef * unknownFx1;
       Material * crackedMaterial;
       FxEffectDef * unknownFx2;
       Material * shardMaterial;
       const char * crackSound;
       const char * shatterSound;
       const char * autoShatterSound;
       FxEffectDef * crackEffect;
       FxEffectDef * shatterEffect;
};
};


struct Glass
struct Glass
{
{
   GlassDef * definition;
   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];
};