Glasses Asset: Difference between revisions
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const char * name; | const char * name; | ||
unsigned int glassCount; | unsigned int glassCount; | ||
Glass * glasses; | |||
char * unknown1; //Size = unknownCount1; | char * unknown1; //Size = unknownCount1; | ||
unsigned int unknownCount1; | unsigned int unknownCount1; | ||
Revision as of 21:25, 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;
Glass * glasses;
char * unknown1; //Size = unknownCount1;
unsigned int unknownCount1;
char unknown2[0x24];
};