Glasses Asset: Difference between revisions
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struct GlassDef | struct GlassDef | ||
{ | { | ||
char * | const char * name; | ||
float maxHeatlh; | float maxHeatlh; | ||
float thickness; | float thickness; | ||
| Line 42: | Line 42: | ||
unsigned int glassCount; | unsigned int glassCount; | ||
Glass * glasses; | Glass * glasses; | ||
char * | char * common; //Size = totalSize; | ||
unsigned int | unsigned int totalSize; | ||
int smallAllocatorBlocks; | |||
int groups; | |||
int shards; | |||
int physics; | |||
int shardMemory; | |||
int freeCmd; | |||
int slots; | |||
int verts; | |||
int unknown; // is set to (verts * 2) & 0xFFFFFFF0 | |||
}; | }; | ||
</syntaxhighlight> | </syntaxhighlight> | ||
Revision as of 10:09, 12 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
{
const char * name;
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 * common; //Size = totalSize;
unsigned int totalSize;
int smallAllocatorBlocks;
int groups;
int shards;
int physics;
int shardMemory;
int freeCmd;
int slots;
int verts;
int unknown; // is set to (verts * 2) & 0xFFFFFFF0
};