AnimClass Asset
The animclass asset was added on Ghosts and is the only game it appears on. Since it is so new, there is virtually nothing known about it other than that they replace what was previously a rawfile asset with the ".atr" extension. This rawfile would hold information on what animations an entity should use during certain events (such as idle animations).
#pragma pack(push, 4)
struct unknownAnimStateStruct1Internal
{
ScriptString unknownScriptString1;
ScriptString unknownScriptString2;
};
struct unknownAnimStateStruct2
{
ScriptString unknownScriptString1;
ScriptString unknownScriptString2;
ScriptString unknownScriptStrings[8];
char unknown[0x28];
};
struct unknownAnimStateStruct1
{
ScriptString unknownScriptString1;
ScriptString unknownScriptString2;
char unknown1[5];
byte unknownCount;
unknownAnimStateStruct2 * unknownStruct;
unknownAnimStateStruct1Internal * unknownStructs; //Count = unknownCount
unsigned int * unknown2; //Count = unknownCount
};
struct AnimState
{
ScriptString stateName;
unsigned short unknownCount1;
unsigned short unknownCount2;
unknownAnimStateStruct1 * unknownStructs1; //Count = unknownCount1
unknownAnimStateStruct2 * unknownStructs2; //Count = unknownCount2
};
struct AnimationClass
{
const char * name;
AnimState * state;
ScriptString atrName;
ScriptTable * unknownScriptTable; //ScriptTable asset
unsigned short unknownScriptStringCount;
unsigned short unknownCount;
ScriptString * unknownScriptStrings1; //Count = unknownScriptStringCount
ScriptString * unknownScriptStrings2; //Count = unknownScriptStringCount
ScriptString * unknownScriptStrings3; //Count = unknownScriptStringCount
ScriptString * unknownScriptStrings4; //Count = unknownCount
FxEffectDef * * unknownFxArray; //Count = unknownCount
ScriptString * unknownScriptStrings5; //Count = unknownCount
};
#pragma pack(pop)