Glasses Asset

From COD Engine Research
Revision as of 21:27, 10 February 2014 by CraigChrist8239 (talk | contribs) (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 ...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

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;
       char unknown1[0x18];
       Material * unknownMaterial1;
       Material * unknownMaterial2;
       Material * unknownMaterial3;
       char * unknownString2;
       char * unknownString3;
       char * unknownString4;
       FxEffectDef * unknownFx1;
       FxEffectDef * unknownFx2;
};

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