Sequences
From NFBSP
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C# Code
struct Sequence { // Length: 188 byte[32] Name; float FPS; SequenceFlags Flags; int Activity; int ActivityWeight; int EventCount; int EventOffset; int FrameCount; int PivotCount; int PivotOffset; MotionFlags MotionType; // A number representing the motion flags. int MotionBone; // This is the bone to base movements on. float LinearMovementX; // These three tell the engine how far to physically move the model. float LinearMovementY; float LinearMovementZ; int AutomovePositionIndex; // Depreciated. Use animation table instead. int AutomoveAngleIndex; // Depreciated. Use animation table instead. float BoundingBoxMinX; float BoundingBoxMinY; float BoundingBoxMinZ; float BoundingBoxMaxX; float BoundingBoxMaxY; float BoundingBoxMaxZ; int BlendCount; int AnimationOffset; //If SeqGrp > 0, offset is from start of SeqGrp file. int BlendType[0]; int BlendType[1]; float BlendStart[0]; float BlendStart[1]; float BlendEnd[0]; float BlendEnd[1]; int BlendParent; // From HL Src, Unused from HL Src:nextseq int SequenceGroup; int NodeEntry; int NodeExit; NodeFlags NodeFlags; int unknown_35; int unknown_36; int unknown_37; int unknown_38; }
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Details
Needs work.
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