Sequences

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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;
}

Details

Needs work.

See Also

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