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- struct HEADER
- {
- SetBackColor(0x808080);
- uint FileSize;
- SetBackColor(0x8080ff);
- uint QuadTreeSectionOffset;
- uint TriangleSectionOffset;
- uint VertexSectionOffset;
- SetBackColor(0x80ff80);
- float QuadTreeCenterX;
- float QuadTreeCenterY;
- float QuadTreeCenterZ;
- float QuadTreeLength;
- SetBackColor(0x808000);
- uint16 QuadtreeBasepower;
- SetBackColor(0xff8080);
- uint16 NumberOfTriangles;
- uint16 NumberOfVertices;
- uint16 NumberOfQuadTrees;
- SetBackColor(0xffffff);
- }
- // Declare/Exec struct.
- Header;
- local int FirstSectionLength = Header.QuadTreeSectionOffset - 0x28;
- local int FirstSectionEntries = FirstSectionLength / 2;
- SetBackColor(0x80ffff);
- struct TRIANGLEREFERENCESECTION
- {
- uint16 TriangleIndex;
- }
- QUADTREETRIANGLES[FirstSectionEntries];
- SetBackColor(0xffffff);
- SetBackColor(0x80ff80);
- struct NODESECTION
- {
- uint16 NodeIndex;
- uint16 NodeParent;
- uint16 NodeChild;
- uint16 RightNodeNeighbour;
- uint16 LeftNodeNeighbour;
- uint16 BottomNodeNeighbour;
- uint16 TopNodeNeighbour;
- uint16 NumberOfTriangles;
- uint32 OffsetTriangleList;
- uint16 PositioningOffsetValueLR;
- uint16 PositioningOffsetValueTB;
- byte NodeDepthLevel;
- byte Null;
- uint16 Null;
- uint32 Null;
- }
- NodeSection[Header.NumberOfQuadTrees];
- SetBackColor(0xffffff);
- SetBackColor(0x8080ff);
- struct TRIANGLESECTION
- {
- uint16 VertexIndex1;
- uint16 VertexIndex2;
- uint16 VertexIndex3;
- uint16 AdjacentTriangleIndex1;
- uint16 AdjacentTriangleIndex2;
- uint16 AdjacentTriangleIndex3;
- float VertexNormalizedUnitVectorX;
- float VertexNormalizedUnitVectorY;
- float VertexNormalizedUnitVectorZ;
- // See https://github.com/sewer56lol/HeroesCollisionModifier | Readme.md
- struct COLLISIONFLAGS
- {
- ubyte TriangleCollisionFlags;
- ubyte ForwardMovementPushback;
- ubyte VerticalMovementPushback;
- ubyte SidewaysMovementPushback;
- } CollisionFlagsPrimary, CollisionFlagsSecondary;
- }
- TriangleSection[Header.NumberOfTriangles];
- SetBackColor(0xc0c0c0);
- struct VERTEXSECTION
- {
- float XPosition;
- float YPosition;
- float ZPosition;
- } VertexSection[Header.NumberOfVertices];
- SetBackColor(0xffffff);
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