Script Vehicle (BO2)

From COD Engine Research
Jump to: navigation, search
/* scr_vehicle_s->flags */
/* Haven't looked for any other flag */
#define HELIHEIGHTLOCK		(1<<1)
 
struct vehicle_physic_t
{
	float origin[3]; //0x0
	float prevOrigin[3]; //0xC
	float angles[3]; //0x18
	float prevAngles[3]; //0x24
	float maxAngleVel[3]; //0x30
	float yawAccel; //0x3C
	float yawDecel; //0x40
	float mins[3]; //0x44
	float maxs[3]; //0x50
	float vel[3]; //0x5C
	float bodyVel[3]; //0x68
	float rotVel[3]; //0x74
	float accel[3]; //0x80
	float maxPitchAngle; //0x8C
	float maxRollAngle; //0x90
		char unk0[0x84]; //0x94
};
 
struct VehicleJitter
{
	int jitterPeriodMin; //0x0
	int jitterPeriodMax; //0x4
	int jitterEndTime; //0x8
	float jitterOffsetRange[3]; //0xC
	float jitterDeltaAccel[3]; //0x18
	float jitterAccel[3]; //0x24
	float jitterPos[3]; //0x30
};
 
struct scr_vehicle_s
{
		char unk0[0x18]; //0x0
	float pathWidth; //0x18
		char unk1[4]; //0x1C
	float pathWidthLookAheadFrac; //0x20
	float pathDistanceTraveled; //0x24
	float pathPos[3]; //0x28
		char unk2[0xC]; //0x34
	float pathLookPos[3]; //0x40
		char unk3[0x164]; //0x4C
	vehicle_physic_t phys; //0x1B0
	int entnum; //0x2C8
	short infoIdx; //0x2CC
	int flags; //0x2D0
	int team; //0x2D4
	int flags2; //0x2D8 no idea what this is
	struct
	{
			char unk0[0x24]; //0x2DC
		float rotScale; //0x300
	}turret;
	VehicleJitter jitter; //0x304
	struct
	{
		float hoverRadius; //0x340
		float hoverSpeed; //0x344
		float hoverAccel; //0x348
			char unk0[0x194]; //0x34C
	}hover;
 
	unsigned short lookAtText0; //0x4E0
	unsigned short lookAtText1; //0x4E2
	int manualMode; //0x4E4
	float manualSpeed; //0x4E8
	float manualAccel; //0x4EC
	float manualDecel; //0x4F0
	float speed; //0x4F4
	float maxSpeed; //0x4F8
	float maxDragSpeed; //0x4FC
	float turningAbility; //0x500
	int hasTarget; //0x504
	int hasTargetYaw; //0x508
	int hasGoalYaw; //0x50C
	int stopAtGoal; //0x510
	int stopping; //0x514
	int targetEnt; //0x518
	int lookAtEnt; //0x51C
	float targetOrigin[3]; //0x520
	float targetOffset[3]; //0x52C
	float targetYaw; //0x538
	float goalPosition[3]; //0x53C
	float goalYaw; //0x548
	float prevGoalYaw; //0x54C
	float yawOverShoot; //0x550
		char unk4[0x24]; //0x554
	int hasDefaultPitch; //0x578
	float defaultPitch; //0x57C
		char unk5[0xC4]; //0x580
	float nearGoalNotifyDist;//0x644
	float joltDir[2]; //0x648
	float joltTime; //0x650
	float joltWave; //0x654
	float joltSpeed; //0x658
	float joltDecel; //0x65C
		char pad[0x1C00]; //0x660
};