Vehicle Asset (AW)

From COD Engine Research
Jump to: navigation, search
struct VehiclePhysics
{
	int physicsEnabled;
	const char *unknown1;
	PhysPreset *physPreset;
	const char *accelerationGraph;
	char *unknown2;	// size = 0x24
	const char *unknown4;
	char unknown5[0xD4];
};	// 0xEC
 
struct VehicleDef
{
	const char *name;
	int type;
	const char *useHintString;
	char unknown0[0xAC];
	VehiclePhysics vehPhysics;	// 0xB8
	char unknown1[0x2C];	// 0x1A4
	FxEffectDef *fx1;
	FxEffectDef *fx2;
	FxEffectDef *fx3;
	FxEffectDef *fx4;
	FxEffectDef *fx5;
	char unknown2[0xA8];	// 0x1E4
	FxEffectDef *fx6;	// 0x28C
	FxEffectDef *fx7;
	char unknown3[0x134];	// 0x294
	const char *xstring1;	// 0x3C8
	char unknown4[0x144];	// 0x3CC
	const char *xstring2;	// 0x510
	WeaponDef *turretWeapon;
	char unknown5[0x28];
	snd_alias_list_name turretSpinSnd;
	snd_alias_list_name turretStopSnd;
	int trophyEnabled;
	float trophyRadius;
	float trophyInactiveRadius;
	int trophyAmmoCount;
	float trophyReloadTime;
	ScriptString scriptStrings[4];	// 0x55C
	FxEffectDef *fx8;
	FxEffectDef *fx9;
	Material *compassFriendlyIcon;
	Material *compassEnemyIcon;
	Material* compassFriendlyIconCB;
	Material* compassEnemyIconCB;
	int compassIconWidth;
	int compassIconHeight;
	snd_alias_list_name snd3;
	snd_alias_list_name snd4;
	snd_alias_list_name snd5;
	snd_alias_list_name snd6;
	snd_alias_list_name snd7;
	char unknown8[0x4];
	ScriptString scriptString1;	// 0x59C
	snd_alias_list_name snd10;
	snd_alias_list_name snd11;
	snd_alias_list_name snd12;
	snd_alias_list_name snd13;
	char unknown8[0x4];		// 0x5B0
	ScriptString scriptString1;	// 0x5B4
	snd_alias_list_name snd14;
	snd_alias_list_name snd15;
	snd_alias_list_name snd16;
	int unknown9;			// 0x5C4
	snd_alias_list_name snd14;	// 0x5C8
	snd_alias_list_name snd15;
	snd_alias_list_name snd16;
	snd_alias_list_name snd17;
	int engineRampUpLength;			// 0x5D8
	snd_alias_list_name engineRampDownSnd;	// 0x5DC
	int engineRampDownLength;			// 0x5E0
	snd_alias_list_name suspensionSoftSnd;	// 0x5E4
	float suspensionSoftCompression;			// 0x5E8
	snd_alias_list_name suspensionHardSnd;	// 0x5EC
	float suspensionHardConpression;			// 0x5F0
	snd_alias_list_name collisionSnd;	// 0x5F4
	float collisionBlendSpeed;			// 0x5F8
	snd_alias_list_name speedSnd;	// 0x5FC
	float speedSndBlendSpeed;
	const char *surfaceSndPrefix;
	snd_alias_list_name surfaceSounds[0x35];	// 0x608
	float surfaceSndBlendSpeed;
	float slideVolume;
	float slideBlendSpeed;
	float inAirPitch;
	const char *xstring4;
	char unknown17[0x8];
};	// 0x6F8