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CBAS_ActorAnimData.h
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CBAS_ActorAnimData.h
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#include "NiObjects.h";
#include "NiExtraData.h";
#include "obse/GameObjects.h"
#pragma once
//copied from GameProcess.h/ActorAnimData
class CBAS_ActorAnimData
{
public:
CBAS_ActorAnimData();
~CBAS_ActorAnimData();
UInt32 unk00; //00
NiNode * niNode04; //04 seen BSFadeNode for 3rd Person, NiNode for 1st
NiNode * niNode08; //08
UInt32 unk0C[6]; //0C
NiNode * niNodes24[5]; //24
UInt32 unk38[23]; //38 still unknown, was 24 elements long
float t_alive; //94 in-game time passed (i.e. not menu)
NiControllerManager * manager; //98
NiTPointerMap<UInt32> * map9C; //9C NiTPointerMap<AnimSequenceBase>
BSAnimGroupSequence * animSequences[5]; //A0
UInt32 unkB4; //B4
UInt32 unkB8; //B8
float unkBC; //BC
float t_period; //C0 time period of current animation?
float unkC4; //C4
UInt32 unkC8[3]; //C8
UInt32 unkD4; //D4
void * unkD8; //D8 looks like struct with idle anim transform data
bool FindAnimInRange(UInt32 lowBound, UInt32 highBound = -1);
bool PathsInclude(const char* subString);
//CBAS -- leave commented out as this is not actually a child of ActorAnimData
//
//BSFadeNode* GetBSFadeNode() { return reinterpret_cast<BSFadeNode*>(niNode04); }
//const char* GetNiNodeType() { return niNode04->GetType()->name; }
//
//void ScanNiObjs();
//void DumpAnimSequences();
};