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mod decode;
mod encode;

/// Animation format.
///
/// ## Format Description
///
/// A placeholder description from <http://fabletlcmod.com>:
///
/// ```txt
/// 3DAF: 3D Sequence File
///     ANRT: (File Size of all Chunks)
///     AOBJ: Animated Object
///         AMSK: Animation Mask
///         XSEQ: Compressed Animation Sequence
///     HLPR: Helpers
///         TMEV: Timing Event
///         MVEC: Movement Vector
///         XALO: Allocation Size Helper Chunk??
///
///
/// 0 - No bytes (My personal favorite)
/// 1 - 2 Ints (No Strange Stuff)
/// 2 - INT, Byte, Byte (flag)
///                    Flag = 1: Int, Byte, Float, Int
///                    Flag = 0: Short, Int Int
/// 3 - Int, Int, Int, Int (Flag?)
///                    Flag = 6: Byte, Byte
///                    Flag = 3: Int Int
///                    Flag = anything else?: Int
/// 4 - Int, Int, Int, Int, Int, Int, Int (Flag)
///                    Flag = 0: Int
///                    Flag = 4: Int, Int
///                    Flag = 5: Int
///                    Flag = anything else?: No further data
/// 5 - Int, Int, Int, Int, Int, Byte, Byte (Flag)
///                    Flag = 1: Int, Byte, Float, Float, Int, Int (String Size), ~String
///                    Flag = 0: Short, Int, Int, Int (Flag?)
///                                        Flag = 4294966519: Int, Int, Byte, Byte
///                                        Flag !=4294966519: Int, Int, Int
///
/// I believe I cracked the format for animations a while ago. If I remember correctly it was a quaternion based system.
///
/// Lets start it off simple. CAppearanceDef application, first off what does this do? It basically is the list of animations the hero users when called upon. This is essentially how I created the "Piss" Expression, you could change animation IDs for say when your hero runs with a large sword, add jumps etc... This Cdef couldn't be done with the xml so something custom was made.
/// ```
pub struct Bba {
}