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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 { }