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ANI.bt
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ANI.bt
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//------------------------------------------------
//--- 010 Editor v8.0.1 Binary Template
//
// File: ANI.bt
// Authors: Alexander Evdokimov
// Version: 0.1
// Purpose: Sea Dogs game ANI files
// File Mask: *.ani
//
// History:
//
// 2018.06 v0.1 Initial release
//
//------------------------------------------------
struct {
UINT SectionOffset <name="First section offset">;
UINT ObjectCount;
UINT SectionoOffset <name="Second section offset">;
UINT FrameCount;
} FILE_HEADER;
typedef struct {
UINT type;
UINT StartFrame;
UINT Length;
switch (Length)
{
case 4:
FLOAT Unknown;
break;
case 8:
{
INT Unknown;
UINT Unknown;
} break;
case 36:
{
char ObjectName[Length];
} break;
case 56:
{
FLOAT Unknown;
FLOAT Unknown;
FLOAT Unknown;
FLOAT Unknown;
FLOAT Unknown;
FLOAT Unknown;
char ObjectName[32];
} break;
case 296:
{
FLOAT Unknown;
FLOAT Unknown;
FLOAT Unknown;
FLOAT Unknown;
FLOAT Unknown;
FLOAT Unknown;
FLOAT Unknown;
FLOAT Unknown;
FLOAT Unknown;
FLOAT Unknown;
FLOAT Unknown;
UINT Unknown;
UINT Unknown;
FLOAT Unknown;
FLOAT Unknown;
FLOAT Unknown;
FLOAT Unknown;
FLOAT Unknown;
FLOAT Unknown;
UINT Unknown;
FLOAT Unknown;
FLOAT Unknown;
FLOAT Unknown;
FLOAT Unknown;
FLOAT Unknown;
FLOAT Unknown;
char ObjectName1[48];
char ObjectName2[48];
char ObjectName3[48];
char ObjectName4[48];
} break;
default: char ObjectName[Length];
};
} OBJECT <name=getName>;
string getName(OBJECT &obj)
{
if (exists(obj.ObjectName))
return obj.ObjectName;
else
return "Object";
};
typedef struct (uint size) {
OBJECT array[size] <optimize=false>;
} OBJECT_ARRAY;
OBJECT_ARRAY Array(FILE_HEADER.ObjectCount) <name="Objects">;
struct {
struct {
FLOAT X;
FLOAT Y;
FLOAT Z;
} POSITION;
struct {
FLOAT X;
FLOAT Y;
FLOAT Z;
} ROTATION;
FLOAT Frame;
} ANIMATIONS[FILE_HEADER.FrameCount];