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WORLD
Jocelyn Beedie edited this page Jun 13, 2020
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1 revision
struct World {
uint32_t unknown1;
uint32_t num_nodes1;
int32_t nodes1_ids[num_nodes1];
uint32_t unknown2; // Always 0
uint32_t num_light_nodes;
int32_t light_node_ids[num_light_nodes];
int32_t root_node_id;
float unk3[6];
uint32_t num_unknown3_x;
uint32_t num_unknown3_y;
uint32_t num_unknown3_a;
uint32_t num_unknown3_b;
uint32_t unknown3[num_unknown3_x * num_unknown3_y];
uint32_t num_interactables;
Interactable interactables[num_interactables];
float unk4[6];
uint32_t num_unknown4_x;
uint32_t num_unknown4_y;
uint32_t num_unknown4_a;
uint32_t num_unknown4_b;
uint32_t unknown4[num_unknown4_x * num_unknown4_y];
uint32_t num_unknown5;
UnknownSection5 unknown5[num_unknown5];
float unk6[6];
uint32_t num_unknown6_x;
uint32_t num_unknown6_y;
uint32_t num_unknown6_a;
uint32_t num_unknown6_b;
uint32_t unknown6[num_unknown6_x * num_unknown6_y];
uint32_t num_unknown7;
UnknownSection7 unknown7[num_unknown7];
uint32_t num_unknown8;
UnknownSection8 unknown8[num_unknown8];
uint32_t num_camerazones;
int32_t camerazone_ids[num_cameras]; // CAMERAZONE references
uint32_t unknown9; // Always 0
uint32_t num_occluders;
int32_t occluder_ids[num_occluders]; // OCCLUDER references
int32_t warp_id; // WARP reference
int32_t gameobj_id; // GAMEOBJ reference
}
struct Interactable {
uint32_t unk[4];
int32_t node_id; // may be 0
}
struct UnknownSection5 {
uint32_t unk[5];
}
struct UnknownSection7 {
uint32_t unk[5];
}
struct UnknownSection8 {
uint32_t unk1[3];
int32_t node_id;
uint32_t unk2;
// ...
}