Difference between revisions of "E519C933"

From SimsWiki
Jump to: navigation, search
(Auto-inserted from WakkaWikki)
 
Line 13: Line 13:
 
   REF reference: load a cObjectGraphNode here
 
   REF reference: load a cObjectGraphNode here
  
   BYTE Chain Count (enumerated entry 1 [Transforms], entry 2 [Viewers]), entry 3+ [Entry Set #])
+
   DWORD Chain Count (enumerated entry 1 [Transforms], entry 2 [Viewers]), entry 3+ [Entry Set #])
 
   LOOP ; repeat "Chain Count" times
 
   LOOP ; repeat "Chain Count" times
WORD Chain Enabled? Y/N
+
BYTE Chain Enabled? Y/N
 +
BYTE Dependent? Y/N
 
DWORD Location of First Chain Node
 
DWORD Location of First Chain Node
 
   ENDLOOP
 
   ENDLOOP

Revision as of 07:32, 12 October 2006

This article is imported from the old MTS2 wiki. You can help Sims2Wiki by cleaning it up. It's original page with comments can be found at http://old_wiki.modthesims2.com/E519C933
E519C933 cResourceNode (CRES file type)
7BITSTR		block name		; cResourceNode
DWORD  		Block ID 		; 0xE519C933
DWORD  		version 		; 7

BYTE  		Typecode 		; 0(Single Chain Sub) or 1(Standard Main) (only display info for one or the other)

IF (Typecode = 1)
  REF		reference: load a cSGResource here
  REF		reference: load a cCompositionTreeNode here
  REF 		reference: load a cObjectGraphNode here

  DWORD 		Chain Count (enumerated entry 1 [Transforms], entry 2 [Viewers]), entry 3+ [Entry Set #])
  LOOP					; repeat "Chain Count" times
	BYTE	Chain Enabled? Y/N
	BYTE	Dependent? Y/N
	DWORD	Location of First Chain Node
  ENDLOOP

  BYTE  		Is a Subnode CRES? y/n (Subnodes are a part of lot resourcenode structures)
  DWORD 	Purpose Type
			0 - Cameras (no other scenegraphs)
			2 - Skeletons
			3 - Full Body Outfit
			4 - Special Head Models
			5 - Accessory (sunglasses)
			6 - Lighting (UIPieMenu_leftrim_piemenu_lght)
			7 - Top Body Outfits
			8 - Bottom Body Outfits
			9 - Face Parts
			10 - Hats & Hair (fireman hat)
			12 - Object (bamboo)

ELSE IF (Typecode = 0) (These are blocks inherited from the main ResourceNode for Lot Objects in a lot ResourceNode)
  REF 		reference: load a cObjectGraphNode here
  
  BYTE		Enabled y/n
  BYTE		Is A Subnode CRES? y/n
  DWORD 	Link # into Object Block (in the Scenegraph header links, which item this Resnode is for)
  DWORD 	Block Object Count (from the scenegraph header)

ENDIF

Personal tools
Namespaces

Variants
Actions
Navigation
game select
Toolbox