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VVC fileformat


Avenger

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CVEFVIDCELL_BLT_BRIGHTEST 0x00000008

CVEFVIDCELL_BLT_MIRROR_LR 0x00000010

CVEFVIDCELL_BLT_MIRROR_UD 0x00000020

CVEFVIDCELL_BLT_GLOW 0x00000200

 

CVEFVIDCELL_LOOP 0x00000001

CVEFVIDCELL_GLOW 0x00000002

CVEFVIDCELL_HEIGHT 0x00000004

CVEFVIDCELL_RENDER 0x00000008

CVEFVIDCELL_NEWPALETTE 0x00000010

CVEFVIDCELL_DELETED 0x00000020 //Used by linked effects

CVEFVIDCELL_DONOTCLIP 0x00000040

CVEFVIDCELL_BRIGHTEN3DONLYOFF 0x00000080

CVEFVIDCELL_BRIGHTENIFFAST 0x00000100

 

 

CVEFVIDCELL_OFFSET_ROTATE 0x00000001

 

CVEFVIDCELL_FACE_TARGET 0x00000001

CVEFVIDCELL_FACE_TARGET_DIRECTION 0x00000002

CVEFVIDCELL_FACE_TRAVEL_DIRECTION 0x00000004

CVEFVIDCELL_FACE_DO_NOT_CHANGE 0x00000008

 

CVEFVIDCELL_SEQUENCE_PLAY_ALL 0x00000001 //Change sequence until run out.

 

CVEFVidCellBase

CResRef m_cVidCellRef;

CResRef m_cShadowVidCellRef;

DWORD m_bltFlags;

DWORD m_bltInfo; //tranpartency amount etc..

DWORD m_bltFlagsExtra; //Including whether to loop at end or not

DWORD m_bltInfoExtra;

CPoint m_offset; //From parent

DWORD m_offsetFlags; // maybe we could rotate offset based on direction

LONG m_animationSpeed; //Max 30

LONG m_numDirections;

LONG m_direction;

DWORD m_directionFlags;

CResRef m_cNewPaletteRef;

LONG m_height; //Height

CPoint m_glowSize;

DWORD m_glowIntensity;

LONG m_nDuration; //-1 for infinite

CResRef m_cVVCResRes; //That's me

LONG m_nStartSequence; //1 indexed

LONG m_nLoopSequence; //1 indexed. 0 or less for none

LONG m_nCurrentSequence; //1 indexed

DWORD m_sequenceFlags;

CResRef m_cStartSoundRef;

CResRef m_cLoopSoundRef;

CResRef m_cAlphaBamRef;

LONG m_nEndSequence;

CResRef m_cEndSoundRef;

 

DWORD m_extra[84];

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