Avenger Posted July 12, 2012 Share Posted July 12, 2012 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]; Link to comment
lynx Posted July 12, 2012 Share Posted July 12, 2012 hmm, this height and offset may be the key to our hold animation positioning problem. Link to comment
Avenger Posted July 12, 2012 Author Share Posted July 12, 2012 Actually, we use those fields. We don't use m_cNewPaletteRef, m_offsetFlags Link to comment
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