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Keyframe Turret segment

Sylvain Lorinet edited this page May 25, 2014 · 5 revisions

Table of content:

Notes

  • Offsets are relative to their parent sections/segments
  • Fountain lasers seem to be considered turrets aswell
  • Fountain lasers will be refered to as FLs

Header

  • offset: 0x00
  • length: 0x09 or 0x0D
!! !! 4A 9C                  // Marker #1 & #2
++ ++ ++ 40                  // Base entity ID, only for the first turret
++ ++ ++ 40                  // Entity ID
40
  • Marker #1 is 0x93 for first turret and 0xB3 for any other
  • Marker #2 is 0x00 or 0x01
  • Base entity ID is only present for first turret
    • This might mark the Entity ID offset for turrets
  • **Entity ID ** is incremented in the order which turrets are in the file
  • Upcoming section offsets are calculated assuming 0x09 length for header

Name string

  • offset: 0x09
  • length: 0x40
54 75 72 72  65 74 5F 54  31 5F 52 5F  30 33 5F 41  // Turret_T1_R_03_A
00 02 40 2D  82 0A 40 2D  82 0A 3B 2D  82 0A 00 00
00 00 60 35  33 00 00 00  5D 02 D5 71  C3 01 08 DC
34 02 FE FF  FF FF 8C E3  BE 77 65 8E  04 77 F8 90

Turret_T1... or Turret_OrderTurretShrine_A is for blue team
Turret_T2... or Turret_ChaosTurretShrine_A is for purple team

  • bytes after first 0x00 byte are meaningless

Interesting bytes

  • offset: 0x49
  • length: 0x05
!!                           // Marker #1
00 00
!!                           // Marker #2
!!                           // Marker #3
  • Marker #1 is 0x00 for FLs, 0x02 for turrets
  • Marker #2 is 0x80 for FLs, 0x00 for turrets
  • Marker #3 is either 0x01 or 0x02
    • May refer to whether or not the turret can be attacked, 0x01 being attackable

Items

  • offset: 0x4E

  • length: 0x46

  • This section is similar to corresponding section in Player Segments

Header

  • offset: 0x00
  • length: 0x07
B3 !! 65 FE  00 0C 01        // Marker #1
  • Marker #1 is usually 0x00, sometimes 0x01

Item entry

  • offset: 0x07
  • length: 0x07
  • quantity: 9
++ ++ 00 00             // Item ID
!!                      // Index (slot)
!!                      // Quantity
!!                      // Charges
  • Index refers to the slot in which the item is placed, ranging 0x00 ... 0x08

Item cooldown

  • offset: 0x90
  • length: 0x04
  • quantity: 9
00 00 80 BF  00 00 80 BF
00 00 80 BF  00 00 80 BF
00 00 80 BF  00 00 80 BF
00 00 80 BF  00 00 80 BF
00 00 80 BF
  • Item cooldown is -1.0f for each item for turrets
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