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010_Editor_HaloOnlineVariant_Template.bt
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//------------------------------------------------
//--- 010 Editor v8.0 Binary Template
//
// File:
// Authors: Xennma
// Version: 1.0
// Purpose: Mapping of Game Mode variant files for Halo Online ms23/0.6
// Category:
// File Mask:
// ID Bytes:
// History:
//------------------------------------------------
enum <int> GameType
{
gt_UNK = 0,
gt_CTF = 1,
gt_Slayer = 2,
gt_Oddball = 3,
gt_KOTH = 4,
gt_Forge = 5,
gt_VIP = 6,
gt_Juggernaut = 7,
gt_Territories = 8,
gt_Assault = 9,
gt_Infection = 10
};
enum <int> GameTypeOrderType
{
gto_UNK = 0,
gto_CTF = 1,
gto_Slayer = 2,
gto_Oddball = 3,
gto_KOTH = 4,
gto_Forge = 10,
gto_VIP = 9,
gto_Juggernaut = 5,
gto_Territories = 6,
gto_Assault = 7,
gto_Infection = 8
};
enum <int> GameCodeType
{
gc_CTF = 23437400,
gc_Slayer = 23437160,
gc_Oddball = 23437208,
gc_KOTH = 23437256,
gc_Forge = -1,
gc_VIP = 23437496,
gc_Juggernaut = 23437544,
gc_Territories = 23437352,
gc_Assault = 23437448,
gc_Infection = 23437304
};
enum <byte> DamageResistanceType
{
dr_Unchanged = 0,
dr_10_perc,
dr_50_perc,
dr_90_perc,
dr_100_perc,
dr_110_perc,
dr_150_perc,
dr_200_perc,
dr_300_perc,
dr_500_perc,
dr_1000_perc,
dr_2000_perc,
dr_Invulnerable,
dr_Invincible
};
enum <byte> ShieldMultiplierType
{
sm_Unchanged = 0,
sm_None,
sm_Normal,
sm_Over2x,
sm_Over3x,
sm_Over4x
};
enum <byte> ShieldRechargeRateType
{
srr_Unchanged = 0,
srr_N25_perc,
srr_N10_perc,
srr_N5_perc,
srr_0_perc,
srr_50_perc,
srr_90_perc,
srr_100_perc,
srr_110_perc,
srr_200_perc
};
enum <byte> ShieldVampirismType
{
sv_Unchanged = 0,
sv_Disabled,
sv_10_perc,
sv_25_perc,
sv_50_perc,
sv_100_perc
};
enum <byte> ToggleBooleanType
{
tb_Unchanged = 0,
tb_Enabled,
tb_Disabled
};
enum <byte> InfiniteAmmoType
{
ia_Unchanged = 0,
ia_Disabled,
ia_Enabled,
ia_Bottomless
};
enum <byte> GrenadeCountType
{
grenade_Unchanged = 0,
grenade_MapDefault,
grenade_None
};
enum <byte> WeaponType
{
w_AssaultRifle = 1,
w_BattleRifle = 0,
w_BruteShot = 13,
w_GravityHammer = 18,
w_Magnum = 7,
w_Needler = 8,
w_PlasmaPistol = 2,
w_PlasmaRifle = 9,
w_RocketLauncher = 10,
w_Shotgun = 11,
w_SMG = 4,
w_SniperRifle = 12,
w_SpartanLaser = 16,
w_EnergySword = 6,
w_Spiker = 3,
w_Carbine = 5,
w_BeamRifle = 15,
w_Mauler = 19,
w_FuelRodGun = 23,
w_Flamethrower = 20,
w_MissilePod = 21,
w_SentinelBeam = 22,
w_DMR = 24,
w_Unarmed = 14,
w_None = 17,
w_AssaultRifle_ACC = 29,
w_AssaultRifle_DMG = 26,
w_AssaultRifle_ROF = 27,
w_AssaultRifle_PWR = 30,
w_BattleRifle_ACC = 32,
w_BattleRifle_DMG = 34,
w_BattleRifle_MAG = 33,
w_BattleRifle_RNG = 35,
w_BattleRifle_ROF = 31,
w_BattleRifle_PWR = 36,
w_DMR_ACC = 38,
w_DMR_DMG = 40,
w_DMR_MAG = 41,
w_DMR_RNG = 37,
w_DMR_ROF = 39,
w_DMR_PWR = 42,
w_SMG_ACC = 44,
w_SMG_DMG = 46,
w_SMG_ROF = 43,
w_SMG_PWR = 48,
w_PlasmaRifle_PWR = 54,
w_Carbine_ACC = 59,
w_Carbine_DMG = 58,
w_Carbine_MAG = 56,
w_Carbine_RNG = 57,
w_Carbine_ROF = 55,
w_Carbine_PWR = 60,
w_Mauler_PWR = 63,
w_Magnum_DMG = 65,
w_Magnum_PWR = 66,
w_PlasmaPistol_PWR = 67,
w_MachineGunTurret = 68,
w_PlasmaCannon = 69,
w_Unchanged = 254,
w_MapDefault = 255,
w_Random = 253
};
enum <byte> DamageModifierType
{
dm_Unchanged = 0,
dm_0_perc,
dm_25_perc,
dm_50_perc,
dm_75_perc,
dm_90_perc,
dm_100_perc,
dm_110_perc,
dm_125_perc,
dm_150_perc,
dm_200_perc,
dm_300_perc,
dm_InstantKill
};
enum <byte> PlayerSpeedType
{
ps_Unchanged = 0,
ps_25_perc,
ps_50_perc,
ps_75_perc,
ps_90_perc,
ps_100_perc,
ps_110_perc,
ps_125_perc,
ps_150_perc,
ps_200_perc,
ps_300_perc
};
enum <byte> PlayerGravityType
{
pg_Unchanged = 0,
pg_0_perc = 6,
pg_15_perc = 7,
pg_25_perc = 8,
pg_35_perc = 9,
pg_50_perc = 1,
pg_75_perc = 2,
pg_100_perc = 3,
pg_125_perc = 10,
pg_150_perc = 4,
pg_200_perc = 5
};
enum <byte> VehicleUseType
{
vu_Unchanged = 0,
vu_None,
vu_Passenger,
vu_Full
};
enum <byte> ActiveCamoType
{
ac_Unchanged = 0,
ac_Off = 1,
ac_Bad = 2,
ac_Poor = 3,
ac_Good = 4
};
enum <byte> WaypointType
{
way_Unchanged = 0,
way_No,
way_Allies,
way_Everyone,
way_NoNameTag,
way_NoNameTag_TeamOnly
};
// Replaces VisualEffectType
enum <byte> PlayerSizeType
{
psize__Unsupported = 1,
psize_Unchanged = 0,
psize_10_perc = 2,
psize_15_perc = 3,
psize_25_perc = 4,
psize_35_perc = 5,
psize_50_perc = 6,
psize_75_perc = 7,
psize_100_perc = 8,
psize_125_perc = 9,
psize_150_perc = 10,
psize_200_perc = 11,
psize_350_perc = 12,
psize_500_perc = 13,
psize_750_perc = 14,
psize_1000_perc = 15,
psize_1500_perc = 16,
psize_2000_perc = 17,
psize_3000_perc = 18
};
// This is from the Halo 3 Beta
enum <byte> VisualEffectType
{
aura_Unchanged = 0,
aura_None,
aura_TeamGlow,
aura_BlackGlow,
aura_WhiteGlow
};
enum <byte> ForcedColorType
{
fc_Unchanged = 0,
fc_Off,
fc_Red,
fc_Blue,
fc_Green,
fc_Orange,
fc_Purple,
fc_Gold,
fc_Brown,
fc_Pink,
fc_White,
fc_Black,
fc_Zombie
};
enum <short> MotionTrackerModeType
{
mtm_Unchanged = 0,
mtm_Off,
mtm_Allies,
mtm_Normal,
mtm_Enhanced
};
enum <short> MotionTrackerRangeType
{
mtr_Unchanged = 0,
mtr_10_meters = 1,
mtr_15_meters_Unsupported = 2,
mtr_25_meters = 3,
mtr_50_meters_Unsupported = 4,
mtr_75_meters = 5,
mtr_100_meters_Unsupported = 6,
mtr_150_meters = 7
};
enum <short> TeamScoringType
{
ts_Sum = 0,
ts_Min,
ts_Max,
ts_TeamControl
};
struct ShieldsAndHealth
{
DamageResistanceType DamageResistance;
ShieldRechargeRateType ShieldRechargeRate;
ShieldVampirismType ShieldVampirism;
ToggleBooleanType ImmuneToHeadshots;
ShieldMultiplierType ShieldMultiplier;
};
struct WeaponsAndDamage
{
byte padding0[3];
GrenadeCountType GrenadeCount;
byte padding1;
WeaponType PrimaryWeapon;
WeaponType SecondaryWeapon;
DamageModifierType DamageModifier;
ToggleBooleanType GrenadeRegen;
InfiniteAmmoType InfiniteAmmo;
ToggleBooleanType WeaponPickup;
};
struct Movement
{
PlayerSpeedType PlayerSpeed;
PlayerGravityType PlayerGravity;
VehicleUseType VehicleUse;
};
struct Appearance
{
ActiveCamoType ActiveCamo;
WaypointType Waypoint;
PlayerSizeType PlayerSize;
ForcedColorType ForcedColor;
};
struct Sensors
{
MotionTrackerModeType MotionTrackerMode;
MotionTrackerRangeType MotionTrackerRange;
};
struct Traits
{
ShieldsAndHealth _ShieldsAndHealth;
WeaponsAndDamage _WeaponsAndDamage;
Movement _Movement;
byte unk_t;
Appearance _Appearance;
Sensors _Sensors;
};
struct CTFSettings
{
byte FlagAtHomeToScore; // Disabled = 0, Enabled = 1
byte FlagWaypoint; // UNK = 0, Always = 1, UNK = 2, Not In Single Flag = 3
byte NumberOfFlags; // MultipleFlags = 0, OneFlag = 1
byte RespawnOnCapture; // Disabled = 0, On Ally Capture = 1, On Enemy Capture = 2, On Any Capture = 3
short FlagReturnTime;
short SuddenDeath;
short CapturesToWin;
short unk0;
short FlagResetTime;
Traits FlagCarrierTraits;
};
struct SlayerSettings
{
short slayerScoreToWin;
short unk0;
short slayerSlayerSettingsScoreOptionsKillPoints;
byte slayerSlayerSettingsScoreOptionsAssistPoints;
byte slayerSlayerSettingsScoreOptionsDeathPoints;
byte slayerSlayerSettingsScoreOptionsSuicidePoints;
byte slayerSlayerSettingsScoreOptionsBetrayalPoints;
byte slayerSlayerSettingsScoreOptionsLeaderKillBonus;
byte slayerSlayerSettingsScoreOptionsLeaderEliminationBonus;
byte slayerSlayerSettingsScoreOptionsAssassinationBonus;
byte slayerSlayerSettingsScoreOptionsHeadshotBonus;
byte slayerSlayerSettingsScoreOptionsBeatdownBonus;
byte slayerSlayerSettingsScoreOptionsStickyBonus;
byte slayerSlayerSettingsScoreOptionsSplatterBonus;
byte slayerSlayerSettingsScoreOptionsSpreeBonus;
Traits LeaderTraits;
};
struct OddballSettings
{
int AdvancedOptionsAutoPickup;
short ScoreToWin;
short unk0;
short CarryingPoints;
byte KillPoints;
byte BallKillPoints;
byte BallCarrierKillPoints;
byte AdvancedOptionsBallCount;
short InitialBallDelay;
short BallRespawnDelay;
Traits BallCarrierTraits;
};
struct KOTHSettings
{
int unk0;
short ScoreToWin;
short unk1; // Seems to always be 90 (0x5A 0x00)
short HillMovement; // 0 = No Movement, 1 = 10 Seconds, 2 = 15 Seconds, 3 = 30 Seconds, 4 = 1 Minute, 5 = 2 Minutes, 6 = 3 Minutes, 7 = 4 Minutes, 8 = 5 Minutes; += 0 Hill Movement Order:Random, Seq + NoMovement = 256, Seq + 10Sec = 257, Seq + 15Sec = 258, Seq + 30Sec = 259, Seq + 1M = 260
byte OnHillPoints;
byte OffHillPoints;
byte UncontestedControlPoints;
byte KillPoints;
Traits OnHillTraits;
};
struct VIPSettings
{
short ScoreToWin;
short unk1;
short SingleVIP; // Disabled = 0, Enabled = 1: VIPDeathEndsRound Disabled = +0, Enabled = +4: GoalAreas Disabled = +0, Enabled = +2
byte KillPoints;
byte VIPTakedownPoints;
byte KillAsVIPPoints;
byte VIPDeathPoints;
byte GoalArrivalPoints;
byte SuicidePoints;
byte BetrayalPoints;
byte VIPBetrayalPoints;
byte NextVIP; // Random = 0, NextDeath = 2, Unchanging = 3
byte GoalMovement; // NoMovement = 0, 10S = 1, 15S = 2, 30S = 3, 1M = 4, 2M = 5, 3M = 6, 4M = 7, 5M = 8, MoveOnArrival = 9, MoveOnVIPChange = 10
byte GoalMovementOrder; // Random = 0, Sequence = 1
byte unk2;
short InfluenceRadius; // Disabled = 0, 10Meters = 3, 15M = 5, 25M = 8, 30M = 10, 40M = 13, 50M = 16
Traits VIPTeamTraits;
Traits VIPProximityTraits;
Traits VIPTraits;
};
struct JuggernautSettings
{
short ScoreToWin;
short unk1;
short unk2;
byte FirstJuggernaut; // 0 = Random, 1 = First Kill, 2 = First Death
byte NextJuggernaut; // 0 = Killer of Juggernaut, 1 = Killed By Juggernaut, 2 = Unchanged, 3 = Random
byte AlliedAgainstJuggernaut; // 1 = Allied, 0 = NotAllied, GoalZones-Disabled= +0, GoalZones-Enabled= +4, RespawnOnLoneJuggernaut-Disabled = +0, RespawnOnLoneJuggernaut-Enabled = +2
byte GoalZoneMovement; // 0 = NoMovement, 1 = 10 Sec, 2 = 15 Sec, 3 = 30 Sec, 4 = 1 Min, 5 = 2 Min, 6 = 3 Min, 7 = 4 Min, 8 = 5 Min, 9 = MoveOnArrival, 10 = MoveOnNewJuggernaut
byte GoalZoneOrder; // 0 = Random, 1 = Sequence
byte KillPoints;
byte TakedownPoints;
byte KillAsJuggernautPoints;
byte GoalArrivalPoints;
byte SuicidePoints;
byte BetrayalPoints;
byte NextJuggernautDelay;
Traits JuggernautTraits;
};
struct TerritoriesSettings
{
short OneSidedTerritories; // One-Sided: Enabled = +1, Disabled = +0, LockAfterCapture: Enabled = +2, Disabled = +0
short RespawnOnCapture; // Disabled = 0, Allied Captures = 1, Enemy Captures = 2, All Captures = 3
short TerritoryCaptureTime; // Instant = 0, 3Sec = 3, 5Sec = 5, 10Sec, 15Sec, 20Sec, 30Sec, 45Sec, 1Min, 2Min
short SuddenDeath; // NoLimit = -1
Traits DefenderTraits;
Traits AttackerTraits;
};
struct AssaultSettings
{
int assaultSettingsResetOnDisarm; // 01 = Enabled, 00 = Disabled
short assaultBombMode; // Assault Bomb Mode; 00 = Multi Bomb, 01 = One Sided, 02 = Neutral Bomb
short unk1; // Enemy Bomb Waypoint?
short assaultDetonationsToWin; // Value in short/int
short unk2;
int unk3;
short unk4;
short assaultSettingsSuddenDeath; // Assault Settings > Sudden Death
short assaultSettingsBombResetTime; // Assault Settings > Bomb Reset Time
short assaultSettingsBombArmingTime; // Assault Settings > Bomb Arming Time - (0) Instant, (3) 3 Seconds, ... (30) 30 Seconds
short assaultSettingsBombDisarmingTime; // Assault Settings > Bomb Disarming Time
short assaultSettingsBombFuseTime; // Assault Settings > Bomb Fuse Time
Traits BombCarrierTraits;
Traits SecondaryTraits;
};
struct InfectionSettings
{
byte RespawnOnHavenMove; // Disabled = 0, Enabled = 1
byte SafeHavenMovement; // Havens Disabled = 0, Random Order = 1, Sequential Order = 2
byte NextZombie; // Winner = 0, Chump = 1, Unchanged = 2, Random = 3
byte InitalZombieCount; // 25% = 0, 50% = 1, 1 = 2, 2 = 3, ... 15 = 16
byte SafeHavenMovementTime; // Disabled = 0, 5 Sec = 5, 10 Sec = 10, 15 Sec = 15, 20 Sec = 20, 30 Sec = 30, 45 Sec = 45, 1 Min = 60, 2 Mins = 120
byte unk1;
byte ZombieKillPoints;
byte InfectionPoints;
byte SafeHavenArrivalPoints;
byte SuicidePoints;
byte BetrayalPoints;
byte LastManStandingBonus;
Traits ZombieTraits;
Traits AlphaZombieTraits;
Traits SafeHavenTraits;
Traits LastManTraits;
};
struct FILE
{
// BLAM File Block
struct _BLFBlock
{
char _blf[4]; // _blf
int size;
short unk0; // 0x00 0x01
short unk1; // 0x00 0x02
short unk2; // 0xFF 0xFE
char unused0[34]; // 0x00 ..
} blfblock;
// Content Item Header Block
struct _CHDRBlock
{
char chdr[4]; // chdr
int size;
int contentVersion;
short buildVersionMajor; // Build Version. Ex. 1380 = AppVeyor Build 1380
short buildVersionMinor;
byte checksum[8];
wchar_t variantNameMenu[16]; // null termed
char variantDescriptionMenu[128]; // null termed
char currentAuthorName[16]; // ASCII, (A6 (|) for Bungie)
GameTypeOrderType gameTypeMenuOrder; // Another game type but uses a different order
int isUserValid;
byte currentAuthorXUID[8]; // Current variant author XUID (NULL if Bungie)
int64 fileSize;
time_t fileCreatedTimestamp; // Seconds since the UNIX epoch
byte fileCreatedTimestamp_cont[4]; // 010 Editor does not support 64bit times of this format
int unk0;
int campaignID;
int MapID;
GameType gameTypeMenu; // What to sort as in menu, does not change how it is loaded or what can be edited
int campaignDifficulty;
int campaignInsertionIndex;
int isSurvival;
int gameID;
} chdrblock;
// Variant Block
struct _VRBlock
{
char vr[4]; // mpvr = multiplayer (game mode) variant; mapv = map variant
int size;
int contentVersion;
GameType gameTypeInit; // Game Type that appears to ultimately control how the game type is read
GameCodeType GameCode; // Not entirely sure but it seems only the first two bytes change - based off original variant type (ex. slayer, ctf, vip) changing it does not appear to do anything
byte padding0[4]; // padding
if (chdrblock.fileSize != 57840)
byte originalBasedVariantName[40]; // will contain name of variant this one is based off of - does not always have value set
wchar_t variantNameGame[16]; // null termed
char variantDescriptionGame[128]; // null termed
char originalAuthorName[16]; // ASCII, (A6 (|) for Bungie)
GameTypeOrderType gameTypeGameOrder; // Another game type but uses a different order
int isUserValid;
byte originalAuthorXUID[8]; // Original variant author XUID (NULL if Bungie)
int64 originalFileSize;
time_t originalFileCreatedTimestamp; // Seconds since the UNIX epoch
byte fileCreatedTimestamp_cont[4]; // 010 Editor does not support 64bit times of this format
int unk0;
int campaignID;
int MapID;
GameType gameTypeGame;
int campaignDifficulty;
int campaignInsertionIndex;
int isSurvival;
int gameID;
// Stop reading if a mapv
if (chdrblock.fileSize == 57840)
break;
// Above (VR) should mirror CHDR but for Original File while CHDR is for Current File
// Start dealing with variant settings
byte generalSettingsRoundsReset; // 07 = Everything, 01 = Nothing, 03 = Players Only // One less if not Team Game // += 8 if Spectating allowed
byte generalSettingsTimeLimit; // Time limit in minutes
byte generalSettingsNumberOfRounds; // Total number of rounds to play
byte unk2; // Early Victory Win Count?
byte synchronizeWithTeam; //Synchronize respawns with team, [0x10]16 = Disabled, [0x11]17 = Enabled, [0x18]24 = Respawn on Kills, [0x19]25 = Sync with Team + Respawn on Kill
byte generalSettingsRespawnSettingsLivesPerRound; // 0 is unlimited
byte unk3; // Shared Team Lives?
byte respawnTimeServer; // Time in seconds the server uses for player respawn
byte respawnTimeMenu; // Time in seconds menu uses for player respawn
byte suicidePenaltyMenu; // Time in seconds menu uses for player suicide penalty
byte betrayalPenaltyMenu; // Time in seconds menu uses for player betrayal penalty
byte respawnTimeGrowth; // Dying increases respawn time, killing decreases it (in seconds) Disabled(0x00), 2Seconds(0x02), 3Seconds(0x03), 5Seconds(0x05), 10Seconds(0x0A), 15Seconds(0x0F)
int respawnTraitsDuration; // How long in seconds player is given Respawn Traits
// Respawn Traits > Shield and Health
Traits RespawnTraits;
short generalSettingsFriendlyFire; // Friendly Fire/Betrayal Booting - FF & BB Disabled(0x00) FF Enabled & BB Disabled(0x01) FF Disabled & BB Enabled(0x02) FF & BB Enabled(0x03)
short generalSettingsTeamChanging; // Not Allowed(0x00) Allowed(0x01)
int weaponsAndVehiclesGrenadesOnMapIndestructibleVehicles; //GoM = Map Default or None, IV = Disabled or Enabled - Map Default + Disabled = 01, None + Disabled = 00, Map Default + Enabled = 03, None + Enabled = 02
Traits generalSettingsBasePlayerTraits;
short weaponsAndVehiclesWeaponsOnMap;
short weaponsAndVehiclesVehicleSet;
Traits redPowerupOptions;
Traits bluePowerupOptions;
Traits customPowerupOptions;
byte redPowerupOptionsDuration; // Duration seconds in hex
byte bluePowerupOptionsDuration; // Duration seconds in hex
byte customPowerupOptionsDuration; // Duration seconds in hex
byte unk4;
byte is_dirty;
byte unk5;
TeamScoringType TeamScoring;
switch (chdrblock.gameTypeMenu)
{
case 1:
CTFSettings VariantSettings;
break;
case 2:
SlayerSettings VariantSettings;
break;
case 3:
OddballSettings VariantSettings;
break;
case 4:
KOTHSettings VariantSettings;
break;
case 6:
VIPSettings VariantSettings;
break;
case 7:
JuggernautSettings VariantSettings;
break;
case 8:
TerritoriesSettings VariantSettings;
break;
case 9:
AssaultSettings VariantSettings;
break;
case 10:
InfectionSettings VariantSettings;
break;
}
byte EOF_Padding[chdrblock.fileSize - FTell() - 20];
} vrblock;
// End of File Block
struct _EOFBLOCK
{
char EOF[4];
int size;
byte EOF_FLAGS[16];
} eofblock;
} file;