Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
trs:savegame:tr5 [2018/10/12 17:39] – zdimensiontrs:savegame:tr5 [2018/10/12 17:49] (current) – zdimension
Line 11: Line 11:
     uint16_t minutes;     uint16_t minutes;
     uint16_t seconds;     uint16_t seconds;
-    int16_t laraIndex; +    struct { 
-    int16_t laraArmAction; +        int16_t item_number; 
-    int16_t currentItemInHand; +        int16_t gun_status; 
-    int16_t changeToItemInHand; +        int16_t gun_type; 
-    /* 0 None +        int16_t request_gun_type; 
-     * 1 Pistols +        int16_t last_gun_type; 
-     * 2 Desert Eagle +        int16_t calc_fallspeed; 
-     * 3 Uzis +        int16_t water_status; 
-     * 4 Shotgun +        int16_t climb_status; 
-     * 5 H&K +        int16_t pose_count; 
-     * 6 Grappling Gun +        int16_t hit_frame; 
-     */ +        int16_t hit_direction; 
-    int16_t activeWeapon; +        int16_t air; 
-    uint8_t unknown2[6]; +        int16_t dive_count; 
-    int16_t laraAir; +        int16_t death_count; 
-    uint8_t unknown3[20]; +        int16_t current_active; 
-    int16_t weaponOnBack; +        int16_t current_xvel; 
-    uint8_t unknown3b[2]; +        int16_t current_yvel; 
-    int16_t laraPoison1; +        int16_t current_zvel; 
-    int16_t laraPoison2; +        int16_t spaz_effect_count; 
-    uint8_t unknown3a[19]; +        int16_t flare_age; 
-    uint8_t laraSpecialStatus; // 0x4 = Normal; 0xC = Burning Lara; Anything other = save doesn't appear +        int16_t BurnCount; 
-    uint8_t unknown4[92]; +        int16_t weapon_item; 
-    int16_t laraFacing; // Matches data for item below +        int16_t back_gun; 
-    uint8_t unknown4a[108]; +        int16_t flare_frame; 
-    uint8_t pistols; // 0 = missing; 9 = present +        int16_t poisoned; 
-    uint8_t uzis; // 0 = missing; 1 = present +        int16_t dpoisoned; 
-    uint8_t shotgun; // 0 = missing; 9 = present +        uint8_t Anxiety; 
-    uint8_t crossbow; // 0 = missing; 9 = present; 13 = combined with lasersight +        uint8_t wet[15]; 
-    uint8_t grenadeGun; // 0 = missing; 9 = present +        uint16_t flare_control_left : 1; 
-    uint8_t revolver; // 0 = missing; 1 = present; 5 = combined with lasersight +        uint16_t Unused1 : 1; 
-    uint8_t laserSight; // 0 = missing or combined; 1 = present separated +        uint16_t look : 1; 
-    uint8_t binoculars; +        uint16_t burn : 1; 
-    uint8_t crowbar; +        uint16_t keep_ducked : 1; 
-    uint8_t mechanicalScarab; +        uint16_t IsMoving : 1; 
-    uint8_t smallWaterSkin; +        uint16_t CanMonkeySwing : 1; 
-    int8_t largeWaterSkin; +        uint16_t BurnBlue : 2; 
-    uint8_t examine[3]; +        uint16_t Gassed : 1; 
-    uint8_t puzzleItems[12]; +        uint16_t BurnSmoke : 1; 
-    uint8_t puzzleItem1_4Combo; +        uint16_t IsDucked : 1; 
-    uint8_t puzzleItem5_8Combo; +        uint16_t has_fired : 1; 
-    uint8_t keyItem1_8; +        uint16_t Busy : 1; 
-    uint8_t keyItem9_12; +        uint16_t LitTorch : 1; 
-    uint8_t keyItem1_4Combo; +        uint16_t IsClimbing : 1; 
-    uint8_t keyItem5_8Combo; +        uint16_t Fired : 1; 
-    uint8_t pickupItem1_4; +        int32_t water_surface_dist; 
-    uint8_t unknown5; +        struct PHD_VECTOR last_pos; 
-    uint8_t pickupItem1_4Combo; +        struct FX_INFO* spaz_effect; 
-    uint8_t unknown6; +        int mesh_effects; 
-    uint8_t questItem1_6; +        int16_t* mesh_ptrs[15]; 
-    uint8_t unknown7[5]; +        struct ITEM_INFO* target; 
-    int16_t smallMediPacks; // 65535 means unlimited +        int16_t target_angles[2]; 
-    int16_t largeMediPacks; // 65535 means unlimited +        int16_t turn_rate; 
-    int16_t flares; // 65535 means unlimited +        int16_t move_angle; 
-    int16_t pistolAmmo; +        int16_t head_y_rot; 
-    int16_t uziAmmo; +        int16_t head_x_rot; 
-    int16_t revolverAmmo; +        int16_t head_z_rot; 
-    int16_t shotgunAmmo[2]; // normal; wide, divide by 6 for real value +        int16_t torso_y_rot; 
-    int16_t hkAmmo; +        int16_t torso_x_rot; 
-    int16_t grapplingGunAmmo; +        int16_t torso_z_rot; 
-    uint8_t unknown8[27]; +        struct lara_arm left_arm; 
-    uint8_t levelNumber; +        struct lara_arm right_arm; 
-    uint8_t unknown9; // clock?? +        uint16_t holster; 
-    uint32_t timeTaken; // in game ticks (1/30th of a second), so divide by 30 for time in seconds +        struct creature_info* creature; 
-    uint32_t distanceTravelled; // Divide by 419.007 for value in meters+        int32_t CornerX; 
 +        int32_t CornerZ; 
 +        int8_t RopeSegment; 
 +        int8_t RopeDirection; 
 +        int16_t RopeArcFront; 
 +        int16_t RopeArcBack; 
 +        int16_t RopeLastX; 
 +        int16_t RopeMaxXForward; 
 +        int16_t RopeMaxXBackward; 
 +        int32_t RopeDFrame; 
 +        int32_t RopeFrame; 
 +        uint16_t RopeFrameRate; 
 +        uint16_t RopeY; 
 +        int32_t RopePtr; 
 +        void* GeneralPtr; 
 +        int RopeOffset; 
 +        uint32_t RopeDownVel; 
 +        int8_t RopeFlag; 
 +        int8_t MoveCount; 
 +        int RopeCount; 
 +        int8_t skelebob; 
 +        int8_t pistols_type_carried; 
 +        int8_t uzis_type_carried; 
 +        int8_t shotgun_type_carried; 
 +        int8_t crossbow_type_carried; 
 +        int8_t hk_type_carried; 
 +        int8_t sixshooter_type_carried; 
 +        int8_t lasersight; 
 +        int8_t silencer; 
 +        int8_t binoculars; 
 +        int8_t crowbar; 
 +        int8_t examine1; 
 +        int8_t examine2; 
 +        int8_t examine3; 
 +        int8_t wetcloth; 
 +        int8_t bottle; 
 +        int8_t puzzleitems[12]; 
 +        uint16_t puzzleitemscombo; 
 +        uint16_t keyitems; 
 +        uint16_t keyitemscombo; 
 +        uint16_t pickupitems; 
 +        uint16_t pickupitemscombo; 
 +        int16_t num_small_medipack; 
 +        int16_t num_large_medipack; 
 +        int16_t num_flares; 
 +        int16_t num_pistols_ammo; 
 +        int16_t num_uzi_ammo; 
 +        int16_t num_revolver_ammo; 
 +        int16_t num_shotgun_ammo1; 
 +        int16_t num_shotgun_ammo2; 
 +        int16_t num_hk_ammo1; 
 +        int16_t num_crossbow_ammo1; 
 +        int16_t num_crossbow_ammo2; 
 +        int8_t location; 
 +        int8_t highest_location; 
 +        int8_t locationPad; 
 +        uint8_t TightRopeOnCount; 
 +        uint8_t TightRopeOff; 
 +        uint8_t TightRopeFall; 
 +        uint8_t ChaffTimer; 
 +    } lara;    
 +    
     struct      struct 
     {     {
- uint32_t timer; // in game ticks (1/30th of a second), so divide by 30 for time in seconds +        uint32_t timer; // in game ticks (1/30th of a second), so divide by 30 for time in seconds 
- uint32_t distance; // Divide by 419.007 for value in meters +        uint32_t distance; // Divide by 419.007 for value in meters 
- uint32_t ammoUsed;  +        uint32_t ammoUsed;  
- uint32_t ammoHits; +        uint32_t ammoHits; 
- uint16_t kills; +        uint16_t kills; 
- uint8_t secrets; +        uint8_t secrets; 
- uint8_t healthUsed; +        uint8_t healthUsed; 
-    } levelStats, gameStats; +    } levelStats, gameStats;  
-    uint8_t unknown11[16]; +    int16_t weaponObject; 
-    uint16_t kills; +    int16_t weaponAnim; 
-    uint8_t unknown11a[11]; +    int16_t weaponFrame; 
-    struct +    int16_t weaponCurrent; 
-    { +    int16_t weaponGoal; 
-        uint8_t unused; +    uint32_t cutSceneTriggered1; 
-        uint8_t blue; +    uint32_t cutSceneTriggered2; 
-        uint8_t green; +    int8_t gameComplete; 
-        uint8_t red; +    uint8_t currentLevel; 
-    } fogColour; +    uint8_t campaignSecrets[4]; 
-    int8_t autoAimingForEnemy; +    uint8_t tlCount;
-    uint8_t unknown12[172];+
 }; };
 </code> </code>
trs/savegame/tr5.txt · Last modified: by zdimension
Back to top
CC Attribution-Share Alike 4.0 International
Driven by DokuWiki Recent changes RSS feed Valid CSS Valid XHTML 1.0