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trs:savegame:tr5 [2017/03/25 20:25]
zdimension
trs:savegame:tr5 [2018/10/12 19:49]
zdimension
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     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 = Normal0xC = Burning LaraAnything 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 = missing9 = present +        int16_t poisoned
-    uint8_t uzis// 0 = missing; 1 = present +        int16_t dpoisoned
-    uint8_t shotgun// 0 = missing9 = present +        uint8_t Anxiety; 
-    uint8_t crossbow// 0 = missing9 = present13 = combined with lasersight +        uint8_t wet[15]; 
-    uint8_t grenadeGun// 0 = missing9 = present +        uint16_t flare_control_left : 1; 
-    uint8_t revolver// 0 = missing; 1 = present5 = combined with lasersight +        uint16_t Unused1 : 1
-    uint8_t laserSight; // 0 = missing or combined; = 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]; // normalwide, 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 ammoUsed+        int32_t CornerZ
-    int32_t hits+        int8_t RopeSegment; 
-    uint8_t unknown10[2]+        int8_t RopeDirection; 
-    uint8_t secrets+        int16_t RopeArcFront
-    uint8_t healthPacksUsed+        int16_t RopeArcBack
-    uint8_t unknown11[16]+        int16_t RopeLastX
-    uint16_t kills+        int16_t RopeMaxXForward
-    uint8_t unknown11a[11]; +        int16_t RopeMaxXBackward; 
-    struct+        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 
     {     {
-        uint8_t unused+        uint32_t timer// in game ticks (1/30th of a second), so divide by 30 for time in seconds 
-        uint8_t blue+        uint32_t distance; // Divide by 419.007 for value in meters 
-        uint8_t green+        uint32_t ammoUsed;  
-        uint8_t red+        uint32_t ammoHits; 
-    } fogColour+        uint16_t kills
-    int8_t autoAimingForEnemy+        uint8_t secrets
-    uint8_t unknown12[172];+        uint8_t healthUsed
 +    } levelStats, gameStats;  
 +    int16_t weaponObject; 
 +    int16_t weaponAnim; 
 +    int16_t weaponFrame; 
 +    int16_t weaponCurrent; 
 +    int16_t weaponGoal; 
 +    uint32_t cutSceneTriggered1; 
 +    uint32_t cutSceneTriggered2
 +    int8_t gameComplete
 +    uint8_t currentLevel; 
 +    uint8_t campaignSecrets[4]
 +    uint8_t tlCount;
 }; };
 </code> </code>
trs/savegame/tr5.txt · Last modified: 2018/10/12 19:49 (external edit)
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