libER 0.1.4.2
ELDEN RING API library
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This struct was automatically generated from XML paramdefs. More...
#include <SOUND_CHR_PHYSICS_SE_PARAM_ST.hpp>
Public Attributes | |
bool | disableParam_NT: 1 { false } |
Do you remove it from the NT version output? | |
unsigned char | disableParamReserve1: 7 |
Reserve for package output 1. | |
unsigned char | disableParamReserve2 [3] |
Reserve for package output 2. | |
int | ContactLandSeId { -1 } |
Ground contact SEID. | |
int | ContactLandAddSeId { -1 } |
Ground contact additional SEID (for material) | |
int | ContactLandPlayNum { 1 } |
Number of ground contact pronunciations. | |
bool | IsEnablePlayCountPerRigid { false } |
Do you count the number of ground contact sounds in rigid body units? | |
float | ContactLandMinImpuse { 20.f } |
Ground contact minimum impulse value. | |
float | ContactLandMinSpeed { 0.f } |
Ground contact minimum velocity value. | |
int | ContactPlayerSeId { -1 } |
Player contact SEID. | |
float | ContactPlayerMinImpuse { 20.f } |
Player minimum contact impulse value. | |
float | ContactPlayerMinSpeed { 0.f } |
Player minimum contact speed value. | |
signed char | ContactCheckRigidIdx0 { -1 } |
Contact judgment rigid body IDX0. | |
signed char | ContactCheckRigidIdx1 { -1 } |
Contact judgment rigid body IDX1. | |
signed char | ContactCheckRigidIdx2 { -1 } |
Contact judgment rigid body IDX2. | |
signed char | ContactCheckRigidIdx3 { -1 } |
Contact judgment rigid body IDX3. | |
signed char | ContactCheckRigidIdx4 { -1 } |
Contact judgment rigid body IDX4. | |
signed char | ContactCheckRigidIdx5 { -1 } |
Contact judgment rigid body IDX5. | |
signed char | ContactCheckRigidIdx6 { -1 } |
Contact judgment rigid body IDX6. | |
signed char | ContactCheckRigidIdx7 { -1 } |
Contact judgment rigid body IDX7. | |
signed char | ContactCheckRigidIdx8 { -1 } |
Contact judgment rigid body IDX8. | |
signed char | ContactCheckRigidIdx9 { -1 } |
Contact judgment rigid body IDX9. | |
signed char | ContactCheckRigidIdx10 { -1 } |
Contact judgment rigid body IDX10. | |
signed char | ContactCheckRigidIdx11 { -1 } |
Contact judgment rigid body IDX11. | |
signed char | ContactCheckRigidIdx12 { -1 } |
Contact judgment rigid body IDX12. | |
signed char | ContactCheckRigidIdx13 { -1 } |
Contact judgment rigid body IDX13. | |
signed char | ContactCheckRigidIdx14 { -1 } |
Contact judgment rigid body IDX14. | |
signed char | ContactCheckRigidIdx15 { -1 } |
Contact judgment rigid body IDX15. | |
This struct was automatically generated from XML paramdefs.
Contact judgment rigid body IDX0.
Specify the INDEX of the rigid body for contact judgment. Specify only the rigid body to which you want to attach SE
Contact judgment rigid body IDX1.
Specify the INDEX of the rigid body for contact judgment. Specify only the rigid body to which you want to attach SE
Contact judgment rigid body IDX10.
Specify the INDEX of the rigid body for contact judgment. Specify only the rigid body to which you want to attach SE
Contact judgment rigid body IDX11.
Specify the INDEX of the rigid body for contact judgment. Specify only the rigid body to which you want to attach SE
Contact judgment rigid body IDX12.
Specify the INDEX of the rigid body for contact judgment. Specify only the rigid body to which you want to attach SE
Contact judgment rigid body IDX13.
Specify the INDEX of the rigid body for contact judgment. Specify only the rigid body to which you want to attach SE
Contact judgment rigid body IDX14.
Specify the INDEX of the rigid body for contact judgment. Specify only the rigid body to which you want to attach SE
Contact judgment rigid body IDX15.
Specify the INDEX of the rigid body for contact judgment. Specify only the rigid body to which you want to attach SE
Contact judgment rigid body IDX2.
Specify the INDEX of the rigid body for contact judgment. Specify only the rigid body to which you want to attach SE
Contact judgment rigid body IDX3.
Specify the INDEX of the rigid body for contact judgment. Specify only the rigid body to which you want to attach SE
Contact judgment rigid body IDX4.
Specify the INDEX of the rigid body for contact judgment. Specify only the rigid body to which you want to attach SE
Contact judgment rigid body IDX5.
Specify the INDEX of the rigid body for contact judgment. Specify only the rigid body to which you want to attach SE
Contact judgment rigid body IDX6.
Specify the INDEX of the rigid body for contact judgment. Specify only the rigid body to which you want to attach SE
Contact judgment rigid body IDX7.
Specify the INDEX of the rigid body for contact judgment. Specify only the rigid body to which you want to attach SE
Contact judgment rigid body IDX8.
Specify the INDEX of the rigid body for contact judgment. Specify only the rigid body to which you want to attach SE
Contact judgment rigid body IDX9.
Specify the INDEX of the rigid body for contact judgment. Specify only the rigid body to which you want to attach SE
int from::paramdef::SOUND_CHR_PHYSICS_SE_PARAM_ST::ContactLandAddSeId { -1 } |
Ground contact additional SEID (for material)
Additional SEID (for material) that sounds when it comes into contact with the ground after death. (-1: Invalid). SEID category is fixed to c
Ground contact minimum impulse value.
Minimum impulse value required for ground contact determination after death
Ground contact minimum velocity value.
Minimum speed value required for ground contact determination after death
int from::paramdef::SOUND_CHR_PHYSICS_SE_PARAM_ST::ContactLandPlayNum { 1 } |
Number of ground contact pronunciations.
Number of pronunciations when touching the ground after death
int from::paramdef::SOUND_CHR_PHYSICS_SE_PARAM_ST::ContactLandSeId { -1 } |
Ground contact SEID.
SEID pronounced when contacting the ground after death. (-1: Invalid). SEID category is fixed to c
Player minimum contact impulse value.
Minimum impulse value required for Player contact judgment after death
Player minimum contact speed value.
Minimum speed value required for Player contact judgment after death
int from::paramdef::SOUND_CHR_PHYSICS_SE_PARAM_ST::ContactPlayerSeId { -1 } |
Player contact SEID.
SEID that sounds when you come into contact with Player after death. (-1: Invalid). SEID category is fixed to c
bool from::paramdef::SOUND_CHR_PHYSICS_SE_PARAM_ST::disableParam_NT |
Do you remove it from the NT version output?
Parameters marked with ○ are excluded in the NT version package.
Do you count the number of ground contact sounds in rigid body units?
Do you count the number of pronunciations of surface contact after death in rigid body units? (○: Rigid body unit, ×: Character unit)