671 unsigned char Reserve_3[1];
673 unsigned char Reserve_4[4];
808 unsigned char Reserve_1 : 2;
900 unsigned char unknown_0x120{ 0 };
902 unsigned char unknown_0x121{ 0 };
904 unsigned char unknown_0x122{ 0 };
906 unsigned char unknown_0x123{ 0 };
908 unsigned char unknown_0x124{ 0 };
910 unsigned char unknown_0x125{ 0 };
912 unsigned char Reserve_0[26];
919 "ASSET_GEOMETORY_PARAM_ST paramdef size does not match detected size");
This struct was automatically generated from XML paramdefs.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:10
unsigned char navimeshFlagApply
Navimesh flag application destination.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:597
float burnSfxDelayTimeMax_3
Combustion SFX generation delay End time (seconds): 3.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:467
float burnSfxDelayTimeMax_1
Combustion SFX generation delay End time (seconds): 1.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:451
float windEffectRate_0
Wind coefficient (before destruction)
Definition ASSET_GEOMETORY_PARAM_ST.hpp:329
unsigned char autoDrawGroupDepthWrite
Auto drawing group_shield.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:561
int repickReplacementActionButtonParamId
At the time of recollection_replacement action button ID.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:731
bool noHitHugeAfterBreak
Do not hit huge enemies after destruction.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:755
bool isBurn
Will it burn.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:255
int contactSeId
SE ID when contacting a player.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:315
int burnBulletBehaviorId
Combustion bullet generation Behavior parameter: 0.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:475
unsigned char excludeActivateRatio_PS4_Grid
Open_PS4 exclusion rate.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:891
unsigned char windEffectType_0
Wind effect type (before destruction)
Definition ASSET_GEOMETORY_PARAM_ST.hpp:339
unsigned char assetNavimeshNoCombine
Navigation mesh join control.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:590
int burnSfxId_2
Combustion SFXID: 2.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:396
unsigned char excludeActivateRatio_Xboxone_Legacy
Legacy_XB1 exclusion rate.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:884
unsigned char penetrationBulletType
Bullet penetration type.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:669
short residentSeDmypolyId3
Resident SE Damipoli ID3.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:870
unsigned char rainBlockingType
Rain cutoff setting.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:62
short overrideMaterialId
Overwrite material ID.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:353
bool isMoveObj
Is it a moving object?
Definition ASSET_GEOMETORY_PARAM_ST.hpp:233
float burnBraekRate
Combustion fracture judgment progress.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:375
bool isBreakOnPickUp
Is it destroyed at the time of collection?
Definition ASSET_GEOMETORY_PARAM_ST.hpp:271
bool noGenerateCarver
Navimesh terrain judgment invalidation.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:747
unsigned char excludeActivateRatio_PS4_Legacy
Legacy_PS4 exclusion rate.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:898
bool isEnabledBreakSync
Do you want to synchronize the destruction.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:764
float burnBulletDelayTime
Combustion bullet generation delay time (seconds)
Definition ASSET_GEOMETORY_PARAM_ST.hpp:506
short residentSeDmypolyId2
Resident SE Damipoli ID2.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:863
unsigned char generateMultiForbiddenRegion
Summoning prohibited / intrusion prohibited area generation (Damipoli)
Definition ASSET_GEOMETORY_PARAM_ST.hpp:814
unsigned char windEffectType_1
Wind effect type (after destruction)
Definition ASSET_GEOMETORY_PARAM_ST.hpp:344
short residentSeDmypolyId0
Resident SE Damipoli ID0.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:849
float breakStopTime
Forced stop time after destruction.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:84
float burnSfxDelayTimeMin_1
Combustion SFX generation delay Start time (seconds): 1.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:419
float burnSfxDelayTimeMin
Combustion SFX generation delay Start time (seconds): 0.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:411
int burnSfxId
Combustion SFXID: 0.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:382
unsigned char collisionType
Collision detection type.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:54
int soundBankId
Sound bank ID.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:16
int breakBulletCpId
Damipoli ID.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:124
int burnBulletBehaviorId_3
Combustion bullet generation Behavior parameters: 3.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:499
int burnBulletBehaviorId_1
Combustion bullet generation Behavior parameter: 1.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:483
int pickUpReplacementAnimIdOffset
At the time of collection_replacement animation offset.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:628
int residentSeId1
Resident SEID1.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:828
unsigned char slidingBulletHitType
Behavior when a bullet crawling on the ground lands.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:653
int pickUpReplacementActionButtonParamId
At the time of collection_replacement action button ID.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:636
int soundBreakSEId
Destruction sound SEID.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:23
bool isEnableSignPostBreak
Is it possible to create a sign / blood character (after destroying the asset)?
Definition ASSET_GEOMETORY_PARAM_ST.hpp:806
unsigned char navimeshFlagApply_after
Post-destruction navigation mesh flag application destination.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:604
int soundBreakSECpId
Destruction sound Damipoli ID.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:681
bool isCreateMultiPlayOnly
Is it valid only during multi (dynamic only)?
Definition ASSET_GEOMETORY_PARAM_ST.hpp:780
bool isAttackBacklash
Do you play the attack.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:218
signed char breakItemLotType
At the time of destruction_Item lottery type.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:150
bool debug_isHeightCheckEnable
Debug_allowable ground height check.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:573
bool isBreakByHugeenemyCollide
Will it be destroyed by a huge enemy collision?
Definition ASSET_GEOMETORY_PARAM_ST.hpp:278
unsigned char autoDrawGroupShadowTest
Automatic drawing group_shadow test.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:566
int residentSeId0
Resident SEID0.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:821
float debug_HeightCheckCapacityMax
Debug_Allowable ground height_Max [m].
Definition ASSET_GEOMETORY_PARAM_ST.hpp:697
int breakSfxId
SFX ID at the time of destruction.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:91
float debug_HeightCheckCapacityMin
Debug_Allowable ground height_Minimum [m].
Definition ASSET_GEOMETORY_PARAM_ST.hpp:689
float burnSfxDelayTimeMax
Combustion SFX generation delay End time (seconds): 0.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:443
int breakLandingSfxId
SFX identifier when landing after destruction.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:107
float burnSfxDelayTimeMax_2
Combustion SFX generation delay End time (seconds): 2.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:459
float burnTime
Burning time (seconds)
Definition ASSET_GEOMETORY_PARAM_ST.hpp:368
bool isAnimPauseOnRemoPlay
Do you want to stop the animation during the poly play?
Definition ASSET_GEOMETORY_PARAM_ST.hpp:248
signed char breakBulletAttributeDamageType
Bomb generation attribute damage condition at the time of destruction.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:166
float burnSfxDelayTimeMin_2
Combustion SFX generation delay Start time (seconds): 2.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:427
short hp
HP.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:69
bool isEnableRepick
Is there a change during recollection?
Definition ASSET_GEOMETORY_PARAM_ST.hpp:263
unsigned int pickUpReplacementEventFlag
At the time of collection_replacement flag condition.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:620
int burnSfxId_3
Combustion SFXID: 3.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:403
int repickActionButtonParamId
At the time of recollection_action button ID.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:705
bool isHiddenOnRepick
When recollecting _ hidden.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:772
int pickUpActionButtonParamId
At the time of collection_action button ID.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:543
float autoCreateOffsetHeight
Height offset during automatic generation (m)
Definition ASSET_GEOMETORY_PARAM_ST.hpp:361
signed char camNearBehaviorType
Drawing when approaching the camera.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:528
bool isDisableBreakForFirstAppear
No destruction for initial appearance.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:195
int burnBulletBehaviorId_2
Combustion bullet generation Behavior parameter: 2.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:491
int breakBulletBehaviorId
Bomb generation at the time of destruction Action parameter ID.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:116
int repickAnimIdOffset
At the time of recollection_animation offset.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:324
float lifeTime_forRuntimeCreate
Lifetime of runtime generated assets (seconds)
Definition ASSET_GEOMETORY_PARAM_ST.hpp:307
int refDrawParamId
Drawing parameter reference ID.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:31
unsigned char behaviorType
Asset behavior type.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:47
int breakItemLotParamId
At the time of destruction_item lottery ID_for map.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:536
int breakSfxCpId
SFX Damipoli ID at the time of destruction.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:99
unsigned short burnBulletInterval
Combustion bullet generation interval (frame)
Definition ASSET_GEOMETORY_PARAM_ST.hpp:292
unsigned char excludeActivateRatio_Xboxone_Grid
Open_XB1 exclusion rate.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:877
int residentSeId3
Resident SEID3.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:842
float autoDrawGroupPassPixelNum
Auto-draw group_passing pixels.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:612
int repickReplacementAnimIdOffset
At the time of recollection_replacement animation offset.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:722
float burnSfxDelayTimeMin_3
Combustion SFX generation delay Start time (seconds): 3.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:435
bool isEnableSignPreBreak
Is it possible to create a sign / blood character (before destroying the asset)?
Definition ASSET_GEOMETORY_PARAM_ST.hpp:797
bool isBreakByPlayerCollide
Will it break in a player collision?
Definition ASSET_GEOMETORY_PARAM_ST.hpp:173
int residentSeId2
Resident SEID2.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:835
int BreakAiSoundID
AI sound ID generated at the time of destruction.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:143
int burnSfxId_1
Combustion SFXID: 1.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:389
unsigned char hitCarverCancelAreaFlag
Underfloor navigation mesh not subject to clipping.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:582
bool isDisableBulletHitSfx
Does not generate bullet landing SFX.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:788
int repickReplacementItemLotParamId
At the time of recollection_replacement item lottery ID_for map.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:740
unsigned char autoDrawGroupBackFaceCheck
Automatic drawing group_Back side check.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:556
bool isDamageCover
Do you want to shield the damage?
Definition ASSET_GEOMETORY_PARAM_ST.hpp:211
unsigned char navimeshFlag_after
Post-destruction navigation mesh flag.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:521
float FragmentInvisibleWaitTime
Hidden debris Wait time (seconds)
Definition ASSET_GEOMETORY_PARAM_ST.hpp:131
unsigned short paintDecalTargetTextureSize
Paint decal target size.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:514
int pickUpItemLotParamId
At the time of collection_item lottery ID_for map.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:551
bool isSkydomeFlag
Is it treated as a celestial sphere?
Definition ASSET_GEOMETORY_PARAM_ST.hpp:241
unsigned char animBreakIdMax
Anime destruction ID maximum value.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:157
signed char hitCreateType
Static asset hit build settings.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:38
unsigned char navimeshFlag
Pre-destruction navigation mesh flag.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:285
float windEffectRate_1
Wind coefficient (after destruction)
Definition ASSET_GEOMETORY_PARAM_ST.hpp:334
short residentSeDmypolyId1
Resident SE Damipoli ID1.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:856
float clothUpdateDist
Cross update distance (m)
Definition ASSET_GEOMETORY_PARAM_ST.hpp:299
bool isBreakByEnemyCollide
Will it be destroyed by an enemy character collision?
Definition ASSET_GEOMETORY_PARAM_ST.hpp:180
int repickItemLotParamId
At the time of recollection_item lottery ID_for map.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:713
bool isLadder
Is it a ladder?
Definition ASSET_GEOMETORY_PARAM_ST.hpp:225
bool isAnimBreak
Is it anime destruction?
Definition ASSET_GEOMETORY_PARAM_ST.hpp:203
unsigned short defense
Defense power.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:76
int pickUpReplacementItemLotParamId
At the time of collection_replacement item lottery ID_for map.
Definition ASSET_GEOMETORY_PARAM_ST.hpp:644
float FragmentInvisibleTime
Debris non-display time (seconds)
Definition ASSET_GEOMETORY_PARAM_ST.hpp:138
bool isBreak_ByChrRide
Will it break if the character gets on it?
Definition ASSET_GEOMETORY_PARAM_ST.hpp:188
bool isBushesForDamage
Will it break due to bush damage?
Definition ASSET_GEOMETORY_PARAM_ST.hpp:661