Expand description
Typed views over the ARE MiniGame subsystem.
One area in four thousand-odd ships a minigame, and the four that do carry
a MiniGame struct nested in the ARE root. Type selects the mode: 1 is
swoop racing, 2 is the turret sequence. Naming anything here for swoop
alone names half the subsystem, hence the neutral module name.
§Field layout
MiniGame (Struct -> AreMiniGame)
+-- Type / MovementPerSec / LateralAccel / Bump_Plane
+-- DoBumping / UseInertia / DOF / Music
+-- Far_Clip / Near_Clip / CameraViewAngle
+-- Player (Struct -> AreMiniGamePlayer)
| +-- Models (List<AreMiniGameModel>)
| `-- Track / Camera / CameraRotate
+-- Mouse (Struct -> AreMiniGameMouse)
+-- Enemies (List<AreMiniGameEnemy>)
`-- Obstacles (List<AreMiniGameObstacle>)Mouse, Enemies and Obstacles are siblings of Player, not children.
This diagram and the reader both nested them under Player until a corpus
extraction showed otherwise, which meant every enemy and obstacle in the
game was silently read as absent: 95 enemies and 67 obstacles across the
four minigame areas. CSWMiniGame::Load reads the Enemies and
Obstacles lists off the MiniGame struct, so those two are
engine-attested. Mouse sits alongside them in the one vanilla file that
carries it, but its loader path is untraced, so that level rests on the
data alone.
Structs§
- AreMini
Game - Typed view over the ARE
MiniGamenested struct. - AreMini
Game Bullet - The ballistics of one gun bank (
Bullet). - AreMini
Game Enemy - Typed view over one enemy entry in
MiniGame.Enemies. - AreMini
Game GunBank - One entry in a vehicle’s
Gun_Bankslist. - AreMini
Game Model - Typed view over one model entry in a mini-game model list.
- AreMini
Game Mouse - Typed view over the
MiniGame.Player.Mousesub-struct. - AreMini
Game Object Scripts - The
Scriptsstruct every minigame object carries. - AreMini
Game Obstacle - Typed view over one obstacle entry in
MiniGame.Obstacles. - AreMini
Game Player - Typed view over the
MiniGame.Playersub-struct. - AreMini
Game Sounds - The
Soundsstruct on a vehicle. - AreMini
Game Targeting - The AI aiming parameters an enemy gun bank carries.
- AreMini
Game Vehicle - The fields the player vehicle and every enemy vehicle both carry.
- AreMini
Game Vehicle Scripts - The
Scriptsstruct on a vehicle, which is the object set plus five more.
Constants§
- BANK_
ID_ NONE - The
BankIDvalue that means “no bank”.