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As of Desolation (2.6), HG has added in something called Sketch Nodes which appear to be some kind of shader node handling in the entity files. They may also be to do with abandoned freighter scripting. (Just spitballing ideas really...)
These present a new challenge for a number of reasons:
These "structs" do not seem to be mapped out in the same way as other ones are in the exe. They have some kind of mapping info, but I need to look into it more...
Which struct is used to represent the data is dependent on the value of a string earlier on in the TkSketchNodeData struct
(To be more precise, the byte data in the CustomData property of this struct is deserialised based on what the value of TypeName is)
Because of this, this data cannot be properly decompiled and recompiled (well, at least in a nice way we can modify) until the following structs have been mapped out.
SnOnSpawned
SnOnVariableChanged
SnOnBroadcastReceived
SnOnComponentEvent
SnIfValueIs
SnValueAsBool
SnFixedValue
SnGetVariableValue
SnSetVariableValue
SnSurveyVariableValue
SnSequence2
SnSequence3
SnWaitSeconds
SnWaitFrames
SnRandomNumber
SnBroadcastValueModel
SnBroadcastValueDistance
SnRaiseEvent
SnOnNodeActivated
SnOnTriggerVolume
SnOnAnimFrame
SnSetNodeActive
SnDeleteModel
SnPlayAnim
SnIfAnimIsPlaying
SnStopAnim
SnPlaySound
SnFadeModel
SnTranslateNode
SnRotateNode
SnSetLightIntensity
SnOnPlayerNear
SnSpawnParticles
SnStopParticles
SnDestroyDestructables
SnSetScannableComponentUsed
SnSetHazard
SnDamagePlayer
SnCameraShake
SnStopCameraShake
SnFadeMaterials
SnSetShaderValue
SnGiveReward
SnAddShootableHealth
I have prepended the prefix Sn as a shorthand for Sketch Node (similarly to how Gc is Game Component and Tk is Tool Kit (we think), so that they can be separated from the other structs.
Whilst they do not have this Sn in the exe, and instead.. well they technically don't have any prefix, but I thought it better to give them one here to give them the pretence of being a proper struct)
Also, I am not 100% sure that the list above is comprehensive, extracted it from the exe so hopefully it is!
The text was updated successfully, but these errors were encountered:
As of Desolation (2.6), HG has added in something called Sketch Nodes which appear to be some kind of shader node handling in the entity files. They may also be to do with abandoned freighter scripting. (Just spitballing ideas really...)
These present a new challenge for a number of reasons:
TkSketchNodeData
struct(To be more precise, the
byte
data in theCustomData
property of this struct is deserialised based on what the value ofTypeName
is)Because of this, this data cannot be properly decompiled and recompiled (well, at least in a nice way we can modify) until the following structs have been mapped out.
I have prepended the prefix
Sn
as a shorthand forSketch Node
(similarly to howGc
isGame Component
andTk
isTool Kit
(we think), so that they can be separated from the other structs.Whilst they do not have this
Sn
in the exe, and instead.. well they technically don't have any prefix, but I thought it better to give them one here to give them the pretence of being a proper struct)Also, I am not 100% sure that the list above is comprehensive, extracted it from the exe so hopefully it is!
The text was updated successfully, but these errors were encountered: