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SC.bt
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SC.bt
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//------------------------------------------------
//--- 010 Editor v8.0.1 Binary Template
//
// File:
// Authors:
// Version:
// Purpose:
// Category:
// File Mask:
// ID Bytes:
// History:
//------------------------------------------------
typedef enum <uint> {
Elite,
Veteran,
SeaDog,
Sailor,
Novice,
Rookie,
Lady
} CLASS;
typedef enum <uint> {
Calm = 0,
Light_air = 1,
Light_breeze = 2,
Gentle_breeze = 3,
Moderate_breeze = 4,
Fresh_breeze = 5,
Strong_breeze = 6,
High_wind = 7,
Gail = 8,
Strong_gail = 9,
Storm = 10,
Violent_storm = 11,
Hurricane = 12
} BEAUFORT;
typedef enum <uint> {
Britain = 0,
France = 1,
Spain = 2,
USA = 4,
RUSSIA = 5,
Turkey = 6,
Holland = 7,
Sweden = 8,
Portugal = 9,
Naples = 10,
Danmark = 11,
Privateer1 = 12,
Privateer2 = 13,
Privateer3 = 14,
Slave_trader = 15,
Smuggler1 = 16,
Smuggler2 = 17,
Smuggler3 = 18,
Swargard = 19,
Heritage = 20
} COUNTRY;
struct {
char AOSS[6];
UINT16 A; // 0
UINT ShipCount1;
UINT ShipCount2;
UINT B;
} HEADER;
char EnvironmentName[101];
char MapFileName[263];
struct {
BEAUFORT BeaufortWind;
FLOAT WindDirection;
UINT WindForceChangeProbability;
UINT WindDirectionChangeProbability;
UINT WindForceAmplitude;
UINT WindDirectionAmplitude;
} WIND;
struct {
UINT Hour;
UINT Minute;
} TIME;
UINT Weather; // snow, rain, fog, lightning
UINT Unknown;
UINT TimeLimit;
struct {
COUNTRY Country;
UINT Victory;
UINT Points;
} CountryA;
struct {
COUNTRY Country;
UINT Victory;
UINT Points;
} CountryB;
UINT Unknown;
struct {
struct {
FLOAT X;
FLOAT Z;
FLOAT Y;
} POSITION;
struct {
FLOAT A;
FLOAT A;
} ROTATION;
FLOAT Unknown;
} CAMERA1_POSITION;
struct {
struct {
FLOAT X;
FLOAT Z;
FLOAT Y;
} POSITION;
struct {
FLOAT X;
FLOAT Z;
} ROTATION;
FLOAT Unknown;
} CAMERA2_POSITION;
UINT A;
struct {
FLOAT X1;
FLOAT X2;
FLOAT Y1;
FLOAT Y2;
} MAP_AREA;
FLOAT Unknown;
FLOAT Unknown;
FLOAT Unknown;
UINT Unknown;
UINT Unknown;
UINT Unknown;
UINT Year;
UINT Unknown;
UINT Unknown;
UINT Unknown;
UINT Unknown;
BYTE Empty[40];
string Title;
string Briefing;
if (Briefing == "")
UBYTE Empty3[61];
typedef struct {
char ShipName[101];
char ShName[31];
char ShFileName[32];
string Name;
struct {
UINT A;
UINT Class;
UINT DisplacementTonnage;
UINT SoldierCount;
UINT Year;
UINT SailorCount;
UINT Mizenmast;
UINT Mainmast;
UINT Foremast;
UINT mast;
UINT Quarterdeck;
UINT Upperdeck;
UINT Forecastle;
UINT GunCalibre;
UINT Calibre;
UINT CarronadeCalibre;
UINT UpperdeckGunCalibre;
UINT MiddleDeck;
UINT MiddleDeckGunCalibre;
UINT LowerDeck;
UINT LowerDeckGunCalibre;
UINT ForecastleGunCalibre;
UINT ForecastleCarronadeCount;
UINT ForecastleCarronadeCalibre;
UINT Speed;
UINT Manoeuvrability;
UINT Height;
UINT Draft;
} PARAMETERS;
UINT A;
UINT A;
UINT A;
UINT A;
UINT A;
UINT A;
UINT A;
UINT A;
UINT A;
UINT A;
FLOAT A;
FLOAT A;
FLOAT A;
FLOAT A;
FLOAT A;
FLOAT A;
FLOAT A;
FLOAT A;
FLOAT A;
FLOAT A;
FLOAT GunsCharge1;
FLOAT GunsCharge2;
FLOAT GunsCharge3;
FLOAT GunsCharge4;
FLOAT Rotation;
FLOAT PositionX;
FLOAT A;
FLOAT PositionY;
FLOAT A;
UINT A;
UINT A;
UINT A;
UINT A;
UINT A;
UINT A;
UINT A;
UINT A;
UINT Owner; // 1 - B side
CLASS Class; //
UINT Team;
UINT Hull;
UINT Sail;
UINT Guns;
UINT A;
UINT A;
UINT A;
UINT A;
UINT A;
} SHIP;
SHIP Ships1[HEADER.ShipCount1] <optimize=false>;
SHIP Ships2[HEADER.ShipCount2] <optimize=false>;