- a player build ships beside the dev one — dev chords and probe surfaces go dark, and a gate enforces what a player can still reach, by medium not by module - the binary carries its own shaders and its shipped UI, finds the WoW folder by itself, and keeps its local state in one benilla-config folder - the glue screens get a capture shutter, and the engine stops depending on the protocol crate Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
29 lines
1.3 KiB
Rust
29 lines
1.3 KiB
Rust
//! `gseqdump <internal\path.m2>` — every global-sequence bone channel with its RAW KEYS.
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//!
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//! `benilla-extract m2anim` names which bones carry global-sequence channels and their periods,
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//! but never the key VALUES — and for a twinkle (a scale loop on a star card) the values ARE the
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//! effect: a 0→1 flicker and a 0→20 flare are the same one-line summary. Output is Blizzard
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//! data — pipe it to the scratchpad, never into the repo.
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fn main() -> anyhow::Result<()> {
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let virt = std::env::args()
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.nth(1)
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.ok_or_else(|| anyhow::anyhow!("usage: gseqdump <m2 path>"))?;
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let data = benilla_formats::wow_data().expect("no WoW install found (set $WOW_DATA)");
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let mut chain = benilla_formats::open_chain(&data)?;
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let bytes = chain.read_file(&virt)?;
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for g in benilla_formats::parse_m2_global_sequence_bones(&bytes) {
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println!("bone {}", g.bone);
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if let Some(t) = &g.translation {
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println!(" T period {}ms keys {:?}", t.period_ms, t.keys);
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}
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if let Some(r) = &g.rotation {
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println!(" R period {}ms keys {:?}", r.period_ms, r.keys);
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}
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if let Some(s) = &g.scale {
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println!(" S period {}ms keys {:?}", s.period_ms, s.keys);
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}
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}
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Ok(())
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}
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