Enum DataModelType
- Namespace
- LlamaLogic.Packages.Models.Data
- Assembly
- LlamaLogic.Packages.dll
A type of data within a data resource
public enum DataModelType
Fields
BOOL = 0
A bool expressed with an entire byte (
0
is false, any other value is true)CHAR8 = 1
A single ASCII character
FLOAT = 10
A float
FLOAT2 = 15
FLOAT3 = 16
An obvious trend is developing, for this is three floats
FLOAT4 = 17
(You know when, every once in a while, there's a great trilogy and someone messes it up?) Here are your four floats
HASHEDSTRING8 = 12
An int offset to a null-terminated ASCII string and its accompanying Fnv32 hash
INT16 = 4
A short
INT32 = 6
An int
INT64 = 8
A long
INT8 = 2
An sbyte
LOCKEY = 20
A four-byte key used to uniquely identify localized strings in The Sims 4 (typically the Fnv32 hash of the string in its original language)
OBJECT = 13
An int offset to an object
RESOURCEKEY = 19
A ResourceKey laid out by FullInstance, then Type, then Group
STRING8 = 11
TABLESETREFERENCE = 18
It's not just about good manners from "How to Serve and Not Be Served", it's really about this ulong
Seriously, though, why have these when we already have UINT64, you ask?
you’re right that table set refs are just uint64s, but it is important to distinguish them because they mean different things. int64s are just literal numbers, table set refs are tuning IDs. so, when the game loads these, it knows that uint64 is just a number, so leave it alone, whereas a table set ref is tuning, so it needs to look that tuning up and use it as the value there rather than the number itself
— frankk, August 16, 2024 in Lot 51's DiscordUINT16 = 5
A ushort
UINT32 = 7
A uint
UINT64 = 9
A ulong
UINT8 = 3
A byte
UNDEFINED = 22
?
VARIANT = 21
VECTOR = 14
An int offset to an array of objects and a uint that is its size