WoD should be documented equally well.
struct M2Ribbon{ .... uint32_t nTextures; // Number of referenced textures. uint32_t ofsTextures; // Offset to the referenced textures. ...} ribbons[];
In addition to these two parameters, "ParticleType" and "HeadOrTail" got reused asfp_2_5 multiTextureParamX[2];
0x168 CRange twinkleScale {float: min, max}0x174 float Drag Air resistance, see below.