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{{OBDtr| 0x130 | int16 |64AAAA| 06 00 | 6 | minimal fallen time; number of frames for which AI remains in *fallen* position when it is knockdowned }} | {{OBDtr| 0x130 | int16 |64AAAA| 06 00 | 6 | minimal fallen time; number of frames for which AI remains in *fallen* position when it is knockdowned }} | ||
{{OBDtr| 0x132 | int16 |64AAAA| 18 00 | 24 | maximal fallen time; number of frames for which AI remains in *fallen* position when it is knockdowned }} | {{OBDtr| 0x132 | int16 |64AAAA| 18 00 | 24 | maximal fallen time; number of frames for which AI remains in *fallen* position when it is knockdowned }} | ||
{{OBDtr| 0x134 | | {{OBDtr| 0x134 | uint32 |EBEBEB| 0F 00 00 00 | 15 | minimal realize firingspread time; (???number of frames???time in miliseconds???) after which AI realizes that it is in the firing spread (and it starts dodging) }} | ||
{{OBDtr| | {{OBDtr| 0x138 | float |8C8CCC| 00 00 80 3F | 1.000000 | minimal firingspread dodge amount; IMO similar to maneouvre variable, it tells AI how long it should perform dodging/hiding in response to some time spent inside firing spread (so setting this very high means that once enemy starts dodging/hiding, he will perform it even after firing spread disappears) }} | ||
{{OBDtr| 0x13C | float |8C8CCC| 00 00 80 3F | 1.000000 | maximal firingspread dodge amount; IMO similar to maneouvre variable }} | |||
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{{Table}} | {{Table}} | ||
{{OBDth}} | {{OBDth}} | ||
{{OBDtr| 0x140 | float |8C8CCC| 00 00 00 3F | 0.500000 | unknown; something with AI targeting prediction; always the same for TURR and ONCC }} | {{OBDtr| 0x140 | float |8C8CCC| 00 00 00 3F | 0.500000 | unknown; something with AI targeting prediction; always the same for TURR and ONCC }} | ||
{{OBDtr| 0x144 | float |8C8CCC| 00 00 C8 41 | 25.000000 | unknown; something with AI targeting prediction; always the same for TURR and ONCC }} | {{OBDtr| 0x144 | float |8C8CCC| 00 00 C8 41 | 25.000000 | unknown; something with AI targeting prediction; always the same for TURR and ONCC }} |
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