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{{OBDtr| 0x014 | float |FFC8C8| 00 00 C0 3F | 1.500000 | overhealth min damage factor }} | {{OBDtr| 0x014 | float |FFC8C8| 00 00 C0 3F | 1.500000 | overhealth min damage factor }} | ||
{{OBDtr| 0x018 | float |FFC8C8| 33 33 13 40 | 2.300000 | overhealth max damage factor }} | {{OBDtr| 0x018 | float |FFC8C8| 33 33 13 40 | 2.300000 | overhealth max damage factor }} | ||
{{OBDtr| 0x01C | int32 |FFFFC8| 04 00 00 00 | 4 | | {{OBDtr| 0x01C | int32 |FFFFC8| 04 00 00 00 | 4 | number of key health values for health bar color (interpolated?) }} | ||
{{OBDtr| 0x020 | float |C8FFC8| 00 00 00 00 | 0.000000 | 0 percent health }} | {{OBDtr| 0x020 | float |C8FFC8| 00 00 00 00 | 0.000000 | 0 percent of full health }} | ||
{{OBDtr| 0x024 | float |C8FFC8| C2 F5 28 3F | 0.660000 | 66 percent health }} | {{OBDtr| 0x024 | float |C8FFC8| C2 F5 28 3F | 0.660000 | 66 percent of full health }} | ||
{{OBDtr| 0x028 | float |C8FFC8| 47 E1 7A 3F | 0.980000 | 98 percent health }} | {{OBDtr| 0x028 | float |C8FFC8| 47 E1 7A 3F | 0.980000 | 98 percent of full health }} | ||
{{OBDtr| 0x02C | float |C8FFC8| 00 00 80 3F | 1.000000 | 100 percent health }} | {{OBDtr| 0x02C | float |C8FFC8| 00 00 80 3F | 1.000000 | 100 percent of full health }} | ||
{{OBDtr| 0x030 | char[48]|C8FFFF| AD DE | dead | unused }} | {{OBDtr| 0x030 | char[48]|C8FFFF| AD DE | dead | unused; space for 12 more health values}} | ||
{{OBDtr| 0x060 | | {{OBDtr| 0x060 | ARGB color |FFC8FF| 00 00 FF FF | 0, 0, 255; 255 | color of the health bar (red) at 0 percent of full health }} | ||
{{OBDtr| 0x064 | | {{OBDtr| 0x064 | ARGB color |FFC8FF| 00 FF FF FF | 0, 255, 255; 255 | color of the health bar (yellow) at 66 percent of full health }} | ||
{{OBDtr| 0x068 | | {{OBDtr| 0x068 | ARGB color |FFC8FF| 2B A1 13 FF | 43, 161, 19; 255 | color of the health bar () at 98 percent of full health }} | ||
{{OBDtr| 0x06C | | {{OBDtr| 0x06C | ARGB color |FFC8FF| 00 FF 00 FF | 0, 255, 0; 255 | color of the health bar (green) at 100 percent of full health }} | ||
{{OBDtr| 0x070 | | {{OBDtr| 0x070 | ARGB color |FFC800| AD DE | dead | unused; space for 12 more health bar colors }} | ||
{{OBDtrBK}} | {{OBDtrBK|Names of the meshes used for powerup items (first entry shown, six used, room for seven)}} | ||
{{OBDtr2|0x0A0 |char[128]|C800C8| powerup_ammo | 3D model | {{OBDtr2|0x0A0 |char[128]|C800C8| powerup_ammo | name of the 3D model of the red ammo clip (reference to 01449-powerup_ammo.[[OBD:M3GM|M3GM]]) }} | ||
|} | |} | ||
;ARGB color | |||
:The storage order is Little Endian, so BGRA. ARGB is the Big Endian order. | |||
;[[Seven]]th powerup type | |||
:We don't know if it ever existed. "NCI" is just "neutral character interaction", not an "item" at all. | |||
;Order of the powerup types | |||
:Same as below and everywhere: ammo, cell, hypo, shield, invis, LSI, "Seven-Up" | |||
:However, LSI is uncountable, whereas the other 6 (including "Seven-Up") are countable, so in [[CHAR]], for example, LSI is treated separately and "Seven-Up" comes 6th in the array of countable powerup amounts. | |||
---- | |||
[[Image:ongs_m1.gif]] | [[Image:ongs_m1.gif]] | ||
Line 39: | Line 47: | ||
{{OBD_Table_Header}} | {{OBD_Table_Header}} | ||
|- ALIGN=CENTER VALIGN=TOP | |- ALIGN=CENTER VALIGN=TOP | ||
{{OBDtrBK}} | {{OBDtrBK|Names of the "glow" textures displayed for powerups lying on the ground (first entry shown, six used, room for seven}} | ||
{{OBDtr2| 0x420 |char[128]|C87C64| glowtex_ammo | {{OBDtr2| 0x420 |char[128]|C87C64| glowtex_ammo | name of the glow texture for red ammo clips (reference to 01448-glowtex_ammo.[[OBD:TXMP|TXMP]]) }} | ||
|} | |} | ||
---- | |||
[[Image:ongs_m2.gif]] | [[Image:ongs_m2.gif]] | ||
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{{OBDtr| 0x7C8 | float |B0C3D4| 00 00 C0 40 | 6.000000 | lsi glow x size }} | {{OBDtr| 0x7C8 | float |B0C3D4| 00 00 C0 40 | 6.000000 | lsi glow x size }} | ||
{{OBDtr| 0x7CC | float |B0C3D4| 00 00 C0 40 | 6.000000 | lsi glow y size }} | {{OBDtr| 0x7CC | float |B0C3D4| 00 00 C0 40 | 6.000000 | lsi glow y size }} | ||
{{OBDtr| 0x7D0 | char[8] |E7CEA5| AD DE | dead | ignored; space for | {{OBDtr| 0x7D0 | char[8] |E7CEA5| AD DE | dead | ignored; space for the glow size of a [[seven]]th type of powerup }} | ||
{{OBDtrBK}} | {{OBDtrBK|Links to sounds (impulse? ambient?) of various gameplay events; room for 23, 17 used }} | ||
{{OBDtr2|0x7D8 | char[32]|FFDDDD| ... | sound name; unused; (reference to an [[OBD:OSBD|OSBD]] file) }} | {{OBDtr2|0x7D8 | char[32]|FFDDDD| ... | sound name; unused; (reference to an [[OBD:OSBD|OSBD]] file) }} | ||
|} | |} | ||
;Glow size | |||
:In local coordinates, because the orientation of a ''dropped'' powerup can be anything. | |||
;Event sounds (ambient loops grouped at the end?) | |||
:0. ??? | |||
#door_fail | |||
#door_lock | |||
#??? | |||
#use_hypo | |||
#??? | |||
#inventory_fail | |||
#receive_ammo | |||
#receive_cell | |||
#receive_hypo | |||
#receive_lsi | |||
#compass | |||
#objective_new | |||
#objective_prompt | |||
#objective_complete | |||
#autosave | |||
#??? | |||
#??? | |||
#health_low | |||
#health_over | |||
#shield | |||
#invis | |||
#??? | |||
---- | |||
[[Image:ongs_m3.gif]] | [[Image:ongs_m3.gif]] | ||
Line 100: | Line 136: | ||
{{OBDtr2|0x024 | char[32]|00C864| autoprompt_hypo | raw file anchor for the text message (it belongs to the [[OBD:SUBT|SUBT]] file) }} | {{OBDtr2|0x024 | char[32]|00C864| autoprompt_hypo | raw file anchor for the text message (it belongs to the [[OBD:SUBT|SUBT]] file) }} | ||
|} | |} | ||
;Prompts | |||
:hypo, cell, ammo, invis, shield, lsi (5 different prompts), weapon, useconsole, usealarm, usedoor, usehypo, nci (talk to character). | |||
{{OBD_File_Footer | type=ONGS | prev=ONFA | next=ONIA | name=Oni Game Settings | family=Global}} | {{OBD_File_Footer | type=ONGS | prev=ONFA | next=ONIA | name=Oni Game Settings | family=Global}} | ||
{{OBD}} | {{OBD}} |