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OBD:ONGS: Difference between revisions

248 bytes removed ,  14 October 2010
no edit summary
(correct me if i'm wrong)
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Line 17: Line 17:
{{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                | number of key health values for health bar color (interpolated?) }}
{{OBDtr| 0x01C | int32  |FFFFC8| 04 00 00 00 | 4                | number of used key health values for health bar color (interpolated?) }}
{{OBDtr| 0x020 | float  |C8FFC8| 00 00 00 00 | 0.000000        | 0 percent of full 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 of full health }}
{{OBDtr| 0x024 | float  |C8FFC8| C2 F5 28 3F | 0.660000        | 66 percent of full health }}
Line 23: Line 23:
{{OBDtr| 0x02C | float  |C8FFC8| 00 00 80 3F | 1.000000        | 100 percent of full 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; space for 12 more health values}}
{{OBDtr| 0x030 | char[48]|C8FFFF| AD DE      | dead            | unused; space for 12 more health values}}
{{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| 0x060 | color |FFC8FF| 00 00 FF FF | 0, 0, 255; 255  | color of the health bar (red) at 0 percent of full health }}
{{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| 0x064 | color |FFC8FF| 00 FF FF FF | 0, 255, 255; 255 | color of the health bar (yellow) at 66 percent of full health }}
{{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| 0x068 | color |FFC8FF| 2B A1 13 FF | 43, 161, 19; 255 | color of the health bar at 98 percent of full health }}
{{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| 0x06C | color |FFC8FF| 00 FF 00 FF | 0, 255, 0; 255  | color of the health bar (green) at 100 percent of full health }}
{{OBDtr| 0x070 | ARGB color |FFC800| AD DE      | dead            | unused; space for 12 more health bar colors }}
{{OBDtr| 0x070 | color |FFC800| AD DE      | dead            | unused; space for 12 more health bar colors }}
{{OBDtrBK|Names of the meshes used for powerup items (first entry shown, six used, room for seven)}}
{{OBDtrBK|Names of the meshes used for powerup items (first entry shown, six used, room for seven)}}
{{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]]) }}
{{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
;[[Seven]]th powerup type
:We don't know if it ever existed. "NCI" is just "neutral character interaction", not an "item" at all.
:We don't know if it ever existed. "NCI" is just "neutral character interaction", not an "item" at all.
;Order of the powerup types
;Order of the powerup types
:Same as below and everywhere: ammo, cell, hypo, shield, invis, LSI, "Seven-Up"
: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.




Line 72: Line 69:
{{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 the glow size of a [[seven]]th type of powerup }}
{{OBDtr| 0x7D0 | char[8] |E7CEA5| AD DE      | dead    | ignored; space for the glow size of a [[seven]]th type of powerup }}
{{OBDtrBK|Links to sounds (impulse? ambient?) of various gameplay events; room for 23, 17 used }}
{{OBDtrBK|23 links to sounds of various gameplay events }}
{{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
;Glow size
:In local coordinates, because the orientation of a ''dropped'' powerup can be anything.
:In local coordinates, because the orientation of a ''dropped'' powerup can be anything.
;Event sounds (ambient loops grouped at the end?)
;Event impulse sounds
:0. ???
:0. (unused) - some missing door sound
#door_fail
:1. door_fail
#door_lock
:2. door_lock
#???
:3. (unused) - door_unlock
#use_hypo
:4. use_hypo
#???
:5. (unused)
#inventory_fail
:6. inventory_fail
#receive_ammo
:7. receive_ammo
#receive_cell
:8. receive_cell
#receive_hypo
:9. receive_hypo
#receive_lsi
:10. receive_lsi
#compass
:11. compass
#objective_new
:12. objective_new
#objective_prompt
:13. objective_prompt
#objective_complete
:14. objective_complete
#autosave
:15. autosave
#???
:16. (unused)
#???
:17. (unused)
#health_low
;Event ambient sounds
#health_over
:18. health_low
#shield
:19. health_over
#invis
:20. shield
#???
:21. invis
:22. (unused)




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