18,739
edits
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(adding info on where the ONGS health colors are used; removing confusing mention of a seventh powerup type that doesn't exist) |
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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 | number of used key health values for health bar color | {{OBDtr| 0x01C | int32 |FFFFC8| 04 00 00 00 | 4 | number of used key health values for health bar color }} | ||
{{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 }} | ||
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{{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 | color |FFC8FF| 00 00 FF FF | 0, 0, 255; 255 | color | {{OBDtr| 0x060 | color |FFC8FF| 00 00 FF FF | 0, 0, 255; 255 | health color at 0 percent of full health (red) (see details below) }} | ||
{{OBDtr| 0x064 | color |FFC8FF| 00 FF FF FF | 0, 255, 255; 255 | color | {{OBDtr| 0x064 | color |FFC8FF| 00 FF FF FF | 0, 255, 255; 255 | health color at 66 percent of full health (yellow) }} | ||
{{OBDtr| 0x068 | color |FFC8FF| 2B A1 13 FF | 43, 161, 19; 255 | color | {{OBDtr| 0x068 | color |FFC8FF| 2B A1 13 FF | 43, 161, 19; 255 | health color at 98 percent of full health (greenish) }} | ||
{{OBDtr| 0x06C | color |FFC8FF| 00 FF 00 FF | 0, 255, 0; 255 | color | {{OBDtr| 0x06C | color |FFC8FF| 00 FF 00 FF | 0, 255, 0; 255 | health color at 100 percent of full health (green) }} | ||
{{OBDtr| 0x070 | 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]]) }} | ||
|} | |} | ||
; | ;Health colors | ||
: | :The colors are specified in the order BGRA. These are not only used for the health bar in the HUD but also hit flashes when striking enemies and for any particle that uses the "special tint" flag (e.g. Barabas' regeneration particles). The actual color used in these circumstances will be an interpolation between the specified key values, so for instance at 33% health you should expect to see a color halfway between 0%'s pure red and 66%'s pure yellow (i.e. orange). | ||
;Order of the powerup types | ;Order of the powerup types | ||
: | :Ballistic ammo, energy ammo, hypo, shield, invisibility, LSI | ||