18,975
edits
(added skill indexes used by the vanilla weapons) |
m (link tweaks; added "3D geometry" to the M3GM link for easier searching in the future) |
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{{OBDtr| 0x020 | float |FFC8C8| 00 40 9C 45 |5000.000000 | maximal length of laser sight vector }} | {{OBDtr| 0x020 | float |FFC8C8| 00 40 9C 45 |5000.000000 | maximal length of laser sight vector }} | ||
{{OBDtr| 0x024 | color |FFFFC8| 00 00 FF FF | 0, 0, 255; 255 | laser sight color (blue, green, red); laser sight transparency }} | {{OBDtr| 0x024 | color |FFFFC8| 00 00 FF FF | 0, 0, 255; 255 | laser sight color (blue, green, red); laser sight transparency }} | ||
{{OBDtr| 0x028 | link |C8FFC8| 01 94 05 00 | 1428 | crosshair texture (link to 01428-target_1A.[[ | {{OBDtr| 0x028 | link |C8FFC8| 01 94 05 00 | 1428 | crosshair texture (link to 01428-target_1A.[[TXMP]]) }} | ||
{{OBDtr| 0x02C | color |C8FFC8| FF FF FF 00 |255, 255, 255; 0| crosshair background color (blue, green, red); crosshair background transparency }} | {{OBDtr| 0x02C | color |C8FFC8| FF FF FF 00 |255, 255, 255; 0| crosshair background color (blue, green, red); crosshair background transparency }} | ||
{{OBDtr| 0x030 | float |C8FFC8| CD CC 4C 3F | 0.800000 | crosshair scale factor }} | {{OBDtr| 0x030 | float |C8FFC8| CD CC 4C 3F | 0.800000 | crosshair scale factor }} | ||
{{OBDtr| 0x034 | link |C8FFFF| 01 95 05 00 | 1428 | locked crosshair texture (link to 01429-target_1B. | {{OBDtr| 0x034 | link |C8FFFF| 01 95 05 00 | 1428 | locked crosshair texture (link to 01429-target_1B.TXMP) }} | ||
{{OBDtr| 0x038 | color |C8FFFF| FF FF FF 00 |255, 255, 255; 0| locked crosshair background color (blue, green, red); locked crosshair background transparency }} | {{OBDtr| 0x038 | color |C8FFFF| FF FF FF 00 |255, 255, 255; 0| locked crosshair background color (blue, green, red); locked crosshair background transparency }} | ||
{{OBDtr| 0x03C | float |C8FFFF| CD CC 4C 3F | 0.800000 | locked crosshair scale factor }} | {{OBDtr| 0x03C | float |C8FFFF| CD CC 4C 3F | 0.800000 | locked crosshair scale factor }} | ||
{{OBDtr| 0x040 | link |FFC8FF| 00 00 00 00 | unused | tunnel texture (link to a | {{OBDtr| 0x040 | link |FFC8FF| 00 00 00 00 | unused | tunnel texture (link to a TXMP) }} | ||
{{OBDtr| 0x044 | color |FFC8FF| FF FF FF 00 |255, 255, 255; 0| tunnel background color (blue, green, red); tunnel background transparency }} | {{OBDtr| 0x044 | color |FFC8FF| FF FF FF 00 |255, 255, 255; 0| tunnel background color (blue, green, red); tunnel background transparency }} | ||
{{OBDtr| 0x048 | float |FFC8FF| 00 00 80 3F | 1.000000 | tunnel scale factor }} | {{OBDtr| 0x048 | float |FFC8FF| 00 00 80 3F | 1.000000 | tunnel scale factor }} | ||
Line 53: | Line 53: | ||
{{Table}} | {{Table}} | ||
{{OBDth}} | {{OBDth}} | ||
{{OBDtr| 0x054 | link |C87C64| 01 7E 0E 00 | 3710 | link to 03710-tap_icon.[[ | {{OBDtr| 0x054 | link |C87C64| 01 7E 0E 00 | 3710 | link to 03710-tap_icon.[[TXMP]] }} | ||
{{OBDtr| 0x058 | link |C87C64| 01 7F 0E 00 | 3711 | link to 03711-tap_empty. | {{OBDtr| 0x058 | link |C87C64| 01 7F 0E 00 | 3711 | link to 03711-tap_empty.TXMP }} | ||
{{OBDtr| 0x05C | link |C87C64| 01 80 0E 00 | 3712 | link to 03712-tap_fill. | {{OBDtr| 0x05C | link |C87C64| 01 80 0E 00 | 3712 | link to 03712-tap_fill.TXMP }} | ||
|} | |} | ||
Line 62: | Line 62: | ||
{{Table}} | {{Table}} | ||
{{OBDth}} | {{OBDth}} | ||
{{OBDtr| 0x060 | link |C87C64| 01 76 0E 00 | 3702 | link to 03702-.M3GM }} | {{OBDtr| 0x060 | link |C87C64| 01 76 0E 00 | 3702 | link to 03702-.[[M3GM]] (3D geometry) }} | ||
{{OBDtr2|0x064 | char[32] |B0C3D4| w1_tap | weapon name }} | {{OBDtr2|0x064 | char[32] |B0C3D4| w1_tap | weapon name }} | ||
{{OBDtr| 0x084 | float |E7CEA5| 00 00 80 3F | 1.000000 | weapon mouse sensitivity (applies to AI, too) }} | {{OBDtr| 0x084 | float |E7CEA5| 00 00 80 3F | 1.000000 | weapon mouse sensitivity (applies to AI, too) }} | ||
Line 139: | Line 139: | ||
{{OBDtr| 0x128 | float |EBEBEB| 00 00 20 41 | 10.000000 | max. inaccuracy angle; sets max angle between weapon's aiming vector and target's position; when AI exceeds this angle (by recoil or target running away), AI stops shooting and aims weapon again straight to the target, then resume shooting }} | {{OBDtr| 0x128 | float |EBEBEB| 00 00 20 41 | 10.000000 | max. inaccuracy angle; sets max angle between weapon's aiming vector and target's position; when AI exceeds this angle (by recoil or target running away), AI stops shooting and aims weapon again straight to the target, then resume shooting }} | ||
{{OBDtr| 0x12C | float |EBEBEB| 00 00 20 40 | 2.500000 | aim_radius; always the same; possibly related to the inaccuracy angle above }} | {{OBDtr| 0x12C | float |EBEBEB| 00 00 20 40 | 2.500000 | aim_radius; always the same; possibly related to the inaccuracy angle above }} | ||
{{OBDtr| 0x130 | float |EBEBEB| 00 00 96 43 | 300.000000 | weapon sound sphere radius; defines radius of the AI sound sphere (gunfire type, see | {{OBDtr| 0x130 | float |EBEBEB| 00 00 96 43 | 300.000000 | weapon sound sphere radius; defines radius of the AI sound sphere (gunfire type, see {{SectionLink|AI|Vision and hearing}} to learn about AI sound spheres) which is created for a short moment when this weapon is fired }} | ||
{{OBDtr| 0x134 | float |EBEBEB| 00 00 40 41 | 12.000000 | minimal shooting distance; if target is closer than this, the AI ceases fire and moves away from the target till at least this distance is achieved; this is a '''diameter, not a radius''', so effective distance from AI to target is half of this value }} | {{OBDtr| 0x134 | float |EBEBEB| 00 00 40 41 | 12.000000 | minimal shooting distance; if target is closer than this, the AI ceases fire and moves away from the target till at least this distance is achieved; this is a '''diameter, not a radius''', so effective distance from AI to target is half of this value }} | ||
{{OBDtr| 0x138 | float |EBEBEB| 00 00 61 44 | 900.000000 | maximum shooting distance; if target is further than this, the AI ceases fire and moves towards the target until it is below this distance }} | {{OBDtr| 0x138 | float |EBEBEB| 00 00 61 44 | 900.000000 | maximum shooting distance; if target is further than this, the AI ceases fire and moves towards the target until it is below this distance }} | ||
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{{OBDtr2|0x6D8 | char[32] |C80040| weapon _empty | empty weapon sound (reference to 08993-weapon_empty.[[OBD:OSBD/OSIm|imp.OSBD]]) }} | {{OBDtr2|0x6D8 | char[32] |C80040| weapon _empty | empty weapon sound (reference to 08993-weapon_empty.[[OBD:OSBD/OSIm|imp.OSBD]]) }} | ||
{{OBDtr| 0x6F8 | int32 |FFCD96| 00 00 00 00 | 0 | runtime only (pointer to empty weapon sound) }} | {{OBDtr| 0x6F8 | int32 |FFCD96| 00 00 00 00 | 0 | runtime only (pointer to empty weapon sound) }} | ||
{{OBDtr| 0x6FC | link |C8C864| 01 81 0E 00 | 3713 | link to 03713-w1_glow.[[ | {{OBDtr| 0x6FC | link |C8C864| 01 81 0E 00 | 3713 | link to 03713-w1_glow.[[TXMP]] }} | ||
{{OBDtr| 0x700 | link |C8C864| 01 82 0E 00 | 3714 | link to 03714-w1_glow_ammo. | {{OBDtr| 0x700 | link |C8C864| 01 82 0E 00 | 3714 | link to 03714-w1_glow_ammo.TXMP }} | ||
{{OBDtr| 0x704 | float |0096C8| 00 00 80 3F | 1.000000 | x-scale factor of glow textures }} | {{OBDtr| 0x704 | float |0096C8| 00 00 80 3F | 1.000000 | x-scale factor of glow textures }} | ||
{{OBDtr| 0x708 | float |0096C8| 00 00 80 3F | 1.000000 | z-scale factor of glow textures }} | {{OBDtr| 0x708 | float |0096C8| 00 00 80 3F | 1.000000 | z-scale factor of glow textures }} |