279
edits
m (link tweaks; added "3D geometry" to the M3GM link for easier searching in the future) |
m (Removing DEAD part... It is NOT a part of the type...) |
||
Line 38: | Line 38: | ||
{{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 }} | ||
{{OBDtr| 0x04C | | {{OBDtr| 0x04C | uint32 |FFC800| 0F 00 00 00 | 15 | number of tunnel textures }} | ||
{{OBDtr| 0x050 | float |C800C8| 00 00 20 41 | 10.000000 | spacing of tunnel textures }} | {{OBDtr| 0x050 | float |C800C8| 00 00 20 41 | 10.000000 | spacing of tunnel textures }} | ||
|} | |} | ||
Line 79: | Line 79: | ||
{{OBDtr| 0x0B8 | float |E7CEA5| 00 00 00 00 | 0.000000 | secondHandPosition Y}} | {{OBDtr| 0x0B8 | float |E7CEA5| 00 00 00 00 | 0.000000 | secondHandPosition Y}} | ||
{{OBDtr| 0x0BC | float |E7CEA5| 00 00 00 00 | 0.000000 | secondHandPosition Z}} | {{OBDtr| 0x0BC | float |E7CEA5| 00 00 00 00 | 0.000000 | secondHandPosition Z}} | ||
{{OBDtr| 0x0C0 | | {{OBDtr| 0x0C0 | uint16 |FFDDDD| 00 00 | 0 | freeTime (unused); always zero }} | ||
{{OBDtr| 0x0C2 | | {{OBDtr| 0x0C2 | uint16 |FFDDDD| 95 00 | 149 | recoil animation type (149 {{=}} autopistol_recoil) }} | ||
{{OBDtr| 0x0C4 | | {{OBDtr| 0x0C4 | uint16 |FFDDDD| A4 00 | 164 | reload animation type (164 {{=}} reload_pistol) }} | ||
{{OBDtr| 0x0C6 | | {{OBDtr| 0x0C6 | uint16 |FFDDDD| 19 00 | 25 | pause after reload in 1/60 seconds }} | ||
{{OBDtr| 0x0C8 | | {{OBDtr| 0x0C8 | uint16 |FFDDDD| 0A 00 | 10 | amount of shots }} | ||
{{OBDtr| 0x0CA | | {{OBDtr| 0x0CA | uint16 |FFDDDD| 06 00 | 6 | amount of particles }} | ||
{{OBDtr| 0x0CC | | {{OBDtr| 0x0CC | uint16 |FFDDDD| 01 00 | 1 | amount of firing modes }} | ||
{{OBDtr| 0x0CE | | {{OBDtr| 0x0CE | uint16 |FFDDDD| 0A 00 | 10 | pause before reload in 1/60 seconds }} | ||
{{OBDtr| 0x0D0 | | {{OBDtr| 0x0D0 | uint16 |FFDDDD| 04 00 | 4 | release delay; delay between the moment the trigger is released and the moment the weapon stops firing }} | ||
{{OBDtr| 0x0D2 | | {{OBDtr| 0x0D2 | uint16 |FFDDDD| 00 00 | 0 | padding }} | ||
{{OBDtr| 0x0D4 | | {{OBDtr| 0x0D4 | uint32 |FFDDDD| 30 | 0x30 C0 02 00 | weapon options; the following bits are possible (values in hex): | ||
:0x'''02''' 00 00 00 - weapon can't be holstered | :0x'''02''' 00 00 00 - weapon can't be holstered | ||
Line 129: | Line 129: | ||
{{Table}} | {{Table}} | ||
{{OBDth}} | {{OBDth}} | ||
{{OBDtr| 0x0D8 | | {{OBDtr| 0x0D8 | uint32 |64AAAA| 00 00 00 00 | 0 | firing mode options; only the following bit is used (value in hex): | ||
:0x'''01''' 00 00 00 - No wild shots}} | :0x'''01''' 00 00 00 - No wild shots}} | ||
Line 142: | Line 142: | ||
{{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 }} | ||
{{OBDtr| 0x13C | | {{OBDtr| 0x13C | uint16 |8C8CCC| 05 00 | 5 | UNUSED; maximum startle misses; the maximum number of shots to which extra inaccuracy can be added when an AI begins firing at the player (always 5, but Oni does not use this field) }} | ||
{{OBDtr| 0x13E | | {{OBDtr| 0x13E | uint16 |8C8CCC| 01 00 | 1 | skill index (links weapon to the [[ONCC]] shooting skill table); here are the values used by Oni's ONWCs: | ||
:0x'''01''' 00 - w0_sec (not in game) | :0x'''01''' 00 - w0_sec (not in game) | ||
:0x'''02''' 00 - w1_tap | :0x'''02''' 00 - w1_tap | ||
Line 157: | Line 157: | ||
:0x00 '''08''' - w11_ba1 | :0x00 '''08''' - w11_ba1 | ||
:0x00 '''10''' - w12_ba2}} | :0x00 '''10''' - w12_ba2}} | ||
{{OBDtr| 0x140 | | {{OBDtr| 0x140 | uint32 |8C8CCC| 00 00 00 00 | 0 | fight timer, 240 for w4_psm, 200 for v6_vdg }} | ||
{{OBDtr| 0x144 | float |FF00C8| 00 00 00 00 | 0.000000 | ballistic projectile speed for AI prediction purposes; if this field is unused, the projectile is assumed to be infinite speed; field is always zero except 150 for Superball Gun and 160 for Wave Motion Cannon's secondary trigger }} | {{OBDtr| 0x144 | float |FF00C8| 00 00 00 00 | 0.000000 | ballistic projectile speed for AI prediction purposes; if this field is unused, the projectile is assumed to be infinite speed; field is always zero except 150 for Superball Gun and 160 for Wave Motion Cannon's secondary trigger }} | ||
{{OBDtr| 0x148 | float |FF00C8| 00 00 00 00 | 0.000000 | ballistic projectile gravity for AI prediction purposes; always zero except 0.5 for SBG and 0.3 for WMC's secondary trigger }} | {{OBDtr| 0x148 | float |FF00C8| 00 00 00 00 | 0.000000 | ballistic projectile gravity for AI prediction purposes; always zero except 0.5 for SBG and 0.3 for WMC's secondary trigger }} | ||
Line 192: | Line 192: | ||
{{OBDtr| 0x02C | float |F0F096| C5 C1 2A 3F | 0.667019 | z-offset of particle to weapon }} | {{OBDtr| 0x02C | float |F0F096| C5 C1 2A 3F | 0.667019 | z-offset of particle to weapon }} | ||
{{OBDtr2|0x030 | char[16] |00C864| w1_tap_e01 | particle name (reference to 06226-3RAPw1_tap_e01.[[OBD:BINA/PAR3|BINA]]) }} | {{OBDtr2|0x030 | char[16] |00C864| w1_tap_e01 | particle name (reference to 06226-3RAPw1_tap_e01.[[OBD:BINA/PAR3|BINA]]) }} | ||
{{OBDtr| 0x040 | | {{OBDtr| 0x040 | offset |00C8FF| 00 00 00 00 | 0 | raw offset of the particle class (raw pointer to it); runtime only }} | ||
{{OBDtr| 0x044 | | {{OBDtr| 0x044 | uint16 |00C8FF| 01 00 | 1 | ammo decrement (different for the 2 firing modes of w11_ba1) }} | ||
{{OBDtr| 0x046 | | {{OBDtr| 0x046 | uint16 |00C8FF| 0C 00 | 12 | delay between shots in frames (12 frames {{=}} 0.2 seconds) }} | ||
{{OBDtr| 0x048 | | {{OBDtr| 0x048 | uint16 |00C8FF| 04 00 | 4 | 'roughjustice' delay between shots in frames }} | ||
{{OBDtr| 0x04A | | {{OBDtr| 0x04A | uint16 |00C8FF| 00 00 | 0 | number in frames for active firing mode (1st frame for activate); Used for w4_psm and w11_ba1 }} | ||
{{OBDtr| 0x04C | | {{OBDtr| 0x04C | uint16 |00C8FF| 00 00 | 0 | 0 {{=}} particle is triggered by fire1; 1 {{=}} particle is triggered by fire2; -1 {{=}} particle is triggered by both firing modes }} | ||
{{OBDtr| 0x04E | | {{OBDtr| 0x04E | uint16 |00C8FF| 00 00 | 0 | delay before firing }} | ||
|} | |} | ||
Line 212: | Line 212: | ||
{{OBDth}} | {{OBDth}} | ||
{{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 | | {{OBDtr| 0x6F8 | offset |FFCD96| 00 00 00 00 | 0 | raw offset to the empty weapon sound; runtime only }} | ||
{{OBDtr| 0x6FC | link |C8C864| 01 81 0E 00 | 3713 | link to 03713-w1_glow.[[TXMP]] }} | {{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.TXMP }} | {{OBDtr| 0x700 | link |C8C864| 01 82 0E 00 | 3714 | link to 03714-w1_glow_ammo.TXMP }} | ||
Line 221: | Line 221: | ||
{{OBDtr| 0x714 | float |0096C8| 06 E2 14 3E | 0.145393 | z-offset of pickup handle }} | {{OBDtr| 0x714 | float |0096C8| 06 E2 14 3E | 0.145393 | z-offset of pickup handle }} | ||
{{OBDtr| 0x718 | float |0096C8| 00 00 00 00 | 0.000000 | hovering height of dropped weapon }} | {{OBDtr| 0x718 | float |0096C8| 00 00 00 00 | 0.000000 | hovering height of dropped weapon }} | ||
|} | |} | ||
edits