OBD:ONWC: Difference between revisions

4,206 bytes added ,  11 September 2007
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{{OBDtr| 0x04C | int32    |FFC800| 0F 00 00 00 | 15            | number of tunnel textures }}
{{OBDtr| 0x04C | int32    |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 }}
|}
===0x054 to 0x05F - Ammo meter===
{{Table}}
{{OBDth}}
{{OBDtr| 0x054 | link    |C87C64| 01 7E 0E 00 | 3710          | link to 03710-tap_icon.[[OBD:TXMP|TXMP]] }}
{{OBDtr| 0x058 | link    |C87C64| 01 7F 0E 00 | 3711          | link to 03711-tap_empty.[[OBD:TXMP|TXMP]] }}
{{OBDtr| 0x05C | link    |C87C64| 01 80 0E 00 | 3712          | link to 03712-tap_fill.[[OBD:TXMP|TXMP]] }}
|}
===0x060 to 0x0D7 - Weapon parameters===
{{Table}}
{{OBDth}}
{{OBDtr| 0x060 | link    |C87C64| 01 76 0E 00 | 3702          | link to 03702-.M3GM }}
{{OBDtr2|0x064 | char[32] |B0C3D4| w1_tap                      | weapon name }}
{{OBDtr| 0x084 | float    |E7CEA5| 00 00 80 3F | 1.000000      | weapon mouse sensitivity (applies on AI, too) }}
{{OBDtr| 0x088 | float    |E7CEA5| A6 92 2B 3D | 0.041888      | recoil (e.g. for w1_tap and w2_sap) }}
{{OBDtr| 0x08C | float    |E7CEA5| 92 0A 86 3E | 0.261799      | unknown }}
{{OBDtr| 0x090 | float    |E7CEA5| 00 00 A0 40 | 5.000000      | unknown }}
{{OBDtr| 0x094 | float    |E7CEA5| E2 A3 7B 3B | 0.003839      | unknown }}
{{OBDtr| 0x098 | float    |E7CEA5| 88 C3 E4 3A | 0.001745      | unknown }}
{{OBDtr| 0x09C | float    |E7CEA5| 00 00 00 00 | 0.000000      | unknown }}
{{OBDtr| 0x0A0 | float    |E7CEA5| 00 00 00 00 | 0.000000      | unknown }}
{{OBDtr| 0x0A4 | float    |E7CEA5| 00 00 00 00 | 0.000000      | unknown }}
{{OBDtr| 0x0A8 | float    |E7CEA5| 00 00 00 00 | 0.000000      | unknown }}
{{OBDtr| 0x0AC | float    |E7CEA5| 00 00 00 00 | 0.000000      | unknown }}
{{OBDtr| 0x0B0 | float    |E7CEA5| 00 00 00 00 | 0.000000      | unknown }}
{{OBDtr| 0x0B4 | float    |E7CEA5| 00 00 00 00 | 0.000000      | unknown }}
{{OBDtr| 0x0B8 | float    |E7CEA5| 00 00 00 00 | 0.000000      | unknown }}
{{OBDtr| 0x0BC | float    |E7CEA5| 00 00 00 00 | 0.000000      | unknown }}
{{OBDtr| 0x0C0 | int16    |FFDDDD| 00 00      | 0              | unknown; always zero }}
{{OBDtr| 0x0C2 | int16    |FFDDDD| 95 00      | 149            | recoil animation type (149 <nowiki>=</nowiki> autopistol_recoil) }}
{{OBDtr| 0x0C4 | int16    |FFDDDD| A4 00      | 164            | reload animation type (164 <nowiki>=</nowiki> reload_pistol) }}
{{OBDtr| 0x0C6 | int16    |FFDDDD| 19 00      | 25            | pause after reload in 1/60 seconds }}
{{OBDtr| 0x0C8 | int16    |FFDDDD| 0A 00      | 10            | amount of shots }}
{{OBDtr| 0x0CA | int16    |FFDDDD| 06 00      | 6              | amount of particles }}
{{OBDtr| 0x0CC | int16    |FFDDDD| 01 00      | 1              | amount of firing modes }}
{{OBDtr| 0x0CE | int16    |FFDDDD| 0A 00      | 10            | pause before reload in 1/60 seconds }}
{{OBDtr| 0x0D0 | int16    |FFDDDD| 04 00      | 4              | unknown }}
{{OBDtr| 0x0D2 | int16    |FFDDDD| 00 00      | 0              | unknown; always zero }}
{{OBDtr| 0x0D4 | bitset  |FFDDDD| 30          | 48            | weapon options 1; the following bits are possible (values in dec):
:001 - unknown; never used
:002 - weapon can't be holstered
:004 - weapon reloads with energy cells
:008 - weapon is a rifle (two-handed)
:016 - unknown; used for w1_tap and w2_sap
:032 - sustained fire
:064 - you can't shoot ...
:128 - stun switcher,see below, used for w6_vdg
}}
{{OBDtr| 0x0D5 | bitset  |FFDDDD| C0          | 192            | weapon options 2; the following bits are possible (values in dec):
:001 - knockdown switcher,see below, used for w4_psm
:002 - unknown; used for w5_sbg and w11_ba1
:004 - secondary fire enabled
:008 - weapon can't be reloaded
:016 - run, jump and creep disabled
:032 - unknown; used for w11_ba1
:064 - I d.k.h.t.c.t.2,see below, used for w1_tap, w2_sap and w3_phr
:128 - laser sight visible
}}
{{OBDtr| 0x0D6 | bitset  |FFDDDD| 02          | 2              | weapon options 3; the following bits are possible (values in dec):
:001 - unknown; never used
:002 - crosshair scaling, used for w1_tap, w2_sap, w3_phr and w8_mbo
:004 - unknown; never used
:008 - weapon doesn't fade
:016 - I don't know how to call this, see below, used for w4_psm
:032 - unknown; never used
:064 - unknown; never used
:128 - unknown; never used
}}
{{OBDtr| 0x0D7 | bitset  |FFDDDD| 00          | 0              | unused bitstet? }}
|}
==0x0D8 to 0x1D7 - Firing modes==
{{Table}}
{{OBDth}}
{{OBDtr| 0x0D5 | bitset  |E7CEA5|  |  |  }}


{{OBDtr| 0x008 | float    |FFC8C8|  |  |  }}


{{OBDtr| 0x02 | int16    |FFFFC8| 00 00      | 0    | variable, returns if you choose this option }}
{{OBDtr2| 0x04 | char[64] |C8FFC8| Easy              | entry name }}
{{OBDtr2| 0x04 | char[64] |C8FFC8| Easy              | entry name }}
|}
|}
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