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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 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 }} | ||
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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 | | {{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 | | {{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 | | {{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 | | {{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 | | {{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]]) }} | ||
|} | |} | ||
;[[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 | ||
: | :Ammo, cell, hypo, shield, invis, LSI, "Seven-Up" | ||
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{{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| | {{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 ( | ;Event impulse sounds | ||
: | :0. (unused) - some missing door sound | ||
:1. door_fail | |||
:2. door_lock | |||
:3. (unused) - door_unlock | |||
:4. use_hypo | |||
:5. (unused) | |||
:6. inventory_fail | |||
:7. receive_ammo | |||
:8. receive_cell | |||
:9. receive_hypo | |||
:10. receive_lsi | |||
:11. compass | |||
:12. objective_new | |||
:13. objective_prompt | |||
:14. objective_complete | |||
:15. autosave | |||
:16. (unused) | |||
:17. (unused) | |||
;Event ambient sounds | |||
:18. health_low | |||
:19. health_over | |||
:20. shield | |||
:21. invis | |||
:22. (unused) | |||
edits