OBD:ONWC: Difference between revisions

m
Removing DEAD part... It is NOT a part of the type...
(added skill indexes used by the vanilla weapons)
m (Removing DEAD part... It is NOT a part of the type...)
 
(One intermediate revision by one other user not shown)
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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.[[OBD:TXMP|TXMP]]) }}
{{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.[[OBD:TXMP|TXMP]]) }}
{{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 [[OBD:TXMP|TXMP]]) file }}
{{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 }}
{{OBDtr| 0x04C | int32   |FFC800| 0F 00 00 00 | 15            | number of tunnel textures }}
{{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 }}
|}
|}
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{{Table}}
{{Table}}
{{OBDth}}
{{OBDth}}
{{OBDtr| 0x054 | link    |C87C64| 01 7E 0E 00 | 3710          | link to 03710-tap_icon.[[OBD:TXMP|TXMP]] }}
{{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.[[OBD:TXMP|TXMP]] }}
{{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.[[OBD:TXMP|TXMP]] }}
{{OBDtr| 0x05C | link    |C87C64| 01 80 0E 00 | 3712          | link to 03712-tap_fill.TXMP }}
|}
|}


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{{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 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 | int16   |FFDDDD| 00 00      | 0              | freeTime (unused); always zero }}
{{OBDtr| 0x0C0 | uint16   |FFDDDD| 00 00      | 0              | freeTime (unused); always zero }}
{{OBDtr| 0x0C2 | int16   |FFDDDD| 95 00      | 149            | recoil animation type (149 {{=}} autopistol_recoil) }}
{{OBDtr| 0x0C2 | uint16   |FFDDDD| 95 00      | 149            | recoil animation type (149 {{=}} autopistol_recoil) }}
{{OBDtr| 0x0C4 | int16   |FFDDDD| A4 00      | 164            | reload animation type (164 {{=}} reload_pistol) }}
{{OBDtr| 0x0C4 | uint16   |FFDDDD| A4 00      | 164            | reload animation type (164 {{=}} reload_pistol) }}
{{OBDtr| 0x0C6 | int16   |FFDDDD| 19 00      | 25            | pause after reload in 1/60 seconds }}
{{OBDtr| 0x0C6 | uint16   |FFDDDD| 19 00      | 25            | pause after reload in 1/60 seconds }}
{{OBDtr| 0x0C8 | int16   |FFDDDD| 0A 00      | 10            | amount of shots }}
{{OBDtr| 0x0C8 | uint16   |FFDDDD| 0A 00      | 10            | amount of shots }}
{{OBDtr| 0x0CA | int16   |FFDDDD| 06 00      | 6              | amount of particles }}
{{OBDtr| 0x0CA | uint16   |FFDDDD| 06 00      | 6              | amount of particles }}
{{OBDtr| 0x0CC | int16   |FFDDDD| 01 00      | 1              | amount of firing modes }}
{{OBDtr| 0x0CC | uint16   |FFDDDD| 01 00      | 1              | amount of firing modes }}
{{OBDtr| 0x0CE | int16   |FFDDDD| 0A 00      | 10            | pause before reload in 1/60 seconds }}
{{OBDtr| 0x0CE | uint16   |FFDDDD| 0A 00      | 10            | pause before reload in 1/60 seconds }}
{{OBDtr| 0x0D0 | int16   |FFDDDD| 04 00      | 4              | release delay; delay between the moment the trigger is released and the moment the weapon stops firing }}
{{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 | int16   |FFDDDD| 00 00      | 0              | padding; always zero }}
{{OBDtr| 0x0D2 | uint16   |FFDDDD| 00 00      | 0              | padding }}
{{OBDtr| 0x0D4 | int32   |FFDDDD| 30          | 0x30 C0 02 00  | weapon options; the following bits are possible (values in hex):
{{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
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{{Table}}
{{Table}}
{{OBDth}}
{{OBDth}}
{{OBDtr| 0x0D8 | int32   |64AAAA| 00 00 00 00 | 0              | firing mode options; only the following bit is used (value in hex):
{{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}}


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{{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 [[AI#Vision and hearing|HERE]] about AI sound spheres) which is created for a short moment when this weapon is fired }}
{{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 }}
{{OBDtr| 0x13C | int16   |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| 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 | int16   |8C8CCC| 01 00      | 1              | skill index (links weapon to the [[ONCC]] shooting skill table); here are the values used by Oni's ONWCs:
{{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 | int32   |8C8CCC| 00 00 00 00 | 0              | fight timer, 240 for w4_psm, 200 for v6_vdg }}
{{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 }}
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{{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 | int32   |00C8FF| 00 00 00 00 | 0              | runtime only (pointer to particle class) }}
{{OBDtr| 0x040 | offset   |00C8FF| 00 00 00 00 | 0              | raw offset of the particle class (raw pointer to it); runtime only }}
{{OBDtr| 0x044 | int16   |00C8FF| 01 00      | 1              | ammo decrement (different for the 2 firing modes of w11_ba1) }}
{{OBDtr| 0x044 | uint16   |00C8FF| 01 00      | 1              | ammo decrement (different for the 2 firing modes of w11_ba1) }}
{{OBDtr| 0x046 | int16   |00C8FF| 0C 00      | 12            | delay between shots in frames (12 frames {{=}} 0.2 seconds) }}
{{OBDtr| 0x046 | uint16   |00C8FF| 0C 00      | 12            | delay between shots in frames (12 frames {{=}} 0.2 seconds) }}
{{OBDtr| 0x048 | int16   |00C8FF| 04 00      | 4              | 'roughjustice' delay between shots in frames }}
{{OBDtr| 0x048 | uint16   |00C8FF| 04 00      | 4              | 'roughjustice' delay between shots in frames }}
{{OBDtr| 0x04A | int16   |00C8FF| 00 00      | 0              | number in frames for active firing mode (1st frame for activate); Used for w4_psm and w11_ba1 }}
{{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 | int16   |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| 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 | int16   |00C8FF| 00 00      | 0              | delay before firing }}
{{OBDtr| 0x04E | uint16   |00C8FF| 00 00      | 0              | delay before firing }}
|}
|}


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{{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 | int32    |FFCD96| 00 00 00 00 | 0              | runtime only (pointer to empty weapon sound) }}
{{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.[[OBD:TXMP|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.[[OBD:TXMP|TXMP]] }}
{{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 }}
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 }}
{{OBDtr| 0x71C | char[4]  |FF80C0| AD DE      | dead          | unused }}
|}
|}


279

edits