271
edits
m (fixed table code mistake) |
m (bunch of small discoveries) |
||
Line 101: | Line 101: | ||
:the setting is only effective if the AI is in control | :the setting is only effective if the AI is in control | ||
:so it's a bit like the AI's mouse sensitivity :) | :so it's a bit like the AI's mouse sensitivity :) | ||
;General AI options bitset | ;General AI options bitset | ||
: | :allows or disables some parts of the AI behavior, incomplete so far... | ||
*0x01 | *NONE - startle anim is enabled, rest is disabled | ||
*0x02 | *0x01 - startle anim disabled | ||
*0x04 | *0x02 - firingspread/projectile dodge enabled for melee | ||
*0x08 | *0x04 - requires 0x02; firingspread/projectile dodge enabled for weapons; AI tries to face shooter and shoot back while dodging | ||
*0x10 | *0x08 - requires 0x02, overrides 0x04 if both are set; firingspread/projectile dodge enabled for weapons; AI isn't shooting, it just tends to run away, not facing shooter | ||
*0x10 - unknown | |||
Line 272: | Line 272: | ||
{{OBDtr| 0xC90 | int16 |FFAA82| 1E 00 | 30 | unknown; always the same }} | {{OBDtr| 0xC90 | int16 |FFAA82| 1E 00 | 30 | unknown; always the same }} | ||
{{OBDtr| 0xC92 | int16 |FFAA82| 00 00 | 0 | time between death and deletion, in frames (about 3 seconds for mad bomber) }} | {{OBDtr| 0xC92 | int16 |FFAA82| 00 00 | 0 | time between death and deletion, in frames (about 3 seconds for mad bomber) }} | ||
{{OBDtr| 0xC94 | bitset |00D900| 00 | 0 | | {{OBDtr| 0xC94 | bitset |00D900| 00 | 0 | TRSC bitset; see below }} | ||
{{OBDtr| 0xC95 | bitset |00D900| 01 | 1 | unknown }} | {{OBDtr| 0xC95 | bitset |00D900| 01 | 1 | unknown }} | ||
{{OBDtr| 0xC96 | bitset |00D900| 00 | 0 | unknown }} | {{OBDtr| 0xC96 | bitset |00D900| 00 | 0 | unknown }} | ||
{{OBDtr| 0xC97 | bitset |00D900| 00 | 0 | | {{OBDtr| 0xC97 | bitset |00D900| 00 | 0 | when set to 1, generically turns on '''canttouchthis''' cheat for this ONCC (used by MutantMuro.ONCC }} | ||
{{OBDtr| 0xC98 | char[8] |CACAFF| AD DE | dead | unused }} | {{OBDtr| 0xC98 | char[8] |CACAFF| AD DE | dead | unused }} | ||
|} | |} | ||
Line 283: | Line 283: | ||
:Something to do with left-hand/right-hand aiming (must be consistent with TRSC link) | :Something to do with left-hand/right-hand aiming (must be consistent with TRSC link) | ||
;TRSC bitset | |||
:determines whether character is left-hander or right-hander (weapon is attached to left or right fist bone) Must be consistent with TRSC or glitches appear. Possibilities are: | |||
:NONE - Character is right-hander with both pistols and rifles | |||
:0x01 - Character is left-hander with both pistols and rifles | |||
:0x02 - Character is left-hander with pistols but "right-hander" with rifles (however, animations for rifles are treated as left-handed) | |||
{{OBD_File_Footer | type=ONCC | prev=OFGA | next=ONCP | name=Oni Character Class | family=Character}} | {{OBD_File_Footer | type=ONCC | prev=OFGA | next=ONCP | name=Oni Character Class | family=Character}} |
edits