- This is about the door class resource. For door instances, see OBD:BINA/OBJC/DOOR.
Offset |
Type |
Raw Hex |
Value |
Description
|
0x00 |
res_id |
01 2B 03 00 |
811 |
00811-wh_door1side.DOOR
|
0x04 |
lev_id |
01 00 00 00 |
0 |
level 0
|
0x08 |
link |
01 2C 03 00 |
812 |
link to 00812-.OFGA
|
0x0C |
link |
00 00 00 00 |
unused |
link to another OFGA file; never used in Oni
|
0x10 |
link |
01 28 03 00 |
808 |
link to 00808-small_anim.OBAN
|
0x14 |
float |
00 00 00 3F |
0.500000 |
passable sound attenuation, exact formula unknown
|
0x18 |
int32 |
02 00 00 00 |
2 |
AI sound types which are allowed to pass, see below
|
0x1C |
int32 |
FF FF FF FF |
-1 |
AI sound type:
- -1 - no sound
- 0 - unimportant
- 1 - interest
- 2 - danger
- 3 - melee
- 4 - gunfire
|
0x20 |
float |
00 00 C8 42 |
100.000000 |
AI sound radius
|
0x24 |
char[32] |
door2_shrt |
door open sound (reference to 08355-door2_shrt.imp.OSBD)
|
0x44 |
char[32] |
door2_shrt |
door close sound (reference to 08355-door2_shrt.imp.OSBD)
|
0x64 |
int32 |
00 00 00 00 |
0 |
runtime only
|
0x68 |
int32 |
00 00 00 00 |
0 |
runtime only
|
Geometry and animation
- The geometry referenced here is normally used only when a level is designed. Once a level is created the geometry is baked into the environment and it is also copied into a separate geometry that is referenced by an object. The texture referenced by the door geometry may be overridden by the texture specified in the door object.
- In contrast, the door animation is used in-game. Unlike other object animations, door animations are "local" or relative; they do not contain the absolute door position, and as a result they can be used for doors in different locations.
About passable sounds (fields 0x14, 0x18)
- Selected sound types (field 0x18) are allowed to pass through a door while the rest of the sound types are halted as if the door were a wall. To be clear, this is in reference to the sound spheres used by the AI; it does not affect a player's ability to hear the actual sounds.
- 0x18:
- 0 - all sound types allowed through
- 1 - unimportant and interest sound types halted, rest allowed through
- 2 - unimportant, interest, danger,melee sound types halted, gunfire type allowed through
- 3 - all sound types halted
- When an AI2 sound sphere is allowed to pass, it is "attenuated" (field 0x14) — its reach is shortened. This shortening is not visible via ai2_showsounds=1 (the command will show the whole AI2 sound sphere). The attenuation does not depend on how far from the door the source of the sound is.