describe a few more object params
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+42
-4
@@ -1421,11 +1421,49 @@ const char* MapFile::name_for_object_type(uint16_t type) {
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// anything else = invisible
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{0x0096, "TObjLazerFenceExtra"},
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// Caves floor button. The activation radius is always 10 units. Params:
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// param1-3 = scale factors (visual only)
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// param4 = switch flag number
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// param5 = activation mode:
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// negative = temporary (disables flag when player leaves)
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// zero or positive = permanent
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{0x00C0, "TOKeyCave01"},
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// Caves multiplayer door. Params:
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// param4 = base switch flag number (the actual switch flags used are
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// param4, param4 + 1, param4 + 2, etc.; if this is negative, the
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// door is always unlocked)
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// param5 = 4 - number of switch flags (so if e.g. door should require
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// only 3 switch flags, set param5 to 1)
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// param6 = activation mode:
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// negative = locks remain unlocked when their respective switch
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// flags are disabled
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// zero or positive = locks re-lock when their switch flags are
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// disabled, unless all locks are unlocked
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{0x00C1, "TODoorCave01"},
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// Caves standard door. Params:
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// param4 = switch flag number (negative = always unlocked; >0x100 =
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// always locked)
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{0x00C2, "TODoorCave02"},
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// Caves ceiling piston trap. There are three types of this object, which
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// can be choseby via param6. If param6 is not 0, 1, or 2, no object is
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// created.
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// Params for TOHangceilingCave01Normal (param6 = 0):
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// param1 = TODO (radius delta? value used is param1 + 29)
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// param2 = TODO (value used is 1 - param2)
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// param3 = TODO (value used is param3 + 100)
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// Params for TOHangceilingCave01Key (param6 = 1):
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// param1-3 = same as for TOHangceilingCave01Normal
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// param4 = switch flag number (drops when switch flag is activated;
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// when it has finished dropping, it disables the switch flag)
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// Params for TOHangceilingCave01KeyQuick (param6 = 2):
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// param1-4 = same as for TOHangceilingCave01Key, but unlike that
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// object, does not disable the switch flag automatically
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{0x00C3, "TOHangceilingCave01Normal/TOHangceilingCave01Key/TOHangceilingCave01KeyQuick"},
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// TODO: Describe the rest of the object types.
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{0x00C0, "TOKeyCave01"}, // Constructor in 3OE1: 8016C2A4
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{0x00C1, "TODoorCave01"}, // Constructor in 3OE1: 801618C4
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{0x00C2, "TODoorCave02"}, // Constructor in 3OE1: 80161F4C
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{0x00C3, "TOHangceilingCave01Key/TOHangceilingCave01Normal/TOHangceilingCave01KeyQuick"}, // Constructor in 3OE1: 80168848
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{0x00C4, "TOSignCave01"}, // Constructor in 3OE1: 801765B4
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{0x00C5, "TOSignCave02"}, // Constructor in 3OE1: 80176968
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{0x00C6, "TOSignCave03"}, // Constructor in 3OE1: 80176DAC
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