refine object comments
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+22
-9
@@ -603,10 +603,15 @@ const char* MapFile::name_for_object_type(uint16_t type) {
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// param4 = destination angle (about y axis)
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// param4 = destination angle (about y axis)
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{0x0003, "TObjMapWarpForest"},
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{0x0003, "TObjMapWarpForest"},
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// TODO: Describe this object. Params:
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// Light collision. Params:
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// param1 = TODO
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// param1 = TODO (in range 0-10000; if above 10000, (param1 - 10000) is
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// param2 = TODO
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// used and a flag is set)
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// param2 = TODO (in range 0-10000; if above 10000, (param2 - 10000) is
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// used and a flag is set)
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// param3 = TODO
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// param3 = TODO
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// param4 = TODO
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// param5 = TODO
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// param6 = TODO
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{0x0004, "TObjLight"},
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{0x0004, "TObjLight"},
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// Arbitrary item. The parameters specify the item data; see
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// Arbitrary item. The parameters specify the item data; see
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@@ -754,7 +759,7 @@ const char* MapFile::name_for_object_type(uint16_t type) {
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// TODO: Describe this object. Params:
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// TODO: Describe this object. Params:
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// param1 = TODO
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// param1 = TODO
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// param2 = TODO
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// param2 = TODO
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// param3 = TODO
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// param3 = TODO (it only matters whether this is negative or not)
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{0x0009, "TObjCollision"},
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{0x0009, "TObjCollision"},
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// Elemental trap. Params:
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// Elemental trap. Params:
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@@ -861,7 +866,7 @@ const char* MapFile::name_for_object_type(uint16_t type) {
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// 02 = blocks enemies and players (as if param5 = 0x00008900)
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// 02 = blocks enemies and players (as if param5 = 0x00008900)
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// 03 = blocks enemies and players, but enemies can see targets
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// 03 = blocks enemies and players, but enemies can see targets
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// through the collision (as if param5 = 0x00000800)
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// through the collision (as if param5 = 0x00000800)
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// 04 = blocks players only (as if patam5 = 00002000)
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// 04 = blocks players only (as if param5 = 00002000)
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// 05 = undefined behavior due to missing bounds check
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// 05 = undefined behavior due to missing bounds check
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// anything else = same as 01
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// anything else = same as 01
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// param5 = flags (bit field; used if param4 = 0) (TODO: describe bits)
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// param5 = flags (bit field; used if param4 = 0) (TODO: describe bits)
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@@ -873,7 +878,7 @@ const char* MapFile::name_for_object_type(uint16_t type) {
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{0x0015, "TObjQuestColA"},
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{0x0015, "TObjQuestColA"},
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// TODO: Describe this object. Params:
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// TODO: Describe this object. Params:
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// param1 = radius
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// param1 = radius (if negative, 30 is used)
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{0x0016, "TObjItemLight"},
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{0x0016, "TObjItemLight"},
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// Radar collision. Params:
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// Radar collision. Params:
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@@ -1277,10 +1282,18 @@ const char* MapFile::name_for_object_type(uint16_t type) {
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// be no parameters.
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// be no parameters.
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{0x0054, "TObjCityDoor_Lobby"},
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{0x0054, "TObjCityDoor_Lobby"},
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// Version of the main warp for Challenge mode? TODO: This thing has a
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// Version of the main warp for Challenge mode? This object seems to
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// lot of code; figure out if there are any other parameters
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// behave similarly to boss teleporters; it shows the player a Yes/No
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// confirmation menu and sends 6x6A to synchronize state. There is a
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// global named last_set_mainwarp_value which is set to param4 when this
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// object is constructed, but may be changed by a set_mainwarp quest
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// opcode after that. If that happens, this object replaces its
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// dest_floor with the floor specified in the last set_mainwarp quest
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// opcode. Params:
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// param4 = destination floor
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// param4 = destination floor
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// param5 = switch flag number
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// param5 = switch flag number
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// TODO: This thing has a lot of code; figure out if there are any other
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// parameters
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{0x0055, "TObjCityMainWarpChallenge"},
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{0x0055, "TObjCityMainWarpChallenge"},
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// Episode 2 Lab door. Params:
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// Episode 2 Lab door. Params:
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@@ -1356,7 +1369,7 @@ const char* MapFile::name_for_object_type(uint16_t type) {
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// ItemCreator.cc for how these values are decoded
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// ItemCreator.cc for how these values are decoded
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{0x0088, "TObjContainerBase2"},
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{0x0088, "TObjContainerBase2"},
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// TODO: Describe this object. Params:
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// Elevated cylindrical tank. Params:
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// param1-3 = TODO
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// param1-3 = TODO
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{0x0089, "TObjTank"},
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{0x0089, "TObjTank"},
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