more object notes
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+6
-6
@@ -1694,15 +1694,15 @@ ChatCommandDefinition cc_makeobj(
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unordered_map<string, uint32_t> label_writes{
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{"base_type_high", base_type_high},
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{"floor_low", a.c->floor},
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{"pos_x", std::bit_cast<float>(pos.x)},
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{"pos_y", std::bit_cast<float>(pos.y)},
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{"pos_z", std::bit_cast<float>(pos.z)},
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{"pos_x", std::bit_cast<uint32_t>(pos.x.load())},
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{"pos_y", std::bit_cast<uint32_t>(pos.y.load())},
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{"pos_z", std::bit_cast<uint32_t>(pos.z.load())},
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{"angle_x", angle.x},
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{"angle_y", angle.y},
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{"angle_z", angle.z},
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{"param1", std::bit_cast<float>(param123.x)},
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{"param2", std::bit_cast<float>(param123.y)},
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{"param3", std::bit_cast<float>(param123.z)},
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{"param1", std::bit_cast<uint32_t>(param123.x.load())},
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{"param2", std::bit_cast<uint32_t>(param123.y.load())},
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{"param3", std::bit_cast<uint32_t>(param123.z.load())},
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{"param4", param456.x},
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{"param5", param456.y},
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{"param6", param456.z},
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+38
-22
@@ -1585,8 +1585,11 @@ static const vector<DATEntityDefinition> dat_object_definitions({
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// can be chosen 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 is param1 + 29)
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// param2 = TODO (value is 1 - param2)
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// param1 = 1/4 time between crushes, in frames (value is param1 + 29, so
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// total time between crushes is (param1 + 29) * 4 frames)
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// param2 = wait time in frames after construction until first crush
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// (value is 1 - param2, so a more negative value means a longer wait
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// time)
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// param3 = base damage (value is param3 + 100; scaled by difficulty:
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// Normal = 1x, Hard = 2x, Very Hard = 3x, Ultimate = 6x)
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// Params for TOHangceilingCave01Key (param6 = 1):
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@@ -1869,7 +1872,8 @@ static const vector<DATEntityDefinition> dat_object_definitions({
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// Ruins pop-up trap. Params:
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// param1 = trigger radius delta (value is (param1 / 2) + 30)
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// param4 = delay (value is param4 + 30; clamped below to 0)
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// angle.z = TODO (seems it only matters if angle.z is > 0 or not)
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// angle.z = hide body (positive = only the blue highlights appear; zero
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// or negative = normal visibility)
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{0x0154, F_V0_V4, 0x0000400000000700, "TOTrapAncient02"},
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// Ruins crystal monument. Same parameters as TOCapsuleAncient01.
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@@ -1945,7 +1949,7 @@ static const vector<DATEntityDefinition> dat_object_definitions({
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// 2 = Gibarta
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// 3 = Megid
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// anything else = Gifoie
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// angle.z = TODO (seems it only matters if angle.z is > 0 or not)
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// angle.z = hide body (same as for TOTrapAncient02)
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{0x0167, F_V2_V4, 0x0000400C3FF807C0, "TOTrapAncient02R"},
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// Flying white bird. Params:
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@@ -2089,7 +2093,8 @@ static const vector<DATEntityDefinition> dat_object_definitions({
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// Episode 3 lobby jukebox. No parameters.
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{0x018E, F_EP3, 0x0000000000008000, "TObjJukeBox"},
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// TODO: Describe this object. There appear to be no parameters.
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// Spaceship overhead camera with red light and annoying gear noises. There
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// appear to be no parameters.
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{0x0190, F_V2_V4, 0x0000400000610000, "TObjCamera"},
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// Short Spaceship wall. There appear to be no parameters.
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@@ -2254,8 +2259,11 @@ static const vector<DATEntityDefinition> dat_object_definitions({
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{0x0212, F_V3_V4, 0x000040080F800000, "__SEAGULL__"},
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{0x0212, F_EP3, 0x0000000000000002, "__SEAGULL__"},
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// TODO: Describe this object. Params:
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// param4 = model number (clamped to [0, 2])
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// Jungle wooden objects. Params:
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// param4 = model number:
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// 0 or negative: long branch
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// 1: shorter curved branch
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// 2 or greater: small log
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{0x0213, F_V3_V4, 0x00004E040F000000, "TOJungleDesign"},
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// Fish. This object is not constructed in split-screen mode. Params:
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@@ -2423,7 +2431,8 @@ static const vector<DATEntityDefinition> dat_object_definitions({
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// param6 low byte = TODO
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{0x02D0, F_EP3, 0x0000000000000002, "TObjKazariCard"},
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// TODO: Describe these objects. There appear to be no parameters.
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// Effects visible in the central column in the Morgue when cards
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// transform. There appear to be no parameters.
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{0x02D1, F_EP3, 0x0000000000000001, "TObj_FloatingCardMaterial_Dark"},
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{0x02D2, F_EP3, 0x0000000000000001, "TObj_FloatingCardMaterial_Hero"},
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@@ -2432,21 +2441,23 @@ static const vector<DATEntityDefinition> dat_object_definitions({
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// for the lobby teleporter, or TShopGenerator for the battle counter).
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// TObjCardCityMapWarp takes no parameters.
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{0x02D3, F_EP3, 0x0000000000000001, "TObjCardCityMapWarp(0)"}, // Battle counter warp (blue lines)
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{0x02D9, F_EP3, 0x0000000000000001, "TObjCardCityMapWarp(1)"}, // TODO
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{0x02D9, F_EP3, 0x0000000000000001, "TObjCardCityMapWarp(1)"}, // Battle counter warp (green lines; unused)
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{0x02E3, F_EP3, 0x0000000000000001, "TObjCardCityMapWarp(2)"}, // Lobby warp (yellow lines)
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// Morgue doors. None of these take any parameters. Unsurprisingly, the
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// _Closed variants don't open.
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{0x02D4, F_EP3, 0x0000000000000001, "TObjCardCityDoor(0)"}, // Yellow (to deck edit room)
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{0x02D5, F_EP3, 0x0000000000000001, "TObjCardCityDoor(1)"}, // Blue (to battle entry counter)
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{0x02D8, F_EP3, 0x0000000000000001, "TObjCardCityDoor(2)"}, // TODO
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{0x02DF, F_EP3, 0x0000000000000001, "TObjCardCityDoor(3)"}, // Solid (always closed in normal Morgue)
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// _Closed variants don't open. The _Closed variants also have a red light
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// in the center instead of a blue light. Curiously, the (3) variant is
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// opaque when _Closed, unlike the other _Closed doors.
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{0x02D4, F_EP3, 0x0000000000000001, "TObjCardCityDoor(0)"}, // Yellow V-pattern (to deck edit room)
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{0x02D5, F_EP3, 0x0000000000000001, "TObjCardCityDoor(1)"}, // Blue V-pattern (to battle entry counter)
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{0x02D8, F_EP3, 0x0000000000000001, "TObjCardCityDoor(2)"}, // Green V-pattern (unused)
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{0x02DF, F_EP3, 0x0000000000000001, "TObjCardCityDoor(3)"}, // Blue X-pattern (to lobby teleporter)
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{0x02E0, F_EP3, 0x0000000000000001, "TObjCardCityDoor(4)"}, // Gray (to chief)
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{0x02DC, F_EP3, 0x0000000000000001, "TObjCardCityDoor_Closed(0)"}, // TODO
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{0x02DD, F_EP3, 0x0000000000000001, "TObjCardCityDoor_Closed(1)"}, // TODO
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{0x02DE, F_EP3, 0x0000000000000001, "TObjCardCityDoor_Closed(2)"}, // TODO
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{0x02E1, F_EP3, 0x0000000000000001, "TObjCardCityDoor_Closed(3)"}, // TODO
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{0x02E2, F_EP3, 0x0000000000000001, "TObjCardCityDoor_Closed(4)"}, // TODO
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{0x02DC, F_EP3, 0x0000000000000001, "TObjCardCityDoor_Closed(0)"}, // Yellow V-pattern (to deck edit room)
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{0x02DD, F_EP3, 0x0000000000000001, "TObjCardCityDoor_Closed(1)"}, // Blue V-pattern (to battle entry counter)
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{0x02DE, F_EP3, 0x0000000000000001, "TObjCardCityDoor_Closed(2)"}, // Green V-pattern (unused)
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{0x02E1, F_EP3, 0x0000000000000001, "TObjCardCityDoor_Closed(3)"}, // Opaque gray X-pattern
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{0x02E2, F_EP3, 0x0000000000000001, "TObjCardCityDoor_Closed(4)"}, // Gray (to chief)
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// Mortis Fons geyser. Params:
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// param1-3 = TODO
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@@ -2485,11 +2496,16 @@ static const vector<DATEntityDefinition> dat_object_definitions({
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// param4 = index into location bit field (0-31 where 0 is the least-
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// significant bit; see Episode3LobbyBanners in config.example.json
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// for the bits' meanings)
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// param5 = TODO
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// param5 = per-axis mirror flags (the low 3 nybbles of this value
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// specify whether to invert each axis of the model; if any nybble is 1
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// then the model is inverted along the corresponding axis; the lowest
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// nybble corresponds to the x axis)
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{0x02E4, F_EP3, 0x0000000000008001, "TObjSinBoardCard"},
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// TODO: Describe this object. Params:
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// param4 = model number (0 or 1)
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// Morgue info screen. Params:
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// param4 = model number:
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// 0 = tall, yellow, vertical-scrolling
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// 1 = short, blue, horizontal-scrolling
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{0x02E5, F_EP3, 0x0000000000000001, "TObjCityMoji"},
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// Like TObjCardCityMapWarp(2) (the warp to the lobby from the Morgue)
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