document TObjRoomId
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+11
-6
@@ -858,12 +858,17 @@ static const vector<DATEntityDefinition> dat_object_definitions({
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// param6 = number of frames between trigger and explosion
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{0x000D, F_V0_V4, 0x00005FFC3FFB07FE, "TOMineIcon04"},
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// Room ID. Params:
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// param1 = radius (actual radius = (param1 * 10) + 30)
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// param2 = next room ID
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// param3 = previous room ID
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// param5 = angle
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// param6 = TODO (debug info calls this "BLOCK ID"; seems it only matters whether this is 0x10000 or not)
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// Room ID. This object sets each player's room ID to one of two different values when they're within the effective
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// radius. Params:
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// param1 = radius delta (actual radius = param1 * 10)
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// param2 = room ID to use if player is facing the same direction as this object (as determined by the dot
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// product of the vector from this object to the player, and the vector (0, 0, -1) rotated by the angle in
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// param5; if the dot product is positive, param2 is used)
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// param3 = room ID to use if the dot product described above is zero or negative
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// param5 = angle (see param2)
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// param6 = if equal to 0x00010000, only the player's room_id field is set, and game flag 0x02000000 is set on
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// the player; if not equal to 0x00010000, then both room_id and room_id2 are set and no game flag is set
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// (TODO: What are the visible behavior differences due to this parameter?)
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{0x000E, F_V0_V4, 0x00005FFFFFF83FFE, "TObjRoomId"},
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// Sensor of some kind (TODO). Params:
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