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root/Oni2/oup/structdefs/ONCC_2.txt
Revision: 37
Committed: Sat Aug 26 19:48:23 2006 UTC (19 years, 1 month ago) by alloc
Content type: text/plain
File size: 13691 byte(s)
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File Contents

# Content
1 Oni Character Class
2 File id $00 12 File id
3 Level id $04 17 Level id
4 Unknown $08 9 Unknown; always the same; maybe downwards velocity?
5 Downward acceleration $0C 9 Downward gravity acceleration
6 Starting velocity $10 9 Starting velocity for a simple (tap) JUMP
7 Limit velocity $14 9 Limit velocity for jumping and gravity flight
8 Upward acceleration $18 9 Upward acceleration (jetpack) if you hold JUMP
9 Unknown $1C 2 Unknown; always the same; maybe a gravity timer?
10 Jetpack timer $1E 2 Jetpack timer; time during which you can use the jetpack
11 Height no damage $20 9 Maximal falling height without damage
12 Height damage $24 9 Maximal falling height with damage
13 TXMP-link $28 12 Link to the shadow texture
14 Shadow height 5 $2C 9 Height, where the shadow fades out completely
15 Shadow height 4 $30 9 Height, where the diameter of the shadow decreases and the shadow fades out half
16 Shadow height 3 $34 9 Height, where the diameter of the shadow decreases
17 Shadow height 2 $38 9 Height, where the diameter of the shadow decreases
18 Shadow height 1 $3C 9 Height, where the diameter of the shadow decreases
19 Shadow option 1 $40 2 Transparency of the shadow for the first part of a jump
20 Shadow option 2 $42 2 Transparency of the shadow for the second part of a jump
21 Unknown $44 9 Unknown; always the same
22 Unknown $48 1 Unknown
23 Unknown $49 1 Unknown; always the same
24 Not used $4A 1002 Not used
25 Unknown $4C 9 Unknown; always the same
26 Unknown $50 9 Unknown; always the same
27 Unknown $54 9 Unknown; always the same
28 Unknown $58 9 Unknown; always the same
29 Unknown $5C 9 Unknown; always the same
30 Unknown $60 9 Unknown; always the same
31 Regeneration time $64 2 Regeneration time of one health point in 1/60 seconds if you use a hypo
32 Not used $66 1002 Not used
33 Unknown $68 9 Unknown; always the same
34 Unknown $6C 9 Unknown; always the same
35 Unknown $70 9 Unknown; always the same
36 Unknown $74 9 Unknown; always the same
37 Unknown $78 9 Unknown; always the same
38 Unknown $7C 2 Unknown; always the same
39 Unknown $7E 2 Unknown; always the same
40 Unknown $80 2 Unknown; always the same
41 Unknown $82 2 Unknown; always the same
42 Unknown $84 2 Unknown; always the same
43 Unknown $86 2 Unknown; always the same
44 Unknown $88 2 Unknown; always the same
45 Unknown $8A 2 Unknown; always the same
46 Unknown $8C 2 Unknown; always the same
47 Unknown $8E 2 Unknown; always the same
48 Unknown $90 2 Unknown; always the same
49 Unknown $92 1 Unknown; always the same
50 Not used $93 1001 Not used
51 Unknown $94 9 Unknown; always the same
52 Hurt light sound $98 132 Reference to an OSBD file of level 0
53 Hurt medium sound $B8 132 Reference to an OSBD file of level 0
54 Hurt heavy sound $D8 132 Reference to an OSBD file of level 0
55 Death sound $F8 132 Reference to an OSBD file of level 0
56 Unknown $118 4 Unknown; always the same
57 Unknown $11C 4 Unknown; always the same
58 Unknown $120 4 Unknown; always the same
59 Unknown $124 4 Unknown; always the same
60 Unknown $128 4 Unknown
61 Rotation factor $12C 9 Rotation factor * 360 degrees = possible rotation per frame or animation
62 Unknown $130 2 Unknown
63 Unknown $132 2 Unknown
64 Unknown $134 4 Unknown
65 Unknown $138 9 Unknown
66 Unknown $13C 9 Unknown
67 Unknown $140 9 Unknown; always the same
68 Unknown $144 9 Unknown; always the same
69 Unknown $148 9 Unknown; always the same
70 Unknown $14C 4 Unknown
71 Unknown $150 4 Unknown
72 Unknown $154 4 Unknown
73 Unknown $158 4 Unknown
74 w0_sec - recoil $15C 9 recoil compensation amount (0 = min, 1 = max)
75 w0_sec - best angle $160 9 best aiming angle in radians
76 w0_sec - error $164 9 shot grouping error
77 w0_sec - decay $168 9 shot grouping decay
78 w0_sec - inaccuracy $16C 9 shooting inaccuracy multiplier
79 w0_sec - minimum delay $170 2 minimum delay between shots in frames
80 w0_sec - maximum delay $172 2 maximum delay between shots in frames
81 w1_tap - recoil $174 9 recoil compensation amount (0 = min, 1 = max)
82 w1_tap - best angle $178 9 best aiming angle in radians
83 w1_tap - error $17C 9 shot grouping error
84 w1_tap - decay $180 9 shot grouping decay
85 w1_tap - inaccuracy $184 9 shooting inaccuracy multiplier
86 w1_tap - minimum delay $188 2 minimum delay between shots in frames
87 w1_tap - maximum delay $18A 2 maximum delay between shots in frames
88 w2_sap - recoil $18C 9 recoil compensation amount (0 = min, 1 = max)
89 w2_sap - best angle $190 9 best aiming angle in radians
90 w2_sap - error $194 9 shot grouping error
91 w2_sap - decay $198 9 shot grouping decay
92 w2_sap - inaccuracy $19C 9 shooting inaccuracy multiplier
93 w2_sap - minimum delay $1A0 2 minimum delay between shots in frames
94 w2_sap - maximum delay $1A2 2 maximum delay between shots in frames
95 w3_phr - recoil $1A4 9 recoil compensation amount (0 = min, 1 = max)
96 w3_phr - best angle $1A8 9 best aiming angle in radians
97 w3_phr - error $1AC 9 shot grouping error
98 w3_phr - decay $1B0 9 shot grouping decay
99 w3_phr - inaccuracy $1B4 9 shooting inaccuracy multiplier
100 w3_phr - minimum delay $1B8 2 minimum delay between shots in frames
101 w3_phr - maximum delay $1BA 2 maximum delay between shots in frames
102 w4_psm - recoil $1BC 9 recoil compensation amount (0 = min, 1 = max)
103 w4_psm - best angle $1C0 9 best aiming angle in radians
104 w4_psm - error $1C4 9 shot grouping error
105 w4_psm - decay $1C8 9 shot grouping decay
106 w4_psm - inaccuracy $1CC 9 shooting inaccuracy multiplier
107 w4_psm - minimum delay $1D0 2 minimum delay between shots in frames
108 w4_psm - maximum delay $1D2 2 maximum delay between shots in frames
109 w5_sbg - recoil $1D4 9 recoil compensation amount (0 = min, 1 = max)
110 w5_sbg - best angle $1D8 9 best aiming angle in radians
111 w5_sbg - error $1DC 9 shot grouping error
112 w5_sbg - decay $1E0 9 shot grouping decay
113 w5_sbg - inaccuracy $1E4 9 shooting inaccuracy multiplier
114 w5_sbg - minimum delay $1E8 2 minimum delay between shots in frames
115 w5_sbg - maximum delay $1EA 2 maximum delay between shots in frames
116 w6_vdg - recoil $1EC 9 recoil compensation amount (0 = min, 1 = max)
117 w6_vdg - best angle $1F0 9 best aiming angle in radians
118 w6_vdg - error $1F4 9 shot grouping error
119 w6_vdg - decay $1F8 9 shot grouping decay
120 w6_vdg - inaccuracy $1FC 9 shooting inaccuracy multiplier
121 w6_vdg - minimum delay $200 2 minimum delay between shots in frames
122 w6_vdg - maximum delay $202 2 maximum delay between shots in frames
123 w7_scc - recoil $204 9 recoil compensation amount (0 = min, 1 = max)
124 w7_scc - best angle $208 9 best aiming angle in radians
125 w7_scc - error $20C 9 shot grouping error
126 w7_scc - decay $210 9 shot grouping decay
127 w7_scc - inaccuracy $214 9 shooting inaccuracy multiplier
128 w7_scc - minimum delay $218 2 minimum delay between shots in frames
129 w7_scc - maximum delay $21A 2 maximum delay between shots in frames
130 w8_mbo - recoil $21C 9 recoil compensation amount (0 = min, 1 = max)
131 w8_mbo - best angle $220 9 best aiming angle in radians
132 w8_mbo - error $224 9 shot grouping error
133 w8_mbo - decay $228 9 shot grouping decay
134 w8_mbo - inaccuracy $22C 9 shooting inaccuracy multiplier
135 w8_mbo - minimum delay $230 2 minimum delay between shots in frames
136 w8_mbo - maximum delay $232 2 maximum delay between shots in frames
137 w9_scr - recoil $234 9 recoil compensation amount (0 = min, 1 = max)
138 w9_scr - best angle $238 9 best aiming angle in radians
139 w9_scr - error $23C 9 shot grouping error
140 w9_scr - decay $240 9 shot grouping decay
141 w9_scr - inaccuracy $244 9 shooting inaccuracy multiplier
142 w9_scr - minimum delay $248 2 minimum delay between shots in frames
143 w9_scr - maximum delay $24A 2 maximum delay between shots in frames
144 w10_sni - recoil $24C 9 recoil compensation amount (0 = min, 1 = max)
145 w10_sni - best angle $250 9 best aiming angle in radians
146 w10_sni - error $254 9 shot grouping error
147 w10_sni - decay $258 9 shot grouping decay
148 w10_sni - inaccuracy $25C 9 shooting inaccuracy multiplier
149 w10_sni - minimum delay $260 2 minimum delay between shots in frames
150 w10_sni - maximum delay $262 2 maximum delay between shots in frames
151 w11_ba1 - recoil $264 9 recoil compensation amount (0 = min, 1 = max)
152 w11_ba1 - best angle $268 9 best aiming angle in radians
153 w11_ba1 - error $26C 9 shot grouping error
154 w11_ba1 - decay $270 9 shot grouping decay
155 w11_ba1 - inaccuracy $274 9 shooting inaccuracy multiplier
156 w11_ba1 - minimum delay $278 2 minimum delay between shots in frames
157 w11_ba1 - maximum delay $27A 2 maximum delay between shots in frames
158 w12_ba2 - recoil $27C 9 recoil compensation amount (0 = min, 1 = max)
159 w12_ba2 - best angle $280 9 best aiming angle in radians
160 w12_ba2 - error $284 9 shot grouping error
161 w12_ba2 - decay $288 9 shot grouping decay
162 w12_ba2 - inaccuracy $28C 9 shooting inaccuracy multiplier
163 w12_ba2 - minimum delay $290 2 minimum delay between shots in frames
164 w12_ba2 - maximum delay $292 2 maximum delay between shots in frames
165 Unknown $294 4 Unknown; always the same
166 Unknown $298 4 Unknown; always the same
167 Unknown $29C 4 Unknown; always the same
168 Unknown $2A0 4 Unknown; always the same
169 Unknown $2A4 4 Unknown
170 Unknown $2A8 4 Unknown
171 Unknown $2AC 2 Unknown
172 Unknown $2AE 2 Unknown
173 Taunt sound query $2B0 1 0 = not used; 100 = used
174 Alert sound query $2B1 1 0 = not used; 100 = used
175 Startle sound query $2B2 1 0 = not used; 100 = used
176 Check body sound query $2B3 1 0 = not used; 100 = used
177 Pursue sound query $2B4 1 0 = not used; 100 = used
178 Cower sound query $2B5 1 0 = not used; 100 = used
179 Punch heavy sound query $2B6 1 0 = not used; 100 = used
180 Kich heavy sound query $2B7 1 0 = not used; 100 = used
181 Super3 sound query $2B8 1 0 = not used; 100 = used
182 Super4 sound query $2B9 1 0 = not used; 100 = used
183 Taunt sound $2BC 132 Reference to a SNDD file of level 0
184 Alert sound $2DC 132 Reference to a SNDD file of level 0
185 Startle sound $2FC 132 Reference to a SNDD file of level 0
186 Check body sound $31C 132 Reference to a SNDD file of level 0
187 Pursue sound $33C 132 Reference to a SNDD file of level 0
188 Cower sound $35C 132 Reference to a SNDD file of level 0
189 Punch heavy sound $37C 132 Reference to a SNDD file of level 0
190 Kick heavy sound $39C 132 Reference to a SNDD file of level 0
191 Super3 sound $3BC 132 Reference to a SNDD file of level 0
192 Super4 sound $3DC 132 Reference to a SNDD file of level 0
193 Eyeshot $3FC 9 The max. distance where the AI can see you
194 Earshot $400 9 The max. distance where the AI can hear you
195 Unknown $404 9 Unknown
196 Unknown $408 9 Unknown
197 Unknown $40C 9 Unknown
198 Unknown $410 9 Unknown; always the same
199 Unknown $414 9 Unknown; always the same
200 Unknown $418 4 Unknown; always the same
201 Unknown $41C 4 Unknown; always the same
202 Unknown $420 4 Unknown; always the same
203 Unknown $424 4 Unknown; always the same
204 Unknown $428 4 Unknown; always the same
205 Unknown $42C 4 Unknown; always the same
206 Unknown $430 9 Unknown; always the same
207 ONCV-link $434 12 Link to the Character Varient
208 ONCP-link $438 12 Link to the Character Particle Array
209 ONIA-link $43C 12 Link to the Character Impact Array
210 Unknown $440 4 Unknown; maybe a canceled link; always the same
211 Unknown $444 10016 Maybe the weight of the character?
212 Footstep walk impact $454 230 Reference to an Impt file of level 0
213 Footstep run impact $4D6 230 Reference to an Impt file of level 0
214 Footstep crouch impact $558 230 Reference to an Impt file of level 0
215 Fall slide impact $5DA 230 Reference to an Impt file of level 0
216 Fall land impact $65C 230 Reference to an Impt file of level 0
217 Fall land hard impact $6DE 230 Reference to an Impt file of level 0
218 Fall knockdown impact $760 230 Reference to an Impt file of level 0
219 Fall knockdown impact $7E2 230 Reference to an Impt file of level 0
220 Fall knockdown impact $864 230 Reference to an Impt file of level 0
221 Footstep turn impact $8E6 230 Reference to an Impt file of level 0
222 Footstep run start impact $968 230 Reference to an Impt file of level 0
223 Footstep single step impact $9EA 230 Reference to an Impt file of level 0
224 Footstep run stop impact $A6C 230 Reference to an Impt file of level 0
225 Footstep walk stop impact $AEE 230 Reference to an Impt file of level 0
226 Footstep run sprint impact $B70 230 Reference to an Impt file of level 0
227 Unknown $BF2 2 Unknown; always the same; maybe only a filler
228 Special death particles $BF4 164 Reference to a 3Dparticle.BINA file of level 0; only the mad bomber use it
229 Unknown $C34 4 Unknown; maybe a canceled link; always the same
230 Unknown $C38 4 Unknown; maybe a canceled link; always the same
231 TRBS-link $C3C 12 Link to the Body Set
232 TRMA-link $C40 12 Link to the Texture Map Array
233 CBPM-link $C44 12 Link to the Body Part Material
234 CBPI-link $C48 12 Link to the Body Part Impacts
235 Peace timer $C4C 4 Peace timer in 1/60 seconds; after that time the character switches back from fight to peace mode
236 First idle timer $C50 4 First idle timer in 1/60 seconds; after that time Oni plays a special idle animation
237 Second idle timer $C54 4 Second idle timer in 1/60 seconds; after that time Oni plays a special idle animation
238 Basic health $C58 4 Extra health informations are stored in the Character.BINA files
239 Basic health $C5C 4 Unknown; always the same
240 Minimal body size factor $C60 9 Minimal body size factor
241 Maximal body size factor $C64 9 Maximal body size factor
242 Unknown $C68 9 Unknown; always the same
243 Unknown $C6C 9 Unknown; always the same
244 Unknown $C70 9 Unknown
245 Unknown $C74 9 Unknown
246 Unknown $C78 9 Unknown; always the same
247 Unknown $C7C 9 Unknown; always the same
248 Unknown $C80 9 Unknown; always the same
249 Unknown $C84 9 Unknown
250 TRAC-link $C88 12 Link to the Animation Collection
251 TRSC-link $C8C 12 Link to the Screen (Aiming) Collection
252 Unknown $C90 2 Unknown; always the same
253 Unknown $C92 2 Unknown; only the mad bomber use it
254 Unknown $C94 1 Unknown
255 Unknown $C95 1 Unknown
256 Unknown $C96 1 Unknown
257 Unknown $C97 1 Unknown
258 Not useed $C98 1008 Not used