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Logics
AzazelN28 edited this page May 29, 2020
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Logics are specified in *.O files. These logics indicates how sprites and 3d objects should behave.
| Logic | Description |
|---|---|
| ANIM | Animates the entity |
| AUTOGUN | Imperial Repeater Gun |
| BARREL | Fuel Barrel |
| BATTERY | Battery |
| BLUE | Blue key (Special Item) |
| BOBA_FETT | Boba Fett |
| BOSSK | Bossk |
| CANNON | Assault Cannon |
| COMMANDO | Imperial Commando |
| CONCUSSION | Stouker Concussion Rifle |
| DATATAPE | Datatape (Special Item) |
| DETONATOR | One Thermal Detonator |
| DETONATORS | Multiple Thermal Detonators |
| D_TROOP1 | Dark Trooper: Phase 1 |
| D_TROOP2 | Dark Trooper: Phase 2 |
| D_TROOP3 | Dark Trooper: Phase 3 |
| DT_WEAPON | Dark Trooper Weapon (Special Item) |
| ENERGY | Energy |
| FUSION | Jeron Fusion Cutter |
| GENERATOR BOSSK | Bossk Spawning point |
| GENERATOR COMMANDO | Commando Spawning point |
| GENERATOR G_GUARD | Gamorrean Guard Spawning point |
| GENERATOR INT_DROID | Interrogation Droid Spawning point |
| GENERATOR PROBE_DROID | Probe Droid Spawning point |
| GENERATOR REE_YEES | Ree Yees Spawning point |
| GENERATOR SEWER1 | Dianoga Spawning point |
| GENERATOR STORM1 | Stormtrooper Spawning point |
| G_GUARD | Gamorrean Guard |
| GOGGLES | IR Goggles |
| INT_DROID | Interrogation Droid |
| INVINCIBLE | Invincibility |
| I_OFFICER | Imperial Officer |
| I_OFFICER1 | Imperial Officer (Drops Code 1) |
| I_OFFICER2 | Imperial Officer (Drops Code 2) |
| I_OFFICER3 | Imperial Officer (Drops Code 3) |
| I_OFFICER4 | Imperial Officer (Drops Code 4) |
| I_OFFICER5 | Imperial Officer (Drops Code 5) |
| I_OFFICERR | Imperial Officer (Drops Red Key) |
| I_OFFICERY | Imperial Officer (Drops Yellow Key) |
| I_OFFICERB | Imperial Officer (Drops Blue Key) |
| ITEM BLUE | Blue Key (Special Item) |
| ITEM ENERGY | Energy (Ammo) |
| ITEM RED | Red Key (Special Item) |
| ITEM SHIELD | Shield (Item) |
| KELL | Kell Dragon |
| KEY | ? |
| LAND_MINE | Mine (Deployed) |
| LIFE | Extra life (Item) |
| MASK | Gas Mask (Special Item) |
| MEDKIT | Medkit (Item) |
| MINE | Mine (Ammo) |
| MINES | Mines (Ammo) |
| MISSILE | Missile (Ammo) |
| MISSILES | Missiles (Ammo) |
| MORTAR | Packered Mortar Gun (Weapon) |
| MOUSEBOT | Mouse Bot |
| NAVA | Nava Card (Special Item) |
| PHRIK | Phrik Metal (Special Item) |
| PILE | Pile |
| PLANS | Death Star Plans (Special Item) |
| PLASMA | Plasma (Ammo) |
| PLAYER | Player |
| POWER | Cell |
| PROBE_DROID | Probe Droid |
| RED | Red Key (Special Item) |
| REE_YEES | Ree Yees |
| REE_YEES2 | Ree Yees |
| REMOTE | Remote |
| REVIVE | Revive (Item) |
| RIFLE | Stormtrooper Laser Rifle (Weapon) |
| SCENERY | Prop |
| SEWER1 | Dianoga |
| SHELL | Shell (Ammo) |
| SHELLS | Shells (Ammo) |
| SHIELD | Shield (Item) |
| STORM1 | Stormtrooper |
| SUPERCHARGE | Supercharge |
| TROOP | Stormtrooper |
| TURRET | Turret |
| UPDATE | ? |
| WELDER | Welder Arm |
| YELLOW | Yellow Key |
NOTE: These values are confusing because sometimes are referred as TYPEs and sometimes are referred as LOGICs.
| Mask | Name | Description |
|---|---|---|
| 0x00001 | Exterior | |
| 0x00002 | Door | |
| 0x00004 | Magnetic Seal | TBD |
| 0x00008 | Exterior ceiling adjacent | |
| 0x00010 | Ice Floor | |
| 0x00020 | Snow Floor | |
| 0x00040 | Exploding wall | |
| 0x00080 | Pit | |
| 0x00100 | Exterior floor adjacent | |
| 0x00200 | Crushing | |
| 0x00400 | No wall draw | |
| 0x00800 | Low damage | |
| 0x01000 | High damage | |
| 0x02000 | No smart object | |
| 0x04000 | Smart object | |
| 0x08000 | Subsector | |
| 0x10000 | Safe sector | |
| 0x20000 | Rendered | |
| 0x40000 | Player | |
| 0x80000 | Secret | Secret sector |
| Mask | Name | Description |
|---|---|---|
| 0x00001 | Opaque middle texture | Renders the middle texture even if it is a two-sided wall. |
| 0x00002 | Render sign | |
| 0x00004 | Flip texture horizontally | |
| 0x00008 | Change wall light | |
| 0x00010 | Texture anchored | The texture doesn't move even if the sector floor or ceiling changes height |
| 0x00020 | Wall morphs | |
| 0x00040 | Scroll top texture | |
| 0x00080 | Scroll middle texture | |
| 0x00100 | Scroll bottom texture | |
| 0x00200 | Scroll sign | |
| 0x00400 | Hide on map | |
| 0x00800 | Show normal on map | If this is a two-sided wall, it is rendered as a normal wall. |
| 0x01000 | Sign anchored | |
| 0x02000 | Damage wall | This wall damages player |
| 0x04000 | Show as ledge on map | |
| 0x08000 | Show as door on map | Shows this wall as door (instead of two-sided wall) |
Used internally?
| Mask | Name | Description |
|---|---|---|
| 0x01 | Always walk | |
| 0x02 | Solid wall | |
| 0x04 | Player walk only | |
| 0x08 | Cannot fire through |
Some of this info was extracted from LuciusDXL - The Force Engine