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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