|
Remember the game! P.s.: Feldspar.
|
It's in the reference tab of the EUDDB.
![]() ![]() ![]() ![]() ![]() ![]() Badlands 128 Minimap Colors I like
Platform 95 Minimap Colors Install 85 Minimap Colors What is this table, you ask? Ashworld 92 Minimap Colors I made images that list all the Jungle 105 Minimap Colors tiles' minimap colors arranged Desert 109 Minimap Colors by tileset groups (i.e. tileset Ice 94 Minimap Colors index.) Twilight 97 Minimap Colors I could make my own SCPM... |
|
PyMS Developer
|
This comes from DOAs notes:
CodeCUNIT STRUCT +0x0 - CUNIT* Previous +0x4 - CUNIT* Next +0x8 - DWORD dwHP +0xC - CSPRITE* Sprite +0x10 - WORD wMoveToXPos +0x12 - WORD wMoveToYPos +0x14 - CUNIT* Target_1 +0x18 - WORD wCurrentXPos_? +0x1A - WORD wCurrentYPos_? +0x1C - WORD wX_? +0x1E - WORD wY_? +0x20 - BYTE bMovementFlags_? 2 - Making Building? 4 - Moving? +0x22 - BYTE bFlingyTurnRadius +0x23 - BYTE bCurrentDirection_? +0x24 - WORD wFlingyID +0x27 - BYTE bFlingyMovementType +0x28 - WORD wCurrentXPos +0x2A - WORD wCurrentYPos +0x2C - DWORD dwX_Halt +0x30 - DWORD dwY_Halt +0x34 - DWORD dwFlingySpeed +0x38 - DWORD dwUnknown_38_Speed +0x3C - DWORD dwUnknown_3C_Speed +0x48 - WORD wFlingyAcceleration +0x4C - BYTE bPlayerID +0x4D - BYTE bMainOrderID +0x4E - BYTE bMainOrderState +0x4F - BYTE bOrderSignal +0x54 - BYTE bMainOrderTimer +0x55 - BYTE bGroundWeaponCooldown +0x56 - BYTE bAirWeaponCooldown +0x57 - BYTE bSpellCooldown +0x58 - WORD wOrderTargetX +0x5A - WORD wOrderTargetY +0x5C - CUNIT* Target_Order +0x60 - DWORD dwShield +0x64 - WORD wUnitID +0x68 - CUNIT* PlayerPrevious +0x6C - CUNIT* PlayerNext +0x70 - CUNIT* Subunit +0x74 - CORDER* OrderQueueHead +0x78 - CORDER* OrderQueueTail +0x7C - Unknown AI Cloak +0x80 - CUNIT* ConnectedUnit +0x84 - BYTE bNumOfQueuedOrders +0x85 - BYTE bUnknown_85_Order_Timer_Seperate +0x88 - WORD wDisplayedUnitID? +0x8E - BYTE bRankIncrease +0x8F - BYTE bKillCount +0x93 - BYTE bUnknownState? +0x94 - BYTE bCurrentButtonSet +0x98 - WORD wQueue1 +0x9A - WORD wQueue2 +0x9C - WORD wQueue3 +0x9E - WORD wQueue4 +0xA0 - WORD wQueue5 +0xA2 - WORD wEnergy +0xA4 - BYTE bQueueSlot +0xA6 - BYTE bSecondaryOrderID -Cloak, Build, expand creep +0xA8 - WORD bHPGainDuringBuild/Repair? +0xAC - WORD wRemainingBuildTime UNION WORD +0xC0 - BYTE bSpidermineCount +0xC1 - BYTE bUnusedC1 +0xC2 - BYTE bUnusedC2 +0xC3 - BYTE bUnusedC3 CUNIT +0xC0 - CUNIT* Unit_Unknown_1 IF Carrier/Reaver - First Hangar Unit IF Scarab/Interceptor - Parent IF Building - Addon IF Worker - Powerup Carried UNION WORD +0xC4 - WORD wAddonBuildID +0xC6 - WORD wUpgradeResearchTime CUNIT* +0xC4 - CUNIT* Unit_Unknown_2 IF Scarab/Interceptor - Next Unit in Parent Hangar UNION BYTE +0xC8 - BYTE bScarabCount/bTechID +0xC9 - BYTE bInterceptorCount/bUpgradeID +0xCA - BYTE bLarvaSpawnTimer +0xCB - BYTE bIsLanding CUNIT +0xC8 - CUNIT* Unit_Unknown_2 IF Scarab/Interceptor - Previous in Parent's Hangar +0xCC - BYTE b_Unknown -IF Interceptor/Scarab - InHanger? -IF CreepUnit - timer between creep expansions -IF Repairing - decrease mineral timer +0xCD - BYTE bUpgradeLevel +0xCE - BYTE bIsCarryingSomething?/Going to carry something?/Targeting Resources? +0xCF - BYTE bResourceAmount UNION WORD/BYTE +0xD0 - WORD wResourceContained/wPowerupDropTargetX +0xD2 - WORD wPowerupDropTargetY +0xD2 - BYTE bResourceIscript +0xD3 - BYTE bResourceCount? DWORD +0xD0 - CUNIT ResourceTarget/NydusConnected +0xD0 - CSPRITE NukeDot +0xDC - DWORD dwStatus 00000001(0x1) - Is Completed 00000010(0x2) - Is on ground? or is it is unit... 00000100(0x4) - Is in air 00001000(0x8) - Checked for disabled, if it is 00001000, then the unit is disabled(/unpowered?) 00010000(0x10) - Checked for burrowing purposes, if it is 00010000, then the unit is burrowed 00100000(0x20) - Unit is entering a building 01000000(0x40) - unit is entering a transport 10000000(0x80) - 00000001(0x100) - Checked for invisible purposes, if it is 00000001, then the unit requires a detector? 00000010(0x200) - checked for cloak? 00000100(0x400) - deals with doodad states? if set, is disabled 00001000(0x800) - Unit cloaking doesn't need energy decrease 00010000(0x1000) - Unit is in unbreakable code section? Cannot receive orders 00100000(0x2000) - Set by nobrkcodestart 01000000(0x4000) - 10000000(0x8000) - cannot attack if set 00000001(0x10000) 00000010(0x20000) - Is a Building? 00000100(0x40000) 00001000(0x80000) - Unit is Unmovable 00000100(0x4000000) - Invincible 00010000(0x10000000) - Speed upgrade 00100000(0x20000000) - cooldown upgrade 01000000(0x40000000) - +0xE0 - BYTE bResouceType +0xE1 - BYTE bWireframeRandomizer +0xE2 - BYTE bSecondaryOrderState +0xE3 - BYTE bUnknown_E3_Counter_Down +0xEC - CUNIT* CurrentBuildUnit UNION WORD/CUNIT +0xF8 - WORD wRallyX +0xFA - WORD wRallyY +0xFC - CUNIT* RallyUnit CUNIT +0xF8 - CUNIT* PreviousPsiProvider +0xFC - CUNIT* NextPsiProvider +0x100 - DWORD dwPath_Unknown +0x106 - BYTE bUnused_106 +0x107 - BYTE bIsBeingHealed +0x108 - WORD wX_Contours_1_Unknown +0x10A - WORD wY_Contours_1_Unknown +0x10C - WORD wX_Contours_2_Unknown +0x10E - WORD wY_Contours_2_Unknown +0x110 - WORD wRemoveTimer Hallucination, DSwarm, DWeb, Broodling +0x112 - WORD wDMatrixDamage +0x114 - BYTE bDMatrixTimer +0x115 - BYTE bStimTimer +0x116 - BYTE bEnsnareTimer +0x117 - BTYE bLockdownTimer +0x118 - BYTE bIrradiateTimer +0x119 - BYTE bStatisTimer +0x11A - BYTE bPlagueTimer +0x11B - BYTE bIsUnderStorm Used to tell if a unit is under psi storm +0x11C - CUNIT* IrradiatedBy +0x120 - BYTE bIrradiatePlayerID +0x121 - BYTE bParasiteFlags Each bit corrisponds to the player who has parasited this unit +0x122 - BYTE bCycleCounter Runs updates 2 times per sec(about) +0x123 - BYTE bIsBlind +0x124 - BYTE bMaelstromCounter +0x125 - bUnknown_Unreferenced +0x126 - BYTE bAcidSporeCount +0x127 - BYTE bAcidSpore1Time +0x128 - BYTE bAcidSpore2Time +0x129 - BYTE bAcidSpore3Time +0x12A - BYTE bAcidSpore4Time +0x12B - BYTE bAcidSpore5Time +0x12C - BYTE bAcidSpore6Time +0x12D - BYTE bAcidSpore7Time +0x12E - BYTE bAcidSpore8Time +0x12F - BYTE bAcidSpore9Time +0x130 - WORD w3by3OffsetIndex +0x132 - WORD wUnused_1325a +0x134 - DWORD dwUnknown_134_CUNIT_AI +0x138 - WORD wAirStrength(see equation below, 1 if has no air weapon but has a ground) +0x13A - WORD wGroundStrength(see equation below, 1 if has no ground weapon but has an air) +0x13C - DWORD dwTableID_Unknown_1 +0x140 - DWORD dwTableID_Unknown_2 +0x144 - DWORD dwTableID_Unknown_3 +0x148 - DWORD dwTableID_Unknown_4 +0x14C - BYTE bRepulse_Unknown_1 +0x14D - BYTE bRepulse_Unknown_2 +0x14E - BYTE bDriftPosX(mapsizex/1.5 max) +0x14F - BYTE bDriftPosY(mapsizey/1.5 max) ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
|
Remember the game! P.s.: Feldspar.
|
Ya. All that is in the EUDDB.
![]() ![]() ![]() ![]() ![]() ![]() Badlands 128 Minimap Colors I like
Platform 95 Minimap Colors Install 85 Minimap Colors What is this table, you ask? Ashworld 92 Minimap Colors I made images that list all the Jungle 105 Minimap Colors tiles' minimap colors arranged Desert 109 Minimap Colors by tileset groups (i.e. tileset Ice 94 Minimap Colors index.) Twilight 97 Minimap Colors I could make my own SCPM... |