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Some work toward #83
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rjwut committed Apr 5, 2018
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Showing 1 changed file with 35 additions and 25 deletions.
60 changes: 35 additions & 25 deletions index.html
Original file line number Diff line number Diff line change
Expand Up @@ -1764,30 +1764,35 @@ <h4>Payload</h4>
<dt>ID (int)</dt>
<dd>
<p>
A unique identifier for this beam. Each time a beam is fired, it gets its own ID.
A unique identifier for this beam. Each time a beam is
fired, it gets its own ID.
</p>
</dd>
<dt>Unknown (int)</dt>
<dd>
<p>
In single-bridge games, this value has been observed as 0 for beams fired by
enemies and 1 for beams fired by the player's ship.
Before v2.3.0, observed values included 0, 1, 4, and 8. It
appeared to relate to beams fired by different sides?
</p>
<p>
Starting with v2.3.0, the only observed value thus far is 9.
</p>
</dd>
<dt>Unknown (int)</dt>
<dt>Damage? (int)</dt>
<dd>
<p>
Values of 1200 (for beams from the player's ship) and 100 (for enemy beams) have
been observed.
This is believed to be the amount of damage inflicted by the
beam. Appears to always be a multiple of 100.
</p>
</dd>
<dt>Beam port index (int)</dt>
<dd>
All ships that can fire beams have beam ports. These are defined in
<code>vesselData.xml</code> as <code>&lt;beam_port&gt;</code> entries. This value
gives the index of the beam port on the originating ship that fired the beam. This
value is zero-based; thus, vessels that only have one beam port will always give 0
for this value.
All ships that can fire beams have beam ports. These are
defined in <code>vesselData.xml</code> as
<code>&lt;beam_port&gt;</code> entries. This value gives the
index of the beam port on the originating ship that fired the
beam. This value is zero-based; thus, vessels that only have
one beam port will always give 0 for this value.
</dd>
<dt><a href="#enum-object-type">Origin object type</a> (int)</dt>
<dd>
Expand All @@ -1804,7 +1809,8 @@ <h4>Payload</h4>
<dt>Unknown (int) (v2.3 or later)</dt>
<dd>
<p>
This field is present in v2.3 and later. A value of 0 has been observed.
This field is present in v2.3 and later. A value of 0 has
been observed.
</p>
</dd>
<dt>Origin object ID (int)</dt>
Expand All @@ -1822,34 +1828,38 @@ <h4>Payload</h4>
<dt>Target X coordinate (float)</dt>
<dd>
<p>
The X coordinate (relative to the center of the target) of the impact point. This
is used to determine the endpoint for the beam. A negative value means an impact
on the target's starboard (right) side; a positive value means an impact on the
target's port (left) side.
The X coordinate (relative to the center of the target) of
the impact point. This is used to determine the endpoint for
drawing the beam. A negative value means an impact on the
target's starboard (right) side; a positive value means an
impact on the target's port (left) side.
</p>
</dd>
<dt>Target Y coordinate (float)</dt>
<dd>
<p>
The Y coordinate (relative to the center of the target) of the impact point. This
is used to determine the endpoint for the beam. A negative value means an impact
on the target's ventral (bottom) side; a positive value means an impact on the
target's dorsal (top) side.
The Y coordinate (relative to the center of the target) of
the impact point. This is used to determine the endpoint for
drawing the beam. A negative value means an impact on the
target's ventral (bottom) side; a positive value means an
impact on the target's dorsal (top) side.
</p>
</dd>
<dt>Target Z coordinate (float)</dt>
<dd>
<p>
The Z coordinate (relative to the center of the target) of the impact point. This
is used to determine the endpoint for the beam. A negative value means an impact
on the target's aft (rear) side; a positive value means an impact on the target's
forward (front) side.
The Z coordinate (relative to the center of the target) of
the impact point. This is used to determine the endpoint for
drawing the beam. A negative value means an impact on the
target's aft (rear) side; a positive value means an impact
on the target's forward (front) side.
</p>
</dd>
<dt><a href="#enum-targeting-mode">Targeting mode</a> (int)</dt>
<dd>
<p>
Indicates whether the beam was auto- or manually-fired.
Indicates whether the beam was auto- or manually-fired. If
the beam was auto-fired, the target X/Y/Z will be 0,0,0.
</p>
</dd>
</dl>
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