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0x31 — character_collision_setup

Resolves a character, writes collision-related fields, then calls CCharacterManager::GetCharacterCollisionClass and CCharacterCollision::SetupCollisionData.

proven— handler traced, and exercised by at least one shipped script.

At a glance

Opcode0x31 (49)
HandlerCRadiScript::Command_31
SignatureCRadiScript::Command_31(int,SCR_DATA*,unsigned int,unsigned int)
Translation unitr_script_run2.cpp
Address— debug build; click for all 3
Handler size0x4C0 (1216 bytes)
Engine namecharacter_collision_setup
FamilyCharacters
Command size4 + extra_words * 4 bytes

Handler behaviour

Resolves a character, writes collision-related fields, then calls CCharacterManager::GetCharacterCollisionClass and CCharacterCollision::SetupCollisionData.

Encoding

The command header is one 32-bit word, as described in §3 Instruction encoding:

 31            24 23            16 15             8 7              0
+----------------+----------------+----------------+----------------+
|  flags         |  argument byte |  extra words   |  0x31          |
+----------------+----------------+----------------+----------------+

Bits 8–15 give the number of 32-bit operand words that follow. Bits 16–23 are handed to the handler as a bitfield; on character commands bit 0 normally says whether a character selector word is present. Bit 31 is the keep-going bit.

Operand fields

11 documented fields. input fields are read from the command's operand words; derived fields are computed from other fields rather than stored separately.

FieldRoleMeaning
characterinputThe packed 32-bit character selector word. Its low half is the character id and byte 2 is a secondary class/variant input; see character_number and character_variant.
collision_flaginputon sets, off clears one flag in the character's collision record; leave it out to leave the flag as it was. No mapped code reads the flag back, so the name says where it is written, not what it does.
float_0cderivedFloat written to the engine record at offset +0x0c; the field's meaning is not yet named.
float_10derivedFloat written to the engine record at offset +0x10; the field's meaning is not yet named.
float_80inputFloat written to the engine record at offset +0x80; the field's meaning is not yet named.
float_84derivedFloat written to the engine record at offset +0x84; the field's meaning is not yet named.
float_88inputFloat written to the engine record at offset +0x88; the field's meaning is not yet named.
float_arrayinputRaw word introducing the float-array block: float_array_count floats follow.
float_array_countderivedHow many float array entries follow on this line.
float_array_valuesinputThe collision float array written to the record.
yieldderivedPause the script here for one game frame; the next command runs on the following update. Lines without it keep running immediately.

Engine calls

Engine functions this handler was observed calling:

  • CCharacterCollision::SetupCollisionData()
  • CCharacterManager::GetCharacterClass2(int,unsigned int,const CCharacter*,unsigned int)
  • CCharacterManager::GetCharacterCollisionClass(const CCharacter*)
  • CRadiScript::GetCharacterID(unsigned int&,unsigned int&,unsigned int*,SCR_DATA*,unsigned int)

Bit masks

Masks the handler applies to its argument byte or operand words:

0x0001 0x0007 0x0002 0x0004 0x0008 0x0010 0x0020 0x0040 0x0080 0x0100