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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Crus8r</id>
	<title>UFOpaedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Crus8r"/>
	<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/Special:Contributions/Crus8r"/>
	<updated>2026-05-03T10:59:29Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Jet_Harpoon&amp;diff=8638</id>
		<title>Jet Harpoon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Jet_Harpoon&amp;diff=8638"/>
		<updated>2006-09-10T05:29:23Z</updated>

		<summary type="html">&lt;p&gt;Crus8r: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Information ==&lt;br /&gt;
[[Image:JetHarpoon.gif|right]]&lt;br /&gt;
&lt;br /&gt;
The Jet Harpoon fires a high pressure jet propelled harpoon with an armour piercing tip. Normally used by divers for shark hunting and other nasty sea creatures, the harpoons have been adapted as [[X-Com]]&#039;s standard issue underwater rifle. They can be fired both in and out of water with no loss in power or accuracy. &lt;br /&gt;
&lt;br /&gt;
The Jet Harpoon is equipped with an automatic harpoon loader, allowing for a rapid firing three round burst. Extended use of automatic fire will rapidly deplete the Jet Harpoon&#039;s 10 harpoon magazine. &lt;br /&gt;
&lt;br /&gt;
Because the aliens in the second invasion have tougher hides than their predecessors, the Jet Harpoon does not come off as being a powerful weapon. Nonetheless, it has sufficient stopping power to defeat most of the earlier alien races that you&#039;ll meet, such as [[Aquatoid]]s and [[Gillman|Gillmen]]. &lt;br /&gt;
&lt;br /&gt;
The [[Gauss Pistol]] and the [[Gauss Rifle]] quickly outmode the Jet Harpoons. Given sufficient funds, it is highly recommended that Jet Harpoon be replaced with a gauss weapon as the standard issue &#039;cheap&#039; weapon. [[Gas Cannon]]s are also good Jet Harpoon replacements for strong aquanauts.&lt;br /&gt;
&lt;br /&gt;
==Weapon Statistics==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jet Harpoon&#039;&#039;&#039;&lt;br /&gt;
* Size: 3 high x 1 wide&lt;br /&gt;
* Firing Accuracy:&lt;br /&gt;
** 40% Auto&lt;br /&gt;
** 60% Snapshot&lt;br /&gt;
** 90% Aimed&lt;br /&gt;
* Firing Cost:&lt;br /&gt;
** 40% Auto&lt;br /&gt;
** 35% Snapshot&lt;br /&gt;
** 70% Aimed&lt;br /&gt;
* Buy Cost: $3,000&lt;br /&gt;
&lt;br /&gt;
==Ammo Statistics==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harpoon Clip&#039;&#039;&#039;&lt;br /&gt;
* Size: 1 high x 1 wide&lt;br /&gt;
* Damage: 32 Armour Piercing&lt;br /&gt;
* Ammo Capacity: 10&lt;br /&gt;
* Buy Cost: $200&lt;br /&gt;
&lt;br /&gt;
==USOpaedia==&lt;br /&gt;
* This aqua-rifle is accurate and powerful, firing hollow steel harpoons from sealed packs of 10. Each harpoon has its own gas reservoir.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Weapons_(Tftd)|Weapons]]&lt;/div&gt;</summary>
		<author><name>Crus8r</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UNITREF.DAT&amp;diff=8537</id>
		<title>UNITREF.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UNITREF.DAT&amp;diff=8537"/>
		<updated>2006-09-02T02:50:18Z</updated>

		<summary type="html">&lt;p&gt;Crus8r: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UNITREF.DAT has a row width of 124 bytes. Bytes are unsigned, except for Missions and Kills. Some bytes represent bitfields. There are 80 records (not all of them necessarily used) for a fixed file size of 9,920 bytes. The same format is used by the files [[UNIREF.DAT]] and [[UNIREF2.DAT]]. These are images of UNITREF.DAT saved in [[Saved_Game_Files#Missdat_Files|MISSDAT]] as of, respectively, the beginning of the last &amp;quot;live&amp;quot; combat game (i.e., not loaded from a savegame) and the last finished combat.&lt;br /&gt;
&lt;br /&gt;
It&#039;s true, you can have a negative number of missions and kills. Just hack the 16th (high) bit to 1, and you&#039;ll see a negative number in the stats display (back at base - you can&#039;t see these values in the battlescape). Of course, 2&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt; equals 32,768, an unlikely number even for us diehards.  &amp;amp;#9786; I&#039;m sure the programmers were just trying to allow values &amp;gt;255, and grabbed a signed integer off the shelf.&lt;br /&gt;
&lt;br /&gt;
Values are presented according to byte offset (0 to 123) followed by the equivalent hex offset (00 to 7B) in &amp;lt;b&amp;gt;bold&amp;lt;/b&amp;gt;. Let us know what else you can find!!&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
&#039;&#039;&#039;0 / 00:&#039;&#039;&#039; Type of unit. Unit scream and movement sound effects are based on this and gender. Gender and flying abilities affect the sprites as well. Not turrets. Specifically: [53] &amp;amp; [54] (weapons in hands), [115] (gender) and [120] (other flags) affect the final screen image. If the unit is a large unit, this will also determine the appearance of the last three quarters of the unit. This does NOT affect: the flying ability of the unit, the soldier image in the inventory screen, or the special abilities for certain aliens.&lt;br /&gt;
   0: Male/female unarmored X-COM soldier&lt;br /&gt;
   1: Male/female personal armor soldier&lt;br /&gt;
   2: Power/flying suit soldier&lt;br /&gt;
   3: Tank&lt;br /&gt;
   4: Sectoid&lt;br /&gt;
   5: Snakeman&lt;br /&gt;
   6: Etheral&lt;br /&gt;
   7: Muton&lt;br /&gt;
   8: Floater&lt;br /&gt;
   9: Celatid&lt;br /&gt;
  10: Silacoid&lt;br /&gt;
  11: Chryssalid&lt;br /&gt;
  12: Reaper&lt;br /&gt;
  13: Sectopod&lt;br /&gt;
  14: Cyberdisc&lt;br /&gt;
  15: Male civilian&lt;br /&gt;
  16: Female civilian&lt;br /&gt;
  17: Zombie&lt;br /&gt;
  18: Not sure, but it made the sound of a tank? Don&#039;t use.&lt;br /&gt;
 255: Unused&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 / 01:&#039;&#039;&#039; Inventory paper doll image. File &amp;quot;UFOGRAPH\MAN_&amp;quot;+(char)(value + 48)+&amp;quot;.SPK&amp;quot; will be used as the inventory sprite, unless the value is 0 or 1. In those cases, unitref[115] and unitref[116] are used to determine the picture.&lt;br /&gt;
 0: No armor.&lt;br /&gt;
 1: Personal armour.&lt;br /&gt;
 2: Power suit.&lt;br /&gt;
 3: Flying suit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 / 02:&#039;&#039;&#039; Bitflags. &amp;lt;i&amp;gt;NKF:&amp;lt;/i&amp;gt; Seems to be consistent with different character models. &#039;&#039;MTR:&#039;&#039; I pulled those out of Hobbes&#039; savegame (see Note 4). There seems to be some differences. Could it be a dynamic byte instead of e.g. static relative to model or whatever?&lt;br /&gt;
      &amp;lt;u&amp;gt;87654321&amp;lt;/u&amp;gt;&lt;br /&gt;
 &amp;lt;i&amp;gt;NKF:&amp;lt;/i&amp;gt; 00100100   36 Floater&lt;br /&gt;
      10000000  128 Personal armour&lt;br /&gt;
      10001100  140 Power suit/flying suits&lt;br /&gt;
      11101000  232 Reaper&lt;br /&gt;
  &#039;&#039;BB:&#039;&#039; 00010000   16 Hovertank/Plasma&lt;br /&gt;
      00111000   56 Psi unlocked soldier in flying suit&lt;br /&gt;
      00110000   48 Psi locked soldier in kevlar&lt;br /&gt;
      01010000   80 Aliens&lt;br /&gt;
      01010100   84 Cyberdisc&lt;br /&gt;
 &#039;&#039;MTR:&#039;&#039; 00000100    4 Celatid&lt;br /&gt;
      00100100   36 Chryssalid, Civvie, Ethereal, Floater, Muton, Snakeman, &lt;br /&gt;
      11011100  220 Sectoid                          PA Soldier, Tank/Laser&lt;br /&gt;
      11111000  248 Silacoid       &lt;br /&gt;
      &lt;br /&gt;
      (  1) 1: ?&lt;br /&gt;
      (  2) 2: ?&lt;br /&gt;
      (  4) 3: Common to Cyberdiscs&lt;br /&gt;
      (  8) 4: Common to flying suits&lt;br /&gt;
      ( 16) 5: Common to all units&lt;br /&gt;
      ( 32) 6: Common to X-COM troopers&lt;br /&gt;
      ( 64) 7: Common to all enemies&lt;br /&gt;
      (128) 8: ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 / 03:&#039;&#039;&#039; Bitflags:&lt;br /&gt;
      &amp;lt;u&amp;gt;87654321&amp;lt;/u&amp;gt;&lt;br /&gt;
 &#039;&#039;NKF:&#039;&#039; 00101110  46 Pers. armor&lt;br /&gt;
      10000101 133 Floater&lt;br /&gt;
      10111111 191 PS/FS&lt;br /&gt;
      11101100 236 Reaper&lt;br /&gt;
  &#039;&#039;BB:&#039;&#039; 00100100  36 Psi locked soldier in kevlar&lt;br /&gt;
      01010000  80 Hovertank/Plasma&lt;br /&gt;
      10000001 129 Cyberdisc&lt;br /&gt;
      10100101 165 Aliens&lt;br /&gt;
      10110101 181 Psi unlocked soldier in flying suit&lt;br /&gt;
 &#039;&#039;MTR:&#039;&#039; 00000000   0 Chryssalid     &#039;&#039;- from Hobbes&#039; savegame&#039;&#039;&lt;br /&gt;
      00000100   4 Celatid&lt;br /&gt;
      00100000  32 Floater&lt;br /&gt;
      00110000  48 Muton, Snakeman, Tank/Laser&lt;br /&gt;
      01110101 117 Sectoid&lt;br /&gt;
      10100000 160 Ethereal&lt;br /&gt;
      10110000 176 Civilian, PS (Power Suit) Soldier&lt;br /&gt;
     &lt;br /&gt;
      (  1) 1: ?&lt;br /&gt;
      (  2) 2: ?&lt;br /&gt;
      (  4) 3: Small units&lt;br /&gt;
      (  8) 4: ?&lt;br /&gt;
      ( 16) 5: Flying X-COM units&lt;br /&gt;
      ( 32) 6: Small units&lt;br /&gt;
      ( 64) 7: ?&lt;br /&gt;
      (128) 8: ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 / 04:&#039;&#039;&#039; Possible bitflags.&lt;br /&gt;
      &amp;lt;u&amp;gt;87654321&amp;lt;/u&amp;gt;&lt;br /&gt;
 &#039;&#039;NKF:&#039;&#039; 10010001 145 PS/FS&lt;br /&gt;
      10011011 155 PA Soldier, Floater, Reaper&lt;br /&gt;
  &#039;&#039;BB:&#039;&#039; 01100001  97 Hovertank/Plasma, Psi unlocked soldier in flying suit&lt;br /&gt;
      01100010  98 Psi locked soldier in kevlar, Cyberdisc, Aliens&lt;br /&gt;
 &#039;&#039;MTR:&#039;&#039; 00100000  32 Silacoid       &#039;&#039;- Hobbes&#039; game&lt;br /&gt;
      00100100  36 Celatid, PA Soldier, Tank/Laser&lt;br /&gt;
      00100101  37 Civilian, Muton, Snakeman&lt;br /&gt;
      01010011  83 Sectoid&lt;br /&gt;
      01011111  95 Chryssalid, Ethereal, Floater&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 / 05:&#039;&#039;&#039; Flags 1 for units in play, 0 otherwise. Possible bitflags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 / 06:&#039;&#039;&#039; Possible bitflags.&lt;br /&gt;
      &amp;lt;u&amp;gt;87654321&amp;lt;/u&amp;gt;&lt;br /&gt;
 &#039;&#039;NKF:&#039;&#039; 00000000   0 Reaper&lt;br /&gt;
      00010000  16 Pers. armor&lt;br /&gt;
      00100000  32 PS/FS&lt;br /&gt;
      01010000  80 Floater&lt;br /&gt;
  &#039;&#039;BB:&#039;&#039; 01000000  64 Psi unlocked soldier in flying suit&lt;br /&gt;
      01010000  80 Hovertank/Plasma&lt;br /&gt;
      11000100 196 Aliens&lt;br /&gt;
      11010100 212 Cyberdisc&lt;br /&gt;
      11101000 232 Psi locked soldier in kevlar&lt;br /&gt;
 &#039;&#039;MTR:&#039;&#039; 00000100   4 Chryssalid      &#039;&#039;  - Hobbes&#039; game&#039;&#039;&lt;br /&gt;
      01000000  64 Floater&lt;br /&gt;
      10000100 132 Muton&lt;br /&gt;
      10000100 132 Snakeman&lt;br /&gt;
      10010100 148 Ethereal&lt;br /&gt;
      10011000 152 Tank/Laser&lt;br /&gt;
      10011100 156 Soldier psi locked in a power suit&lt;br /&gt;
      10101000 168 Celatid&lt;br /&gt;
      10101100 172 Sectoid&lt;br /&gt;
      11011000 216 Civilian&lt;br /&gt;
      11100100 228 Silacoid&lt;br /&gt;
      &lt;br /&gt;
      (  1) 1: ?&lt;br /&gt;
      (  2) 2: ?&lt;br /&gt;
      (  4) 3: Enemies&lt;br /&gt;
      (  8) 4: ?&lt;br /&gt;
      ( 16) 5: Large units&lt;br /&gt;
      ( 32) 6: ?&lt;br /&gt;
      ( 64) 7: Always flagged?&lt;br /&gt;
      (128) 8: ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7 / 07:&#039;&#039;&#039; &amp;lt;i&amp;gt;NKF:&amp;lt;/i&amp;gt; resistance modifers?&lt;br /&gt;
      &amp;lt;u&amp;gt;87654321&amp;lt;/u&amp;gt;&lt;br /&gt;
  &#039;&#039;BB:&#039;&#039; 00000000   0 Hovertank/Plasma&lt;br /&gt;
      00010000  16 Cyberdisc&lt;br /&gt;
      00010001  17 Psi unlocked flying suit troopers&lt;br /&gt;
      00101011  43 Sectoid&lt;br /&gt;
      00101101  45 Psi locked kevlar troopers&lt;br /&gt;
 &#039;&#039;MTR:&#039;&#039; 01001110  78 Chryssalid, Floater    &#039;&#039;- Hobbes&#039; game&#039;&#039;&lt;br /&gt;
      01111011 123 Tank/Laser&lt;br /&gt;
      01111100 124 PA Soldier &lt;br /&gt;
      01111101 125 Sectoid&lt;br /&gt;
      01111110 126 Civilian&lt;br /&gt;
      11001011 203 Ethereal&lt;br /&gt;
      11011111 223 Celatid, Silacoid&lt;br /&gt;
      11111011 251 Muton, Snakeman&lt;br /&gt;
      &lt;br /&gt;
      (  1) 1: Small units&lt;br /&gt;
      (  2) 2: Small aliens&lt;br /&gt;
      (  4) 3: Psi locked kevlar troopers&lt;br /&gt;
      (  8) 4: ?&lt;br /&gt;
      ( 16) 5: ?&lt;br /&gt;
      ( 32) 6: ?&lt;br /&gt;
      ( 64) 7: ?&lt;br /&gt;
      (128) 8: ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;8 / 08:&#039;&#039;&#039; Same for all units? (171) (11000011)&lt;br /&gt;
      &amp;lt;u&amp;gt;87654321&amp;lt;/u&amp;gt;&lt;br /&gt;
 &#039;&#039;MTR:&#039;&#039; 00010011  19 Celatid, Silacoid   &#039;&#039;- from Hobbes&#039;&#039;&lt;br /&gt;
      00011110  30 Civilian, Muton, Snakeman, PA Soldier, Tank/Laser&lt;br /&gt;
      01001110  78 Sectoid&lt;br /&gt;
      01011001  89 Chryssalid, Ethereal, Floater&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;9 / 09:&#039;&#039;&#039; Always 0?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10 / 0A:&#039;&#039;&#039; Unit facing. Does NOT control HWP turret direction; see [024].&lt;br /&gt;
   0: North     (up right)&lt;br /&gt;
   1: Northeast (right)&lt;br /&gt;
   2: East      (down right)&lt;br /&gt;
   3: Southeast (down)&lt;br /&gt;
   4: South     (down left)&lt;br /&gt;
   5: Southwest (left)&lt;br /&gt;
   6: West      (up left)&lt;br /&gt;
   7: Northwest (up)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11 / 0B:&#039;&#039;&#039; Always 0?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;12 / 0C:&#039;&#039;&#039; Current TUs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;13 / 0D:&#039;&#039;&#039; Current Health&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;14 / 0E:&#039;&#039;&#039; Current Stun level &#039;&#039;how much falloff of paralysis every turn? What determines it?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;15 / 0F:&#039;&#039;&#039; Current Energy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;16 / 10:&#039;&#039;&#039; Current Reactions  &#039;&#039;NKF: affected by health percentage&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;17 / 11:&#039;&#039;&#039; Strength&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;18 / 12:&#039;&#039;&#039; Current Front Armour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;19 / 13:&#039;&#039;&#039; Current Left Armour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;20 / 14:&#039;&#039;&#039; Current Right Armour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;21 / 15:&#039;&#039;&#039; Current Rear Armour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;22 / 16:&#039;&#039;&#039; Current Under Armour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;&amp;quot;Base&amp;quot; means the original (total) value (as carried forward from geoscape) - Also see Note 1 re: Base soldier stat values.&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;23 / 17:&#039;&#039;&#039; Base Firing accuracy. Current value = this * [013]/[026] (percent health)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;24 / 18:&#039;&#039;&#039; Base Throwing accuracy. Current value = this * [013]/[026] (percent health)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Tanks (turreted units?) always have 0 throwing accuracy. They use this for turret facing, relative to unit facing. 0 means it&#039;s facing forwards. Additional values are clockwise increments; see [010].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;25 / 19:&#039;&#039;&#039; Base TUs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;26 / 1A:&#039;&#039;&#039; Base Health&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;27 / 1B:&#039;&#039;&#039; Base Energy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;28 / 1C:&#039;&#039;&#039; Base Reactions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;29 / 1D:&#039;&#039;&#039; Base Front Armour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;30 / 1E:&#039;&#039;&#039; Base Left Armour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;31 / 1F:&#039;&#039;&#039; Base Right Armour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;32 / 20:&#039;&#039;&#039; Base Rear Armour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;33 / 21:&#039;&#039;&#039; Base Under Armour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;34 / 22:&#039;&#039;&#039; Always 0?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;35 / 23:&#039;&#039;&#039; Energy to recharge each turn. Equals recruit initial TUs/3 ([[SOLDIER.DAT]] byte 43, not total base TUs). This is a signed byte. See [[TU]]s. &#039;&#039;BombBloke: Is this affected by damage?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;36 / 24:&#039;&#039;&#039; Always 0?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;37 / 25:&#039;&#039;&#039; Psi skill. Psi stats not displayed/usable until this is greater then 0.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;38 / 26:&#039;&#039;&#039; Item to create when unit is unconcious/dead (index into obdata.dat).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;NKF:&amp;lt;/i&amp;gt; If you set this value to that of a usable item, the item that is created in place of the unconscious or dead soldier can be used like the ordinary item. Elerium pods, for example, can be recovered for 50 elerium each after the battle. Weapons can be used as you normally use them, etc.&lt;br /&gt;
&lt;br /&gt;
For unconscious &#039;units&#039;, the item will be treated as the unconscious body - it will retain the name of the unconscious unit when looked at via the inventory screen. Picking up and using the &#039;item&#039; will work, but when the unit wakes up, the &#039;item&#039; image in the soldier&#039;s hands is not cleared, even though the item no longer &#039;exists&#039; in the soldier&#039;s hands. Using this &#039;item&#039; will just crash the battlescape.&lt;br /&gt;
&lt;br /&gt;
Actually, I do not even want to think about what would happen if you &#039;prime&#039; a grenade/stunned body.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;39 / 27:&#039;&#039;&#039; &amp;quot;Soldier value&amp;quot; a.k.a. victory points. You gain (or lose, as the case may be) score at the end of combat according to this value when the unit dies.&lt;br /&gt;
*For X-COM units: A soldier with 42 will be worth -42 points if killed. Note this doesn&#039;t seem to apply if the soldier is killed when unconscious. The soldier just vanishes.&lt;br /&gt;
*For aliens: A commander with 35 will give you +35 points if killed.&lt;br /&gt;
*This value is the same as [[SOLDIER.DAT]] bytes 15-16 (a Word) and equals: &lt;br /&gt;
    20 + Missions + Rank Bonus&lt;br /&gt;
    &lt;br /&gt;
    with Rank Bonus as follows: SGT +1, CPT +3, COL +6, CDR +10&lt;br /&gt;
Note that although this equation holds true, the value is not actually computed per se. Instead, 1 is added directly to it each mission, as is a rank-bonus delta if you advance (e.g. COL to CDR, delta +4). In other words, hacking the Missions or Rank fields does not affect this value.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;40 / 28:&#039;&#039;&#039; Index into [[SOLDIER.DAT]], so game knows what to update. 255 = does not belong to anyone (i.e., it&#039;s not a soldier). &#039;&#039;NKF: This byte is critical for player controlled units. If this doesn&#039;t refer to anything, the unit ceases to exist at the end of the game. If it points to a valid soldier entry in soldier.dat, the soldier.dat entry will be updated.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;41 / 29:&#039;&#039;&#039; &#039;&#039;BombBloke:&#039;&#039; Something to do with large units. Changes during gameplay. Have seen values of 2, 3, 5, 6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;42 / 2A:&#039;&#039;&#039; Rank. Affects morale loss and interface icon (hull for tanks). Only X-COM troopers display rank icons.&lt;br /&gt;
    &amp;lt;u&amp;gt;X-COM&amp;lt;/u&amp;gt;&lt;br /&gt;
      0: Rookie   &#039;&#039;Civvies are 0 too&#039;&#039;&lt;br /&gt;
      1: Squaddie&lt;br /&gt;
      2: Sergeant&lt;br /&gt;
      3: Captain&lt;br /&gt;
      4: Colonel&lt;br /&gt;
      5: Commander&lt;br /&gt;
    255: Dead/unused&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;u&amp;gt;Aliens&amp;lt;/u&amp;gt;&lt;br /&gt;
      1: Commander&lt;br /&gt;
      2: Leader&lt;br /&gt;
      3: Engineer&lt;br /&gt;
      4: Medic&lt;br /&gt;
      5: Navigator&lt;br /&gt;
      6: Soldier&lt;br /&gt;
      7: Terrorist&lt;br /&gt;
    255: Dead/unused&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;u&amp;gt;Hull shape for X-COM tanks:&amp;lt;/u&amp;gt;&lt;br /&gt;
      0: Treaded&lt;br /&gt;
      1: Hover&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;43 / 2B:&#039;&#039;&#039; 0 or 1? In Hobbes&#039; savegame, civvies and sectoids are 1. All others are 0 (soldiers, aliens, terrorists, tank).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;MTR: If the next byte is &amp;quot;aggression&amp;quot;, and civvies and sectoids have a 1 here, could this be &amp;quot;cowardliness&amp;quot;? Likelihood to panic; to do something dumb/random? We&#039;ve all seen civvies running around in a mad / random panic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;44 / 2C:&#039;&#039;&#039; Alien aggression. The higher it is, the less likely an alien will take cover. Maximum of 2.  &#039;&#039;MTR: This is true for aliens in Hobbes game, but soldiers have values from 4 to 254. Garbage? Delete this comment if so.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;45 / 2D:&#039;&#039;&#039; Used to calculate energy loss when walking or turning: TUs used / 2^value. See [[Energy#Usage]].  &#039;&#039;In Hobbes game, many aliens are 0 and all soldiers are 1, but a dozen aliens have higher values ranging all the way up to 112! Garbage and/or the game doesn&#039;t care if they are garbage?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;46 / 2E:&#039;&#039;&#039; HWP turret image. Only used (and only appears) if unit type [00]=3 (X-COM tanks):&lt;br /&gt;
    0: Cannon&lt;br /&gt;
    1: Rocket&lt;br /&gt;
    2: Laser&lt;br /&gt;
    3: Plasma&lt;br /&gt;
    4: Blaster&lt;br /&gt;
    5,6: ? Blanks&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; For non-tanks, this controls the inventory layout. &#039;&#039;Only&#039;&#039; 0 and 1 are valid. 0 is the standard layout seen on all soldiers. 1 is an alternate layout that may have been intended for custom tank equipment. Larger values only crash the game due to missing files. Also see [113] and [117].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;47 / 2F:&#039;&#039;&#039; This is a direct copy of offset[48] from the MCD record (see [[TERRAIN]]) of the tile the unit is standing on. A signed byte.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;48 / 30:&#039;&#039;&#039; Size or height? (Weight??) Also see [52].&lt;br /&gt;
   2: Sectoids&lt;br /&gt;
   3: Soldiers, Celatids, Chryssalids, Civvies, Ethereals,&lt;br /&gt;
      Floaters, Mutons, Snakemen&lt;br /&gt;
   4: Cyberdisc, Hovertank/Plasma, Reapers, Sectopods, Tank/Laser&lt;br /&gt;
   5: Silacoid&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;49 / 31:&#039;&#039;&#039; [[height|Standing height]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;50 / 32:&#039;&#039;&#039; [[height|Kneeling height]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;51 / 33:&#039;&#039;&#039; Floating height. A unit &#039;floats&#039; this high above the ground, thus allowing shots to fly underneath. The heighest point of a unit can be found by adding this to the units height stat. &amp;lt;i&amp;gt;Does this have an effect on explosive damage?&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;52 / 34:&#039;&#039;&#039; &#039;&#039;In Hobbes game, this looks &amp;lt;b&amp;gt;exactly&amp;lt;/b&amp;gt; like [48]. NKF says reapers and sectopods got a 4 (here at [52]) so I&#039;m copying reapers and sectopods back into [48] although they have yet to be tested there.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;What&#039;s so important about this field that they duplicated it?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;53 / 35&#039;&#039;&#039; and &#039;&#039;&#039;54 / 36:&#039;&#039;&#039; Image index for item in left and right hand, respectively. 255 for none. Indexes into obdata.dat, not obpos.dat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NKF:&#039;&#039; If there is no item in the unit&#039;s hands, but these bytes are set, the &#039;image&#039; that represents the item will still be displayed in the battlescape. If these phantom items are clicked on, the game crashes. If the image is not the right type for the real item in hand, the ammo count doesn&#039;t get displayed. Otherwise, it&#039;ll work as normal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;55 / 37:&#039;&#039;&#039; Possible bitflags.&lt;br /&gt;
      &amp;lt;u&amp;gt;87654321&amp;lt;/u&amp;gt;&lt;br /&gt;
  &#039;&#039;BB:&#039;&#039; 00000001  1 Kevlar, Sectoid&lt;br /&gt;
      00000011  3 Flying suit&lt;br /&gt;
      00000100  4 Hovertank/Plasma&lt;br /&gt;
      00001100  6 Cyberdisc&lt;br /&gt;
 &#039;&#039;MTR:&#039;&#039; 00000001  1 Celatid, Civ, Floater, Sectoid      &#039;&#039;- from Hobbes&#039;&#039;&lt;br /&gt;
      00000011  3 PA Soldiers&lt;br /&gt;
      00000100  4 Tank/Laser&lt;br /&gt;
      00000110  6 Ethereal&lt;br /&gt;
      00000111  7 Muton, Snakeman&lt;br /&gt;
      00001000  8 Silacoid&lt;br /&gt;
      00001001  9 Chryssalid&lt;br /&gt;
   &lt;br /&gt;
      (  1) 1: Small unit&lt;br /&gt;
      (  2) 2: Small X-Com units with flying suits&lt;br /&gt;
      (  4) 3: Large unit&lt;br /&gt;
      (  8) 4: Large enemy unit&lt;br /&gt;
      ( 16) 5: ?&lt;br /&gt;
      ( 32) 6: ?&lt;br /&gt;
      ( 64) 7: ?&lt;br /&gt;
      (128) 8: ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;56 / 38:&#039;&#039;&#039; [[Melee Accuracy]] ([[SOLDIER.DAT]] bytes 50 (initial) &amp;amp; 60 (increase) added together)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;57 / 39:&#039;&#039;&#039; [[Psi Strength]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;58 / 3A:&#039;&#039;&#039; Current [[Morale]]. Base morale is hardcoded to 100.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;59 / 3B:&#039;&#039;&#039; [[Bravery]] = 110 - (10 * value)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;60 / 3C:&#039;&#039;&#039; &#039;&#039;BombBloke:&#039;&#039; Always 0? &#039;&#039;NKF:&#039;&#039; Possibly part of 61 and 62, or somesuch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;61 / 3D:&#039;&#039;&#039; Unitref[062] will increment by this amount whenever the unit moves.&lt;br /&gt;
   3: Sectiod                                    &#039;&#039;- Hobbes&#039;&#039;&lt;br /&gt;
   4: Soldiers, civs, and all other aliens (but Hobbes had no Large aliens)&lt;br /&gt;
  30: Tank/Laser&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;62 / 3E:&#039;&#039;&#039; Visibility via motion scanner. The bigger it is, the bigger the blip. Test this one out for values.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;63 / 3F:&#039;&#039;&#039; Number of [[Fatal Wounds]] to head.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;64 / 40:&#039;&#039;&#039; Number of fatal wounds to torso.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;65 / 41:&#039;&#039;&#039; Number of fatal wounds to right arm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;66 / 42:&#039;&#039;&#039; Number of fatal wounds to left arm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;67 / 43:&#039;&#039;&#039; Number of fatal wounds to right leg.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;68 / 44:&#039;&#039;&#039; Number of fatal wounds to left leg.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;69 / 45&#039;&#039;&#039; and &#039;&#039;&#039;70 / 46:&#039;&#039;&#039; Aliens only? These are indexes into [[ROUTES.DAT]]. To start with, aliens will be located at the same position as the node indicated by byte 69. I&#039;ve yet to track down exactly as to how these two bytes function throughout the rest of the battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;71 / 47:&#039;&#039;&#039; &#039;&#039;NKF:&#039;&#039; Always 16 for XCom units, 1 for cyberdisc, 0 for others?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;72 / 48:&#039;&#039;&#039; Always 0? May be paired with [71].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;73 / 49:&#039;&#039;&#039; Intelligence. Rated from 2 - 8. Indicates for how many turns the alien will know the location of spotted soldiers. &#039;&#039;Hey - why do humans have zero intelligence? :(&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;74 / 4A:&#039;&#039;&#039; &#039;&#039;NKF:&#039;&#039; Could be the unit spotted icon identifier? Could point to visible enemy units?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;MikeTheRed:&#039;&#039; XCOMs always have 0, but Mutons have values of 0-3 (usually 0 or 2, and often fluctuating) in a firing squad situation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;75 / 4B:&#039;&#039;&#039; Always 0?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;76-77 / 4C-4D:&#039;&#039;&#039; Mission count. Signed integer (low byte, high byte) also found in [[SOLDIER.DAT]]  &#039;&#039;MTR: Wonder why they bothered to put this in Unitref since this will never change &#039;&#039;&#039;during&#039;&#039;&#039; a mission; compare how soldier stats are actually read from SOLDIER (not UNITREF) on return to geoscape. Is Missions shown anywhere on the combatscape?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;78-79 / 4E-4F:&#039;&#039;&#039; Kill count. Signed integer (low byte, high byte) also found in [[SOLDIER.DAT]]. Number of kills this unit has made for ALL missions, not just this one. This one &#039;&#039;&#039;can&#039;&#039;&#039; vary &amp;quot;unpredictably&amp;quot; and thus is the only byte known to directly carry forward into the geoscape / Soldier.Dat!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;80 / 50:&#039;&#039;&#039; [[Reactions]] experience counter, for number of reaction shots. It doesn&#039;t matter if they hit the target; reactions still count. &amp;lt;b&amp;gt;See Note 2 re: Experience counters.&amp;lt;/b&amp;gt; (Also note: Aliens do not use experience counters.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NKF:&#039;&#039; Where does death by fire (overexposure rather than incendiary shell impact) fit into the experience counters? It becomes a non-assigned kill, I guess, like death by wounds, or death by a grenade that hasn&#039;t got an owner?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;81 / 51:&#039;&#039;&#039; [[Firing Accuracy]] experience counter, for number of hits on an enemy (lethal or not, grenades or bullets). Each Autoshot hit counts as 1, so you can get 3 hits from one Autoshot burst. Likewise, grenades and blaster bombs can hit multiple targets with one explosion. Also, if you miss the intended target but hit a different alien, it still counts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;82 / 52:&#039;&#039;&#039; [[Melee Accuracy]] experience counter, for number of times stun rod has been used (not stun bombs).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;83 / 53:&#039;&#039;&#039; [[Throwing Accuracy]] experience counter, for number of times unit has thrown any object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psi_Skill_Experience_Counter&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&#039;&#039;&#039;84 / 54:&#039;&#039;&#039; [[Psi Skill]] experience counter, for number of psi attacks performed. 1 is added if attempt was unsuccessful, 3 if it was successful. Note: if this value goes over 255, all psi experience is lost. That&#039;s 85 successful psis (255/3). So be careful of marathon psi&#039;ing (a minimum of 43 turns at 2 psis/turn, 29 turns at 3/turn).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;85 / 55:&#039;&#039;&#039; [[Bravery]] experience counter, for number of times unit has &#039;&#039;resisted&#039;&#039; panicking, despite Morale &amp;lt; 50.  Being mind-controlled, panicking, or going berserk does &#039;&#039;not&#039;&#039; increase this stat -- although Panic Unit attacks will reduce Morale to the point where panic checks will be performed by the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;86-111 / 56-6F:&#039;&#039;&#039;  Unit&#039;s &amp;lt;b&amp;gt;Name&amp;lt;/b&amp;gt;. Standard string ended by null byte. The rest can hold garbage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;112 / 70:&#039;&#039;&#039; 0; sometimes 1 for aliens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;113 / 71:&#039;&#039;&#039; If 1, then you can&#039;t use the inventory button. Used for tanks.&lt;br /&gt;
Aliens don&#039;t use this, but their button disables anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;BombBloke:&#039;&#039; This is the only way to access tank inventories.&lt;br /&gt;
*Tank/Cannon has a normal inventory and uses man_1m0.spk.&lt;br /&gt;
*Tank/Rocket Launcher has a different layout and uses man_1m0.spk.&lt;br /&gt;
*Tank/Laser Cannon uses man_œ.spk, which doesn&#039;t exist normally. Providing this file still crashes.&lt;br /&gt;
*Hovertank/Plasma simply crashes.&lt;br /&gt;
*Hovertank/Launcher simply crashes.&lt;br /&gt;
&lt;br /&gt;
Also see [46] and [117].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;114 / 72:&#039;&#039;&#039; If not 0, then unit is on fire, and will (presumably) burn for this amount of turns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;115 / 73:&#039;&#039;&#039; Gender: 0 = male, 1 = female.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;116 / 74:&#039;&#039;&#039; Hair/skin colour (for inventory; all other units = 0):&lt;br /&gt;
   0: Blond caucasian&lt;br /&gt;
   1: Brunette caucasian&lt;br /&gt;
   2: Asian&lt;br /&gt;
   3: Black&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;117 / 75:&#039;&#039;&#039; Turret weapon. Over-rides hand held weapon. Turret images are not centered; that would be impossible because they aren&#039;t all &#039;objects&#039; (e.g. Celatid). &#039;&#039;(Mix of notes by BB and NKF)&#039;&#039;&lt;br /&gt;
                                                          F.A.  TUs        F.A.  TUs&lt;br /&gt;
      0: HWP cannon (bigobs[40])....................Aimed  90%  80%   Snap  60%  33%&lt;br /&gt;
      1: HWP rocket (bigobs[42])....................Aimed 115%  75%   Snap  55%  45%&lt;br /&gt;
      2: HWP laser (bigobs[54]).....................Aimed  85%  75%   Snap  50%  33%&lt;br /&gt;
      3: HWP plasma cannon (bigobs[43]).............Aimed 100%  60%   Snap  86%  30%&lt;br /&gt;
      4: HWP blaster (bigobs[43]) (looks like ordinary cannon?)......Aimed 120%  80%&lt;br /&gt;
      5: Celatid plasma cannon (bigobs[38]).........Aimed 110%  60%   Snap  75%  30%&lt;br /&gt;
      6: Cyberdisc plasma cannon (bigobs[34]).......Aimed 110%  60%   Snap  75%  30%&lt;br /&gt;
      7: Sectopod Laser* cannon (bigobs[34])as cyberdisk, above, plus Auto  50%  35%&lt;br /&gt;
     22: Invalid - Incredibly powerful armour piercing shell. Overpowering.&lt;br /&gt;
    255: Unused&lt;br /&gt;
Note: This item will take precendence over any item carried in the hand slots. It can be installed on non-tanks, but then the unit won&#039;t be able to use any carried weapons or items. This weapon is NOT affected by the kneeling modifier, but it is affected by the current unit&#039;s accuracy stat. Also note, this byte does NOT determine the turret image for HWPs in the battlescape.&lt;br /&gt;
&lt;br /&gt;
[*]The damage type for the Sectopod is indeed set to (3)laser in the executable! Graphical/sound effects of a turret weapon is set there as well, via a reference to a weapon in OBDATA.DAT (HWP Cannon=4=Heavy Cannon, Sectopod=34=Heavy Plasma) &#039;&#039;When I changed HWP Cannon to 2, it looked/sounded like rifle fire - Crus8r&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also see [46], [113], and [118].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;118 / 76:&#039;&#039;&#039; Ammo for [117] turret weapon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;119 / 77:&#039;&#039;&#039; Movement related? Large unit related? Possible bitfield.&lt;br /&gt;
 &#039;&#039;MTR:&#039;&#039; 00000000   0 Chryssalid(2), Civilian(9), Ethereal(2), Floater(2), Muton, &lt;br /&gt;
      00000001   1 Muton, PA Soldier(2)                   Sectoid(2), Silacoid(2), &lt;br /&gt;
      00000011   3 PA Soldier                            PA Soldier(2), Tank/Laser&lt;br /&gt;
      00000101   5 Snakeman&lt;br /&gt;
      00001010  10 Celatid             &#039;&#039;- Hobbes game - could have some garbage&lt;br /&gt;
      00001101  13 Muton, PA Soldier   &#039;&#039;  (parens) is count, if more than 1 unit&lt;br /&gt;
      00010011  19 Snakeman&lt;br /&gt;
      00100110  38 PA Soldier&lt;br /&gt;
      00101010  42 Muton(3)&lt;br /&gt;
      00110001  49 Muton&lt;br /&gt;
      00110010  50 PA Soldier&lt;br /&gt;
      00110101  53 Silacoid(2)&lt;br /&gt;
      00111011  59 Celatid&lt;br /&gt;
      00111111  63 Silacoid&lt;br /&gt;
      01001110  78 PA Soldier&lt;br /&gt;
      01100111 103 PA Soldier&lt;br /&gt;
      01111111 127 Muton&lt;br /&gt;
      10010000 144 Muton&lt;br /&gt;
      11000000 192 Celatid&lt;br /&gt;
      11111110 254 Muton&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;120 / 78:&#039;&#039;&#039; Unit bit flags, mainly re: mobility. They do NOT affect the soldier in inventory screen: &#039;&#039;(Mix of notes by BB and NKF)&#039;&#039;&lt;br /&gt;
    (  1) 1: 1 = Dead.&lt;br /&gt;
    (  2) 2: 1 = Unit can fly.&lt;br /&gt;
    (  4) 3: 1 = Unit is flying. (Toggles leg sprites for power armour.)&lt;br /&gt;
    (  8) 4: ??? Seems to flag if the unit has been selected this turn.&lt;br /&gt;
    ( 16) 5: 1 = Unit has been disabled for selection.&lt;br /&gt;
                 (Stops the unit tab button from selecting this soldier.)&lt;br /&gt;
    ( 32) 6: 0 = Unit has left hand object selected, 1 = right hand object selected.&lt;br /&gt;
    ( 64) 7: 1 = Unit is kneeling.&lt;br /&gt;
    (128) 8: 1 = Unit is wearing power/flying suit. (Can&#039;t be stunned by smoke flag? &lt;br /&gt;
                 Seems to work for fire, too.)&lt;br /&gt;
If a unit is carrying something in either hand, it is impossible to get him to appear as if he is carrying nothing - in the game, at least. If he is carrying nothing, bit 6 can flag (as though the unit was using it&#039;s right hand item). But maybe it&#039;s just the order of dropped items affecting this?&lt;br /&gt;
&lt;br /&gt;
Note: A unit is only considered as flying if it is not on the ground. For example, a hover tank is not always considered as flying.&lt;br /&gt;
&lt;br /&gt;
What if a hovertank is half on the ground, half in the air? What about a treaded tank, or large alien unit? What about units in lifts?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;121 / 79:&#039;&#039;&#039; Movement related? Large unit related? Possible bitfield.  &#039;&#039;NKF: Why did I get 16 for a soldier at one time?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;122 / 7A:&#039;&#039;&#039; Always 0?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;123 / 7B:&#039;&#039;&#039; Always 0?&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
1) The original/base values for &amp;lt;b&amp;gt;soldier stats&amp;lt;/b&amp;gt; (offsets 23-28, etc.) correspond to the initial+increase bytes from [[SOLDIER.DAT|Soldier.Dat]] (bytes 43-62). Changes to these Unitref bytes are &amp;lt;i&amp;gt;lost&amp;lt;/i&amp;gt;  when the mission ends; instead, XCOM re-reads them from Soldier at that time. This makes sense because base soldier stats don&#039;t change &amp;lt;i&amp;gt;during&amp;lt;/i&amp;gt; a mission per se (although they might increase when the mission ends); in this way, the programmers didn&#039;t have to bother with separately storing and/or adding initial+increase during combat. (It&#039;s also why you don&#039;t see the initial+increase in the soldier stat display during combat, that you can see back at base.) On a practical note, if you are testing soldier stat increases versus experience counters, change the experience counters in Unitref, but change the soldier stats in Soldier. (IOW, it doesn&#039;t matter what the soldier stats are in the combat mission.)&lt;br /&gt;
&lt;br /&gt;
The Kill count (offset 78-79) is the only Unitref value I know of that is directly carried forward into the geoscape and Soldier.dat. However, some others do indirectly carry forward, for example: experience (offsets 80-85) causes stat and rank increases, and decreased health (offset 26 - offset 13) means hospital time. And, of course, death is permanent. Heh.&lt;br /&gt;
&lt;br /&gt;
2) &amp;lt;b&amp;gt;Experience counters&amp;lt;/b&amp;gt; (offsets 80-85) determine the likelihood of soldier stat increases at the end of the combat mission, according to the formula for Primary Stats shown [[Experience#How_Experience_Points_Are_Applied|here]]. The Bravery counter (offset 85) affects Bravery as shown [[Bravery|here]].&lt;br /&gt;
&lt;br /&gt;
Also, if at least one of the experience counters (except Throws) has a count, your secondary stats will increase, as discussed [[Experience#Secondary_Stats|here]]. All you need is at least a 1 in offsets 80-82 or 84-85; more than 1 and/or multiple counters has no additional effect.&lt;br /&gt;
&lt;br /&gt;
3) BombBloke&#039;s additional &amp;quot;To be Done&amp;quot; notes - can we cross some of these off yet?&lt;br /&gt;
&lt;br /&gt;
   Need to research:&lt;br /&gt;
   Stun recovery rate, does it exist?&lt;br /&gt;
   Unit damage modifiers&lt;br /&gt;
   Hand to hand attacks&lt;br /&gt;
   Offset of weapon from unit image?&lt;br /&gt;
   Firing sprite offset?&lt;br /&gt;
   Inventory lockout?&lt;br /&gt;
   Kneel lockout?&lt;br /&gt;
   Aliens seen?&lt;br /&gt;
   Whether a unit slides/floats/hovers/rolls/walks (movement noise)?&lt;br /&gt;
   What else? The more to look for, the easier it is...&lt;br /&gt;
   &lt;br /&gt;
   Know 95 values.&lt;br /&gt;
   Unknown values (29 in total):&lt;br /&gt;
   [002] [003] [004] [005] [006] [007] [008] [009] [011] [034] &lt;br /&gt;
   [036] [041] [043] [048] [052] [055] [060] [069] [070] [071] &lt;br /&gt;
   [072] [074] [075] [112] [119] [120] [121] [122] [123]&lt;br /&gt;
&lt;br /&gt;
4) Hobbes posted a savegame with a TON of different aliens in it [http://www.xcomufo.com/forums/index.php?showtopic=8591 here] (message 6). Interesting for testing. But note it was made with XCOMUTIL and there may(?) be concerns over vailidity of unit info - see [[Talk:UNITREF.DAT]].&lt;br /&gt;
&lt;br /&gt;
5) A [[HackerTools|Hex Workshop]] Structure Library for UNITREF.DAT created by Danial is [[UNITREF_DAT_HSL|here]].&lt;br /&gt;
&lt;br /&gt;
== For More Information ==&lt;br /&gt;
*[[SOLDIER.DAT]]&lt;br /&gt;
*[[Soldiers (UFO Defense)|Soldier Stats]]&lt;br /&gt;
*[[Experience]]&lt;br /&gt;
*[[HackerTools|Hex editing]]&lt;br /&gt;
&lt;br /&gt;
Return to [[Saved_Game_Files|Saved Game Files]]&lt;/div&gt;</summary>
		<author><name>Crus8r</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=PURCHASE.DAT&amp;diff=8497</id>
		<title>PURCHASE.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=PURCHASE.DAT&amp;diff=8497"/>
		<updated>2006-08-19T16:04:36Z</updated>

		<summary type="html">&lt;p&gt;Crus8r: Everything you ever wanted to know about buying and selling items&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Notes ==&lt;br /&gt;
PURCHASE.DAT is found in the savegame directory (GAME_1 through GAME_10) and contains both buying and selling prices for all items.  It also contains the value for delivery time (even for manufactured and alien items) and a flag for whether or not an item may purchased on the Purchase/Recruit Screen. &lt;br /&gt;
&lt;br /&gt;
There are 91 entries, each of which is 20 bytes long. It is 1,820 bytes long.  It&#039;s line width is 20.&lt;br /&gt;
&lt;br /&gt;
Items are divided into three general categories: Personnel, Crafts, and all other items. Of the 91 entries, 3 are for Personnel, 5 for Crafts, and 83 for other items, including 11 for alien corpses (5 for the major races + 6 for the terrorists they bring along), and 3 entries that the game doesn&#039;t seem to use (UFO Construction, Alien Reproduction, and Alien Habitat.)&lt;br /&gt;
&lt;br /&gt;
The order of items in this file is generally the same as on the Purchase/Recruit, Sell/Sack, or Transfer Screens.  Each entry also contains a value that generally conforms to the sort order on the Base Information-&amp;gt;Stores screen (which is slightly different from the sort order of the other screens.) See Notes on Sorting at the end of this article for more details. &lt;br /&gt;
&lt;br /&gt;
Values are presented according to offset (0 to 19) in &amp;lt;b&amp;gt;bold&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0:&#039;&#039;&#039; Item Category:&lt;br /&gt;
   0 General Item...basically, anything not Personnel or Crafts&lt;br /&gt;
   1 X-Com Craft&lt;br /&gt;
   2 Soldier&lt;br /&gt;
   3 Scientist&lt;br /&gt;
   4 Engineer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1:&#039;&#039;&#039; Sort Order: for General Items(Item Category=0), this value seems to control sort order on the Base Information-&amp;gt;Stores screen (only General Items appear there.)&lt;br /&gt;
   00-42 &#039;Human&#039; Items...all purchaseable equipment, all Craft weapons/ammo, all HWPs, Lasers,&lt;br /&gt;
         Motion Scanner, Medikit, and PsiAmp&lt;br /&gt;
   43-48 Not Used&lt;br /&gt;
   49-59 Alien Weapons/Ammo...Heavy Plasma through Alien Grenade&lt;br /&gt;
   60-61 E-115 &amp;amp; Mind Probe...Alien Non-Weapon items that can be picked up in Battlescape?&lt;br /&gt;
   62-64 Not Used&lt;br /&gt;
   65-75 Alien Corpses&lt;br /&gt;
   76-79 Not Used&lt;br /&gt;
   80-89 Alien Items...UFO Power Source through Alien Habitat&lt;br /&gt;
   90-92 Armor...Personal Armor, Power Suit, Flying Suit&lt;br /&gt;
   93-95 HWP Ammo...HWP Cannon Shells, HWP Rockets, HWP Fusion Bomb&lt;br /&gt;
For Personnel, this value is &#039;0&#039;, while for Crafts, it indicates Craft Type:&lt;br /&gt;
   0 Skyranger&lt;br /&gt;
   1 Lightning&lt;br /&gt;
   2 Avenger&lt;br /&gt;
   3 Interceptor&lt;br /&gt;
   4 Firestorm&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2-3:&#039;&#039;&#039; ?? These two bytes are set to [E8 03] (=1000) for all entries except manufactured Crafts (Firestorm, Lightning, Avenger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4-5:&#039;&#039;&#039; ?? These two bytes are set to [00 00] (0) for all entries&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6-8:&#039;&#039;&#039; Item Cost if Purchaseable. 24 bits = max value ~16.7mil, ~8.4mil if a signed integer.  Curiously, starting with entry 56 (Heavy Plasma Clip), set to [E8 03 00] (=1000) for the remainder of entries (none of which is normally purchaseable.) Not sure why, or why it didn&#039;t start with entry 55 (Heavy Plasma), the first &#039;pure&#039; alien item in the file. Needs more research...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;9:&#039;&#039;&#039; Set to [00] (0) for all entries&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10-12:&#039;&#039;&#039; Item Selling Price. 24 bits = max value ~16.7mil, ~8.4mil if a signed integer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;13:&#039;&#039;&#039; Set to [00] (0) for all entries&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;14:&#039;&#039;&#039; Transfer time for new purchases, in hours. All items have this value, even manufacture-only and alien items, and it is usually a multiple of 24 (=1 day):&lt;br /&gt;
   96 for most Crafts, HWPs, and Craft Cannon Rounds&lt;br /&gt;
   72 for Skyranger and Personnel hires&lt;br /&gt;
   48 for Craft Weapons and Ammo (ex. Cannon Rounds), HWP Ammo, and non-Battlescape Alien Items&lt;br /&gt;
   32 for Alien Corpses and X-Com Armor&lt;br /&gt;
   24 for everything else&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;15-17:&#039;&#039;&#039; Set to [00 00 00] (0) for all entries&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;18:&#039;&#039;&#039; Purchaseability flag: 1 for everything that you can buy on the Purchase/Recruit screen, 0 for everything else&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;19:&#039;&#039;&#039; Set to [00] (0) for all entries&lt;br /&gt;
&lt;br /&gt;
== Entry Index ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0:&#039;&#039;&#039; Soldier&lt;br /&gt;
&#039;&#039;&#039;1:&#039;&#039;&#039; Scientist&lt;br /&gt;
&#039;&#039;&#039;2:&#039;&#039;&#039; Engineer&lt;br /&gt;
&#039;&#039;&#039;3:&#039;&#039;&#039; Skyranger&lt;br /&gt;
&#039;&#039;&#039;4:&#039;&#039;&#039; Lightning&lt;br /&gt;
&#039;&#039;&#039;5:&#039;&#039;&#039; Avenger&lt;br /&gt;
&#039;&#039;&#039;6:&#039;&#039;&#039; Interceptor&lt;br /&gt;
&#039;&#039;&#039;7:&#039;&#039;&#039; Firestorm&lt;br /&gt;
&#039;&#039;&#039;8:&#039;&#039;&#039; Stingray Launcher&lt;br /&gt;
&#039;&#039;&#039;9:&#039;&#039;&#039; Avalanche Launcher&lt;br /&gt;
&#039;&#039;&#039;10:&#039;&#039;&#039; Cannon&lt;br /&gt;
&#039;&#039;&#039;11:&#039;&#039;&#039; Plasma Beam&lt;br /&gt;
&#039;&#039;&#039;12:&#039;&#039;&#039; Laser Cannon&lt;br /&gt;
&#039;&#039;&#039;13:&#039;&#039;&#039; Fusion Ball Launcher&lt;br /&gt;
&#039;&#039;&#039;14:&#039;&#039;&#039; Stingray Missile&lt;br /&gt;
&#039;&#039;&#039;15:&#039;&#039;&#039; Avalanche Missile&lt;br /&gt;
&#039;&#039;&#039;16:&#039;&#039;&#039; Cannon Rounds[x50]&lt;br /&gt;
&#039;&#039;&#039;17:&#039;&#039;&#039; Fusion Ball&lt;br /&gt;
&#039;&#039;&#039;18:&#039;&#039;&#039; Tank/Cannon&lt;br /&gt;
&#039;&#039;&#039;19:&#039;&#039;&#039; HWP Cannon Shells&lt;br /&gt;
&#039;&#039;&#039;20:&#039;&#039;&#039; Tank/Rocket&lt;br /&gt;
&#039;&#039;&#039;21:&#039;&#039;&#039; HWP Rockets&lt;br /&gt;
&#039;&#039;&#039;22:&#039;&#039;&#039; Tank/Laser Cannon&lt;br /&gt;
&#039;&#039;&#039;23:&#039;&#039;&#039; Hovertank/Plasma&lt;br /&gt;
&#039;&#039;&#039;24:&#039;&#039;&#039; Hovertank/Launcher&lt;br /&gt;
&#039;&#039;&#039;25:&#039;&#039;&#039; HWP Fusion Bomb&lt;br /&gt;
&#039;&#039;&#039;26:&#039;&#039;&#039; Pistol&lt;br /&gt;
&#039;&#039;&#039;27:&#039;&#039;&#039; Pistol Clip&lt;br /&gt;
&#039;&#039;&#039;28:&#039;&#039;&#039; Rifle&lt;br /&gt;
&#039;&#039;&#039;29:&#039;&#039;&#039; Rifle Clip&lt;br /&gt;
&#039;&#039;&#039;30:&#039;&#039;&#039; Heavy Cannon&lt;br /&gt;
&#039;&#039;&#039;31:&#039;&#039;&#039; HC-AP Ammo&lt;br /&gt;
&#039;&#039;&#039;32:&#039;&#039;&#039; HC-HE Ammo&lt;br /&gt;
&#039;&#039;&#039;33:&#039;&#039;&#039; HC-I Ammo&lt;br /&gt;
&#039;&#039;&#039;34:&#039;&#039;&#039; Auto-Cannon&lt;br /&gt;
&#039;&#039;&#039;35:&#039;&#039;&#039; AC-AP Ammo&lt;br /&gt;
&#039;&#039;&#039;36:&#039;&#039;&#039; AC-HE Ammo&lt;br /&gt;
&#039;&#039;&#039;37:&#039;&#039;&#039; AC-I Ammo&lt;br /&gt;
&#039;&#039;&#039;38:&#039;&#039;&#039; Rocket Launcher&lt;br /&gt;
&#039;&#039;&#039;39:&#039;&#039;&#039; Small Rocket&lt;br /&gt;
&#039;&#039;&#039;40:&#039;&#039;&#039; Large Rocket&lt;br /&gt;
&#039;&#039;&#039;41:&#039;&#039;&#039; Incindiary Rocket&lt;br /&gt;
&#039;&#039;&#039;42:&#039;&#039;&#039; Laser Pistol&lt;br /&gt;
&#039;&#039;&#039;43:&#039;&#039;&#039; Laser Rifle&lt;br /&gt;
&#039;&#039;&#039;44:&#039;&#039;&#039; Heavy Laser&lt;br /&gt;
&#039;&#039;&#039;45:&#039;&#039;&#039; Grenade&lt;br /&gt;
&#039;&#039;&#039;46:&#039;&#039;&#039; Smoke Grenade&lt;br /&gt;
&#039;&#039;&#039;47:&#039;&#039;&#039; Proximity Grenade&lt;br /&gt;
&#039;&#039;&#039;48:&#039;&#039;&#039; High Explosive&lt;br /&gt;
&#039;&#039;&#039;49:&#039;&#039;&#039; Motion Scanner&lt;br /&gt;
&#039;&#039;&#039;50:&#039;&#039;&#039; Medi-Kit&lt;br /&gt;
&#039;&#039;&#039;51:&#039;&#039;&#039; Psi-Amp&lt;br /&gt;
&#039;&#039;&#039;52:&#039;&#039;&#039; Stun Rod&lt;br /&gt;
&#039;&#039;&#039;53:&#039;&#039;&#039; Electro-flare&lt;br /&gt;
&#039;&#039;&#039;54:&#039;&#039;&#039; Elerium-115&lt;br /&gt;
&#039;&#039;&#039;55:&#039;&#039;&#039; Heavy Plasma&lt;br /&gt;
&#039;&#039;&#039;56:&#039;&#039;&#039; Heavy Plasma Clip&lt;br /&gt;
&#039;&#039;&#039;57:&#039;&#039;&#039; Plasma Rifle&lt;br /&gt;
&#039;&#039;&#039;58:&#039;&#039;&#039; Plasma Rifle Clip&lt;br /&gt;
&#039;&#039;&#039;59:&#039;&#039;&#039; Plasma Pistol&lt;br /&gt;
&#039;&#039;&#039;60:&#039;&#039;&#039; Plasma Pistol Clip&lt;br /&gt;
&#039;&#039;&#039;61:&#039;&#039;&#039; Blaster Launcher&lt;br /&gt;
&#039;&#039;&#039;62:&#039;&#039;&#039; Blaster Bomb&lt;br /&gt;
&#039;&#039;&#039;63:&#039;&#039;&#039; Small Launcher&lt;br /&gt;
&#039;&#039;&#039;64:&#039;&#039;&#039; Stun Bomb&lt;br /&gt;
&#039;&#039;&#039;65:&#039;&#039;&#039; Alien Grenade&lt;br /&gt;
&#039;&#039;&#039;66:&#039;&#039;&#039; Mind Probe&lt;br /&gt;
&#039;&#039;&#039;67:&#039;&#039;&#039; Sectoid Corpse&lt;br /&gt;
&#039;&#039;&#039;68:&#039;&#039;&#039; Snakeman Corpse&lt;br /&gt;
&#039;&#039;&#039;69:&#039;&#039;&#039; Ethereal Corpse &lt;br /&gt;
&#039;&#039;&#039;70:&#039;&#039;&#039; Muton Corpse&lt;br /&gt;
&#039;&#039;&#039;71:&#039;&#039;&#039; Floater Corpse&lt;br /&gt;
&#039;&#039;&#039;72:&#039;&#039;&#039; Celatid Corpse&lt;br /&gt;
&#039;&#039;&#039;73:&#039;&#039;&#039; Silacoid Corpse&lt;br /&gt;
&#039;&#039;&#039;74:&#039;&#039;&#039; Chryssalid Corpse&lt;br /&gt;
&#039;&#039;&#039;75:&#039;&#039;&#039; Reaper Corpse&lt;br /&gt;
&#039;&#039;&#039;76:&#039;&#039;&#039; Sectopod Corpse&lt;br /&gt;
&#039;&#039;&#039;77:&#039;&#039;&#039; Cyberdisk Corpse&lt;br /&gt;
&#039;&#039;&#039;78:&#039;&#039;&#039; UFO Power Source&lt;br /&gt;
&#039;&#039;&#039;79:&#039;&#039;&#039; UFO Navigation&lt;br /&gt;
&#039;&#039;&#039;80:&#039;&#039;&#039; UFO Construction&lt;br /&gt;
&#039;&#039;&#039;81:&#039;&#039;&#039; Alien Food&lt;br /&gt;
&#039;&#039;&#039;82:&#039;&#039;&#039; Alien Reproduction&lt;br /&gt;
&#039;&#039;&#039;83:&#039;&#039;&#039; Alien Entertainment&lt;br /&gt;
&#039;&#039;&#039;84:&#039;&#039;&#039; Alien Surgery&lt;br /&gt;
&#039;&#039;&#039;85:&#039;&#039;&#039; Examination Room&lt;br /&gt;
&#039;&#039;&#039;86:&#039;&#039;&#039; Alien Alloys&lt;br /&gt;
&#039;&#039;&#039;87:&#039;&#039;&#039; Alien Habitat&lt;br /&gt;
&#039;&#039;&#039;88:&#039;&#039;&#039; Personal Armour&lt;br /&gt;
&#039;&#039;&#039;89:&#039;&#039;&#039; Power Suit&lt;br /&gt;
&#039;&#039;&#039;90:&#039;&#039;&#039; Flying Suit&lt;br /&gt;
&lt;br /&gt;
== Notes on Sorting ==&lt;br /&gt;
&#039;&#039;&#039;1)&#039;&#039;&#039; For all screens, the order of the manufactured craft weapons is reversed (i.e. they are listed as Plasma Beam, Laser Cannon, Fusion Ball Launcher in this file, and follow that order for the &#039;Sort Order&#039; (offset 1) value as well, but are displayed as Fusion Ball Launcher, Laser Cannon, Plasma Beam on the screens)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2)&#039;&#039;&#039; Except as noted in 1), above, the Purchase/Recruit screen displays items in the order of their entries. If you hack Offset 18 so everything is purchaseable, they will display in that order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3)&#039;&#039;&#039; On the Transfer and Sell/Sack screens, all soldiers not currently assigned to crafts will list individually first, then all crafts (but not neccessarily by the order listed in this file, e.g. in my test file, Interceptor-1 listed before Lightning-2,) then scientists and engineers, then the rest of the items will sort in the order of their entries (except as noted in 1), above)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4)&#039;&#039;&#039; Finally, on the Base Information-&amp;gt;Stores screen, only General Items (i.e. anything for which Offset 0 = 0) will display, sorted according to the Sort Order (Offset 1) value (except as noted in 1), above.)  This basically means that E-115, which normally sorts between Electro-flare and Heavy Plasma, will instead sort to between Alien Grenade and Mind Probe, and that HWP Ammo sorts to the end of the list instead of immediately following its HWP entry.&lt;/div&gt;</summary>
		<author><name>Crus8r</name></author>
	</entry>
</feed>