yes, the struct is from the d3 sdk 1.4.
i've gotten a little further. after a while tryin to read that list from the weapon that caused a shockwave, i'm now reading the info from the shockwave (which is also an object). duh.
however, i only read one single entity from the list, at least the other values show 0, though that doesn't help much if one entity shows as 0...
strange is, that although i hit several objects at once, i always get only one entity in the list. my theory is, that it's actually the index to the object, neither ID nor handle (like the returned value of ObjectCreate). but there's not the object i was looking for at that index. this makes sense, as long as it's always the same number for each object. actually, it is - until i change the weapon. so the good news is, it's not totally random numbers anymore, just weapon specifically different.
it's not that great of a loss afterall, i can live with it. since descent handles shockwaves, it must be implemented somehow, just undocumented. or that struct is out of date, since i miss a damaged_objects_count or such.
i'll try one last idea: reading the struct straight from memory and see if it contains anything else.
thanks for the suggestions though
EDIT:
Diedel wrote:mtype stores movement values. Probably that variable holds a handle (object array index) of an object receiving (splash) damage from a shockwave.
that's what i initially derived from the arrays name. splash damage IS the shockwave object.
if there was a way to get hands on the source, D3 would not be at the state it is right now anymore
UPDATE:
i checked the complete struct contents. it contains all zeros instead of that first byte. since it's reproducable, i'm sure it's the right array to look at. outrage could have done it different and have left and forgot that struct however.
nevermind ...