This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Searching for char[] args called from 0x49c170 | |
Setting 0x554f20L SQBSMK.BAN called from 0x44af1eL to const char[] | |
Setting 0x554f14L DUST.BAN called from 0x44af3eL to const char[] | |
Setting 0x554f04L BLOODROP.BAN called from 0x44af5eL to const char[] | |
Setting 0x554ee4L DEADFLR.BAN called from 0x44afb7L to const char[] | |
Setting 0x554ed4L DOVBASIC.BAN called from 0x44afd7L to const char[] | |
Setting 0x554ec4L SPOTLITE.BAN called from 0x44aff4L to const char[] | |
Setting 0x551534L CRAWLSLG.BND called from 0x41aeceL to const char[] | |
Setting 0x551590L DRILL.BAN called from 0x42169cL to const char[] | |
Setting 0x551774L EVILFART.BAN called from 0x4281dfL to const char[] |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#pragma once | |
enum AE_PathParams_EnumContinuePointScale : _WORD | |
{ | |
Full = 0, | |
Half = 1, | |
}; | |
struct AE_PathParams_ContinuePoint | |
{ | |
_WORD HeaderUnknown1; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// TYPES | |
struct AE_pathLine | |
{ | |
_WORD X1; | |
_WORD Y1; | |
_WORD X2; | |
_WORD Y2; | |
_BYTE Mode; | |
_BYTE Gap; | |
_WORD Unknown1; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
bool Abe_Raycast(AE_PathList * collisionData, signed int _line1p1x, signed int _line1p1y, signed int _line1p2x, signed int _line1p2y, AE_pathLine ** collision, _DWORD *collisionX, _DWORD *collisionY, int mode) | |
{ | |
AE_pathLine * nearestLine = nullptr; | |
float nearestCollisionX = 0; | |
float nearestCollisionY = 0; | |
float nearestDistance = 0.f; | |
bool hasCollided = false; | |
bool firstCollision = true; | |
if (!collisionData->Count) |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
int __cdecl sub_41FA60(int a1, int a2) | |
{ | |
int result; // eax@3 | |
if ( a1 == 0x8000 ) | |
{ | |
result = 13 * a2 + 245; | |
} | |
else if ( a1 == 0x10000 ) | |
{ |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
struct __declspec(align(4)) AE_abe | |
{ | |
void *vtable; | |
__int16 type; | |
char objectMode; | |
char field_7; | |
char gap8; | |
int field_C; | |
char *field_10; | |
int field_14; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
int __cdecl sub_449930(int a1, signed int a2) | |
{ | |
int result; // eax@3 | |
int v3; // edx@4 | |
int v4; // edx@7 | |
if ( a1 == 0x8000 ) | |
{ | |
v4 = (a2 % 375 - 6) % 13; | |
if ( v4 >= 7 ) |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
function init(self) | |
-- BEGIN STATE DATA | |
local states = {} | |
states.AbeStandToWalk = { | |
NextAnimation ='AbeWalking', | |
NextAnimationFrameIndex = 0, |