Did this fix change how itr and bdy are read? - because is now crashes as soon as I try to read the kind of the very first one.
edit: no it crashes upon reading this condition:
//(game.objects[o].unkwn12[0]!=0||
//target.data.frames[target.frame].itrs[i].kind!=4)&&
//(game.objects[game.objects[o].weapon_holder].data.frames[game.objects[game.objects[o].weapon_holder].frame1].wpoint.attacking!=0||
//target.data.frames[target.frame].itrs[i].kind!=5)&&
I think unkwn12 previously was int - now it's char - I use it to read a thrown characters throwinjury (to distinguish him from a normal falling character).
edit: That unkwn12 still works as throwinjury - but the weapon_holder tends to return huge numbers now for characters (that aren't being held via wpoint) instead of 0 - I guess trying to access object number 204800 crashes the game in this case.
edit: If I filter out all the useless cases outside of the object number range it always returns 0.
edit: no it crashes upon reading this condition:
//(game.objects[o].unkwn12[0]!=0||
//target.data.frames[target.frame].itrs[i].kind!=4)&&
//(game.objects[game.objects[o].weapon_holder].data.frames[game.objects[game.objects[o].weapon_holder].frame1].wpoint.attacking!=0||
//target.data.frames[target.frame].itrs[i].kind!=5)&&
I think unkwn12 previously was int - now it's char - I use it to read a thrown characters throwinjury (to distinguish him from a normal falling character).
edit: That unkwn12 still works as throwinjury - but the weapon_holder tends to return huge numbers now for characters (that aren't being held via wpoint) instead of 0 - I guess trying to access object number 204800 crashes the game in this case.
edit: If I filter out all the useless cases outside of the object number range it always returns 0.
favorite dcing techniques: wpoint | double key inputs | holding back | alternate basic moves