Look at the cpoint part:
Only when kind=1, the program will load the injury, cover, vaction, action, jaction, daction, throwx, throwy, hurtable, taction, throwinjury and throwz.
Only when kind=2, the program will load the fronthurtact and backhurtact
For all values of the kind tag in cpoint, the program will load the kind, x, y, decrease and control.
So, fill in the first col if there is no such constraits.
The y and z axis is quite easy... You can simply use y+z to obtain the vertical position on the screen. -- There is no sheering in LF2 display, unlike other 2D game program. (Well, I see sheering in opointing with facing tag of value x0 though, but that is a trick on change the x position, to make the opointed objects form a slanted line on the screen. )
Only when kind=1, the program will load the injury, cover, vaction, action, jaction, daction, throwx, throwy, hurtable, taction, throwinjury and throwz.
Only when kind=2, the program will load the fronthurtact and backhurtact
For all values of the kind tag in cpoint, the program will load the kind, x, y, decrease and control.
So, fill in the first col if there is no such constraits.
The y and z axis is quite easy... You can simply use y+z to obtain the vertical position on the screen. -- There is no sheering in LF2 display, unlike other 2D game program. (Well, I see sheering in opointing with facing tag of value x0 though, but that is a trick on change the x position, to make the opointed objects form a slanted line on the screen. )