comparison mm7_data.cpp @ 138:a8ec7e1e18b6

Sliding downhill & relative subs. how it's done: each time you get a little bit pushed in the air along terrain normal, and then falling to the gravity, gradually sliding downwards. nice trick
author Nomad
date Tue, 12 Feb 2013 00:22:30 +0200
parents b5c3f448cd74
children 8b8fd4d83fdc
comparison
equal deleted inserted replaced
137:a2ddaf0e4d8a 138:a8ec7e1e18b6
1761 int dword_76D534_terrain_cell_world_pos_around_party_z; // weak 1761 int dword_76D534_terrain_cell_world_pos_around_party_z; // weak
1762 int dword_76D538_terrain_cell_world_pos_around_party_x; // weak 1762 int dword_76D538_terrain_cell_world_pos_around_party_x; // weak
1763 int dword_76D53C_terrain_cell_world_pos_around_party_x; // weak 1763 int dword_76D53C_terrain_cell_world_pos_around_party_x; // weak
1764 int dword_76D540_terrain_cell_world_pos_around_party_x; // weak 1764 int dword_76D540_terrain_cell_world_pos_around_party_x; // weak
1765 int dword_76D544_terrain_cell_world_pos_around_party_x; // weak 1765 int dword_76D544_terrain_cell_world_pos_around_party_x; // weak
1766 int dword_76D548_terrain_cell_world_pos_around_party_y; // weak 1766 //int dword_76D548_terrain_cell_world_pos_around_party_y; // weak
1767 int dword_76D54C_terrain_cell_world_pos_around_party_y; // weak 1767 //int dword_76D54C_terrain_cell_world_pos_around_party_y; // weak
1768 int dword_76D550_terrain_cell_world_pos_around_party_y; // weak 1768 //int dword_76D550_terrain_cell_world_pos_around_party_y; // weak
1769 int dword_76D554_terrain_cell_world_pos_around_party_y; // weak 1769 //int dword_76D554_terrain_cell_world_pos_around_party_y; // weak
1770 int dword_76D558_terrain_cell_world_pos_around_party_z; // weak 1770 //int dword_76D558_terrain_cell_world_pos_around_party_z; // weak
1771 int dword_76D55C_terrain_cell_world_pos_around_party_z; // weak 1771 //int dword_76D55C_terrain_cell_world_pos_around_party_z; // weak
1772 int dword_76D560_terrain_cell_world_pos_around_party_z; // weak 1772 //int dword_76D560_terrain_cell_world_pos_around_party_z; // weak
1773 int dword_76D564_terrain_cell_world_pos_around_party_z; // weak 1773 //int dword_76D564_terrain_cell_world_pos_around_party_z; // weak
1774 int dword_76D568_terrain_cell_world_pos_around_party_x; // weak 1774 //int dword_76D568_terrain_cell_world_pos_around_party_x; // weak
1775 int dword_76D56C_terrain_cell_world_pos_around_party_x; // weak 1775 //int dword_76D56C_terrain_cell_world_pos_around_party_x; // weak
1776 int dword_76D570_terrain_cell_world_pos_around_party_x; // weak 1776 //int dword_76D570_terrain_cell_world_pos_around_party_x; // weak
1777 int dword_76D574_terrain_cell_world_pos_around_party_x; // weak 1777 //int dword_76D574_terrain_cell_world_pos_around_party_x; // weak
1778 struct unk_F7B60C stru_76D578; // struct @ MM7.exe::0076D578 1778 struct unk_F7B60C stru_76D578; // struct @ MM7.exe::0076D578
1779 struct unk_F7B60C stru_76D590; // struct @ MM7.exe::0076D590 1779 struct unk_F7B60C stru_76D590; // struct @ MM7.exe::0076D590
1780 struct unk_F7B60C stru_76D5A8; // struct @ MM7.exe::0076D5A8 1780 struct unk_F7B60C stru_76D5A8; // struct @ MM7.exe::0076D5A8
1781 char byte_76D5C0; // weak 1781 char byte_76D5C0; // weak
1782 int terrain_76D5C8[128]; 1782 int terrain_76D5C8[128];