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Analyzed various character ex-field; Added Player::TrailImage #29
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bef3767
added alice's extra fields
jyanf 4a17b37
correction on `Player`'s substruct `standInfo` and `unknown714`
jyanf 0635e83
added `Player::setTrailImage()`
jyanf b4a0539
added a Komachi's extra field
jyanf 9346339
added cirno fields
jyanf 0186b3e
added utsuho fields
jyanf 3403e64
added aya fields
jyanf b158af0
added vtbl[18],[19],[22],[24] for Player
jyanf 00c30d5
reimu ex-field supplement
jyanf ac351bb
sakuya's, patchouli's extra fields supplement
jyanf f8fa9a0
added `GameObjectBase::hitLaunchSpeed`, credit PinkySmile
jyanf 36191c5
added youmu's extra fields and a few clone related function
jyanf 145d139
class cleanup
jyanf 923362b
found usage of Player vtbl[23] `updateStory`
jyanf 6c4a35e
added suika and reisen extra fields
jyanf 74308db
iku and tenshi extra fields supplement
jyanf 15359fe
added sanae full extra fields
jyanf 891d9e6
clean up tenshi todo annotaion
jyanf 7a7406c
Youmu dtor/ctor clean up
jyanf 45a88ce
fixed few fields
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
|
|
@@ -42,19 +42,19 @@ | |
| { return (this->*union_cast<void(CLS::*)()>(VTB[16]))(); } \ | ||
| void CLS::initialize() \ | ||
| { return (this->*union_cast<void(CLS::*)()>(VTB[17]))(); } \ | ||
| bool CLS::VUnknown48() \ | ||
| bool CLS::handleGroundMovement() \ | ||
| { return (this->*union_cast<bool(CLS::*)()>(VTB[18]))(); } \ | ||
| bool CLS::VUnknown4C(int a0) \ | ||
| bool CLS::setScenarioAction(int a0) \ | ||
| { return (this->*union_cast<bool(CLS::*)(int)>(VTB[19]))(a0); } \ | ||
| void CLS::handleInputs() \ | ||
| { return (this->*union_cast<void(CLS::*)()>(VTB[20]))(); } \ | ||
| void CLS::checkAllMotionInputs() \ | ||
| { return (this->*union_cast<void(CLS::*)()>(VTB[21]))(); } \ | ||
| void CLS::VUnknown58() \ | ||
| void CLS::computerInputs() \ | ||
| { return (this->*union_cast<void(CLS::*)()>(VTB[22]))(); } \ | ||
| void CLS::VUnknown5C() \ | ||
| void CLS::updateStory() \ | ||
| { return (this->*union_cast<void(CLS::*)()>(VTB[23]))(); } \ | ||
| bool CLS::VUnknown60(int a) \ | ||
| bool CLS::setCustomScenarioAction(int a) \ | ||
| { return (this->*union_cast<bool(CLS::*)(int)>(VTB[24]))(a); } | ||
|
|
||
| namespace SokuLib { | ||
|
|
@@ -167,8 +167,8 @@ namespace v2 { | |
| void Player::applyTransform() { return (this->*union_cast<void(Player::*)()>(0x46A510))(); } | ||
| void Player::updatePhysics() { return (this->*union_cast<void(Player::*)()>(0x487EF0))(); } | ||
| void Player::initialize() { return (this->*union_cast<void(Player::*)()>(0x48B000))(); } | ||
| bool Player::VUnknown48() { return (this->*union_cast<bool(Player::*)()>(0x4636D0))(); } | ||
| bool Player::VUnknown4C(int a) { return (this->*union_cast<bool(Player::*)(int)>(0x487220))(a); } | ||
| bool Player::handleGroundMovement() { return (this->*union_cast<bool(Player::*)()>(0x4636D0))(); } | ||
| bool Player::setScenarioAction(int a) { return (this->*union_cast<bool(Player::*)(int)>(0x487220))(a); } | ||
| void Player::checkAllMotionInputs() { return (this->*union_cast<void(Player::*)()>(0x487020))(); } | ||
| void Player::updateDefaultBehavior() { return (this->*union_cast<void(Player::*)()>(0x483F40))(); } | ||
| bool Player::isGrounded() { return (this->*union_cast<bool(Player::*)()>(0x463530))(); } | ||
|
|
@@ -178,6 +178,7 @@ namespace v2 { | |
| void Player::useSkill(int id, short action) { return (this->*union_cast<void(Player::*)(int, short)>(0x487BA0))(id, action); } | ||
| unsigned short Player::getMoveLock(unsigned short action) { return (this->*union_cast<unsigned short(Player::*)(unsigned short)>(0x489610))(action); } | ||
| void Player::onSkillUpgrade() { return (this->*union_cast<void(Player::*)()>(0x489660))(); } | ||
| void Player::setTrailImage(int timer, int step, unsigned int colorMask) { return (this->*union_cast<void(Player::*)(int,int,unsigned int)>(0x46A750))(timer, step, colorMask); } | ||
| SokuLib::v2::GameObject *Player::createObject(short action, float x, float y, char direction, char layer, float *extraData, unsigned int extraDataSize) { | ||
| // Mimics 0x46EB30 | ||
| return this->objectList->createObject(nullptr, this, action, x, y, direction, layer, extraData, extraDataSize); | ||
|
|
@@ -310,7 +311,7 @@ namespace v2 { | |
| PlayerYoumu::PlayerYoumu(const PlayerInfo& info) : | ||
| Player(info) | ||
| { | ||
| memset(this->unknown8C0, 0, 0x10); // [0x8c0-0x8d0] = 0 | ||
| //memset(&this->cloneBuffer.m_table, 0, 0x10); | ||
| this->objectList = new GameObjectList_Youmu(this); | ||
| } | ||
| PlayerUtsuho::PlayerUtsuho(const PlayerInfo& info) : | ||
|
|
@@ -331,8 +332,9 @@ namespace v2 { | |
|
|
||
| PlayerYoumu::~PlayerYoumu() | ||
| { | ||
| // unknown object destructor | ||
| reinterpret_cast<void (__fastcall*)(void*)>(0x433a50)(&this->unknownObject); | ||
| // clone buffer clear | ||
| //reinterpret_cast<void (__fastcall*)(void*)>(0x433a50)(&this->cloneBuffer); | ||
| this->cloneBuffer.clear(); | ||
|
Member
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. ~Deque already clears so I don't think it's required. Keeping the old code also is redundant with the git. |
||
| } | ||
| PlayerUtsuho::~PlayerUtsuho() | ||
| { | ||
|
|
||
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Remove unused code