From: <dis...@ex...> - 2007-08-08 18:56:55
|
Ugg, its a pain to reverse compiled C++, it depends on the compiler as to how the assembly will look. I think now that offset 0x1C is a byte (it is loaded as a dword, but only the lower byte of that is operated on at a time) so my updated guess (which could change at any moment) is: 0x1C BYTE light level and floor type flags (bits 6 & 7 look unused) 0x1D BYTE unknown 0x1E WORD unknown and I think you're right that one of those contain the media type. I'll tell you the worst part of this is the damnable intel little endianness, especially when you don't know if its a word, or double word... I wonder why light level is needed for pathfinding, can the AI's get lost in the dark? Or maybe this is used for finding the player, and if he's in the dark the AI may not find him. --- On Wed 08/08, Filip Volejnik < f.v...@ce... > wrote: From: Filip Volejnik [mailto: f.v...@ce...] To: opd...@li... Date: Wed, 08 Aug 2007 20:33:19 +0200 Subject: Re: [Opde-devel] Updated info for pathfinding cells dis...@ex... wrote:> Ok, the dword at offset 0x1c holds a lot of different info, a bit of which I was mistaken about.>>>> Bits 0-3 Lighting level (0x0 - 0xf?)>> Bit 04 flag that cell floor type is ramp>> Bit 05 flag that cell floor type is stair>>>> I originally thought that cell floor type was cell type.>> I would not be totally surprised to find some media flags here as well - water/air.keep going!Volca -------------------------------------------------------------------------This SF.net email is sponsored by: Splunk Inc.Still grepping through log files to find problems? Stop.Now Search log events and configuration files using AJAX and a browser.Download your FREE copy of Splunk now >> http://get.splunk.com/_______________________________________________Opde-devel mailing lis...@li...https://lists.sourceforge.net/lists/listinfo/opde-devel _______________________________________________ Join Excite! - http://www.excite.com The most personalized portal on the Web! |