emoose
emoose
Made a little progress with this, seems the double at 0xB18FB8 (0.4339999854564667) has something to do with the water anims, halving that seems to lets the anim play at the...
Wow impressive! That works better than I thought it could, I guess strafing-only movement might take some work though since there's not really any strafing anim afaik (that's whats shown...
GC seems to be using `Espgen45_Move00` for it, making that function ret (or blr for PPC) seems to stop water from updating at least. Maybe that texture is part of...
Yep GC uses _Trans/_TransSub too, looks like they might have changed it a bit though, but haven't looked too far into it. In case you need it here's a IDB...
Looks like changing `Espgen45_Move` to ret before loading into the map stops the circular pattern from showing, doesn't show the reflections like GC though, guess maybe something in Move00 is...
FWIW I found that `em10SetParasite` seems responsible for spawning the plaga, seems that `cEm10::move` calls that based on some sort of timer (`this+0x74C` float), haven't found where that timer is...
Hmm, it might be `em10ChgParasiteCk` that decides it, seems to use `(randomNum % 10) is less than 5` to decide it, maybe that means a 50% chance? If that passes...
Oh interesting, looking at that `em10ChgParasiteCk` func there does seem to be a check for 2, just before the randomNum stuff I mentioned, by calling into `Ctrl12CntCk` - ctrl12 count...
Made some progress with this, there's actually two issues here, first there's the issue with the last selection in the list being set to 512 width that I mentioned above,...
Do you know which room number that map happens on?