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Benji23245

Untitled

Mar 6th, 2018
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  1. //Animated texture stuff
  2. HMODULE hmodule = GetModuleHandle(L"CHRMODELS_orig");
  3. NJS_OBJECT **___SONIC_OBJECTS = (NJS_OBJECT **)GetProcAddress(hmodule, "___SONIC_OBJECTS");
  4. processobject(&object_010056AF50);
  5. processobject(&object_01005729CC);
  6. processobject2(&object_020056AF50);
  7. processobject2(&object_02005729CC);
  8.  
  9.  
  10. //To get the right anim without the weird crashes...
  11. HMODULE handle = GetModuleHandle(L"CHRMODELS_orig");
  12. NJS_ACTION **___SONIC_ACTIONS = (NJS_ACTION **)GetProcAddress(handle, "___SONIC_ACTIONS");
  13. NJS_MODEL_SADX **___SONIC_MODELS = (NJS_MODEL_SADX **)GetProcAddress(handle, "___SONIC_MODELS");
  14. ___SONIC_OBJECTS[0] = &object_0056AF50;
  15. ___SONIC_ACTIONS[6]->motion = &___SONIC_ACTIONS_6;
  16.  
  17.  
  18.  
  19. PVMEntry pvm = { "AMY_EFF", (NJS_TEXLIST*)0x91C808 }; helperFunctions.RegisterCharacterPVM(Characters_Sonic, pvm);
  20. //pvm = { "SUPERSONIC", (NJS_TEXLIST*)0x142272C }; helperFunctions.RegisterCharacterPVM(Characters_Sonic, pvm);
  21.  
  22. //WaveOceanTEST
  23. // char pathbuf[MAX_PATH];
  24. // _snprintf(pathbuf, MAX_PATH, "%s\\LandTable.sa1lvl", path);
  25. // LandTableInfo *landtableinfo = new LandTableInfo(pathbuf);
  26. // LandTable *landtable = landtableinfo->getlandtable();
  27. // WriteData((LandTable**)0x97DA48, landtable);
  28.  
  29.  
  30. //Original __SONIC_ACTIONS[]
  31. sonicaction1motion = ___SONIC_ACTIONS[1]->motion;
  32. sonicaction2motion = ___SONIC_ACTIONS[2]->motion;
  33. sonicaction3motion = ___SONIC_ACTIONS[3]->motion;
  34. sonicaction4motion = ___SONIC_ACTIONS[4]->motion;
  35. sonicaction5motion = ___SONIC_ACTIONS[5]->motion;
  36. sonicaction6motion = ___SONIC_ACTIONS[6]->motion;
  37. sonicaction18motion = ___SONIC_ACTIONS[18]->motion;
  38. sonicaction120motion = ___SONIC_ACTIONS[120]->motion;
  39. sonicaction121motion = ___SONIC_ACTIONS[121]->motion;
  40. sonicaction122motion = ___SONIC_ACTIONS[122]->motion;
  41. sonicaction123motion = ___SONIC_ACTIONS[123]->motion;
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