Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- //Animated texture stuff
- HMODULE hmodule = GetModuleHandle(L"CHRMODELS_orig");
- NJS_OBJECT **___SONIC_OBJECTS = (NJS_OBJECT **)GetProcAddress(hmodule, "___SONIC_OBJECTS");
- processobject(&object_010056AF50);
- processobject(&object_01005729CC);
- processobject2(&object_020056AF50);
- processobject2(&object_02005729CC);
- //To get the right anim without the weird crashes...
- HMODULE handle = GetModuleHandle(L"CHRMODELS_orig");
- NJS_ACTION **___SONIC_ACTIONS = (NJS_ACTION **)GetProcAddress(handle, "___SONIC_ACTIONS");
- NJS_MODEL_SADX **___SONIC_MODELS = (NJS_MODEL_SADX **)GetProcAddress(handle, "___SONIC_MODELS");
- ___SONIC_OBJECTS[0] = &object_0056AF50;
- ___SONIC_ACTIONS[6]->motion = &___SONIC_ACTIONS_6;
- PVMEntry pvm = { "AMY_EFF", (NJS_TEXLIST*)0x91C808 }; helperFunctions.RegisterCharacterPVM(Characters_Sonic, pvm);
- //pvm = { "SUPERSONIC", (NJS_TEXLIST*)0x142272C }; helperFunctions.RegisterCharacterPVM(Characters_Sonic, pvm);
- //WaveOceanTEST
- // char pathbuf[MAX_PATH];
- // _snprintf(pathbuf, MAX_PATH, "%s\\LandTable.sa1lvl", path);
- // LandTableInfo *landtableinfo = new LandTableInfo(pathbuf);
- // LandTable *landtable = landtableinfo->getlandtable();
- // WriteData((LandTable**)0x97DA48, landtable);
- //Original __SONIC_ACTIONS[]
- sonicaction1motion = ___SONIC_ACTIONS[1]->motion;
- sonicaction2motion = ___SONIC_ACTIONS[2]->motion;
- sonicaction3motion = ___SONIC_ACTIONS[3]->motion;
- sonicaction4motion = ___SONIC_ACTIONS[4]->motion;
- sonicaction5motion = ___SONIC_ACTIONS[5]->motion;
- sonicaction6motion = ___SONIC_ACTIONS[6]->motion;
- sonicaction18motion = ___SONIC_ACTIONS[18]->motion;
- sonicaction120motion = ___SONIC_ACTIONS[120]->motion;
- sonicaction121motion = ___SONIC_ACTIONS[121]->motion;
- sonicaction122motion = ___SONIC_ACTIONS[122]->motion;
- sonicaction123motion = ___SONIC_ACTIONS[123]->motion;
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement