User:Leoetlino/Misc

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Revision as of 23:08, 20 December 2019 by imported>Leoetlino
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Miscellaneous stuff that should be moved to articles (new or existing) at some point.

Executable source file names

  • D:\home\Cafe\U-King\trunk\KingSystem\src\ActorSystem\actActorLinkConstDataAccess.cpp: actor accessor subsystem for read-only access. I called the main class ActorAccessor in my IDB (fortunate coincidence).

actActorLinkConstDataAccess

Strings that were spotted in the cafe-1.0.0 executable around actActorLinkConstDataAccess.cpp:

getMtx
getAttentionPos
getLookAtPos
getCursorBasePos
getAtObstacleChkPos
getCursorOffsetY
getCutTargetPos
getGameCameraPos
getLockOnBowPos
getAttackDrivePos
getVel
getRotVel
isOnFlag
getUnderWaterDepth
getMainChemicalObjectMatrix
getMainChemicalObjectApparentRadius
tryGetParentMtx
getMainRigidBodyCenterOfMassWorld
getMainRigidBodyCenterOfMassLocal
getMainRigdBodyMaterial
getMagneForceCatchedPos
getStopTimerDamagePoolEffectPos
getStopTimerStartEffectMatrix
searchModelBoneMatrix
getCharacterControllerRadius
getGravityPerSec
getScale

In nx-1.5.0 at least, ActorAccessor has a stubbed member function that takes similar function names as an argument (e.g. isHoldByOwner or getPlayerAlphaRate). Thus those strings are probably ActorAccessor function names for the Actor class.

Team tags

Used to determine whether enemies are fooled by disguise masks[1].

  • If the player's MaskType is "All", the game checks whether the enemy has one of the following tags: TeamLynel, TeamBokoblin, TeamMoriblin, TeamLizarfos
  • If the MaskType is "PhantomGanon": TeamStalfos
  • Otherwise: Team%s % (player mask type).

Refs

  1. 0x7100497978 [nx-1.5.0 executable]