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I have no idea what Jet is talking about but yes, that's the npc table editor. You can change rects, initial flags, HP, damage, XP, tileset, hurt sound, death sound, and death gfx. That's all the external NPC data there is.
According to the ASM, the propellers themselves increment the frame num if the parent entity has (or has had) an animation of 20 or greater, and the parent entity (heli) generates the propellers automatically when it initializes (state == 0)
So, I dunno man, it should work with animation 20...
If you wanna get the best time, look to the best.
Chaddykins is the current record holder unless I'm mistaken. If not the fastest, then pretty close.
I don't know where to find this.
<ANP0299:0020:0002
Where 0299 is the helicopter... That's the only thing I can see. If that doesn't work, well I don't know. I guess you'd have to look at the ASM.
As far as TSC goes, I wrote a more efficient parser - this gives you room for approximately 2x as many commands as already exists. It also includes a couple of the custom commands I made for myself, *and* the fixed <CAT (it previously was exactly the same as <SAT, but I made it to clear the...
00415250 - Render Player and Gun
which contains the following:
Which leads me to determine that quote's framerects are global vars, so I search for 49E69C in the ASM Dump which leads me to
00414BF0 - <Player Movement?>
which would appear to be misnamed (blame gardebiter).
Anyway there's a...
It all depends when you call 40C3C0.
Every frame, the game runs through 410400 and when it comes across a call to 40C3C0, it draws that to the screen. To get something to draw on top of something else, you draw the bottom thing first and then the top thing; stuff overwrites other stuff.
The...
There's no such thing as an unimportant function.
Well, maybe they're unimportant to all practical applications, but I like to have at least something to put for completion's sake.
Anyway, some questions:
What do you mean by "Prevent lethargy" and "prevent erraticism"? I'll assume this...
Access violation. The key thing you're missing is
MOV EAX, [ebp+8]. This sets eax to the pointer to the entity's own data.
Now, [eax+54] or,
add eax, 54
[eax]
points to the start of the entity's framerect data.
You can be a little nicer, sometimes they don't even know any better.
And this one's only two months for goodness sakes.
A visitor message is, in my opinion, a much more acceptable course of action rather than publicly berating them as well...
I was of the opinion that when you changed the skin it stayed changed for you, but you can also try going under User CP > Edit Options > Miscellaneous options and there is a thing to change it there.