add dynamic switching in EnemyDamageSync

This commit is contained in:
Martin Michelsen
2025-07-22 00:25:59 -07:00
parent bbcc03f832
commit 1729edc1d2
12 changed files with 9188 additions and 33 deletions
+3 -3
View File
@@ -2724,8 +2724,8 @@ static const vector<DATEntityDefinition> dat_enemy_definitions({
{0x0110, F_EP3, 0x0000000000000001, "TObjNpcWalkingMeka_Hero"}, // Small talking robot in Morgue
{0x0111, F_EP3, 0x0000000000000001, "TObjNpcWalkingMeka_Dark"}, // Small talking robot in Morgue
// Episode 3 scientist and aide NPCs. These NPC take all the same params as
// the NPCs defined above, but also:
// Episode 3 scientist and aide NPCs. These NPCs take all the same params
// as the NPCs defined above, but also:
// angle.x = model number (clamped to [0, 3] for scientists, [0, 2] for
// aides)
// The two type values for scientists (00D4 and 00D5) are direct aliases
@@ -2931,7 +2931,7 @@ static const vector<DATEntityDefinition> dat_enemy_definitions({
// Monest that has param1 = 3 and param2 = 10. This looks like just an
// off-by-one error on Sega's part where they accidentally shifted the
// parameters down by one place. As described above, this Monest expels
// 6 Mothmants, then no more after they are killed.
// 6 Mothmants immediately, then no more after those 6 are killed.
{0x0042, F_V0_V4, 0x0000000000180006, "TObjEneBm3FlyNest"},
// Savage Wolf or Barbarous Wolf. Params: