diff --git a/src/Episode3/DataIndexes.hh b/src/Episode3/DataIndexes.hh index b50ae687..3d379866 100644 --- a/src/Episode3/DataIndexes.hh +++ b/src/Episode3/DataIndexes.hh @@ -935,19 +935,20 @@ struct MapDefinition { // .mnmd format; also the format of (decompressed) quests /* 010C */ parray, 2> start_tile_definitions; struct CameraSpec { - parray unknown_a1; - be_float camera_x; - be_float camera_y; - be_float camera_z; + /* 00 */ parray unknown_a1; + /* 24 */ be_float camera_x; + /* 28 */ be_float camera_y; + /* 2C */ be_float camera_z; // It appears that the camera always aligns its +Y raster axis with +Y in // the virtual world. If the focus point is directly beneath the camera // point, the logic for deciding which direction should be "up" from the // camera's perspective can get confused and jitter back and forth as the // camera moves into position. - be_float focus_x; - be_float focus_y; - be_float focus_z; - parray unknown_a2; + /* 30 */ be_float focus_x; + /* 34 */ be_float focus_y; + /* 38 */ be_float focus_z; + /* 3C */ parray unknown_a2; + /* 48 */ std::string str() const; } __attribute__((packed));