update TObjAreaWarpQuest notes
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+4
-2
@@ -614,7 +614,7 @@ static const vector<DATEntityDefinition> dat_object_definitions({
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// param4 = source type:
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// param4 = source type:
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// 0 = use this set when advancing from a lower floor
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// 0 = use this set when advancing from a lower floor
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// 1 = use this set when returning from a higher floor
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// 1 = use this set when returning from a higher floor
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// anything else = set is unused (TODO: but maybe used by TObjAreaWarpQuest?)
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// any other positive number = set is unused by default, but may be used by TObjAreaWarpQuest
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{0x0000, F_V0_V4, 0x00007FFFFFFFFFFF, "TObjPlayerSet"},
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{0x0000, F_V0_V4, 0x00007FFFFFFFFFFF, "TObjPlayerSet"},
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{0x0000, F_EP3, 0x0000000000008001, "TObjPlayerSet"},
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{0x0000, F_EP3, 0x0000000000008001, "TObjPlayerSet"},
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@@ -962,7 +962,9 @@ static const vector<DATEntityDefinition> dat_object_definitions({
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// Quest floor warp. This appears similar to TObjAreaWarpForest except that the object is not destroyed immediately
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// Quest floor warp. This appears similar to TObjAreaWarpForest except that the object is not destroyed immediately
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// if it's blue and the game is Challenge mode. Params:
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// if it's blue and the game is Challenge mode. Params:
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// param1 = player set ID (TODO: what does this do? Seems it does nothing unless it's >= 2; see TObjPlayerSet)
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// param1 = player set ID (if this is >= 2, specifies which set of TObjPlayerSets to use on the destination
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// floor, which overrides the default behavior of 0/1 depending on the source and destination floor numbers;
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// see TObjPlayerSet for details)
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// param4 = destination floor
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// param4 = destination floor
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// param6 = color (0 = blue, 1 = red)
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// param6 = color (0 = blue, 1 = red)
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{0x001B, F_V1_V4, 0x00005000000078FE, "TObjAreaWarpQuest"},
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{0x001B, F_V1_V4, 0x00005000000078FE, "TObjAreaWarpQuest"},
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