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Decompile skidoo #1733

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Decompile skidoo #1733

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@rr- rr- commented Oct 22, 2024

Checklist

  • I have read the coding conventions
  • I have added a changelog entry about what my pull request accomplishes, or it is an internal change

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#1691

@rr- rr- added Internal The invisible stuff TR2 labels Oct 22, 2024
@rr- rr- self-assigned this Oct 22, 2024
@rr- rr- requested review from a team as code owners October 22, 2024 09:37
@rr- rr- requested review from lahm86, walkawayy and aredfan and removed request for a team October 22, 2024 09:37
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github-actions bot commented Oct 22, 2024

fx->object_id = O_EXPLOSION;
}

Effect_ExplodingDeath(g_Lara.skidoo, ~SKIDOO_GUN_MESH, 0);
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If either the red or black skidoo explodes, you see the main part of the red mesh appear. In OG, you only see "side bits" of the model fly off. Possibly the mesh_bits here aren't quite right for this call?

image

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@rr- rr- Oct 22, 2024

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Thanks – the value indeed was wrong, rather than ~4 it should've been -4 or ~(4 - 1). I have pushed a correction, but I'm unable to test it at the moment and would appreciate info if it was enough to fix the issue.

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BTW the name SKIDOO_GUN_MESH I think is wrong and should be changed – but I don't fully understand its usage. For sure it has to do with the track mesh, but I'm not certain as to why track_mesh & 4 yields a truthy value for armed snowmobiles and a falsy value for normal snowmobiles.

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Hmm, I don't follow it either TBH. Will need some studying.

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LGTM

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aredfan commented Oct 22, 2024

There's a desync in demo 3 - the skidoo misses a small jump 3 seconds into the video.

Latest dev snapshot:

Video.1.mp4

PR:

Video.2.mp4

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3 participants