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#editor

pegperegogaucho
What's up?
hesopesomeso
What exactly do you mean by that statement? :FrogThinking:
pegperegogaucho
That every flag combination should have a name to it :Obelul:
pegperegogaucho
Oh, I was referring to the choreokey flags
hesopesomeso
Gotcha, makes sense now!
pegperegogaucho
Of course some hooks still have unknown flags and flags which don't matter when enabled in the level file since it will just get overwritten
pegperegogaucho
Like the first bit of the Activator means it's pressed or something, but setting that bit to 1 in the level file won't actually make it so it is already enabled :PepeHands:
hesopesomeso
Yeah like why is that a thing :Obelul: they read a value from the file & proceed to zero it out in that same function :KEKW:
pegperegogaucho
I guess it makes sense for some flags like if it is currently being pressed, but then not sure why that would be zeroed out
pegperegogaucho
Anyways, you've wrote before that you had the choreo stuff figured out?
hesopesomeso
Yeah, but not reimplemented.
pegperegogaucho
Also the "flags"?
hesopesomeso
Yeah, I know where most of it is used.
adrientd
Nice job! Quite surprising how the choreo flags has some enums.
pegperegogaucho
Yes, there is even an unused option to make enemies "flee"
pegperegogaucho
At first I though it was some bug or not intended, but apparently it is something legit? There is even a range in the component related ot it.
hesopesomeso
There's quite a bunch of classes related to *enemy* missing. Why's that?
hesopesomeso
:FrogThinking: Interesting.
pegperegogaucho
What do you mean? The CKHkEnemy stuff?
hesopesomeso
Yeah!