Well I created new Rocket Roman hooks, copied the values from the Basic Roman hook to the rocket romans (rocket romans are basically basic romans with some new values at the end), changed references to basic romans to reference to the rocket romans instead, then deleted the basic roman hooks. Same for the components.
adrientd
Also had to a create a new CKAACylinder for every rocket roman hook.
adrientd
What that cylinder collision could be used for...
adrientd
The game runs, but the "rocket romans" still act as normal romans
adrientd
but maybe I have to change some values
pegperegogaucho
How many bytes is the hook of the rockettoman longer?
adrientd
16 bytes
adrientd
There are 4 more references at the end than a normal roman
adrientd
the third one is to the CKAACylinder
adrientd
the others still not sure, I left them to FF FF FF FF (null) for now
pegperegogaucho
How do you know it needs to be 16 bytes longer?
adrientd
I looked at the disassembled code.
pegperegogaucho
Hmm okay,do they behave differently? Like can they be still swinged around?
adrientd
yeah, you can still swing them and it still looks identical to the normal roman
pegperegogaucho
pegperegogaucho
That's pretty weird. Shouldn't they at least use new animations and stuff