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adrientd
Also I found the byte for the animation bone id used to attach the clone.
pegperegogaucho
adrientd
So you atttach the shield to other body parts
pegperegogaucho
Are the collision spheres attached to bones too?
adrientd
Not sure
pegperegogaucho
@adrientd
maybe you can post a video of the rocketroman
pegperegogaucho
except he is an exact copy of the normal roman
pegperegogaucho
pegperegogaucho
adrientd
Maybe swapping the 12 bytes content of the CKSoundDirectoryID itself might not work.
adrientd
Because doing so you swap the pointer to the array
adrientd
and in this array you can have pointers to nodes to which the sound is placed
adrientd
so doing so could randomize the position of the sounds
adrientd
so it's not surprising if the sounds don't play
adrientd
because they were played on nodes that were far away
adrientd
from the camera
adrientd
pegperegogaucho
some reference a clone/animatedclonenode. Does the sound play at that node or does it check if the model is loaded, and if so it plays the sound?
adrientd
To me, it makes sense that the node reference is used to position the sound at that node.
adrientd
I don't know what other use it could have.
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