diff --git a/Lua/addrs/M/common.lua b/Lua/addrs/M/common.lua index 38be4d0..67ab324 100755 --- a/Lua/addrs/M/common.lua +++ b/Lua/addrs/M/common.lua @@ -4,7 +4,7 @@ function Actor(addr) return { num = AA(0x0, 2), type = AA(0x2, 1), - unk_3 = AA(0x3, 1), + room_number = AA(0x3, 1), -- -1 = always loaded flags = AA(0x4, 4), x_copy = AA(0x8, 'f'), y_copy = AA(0xC, 'f'), @@ -16,18 +16,21 @@ function Actor(addr) var = AA(0x1C, 2), unk_1E = AA(0x1E, 1), -- actor type? set to -1 to unload actor unk_1F = AA(0x1F, 1), -- link: 0x03 - unk_20 = AA(0x20, 4), -- link: 0x03FF0000 + unk_20 = AA(0x20, 4), -- link: 0x03FF + unk_22 = AA(0x22, 2), x = AA(0x24, 'f'), y = AA(0x28, 'f'), z = AA(0x2C, 'f'), - x_rot_init_2 = AA(0x30, 2), -- z-target facing angle? - y_rot_init_2 = AA(0x32, 2), -- link's head Y rot (lerped FPS angle) - z_rot_init_2 = AA(0x34, 2), + unnamed_x_rot = AA(0x30, 2), -- LERPed model facing angle? + unnamed_y_rot = AA(0x32, 2), + unnamed_z_rot = AA(0x34, 2), -- unused? unk_36 = AA(0x36, 2), -- padding? - unk_38 = AA(0x38, 4), - x_copy_2 = AA(0x3C, 'f'), -- actually a bone coordinate? - y_copy_2 = AA(0x40, 'f'), - z_copy_2 = AA(0x44, 'f'), + unk_38 = AA(0x38, 1), -- enum? whether owls can be hit? + unk_39 = AA(0x39, 1), + unk_3A = AA(0x3A, 2), + target_x = AA(0x3C, 'f'), -- for z-targeting + target_y = AA(0x40, 'f'), + target_z = AA(0x44, 'f'), fps_vert_angle = AA(0x48, 2), fps_horiz_angle = AA(0x4A, 2), fps_unk_angle = AA(0x4C, 2), diff --git a/Lua/data/actor names.lua b/Lua/data/actor names.lua index 5290e51..4f0f816 100755 --- a/Lua/data/actor names.lua +++ b/Lua/data/actor names.lua @@ -430,7 +430,7 @@ return { [0x1A8]="Big Octo", [0x1A9]="Ice Platform (Ice Arrows)", [0x1AA]="Elevator Triforce Texture", - [0x1AB]="? En_Time_Tag", -- rug in inn? + [0x1AB]="? En_Time_Tag", -- time-based triggers? most commonly shops kicking you out at night [0x1AC]="Wooden Deku Door", [0x1AD]="Reflectable Spotlight", [0x1AE]="Platform (H&D)",