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add android paddings to PlayerObject
same as windows except for the first pad
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parent
df459dec3c
commit
a08c8e6b6f
1 changed files with 11 additions and 11 deletions
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@ -5236,18 +5236,18 @@ class PlayerObject : GameObject, AnimatedSpriteDelegate {
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void yStartDown() = mac 0x22e9b0;
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void yStartDown() = mac 0x22e9b0;
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void yStartUp() = mac 0x22e990;
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void yStartUp() = mac 0x22e990;
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PAD = mac 0x14, win 0x14;
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PAD = mac 0x14, win 0x14, android 0x10;
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bool m_unk480;
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bool m_unk480;
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cocos2d::CCNode* m_unk484;
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cocos2d::CCNode* m_unk484;
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cocos2d::CCDictionary* m_collisionLog;
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cocos2d::CCDictionary* m_collisionLog;
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cocos2d::CCDictionary* m_collisionLog1;
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cocos2d::CCDictionary* m_collisionLog1;
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GameObject* m_collidedSlope;
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GameObject* m_collidedSlope;
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PAD = mac 0x30, win 0x1c;
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PAD = mac 0x30, win 0x1c, android 0x1c;
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bool m_unk4B0;
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bool m_unk4B0;
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cocos2d::CCSprite* m_unk4B4;
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cocos2d::CCSprite* m_unk4B4;
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int m_collidedGroundObjectUniqueID;
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int m_collidedGroundObjectUniqueID;
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int m_collidedCeilObjectUniqueID;
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int m_collidedCeilObjectUniqueID;
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PAD = mac 0x14, win 0x14;
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PAD = mac 0x14, win 0x14, android 0x14;
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bool m_unk4D4;
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bool m_unk4D4;
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cocos2d::CCArray* m_particleSystems;
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cocos2d::CCArray* m_particleSystems;
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bool m_unk4DC;
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bool m_unk4DC;
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@ -5279,13 +5279,13 @@ class PlayerObject : GameObject, AnimatedSpriteDelegate {
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bool m_unk53E;
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bool m_unk53E;
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bool m_unk53F;
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bool m_unk53F;
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bool m_isCheckpointQueued;
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bool m_isCheckpointQueued;
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PAD = mac 0xf, win 0xf;
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PAD = mac 0xf, win 0xf, android 0xf;
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double m_lastJumpTime;
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double m_lastJumpTime;
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double m_unk558;
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double m_unk558;
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double m_unk560;
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double m_unk560;
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PAD = mac 0x1c, win 0x1c;
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PAD = mac 0x1c, win 0x1c, android 0x1c;
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float m_decelerationRate;
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float m_decelerationRate;
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PAD = mac 0x13, win 0x13;
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PAD = mac 0x13, win 0x13, android 0x13;
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bool m_hasHitRing;
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bool m_hasHitRing;
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GameObject* m_objectSnappedTo;
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GameObject* m_objectSnappedTo;
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CheckpointObject* m_checkpoint;
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CheckpointObject* m_checkpoint;
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@ -5303,14 +5303,14 @@ class PlayerObject : GameObject, AnimatedSpriteDelegate {
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void* m_unk5D0;
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void* m_unk5D0;
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cocos2d::CCParticleSystemQuad* m_unk5D4;
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cocos2d::CCParticleSystemQuad* m_unk5D4;
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cocos2d::CCParticleSystemQuad* m_unk5D8;
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cocos2d::CCParticleSystemQuad* m_unk5D8;
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PAD = mac 0x20, win 0x20;
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PAD = mac 0x20, win 0x20, android 0x20;
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// int m_streakID;
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// int m_streakID;
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// float m_wellIdk;
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// float m_wellIdk;
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// PAD = win 0x10;
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// PAD = win 0x10;
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bool m_unk5FC;
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bool m_unk5FC;
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bool m_unk5FD;
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bool m_unk5FD;
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bool m_hasHitPortal;
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bool m_hasHitPortal;
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PAD = mac 0xb, win 0xb;
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PAD = mac 0xb, win 0xb, android 0xb;
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bool m_unknown73d;
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bool m_unknown73d;
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cocos2d::_ccColor3B m_unknown73e;
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cocos2d::_ccColor3B m_unknown73e;
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cocos2d::_ccColor3B m_unknown741;
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cocos2d::_ccColor3B m_unknown741;
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@ -5357,13 +5357,13 @@ class PlayerObject : GameObject, AnimatedSpriteDelegate {
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bool m_unk684;
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bool m_unk684;
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bool m_unk685;
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bool m_unk685;
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double m_unk688;
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double m_unk688;
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PAD = win 0x4;
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PAD = win 0x4, android 0x4;
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float m_meteringValue;
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float m_meteringValue;
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float m_groundHeight;
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float m_groundHeight;
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float m_unk69C;
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float m_unk69C;
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PAD = win 0x4;
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PAD = win 0x4, android 0x4;
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std::array<float, 200> m_unk6A4;
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std::array<float, 200> m_unk6A4;
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PAD = win 0x1c;
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PAD = win 0x1c, android 0x1c;
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}
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}
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[[link(android)]]
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[[link(android)]]
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