add android paddings to PlayerObject

same as windows except for the first pad
This commit is contained in:
dankmeme01 2023-10-07 16:00:03 +02:00 committed by alk
parent df459dec3c
commit a08c8e6b6f

View file

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