![]() ![]() Might have to do with what's called Biped or Quadruped components (keep in mind humans have 2 legs animals have 4). If you can't find anything with what I said above, then game engine uses different routines for player movement vs. Once you're close to the animal, you can better observe what it's doing (although, hopefully, it won't move). Change your X manually (or Y) to a value that brings you close to the animal (keep in mind that once you do the NOP, you can't move but neither can they). First replace the instruction with code that does nothing (NOP it). ![]() Once you found one instruction that accesses more than just your player's X, those are X-es of other entities. If you only see 1 address, then only your player's X is processed if that's the case, pick another instruction from the debug list and repeat. A window should pop-up and hopefully a list of addresses will show-up. That being said, find your player's XYZ (use any of the methods you know of or watch some tutorial), debug any of them (say X) on access and pick one instruction follow it in disassembly view, right-click, "find out what addresses this instruction accesses". As far as I know, the game engines of today use a main processing function for all entity/pawn coordinates.
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