Sly 2:Circle Button Interacts: Difference between revisions

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Sneak Triggers, as in segments of sparkles that the Cooper Gang can shimmy along, are individual objects not attached to the ledge, however they do rely on the collision directly underneath them to function.
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<gallery widths="300" heights="300>
File:Sly2_wallsneak_struct_1.png
File:Sly2_wallsneak_struct_2.png
</gallery>
 
Red: Start of the struct, which contains important information such as the object's ID as well as various pointers to relevant data. The specifics of the various pointers have not been thoroughly researched. The first 4-byte value can have a pointer to scripting regions in some cases.
 
Yellow: Transform component. Usually you only have to modify the top set of coordinates and size floats, the bottom set immediately changing to match. Some extra data appears to be present as welll.
 
Cyan: An region that appears to track what's on top of it. It constantly changes while not being interacted with, however responds to characters sneaking on it by only updating when they sneak along it.
 
Green: The "FFFFFFFF" can be changed to a text string ID, which causes it to display that string in the infobox GUI element, just like doors that warn you about abandoning jobs. If you land on the spire point then jump off, a Sly icon will appear and hover over it. The "00000007" behaves just like the "00000001" in pole structs. The values that emit blue sparkles for poles also do the same thing here.
 
Magenta: An unbelievably long undocumented region that follows a semi-regular pattern of unknown purpose. In fact, this region is so long that it extends onwards past the second screenshot for about 100 more lines, which is where the struct ends.
 
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