@@ -4792,7 +4792,7 @@ class EnhancedGameObject : GameObject {
47924792 virtual void updateSyncedAnimation(float, int) = win 0x1a4e30, imac 0x2499e0, m1 0x1f7c7c, ios 0x347598;
47934793 virtual TodoReturn updateAnimateOnTrigger(bool) = imac 0x24b920, m1 0x1f903c, ios 0x348938;
47944794
4795- TodoReturn createRotateAction(float, int);
4795+ void createRotateAction(float angle , int clockwiseDirection );
47964796 bool init(char const*) = win 0x1a1800;
47974797 TodoReturn previewAnimateOnTrigger();
47984798 TodoReturn refreshRotateAction();
@@ -4806,18 +4806,33 @@ class EnhancedGameObject : GameObject {
48064806 void updateUserCoin() = win 0x1a3970, imac 0x5a9770, m1 0x4e3b94;
48074807 TodoReturn waitForAnimationTrigger();
48084808
4809- PAD = android32 0x25, win 0x2a, android64 0x22, mac 0x22;
4810-
4809+ // Everyone loves itanium padding
4810+ bool m_unknownPadding;
4811+ bool m_poweredOn;
4812+ int m_state;
4813+ int m_animationRandomizedStartValue;
4814+ float m_animationStart;
4815+ // No idea what these 3 fields are supposed to be. But we know what types they are...
4816+ float field4_0xd;
4817+ int field5_0x11;
4818+ bool field6_0x15;
4819+ float m_frameTime;
4820+ bool m_visible;
4821+ bool m_shouldNotHideAnimFreeze;
4822+ bool m_usesSpecialAnimation;
4823+ short m_frames;
48114824 bool m_hasCustomAnimation;
48124825 bool m_hasCustomRotation;
48134826 // property 98
48144827 bool m_disableRotation;
4815- PAD = android32 0x3, win 0x3, android64 0x3, mac 0x3;
48164828
48174829 // property 97
48184830 float m_rotationSpeed;
4819- PAD = android32 0xc, win 0xc, android64 0xc, mac 0xc;
48204831
4832+ float m_rotationAngle;
4833+ float m_rotationDelta;
4834+ float m_rotationAnimationSpeed;
4835+
48214836 // property 106
48224837 bool m_animationRandomizedStart;
48234838 // property 107
@@ -4834,16 +4849,21 @@ class EnhancedGameObject : GameObject {
48344849 int m_singleFrame;
48354850 // property 592
48364851 bool m_animationOffset;
4837- PAD = android32 0xf, win 0xf, android64 0xf, mac 0xf;
4838-
4852+ bool m_animationTriggered;
4853+ int m_unkAnimationInt;
4854+ int m_maybeAnimationVariableXInt;
4855+ int m_maybeAnimationVariableYInt;
48394856 // property 214
48404857 bool m_animateOnlyWhenActive;
48414858 // property 444
48424859 bool m_isNoMultiActivate;
48434860 // property 99
48444861 bool m_isMultiActivate;
4845- PAD = android32 0x4, win 0x4, android64 0x8, mac 0x8;
4846- }
4862+ bool m_activated;
4863+ bool m_activatedByPlayer1;
4864+ bool m_activatedByPlayer2;
4865+ bool m_hasUniqueCoin;
4866+ }
48474867
48484868[[link(android)]]
48494869class EnhancedTriggerObject : EffectGameObject {
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