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Implement non-rippling CFluidPlaneCPU render path
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@@ -20,9 +20,9 @@ struct CTweakGame : ITweakGame
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Value<bool> x2b_splashScreensDisabled;
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Value<float> x2c_unknown5;
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Value<float> x30_pressStartDelay;
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Value<float> x34_rippleSideLenNormal;
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Value<float> x38_rippleSideLenPoison;
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Value<float> x3c_rippleSideLenLava;
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Value<float> x34_wavecapIntensityNormal;
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Value<float> x38_wavecapIntensityPoison;
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Value<float> x3c_wavecapIntensityLava;
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Value<float> x40_unknown10;
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Value<float> x44_unknown11;
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Value<float> x48_unknown12;
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@@ -38,9 +38,9 @@ struct CTweakGame : ITweakGame
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bool GetSplashScreensDisabled() const { return x2b_splashScreensDisabled; }
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float GetFirstPersonFOV() const { return x24_fov; }
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float GetPressStartDelay() const { return x30_pressStartDelay; }
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float GetRippleSideLengthNormal() const { return x34_rippleSideLenNormal; }
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float GetRippleSideLengthPoison() const { return x38_rippleSideLenPoison; }
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float GetRippleSideLengthLava() const { return x3c_rippleSideLenLava; }
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float GetWavecapIntensityNormal() const { return x34_wavecapIntensityNormal; }
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float GetWavecapIntensityPoison() const { return x38_wavecapIntensityPoison; }
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float GetWavecapIntensityLava() const { return x3c_wavecapIntensityLava; }
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float GetFluidEnvBumpScale() const { return x4c_fluidEnvBumpScale; }
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float GetHardModeDamageMultiplier() const { return x60_hardmodeDamageMult; }
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float GetHardModeWeaponMultiplier() const { return x64_hardmodeWeaponMult; }
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