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[Help] Coding R63 Emulator
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<blockquote data-quote="JayC" data-source="post: 337653" data-attributes="member: 36373"><p>The GTE Edit emu I am using is very Obfuscated and hard to use. This is the code for the wired furni</p><p></p><p>[CODE]case "wf_act_moverotate":</p><p> current2.ExtraData = "1";</p><p> current2.UpdateState(false, true);</p><p> current2.ReqUpdate(1);</p><p> current2.method_9();</p><p> if (current2.string_4.Length > 0)</p><p> {</p><p> string[] collection = current2.string_4.Split(new char[]</p><p> {</p><p> ','</p><p> });</p><p> IEnumerable<string> enumerable2 = new List<string>(collection);</p><p> foreach (string current in enumerable2)</p><p> {</p><p> RoomItem class3 = this.method_28(Convert.ToUInt32(current));</p><p> if (class3 != null)</p><p> {</p><p> if (current2.string_2 != "0" && current2.string_2 != "")</p><p> {</p><p> ThreeDCoord gstruct1_ = class3.GStruct1_1;</p><p> int num5 = 0;</p><p> int num6 = 0;</p><p> int num7 = 0;</p><p> if (current2.string_2 == "1")</p><p> {</p><p> Random random3 = new Random();</p><p> num5 = random3.Next(1, 5);</p><p> }</p><p> else</p><p> {</p><p> if (current2.string_2 == "2")</p><p> {</p><p> Random random3 = new Random();</p><p> num6 = random3.Next(1, 3);</p><p> }</p><p> else</p><p> {</p><p> if (current2.string_2 == "3")</p><p> {</p><p> Random random3 = new Random();</p><p> num7 = random3.Next(1, 3);</p><p> }</p><p> }</p><p> }</p><p> if (current2.string_2 == "4" || num5 == 1 || num7 == 1)</p><p> {</p><p> gstruct1_ = class3.method_1(4);</p><p> }</p><p> else</p><p> {</p><p> if (current2.string_2 == "5" || num5 == 2 || num6 == 1)</p><p> {</p><p> gstruct1_ = class3.method_1(6);</p><p> }</p><p> else</p><p> {</p><p> if (current2.string_2 == "6" || num5 == 3 || num7 == 2)</p><p> {</p><p> gstruct1_ = class3.method_1(0);</p><p> }</p><p> else</p><p> {</p><p> if (current2.string_2 == "7" || num5 == 4 || num6 == 2)</p><p> {</p><p> gstruct1_ = class3.method_1(2);</p><p> }</p><p> }</p><p> }</p><p> }</p><p> if (this.method_37(gstruct1_.x, gstruct1_.y, true, true, true, false, false, true, true) && class3.GetBaseItem().InteractionType != "wf_trg_timer")</p><p> {</p><p> this.method_41(class3, gstruct1_, current2.uint_0, this.GetTopItemHeight(gstruct1_.x, gstruct1_.y));</p><p> }</p><p> }</p><p> if (current2.string_3.Length > 0 && current2.string_3 != "0" && current2.string_3 != "")</p><p> {</p><p> int num5 = 0;</p><p> if (current2.string_3 == "1")</p><p> {</p><p> num5 = class3.int_3 + 2;</p><p> if (num5 > 6)</p><p> {</p><p> num5 = 0;</p><p> }</p><p> }</p><p> else</p><p> {</p><p> if (current2.string_3 == "2")</p><p> {</p><p> num5 = class3.int_3 - 2;</p><p> if (num5 < 0)</p><p> {</p><p> num5 = 6;</p><p> }</p><p> }</p><p> else</p><p> {</p><p> if (current2.string_3 == "3")</p><p> {</p><p> Random random3 = new Random();</p><p> num5 = random3.Next(1, 5);</p><p> if (num5 == 1)</p><p> {</p><p> num5 = 0;</p><p> }</p><p> else</p><p> {</p><p> if (num5 == 2)</p><p> {</p><p> num5 = 2;</p><p> }</p><p> else</p><p> {</p><p> if (num5 == 3)</p><p> {</p><p> num5 = 4;</p><p> }</p><p> else</p><p> {</p><p> if (num5 == 4)</p><p> {</p><p> num5 = 6;</p><p> }</p><p> }</p><p> }</p><p> }</p><p> }</p><p> }</p><p> }</p><p> if (current2.method_8().method_79(null, class3, class3.Int32_0, class3.Int32_1, num5, false, false, false))</p><p> {</p><p> flag2 = true;</p><p> }</p><p> }</p><p> }</p><p> }</p><p> flag2 = true;</p><p> }</p><p> break;[/CODE]</p><p></p><p>This is what it does:</p><p><img src="http://i.gyazo.com/917c357cc25fbe0f02fba1d8edd47f38.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /> </p><p>I would like it to run smoother, and test to see if their is furniture BEFORE it moves. I am not sure if it's already doing it but I don't want it to go on anything that is not set to where you can walk on it.</p></blockquote><p></p>
[QUOTE="JayC, post: 337653, member: 36373"] The GTE Edit emu I am using is very Obfuscated and hard to use. This is the code for the wired furni [CODE]case "wf_act_moverotate": current2.ExtraData = "1"; current2.UpdateState(false, true); current2.ReqUpdate(1); current2.method_9(); if (current2.string_4.Length > 0) { string[] collection = current2.string_4.Split(new char[] { ',' }); IEnumerable<string> enumerable2 = new List<string>(collection); foreach (string current in enumerable2) { RoomItem class3 = this.method_28(Convert.ToUInt32(current)); if (class3 != null) { if (current2.string_2 != "0" && current2.string_2 != "") { ThreeDCoord gstruct1_ = class3.GStruct1_1; int num5 = 0; int num6 = 0; int num7 = 0; if (current2.string_2 == "1") { Random random3 = new Random(); num5 = random3.Next(1, 5); } else { if (current2.string_2 == "2") { Random random3 = new Random(); num6 = random3.Next(1, 3); } else { if (current2.string_2 == "3") { Random random3 = new Random(); num7 = random3.Next(1, 3); } } } if (current2.string_2 == "4" || num5 == 1 || num7 == 1) { gstruct1_ = class3.method_1(4); } else { if (current2.string_2 == "5" || num5 == 2 || num6 == 1) { gstruct1_ = class3.method_1(6); } else { if (current2.string_2 == "6" || num5 == 3 || num7 == 2) { gstruct1_ = class3.method_1(0); } else { if (current2.string_2 == "7" || num5 == 4 || num6 == 2) { gstruct1_ = class3.method_1(2); } } } } if (this.method_37(gstruct1_.x, gstruct1_.y, true, true, true, false, false, true, true) && class3.GetBaseItem().InteractionType != "wf_trg_timer") { this.method_41(class3, gstruct1_, current2.uint_0, this.GetTopItemHeight(gstruct1_.x, gstruct1_.y)); } } if (current2.string_3.Length > 0 && current2.string_3 != "0" && current2.string_3 != "") { int num5 = 0; if (current2.string_3 == "1") { num5 = class3.int_3 + 2; if (num5 > 6) { num5 = 0; } } else { if (current2.string_3 == "2") { num5 = class3.int_3 - 2; if (num5 < 0) { num5 = 6; } } else { if (current2.string_3 == "3") { Random random3 = new Random(); num5 = random3.Next(1, 5); if (num5 == 1) { num5 = 0; } else { if (num5 == 2) { num5 = 2; } else { if (num5 == 3) { num5 = 4; } else { if (num5 == 4) { num5 = 6; } } } } } } } if (current2.method_8().method_79(null, class3, class3.Int32_0, class3.Int32_1, num5, false, false, false)) { flag2 = true; } } } } flag2 = true; } break;[/CODE] This is what it does: [IMG]http://i.gyazo.com/917c357cc25fbe0f02fba1d8edd47f38.gif[/IMG] I would like it to run smoother, and test to see if their is furniture BEFORE it moves. I am not sure if it's already doing it but I don't want it to go on anything that is not set to where you can walk on it. [/QUOTE]
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