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Showing content with the highest reputation on 11/18/2015 in all areas

  1. Wognif

    LEGO1.DLL Documentation

    I did some experimenting with LEGO1.DLL recently, and here's the results. Only the swaps that did work are listed. Objects that can be used as hats: Buildings, which can be hats, (and plants!) : Head textures: Chest textures: Body colors: Hats: Some interesting things I found while viewing LEGO1.DLL in a program called DLL Export Viewer (not listing all of them, because some I'm uncertain about what they are) : class LegoEntity * __cdecl PickEntity(long,long) 0x1003ddc0 0x0003ddc0 84 (0x54) class LegoSoundManager * __cdecl SoundManager(void) 0x10015710 0x00015710 112 (0x70) class LegoVideoManager * __cdecl VideoManager(void) 0x10015720 0x00015720 123 (0x7b) class MxBackgroundAudioManager * __cdecl BackgroundAudioManager(void) 0x10015730 0x00015730 34 (0x22) class MxDSObject * __cdecl CreateStreamObject(class MxDSFile *,short) 0x100c0280 0x000c0280 40 (0x28) class MxEventManager * __cdecl EventManager(void) 0x100acf40 0x000acf40 50 (0x32) class MxMusicManager * __cdecl MusicManager(void) 0x100acf30 0x000acf30 77 (0x4d) class MxNotificationManager * __cdecl NotificationManager(void) 0x100aceb0 0x000aceb0 78 (0x4e) class MxTransitionManager * __cdecl TransitionManager(void) 0x10015900 0x00015900 120 (0x78) public: __thiscall LegoWorld::LegoWorld(void) 0x1001ca40 0x0001ca40 3 (0x3) public: __thiscall MxDSAction::MxDSAction(void) 0x100ad810 0x000ad810 8 (0x8) public: __thiscall MxDSFile::MxDSFile(char const *,unsigned long) 0x100cc4b0 0x000cc4b0 9 (0x9) public: static void __cdecl LegoAnimationManager::configureLegoAnimationManager(int) 0x1005eb50 0x0005eb50 124 (0x7c) public: static void __cdecl LegoBuildingManager::configureLegoBuildingManager(int) 0x1002f8b0 0x0002f8b0 125 (0x7d) public: static void __cdecl LegoModelPresenter::configureLegoModelPresenter(int) 0x1007f660 0x0007f660 126 (0x7e) public: static void __cdecl MxOmni::DestroyInstance(void) 0x100b0690 0x000b0690 41 (0x29) public: virtual __thiscall MxDSAction::~MxDSAction(void) 0x100ada80 0x000ada80 25 (0x19) public: virtual __thiscall MxDSFile::~MxDSFile(void) 0x100bfed0 0x000bfed0 public: void __thiscall MxDSObject::SetObjectName(char const *) 0x100bf8e0 public: void __thiscall MxTransitionManager::SetWaitIndicator(class MxVideoPresenter *) 0x1004c470 0x0004c470 111 (0x6f) Some of it seems obvious, such as the Sound and Video Managers. The MXTrasitionManager seems to be what controls the transitions that occur when entering/exiting a vehicle or building. I'm not quite sure about the MXDS file(s) it mentions.
    1 point
  2. The Ace Railgun

    What are you listening to right now?

    1 point
  3. lol username

    RRU Quotes 2: Reckoning

    [10:21:29 PM] Bug Catcher: press X to JSON
    1 point
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