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[03:41:31] <Malignant_Manor> Yuv422: I went a little overboard with my commit that finished a few seconds ago.
[03:42:44] <Malignant_Manor> I still have to add more key bindings and should probably separate them by game now that I have game specific key bindings.
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[20:51:31] <Malignant_Manor> Yuv422: My god mode cheat will take a lot of changes. It did some good because I found some bugs like actor_int_check having the parameters in the wrong order.
[21:06:35] <Yuv422> Hey Malignant_Manor
[21:06:44] <Malignant_Manor> hi
[21:06:52] <Yuv422> I remember confusing myself with those int/str checks
[21:07:19] <Yuv422> because I was writing them off the original assembly routines
[21:08:31] <Malignant_Manor> All the parameters I saw called foe, attacker but the function had attacker, defender
[21:10:02] <Malignant_Manor> Reapers and tangle vine pods move around when they should be stationary.
[21:11:06] <Malignant_Manor> I don't really know how to do a good fix for this besides overriding the egg worktype.
[21:14:10] <Yuv422> which worktype are they set to?
[21:14:37] <Malignant_Manor> I don't know. I haven't checked.
[21:14:48] <Malignant_Manor> It may be something else.
[21:15:11] <Malignant_Manor> I need to finish up god mode. There's changes all over the place.
[21:16:54] <Malignant_Manor> Are the movement types from the assembly?
[21:17:54] <Yuv422> most of the logic in actor.lua is translated from the assembly
[21:18:20] <Malignant_Manor> movement type is in actortype
[21:32:47] <Yuv422> I'm off now
[21:32:53] <Malignant_Manor> bye
[21:32:59] <Yuv422> cya
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