Reply to Re: sp_distance and sp_range effects on enemy sprites
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I'll add it to the next yedink with an option to switch to historical calculations if need be.
I also decided to take a look at the talk boxes which determine if you're talking to something, which work very similarly to hitboxes in that they receive some minor padding on all sides plus a direction-dependent expansion, in this case not affected by range. Talkboxes are also expanded from the hardbox rather than the bounding box which is sort of odd but expected.
In this screenshot, the bright green is the talkbox of the fellow traveller when Dink's facing direction 6 (east), blue is dink.ini hardbox, and the red outline is the bounding box.
I also decided to take a look at the talk boxes which determine if you're talking to something, which work very similarly to hitboxes in that they receive some minor padding on all sides plus a direction-dependent expansion, in this case not affected by range. Talkboxes are also expanded from the hardbox rather than the bounding box which is sort of odd but expected.
In this screenshot, the bright green is the talkbox of the fellow traveller when Dink's facing direction 6 (east), blue is dink.ini hardbox, and the red outline is the bounding box.






