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#xxl

adrientd
Maybe the devs had names of objects in their editor, that get erased when exporting
pegperegogaucho
Like yesterday I was looking for balls, but I needed to use the python editor to find the specific ball, but then it was actually useless since the c++ editor lists the hooks in the order they are pointed to each other
pegperegogaucho
Maybe it was also to save size
pegperegogaucho
The names are really long in Xxl2
pegperegogaucho
When you have 100 chorekeys and their names are all Copie de copie de copie de copie de clef par default that consumes a lot of space
adrientd
Yeah, but fortunately they don't get loaded in RAM
adrientd
The game finishes reading and closes the LVL when reaching the names
pegperegogaucho
Is there anything else saved at the end except the names?
adrientd
```C++ struct ObjInfo { std::string name; uint32_t anotherId; kobjref user; // hook for shadowcpnt kobjref user2; // scene node for geometry };``` That's the kind of info stored at the end, nothing else afaik
pegperegogaucho
Hmm okay weird
mr.rubinshtein
you dont need adobe account you can login through google or facebook btw
pegperegogaucho
thats even worse!
mr.rubinshtein
relax your data is either way tracked already no matter how careful you are
pegperegogaucho
@adrientd Great News: I found the FOV Value in the KWNs, and it in fact will only change the normal camera, so all the combos will have normal FOVs! :PogU:
pegperegogaucho
and, if your code is correct, it should be the member "kcamUnk5"
adrientd
Ah cool, I will look at that if I have time
adrientd
What remains would just be to make the unofficial patch force a user-defined value there
pegperegogaucho
Also, you might ask "But what camera is the one used during gameplay?"
pegperegogaucho
and i have the answer :Pausey:
pegperegogaucho
it is at 0x0C in the Camera Service, so "scamCamfixtrack"