Falling rocks are probably seperate entity <314>. Charge attack /etc is definitely hard-coded, I can find that offset in a jiffy too so yeah I'll just edit this
I'm currently drawing up design specifications for your TSC command and require an executive decision. I can either have the water always apply half the value of the regular speeds (that's what happens in CS, easy way) I can code in a modifier so you can hand it a floating point # to multiply the speeds for in water tiles (marginally harder, saves memory) or I can just add in a whole 'nother table for the water physics (middle difficulty, more effort to manually adjust water physics as well)
things said:004654C1 C780 A4000000 mov dword ptr [eax+0A4],0A //That's one
00465560: C781 A4000000 mov dword ptr [ecx+0A4],4 //That's another
00465621: C782 A4000000 mov dword ptr [edx+0A4],3 //This is also a damage val
0046577F: C780 A4000000 mov dword ptr [eax+0A4],0A //Oh look more
004658B3: C782 A4000000 mov dword ptr [edx+0A4],3 //This is looking a tad redundant
00465900: C780 A4000000 mov dword ptr [eax+0A4],0 //interesting. That's it.
I'm currently drawing up design specifications for your TSC command and require an executive decision. I can either have the water always apply half the value of the regular speeds (that's what happens in CS, easy way) I can code in a modifier so you can hand it a floating point # to multiply the speeds for in water tiles (marginally harder, saves memory) or I can just add in a whole 'nother table for the water physics (middle difficulty, more effort to manually adjust water physics as well)