Skylanders: Fix Head Rush (Nitro)
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@ -296,7 +296,7 @@ const std::map<const std::pair<const u16, const u16>, SkyData> list_skylanders =
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{{453, 0x3403}, {"Blades (Legendary)", Game::TrapTeam, Element::Air, Type::Skylander}},
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{{454, 0x3000}, {"Wallop", Game::TrapTeam, Element::Earth, Type::TrapMaster}},
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{{455, 0x3000}, {"Head Rush", Game::TrapTeam, Element::Earth, Type::TrapMaster}},
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{{455, 0x3402}, {"Head Rush (Nitro)", Game::TrapTeam, Element::Earth, Type::Skylander}},
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{{455, 0x3402}, {"Head Rush (Nitro)", Game::TrapTeam, Element::Earth, Type::TrapMaster}},
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{{456, 0x3000}, {"Fist Bump", Game::TrapTeam, Element::Earth, Type::Skylander}},
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{{457, 0x3000}, {"Rocky Roll", Game::TrapTeam, Element::Earth, Type::Skylander}},
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{{458, 0x3000}, {"Wildfire", Game::TrapTeam, Element::Fire, Type::TrapMaster}},
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@ -929,7 +929,7 @@ int SkylanderUSB::SubmitTransfer(std::unique_ptr<CtrlMessage> cmd)
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// The 4 bytes {55, 00, 00, 55} are the status of characters on the portal. The 4 bytes are
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// treated as a 32-bit binary array. Each unique Skylander placed on a board is represented
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// by 2 bits starting with the first Skylander in the least significant bit. This bit is
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// present whenever the Skylandar is added or present on the portal. When the Skylander is
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// present whenever the Skylander is added or present on the portal. When the Skylander is
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// added to the board, both bits are set in the next status message as a one-time signal.
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// When a Skylander is removed from the board, only the most significant bit of the 2 bits
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// is set.
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