#ifndef ONI_GAMESTATE_H #define ONI_GAMESTATE_H #include "Oni_Character.h" typedef struct { float X; float Y; float Z; } Vector3; //probably move to utilities... typedef struct { float X; float Y; float Z; float W; } Quaternion; typedef struct { float RotationScale[9]; Vector3 Translation; } Matrix4x3; typedef struct { Vector3 Center; float Radius; } Sphere; typedef struct { int StartTime; int field_4; char Active; char field_9; } Letterbox; typedef struct { __int16 Count; __int16 field_2; int Memory; } DoorArray; typedef struct { int Count; int Head; }PHNodeList; typedef struct { PHNodeList OutList; PHNodeList InList; int AKVA; int field_14; int XTiles; int ZTiles; int GridSize; char field_24; char NoGrid; char gap_26[2]; int GridData; int field_2D; __int16 field_31; char gap_32[2]; int DynamicGrid; int field_39; int field_3D; int field_41; int field_45; int field_49; int field_4D; int field_51; int field_55; int field_59; int field_5D; int field_61; int field_65; int field_69; int field_6D; int field_71; int field_75; __int16 Visited; __int16 field_7A; int TraverseQueueNext; int field_81; int field_85; int field_89; int field_8D; int field_91; int field_95; int field_99; } PHGraphNode; typedef struct { int field_0; int field_4; int field_8; int field_C; int field_10; int field_14; int field_18; int field_1C; int field_20; int field_24; int field_28; int field_2C; int field_30; int field_34; int field_38; int field_3C; int field_40; } MotionBlur; typedef struct { char field_0[2052]; } Shadow; typedef struct { int ONSK; Vector3 PlanetPositions[8]; int StarSpriteArray; int Skybox; int field_6C; int field_70; int field_74; int field_78; int field_7C; int field_80; int field_84; int field_88; int field_8C; int field_90; int field_94; int field_98; int field_9C; int field_A0; int field_A4; int field_A8; int field_AC; int field_B0; int field_B4; int field_B8; int field_BC; int field_C0; int field_C4; int field_C8; int field_CC; int field_D0; int field_D4; int field_D8; int field_DC; float field_E0; int field_E4; int field_E8; int field_EC; int field_F0; int field_F4; int field_F8; int field_FC; int field_100; int field_104; int field_108; int field_10C; int field_110; int field_114; int field_118; int field_11C; int field_120; int field_124; int field_128; int field_12C; int field_130; int field_134; int field_138; int field_13C; int field_140; int field_144; int field_148; int field_14C; int field_150; int field_154; int field_158; int field_15C; int field_160; float field_164; int field_168; int field_16C; int field_170; int field_174; int field_178; int field_17C; int field_180; int field_184; int field_188; int field_18C; int field_190; int field_194; int field_198; int field_19C; int field_1A0; int field_1A4; int field_1A8; int field_1AC; int field_1B0; int field_1B4; int field_1B8; int field_1BC; int field_1C0; int field_1C4; int field_1C8; int field_1CC; int field_1D0; int field_1D4; int field_1D8; int field_1DC; int field_1E0; int field_1E4; int field_1E8; int field_1EC; int field_1F0; int field_1F4; int field_1F8; int field_1FC; int field_200; float field_204; int field_208; int field_20C; int field_210; int field_214; int field_218; int field_21C; int field_220; int field_224; int field_228; int field_22C; int field_230; int field_234; int field_238; int field_23C; int field_240; int field_244; int field_248; Vector3 SunFlarePosition; Vector3 field_258; int field_264; int field_268; int field_26C; int field_270; Vector3 field_274; int field_280; int field_284; int field_288; int field_28C; } Sky; typedef struct { Sphere Sphere_; //fix this name int Child1; int Child2; } SphereTreeNode; typedef struct { Vector3 Min; Vector3 Max; } BoundingBox; /* 202 */ typedef struct { char Name[32]; __int16 Id; __int16 field_22; int Length; } PatrolPathOSD; /* 396 */ typedef struct { int Type; int field_4; int field_8; int field_C; int field_10; } PatrolPathPoint; enum { //action flags Action_Escape = 1, Action_Console = 2, Action_PauseScreen = 4, Action_Cutscene_1 = 8, Action_Cutscene_2 = 0x10, Action_F4 = 0x20, Action_F5 = 0x40, Action_F6 = 0x80, Action_F7 = 0x100, Action_F8 = 0x200, Action_StartRecord = 0x400, Action_StopRecord = 0x800, Action_PlayRecord = 0x1000, Action_F12 = 0x2000, Action_Unknown1 = 0x4000, Action_LookMode = 0x8000, Action_Screenshot = 0x10000, Action_Unknown2 = 0x20000, Action_Unknown3 = 0x40000, Action_Unknown4 = 0x80000, Action_Unknown5 = 0x100000, Action_Forward = 0x200000, Action_Backward = 0x400000, Action_TurnLeft = 0x800000, Action_TurnRight = 0x1000000, Action_StepLeft = 0x2000000, Action_StepRight = 0x4000000, Action_Jump = 0x8000000, Action_Crouch = 0x10000000, Action_Punch = 0x20000000, Action_Kick = 0x40000000, Action_Block = 0x80000000, //used in second action field Action2_Walk = 1, Action2_Action = 2, Action2_Hypo = 4, Action2_Reload = 8, Action2_Swap = 0x10, Action2_Drop = 0x20, Action2_Fire1 = 0x40, Action2_Fire2 = 0x80, Action2_Fire3 = 0x100, }; typedef struct { int32_t Actions1; int32_t Actions2; } InputAction; typedef struct { float MouseDeltaX; float MouseDeltaY; float field_8; float field_C; InputAction Current; InputAction Stopped; InputAction Start; InputAction Stop; } GameInput; typedef struct { int Type; //'CHAR' etc. int ObjectId; //not needed int Flags; //The flags of the object...not used for CHAR Vector3 Position; //Position of Object Vector3 Rotation; //Rotation of Object int EditorCallbacks; //Lets try not to mess with it for now. :P int field_28; //unknown } OSD_Header; typedef struct { short ID; short flags; short keys; short open_time; float activate_radius_squared; short state; short blocked_frames; short open_time_left; short some_timer; Vector3 center_offset; char name[63]; char pad; void *class; } DoorOSD; typedef struct { OSD_Header OSD; DoorOSD Door; //incomplete } DoorObject; typedef struct { int32_t Flags; int32_t Frame; int32_t field_8; int32_t field_C; int32_t field_10; int32_t field_14; int32_t field_18; int32_t field_1C; int32_t FILMInstance; } PlayingFilm; typedef enum { chr_isplayer = 1 << 0, chr_randomskin = 1 << 1, chr_notprespawned = 1 << 2, chr_noncombatant = 1 << 3, chr_multispawnable = 1 << 4, chr_unkillable = 1 << 5, chr_superammo = 1 << 6, chr_omniscient = 1 << 8, chr_haslsi = 1 << 9, chr_boss = 1 << 10, chr_upgradedifficulty = 1 << 11, chr_noautodrop = 1 << 12, chr_dontaim = 1 << 13, chr_nocollision = 1 << 17, chr_noshadow = 1 << 24, chr_invincible = 1 << 25, chr_bossshield = 1 << 30, chr_weaponimmune = 1 << 31, } chr_flags; /* enum { chr_isplayer = 0x00000001, //is player character chr_randomskin = 0x00000002, //gets random skin from ONCV chr_notprespawned = 0x00000004, //isn't spawned at level creation chr_noncombatant = 0x00000008, //doesn't fight chr_multispawnable = 0x00000010, //can spawn up to 5 without forcing chr_unknown = 0x00000020, // chr_unkillable = 0x00000040, //can only be brought to 1 hp chr_superammo = 0x00000080, //infinite ammo chr_omniscient = 0x00000100, //touchofdeath chr_haslsi = 0x00000200, //drops an lsi chr_boss = 0x00000400, //is a boss character chr_upgradedifficulty = 0x00000800, //upgrade the difficulty if you play on med\hard chr_noautodrop = 0x00001000, //uses drop fields instead of has fields on death }; // */ typedef struct { uint32_t Options; //A bitset. Someone had better define these char Class[64]; //Name of the ONCC we use. ONCCName in idb char Name[32]; //Name of the character. ie: ai2_spawn Muro char Weapon[64]; //Name of the weapon he holds. ONWCName in idb char ScriptSpawn[32]; //Script function called when char spawns char ScriptDie[32]; //Script function called when char dies char ScriptAware[32]; //Script function called when char detects something char ScriptAlarm[32]; //Script function called when char is alarmed at something char ScriptHurt[32]; //Script function called when char is hurt for the first time char ScriptDefeat[32]; //Script function called when char is at 1 HP char ScriptNoPath[32]; //Script function called when char loses path. Broken. char ScriptNoAmmo[32]; //Script function called when char is out of ammo for the first time. Char must have ammo at spawn. int32_t AdditionalHealth; //Additional Health given to the character int16_t AmmoUsed; //Ammo given for the char to use int16_t AmmoDropped; //Ammo the char drops int16_t CellsUsed; //Cells given for the char to use int16_t CellsDropped; //Cells the char drops int16_t HypoUsed; //Hypo given for the char to use int16_t HypoDropped; //Hypo the char drops int16_t ShieldUsed; //Bullet shield given for the char to use int16_t ShieldDropped; //Bullet shield the char drops int16_t CloakUsed; //Phase Cloak given for the char to use int16_t CloakDropped; //Phase Cloak the char drops int16_t NCIUsed; //Don't use this... int16_t NCIDropped; //Don't use this... int32_t TeamID; //Team ID int32_t AmmoPercent; //Percent of weapon ammo full int32_t JobID; //Job ID... //0 - none //1 - idle //2 - guard (never used in Oni) //3 - patrol //4 - teambattle (never used in Oni) int16_t PatrolID; //patrol path ID (reference to the Patrol_Path.BINA file) int16_t CombatID; //combat ID (reference to the Combat.BINA file) int16_t MeleeID; //melee ID (reference to the Melee Profile.BINA file) int16_t NeutralID; //neutral ID (reference to the Neutral.BINA file) int32_t AlarmGroups; //Bitset. http://wiki.oni2.net/CHAR int32_t InitialAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat int32_t MinimalAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat int32_t StartJobAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat int32_t InvestigatingAlertLevel;//0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat int32_t PursuitStrongLow; int32_t PursuitWeakLow; int32_t PursuitStrongHigh; int32_t PursuitWeakHigh; int32_t Pursuit5; int32_t field_1FC; } CharacterOSD; typedef struct { OSD_Header Header; CharacterOSD OSD; } CharacterObject; typedef struct { Vector3 Center; float Radius; } BoundingSphere; typedef struct { int32_t ONCP; //probably pointer int32_t field_4; //who knows? int32_t Instance; //probably link to actual particle int32_t Bone; //duh } AttachedParticle; typedef struct { __int16 Index; __int16 Flags; int Class; int Character; Matrix4x3 Matrix; int PhyContext; int Facing; __int16 FadeTimer; __int16 TimeToFade; int CreationTime; __int16 ShotDelay1; __int16 ShotDelay2; __int16 PauseBeforeReload; __int16 PauseAfterReload; __int16 ActiveFireModeLength; __int16 AmmoCount; __int16 field_58; __int16 FiringDelays[16]; char gap_7a[2]; int ParticleInstances[16]; int field_BC[16]; int field_FC; int DodgeFiringSpreadPtr; int field_104; int field_108; int field_10C; char gap_110[20]; Vector3 Center; int NodeList[16]; } Weapon; typedef struct { //Inventory Weapon* Weapons[3]; int8_t z_forced_holster; int8_t z_forced_holster_is_magic; int16_t AmmoUsed; //Ammo given for the char to use int16_t HypoUsed; //Hypo given for the char to use int16_t CellsUsed; //Cells given for the char to use int16_t AmmoDropped; //Ammo the char drops int16_t HypoDropped; //Hypo the char drops int16_t CellsDropped; //Cells the char drops int16_t hypoRemaining; //who knows? InverseHypoRegenRate? int16_t hypoTimer; int16_t pad; char hasLSI; char field_1B5; int16_t shieldDisplayAmount; int16_t ShieldUsed; //Bullet shield given for the char to use int16_t CloakUsed; //Phase Cloak given for the char to use int32_t numInvisibleFrames; //probably bullet shield dropped int32_t DoorKeys; //Lol. We can use this later for other sorts of items. } Inventory; typedef struct { uint32_t SphereTree; Vector3 ObBox[8]; Vector3 * ObBowPtr; Vector3 Velocity; Quaternion field_74; Vector3 Position; Quaternion Rotation; float Scale; Matrix4x3 Matrix; Matrix4x3 InitMatrix; float field_104; float Gravity; float field_10C; float field_110; float Friction_1; float Friction_2; Vector3 Force; uint32_t Flags; uint32_t Type; char AnimState[0x18]; void* Callbacks; void* Owner; } PhyContext; typedef struct { int field_0; int NumContacts; int FirstContact; int NotifyKnowledgeCallback; } AI2KnowledgeState; typedef struct { char Name[128]; __int16 ImpactId; } ONCCImpact; typedef struct { int RecoilCompensation; int BestAimingAngle; int ShotGroupError; int ShotGroupDecay; int ShotingInaccuracyMultiplier; __int16 MinDelayBetweenShots; __int16 MaxDelayBetweenShots; } ONCCWeaponSkill; typedef struct { __int16 field_0; __int16 field_2; __int16 field_4; __int16 field_6; __int16 field_8; __int16 field_A; __int16 field_C; __int16 field_E; __int16 field_10; __int16 field_12; __int16 field_14; char Loaded; char field_17; int field_18; char HurtLightSoundName[32]; char HurtMediumSoundName[32]; char HurtHeavySoundName[32]; char DeathSoundName[32]; int HurtLightSoundPtr; int HurtMediumSoundPtr; int HurtHeavySoundPtr; int DeathSoundPtr; }HurtParams; typedef struct { int field_0; int Gravity; float JumpStartVelocity; float MaxFallingVelocity; float JumpAcceleration; __int16 field_14; __int16 JetpackTimer; float MaxFallingHeightWithoutDamage; float MaxFallingHeightWithDamage; int ShadowTexture; float ShadowMaxHeight; float ShadowFadeHeight; float ShadowSize1; float ShadowSize2; float ShadowSize3; __int16 field_38; __int16 field_3A; int field_3C; char field_40; char field_41; __int16 field_42; int field_44; int field_48; int field_4C; int field_50; int field_54; int field_58; __int16 InverseHypoRegenerationRate; __int16 field_5E; int field_60; int field_64; int field_68; int field_6C; int field_70; HurtParams HurtParams; int AIOptions; int AIRotationSpeed; __int16 MinimalDazeTime; __int16 MaximalDazeTime; __int16 MinimalRealiseFiringSpreadTime; __int16 MaximalRealiseFiringSpreadTime; int MinimalFiringSpreadDodge; int MaximalFiringSpreadDodge; int field_138; int field_13C; int field_140; int field_144; int field_148; int field_14C; int field_150; ONCCWeaponSkill WeaponSkills[13]; int field_28C; int field_290; int field_294; int TauntChance; int GoForGunChance; int RunPickupChance; __int16 CombatId; __int16 MeleeId; char SoundProbabilities[10]; char gap_2b2[2]; char TauntSound[32]; char AlertSound[32]; char StartleSound[32]; char CheckBodySound[32]; char PursueSound[32]; char CoverSound[32]; char SuperpunchSound[32]; char SuperKickSound[32]; char Super3Sound[32]; char Super4Sound[32]; int CentralVisionRange; int PeripheralVisionRange; int HFov; int CentralVisionCurve; int CentralVFOV; int PeripheralVisionCurve; int PeripheralVFOV; int HostileThreatDefiniteTimer; int HostileThreatStrongTimer; int HostileThreatWeakTimer; int FriendlyThreadDefiniteTimer; int FriendlyThreatStrongTimer; int FriendlyThreatWeakTimer; int EarshotRadius; int ONCV; int ONCP; int ONIA; char ImpactsLoaded; char gap_439[1]; __int16 ImpactModifier; char ImpactModifierName[16]; ONCCImpact Impacts[15]; char gap_bea[2]; char DeathParticleName[64]; int DeathParticlePtr; int BodySurfaceCache; int TRBS; int TRMA; int CBPM; int CBPI; int PeaceTimer; int IdleTimer1; int IdleTimer2; int BaseHealth; int field_C54; int MinBodySizeFactor; int MaxBodySizeFactor; int field_C60[7]; int field_C7C; int TRAC; int TRSC; char gap_c88[2]; __int16 DeathDeleteTimer; char WeaponHand; char HasDaodanPowers; char HasSuperShield; char CantTouchThis; } ONCC; /* 398 */ typedef struct { char Number; char gap_1[1]; __int16 ActiveCharacterIndex; int Flags; int field_8; ONCC* ONCC; __int16 field_10; __int16 Team; char Name[32]; int BodySize; int Health; int MaxHealth; __int16 AISA_ID; char gap_42[2]; int field_44; char ScriptNew[32]; char ScriptDie[32]; char ScriptSeen[32]; char ScriptAlarm[32]; char ScriptHurt[32]; char ScriptDefeat[32]; char ScriptLowAmmo[32]; //char ScriptNoPath[32]; char ScriptNoPath[28]; int RegenHax; Vector3 Position; Vector3 LastPosition; Vector3 Location; float Facing; float DesiredFacing; float CosmeticFacing; int field_178; int field_17C; int field_180; int BNV; int GraphNode; int PelvisHeight; int field_190; Inventory Inventory; Vector3 Velocity; int field_1D0; int field_1D4; int field_1D8; int field_1DC; int field_1E0; int IdleDelay; int charType; char gap_1ec[4]; int CombatFlags; int JobId; int Goal; int field_1FC; __int16 field_200; char gap_202[6]; int field_208; char gap_20c[588]; char field_458; char gap_459[352]; char field_5B9; char gap_5ba[14]; char field_5C8; char gap_5c9[359]; int field_730; int field_734; int field_738; char gap_73c[380]; char CombatState; char gap_8b9[7]; PatrolPathOSD PatrolPathOSD_; PatrolPathPoint PatrolPathPoints[64]; char gap_de8[392]; int Combat_StatePtr; AI2KnowledgeState KnowledgeState_; char gap_f84[4]; int AlertDecayTimer; int field_F8C; int field_F90; int AlertLevel; int MinimalAlertLevel; int StartJobAlertLevel; int InvestigatingAlertLevel; int StartleTime; int field_FA8; int field_FAC; int field_FB0; int Pursue1; int Pursue2; int Pursue3; int Pursue4; int Pursue5; char field_FC8; char gap_fc9[3]; int field_FCC; char gap_fd0[8]; int AlarmGroups; int field_FDC; int field_FE0; int field_FE4; int field_FE8; int field_FEC; int field_FF0; int field_FF4; int field_FF8; int field_FFC; int field_1000; int field_1004; int field_1008; __int16 field_100C; __int16 field_100E; int field_1010; int field_1014; int field_1018; char field_101C; char gap_101d[3]; int DazeTimer; __int16 field_1024; __int16 field_1026; __int16 field_1028; __int16 field_102A; int field_102C; int field_1030; int field_1034; char gap_1038[20]; int field_104C; int field_1050; int field_1054; int field_1058; int field_105C; int field_1060; int field_1064; int MeleePtr; int field_106C; __int16 field_1070; char gap_1072[126]; int Path_DestinationType; int Path_TypeSpecificInfo; char Path_MovementState; char gap_10f9[3]; int Path_OrientTo; Vector3 Path_DestinationPoint; int field_110C; int field_1110; Vector3 field_1114; Vector3 field_1120; char Path_State; char field_112D; char field_112E; char gap_112f[1]; Vector3 field_1130; int field_113C; int field_1140; int field_1144; char field_1148; char gap_1149[3]; int Path_CurrentNodeNumber; int Path_NumNodes; Vector3 Path_From; Vector3 Path_To; int Path_GraphFromNodePtr; int Path_GraphToNodePtr; int field_1174; char gap_1178[12]; int field_1184; char gap_1188[776]; int Path_LastError; int Path_RepathDelay; int Path_Repaths; int Path_RepathDecayTimer; int field_14A0; int MovementMode; char field_14A8; char gap_14a9[3]; int field_14AC; int MovementModifiers; int field_14B4; char gap_14b8[188]; int field_1574; int FacingState; int FacingAt_Destination; char field_1580; char field_1581; char gap_1582[2]; int Aiming_At_Type; Vector3 Aiming_At; int field_1594; int field_1598; int field_159C; int GlancingState; Vector3 GlancingDirOrPos; char field_15B0; char gap_15b1[3]; int field_15B4; int field_15B8; int field_15BC; int field_15C0; int field_15C4; int field_15C8; int field_15CC; int field_15D0; int field_15D4; int field_15D8; int field_15DC; int field_15E0; int field_15E4; int field_15E8; int AIBlockFunction; char field_15F0; char field_15F1; char field_15F2; char gap_15f3[1]; int field_15F4; int field_15F8; int field_15FC; int field_1600; char gap_1604[4]; int field_1608; int field_160C; char gap_1610[4]; int field_1614; char gap_1618[20]; int field_162C; int field_1630; int field_1634; int field_1638; int field_163C; int field_1640; __int16 field_1644; char gap_1646[2]; BoundingBox BoundingBox_; char gap_1660[4]; int BossShieldPower; int field_1668; char gap_166c[4]; int Kills; int Damage; int field_1678; int field_167C; int CurrentConsoleActionMarker; int field_1684; __int16 field_1688; __int16 field_168A; int field_168C; int field_1690; char field_1694; char field_1695; __int16 field_1696; int field_1698; int field_169C; } Character; typedef struct { int Nodes; int NodeCount; int field_8; int TraverseQueueHead; int field_10; int CacheLrar; int CacheMem; int field_1C; int field_20; int field_24; }PHGraph ; /* 388 */ typedef struct //activecharacter { __int16 Number; __int16 field_2; PhyContext* PhyContext; SphereTreeNode SphereTree; SphereTreeNode SphereTree3[4]; SphereTreeNode SphereTree2[2]; __int16 field_B0; __int16 field_B2; __int16 field_B4; char field_B6; char gap_b7[1]; Vector3 field_B8; Vector3 AccelerateWith; int field_D0; Vector3 field_D4; __int16 field_E0; char gap_e2[2]; int field_E4; int field_E8; int field_EC; int field_F0; __int16 field_F4; __int16 IsInAir; Vector3 FallingVelocity; Vector3 JumpVelocity; char field_110; char field_111; __int16 field_112; __int16 field_114; char gap_116[2]; int field_118; int field_11C; int field_120; int field_124; int field_128; int field_12C; BoundingSphere BoundingSphere; Vector3 field_140; Vector3 field_14C; int field_158; int field_15C; Vector3 Location; char gap_16c[24]; int AkiraNode; int GraphNode; int PelvisHeight; int Movement_StatePtr; int ActiveWeapon; int field_198; int InventoryWeapon; char gap_1a0[2]; __int16 RedAmmoClipCount; __int16 HypoCount; __int16 GreenAmmoClipCount; __int16 RedAmmoClipDropCount; __int16 HypoDropCount; __int16 GreenAmmoClipDropCount; __int16 field_1AE; __int16 InverseHypoRegenerationRate; char DropShield; char DropPhaseCloack; char field_1B4; char gap_1b5[1]; __int16 field_1B6; __int16 Shield; __int16 PhaseCloacking; int field_1BC; char gap_1c0[4]; __int16 field_1C4; char gap_1c6[10]; int field_1D0; int field_1D4; char gap_1d8[4]; int field_1DC; int NotIdleStartTime; int TimeToIdle; int field_1E8; char gap_1ec[4]; int field_1F0; char gap_1f4[2048]; int field_9F4; char gap_9f8[36]; int field_A1C; char gap_a20[3020]; int field_15EC; char gap_15f0[60]; int field_162C; int field_1630; int field_1634; int field_1638; int field_163C; char gap_1640[8]; BoundingBox BoundingBox; int field_1660; char gap_1664[4]; int ShieldPower; char gap_166c[4]; int NumberOfKills; int InflictedDamage; int field_1678; int field_167C; char gap_1680[8]; __int16 field_1688; __int16 field_168A; int field_168C; int field_1690; char field_1694; char field_1695; __int16 field_1696; int field_1698; int field_169C; char gap_16a0[2]; int field_16A2; char gap_16a6[994]; char field_1A88; char field_1A89; char field_1A8A; char field_1A8B; Vector3 Executor_AimingDirection; int field_1A98; int field_1A9C; int Executor_ActualMovementMode; int field_1AA4; int field_1AA8; int field_1AAC; char Executor_HasFacingOverride; char gap_1ab1[3]; int Executor_AimingSpeed; char field_1AB8; char Executor_HasMoveOverride; char gap_1aba[6]; int field_1AC0; int field_1AC4; int Executor_FacingOverride; char Executor_HasAttackOverride; char gap_1acd[1]; __int16 field_1ACE; __int16 field_1AD0; char gap_1ad2[6]; int field_1AD8; int field_1ADC; int field_1AE0; int field_1AE4; char Executor_HasThrowOverride; char gap_1ae9[3]; int field_1AEC; int field_1AF0; int field_1AF4; void* Animation; __int16 AnimationToState; __int16 AnimationFromState; __int16 AnimationType; __int16 NextAnimationType; __int16 PrevAnimationType; __int16 field_1B06; char Stitch; char gap_1b09[3]; int StitchHeight; __int16 InterpolationFromState; char gap_1b12[2]; Vector3 StitchVelocity; __int16 InterpolationCurrentFrame; __int16 InterpolationLength; Quaternion InterpolationStartRotations[19]; char gap_1c54[4]; int field_1C58; int field_1C5C; int field_1C60; int Overlay; __int16 field_1C68; __int16 field_1C6A; int field_1C6C; int field_1C70; __int16 field_1C74; char gap_1c76[2]; int field_1C78; char gap_1c7c[12]; __int16 Frame; __int16 SoftPause; __int16 HardPause; __int16 field_1C8E; int field_1C90; __int16 field_1C94; __int16 field_1C96; __int16 Dizzy; __int16 field_1C9A; int field_1C9C; __int16 AnimationVarient; __int16 TimeToPeace; char NumAnimationAttachedParticles; char gap_1ca5[1]; __int16 field_1CA6; AttachedParticle AnimationAttachedParticles[16]; int TRAMParticles; char FixedParticlesAttached; char FixedParticlesStarted; __int16 NumFixedParticles; AttachedParticle FixedParticles[16]; __int16 CurrentAnimationType; char gap_1eb2[2]; int field_1EB4; char field_1EB8; char gap_1eb9[30]; char field_1ED7; __int16 throwing; __int16 thrownBy; Character* ThrowTargetCharacter; int targetThrow; //animation int field_1EE4; int field_1EE8; int field_1EEC; Quaternion Rotations[19]; Quaternion OverlayRotations[19]; int field_2150; char gap_2154[4]; GameInput Input; int PrevActions1; int PrevActions2; int SprintTimer; char field_2194; char field_2195; char gap_2196[2]; Vector3 field_2198; int field_21A4; int field_21A8; int field_21AC; Vector3 field_21B0; int HeadFacing; int HeadPitch; int field_21C4; int field_21C8; int field_21CC; int field_21D0; char field_21D4; char gap_21d5[3]; int field_21D8; char field_21DC; char field_21DD; char field_21DE; char field_21DF; char field_21E0; char HasAlternateTrigger; char field_21E2; char ReleaseTrigger; char ReleaseAlternateTrigger; char TurningLeft; char TurningRight; char gap_21e7[1]; int field_21E8; int field_21EC; __int16 field_21F0; char gap_21f2[2]; PlayingFilm PlayingFilm; char gap_2218[4]; int field_221C; char gap_2220[8]; Matrix4x3 * ExtraBody; char gap_222c[76]; Matrix4x3 BoneMatrices[19]; Matrix4x3 WeaponMatrix; char gap_2638[432]; int field_27E8; char gap_27ec[4]; __int16 field_27F0; __int16 field_27F2; int field_27F4; int field_27F8; __int16 ShadowIndex; char field_27FE; char gap_27ff[1]; char field_2800; char field_2801; char ShieldParts[19]; char field_2815; char gap_2816[2]; int field_2818; __int16 field_281C; char gap_281e[2]; int field_2820; int field_2824; int field_2828; int field_282C; __int16 field_2830; __int16 field_2832; char gap_2834[1]; char field_2835; char field_2836; char field_2837; } ActiveCharacter; typedef struct { int TimerMode; char TimerName[32]; int TimerDuration; char field_28; char gap_29[3]; int field_2C; Letterbox Letterbox; char gap_3a[2]; char field_3C; char gap_3d[3]; int field_40; int CutsceneSyncMark; char field_48; char gap_49[3]; int field_4C; int field_50; int field_54; int field_58; int field_5C; int field_60; int field_64; int field_68; int field_6C; int field_70; int FadeStartTime; int FadeEndTime; char field_7C; char gap_7d[3]; int Camera; PHGraph PathFindingGraph; Character* PlayerCharacter; int field_B0; char gap_b4[4]; GameInput Input; int field_E8; int field_EC; char ScreenShotEveryFrame; char gap_f1[7]; char field_F8; char field_F9; char field_FA; char gap_fb[1]; int field_FC; int field_100; char field_104; char gap_105[3]; int SlowMotion; char gap_10c[4]; int field_110; int field_114; char SplashScreenTextureName[32]; char field_138; char gap_139[7]; int field_140; int GameTime; int field_148; int field_14C; int Level; int field_154; MotionBlur MotionBlur_[64]; int MotionBlurCount; __int16 field_125C; __int16 field_125E; Character CharacterStorage[128]; __int16 CharacterCount; char gap_b6262[2]; int field_B6264; ActiveCharacter ActiveCharacters[64]; __int16 ActiveCharacterCount; Shadow Shadows[32]; __int16 field_1670EA; int ShadowCount; int ActiveCharacterList[128]; int ActiveCharacterListCount; int ActiveCharacterListLock; int LivingCharacterList[128]; int LivingCharacterListCount; int LivingCharacterListLock; Character* PresentCharacterList[128]; int PresentCharacterListCount; int PresentCharacterListLock; int ObjectList; DoorArray DoorArray_; Sky Sky_; int field_1679A4; int Triggers; char IsGamePaused; char IsInputEnabled; char field_1679AE; char gap_1679af[1]; int LastInputActions1; int LastInputActions2; int field_1679B8; int WinLose; int field_1679C0; int field_1679C4; int field_1679C8; int field_1679CC; int field_1679D0; int field_1679D4; __int16 field_1679D8; char gap_1679da[2]; int field_1679DC; } GameState; #endif typedef struct { int priority; int timer; // amount of time to display the text char prefix[10]; // prefix for the line char text[502]; // text on the line const char *identifier; int text_color; int text_shadow; } COtTextEntry; typedef struct { void *font_family; void *text_context; // text context to do the drawing short formatting; short font_size; char scale_font; char bottom_justify; char display_completion; char fade_over_bounds; char use_formatting_commands; short bounds[4]; short num_text_entries; short max_text_entries; char pad[3]; COtTextEntry *text_entries; // an array (num_text_entries long) of COtTextEntry int blah; int blah2; int blah3; } COtTextArea;