[427] | 1 | #pragma once
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[428] | 2 | #ifndef ONI_CHARACTER_H
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| 3 | #define ONI_CHARACTER_H
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[427] | 4 |
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| 5 | #include "Daodan.h"
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| 6 | #include <stdint.h>
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[437] | 7 | #include <stdbool.h>
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[427] | 8 |
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| 9 | typedef struct {
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| 10 | float X;
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| 11 | float Y;
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| 12 | float Z;
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| 13 | } Vector3; //probably move to utilities...
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| 14 |
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| 15 | typedef struct {
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[435] | 16 | float X;
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| 17 | float Y;
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| 18 | float Z;
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| 19 | float W;
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| 20 | } Quaternion;
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| 21 |
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| 22 | typedef struct {
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| 23 | float RotationScale[9];
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| 24 | Vector3 Translation;
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[437] | 25 | } Matrix4x3;
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[435] | 26 |
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| 27 | typedef struct {
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| 28 | Vector3 Center;
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| 29 | float Radius;
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| 30 | } Sphere;
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| 31 |
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| 32 | typedef struct {
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| 33 | Sphere Sphere_; //fix this name
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| 34 | int Child1;
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| 35 | int Child2;
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| 36 | } SphereTreeNode;
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| 37 |
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| 38 | typedef struct {
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| 39 | Vector3 Min;
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| 40 | Vector3 Max;
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| 41 | } BoundingBox;
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| 42 |
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| 43 |
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| 44 | enum { //action flags
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| 45 | Action_Escape = 1,
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| 46 | Action_Console = 2,
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| 47 | Action_PauseScreen = 4,
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| 48 | Action_Cutscene_1 = 8,
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| 49 | Action_Cutscene_2 = 0x10,
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| 50 | Action_F4 = 0x20,
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| 51 | Action_F5 = 0x40,
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| 52 | Action_F6 = 0x80,
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| 53 | Action_F7 = 0x100,
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| 54 | Action_F8 = 0x200,
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| 55 | Action_StartRecord = 0x400,
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| 56 | Action_StopRecord = 0x800,
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| 57 | Action_PlayRecord = 0x1000,
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| 58 | Action_F12 = 0x2000,
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| 59 | Action_Unknown1 = 0x4000,
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| 60 | Action_LookMode = 0x8000,
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| 61 | Action_Screenshot = 0x10000,
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| 62 | Action_Unknown2 = 0x20000,
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| 63 | Action_Unknown3 = 0x40000,
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| 64 | Action_Unknown4 = 0x80000,
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| 65 | Action_Unknown5 = 0x100000,
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| 66 | Action_Forward = 0x200000,
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| 67 | Action_Backward = 0x400000,
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| 68 | Action_TurnLeft = 0x800000,
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| 69 | Action_TurnRight = 0x1000000,
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| 70 | Action_StepLeft = 0x2000000,
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| 71 | Action_StepRight = 0x4000000,
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| 72 | Action_Jump = 0x8000000,
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| 73 | Action_Crouch = 0x10000000,
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| 74 | Action_Punch = 0x20000000,
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| 75 | Action_Kick = 0x40000000,
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| 76 | Action_Block = 0x80000000,
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| 77 | //used in second action field
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| 78 | Action2_Walk = 1,
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| 79 | Action2_Action = 2,
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| 80 | Action2_Hypo = 4,
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| 81 | Action2_Reload = 8,
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| 82 | Action2_Swap = 0x10,
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| 83 | Action2_Drop = 0x20,
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| 84 | Action2_Fire1 = 0x40,
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| 85 | Action2_Fire2 = 0x80,
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[437] | 86 | Action2_Fire3 = 0x100,
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[435] | 87 | };
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| 88 |
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| 89 |
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| 90 | typedef struct {
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| 91 | int32_t Actions1;
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| 92 | int32_t Actions2;
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| 93 | } InputAction;
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| 94 |
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| 95 |
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| 96 | typedef struct {
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| 97 | float MouseDeltaX;
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| 98 | float MouseDeltaY;
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| 99 | float field_8;
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| 100 | float field_C;
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| 101 | InputAction Current;
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| 102 | InputAction Stopped;
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| 103 | InputAction Start;
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| 104 | InputAction Stop;
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| 105 | } GameInput;
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| 106 |
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| 107 | typedef struct {
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[432] | 108 | int Type; //'CHAR' etc.
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[427] | 109 | int ObjectId; //not needed
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| 110 | int Flags; //The flags of the object...not used for CHAR
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| 111 | Vector3 Position; //Position of Object
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| 112 | Vector3 Rotation; //Rotation of Object
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| 113 | int EditorCallbacks; //Lets try not to mess with it for now. :P
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| 114 | int field_28; //unknown
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| 115 | } OSD_Header;
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| 116 |
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| 117 | typedef struct {
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[435] | 118 | int32_t Flags;
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| 119 | int32_t Frame;
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| 120 | int32_t field_8;
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| 121 | int32_t field_C;
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| 122 | int32_t field_10;
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| 123 | int32_t field_14;
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| 124 | int32_t field_18;
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| 125 | int32_t field_1C;
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| 126 | int32_t FILMInstance;
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| 127 | } PlayingFilm;
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| 128 |
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| 129 | typedef struct {
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[428] | 130 | uint32_t Options; //A bitset. Someone had better define these
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[427] | 131 | char Class[64]; //Name of the ONCC we use. ONCCName in idb
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| 132 | char Name[32]; //Name of the character. ie: ai2_spawn Muro
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| 133 | char Weapon[64]; //Name of the weapon he holds. ONWCName in idb
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| 134 | char ScriptSpawn[32]; //Script function called when char spawns
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| 135 | char ScriptDie[32]; //Script function called when char dies
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| 136 | char ScriptAware[32]; //Script function called when char detects something
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| 137 | char ScriptAlarm[32]; //Script function called when char is alarmed at something
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| 138 | char ScriptHurt[32]; //Script function called when char is hurt for the first time
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| 139 | char ScriptDefeat[32]; //Script function called when char is at 1 HP
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| 140 | char ScriptNoPath[32]; //Script function called when char loses path. Broken.
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| 141 | char ScriptNoAmmo[32]; //Script function called when char is out of ammo for the first time. Char must have ammo at spawn.
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| 142 | int32_t AdditionalHealth; //Additional Health given to the character
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| 143 | int16_t AmmoUsed; //Ammo given for the char to use
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| 144 | int16_t AmmoDropped; //Ammo the char drops
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| 145 | int16_t CellsUsed; //Cells given for the char to use
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| 146 | int16_t CellsDropped; //Cells the char drops
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| 147 | int16_t HypoUsed; //Hypo given for the char to use
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| 148 | int16_t HypoDropped; //Hypo the char drops
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| 149 | int16_t ShieldUsed; //Bullet shield given for the char to use
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| 150 | int16_t ShieldDropped; //Bullet shield the char drops
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| 151 | int16_t CloakUsed; //Phase Cloak given for the char to use
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| 152 | int16_t CloakDropped; //Phase Cloak the char drops
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| 153 | int16_t NCIUsed; //Don't use this...
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| 154 | int16_t NCIDropped; //Don't use this...
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| 155 | int32_t TeamID; //Team ID
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| 156 | int32_t AmmoPercent; //Percent of weapon ammo full
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| 157 | int32_t JobID; //Job ID...
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| 158 | //0 - none
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| 159 | //1 - idle
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| 160 | //2 - guard (never used in Oni)
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| 161 | //3 - patrol
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| 162 | //4 - teambattle (never used in Oni)
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| 163 | int16_t PatrolID; //patrol path ID (reference to the Patrol_Path.BINA file)
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| 164 | int16_t CombatID; //combat ID (reference to the Combat.BINA file)
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| 165 | int16_t MeleeID; //melee ID (reference to the Melee Profile.BINA file)
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| 166 | int16_t NeutralID; //neutral ID (reference to the Neutral.BINA file)
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| 167 | int32_t AlarmGroups; //Bitset. http://wiki.oni2.net/CHAR
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| 168 | int32_t InitialAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
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| 169 | int32_t MinimalAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
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| 170 | int32_t StartJobAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
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| 171 | int32_t InvestigatingAlertLevel;//0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
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| 172 | int32_t PursuitStrongLow;
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| 173 | int32_t PursuitWeakLow;
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| 174 | int32_t PursuitStrongHigh;
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| 175 | int32_t PursuitWeakHigh;
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| 176 | int32_t Pursuit5;
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| 177 | int32_t field_1FC;
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| 178 | } CharacterOSD;
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| 179 |
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| 180 | typedef struct {
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| 181 | OSD_Header Header;
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| 182 | CharacterOSD OSD;
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| 183 | } CharacterObject;
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[428] | 184 |
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[435] | 185 | typedef struct {
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| 186 | Vector3 Center;
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| 187 | float Radius;
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| 188 | } BoundingSphere;
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| 189 |
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| 190 | typedef struct {
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| 191 | int32_t ONCP; //probably pointer
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| 192 | int32_t field_4; //who knows?
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| 193 | int32_t Instance; //probably link to actual particle
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| 194 | int32_t Bone; //duh
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| 195 | } AttachedParticle;
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[437] | 196 |
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[435] | 197 | typedef struct { //Inventory
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| 198 | int32_t Weapons[3];
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| 199 | int16_t field_1A0; //10 bucks says this is the current weapon
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| 200 | int16_t AmmoUsed; //Ammo given for the char to use
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| 201 | int16_t HypoUsed; //Hypo given for the char to use
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| 202 | int16_t CellsUsed; //Cells given for the char to use
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| 203 | int16_t AmmoDropped; //Ammo the char drops
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| 204 | int16_t HypoDropped; //Hypo the char drops
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| 205 | int16_t CellsDropped; //Cells the char drops
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| 206 | int16_t field_1A; //who knows? InverseHypoRegenRate?
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| 207 | int16_t field_1C;
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| 208 | int16_t field_1E;
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| 209 | int16_t hasLSI;
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| 210 | int16_t field_1B6;
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| 211 | int16_t ShieldUsed; //Bullet shield given for the char to use
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| 212 | int16_t CloakUsed; //Phase Cloak given for the char to use
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| 213 | int16_t field_28; //probably bullet shield dropped
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| 214 | int16_t DoorKeys; //Lol. We can use this later for other sorts of items.
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| 215 | } Inventory;
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| 216 |
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[437] | 217 | typedef struct { //ActiveCharacter
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[435] | 218 | int16_t Number;
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| 219 | int16_t field_2; //probably Number is an int32
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| 220 | int32_t PhyContext;
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[438] | 221 | SphereTreeNode SphereTree1; //probably SphereTree[7]...
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| 222 | SphereTreeNode SphereTree3[4];
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| 223 | SphereTreeNode SphereTree2[2];
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[435] | 224 | int16_t field_B0;
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| 225 | int16_t field_B2;
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| 226 | int16_t field_B4;
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| 227 | int16_t field_B6;
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| 228 | Vector3 field_B8;
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| 229 | Vector3 AccelerateWith;
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| 230 | int16_t field_D0;
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| 231 | Vector3 field_D4;
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| 232 | int32_t field_E0;
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| 233 | int32_t field_E4;
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| 234 | int32_t field_E8;
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| 235 | int32_t field_EC;
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| 236 | int32_t field_F0;
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| 237 | int32_t field_F4;
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| 238 | int16_t IsInAir;
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| 239 | Vector3 FallingVelocity;
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| 240 | Vector3 JumpVelocity;
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| 241 | int16_t field_110;
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| 242 | int16_t field_112;
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| 243 | int32_t field_114;
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| 244 | int32_t field_118;
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| 245 | int32_t field_11C;
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| 246 | int32_t field_120;
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| 247 | int32_t field_124;
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| 248 | int32_t field_128;
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| 249 | int32_t field_12C;
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| 250 | BoundingSphere BoundingSphere_; //fix this name
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| 251 | Vector3 field_140;
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| 252 | Vector3 field_14C;
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| 253 | int32_t field_158;
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| 254 | int32_t field_15C;
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| 255 | Vector3 Location;
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| 256 | int32_t field_16C[6]; //16C-184 ???
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| 257 | int32_t AkiraNode;
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| 258 | int32_t GraphNode;
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| 259 | int32_t PelvisHeight;
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| 260 | int32_t MovementStatePtr;
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| 261 | int32_t ActiveWeapon; //NOTE: FIGURE OUT THIS MESS OF INVENTORY...
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| 262 | int32_t field_198; //maybe weap 3, maybe not...
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| 263 | int32_t InventoryWeapon;
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| 264 | int16_t field_1A0; //unused?
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| 265 | int16_t AmmoUsable; //Ammo given for the char to use
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| 266 | int16_t HypoUsable; //Hypo given for the char to use
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| 267 | int16_t CellsUsable; //Cells given for the char to use
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| 268 | int16_t AmmoDropped; //Ammo the char drops
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| 269 | int16_t HypoDropped; //Hypo the char drops
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| 270 | int16_t CellsDropped; //Cells the char drops
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| 271 | int16_t field_1AE;
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| 272 | int16_t InverseHypoRegenRate;
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| 273 | int16_t ShieldDropped;
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| 274 | int16_t CloakDropped;
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| 275 | int16_t field_1B4;
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| 276 | int16_t field_1B6;
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| 277 | int16_t ShieldUsable;
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| 278 | int16_t CloakUsable;
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| 279 | int16_t field_1BC[9]; //1BC-1E0
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| 280 | int32_t NotIdleStartTime;
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| 281 | int32_t TimeToIdle;
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| 282 | int32_t field_1E8[1315]; //1E8-1648 what the hell is all this?
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| 283 | BoundingBox BoundingBox_; //fix this name
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| 284 | int32_t field_1660;
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| 285 | int32_t field_1664;
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| 286 | int32_t ShieldPower; //Same as Boss Shield Power???
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| 287 | int32_t field_166C;
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| 288 | int32_t NumberOfKills; //^_^
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| 289 | int32_t InflictedDamage; //^_^
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| 290 | int32_t field_1678[260]; //1678-1A88 more wtf
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| 291 | int32_t field_1A88; //here starts animation junk? It was 4 bools in idb O_o
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| 292 | int32_t Executor_AimingDirection; //possibly throw junk?
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| 293 | int32_t field_1A98;
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| 294 | int32_t field_1A9C;
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| 295 | int32_t Executor_ActualMovementMode;
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| 296 | int32_t field_1AA4;
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| 297 | int32_t field_1AA8;
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| 298 | int32_t field_1AAC;
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| 299 | int32_t Executor_HasFacingOverride; //a bool...
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| 300 | float Executor_AimingSpeed;
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| 301 | bool field_1AB8; //actually a bitset...
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| 302 | bool Executor_HasMoveOverride;
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| 303 | int16_t field_1ABA;
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| 304 | int32_t field_1ABC;
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| 305 | int32_t field_1AC0;
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| 306 | int32_t field_1AC4;
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| 307 | int32_t Executor_FacingOverride;
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| 308 | int32_t Executor_HasAttackOverride; //another bool :P
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| 309 | int32_t field_1AD0;
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| 310 | int32_t field_1AD4;
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| 311 | int32_t field_1AD8;
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| 312 | int32_t field_1ADC;
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| 313 | int32_t field_1AE0;
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| 314 | int32_t field_1AE4;
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| 315 | int32_t Executor_HasThrowOverride; //another another bool
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| 316 | int32_t field_1AEC;
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| 317 | int32_t field_1AF0;
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| 318 | int32_t field_1AF4;
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| 319 | int32_t Animation;
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| 320 | int16_t AnimationToState;
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| 321 | int16_t AnimationFromState;
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| 322 | int16_t AnimationType;
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| 323 | int16_t NextAnimationType;
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| 324 | int16_t field_1B04;
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| 325 | int16_t field_1B06;
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| 326 | int32_t Stitch; //bool
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| 327 | float StitchHeight;
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| 328 | int16_t InterpolationFromState;
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| 329 | int16_t field_1B12;
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| 330 | Vector3 StitchVelocity;
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| 331 | int16_t InterpolationCurrentFrame;
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| 332 | int16_t InterpolationLength;
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| 333 | Quaternion InterpolationStartRotations[19];
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| 334 | int32_t field_1C54;
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| 335 | int32_t field_1C58;
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| 336 | int32_t field_1C5C;
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| 337 | int32_t field_1C60;
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| 338 | int32_t Overlay;
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| 339 | int32_t field_1C68;
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| 340 | int32_t field_1C6C;
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| 341 | int32_t field_1C70;
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| 342 | int32_t field_1C74;
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| 343 | int32_t field_1C78;
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| 344 | int32_t field_1C7C;
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| 345 | int32_t field_1C80;
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| 346 | int32_t field_1C84;
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| 347 | int16_t Frame;
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| 348 | int16_t SoftPause;
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| 349 | int16_t HardPause;
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| 350 | int16_t field1C8E;
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| 351 | int32_t field1C90;
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| 352 | int16_t field1C94;
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| 353 | int16_t field1C96;
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| 354 | int16_t Dizzy;
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| 355 | int16_t field1C9A;
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| 356 | int32_t field1C9C;
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| 357 | int16_t AnimationVarient;
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| 358 | int16_t TimeToPeace;
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| 359 | int16_t NumAnimationAttachedParticles;
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| 360 | int16_t field_1CA6; //spacing
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| 361 | AttachedParticle AnimationAttachedParticles[16];
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| 362 | int32_t TRAMParticles;
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| 363 | bool FixedParticlesAttached;
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| 364 | bool FixedParticlesStarted;
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| 365 | int16_t NumFixedParticles;
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| 366 | AttachedParticle FixedParticles[16];
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| 367 | int16_t CurrentAnimationType;
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| 368 | int16_t field_1EB2; //spacing
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| 369 | int32_t field_1EB4;
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| 370 | int32_t field_1EB8;
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| 371 | int32_t field_1EBC;
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| 372 | int32_t field_1EC0;
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| 373 | int32_t field_1EC4;
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| 374 | int32_t field_1EC8;
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| 375 | int32_t field_1ED0;
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| 376 | int32_t field_1ED4;
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| 377 | int32_t field_1ED8;
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| 378 | int32_t field_1EE0;
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| 379 | int32_t field_1EE4;
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| 380 | int32_t field_1EE8;
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| 381 | Quaternion Rotations[19];
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| 382 | Quaternion OverlayRotations[19];
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| 383 | int32_t field_2150;
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| 384 | int32_t field_2154;
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| 385 | GameInput Input;
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| 386 | InputAction PreviousActions;
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| 387 | int32_t SprintTimer;
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| 388 | int32_t field_2194;
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| 389 | Vector3 field_2198;
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| 390 | int32_t field_21A4;
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| 391 | int32_t field_21A8;
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| 392 | int32_t field_21AC;
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| 393 | Vector3 field_21B0;
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| 394 | float HeadFacing;
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| 395 | float HeadPitch;
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| 396 | int32_t field_21C4;
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| 397 | int32_t field_21C8;
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| 398 | int32_t field_21D0;
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| 399 | int32_t field_21D4;
|
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| 400 | bool field_21D8;
|
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| 401 | bool field_21D9;
|
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| 402 | bool field_21DA;
|
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| 403 | bool field_21DB;
|
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| 404 | bool field_21DC;
|
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| 405 | bool field_21DD;
|
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| 406 | bool field_21DE;
|
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| 407 | bool field_21DF;
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| 408 | bool field_21E0;
|
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| 409 | bool HasAlternateTrigger;
|
---|
| 410 | bool field_21E2;
|
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| 411 | bool ReleaseTrigger;
|
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| 412 | bool ReleaseAlternateTrigger;
|
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| 413 | bool TurningLeft;
|
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| 414 | bool TurningRight;
|
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| 415 | bool field_21E7;
|
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| 416 | int32_t field_21E8;
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| 417 | int32_t field_21EC;
|
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| 418 | int32_t field_21F0;
|
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| 419 | PlayingFilm PlayingFilm_; //fix this name
|
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| 420 | int32_t field_2218[24]; //2218-2278
|
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| 421 | Matrix4x3 BoneMatrices[19];
|
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| 422 | Matrix4x3 WeaponMatrix;
|
---|
| 423 | int32_t field_2638[113]; //2638-27FC
|
---|
| 424 | int16_t ShadowIndex;
|
---|
| 425 | int16_t field_27FE;
|
---|
| 426 | int16_t field_2780;
|
---|
| 427 | bool ShieldParts[19];
|
---|
| 428 | bool field_2815; //padding...
|
---|
| 429 | bool field_2816;
|
---|
| 430 | bool field_2817;
|
---|
| 431 | int32_t field_2818[8];
|
---|
| 432 | } ActiveCharacter;
|
---|
| 433 |
|
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| 434 |
|
---|
| 435 | typedef struct { //Character
|
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| 436 | int16_t Number;
|
---|
| 437 | int16_t ActiveCharacterIndex;
|
---|
| 438 | int32_t Flags;
|
---|
| 439 | int16_t field_8;
|
---|
| 440 | int32_t ONCC; //change type to ONCC when we get that far...
|
---|
| 441 | int32_t field_10;
|
---|
| 442 | int16_t Team;
|
---|
| 443 | char Name[32];
|
---|
| 444 | float BodySize;
|
---|
| 445 | int32_t Health;
|
---|
| 446 | int32_t MaxHealth;
|
---|
| 447 | int32_t ASIA_ID; //might be 16 with 2 byte padding
|
---|
| 448 | int32_t field_44;
|
---|
| 449 | char ScriptSpawn[32]; //Script function called when char spawns
|
---|
| 450 | char ScriptDie[32]; //Script function called when char dies
|
---|
| 451 | char ScriptAware[32]; //Script function called when char detects something
|
---|
| 452 | char ScriptAlarm[32]; //Script function called when char is alarmed at something
|
---|
| 453 | char ScriptHurt[32]; //Script function called when char is hurt for the first time
|
---|
| 454 | char ScriptDefeat[32]; //Script function called when char is at 1 HP
|
---|
| 455 | char ScriptNoAmmo[32]; //Script function called when char is out of ammo for the first time. Char must have ammo at spawn.
|
---|
| 456 | char ScriptNoPath[32]; //Script function called when char loses path. Broken.
|
---|
| 457 | Vector3 Position;
|
---|
| 458 | Vector3 LastPosition;
|
---|
| 459 | Vector3 Location;
|
---|
| 460 | float Facing;
|
---|
| 461 | float DesiredFacing;
|
---|
| 462 | float CosmeticFacing;
|
---|
| 463 | float field_178;
|
---|
| 464 | float field_17C;
|
---|
| 465 | float field_180;
|
---|
| 466 | int32_t BNV;
|
---|
| 467 | int32_t GraphNode;
|
---|
| 468 | float PelvisHeight;
|
---|
| 469 | float field_190;
|
---|
| 470 | Inventory Inventory_; //is there a better way to do this?
|
---|
| 471 | Vector3 Velocity;
|
---|
| 472 | int32_t field_1D0;
|
---|
| 473 | int32_t field_1D4;
|
---|
| 474 | int32_t field_1D8;
|
---|
| 475 | int32_t field_1DC;
|
---|
| 476 | int32_t field_1E0;
|
---|
| 477 | int32_t IdleDelay;
|
---|
| 478 | int32_t field_1E8;
|
---|
[438] | 479 | int32_t field_1EzC;
|
---|
[435] | 480 | int32_t CombatFlags;
|
---|
| 481 | int32_t JobId;
|
---|
| 482 | int32_t Goal;
|
---|
| 483 | int32_t field_1FC;
|
---|
| 484 | int32_t field_200;
|
---|
| 485 | int32_t field_204;
|
---|
| 486 | int32_t field_208[107]; //its all undocumented through here
|
---|
| 487 | int32_t CombatState; //I think....
|
---|
| 488 | int32_t field_8BB;
|
---|
| 489 | int32_t PatrolPathOSD[10]; //actually another struct. Not needed atm.
|
---|
[437] | 490 | int32_t PatrolPathPoints[5][64]; //64 of another struct
|
---|
[435] | 491 | int32_t field_DE8[98]; //DE8-F70
|
---|
| 492 | int32_t CombatStatePtr;
|
---|
| 493 | int32_t KnowledgeState[4]; //Another struct
|
---|
| 494 | int32_t field_F84;
|
---|
| 495 | int32_t AlertDecayTimer;
|
---|
| 496 | int32_t field_F8C;
|
---|
| 497 | int32_t field_F90;
|
---|
| 498 | int32_t InitialAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
|
---|
| 499 | int32_t MinimalAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
|
---|
| 500 | int32_t StartJobAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
|
---|
| 501 | int32_t InvestigatingAlertLevel;//0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
|
---|
| 502 | int32_t StartleTime;
|
---|
| 503 | int32_t field_FA8;
|
---|
| 504 | int32_t field_FAC;
|
---|
| 505 | int32_t field_FB0;
|
---|
| 506 | int32_t PursuitStrongLow;
|
---|
| 507 | int32_t PursuitWeakLow;
|
---|
| 508 | int32_t PursuitStrongHigh;
|
---|
| 509 | int32_t PursuitWeakHigh;
|
---|
| 510 | int32_t Pursuit5;
|
---|
| 511 | int32_t field_FC8[16];
|
---|
| 512 | int32_t AlarmGroups; //a bitset
|
---|
| 513 | int32_t field_FDC[16]; //FDC-F68
|
---|
| 514 | int32_t field_F68;
|
---|
| 515 | int32_t DazeTimer;
|
---|
| 516 | int32_t field_1024[16]; //1024-1064
|
---|
| 517 | int32_t MeleePtr; //probably MELE. Looks somewhat important.
|
---|
| 518 | int32_t field_106C[270]; //106C-14A4 skipping lots of junk and a little pathfinding stuff that we might want later.
|
---|
| 519 | int32_t MovementModifiers; //hopefully sprinting, pistol, rifle, etc.
|
---|
| 520 | int32_t field_14B4[101]; //14B4-1648 Glossing over a few other things we don't need having to do with AI direction.
|
---|
| 521 | int32_t BossShieldPower; //a multiplier? or just a flag? who knows
|
---|
| 522 | int32_t field_1668[6];
|
---|
| 523 | int32_t CurrentConsoleActionMarker; //not sure.
|
---|
| 524 | int32_t field_1684[7]; // done. hopefully i didnt screw this up somewhere.
|
---|
| 525 | } Character;
|
---|
| 526 |
|
---|
[428] | 527 | enum {
|
---|
| 528 | team_konoko,
|
---|
| 529 | team_tctf,
|
---|
| 530 | team_syndicate,
|
---|
| 531 | team_neutral,
|
---|
| 532 | team_securityguard,
|
---|
| 533 | team_rougekonoko,
|
---|
| 534 | team_switzerland,
|
---|
| 535 | team_syndicateaccessory,
|
---|
| 536 | };
|
---|
| 537 |
|
---|
[434] | 538 |
|
---|
| 539 | int chr_isplayer = 0x00000001; //is player character
|
---|
| 540 | int chr_randomskin = 0x00000002; //gets random skin from ONCV
|
---|
| 541 | int chr_notprespawned = 0x00000004; //isn't spawned at level creation
|
---|
| 542 | int chr_noncombatant = 0x00000008; //doesn't fight
|
---|
| 543 | int chr_multispawnable = 0x00000010; //can spawn up to 5 without forcing
|
---|
| 544 | int chr_unknown = 0x00000020; //
|
---|
| 545 | int chr_unkillable = 0x00000040; //can only be brought to 1 hp
|
---|
| 546 | int chr_superammo = 0x00000080; //infinite ammo
|
---|
| 547 | int chr_omniscient = 0x00000100; //touchofdeath
|
---|
| 548 | int chr_haslsi = 0x00000200; //drops an lsi
|
---|
| 549 | int chr_boss = 0x00000400; //is a boss character
|
---|
| 550 | int chr_upgradedifficulty = 0x00000800; //upgrade the difficulty if you play on med\hard
|
---|
| 551 | int chr_noautodrop = 0x00001000; //uses drop fields instead of has fields on death
|
---|
| 552 |
|
---|
[432] | 553 | int16_t ONICALL ONrGameState_NewCharacter(CharacterObject* CHAR, void* AISA, void* flag, int* list_location);
|
---|
[435] | 554 | //int16_t ONICALL ONrGameState_GetPlayerCharacter();
|
---|
[428] | 555 |
|
---|
[435] | 556 |
|
---|
[428] | 557 | #endif
|
---|