[427] | 1 | #pragma once
|
---|
[428] | 2 | #ifndef ONI_CHARACTER_H
|
---|
| 3 | #define ONI_CHARACTER_H
|
---|
[427] | 4 |
|
---|
[473] | 5 | #include "Oni.h"
|
---|
[427] | 6 | #include <stdint.h>
|
---|
[437] | 7 | #include <stdbool.h>
|
---|
[427] | 8 |
|
---|
| 9 | typedef struct {
|
---|
| 10 | float X;
|
---|
| 11 | float Y;
|
---|
| 12 | float Z;
|
---|
| 13 | } Vector3; //probably move to utilities...
|
---|
| 14 |
|
---|
| 15 | typedef struct {
|
---|
[435] | 16 | float X;
|
---|
| 17 | float Y;
|
---|
| 18 | float Z;
|
---|
| 19 | float W;
|
---|
| 20 | } Quaternion;
|
---|
| 21 |
|
---|
| 22 | typedef struct {
|
---|
| 23 | float RotationScale[9];
|
---|
| 24 | Vector3 Translation;
|
---|
[437] | 25 | } Matrix4x3;
|
---|
[435] | 26 |
|
---|
| 27 | typedef struct {
|
---|
| 28 | Vector3 Center;
|
---|
| 29 | float Radius;
|
---|
| 30 | } Sphere;
|
---|
| 31 |
|
---|
| 32 | typedef struct {
|
---|
| 33 | Sphere Sphere_; //fix this name
|
---|
| 34 | int Child1;
|
---|
| 35 | int Child2;
|
---|
| 36 | } SphereTreeNode;
|
---|
| 37 |
|
---|
| 38 | typedef struct {
|
---|
| 39 | Vector3 Min;
|
---|
| 40 | Vector3 Max;
|
---|
| 41 | } BoundingBox;
|
---|
| 42 |
|
---|
| 43 |
|
---|
| 44 | enum { //action flags
|
---|
| 45 | Action_Escape = 1,
|
---|
| 46 | Action_Console = 2,
|
---|
| 47 | Action_PauseScreen = 4,
|
---|
| 48 | Action_Cutscene_1 = 8,
|
---|
| 49 | Action_Cutscene_2 = 0x10,
|
---|
| 50 | Action_F4 = 0x20,
|
---|
| 51 | Action_F5 = 0x40,
|
---|
| 52 | Action_F6 = 0x80,
|
---|
| 53 | Action_F7 = 0x100,
|
---|
| 54 | Action_F8 = 0x200,
|
---|
| 55 | Action_StartRecord = 0x400,
|
---|
| 56 | Action_StopRecord = 0x800,
|
---|
| 57 | Action_PlayRecord = 0x1000,
|
---|
| 58 | Action_F12 = 0x2000,
|
---|
| 59 | Action_Unknown1 = 0x4000,
|
---|
| 60 | Action_LookMode = 0x8000,
|
---|
| 61 | Action_Screenshot = 0x10000,
|
---|
| 62 | Action_Unknown2 = 0x20000,
|
---|
| 63 | Action_Unknown3 = 0x40000,
|
---|
| 64 | Action_Unknown4 = 0x80000,
|
---|
| 65 | Action_Unknown5 = 0x100000,
|
---|
| 66 | Action_Forward = 0x200000,
|
---|
| 67 | Action_Backward = 0x400000,
|
---|
| 68 | Action_TurnLeft = 0x800000,
|
---|
| 69 | Action_TurnRight = 0x1000000,
|
---|
| 70 | Action_StepLeft = 0x2000000,
|
---|
| 71 | Action_StepRight = 0x4000000,
|
---|
| 72 | Action_Jump = 0x8000000,
|
---|
| 73 | Action_Crouch = 0x10000000,
|
---|
| 74 | Action_Punch = 0x20000000,
|
---|
| 75 | Action_Kick = 0x40000000,
|
---|
| 76 | Action_Block = 0x80000000,
|
---|
| 77 | //used in second action field
|
---|
| 78 | Action2_Walk = 1,
|
---|
| 79 | Action2_Action = 2,
|
---|
| 80 | Action2_Hypo = 4,
|
---|
| 81 | Action2_Reload = 8,
|
---|
| 82 | Action2_Swap = 0x10,
|
---|
| 83 | Action2_Drop = 0x20,
|
---|
| 84 | Action2_Fire1 = 0x40,
|
---|
| 85 | Action2_Fire2 = 0x80,
|
---|
[437] | 86 | Action2_Fire3 = 0x100,
|
---|
[435] | 87 | };
|
---|
| 88 |
|
---|
| 89 |
|
---|
| 90 | typedef struct {
|
---|
| 91 | int32_t Actions1;
|
---|
| 92 | int32_t Actions2;
|
---|
| 93 | } InputAction;
|
---|
| 94 |
|
---|
| 95 |
|
---|
| 96 | typedef struct {
|
---|
| 97 | float MouseDeltaX;
|
---|
| 98 | float MouseDeltaY;
|
---|
| 99 | float field_8;
|
---|
| 100 | float field_C;
|
---|
| 101 | InputAction Current;
|
---|
| 102 | InputAction Stopped;
|
---|
| 103 | InputAction Start;
|
---|
| 104 | InputAction Stop;
|
---|
| 105 | } GameInput;
|
---|
| 106 |
|
---|
| 107 | typedef struct {
|
---|
[432] | 108 | int Type; //'CHAR' etc.
|
---|
[427] | 109 | int ObjectId; //not needed
|
---|
| 110 | int Flags; //The flags of the object...not used for CHAR
|
---|
| 111 | Vector3 Position; //Position of Object
|
---|
| 112 | Vector3 Rotation; //Rotation of Object
|
---|
| 113 | int EditorCallbacks; //Lets try not to mess with it for now. :P
|
---|
| 114 | int field_28; //unknown
|
---|
| 115 | } OSD_Header;
|
---|
| 116 |
|
---|
| 117 | typedef struct {
|
---|
[435] | 118 | int32_t Flags;
|
---|
| 119 | int32_t Frame;
|
---|
| 120 | int32_t field_8;
|
---|
| 121 | int32_t field_C;
|
---|
| 122 | int32_t field_10;
|
---|
| 123 | int32_t field_14;
|
---|
| 124 | int32_t field_18;
|
---|
| 125 | int32_t field_1C;
|
---|
| 126 | int32_t FILMInstance;
|
---|
| 127 | } PlayingFilm;
|
---|
| 128 |
|
---|
[484] | 129 | typedef enum {
|
---|
| 130 | chr_isplayer = 1 << 0,
|
---|
| 131 | chr_randomskin = 1 << 1,
|
---|
| 132 | chr_notprespawned = 1 << 2,
|
---|
| 133 | chr_noncombatant = 1 << 3,
|
---|
| 134 | chr_multispawnable = 1 << 4,
|
---|
| 135 | chr_unkillable = 1 << 5,
|
---|
| 136 | chr_superammo = 1 << 6,
|
---|
| 137 | chr_omniscient = 1 << 8,
|
---|
| 138 | chr_haslsi = 1 << 9,
|
---|
| 139 | chr_boss = 1 << 10,
|
---|
| 140 | chr_upgradedifficulty = 1 << 11,
|
---|
| 141 | chr_noautodrop = 1 << 12,
|
---|
| 142 | chr_dontaim = 1 << 13,
|
---|
| 143 | chr_nocollision = 1 << 17,
|
---|
| 144 | chr_noshadow = 1 << 24,
|
---|
| 145 | chr_invincible = 1 << 25,
|
---|
| 146 | chr_bossshield = 1 << 30,
|
---|
| 147 | chr_weaponimmune = 1 << 31,
|
---|
| 148 | } chr_flags;
|
---|
| 149 | /*
|
---|
| 150 | enum {
|
---|
| 151 | chr_isplayer = 0x00000001, //is player character
|
---|
| 152 | chr_randomskin = 0x00000002, //gets random skin from ONCV
|
---|
| 153 | chr_notprespawned = 0x00000004, //isn't spawned at level creation
|
---|
| 154 | chr_noncombatant = 0x00000008, //doesn't fight
|
---|
| 155 | chr_multispawnable = 0x00000010, //can spawn up to 5 without forcing
|
---|
| 156 | chr_unknown = 0x00000020, //
|
---|
| 157 | chr_unkillable = 0x00000040, //can only be brought to 1 hp
|
---|
| 158 | chr_superammo = 0x00000080, //infinite ammo
|
---|
| 159 | chr_omniscient = 0x00000100, //touchofdeath
|
---|
| 160 | chr_haslsi = 0x00000200, //drops an lsi
|
---|
| 161 | chr_boss = 0x00000400, //is a boss character
|
---|
| 162 | chr_upgradedifficulty = 0x00000800, //upgrade the difficulty if you play on med\hard
|
---|
| 163 | chr_noautodrop = 0x00001000, //uses drop fields instead of has fields on death
|
---|
| 164 | }; //
|
---|
| 165 | */
|
---|
| 166 |
|
---|
[435] | 167 | typedef struct {
|
---|
[428] | 168 | uint32_t Options; //A bitset. Someone had better define these
|
---|
[427] | 169 | char Class[64]; //Name of the ONCC we use. ONCCName in idb
|
---|
| 170 | char Name[32]; //Name of the character. ie: ai2_spawn Muro
|
---|
| 171 | char Weapon[64]; //Name of the weapon he holds. ONWCName in idb
|
---|
| 172 | char ScriptSpawn[32]; //Script function called when char spawns
|
---|
| 173 | char ScriptDie[32]; //Script function called when char dies
|
---|
| 174 | char ScriptAware[32]; //Script function called when char detects something
|
---|
| 175 | char ScriptAlarm[32]; //Script function called when char is alarmed at something
|
---|
| 176 | char ScriptHurt[32]; //Script function called when char is hurt for the first time
|
---|
| 177 | char ScriptDefeat[32]; //Script function called when char is at 1 HP
|
---|
| 178 | char ScriptNoPath[32]; //Script function called when char loses path. Broken.
|
---|
| 179 | char ScriptNoAmmo[32]; //Script function called when char is out of ammo for the first time. Char must have ammo at spawn.
|
---|
| 180 | int32_t AdditionalHealth; //Additional Health given to the character
|
---|
| 181 | int16_t AmmoUsed; //Ammo given for the char to use
|
---|
| 182 | int16_t AmmoDropped; //Ammo the char drops
|
---|
| 183 | int16_t CellsUsed; //Cells given for the char to use
|
---|
| 184 | int16_t CellsDropped; //Cells the char drops
|
---|
| 185 | int16_t HypoUsed; //Hypo given for the char to use
|
---|
| 186 | int16_t HypoDropped; //Hypo the char drops
|
---|
| 187 | int16_t ShieldUsed; //Bullet shield given for the char to use
|
---|
| 188 | int16_t ShieldDropped; //Bullet shield the char drops
|
---|
| 189 | int16_t CloakUsed; //Phase Cloak given for the char to use
|
---|
| 190 | int16_t CloakDropped; //Phase Cloak the char drops
|
---|
| 191 | int16_t NCIUsed; //Don't use this...
|
---|
| 192 | int16_t NCIDropped; //Don't use this...
|
---|
| 193 | int32_t TeamID; //Team ID
|
---|
| 194 | int32_t AmmoPercent; //Percent of weapon ammo full
|
---|
| 195 | int32_t JobID; //Job ID...
|
---|
| 196 | //0 - none
|
---|
| 197 | //1 - idle
|
---|
| 198 | //2 - guard (never used in Oni)
|
---|
| 199 | //3 - patrol
|
---|
| 200 | //4 - teambattle (never used in Oni)
|
---|
| 201 | int16_t PatrolID; //patrol path ID (reference to the Patrol_Path.BINA file)
|
---|
| 202 | int16_t CombatID; //combat ID (reference to the Combat.BINA file)
|
---|
| 203 | int16_t MeleeID; //melee ID (reference to the Melee Profile.BINA file)
|
---|
| 204 | int16_t NeutralID; //neutral ID (reference to the Neutral.BINA file)
|
---|
| 205 | int32_t AlarmGroups; //Bitset. http://wiki.oni2.net/CHAR
|
---|
| 206 | int32_t InitialAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
|
---|
| 207 | int32_t MinimalAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
|
---|
| 208 | int32_t StartJobAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
|
---|
| 209 | int32_t InvestigatingAlertLevel;//0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
|
---|
| 210 | int32_t PursuitStrongLow;
|
---|
| 211 | int32_t PursuitWeakLow;
|
---|
| 212 | int32_t PursuitStrongHigh;
|
---|
| 213 | int32_t PursuitWeakHigh;
|
---|
| 214 | int32_t Pursuit5;
|
---|
| 215 | int32_t field_1FC;
|
---|
| 216 | } CharacterOSD;
|
---|
| 217 |
|
---|
| 218 | typedef struct {
|
---|
| 219 | OSD_Header Header;
|
---|
| 220 | CharacterOSD OSD;
|
---|
| 221 | } CharacterObject;
|
---|
[428] | 222 |
|
---|
[435] | 223 | typedef struct {
|
---|
| 224 | Vector3 Center;
|
---|
| 225 | float Radius;
|
---|
| 226 | } BoundingSphere;
|
---|
| 227 |
|
---|
| 228 | typedef struct {
|
---|
| 229 | int32_t ONCP; //probably pointer
|
---|
| 230 | int32_t field_4; //who knows?
|
---|
| 231 | int32_t Instance; //probably link to actual particle
|
---|
| 232 | int32_t Bone; //duh
|
---|
| 233 | } AttachedParticle;
|
---|
[437] | 234 |
|
---|
[435] | 235 | typedef struct { //Inventory
|
---|
| 236 | int32_t Weapons[3];
|
---|
| 237 | int16_t field_1A0; //10 bucks says this is the current weapon
|
---|
| 238 | int16_t AmmoUsed; //Ammo given for the char to use
|
---|
| 239 | int16_t HypoUsed; //Hypo given for the char to use
|
---|
| 240 | int16_t CellsUsed; //Cells given for the char to use
|
---|
| 241 | int16_t AmmoDropped; //Ammo the char drops
|
---|
| 242 | int16_t HypoDropped; //Hypo the char drops
|
---|
| 243 | int16_t CellsDropped; //Cells the char drops
|
---|
| 244 | int16_t field_1A; //who knows? InverseHypoRegenRate?
|
---|
| 245 | int16_t field_1C;
|
---|
| 246 | int16_t field_1E;
|
---|
[470] | 247 | char hasLSI;
|
---|
| 248 | char field_1B5;
|
---|
[435] | 249 | int16_t field_1B6;
|
---|
| 250 | int16_t ShieldUsed; //Bullet shield given for the char to use
|
---|
| 251 | int16_t CloakUsed; //Phase Cloak given for the char to use
|
---|
[446] | 252 | int32_t field_28; //probably bullet shield dropped
|
---|
| 253 | int32_t DoorKeys; //Lol. We can use this later for other sorts of items.
|
---|
[435] | 254 | } Inventory;
|
---|
| 255 |
|
---|
[484] | 256 | typedef struct {
|
---|
| 257 | uint32_t SphereTree;
|
---|
| 258 | Vector3 ObBox[8];
|
---|
| 259 | Vector3 * ObBowPtr;
|
---|
| 260 | Vector3 Velocity;
|
---|
| 261 | Quaternion field_74;
|
---|
| 262 | Vector3 Position;
|
---|
| 263 | Quaternion Rotation;
|
---|
| 264 | float Scale;
|
---|
| 265 | Matrix4x3 Matrix;
|
---|
| 266 | Matrix4x3 InitMatrix;
|
---|
| 267 | float field_104;
|
---|
| 268 | float Gravity;
|
---|
| 269 | float field_10C;
|
---|
| 270 | float field_110;
|
---|
| 271 | float Friction_1;
|
---|
| 272 | float Friction_2;
|
---|
| 273 | Vector3 Force;
|
---|
| 274 | uint32_t Flags;
|
---|
| 275 | uint32_t Type;
|
---|
| 276 | char AnimState[0x18];
|
---|
| 277 | void* Callbacks;
|
---|
| 278 | void* Owner;
|
---|
| 279 | } PhyContext;
|
---|
| 280 |
|
---|
[437] | 281 | typedef struct { //ActiveCharacter
|
---|
[435] | 282 | int16_t Number;
|
---|
| 283 | int16_t field_2; //probably Number is an int32
|
---|
[484] | 284 | PhyContext * PhyContext_;
|
---|
[438] | 285 | SphereTreeNode SphereTree1; //probably SphereTree[7]...
|
---|
| 286 | SphereTreeNode SphereTree3[4];
|
---|
| 287 | SphereTreeNode SphereTree2[2];
|
---|
[435] | 288 | int16_t field_B0;
|
---|
| 289 | int16_t field_B2;
|
---|
| 290 | int16_t field_B4;
|
---|
| 291 | int16_t field_B6;
|
---|
| 292 | Vector3 field_B8;
|
---|
| 293 | Vector3 AccelerateWith;
|
---|
[470] | 294 | int32_t field_D0;
|
---|
[435] | 295 | Vector3 field_D4;
|
---|
| 296 | int32_t field_E0;
|
---|
| 297 | int32_t field_E4;
|
---|
| 298 | int32_t field_E8;
|
---|
| 299 | int32_t field_EC;
|
---|
[470] | 300 | float SomePhyPosY;
|
---|
| 301 | int16_t field_F4;
|
---|
| 302 | int16_t IsInAirTimer;
|
---|
[435] | 303 | Vector3 FallingVelocity;
|
---|
| 304 | Vector3 JumpVelocity;
|
---|
[470] | 305 | char StartJumpPending;
|
---|
| 306 | char field_111;
|
---|
[435] | 307 | int16_t field_112;
|
---|
[470] | 308 | Vector3 field_114;
|
---|
| 309 | int32_t LastDamageSourceCharacter;
|
---|
[435] | 310 | int32_t field_11C;
|
---|
| 311 | int32_t field_120;
|
---|
| 312 | int32_t field_124;
|
---|
| 313 | int32_t field_128;
|
---|
| 314 | int32_t field_12C;
|
---|
| 315 | BoundingSphere BoundingSphere_; //fix this name
|
---|
| 316 | Vector3 field_140;
|
---|
| 317 | Vector3 field_14C;
|
---|
| 318 | int32_t field_158;
|
---|
| 319 | int32_t field_15C;
|
---|
| 320 | Vector3 Location;
|
---|
| 321 | int32_t field_16C[6]; //16C-184 ???
|
---|
| 322 | int32_t AkiraNode;
|
---|
| 323 | int32_t GraphNode;
|
---|
| 324 | int32_t PelvisHeight;
|
---|
| 325 | int32_t MovementStatePtr;
|
---|
| 326 | int32_t ActiveWeapon; //NOTE: FIGURE OUT THIS MESS OF INVENTORY...
|
---|
| 327 | int32_t field_198; //maybe weap 3, maybe not...
|
---|
| 328 | int32_t InventoryWeapon;
|
---|
| 329 | int16_t field_1A0; //unused?
|
---|
| 330 | int16_t AmmoUsable; //Ammo given for the char to use
|
---|
| 331 | int16_t HypoUsable; //Hypo given for the char to use
|
---|
| 332 | int16_t CellsUsable; //Cells given for the char to use
|
---|
| 333 | int16_t AmmoDropped; //Ammo the char drops
|
---|
| 334 | int16_t HypoDropped; //Hypo the char drops
|
---|
| 335 | int16_t CellsDropped; //Cells the char drops
|
---|
| 336 | int16_t field_1AE;
|
---|
| 337 | int16_t InverseHypoRegenRate;
|
---|
| 338 | int16_t ShieldDropped;
|
---|
| 339 | int16_t CloakDropped;
|
---|
| 340 | int16_t field_1B4;
|
---|
| 341 | int16_t field_1B6;
|
---|
| 342 | int16_t ShieldUsable;
|
---|
| 343 | int16_t CloakUsable;
|
---|
| 344 | int16_t field_1BC[9]; //1BC-1E0
|
---|
| 345 | int32_t NotIdleStartTime;
|
---|
| 346 | int32_t TimeToIdle;
|
---|
| 347 | int32_t field_1E8[1315]; //1E8-1648 what the hell is all this?
|
---|
| 348 | BoundingBox BoundingBox_; //fix this name
|
---|
| 349 | int32_t field_1660;
|
---|
| 350 | int32_t field_1664;
|
---|
| 351 | int32_t ShieldPower; //Same as Boss Shield Power???
|
---|
| 352 | int32_t field_166C;
|
---|
| 353 | int32_t NumberOfKills; //^_^
|
---|
| 354 | int32_t InflictedDamage; //^_^
|
---|
| 355 | int32_t field_1678[260]; //1678-1A88 more wtf
|
---|
| 356 | int32_t field_1A88; //here starts animation junk? It was 4 bools in idb O_o
|
---|
| 357 | int32_t Executor_AimingDirection; //possibly throw junk?
|
---|
| 358 | int32_t field_1A98;
|
---|
| 359 | int32_t field_1A9C;
|
---|
| 360 | int32_t Executor_ActualMovementMode;
|
---|
| 361 | int32_t field_1AA4;
|
---|
| 362 | int32_t field_1AA8;
|
---|
| 363 | int32_t field_1AAC;
|
---|
| 364 | int32_t Executor_HasFacingOverride; //a bool...
|
---|
| 365 | float Executor_AimingSpeed;
|
---|
[473] | 366 | onibool field_1AB8; //actually a bitset...
|
---|
| 367 | onibool Executor_HasMoveOverride;
|
---|
[435] | 368 | int16_t field_1ABA;
|
---|
| 369 | int32_t field_1ABC;
|
---|
| 370 | int32_t field_1AC0;
|
---|
| 371 | int32_t field_1AC4;
|
---|
| 372 | int32_t Executor_FacingOverride;
|
---|
| 373 | int32_t Executor_HasAttackOverride; //another bool :P
|
---|
| 374 | int32_t field_1AD0;
|
---|
| 375 | int32_t field_1AD4;
|
---|
| 376 | int32_t field_1AD8;
|
---|
| 377 | int32_t field_1ADC;
|
---|
| 378 | int32_t field_1AE0;
|
---|
| 379 | int32_t field_1AE4;
|
---|
| 380 | int32_t Executor_HasThrowOverride; //another another bool
|
---|
| 381 | int32_t field_1AEC;
|
---|
| 382 | int32_t field_1AF0;
|
---|
| 383 | int32_t field_1AF4;
|
---|
| 384 | int32_t Animation;
|
---|
| 385 | int16_t AnimationToState;
|
---|
| 386 | int16_t AnimationFromState;
|
---|
| 387 | int16_t AnimationType;
|
---|
| 388 | int16_t NextAnimationType;
|
---|
| 389 | int16_t field_1B04;
|
---|
| 390 | int16_t field_1B06;
|
---|
| 391 | int32_t Stitch; //bool
|
---|
| 392 | float StitchHeight;
|
---|
| 393 | int16_t InterpolationFromState;
|
---|
| 394 | int16_t field_1B12;
|
---|
| 395 | Vector3 StitchVelocity;
|
---|
| 396 | int16_t InterpolationCurrentFrame;
|
---|
| 397 | int16_t InterpolationLength;
|
---|
| 398 | Quaternion InterpolationStartRotations[19];
|
---|
| 399 | int32_t field_1C54;
|
---|
| 400 | int32_t field_1C58;
|
---|
| 401 | int32_t field_1C5C;
|
---|
| 402 | int32_t field_1C60;
|
---|
| 403 | int32_t Overlay;
|
---|
| 404 | int32_t field_1C68;
|
---|
| 405 | int32_t field_1C6C;
|
---|
| 406 | int32_t field_1C70;
|
---|
| 407 | int32_t field_1C74;
|
---|
| 408 | int32_t field_1C78;
|
---|
| 409 | int32_t field_1C7C;
|
---|
| 410 | int32_t field_1C80;
|
---|
| 411 | int32_t field_1C84;
|
---|
| 412 | int16_t Frame;
|
---|
| 413 | int16_t SoftPause;
|
---|
| 414 | int16_t HardPause;
|
---|
| 415 | int16_t field1C8E;
|
---|
| 416 | int32_t field1C90;
|
---|
| 417 | int16_t field1C94;
|
---|
| 418 | int16_t field1C96;
|
---|
| 419 | int16_t Dizzy;
|
---|
| 420 | int16_t field1C9A;
|
---|
| 421 | int32_t field1C9C;
|
---|
| 422 | int16_t AnimationVarient;
|
---|
| 423 | int16_t TimeToPeace;
|
---|
| 424 | int16_t NumAnimationAttachedParticles;
|
---|
| 425 | int16_t field_1CA6; //spacing
|
---|
| 426 | AttachedParticle AnimationAttachedParticles[16];
|
---|
| 427 | int32_t TRAMParticles;
|
---|
[473] | 428 | onibool FixedParticlesAttached;
|
---|
| 429 | onibool FixedParticlesStarted;
|
---|
[435] | 430 | int16_t NumFixedParticles;
|
---|
| 431 | AttachedParticle FixedParticles[16];
|
---|
| 432 | int16_t CurrentAnimationType;
|
---|
| 433 | int16_t field_1EB2; //spacing
|
---|
| 434 | int32_t field_1EB4;
|
---|
| 435 | int32_t field_1EB8;
|
---|
| 436 | int32_t field_1EBC;
|
---|
| 437 | int32_t field_1EC0;
|
---|
| 438 | int32_t field_1EC4;
|
---|
| 439 | int32_t field_1EC8;
|
---|
| 440 | int32_t field_1ED0;
|
---|
| 441 | int32_t field_1ED4;
|
---|
| 442 | int32_t field_1ED8;
|
---|
| 443 | int32_t field_1EE0;
|
---|
| 444 | int32_t field_1EE4;
|
---|
| 445 | int32_t field_1EE8;
|
---|
| 446 | Quaternion Rotations[19];
|
---|
| 447 | Quaternion OverlayRotations[19];
|
---|
| 448 | int32_t field_2150;
|
---|
| 449 | int32_t field_2154;
|
---|
| 450 | GameInput Input;
|
---|
| 451 | InputAction PreviousActions;
|
---|
| 452 | int32_t SprintTimer;
|
---|
| 453 | int32_t field_2194;
|
---|
| 454 | Vector3 field_2198;
|
---|
| 455 | int32_t field_21A4;
|
---|
| 456 | int32_t field_21A8;
|
---|
| 457 | int32_t field_21AC;
|
---|
| 458 | Vector3 field_21B0;
|
---|
| 459 | float HeadFacing;
|
---|
| 460 | float HeadPitch;
|
---|
| 461 | int32_t field_21C4;
|
---|
| 462 | int32_t field_21C8;
|
---|
| 463 | int32_t field_21D0;
|
---|
| 464 | int32_t field_21D4;
|
---|
[473] | 465 | onibool field_21D8;
|
---|
| 466 | onibool field_21D9;
|
---|
| 467 | onibool field_21DA;
|
---|
| 468 | onibool field_21DB;
|
---|
| 469 | onibool field_21DC;
|
---|
| 470 | onibool field_21DD;
|
---|
| 471 | onibool field_21DE;
|
---|
| 472 | onibool field_21DF;
|
---|
| 473 | onibool field_21E0;
|
---|
| 474 | onibool HasAlternateTrigger;
|
---|
| 475 | onibool field_21E2;
|
---|
| 476 | onibool ReleaseTrigger;
|
---|
| 477 | onibool ReleaseAlternateTrigger;
|
---|
| 478 | onibool TurningLeft;
|
---|
| 479 | onibool TurningRight;
|
---|
| 480 | onibool field_21E7;
|
---|
[435] | 481 | int32_t field_21E8;
|
---|
| 482 | int32_t field_21EC;
|
---|
| 483 | int32_t field_21F0;
|
---|
| 484 | PlayingFilm PlayingFilm_; //fix this name
|
---|
| 485 | int32_t field_2218[24]; //2218-2278
|
---|
| 486 | Matrix4x3 BoneMatrices[19];
|
---|
| 487 | Matrix4x3 WeaponMatrix;
|
---|
| 488 | int32_t field_2638[113]; //2638-27FC
|
---|
| 489 | int16_t ShadowIndex;
|
---|
| 490 | int16_t field_27FE;
|
---|
| 491 | int16_t field_2780;
|
---|
[473] | 492 | onibool ShieldParts[19];
|
---|
| 493 | onibool field_2815; //padding...
|
---|
| 494 | onibool field_2816;
|
---|
| 495 | onibool field_2817;
|
---|
[435] | 496 | int32_t field_2818[8];
|
---|
| 497 | } ActiveCharacter;
|
---|
| 498 |
|
---|
[446] | 499 | //This struct is good.
|
---|
[435] | 500 | typedef struct { //Character
|
---|
[446] | 501 | char Number;
|
---|
| 502 | char field_2;
|
---|
[435] | 503 | int16_t ActiveCharacterIndex;
|
---|
| 504 | int32_t Flags;
|
---|
[446] | 505 | int32_t field_8;
|
---|
[484] | 506 | int32_t* ONCC; //change type to ONCC when we get that far...
|
---|
[446] | 507 | int16_t field_10;
|
---|
[435] | 508 | int16_t Team;
|
---|
| 509 | char Name[32];
|
---|
| 510 | float BodySize;
|
---|
| 511 | int32_t Health;
|
---|
| 512 | int32_t MaxHealth;
|
---|
| 513 | int32_t ASIA_ID; //might be 16 with 2 byte padding
|
---|
| 514 | int32_t field_44;
|
---|
| 515 | char ScriptSpawn[32]; //Script function called when char spawns
|
---|
| 516 | char ScriptDie[32]; //Script function called when char dies
|
---|
| 517 | char ScriptAware[32]; //Script function called when char detects something
|
---|
| 518 | char ScriptAlarm[32]; //Script function called when char is alarmed at something
|
---|
| 519 | char ScriptHurt[32]; //Script function called when char is hurt for the first time
|
---|
| 520 | char ScriptDefeat[32]; //Script function called when char is at 1 HP
|
---|
| 521 | char ScriptNoAmmo[32]; //Script function called when char is out of ammo for the first time. Char must have ammo at spawn.
|
---|
| 522 | char ScriptNoPath[32]; //Script function called when char loses path. Broken.
|
---|
| 523 | Vector3 Position;
|
---|
| 524 | Vector3 LastPosition;
|
---|
| 525 | Vector3 Location;
|
---|
| 526 | float Facing;
|
---|
| 527 | float DesiredFacing;
|
---|
| 528 | float CosmeticFacing;
|
---|
| 529 | float field_178;
|
---|
| 530 | float field_17C;
|
---|
| 531 | float field_180;
|
---|
| 532 | int32_t BNV;
|
---|
| 533 | int32_t GraphNode;
|
---|
| 534 | float PelvisHeight;
|
---|
| 535 | float field_190;
|
---|
| 536 | Inventory Inventory_; //is there a better way to do this?
|
---|
| 537 | Vector3 Velocity;
|
---|
| 538 | int32_t field_1D0;
|
---|
[446] | 539 | int32_t Recoil;
|
---|
[435] | 540 | int32_t field_1D8;
|
---|
| 541 | int32_t field_1DC;
|
---|
[446] | 542 | int32_t LastNotIdleGameTime;
|
---|
[435] | 543 | int32_t IdleDelay;
|
---|
[446] | 544 | int32_t Type;
|
---|
| 545 | int32_t field_1EC;
|
---|
[435] | 546 | int32_t CombatFlags;
|
---|
| 547 | int32_t JobId;
|
---|
| 548 | int32_t Goal;
|
---|
| 549 | int32_t field_1FC;
|
---|
| 550 | int32_t field_200;
|
---|
| 551 | int32_t field_204;
|
---|
[446] | 552 | int32_t field_208[428]; //208-8B8
|
---|
[435] | 553 | int32_t CombatState; //I think....
|
---|
[446] | 554 | int32_t field_8BC;
|
---|
[435] | 555 | int32_t PatrolPathOSD[10]; //actually another struct. Not needed atm.
|
---|
[437] | 556 | int32_t PatrolPathPoints[5][64]; //64 of another struct
|
---|
[435] | 557 | int32_t field_DE8[98]; //DE8-F70
|
---|
| 558 | int32_t CombatStatePtr;
|
---|
| 559 | int32_t KnowledgeState[4]; //Another struct
|
---|
| 560 | int32_t field_F84;
|
---|
| 561 | int32_t AlertDecayTimer;
|
---|
| 562 | int32_t field_F8C;
|
---|
| 563 | int32_t field_F90;
|
---|
| 564 | int32_t InitialAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
|
---|
| 565 | int32_t MinimalAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
|
---|
| 566 | int32_t StartJobAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
|
---|
| 567 | int32_t InvestigatingAlertLevel;//0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
|
---|
| 568 | int32_t StartleTime;
|
---|
| 569 | int32_t field_FA8;
|
---|
| 570 | int32_t field_FAC;
|
---|
| 571 | int32_t field_FB0;
|
---|
| 572 | int32_t PursuitStrongLow;
|
---|
| 573 | int32_t PursuitWeakLow;
|
---|
| 574 | int32_t PursuitStrongHigh;
|
---|
| 575 | int32_t PursuitWeakHigh;
|
---|
| 576 | int32_t Pursuit5;
|
---|
[446] | 577 | int32_t field_FC8[4];
|
---|
[435] | 578 | int32_t AlarmGroups; //a bitset
|
---|
[446] | 579 | int32_t field_FDC[17]; //FDC-1020
|
---|
[435] | 580 | int32_t DazeTimer;
|
---|
[446] | 581 | int32_t field_1024[17]; //1024-1068
|
---|
[435] | 582 | int32_t MeleePtr; //probably MELE. Looks somewhat important.
|
---|
| 583 | int32_t field_106C[270]; //106C-14A4 skipping lots of junk and a little pathfinding stuff that we might want later.
|
---|
[446] | 584 | int32_t MovementMode;
|
---|
| 585 | int32_t field_14A8;
|
---|
| 586 | int32_t field_14AC;
|
---|
[435] | 587 | int32_t MovementModifiers; //hopefully sprinting, pistol, rifle, etc.
|
---|
| 588 | int32_t field_14B4[101]; //14B4-1648 Glossing over a few other things we don't need having to do with AI direction.
|
---|
[446] | 589 | BoundingBox BoundingBox_;
|
---|
| 590 | int32_t field_1660;
|
---|
[435] | 591 | int32_t BossShieldPower; //a multiplier? or just a flag? who knows
|
---|
| 592 | int32_t field_1668[6];
|
---|
| 593 | int32_t CurrentConsoleActionMarker; //not sure.
|
---|
[446] | 594 | int32_t field_1684[7];
|
---|
[435] | 595 | } Character;
|
---|
| 596 |
|
---|
[428] | 597 | enum {
|
---|
| 598 | team_konoko,
|
---|
| 599 | team_tctf,
|
---|
| 600 | team_syndicate,
|
---|
| 601 | team_neutral,
|
---|
| 602 | team_securityguard,
|
---|
| 603 | team_rougekonoko,
|
---|
| 604 | team_switzerland,
|
---|
| 605 | team_syndicateaccessory,
|
---|
| 606 | };
|
---|
[484] | 607 | int16_t ONICALL ONrGameState_NewCharacter(CharacterObject* CHAR, void* AISA, void* flag, uint32_t* list_location);
|
---|
[446] | 608 | int32_t* ONICALL ONrGetActiveCharacter(void* CharacterPtr);
|
---|
[435] | 609 | //int16_t ONICALL ONrGameState_GetPlayerCharacter();
|
---|
[428] | 610 |
|
---|
[470] | 611 | //probably need to name these better.
|
---|
| 612 | #define char_unkillable (1 << 5)
|
---|
| 613 | #define char_superammo (1 << 6)
|
---|
| 614 | #define char_unstoppable (1 << 8)
|
---|
| 615 | #define char_deathlock (1 << 10)
|
---|
| 616 | #define char_dontaim (1 << 13)
|
---|
| 617 | #define char_nocollision (1 << 17)
|
---|
| 618 | #define char_noshadow (1 << 24)
|
---|
| 619 | #define char_invincible (1 << 25)
|
---|
| 620 | #define char_bossshield (1 << 30)
|
---|
| 621 | #define char_weaponimmune (1 << 31)
|
---|
[435] | 622 |
|
---|
[484] | 623 |
|
---|
| 624 | //We need a Oni_Structs #include file.
|
---|
| 625 |
|
---|
| 626 | typedef struct {
|
---|
| 627 | uint32_t TimerMode;
|
---|
| 628 | char TimerName[32];
|
---|
| 629 | uint32_t TimerDuration;
|
---|
| 630 | uint32_t field_28;
|
---|
| 631 | uint32_t field_2C;
|
---|
| 632 | uint32_t Letterbox[3];
|
---|
| 633 | uint32_t field_3C;
|
---|
| 634 | uint32_t field_40;
|
---|
| 635 | uint32_t CutsceneSyncMark;
|
---|
| 636 | uint32_t SomeCutsceneSyncMarkField;
|
---|
| 637 | uint32_t field_4C;
|
---|
| 638 | uint32_t SplashScreenMachineTime;
|
---|
| 639 | uint32_t field_54;
|
---|
| 640 | uint32_t field_58;
|
---|
| 641 | uint32_t field_5C;
|
---|
| 642 | uint32_t field_60;
|
---|
| 643 | uint32_t field_64;
|
---|
| 644 | uint32_t field_68;
|
---|
| 645 | uint32_t field_6C;
|
---|
| 646 | uint32_t field_70;
|
---|
| 647 | uint32_t FadeStartTime;
|
---|
| 648 | uint32_t FadeEndTime;
|
---|
| 649 | uint32_t field_7C;
|
---|
| 650 | uint32_t Camera;
|
---|
| 651 | char PathFindingGraph[0x28];
|
---|
| 652 | struct Character *PlayerCharacter;
|
---|
| 653 | uint32_t field_B0;
|
---|
| 654 | uint32_t field_B4;
|
---|
| 655 | GameInput Input;
|
---|
| 656 | uint32_t field_E8;
|
---|
| 657 | uint32_t field_EC;
|
---|
| 658 | uint32_t ScreenshotEveryFrame; //bool?
|
---|
| 659 | uint32_t field_F4;
|
---|
| 660 | char field_F8;
|
---|
| 661 | char field_F9;
|
---|
| 662 | char field_FA;
|
---|
| 663 | char field_FB;
|
---|
| 664 | uint32_t field_FC;
|
---|
| 665 | uint32_t field_100;
|
---|
| 666 | uint32_t SlowMo; //bool
|
---|
| 667 | uint32_t SlowMotion;
|
---|
| 668 | uint32_t field_10C;
|
---|
| 669 | uint32_t field_110;
|
---|
| 670 | uint32_t field_114;
|
---|
| 671 | char SplashScreenTextureName[32];
|
---|
| 672 | uint32_t field_138;
|
---|
| 673 | uint32_t field_13C;
|
---|
| 674 | uint32_t field_140;
|
---|
| 675 | uint32_t GameTime;
|
---|
| 676 | uint32_t field_148;
|
---|
| 677 | uint32_t field_14C;
|
---|
| 678 | uint32_t Level;
|
---|
| 679 | uint32_t field_154;
|
---|
| 680 | char MotionBlur[0x44][64];
|
---|
| 681 | uint32_t MotionBlurCount;
|
---|
| 682 | uint16_t field_125C;
|
---|
| 683 | uint16_t field_125E;
|
---|
| 684 | Character CharacterStorage[128];
|
---|
| 685 | uint16_t CharacterCount;
|
---|
| 686 | uint16_t padding_1;
|
---|
| 687 | uint32_t field_B6264;
|
---|
| 688 | char ActiveCharacters[0x2838][64]; //Active Character Struct isn't the proper size atm.
|
---|
| 689 | uint16_t ActiveCharactersCount;
|
---|
| 690 | char Shadows[32][0x804];
|
---|
| 691 | uint32_t field_1670EA;
|
---|
| 692 | uint32_t ShadowCount;
|
---|
| 693 | ActiveCharacter* ActiveCharacterList[128]; //or just Character*? Anyways, we wont need to use this.
|
---|
| 694 | uint32_t ActiveCharacterListCount;
|
---|
| 695 | uint32_t ActiveCharacterListLock;
|
---|
| 696 | Character* LivingCharacterList[128];
|
---|
| 697 | uint32_t LivingCharacterListCount;
|
---|
| 698 | uint32_t LivingCharacterListLock;
|
---|
| 699 | ActiveCharacter* PresentCharacterList[128];
|
---|
| 700 | uint32_t PresentCharacterListCount;
|
---|
| 701 | uint32_t PresentCharacterListLock;
|
---|
| 702 | void* ObjectList;
|
---|
| 703 | char DoorArray[8];
|
---|
| 704 | char Sky[0x290];
|
---|
| 705 | uint32_t field_1679A4;
|
---|
| 706 | uint32_t Triggers;
|
---|
| 707 | char IsGamePaused;
|
---|
| 708 | char IsInputEnabled;
|
---|
| 709 | char field_1679AE;
|
---|
| 710 | char field_1679AF;
|
---|
| 711 | uint32_t LockedActions1;
|
---|
| 712 | uint32_t LockedActions2;
|
---|
| 713 | uint32_t field_1679B8;
|
---|
| 714 | uint32_t WinLose;
|
---|
| 715 | uint32_t ConditionSoundsCount;
|
---|
| 716 | uint32_t ConditionSounds[5];
|
---|
| 717 | uint16_t LevelNumber;
|
---|
| 718 | uint16_t padding_5;
|
---|
| 719 | uint16_t field_1679DC;
|
---|
| 720 | } GameState;
|
---|
| 721 |
|
---|
| 722 |
|
---|
[428] | 723 | #endif
|
---|