1 | #pragma once
|
---|
2 | #ifndef ONI_CHARACTER_H
|
---|
3 | #define ONI_CHARACTER_H
|
---|
4 |
|
---|
5 | #include "Daodan.h"
|
---|
6 | #include <stdint.h>
|
---|
7 |
|
---|
8 | typedef struct {
|
---|
9 | float X;
|
---|
10 | float Y;
|
---|
11 | float Z;
|
---|
12 | } Vector3; //probably move to utilities...
|
---|
13 |
|
---|
14 | typedef struct {
|
---|
15 | float X;
|
---|
16 | float Y;
|
---|
17 | float Z;
|
---|
18 | float W;
|
---|
19 | } Quaternion;
|
---|
20 |
|
---|
21 | typedef struct {
|
---|
22 | float RotationScale[9];
|
---|
23 | Vector3 Translation;
|
---|
24 | } Matrix4x3
|
---|
25 |
|
---|
26 | typedef struct {
|
---|
27 | Vector3 Center;
|
---|
28 | float Radius;
|
---|
29 | } Sphere;
|
---|
30 |
|
---|
31 | typedef struct {
|
---|
32 | Sphere Sphere_; //fix this name
|
---|
33 | int Child1;
|
---|
34 | int Child2;
|
---|
35 | } SphereTreeNode;
|
---|
36 |
|
---|
37 | typedef struct {
|
---|
38 | Vector3 Min;
|
---|
39 | Vector3 Max;
|
---|
40 | } BoundingBox;
|
---|
41 |
|
---|
42 |
|
---|
43 | enum { //action flags
|
---|
44 | Action_Escape = 1,
|
---|
45 | Action_Console = 2,
|
---|
46 | Action_PauseScreen = 4,
|
---|
47 | Action_Cutscene_1 = 8,
|
---|
48 | Action_Cutscene_2 = 0x10,
|
---|
49 | Action_F4 = 0x20,
|
---|
50 | Action_F5 = 0x40,
|
---|
51 | Action_F6 = 0x80,
|
---|
52 | Action_F7 = 0x100,
|
---|
53 | Action_F8 = 0x200,
|
---|
54 | Action_StartRecord = 0x400,
|
---|
55 | Action_StopRecord = 0x800,
|
---|
56 | Action_PlayRecord = 0x1000,
|
---|
57 | Action_F12 = 0x2000,
|
---|
58 | Action_Unknown1 = 0x4000,
|
---|
59 | Action_LookMode = 0x8000,
|
---|
60 | Action_Screenshot = 0x10000,
|
---|
61 | Action_Unknown2 = 0x20000,
|
---|
62 | Action_Unknown3 = 0x40000,
|
---|
63 | Action_Unknown4 = 0x80000,
|
---|
64 | Action_Unknown5 = 0x100000,
|
---|
65 | Action_Forward = 0x200000,
|
---|
66 | Action_Backward = 0x400000,
|
---|
67 | Action_TurnLeft = 0x800000,
|
---|
68 | Action_TurnRight = 0x1000000,
|
---|
69 | Action_StepLeft = 0x2000000,
|
---|
70 | Action_StepRight = 0x4000000,
|
---|
71 | Action_Jump = 0x8000000,
|
---|
72 | Action_Crouch = 0x10000000,
|
---|
73 | Action_Punch = 0x20000000,
|
---|
74 | Action_Kick = 0x40000000,
|
---|
75 | Action_Block = 0x80000000,
|
---|
76 | //used in second action field
|
---|
77 | Action2_Walk = 1,
|
---|
78 | Action2_Action = 2,
|
---|
79 | Action2_Hypo = 4,
|
---|
80 | Action2_Reload = 8,
|
---|
81 | Action2_Swap = 0x10,
|
---|
82 | Action2_Drop = 0x20,
|
---|
83 | Action2_Fire1 = 0x40,
|
---|
84 | Action2_Fire2 = 0x80,
|
---|
85 | Action2_Fire3 = 0x100
|
---|
86 | };
|
---|
87 |
|
---|
88 |
|
---|
89 | typedef struct {
|
---|
90 | int32_t Actions1;
|
---|
91 | int32_t Actions2;
|
---|
92 | } InputAction;
|
---|
93 |
|
---|
94 |
|
---|
95 | typedef struct {
|
---|
96 | float MouseDeltaX;
|
---|
97 | float MouseDeltaY;
|
---|
98 | float field_8;
|
---|
99 | float field_C;
|
---|
100 | InputAction Current;
|
---|
101 | InputAction Stopped;
|
---|
102 | InputAction Start;
|
---|
103 | InputAction Stop;
|
---|
104 | } GameInput;
|
---|
105 |
|
---|
106 | typedef struct {
|
---|
107 | int Type; //'CHAR' etc.
|
---|
108 | int ObjectId; //not needed
|
---|
109 | int Flags; //The flags of the object...not used for CHAR
|
---|
110 | Vector3 Position; //Position of Object
|
---|
111 | Vector3 Rotation; //Rotation of Object
|
---|
112 | int EditorCallbacks; //Lets try not to mess with it for now. :P
|
---|
113 | int field_28; //unknown
|
---|
114 | } OSD_Header;
|
---|
115 |
|
---|
116 | typedef struct {
|
---|
117 | int32_t Flags;
|
---|
118 | int32_t Frame;
|
---|
119 | int32_t field_8;
|
---|
120 | int32_t field_C;
|
---|
121 | int32_t field_10;
|
---|
122 | int32_t field_14;
|
---|
123 | int32_t field_18;
|
---|
124 | int32_t field_1C;
|
---|
125 | int32_t FILMInstance;
|
---|
126 | } PlayingFilm;
|
---|
127 |
|
---|
128 | typedef struct {
|
---|
129 | uint32_t Options; //A bitset. Someone had better define these
|
---|
130 | char Class[64]; //Name of the ONCC we use. ONCCName in idb
|
---|
131 | char Name[32]; //Name of the character. ie: ai2_spawn Muro
|
---|
132 | char Weapon[64]; //Name of the weapon he holds. ONWCName in idb
|
---|
133 | char ScriptSpawn[32]; //Script function called when char spawns
|
---|
134 | char ScriptDie[32]; //Script function called when char dies
|
---|
135 | char ScriptAware[32]; //Script function called when char detects something
|
---|
136 | char ScriptAlarm[32]; //Script function called when char is alarmed at something
|
---|
137 | char ScriptHurt[32]; //Script function called when char is hurt for the first time
|
---|
138 | char ScriptDefeat[32]; //Script function called when char is at 1 HP
|
---|
139 | char ScriptNoPath[32]; //Script function called when char loses path. Broken.
|
---|
140 | char ScriptNoAmmo[32]; //Script function called when char is out of ammo for the first time. Char must have ammo at spawn.
|
---|
141 | int32_t AdditionalHealth; //Additional Health given to the character
|
---|
142 | int16_t AmmoUsed; //Ammo given for the char to use
|
---|
143 | int16_t AmmoDropped; //Ammo the char drops
|
---|
144 | int16_t CellsUsed; //Cells given for the char to use
|
---|
145 | int16_t CellsDropped; //Cells the char drops
|
---|
146 | int16_t HypoUsed; //Hypo given for the char to use
|
---|
147 | int16_t HypoDropped; //Hypo the char drops
|
---|
148 | int16_t ShieldUsed; //Bullet shield given for the char to use
|
---|
149 | int16_t ShieldDropped; //Bullet shield the char drops
|
---|
150 | int16_t CloakUsed; //Phase Cloak given for the char to use
|
---|
151 | int16_t CloakDropped; //Phase Cloak the char drops
|
---|
152 | int16_t NCIUsed; //Don't use this...
|
---|
153 | int16_t NCIDropped; //Don't use this...
|
---|
154 | int32_t TeamID; //Team ID
|
---|
155 | int32_t AmmoPercent; //Percent of weapon ammo full
|
---|
156 | int32_t JobID; //Job ID...
|
---|
157 | //0 - none
|
---|
158 | //1 - idle
|
---|
159 | //2 - guard (never used in Oni)
|
---|
160 | //3 - patrol
|
---|
161 | //4 - teambattle (never used in Oni)
|
---|
162 | int16_t PatrolID; //patrol path ID (reference to the Patrol_Path.BINA file)
|
---|
163 | int16_t CombatID; //combat ID (reference to the Combat.BINA file)
|
---|
164 | int16_t MeleeID; //melee ID (reference to the Melee Profile.BINA file)
|
---|
165 | int16_t NeutralID; //neutral ID (reference to the Neutral.BINA file)
|
---|
166 | int32_t AlarmGroups; //Bitset. http://wiki.oni2.net/CHAR
|
---|
167 | int32_t InitialAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
|
---|
168 | int32_t MinimalAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
|
---|
169 | int32_t StartJobAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
|
---|
170 | int32_t InvestigatingAlertLevel;//0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
|
---|
171 | int32_t PursuitStrongLow;
|
---|
172 | int32_t PursuitWeakLow;
|
---|
173 | int32_t PursuitStrongHigh;
|
---|
174 | int32_t PursuitWeakHigh;
|
---|
175 | int32_t Pursuit5;
|
---|
176 | int32_t field_1FC;
|
---|
177 | } CharacterOSD;
|
---|
178 |
|
---|
179 | typedef struct {
|
---|
180 | OSD_Header Header;
|
---|
181 | CharacterOSD OSD;
|
---|
182 | } CharacterObject;
|
---|
183 |
|
---|
184 | typedef struct {
|
---|
185 | Vector3 Center;
|
---|
186 | float Radius;
|
---|
187 | } BoundingSphere;
|
---|
188 |
|
---|
189 | typedef struct {
|
---|
190 | int32_t ONCP; //probably pointer
|
---|
191 | int32_t field_4; //who knows?
|
---|
192 | int32_t Instance; //probably link to actual particle
|
---|
193 | int32_t Bone; //duh
|
---|
194 | } AttachedParticle;
|
---|
195 | typedef struct { //Inventory
|
---|
196 | int32_t Weapons[3];
|
---|
197 | int16_t field_1A0; //10 bucks says this is the current weapon
|
---|
198 | int16_t AmmoUsed; //Ammo given for the char to use
|
---|
199 | int16_t HypoUsed; //Hypo given for the char to use
|
---|
200 | int16_t CellsUsed; //Cells given for the char to use
|
---|
201 | int16_t AmmoDropped; //Ammo the char drops
|
---|
202 | int16_t HypoDropped; //Hypo the char drops
|
---|
203 | int16_t CellsDropped; //Cells the char drops
|
---|
204 | int16_t field_1A; //who knows? InverseHypoRegenRate?
|
---|
205 | int16_t field_1C;
|
---|
206 | int16_t field_1E;
|
---|
207 | int16_t hasLSI;
|
---|
208 | int16_t field_1B6;
|
---|
209 | int16_t ShieldUsed; //Bullet shield given for the char to use
|
---|
210 | int16_t CloakUsed; //Phase Cloak given for the char to use
|
---|
211 | int16_t field_28; //probably bullet shield dropped
|
---|
212 | int16_t DoorKeys; //Lol. We can use this later for other sorts of items.
|
---|
213 | } Inventory;
|
---|
214 |
|
---|
215 | typedef strcut { //ActiveCharacter
|
---|
216 | int16_t Number;
|
---|
217 | int16_t field_2; //probably Number is an int32
|
---|
218 | int32_t PhyContext;
|
---|
219 | SphereTree SphereTree1; //probably SphereTree[7]...
|
---|
220 | SphereTree SphereTree3[4];
|
---|
221 | SphereTree SphereTree2[2];
|
---|
222 | int16_t field_B0;
|
---|
223 | int16_t field_B2;
|
---|
224 | int16_t field_B4;
|
---|
225 | int16_t field_B6;
|
---|
226 | Vector3 field_B8;
|
---|
227 | Vector3 AccelerateWith;
|
---|
228 | int16_t field_D0;
|
---|
229 | Vector3 field_D4;
|
---|
230 | int32_t field_E0;
|
---|
231 | int32_t field_E4;
|
---|
232 | int32_t field_E8;
|
---|
233 | int32_t field_EC;
|
---|
234 | int32_t field_F0;
|
---|
235 | int32_t field_F4;
|
---|
236 | int32_t field_E0;
|
---|
237 | int16_t IsInAir;
|
---|
238 | Vector3 FallingVelocity;
|
---|
239 | Vector3 JumpVelocity;
|
---|
240 | int16_t field_110;
|
---|
241 | int16_t field_112;
|
---|
242 | int32_t field_114;
|
---|
243 | int32_t field_118;
|
---|
244 | int32_t field_11C;
|
---|
245 | int32_t field_120;
|
---|
246 | int32_t field_124;
|
---|
247 | int32_t field_128;
|
---|
248 | int32_t field_12C;
|
---|
249 | BoundingSphere BoundingSphere_; //fix this name
|
---|
250 | Vector3 field_140;
|
---|
251 | Vector3 field_14C;
|
---|
252 | int32_t field_158;
|
---|
253 | int32_t field_15C;
|
---|
254 | Vector3 Location;
|
---|
255 | int32_t field_16C[6]; //16C-184 ???
|
---|
256 | int32_t AkiraNode;
|
---|
257 | int32_t GraphNode;
|
---|
258 | int32_t PelvisHeight;
|
---|
259 | int32_t MovementStatePtr;
|
---|
260 | int32_t ActiveWeapon; //NOTE: FIGURE OUT THIS MESS OF INVENTORY...
|
---|
261 | int32_t field_198; //maybe weap 3, maybe not...
|
---|
262 | int32_t InventoryWeapon;
|
---|
263 | int16_t field_1A0; //unused?
|
---|
264 | int16_t AmmoUsable; //Ammo given for the char to use
|
---|
265 | int16_t HypoUsable; //Hypo given for the char to use
|
---|
266 | int16_t CellsUsable; //Cells given for the char to use
|
---|
267 | int16_t AmmoDropped; //Ammo the char drops
|
---|
268 | int16_t HypoDropped; //Hypo the char drops
|
---|
269 | int16_t CellsDropped; //Cells the char drops
|
---|
270 | int16_t field_1AE;
|
---|
271 | int16_t InverseHypoRegenRate;
|
---|
272 | int16_t ShieldDropped;
|
---|
273 | int16_t CloakDropped;
|
---|
274 | int16_t field_1B4;
|
---|
275 | int16_t field_1B6;
|
---|
276 | int16_t ShieldUsable;
|
---|
277 | int16_t CloakUsable;
|
---|
278 | int16_t field_1BC[9]; //1BC-1E0
|
---|
279 | int32_t NotIdleStartTime;
|
---|
280 | int32_t TimeToIdle;
|
---|
281 | int32_t field_1E8[1315]; //1E8-1648 what the hell is all this?
|
---|
282 | BoundingBox BoundingBox_; //fix this name
|
---|
283 | int32_t field_1660;
|
---|
284 | int32_t field_1664;
|
---|
285 | int32_t ShieldPower; //Same as Boss Shield Power???
|
---|
286 | int32_t field_166C;
|
---|
287 | int32_t NumberOfKills; //^_^
|
---|
288 | int32_t InflictedDamage; //^_^
|
---|
289 | int32_t field_1678[260]; //1678-1A88 more wtf
|
---|
290 | int32_t field_1A88; //here starts animation junk? It was 4 bools in idb O_o
|
---|
291 | int32_t Executor_AimingDirection; //possibly throw junk?
|
---|
292 | int32_t field_1A98;
|
---|
293 | int32_t field_1A9C;
|
---|
294 | int32_t Executor_ActualMovementMode;
|
---|
295 | int32_t field_1AA4;
|
---|
296 | int32_t field_1AA8;
|
---|
297 | int32_t field_1AAC;
|
---|
298 | int32_t Executor_HasFacingOverride; //a bool...
|
---|
299 | float Executor_AimingSpeed;
|
---|
300 | bool field_1AB8; //actually a bitset...
|
---|
301 | bool Executor_HasMoveOverride;
|
---|
302 | int16_t field_1ABA;
|
---|
303 | int32_t field_1ABC;
|
---|
304 | int32_t field_1AC0;
|
---|
305 | int32_t field_1AC4;
|
---|
306 | int32_t Executor_FacingOverride;
|
---|
307 | int32_t Executor_HasAttackOverride; //another bool :P
|
---|
308 | int32_t field_1AC4;
|
---|
309 | int32_t field_1AD0;
|
---|
310 | int32_t field_1AD4;
|
---|
311 | int32_t field_1AD8;
|
---|
312 | int32_t field_1ADC;
|
---|
313 | int32_t field_1AE0;
|
---|
314 | int32_t field_1AE4;
|
---|
315 | int32_t Executor_HasThrowOverride; //another another bool
|
---|
316 | int32_t field_1AEC;
|
---|
317 | int32_t field_1AF0;
|
---|
318 | int32_t field_1AF4;
|
---|
319 | int32_t Animation;
|
---|
320 | int16_t AnimationToState;
|
---|
321 | int16_t AnimationFromState;
|
---|
322 | int16_t AnimationType;
|
---|
323 | int16_t NextAnimationType;
|
---|
324 | int16_t field_1B04;
|
---|
325 | int16_t field_1B06;
|
---|
326 | int32_t Stitch; //bool
|
---|
327 | float StitchHeight;
|
---|
328 | int16_t InterpolationFromState;
|
---|
329 | int16_t field_1B12;
|
---|
330 | Vector3 StitchVelocity;
|
---|
331 | int16_t InterpolationCurrentFrame;
|
---|
332 | int16_t InterpolationLength;
|
---|
333 | Quaternion InterpolationStartRotations[19];
|
---|
334 | int32_t field_1C54;
|
---|
335 | int32_t field_1C58;
|
---|
336 | int32_t field_1C5C;
|
---|
337 | int32_t field_1C60;
|
---|
338 | int32_t Overlay;
|
---|
339 | int32_t field_1C60;
|
---|
340 | int32_t field_1C64;
|
---|
341 | int32_t field_1C68;
|
---|
342 | int32_t field_1C6C;
|
---|
343 | int32_t field_1C70;
|
---|
344 | int32_t field_1C74;
|
---|
345 | int32_t field_1C78;
|
---|
346 | int32_t field_1C7C;
|
---|
347 | int32_t field_1C80;
|
---|
348 | int32_t field_1C84;
|
---|
349 | int16_t Frame;
|
---|
350 | int16_t SoftPause;
|
---|
351 | int16_t HardPause;
|
---|
352 | int16_t field1C8E;
|
---|
353 | int32_t field1C90;
|
---|
354 | int16_t field1C94;
|
---|
355 | int16_t field1C96;
|
---|
356 | int16_t Dizzy;
|
---|
357 | int16_t field1C9A;
|
---|
358 | int32_t field1C9C;
|
---|
359 | int16_t AnimationVarient;
|
---|
360 | int16_t TimeToPeace;
|
---|
361 | int16_t NumAnimationAttachedParticles;
|
---|
362 | int16_t field_1CA6; //spacing
|
---|
363 | AttachedParticle AnimationAttachedParticles[16];
|
---|
364 | int32_t TRAMParticles;
|
---|
365 | bool FixedParticlesAttached;
|
---|
366 | bool FixedParticlesStarted;
|
---|
367 | int16_t NumFixedParticles;
|
---|
368 | AttachedParticle FixedParticles[16];
|
---|
369 | int16_t CurrentAnimationType;
|
---|
370 | int16_t field_1EB2; //spacing
|
---|
371 | int32_t field_1EB4;
|
---|
372 | int32_t field_1EB8;
|
---|
373 | int32_t field_1EBC;
|
---|
374 | int32_t field_1EC0;
|
---|
375 | int32_t field_1EC4;
|
---|
376 | int32_t field_1EC8;
|
---|
377 | int32_t field_1ED0;
|
---|
378 | int32_t field_1ED4;
|
---|
379 | int32_t field_1ED8;
|
---|
380 | int32_t field_1EE0;
|
---|
381 | int32_t field_1EE4;
|
---|
382 | int32_t field_1EE8;
|
---|
383 | Quaternion Rotations[19];
|
---|
384 | Quaternion OverlayRotations[19];
|
---|
385 | int32_t field_2150;
|
---|
386 | int32_t field_2154;
|
---|
387 | GameInput Input;
|
---|
388 | InputAction PreviousActions;
|
---|
389 | int32_t SprintTimer;
|
---|
390 | int32_t field_2194;
|
---|
391 | Vector3 field_2198;
|
---|
392 | int32_t field_21A4;
|
---|
393 | int32_t field_21A8;
|
---|
394 | int32_t field_21AC;
|
---|
395 | Vector3 field_21B0;
|
---|
396 | float HeadFacing;
|
---|
397 | float HeadPitch;
|
---|
398 | int32_t field_21C4;
|
---|
399 | int32_t field_21C8;
|
---|
400 | int32_t field_21D0;
|
---|
401 | int32_t field_21D4;
|
---|
402 | bool field_21D8;
|
---|
403 | bool field_21D9;
|
---|
404 | bool field_21DA;
|
---|
405 | bool field_21DB;
|
---|
406 | bool field_21DC;
|
---|
407 | bool field_21DD;
|
---|
408 | bool field_21DE;
|
---|
409 | bool field_21DF;
|
---|
410 | bool field_21E0;
|
---|
411 | bool HasAlternateTrigger;
|
---|
412 | bool field_21E2;
|
---|
413 | bool ReleaseTrigger;
|
---|
414 | bool ReleaseAlternateTrigger;
|
---|
415 | bool TurningLeft;
|
---|
416 | bool TurningRight;
|
---|
417 | bool field_21E7;
|
---|
418 | int32_t field_21E8;
|
---|
419 | int32_t field_21EC;
|
---|
420 | int32_t field_21F0;
|
---|
421 | PlayingFilm PlayingFilm_; //fix this name
|
---|
422 | int32_t field_2218[24]; //2218-2278
|
---|
423 | Matrix4x3 BoneMatrices[19];
|
---|
424 | Matrix4x3 WeaponMatrix;
|
---|
425 | int32_t field_2638[113]; //2638-27FC
|
---|
426 | int16_t ShadowIndex;
|
---|
427 | int16_t field_27FE;
|
---|
428 | int16_t field_2780;
|
---|
429 | bool ShieldParts[19];
|
---|
430 | bool field_2815; //padding...
|
---|
431 | bool field_2816;
|
---|
432 | bool field_2817;
|
---|
433 | int32_t field_2818[8];
|
---|
434 | } ActiveCharacter;
|
---|
435 |
|
---|
436 |
|
---|
437 | typedef struct { //Character
|
---|
438 | int16_t Number;
|
---|
439 | int16_t ActiveCharacterIndex;
|
---|
440 | int32_t Flags;
|
---|
441 | int16_t field_8;
|
---|
442 | int32_t ONCC; //change type to ONCC when we get that far...
|
---|
443 | int32_t field_10;
|
---|
444 | int16_t Team;
|
---|
445 | char Name[32];
|
---|
446 | float BodySize;
|
---|
447 | int32_t Health;
|
---|
448 | int32_t MaxHealth;
|
---|
449 | int32_t ASIA_ID; //might be 16 with 2 byte padding
|
---|
450 | int32_t field_44;
|
---|
451 | char ScriptSpawn[32]; //Script function called when char spawns
|
---|
452 | char ScriptDie[32]; //Script function called when char dies
|
---|
453 | char ScriptAware[32]; //Script function called when char detects something
|
---|
454 | char ScriptAlarm[32]; //Script function called when char is alarmed at something
|
---|
455 | char ScriptHurt[32]; //Script function called when char is hurt for the first time
|
---|
456 | char ScriptDefeat[32]; //Script function called when char is at 1 HP
|
---|
457 | char ScriptNoAmmo[32]; //Script function called when char is out of ammo for the first time. Char must have ammo at spawn.
|
---|
458 | char ScriptNoPath[32]; //Script function called when char loses path. Broken.
|
---|
459 | Vector3 Position;
|
---|
460 | Vector3 LastPosition;
|
---|
461 | Vector3 Location;
|
---|
462 | float Facing;
|
---|
463 | float DesiredFacing;
|
---|
464 | float CosmeticFacing;
|
---|
465 | float field_178;
|
---|
466 | float field_17C;
|
---|
467 | float field_180;
|
---|
468 | int32_t BNV;
|
---|
469 | int32_t GraphNode;
|
---|
470 | int32_t PelvisHeight;
|
---|
471 | int32_t GraphNode;
|
---|
472 | float PelvisHeight;
|
---|
473 | float field_190;
|
---|
474 | Inventory Inventory_; //is there a better way to do this?
|
---|
475 | Vector3 Velocity;
|
---|
476 | int32_t field_1D0;
|
---|
477 | int32_t field_1D4;
|
---|
478 | int32_t field_1D8;
|
---|
479 | int32_t field_1DC;
|
---|
480 | int32_t field_1E0;
|
---|
481 | int32_t IdleDelay;
|
---|
482 | int32_t field_1E8;
|
---|
483 | int32_t field_1DC;
|
---|
484 | int32_t CombatFlags;
|
---|
485 | int32_t JobId;
|
---|
486 | int32_t Goal;
|
---|
487 | int32_t field_1FC;
|
---|
488 | int32_t field_200;
|
---|
489 | int32_t field_204;
|
---|
490 | int32_t field_208[107]; //its all undocumented through here
|
---|
491 | int32_t CombatState; //I think....
|
---|
492 | int32_t field_8BB;
|
---|
493 | int32_t PatrolPathOSD[10]; //actually another struct. Not needed atm.
|
---|
494 | int32_t PatrolPathPoints[5][64] //64 of another struct
|
---|
495 | int32_t field_DE8[98]; //DE8-F70
|
---|
496 | int32_t CombatStatePtr;
|
---|
497 | int32_t KnowledgeState[4]; //Another struct
|
---|
498 | int32_t field_F84;
|
---|
499 | int32_t AlertDecayTimer;
|
---|
500 | int32_t field_F8C;
|
---|
501 | int32_t field_F90;
|
---|
502 | int32_t InitialAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
|
---|
503 | int32_t MinimalAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
|
---|
504 | int32_t StartJobAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
|
---|
505 | int32_t InvestigatingAlertLevel;//0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
|
---|
506 | int32_t StartleTime;
|
---|
507 | int32_t field_FA8;
|
---|
508 | int32_t field_FAC;
|
---|
509 | int32_t field_FB0;
|
---|
510 | int32_t PursuitStrongLow;
|
---|
511 | int32_t PursuitWeakLow;
|
---|
512 | int32_t PursuitStrongHigh;
|
---|
513 | int32_t PursuitWeakHigh;
|
---|
514 | int32_t Pursuit5;
|
---|
515 | int32_t field_FC8[16];
|
---|
516 | int32_t AlarmGroups; //a bitset
|
---|
517 | int32_t field_FDC[16]; //FDC-F68
|
---|
518 | int32_t field_F68;
|
---|
519 | int32_t DazeTimer;
|
---|
520 | int32_t field_1024[16]; //1024-1064
|
---|
521 | int32_t MeleePtr; //probably MELE. Looks somewhat important.
|
---|
522 | int32_t field_106C[270]; //106C-14A4 skipping lots of junk and a little pathfinding stuff that we might want later.
|
---|
523 | int32_t MovementModifiers; //hopefully sprinting, pistol, rifle, etc.
|
---|
524 | int32_t field_14B4[101]; //14B4-1648 Glossing over a few other things we don't need having to do with AI direction.
|
---|
525 | int32_t BossShieldPower; //a multiplier? or just a flag? who knows
|
---|
526 | int32_t field_1668[6];
|
---|
527 | int32_t CurrentConsoleActionMarker; //not sure.
|
---|
528 | int32_t field_1684[7]; // done. hopefully i didnt screw this up somewhere.
|
---|
529 | } Character;
|
---|
530 |
|
---|
531 | enum {
|
---|
532 | team_konoko,
|
---|
533 | team_tctf,
|
---|
534 | team_syndicate,
|
---|
535 | team_neutral,
|
---|
536 | team_securityguard,
|
---|
537 | team_rougekonoko,
|
---|
538 | team_switzerland,
|
---|
539 | team_syndicateaccessory,
|
---|
540 | };
|
---|
541 |
|
---|
542 |
|
---|
543 | int chr_isplayer = 0x00000001; //is player character
|
---|
544 | int chr_randomskin = 0x00000002; //gets random skin from ONCV
|
---|
545 | int chr_notprespawned = 0x00000004; //isn't spawned at level creation
|
---|
546 | int chr_noncombatant = 0x00000008; //doesn't fight
|
---|
547 | int chr_multispawnable = 0x00000010; //can spawn up to 5 without forcing
|
---|
548 | int chr_unknown = 0x00000020; //
|
---|
549 | int chr_unkillable = 0x00000040; //can only be brought to 1 hp
|
---|
550 | int chr_superammo = 0x00000080; //infinite ammo
|
---|
551 | int chr_omniscient = 0x00000100; //touchofdeath
|
---|
552 | int chr_haslsi = 0x00000200; //drops an lsi
|
---|
553 | int chr_boss = 0x00000400; //is a boss character
|
---|
554 | int chr_upgradedifficulty = 0x00000800; //upgrade the difficulty if you play on med\hard
|
---|
555 | int chr_noautodrop = 0x00001000; //uses drop fields instead of has fields on death
|
---|
556 |
|
---|
557 | int16_t ONICALL ONrGameState_NewCharacter(CharacterObject* CHAR, void* AISA, void* flag, int* list_location);
|
---|
558 | //int16_t ONICALL ONrGameState_GetPlayerCharacter();
|
---|
559 |
|
---|
560 |
|
---|
561 | #endif
|
---|