1 | #pragma once
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2 | #ifndef ONI_CHARACTER_H
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3 | #define ONI_CHARACTER_H
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4 |
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5 | //#include <stdint.h>
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6 | #include "bool.h"
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7 |
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8 | enum {
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9 | team_konoko,
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10 | team_tctf,
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11 | team_syndicate,
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12 | team_neutral,
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13 | team_securityguard,
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14 | team_rougekonoko,
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15 | team_switzerland,
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16 | team_syndicateaccessory,
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17 | };
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18 | /*
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19 | int16_t ONICALL ONrGameState_NewCharacter(CharacterObject* CHAR, void* AISA, void* flag, uint32_t* list_location);
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20 | int32_t* ONICALL ONrGetActiveCharacter(void* CharacterPtr);
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21 | //int16_t ONICALL ONrGameState_GetPlayerCharacter();
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22 | */
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23 | //probably need to name these better.
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24 | /*
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25 | #define char_unkillable (1 << 5)
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26 | #define char_superammo (1 << 6)
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27 | #define char_unstoppable (1 << 8)
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28 | #define char_deathlock (1 << 10)
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29 | #define char_dontaim (1 << 13)
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30 | #define char_nocollision (1 << 17)
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31 | #define char_noshadow (1 << 24)
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32 | #define char_invincible (1 << 25)
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33 | #define char_bossshield (1 << 30)
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34 | #define char_weaponimmune (1 << 31)
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35 | */
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36 |
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37 | //We need a Oni_Structs #include file.
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38 |
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39 | typedef enum {
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40 | ONcCharacterFlag_Dead_1_Animating = 0x00000001, // health is 0
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41 | ONcCharacterFlag_Dead = ONcCharacterFlag_Dead_1_Animating,
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42 | ONcCharacterFlag_Dead_2_Moving = 0x00000002, // no longer animating
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43 | ONcCharacterFlag_Dead_3_Cosmetic = 0x00000004, // no longer moving
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44 | ONcCharacterFlag_Dead_4_Gone = 0x00000008, // dead except but still drawn
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45 |
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46 | ONcCharacterFlag_HastyAnim = 0x00000010, // do this queued animation ASAP
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47 | ONcCharacterFlag_Unkillable = 0x00000020, // the character cannot be killed, only defeated
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48 | ONcCharacterFlag_InfiniteAmmo = 0x00000040, // the character always has infinite ammo
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49 | ONcCharacterFlag_PleaseBlock = 0x00000080, // set if the character should block, cleared once block begins
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50 |
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51 | ONcCharacterFlag_Unstoppable = 0x00000100, // this character cannot be knocked down, staggered, stunned, etc
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52 | ONcCharacterFlag_ScriptControl = 0x00000200, // set if the character is completely under script control
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53 | ONcCharacterFlag_DeathLock = 0x00000400, // this character should never die all the way
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54 | ONcCharacterFlag_WasUpdated = 0x00000800, // this character's animation was changed
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55 |
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56 | ONcCharacterFlag_BeingThrown = 0x00001000, // this character is being thrown
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57 | ONcCharacterFlag_DontUseGunVarient = 0x00002000, // this character should not use a weapon varient
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58 | ONcCharacterFlag_Draw = 0x00004000, // DoFrame has been executed for this character
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59 | ONcCharacterFlag_InUse = 0x00008000, // this character is active and in use
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60 |
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61 | ONcCharacterFlag_DontUseFightVarient = 0x00010000,
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62 | ONcCharacterFlag_NoCollision = 0x00020000, // no collision for this character
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63 | ONcCharacterFlag_Teleporting = 0x00040000, // this character is teleporting and does not accept collision
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64 | ONcCharacterFlag_NoCorpse = 0x00080000, // no corpse for this character
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65 |
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66 | ONcCharacterFlag_ActiveLock = 0x00100000, // the character is locked active
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67 | ONcCharacterFlag_ChrAnimate = 0x00200000, // the character is currently runing a chr_animate command
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68 | ONcCharacterFlag_AIMovement = 0x00400000, // the character is using AI movement
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69 | ONcCharacterFlag_NeutralUninterruptable = 0x00800000, // running an uninterruptable neutral interaction
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70 |
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71 | ONcCharacterFlag_NoShadow = 0x01000000, //
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72 | ONcCharacterFlag_Invincible = 0x02000000, // character is invincible
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73 | ONcCharacterFlag_NoAutoDrop = 0x04000000, // character should not automatically drop items when killed (invisibility, shield, LSI)
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74 | ONcCharacterFlag_RestrictedMovement = 0x08000000, // character cannot move fast (used for player holding barabbas' gun)
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75 |
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76 | ONcCharacterFlag_Boss = 0x10000000, // character is a boss (used for final muro group fight)
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77 | ONcCharacterFlag_FinalFlash = 0x20000000, // 'final flash' has been played for this character's death
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78 | ONcCharacterFlag_BossShield = 0x40000000, // this character has the boss shield
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79 | ONcCharacterFlag_WeaponImmune = 0x80000000 // this character is immune to weapon damage
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80 |
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81 | } ONtCharacterFlags;
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82 |
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83 | typedef enum {
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84 | ONcCharacterFlag2_WeaponEmpty = 0x00000001, // character's weapon is empty, punch instead
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85 | ONcCharacterFlag2_UltraMode = 0x00000002
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86 |
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87 | } ONtCharacterFlags2;
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88 |
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89 | #endif
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