#pragma once #ifndef ONI_CHARACTER_H #define ONI_CHARACTER_H #include "Daodan.h" #include typedef struct { float X; float Y; float Z; } Vector3; //probably move to utilities... typedef struct { int Type; //'CHAR' etc. int ObjectId; //not needed int Flags; //The flags of the object...not used for CHAR Vector3 Position; //Position of Object Vector3 Rotation; //Rotation of Object int EditorCallbacks; //Lets try not to mess with it for now. :P int field_28; //unknown } OSD_Header; typedef struct { uint32_t Options; //A bitset. Someone had better define these char Class[64]; //Name of the ONCC we use. ONCCName in idb char Name[32]; //Name of the character. ie: ai2_spawn Muro char Weapon[64]; //Name of the weapon he holds. ONWCName in idb char ScriptSpawn[32]; //Script function called when char spawns char ScriptDie[32]; //Script function called when char dies char ScriptAware[32]; //Script function called when char detects something char ScriptAlarm[32]; //Script function called when char is alarmed at something char ScriptHurt[32]; //Script function called when char is hurt for the first time char ScriptDefeat[32]; //Script function called when char is at 1 HP char ScriptNoPath[32]; //Script function called when char loses path. Broken. char ScriptNoAmmo[32]; //Script function called when char is out of ammo for the first time. Char must have ammo at spawn. int32_t AdditionalHealth; //Additional Health given to the character int16_t AmmoUsed; //Ammo given for the char to use int16_t AmmoDropped; //Ammo the char drops int16_t CellsUsed; //Cells given for the char to use int16_t CellsDropped; //Cells the char drops int16_t HypoUsed; //Hypo given for the char to use int16_t HypoDropped; //Hypo the char drops int16_t ShieldUsed; //Bullet shield given for the char to use int16_t ShieldDropped; //Bullet shield the char drops int16_t CloakUsed; //Phase Cloak given for the char to use int16_t CloakDropped; //Phase Cloak the char drops int16_t NCIUsed; //Don't use this... int16_t NCIDropped; //Don't use this... int32_t TeamID; //Team ID int32_t AmmoPercent; //Percent of weapon ammo full int32_t JobID; //Job ID... //0 - none //1 - idle //2 - guard (never used in Oni) //3 - patrol //4 - teambattle (never used in Oni) int16_t PatrolID; //patrol path ID (reference to the Patrol_Path.BINA file) int16_t CombatID; //combat ID (reference to the Combat.BINA file) int16_t MeleeID; //melee ID (reference to the Melee Profile.BINA file) int16_t NeutralID; //neutral ID (reference to the Neutral.BINA file) int32_t AlarmGroups; //Bitset. http://wiki.oni2.net/CHAR int32_t InitialAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat int32_t MinimalAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat int32_t StartJobAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat int32_t InvestigatingAlertLevel;//0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat int32_t PursuitStrongLow; int32_t PursuitWeakLow; int32_t PursuitStrongHigh; int32_t PursuitWeakHigh; int32_t Pursuit5; int32_t field_1FC; } CharacterOSD; typedef struct { OSD_Header Header; CharacterOSD OSD; } CharacterObject; enum { team_konoko, team_tctf, team_syndicate, team_neutral, team_securityguard, team_rougekonoko, team_switzerland, team_syndicateaccessory, }; int16_t ONICALL ONrGameState_NewCharacter(CharacterObject* CHAR, void* AISA, void* flag, int* list_location); #endif