| 1 | #pragma once
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| 2 | #ifndef ONI_CHARS_H
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| 3 | #define ONI_CHARS_H
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| 4 | #endif
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| 5 |
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| 6 | #include "Daodan.h"
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| 7 | #include <stdint.h>
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| 8 |
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| 9 | int DDr_TeamToTeamID(const char*);
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| 10 | ONICALL ONrGameState_NewCharacter(int, int);
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| 11 | int CHARTest();
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| 12 |
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| 13 | typedef struct {
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| 14 | float X;
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| 15 | float Y;
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| 16 | float Z;
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| 17 | } Vector3; //probably move to utilities...
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| 18 |
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| 19 |
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| 20 |
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| 21 | typedef struct {
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| 22 | char Type[4]; //"CHAR" etc.
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| 23 | int ObjectId; //not needed
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| 24 | int Flags; //The flags of the object...not used for CHAR
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| 25 | Vector3 Position; //Position of Object
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| 26 | Vector3 Rotation; //Rotation of Object
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| 27 | int EditorCallbacks; //Lets try not to mess with it for now. :P
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| 28 | int field_28; //unknown
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| 29 |
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| 30 | } OSD_Header;
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| 31 |
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| 32 |
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| 33 | typedef struct {
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| 34 | int32_t Options; //A bitset. Someone had better define these
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| 35 | char Class[64]; //Name of the ONCC we use. ONCCName in idb
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| 36 | char Name[32]; //Name of the character. ie: ai2_spawn Muro
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| 37 | char Weapon[64]; //Name of the weapon he holds. ONWCName in idb
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| 38 | char ScriptSpawn[32]; //Script function called when char spawns
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| 39 | char ScriptDie[32]; //Script function called when char dies
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| 40 | char ScriptAware[32]; //Script function called when char detects something
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| 41 | char ScriptAlarm[32]; //Script function called when char is alarmed at something
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| 42 | char ScriptHurt[32]; //Script function called when char is hurt for the first time
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| 43 | char ScriptDefeat[32]; //Script function called when char is at 1 HP
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| 44 | char ScriptNoPath[32]; //Script function called when char loses path. Broken.
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| 45 | 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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| 46 | int32_t AdditionalHealth; //Additional Health given to the character
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| 47 | int16_t AmmoUsed; //Ammo given for the char to use
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| 48 | int16_t AmmoDropped; //Ammo the char drops
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| 49 | int16_t CellsUsed; //Cells given for the char to use
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| 50 | int16_t CellsDropped; //Cells the char drops
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| 51 | int16_t HypoUsed; //Hypo given for the char to use
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| 52 | int16_t HypoDropped; //Hypo the char drops
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| 53 | int16_t ShieldUsed; //Bullet shield given for the char to use
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| 54 | int16_t ShieldDropped; //Bullet shield the char drops
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| 55 | int16_t CloakUsed; //Phase Cloak given for the char to use
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| 56 | int16_t CloakDropped; //Phase Cloak the char drops
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| 57 | int16_t NCIUsed; //Don't use this...
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| 58 | int16_t NCIDropped; //Don't use this...
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| 59 |
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| 60 | int32_t TeamID; //Team ID
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| 61 | int32_t AmmoPercent; //Percent of weapon ammo full
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| 62 | int32_t JobID; //Job ID...
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| 63 | //0 - none
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| 64 | //1 - idle
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| 65 | //2 - guard (never used in Oni)
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| 66 | //3 - patrol
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| 67 | //4 - teambattle (never used in Oni)
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| 68 | int16_t PatrolID; //patrol path ID (reference to the Patrol_Path.BINA file)
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| 69 | int16_t CombatID; //combat ID (reference to the Combat.BINA file)
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| 70 | int16_t MeleeID; //melee ID (reference to the Melee Profile.BINA file)
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| 71 | int16_t NeutralID; //neutral ID (reference to the Neutral.BINA file)
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| 72 | int32_t AlarmGroups; //Bitset. http://wiki.oni2.net/CHAR
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| 73 | int32_t InitialAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
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| 74 | int32_t MinimalAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
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| 75 | int32_t StartJobAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
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| 76 | int32_t InvestigatingAlertLevel;//0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
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| 77 | int32_t PursuitStrongLow;
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| 78 | int32_t PursuitWeakLow;
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| 79 | int32_t PursuitStrongHigh;
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| 80 | int32_t PursuitWeakHigh;
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| 81 | int32_t Pursuit5;
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| 82 | int32_t field_1FC;
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| 83 | } CharacterOSD;
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| 84 |
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| 85 | typedef struct {
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| 86 | OSD_Header Header;
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| 87 | CharacterOSD OSD;
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| 88 | } CharacterObject;
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