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 "Daodan.h"
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6 | #include <stdint.h>
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7 | #include <stdbool.h>
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8 |
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9 | typedef struct {
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10 | float X;
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11 | float Y;
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12 | float Z;
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13 | } Vector3; //probably move to utilities...
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14 |
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15 | typedef struct {
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16 | float X;
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17 | float Y;
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18 | float Z;
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19 | float W;
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20 | } Quaternion;
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21 |
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22 | typedef struct {
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23 | float RotationScale[9];
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24 | Vector3 Translation;
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25 | } Matrix4x3;
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26 |
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27 | typedef struct {
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28 | Vector3 Center;
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29 | float Radius;
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30 | } Sphere;
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31 |
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32 | typedef struct {
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33 | Sphere Sphere_; //fix this name
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34 | int Child1;
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35 | int Child2;
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36 | } SphereTreeNode;
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37 |
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38 | typedef struct {
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39 | Vector3 Min;
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40 | Vector3 Max;
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41 | } BoundingBox;
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42 |
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43 |
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44 | enum { //action flags
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45 | Action_Escape = 1,
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46 | Action_Console = 2,
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47 | Action_PauseScreen = 4,
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48 | Action_Cutscene_1 = 8,
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49 | Action_Cutscene_2 = 0x10,
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50 | Action_F4 = 0x20,
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51 | Action_F5 = 0x40,
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52 | Action_F6 = 0x80,
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53 | Action_F7 = 0x100,
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54 | Action_F8 = 0x200,
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55 | Action_StartRecord = 0x400,
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56 | Action_StopRecord = 0x800,
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57 | Action_PlayRecord = 0x1000,
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58 | Action_F12 = 0x2000,
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59 | Action_Unknown1 = 0x4000,
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60 | Action_LookMode = 0x8000,
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61 | Action_Screenshot = 0x10000,
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62 | Action_Unknown2 = 0x20000,
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63 | Action_Unknown3 = 0x40000,
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64 | Action_Unknown4 = 0x80000,
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65 | Action_Unknown5 = 0x100000,
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66 | Action_Forward = 0x200000,
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67 | Action_Backward = 0x400000,
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68 | Action_TurnLeft = 0x800000,
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69 | Action_TurnRight = 0x1000000,
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70 | Action_StepLeft = 0x2000000,
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71 | Action_StepRight = 0x4000000,
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72 | Action_Jump = 0x8000000,
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73 | Action_Crouch = 0x10000000,
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74 | Action_Punch = 0x20000000,
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75 | Action_Kick = 0x40000000,
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76 | Action_Block = 0x80000000,
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77 | //used in second action field
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78 | Action2_Walk = 1,
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79 | Action2_Action = 2,
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80 | Action2_Hypo = 4,
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81 | Action2_Reload = 8,
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82 | Action2_Swap = 0x10,
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83 | Action2_Drop = 0x20,
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84 | Action2_Fire1 = 0x40,
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85 | Action2_Fire2 = 0x80,
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86 | Action2_Fire3 = 0x100,
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87 | };
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88 |
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89 |
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90 | typedef struct {
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91 | int32_t Actions1;
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92 | int32_t Actions2;
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93 | } InputAction;
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94 |
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95 |
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96 | typedef struct {
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97 | float MouseDeltaX;
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98 | float MouseDeltaY;
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99 | float field_8;
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100 | float field_C;
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101 | InputAction Current;
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102 | InputAction Stopped;
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103 | InputAction Start;
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104 | InputAction Stop;
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105 | } GameInput;
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106 |
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107 | typedef struct {
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108 | int Type; //'CHAR' etc.
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109 | int ObjectId; //not needed
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110 | int Flags; //The flags of the object...not used for CHAR
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111 | Vector3 Position; //Position of Object
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112 | Vector3 Rotation; //Rotation of Object
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113 | int EditorCallbacks; //Lets try not to mess with it for now. :P
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114 | int field_28; //unknown
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115 | } OSD_Header;
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116 |
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117 | typedef struct {
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118 | int32_t Flags;
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119 | int32_t Frame;
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120 | int32_t field_8;
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121 | int32_t field_C;
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122 | int32_t field_10;
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123 | int32_t field_14;
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124 | int32_t field_18;
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125 | int32_t field_1C;
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126 | int32_t FILMInstance;
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127 | } PlayingFilm;
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128 |
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129 | typedef struct {
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130 | uint32_t Options; //A bitset. Someone had better define these
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131 | char Class[64]; //Name of the ONCC we use. ONCCName in idb
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132 | char Name[32]; //Name of the character. ie: ai2_spawn Muro
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133 | char Weapon[64]; //Name of the weapon he holds. ONWCName in idb
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134 | char ScriptSpawn[32]; //Script function called when char spawns
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135 | char ScriptDie[32]; //Script function called when char dies
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136 | char ScriptAware[32]; //Script function called when char detects something
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137 | char ScriptAlarm[32]; //Script function called when char is alarmed at something
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138 | char ScriptHurt[32]; //Script function called when char is hurt for the first time
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139 | char ScriptDefeat[32]; //Script function called when char is at 1 HP
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140 | char ScriptNoPath[32]; //Script function called when char loses path. Broken.
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141 | 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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142 | int32_t AdditionalHealth; //Additional Health given to the character
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143 | int16_t AmmoUsed; //Ammo given for the char to use
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144 | int16_t AmmoDropped; //Ammo the char drops
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145 | int16_t CellsUsed; //Cells given for the char to use
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146 | int16_t CellsDropped; //Cells the char drops
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147 | int16_t HypoUsed; //Hypo given for the char to use
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148 | int16_t HypoDropped; //Hypo the char drops
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149 | int16_t ShieldUsed; //Bullet shield given for the char to use
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150 | int16_t ShieldDropped; //Bullet shield the char drops
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151 | int16_t CloakUsed; //Phase Cloak given for the char to use
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152 | int16_t CloakDropped; //Phase Cloak the char drops
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153 | int16_t NCIUsed; //Don't use this...
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154 | int16_t NCIDropped; //Don't use this...
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155 | int32_t TeamID; //Team ID
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156 | int32_t AmmoPercent; //Percent of weapon ammo full
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157 | int32_t JobID; //Job ID...
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158 | //0 - none
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159 | //1 - idle
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160 | //2 - guard (never used in Oni)
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161 | //3 - patrol
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162 | //4 - teambattle (never used in Oni)
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163 | int16_t PatrolID; //patrol path ID (reference to the Patrol_Path.BINA file)
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164 | int16_t CombatID; //combat ID (reference to the Combat.BINA file)
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165 | int16_t MeleeID; //melee ID (reference to the Melee Profile.BINA file)
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166 | int16_t NeutralID; //neutral ID (reference to the Neutral.BINA file)
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167 | int32_t AlarmGroups; //Bitset. http://wiki.oni2.net/CHAR
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168 | int32_t InitialAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
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169 | int32_t MinimalAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
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170 | int32_t StartJobAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
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171 | int32_t InvestigatingAlertLevel;//0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
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172 | int32_t PursuitStrongLow;
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173 | int32_t PursuitWeakLow;
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174 | int32_t PursuitStrongHigh;
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175 | int32_t PursuitWeakHigh;
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176 | int32_t Pursuit5;
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177 | int32_t field_1FC;
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178 | } CharacterOSD;
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179 |
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180 | typedef struct {
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181 | OSD_Header Header;
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182 | CharacterOSD OSD;
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183 | } CharacterObject;
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184 |
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185 | typedef struct {
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186 | Vector3 Center;
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187 | float Radius;
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188 | } BoundingSphere;
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189 |
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190 | typedef struct {
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191 | int32_t ONCP; //probably pointer
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192 | int32_t field_4; //who knows?
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193 | int32_t Instance; //probably link to actual particle
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194 | int32_t Bone; //duh
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195 | } AttachedParticle;
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196 |
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197 | typedef struct { //Inventory
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198 | int32_t Weapons[3];
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199 | int16_t field_1A0; //10 bucks says this is the current weapon
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200 | int16_t AmmoUsed; //Ammo given for the char to use
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201 | int16_t HypoUsed; //Hypo given for the char to use
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202 | int16_t CellsUsed; //Cells given for the char to use
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203 | int16_t AmmoDropped; //Ammo the char drops
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204 | int16_t HypoDropped; //Hypo the char drops
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205 | int16_t CellsDropped; //Cells the char drops
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206 | int16_t field_1A; //who knows? InverseHypoRegenRate?
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207 | int16_t field_1C;
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208 | int16_t field_1E;
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209 | int16_t hasLSI;
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210 | int16_t field_1B6;
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211 | int16_t ShieldUsed; //Bullet shield given for the char to use
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212 | int16_t CloakUsed; //Phase Cloak given for the char to use
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213 | int16_t field_28; //probably bullet shield dropped
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214 | int16_t DoorKeys; //Lol. We can use this later for other sorts of items.
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215 | } Inventory;
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216 |
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217 | typedef struct { //ActiveCharacter
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218 | int16_t Number;
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219 | int16_t field_2; //probably Number is an int32
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220 | int32_t PhyContext;
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221 | SphereTreeNode SphereTree1; //probably SphereTree[7]...
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222 | SphereTreeNode SphereTree3[4];
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223 | SphereTreeNode SphereTree2[2];
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224 | int16_t field_B0;
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225 | int16_t field_B2;
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226 | int16_t field_B4;
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227 | int16_t field_B6;
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228 | Vector3 field_B8;
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229 | Vector3 AccelerateWith;
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230 | int16_t field_D0;
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231 | Vector3 field_D4;
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232 | int32_t field_E0;
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233 | int32_t field_E4;
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234 | int32_t field_E8;
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235 | int32_t field_EC;
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236 | int32_t field_F0;
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237 | int32_t field_F4;
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238 | int16_t IsInAir;
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239 | Vector3 FallingVelocity;
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240 | Vector3 JumpVelocity;
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241 | int16_t field_110;
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242 | int16_t field_112;
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243 | int32_t field_114;
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244 | int32_t field_118;
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245 | int32_t field_11C;
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246 | int32_t field_120;
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247 | int32_t field_124;
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248 | int32_t field_128;
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249 | int32_t field_12C;
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250 | BoundingSphere BoundingSphere_; //fix this name
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251 | Vector3 field_140;
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252 | Vector3 field_14C;
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253 | int32_t field_158;
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254 | int32_t field_15C;
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255 | Vector3 Location;
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256 | int32_t field_16C[6]; //16C-184 ???
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257 | int32_t AkiraNode;
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258 | int32_t GraphNode;
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259 | int32_t PelvisHeight;
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260 | int32_t MovementStatePtr;
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261 | int32_t ActiveWeapon; //NOTE: FIGURE OUT THIS MESS OF INVENTORY...
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262 | int32_t field_198; //maybe weap 3, maybe not...
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263 | int32_t InventoryWeapon;
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264 | int16_t field_1A0; //unused?
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265 | int16_t AmmoUsable; //Ammo given for the char to use
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266 | int16_t HypoUsable; //Hypo given for the char to use
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267 | int16_t CellsUsable; //Cells given for the char to use
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268 | int16_t AmmoDropped; //Ammo the char drops
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269 | int16_t HypoDropped; //Hypo the char drops
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270 | int16_t CellsDropped; //Cells the char drops
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271 | int16_t field_1AE;
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272 | int16_t InverseHypoRegenRate;
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273 | int16_t ShieldDropped;
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274 | int16_t CloakDropped;
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275 | int16_t field_1B4;
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276 | int16_t field_1B6;
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277 | int16_t ShieldUsable;
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278 | int16_t CloakUsable;
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279 | int16_t field_1BC[9]; //1BC-1E0
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280 | int32_t NotIdleStartTime;
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281 | int32_t TimeToIdle;
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282 | int32_t field_1E8[1315]; //1E8-1648 what the hell is all this?
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283 | BoundingBox BoundingBox_; //fix this name
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284 | int32_t field_1660;
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285 | int32_t field_1664;
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286 | int32_t ShieldPower; //Same as Boss Shield Power???
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287 | int32_t field_166C;
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288 | int32_t NumberOfKills; //^_^
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289 | int32_t InflictedDamage; //^_^
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290 | int32_t field_1678[260]; //1678-1A88 more wtf
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291 | int32_t field_1A88; //here starts animation junk? It was 4 bools in idb O_o
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292 | int32_t Executor_AimingDirection; //possibly throw junk?
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293 | int32_t field_1A98;
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294 | int32_t field_1A9C;
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295 | int32_t Executor_ActualMovementMode;
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296 | int32_t field_1AA4;
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297 | int32_t field_1AA8;
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298 | int32_t field_1AAC;
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299 | int32_t Executor_HasFacingOverride; //a bool...
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300 | float Executor_AimingSpeed;
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301 | bool field_1AB8; //actually a bitset...
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302 | bool Executor_HasMoveOverride;
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303 | int16_t field_1ABA;
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304 | int32_t field_1ABC;
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305 | int32_t field_1AC0;
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306 | int32_t field_1AC4;
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307 | int32_t Executor_FacingOverride;
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308 | int32_t Executor_HasAttackOverride; //another bool :P
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309 | int32_t field_1AD0;
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310 | int32_t field_1AD4;
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311 | int32_t field_1AD8;
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312 | int32_t field_1ADC;
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313 | int32_t field_1AE0;
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314 | int32_t field_1AE4;
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315 | int32_t Executor_HasThrowOverride; //another another bool
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316 | int32_t field_1AEC;
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317 | int32_t field_1AF0;
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318 | int32_t field_1AF4;
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319 | int32_t Animation;
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320 | int16_t AnimationToState;
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321 | int16_t AnimationFromState;
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322 | int16_t AnimationType;
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323 | int16_t NextAnimationType;
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324 | int16_t field_1B04;
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325 | int16_t field_1B06;
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326 | int32_t Stitch; //bool
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327 | float StitchHeight;
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328 | int16_t InterpolationFromState;
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329 | int16_t field_1B12;
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330 | Vector3 StitchVelocity;
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331 | int16_t InterpolationCurrentFrame;
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332 | int16_t InterpolationLength;
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333 | Quaternion InterpolationStartRotations[19];
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334 | int32_t field_1C54;
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335 | int32_t field_1C58;
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336 | int32_t field_1C5C;
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337 | int32_t field_1C60;
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338 | int32_t Overlay;
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339 | int32_t field_1C68;
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340 | int32_t field_1C6C;
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341 | int32_t field_1C70;
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342 | int32_t field_1C74;
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343 | int32_t field_1C78;
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344 | int32_t field_1C7C;
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345 | int32_t field_1C80;
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346 | int32_t field_1C84;
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347 | int16_t Frame;
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348 | int16_t SoftPause;
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349 | int16_t HardPause;
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350 | int16_t field1C8E;
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351 | int32_t field1C90;
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352 | int16_t field1C94;
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353 | int16_t field1C96;
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354 | int16_t Dizzy;
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355 | int16_t field1C9A;
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356 | int32_t field1C9C;
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357 | int16_t AnimationVarient;
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358 | int16_t TimeToPeace;
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359 | int16_t NumAnimationAttachedParticles;
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360 | int16_t field_1CA6; //spacing
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361 | AttachedParticle AnimationAttachedParticles[16];
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362 | int32_t TRAMParticles;
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363 | bool FixedParticlesAttached;
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364 | bool FixedParticlesStarted;
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365 | int16_t NumFixedParticles;
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366 | AttachedParticle FixedParticles[16];
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367 | int16_t CurrentAnimationType;
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368 | int16_t field_1EB2; //spacing
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369 | int32_t field_1EB4;
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370 | int32_t field_1EB8;
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371 | int32_t field_1EBC;
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372 | int32_t field_1EC0;
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373 | int32_t field_1EC4;
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374 | int32_t field_1EC8;
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375 | int32_t field_1ED0;
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376 | int32_t field_1ED4;
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377 | int32_t field_1ED8;
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378 | int32_t field_1EE0;
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379 | int32_t field_1EE4;
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380 | int32_t field_1EE8;
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381 | Quaternion Rotations[19];
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382 | Quaternion OverlayRotations[19];
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383 | int32_t field_2150;
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384 | int32_t field_2154;
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385 | GameInput Input;
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386 | InputAction PreviousActions;
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387 | int32_t SprintTimer;
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388 | int32_t field_2194;
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389 | Vector3 field_2198;
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390 | int32_t field_21A4;
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391 | int32_t field_21A8;
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392 | int32_t field_21AC;
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393 | Vector3 field_21B0;
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394 | float HeadFacing;
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395 | float HeadPitch;
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396 | int32_t field_21C4;
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397 | int32_t field_21C8;
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398 | int32_t field_21D0;
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399 | int32_t field_21D4;
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400 | bool field_21D8;
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401 | bool field_21D9;
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402 | bool field_21DA;
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403 | bool field_21DB;
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404 | bool field_21DC;
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405 | bool field_21DD;
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406 | bool field_21DE;
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407 | bool field_21DF;
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408 | bool field_21E0;
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409 | bool HasAlternateTrigger;
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410 | bool field_21E2;
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411 | bool ReleaseTrigger;
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412 | bool ReleaseAlternateTrigger;
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413 | bool TurningLeft;
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414 | bool TurningRight;
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415 | bool field_21E7;
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416 | int32_t field_21E8;
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417 | int32_t field_21EC;
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418 | int32_t field_21F0;
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419 | PlayingFilm PlayingFilm_; //fix this name
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420 | int32_t field_2218[24]; //2218-2278
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421 | Matrix4x3 BoneMatrices[19];
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422 | Matrix4x3 WeaponMatrix;
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423 | int32_t field_2638[113]; //2638-27FC
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424 | int16_t ShadowIndex;
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425 | int16_t field_27FE;
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426 | int16_t field_2780;
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427 | bool ShieldParts[19];
|
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428 | bool field_2815; //padding...
|
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429 | bool field_2816;
|
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430 | bool field_2817;
|
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431 | int32_t field_2818[8];
|
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432 | } ActiveCharacter;
|
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433 |
|
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434 |
|
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435 | typedef struct { //Character
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436 | int16_t Number;
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437 | int16_t ActiveCharacterIndex;
|
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438 | int32_t Flags;
|
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439 | int16_t field_8;
|
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440 | int32_t ONCC; //change type to ONCC when we get that far...
|
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441 | int32_t field_10;
|
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442 | int16_t Team;
|
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443 | char Name[32];
|
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444 | float BodySize;
|
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445 | int32_t Health;
|
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446 | int32_t MaxHealth;
|
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447 | int32_t ASIA_ID; //might be 16 with 2 byte padding
|
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448 | int32_t field_44;
|
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449 | char ScriptSpawn[32]; //Script function called when char spawns
|
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450 | char ScriptDie[32]; //Script function called when char dies
|
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451 | char ScriptAware[32]; //Script function called when char detects something
|
---|
452 | char ScriptAlarm[32]; //Script function called when char is alarmed at something
|
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453 | char ScriptHurt[32]; //Script function called when char is hurt for the first time
|
---|
454 | char ScriptDefeat[32]; //Script function called when char is at 1 HP
|
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455 | char ScriptNoAmmo[32]; //Script function called when char is out of ammo for the first time. Char must have ammo at spawn.
|
---|
456 | char ScriptNoPath[32]; //Script function called when char loses path. Broken.
|
---|
457 | Vector3 Position;
|
---|
458 | Vector3 LastPosition;
|
---|
459 | Vector3 Location;
|
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460 | float Facing;
|
---|
461 | float DesiredFacing;
|
---|
462 | float CosmeticFacing;
|
---|
463 | float field_178;
|
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464 | float field_17C;
|
---|
465 | float field_180;
|
---|
466 | int32_t BNV;
|
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467 | int32_t GraphNode;
|
---|
468 | float PelvisHeight;
|
---|
469 | float field_190;
|
---|
470 | Inventory Inventory_; //is there a better way to do this?
|
---|
471 | Vector3 Velocity;
|
---|
472 | int32_t field_1D0;
|
---|
473 | int32_t field_1D4;
|
---|
474 | int32_t field_1D8;
|
---|
475 | int32_t field_1DC;
|
---|
476 | int32_t field_1E0;
|
---|
477 | int32_t IdleDelay;
|
---|
478 | int32_t field_1E8;
|
---|
479 | int32_t field_1EzC;
|
---|
480 | int32_t CombatFlags;
|
---|
481 | int32_t JobId;
|
---|
482 | int32_t Goal;
|
---|
483 | int32_t field_1FC;
|
---|
484 | int32_t field_200;
|
---|
485 | int32_t field_204;
|
---|
486 | int32_t field_208[107]; //its all undocumented through here
|
---|
487 | int32_t CombatState; //I think....
|
---|
488 | int32_t field_8BB;
|
---|
489 | int32_t PatrolPathOSD[10]; //actually another struct. Not needed atm.
|
---|
490 | int32_t PatrolPathPoints[5][64]; //64 of another struct
|
---|
491 | int32_t field_DE8[98]; //DE8-F70
|
---|
492 | int32_t CombatStatePtr;
|
---|
493 | int32_t KnowledgeState[4]; //Another struct
|
---|
494 | int32_t field_F84;
|
---|
495 | int32_t AlertDecayTimer;
|
---|
496 | int32_t field_F8C;
|
---|
497 | int32_t field_F90;
|
---|
498 | int32_t InitialAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
|
---|
499 | int32_t MinimalAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
|
---|
500 | int32_t StartJobAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
|
---|
501 | int32_t InvestigatingAlertLevel;//0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat
|
---|
502 | int32_t StartleTime;
|
---|
503 | int32_t field_FA8;
|
---|
504 | int32_t field_FAC;
|
---|
505 | int32_t field_FB0;
|
---|
506 | int32_t PursuitStrongLow;
|
---|
507 | int32_t PursuitWeakLow;
|
---|
508 | int32_t PursuitStrongHigh;
|
---|
509 | int32_t PursuitWeakHigh;
|
---|
510 | int32_t Pursuit5;
|
---|
511 | int32_t field_FC8[16];
|
---|
512 | int32_t AlarmGroups; //a bitset
|
---|
513 | int32_t field_FDC[16]; //FDC-F68
|
---|
514 | int32_t field_F68;
|
---|
515 | int32_t DazeTimer;
|
---|
516 | int32_t field_1024[16]; //1024-1064
|
---|
517 | int32_t MeleePtr; //probably MELE. Looks somewhat important.
|
---|
518 | int32_t field_106C[270]; //106C-14A4 skipping lots of junk and a little pathfinding stuff that we might want later.
|
---|
519 | int32_t MovementModifiers; //hopefully sprinting, pistol, rifle, etc.
|
---|
520 | int32_t field_14B4[101]; //14B4-1648 Glossing over a few other things we don't need having to do with AI direction.
|
---|
521 | int32_t BossShieldPower; //a multiplier? or just a flag? who knows
|
---|
522 | int32_t field_1668[6];
|
---|
523 | int32_t CurrentConsoleActionMarker; //not sure.
|
---|
524 | int32_t field_1684[7]; // done. hopefully i didnt screw this up somewhere.
|
---|
525 | } Character;
|
---|
526 |
|
---|
527 | enum {
|
---|
528 | team_konoko,
|
---|
529 | team_tctf,
|
---|
530 | team_syndicate,
|
---|
531 | team_neutral,
|
---|
532 | team_securityguard,
|
---|
533 | team_rougekonoko,
|
---|
534 | team_switzerland,
|
---|
535 | team_syndicateaccessory,
|
---|
536 | };
|
---|
537 |
|
---|
538 | enum {
|
---|
539 | chr_isplayer = 0x00000001, //is player character
|
---|
540 | chr_randomskin = 0x00000002, //gets random skin from ONCV
|
---|
541 | chr_notprespawned = 0x00000004, //isn't spawned at level creation
|
---|
542 | chr_noncombatant = 0x00000008, //doesn't fight
|
---|
543 | chr_multispawnable = 0x00000010, //can spawn up to 5 without forcing
|
---|
544 | chr_unknown = 0x00000020, //
|
---|
545 | chr_unkillable = 0x00000040, //can only be brought to 1 hp
|
---|
546 | chr_superammo = 0x00000080, //infinite ammo
|
---|
547 | chr_omniscient = 0x00000100, //touchofdeath
|
---|
548 | chr_haslsi = 0x00000200, //drops an lsi
|
---|
549 | chr_boss = 0x00000400, //is a boss character
|
---|
550 | chr_upgradedifficulty = 0x00000800, //upgrade the difficulty if you play on med\hard
|
---|
551 | chr_noautodrop = 0x00001000, //uses drop fields instead of has fields on death
|
---|
552 | }; //
|
---|
553 | int16_t ONICALL ONrGameState_NewCharacter(CharacterObject* CHAR, void* AISA, void* flag, int* list_location);
|
---|
554 | //int16_t ONICALL ONrGameState_GetPlayerCharacter();
|
---|
555 |
|
---|
556 |
|
---|
557 | #endif
|
---|