| 478 |
|
int32_t Bone; //duh |
| 479 |
|
} AttachedParticle; |
| 480 |
|
|
| 481 |
+ |
|
| 482 |
+ |
typedef struct |
| 483 |
+ |
{ |
| 484 |
+ |
__int16 Index; |
| 485 |
+ |
__int16 Flags; |
| 486 |
+ |
int Class; |
| 487 |
+ |
int Character; |
| 488 |
+ |
Matrix4x3 Matrix; |
| 489 |
+ |
int PhyContext; |
| 490 |
+ |
int Facing; |
| 491 |
+ |
__int16 FadeTimer; |
| 492 |
+ |
__int16 TimeToFade; |
| 493 |
+ |
int CreationTime; |
| 494 |
+ |
__int16 ShotDelay1; |
| 495 |
+ |
__int16 ShotDelay2; |
| 496 |
+ |
__int16 PauseBeforeReload; |
| 497 |
+ |
__int16 PauseAfterReload; |
| 498 |
+ |
__int16 ActiveFireModeLength; |
| 499 |
+ |
__int16 AmmoCount; |
| 500 |
+ |
__int16 field_58; |
| 501 |
+ |
__int16 FiringDelays[16]; |
| 502 |
+ |
char gap_7a[2]; |
| 503 |
+ |
int ParticleInstances[16]; |
| 504 |
+ |
int field_BC[16]; |
| 505 |
+ |
int field_FC; |
| 506 |
+ |
int DodgeFiringSpreadPtr; |
| 507 |
+ |
int field_104; |
| 508 |
+ |
int field_108; |
| 509 |
+ |
int field_10C; |
| 510 |
+ |
char gap_110[20]; |
| 511 |
+ |
Vector3 Center; |
| 512 |
+ |
int NodeList[16]; |
| 513 |
+ |
} Weapon; |
| 514 |
+ |
|
| 515 |
|
typedef struct { //Inventory |
| 516 |
< |
int32_t Weapons[3]; |
| 516 |
> |
Weapon* Weapons[3]; |
| 517 |
|
int16_t field_1A0; //10 bucks says this is the current weapon |
| 518 |
|
int16_t AmmoUsed; //Ammo given for the char to use |
| 519 |
|
int16_t HypoUsed; //Hypo given for the char to use |