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 |