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root/Oni2/Daodan/MSVC/Oni_GameState.h
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Comparing Daodan/MSVC/Oni_GameState.h (file contents):
Revision 567 by gumby, Fri Jun 25 03:52:34 2010 UTC vs.
Revision 568 by gumby, Wed Jun 30 04:25:00 2010 UTC

# Line 478 | Line 478 | typedef struct {
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

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