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#pragma once |
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#ifndef ONI_CHARS_H |
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#define ONI_CHARS_H |
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#endif |
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#ifndef ONI_CHARACTER_H |
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#define ONI_CHARACTER_H |
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#include "Daodan.h" |
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#include <stdint.h> |
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int DDr_TeamToTeamID(const char*); |
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ONICALL ONrGameState_NewCharacter(int, int); |
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int CHARTest(); |
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typedef struct { |
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float X; |
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float Y; |
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float Z; |
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} Vector3; //probably move to utilities... |
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typedef struct { |
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char Type[4]; //"CHAR" etc. |
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int ObjectId; //not needed |
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Vector3 Rotation; //Rotation of Object |
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int EditorCallbacks; //Lets try not to mess with it for now. :P |
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int field_28; //unknown |
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} OSD_Header; |
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typedef struct { |
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int32_t Options; //A bitset. Someone had better define these |
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uint32_t Options; //A bitset. Someone had better define these |
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char Class[64]; //Name of the ONCC we use. ONCCName in idb |
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char Name[32]; //Name of the character. ie: ai2_spawn Muro |
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char Weapon[64]; //Name of the weapon he holds. ONWCName in idb |
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OSD_Header Header; |
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CharacterOSD OSD; |
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} CharacterObject; |
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enum { |
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team_konoko, |
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team_tctf, |
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team_syndicate, |
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team_neutral, |
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team_securityguard, |
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team_rougekonoko, |
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team_switzerland, |
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team_syndicateaccessory, |
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}; |
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int ONICALL ONrGameState_NewCharacter(CharacterObject* character, void* something); |
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#endif |