12 |
|
} Vector3; //probably move to utilities... |
13 |
|
|
14 |
|
typedef struct { |
15 |
< |
char Type[4]; //"CHAR" etc. |
15 |
> |
int Type; //'CHAR' etc. |
16 |
|
int ObjectId; //not needed |
17 |
|
int Flags; //The flags of the object...not used for CHAR |
18 |
|
Vector3 Position; //Position of Object |
47 |
|
int16_t CloakDropped; //Phase Cloak the char drops |
48 |
|
int16_t NCIUsed; //Don't use this... |
49 |
|
int16_t NCIDropped; //Don't use this... |
50 |
– |
|
50 |
|
int32_t TeamID; //Team ID |
51 |
|
int32_t AmmoPercent; //Percent of weapon ammo full |
52 |
|
int32_t JobID; //Job ID... |
88 |
|
team_syndicateaccessory, |
89 |
|
}; |
90 |
|
|
91 |
< |
int16_t ONICALL ONrGameState_NewCharacter(CharacterObject* character, void* something, void* somethingelse, void* anotherthing); |
91 |
> |
int16_t ONICALL ONrGameState_NewCharacter(CharacterObject* CHAR, void* AISA, void* flag, int* list_location); |
92 |
|
|
93 |
|
#endif |