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#include "Daodan.h" |
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#include <stdint.h> |
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#include <stdbool.h> |
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typedef struct { |
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float X; |
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typedef struct { |
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float RotationScale[9]; |
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Vector3 Translation; |
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< |
} Matrix4x3 |
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} Matrix4x3; |
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typedef struct { |
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Vector3 Center; |
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Action2_Drop = 0x20, |
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Action2_Fire1 = 0x40, |
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Action2_Fire2 = 0x80, |
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< |
Action2_Fire3 = 0x100 |
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> |
Action2_Fire3 = 0x100, |
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}; |
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int32_t Instance; //probably link to actual particle |
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int32_t Bone; //duh |
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} AttachedParticle; |
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|
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typedef struct { //Inventory |
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int32_t Weapons[3]; |
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int16_t field_1A0; //10 bucks says this is the current weapon |
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int16_t DoorKeys; //Lol. We can use this later for other sorts of items. |
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} Inventory; |
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217 |
< |
typedef strcut { //ActiveCharacter |
217 |
> |
typedef struct { //ActiveCharacter |
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int16_t Number; |
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int16_t field_2; //probably Number is an int32 |
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int32_t PhyContext; |
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int32_t CombatState; //I think.... |
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int32_t field_8BB; |
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int32_t PatrolPathOSD[10]; //actually another struct. Not needed atm. |
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< |
int32_t PatrolPathPoints[5][64] //64 of another struct |
496 |
> |
int32_t PatrolPathPoints[5][64]; //64 of another struct |
497 |
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int32_t field_DE8[98]; //DE8-F70 |
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int32_t CombatStatePtr; |
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int32_t KnowledgeState[4]; //Another struct |