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root/Oni2/Daodan/src/Oni_Character.h
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Comparing Daodan/src/Oni_Character.h (file contents):
Revision 441 by gumby, Sat Jul 18 00:55:15 2009 UTC vs.
Revision 446 by gumby, Mon Jul 20 02:06:23 2009 UTC

# Line 210 | Line 210 | typedef struct { //Inventory
210          int16_t field_1B6;
211          int16_t ShieldUsed;                             //Bullet shield given for the char to use
212          int16_t CloakUsed;                              //Phase Cloak given for the char to use
213 <        int16_t field_28;                       //probably bullet shield dropped
214 <        int16_t DoorKeys;               //Lol. We can use this later for other sorts of items.
213 >        int32_t field_28;                       //probably bullet shield dropped
214 >        int32_t DoorKeys;               //Lol. We can use this later for other sorts of items.
215   } Inventory;
216  
217   typedef struct { //ActiveCharacter
# Line 431 | Line 431 | typedef struct { //ActiveCharacter
431          int32_t field_2818[8];
432   } ActiveCharacter;
433  
434 <
434 > //This struct is good.
435   typedef struct { //Character
436 <        int16_t Number;
436 >        char Number;
437 >        char field_2;
438          int16_t ActiveCharacterIndex;
439          int32_t Flags;
440 <        int16_t field_8;
440 >        int32_t field_8;
441          int32_t ONCC;                   //change type to ONCC when we get that far...
442 <        int32_t field_10;
442 >        int16_t field_10;
443          int16_t Team;
444          char Name[32];
445          float BodySize;
# Line 470 | Line 471 | typedef struct { //Character
471          Inventory Inventory_; //is there a better way to do this?
472          Vector3 Velocity;
473          int32_t field_1D0;
474 <        int32_t field_1D4;
474 >        int32_t Recoil;
475          int32_t field_1D8;
476          int32_t field_1DC;
477 <        int32_t field_1E0;
477 >        int32_t LastNotIdleGameTime;
478          int32_t IdleDelay;
479 <        int32_t field_1E8;
480 <        int32_t field_1EzC;
479 >        int32_t Type;
480 >        int32_t field_1EC;
481          int32_t CombatFlags;
482          int32_t JobId;
483          int32_t Goal;
484          int32_t field_1FC;
485          int32_t field_200;
486          int32_t field_204;
487 <        int32_t field_208[107]; //its all undocumented through here
487 >        int32_t field_208[428]; //208-8B8  
488          int32_t CombatState;    //I think....
489 <        int32_t field_8BB;
489 >        int32_t field_8BC;
490          int32_t PatrolPathOSD[10];      //actually another struct. Not needed atm.
491          int32_t PatrolPathPoints[5][64]; //64 of another struct
492          int32_t field_DE8[98];  //DE8-F70
# Line 508 | Line 509 | typedef struct { //Character
509          int32_t PursuitStrongHigh;
510          int32_t PursuitWeakHigh;
511          int32_t Pursuit5;
512 <        int32_t field_FC8[16];
512 >        int32_t field_FC8[4];
513          int32_t AlarmGroups; //a bitset
514 <        int32_t field_FDC[16]; //FDC-F68
514 <        int32_t field_F68;
514 >        int32_t field_FDC[17]; //FDC-1020
515          int32_t DazeTimer;
516 <        int32_t field_1024[16]; //1024-1064
516 >        int32_t field_1024[17]; //1024-1068
517          int32_t MeleePtr; //probably MELE. Looks somewhat important.
518          int32_t field_106C[270]; //106C-14A4 skipping lots of junk and a little pathfinding stuff that we might want later.
519 +        int32_t MovementMode;
520 +        int32_t field_14A8;
521 +        int32_t field_14AC;
522          int32_t MovementModifiers; //hopefully sprinting, pistol, rifle, etc.
523          int32_t field_14B4[101]; //14B4-1648 Glossing over a few other things we don't need having to do with AI direction.
524 +        BoundingBox BoundingBox_;
525 +        int32_t field_1660;
526          int32_t BossShieldPower;        //a multiplier? or just a flag? who knows
527          int32_t field_1668[6];
528          int32_t CurrentConsoleActionMarker; //not sure.
529 <        int32_t field_1684[7]; // done. hopefully i didnt screw this up somewhere.
529 >        int32_t field_1684[7];
530   } Character;
531  
532   enum {
# Line 551 | Line 556 | chr_upgradedifficulty  =               0x00000800,     //u
556   chr_noautodrop                  =               0x00001000,     //uses drop fields instead of has fields on death
557   }; //
558   int16_t ONICALL ONrGameState_NewCharacter(CharacterObject* CHAR, void* AISA, void* flag, int* list_location);
559 + int32_t* ONICALL ONrGetActiveCharacter(void* CharacterPtr);
560   //int16_t ONICALL ONrGameState_GetPlayerCharacter();
561  
562  

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