218 |
|
int16_t Number; |
219 |
|
int16_t field_2; //probably Number is an int32 |
220 |
|
int32_t PhyContext; |
221 |
< |
SphereTree SphereTree1; //probably SphereTree[7]... |
222 |
< |
SphereTree SphereTree3[4]; |
223 |
< |
SphereTree SphereTree2[2]; |
221 |
> |
SphereTreeNode SphereTree1; //probably SphereTree[7]... |
222 |
> |
SphereTreeNode SphereTree3[4]; |
223 |
> |
SphereTreeNode SphereTree2[2]; |
224 |
|
int16_t field_B0; |
225 |
|
int16_t field_B2; |
226 |
|
int16_t field_B4; |
235 |
|
int32_t field_EC; |
236 |
|
int32_t field_F0; |
237 |
|
int32_t field_F4; |
238 |
– |
int32_t field_E0; |
238 |
|
int16_t IsInAir; |
239 |
|
Vector3 FallingVelocity; |
240 |
|
Vector3 JumpVelocity; |
306 |
|
int32_t field_1AC4; |
307 |
|
int32_t Executor_FacingOverride; |
308 |
|
int32_t Executor_HasAttackOverride; //another bool :P |
310 |
– |
int32_t field_1AC4; |
309 |
|
int32_t field_1AD0; |
310 |
|
int32_t field_1AD4; |
311 |
|
int32_t field_1AD8; |
336 |
|
int32_t field_1C5C; |
337 |
|
int32_t field_1C60; |
338 |
|
int32_t Overlay; |
341 |
– |
int32_t field_1C60; |
342 |
– |
int32_t field_1C64; |
339 |
|
int32_t field_1C68; |
340 |
|
int32_t field_1C6C; |
341 |
|
int32_t field_1C70; |
465 |
|
float field_180; |
466 |
|
int32_t BNV; |
467 |
|
int32_t GraphNode; |
472 |
– |
int32_t PelvisHeight; |
473 |
– |
int32_t GraphNode; |
468 |
|
float PelvisHeight; |
469 |
|
float field_190; |
470 |
|
Inventory Inventory_; //is there a better way to do this? |
476 |
|
int32_t field_1E0; |
477 |
|
int32_t IdleDelay; |
478 |
|
int32_t field_1E8; |
479 |
< |
int32_t field_1DC; |
479 |
> |
int32_t field_1EzC; |
480 |
|
int32_t CombatFlags; |
481 |
|
int32_t JobId; |
482 |
|
int32_t Goal; |