1 |
#pragma once |
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#ifndef ONI_CHARACTER_H |
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#define ONI_CHARACTER_H |
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|
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#include "Daodan.h" |
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#include <stdint.h> |
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|
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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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|
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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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float W; |
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} Quaternion; |
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|
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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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|
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typedef struct { |
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Vector3 Center; |
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float Radius; |
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} Sphere; |
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|
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typedef struct { |
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Sphere Sphere_; //fix this name |
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int Child1; |
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int Child2; |
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} SphereTreeNode; |
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|
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typedef struct { |
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Vector3 Min; |
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Vector3 Max; |
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} BoundingBox; |
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|
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|
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enum { //action flags |
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Action_Escape = 1, |
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Action_Console = 2, |
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Action_PauseScreen = 4, |
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Action_Cutscene_1 = 8, |
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Action_Cutscene_2 = 0x10, |
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Action_F4 = 0x20, |
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Action_F5 = 0x40, |
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Action_F6 = 0x80, |
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Action_F7 = 0x100, |
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Action_F8 = 0x200, |
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Action_StartRecord = 0x400, |
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Action_StopRecord = 0x800, |
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Action_PlayRecord = 0x1000, |
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Action_F12 = 0x2000, |
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Action_Unknown1 = 0x4000, |
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Action_LookMode = 0x8000, |
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Action_Screenshot = 0x10000, |
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Action_Unknown2 = 0x20000, |
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Action_Unknown3 = 0x40000, |
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Action_Unknown4 = 0x80000, |
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Action_Unknown5 = 0x100000, |
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Action_Forward = 0x200000, |
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Action_Backward = 0x400000, |
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Action_TurnLeft = 0x800000, |
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Action_TurnRight = 0x1000000, |
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Action_StepLeft = 0x2000000, |
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Action_StepRight = 0x4000000, |
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Action_Jump = 0x8000000, |
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Action_Crouch = 0x10000000, |
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Action_Punch = 0x20000000, |
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Action_Kick = 0x40000000, |
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Action_Block = 0x80000000, |
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//used in second action field |
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Action2_Walk = 1, |
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Action2_Action = 2, |
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Action2_Hypo = 4, |
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Action2_Reload = 8, |
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Action2_Swap = 0x10, |
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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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}; |
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|
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|
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typedef struct { |
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int32_t Actions1; |
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int32_t Actions2; |
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} InputAction; |
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|
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|
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typedef struct { |
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float MouseDeltaX; |
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float MouseDeltaY; |
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float field_8; |
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float field_C; |
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InputAction Current; |
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InputAction Stopped; |
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InputAction Start; |
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InputAction Stop; |
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} GameInput; |
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|
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typedef struct { |
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int Type; //'CHAR' etc. |
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int ObjectId; //not needed |
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int Flags; //The flags of the object...not used for CHAR |
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Vector3 Position; //Position of Object |
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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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|
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typedef struct { |
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int32_t Flags; |
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int32_t Frame; |
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int32_t field_8; |
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int32_t field_C; |
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int32_t field_10; |
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int32_t field_14; |
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int32_t field_18; |
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int32_t field_1C; |
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int32_t FILMInstance; |
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} PlayingFilm; |
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|
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typedef struct { |
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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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char ScriptSpawn[32]; //Script function called when char spawns |
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char ScriptDie[32]; //Script function called when char dies |
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char ScriptAware[32]; //Script function called when char detects something |
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char ScriptAlarm[32]; //Script function called when char is alarmed at something |
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char ScriptHurt[32]; //Script function called when char is hurt for the first time |
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char ScriptDefeat[32]; //Script function called when char is at 1 HP |
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char ScriptNoPath[32]; //Script function called when char loses path. Broken. |
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char ScriptNoAmmo[32]; //Script function called when char is out of ammo for the first time. Char must have ammo at spawn. |
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int32_t AdditionalHealth; //Additional Health given to the character |
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int16_t AmmoUsed; //Ammo given for the char to use |
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int16_t AmmoDropped; //Ammo the char drops |
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int16_t CellsUsed; //Cells given for the char to use |
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int16_t CellsDropped; //Cells the char drops |
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int16_t HypoUsed; //Hypo given for the char to use |
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int16_t HypoDropped; //Hypo the char drops |
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int16_t ShieldUsed; //Bullet shield given for the char to use |
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int16_t ShieldDropped; //Bullet shield the char drops |
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int16_t CloakUsed; //Phase Cloak given for the char to use |
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int16_t CloakDropped; //Phase Cloak the char drops |
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int16_t NCIUsed; //Don't use this... |
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int16_t NCIDropped; //Don't use this... |
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int32_t TeamID; //Team ID |
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int32_t AmmoPercent; //Percent of weapon ammo full |
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int32_t JobID; //Job ID... |
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//0 - none |
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//1 - idle |
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//2 - guard (never used in Oni) |
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//3 - patrol |
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//4 - teambattle (never used in Oni) |
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int16_t PatrolID; //patrol path ID (reference to the Patrol_Path.BINA file) |
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int16_t CombatID; //combat ID (reference to the Combat.BINA file) |
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int16_t MeleeID; //melee ID (reference to the Melee Profile.BINA file) |
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int16_t NeutralID; //neutral ID (reference to the Neutral.BINA file) |
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int32_t AlarmGroups; //Bitset. http://wiki.oni2.net/CHAR |
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int32_t InitialAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat |
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int32_t MinimalAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat |
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int32_t StartJobAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat |
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int32_t InvestigatingAlertLevel;//0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat |
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int32_t PursuitStrongLow; |
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int32_t PursuitWeakLow; |
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int32_t PursuitStrongHigh; |
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int32_t PursuitWeakHigh; |
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int32_t Pursuit5; |
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int32_t field_1FC; |
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} CharacterOSD; |
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|
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typedef struct { |
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OSD_Header Header; |
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CharacterOSD OSD; |
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} CharacterObject; |
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|
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typedef struct { |
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Vector3 Center; |
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float Radius; |
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} BoundingSphere; |
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|
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typedef struct { |
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int32_t ONCP; //probably pointer |
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int32_t field_4; //who knows? |
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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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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 AmmoUsed; //Ammo given for the char to use |
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int16_t HypoUsed; //Hypo given for the char to use |
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int16_t CellsUsed; //Cells given for the char to use |
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int16_t AmmoDropped; //Ammo the char drops |
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int16_t HypoDropped; //Hypo the char drops |
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int16_t CellsDropped; //Cells the char drops |
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int16_t field_1A; //who knows? InverseHypoRegenRate? |
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int16_t field_1C; |
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int16_t field_1E; |
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int16_t hasLSI; |
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int16_t field_1B6; |
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int16_t ShieldUsed; //Bullet shield given for the char to use |
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int16_t CloakUsed; //Phase Cloak given for the char to use |
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int16_t field_28; //probably bullet shield dropped |
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int16_t DoorKeys; //Lol. We can use this later for other sorts of items. |
213 |
} Inventory; |
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|
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typedef strcut { //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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SphereTree SphereTree1; //probably SphereTree[7]... |
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SphereTree SphereTree3[4]; |
221 |
SphereTree SphereTree2[2]; |
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int16_t field_B0; |
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int16_t field_B2; |
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int16_t field_B4; |
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int16_t field_B6; |
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Vector3 field_B8; |
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Vector3 AccelerateWith; |
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int16_t field_D0; |
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Vector3 field_D4; |
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int32_t field_E0; |
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int32_t field_E4; |
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int32_t field_E8; |
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int32_t field_EC; |
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int32_t field_F0; |
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int32_t field_F4; |
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int32_t field_E0; |
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int16_t IsInAir; |
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Vector3 FallingVelocity; |
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Vector3 JumpVelocity; |
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int16_t field_110; |
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int16_t field_112; |
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int32_t field_114; |
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int32_t field_118; |
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int32_t field_11C; |
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int32_t field_120; |
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int32_t field_124; |
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int32_t field_128; |
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int32_t field_12C; |
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BoundingSphere BoundingSphere_; //fix this name |
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Vector3 field_140; |
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Vector3 field_14C; |
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int32_t field_158; |
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int32_t field_15C; |
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Vector3 Location; |
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int32_t field_16C[6]; //16C-184 ??? |
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int32_t AkiraNode; |
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int32_t GraphNode; |
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int32_t PelvisHeight; |
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int32_t MovementStatePtr; |
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int32_t ActiveWeapon; //NOTE: FIGURE OUT THIS MESS OF INVENTORY... |
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int32_t field_198; //maybe weap 3, maybe not... |
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int32_t InventoryWeapon; |
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int16_t field_1A0; //unused? |
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int16_t AmmoUsable; //Ammo given for the char to use |
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int16_t HypoUsable; //Hypo given for the char to use |
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int16_t CellsUsable; //Cells given for the char to use |
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int16_t AmmoDropped; //Ammo the char drops |
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int16_t HypoDropped; //Hypo the char drops |
269 |
int16_t CellsDropped; //Cells the char drops |
270 |
int16_t field_1AE; |
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int16_t InverseHypoRegenRate; |
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int16_t ShieldDropped; |
273 |
int16_t CloakDropped; |
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int16_t field_1B4; |
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int16_t field_1B6; |
276 |
int16_t ShieldUsable; |
277 |
int16_t CloakUsable; |
278 |
int16_t field_1BC[9]; //1BC-1E0 |
279 |
int32_t NotIdleStartTime; |
280 |
int32_t TimeToIdle; |
281 |
int32_t field_1E8[1315]; //1E8-1648 what the hell is all this? |
282 |
BoundingBox BoundingBox_; //fix this name |
283 |
int32_t field_1660; |
284 |
int32_t field_1664; |
285 |
int32_t ShieldPower; //Same as Boss Shield Power??? |
286 |
int32_t field_166C; |
287 |
int32_t NumberOfKills; //^_^ |
288 |
int32_t InflictedDamage; //^_^ |
289 |
int32_t field_1678[260]; //1678-1A88 more wtf |
290 |
int32_t field_1A88; //here starts animation junk? It was 4 bools in idb O_o |
291 |
int32_t Executor_AimingDirection; //possibly throw junk? |
292 |
int32_t field_1A98; |
293 |
int32_t field_1A9C; |
294 |
int32_t Executor_ActualMovementMode; |
295 |
int32_t field_1AA4; |
296 |
int32_t field_1AA8; |
297 |
int32_t field_1AAC; |
298 |
int32_t Executor_HasFacingOverride; //a bool... |
299 |
float Executor_AimingSpeed; |
300 |
bool field_1AB8; //actually a bitset... |
301 |
bool Executor_HasMoveOverride; |
302 |
int16_t field_1ABA; |
303 |
int32_t field_1ABC; |
304 |
int32_t field_1AC0; |
305 |
int32_t field_1AC4; |
306 |
int32_t Executor_FacingOverride; |
307 |
int32_t Executor_HasAttackOverride; //another bool :P |
308 |
int32_t field_1AC4; |
309 |
int32_t field_1AD0; |
310 |
int32_t field_1AD4; |
311 |
int32_t field_1AD8; |
312 |
int32_t field_1ADC; |
313 |
int32_t field_1AE0; |
314 |
int32_t field_1AE4; |
315 |
int32_t Executor_HasThrowOverride; //another another bool |
316 |
int32_t field_1AEC; |
317 |
int32_t field_1AF0; |
318 |
int32_t field_1AF4; |
319 |
int32_t Animation; |
320 |
int16_t AnimationToState; |
321 |
int16_t AnimationFromState; |
322 |
int16_t AnimationType; |
323 |
int16_t NextAnimationType; |
324 |
int16_t field_1B04; |
325 |
int16_t field_1B06; |
326 |
int32_t Stitch; //bool |
327 |
float StitchHeight; |
328 |
int16_t InterpolationFromState; |
329 |
int16_t field_1B12; |
330 |
Vector3 StitchVelocity; |
331 |
int16_t InterpolationCurrentFrame; |
332 |
int16_t InterpolationLength; |
333 |
Quaternion InterpolationStartRotations[19]; |
334 |
int32_t field_1C54; |
335 |
int32_t field_1C58; |
336 |
int32_t field_1C5C; |
337 |
int32_t field_1C60; |
338 |
int32_t Overlay; |
339 |
int32_t field_1C60; |
340 |
int32_t field_1C64; |
341 |
int32_t field_1C68; |
342 |
int32_t field_1C6C; |
343 |
int32_t field_1C70; |
344 |
int32_t field_1C74; |
345 |
int32_t field_1C78; |
346 |
int32_t field_1C7C; |
347 |
int32_t field_1C80; |
348 |
int32_t field_1C84; |
349 |
int16_t Frame; |
350 |
int16_t SoftPause; |
351 |
int16_t HardPause; |
352 |
int16_t field1C8E; |
353 |
int32_t field1C90; |
354 |
int16_t field1C94; |
355 |
int16_t field1C96; |
356 |
int16_t Dizzy; |
357 |
int16_t field1C9A; |
358 |
int32_t field1C9C; |
359 |
int16_t AnimationVarient; |
360 |
int16_t TimeToPeace; |
361 |
int16_t NumAnimationAttachedParticles; |
362 |
int16_t field_1CA6; //spacing |
363 |
AttachedParticle AnimationAttachedParticles[16]; |
364 |
int32_t TRAMParticles; |
365 |
bool FixedParticlesAttached; |
366 |
bool FixedParticlesStarted; |
367 |
int16_t NumFixedParticles; |
368 |
AttachedParticle FixedParticles[16]; |
369 |
int16_t CurrentAnimationType; |
370 |
int16_t field_1EB2; //spacing |
371 |
int32_t field_1EB4; |
372 |
int32_t field_1EB8; |
373 |
int32_t field_1EBC; |
374 |
int32_t field_1EC0; |
375 |
int32_t field_1EC4; |
376 |
int32_t field_1EC8; |
377 |
int32_t field_1ED0; |
378 |
int32_t field_1ED4; |
379 |
int32_t field_1ED8; |
380 |
int32_t field_1EE0; |
381 |
int32_t field_1EE4; |
382 |
int32_t field_1EE8; |
383 |
Quaternion Rotations[19]; |
384 |
Quaternion OverlayRotations[19]; |
385 |
int32_t field_2150; |
386 |
int32_t field_2154; |
387 |
GameInput Input; |
388 |
InputAction PreviousActions; |
389 |
int32_t SprintTimer; |
390 |
int32_t field_2194; |
391 |
Vector3 field_2198; |
392 |
int32_t field_21A4; |
393 |
int32_t field_21A8; |
394 |
int32_t field_21AC; |
395 |
Vector3 field_21B0; |
396 |
float HeadFacing; |
397 |
float HeadPitch; |
398 |
int32_t field_21C4; |
399 |
int32_t field_21C8; |
400 |
int32_t field_21D0; |
401 |
int32_t field_21D4; |
402 |
bool field_21D8; |
403 |
bool field_21D9; |
404 |
bool field_21DA; |
405 |
bool field_21DB; |
406 |
bool field_21DC; |
407 |
bool field_21DD; |
408 |
bool field_21DE; |
409 |
bool field_21DF; |
410 |
bool field_21E0; |
411 |
bool HasAlternateTrigger; |
412 |
bool field_21E2; |
413 |
bool ReleaseTrigger; |
414 |
bool ReleaseAlternateTrigger; |
415 |
bool TurningLeft; |
416 |
bool TurningRight; |
417 |
bool field_21E7; |
418 |
int32_t field_21E8; |
419 |
int32_t field_21EC; |
420 |
int32_t field_21F0; |
421 |
PlayingFilm PlayingFilm_; //fix this name |
422 |
int32_t field_2218[24]; //2218-2278 |
423 |
Matrix4x3 BoneMatrices[19]; |
424 |
Matrix4x3 WeaponMatrix; |
425 |
int32_t field_2638[113]; //2638-27FC |
426 |
int16_t ShadowIndex; |
427 |
int16_t field_27FE; |
428 |
int16_t field_2780; |
429 |
bool ShieldParts[19]; |
430 |
bool field_2815; //padding... |
431 |
bool field_2816; |
432 |
bool field_2817; |
433 |
int32_t field_2818[8]; |
434 |
} ActiveCharacter; |
435 |
|
436 |
|
437 |
typedef struct { //Character |
438 |
int16_t Number; |
439 |
int16_t ActiveCharacterIndex; |
440 |
int32_t Flags; |
441 |
int16_t field_8; |
442 |
int32_t ONCC; //change type to ONCC when we get that far... |
443 |
int32_t field_10; |
444 |
int16_t Team; |
445 |
char Name[32]; |
446 |
float BodySize; |
447 |
int32_t Health; |
448 |
int32_t MaxHealth; |
449 |
int32_t ASIA_ID; //might be 16 with 2 byte padding |
450 |
int32_t field_44; |
451 |
char ScriptSpawn[32]; //Script function called when char spawns |
452 |
char ScriptDie[32]; //Script function called when char dies |
453 |
char ScriptAware[32]; //Script function called when char detects something |
454 |
char ScriptAlarm[32]; //Script function called when char is alarmed at something |
455 |
char ScriptHurt[32]; //Script function called when char is hurt for the first time |
456 |
char ScriptDefeat[32]; //Script function called when char is at 1 HP |
457 |
char ScriptNoAmmo[32]; //Script function called when char is out of ammo for the first time. Char must have ammo at spawn. |
458 |
char ScriptNoPath[32]; //Script function called when char loses path. Broken. |
459 |
Vector3 Position; |
460 |
Vector3 LastPosition; |
461 |
Vector3 Location; |
462 |
float Facing; |
463 |
float DesiredFacing; |
464 |
float CosmeticFacing; |
465 |
float field_178; |
466 |
float field_17C; |
467 |
float field_180; |
468 |
int32_t BNV; |
469 |
int32_t GraphNode; |
470 |
int32_t PelvisHeight; |
471 |
int32_t GraphNode; |
472 |
float PelvisHeight; |
473 |
float field_190; |
474 |
Inventory Inventory_; //is there a better way to do this? |
475 |
Vector3 Velocity; |
476 |
int32_t field_1D0; |
477 |
int32_t field_1D4; |
478 |
int32_t field_1D8; |
479 |
int32_t field_1DC; |
480 |
int32_t field_1E0; |
481 |
int32_t IdleDelay; |
482 |
int32_t field_1E8; |
483 |
int32_t field_1DC; |
484 |
int32_t CombatFlags; |
485 |
int32_t JobId; |
486 |
int32_t Goal; |
487 |
int32_t field_1FC; |
488 |
int32_t field_200; |
489 |
int32_t field_204; |
490 |
int32_t field_208[107]; //its all undocumented through here |
491 |
int32_t CombatState; //I think.... |
492 |
int32_t field_8BB; |
493 |
int32_t PatrolPathOSD[10]; //actually another struct. Not needed atm. |
494 |
int32_t PatrolPathPoints[5][64] //64 of another struct |
495 |
int32_t field_DE8[98]; //DE8-F70 |
496 |
int32_t CombatStatePtr; |
497 |
int32_t KnowledgeState[4]; //Another struct |
498 |
int32_t field_F84; |
499 |
int32_t AlertDecayTimer; |
500 |
int32_t field_F8C; |
501 |
int32_t field_F90; |
502 |
int32_t InitialAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat |
503 |
int32_t MinimalAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat |
504 |
int32_t StartJobAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat |
505 |
int32_t InvestigatingAlertLevel;//0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat |
506 |
int32_t StartleTime; |
507 |
int32_t field_FA8; |
508 |
int32_t field_FAC; |
509 |
int32_t field_FB0; |
510 |
int32_t PursuitStrongLow; |
511 |
int32_t PursuitWeakLow; |
512 |
int32_t PursuitStrongHigh; |
513 |
int32_t PursuitWeakHigh; |
514 |
int32_t Pursuit5; |
515 |
int32_t field_FC8[16]; |
516 |
int32_t AlarmGroups; //a bitset |
517 |
int32_t field_FDC[16]; //FDC-F68 |
518 |
int32_t field_F68; |
519 |
int32_t DazeTimer; |
520 |
int32_t field_1024[16]; //1024-1064 |
521 |
int32_t MeleePtr; //probably MELE. Looks somewhat important. |
522 |
int32_t field_106C[270]; //106C-14A4 skipping lots of junk and a little pathfinding stuff that we might want later. |
523 |
int32_t MovementModifiers; //hopefully sprinting, pistol, rifle, etc. |
524 |
int32_t field_14B4[101]; //14B4-1648 Glossing over a few other things we don't need having to do with AI direction. |
525 |
int32_t BossShieldPower; //a multiplier? or just a flag? who knows |
526 |
int32_t field_1668[6]; |
527 |
int32_t CurrentConsoleActionMarker; //not sure. |
528 |
int32_t field_1684[7]; // done. hopefully i didnt screw this up somewhere. |
529 |
} Character; |
530 |
|
531 |
enum { |
532 |
team_konoko, |
533 |
team_tctf, |
534 |
team_syndicate, |
535 |
team_neutral, |
536 |
team_securityguard, |
537 |
team_rougekonoko, |
538 |
team_switzerland, |
539 |
team_syndicateaccessory, |
540 |
}; |
541 |
|
542 |
|
543 |
int chr_isplayer = 0x00000001; //is player character |
544 |
int chr_randomskin = 0x00000002; //gets random skin from ONCV |
545 |
int chr_notprespawned = 0x00000004; //isn't spawned at level creation |
546 |
int chr_noncombatant = 0x00000008; //doesn't fight |
547 |
int chr_multispawnable = 0x00000010; //can spawn up to 5 without forcing |
548 |
int chr_unknown = 0x00000020; // |
549 |
int chr_unkillable = 0x00000040; //can only be brought to 1 hp |
550 |
int chr_superammo = 0x00000080; //infinite ammo |
551 |
int chr_omniscient = 0x00000100; //touchofdeath |
552 |
int chr_haslsi = 0x00000200; //drops an lsi |
553 |
int chr_boss = 0x00000400; //is a boss character |
554 |
int chr_upgradedifficulty = 0x00000800; //upgrade the difficulty if you play on med\hard |
555 |
int chr_noautodrop = 0x00001000; //uses drop fields instead of has fields on death |
556 |
|
557 |
int16_t ONICALL ONrGameState_NewCharacter(CharacterObject* CHAR, void* AISA, void* flag, int* list_location); |
558 |
//int16_t ONICALL ONrGameState_GetPlayerCharacter(); |
559 |
|
560 |
|
561 |
#endif |