206 |
|
int16_t field_1A; //who knows? InverseHypoRegenRate? |
207 |
|
int16_t field_1C; |
208 |
|
int16_t field_1E; |
209 |
< |
int16_t hasLSI; |
209 |
> |
char hasLSI; |
210 |
> |
char field_1B5; |
211 |
|
int16_t field_1B6; |
212 |
|
int16_t ShieldUsed; //Bullet shield given for the char to use |
213 |
|
int16_t CloakUsed; //Phase Cloak given for the char to use |
228 |
|
int16_t field_B6; |
229 |
|
Vector3 field_B8; |
230 |
|
Vector3 AccelerateWith; |
231 |
< |
int16_t field_D0; |
231 |
> |
int32_t field_D0; |
232 |
|
Vector3 field_D4; |
233 |
|
int32_t field_E0; |
234 |
|
int32_t field_E4; |
235 |
|
int32_t field_E8; |
236 |
|
int32_t field_EC; |
237 |
< |
int32_t field_F0; |
238 |
< |
int32_t field_F4; |
239 |
< |
int16_t IsInAir; |
237 |
> |
float SomePhyPosY; |
238 |
> |
int16_t field_F4; |
239 |
> |
int16_t IsInAirTimer; |
240 |
|
Vector3 FallingVelocity; |
241 |
|
Vector3 JumpVelocity; |
242 |
< |
int16_t field_110; |
242 |
> |
char StartJumpPending; |
243 |
> |
char field_111; |
244 |
|
int16_t field_112; |
245 |
< |
int32_t field_114; |
246 |
< |
int32_t field_118; |
245 |
> |
Vector3 field_114; |
246 |
> |
int32_t LastDamageSourceCharacter; |
247 |
|
int32_t field_11C; |
248 |
|
int32_t field_120; |
249 |
|
int32_t field_124; |
583 |
|
int32_t* ONICALL ONrGetActiveCharacter(void* CharacterPtr); |
584 |
|
//int16_t ONICALL ONrGameState_GetPlayerCharacter(); |
585 |
|
|
586 |
+ |
//probably need to name these better. |
587 |
+ |
#define char_unkillable (1 << 5) |
588 |
+ |
#define char_superammo (1 << 6) |
589 |
+ |
#define char_unstoppable (1 << 8) |
590 |
+ |
#define char_deathlock (1 << 10) |
591 |
+ |
#define char_dontaim (1 << 13) |
592 |
+ |
#define char_nocollision (1 << 17) |
593 |
+ |
#define char_noshadow (1 << 24) |
594 |
+ |
#define char_invincible (1 << 25) |
595 |
+ |
#define char_bossshield (1 << 30) |
596 |
+ |
#define char_weaponimmune (1 << 31) |
597 |
|
|
598 |
|
#endif |