126 |
|
int32_t FILMInstance; |
127 |
|
} PlayingFilm; |
128 |
|
|
129 |
+ |
typedef enum { |
130 |
+ |
chr_isplayer = 1 << 0, |
131 |
+ |
chr_randomskin = 1 << 1, |
132 |
+ |
chr_notprespawned = 1 << 2, |
133 |
+ |
chr_noncombatant = 1 << 3, |
134 |
+ |
chr_multispawnable = 1 << 4, |
135 |
+ |
chr_unkillable = 1 << 5, |
136 |
+ |
chr_superammo = 1 << 6, |
137 |
+ |
chr_omniscient = 1 << 8, |
138 |
+ |
chr_haslsi = 1 << 9, |
139 |
+ |
chr_boss = 1 << 10, |
140 |
+ |
chr_upgradedifficulty = 1 << 11, |
141 |
+ |
chr_noautodrop = 1 << 12, |
142 |
+ |
chr_dontaim = 1 << 13, |
143 |
+ |
chr_nocollision = 1 << 17, |
144 |
+ |
chr_noshadow = 1 << 24, |
145 |
+ |
chr_invincible = 1 << 25, |
146 |
+ |
chr_bossshield = 1 << 30, |
147 |
+ |
chr_weaponimmune = 1 << 31, |
148 |
+ |
} chr_flags; |
149 |
+ |
/* |
150 |
+ |
enum { |
151 |
+ |
chr_isplayer = 0x00000001, //is player character |
152 |
+ |
chr_randomskin = 0x00000002, //gets random skin from ONCV |
153 |
+ |
chr_notprespawned = 0x00000004, //isn't spawned at level creation |
154 |
+ |
chr_noncombatant = 0x00000008, //doesn't fight |
155 |
+ |
chr_multispawnable = 0x00000010, //can spawn up to 5 without forcing |
156 |
+ |
chr_unknown = 0x00000020, // |
157 |
+ |
chr_unkillable = 0x00000040, //can only be brought to 1 hp |
158 |
+ |
chr_superammo = 0x00000080, //infinite ammo |
159 |
+ |
chr_omniscient = 0x00000100, //touchofdeath |
160 |
+ |
chr_haslsi = 0x00000200, //drops an lsi |
161 |
+ |
chr_boss = 0x00000400, //is a boss character |
162 |
+ |
chr_upgradedifficulty = 0x00000800, //upgrade the difficulty if you play on med\hard |
163 |
+ |
chr_noautodrop = 0x00001000, //uses drop fields instead of has fields on death |
164 |
+ |
}; // |
165 |
+ |
*/ |
166 |
+ |
|
167 |
|
typedef struct { |
168 |
|
uint32_t Options; //A bitset. Someone had better define these |
169 |
|
char Class[64]; //Name of the ONCC we use. ONCCName in idb |
253 |
|
int32_t DoorKeys; //Lol. We can use this later for other sorts of items. |
254 |
|
} Inventory; |
255 |
|
|
256 |
+ |
typedef struct { |
257 |
+ |
uint32_t SphereTree; |
258 |
+ |
Vector3 ObBox[8]; |
259 |
+ |
Vector3 * ObBowPtr; |
260 |
+ |
Vector3 Velocity; |
261 |
+ |
Quaternion field_74; |
262 |
+ |
Vector3 Position; |
263 |
+ |
Quaternion Rotation; |
264 |
+ |
float Scale; |
265 |
+ |
Matrix4x3 Matrix; |
266 |
+ |
Matrix4x3 InitMatrix; |
267 |
+ |
float field_104; |
268 |
+ |
float Gravity; |
269 |
+ |
float field_10C; |
270 |
+ |
float field_110; |
271 |
+ |
float Friction_1; |
272 |
+ |
float Friction_2; |
273 |
+ |
Vector3 Force; |
274 |
+ |
uint32_t Flags; |
275 |
+ |
uint32_t Type; |
276 |
+ |
char AnimState[0x18]; |
277 |
+ |
void* Callbacks; |
278 |
+ |
void* Owner; |
279 |
+ |
} PhyContext; |
280 |
+ |
|
281 |
|
typedef struct { //ActiveCharacter |
282 |
|
int16_t Number; |
283 |
|
int16_t field_2; //probably Number is an int32 |
284 |
< |
int32_t PhyContext; |
284 |
> |
PhyContext * PhyContext_; |
285 |
|
SphereTreeNode SphereTree1; //probably SphereTree[7]... |
286 |
|
SphereTreeNode SphereTree3[4]; |
287 |
|
SphereTreeNode SphereTree2[2]; |
503 |
|
int16_t ActiveCharacterIndex; |
504 |
|
int32_t Flags; |
505 |
|
int32_t field_8; |
506 |
< |
int32_t ONCC; //change type to ONCC when we get that far... |
506 |
> |
int32_t* ONCC; //change type to ONCC when we get that far... |
507 |
|
int16_t field_10; |
508 |
|
int16_t Team; |
509 |
|
char Name[32]; |
604 |
|
team_switzerland, |
605 |
|
team_syndicateaccessory, |
606 |
|
}; |
607 |
< |
|
545 |
< |
typedef enum { |
546 |
< |
chr_isplayer = 1 << 0, |
547 |
< |
chr_randomskin = 1 << 1, |
548 |
< |
chr_notprespawned = 1 << 2, |
549 |
< |
chr_noncombatant = 1 << 3, |
550 |
< |
chr_multispawnable = 1 << 4, |
551 |
< |
chr_unkillable = 1 << 5, |
552 |
< |
chr_superammo = 1 << 6, |
553 |
< |
chr_omniscient = 1 << 8, |
554 |
< |
chr_haslsi = 1 << 9, |
555 |
< |
chr_boss = 1 << 10, |
556 |
< |
chr_upgradedifficulty = 1 << 11, |
557 |
< |
chr_noautodrop = 1 << 12, |
558 |
< |
chr_dontaim = 1 << 13, |
559 |
< |
chr_nocollision = 1 << 17, |
560 |
< |
chr_noshadow = 1 << 24, |
561 |
< |
chr_invincible = 1 << 25, |
562 |
< |
chr_bossshield = 1 << 30, |
563 |
< |
chr_weaponimmune = 1 << 31, |
564 |
< |
} chr_flags; |
565 |
< |
/* |
566 |
< |
enum { |
567 |
< |
chr_isplayer = 0x00000001, //is player character |
568 |
< |
chr_randomskin = 0x00000002, //gets random skin from ONCV |
569 |
< |
chr_notprespawned = 0x00000004, //isn't spawned at level creation |
570 |
< |
chr_noncombatant = 0x00000008, //doesn't fight |
571 |
< |
chr_multispawnable = 0x00000010, //can spawn up to 5 without forcing |
572 |
< |
chr_unknown = 0x00000020, // |
573 |
< |
chr_unkillable = 0x00000040, //can only be brought to 1 hp |
574 |
< |
chr_superammo = 0x00000080, //infinite ammo |
575 |
< |
chr_omniscient = 0x00000100, //touchofdeath |
576 |
< |
chr_haslsi = 0x00000200, //drops an lsi |
577 |
< |
chr_boss = 0x00000400, //is a boss character |
578 |
< |
chr_upgradedifficulty = 0x00000800, //upgrade the difficulty if you play on med\hard |
579 |
< |
chr_noautodrop = 0x00001000, //uses drop fields instead of has fields on death |
580 |
< |
}; // |
581 |
< |
*/ |
582 |
< |
int16_t ONICALL ONrGameState_NewCharacter(CharacterObject* CHAR, void* AISA, void* flag, int* list_location); |
607 |
> |
int16_t ONICALL ONrGameState_NewCharacter(CharacterObject* CHAR, void* AISA, void* flag, uint32_t* list_location); |
608 |
|
int32_t* ONICALL ONrGetActiveCharacter(void* CharacterPtr); |
609 |
|
//int16_t ONICALL ONrGameState_GetPlayerCharacter(); |
610 |
|
|
620 |
|
#define char_bossshield (1 << 30) |
621 |
|
#define char_weaponimmune (1 << 31) |
622 |
|
|
623 |
+ |
|
624 |
+ |
//We need a Oni_Structs #include file. |
625 |
+ |
|
626 |
+ |
typedef struct { |
627 |
+ |
uint32_t TimerMode; |
628 |
+ |
char TimerName[32]; |
629 |
+ |
uint32_t TimerDuration; |
630 |
+ |
uint32_t field_28; |
631 |
+ |
uint32_t field_2C; |
632 |
+ |
uint32_t Letterbox[3]; |
633 |
+ |
uint32_t field_3C; |
634 |
+ |
uint32_t field_40; |
635 |
+ |
uint32_t CutsceneSyncMark; |
636 |
+ |
uint32_t SomeCutsceneSyncMarkField; |
637 |
+ |
uint32_t field_4C; |
638 |
+ |
uint32_t SplashScreenMachineTime; |
639 |
+ |
uint32_t field_54; |
640 |
+ |
uint32_t field_58; |
641 |
+ |
uint32_t field_5C; |
642 |
+ |
uint32_t field_60; |
643 |
+ |
uint32_t field_64; |
644 |
+ |
uint32_t field_68; |
645 |
+ |
uint32_t field_6C; |
646 |
+ |
uint32_t field_70; |
647 |
+ |
uint32_t FadeStartTime; |
648 |
+ |
uint32_t FadeEndTime; |
649 |
+ |
uint32_t field_7C; |
650 |
+ |
uint32_t Camera; |
651 |
+ |
char PathFindingGraph[0x28]; |
652 |
+ |
struct Character *PlayerCharacter; |
653 |
+ |
uint32_t field_B0; |
654 |
+ |
uint32_t field_B4; |
655 |
+ |
GameInput Input; |
656 |
+ |
uint32_t field_E8; |
657 |
+ |
uint32_t field_EC; |
658 |
+ |
uint32_t ScreenshotEveryFrame; //bool? |
659 |
+ |
uint32_t field_F4; |
660 |
+ |
char field_F8; |
661 |
+ |
char field_F9; |
662 |
+ |
char field_FA; |
663 |
+ |
char field_FB; |
664 |
+ |
uint32_t field_FC; |
665 |
+ |
uint32_t field_100; |
666 |
+ |
uint32_t SlowMo; //bool |
667 |
+ |
uint32_t SlowMotion; |
668 |
+ |
uint32_t field_10C; |
669 |
+ |
uint32_t field_110; |
670 |
+ |
uint32_t field_114; |
671 |
+ |
char SplashScreenTextureName[32]; |
672 |
+ |
uint32_t field_138; |
673 |
+ |
uint32_t field_13C; |
674 |
+ |
uint32_t field_140; |
675 |
+ |
uint32_t GameTime; |
676 |
+ |
uint32_t field_148; |
677 |
+ |
uint32_t field_14C; |
678 |
+ |
uint32_t Level; |
679 |
+ |
uint32_t field_154; |
680 |
+ |
char MotionBlur[0x44][64]; |
681 |
+ |
uint32_t MotionBlurCount; |
682 |
+ |
uint16_t field_125C; |
683 |
+ |
uint16_t field_125E; |
684 |
+ |
Character CharacterStorage[128]; |
685 |
+ |
uint16_t CharacterCount; |
686 |
+ |
uint16_t padding_1; |
687 |
+ |
uint32_t field_B6264; |
688 |
+ |
char ActiveCharacters[0x2838][64]; //Active Character Struct isn't the proper size atm. |
689 |
+ |
uint16_t ActiveCharactersCount; |
690 |
+ |
char Shadows[32][0x804]; |
691 |
+ |
uint32_t field_1670EA; |
692 |
+ |
uint32_t ShadowCount; |
693 |
+ |
ActiveCharacter* ActiveCharacterList[128]; //or just Character*? Anyways, we wont need to use this. |
694 |
+ |
uint32_t ActiveCharacterListCount; |
695 |
+ |
uint32_t ActiveCharacterListLock; |
696 |
+ |
Character* LivingCharacterList[128]; |
697 |
+ |
uint32_t LivingCharacterListCount; |
698 |
+ |
uint32_t LivingCharacterListLock; |
699 |
+ |
ActiveCharacter* PresentCharacterList[128]; |
700 |
+ |
uint32_t PresentCharacterListCount; |
701 |
+ |
uint32_t PresentCharacterListLock; |
702 |
+ |
void* ObjectList; |
703 |
+ |
char DoorArray[8]; |
704 |
+ |
char Sky[0x290]; |
705 |
+ |
uint32_t field_1679A4; |
706 |
+ |
uint32_t Triggers; |
707 |
+ |
char IsGamePaused; |
708 |
+ |
char IsInputEnabled; |
709 |
+ |
char field_1679AE; |
710 |
+ |
char field_1679AF; |
711 |
+ |
uint32_t LockedActions1; |
712 |
+ |
uint32_t LockedActions2; |
713 |
+ |
uint32_t field_1679B8; |
714 |
+ |
uint32_t WinLose; |
715 |
+ |
uint32_t ConditionSoundsCount; |
716 |
+ |
uint32_t ConditionSounds[5]; |
717 |
+ |
uint16_t LevelNumber; |
718 |
+ |
uint16_t padding_5; |
719 |
+ |
uint16_t field_1679DC; |
720 |
+ |
} GameState; |
721 |
+ |
|
722 |
+ |
|
723 |
|
#endif |