| 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 |