| 210 |
|
int16_t field_1B6; |
| 211 |
|
int16_t ShieldUsed; //Bullet shield given for the char to use |
| 212 |
|
int16_t CloakUsed; //Phase Cloak given for the char to use |
| 213 |
< |
int16_t field_28; //probably bullet shield dropped |
| 214 |
< |
int16_t DoorKeys; //Lol. We can use this later for other sorts of items. |
| 213 |
> |
int32_t field_28; //probably bullet shield dropped |
| 214 |
> |
int32_t DoorKeys; //Lol. We can use this later for other sorts of items. |
| 215 |
|
} Inventory; |
| 216 |
|
|
| 217 |
|
typedef struct { //ActiveCharacter |
| 431 |
|
int32_t field_2818[8]; |
| 432 |
|
} ActiveCharacter; |
| 433 |
|
|
| 434 |
< |
|
| 434 |
> |
//This struct is good. |
| 435 |
|
typedef struct { //Character |
| 436 |
< |
int16_t Number; |
| 436 |
> |
char Number; |
| 437 |
> |
char field_2; |
| 438 |
|
int16_t ActiveCharacterIndex; |
| 439 |
|
int32_t Flags; |
| 440 |
< |
int16_t field_8; |
| 440 |
> |
int32_t field_8; |
| 441 |
|
int32_t ONCC; //change type to ONCC when we get that far... |
| 442 |
< |
int32_t field_10; |
| 442 |
> |
int16_t field_10; |
| 443 |
|
int16_t Team; |
| 444 |
|
char Name[32]; |
| 445 |
|
float BodySize; |
| 471 |
|
Inventory Inventory_; //is there a better way to do this? |
| 472 |
|
Vector3 Velocity; |
| 473 |
|
int32_t field_1D0; |
| 474 |
< |
int32_t field_1D4; |
| 474 |
> |
int32_t Recoil; |
| 475 |
|
int32_t field_1D8; |
| 476 |
|
int32_t field_1DC; |
| 477 |
< |
int32_t field_1E0; |
| 477 |
> |
int32_t LastNotIdleGameTime; |
| 478 |
|
int32_t IdleDelay; |
| 479 |
< |
int32_t field_1E8; |
| 480 |
< |
int32_t field_1EzC; |
| 479 |
> |
int32_t Type; |
| 480 |
> |
int32_t field_1EC; |
| 481 |
|
int32_t CombatFlags; |
| 482 |
|
int32_t JobId; |
| 483 |
|
int32_t Goal; |
| 484 |
|
int32_t field_1FC; |
| 485 |
|
int32_t field_200; |
| 486 |
|
int32_t field_204; |
| 487 |
< |
int32_t field_208[107]; //its all undocumented through here |
| 487 |
> |
int32_t field_208[428]; //208-8B8 |
| 488 |
|
int32_t CombatState; //I think.... |
| 489 |
< |
int32_t field_8BB; |
| 489 |
> |
int32_t field_8BC; |
| 490 |
|
int32_t PatrolPathOSD[10]; //actually another struct. Not needed atm. |
| 491 |
|
int32_t PatrolPathPoints[5][64]; //64 of another struct |
| 492 |
|
int32_t field_DE8[98]; //DE8-F70 |
| 509 |
|
int32_t PursuitStrongHigh; |
| 510 |
|
int32_t PursuitWeakHigh; |
| 511 |
|
int32_t Pursuit5; |
| 512 |
< |
int32_t field_FC8[16]; |
| 512 |
> |
int32_t field_FC8[4]; |
| 513 |
|
int32_t AlarmGroups; //a bitset |
| 514 |
< |
int32_t field_FDC[16]; //FDC-F68 |
| 514 |
< |
int32_t field_F68; |
| 514 |
> |
int32_t field_FDC[17]; //FDC-1020 |
| 515 |
|
int32_t DazeTimer; |
| 516 |
< |
int32_t field_1024[16]; //1024-1064 |
| 516 |
> |
int32_t field_1024[17]; //1024-1068 |
| 517 |
|
int32_t MeleePtr; //probably MELE. Looks somewhat important. |
| 518 |
|
int32_t field_106C[270]; //106C-14A4 skipping lots of junk and a little pathfinding stuff that we might want later. |
| 519 |
+ |
int32_t MovementMode; |
| 520 |
+ |
int32_t field_14A8; |
| 521 |
+ |
int32_t field_14AC; |
| 522 |
|
int32_t MovementModifiers; //hopefully sprinting, pistol, rifle, etc. |
| 523 |
|
int32_t field_14B4[101]; //14B4-1648 Glossing over a few other things we don't need having to do with AI direction. |
| 524 |
+ |
BoundingBox BoundingBox_; |
| 525 |
+ |
int32_t field_1660; |
| 526 |
|
int32_t BossShieldPower; //a multiplier? or just a flag? who knows |
| 527 |
|
int32_t field_1668[6]; |
| 528 |
|
int32_t CurrentConsoleActionMarker; //not sure. |
| 529 |
< |
int32_t field_1684[7]; // done. hopefully i didnt screw this up somewhere. |
| 529 |
> |
int32_t field_1684[7]; |
| 530 |
|
} Character; |
| 531 |
|
|
| 532 |
|
enum { |
| 556 |
|
chr_noautodrop = 0x00001000, //uses drop fields instead of has fields on death |
| 557 |
|
}; // |
| 558 |
|
int16_t ONICALL ONrGameState_NewCharacter(CharacterObject* CHAR, void* AISA, void* flag, int* list_location); |
| 559 |
+ |
int32_t* ONICALL ONrGetActiveCharacter(void* CharacterPtr); |
| 560 |
|
//int16_t ONICALL ONrGameState_GetPlayerCharacter(); |
| 561 |
|
|
| 562 |
|
|