| 1 |
#pragma once |
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#ifndef ONI_CHARACTER_H |
| 3 |
#define ONI_CHARACTER_H |
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|
| 5 |
#include "Daodan.h" |
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#include <stdint.h> |
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#include <stdbool.h> |
| 8 |
|
| 9 |
typedef struct { |
| 10 |
float X; |
| 11 |
float Y; |
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float Z; |
| 13 |
} 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; |
| 19 |
float W; |
| 20 |
} 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; |
| 30 |
} 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; |
| 35 |
int Child2; |
| 36 |
} SphereTreeNode; |
| 37 |
|
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typedef struct { |
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Vector3 Min; |
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Vector3 Max; |
| 41 |
} BoundingBox; |
| 42 |
|
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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, |
| 49 |
Action_Cutscene_2 = 0x10, |
| 50 |
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, |
| 58 |
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, |
| 70 |
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; |
| 98 |
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; |
| 104 |
InputAction Stop; |
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} GameInput; |
| 106 |
|
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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 |
| 111 |
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 |
| 114 |
int field_28; //unknown |
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} OSD_Header; |
| 116 |
|
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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; |
| 124 |
int32_t field_18; |
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int32_t field_1C; |
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int32_t FILMInstance; |
| 127 |
} PlayingFilm; |
| 128 |
|
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typedef struct { |
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uint32_t Options; //A bitset. Someone had better define these |
| 131 |
char Class[64]; //Name of the ONCC we use. ONCCName in idb |
| 132 |
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 |
| 170 |
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 |
| 172 |
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; |
| 182 |
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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|
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typedef struct { //Inventory |
| 198 |
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? |
| 207 |
int16_t field_1C; |
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int16_t field_1E; |
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char hasLSI; |
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char field_1B5; |
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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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int32_t field_28; //probably bullet shield dropped |
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int32_t DoorKeys; //Lol. We can use this later for other sorts of items. |
| 216 |
} Inventory; |
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|
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typedef struct { //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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SphereTreeNode SphereTree1; //probably SphereTree[7]... |
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SphereTreeNode SphereTree3[4]; |
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SphereTreeNode SphereTree2[2]; |
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int16_t field_B0; |
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int16_t field_B2; |
| 227 |
int16_t field_B4; |
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int16_t field_B6; |
| 229 |
Vector3 field_B8; |
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Vector3 AccelerateWith; |
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int32_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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float SomePhyPosY; |
| 238 |
int16_t field_F4; |
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int16_t IsInAirTimer; |
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Vector3 FallingVelocity; |
| 241 |
Vector3 JumpVelocity; |
| 242 |
char StartJumpPending; |
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char field_111; |
| 244 |
int16_t field_112; |
| 245 |
Vector3 field_114; |
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int32_t LastDamageSourceCharacter; |
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int32_t field_11C; |
| 248 |
int32_t field_120; |
| 249 |
int32_t field_124; |
| 250 |
int32_t field_128; |
| 251 |
int32_t field_12C; |
| 252 |
BoundingSphere BoundingSphere_; //fix this name |
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Vector3 field_140; |
| 254 |
Vector3 field_14C; |
| 255 |
int32_t field_158; |
| 256 |
int32_t field_15C; |
| 257 |
Vector3 Location; |
| 258 |
int32_t field_16C[6]; //16C-184 ??? |
| 259 |
int32_t AkiraNode; |
| 260 |
int32_t GraphNode; |
| 261 |
int32_t PelvisHeight; |
| 262 |
int32_t MovementStatePtr; |
| 263 |
int32_t ActiveWeapon; //NOTE: FIGURE OUT THIS MESS OF INVENTORY... |
| 264 |
int32_t field_198; //maybe weap 3, maybe not... |
| 265 |
int32_t InventoryWeapon; |
| 266 |
int16_t field_1A0; //unused? |
| 267 |
int16_t AmmoUsable; //Ammo given for the char to use |
| 268 |
int16_t HypoUsable; //Hypo given for the char to use |
| 269 |
int16_t CellsUsable; //Cells given for the char to use |
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int16_t AmmoDropped; //Ammo the char drops |
| 271 |
int16_t HypoDropped; //Hypo the char drops |
| 272 |
int16_t CellsDropped; //Cells the char drops |
| 273 |
int16_t field_1AE; |
| 274 |
int16_t InverseHypoRegenRate; |
| 275 |
int16_t ShieldDropped; |
| 276 |
int16_t CloakDropped; |
| 277 |
int16_t field_1B4; |
| 278 |
int16_t field_1B6; |
| 279 |
int16_t ShieldUsable; |
| 280 |
int16_t CloakUsable; |
| 281 |
int16_t field_1BC[9]; //1BC-1E0 |
| 282 |
int32_t NotIdleStartTime; |
| 283 |
int32_t TimeToIdle; |
| 284 |
int32_t field_1E8[1315]; //1E8-1648 what the hell is all this? |
| 285 |
BoundingBox BoundingBox_; //fix this name |
| 286 |
int32_t field_1660; |
| 287 |
int32_t field_1664; |
| 288 |
int32_t ShieldPower; //Same as Boss Shield Power??? |
| 289 |
int32_t field_166C; |
| 290 |
int32_t NumberOfKills; //^_^ |
| 291 |
int32_t InflictedDamage; //^_^ |
| 292 |
int32_t field_1678[260]; //1678-1A88 more wtf |
| 293 |
int32_t field_1A88; //here starts animation junk? It was 4 bools in idb O_o |
| 294 |
int32_t Executor_AimingDirection; //possibly throw junk? |
| 295 |
int32_t field_1A98; |
| 296 |
int32_t field_1A9C; |
| 297 |
int32_t Executor_ActualMovementMode; |
| 298 |
int32_t field_1AA4; |
| 299 |
int32_t field_1AA8; |
| 300 |
int32_t field_1AAC; |
| 301 |
int32_t Executor_HasFacingOverride; //a bool... |
| 302 |
float Executor_AimingSpeed; |
| 303 |
bool field_1AB8; //actually a bitset... |
| 304 |
bool Executor_HasMoveOverride; |
| 305 |
int16_t field_1ABA; |
| 306 |
int32_t field_1ABC; |
| 307 |
int32_t field_1AC0; |
| 308 |
int32_t field_1AC4; |
| 309 |
int32_t Executor_FacingOverride; |
| 310 |
int32_t Executor_HasAttackOverride; //another bool :P |
| 311 |
int32_t field_1AD0; |
| 312 |
int32_t field_1AD4; |
| 313 |
int32_t field_1AD8; |
| 314 |
int32_t field_1ADC; |
| 315 |
int32_t field_1AE0; |
| 316 |
int32_t field_1AE4; |
| 317 |
int32_t Executor_HasThrowOverride; //another another bool |
| 318 |
int32_t field_1AEC; |
| 319 |
int32_t field_1AF0; |
| 320 |
int32_t field_1AF4; |
| 321 |
int32_t Animation; |
| 322 |
int16_t AnimationToState; |
| 323 |
int16_t AnimationFromState; |
| 324 |
int16_t AnimationType; |
| 325 |
int16_t NextAnimationType; |
| 326 |
int16_t field_1B04; |
| 327 |
int16_t field_1B06; |
| 328 |
int32_t Stitch; //bool |
| 329 |
float StitchHeight; |
| 330 |
int16_t InterpolationFromState; |
| 331 |
int16_t field_1B12; |
| 332 |
Vector3 StitchVelocity; |
| 333 |
int16_t InterpolationCurrentFrame; |
| 334 |
int16_t InterpolationLength; |
| 335 |
Quaternion InterpolationStartRotations[19]; |
| 336 |
int32_t field_1C54; |
| 337 |
int32_t field_1C58; |
| 338 |
int32_t field_1C5C; |
| 339 |
int32_t field_1C60; |
| 340 |
int32_t Overlay; |
| 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 |
//This struct is good. |
| 437 |
typedef struct { //Character |
| 438 |
char Number; |
| 439 |
char field_2; |
| 440 |
int16_t ActiveCharacterIndex; |
| 441 |
int32_t Flags; |
| 442 |
int32_t field_8; |
| 443 |
int32_t ONCC; //change type to ONCC when we get that far... |
| 444 |
int16_t field_10; |
| 445 |
int16_t Team; |
| 446 |
char Name[32]; |
| 447 |
float BodySize; |
| 448 |
int32_t Health; |
| 449 |
int32_t MaxHealth; |
| 450 |
int32_t ASIA_ID; //might be 16 with 2 byte padding |
| 451 |
int32_t field_44; |
| 452 |
char ScriptSpawn[32]; //Script function called when char spawns |
| 453 |
char ScriptDie[32]; //Script function called when char dies |
| 454 |
char ScriptAware[32]; //Script function called when char detects something |
| 455 |
char ScriptAlarm[32]; //Script function called when char is alarmed at something |
| 456 |
char ScriptHurt[32]; //Script function called when char is hurt for the first time |
| 457 |
char ScriptDefeat[32]; //Script function called when char is at 1 HP |
| 458 |
char ScriptNoAmmo[32]; //Script function called when char is out of ammo for the first time. Char must have ammo at spawn. |
| 459 |
char ScriptNoPath[32]; //Script function called when char loses path. Broken. |
| 460 |
Vector3 Position; |
| 461 |
Vector3 LastPosition; |
| 462 |
Vector3 Location; |
| 463 |
float Facing; |
| 464 |
float DesiredFacing; |
| 465 |
float CosmeticFacing; |
| 466 |
float field_178; |
| 467 |
float field_17C; |
| 468 |
float field_180; |
| 469 |
int32_t BNV; |
| 470 |
int32_t GraphNode; |
| 471 |
float PelvisHeight; |
| 472 |
float field_190; |
| 473 |
Inventory Inventory_; //is there a better way to do this? |
| 474 |
Vector3 Velocity; |
| 475 |
int32_t field_1D0; |
| 476 |
int32_t Recoil; |
| 477 |
int32_t field_1D8; |
| 478 |
int32_t field_1DC; |
| 479 |
int32_t LastNotIdleGameTime; |
| 480 |
int32_t IdleDelay; |
| 481 |
int32_t Type; |
| 482 |
int32_t field_1EC; |
| 483 |
int32_t CombatFlags; |
| 484 |
int32_t JobId; |
| 485 |
int32_t Goal; |
| 486 |
int32_t field_1FC; |
| 487 |
int32_t field_200; |
| 488 |
int32_t field_204; |
| 489 |
int32_t field_208[428]; //208-8B8 |
| 490 |
int32_t CombatState; //I think.... |
| 491 |
int32_t field_8BC; |
| 492 |
int32_t PatrolPathOSD[10]; //actually another struct. Not needed atm. |
| 493 |
int32_t PatrolPathPoints[5][64]; //64 of another struct |
| 494 |
int32_t field_DE8[98]; //DE8-F70 |
| 495 |
int32_t CombatStatePtr; |
| 496 |
int32_t KnowledgeState[4]; //Another struct |
| 497 |
int32_t field_F84; |
| 498 |
int32_t AlertDecayTimer; |
| 499 |
int32_t field_F8C; |
| 500 |
int32_t field_F90; |
| 501 |
int32_t InitialAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat |
| 502 |
int32_t MinimalAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat |
| 503 |
int32_t StartJobAlertLevel; //0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat |
| 504 |
int32_t InvestigatingAlertLevel;//0 - lull, 1 - low, 2 - medium, 3 - high, 4 - combat |
| 505 |
int32_t StartleTime; |
| 506 |
int32_t field_FA8; |
| 507 |
int32_t field_FAC; |
| 508 |
int32_t field_FB0; |
| 509 |
int32_t PursuitStrongLow; |
| 510 |
int32_t PursuitWeakLow; |
| 511 |
int32_t PursuitStrongHigh; |
| 512 |
int32_t PursuitWeakHigh; |
| 513 |
int32_t Pursuit5; |
| 514 |
int32_t field_FC8[4]; |
| 515 |
int32_t AlarmGroups; //a bitset |
| 516 |
int32_t field_FDC[17]; //FDC-1020 |
| 517 |
int32_t DazeTimer; |
| 518 |
int32_t field_1024[17]; //1024-1068 |
| 519 |
int32_t MeleePtr; //probably MELE. Looks somewhat important. |
| 520 |
int32_t field_106C[270]; //106C-14A4 skipping lots of junk and a little pathfinding stuff that we might want later. |
| 521 |
int32_t MovementMode; |
| 522 |
int32_t field_14A8; |
| 523 |
int32_t field_14AC; |
| 524 |
int32_t MovementModifiers; //hopefully sprinting, pistol, rifle, etc. |
| 525 |
int32_t field_14B4[101]; //14B4-1648 Glossing over a few other things we don't need having to do with AI direction. |
| 526 |
BoundingBox BoundingBox_; |
| 527 |
int32_t field_1660; |
| 528 |
int32_t BossShieldPower; //a multiplier? or just a flag? who knows |
| 529 |
int32_t field_1668[6]; |
| 530 |
int32_t CurrentConsoleActionMarker; //not sure. |
| 531 |
int32_t field_1684[7]; |
| 532 |
} Character; |
| 533 |
|
| 534 |
enum { |
| 535 |
team_konoko, |
| 536 |
team_tctf, |
| 537 |
team_syndicate, |
| 538 |
team_neutral, |
| 539 |
team_securityguard, |
| 540 |
team_rougekonoko, |
| 541 |
team_switzerland, |
| 542 |
team_syndicateaccessory, |
| 543 |
}; |
| 544 |
|
| 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); |
| 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 |