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#pragma once |
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#ifndef ONI_CHARACTER_H |
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#define ONI_CHARACTER_H |
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|
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//#include <stdint.h> |
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#include "bool.h" |
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|
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enum { |
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team_konoko, |
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team_tctf, |
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team_syndicate, |
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team_neutral, |
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team_securityguard, |
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team_rougekonoko, |
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team_switzerland, |
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team_syndicateaccessory, |
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}; |
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/* |
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int16_t ONICALL ONrGameState_NewCharacter(CharacterObject* CHAR, void* AISA, void* flag, uint32_t* list_location); |
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int32_t* ONICALL ONrGetActiveCharacter(void* CharacterPtr); |
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//int16_t ONICALL ONrGameState_GetPlayerCharacter(); |
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*/ |
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//probably need to name these better. |
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/* |
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#define char_unkillable (1 << 5) |
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#define char_superammo (1 << 6) |
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#define char_unstoppable (1 << 8) |
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#define char_deathlock (1 << 10) |
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#define char_dontaim (1 << 13) |
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#define char_nocollision (1 << 17) |
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#define char_noshadow (1 << 24) |
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#define char_invincible (1 << 25) |
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#define char_bossshield (1 << 30) |
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#define char_weaponimmune (1 << 31) |
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*/ |
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|
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//We need a Oni_Structs #include file. |
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|
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typedef enum { |
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ONcCharacterFlag_Dead_1_Animating = 0x00000001, // health is 0 |
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ONcCharacterFlag_Dead = ONcCharacterFlag_Dead_1_Animating, |
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ONcCharacterFlag_Dead_2_Moving = 0x00000002, // no longer animating |
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ONcCharacterFlag_Dead_3_Cosmetic = 0x00000004, // no longer moving |
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ONcCharacterFlag_Dead_4_Gone = 0x00000008, // dead except but still drawn |
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|
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ONcCharacterFlag_HastyAnim = 0x00000010, // do this queued animation ASAP |
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ONcCharacterFlag_Unkillable = 0x00000020, // the character cannot be killed, only defeated |
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ONcCharacterFlag_InfiniteAmmo = 0x00000040, // the character always has infinite ammo |
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ONcCharacterFlag_PleaseBlock = 0x00000080, // set if the character should block, cleared once block begins |
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|
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ONcCharacterFlag_Unstoppable = 0x00000100, // this character cannot be knocked down, staggered, stunned, etc |
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ONcCharacterFlag_ScriptControl = 0x00000200, // set if the character is completely under script control |
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ONcCharacterFlag_DeathLock = 0x00000400, // this character should never die all the way |
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ONcCharacterFlag_WasUpdated = 0x00000800, // this character's animation was changed |
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|
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ONcCharacterFlag_BeingThrown = 0x00001000, // this character is being thrown |
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ONcCharacterFlag_DontUseGunVarient = 0x00002000, // this character should not use a weapon varient |
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ONcCharacterFlag_Draw = 0x00004000, // DoFrame has been executed for this character |
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ONcCharacterFlag_InUse = 0x00008000, // this character is active and in use |
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|
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ONcCharacterFlag_DontUseFightVarient = 0x00010000, |
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ONcCharacterFlag_NoCollision = 0x00020000, // no collision for this character |
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ONcCharacterFlag_Teleporting = 0x00040000, // this character is teleporting and does not accept collision |
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ONcCharacterFlag_NoCorpse = 0x00080000, // no corpse for this character |
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|
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ONcCharacterFlag_ActiveLock = 0x00100000, // the character is locked active |
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ONcCharacterFlag_ChrAnimate = 0x00200000, // the character is currently runing a chr_animate command |
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ONcCharacterFlag_AIMovement = 0x00400000, // the character is using AI movement |
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ONcCharacterFlag_NeutralUninterruptable = 0x00800000, // running an uninterruptable neutral interaction |
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|
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ONcCharacterFlag_NoShadow = 0x01000000, // |
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ONcCharacterFlag_Invincible = 0x02000000, // character is invincible |
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ONcCharacterFlag_NoAutoDrop = 0x04000000, // character should not automatically drop items when killed (invisibility, shield, LSI) |
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ONcCharacterFlag_RestrictedMovement = 0x08000000, // character cannot move fast (used for player holding barabbas' gun) |
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|
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ONcCharacterFlag_Boss = 0x10000000, // character is a boss (used for final muro group fight) |
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ONcCharacterFlag_FinalFlash = 0x20000000, // 'final flash' has been played for this character's death |
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ONcCharacterFlag_BossShield = 0x40000000, // this character has the boss shield |
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ONcCharacterFlag_WeaponImmune = 0x80000000 // this character is immune to weapon damage |
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|
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} ONtCharacterFlags; |
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|
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typedef enum { |
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ONcCharacterFlag2_WeaponEmpty = 0x00000001, // character's weapon is empty, punch instead |
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ONcCharacterFlag2_UltraMode = 0x00000002 |
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|
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} ONtCharacterFlags2; |
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|
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#endif |