| 12 |
|
} Vector3; //probably move to utilities... |
| 13 |
|
|
| 14 |
|
typedef struct { |
| 15 |
< |
char Type[4]; //"CHAR" etc. |
| 15 |
> |
int Type; //'CHAR' etc. |
| 16 |
|
int ObjectId; //not needed |
| 17 |
|
int Flags; //The flags of the object...not used for CHAR |
| 18 |
|
Vector3 Position; //Position of Object |
| 47 |
|
int16_t CloakDropped; //Phase Cloak the char drops |
| 48 |
|
int16_t NCIUsed; //Don't use this... |
| 49 |
|
int16_t NCIDropped; //Don't use this... |
| 50 |
– |
|
| 50 |
|
int32_t TeamID; //Team ID |
| 51 |
|
int32_t AmmoPercent; //Percent of weapon ammo full |
| 52 |
|
int32_t JobID; //Job ID... |
| 88 |
|
team_syndicateaccessory, |
| 89 |
|
}; |
| 90 |
|
|
| 91 |
< |
int16_t ONICALL ONrGameState_NewCharacter(CharacterObject* character, void* something, void* somethingelse, void* anotherthing); |
| 91 |
> |
int16_t ONICALL ONrGameState_NewCharacter(CharacterObject* CHAR, void* AISA, void* flag, int* list_location); |
| 92 |
|
|
| 93 |
|
#endif |