| 126 |
|
int32_t FILMInstance; |
| 127 |
|
} PlayingFilm; |
| 128 |
|
|
| 129 |
+ |
typedef enum { |
| 130 |
+ |
chr_isplayer = 1 << 0, |
| 131 |
+ |
chr_randomskin = 1 << 1, |
| 132 |
+ |
chr_notprespawned = 1 << 2, |
| 133 |
+ |
chr_noncombatant = 1 << 3, |
| 134 |
+ |
chr_multispawnable = 1 << 4, |
| 135 |
+ |
chr_unkillable = 1 << 5, |
| 136 |
+ |
chr_superammo = 1 << 6, |
| 137 |
+ |
chr_omniscient = 1 << 8, |
| 138 |
+ |
chr_haslsi = 1 << 9, |
| 139 |
+ |
chr_boss = 1 << 10, |
| 140 |
+ |
chr_upgradedifficulty = 1 << 11, |
| 141 |
+ |
chr_noautodrop = 1 << 12, |
| 142 |
+ |
chr_dontaim = 1 << 13, |
| 143 |
+ |
chr_nocollision = 1 << 17, |
| 144 |
+ |
chr_noshadow = 1 << 24, |
| 145 |
+ |
chr_invincible = 1 << 25, |
| 146 |
+ |
chr_bossshield = 1 << 30, |
| 147 |
+ |
chr_weaponimmune = 1 << 31, |
| 148 |
+ |
} chr_flags; |
| 149 |
+ |
/* |
| 150 |
+ |
enum { |
| 151 |
+ |
chr_isplayer = 0x00000001, //is player character |
| 152 |
+ |
chr_randomskin = 0x00000002, //gets random skin from ONCV |
| 153 |
+ |
chr_notprespawned = 0x00000004, //isn't spawned at level creation |
| 154 |
+ |
chr_noncombatant = 0x00000008, //doesn't fight |
| 155 |
+ |
chr_multispawnable = 0x00000010, //can spawn up to 5 without forcing |
| 156 |
+ |
chr_unknown = 0x00000020, // |
| 157 |
+ |
chr_unkillable = 0x00000040, //can only be brought to 1 hp |
| 158 |
+ |
chr_superammo = 0x00000080, //infinite ammo |
| 159 |
+ |
chr_omniscient = 0x00000100, //touchofdeath |
| 160 |
+ |
chr_haslsi = 0x00000200, //drops an lsi |
| 161 |
+ |
chr_boss = 0x00000400, //is a boss character |
| 162 |
+ |
chr_upgradedifficulty = 0x00000800, //upgrade the difficulty if you play on med\hard |
| 163 |
+ |
chr_noautodrop = 0x00001000, //uses drop fields instead of has fields on death |
| 164 |
+ |
}; // |
| 165 |
+ |
*/ |
| 166 |
+ |
|
| 167 |
|
typedef struct { |
| 168 |
|
uint32_t Options; //A bitset. Someone had better define these |
| 169 |
|
char Class[64]; //Name of the ONCC we use. ONCCName in idb |
| 253 |
|
int32_t DoorKeys; //Lol. We can use this later for other sorts of items. |
| 254 |
|
} Inventory; |
| 255 |
|
|
| 256 |
+ |
typedef struct { |
| 257 |
+ |
uint32_t SphereTree; |
| 258 |
+ |
Vector3 ObBox[8]; |
| 259 |
+ |
Vector3 * ObBowPtr; |
| 260 |
+ |
Vector3 Velocity; |
| 261 |
+ |
Quaternion field_74; |
| 262 |
+ |
Vector3 Position; |
| 263 |
+ |
Quaternion Rotation; |
| 264 |
+ |
float Scale; |
| 265 |
+ |
Matrix4x3 Matrix; |
| 266 |
+ |
Matrix4x3 InitMatrix; |
| 267 |
+ |
float field_104; |
| 268 |
+ |
float Gravity; |
| 269 |
+ |
float field_10C; |
| 270 |
+ |
float field_110; |
| 271 |
+ |
float Friction_1; |
| 272 |
+ |
float Friction_2; |
| 273 |
+ |
Vector3 Force; |
| 274 |
+ |
uint32_t Flags; |
| 275 |
+ |
uint32_t Type; |
| 276 |
+ |
char AnimState[0x18]; |
| 277 |
+ |
void* Callbacks; |
| 278 |
+ |
void* Owner; |
| 279 |
+ |
} PhyContext; |
| 280 |
+ |
|
| 281 |
|
typedef struct { //ActiveCharacter |
| 282 |
|
int16_t Number; |
| 283 |
|
int16_t field_2; //probably Number is an int32 |
| 284 |
< |
int32_t PhyContext; |
| 284 |
> |
PhyContext * PhyContext_; |
| 285 |
|
SphereTreeNode SphereTree1; //probably SphereTree[7]... |
| 286 |
|
SphereTreeNode SphereTree3[4]; |
| 287 |
|
SphereTreeNode SphereTree2[2]; |
| 503 |
|
int16_t ActiveCharacterIndex; |
| 504 |
|
int32_t Flags; |
| 505 |
|
int32_t field_8; |
| 506 |
< |
int32_t ONCC; //change type to ONCC when we get that far... |
| 506 |
> |
int32_t* ONCC; //change type to ONCC when we get that far... |
| 507 |
|
int16_t field_10; |
| 508 |
|
int16_t Team; |
| 509 |
|
char Name[32]; |
| 604 |
|
team_switzerland, |
| 605 |
|
team_syndicateaccessory, |
| 606 |
|
}; |
| 607 |
< |
|
| 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); |
| 607 |
> |
int16_t ONICALL ONrGameState_NewCharacter(CharacterObject* CHAR, void* AISA, void* flag, uint32_t* list_location); |
| 608 |
|
int32_t* ONICALL ONrGetActiveCharacter(void* CharacterPtr); |
| 609 |
|
//int16_t ONICALL ONrGameState_GetPlayerCharacter(); |
| 610 |
|
|
| 620 |
|
#define char_bossshield (1 << 30) |
| 621 |
|
#define char_weaponimmune (1 << 31) |
| 622 |
|
|
| 623 |
+ |
|
| 624 |
+ |
//We need a Oni_Structs #include file. |
| 625 |
+ |
|
| 626 |
+ |
typedef struct { |
| 627 |
+ |
uint32_t TimerMode; |
| 628 |
+ |
char TimerName[32]; |
| 629 |
+ |
uint32_t TimerDuration; |
| 630 |
+ |
uint32_t field_28; |
| 631 |
+ |
uint32_t field_2C; |
| 632 |
+ |
uint32_t Letterbox[3]; |
| 633 |
+ |
uint32_t field_3C; |
| 634 |
+ |
uint32_t field_40; |
| 635 |
+ |
uint32_t CutsceneSyncMark; |
| 636 |
+ |
uint32_t SomeCutsceneSyncMarkField; |
| 637 |
+ |
uint32_t field_4C; |
| 638 |
+ |
uint32_t SplashScreenMachineTime; |
| 639 |
+ |
uint32_t field_54; |
| 640 |
+ |
uint32_t field_58; |
| 641 |
+ |
uint32_t field_5C; |
| 642 |
+ |
uint32_t field_60; |
| 643 |
+ |
uint32_t field_64; |
| 644 |
+ |
uint32_t field_68; |
| 645 |
+ |
uint32_t field_6C; |
| 646 |
+ |
uint32_t field_70; |
| 647 |
+ |
uint32_t FadeStartTime; |
| 648 |
+ |
uint32_t FadeEndTime; |
| 649 |
+ |
uint32_t field_7C; |
| 650 |
+ |
uint32_t Camera; |
| 651 |
+ |
char PathFindingGraph[0x28]; |
| 652 |
+ |
struct Character *PlayerCharacter; |
| 653 |
+ |
uint32_t field_B0; |
| 654 |
+ |
uint32_t field_B4; |
| 655 |
+ |
GameInput Input; |
| 656 |
+ |
uint32_t field_E8; |
| 657 |
+ |
uint32_t field_EC; |
| 658 |
+ |
uint32_t ScreenshotEveryFrame; //bool? |
| 659 |
+ |
uint32_t field_F4; |
| 660 |
+ |
char field_F8; |
| 661 |
+ |
char field_F9; |
| 662 |
+ |
char field_FA; |
| 663 |
+ |
char field_FB; |
| 664 |
+ |
uint32_t field_FC; |
| 665 |
+ |
uint32_t field_100; |
| 666 |
+ |
uint32_t SlowMo; //bool |
| 667 |
+ |
uint32_t SlowMotion; |
| 668 |
+ |
uint32_t field_10C; |
| 669 |
+ |
uint32_t field_110; |
| 670 |
+ |
uint32_t field_114; |
| 671 |
+ |
char SplashScreenTextureName[32]; |
| 672 |
+ |
uint32_t field_138; |
| 673 |
+ |
uint32_t field_13C; |
| 674 |
+ |
uint32_t field_140; |
| 675 |
+ |
uint32_t GameTime; |
| 676 |
+ |
uint32_t field_148; |
| 677 |
+ |
uint32_t field_14C; |
| 678 |
+ |
uint32_t Level; |
| 679 |
+ |
uint32_t field_154; |
| 680 |
+ |
char MotionBlur[0x44][64]; |
| 681 |
+ |
uint32_t MotionBlurCount; |
| 682 |
+ |
uint16_t field_125C; |
| 683 |
+ |
uint16_t field_125E; |
| 684 |
+ |
Character CharacterStorage[128]; |
| 685 |
+ |
uint16_t CharacterCount; |
| 686 |
+ |
uint16_t padding_1; |
| 687 |
+ |
uint32_t field_B6264; |
| 688 |
+ |
char ActiveCharacters[0x2838][64]; //Active Character Struct isn't the proper size atm. |
| 689 |
+ |
uint16_t ActiveCharactersCount; |
| 690 |
+ |
char Shadows[32][0x804]; |
| 691 |
+ |
uint32_t field_1670EA; |
| 692 |
+ |
uint32_t ShadowCount; |
| 693 |
+ |
ActiveCharacter* ActiveCharacterList[128]; //or just Character*? Anyways, we wont need to use this. |
| 694 |
+ |
uint32_t ActiveCharacterListCount; |
| 695 |
+ |
uint32_t ActiveCharacterListLock; |
| 696 |
+ |
Character* LivingCharacterList[128]; |
| 697 |
+ |
uint32_t LivingCharacterListCount; |
| 698 |
+ |
uint32_t LivingCharacterListLock; |
| 699 |
+ |
ActiveCharacter* PresentCharacterList[128]; |
| 700 |
+ |
uint32_t PresentCharacterListCount; |
| 701 |
+ |
uint32_t PresentCharacterListLock; |
| 702 |
+ |
void* ObjectList; |
| 703 |
+ |
char DoorArray[8]; |
| 704 |
+ |
char Sky[0x290]; |
| 705 |
+ |
uint32_t field_1679A4; |
| 706 |
+ |
uint32_t Triggers; |
| 707 |
+ |
char IsGamePaused; |
| 708 |
+ |
char IsInputEnabled; |
| 709 |
+ |
char field_1679AE; |
| 710 |
+ |
char field_1679AF; |
| 711 |
+ |
uint32_t LockedActions1; |
| 712 |
+ |
uint32_t LockedActions2; |
| 713 |
+ |
uint32_t field_1679B8; |
| 714 |
+ |
uint32_t WinLose; |
| 715 |
+ |
uint32_t ConditionSoundsCount; |
| 716 |
+ |
uint32_t ConditionSounds[5]; |
| 717 |
+ |
uint16_t LevelNumber; |
| 718 |
+ |
uint16_t padding_5; |
| 719 |
+ |
uint16_t field_1679DC; |
| 720 |
+ |
} GameState; |
| 721 |
+ |
|
| 722 |
+ |
|
| 723 |
|
#endif |