| 4 |
|
|
| 5 |
|
#include "Daodan.h" |
| 6 |
|
#include <stdint.h> |
| 7 |
+ |
#include <stdbool.h> |
| 8 |
|
|
| 9 |
|
typedef struct { |
| 10 |
|
float X; |
| 22 |
|
typedef struct { |
| 23 |
|
float RotationScale[9]; |
| 24 |
|
Vector3 Translation; |
| 25 |
< |
} Matrix4x3 |
| 25 |
> |
} Matrix4x3; |
| 26 |
|
|
| 27 |
|
typedef struct { |
| 28 |
|
Vector3 Center; |
| 83 |
|
Action2_Drop = 0x20, |
| 84 |
|
Action2_Fire1 = 0x40, |
| 85 |
|
Action2_Fire2 = 0x80, |
| 86 |
< |
Action2_Fire3 = 0x100 |
| 86 |
> |
Action2_Fire3 = 0x100, |
| 87 |
|
}; |
| 88 |
|
|
| 89 |
|
|
| 193 |
|
int32_t Instance; //probably link to actual particle |
| 194 |
|
int32_t Bone; //duh |
| 195 |
|
} AttachedParticle; |
| 196 |
+ |
|
| 197 |
|
typedef struct { //Inventory |
| 198 |
|
int32_t Weapons[3]; |
| 199 |
|
int16_t field_1A0; //10 bucks says this is the current weapon |
| 214 |
|
int16_t DoorKeys; //Lol. We can use this later for other sorts of items. |
| 215 |
|
} Inventory; |
| 216 |
|
|
| 217 |
< |
typedef strcut { //ActiveCharacter |
| 217 |
> |
typedef struct { //ActiveCharacter |
| 218 |
|
int16_t Number; |
| 219 |
|
int16_t field_2; //probably Number is an int32 |
| 220 |
|
int32_t PhyContext; |
| 493 |
|
int32_t CombatState; //I think.... |
| 494 |
|
int32_t field_8BB; |
| 495 |
|
int32_t PatrolPathOSD[10]; //actually another struct. Not needed atm. |
| 496 |
< |
int32_t PatrolPathPoints[5][64] //64 of another struct |
| 496 |
> |
int32_t PatrolPathPoints[5][64]; //64 of another struct |
| 497 |
|
int32_t field_DE8[98]; //DE8-F70 |
| 498 |
|
int32_t CombatStatePtr; |
| 499 |
|
int32_t KnowledgeState[4]; //Another struct |