annotate Actor.h @ 1360:a47d9282ea7c

Player::SetCondition added spaces for readability, fixed stoning and poisioning bug wit prot. from magic, using IsMale() function instead of case
author Grumpy7
date Sat, 13 Jul 2013 21:36:35 +0200
parents 0dbf6c4dd029
children 8ff3c675a726
rev   line source
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1 #pragma once
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2 #include "Monsters.h"
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3 #include "Spells.h"
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4 #include "Items.h"
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7
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9
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10
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11 /* 357 */
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12 #pragma pack(push, 1)
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13 struct stru319
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14 {
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15 void LootActor(struct Actor *pActor);
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16 int which_player_would_attack(struct Actor *pActor);
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17 bool special_ability_use_check(struct Actor *pActor, int a2);
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18 int _427102(struct Actor *pActor, signed int a2);
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19 int PlayerHitOrMiss(struct Player *pPlayer, struct Actor *pActor, int a3, int a4);
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20 bool _4273BB(struct Actor *pActor, struct Actor *a2, int a3, int a4);
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21 bool ActorHitOrMiss(struct Actor *pActor, struct Player *pPlayer);
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22 int _427546(int a2);
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23 int CalcMagicalDamageToActor(struct Actor *pActor, int a2, signed int a3);
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24 bool GetMagicalResistance(struct Actor *pActor, unsigned int uType);
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25 int FindClosestActor(int a2, int a3, int a4);
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26
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27 char field_0;
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28 };
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29 #pragma pack(pop)
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30
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31
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32 extern stru319 stru_50C198; // idb
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33
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37
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38
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39 /* 361 */
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40 enum ACTOR_BUFF_INDEX
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41 {
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42 ACTOR_BUFF_CHARM = 1, // an assumption
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43 ACTOR_BUFF_SHRINK = 3, // an assumption
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44 ACTOR_BUFF_STONED = 5,
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45 ACTOR_BUFF_PARALYZED = 6
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46 };
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47
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48
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50
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51
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52 /* 295 */
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53 enum ObjectType
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54 {
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55 OBJECT_Any = 0x0,
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56 OBJECT_BLVDoor = 0x1,
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57 OBJECT_Item = 0x2,
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58 OBJECT_Actor = 0x3,
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59 OBJECT_Player = 0x4,
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60 OBJECT_Decoration = 0x5,
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61 OBJECT_BModel = 0x6,
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62 };
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63
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64
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65
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66
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67
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68
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69
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70 /* 264 */
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71 enum AIState : unsigned __int16
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72 {
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73 Standing = 0x0,
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74 Tethered = 0x1,
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75 AttackingMelee = 0x2,
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76 AttackingRanged1 = 0x3,
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77 Dying = 0x4,
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78 Dead = 0x5,
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79 Pursuing = 0x6,
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80 Fleeing = 0x7,
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81 Stunned = 0x8,
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82 Fidgeting = 0x9,
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83 Interacting = 10,
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84 Removed = 11,
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85 AttackingRanged2 = 0xC,
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86 AttackingRanged3 = 0xD,
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87 Stoned = 0xE,
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88 Paralyzed = 0xF,
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89 Resurrected = 16,
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90 Summoned = 17,
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91 AttackingRanged4 = 18,
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92 Disabled = 19,
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93 };
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94
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95 /* 265 */
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96 enum ActorAnimation : __int32
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97 {
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98 ANIM_Standing = 0x0,
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99 ANIM_Walking = 0x1,
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100 ANIM_AtkMelee = 0x2,
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101 ANIM_AtkRanged = 0x3,
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102 ANIM_GotHit = 0x4,
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103 ANIM_Dying = 0x5,
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104 ANIM_Dead = 0x6,
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105 ANIM_Bored = 0x7,
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106 };
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107
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108
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109
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110
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111
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112 /* 247 */
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113 #pragma pack(push, 1)
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114 struct AIDirection
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115 {
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116 Vec3_int_ vDirection;
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117 unsigned int uDistance;
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118 unsigned int uDistanceXZ;
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119 unsigned int uYawAngle;
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120 unsigned int uPitchAngle;
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121 };
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122 #pragma pack(pop)
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123
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126
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127
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128 /* 71 */
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129 #pragma pack(push, 1)
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130 struct ActorJob
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131 {
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132 struct Vec3_short_ vPos;
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133 unsigned __int16 uAttributes;
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134 unsigned __int8 uAction;
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135 unsigned __int8 uHour;
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136 unsigned __int8 uDay;
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137 unsigned __int8 uMonth;
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138 };
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139 #pragma pack(pop)
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140
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141
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142 /* 66 */
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143 #pragma pack(push, 1)
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144 struct Actor
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145 {
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146 //----- (0041F4C1) --------------------------------------------------------
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147 inline Actor()
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148 {
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149 Actor *v1; // esi@1
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150 SpellBuff *v2; // eax@1
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151 signed int v3; // edx@1
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152 ItemGen *v4; // edi@3
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153 signed int v5; // ebx@3
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154
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155 v1 = this;
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156 v2 = this->pActorBuffs;
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157 v3 = 22;
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158 do
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159 {
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160 v2->uSkill = 0;
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161 v2->uPower = 0;
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162 v2->uExpireTime = 0;
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163 v2->uCaster = 0;
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164 v2->uFlags = 0;
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165 ++v2;
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166 --v3;
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167 }
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168 while ( v3 );
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169 v4 = this->array_000234;
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170 v5 = 4;
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171 do
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172 {
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173 v4->Reset();
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174 ++v4;
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175 --v5;
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176 }
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177 while ( v5 );
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178 Reset();
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179 }
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180
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181 int _44FD29(int a2);
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182 void Reset();
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183 void Remove();
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184 void PrepareSprites(char load_sounds_if_bit1_set);
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185 void UpdateAnimation();
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186 signed int GetActorsRelation(Actor *a2);
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187 void SetRandomGoldIfTheresNoItem();
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188 bool CanAct();
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189 bool IsNotAlive();
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190 bool IsPeasant();
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191
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192
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193 static void _SelectTarget(unsigned int uActorID, int *a2, bool can_target_party);
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194 static void AI_Pursue3(unsigned int uActorID, unsigned int a2, signed int uActionLength, struct AIDirection *a4);
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195 static void AI_Pursue2(unsigned int uActorID, unsigned int a2, signed int uActionLength, struct AIDirection *pDir, int a5);
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196 static void AI_Flee(unsigned int uActorID, signed int edx0, int uActionLength, struct AIDirection *a4);
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197 static void AI_Pursue1(unsigned int uActorID, unsigned int a2, signed int arg0, signed int uActionLength, struct AIDirection *pDir);
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198 static void PlaySound(unsigned int uActorID, unsigned int uSoundID);
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199 static void Die(unsigned int uActorID);
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200 static void Resurrect(unsigned int uActorID);
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201 static void AI_Bored(unsigned int uActorID, unsigned int uObjID, struct AIDirection *a4);
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202 static void AI_Stun(unsigned int uActorID, signed int edx0, int arg0);
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203 static char __fastcall _4031C1_update_job(unsigned int uActorID, signed int a2, int a3);
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204 static void AI_4032B2(unsigned int a1, unsigned int a2, int a3, int uActionLength);
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205 static void AI_MissileAttack1(unsigned int uActorID, signed int sTargetPid, struct AIDirection *pDir);
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206 static void AI_MissileAttack2(unsigned int uActorID, signed int sTargetPid, struct AIDirection *pDir);
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207 static void AI_SpellAttack1(unsigned int uActorID, signed int sTargetPid, struct AIDirection *pDir);
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208 static void AI_SpellAttack2(unsigned int uActorID, signed int sTargetPid, struct AIDirection *pDir);
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209 static void AI_MeleeAttack(unsigned int uActorID, signed int sTargetPid, struct AIDirection *arg0);
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210 static void __fastcall StandAwhile(unsigned int uActorID);
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211 static void AI_Stand(unsigned int uActorID, unsigned int object_to_face_pid, unsigned int uActionLength, struct AIDirection *a4);
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212 static void AI_StandOrBored(unsigned int uActorID, signed int uObjID, int uActionLength, struct AIDirection *a4);
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213 static void AI_FaceObject(unsigned int uActorID, unsigned int uObjID, int _48, struct AIDirection *a4);
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214 static struct AIDirection *__fastcall GetDirectionInfo(unsigned int uObj1ID, unsigned int uObj2ID, struct AIDirection *pOut, int a4);
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215 static signed int __fastcall Explode(unsigned int uActorID);
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216 static char __fastcall AI_RangedAttack(unsigned int uActorID, struct AIDirection *a2, int type, char a4);
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217 static void __fastcall AI_SpellAttack(unsigned int uActorID, struct AIDirection *pDir, int spellnum, int a4, unsigned int uSkillLevel);
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218 static void AggroSurroundingPeasants(unsigned int uActorID, int a2);
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219 static bool ArePeasantsOfSameFaction(Actor *a1, Actor *a2);
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220 static bool StealFrom(unsigned int uActorID);
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221 static void GiveItem(signed int uActorID, unsigned int uItemID, unsigned int bGive);
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222 static void ToggleFlag(signed int uActorID, unsigned int uFlag, int bToggle);
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223 static void ApplyFineForKillingPeasant(unsigned int uActorID);
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224 static void DrawHealthBar(Actor *a1, struct GUIWindow *a2);
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225 static int _43B3E0_CalcDamage(Actor *a1, signed int a2);
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226 static void AddBloodsplatOnDamageOverlay(unsigned int uActorID, int a2, signed int a3);
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227
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228
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229 char pActorName[32];
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230 signed __int16 sNPC_ID;
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231 __int16 field_22;
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232 unsigned int uAttributes;
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233 __int16 sCurrentHP;
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234 char field_2A[2];
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235 struct MonsterInfo pMonsterInfo;
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236 __int16 word_000084_range_attack;
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237 __int16 word_000086_some_monster_id;
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238 unsigned __int16 uActorRadius;
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239 unsigned __int16 uActorHeight;
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240 unsigned __int16 uMovementSpeed;
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241 struct Vec3_short_ vPosition;
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242 struct Vec3_short_ vVelocity;
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243 unsigned __int16 uYawAngle;
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244 unsigned __int16 uPitchAngle;
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245 __int16 uSectorID;
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246 unsigned __int16 uCurrentActionLength;
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247 struct Vec3_short_ vInitialPosition;
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248 struct Vec3_short_ vGuardingPosition;
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249 unsigned __int16 uTetherDistance;
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250 AIState uAIState;
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251 unsigned __int16 uCurrentActionAnimation;
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252 unsigned __int16 uCarriedItemID;
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253 char field_B6;
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254 char field_B7;
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255 unsigned int uCurrentActionTime;
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256 unsigned __int16 pSpriteIDs[8];
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257 unsigned __int16 pSoundSampleIDs[4]; // 1 die 3 bored
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258 struct SpellBuff pActorBuffs[22];
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259 struct ItemGen array_000234[4];
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260 unsigned int uGroup;
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261 unsigned int uAlly;
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262 struct ActorJob pScheduledJobs[8];
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263 unsigned int uSummonerID;
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264 unsigned int uLastCharacterIDToHit;
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265 int dword_000334_unique_name;
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266 char field_338[12];
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267 };
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268 #pragma pack(pop)
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269
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270
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271
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272
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273
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274
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275 //extern Actor pMonsterInfoUI_Doll;
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276
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277
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278 extern std::array<Actor, 500> pActors;
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279 extern int uNumActors;