annotate Actor.h @ 1938:f67d6d5de42a

m
author Ritor1
date Thu, 24 Oct 2013 15:26:22 +0600
parents 68f2d9d3a1d9
children a50511e4f3c6
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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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_to_attack(struct Actor *pActor);
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17 int 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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34
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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,
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43 ACTOR_BUFF_SUMMONED = 2,
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44 ACTOR_BUFF_SHRINK = 3,
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45 ACTOR_BUFF_AFRAID = 4,
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46 ACTOR_BUFF_STONED = 5,
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47 ACTOR_BUFF_PARALYZED = 6,
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48 ACTOR_BUFF_SLOWED = 7,
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49 ACTOR_BUFF_SOMETHING_THAT_HALVES_AC = 8,
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50 ACTOR_BUFF_BERSERK = 9,
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51 ACTOR_BUFF_MASS_DISTORTION = 10,
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52 ACTOR_BUFF_FATE = 11,
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53 ACTOR_BUFF_ENSLAVED = 12,
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54 ACTOR_BUFF_DAY_OF_PROTECTION = 13,
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55 ACTOR_BUFF_HOUR_OF_POWER = 14,
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56 ACTOR_BUFF_SHIELD = 15,
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57 ACTOR_BUFF_STONESKIN = 16,
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58 ACTOR_BUFF_BLESS = 17,
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59 ACTOR_BUFF_HEROISM = 18,
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60 ACTOR_BUFF_HASTE = 19,
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61 ACTOR_BUFF_PAIN_REFLECTION = 20,
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62 ACTOR_BUFF_PAIN_HAMMERHANDS = 21,
0
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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 /* 295 */
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70 enum ObjectType
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71 {
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72 OBJECT_Any = 0x0,
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73 OBJECT_BLVDoor = 0x1,
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74 OBJECT_Item = 0x2,
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75 OBJECT_Actor = 0x3,
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76 OBJECT_Player = 0x4,
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77 OBJECT_Decoration = 0x5,
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78 OBJECT_BModel = 0x6,
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79 };
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80
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86
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87 /* 264 */
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88 enum AIState : unsigned __int16
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89 {
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90 Standing = 0x0,
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91 Tethered = 0x1,
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92 AttackingMelee = 0x2,
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93 AttackingRanged1 = 0x3,
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94 Dying = 0x4,
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95 Dead = 0x5,
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96 Pursuing = 0x6,
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97 Fleeing = 0x7,
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98 Stunned = 0x8,
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99 Fidgeting = 0x9,
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100 Interacting = 10,
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101 Removed = 11,
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102 AttackingRanged2 = 0xC,
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103 AttackingRanged3 = 0xD,
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104 Stoned = 0xE,
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105 Paralyzed = 0xF,
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106 Resurrected = 16,
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107 Summoned = 17,
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108 AttackingRanged4 = 18,
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109 Disabled = 19,
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110 };
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111
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112 /* 265 */
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113 enum ActorAnimation : __int32
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114 {
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115 ANIM_Standing = 0x0,
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116 ANIM_Walking = 0x1,
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117 ANIM_AtkMelee = 0x2,
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118 ANIM_AtkRanged = 0x3,
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119 ANIM_GotHit = 0x4,
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120 ANIM_Dying = 0x5,
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121 ANIM_Dead = 0x6,
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122 ANIM_Bored = 0x7,
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123 };
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124
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127
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128
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129 /* 247 */
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130 #pragma pack(push, 1)
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131 struct AIDirection
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132 {
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133 Vec3_int_ vDirection;
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134 unsigned int uDistance;
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135 unsigned int uDistanceXZ;
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136 unsigned int uYawAngle;
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137 unsigned int uPitchAngle;
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138 };
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139 #pragma pack(pop)
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140
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143
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144
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145 /* 71 */
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146 #pragma pack(push, 1)
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147 struct ActorJob
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148 {
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149 struct Vec3_short_ vPos;
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150 unsigned __int16 uAttributes;
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151 unsigned __int8 uAction;
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152 unsigned __int8 uHour;
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153 unsigned __int8 uDay;
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154 unsigned __int8 uMonth;
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155 };
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156 #pragma pack(pop)
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157
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158
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159 /* 66 */
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160 #pragma pack(push, 1)
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161 struct Actor
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162 {
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163 //----- (0041F4C1) --------------------------------------------------------
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164 inline Actor()
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165 {
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166 Actor *v1; // esi@1
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167 SpellBuff *v2; // eax@1
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168 signed int v3; // edx@1
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169 ItemGen *v4; // edi@3
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170 signed int v5; // ebx@3
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171
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172 v1 = this;
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173 v2 = this->pActorBuffs;
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174 v3 = 22;
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175 do
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176 {
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177 v2->uSkill = 0;
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178 v2->uPower = 0;
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179 v2->uExpireTime = 0;
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180 v2->uCaster = 0;
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181 v2->uFlags = 0;
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182 ++v2;
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183 --v3;
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184 }
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185 while ( v3 );
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186 v4 = this->array_000234;
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187 v5 = 4;
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188 do
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189 {
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190 v4->Reset();
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191 ++v4;
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192 --v5;
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193 }
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194 while ( v5 );
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195 Reset();
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196 }
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197
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198 void SummonMinion(int summonerId);
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199 void Reset();
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200 void Remove();
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201 void PrepareSprites(char load_sounds_if_bit1_set);
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202 void UpdateAnimation();
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203 signed int GetActorsRelation(Actor *a2);
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204 void SetRandomGoldIfTheresNoItem();
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205 bool CanAct();
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206 bool IsNotAlive();
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207 bool IsPeasant();
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208
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209
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55684f4eda73 Actor::SelectTarget & ai_near_actors_targets_pid
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210 static void _SelectTarget(unsigned int uActorID, int *a2, bool can_target_party);
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211 static void AI_Pursue3(unsigned int uActorID, unsigned int a2, signed int uActionLength, struct AIDirection *a4);
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212 static void AI_Pursue2(unsigned int uActorID, unsigned int a2, signed int uActionLength, struct AIDirection *pDir, int a5);
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213 static void AI_Flee(unsigned int uActorID, signed int edx0, int uActionLength, struct AIDirection *a4);
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214 static void AI_Pursue1(unsigned int uActorID, unsigned int a2, signed int arg0, signed int uActionLength, struct AIDirection *pDir);
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215 static void PlaySound(unsigned int uActorID, unsigned int uSoundID);
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216 static void Die(unsigned int uActorID);
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217 static void Resurrect(unsigned int uActorID);
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218 static void AI_Bored(unsigned int uActorID, unsigned int uObjID, struct AIDirection *a4);
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219 static void AI_Stun(unsigned int uActorID, signed int edx0, int arg0);
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220 static char __fastcall _4031C1_update_job_never_gets_called(unsigned int uActorID, signed int a2, int a3);
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221 static void AI_RandomMove(unsigned int uActor_id, unsigned int uTarget_id, int radius, int uActionLength);
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222 static void AI_MissileAttack1(unsigned int uActorID, signed int sTargetPid, struct AIDirection *pDir);
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223 static void AI_MissileAttack2(unsigned int uActorID, signed int sTargetPid, struct AIDirection *pDir);
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224 static void AI_SpellAttack1(unsigned int uActorID, signed int sTargetPid, struct AIDirection *pDir);
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225 static void AI_SpellAttack2(unsigned int uActorID, signed int sTargetPid, struct AIDirection *pDir);
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226 static void AI_MeleeAttack(unsigned int uActorID, signed int sTargetPid, struct AIDirection *arg0);
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227 static void __fastcall StandAwhile(unsigned int uActorID);
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228 static void AI_Stand(unsigned int uActorID, unsigned int object_to_face_pid, unsigned int uActionLength, struct AIDirection *a4);
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229 static void AI_StandOrBored(unsigned int uActorID, signed int uObjID, int uActionLength, struct AIDirection *a4);
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230 static void AI_FaceObject(unsigned int uActorID, unsigned int uObjID, int _48, struct AIDirection *a4);
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231 static void GetDirectionInfo(unsigned int uObj1ID, unsigned int uObj2ID, struct AIDirection *pOut, int a4);
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232 static void Explode(unsigned int uActorID);
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233 static void AI_RangedAttack(unsigned int uActorID, struct AIDirection *a2, int type, char a4);
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234 static void AI_SpellAttack(unsigned int uActorID, struct AIDirection *pDir, int uSpellID, int a4, unsigned int uSkillLevel);
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235
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236 static unsigned short GetObjDescId( int spellId );
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237
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238 static void AggroSurroundingPeasants(unsigned int uActorID, int a2);
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239 static bool ArePeasantsOfSameFaction(Actor *a1, Actor *a2);
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240 static void StealFrom(unsigned int uActorID);
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241 static void GiveItem(signed int uActorID, unsigned int uItemID, unsigned int bGive);
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242 static void ToggleFlag(signed int uActorID, unsigned int uFlag, int bToggle);
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243 static void ApplyFineForKillingPeasant(unsigned int uActorID);
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244 static void DrawHealthBar(Actor *actor, struct GUIWindow *window);
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245 int _43B3E0_CalcDamage(signed int dmgSource);
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246 static void AddBloodsplatOnDamageOverlay(unsigned int uActorID, int a2, signed int a3);
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247
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248 static bool _46DF1A_collide_against_actor(int a1, int a2);
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249
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250 char pActorName[32];
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628694cd5744 Margaret working
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251 signed __int16 sNPC_ID;
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252 __int16 field_22;
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253 unsigned int uAttributes;
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254 __int16 sCurrentHP;
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255 char field_2A[2];
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256 struct MonsterInfo pMonsterInfo;
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257 __int16 word_000084_range_attack;
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258 __int16 word_000086_some_monster_id;
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259 unsigned __int16 uActorRadius;
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260 unsigned __int16 uActorHeight;
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261 unsigned __int16 uMovementSpeed;
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262 struct Vec3_short_ vPosition;
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263 struct Vec3_short_ vVelocity;
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264 unsigned __int16 uYawAngle;
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265 unsigned __int16 uPitchAngle;
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266 __int16 uSectorID;
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267 unsigned __int16 uCurrentActionLength;
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268 struct Vec3_short_ vInitialPosition;
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269 struct Vec3_short_ vGuardingPosition;
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270 unsigned __int16 uTetherDistance;
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271 AIState uAIState;
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272 unsigned __int16 uCurrentActionAnimation;
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273 unsigned __int16 uCarriedItemID;
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274 char field_B6;
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275 char field_B7;
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276 unsigned int uCurrentActionTime;
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277 unsigned __int16 pSpriteIDs[8];
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55684f4eda73 Actor::SelectTarget & ai_near_actors_targets_pid
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278 unsigned __int16 pSoundSampleIDs[4]; // 1 die 3 bored
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279 struct SpellBuff pActorBuffs[22];
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280 struct ItemGen array_000234[4];
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281 unsigned int uGroup;
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282 unsigned int uAlly;
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283 struct ActorJob pScheduledJobs[8];
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284 unsigned int uSummonerID;
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285 unsigned int uLastCharacterIDToHit;
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286 int dword_000334_unique_name;
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287 char field_338[12];
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288 };
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289 #pragma pack(pop)
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290
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291
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292
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293
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294
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295
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296 //extern Actor pMonsterInfoUI_Doll;
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297
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298 extern std::array<Actor, 500> pActors;
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299 extern size_t uNumActors;
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68f2d9d3a1d9 MSVS 2010 project file
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300
68f2d9d3a1d9 MSVS 2010 project file
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301 bool CheckActors_proximity();