annotate SpriteObject.h @ 1031:f93d17337113

UI stuff.
author Nomad
date Tue, 21 May 2013 14:34:14 +0200
parents c1da83d8223f
children 39eaa6b00141
rev   line source
515
cb0ad52d6a26 LayingItem -> SpriteObject (long-waited rename, old name was inaccurate and confused people)
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1 #pragma once
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2 #include "VectorTypes.h"
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3 #include "Items.h"
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4
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5 enum
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6 {
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7 OBJECT_ATTACHED_TO_ACTOR = 0x80,
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8 };
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9
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10 #define MAX_SPRITE_OBJECTS 1000
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11 /* 72 */
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12 #pragma pack(push, 1)
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13 struct SpriteObject
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14 {
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15 inline bool AttachedToActor() const {return uAttributes & OBJECT_ATTACHED_TO_ACTOR;}
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16
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17 SpriteObject();
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18 int Create(int yaw, int pitch, int a4, int a5);
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19 void _46BEF1_apply_spells();
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20 void _438E35();
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21
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22 static void UpdateObject_fn0_BLV(unsigned int uLayingItemID);
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23 static void UpdateObject_fn0_ODM(unsigned int uLayingItemID);
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24 static void OnInteraction(unsigned int uLayingItemID);
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25
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26
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27 unsigned __int16 uType;
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28 unsigned __int16 uObjectDescID;
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29 struct Vec3_int_ vPosition;
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30 struct Vec3_short_ vVelocity;
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31 unsigned __int16 uFacing;
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32 unsigned __int16 uSoundID;
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33 unsigned __int16 uAttributes;
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34 __int16 uSectorID;
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35 unsigned __int16 uSpriteFrameID;
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36 __int16 field_20;
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37 __int16 field_22_glow_radius_multiplier;
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38 struct ItemGen stru_24;
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39 int spell_id;
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40 int spell_level;
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41 int spell_skill;
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42 int field_54;
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43 int spell_caster_pid;
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44 int spell_target_pid;
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45 char field_60_distance_related_prolly_lod;
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46 char field_61;
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47 char field_62[2];
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48 Vec3_int_ field_64;
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49 };
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50 #pragma pack(pop)
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51
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52
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53
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54 extern size_t uNumSpriteObjects;
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55 extern SpriteObject pSpriteObjects[MAX_SPRITE_OBJECTS];