Mercurial > mm7
view SpriteObject.h @ 1084:5a59b5b2699f
SaveGame "for" cycle fix - orignal disassembly code has "i < uNumLevelDecorations"
author | Grumpy7 |
---|---|
date | Sun, 26 May 2013 00:14:09 +0200 |
parents | c1da83d8223f |
children | 39eaa6b00141 |
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#pragma once #include "VectorTypes.h" #include "Items.h" enum { OBJECT_ATTACHED_TO_ACTOR = 0x80, }; #define MAX_SPRITE_OBJECTS 1000 /* 72 */ #pragma pack(push, 1) struct SpriteObject { inline bool AttachedToActor() const {return uAttributes & OBJECT_ATTACHED_TO_ACTOR;} SpriteObject(); int Create(int yaw, int pitch, int a4, int a5); void _46BEF1_apply_spells(); void _438E35(); static void UpdateObject_fn0_BLV(unsigned int uLayingItemID); static void UpdateObject_fn0_ODM(unsigned int uLayingItemID); static void OnInteraction(unsigned int uLayingItemID); unsigned __int16 uType; unsigned __int16 uObjectDescID; struct Vec3_int_ vPosition; struct Vec3_short_ vVelocity; unsigned __int16 uFacing; unsigned __int16 uSoundID; unsigned __int16 uAttributes; __int16 uSectorID; unsigned __int16 uSpriteFrameID; __int16 field_20; __int16 field_22_glow_radius_multiplier; struct ItemGen stru_24; int spell_id; int spell_level; int spell_skill; int field_54; int spell_caster_pid; int spell_target_pid; char field_60_distance_related_prolly_lod; char field_61; char field_62[2]; Vec3_int_ field_64; }; #pragma pack(pop) extern size_t uNumSpriteObjects; extern SpriteObject pSpriteObjects[MAX_SPRITE_OBJECTS];