describe a few Ep4 objects
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+13
-13
@@ -1007,31 +1007,31 @@ struct TelepipeState {
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/* 18 */
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} __packed_ws__(TelepipeState, 0x18);
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struct NPCTalkState_DCProtos {
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struct PlayerHoldState_DCProtos {
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// This is used in all versions of this command except DCNTE and 11/2000.
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/* 00 */ le_uint16_t unknown_a1 = 0;
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/* 02 */ le_uint16_t unknown_a2 = 0;
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// unknown_a3 is missing in this format, unlike the v1+ format below
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/* 04 */ le_float unknown_a4 = 0.0f;
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/* 08 */ le_float unknown_a5 = 0.0f;
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/* 0C */ le_float unknown_a6 = 0.0f;
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/* 04 */ le_float trigger_radius2 = 0.0f;
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/* 08 */ le_float x = 0.0f;
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/* 0C */ le_float z = 0.0f;
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/* 10 */
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} __packed_ws__(NPCTalkState_DCProtos, 0x10);
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} __packed_ws__(PlayerHoldState_DCProtos, 0x10);
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struct NPCTalkState {
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struct PlayerHoldState {
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// This is used in all versions of this command except DCNTE and 11/2000.
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/* 00 */ le_uint16_t unknown_a1 = 0;
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/* 02 */ le_uint16_t unknown_a2 = 0;
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/* 04 */ le_uint32_t unknown_a3 = 0;
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/* 08 */ le_float unknown_a4 = 0.0f;
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/* 0C */ le_float unknown_a5 = 0.0f;
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/* 10 */ le_float unknown_a6 = 0.0f;
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/* 08 */ le_float trigger_radius2 = 0.0f;
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/* 0C */ le_float x = 0.0f;
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/* 10 */ le_float z = 0.0f;
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/* 14 */
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NPCTalkState() = default;
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NPCTalkState(const NPCTalkState_DCProtos& proto);
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operator NPCTalkState_DCProtos() const;
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} __packed_ws__(NPCTalkState, 0x14);
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PlayerHoldState() = default;
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PlayerHoldState(const PlayerHoldState_DCProtos& proto);
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operator PlayerHoldState_DCProtos() const;
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} __packed_ws__(PlayerHoldState, 0x14);
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struct StatusEffectState {
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/* 00 */ le_uint32_t effect_type = 0;
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