mirror of
https://github.com/Jous99/F4MP.git
synced 2026-01-13 04:00:53 +01:00
33 lines
924 B
C
33 lines
924 B
C
|
|
#pragma once
|
||
|
|
|
||
|
|
struct ActiveEffect;
|
||
|
|
struct BGSLoadFormBuffer;
|
||
|
|
|
||
|
|
struct InventoryEntry;
|
||
|
|
|
||
|
|
struct MiddleProcess
|
||
|
|
{
|
||
|
|
// void SaveActiveEffects()
|
||
|
|
void LoadActiveEffects(BGSLoadFormBuffer* apLoadGameBuffer);
|
||
|
|
|
||
|
|
// 0xB0 - pitch
|
||
|
|
uint8_t pad0[0xB8];
|
||
|
|
float direction; // B8
|
||
|
|
uint8_t padBC[0x1A0 - 0xBC];
|
||
|
|
GameList<ActiveEffect>* ActiveEffects;
|
||
|
|
uint8_t pad1A8[0x218 - 0x1A8];
|
||
|
|
BSPointerHandle<TESObjectREFR> commandingActor;
|
||
|
|
uint8_t pad21C[0x220 - 0x21C];
|
||
|
|
InventoryEntry* leftEquippedObject;
|
||
|
|
uint8_t pad228[0x260 - 0x228];
|
||
|
|
InventoryEntry* rightEquippedObject;
|
||
|
|
InventoryEntry* ammoEquippedObject; // could be more than just ammo
|
||
|
|
// 0xB8 - direction
|
||
|
|
//
|
||
|
|
// 0x326 - bool lookat
|
||
|
|
};
|
||
|
|
|
||
|
|
static_assert(offsetof(MiddleProcess, direction) == 0xB8);
|
||
|
|
static_assert(offsetof(MiddleProcess, leftEquippedObject) == 0x220);
|
||
|
|
static_assert(offsetof(MiddleProcess, rightEquippedObject) == 0x260);
|