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More comments to RoF2 Spawn Struct
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@ -4120,6 +4120,7 @@ namespace RoF2
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VARSTRUCT_ENCODE_STRING(Buffer, emu->name);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->spawnId);
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VARSTRUCT_ENCODE_TYPE(uint8, Buffer, emu->level);
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// actually melee range variable, this probably screws the shit out of melee ranges :D
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if (emu->DestructibleObject)
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{
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VARSTRUCT_ENCODE_TYPE(float, Buffer, 10); // was int and 0x41200000
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@ -4128,7 +4129,7 @@ namespace RoF2
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{
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VARSTRUCT_ENCODE_TYPE(float, Buffer, SpawnSize - 0.7); // Eye Height?
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}
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VARSTRUCT_ENCODE_TYPE(uint8, Buffer, emu->NPC);
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VARSTRUCT_ENCODE_TYPE(uint8, Buffer, emu->NPC); // 0 PC, 1 NPC etc
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structs::Spawn_Struct_Bitfields *Bitfields = (structs::Spawn_Struct_Bitfields*)Buffer;
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@ -4159,6 +4160,7 @@ namespace RoF2
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Buffer += sizeof(structs::Spawn_Struct_Bitfields);
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// actually part of bitfields
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uint8 OtherData = 0;
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if (emu->class_ == 62) //LDoN Chest
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@ -4174,6 +4176,7 @@ namespace RoF2
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OtherData = OtherData | 0xe1; // Live has 0xe1 for OtherData
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VARSTRUCT_ENCODE_TYPE(uint8, Buffer, OtherData);
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// float EmitterScalingRadius
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if (emu->DestructibleObject)
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{
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@ -4183,6 +4186,7 @@ namespace RoF2
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{
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VARSTRUCT_ENCODE_TYPE(float, Buffer, -1); // unknown3
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}
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// int DefaultEmitterID
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VARSTRUCT_ENCODE_TYPE(float, Buffer, 0); // unknown4
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if (emu->DestructibleObject || emu->class_ == 62)
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@ -4192,8 +4196,9 @@ namespace RoF2
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VARSTRUCT_ENCODE_STRING(Buffer, emu->DestructibleString);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->DestructibleAppearance);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->DestructibleUnk1);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->DestructibleUnk1); // ObjectAnimationID
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// these 10 are SoundIDs
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->DestructibleID1);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->DestructibleID2);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->DestructibleID3);
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@ -4205,8 +4210,8 @@ namespace RoF2
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->DestructibleUnk5);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->DestructibleUnk6);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->DestructibleUnk7);
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VARSTRUCT_ENCODE_TYPE(uint8, Buffer, emu->DestructibleUnk8);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->DestructibleUnk9);
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VARSTRUCT_ENCODE_TYPE(uint8, Buffer, emu->DestructibleUnk8); // bInteractiveObjectCollidable
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->DestructibleUnk9); // IteractiveObjectType
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}
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@ -4214,6 +4219,7 @@ namespace RoF2
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{
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// Setting this next field to zero will cause a crash. Looking at ShowEQ, if it is zero, the bodytype field is not
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// present. Will sort that out later.
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// This is the CharacterPropertyHash, it can have multiple fields
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VARSTRUCT_ENCODE_TYPE(uint8, Buffer, 1); // This is a properties count field
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->bodytype);
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}
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@ -4233,10 +4239,10 @@ namespace RoF2
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->drakkin_tattoo);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->drakkin_details);
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VARSTRUCT_ENCODE_TYPE(uint8, Buffer, emu->equip_chest2);
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VARSTRUCT_ENCODE_TYPE(uint8, Buffer, 0); // unknown9
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VARSTRUCT_ENCODE_TYPE(uint8, Buffer, 0); // unknown10
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VARSTRUCT_ENCODE_TYPE(uint8, Buffer, emu->helm); // unknown11
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VARSTRUCT_ENCODE_TYPE(uint8, Buffer, emu->equip_chest2); // InNonPCRaceIllusion
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VARSTRUCT_ENCODE_TYPE(uint8, Buffer, 0); // material
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VARSTRUCT_ENCODE_TYPE(uint8, Buffer, 0); // variation
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VARSTRUCT_ENCODE_TYPE(uint8, Buffer, emu->helm); // headtype
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VARSTRUCT_ENCODE_TYPE(float, Buffer, emu->size);
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VARSTRUCT_ENCODE_TYPE(uint8, Buffer, emu->face);
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@ -4244,6 +4250,7 @@ namespace RoF2
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VARSTRUCT_ENCODE_TYPE(float, Buffer, emu->runspeed);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->race);
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// From MQ2: todo: create enum for this byte. Holding: Nothing=0 A RightHand Weapon=1 A Shield=2 Dual Wielding Two Weapons=3 A Spear=4 A LeftHand Weapon=5 A Two Handed Weapon=6 A bow=7
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VARSTRUCT_ENCODE_TYPE(uint8, Buffer, 0); // ShowEQ calls this 'Holding'
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->deity);
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if (emu->NPC)
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@ -4356,6 +4363,9 @@ namespace RoF2
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VARSTRUCT_ENCODE_STRING(Buffer, emu->suffix);
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}
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// skipping two ints
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// unknown, maybe some sort of spawn ID
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// SplineID -- no idea
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Buffer += 8;
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VARSTRUCT_ENCODE_TYPE(uint8, Buffer, emu->IsMercenary);
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VARSTRUCT_ENCODE_STRING(Buffer, "0000000000000000"); // RealEstateItemGuid
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