Identified bouding_radius in all spawn structs

This commit is contained in:
Michael Cook (mackal) 2018-02-22 01:30:40 -05:00
parent 6934552dd9
commit 6027a80c14
7 changed files with 8 additions and 7 deletions

View File

@ -280,7 +280,7 @@ union
// horse: 0=brown, 1=white, 2=black, 3=tan
};
/*0340*/ uint32 spawnId; // Spawn Id
/*0344*/ uint8 unknown0344[3];
/*0344*/ float bounding_radius; // used in melee, overrides calc
/*0347*/ uint8 IsMercenary;
/*0348*/ EQEmu::TintProfile equipment_tint;
/*0384*/ uint8 lfg; // 0=off, 1=lfg on

View File

@ -430,7 +430,7 @@ struct Spawn_Struct
/*0000*/ //uint8 nullterm1; // hack to null terminate name
/*0064*/ uint32 spawnId;
/*0068*/ uint8 level;
/*0069*/ float unknown1;
/*0069*/ float bounding_radius; // used in melee, overrides calc
/*0073*/ uint8 NPC; // 0=player,1=npc,2=pc corpse,3=npc corpse
Spawn_Struct_Bitfields Bitfields;
/*0000*/ uint8 otherData; // & 4 - has title, & 8 - has suffix, & 1 - it's a chest or untargetable

View File

@ -408,7 +408,7 @@ struct Spawn_Struct
/*0000*/ //uint8 nullterm1; // hack to null terminate name
/*0064*/ uint32 spawnId;
/*0068*/ uint8 level;
/*0069*/ float unknown1;
/*0069*/ float bounding_radius; // used in melee, overrides calc
/*0073*/ uint8 NPC; // 0=player,1=npc,2=pc corpse,3=npc corpse
Spawn_Struct_Bitfields Bitfields;
/*0000*/ uint8 otherData; // & 4 - has title, & 8 - has suffix, & 1 - it's a chest or untargetable

View File

@ -292,7 +292,7 @@ struct Spawn_Struct
/*0000*/ //uint8 nullterm1; // hack to null terminate name
/*0064*/ uint32 spawnId;
/*0068*/ uint8 level;
/*0069*/ float unknown1;
/*0069*/ float bounding_radius; // used in melee, overrides calc
/*0073*/ uint8 NPC; // 0=player,1=npc,2=pc corpse,3=npc corpse
Spawn_Struct_Bitfields Bitfields;
/*0000*/ uint8 otherData; // & 4 - has title, & 8 - has suffix, & 1 - it's a chest or untargetable

View File

@ -326,7 +326,8 @@ union
/*0725*/ uint8 targetable; // 1 = Targetable 0 = Not Targetable (is_npc?)
/*0726*/ uint8 unknown0726[4];
/*0730*/ uint8 NPC; // 0=player,1=npc,2=pc corpse,3=npc corpse
/*0731*/ uint8 unknown0731[11];
/*0731*/ float bounding_radius; // used in melee, overrides calc
/*0735*/ uint8 unknown0731[7];
/*0742*/ uint8 targetable_with_hotkey;
/*0743*/ signed padding00:12; // ***Placeholder
signed x:19; // x coord

View File

@ -327,7 +327,7 @@ union
// horse: 0=brown, 1=white, 2=black, 3=tan
};
/*0340*/ uint32 spawnId; // Spawn Id
/*0344*/ uint8 unknown0344[4];
/*0344*/ float bounding_radius; // used in melee, overrides calc
/*0348*/ TintProfile equipment_tint;
/*0384*/ uint8 lfg; // 0=off, 1=lfg on
/*0385*/

View File

@ -292,7 +292,7 @@ struct Spawn_Struct
/*0000*/ //uint8 nullterm1; // hack to null terminate name
/*0064*/ uint32 spawnId;
/*0068*/ uint8 level;
/*0069*/ float unknown1;
/*0069*/ float bounding_radius; // used in melee, overrides calc
/*0073*/ uint8 NPC; // 0=player,1=npc,2=pc corpse,3=npc corpse
Spawn_Struct_Bitfields Bitfields;
/*0000*/ uint8 otherData; // & 4 - has title, & 8 - has suffix, & 1 - it's a chest or untargetable