r5sdk/r5dev/game/server/baseanimating.h
Kawe Mazidjatari b21fa6b665 Fix CBaseAnimating and CPlayer structure alignment
This change creates correct assembly output.
2023-01-19 02:02:42 +01:00

131 lines
3.5 KiB
C++
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//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
//===========================================================================//
#ifndef BASEANIMATING_H
#define BASEANIMATING_H
#ifdef _WIN32
#pragma once
#endif
#include "public/baseentity.h"
#include "game/shared/animation.h"
#include "public/studio.h"
class CBaseAnimating : public CBaseEntity
{
char gap_b04[8]; // Aligns properly in IDA and generated code after setting from 12 to 8.
bool m_markedForServerInterpolation;
bool m_animRemoveFromServerInterpolationNextFrame;
char gap_b12[2];
float m_flGroundSpeed;
float m_flLastEventCheck;
int m_nForceBone;
Vector3D m_vecForce;
int m_nSkin;
__int16 m_skinMod;
char gap_b32[2];
int m_nBody;
int m_camoIndex;
int m_decalIndex;
int m_nHitboxSet;
float m_flModelScale;
int m_nRagdollImpactFXTableId;
float m_flSkyScaleStartTime;
float m_flSkyScaleEndTime;
float m_flSkyScaleStartValue;
float m_flSkyScaleEndValue;
char gap_b5c[4];
char m_SequenceTransitioner[368];
float m_flIKGroundContactTime;
float m_flIKGroundMinHeight;
float m_flIKGroundMaxHeight;
float m_flEstIkFloor;
float m_flEstIkOffset;
char gap_ce4[4];
char m_pIk[8];
int m_ikPrevSequence;
bool m_bSequenceFinished;
bool m_bSequenceLooped;
bool m_bSequenceLoops;
bool m_continueAnimatingAfterRagdoll;
float m_lockedAnimDeltaYaw;
bool m_threadedBoneSetup;
bool m_settingUpBones;
char gap_cfe[2];
float m_flDissolveStartTime;
int m_baseAnimatingActivity;
float m_flPoseParameter[12];
bool m_poseParameterOverTimeActive;
char gap_d39[3];
float m_poseParameterGoalValue[12];
float m_poseParameterEndTime[12];
float m_lastTimeSetPoseParametersSameAs;
bool m_bClientSideAnimation;
bool m_bReallyClientSideAnimation;
char gap_da2[2];
int m_nNewSequenceParity;
int m_nResetEventsParity;
char gap_dac[4];
__int64 m_boneCacheHandle;
__int16 m_fBoneCacheFlags; // END CBASEANIMATING
char gap_dba[2];
int m_animNetworkFlags;
bool m_animActive;
bool m_animCollisionEnabled;
bool m_animPlantingEnabled;
bool m_animInitialCorrection;
bool m_animWaitingForCleanup;
char gap_dc5[3];
int m_animWaitingForCleanupTime;
char gap_dcc[4];
__int64 m_recordedAnim;
int m_recordedAnimIndex;
int m_recordedAnimCachedFrameIndex;
float m_recordedAnimPlaybackRate;
float m_recordedAnimPlaybackTime;
matrix3x4_t m_recordedAnimTransform;
int m_recordedAnimPlaybackEnt;
float m_recordedAnimBlendTime;
Vector3D m_recordedAnimBlendOffset;
Vector3D m_recordedAnimBlendAngles;
AnimRelativeData m_animRelativeData;
int m_syncingWithEntity;
char gap_ec4[4];
PredictedAnimEventData m_predictedAnimEventData;
int m_animRefEntityAttachmentIndex;
int m_fireAttachmentSmartAmmoIndex;
int m_fireAttachmentChestFocusIndex;
int m_fireAttachmentModelIndex;
char m_keyHitboxes[160];
CStudioHdr* m_pStudioHdr;
int m_animSequence;
float m_animCycle;
int m_animModelIndex;
float m_animStartTime;
float m_animStartCycle;
float m_animPlaybackRate;
bool m_animFrozen;
char gap_ff9[7];
__int64 m_createdProp[8];
int m_numCreatedProps;
char gap_1044[4];
__int64 m_currentFramePropEvents[16];
int m_numCurrentFramePropEvents;
char gap_10cc[4];
__int64 m_activeScriptAnimWindows[8];
int m_numActiveScriptAnimWindows;
char gap_1114[4];
__int64 m_currentFrameWindowEvents[16];
int m_numCurrentFrameWindowEvents;
char gap_119c[4];
__int64 m_AnimSyncScriptProps[8];
int m_numAnimSyncScriptProps;
char gap_11E4[12]; // TODO: this might belong to CBaseAnimatingOverlay!
};
#endif // BASEANIMATING_H