feat(netsync/nodes): update some data nodes (#164)
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@ -16,8 +16,8 @@ class CDynamicEntityGameStateDataNode : CSyncDataNodeInfrequent
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{
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public:
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uint32_t m_interior_index; // 0x00C0
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bool unk_00C4; // 0x00C4
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bool unk_00C5; // 0x00C5
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bool m_loads_collisions; // 0x00C4
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bool m_retained; // 0x00C5
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uint32_t m_decor_count; // 0x00C8
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CDecorator m_decors[10]; // 0x00CC
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char pad[8]; // TODO!
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@ -12,14 +12,14 @@ public:
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uint32_t m_rear_rotor_health;
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bool m_can_tail_boom_break_off;
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bool m_is_tail_boom_broken;
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bool m_unk;
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bool m_has_custom_health;
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bool m_disable_explode_from_body_damage;
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uint32_t m_body_health;
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uint32_t m_petrol_tank_health;
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uint32_t m_engine_health;
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float m_unk_deformation_level;
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float m_unk2_deformation_level;
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float m_unk3_deformation_level;
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float m_main_rotor_damage_scale;
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float m_rear_rotor_damage_scale;
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float m_tail_boom_damage_scale;
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};
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static_assert(sizeof(CHeliHealthDataNode) == 0x118);
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#pragma pack(pop)
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@ -12,8 +12,8 @@ public:
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uint32_t m_ammos[65];
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uint32_t m_ammo_quantities[65];
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uint32_t m_num_ammos;
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uint8_t unk_1680[105];
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uint8_t unk_16E9[105];
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uint8_t m_item_slot_tint[105];
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uint8_t m_item_slot_num_components[105];
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char pad_1680[1260];
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bool m_infinite_ammos[65];
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bool m_ammo_all_infinite;
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@ -11,8 +11,8 @@ public:
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bool m_flag3; // 0xC2
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bool m_flag4; // 0xC3
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char m_pad; // 0xC4
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uint32_t m_val1; // 0xC8
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int16_t m_unk204; // 0xCC
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uint32_t m_alpha_type; // 0xC8
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int16_t m_custom_fade_duration; // 0xCC
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bool m_unk5; // 0xCE
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}; // 0x00CC
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static_assert(sizeof(CPhysicalGameStateDataNode) == 0xD0);
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@ -5,13 +5,13 @@
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#pragma pack(push, 8)
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struct CPhysicalHealthDataNode : CSyncDataNodeInfrequent
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{
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bool unk_00C0; //0x00C0
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bool m_has_max_health; //0x00C0
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bool m_has_max_health_changed; //0x00C1
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uint32_t m_max_health; //0x00C4
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uint32_t m_current_health; //0x00C8
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uint16_t m_weapon_damage_entity; //0x00CC
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uint32_t m_weapon_damage_hash; //0x00D0
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uint64_t unk_00D8; //0x00D8
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uint64_t m_last_damaged_material_id; //0x00D8
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};
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static_assert(sizeof(CPhysicalHealthDataNode) == 0xE0);
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#pragma pack(pop)
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