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Utils.h
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Utils.h
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#pragma once
#include "skse64/GameForms.h"
#include "skse64/NiExtraData.h"
#include "skse64/GameEvents.h"
#define NOP8 0x90
#define NOP16 0x9090
#define NOP32 0x90909090
namespace Tralala
{
extern uintptr_t g_MenuTopicManagerAddr;
extern uintptr_t g_iSizeWDisplayAddr;
extern uintptr_t g_iSizeHDisplayAddr;
extern uintptr_t g_deltaTimeAddr;
extern uintptr_t g_sneakHeightMultAddr;
extern uintptr_t g_isDialogueMenuCloseAddr;
extern uintptr_t g_containerHandle;
extern uintptr_t g_barterHandle;
extern bool g_isTrainingMenu;
extern bool g_zoom;
void UtilsGetAddresses();
class TESObjectREFR;
class Actor;
// 1E8
struct UnkCellInfo
{
UInt16 unk01;
UInt32 unk04;
bool highProcess; // 08 - AI Processing for actors in high, not tested
bool lowProcess; // 09 - AI Processing for actors in low, not tested
bool middleHighProcess; // 0A - AI Processing for actors in middle high, not tested
bool middleLowProcess; // 0B - AI Processing for actors in middle low, not tested
bool aiSchedule; // 0C - toggle AI Scheduling, not tested
bool subtitle; // 0D - toggle dialog subtitle, doesn't work :(
UInt8 unk0E;
UInt32 numActorsInHigh; // 10
UInt32 unk14;
UInt32 unk18;
float removeExcessComplexDeadTime; // 1C
HANDLE semaphore; // 20
UInt32 unk28;
UInt32 unk2C;
tArray<UInt32> actorHandles; // 30 - current cell?
tArray<UInt32> unk48Handles; // 48 - all?
tArray<UInt32> unk60Handles; // 60 - previous cell, because null for the first time?
tArray<UInt32> unk78Handles; // 78 - editor/original cell?
UInt64 unk90[11]; // 90
tArray<void*> unkE8Array; // E8
SimpleLock unkE8lock; // 100
tArray<void*> unk108Array; // 108
SimpleLock unk108lock; // 120
// more
//static UnkCellInfo** GetSingleton();
};
STATIC_ASSERT(offsetof(UnkCellInfo, actorHandles) == 0x30);
class TESCameraController
{
public:
TESCameraController() {}
UInt32 unk00;
float startRotZ; // 04
float startRotX; // 08
float endRotZ; // 0C
float endRotX; // 10
float unk14; // 14
float unk18; // 18
UInt8 unk1C; // 1C
UInt8 pad1D[3]; // 1D
static TESCameraController* GetSingleton();
};
// D8 or E0
class MenuTopicManager : public BSTEventSink<MenuOpenCloseEvent>
{
public:
virtual ~MenuTopicManager();
struct DialogueInfo
{
tList<BSString> responseText; // 00
TESQuest* quest; // 10
TESTopicInfo* topicInfo; // 18
TESTopic* topic; // 20
DialogueInfo* unk28; // 28
UInt32 unk30[2]; // 30
TESTopic* unk38; // 38, same as topic above??
};
STATIC_ASSERT(offsetof(DialogueInfo, unk28) == 0x28);
struct Dialogue
{
BSString topicText; // 00
bool unk10; // 10
DialogueInfo info; // 18
};
STATIC_ASSERT(offsetof(Dialogue, info) == 0x18);
STATIC_ASSERT(sizeof(Dialogue) == 0x58);
BSTEventSink<void> playerPositionEvent; // 08
UInt64 unk10; // 10
tList<Dialogue>* clickedDialogueList; // 18, "clicked dialogue"
tList<Dialogue>* initDialogueList; // 20, all available "dialogue", game will iterate through this then assign pointer above
UInt64 unk28;
UInt64 unk30;
Dialogue* currentDialogue; // 38
CRITICAL_SECTION critSection; // 40
UInt32 talkingHandle; // 68 - init'd to g_InvalidRefHandler
UInt32 handle2; // 6C - init'd to g_InvalidRefHandler
void* unk70; // 70
UInt64 unk78; // 78
tArray<void *> unk80; // 80
tArray<void *> unk98; // 98
UInt8 unkB0; // B0 - dialouge init'd by NPCs
bool isInDialogueState; // B1
bool unkB2; // true, if dialogue's flag contains goodbye
UInt8 unkB3;
UInt8 unkB4;
UInt8 unkB5;
UInt8 unkB6;
UInt8 unkB7;
bool unkB8; // seems to be skiptext
bool unkB9; // actor still talking but dialogue list is refreshed, last skiptext
UInt8 unkBA;
UInt8 unkBB;
UInt16 padBC;
tArray<void *> unkC0;
static MenuTopicManager * GetSingleton();
NiPointer<TESObjectREFR> GetDialogueTarget();
};
STATIC_ASSERT(offsetof(MenuTopicManager, currentDialogue) == 0x38);
STATIC_ASSERT(offsetof(MenuTopicManager, talkingHandle) == 0x68);
// 80808
class StringCache
{
public:
struct Ref
{
const char * data;
Ref();
Ref(const char * buf);
~Ref();
void Release();
bool operator==(const Ref& lhs) const { return data == lhs.data; }
bool operator<(const Ref& lhs) const { return data < lhs.data; }
const char * c_str() const { return operator const char *(); }
const char * Get() const { return c_str(); }
operator const char *() const { return data ? data : ""; }
};
// 10
struct Lock
{
UInt32 unk00; // 00 - set to 80000000 when locked
UInt32 pad04; // 04
UInt64 pad08; // 08
};
void * lut[0x10000]; // 00000
Lock lock[0x80]; // 80000
UInt8 isInit; // 80800
};
typedef StringCache::Ref BSFixedString;
}