d2tweaks-rnd2k/include/diablo2/structures/game.h
2024-04-16 21:45:38 -06:00

58 lines
1.6 KiB
C++

#pragma once
#include <cstdint>
namespace diablo2 {
namespace structures {
struct unit;
struct game {
char pad_0000[24]; //0x0000
void* critical_section; //0x0018
void* memory_pool; //0x001C
char pad_0020[74]; //0x0020
int8_t game_type; //0x006A
char pad_006_b[2]; //0x006B
int8_t difficulty_level; //0x006D
char pad_006_e[2]; //0x006E
int32_t expansion; //0x0070
int32_t game_type2; //0x0074
int32_t item_format; //0x0078
int32_t init_seed; //0x007C
int32_t object_seed; //0x0080
int32_t init_seed2; //0x0084
void* last_client; //0x0088 structure of last player that entered the game
int32_t clients_count; //0x008C
int32_t unit_counts[6]; //0x0090
int32_t game_frame; //0x00A8
char pad_00_ac[12]; //0x00AC
void* timer_queue; //0x00B8
void* drlg_act[5]; //0x00BC
int32_t lo_seed; //0x00D0
int32_t hi_seed; //0x00D4
char pad_00d8[20]; //0x00D8
int32_t monster_seed; //0x00EC
void* monster_region[1024]; //0x00F0
void* object_controller; //0x10F0
void* quest_controller; //0x10F4
void* unit_nodes[10]; //0x10F8
unit* unit_list[5][128]; //0x1120
void* tile_list; //0x1B20
int32_t unique_flags[128]; //0x1B24
void* npc_control; //0x1D24
void* arena_control; //0x1D28
void* party_control; //0x1D2C
int8_t boss_flags[64]; //0x1D30
int32_t monster_mode_data[17]; //0x1D70
int32_t monster_mode_data_count; //0x1DB4
char pad_1db8[12]; //0x1DB8
int32_t sync_timer; //0x1DC4
char pad_1dc8[32]; //0x1DC8
int32_t uber_baal; //0x1DE8
int32_t uber_diablo; //0x1DEC
int32_t uber_mephisto; //0x1DF0
}; //Size: 0x1DF4
static_assert(sizeof(game) == 0x1DF4);
}
}