#ifndef OPENMW_ESSIMPORT_ACDT_H #define OPENMW_ESSIMPORT_ACDT_H #include namespace ESM { struct ESMReader; } namespace ESSImport { /// Actor data, shared by (at least) REFR and CellRef struct ACDT { unsigned char mUnknown1[40]; float mDynamic[3][2]; unsigned char mUnknown2[16]; float mAttributes[8][2]; unsigned char mUnknown3[120]; }; struct ActorData { ACDT mACDT; int mSkills[27][2]; // creature combat stats, base and modified // I think these can be ignored in the conversion, because it is not possible // to change them ingame int mCombatStats[3][2]; std::string mScript; void load(ESM::ESMReader& esm); }; /// Unknown, shared by (at least) REFR and CellRef struct ACSC { unsigned char unknown[112]; }; } #endif