#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 #pragma pack(push) #pragma pack(1) struct ACDT { // Note, not stored at *all*: // - Level changes are lost on reload, except for the player (there it's in the NPC record). unsigned char mUnknown1[16]; float mBreathMeter; // Seconds left before drowning unsigned char mUnknown2[20]; float mDynamic[3][2]; unsigned char mUnknown3[16]; float mAttributes[8][2]; unsigned char mUnknown4[109]; // This seems to increase when purchasing training, though I don't see it anywhere ingame. int mGold; unsigned char mUnknown5[7]; }; #pragma pack(pop) 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