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@ -42,8 +42,11 @@ struct PCDT
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{
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PlayerFlags_ViewSwitchDisabled = 0x1,
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PlayerFlags_ControlsDisabled = 0x4,
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PlayerFlags_Sleeping = 0x10,
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PlayerFlags_Waiting = 0x40,
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PlayerFlags_WeaponDrawn = 0x80,
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PlayerFlags_SpellDrawn = 0x100,
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PlayerFlags_InJail = 0x200,
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PlayerFlags_JumpingDisabled = 0x1000,
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PlayerFlags_LookingDisabled = 0x2000,
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PlayerFlags_VanityModeDisabled = 0x4000,
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@ -68,19 +71,44 @@ struct PCDT
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struct PNAM
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{
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struct MarkLocation
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{
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float mX, mY, mZ; // worldspace position
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float mRotZ; // Z angle in radians
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int mCellX, mCellY; // grid coordinates; for interior cells this is always (0, 0)
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};
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int mPlayerFlags; // controls, camera and draw state
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unsigned int mLevelProgress;
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float mSkillProgress[27]; // skill progress, non-uniform scaled
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unsigned char mSkillIncreases[8]; // number of skill increases for each attribute
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unsigned char mUnknown3[84];
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int mTelekinesisRangeBonus; // in units; seems redundant
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float mVisionBonus; // range: <0.0, 1.0>; affected by light spells and Get/Mod/SetPCVisionBonus
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int mDetectKeyMagnitude; // seems redundant
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int mDetectEnchantmentMagnitude; // seems redundant
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int mDetectAnimalMagnitude; // seems redundant
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MarkLocation mMarkLocation;
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unsigned char mUnknown3[40];
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unsigned char mSpecIncreases[3]; // number of skill increases for each specialization
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unsigned char mUnknown4;
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};
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struct ENAM
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{
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int mCellX;
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int mCellY;
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};
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#pragma pack(pop)
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std::vector<FNAM> mFactions;
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PNAM mPNAM;
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bool mHasMark;
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std::string mMNAM; // mark cell name; can also be sDefaultCellname or region name
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bool mHasENAM;
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ENAM mENAM; // last exterior cell
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void load(ESM::ESMReader& esm);
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};
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