User:Kulagin/Structs: Difference between revisions

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</syntaxhighlight>
</syntaxhighlight>
CPU Action enum at address 0x143442734 on 4.20 patch.
CPU Action enum at address 0x143442734 on 4.20 patch.
===== HitOutcome =====
<syntaxhighlight lang="c++">
enum class HitOutcome : unsigned {
        None = 0,
        BlockedStanding = 1,
        BlockedCrouching = 2,
        Juggle = 3,
        Screw = 4,
        Unknown_Screw = 5,  // Xiaoyu's sample combo 3 ends with this, off-axis or right side maybe?
        Unknown_6 = 6, // May not exist???
        Unknown_7 = 7, // Xiaoy's sample combo 3 includes this
        GroundFaceDown = 8,
        CounterHitStanding = 10,
        CounterHitCrouching = 11,
        NormalHitStanding = 12,
        NormalHitCrouching = 13,
        NormalHitStandingLeft = 14,
        NormalHitCrouchingLeft = 15,
        NormalHitStandingBack = 16,
        NormalHitCrouchingBack = 17,
        NormalHitStandingRight = 18,
        NormalHitCrouchingRight = 19
    };
</syntaxhighlight>
===== SimpleMoveState =====
<syntaxhighlight lang="c++">
enum class SimpleMoveState : unsigned {
Uninitialized = 0,
StandingForward = 1,
StandingBack = 2,
Standing = 3,
Steve = 4, // steve?
CrouchForward = 5,
CrouchBack = 6,
Crouch = 7,
UnknownType9 = 9, // seen on Ling
GroundFaceUp = 12,
GroundFaceDown = 13,
Juggled = 14,
Knockdown = 15,
// THE UNDERSTANDING OF THE FOLLOWING VALUES IS NOT COMPLETE
OffAxisGetup = 8,
Unknown10 = 10, // Yoshimitsu
UnknownGetup11 = 11,
WallSplat18 = 18,
WallSplat19 = 19,
TechRollOrFloorBreak = 20,
Unknown23 = 23, // Kuma
Airborne24 = 24, // Yoshimitsu
Airborne = 25,
Airborne26 = 26, //Eliza. Chloe
Fly = 27 // Devil Jin 3+4
    };
</syntaxhighlight>
===== ThrowTech =====
<syntaxhighlight lang="c++">
enum class ThrowTech : unsigned {
        None = 0xC000001D, // value 0 encrypted
        Te1 = 0xD000001C, // value 1 encrypted
        Te2 = 0xE000001F, // value 2 encrypted
        Te1Plus2 = 0xF000001E // value 3 encrypted
    };
</syntaxhighlight>
===== ComplexMoveState =====
<syntaxhighlight lang="c++">
enum class ComplexMoveState : unsigned
{
FMinus = 0, // this doubles as the nothing state and an attack_starting state. #occurs on kazuya's hellsweep
SPlus = 1, // homing
S = 2, // homing, often with screw, seems to more often end up slightly off-axis?
A = 3, // this move 'realigns' if you pause before throwing it out
Un04 = 4, // extremely rare, eliza ff+4, 2 has this
CMinus = 5, // realigns either slightly worse or slightly better than C, hard to tell
APlus = 6, // realigns very well #Alisa's b+2, 1 has this, extremely rare
C = 7, // this realigns worse than 'A'
End1 = 10, // after startup  ###Kazuya's ff+3 doesn't have a startup or attack ending flag, it's just 0 the whole way through ???  ###Lili's d/b+4 doesn't have it after being blocked
Block = 11,
Walk = 12, // applies to dashing and walking
SiderollGetup = 13, // only happens after side rolling???
SiderollStayDown = 14,
SS = 15, // sidestep left or right, also applies to juggle techs
Recovering = 16, // happens after you stop walking forward or backward, jumping, getting hit, going into a stance, and some other places
Un17 = 17, // f+4 with Ling
Un18 = 18, // King's 1+2+3+4 ki charge
Un20 = 20, // Dragunov's d+3+4 ground stomp
Un22 = 22, // Eddy move
Un23 = 23, // Steve 3+4, 1
Sidewalk = 28, // sidewalk left or right
Unkn = 999999, // used to indicate a non standard tracking move
};
</syntaxhighlight>
===== InputDirection =====
<syntaxhighlight lang="c++">
enum class InputDirection : unsigned
{
Uninitialized = 0,
N = 0x20,
U = 0x100,
UB = 0x80,
UF = 0x200,
F = 0x40,
B = 0x10,
D = 4,
DF = 8,
DB = 2
};
</syntaxhighlight>


===== HitPoint =====
===== HitPoint =====
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static_assert(sizeof(CollisionSphere) == 0x20);
static_assert(sizeof(CollisionSphere) == 0x20);
</syntaxhighlight>Collision sphere used to detect collision between actors inside the world and fix overlapping(put them away).
</syntaxhighlight>Collision sphere used to detect collision between actors inside the world and fix overlapping(put them away).
===== ThrowTech =====
<syntaxhighlight lang="c++">
</syntaxhighlight>
===== ThrowTech =====
<syntaxhighlight lang="c++">
</syntaxhighlight>


===== CharacterEntity =====
===== CharacterEntity =====

Revision as of 08:53, 5 July 2021

VideoMode
    enum class VideoModeType : __int32 {
        Fullscreen = 0,
        Borderless = 1,
        Windowed = 2
    };

    class VideoMode {
    public:
        int Width;
        int Height;
        VideoModeType VideoModeType;
    };

Video mode at address 0x143478DE0 on 4.20 patch.

CPUAction
enum class CPUAction : __int32 {
        Stand = 0,
        StandingGuard = 1,
        StandAndApproach = 2,
        Crouch = 3,
        CrouchingGuard = 4,
        CrouchAndFollow = 5,
        GuardAll = 6,
        RandomGuard = 9,
        Jump = 10,
        NeutralGuard = 7,
        Controller = 8,
        Mimic = 11,
        CPU = 12,
        RepeatAction = 13
};

CPU Action enum at address 0x143442734 on 4.20 patch.

HitOutcome
enum class HitOutcome : unsigned {
        None = 0,
        BlockedStanding = 1,
        BlockedCrouching = 2,
        Juggle = 3,
        Screw = 4,
        Unknown_Screw = 5,  // Xiaoyu's sample combo 3 ends with this, off-axis or right side maybe?
        Unknown_6 = 6, // May not exist???
        Unknown_7 = 7, // Xiaoy's sample combo 3 includes this
        GroundFaceDown = 8,
        CounterHitStanding = 10,
        CounterHitCrouching = 11,
        NormalHitStanding = 12,
        NormalHitCrouching = 13,
        NormalHitStandingLeft = 14,
        NormalHitCrouchingLeft = 15,
        NormalHitStandingBack = 16,
        NormalHitCrouchingBack = 17,
        NormalHitStandingRight = 18,
        NormalHitCrouchingRight = 19
    };
SimpleMoveState
enum class SimpleMoveState : unsigned {
		Uninitialized = 0,
		StandingForward = 1,
		StandingBack = 2,
		Standing = 3,
		Steve = 4, // steve?
		CrouchForward = 5,
		CrouchBack = 6,
		Crouch = 7,
		UnknownType9 = 9, // seen on Ling
		GroundFaceUp = 12,
		GroundFaceDown = 13,
		Juggled = 14,
		Knockdown = 15,
		// THE UNDERSTANDING OF THE FOLLOWING VALUES IS NOT COMPLETE
		OffAxisGetup = 8,
		Unknown10 = 10, // Yoshimitsu
		UnknownGetup11 = 11,
		WallSplat18 = 18,
		WallSplat19 = 19,
		TechRollOrFloorBreak = 20,
		Unknown23 = 23, // Kuma
		Airborne24 = 24, // Yoshimitsu
		Airborne = 25,
		Airborne26 = 26, //Eliza. Chloe
		Fly = 27 // Devil Jin 3+4
    };
ThrowTech
enum class ThrowTech : unsigned {
        None = 0xC000001D, // value 0 encrypted
        Te1 = 0xD000001C, // value 1 encrypted
        Te2 = 0xE000001F, // value 2 encrypted
        Te1Plus2 = 0xF000001E // value 3 encrypted
    };
ComplexMoveState
enum class ComplexMoveState : unsigned
	{
		FMinus = 0, // this doubles as the nothing state and an attack_starting state. #occurs on kazuya's hellsweep
		SPlus = 1, // homing
		S = 2, // homing, often with screw, seems to more often end up slightly off-axis?
		A = 3, // this move 'realigns' if you pause before throwing it out
		Un04 = 4, // extremely rare, eliza ff+4, 2 has this
		CMinus = 5, // realigns either slightly worse or slightly better than C, hard to tell
		APlus = 6, // realigns very well #Alisa's b+2, 1 has this, extremely rare
		C = 7, // this realigns worse than 'A'
		End1 = 10, // after startup  ###Kazuya's ff+3 doesn't have a startup or attack ending flag, it's just 0 the whole way through ???  ###Lili's d/b+4 doesn't have it after being blocked
		Block = 11,
		Walk = 12, // applies to dashing and walking
		SiderollGetup = 13, // only happens after side rolling???
		SiderollStayDown = 14,
		SS = 15, // sidestep left or right, also applies to juggle techs
		Recovering = 16, // happens after you stop walking forward or backward, jumping, getting hit, going into a stance, and some other places
		Un17 = 17, // f+4 with Ling
		Un18 = 18, // King's 1+2+3+4 ki charge
		Un20 = 20, // Dragunov's d+3+4 ground stomp
		Un22 = 22, // Eddy move
		Un23 = 23, // Steve 3+4, 1
		Sidewalk = 28, // sidewalk left or right
		Unkn = 999999, // used to indicate a non standard tracking move
	};
InputDirection
enum class InputDirection : unsigned
	{
		Uninitialized = 0,
		N = 0x20,
		U = 0x100,
		UB = 0x80,
		UF = 0x200,
		F = 0x40,
		B = 0x10,
		D = 4,
		DF = 8,
		DB = 2
	};
HitPoint
class HitPoint
{
public:
	float Position1; //0x0000
	float Position2; //0x0004
	float Position3; //0x0008
	float SequenceId; //0x000C
}; //Size: 0x0010
static_assert(sizeof(HitPoint) == 0x10);

Sequence of these hit points form hit lines used for collision detection. Use in the CharacterEntity.

HurtCylinder
class HurtCylinder
{
public:
	float Position1; //0x0000
	float Position2; //0x0004
	float Position3; //0x0008
	float SizeModifier; //0x000C
	float Height; //0x0010
	char pad_0014[4]; //0x0014
	float Radius; //0x0018
	char pad_001C[4]; //0x001C
}; //Size: 0x0020
static_assert(sizeof(HurtCylinder) == 0x20);

Hurt cylinder on the CharacterEntity.

CollisionSphereStruct
class CollisionSphere
{
public:
	float Position1; //0x0000
	float Position2; //0x0004
	float Position3; //0x0008
	float SizeModifier; //0x000C
	float Radius; //0x0010
	float N00001BF8; //0x0014
	float N00001CFE; //0x0018
	float N00001C01; //0x001C
}; //Size: 0x0020
static_assert(sizeof(CollisionSphere) == 0x20);

Collision sphere used to detect collision between actors inside the world and fix overlapping(put them away).

ThrowTech
ThrowTech
CharacterEntity
class CharacterEntity
{
public:
	char pad_0000[216]; //0x0000
	int32_t CharacterId; //0x00D8
	char pad_00DC[4]; //0x00DC
	float PositionX; //0x00E0
	char pad_00E4[4]; //0x00E4
	float PositionY; //0x00E8
	char pad_00EC[116]; //0x00EC
	float RestartPositionX; //0x0160
	char pad_0164[4]; //0x0164
	float RestartPositionY; //0x0168
	char pad_016C[68]; //0x016C
	float FloorZ; //0x01B0
	char pad_01B4[32]; //0x01B4
	int32_t MoveFrame; //0x01D4
	char pad_01D8[64]; //0x01D8
	class Move *CurrentMovePointer; //0x0218
	int32_t CurrentMovePointer; //0x0220
	char pad_0224[4]; //0x0224
	int32_t PreviousMovePointer; //0x0228
	char pad_022C[244]; //0x022C
	int32_t OpponentComboCounter; //0x0320
	int32_t AttackDamage; //0x0324
	int32_t AttackType; //0x0328
	char pad_032C[4]; //0x032C
	int64_t N0000088F; //0x0330
	char pad_0338[24]; //0x0338
	int32_t MoveId; //0x0350
	char pad_0354[72]; //0x0354
	int32_t TotalFrames; //0x039C
	char pad_03A0[56]; //0x03A0
	HitOutcome HitOutcome; //0x03D8
	char pad_03DC[76]; //0x03DC
	SimpleMoveState SimpleMoveState; //0x0428
	char pad_042C[36]; //0x042C
	int32_t ThrowTech; //0x0450
	char pad_0454[20]; //0x0454
	int32_t ThrowFlag; //0x0468
	char pad_046C[4]; //0x046C
	ComplexMoveState ComplexMoveState; //0x0470
	char pad_0474[588]; //0x0474
	int32_t PowerCrush; //0x06C0
	char pad_06C4[136]; //0x06C4
	float Distance2; //0x074C
	char pad_0750[56]; //0x0750
	uint32_t CancelWindow; //0x0788
	char pad_078C[20]; //0x078C
	int32_t DamageTaken; //0x07A0
	char pad_07A4[408]; //0x07A4
	int32_t OpponentDamageComboCounter; //0x093C
	char pad_0940[304]; //0x0940
	int32_t GameStateCount; //0x0A70
	char pad_0A74[396]; //0x0A74
	int32_t RageFlag; //0x0C00
	char pad_0C04[408]; //0x0C04
	InputDirection InputDirection; //0x0D9C
	char pad_0DA0[112]; //0x0DA0
	class HitPoint HitPointsArray[12]; //0x0E10
	class HurtCylinder HurtCylindersArray[14]; //0x0ED0
	class CollisionSphere CollisionSpheresArray[9]; //0x1090
	char pad_11B0[608]; //0x11B0
	float Distance; //0x1410
	char pad_1414[120]; //0x1414
	int32_t IsRightSide?; //0x148C
	char pad_1490[22]; //0x1490
	int16_t Health; //0x14A6
	char pad_14A8[40]; //0x14A8
	class MovesetHeader *motbin_ptr; //0x14D0
	char pad_14D8[1332]; //0x14D8
	uint32_t InputAttack; //0x1A0C
	InputDirection InputDirection; //0x1A10
	char pad_1A14[7180]; //0x1A14
}; //Size: 0x3620
static_assert(sizeof(CharacterEntity) == 0x3620);

CharacterEntity struct with offsets for 4.20 patch.