eldenring 0.14.0

Structures, bindings, and utilities for From Software's title Elden Ring
Documentation
use std::ptr::NonNull;

use crate::{
    cs::{CSMsbPartsEne, ChrIns, WorldBlockChr},
    dltx::DLString,
};

#[repr(C)]
/// Source of name: RTTI
pub struct CSChrDataModule {
    vftable: usize,
    pub owner: NonNull<ChrIns>,
    pub msb_parts: CSMsbPartsEne,
    msb_res_cap: usize,
    unk68: usize,
    unk70: u32,
    unk74: u32,
    unk78: u32,
    pub block_id_origin: u32,
    unk80: u32,
    unk84: u32,
    pub world_block_chr: NonNull<WorldBlockChr<ChrIns>>,
    unk90: [u8; 0x30],
    pub draw_params: u32,
    pub chara_init_param_id: i32,
    // wchar_t[6]
    unkc8: [u8; 0xc],
    unkd4: [u8; 0x64],
    pub hp: i32,
    pub max_hp: i32,
    pub max_uncapped_hp: i32,
    pub base_hp: i32,
    pub fp: i32,
    pub max_fp: i32,
    pub base_fp: i32,
    pub stamina: i32,
    pub max_stamina: i32,
    pub base_stamina: i32,
    /// The amount of HP that can be regained using the rally effect.
    pub recoverable_hp: f32,
    recoverable_hp_2: f32,
    pub recoverable_hp_time: f32,
    unk16c: f32,
    unk170: [u8; 0x28],
    unk198: [u8; 0x3],
    // 2nd bit makes you undamageable
    debug_flags: u8,
    unk19c: [u8; 0x8c],
    /// Name for character behavior.
    /// c0000 for player-like characters
    pub character_behavior_name: DLString,
    dl_string: [u8; 0x30],
}