Rename "close" gun function type to "melee"

This commit is contained in:
Ryan Dwyer
2022-12-02 22:46:40 +10:00
parent c20a31db57
commit 0063dcc71c
17 changed files with 98 additions and 98 deletions
+12 -12
View File
@@ -1234,17 +1234,17 @@
#define HANDANIMMODE_IDLE 0
#define HANDANIMMODE_BUSY 2
#define HANDATTACKTYPE_SHOOT 1
#define HANDATTACKTYPE_SHOOTPROJECTILE 2
#define HANDATTACKTYPE_THROWPROJECTILE 3
#define HANDATTACKTYPE_CLOSERANGE 4
#define HANDATTACKTYPE_DETONATE 5
#define HANDATTACKTYPE_BOOST 6
#define HANDATTACKTYPE_REVERTBOOST 7
#define HANDATTACKTYPE_CROUCH 8
#define HANDATTACKTYPE_RCP120CLOAK 9
#define HANDATTACKTYPE_CLOSERANGENOUNCLOAK 10
#define HANDATTACKTYPE_UPLINK 12
#define HANDATTACKTYPE_SHOOT 1
#define HANDATTACKTYPE_SHOOTPROJECTILE 2
#define HANDATTACKTYPE_THROWPROJECTILE 3
#define HANDATTACKTYPE_MELEE 4
#define HANDATTACKTYPE_DETONATE 5
#define HANDATTACKTYPE_BOOST 6
#define HANDATTACKTYPE_REVERTBOOST 7
#define HANDATTACKTYPE_CROUCH 8
#define HANDATTACKTYPE_RCP120CLOAK 9
#define HANDATTACKTYPE_MELEENOUNCLOAK 10
#define HANDATTACKTYPE_UPLINK 12
#define HANDMODE_NONE 0
#define HANDMODE_1 1
@@ -1416,7 +1416,7 @@
#define INVENTORYFUNCTYPE_SHOOT_PROJECTILE 0x0201
#define INVENTORYFUNCTYPE_0200 0x0200
#define INVENTORYFUNCTYPE_THROW 0x0002
#define INVENTORYFUNCTYPE_CLOSE 0x0003
#define INVENTORYFUNCTYPE_MELEE 0x0003
#define INVENTORYFUNCTYPE_SPECIAL 0x0004
#define INVENTORYFUNCTYPE_DEVICE 0x0005
+1 -1
View File
@@ -41,7 +41,7 @@ bool bgun0f09aba4(struct hand *hand, struct handweaponinfo *info, s32 handnum, s
bool bgunTickIncAttackingShoot(struct handweaponinfo *info, s32 handnum, struct hand *hand);
bool bgunTickIncAttackingThrow(s32 handnum, struct hand *hand);
s32 bgunGetMinClipQty(s32 weaponnum, s32 funcnum);
bool bgunTickIncAttackingClose(s32 handnum, struct hand *hand);
bool bgunTickIncAttackingMelee(s32 handnum, struct hand *hand);
bool bgunTickIncAttackingSpecial(struct hand *hand);
s32 bgunTickIncAttackEmpty(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
s32 bgunTickIncAttack(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
+1 -1
View File
@@ -28,7 +28,7 @@ struct prop *shotCalculateHits(s32 handnum, bool arg1, struct coord *arg2, struc
struct prop *func0f061d54(s32 handnum, u32 arg1, u32 arg2);
void shotCreate(s32 handnum, bool arg1, bool dorandom, s32 arg3, bool arg4);
void func0f061fa8(struct shotdata *shotdata, struct prop *prop, f32 arg2, s32 hitpart, struct modelnode *node, struct hitthing *hitthing, s32 arg6, struct modelnode *arg7, struct model *model, bool arg9, s32 arg10, struct coord *arg11, struct coord *arg12);
void handInflictCloseRangeDamage(s32 handnum, struct gset *gset, bool arg2);
void handInflictMeleeDamage(s32 handnum, struct gset *gset, bool arg2);
void handTickAttack(s32 handnum);
void handsTickAttack(void);
void propExecuteTickOperation(struct prop *prop, s32 op);
+2 -2
View File
@@ -725,7 +725,7 @@ struct aibot {
/*0x048*/ s16 hillpadnum;
/*0x04a*/ s16 hillcovernum;
/*0x04c*/ u8 unk04c_00 : 1;
/*0x04c*/ u8 iscloserangeweapon : 1;
/*0x04c*/ u8 ismeleeweapon : 1;
/*0x04c*/ u8 gunfunc : 1;
/*0x04c*/ u8 unk04c_03 : 1;
/*0x04c*/ u8 unk04c_04 : 1;
@@ -2976,7 +2976,7 @@ struct weaponfunc_throw {
/*0x20*/ f32 damage;
};
struct weaponfunc_close {
struct weaponfunc_melee {
struct weaponfunc base;
/*0x14*/ f32 damage;
/*0x18*/ f32 range;