mirror of
https://gitlab.com/ryandwyer/perfect-dark
synced 2026-08-29 00:21:52 -04:00
Rename "close" gun function type to "melee"
This commit is contained in:
+12
-12
@@ -1234,17 +1234,17 @@
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#define HANDANIMMODE_IDLE 0
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#define HANDANIMMODE_BUSY 2
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#define HANDATTACKTYPE_SHOOT 1
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#define HANDATTACKTYPE_SHOOTPROJECTILE 2
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#define HANDATTACKTYPE_THROWPROJECTILE 3
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#define HANDATTACKTYPE_CLOSERANGE 4
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#define HANDATTACKTYPE_DETONATE 5
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#define HANDATTACKTYPE_BOOST 6
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#define HANDATTACKTYPE_REVERTBOOST 7
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#define HANDATTACKTYPE_CROUCH 8
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#define HANDATTACKTYPE_RCP120CLOAK 9
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#define HANDATTACKTYPE_CLOSERANGENOUNCLOAK 10
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#define HANDATTACKTYPE_UPLINK 12
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#define HANDATTACKTYPE_SHOOT 1
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#define HANDATTACKTYPE_SHOOTPROJECTILE 2
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#define HANDATTACKTYPE_THROWPROJECTILE 3
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#define HANDATTACKTYPE_MELEE 4
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#define HANDATTACKTYPE_DETONATE 5
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#define HANDATTACKTYPE_BOOST 6
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#define HANDATTACKTYPE_REVERTBOOST 7
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#define HANDATTACKTYPE_CROUCH 8
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#define HANDATTACKTYPE_RCP120CLOAK 9
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#define HANDATTACKTYPE_MELEENOUNCLOAK 10
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#define HANDATTACKTYPE_UPLINK 12
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#define HANDMODE_NONE 0
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#define HANDMODE_1 1
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@@ -1416,7 +1416,7 @@
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#define INVENTORYFUNCTYPE_SHOOT_PROJECTILE 0x0201
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#define INVENTORYFUNCTYPE_0200 0x0200
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#define INVENTORYFUNCTYPE_THROW 0x0002
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#define INVENTORYFUNCTYPE_CLOSE 0x0003
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#define INVENTORYFUNCTYPE_MELEE 0x0003
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#define INVENTORYFUNCTYPE_SPECIAL 0x0004
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#define INVENTORYFUNCTYPE_DEVICE 0x0005
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@@ -41,7 +41,7 @@ bool bgun0f09aba4(struct hand *hand, struct handweaponinfo *info, s32 handnum, s
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bool bgunTickIncAttackingShoot(struct handweaponinfo *info, s32 handnum, struct hand *hand);
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bool bgunTickIncAttackingThrow(s32 handnum, struct hand *hand);
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s32 bgunGetMinClipQty(s32 weaponnum, s32 funcnum);
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bool bgunTickIncAttackingClose(s32 handnum, struct hand *hand);
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bool bgunTickIncAttackingMelee(s32 handnum, struct hand *hand);
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bool bgunTickIncAttackingSpecial(struct hand *hand);
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s32 bgunTickIncAttackEmpty(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
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s32 bgunTickIncAttack(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
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@@ -28,7 +28,7 @@ struct prop *shotCalculateHits(s32 handnum, bool arg1, struct coord *arg2, struc
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struct prop *func0f061d54(s32 handnum, u32 arg1, u32 arg2);
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void shotCreate(s32 handnum, bool arg1, bool dorandom, s32 arg3, bool arg4);
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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);
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void handInflictCloseRangeDamage(s32 handnum, struct gset *gset, bool arg2);
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void handInflictMeleeDamage(s32 handnum, struct gset *gset, bool arg2);
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void handTickAttack(s32 handnum);
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void handsTickAttack(void);
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void propExecuteTickOperation(struct prop *prop, s32 op);
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+2
-2
@@ -725,7 +725,7 @@ struct aibot {
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/*0x048*/ s16 hillpadnum;
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/*0x04a*/ s16 hillcovernum;
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/*0x04c*/ u8 unk04c_00 : 1;
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/*0x04c*/ u8 iscloserangeweapon : 1;
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/*0x04c*/ u8 ismeleeweapon : 1;
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/*0x04c*/ u8 gunfunc : 1;
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/*0x04c*/ u8 unk04c_03 : 1;
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/*0x04c*/ u8 unk04c_04 : 1;
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@@ -2976,7 +2976,7 @@ struct weaponfunc_throw {
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/*0x20*/ f32 damage;
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};
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struct weaponfunc_close {
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struct weaponfunc_melee {
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struct weaponfunc base;
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/*0x14*/ f32 damage;
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/*0x18*/ f32 range;
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