mirror of
https://gitlab.com/ryandwyer/perfect-dark
synced 2026-09-02 01:42:31 -04:00
Set names for a heap of shotdata symbols
This commit is contained in:
@@ -947,6 +947,9 @@
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#define FILETYPE_MPPLAYER 2
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#define FILETYPE_CAMERA 3
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#define FINDPROPCONTEXT_QUERY 0
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#define FINDPROPCONTEXT_SHOOT 2
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#define FLOORTYPE_DEFAULT 0
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#define FLOORTYPE_WOOD 1
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#define FLOORTYPE_STONE 2
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@@ -9,7 +9,7 @@ void camSetScreenPosition(f32 left, f32 top);
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void camSetPerspective(f32 near, f32 fovy, f32 aspect);
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f32 cam0f0b49b8(f32 arg0);
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void camSetScale(void);
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void cam0f0b4c3c(f32 *crosspos, struct coord *dst, f32 arg2);
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void cam0f0b4c3c(f32 pos2d[2], struct coord *dir2d, f32 arg2);
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void cam0f0b4d04(struct coord *in, f32 *out);
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void cam0f0b4d68(struct coord *in, f32 out[2]);
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void cam0f0b4dec(struct coord *in, f32 out[2]);
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@@ -45,8 +45,8 @@ void chrEmitSparks(struct chrdata *chr, struct prop *prop, s32 hitpart, struct c
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void chr0f0260c4(struct model *model, s32 hitpart, struct modelnode *node, struct coord *arg3);
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void chrBruise(struct model *model, s32 hitpart, struct modelnode *node, struct coord *arg3);
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void chrDisfigure(struct chrdata *chr, struct coord *exppos, f32 damageradius);
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f32 chr0f0278a4(struct chrdata *chr);
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void chr0f027994(struct prop *prop, struct shotdata *shotdata, bool arg2, bool arg3);
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f32 chrGetHitRadius(struct chrdata *chr);
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void chrTestHit(struct prop *prop, struct shotdata *shotdata, bool isshooting, bool cheap);
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void chrHit(struct shotdata *shotdata, struct hit *hit);
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void chr0f028498(bool value);
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void chrsCheckForNoise(f32 noiseradius);
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@@ -24,10 +24,10 @@ Gfx *propRender(Gfx *gdl, struct prop *prop, bool xlupass);
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Gfx *propsRender(Gfx *gdl, RoomNum renderroomnum, s32 renderpass, RoomNum *roomnumsbyprop);
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void weaponPlayWhooshSound(s32 weaponnum, struct prop *prop);
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void func0f060bac(s32 weaponnum, struct prop *prop);
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struct prop *shotCalculateHits(s32 handnum, bool arg1, struct coord *arg2, struct coord *arg3, struct coord *gunpos, struct coord *dir, u32 arg6, f32 arg7, bool arg8);
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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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struct prop *shotCalculateHits(s32 handnum, bool isshooting, struct coord *gunpos2d, struct coord *gundir2d, struct coord *gunpos3d, struct coord *gundir3d, u32 arg6, f32 distance, bool arg8);
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struct prop *propFindAimingAt(s32 handnum, bool isshooting, u32 context);
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void shotCreate(s32 handnum, bool arg1, bool dorandom, s32 numshots, bool arg4);
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void hitCreate(struct shotdata *shotdata, struct prop *prop, f32 hitdistance, s32 hitpart, struct modelnode *bboxnode, struct hitthing *hitthing, s32 arg6, struct modelnode *dlnode, struct model *model, bool slowsbullet, bool bulletproof, struct coord *arg11, struct coord *arg12);
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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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@@ -211,7 +211,7 @@ Gfx *objRenderShadow(struct defaultobj *obj, Gfx *gdl);
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Gfx *objRender(struct prop *prop, Gfx *gdl, bool xlupass);
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bool modelIsNodeNotTvscreen(struct modeldef *modeldef, struct modelnode *node);
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void objDeform(struct defaultobj *obj, s32 level);
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void objBounce(struct defaultobj *obj, struct coord *arg1);
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void objBounce(struct defaultobj *obj, struct coord *gundir2d);
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void objSetDropped(struct prop *prop, u32 droptype);
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void objApplyMomentum(struct defaultobj *obj, struct coord *speed, f32 rotation, bool addspeed, bool addrotation);
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void piracyRestore(void);
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@@ -233,7 +233,7 @@ bool objIsMortal(struct defaultobj *obj);
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void objTakeGunfire(struct defaultobj *obj, f32 damage, struct coord *pos, s32 weaponnum, s32 playernum);
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void objDamage(struct defaultobj *obj, f32 damage, struct coord *pos, s32 weaponnum, s32 playernum);
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void func0f0859a0(struct prop *prop, struct shotdata *shotdata);
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void func0f085e00(struct prop *prop, struct shotdata *shotdata);
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void objTestHit(struct prop *prop, struct shotdata *shotdata);
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void objHit(struct shotdata *shotdata, struct hit *hit);
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u32 propobjGetCiTagId(struct prop *prop);
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bool objIsHealthy(struct defaultobj *obj);
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+10
-10
@@ -5662,7 +5662,7 @@ struct warpparams {
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};
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struct hitthing {
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struct coord unk00;
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struct coord pos; // world pos
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struct coord unk0c;
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Vtx *unk18;
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Vtx *unk1c;
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@@ -5677,24 +5677,24 @@ struct hit {
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/*0x00*/ f32 distance;
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/*0x04*/ struct prop *prop;
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/*0x08*/ s32 hitpart;
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/*0x0c*/ struct modelnode *node;
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/*0x0c*/ struct modelnode *bboxnode;
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/*0x10*/ struct hitthing hitthing;
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/*0x40*/ s32 mtxindex;
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/*0x44*/ struct modelnode *unk44;
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/*0x44*/ struct modelnode *dlnode;
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/*0x48*/ struct model *model;
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/*0x4c*/ s8 unk4c;
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/*0x4d*/ s8 unk4d;
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/*0x4c*/ s8 slowsbullet;
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/*0x4d*/ s8 bulletproof;
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/*0x50*/ struct coord pos;
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/*0x5c*/ struct coord dir;
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};
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struct shotdata {
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/*0x00*/ struct coord unk00;
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/*0x0c*/ struct coord unk0c;
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/*0x00*/ struct coord gunpos2d;
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/*0x0c*/ struct coord gundir2d;
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/*0x18*/ struct gset gset;
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/*0x1c*/ struct coord gunpos;
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/*0x28*/ struct coord dir;
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/*0x34*/ f32 unk34;
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/*0x1c*/ struct coord gunpos3d;
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/*0x28*/ struct coord gundir3d;
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/*0x34*/ f32 distance;
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/*0x38*/ s32 penetration;
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/*0x3c*/ struct hit hits[10];
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};
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