Decompile chrTickFire

This commit is contained in:
Ryan Dwyer
2021-05-24 17:27:24 +10:00
parent 95466a22e4
commit 1bf7f0fe69
3 changed files with 178 additions and 1133 deletions
+172 -1127
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File diff suppressed because it is too large Load Diff
+3 -3
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@@ -138,7 +138,7 @@ void func0f03e29c(struct chrdata *chr, s32 arg1, s32 arg2, s32 arg3, struct coor
f32 chrGetInverseTheta(struct chrdata *chr);
f32 chrGetAimAngle(struct chrdata *chr);
f32 func0f03e754(struct chrdata *chr);
void func0f03e788(struct chrdata *chr, s32 arg1, f32 arg2, f32 arg3, f32 arg4);
s32 func0f03e788(struct chrdata *chr, s32 turning, f32 arg2, f32 arg3, f32 arg4);
bool func0f03e9f4(struct chrdata *chr, struct attackanimconfig *animcfg, s32 arg2, s32 arg3, f32 arg4);
u32 func0f03f778(void);
f32 chrGetAimLimitAngle(f32 sqdist);
@@ -148,9 +148,9 @@ void chrCalculateShieldHit(struct chrdata *chr, struct coord *pos, struct coord
void func0f04031c(struct coord *coord, f32 arg1, struct coord *coord2, f32 *arg3);
u32 func0f0404d4(void);
u32 func0f041a74(void);
u32 func0f041c44(void);
bool func0f041c44(struct chrdata *chr);
void chrAttackAmountUpdateAnimation(struct chrdata *chr);
void func0f041e48(struct chrdata *chr);
void chrTickFire(struct chrdata *chr);
void chrTickAttackAmount(struct chrdata *chr);
void robotSetMuzzleFlash(struct chrdata *chr, bool right, bool enabled);
void robotAttack(struct chrdata *chr);
+3 -3
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@@ -1076,15 +1076,15 @@ struct act_preargh {
struct act_attack {
/*0x2c*/ struct attackanimconfig *animcfg;
/*0x30*/ s8 turning;
/*0x31*/ u8 fired;
/*0x32*/ u8 nextgun;
/*0x31*/ s8 fired;
/*0x32*/ s8 nextgun;
/*0x33*/ s8 numshots; // number of shots fired so far in this anim
/*0x34*/ s8 maxshots; // number of shots to attempt in this anim
/*0x35*/ s8 onehanded;
/*0x36*/ s8 dorecoil;
/*0x37*/ s8 dooneburst;
/*0x38*/ s8 firegun[2]; // whether this gun is going to attempt to fire in this anim
/*0x3a*/ u8 everytick[2]; // whether gun's fire rate is high enough to fire on every tick
/*0x3a*/ s8 everytick[2]; // whether gun's fire rate is high enough to fire on every tick
/*0x3c*/ u8 singleshot[2];
/*0x3e*/ s8 flip;
/*0x40*/ s32 pausecount;