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https://gitlab.com/ryandwyer/perfect-dark
synced 2026-06-03 02:28:16 -04:00
Use consistent prefix for gset functions
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+23
-23
@@ -4,27 +4,27 @@
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#include "data.h"
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#include "types.h"
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struct weapon *weapon_find_by_id(s32 itemid);
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struct weaponfunc *weapon_get_function_by_id(u32 weaponnum, u32 which);
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struct weaponfunc *gset_get_weapon_function2(struct gset *gset);
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struct weaponfunc *gset_get_weapon_function(struct gset *gset);
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struct weaponfunc *weapon_get_function(struct gset *gset, s32 which);
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struct weaponfunc *current_player_get_weapon_function(u32 hand);
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struct weapon *gset_get_weapondef(s32 itemid);
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struct weaponfunc *gset_get_funcdef_by_weaponnum_funcnum(u32 weaponnum, u32 which);
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struct weaponfunc *gset_get_funcdef_by_gset2(struct gset *gset);
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struct weaponfunc *gset_get_funcdef_by_gset(struct gset *gset);
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struct weaponfunc *gset_get_funcdef_by_gset_funcnum(struct gset *gset, s32 which);
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struct weaponfunc *gset_get_current_funcdef(u32 hand);
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struct invaimsettings *gset_get_aim_settings(struct gset *gset);
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struct inventory_ammo *weapon_get_ammo_by_function(u32 weaponnum, u32 funcnum);
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f32 hand_get_xshift(s32 handnum);
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f32 hand_get_xpos(s32 handnum);
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f32 current_player_get_gun_zoom_fov(void);
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void current_player_zoom_out(f32 fovpersec);
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void current_player_zoom_in(f32 fovpersec);
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bool weapon_has_flag(s32 itemid, u32 flag);
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bool weapon_has_aim_flag(s32 weaponnum, u32 flag);
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bool weapon_has_ammo_flag(s32 weaponnum, s32 funcnum, u32 flag);
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s32 current_player_get_device_state(s32 weaponnum);
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void current_player_set_device_active(s32 weaponum, bool active);
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u16 weapon_get_file_num(s32 weaponnum);
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u16 weapon_get_file_num2(s32 weaponnum);
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void gset_populate_from_current_player(s32 handnum, struct gset *gset);
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struct inventory_ammo *gset_get_ammodef(u32 weaponnum, u32 funcnum);
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f32 gset_get_xshift(s32 handnum);
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f32 gset_get_xpos(s32 handnum);
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f32 gset_get_gun_zoom_fov(void);
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void gset_zoom_out(f32 fovpersec);
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void gset_zoom_in(f32 fovpersec);
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bool gset_has_weapon_flag(s32 itemid, u32 flag);
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bool gset_has_aim_flag(s32 weaponnum, u32 flag);
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bool gset_has_ammo_flag(s32 weaponnum, s32 funcnum, u32 flag);
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s32 gset_get_device_state(s32 weaponnum);
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void gset_set_device_active(s32 weaponum, bool active);
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u16 gset_get_filenum(s32 weaponnum);
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u16 gset_get_filenum2(s32 weaponnum);
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void gset_populate(s32 handnum, struct gset *gset);
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u8 gset_get_single_penetration(struct gset *gset);
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f32 gset_get_impact_force(struct gset *gset);
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f32 gset_get_damage(struct gset *gset);
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@@ -32,9 +32,9 @@ u8 gset_get_fireslot_duration(struct gset *gset);
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u16 gset_get_single_shoot_sound(struct gset *gset);
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bool gset_has_function_flags(struct gset *gset, u32 flags);
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s8 weapon_get_num_ticks_per_shot(u32 weaponnum, u32 funcindex);
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u32 current_player_get_sight(void);
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u32 gset_get_sight(void);
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void gset_get_noise_settings(struct gset *gset, struct noisesettings *settings);
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struct guncmd *gset_get_pri_to_sec_anim(struct gset *gset);
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struct guncmd *gset_get_sec_to_pri_anim(struct gset *gset);
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struct guncmd *gset_get_pritosec_anim(struct gset *gset);
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struct guncmd *gset_get_sectopri_anim(struct gset *gset);
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#endif
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