Decompile currentPlayerIncrementGunHeldTime

This commit is contained in:
Ryan Dwyer
2020-02-08 17:15:42 +10:00
parent b4b983cc4f
commit 3daa1d66d9
5 changed files with 62 additions and 96 deletions
+4 -2
View File
@@ -580,6 +580,7 @@
#define MAX_CHRWAYPOINTS 6
#define MAX_DANGEROUSPROPS 12
#define MAX_GUNHELD 10
#define MAX_LIFTS 10
#define MAX_MPCHRS (4 + MAX_SIMULANTS)
#define MAX_OBJECTIVES 10
@@ -1881,8 +1882,9 @@
#define WEAPON_5C 0x5c
#define WEAPON_SUICIDEPILL 0x5d
#define WEAPONFLAG_00000010 0x00000010
#define WEAPONFLAG_00001000 0x00001000
#define WEAPONFLAG_00000010 0x00000010
#define WEAPONFLAG_TRACKTIMEUSED 0x00000200
#define WEAPONFLAG_00001000 0x00001000
// Heads and bodies
#define HEAD_RANDOM -1
+1 -1
View File
@@ -45,7 +45,7 @@ void currentPlayerSetEquipCurItem(u32 item);
void currentPlayerCalculateEquipCurItem(void);
char *objGetActivatedText(struct defaultobj *obj);
char *weaponGetActivatedText(s32 weaponnum);
u32 func0f11307c(void);
void currentPlayerIncrementGunHeldTime(s32 param_1, s32 param_2);
u32 func0f1131ac(void);
#endif
+12 -4
View File
@@ -940,10 +940,18 @@ struct eyespy {
/*0x7c*/ s32 pitch;
};
/**
* List of guns that the player has equipped and the amount of time they've been
* equipped for. It's used to determine the weapon of choice for the endscreen.
* The time is increased for the equipped weapon on each tick.
*
* The list is only 10 items long. If an 11th item is used, the least used item
* in the list will be removed.
*/
struct gunheld {
s32 unk00;
s32 unk04;
s32 unk08;
s32 weapon1;
s32 weapon2;
s32 totaltime240_60;
};
struct player1630 {
@@ -2496,7 +2504,7 @@ struct player {
/*0x186c*/ s32 equipmaxitems;
/*0x1870*/ u32 equipallguns;
/*0x1874*/ u32 equipcuritem;
/*0x1878*/ struct gunheld gunheldarr[10];
/*0x1878*/ struct gunheld gunheldarr[MAX_GUNHELD];
/*0x18f0*/ u32 magnetattracttime;
/*0x18f4*/ u32 angleoffset;
/*0x18f8*/ u32 buthist[10];