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https://gitlab.com/ryandwyer/perfect-dark
synced 2026-07-31 23:58:38 -04:00
Rename playerTick to playerTickThirdPerson and decompile new playerTick
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@@ -3959,10 +3959,10 @@
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#define VIRES_LO 0
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#define VIRES_HI 1
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#define VISIONMODE_NORMAL 0
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#define VISIONMODE_XRAY 1
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#define VISIONMODE_SLAYERROCKET 2
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#define VISIONMODE_3 3
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#define VISIONMODE_NORMAL 0
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#define VISIONMODE_XRAY 1
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#define VISIONMODE_SLAYERROCKET 2
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#define VISIONMODE_SLAYERROCKETSTATIC 3
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#define VOICEBOX_MALE0 0
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#define VOICEBOX_MALE1 1
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@@ -53,7 +53,7 @@ f32 func0f0bd358(void);
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void func0f0bd3c4(void);
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void currentPlayerTickTeleport(f32 *arg0);
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void currentPlayerConfigureVi(void);
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void func0f0bd904(bool arg0);
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void playerTick(bool arg0);
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void func0f0bfc7c(struct coord *cam_pos, struct coord *cam_look, struct coord *cam_up);
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Gfx *currentPlayerUpdateShootRot(Gfx *gdl);
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void currentPlayerDisplayShield(void);
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@@ -76,7 +76,7 @@ f32 currentPlayerGetShieldFrac(void);
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void currentPlayerSetShieldFrac(f32 frac);
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s32 getMissionTime(void);
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s32 playerTickBeams(struct prop *prop);
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s32 playerTick(struct prop *prop);
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s32 playerTickThirdPerson(struct prop *prop);
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void func0f0c2a58(struct chrdata *chr, s32 crouchpos, f32 speedsideways, f32 speedforwards, f32 speedtheta, f32 *angleoffset, struct attackanimconfig **animcfg);
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Gfx *playerRender(struct prop *prop, Gfx *gdl, bool withalpha);
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Gfx *currentPlayerLoadMatrix(Gfx *gdl);
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@@ -23,7 +23,7 @@ s32 sub54321(s32 value);
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void lvUpdateCutsceneTime(void);
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s32 lvGetSlowMotionType(void);
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void lvTick(void);
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void lvRecordDistanceMoved(void);
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void lvTickPlayer(void);
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void lvCheckPauseStateChanged(void);
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void lvSetPaused(bool paused);
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void lvConfigureFade(u32 color, s16 num_frames);
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+3
-3
@@ -2099,10 +2099,10 @@ struct eyespy {
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/*0x28*/ f32 verta;
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/*0x2c*/ f32 cosverta;
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/*0x30*/ f32 sinverta;
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/*0x34*/ u8 init;
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/*0x35*/ u8 initialised;
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/*0x34*/ u8 held; // the eyespy is held by the player (opposite of deployed)
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/*0x35*/ u8 deployed; // the eyespy is deployed in the stage somewhere
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/*0x36*/ s8 startuptimer60;
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/*0x37*/ s8 active;
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/*0x37*/ s8 active; // player is currently controlling the eyespy
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/*0x38*/ s8 buttonheld;
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/*0x39*/ s8 camerabuttonheld;
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/*0x3a*/ s16 bobdir;
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