Rename playerTick to playerTickThirdPerson and decompile new playerTick

This commit is contained in:
Ryan Dwyer
2022-01-14 21:42:12 +10:00
parent 5b73af1645
commit 57eb3ed384
14 changed files with 1030 additions and 8190 deletions
+4 -4
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@@ -3959,10 +3959,10 @@
#define VIRES_LO 0
#define VIRES_HI 1
#define VISIONMODE_NORMAL 0
#define VISIONMODE_XRAY 1
#define VISIONMODE_SLAYERROCKET 2
#define VISIONMODE_3 3
#define VISIONMODE_NORMAL 0
#define VISIONMODE_XRAY 1
#define VISIONMODE_SLAYERROCKET 2
#define VISIONMODE_SLAYERROCKETSTATIC 3
#define VOICEBOX_MALE0 0
#define VOICEBOX_MALE1 1
+2 -2
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@@ -53,7 +53,7 @@ f32 func0f0bd358(void);
void func0f0bd3c4(void);
void currentPlayerTickTeleport(f32 *arg0);
void currentPlayerConfigureVi(void);
void func0f0bd904(bool arg0);
void playerTick(bool arg0);
void func0f0bfc7c(struct coord *cam_pos, struct coord *cam_look, struct coord *cam_up);
Gfx *currentPlayerUpdateShootRot(Gfx *gdl);
void currentPlayerDisplayShield(void);
@@ -76,7 +76,7 @@ f32 currentPlayerGetShieldFrac(void);
void currentPlayerSetShieldFrac(f32 frac);
s32 getMissionTime(void);
s32 playerTickBeams(struct prop *prop);
s32 playerTick(struct prop *prop);
s32 playerTickThirdPerson(struct prop *prop);
void func0f0c2a58(struct chrdata *chr, s32 crouchpos, f32 speedsideways, f32 speedforwards, f32 speedtheta, f32 *angleoffset, struct attackanimconfig **animcfg);
Gfx *playerRender(struct prop *prop, Gfx *gdl, bool withalpha);
Gfx *currentPlayerLoadMatrix(Gfx *gdl);
+1 -1
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@@ -23,7 +23,7 @@ s32 sub54321(s32 value);
void lvUpdateCutsceneTime(void);
s32 lvGetSlowMotionType(void);
void lvTick(void);
void lvRecordDistanceMoved(void);
void lvTickPlayer(void);
void lvCheckPauseStateChanged(void);
void lvSetPaused(bool paused);
void lvConfigureFade(u32 color, s16 num_frames);
+3 -3
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@@ -2099,10 +2099,10 @@ struct eyespy {
/*0x28*/ f32 verta;
/*0x2c*/ f32 cosverta;
/*0x30*/ f32 sinverta;
/*0x34*/ u8 init;
/*0x35*/ u8 initialised;
/*0x34*/ u8 held; // the eyespy is held by the player (opposite of deployed)
/*0x35*/ u8 deployed; // the eyespy is deployed in the stage somewhere
/*0x36*/ s8 startuptimer60;
/*0x37*/ s8 active;
/*0x37*/ s8 active; // player is currently controlling the eyespy
/*0x38*/ s8 buttonheld;
/*0x39*/ s8 camerabuttonheld;
/*0x3a*/ s16 bobdir;