Rename game_0b69d0.c to player.c

This commit is contained in:
Ryan Dwyer
2022-02-09 20:23:06 +10:00
parent d02b72be2e
commit 583796e7aa
43 changed files with 623 additions and 621 deletions
+7 -7
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@@ -3900,13 +3900,13 @@
#define THREADPRI_FAULT 40
#define THREADPRI_RMON 250
#define TICKMODE_0 0
#define TICKMODE_NORMAL 1
#define TICKMODE_WARP 3
#define TICKMODE_MPSWIRL 4
#define TICKMODE_5 5
#define TICKMODE_CUTSCENE 6
#define TICKMODE_AUTOWALK 7
#define TICKMODE_GE_FADEIN 0
#define TICKMODE_NORMAL 1
#define TICKMODE_WARP 3
#define TICKMODE_MPSWIRL 4
#define TICKMODE_GE_FADEOUT 5
#define TICKMODE_CUTSCENE 6
#define TICKMODE_AUTOWALK 7
#define TICKOP_NONE 0
#define TICKOP_FREE 1
+1 -1
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@@ -262,7 +262,7 @@ extern s32 var8007072c;
extern u32 var80070738;
extern u32 var8007073c;
extern struct gecreditsdata *g_CurrentGeCreditsData;
extern u32 var80070744;
extern bool g_PlayerTriggerGeFadeIn;
extern u32 var80070748;
extern u32 var8007074c;
extern bool g_PlayersWithControl[];
-110
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@@ -1,110 +0,0 @@
#ifndef _IN_GAME_GAME_0B69D0_H
#define _IN_GAME_GAME_0B69D0_H
#include <ultra64.h>
#include "data.h"
#include "types.h"
f32 playerChooseSpawnLocation(f32 chrwidth, struct coord *dstpos, s16 *dstrooms, struct prop *prop, s16 *spawnpads, s32 numspawnpads);
f32 playerChooseGeneralSpawnLocation(f32 chrwidth, struct coord *pos, s16 *rooms, struct prop *prop);
void currentPlayerStartNewLife(void);
void currentPlayerResetToDefault(void);
bool currentPlayerAssumeChrForAnti(struct chrdata *chr, s32 param_2);
void currentPlayerSpawn(void);
void func0f0b85a0(struct playerbond *pb, struct coord *pos);
void playersTickAllChrBodies(void);
void currentPlayerChooseBodyAndHead(s32 *bodynum, s32 *headnum, s32 *arg2);
void playerTickChrBody(void);
void func0f0b9538(void);
void currentPlayerTickMpSwirl(void);
void currentPlayerExecutePreparedWarp(void);
void cameraDoAnimation(s16 anim_id);
void func0f0ba190(u32 arg0);
void func0f0ba29c(bool arg0);
f32 cutsceneGetBlurFrac(void);
void currentPlayerSetZoomFovY(f32 fovy, f32 timemax);
f32 currentPlayerGetZoomFovY(void);
void func0f0ba8b0(f32 value);
f32 currentPlayerGetTeleportFovY(void);
void currentPlayerUpdateZoom(void);
void func0f0bace0(void);
void currentPlayerTickPauseMenu(void);
void currentPlayerPause(s32 root);
void currentPlayerUnpause(void);
Gfx *func0f0baf84(Gfx *gdl);
Gfx *fadeDraw(Gfx *gdl, u32 r, u32 g, u32 b, f32 frac);
Gfx *currentPlayerDrawFade(Gfx *gdl);
void currentPlayerUpdateColourScreenProperties(void);
void currentPlayerTickChrFade(void);
void currentPlayerDisplayHealth(void);
void currentPlayerTickDamageAndHealth(void);
void currentPlayerDisplayDamage(void);
Gfx *playerRenderHealthBar(Gfx *gdl);
void currentPlayerSurroundWithExplosions(s32 arg0);
void currentPlayerTickExplode(void);
void viResetLoResIf4Mb(void);
s16 viGetFbWidth(void);
s16 viGetFbHeight(void);
bool is2PSharedViewport(void);
s16 currentPlayerGetViewportWidth(void);
s16 currentPlayerGetViewportLeft(void);
s16 currentPlayerGetViewportHeight(void);
s16 currentPlayerGetViewportTop(void);
f32 func0f0bd358(void);
void func0f0bd3c4(void);
void currentPlayerTickTeleport(f32 *arg0);
void currentPlayerConfigureVi(void);
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);
Gfx *currentPlayerRenderShield(Gfx *gdl);
Gfx *currentPlayerRenderHud(Gfx *gdl);
void currentPlayerDie(bool force);
void currentPlayerDieByShooter(u32 shooter, bool force);
void currentPlayerCheckIfShotInBack(s32 attackerplayernum, f32 x, f32 z);
f32 currentPlayerGetHealthBarHeightFrac(void);
void func0f0c1840(struct coord *pos, struct coord *up, struct coord *look, struct coord *pos2, s16 *rooms);
void func0f0c1ba4(struct coord *pos, struct coord *up, struct coord *look, struct coord *memcampos, s32 memcamroom);
void func0f0c1bd8(struct coord *pos, struct coord *up, struct coord *look);
void allPlayersClearMemCamRoom(void);
void playerSetPerimEnabled(struct prop *prop, bool enable);
bool playerUpdateGeometry(struct prop *prop, u8 **start, u8 **end);
void currentPlayerUpdatePerimInfo(void);
void propPlayerGetBbox(struct prop *prop, f32 *width, f32 *ymax, f32 *ymin);
f32 currentPlayerGetHealthFrac(void);
f32 currentPlayerGetShieldFrac(void);
void currentPlayerSetShieldFrac(f32 frac);
s32 getMissionTime(void);
s32 playerTickBeams(struct prop *prop);
s32 playerTickThirdPerson(struct prop *prop);
void playerChooseThirdPersonAnimation(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);
void func0f0c3320(Mtxf *matrices, s32 count);
void setTickMode(s32 tickmode);
void func0f0b9650(void);
void playersBeginMpSwirl(void);
void func0f0b9a20(void);
void currentPlayerEndCutscene(void);
void currentPlayerPrepareWarpToPad(s16 pad_id);
void currentPlayerPrepareWarpType2(struct var8009ddec *cmd, s32 arg1, s32 arg2);
void currentPlayerPrepareWarpType3(f32 arg0, f32 arg1, f32 arg2, f32 arg3, f32 arg4, s32 arg5);
void func0f0ba010(void);
void currentPlayerSetFadeColour(s32 r, s32 g, s32 b, f32 a);
void currentPlayerAdjustFade(f32 maxfadetime, s32 r, s32 g, s32 b, f32 frac);
void currentPlayerSetFadeFrac(f32 maxfadetime, f32 frac);
bool currentPlayerIsFadeComplete(void);
void currentPlayerStartChrFade(f32 duration60, f32 targetfrac);
void optionsSetHiRes(bool enable);
void currentPlayerAutoWalk(s16 aimpad, u8 walkspeed, u8 turnspeed, u8 lookup, u8 dist);
void currentPlayerLaunchSlayerRocket(struct weaponobj *rocket);
void currentPlayerSetGlobalDrawWorldOffset(s32 room);
void currentPlayerSetGlobalDrawCameraOffset(void);
bool currentPlayerIsHealthVisible(void);
void currentPlayerSetCameraMode(s32 mode);
void currentPlayerSetCamPropertiesWithRoom(struct coord *pos, struct coord *up, struct coord *look, s32 room);
void currentPlayerSetCamPropertiesWithoutRoom(struct coord *pos, struct coord *up, struct coord *look, s32 room);
void currentPlayerSetCamProperties(struct coord *pos, struct coord *up, struct coord *look, s32 room);
void currentPlayerClearMemCamRoom(void);
#endif
+110
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@@ -0,0 +1,110 @@
#ifndef _IN_GAME_PLAYER_H
#define _IN_GAME_PLAYER_H
#include <ultra64.h>
#include "data.h"
#include "types.h"
f32 playerChooseSpawnLocation(f32 chrwidth, struct coord *dstpos, s16 *dstrooms, struct prop *prop, s16 *spawnpads, s32 numspawnpads);
f32 playerChooseGeneralSpawnLocation(f32 chrwidth, struct coord *pos, s16 *rooms, struct prop *prop);
void playerStartNewLife(void);
void playerLoadDefaults(void);
bool playerSpawnAnti(struct chrdata *chr, s32 param_2);
void playerSpawn(void);
void playerResetBond(struct playerbond *pb, struct coord *pos);
void playersTickAllChrBodies(void);
void playerChooseBodyAndHead(s32 *bodynum, s32 *headnum, s32 *arg2);
void playerTickChrBody(void);
void player0f0b9538(void);
void playerTickMpSwirl(void);
void playerExecutePreparedWarp(void);
void playerStartCutscene(s16 anim_id);
void playerReorientForCutsceneStop(u32 arg0);
void playerTickCutscene(bool arg0);
f32 playerGetCutsceneBlurFrac(void);
void playerSetZoomFovY(f32 fovy, f32 timemax);
f32 playerGetZoomFovY(void);
void playerTweenFovY(f32 targetfovy);
f32 playerGetTeleportFovY(void);
void playerUpdateZoom(void);
void playerStopAudioForPause(void);
void playerTickPauseMenu(void);
void playerPause(s32 root);
void playerUnpause(void);
Gfx *player0f0baf84(Gfx *gdl);
Gfx *playerDrawFade(Gfx *gdl, u32 r, u32 g, u32 b, f32 frac);
Gfx *playerDrawStoredFade(Gfx *gdl);
void playerUpdateColourScreenProperties(void);
void playerTickChrFade(void);
void playerDisplayHealth(void);
void playerTickDamageAndHealth(void);
void playerDisplayDamage(void);
Gfx *playerRenderHealthBar(Gfx *gdl);
void playerSurroundWithExplosions(s32 arg0);
void playerTickExplode(void);
void playerResetLoResIf4Mb(void);
s16 playerGetFbWidth(void);
s16 playerGetFbHeight(void);
bool playerHasSharedViewport(void);
s16 playerGetViewportWidth(void);
s16 playerGetViewportLeft(void);
s16 playerGetViewportHeight(void);
s16 playerGetViewportTop(void);
f32 player0f0bd358(void);
void playerUpdateShake(void);
void playerTickTeleport(f32 *arg0);
void playerConfigureVi(void);
void playerTick(bool arg0);
void player0f0bfc7c(struct coord *cam_pos, struct coord *cam_look, struct coord *cam_up);
Gfx *playerUpdateShootRot(Gfx *gdl);
void playerDisplayShield(void);
Gfx *playerRenderShield(Gfx *gdl);
Gfx *playerRenderHud(Gfx *gdl);
void playerDie(bool force);
void playerDieByShooter(u32 shooter, bool force);
void playerCheckIfShotInBack(s32 attackerplayernum, f32 x, f32 z);
f32 playerGetHealthBarHeightFrac(void);
void player0f0c1840(struct coord *pos, struct coord *up, struct coord *look, struct coord *pos2, s16 *rooms);
void player0f0c1ba4(struct coord *pos, struct coord *up, struct coord *look, struct coord *memcampos, s32 memcamroom);
void player0f0c1bd8(struct coord *pos, struct coord *up, struct coord *look);
void playersClearMemCamRoom(void);
void playerSetPerimEnabled(struct prop *prop, bool enable);
bool playerUpdateGeometry(struct prop *prop, u8 **start, u8 **end);
void playerUpdatePerimInfo(void);
void playerGetBbox(struct prop *prop, f32 *width, f32 *ymax, f32 *ymin);
f32 playerGetHealthFrac(void);
f32 playerGetShieldFrac(void);
void playerSetShieldFrac(f32 frac);
s32 playerGetMissionTime(void);
s32 playerTickBeams(struct prop *prop);
s32 playerTickThirdPerson(struct prop *prop);
void playerChooseThirdPersonAnimation(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 *playerLoadMatrix(Gfx *gdl);
void player0f0c3320(Mtxf *matrices, s32 count);
void playerSetTickMode(s32 tickmode);
void playerBeginGeFadeIn(void);
void playersBeginMpSwirl(void);
void player0f0b9a20(void);
void playerEndCutscene(void);
void playerPrepareWarpToPad(s16 pad_id);
void playerPrepareWarpType2(struct var8009ddec *cmd, s32 arg1, s32 arg2);
void playerPrepareWarpType3(f32 arg0, f32 arg1, f32 arg2, f32 arg3, f32 arg4, s32 arg5);
void playerStartCutscene2(void);
void playerSetFadeColour(s32 r, s32 g, s32 b, f32 a);
void playerAdjustFade(f32 maxfadetime, s32 r, s32 g, s32 b, f32 frac);
void playerSetFadeFrac(f32 maxfadetime, f32 frac);
bool playerIsFadeComplete(void);
void playerStartChrFade(f32 duration60, f32 targetfrac);
void playerSetHiResEnabled(bool enable);
void playerAutoWalk(s16 aimpad, u8 walkspeed, u8 turnspeed, u8 lookup, u8 dist);
void playerLaunchSlayerRocket(struct weaponobj *rocket);
void playerSetGlobalDrawWorldOffset(s32 room);
void playerSetGlobalDrawCameraOffset(void);
bool playerIsHealthVisible(void);
void playerSetCameraMode(s32 mode);
void playerSetCamPropertiesWithRoom(struct coord *pos, struct coord *up, struct coord *look, s32 room);
void playerSetCamPropertiesWithoutRoom(struct coord *pos, struct coord *up, struct coord *look, s32 room);
void playerSetCamProperties(struct coord *pos, struct coord *up, struct coord *look, s32 room);
void playerClearMemCamRoom(void);
#endif