mirror of
https://gitlab.com/ryandwyer/perfect-dark
synced 2026-08-19 21:32:31 -04:00
Rename game_0b69d0.c to player.c
This commit is contained in:
@@ -3900,13 +3900,13 @@
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#define THREADPRI_FAULT 40
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#define THREADPRI_RMON 250
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#define TICKMODE_0 0
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#define TICKMODE_NORMAL 1
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#define TICKMODE_WARP 3
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#define TICKMODE_MPSWIRL 4
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#define TICKMODE_5 5
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#define TICKMODE_CUTSCENE 6
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#define TICKMODE_AUTOWALK 7
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#define TICKMODE_GE_FADEIN 0
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#define TICKMODE_NORMAL 1
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#define TICKMODE_WARP 3
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#define TICKMODE_MPSWIRL 4
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#define TICKMODE_GE_FADEOUT 5
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#define TICKMODE_CUTSCENE 6
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#define TICKMODE_AUTOWALK 7
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#define TICKOP_NONE 0
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#define TICKOP_FREE 1
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+1
-1
@@ -262,7 +262,7 @@ extern s32 var8007072c;
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extern u32 var80070738;
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extern u32 var8007073c;
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extern struct gecreditsdata *g_CurrentGeCreditsData;
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extern u32 var80070744;
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extern bool g_PlayerTriggerGeFadeIn;
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extern u32 var80070748;
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extern u32 var8007074c;
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extern bool g_PlayersWithControl[];
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@@ -1,110 +0,0 @@
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#ifndef _IN_GAME_GAME_0B69D0_H
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#define _IN_GAME_GAME_0B69D0_H
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#include <ultra64.h>
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#include "data.h"
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#include "types.h"
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f32 playerChooseSpawnLocation(f32 chrwidth, struct coord *dstpos, s16 *dstrooms, struct prop *prop, s16 *spawnpads, s32 numspawnpads);
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f32 playerChooseGeneralSpawnLocation(f32 chrwidth, struct coord *pos, s16 *rooms, struct prop *prop);
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void currentPlayerStartNewLife(void);
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void currentPlayerResetToDefault(void);
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bool currentPlayerAssumeChrForAnti(struct chrdata *chr, s32 param_2);
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void currentPlayerSpawn(void);
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void func0f0b85a0(struct playerbond *pb, struct coord *pos);
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void playersTickAllChrBodies(void);
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void currentPlayerChooseBodyAndHead(s32 *bodynum, s32 *headnum, s32 *arg2);
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void playerTickChrBody(void);
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void func0f0b9538(void);
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void currentPlayerTickMpSwirl(void);
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void currentPlayerExecutePreparedWarp(void);
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void cameraDoAnimation(s16 anim_id);
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void func0f0ba190(u32 arg0);
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void func0f0ba29c(bool arg0);
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f32 cutsceneGetBlurFrac(void);
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void currentPlayerSetZoomFovY(f32 fovy, f32 timemax);
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f32 currentPlayerGetZoomFovY(void);
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void func0f0ba8b0(f32 value);
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f32 currentPlayerGetTeleportFovY(void);
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void currentPlayerUpdateZoom(void);
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void func0f0bace0(void);
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void currentPlayerTickPauseMenu(void);
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void currentPlayerPause(s32 root);
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void currentPlayerUnpause(void);
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Gfx *func0f0baf84(Gfx *gdl);
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Gfx *fadeDraw(Gfx *gdl, u32 r, u32 g, u32 b, f32 frac);
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Gfx *currentPlayerDrawFade(Gfx *gdl);
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void currentPlayerUpdateColourScreenProperties(void);
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void currentPlayerTickChrFade(void);
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void currentPlayerDisplayHealth(void);
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void currentPlayerTickDamageAndHealth(void);
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void currentPlayerDisplayDamage(void);
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Gfx *playerRenderHealthBar(Gfx *gdl);
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void currentPlayerSurroundWithExplosions(s32 arg0);
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void currentPlayerTickExplode(void);
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void viResetLoResIf4Mb(void);
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s16 viGetFbWidth(void);
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s16 viGetFbHeight(void);
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bool is2PSharedViewport(void);
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s16 currentPlayerGetViewportWidth(void);
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s16 currentPlayerGetViewportLeft(void);
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s16 currentPlayerGetViewportHeight(void);
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s16 currentPlayerGetViewportTop(void);
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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 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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Gfx *currentPlayerRenderShield(Gfx *gdl);
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Gfx *currentPlayerRenderHud(Gfx *gdl);
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void currentPlayerDie(bool force);
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void currentPlayerDieByShooter(u32 shooter, bool force);
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void currentPlayerCheckIfShotInBack(s32 attackerplayernum, f32 x, f32 z);
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f32 currentPlayerGetHealthBarHeightFrac(void);
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void func0f0c1840(struct coord *pos, struct coord *up, struct coord *look, struct coord *pos2, s16 *rooms);
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void func0f0c1ba4(struct coord *pos, struct coord *up, struct coord *look, struct coord *memcampos, s32 memcamroom);
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void func0f0c1bd8(struct coord *pos, struct coord *up, struct coord *look);
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void allPlayersClearMemCamRoom(void);
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void playerSetPerimEnabled(struct prop *prop, bool enable);
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bool playerUpdateGeometry(struct prop *prop, u8 **start, u8 **end);
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void currentPlayerUpdatePerimInfo(void);
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void propPlayerGetBbox(struct prop *prop, f32 *width, f32 *ymax, f32 *ymin);
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f32 currentPlayerGetHealthFrac(void);
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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 playerTickThirdPerson(struct prop *prop);
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void playerChooseThirdPersonAnimation(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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void func0f0c3320(Mtxf *matrices, s32 count);
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void setTickMode(s32 tickmode);
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void func0f0b9650(void);
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void playersBeginMpSwirl(void);
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void func0f0b9a20(void);
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void currentPlayerEndCutscene(void);
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void currentPlayerPrepareWarpToPad(s16 pad_id);
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void currentPlayerPrepareWarpType2(struct var8009ddec *cmd, s32 arg1, s32 arg2);
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void currentPlayerPrepareWarpType3(f32 arg0, f32 arg1, f32 arg2, f32 arg3, f32 arg4, s32 arg5);
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void func0f0ba010(void);
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void currentPlayerSetFadeColour(s32 r, s32 g, s32 b, f32 a);
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void currentPlayerAdjustFade(f32 maxfadetime, s32 r, s32 g, s32 b, f32 frac);
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void currentPlayerSetFadeFrac(f32 maxfadetime, f32 frac);
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bool currentPlayerIsFadeComplete(void);
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void currentPlayerStartChrFade(f32 duration60, f32 targetfrac);
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void optionsSetHiRes(bool enable);
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void currentPlayerAutoWalk(s16 aimpad, u8 walkspeed, u8 turnspeed, u8 lookup, u8 dist);
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void currentPlayerLaunchSlayerRocket(struct weaponobj *rocket);
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void currentPlayerSetGlobalDrawWorldOffset(s32 room);
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void currentPlayerSetGlobalDrawCameraOffset(void);
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bool currentPlayerIsHealthVisible(void);
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void currentPlayerSetCameraMode(s32 mode);
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void currentPlayerSetCamPropertiesWithRoom(struct coord *pos, struct coord *up, struct coord *look, s32 room);
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void currentPlayerSetCamPropertiesWithoutRoom(struct coord *pos, struct coord *up, struct coord *look, s32 room);
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void currentPlayerSetCamProperties(struct coord *pos, struct coord *up, struct coord *look, s32 room);
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void currentPlayerClearMemCamRoom(void);
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#endif
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@@ -0,0 +1,110 @@
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#ifndef _IN_GAME_PLAYER_H
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#define _IN_GAME_PLAYER_H
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#include <ultra64.h>
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#include "data.h"
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#include "types.h"
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f32 playerChooseSpawnLocation(f32 chrwidth, struct coord *dstpos, s16 *dstrooms, struct prop *prop, s16 *spawnpads, s32 numspawnpads);
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f32 playerChooseGeneralSpawnLocation(f32 chrwidth, struct coord *pos, s16 *rooms, struct prop *prop);
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void playerStartNewLife(void);
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void playerLoadDefaults(void);
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bool playerSpawnAnti(struct chrdata *chr, s32 param_2);
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void playerSpawn(void);
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void playerResetBond(struct playerbond *pb, struct coord *pos);
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void playersTickAllChrBodies(void);
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void playerChooseBodyAndHead(s32 *bodynum, s32 *headnum, s32 *arg2);
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void playerTickChrBody(void);
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void player0f0b9538(void);
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void playerTickMpSwirl(void);
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void playerExecutePreparedWarp(void);
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void playerStartCutscene(s16 anim_id);
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void playerReorientForCutsceneStop(u32 arg0);
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void playerTickCutscene(bool arg0);
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f32 playerGetCutsceneBlurFrac(void);
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void playerSetZoomFovY(f32 fovy, f32 timemax);
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f32 playerGetZoomFovY(void);
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void playerTweenFovY(f32 targetfovy);
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f32 playerGetTeleportFovY(void);
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void playerUpdateZoom(void);
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void playerStopAudioForPause(void);
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void playerTickPauseMenu(void);
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void playerPause(s32 root);
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void playerUnpause(void);
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Gfx *player0f0baf84(Gfx *gdl);
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Gfx *playerDrawFade(Gfx *gdl, u32 r, u32 g, u32 b, f32 frac);
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Gfx *playerDrawStoredFade(Gfx *gdl);
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void playerUpdateColourScreenProperties(void);
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void playerTickChrFade(void);
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void playerDisplayHealth(void);
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void playerTickDamageAndHealth(void);
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void playerDisplayDamage(void);
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Gfx *playerRenderHealthBar(Gfx *gdl);
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void playerSurroundWithExplosions(s32 arg0);
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void playerTickExplode(void);
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void playerResetLoResIf4Mb(void);
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s16 playerGetFbWidth(void);
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s16 playerGetFbHeight(void);
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bool playerHasSharedViewport(void);
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s16 playerGetViewportWidth(void);
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s16 playerGetViewportLeft(void);
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s16 playerGetViewportHeight(void);
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s16 playerGetViewportTop(void);
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f32 player0f0bd358(void);
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void playerUpdateShake(void);
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void playerTickTeleport(f32 *arg0);
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void playerConfigureVi(void);
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void playerTick(bool arg0);
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void player0f0bfc7c(struct coord *cam_pos, struct coord *cam_look, struct coord *cam_up);
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Gfx *playerUpdateShootRot(Gfx *gdl);
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void playerDisplayShield(void);
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Gfx *playerRenderShield(Gfx *gdl);
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Gfx *playerRenderHud(Gfx *gdl);
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void playerDie(bool force);
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void playerDieByShooter(u32 shooter, bool force);
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void playerCheckIfShotInBack(s32 attackerplayernum, f32 x, f32 z);
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f32 playerGetHealthBarHeightFrac(void);
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void player0f0c1840(struct coord *pos, struct coord *up, struct coord *look, struct coord *pos2, s16 *rooms);
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void player0f0c1ba4(struct coord *pos, struct coord *up, struct coord *look, struct coord *memcampos, s32 memcamroom);
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void player0f0c1bd8(struct coord *pos, struct coord *up, struct coord *look);
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void playersClearMemCamRoom(void);
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void playerSetPerimEnabled(struct prop *prop, bool enable);
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bool playerUpdateGeometry(struct prop *prop, u8 **start, u8 **end);
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void playerUpdatePerimInfo(void);
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void playerGetBbox(struct prop *prop, f32 *width, f32 *ymax, f32 *ymin);
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f32 playerGetHealthFrac(void);
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f32 playerGetShieldFrac(void);
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void playerSetShieldFrac(f32 frac);
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s32 playerGetMissionTime(void);
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s32 playerTickBeams(struct prop *prop);
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s32 playerTickThirdPerson(struct prop *prop);
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void playerChooseThirdPersonAnimation(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 *playerLoadMatrix(Gfx *gdl);
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void player0f0c3320(Mtxf *matrices, s32 count);
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void playerSetTickMode(s32 tickmode);
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void playerBeginGeFadeIn(void);
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void playersBeginMpSwirl(void);
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void player0f0b9a20(void);
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void playerEndCutscene(void);
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void playerPrepareWarpToPad(s16 pad_id);
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void playerPrepareWarpType2(struct var8009ddec *cmd, s32 arg1, s32 arg2);
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void playerPrepareWarpType3(f32 arg0, f32 arg1, f32 arg2, f32 arg3, f32 arg4, s32 arg5);
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void playerStartCutscene2(void);
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void playerSetFadeColour(s32 r, s32 g, s32 b, f32 a);
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void playerAdjustFade(f32 maxfadetime, s32 r, s32 g, s32 b, f32 frac);
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void playerSetFadeFrac(f32 maxfadetime, f32 frac);
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bool playerIsFadeComplete(void);
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void playerStartChrFade(f32 duration60, f32 targetfrac);
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void playerSetHiResEnabled(bool enable);
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void playerAutoWalk(s16 aimpad, u8 walkspeed, u8 turnspeed, u8 lookup, u8 dist);
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void playerLaunchSlayerRocket(struct weaponobj *rocket);
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void playerSetGlobalDrawWorldOffset(s32 room);
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void playerSetGlobalDrawCameraOffset(void);
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bool playerIsHealthVisible(void);
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void playerSetCameraMode(s32 mode);
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void playerSetCamPropertiesWithRoom(struct coord *pos, struct coord *up, struct coord *look, s32 room);
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void playerSetCamPropertiesWithoutRoom(struct coord *pos, struct coord *up, struct coord *look, s32 room);
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void playerSetCamProperties(struct coord *pos, struct coord *up, struct coord *look, s32 room);
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void playerClearMemCamRoom(void);
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#endif
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