diff --git a/src/game/bondbike.c b/src/game/bondbike.c index da00fba31..d920f1a2e 100644 --- a/src/game/bondbike.c +++ b/src/game/bondbike.c @@ -999,9 +999,9 @@ void bbike_tick(void) pos.y = (g_Vars.currentplayer->bondenterpos.y - g_Vars.currentplayer->prop->pos.y) * g_Vars.currentplayer->bondentert2 + g_Vars.currentplayer->prop->pos.y; pos.z = (g_Vars.currentplayer->bondenterpos.z - g_Vars.currentplayer->bondenteraim.z) * g_Vars.currentplayer->bondentert2 + g_Vars.currentplayer->prop->pos.z; - bmove0f0cc19c(&pos); + bmove_set_pos(&pos); } else { - bmove0f0cc19c(&g_Vars.currentplayer->prop->pos); + bmove_set_pos(&g_Vars.currentplayer->prop->pos); } sp70 = g_Vars.currentplayer->speedverta / 0.7f; diff --git a/src/game/bondgrab.c b/src/game/bondgrab.c index fa31a64eb..96ef48c7e 100644 --- a/src/game/bondgrab.c +++ b/src/game/bondgrab.c @@ -1015,8 +1015,8 @@ void bgrab0f0ce924(void) f32 sp84; f32 sp80; struct coord sp74 = {0, 0, 0}; - f32 sp70; - f32 sp6c; + f32 shotforwards; + f32 shotsideways; f32 speedforwards; f32 speedsideways; f32 speedtheta; @@ -1033,10 +1033,11 @@ void bgrab0f0ce924(void) f32 breathing; if (g_Vars.lvupdate240 > 0) { - bmove0f0cba88(&sp70, &sp6c, &g_Vars.currentplayer->bondshotspeed, g_Vars.currentplayer->vv_sintheta, g_Vars.currentplayer->vv_costheta); + bmove_shotspeed_to_lateral(&shotforwards, &shotsideways, &g_Vars.currentplayer->bondshotspeed, + g_Vars.currentplayer->vv_sintheta, g_Vars.currentplayer->vv_costheta); - g_Vars.currentplayer->speedforwards += sp70; - g_Vars.currentplayer->speedsideways += sp6c; + g_Vars.currentplayer->speedforwards += shotforwards; + g_Vars.currentplayer->speedsideways += shotsideways; mult = g_HeadAnims[HEADANIM_MOVING].translateperframe * 0.5f * g_Vars.lvupdate60freal; sp88 = mult * g_Vars.currentplayer->speedsideways; @@ -1079,7 +1080,7 @@ void bgrab0f0ce924(void) g_Vars.currentplayer->bondbreathing = 1.0f; } - bmove0f0cc654(maxspeed, g_Vars.currentplayer->speedforwards, sp88); + bmove_update_head(maxspeed, g_Vars.currentplayer->speedforwards, sp88); g_Vars.currentplayer->gunspeed = maxspeed; @@ -1200,7 +1201,7 @@ void bgrab_tick(void) bmove_update_rooms(g_Vars.currentplayer); objective_check_room_entered(g_Vars.currentplayer->prop->rooms[0]); - bmove0f0cc19c(&g_Vars.currentplayer->prop->pos); + bmove_set_pos(&g_Vars.currentplayer->prop->pos); player_update_perim_info(); doors_check_automatic(); diff --git a/src/game/bondgun.c b/src/game/bondgun.c index 5edeff4f7..d8175a8e2 100644 --- a/src/game/bondgun.c +++ b/src/game/bondgun.c @@ -2128,7 +2128,7 @@ bool bgun_tick_recoil(struct hand *hand, struct handweaponinfo *info, s32 handnu hand->rotxend = M_BADTAU - (recoilangle * M_BADTAU) / 360.0f; - hand->posend.x = (func0f0b131c(handnum) - hand->aimpos.x) * recoildist / 1000.0f; + hand->posend.x = (hand_get_xpos(handnum) - hand->aimpos.x) * recoildist / 1000.0f; hand->posend.y = 0; hand->posend.z = (weapondef->posz - hand->aimpos.z) * recoildist / 1000.0f; @@ -3444,7 +3444,7 @@ void bgun_update_blend(struct hand *hand, s32 handnum) sp5c.x += hand->adjustdamp.x; sp5c.y += hand->adjustdamp.y; - sp5c.x += hand_get_x_shift(handnum); + sp5c.x += hand_get_xshift(handnum); for (i = 0; i < g_Vars.lvupdate240; i++) { hand->damppossum.x = (PAL ? 0.9847f : 0.9872f) * hand->damppossum.x + sp5c.f[0]; @@ -7557,7 +7557,7 @@ void bgun0f0a5550(s32 handnum) } if (handnum == HAND_RIGHT) { - sp274.x = func0f0b131c(handnum) + hand->damppos.f[0] + hand->adjustpos.f[0]; + sp274.x = hand_get_xpos(handnum) + hand->damppos.f[0] + hand->adjustpos.f[0]; sp274.y = weapondef->posy + hand->damppos.f[1] + hand->adjustpos.f[1]; sp274.z = weapondef->posz + hand->damppos.f[2] + hand->adjustpos.f[2]; } else if (isdetonator) { @@ -7565,7 +7565,7 @@ void bgun0f0a5550(s32 handnum) sp274.y = -16.5f + hand->damppos.f[1] + hand->adjustpos.f[1]; sp274.z = -16.0f + hand->damppos.f[2] + hand->adjustpos.f[2]; } else { - sp274.x = func0f0b131c(handnum) + hand->damppos.f[0] - hand->adjustpos.f[0]; + sp274.x = hand_get_xpos(handnum) + hand->damppos.f[0] - hand->adjustpos.f[0]; sp274.y = weapondef->posy + hand->damppos.f[1] + hand->adjustpos.f[1]; sp274.z = weapondef->posz + hand->damppos.f[2] + hand->adjustpos.f[2]; } @@ -11937,11 +11937,11 @@ void bgun_set_aim_pos(struct coord *coord) { struct player *player = g_Vars.currentplayer; - player->hands[HAND_RIGHT].aimpos.x = hand_get_x_shift(HAND_RIGHT) + coord->x; + player->hands[HAND_RIGHT].aimpos.x = hand_get_xshift(HAND_RIGHT) + coord->x; player->hands[HAND_RIGHT].aimpos.y = coord->y; player->hands[HAND_RIGHT].aimpos.z = coord->z; - player->hands[HAND_LEFT].aimpos.x = hand_get_x_shift(HAND_LEFT) + coord->x; + player->hands[HAND_LEFT].aimpos.x = hand_get_xshift(HAND_LEFT) + coord->x; player->hands[HAND_LEFT].aimpos.y = coord->y; player->hands[HAND_LEFT].aimpos.z = coord->z; } diff --git a/src/game/bondhead.c b/src/game/bondhead.c index 9aae75f88..f4a2f40f8 100644 --- a/src/game/bondhead.c +++ b/src/game/bondhead.c @@ -108,7 +108,7 @@ void bhead_set_damp(f32 headdamp) } } -void bhead_update(f32 arg0, f32 arg1) +void bhead_update(f32 speedforwards, f32 speedsideways) { struct coord headpos = {0, 0, 0}; struct coord lookvel = {0, 0, 1}; @@ -170,8 +170,8 @@ void bhead_update(f32 arg0, f32 arg1) } if (animspeed > 0) { - g_Vars.currentplayer->bondheadmatrices[0].m[3][0] += arg1; - g_Vars.currentplayer->bondheadmatrices[0].m[3][2] *= arg0; + g_Vars.currentplayer->bondheadmatrices[0].m[3][0] += speedsideways; + g_Vars.currentplayer->bondheadmatrices[0].m[3][2] *= speedforwards; if (g_Vars.lvupdate240 > 0) { g_Vars.currentplayer->bondheadmatrices[0].m[3][0] /= g_Vars.lvupdate60freal; diff --git a/src/game/bondmove.c b/src/game/bondmove.c index 2e25864a5..adc76a004 100644 --- a/src/game/bondmove.c +++ b/src/game/bondmove.c @@ -1838,51 +1838,52 @@ void bmove_update_rooms(struct player *player) prop_register_rooms(player->prop); } -void bmove0f0cb904(struct coord *arg0) +void bmove_dampen_shotspeed(struct coord *shotspeed) { - if (arg0->f[0] || arg0->f[2]) { - f32 hypotenuse = sqrtf(arg0->f[0] * arg0->f[0] + arg0->f[2] * arg0->f[2]); + if (shotspeed->f[0] || shotspeed->f[2]) { + f32 hypotenuse = sqrtf(shotspeed->f[0] * shotspeed->f[0] + shotspeed->f[2] * shotspeed->f[2]); s32 i; if (hypotenuse > 1.5f) { - arg0->x *= 1.5f / hypotenuse; - arg0->z *= 1.5f / hypotenuse; + shotspeed->x *= 1.5f / hypotenuse; + shotspeed->z *= 1.5f / hypotenuse; hypotenuse = 1.5f; } for (i = 0; i < 3; i++) { if (hypotenuse > 0.0001f) { - if (arg0->f[i] != 0) { - if (arg0->f[i] > 0) { - arg0->f[i] -= (1.0f / 30.0f) * g_Vars.lvupdate60freal * arg0->f[i] / hypotenuse; + if (shotspeed->f[i] != 0) { + if (shotspeed->f[i] > 0) { + shotspeed->f[i] -= (1.0f / 30.0f) * g_Vars.lvupdate60freal * shotspeed->f[i] / hypotenuse; - if (arg0->f[i] < 0) { - arg0->f[i] = 0; + if (shotspeed->f[i] < 0) { + shotspeed->f[i] = 0; } - } else if (arg0->f[i] < 0) { - arg0->f[i] -= (1.0f / 30.0f) * g_Vars.lvupdate60freal * arg0->f[i] / hypotenuse; + } else if (shotspeed->f[i] < 0) { + shotspeed->f[i] -= (1.0f / 30.0f) * g_Vars.lvupdate60freal * shotspeed->f[i] / hypotenuse; - if (arg0->f[i] > 0) { - arg0->f[i] = 0; + if (shotspeed->f[i] > 0) { + shotspeed->f[i] = 0; } } } } else { - arg0->f[i] = 0; + shotspeed->f[i] = 0; } } } } -void bmove0f0cba88(f32 *a, f32 *b, struct coord *c, f32 mult1, f32 mult2) +void bmove_shotspeed_to_lateral(f32 *forward, f32 *sideways, struct coord *shotspeed, f32 sintheta, f32 costheta) { - if (c->x != 0 || c->z != 0) { - bmove0f0cb904(c); - *a = c->z * mult2 + -c->x * mult1; - *b = -c->x * mult2 - c->z * mult1; + if (shotspeed->x != 0 || shotspeed->z != 0) { + bmove_dampen_shotspeed(shotspeed); + + *forward = shotspeed->z * costheta + -shotspeed->x * sintheta; + *sideways = -shotspeed->x * costheta - shotspeed->z * sintheta; } else { - *a = 0; - *b = 0; + *forward = 0; + *sideways = 0; } } @@ -2013,14 +2014,14 @@ void bmove_update_verta(void) } } -void bmove0f0cc19c(struct coord *arg) +void bmove_set_pos(struct coord *pos) { f32 min; f32 mult; - g_Vars.currentplayer->bond2.unk10.x = arg->x; - g_Vars.currentplayer->bond2.unk10.y = arg->y; - g_Vars.currentplayer->bond2.unk10.z = arg->z; + g_Vars.currentplayer->bond2.unk10.x = pos->x; + g_Vars.currentplayer->bond2.unk10.y = pos->y; + g_Vars.currentplayer->bond2.unk10.z = pos->z; if (g_Vars.currentplayer->isdead && g_Vars.currentplayer->bondleandown > 0) { g_Vars.currentplayer->bondleandown -= 0.25f; @@ -2067,9 +2068,9 @@ void bmove0f0cc19c(struct coord *arg) #endif } -void bmove_update_head(f32 arg0, f32 arg1, f32 arg2, Mtxf *arg3, f32 arg4) +void bmove_update_head_with_mtx(f32 heartrate, f32 speedforwards, f32 speedsideways, Mtxf *mtx, f32 arg4) { - f32 sp244 = 0; + f32 newspeedforwards = 0; Mtxf sp180; Mtxf sp116; f32 sp100[4]; @@ -2077,12 +2078,12 @@ void bmove_update_head(f32 arg0, f32 arg1, f32 arg2, Mtxf *arg3, f32 arg4) f32 sp68[4]; if (g_Vars.currentplayer->isdead == false) { - bhead_adjust_animation(arg0); + bhead_adjust_animation(heartrate); - if (arg0 != 0) { - sp244 = arg1 / arg0; - } else if (arg1 == 0) { - arg0 = 0; + if (heartrate != 0) { + newspeedforwards = speedforwards / heartrate; + } else if (speedforwards == 0) { + heartrate = 0; } } else { if (g_Vars.currentplayer->startnewbonddie) { @@ -2091,10 +2092,10 @@ void bmove_update_head(f32 arg0, f32 arg1, f32 arg2, Mtxf *arg3, f32 arg4) } bhead_set_speed(0.5); - arg2 = 0; + speedsideways = 0; } - bhead_update(sp244, arg2); + bhead_update(newspeedforwards, speedsideways); mtx4_load_x_rotation(BADDEG2RAD(360 - g_Vars.currentplayer->vv_verta360), &sp180); if (options_get_head_roll(g_Vars.currentplayerstats->mpindex)) { @@ -2108,9 +2109,9 @@ void bmove_update_head(f32 arg0, f32 arg1, f32 arg2, Mtxf *arg3, f32 arg4) mtx4_load_y_rotation(BADDEG2RAD(360 - g_Vars.currentplayer->vv_theta), &sp116); mtx4_mult_mtx4_in_place(&sp116, &sp180); - if (arg3) { + if (mtx) { quaternion0f097044(&sp180, sp100); - quaternion0f097044(arg3, sp84); + quaternion0f097044(mtx, sp84); quaternion0f0976c0(sp100, sp84); quaternion_slerp(sp100, sp84, arg4, sp68); quaternion_to_mtx(sp68, &sp180); @@ -2124,9 +2125,9 @@ void bmove_update_head(f32 arg0, f32 arg1, f32 arg2, Mtxf *arg3, f32 arg4) g_Vars.currentplayer->bond2.unk28.z = sp180.m[1][2]; } -void bmove0f0cc654(f32 arg0, f32 arg1, f32 arg2) +void bmove_update_head(f32 heartrate, f32 speedforwards, f32 speedsideways) { - bmove_update_head(arg0, arg1, arg2, NULL, 0); + bmove_update_head_with_mtx(heartrate, speedforwards, speedsideways, NULL, 0); } s32 bmove_get_crouch_pos(void) diff --git a/src/game/bondwalk.c b/src/game/bondwalk.c index 1af912a7c..b3283863e 100644 --- a/src/game/bondwalk.c +++ b/src/game/bondwalk.c @@ -1376,8 +1376,8 @@ void bwalk0f0c69b8(void) f32 spdc; f32 spd8; struct coord spcc = {0, 0, 0}; - f32 spc8; - f32 spc4; + f32 shotforwards; + f32 shotsideways; f32 spc0; f32 tmp1; f32 tmp2; @@ -1396,7 +1396,7 @@ void bwalk0f0c69b8(void) f32 speedforwards; f32 speedsideways; f32 speedtheta; - f32 maxspeed; + f32 heartrate; f32 sp74; f32 radius; f32 ymax; @@ -1442,7 +1442,7 @@ void bwalk0f0c69b8(void) g_Vars.currentplayer->walkinitt2 = 1.0f - (cosf(g_Vars.currentplayer->walkinitt * M_BADPI) + 1.0f) * 0.5f; - bmove_update_head(0.0f, 0.0f, 0.0f, &g_Vars.currentplayer->walkinitmtx, 1.0f - g_Vars.currentplayer->walkinitt2); + bmove_update_head_with_mtx(0.0f, 0.0f, 0.0f, &g_Vars.currentplayer->walkinitmtx, 1.0f - g_Vars.currentplayer->walkinitt2); g_Vars.currentplayer->gunspeed = 0.0f; @@ -1452,8 +1452,7 @@ void bwalk0f0c69b8(void) bwalk_apply_crouch_speed(); bwalk_update_crouch_offset(); - bmove0f0cba88(&spc8, &spc4, - &g_Vars.currentplayer->bondshotspeed, + bmove_shotspeed_to_lateral(&shotforwards, &shotsideways, &g_Vars.currentplayer->bondshotspeed, g_Vars.currentplayer->vv_sintheta, g_Vars.currentplayer->vv_costheta); tmp1 = -g_Vars.currentplayer->swaytarget * g_Vars.currentplayer->bond2.unk00.f[2]; @@ -1501,8 +1500,8 @@ void bwalk0f0c69b8(void) spb0 *= spa8; } - speedsideways = (g_Vars.currentplayer->speedsideways + spc4) * 0.8f; - speedforwards = g_Vars.currentplayer->speedforwards + spc8; + speedsideways = (g_Vars.currentplayer->speedsideways + shotsideways) * 0.8f; + speedforwards = g_Vars.currentplayer->speedforwards + shotforwards; speedtheta = g_Vars.currentplayer->speedtheta * 0.8f; if (speedsideways < 0.0f) { @@ -1517,24 +1516,24 @@ void bwalk0f0c69b8(void) speedtheta = -speedtheta; } - maxspeed = speedforwards; + heartrate = speedforwards; - if (speedsideways > maxspeed) { - maxspeed = speedsideways; + if (speedsideways > heartrate) { + heartrate = speedsideways; } - if (speedtheta > maxspeed) { - maxspeed = speedtheta; + if (speedtheta > heartrate) { + heartrate = speedtheta; } - if (dist >= 0.1f && maxspeed < 0.8f) { - maxspeed = 0.8f; + if (dist >= 0.1f && heartrate < 0.8f) { + heartrate = 0.8f; } - if (maxspeed >= 0.75f) { - g_Vars.currentplayer->bondbreathing += (maxspeed - 0.75f) * g_Vars.lvupdate60freal / 900; + if (heartrate >= 0.75f) { + g_Vars.currentplayer->bondbreathing += (heartrate - 0.75f) * g_Vars.lvupdate60freal / 900; } else { - g_Vars.currentplayer->bondbreathing -= (0.75f - maxspeed) * g_Vars.lvupdate60freal / 2700; + g_Vars.currentplayer->bondbreathing -= (0.75f - heartrate) * g_Vars.lvupdate60freal / 2700; } if (g_Vars.currentplayer->bondbreathing < 0.0f) { @@ -1544,7 +1543,7 @@ void bwalk0f0c69b8(void) } mult = g_HeadAnims[HEADANIM_MOVING].translateperframe * 0.5f * g_Vars.lvupdate60freal; - spe0 = (g_Vars.currentplayer->speedsideways * spc0 + spc4) * mult; + spe0 = (g_Vars.currentplayer->speedsideways * spc0 + shotsideways) * mult; #if VERSION >= VERSION_NTSC_1_0 if (cheat_is_active(CHEAT_SMALLJO)) { @@ -1552,9 +1551,9 @@ void bwalk0f0c69b8(void) } #endif - bmove0f0cc654(maxspeed, g_Vars.currentplayer->speedforwards * spc0 + spc8, spe0); + bmove_update_head(heartrate, g_Vars.currentplayer->speedforwards * spc0 + shotforwards, spe0); - g_Vars.currentplayer->gunspeed = maxspeed; + g_Vars.currentplayer->gunspeed = heartrate; spdc = g_Vars.currentplayer->headpos.x; spd8 = g_Vars.currentplayer->headpos.z; @@ -1773,9 +1772,9 @@ void bwalk_tick(void) coord.z = (g_Vars.currentplayer->walkinitstart.z - g_Vars.currentplayer->walkinitpos.z) * (1.0f - g_Vars.currentplayer->walkinitt2) + g_Vars.currentplayer->prop->pos.z; - bmove0f0cc19c(&coord); + bmove_set_pos(&coord); } else { - bmove0f0cc19c(&g_Vars.currentplayer->prop->pos); + bmove_set_pos(&g_Vars.currentplayer->prop->pos); } player_update_perim_info(); diff --git a/src/game/chr.c b/src/game/chr.c index 176ea106a..4e20d0214 100644 --- a/src/game/chr.c +++ b/src/game/chr.c @@ -638,7 +638,7 @@ bool chr0f01f378(struct model *model, struct coord *arg1, struct coord *arg2, f3 chr->height = 90.0f; } - bmove0f0cb904(&chr->aibot->shotspeed); + bmove_dampen_shotspeed(&chr->aibot->shotspeed); arg2->x += chr->aibot->shotspeed.x * g_HeadAnims[HEADANIM_MOVING].translateperframe * VAR(lvupdate60freal) * 0.5f; arg2->z += chr->aibot->shotspeed.z * g_HeadAnims[HEADANIM_MOVING].translateperframe * VAR(lvupdate60freal) * 0.5f; diff --git a/src/game/game_0b0fd0.c b/src/game/game_0b0fd0.c index 37022d34a..c09fec9ef 100644 --- a/src/game/game_0b0fd0.c +++ b/src/game/game_0b0fd0.c @@ -147,12 +147,12 @@ void current_player_set_weapon_pos(struct coord *pos) } } -f32 hand_get_x_shift(s32 handnum) +f32 hand_get_xshift(s32 handnum) { return g_Vars.currentplayer->hands[handnum].xshift; } -f32 func0f0b131c(s32 hand) +f32 hand_get_xpos(s32 hand) { f32 x; struct weapon *weapon; diff --git a/src/game/player.c b/src/game/player.c index fbc3f2b94..19732ada8 100644 --- a/src/game/player.c +++ b/src/game/player.c @@ -5325,7 +5325,7 @@ s32 player_tick_third_person(struct prop *prop) } bmove_update_verta(); - bmove0f0cc19c(&sp9c); + bmove_set_pos(&sp9c); return tickop1; } diff --git a/src/include/game/bondhead.h b/src/include/game/bondhead.h index 7ec1fe346..fb4c2a36c 100644 --- a/src/include/game/bondhead.h +++ b/src/include/game/bondhead.h @@ -11,7 +11,7 @@ void bhead_update_idle_roll(void); void bhead_update_pos(struct coord *vel); void bhead_update_rot(struct coord *lookvel, struct coord *upvel); void bhead_set_damp(f32 headdamp); -void bhead_update(f32 arg0, f32 arg1); +void bhead_update(f32 speedforwards, f32 speedsideways); void bhead_adjust_animation(f32 speed); void bhead_start_death_animation(s16 animnum, u32 flip, f32 fstarttime, f32 speed); void bhead_set_speed(f32 speed); diff --git a/src/include/game/bondmove.h b/src/include/game/bondmove.h index 81eed2307..c28cd51e3 100644 --- a/src/include/game/bondmove.h +++ b/src/include/game/bondmove.h @@ -33,14 +33,14 @@ void bmove_process_input(bool allowc1x, bool allowc1y, bool allowc1buttons, bool void bmove_find_entered_rooms_by_pos(struct player *player, struct coord *arg1, RoomNum *rooms); void bmove_find_entered_rooms(struct player *player, RoomNum *rooms); void bmove_update_rooms(struct player *player); -void bmove0f0cb904(struct coord *coord); -void bmove0f0cba88(f32 *a, f32 *b, struct coord *c, f32 mult1, f32 mult2); +void bmove_dampen_shotspeed(struct coord *shotspeed); +void bmove_shotspeed_to_lateral(f32 *forward, f32 *sideways, struct coord *shotspeed, f32 sintheta, f32 costheta); void bmove_update_move_init_speed(struct coord *newpos); void bmove_tick(bool allowc1x, bool allowc1y, bool allowc1buttons, bool ignorec2); void bmove_update_verta(void); -void bmove0f0cc19c(struct coord *arg); -void bmove_update_head(f32 arg0, f32 arg1, f32 arg2, Mtxf *arg3, f32 arg4); -void bmove0f0cc654(f32 arg0, f32 arg1, f32 arg2); +void bmove_set_pos(struct coord *pos); +void bmove_update_head_with_mtx(f32 heartrate, f32 speedforwards, f32 speedsideways, Mtxf *mtx, f32 arg4); +void bmove_update_head(f32 heartrate, f32 speedforwards, f32 speedsideways); s32 bmove_get_crouch_pos(void); s32 bmove_get_crouch_pos_by_player(s32 playernum); diff --git a/src/include/game/game_0b0fd0.h b/src/include/game/game_0b0fd0.h index 0b7d7edf1..d278dd284 100644 --- a/src/include/game/game_0b0fd0.h +++ b/src/include/game/game_0b0fd0.h @@ -12,8 +12,8 @@ struct weaponfunc *weapon_get_function(struct gset *gset, s32 which); struct weaponfunc *current_player_get_weapon_function(u32 hand); struct invaimsettings *gset_get_aim_settings(struct gset *gset); struct inventory_ammo *weapon_get_ammo_by_function(u32 weaponnum, u32 funcnum); -f32 hand_get_x_shift(s32 handnum); -f32 func0f0b131c(s32 handnum); +f32 hand_get_xshift(s32 handnum); +f32 hand_get_xpos(s32 handnum); f32 current_player_get_gun_zoom_fov(void); void current_player_zoom_out(f32 fovpersec); void current_player_zoom_in(f32 fovpersec);