mirror of
https://gitlab.com/ryandwyer/perfect-dark
synced 2026-06-29 10:30:51 -04:00
Decompile gsetGetNoiseSettings
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+1
-1
@@ -271,7 +271,7 @@ extern bool g_ObjectiveChecksDisabled;
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extern u16 var8006ae90[];
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extern u16 var8006af0c[];
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extern u16 var8006af8c[];
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extern struct inventory_menupos invmenupos_00010fd0;
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extern struct noisesettings invnoisesettings_00010fd0;
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extern struct inventory_class invclass_default;
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extern struct weapon *g_Weapons[];
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extern u32 var800700ac;
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@@ -24,7 +24,7 @@ s32 currentPlayerGetDeviceState(s32 weaponnum);
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void currentPlayerSetDeviceActive(s32 weaponum, bool active);
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u16 weaponGetModelNum(s32 weaponnum);
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u16 weaponGetModelNum2(s32 weaponnum);
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void handPopulateFromCurrentPlayer(s32 handnum, struct gset *gset);
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void gsetPopulateFromCurrentPlayer(s32 handnum, struct gset *gset);
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struct inventory_ammo *gsetGetAmmoDefinition(struct gset *gset);
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u8 gsetGetSingleUnk3c(struct gset *gset);
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f32 gsetGetStrength(struct gset *gset);
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@@ -34,7 +34,7 @@ u16 gsetGetSingleShootSound(struct gset *gset);
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bool gsetHasFunctionFlags(struct gset *gset, u32 flags);
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s8 weaponGetNumTicksPerShot(u32 weaponnum, u32 funcindex);
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u32 currentPlayerGetSight(void);
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void func0f0b201c(struct gset *gset, f32 *arg1);
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void gsetGetNoiseSettings(struct gset *gset, struct noisesettings *settings);
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struct guncmd *gsetGetPriToSecAnim(struct gset *gset);
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struct guncmd *gsetGetSecToPriAnim(struct gset *gset);
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@@ -2,7 +2,7 @@
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#define IN_GAME_INVENTORY_ITEMS_H
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#include <ultra64.h>
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extern struct inventory_menupos invmenupos_00010fd0;
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extern struct noisesettings invnoisesettings_00010fd0;
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extern struct inventory_class invclass_default;
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extern struct weapon *g_Weapons[WEAPON_SUICIDEPILL + 1];
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+8
-8
@@ -2959,12 +2959,12 @@ struct stagesetup {
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/*0x1c*/ s8 *padfiledata;
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};
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struct inventory_menupos {
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f32 x;
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f32 y;
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f32 z;
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f32 rotation;
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f32 size;
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struct noisesettings {
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f32 minradius;
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f32 maxradius;
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f32 incradius;
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f32 unk0c;
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f32 unk10;
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};
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struct inventory_class {
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@@ -3004,14 +3004,14 @@ struct weaponfunc {
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/*0x04*/ u16 name;
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/*0x06*/ u8 unk06;
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/*0x07*/ s8 ammoindex; // -1 = no ammo, 0 or 1 = index into weapon->ammos[]
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/*0x08*/ struct inventory_menupos *menupos;
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/*0x08*/ struct noisesettings *noisesettings;
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/*0x0c*/ struct guncmd *fire_animation;
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/*0x10*/ u32 flags;
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};
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struct weaponfunc_shoot {
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struct weaponfunc base;
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/*0x14*/ struct inventory_menupos *unk14;
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/*0x14*/ struct noisesettings *unk14;
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/*0x18*/ s8 unk18;
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/*0x1c*/ f32 damage;
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/*0x20*/ f32 spread;
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