Rename game_127910.c to playermgr.c

This commit is contained in:
Ryan Dwyer
2022-02-13 21:59:43 +10:00
parent f755152914
commit 729e951336
40 changed files with 390 additions and 394 deletions
+1 -1
View File
@@ -157,7 +157,7 @@
build/ROMID/game/modeldata/skedar.o (section); \
build/ROMID/game/modeldata/robot.o (section); \
build/ROMID/game/game_11f000.o (section); \
build/ROMID/game/game_127910.o (section); \
build/ROMID/game/playermgr.o (section); \
build/ROMID/game/crc.o (section); \
build/ROMID/game/rng2.o (section); \
build/ROMID/game/game_129210.o (section); \
+1 -1
View File
@@ -156,7 +156,7 @@
build/ROMID/game/modeldata/skedar.o (section); \
build/ROMID/game/modeldata/robot.o (section); \
build/ROMID/game/game_11f000.o (section); \
build/ROMID/game/game_127910.o (section); \
build/ROMID/game/playermgr.o (section); \
build/ROMID/game/crc.o (section); \
build/ROMID/game/rng2.o (section); \
build/ROMID/game/game_129210.o (section); \
+1 -1
View File
@@ -156,7 +156,7 @@
build/ROMID/game/modeldata/skedar.o (section); \
build/ROMID/game/modeldata/robot.o (section); \
build/ROMID/game/game_11f000.o (section); \
build/ROMID/game/game_127910.o (section); \
build/ROMID/game/playermgr.o (section); \
build/ROMID/game/crc.o (section); \
build/ROMID/game/rng2.o (section); \
build/ROMID/game/game_129210.o (section); \
+1 -1
View File
@@ -5,7 +5,7 @@
#include "game/bondgun.h"
#include "game/game_0b0fd0.h"
#include "game/inventory/inventory.h"
#include "game/game_127910.h"
#include "game/playermgr.h"
#include "game/options.h"
#include "bss.h"
#include "lib/joy.h"
+2 -2
View File
@@ -10,7 +10,7 @@
#include "game/hudmsg.h"
#include "game/inventory/inventory.h"
#include "game/mplayer/ingame.h"
#include "game/game_127910.h"
#include "game/playermgr.h"
#include "game/game_1655c0.h"
#include "game/lang.h"
#include "game/options.h"
@@ -191,7 +191,7 @@ s32 eyespyCalculateNewPosition(struct coord *vel)
if (prop && prop->type == PROPTYPE_PLAYER) {
playernum = g_Vars.currentplayernum;
if (playernum == propGetPlayerNum(prop)) {
if (playernum == playermgrGetPlayerNumByProp(prop)) {
g_EyespyPickup = true;
}
}
+9 -9
View File
@@ -24,7 +24,7 @@
#include "game/gfxmemory.h"
#include "game/sight.h"
#include "game/inventory/inventory.h"
#include "game/game_127910.h"
#include "game/playermgr.h"
#include "game/smoke/smoke.h"
#include "game/game_1531a0.h"
#include "game/file.h"
@@ -3392,7 +3392,7 @@ s32 bgunTickIncAutoSwitch(struct handweaponinfo *info, s32 handnum, struct hand
if (bgunIsReadyToSwitch(handnum) && bgunSetState(handnum, HANDSTATE_CHANGEGUN)) {
if (g_Vars.mplayerisrunning && (IS8MB() || PLAYERCOUNT() != 1)) {
currentPlayerSetWeaponReapable(handnum);
playermgrDeleteWeapon(handnum);
}
bgun0f09fa20(handnum);
@@ -8045,7 +8045,7 @@ s32 bgunTickIncChangeGun(struct handweaponinfo *info, s32 handnum, struct hand *
if (hand->stateframes >= delay) {
if (!somebool) {
if (g_Vars.mplayerisrunning && (IS8MB() || PLAYERCOUNT() != 1)) {
currentPlayerSetWeaponReapable(handnum);
playermgrDeleteWeapon(handnum);
}
bgun0f09fa20(handnum);
@@ -8114,7 +8114,7 @@ s32 bgunTickIncChangeGun(struct handweaponinfo *info, s32 handnum, struct hand *
if (hand->count == 0) {
if (g_Vars.mplayerisrunning && (IS8MB() || PLAYERCOUNT() != 1)) {
func0f128d20(handnum);
playermgrCreateWeapon(handnum);
}
bgun0f098f8c(info, hand);
@@ -10860,7 +10860,7 @@ struct defaultobj *bgun0f09ee18(struct chrdata *chr, struct gset *gset, struct c
if (g_Vars.normmplayerisrunning) {
playernum = mpPlayerGetIndex(chr);
} else {
playernum = propGetPlayerNum(chr->prop);
playernum = playermgrGetPlayerNumByProp(chr->prop);
}
obj->hidden |= playernum << 28;
@@ -15271,7 +15271,7 @@ void bgun0f0a134c(s32 handnum)
}
if (g_Vars.mplayerisrunning && (IS8MB() || PLAYERCOUNT() != 1)) {
currentPlayerSetWeaponReapable(handnum);
playermgrDeleteWeapon(handnum);
}
bgun0f09fa20(handnum);
@@ -16639,11 +16639,11 @@ void bgunLoseGun(struct prop *attackerprop)
}
}
chrSetWeaponReapable(chr, HAND_RIGHT);
chrSetWeaponReapable(chr, HAND_LEFT);
weaponDeleteFromChr(chr, HAND_RIGHT);
weaponDeleteFromChr(chr, HAND_LEFT);
// Actually drop the weapon
modelnum = weaponGetModel(weaponnum);
modelnum = playermgrGetModelOfWeapon(weaponnum);
if (modelnum >= 0 && drop) {
struct prop *prop2 = weaponCreateForChr(chr, modelnum, weaponnum, OBJFLAG_WEAPON_AICANNOTUSE, NULL, NULL);
+3 -3
View File
@@ -18,7 +18,7 @@
#include "game/player.h"
#include "game/bondcutscene.h"
#include "game/bondhead.h"
#include "game/game_127910.h"
#include "game/playermgr.h"
#include "game/bg.h"
#include "game/lv.h"
#include "game/mplayer/ingame.h"
@@ -1807,8 +1807,8 @@ void bmove0f0cb79c(struct player *player, struct coord *mid, s16 *rooms)
{
struct coord lower;
struct coord upper;
f32 eyeheight = g_Vars.players[propGetPlayerNum(player->prop)]->vv_eyeheight;
f32 headheight = g_Vars.players[propGetPlayerNum(player->prop)]->vv_headheight;
f32 eyeheight = g_Vars.players[playermgrGetPlayerNumByProp(player->prop)]->vv_eyeheight;
f32 headheight = g_Vars.players[playermgrGetPlayerNumByProp(player->prop)]->vv_headheight;
lower.x = mid->x - 50;
lower.y = mid->y - player->crouchheight - eyeheight - 10;
+2 -2
View File
@@ -14,7 +14,7 @@
#include "game/player.h"
#include "game/inventory/inventory.h"
#include "game/bondhead.h"
#include "game/game_127910.h"
#include "game/playermgr.h"
#include "game/propobj.h"
#include "bss.h"
#include "lib/snd.h"
@@ -2495,7 +2495,7 @@ void bwalkUpdateVertical(void)
} else if (prop->type == PROPTYPE_PLAYER) {
// Landed on top of a player
u32 prevplayernum = g_Vars.currentplayernum;
setCurrentPlayerNum(propGetPlayerNum(prop));
setCurrentPlayerNum(playermgrGetPlayerNumByProp(prop));
if (g_Vars.currentplayer->inlift) {
playerDieByShooter(prevplayernum, true);
+7 -7
View File
@@ -9,7 +9,7 @@
#include "game/bondgun.h"
#include "game/game_0b0fd0.h"
#include "game/player.h"
#include "game/game_127910.h"
#include "game/playermgr.h"
#include "game/bg.h"
#include "game/mplayer/setup.h"
#include "game/mplayer/scenarios.h"
@@ -2615,7 +2615,7 @@ s32 botGetWeaponNum(struct chrdata *chr)
return chr->aibot->weaponnum;
}
return g_Vars.players[propGetPlayerNum(chr->prop)]->hands[HAND_RIGHT].gset.weaponnum;
return g_Vars.players[playermgrGetPlayerNumByProp(chr->prop)]->hands[HAND_RIGHT].gset.weaponnum;
}
u8 botGetTargetsWeaponNum(struct chrdata *chr)
@@ -4130,7 +4130,7 @@ void botLoseGun(struct chrdata *chr, struct prop *attackerprop)
weaponSetGunfireVisible(prop, false, -1);
chr->weapons_held[HAND_RIGHT] = NULL;
} else {
s32 modelnum = weaponGetModel(chr->aibot->weaponnum);
s32 modelnum = playermgrGetModelOfWeapon(chr->aibot->weaponnum);
if (modelnum >= 0) {
prop = weaponCreateForChr(chr, modelnum, chr->aibot->weaponnum, OBJFLAG_WEAPON_AICANNOTUSE, NULL, NULL);
@@ -7550,7 +7550,7 @@ glabel var7f1b8fc8
/* f195de0: 0fc6637c */ jal botinvGetItem
/* f195de4: 8e450020 */ lw $a1,0x20($s2)
/* f195de8: 00408025 */ move $s0,$v0
/* f195dec: 0fc4a571 */ jal weaponGetModel
/* f195dec: 0fc4a571 */ jal playermgrGetModelOfWeapon
/* f195df0: 8e440020 */ lw $a0,0x20($s2)
/* f195df4: 12000019 */ beqz $s0,.PF0f195e5c
/* f195df8: 00408825 */ move $s1,$v0
@@ -9058,7 +9058,7 @@ glabel var7f1b8fc8
/* f197380: 1000000b */ b .PF0f1973b0
/* f197384: 46049001 */ sub.s $f0,$f18,$f4
.PF0f197388:
/* f197388: 0fc4a513 */ jal propGetPlayerNum
/* f197388: 0fc4a513 */ jal playermgrGetPlayerNumByProp
/* f19738c: 8ca4001c */ lw $a0,0x1c($a1)
/* f197390: 00027080 */ sll $t6,$v0,0x2
/* f197394: 02ce6021 */ addu $t4,$s6,$t6
@@ -10431,7 +10431,7 @@ void botTickUnpaused(struct chrdata *chr)
if (aibot->changeguntimer60 <= 0) {
struct invitem *item = botinvGetItem(chr, aibot->weaponnum);
s32 modelnum = weaponGetModel(aibot->weaponnum);
s32 modelnum = playermgrGetModelOfWeapon(aibot->weaponnum);
s32 i;
if (item && modelnum >= 0) {
@@ -11038,7 +11038,7 @@ void botTickUnpaused(struct chrdata *chr)
if (otherchr->aibot) {
health = otherchr->maxdamage - otherchr->damage;
} else {
health = g_Vars.players[propGetPlayerNum(otherchr->prop)]->bondhealth * 8;
health = g_Vars.players[playermgrGetPlayerNumByProp(otherchr->prop)]->bondhealth * 8;
}
if (weakestplayernum < 0 || health < minhealth) {
+3 -3
View File
@@ -6,7 +6,7 @@
#include "game/game_092610.h"
#include "game/bondgun.h"
#include "game/game_0b0fd0.h"
#include "game/game_127910.h"
#include "game/playermgr.h"
#include "game/botact.h"
#include "game/pad.h"
#include "game/padhalllv.h"
@@ -241,7 +241,7 @@ bool botactShootFarsight(struct chrdata *chr, s32 arg1, struct coord *vector, st
oppprop = g_MpAllChrPtrs[i]->prop;
if (oppprop->type == PROPTYPE_PLAYER) {
struct player *player = g_Vars.players[propGetPlayerNum(oppprop)];
struct player *player = g_Vars.players[playermgrGetPlayerNumByProp(oppprop)];
speed = player->speedforwards * player->speedforwards
+ player->speedsideways * player->speedsideways;
@@ -282,7 +282,7 @@ bool botactShootFarsight(struct chrdata *chr, s32 arg1, struct coord *vector, st
s32 botactGetWeaponModel(s32 weapon)
{
return weaponGetModel(weapon);
return playermgrGetModelOfWeapon(weapon);
}
bool botactIsWeaponThrowable(s32 weaponnum, bool is_secondary)
+1 -1
View File
@@ -5,7 +5,7 @@
#include "game/chr/chr.h"
#include "game/ceil.h"
#include "game/game_0b0fd0.h"
#include "game/game_127910.h"
#include "game/playermgr.h"
#include "game/mplayer/setup.h"
#include "game/bot.h"
#include "game/botcmd.h"
+4 -4
View File
@@ -5,7 +5,7 @@
#include "game/chr/chr.h"
#include "game/ceil.h"
#include "game/game_0b0fd0.h"
#include "game/game_127910.h"
#include "game/playermgr.h"
#include "game/mplayer/setup.h"
#include "game/bot.h"
#include "game/botact.h"
@@ -1082,10 +1082,10 @@ bool botinvSwitchToWeapon(struct chrdata *chr, s32 weaponnum, s32 funcnum)
}
if (!changinggun) {
modelnum = weaponGetModel(weaponnum);
modelnum = playermgrGetModelOfWeapon(weaponnum);
// @dangerous: item is uninitialised if weaponnum is WEAPON_UNARMED.
// This function assumes weaponGetModel returns a negative value for
// This function assumes playermgrGetModelOfWeapon returns a negative value for
// WEAPON_UNARMED which is a dangerous assumption to make, but correct.
if (modelnum >= 0 && item && item->type == INVITEMTYPE_DUAL && chr->weapons_held[HAND_LEFT] == NULL) {
chrGiveWeapon(chr, modelnum, weaponnum, OBJFLAG_WEAPON_LEFTHANDED);
@@ -1133,7 +1133,7 @@ void botinvDrop(struct chrdata *chr, s32 weaponnum, u8 dropall)
|| (g_Vars.normmplayerisrunning
&& g_MpSetup.scenario == MPSCENARIO_HACKERCENTRAL
&& item->type_weap.weapon1 == WEAPON_DATAUPLINK)) {
s32 modelnum = weaponGetModel(item->type_weap.weapon1);
s32 modelnum = playermgrGetModelOfWeapon(item->type_weap.weapon1);
if (modelnum > 0) {
struct prop *prop = weaponCreateForChr(chr, modelnum, item->type_weap.weapon1, OBJFLAG_WEAPON_AICANNOTUSE, NULL, NULL);
+1 -1
View File
@@ -4,7 +4,7 @@
#include "game/camdraw.h"
#include "game/cheats.h"
#include "game/inventory/inventory.h"
#include "game/game_127910.h"
#include "game/playermgr.h"
#include "game/training/training.h"
#include "game/gamefile.h"
#include "game/lang.h"
+13 -13
View File
@@ -18,7 +18,7 @@
#include "game/game_0b4950.h"
#include "game/player.h"
#include "game/game_0c33f0.h"
#include "game/game_127910.h"
#include "game/playermgr.h"
#include "game/game_1291b0.h"
#include "game/game_129210.h"
#include "game/gfxmemory.h"
@@ -1371,7 +1371,7 @@ glabel var7f1a992cpf
/* f01ff74: c7aa00f8 */ lwc1 $f10,0xf8($sp)
/* f01ff78: 55810010 */ bnel $t4,$at,.PF0f01ffbc
/* f01ff7c: c6240004 */ lwc1 $f4,0x4($s1)
/* f01ff80: 0fc4a513 */ jal propGetPlayerNum
/* f01ff80: 0fc4a513 */ jal playermgrGetPlayerNumByProp
/* f01ff84: 01c02025 */ move $a0,$t6
/* f01ff88: 3c08800a */ lui $t0,0x800a
/* f01ff8c: 2508a510 */ addiu $t0,$t0,-23280
@@ -2643,7 +2643,7 @@ glabel var7f1a8720
/* f01fe58: c7a400f8 */ lwc1 $f4,0xf8($sp)
/* f01fe5c: 55810012 */ bnel $t4,$at,.L0f01fea8
/* f01fe60: c6280004 */ lwc1 $f8,0x4($s1)
/* f01fe64: 0fc4a25f */ jal propGetPlayerNum
/* f01fe64: 0fc4a25f */ jal playermgrGetPlayerNumByProp
/* f01fe68: 01c02025 */ or $a0,$t6,$zero
/* f01fe6c: 3c08800a */ lui $t0,%hi(g_Vars)
/* f01fe70: 25089fc0 */ addiu $t0,$t0,%lo(g_Vars)
@@ -3860,7 +3860,7 @@ glabel var7f1a8720
/* f01fb5c: c7a400c8 */ lwc1 $f4,0xc8($sp)
/* f01fb60: 55e10012 */ bnel $t7,$at,.NB0f01fbac
/* f01fb64: c6260004 */ lwc1 $f6,0x4($s1)
/* f01fb68: 0fc48d6f */ jal propGetPlayerNum
/* f01fb68: 0fc48d6f */ jal playermgrGetPlayerNumByProp
/* f01fb6c: 01a02025 */ or $a0,$t5,$zero
/* f01fb70: 3c08800a */ lui $t0,0x800a
/* f01fb74: 2508e6c0 */ addiu $t0,$t0,-6464
@@ -5077,7 +5077,7 @@ glabel var7f1a879c
/* f0218ec: afa90144 */ sw $t1,0x144($sp)
/* f0218f0: afaa0148 */ sw $t2,0x148($sp)
/* f0218f4: e7ac00a0 */ swc1 $f12,0xa0($sp)
/* f0218f8: 0fc4a25f */ jal propGetPlayerNum
/* f0218f8: 0fc4a25f */ jal playermgrGetPlayerNumByProp
/* f0218fc: e7ae00a4 */ swc1 $f14,0xa4($sp)
/* f021900: 00027880 */ sll $t7,$v0,0x2
/* f021904: 3c18800a */ lui $t8,%hi(g_Vars+0x64)
@@ -5871,7 +5871,7 @@ glabel var7f1a879c
/* f0218ec: afa90144 */ sw $t1,0x144($sp)
/* f0218f0: afaa0148 */ sw $t2,0x148($sp)
/* f0218f4: e7ac00a0 */ swc1 $f12,0xa0($sp)
/* f0218f8: 0fc4a25f */ jal propGetPlayerNum
/* f0218f8: 0fc4a25f */ jal playermgrGetPlayerNumByProp
/* f0218fc: e7ae00a4 */ swc1 $f14,0xa4($sp)
/* f021900: 00027880 */ sll $t7,$v0,0x2
/* f021904: 3c18800a */ lui $t8,%hi(g_Vars+0x64)
@@ -6819,7 +6819,7 @@ void chrUpdateCloak(struct chrdata *chr)
}
} else if (chr->prop->type == PROPTYPE_PLAYER) {
prevplayernum = g_Vars.currentplayernum;
setCurrentPlayerNum(propGetPlayerNum(chr->prop));
setCurrentPlayerNum(playermgrGetPlayerNumByProp(chr->prop));
if (g_Vars.currentplayer->devicesactive & DEVICE_CLOAKDEVICE) {
// Cloak is active - but may or may not be in effect due to recent shooting
@@ -6920,7 +6920,7 @@ void chrSetPoisoned(struct chrdata *chr, struct prop *poisonprop)
&& chr->actiontype != ACT_DIE
&& chr->prop->type == PROPTYPE_PLAYER) {
// This was probably used in a debug print
propGetPlayerNum(chr->prop);
playermgrGetPlayerNumByProp(chr->prop);
}
if (g_Vars.normmplayerisrunning) {
@@ -6953,7 +6953,7 @@ void chrTickPoisoned(struct chrdata *chr)
}
}
} else if (chr->prop->type == PROPTYPE_PLAYER
&& g_Vars.players[propGetPlayerNum(chr->prop)]->bondhealth < 0.001f) {
&& g_Vars.players[playermgrGetPlayerNumByProp(chr->prop)]->bondhealth < 0.001f) {
// Player who's alive but on almost zero health
if (g_Vars.normmplayerisrunning) {
if (chr->poisoncounter > PALDOWN(3600)) {
@@ -7151,7 +7151,7 @@ s32 chrTick(struct prop *prop)
onscreen = false;
} else if ((chr->chrflags & CHRCFLAG_UNPLAYABLE)
|| (prop->type == PROPTYPE_PLAYER
&& g_Vars.currentplayer == (player = g_Vars.players[propGetPlayerNum(prop)])
&& g_Vars.currentplayer == (player = g_Vars.players[playermgrGetPlayerNumByProp(prop)])
&& player->cameramode == CAMERAMODE_THIRDPERSON
&& player->visionmode != VISIONMODE_SLAYERROCKET)) {
// Cutscene chr?
@@ -7255,7 +7255,7 @@ s32 chrTick(struct prop *prop)
onscreen = func0f08e8ac(prop, &prop->pos, model0001af80(model), true);
} else if (prop->type == PROPTYPE_PLAYER
&& (g_Vars.mplayerisrunning
|| (player = g_Vars.players[propGetPlayerNum(prop)], player->cameramode == CAMERAMODE_EYESPY)
|| (player = g_Vars.players[playermgrGetPlayerNumByProp(prop)], player->cameramode == CAMERAMODE_EYESPY)
|| (player->cameramode == CAMERAMODE_THIRDPERSON && player->visionmode == VISIONMODE_SLAYERROCKET))) {
model->anim->average = false;
chr0f0220ec(chr, lvupdate240, 1);
@@ -7351,7 +7351,7 @@ s32 chrTick(struct prop *prop)
} else if (prop->type == PROPTYPE_PLAYER) {
u8 stack[0x14];
f32 sp130;
player = g_Vars.players[propGetPlayerNum(prop)];
player = g_Vars.players[playermgrGetPlayerNumByProp(prop)];
if (player->bondmovemode == MOVEMODE_BIKE) {
sp178 = chrGetInverseTheta(chr);
@@ -10499,7 +10499,7 @@ bool chrCalculateAutoAim(struct prop *prop, struct coord *arg1, f32 *arg2, f32 *
&& chr->actiontype != ACT_DEAD
&& (chr->chrflags & CHRCFLAG_NOAUTOAIM) == 0
&& ((chr->hidden & CHRHFLAG_CLOAKED) == 0 || USINGDEVICE(DEVICE_IRSCANNER))
&& !(prop->type == PROPTYPE_PLAYER && g_Vars.players[propGetPlayerNum(prop)]->isdead)
&& !(prop->type == PROPTYPE_PLAYER && g_Vars.players[playermgrGetPlayerNumByProp(prop)]->isdead)
&& !(g_Vars.coopplayernum >= 0 && (prop == g_Vars.bond->prop || prop == g_Vars.coop->prop))) {
struct model *model = chr->model;
Mtxf *mtx1;
+28 -28
View File
@@ -21,7 +21,7 @@
#include "game/game_0b4950.h"
#include "game/player.h"
#include "game/inventory/inventory.h"
#include "game/game_127910.h"
#include "game/playermgr.h"
#include "game/explosions/explosions.h"
#include "game/sparks/sparks.h"
#include "game/bg.h"
@@ -3821,7 +3821,7 @@ void chrChoke(struct chrdata *chr, s32 choketype)
}
if (chr->prop->type == PROPTYPE_PLAYER) {
playernum = propGetPlayerNum(chr->prop);
playernum = playermgrGetPlayerNumByProp(chr->prop);
if (g_Vars.players[playernum]->isdead) {
return;
@@ -4069,7 +4069,7 @@ void chrSetShield(struct chrdata *chr, f32 amount)
}
if (chr->prop->type == PROPTYPE_PLAYER) {
s32 playernum = propGetPlayerNum(chr->prop);
s32 playernum = playermgrGetPlayerNumByProp(chr->prop);
if (playernum >= 0) {
s32 prevplayernum = g_Vars.currentplayernum;
@@ -4205,7 +4205,7 @@ void playerUpdateDamageStats(struct prop *attacker, struct prop *victim, f32 dam
s32 playernum;
if (attacker && attacker->type == PROPTYPE_PLAYER) {
playernum = propGetPlayerNum(attacker);
playernum = playermgrGetPlayerNumByProp(attacker);
if (playernum >= 0) {
g_Vars.playerstats[playernum].damtransmitted += damage;
@@ -4213,7 +4213,7 @@ void playerUpdateDamageStats(struct prop *attacker, struct prop *victim, f32 dam
}
if (victim && victim->type == PROPTYPE_PLAYER) {
playernum = propGetPlayerNum(victim);
playernum = playermgrGetPlayerNumByProp(victim);
if (playernum >= 0) {
g_Vars.playerstats[playernum].damreceived += damage;
@@ -4394,8 +4394,8 @@ void chrDamage(struct chrdata *chr, f32 damage, struct coord *vector, struct gse
}
if (vprop->type == PROPTYPE_PLAYER) {
healthscale = g_Vars.players[propGetPlayerNum(vprop)]->healthscale;
armourscale = g_Vars.players[propGetPlayerNum(vprop)]->armourscale;
healthscale = g_Vars.players[playermgrGetPlayerNumByProp(vprop)]->healthscale;
armourscale = g_Vars.players[playermgrGetPlayerNumByProp(vprop)]->armourscale;
}
} else if (g_Vars.coopplayernum >= 0) {
// Co-op
@@ -4415,8 +4415,8 @@ void chrDamage(struct chrdata *chr, f32 damage, struct coord *vector, struct gse
}
if (vprop->type == PROPTYPE_PLAYER) {
healthscale = g_Vars.players[propGetPlayerNum(vprop)]->healthscale;
armourscale = g_Vars.players[propGetPlayerNum(vprop)]->armourscale;
healthscale = g_Vars.players[playermgrGetPlayerNumByProp(vprop)]->healthscale;
armourscale = g_Vars.players[playermgrGetPlayerNumByProp(vprop)]->armourscale;
}
} else if (g_Vars.antiplayernum >= 0) {
// Anti
@@ -4436,8 +4436,8 @@ void chrDamage(struct chrdata *chr, f32 damage, struct coord *vector, struct gse
}
if (vprop == g_Vars.bond->prop) {
healthscale = g_Vars.players[propGetPlayerNum(vprop)]->healthscale;
armourscale = g_Vars.players[propGetPlayerNum(vprop)]->armourscale;
healthscale = g_Vars.players[playermgrGetPlayerNumByProp(vprop)]->healthscale;
armourscale = g_Vars.players[playermgrGetPlayerNumByProp(vprop)]->armourscale;
}
// Anti shooting other enemies is lethal
@@ -4448,7 +4448,7 @@ void chrDamage(struct chrdata *chr, f32 damage, struct coord *vector, struct gse
// Normal multiplayer
if (vprop->type == PROPTYPE_PLAYER) {
s32 prevplayernum = g_Vars.currentplayernum;
setCurrentPlayerNum(propGetPlayerNum(vprop));
setCurrentPlayerNum(playermgrGetPlayerNumByProp(vprop));
damage *= g_Vars.currentplayerstats->damagescale;
setCurrentPlayerNum(prevplayernum);
}
@@ -4462,7 +4462,7 @@ void chrDamage(struct chrdata *chr, f32 damage, struct coord *vector, struct gse
s32 contpad1;
s32 contpad2;
setCurrentPlayerNum(propGetPlayerNum(vprop));
setCurrentPlayerNum(playermgrGetPlayerNumByProp(vprop));
joyGetContpadNumsForPlayer(g_Vars.currentplayernum, &contpad1, &contpad2);
@@ -4474,7 +4474,7 @@ void chrDamage(struct chrdata *chr, f32 damage, struct coord *vector, struct gse
pakRumble(contpad2, 0.25f, -1, -1);
}
#else
setCurrentPlayerNum(propGetPlayerNum(vprop));
setCurrentPlayerNum(playermgrGetPlayerNumByProp(vprop));
pakRumble((s8)g_Vars.currentplayernum, 0.25f, -1, -1);
@@ -4494,7 +4494,7 @@ void chrDamage(struct chrdata *chr, f32 damage, struct coord *vector, struct gse
}
} else {
if (aprop && aprop->type == PROPTYPE_PLAYER) {
aplayernum = propGetPlayerNum(aprop);
aplayernum = playermgrGetPlayerNumByProp(aprop);
}
}
@@ -4594,7 +4594,7 @@ void chrDamage(struct chrdata *chr, f32 damage, struct coord *vector, struct gse
if (aprop && aprop->type == PROPTYPE_PLAYER && !explosion) {
bool alreadydead = false;
s32 prevplayernum = g_Vars.currentplayernum;
setCurrentPlayerNum(propGetPlayerNum(aprop));
setCurrentPlayerNum(playermgrGetPlayerNumByProp(aprop));
// ACT_DIE is not checked here, so it would appear that shooting
// a chr as they're dying will increment the shots hit count
@@ -4602,7 +4602,7 @@ void chrDamage(struct chrdata *chr, f32 damage, struct coord *vector, struct gse
alreadydead = true;
}
if (vprop->type == PROPTYPE_PLAYER && g_Vars.players[propGetPlayerNum(vprop)]->isdead) {
if (vprop->type == PROPTYPE_PLAYER && g_Vars.players[playermgrGetPlayerNumByProp(vprop)]->isdead) {
alreadydead = true;
}
@@ -4739,7 +4739,7 @@ void chrDamage(struct chrdata *chr, f32 damage, struct coord *vector, struct gse
// Handle situations where the player is the one being shot, then return
if (vprop->type == PROPTYPE_PLAYER) {
s32 prevplayernum = g_Vars.currentplayernum;
setCurrentPlayerNum(propGetPlayerNum(vprop));
setCurrentPlayerNum(playermgrGetPlayerNumByProp(vprop));
if (g_Vars.normmplayerisrunning) {
damage /= mpHandicapToDamageScale(g_PlayerConfigsArray[g_Vars.currentplayerstats->mpindex].handicap);
@@ -4990,7 +4990,7 @@ void chrDamage(struct chrdata *chr, f32 damage, struct coord *vector, struct gse
mpstatsRecordDeath(aplayernum, mpPlayerGetIndex(chr));
} else if (aprop && aprop->type == PROPTYPE_PLAYER) {
s32 prevplayernum = g_Vars.currentplayernum;
setCurrentPlayerNum(propGetPlayerNum(aprop));
setCurrentPlayerNum(playermgrGetPlayerNumByProp(aprop));
mpstatsRecordPlayerKill();
setCurrentPlayerNum(prevplayernum);
}
@@ -6973,7 +6973,7 @@ bool chrIsDead(struct chrdata *chr)
}
if (chr->prop && chr->prop->type == PROPTYPE_PLAYER) {
u32 playernum = propGetPlayerNum(chr->prop);
u32 playernum = playermgrGetPlayerNumByProp(chr->prop);
if (g_Vars.players[playernum]->isdead) {
return true;
@@ -9068,7 +9068,7 @@ f32 chrGetInverseTheta(struct chrdata *chr)
}
if (chr->model == NULL && chr->prop && chr->prop->type == PROPTYPE_PLAYER) {
struct player *player = g_Vars.players[propGetPlayerNum(chr->prop)];
struct player *player = g_Vars.players[playermgrGetPlayerNumByProp(chr->prop)];
f32 angle = (360.0f - player->vv_theta) * 0.017450513318181f;
if (angle >= M_BADTAU) {
@@ -9132,7 +9132,7 @@ f32 chrGetAimAngle(struct chrdata *chr)
|| chr->actiontype == ACT_BOT_ATTACKSTRAFE) {
offset = chr->act_attack.animcfg->unk0c;
} else if (chr->prop->type == PROPTYPE_PLAYER) {
offset += g_Vars.players[propGetPlayerNum(chr->prop)]->angleoffset;
offset += g_Vars.players[playermgrGetPlayerNumByProp(chr->prop)]->angleoffset;
}
if (offset) {
@@ -9423,7 +9423,7 @@ glabel var7f1a8fc8
/* f03eb90: 55410167 */ bnel $t2,$at,.L0f03f130
/* f03eb94: 8cc40020 */ lw $a0,0x20($a2)
/* f03eb98: e7a00024 */ swc1 $f0,0x24($sp)
/* f03eb9c: 0fc4a25f */ jal propGetPlayerNum
/* f03eb9c: 0fc4a25f */ jal playermgrGetPlayerNumByProp
/* f03eba0: e7b00188 */ swc1 $f16,0x188($sp)
/* f03eba4: 8fa40168 */ lw $a0,0x168($sp)
/* f03eba8: 00025880 */ sll $t3,$v0,0x2
@@ -21496,7 +21496,7 @@ f32 chrGetAngleToPos(struct chrdata *chr, struct coord *pos)
struct prop *prop;
if (chr->prop->type == PROPTYPE_PLAYER) {
u32 playernum = propGetPlayerNum(chr->prop);
u32 playernum = playermgrGetPlayerNumByProp(chr->prop);
fVar3 = (360 - g_Vars.players[playernum]->vv_theta) * (M_BADTAU / 360);
} else {
fVar3 = chrGetInverseTheta(chr);
@@ -21689,7 +21689,7 @@ f32 chrGetAngleFromTargetsFov(struct chrdata *chr)
angletotarget = atan2f(xdiff, zdiff);
if (target->type == PROPTYPE_PLAYER) {
s32 playernum = propGetPlayerNum(target);
s32 playernum = playermgrGetPlayerNumByProp(target);
targetfacingangle = (360.0f - g_Vars.players[playernum]->vv_theta) * M_BADTAU / 360.0f;
} else if (target->type == PROPTYPE_CHR) {
targetfacingangle = chrGetInverseTheta(target->chr);
@@ -22568,7 +22568,7 @@ bool chrSetPadPresetToWaypointWithinTargetQuadrant(struct chrdata *chr, u8 quadr
prop = chrGetTargetProp(chr);
if (prop->type == PROPTYPE_PLAYER) {
angle = (360.0f - g_Vars.players[propGetPlayerNum(prop)]->vv_theta) * M_BADTAU / 360.0f;
angle = (360.0f - g_Vars.players[playermgrGetPlayerNumByProp(prop)]->vv_theta) * M_BADTAU / 360.0f;
} else if (prop->type == PROPTYPE_CHR) {
angle = chrGetInverseTheta(prop->chr);
}
@@ -23182,7 +23182,7 @@ bool chrMoveToPos(struct chrdata *chr, struct coord *pos, s16 *rooms, f32 angle,
chrSetLookAngle(chr, angle);
if (chr->prop->type == PROPTYPE_PLAYER) {
player = g_Vars.players[propGetPlayerNum(chr->prop)];
player = g_Vars.players[playermgrGetPlayerNumByProp(chr->prop)];
player->vv_manground = ground;
player->vv_ground = ground;
player->vv_theta = ((M_BADTAU - angle) * 360.0f) / M_BADTAU;
@@ -24186,7 +24186,7 @@ f32 func0f04c784(struct chrdata *chr)
if (target->type == PROPTYPE_CHR) {
targetfacingangle = chrGetInverseTheta(target->chr);
} else if (target->type == PROPTYPE_PLAYER) {
s32 playernum = propGetPlayerNum(target);
s32 playernum = playermgrGetPlayerNumByProp(target);
targetfacingangle = g_Vars.players[playernum]->vv_theta;
}
+44 -44
View File
@@ -22,7 +22,7 @@
#include "game/player.h"
#include "game/hudmsg.h"
#include "game/inventory/inventory.h"
#include "game/game_127910.h"
#include "game/playermgr.h"
#include "game/explosions/explosions.h"
#include "game/smoke/smoke.h"
#include "game/weather/weather.h"
@@ -437,7 +437,7 @@ bool aiChrDoAnimation(void)
chr0f0220ec(chr, 1, 1);
if (chr->prop->type == PROPTYPE_PLAYER) {
u32 playernum = propGetPlayerNum(chr->prop);
u32 playernum = playermgrGetPlayerNumByProp(chr->prop);
struct player *player = g_Vars.players[playernum];
player->vv_ground = chr->ground;
player->vv_manground = chr->ground;
@@ -537,7 +537,7 @@ bool aiIfChrDeathAnimationFinished(void)
pass = true;
} else {
if (chr->prop->type == PROPTYPE_PLAYER) {
u32 playernum = propGetPlayerNum(chr->prop);
u32 playernum = playermgrGetPlayerNumByProp(chr->prop);
pass = g_Vars.players[playernum]->isdead;
} else {
pass = (chr->actiontype == ACT_DEAD);
@@ -2048,7 +2048,7 @@ bool aiIfChrHasObject(void)
if (obj && obj->prop && chr && chr->prop && chr->prop->type == PROPTYPE_PLAYER) {
s32 prevplayernum = g_Vars.currentplayernum;
setCurrentPlayerNum(propGetPlayerNum(chr->prop));
setCurrentPlayerNum(playermgrGetPlayerNumByProp(chr->prop));
hasprop = invHasProp(obj->prop);
setCurrentPlayerNum(prevplayernum);
}
@@ -2123,7 +2123,7 @@ bool aiIfChrHasWeaponEquipped(void)
if (chr && chr->prop && chr->prop->type == PROPTYPE_PLAYER) {
u32 prevplayernum = g_Vars.currentplayernum;
u32 playernum = propGetPlayerNum(chr->prop);
u32 playernum = playermgrGetPlayerNumByProp(chr->prop);
setCurrentPlayerNum(playernum);
if (bgunGetWeaponNum(HAND_RIGHT) == cmd[3]) {
@@ -2321,7 +2321,7 @@ bool aiChrDropWeapon(void)
if (chr && chr->prop && chr->prop->type == PROPTYPE_PLAYER) {
u32 prevplayernum = g_Vars.currentplayernum;
u32 playernum = propGetPlayerNum(chr->prop);
u32 playernum = playermgrGetPlayerNumByProp(chr->prop);
u32 weaponnum;
setCurrentPlayerNum(playernum);
weaponnum = bgunGetWeaponNum(HAND_RIGHT);
@@ -2359,7 +2359,7 @@ bool aiGiveObjectToChr(void)
u32 something;
u32 prevplayernum = g_Vars.currentplayernum;
struct defaultobj *obj2 = obj->prop->obj;
u32 playernum = propGetPlayerNum(chr->prop);
u32 playernum = playermgrGetPlayerNumByProp(chr->prop);
setCurrentPlayerNum(playernum);
#if VERSION >= VERSION_NTSC_1_0
@@ -2372,7 +2372,7 @@ bool aiGiveObjectToChr(void)
something = propPickupByPlayer(obj->prop, 0);
propExecuteTickOperation(obj->prop, something);
playernum = propGetPlayerNum(chr->prop);
playernum = playermgrGetPlayerNumByProp(chr->prop);
obj2->hidden = (playernum << 28) | (obj2->hidden & 0x0fffffff);
setCurrentPlayerNum(prevplayernum);
} else {
@@ -2727,7 +2727,7 @@ bool aiIfChrHealthGreaterThan(void)
if (chr && chr->prop) {
if (chr->prop->type == PROPTYPE_PLAYER) {
u32 playernum = propGetPlayerNum(chr->prop);
u32 playernum = playermgrGetPlayerNumByProp(chr->prop);
pass = (value > g_Vars.players[playernum]->bondhealth * 8.0f);
} else {
@@ -2756,7 +2756,7 @@ bool aiIfChrHealthLessThan(void)
if (chr && chr->prop) {
if (chr->prop->type == PROPTYPE_PLAYER) {
u32 playernum = propGetPlayerNum(chr->prop);
u32 playernum = playermgrGetPlayerNumByProp(chr->prop);
pass = (value < g_Vars.players[playernum]->bondhealth * 8.0f);
} else {
@@ -4397,7 +4397,7 @@ bool aiShowHudmsg(void)
u32 playernum = g_Vars.currentplayernum;
if (chr && chr->prop && (chr->prop->type & 0xff) == PROPTYPE_PLAYER) {
playernum = propGetPlayerNum(chr->prop);
playernum = playermgrGetPlayerNumByProp(chr->prop);
}
setCurrentPlayerNum(playernum);
@@ -4446,7 +4446,7 @@ bool aiShowHudmsgTopMiddle(void)
u32 playernum = g_Vars.currentplayernum;
if (chr && chr->prop && (chr->prop->type & 0xff) == PROPTYPE_PLAYER) {
playernum = propGetPlayerNum(chr->prop);
playernum = playermgrGetPlayerNumByProp(chr->prop);
}
setCurrentPlayerNum(playernum);
@@ -4510,7 +4510,7 @@ glabel aiSpeak
/* f0560e8: 24010006 */ addiu $at,$zero,0x6
/* f0560ec: 15e10004 */ bne $t7,$at,.L0f056100
/* f0560f0: 00000000 */ nop
/* f0560f4: 0fc4a25f */ jal propGetPlayerNum
/* f0560f4: 0fc4a25f */ jal playermgrGetPlayerNumByProp
/* f0560f8: 00000000 */ nop
/* f0560fc: 00403025 */ or $a2,$v0,$zero
.L0f056100:
@@ -4595,7 +4595,7 @@ glabel aiSpeak
// char *text = text_id >= 0 ? langGet(text_id) : NULL;
//
// if (chr && chr->prop && chr->prop->type == PROPTYPE_PLAYER) {
// playernum = propGetPlayerNum(chr->prop);
// playernum = playermgrGetPlayerNumByProp(chr->prop);
// }
//
// setCurrentPlayerNum(playernum);
@@ -5288,7 +5288,7 @@ bool aiRevokeControl(void)
if (chr && chr->prop && chr->prop->type == PROPTYPE_PLAYER) {
u32 prevplayernum = g_Vars.currentplayernum;
u32 playernum = propGetPlayerNum(chr->prop);
u32 playernum = playermgrGetPlayerNumByProp(chr->prop);
setCurrentPlayerNum(playernum);
bgunSetSightVisible(GUNSIGHTREASON_NOCONTROL, false);
bgunSetGunAmmoVisible(GUNAMMOREASON_NOCONTROL, false);
@@ -5320,7 +5320,7 @@ bool aiGrantControl(void)
if (chr && chr->prop && chr->prop->type == PROPTYPE_PLAYER) {
u32 prevplayernum = g_Vars.currentplayernum;
setCurrentPlayerNum(propGetPlayerNum(chr->prop));
setCurrentPlayerNum(playermgrGetPlayerNumByProp(chr->prop));
bgunSetSightVisible(GUNSIGHTREASON_NOCONTROL, true);
bgunSetGunAmmoVisible(GUNAMMOREASON_NOCONTROL, true);
currentPlayerSetHudmsgsOn(HUDMSGREASON_NOCONTROL);
@@ -5403,7 +5403,7 @@ bool ai00e3(void)
if (chr && chr->prop && chr->prop->type == PROPTYPE_PLAYER) {
u32 prevplayernum = g_Vars.currentplayernum;
u32 playernum = propGetPlayerNum(chr->prop);
u32 playernum = playermgrGetPlayerNumByProp(chr->prop);
setCurrentPlayerNum(playernum);
if (var8007074c != 2) {
@@ -5452,7 +5452,7 @@ bool aiIfColourFadeComplete(void)
struct chrdata *chr = chrFindById(g_Vars.chrdata, cmd[2]);
if (chr && chr->prop && chr->prop->type == PROPTYPE_PLAYER) {
u32 playernum = propGetPlayerNum(chr->prop);
u32 playernum = playermgrGetPlayerNumByProp(chr->prop);
if (g_Vars.players[playernum]->colourfadetimemax60 < 0) {
pass = true;
@@ -5501,7 +5501,7 @@ bool ai00e9(void)
struct chrdata *chr = chrFindById(g_Vars.chrdata, cmd[2]);
if (chr) {
chrSetWeaponReapable(chr, cmd[3]);
weaponDeleteFromChr(chr, cmd[3]);
}
g_Vars.aioffset += 4;
@@ -5536,7 +5536,7 @@ bool aiIfChrAmmoQuantityLessThan(void)
if (chr && chr->prop && chr->prop->type == PROPTYPE_PLAYER) {
u32 prevplayernum = g_Vars.currentplayernum;
u32 playernum = propGetPlayerNum(chr->prop);
u32 playernum = playermgrGetPlayerNumByProp(chr->prop);
setCurrentPlayerNum(playernum);
if (bgunGetAmmoCount((s8)cmd[3]) < (s8)cmd[4]) {
@@ -5565,7 +5565,7 @@ bool aiChrDrawWeapon(void)
if (chr && chr->prop && chr->prop->type == PROPTYPE_PLAYER) {
u32 prevplayernum = g_Vars.currentplayernum;
u32 playernum = propGetPlayerNum(chr->prop);
u32 playernum = playermgrGetPlayerNumByProp(chr->prop);
setCurrentPlayerNum(playernum);
bgunEquipWeapon2(0, (s8)cmd[3]);
bgunEquipWeapon2(1, 0);
@@ -5587,7 +5587,7 @@ bool aiChrDrawWeaponInCutscene(void)
if (chr && chr->prop && chr->prop->type == PROPTYPE_PLAYER) {
u32 prevplayernum = g_Vars.currentplayernum;
u32 playernum = propGetPlayerNum(chr->prop);
u32 playernum = playermgrGetPlayerNumByProp(chr->prop);
setCurrentPlayerNum(playernum);
bgunEquipWeapon((s8)cmd[3]);
setCurrentPlayerNum(prevplayernum);
@@ -5608,7 +5608,7 @@ bool ai00ee(void)
if (chr && chr->prop && chr->prop->type == PROPTYPE_PLAYER) {
u32 prevplayernum = g_Vars.currentplayernum;
u32 playernum = propGetPlayerNum(chr->prop);
u32 playernum = playermgrGetPlayerNumByProp(chr->prop);
setCurrentPlayerNum(playernum);
g_Vars.currentplayer->bondforcespeed.x = (s8)cmd[3];
@@ -5663,7 +5663,7 @@ bool aiChrSetInvincible(void)
if (chr && chr->prop && chr->prop->type == PROPTYPE_PLAYER) {
u32 prevplayernum = g_Vars.currentplayernum;
u32 playernum = propGetPlayerNum(chr->prop);
u32 playernum = playermgrGetPlayerNumByProp(chr->prop);
setCurrentPlayerNum(playernum);
g_PlayerInvincible = true;
setCurrentPlayerNum(prevplayernum);
@@ -5749,7 +5749,7 @@ bool aiIfPlayerIsInvincible(void)
if (chr && chr->prop && chr->prop->type == PROPTYPE_PLAYER) {
u32 prevplayernum = g_Vars.currentplayernum;
u32 playernum = propGetPlayerNum(chr->prop);
u32 playernum = playermgrGetPlayerNumByProp(chr->prop);
setCurrentPlayerNum(playernum);
pass = g_PlayerInvincible;
setCurrentPlayerNum(prevplayernum);
@@ -5875,7 +5875,7 @@ bool aiChrExplosions(void)
if (chr && chr->prop && chr->prop->type == PROPTYPE_PLAYER) {
u32 prevplayernum = g_Vars.currentplayernum;
u32 playernum = propGetPlayerNum(chr->prop);
u32 playernum = playermgrGetPlayerNumByProp(chr->prop);
setCurrentPlayerNum(playernum);
playerSurroundWithExplosions(0);
setCurrentPlayerNum(prevplayernum);
@@ -7371,7 +7371,7 @@ glabel var7f1a9d64
/* f05a634: 24010006 */ li $at,0x6
/* f05a638: 55610015 */ bnel $t3,$at,.PF0f05a690
/* f05a63c: 90e20126 */ lbu $v0,0x126($a3)
/* f05a640: 0fc4a513 */ jal propGetPlayerNum
/* f05a640: 0fc4a513 */ jal playermgrGetPlayerNumByProp
/* f05a644: 00000000 */ nop
/* f05a648: 8e030298 */ lw $v1,0x298($s0)
/* f05a64c: 00026080 */ sll $t4,$v0,0x2
@@ -8034,7 +8034,7 @@ glabel var7f1a9d64
/* f05a438: 24010006 */ addiu $at,$zero,0x6
/* f05a43c: 55610015 */ bnel $t3,$at,.L0f05a494
/* f05a440: 90e20126 */ lbu $v0,0x126($a3)
/* f05a444: 0fc4a25f */ jal propGetPlayerNum
/* f05a444: 0fc4a25f */ jal playermgrGetPlayerNumByProp
/* f05a448: 00000000 */ nop
/* f05a44c: 8e030298 */ lw $v1,0x298($s0)
/* f05a450: 00026080 */ sll $t4,$v0,0x2
@@ -8695,7 +8695,7 @@ glabel var7f1a9d64
/* f0598a0: 24010006 */ addiu $at,$zero,0x6
/* f0598a4: 55610015 */ bnel $t3,$at,.NB0f0598fc
/* f0598a8: 90e20126 */ lbu $v0,0x126($a3)
/* f0598ac: 0fc48d6f */ jal propGetPlayerNum
/* f0598ac: 0fc48d6f */ jal playermgrGetPlayerNumByProp
/* f0598b0: 00000000 */ sll $zero,$zero,0x0
/* f0598b4: 8e030298 */ lw $v1,0x298($s0)
/* f0598b8: 00026080 */ sll $t4,$v0,0x2
@@ -9284,7 +9284,7 @@ glabel var7f1a9d64
// // 420
// if (chr && chr->prop && chr->prop->type == PROPTYPE_PLAYER) {
// // 444
// playernum = propGetPlayerNum(chr->prop);
// playernum = playermgrGetPlayerNumByProp(chr->prop);
//
// if (g_Vars.coopplayernum >= 0 && g_Vars.players[playernum]->isdead) {
// // 470
@@ -10568,7 +10568,7 @@ bool aiPlayerAutoWalk(void)
if (chr && chr->prop && chr->prop->type == PROPTYPE_PLAYER) {
u32 prevplayernum = g_Vars.currentplayernum;
u32 playernum = propGetPlayerNum(chr->prop);
u32 playernum = playermgrGetPlayerNumByProp(chr->prop);
setCurrentPlayerNum(playernum);
playerAutoWalk(pad_id, cmd[5], cmd[6], cmd[7], cmd[8]);
setCurrentPlayerNum(prevplayernum);
@@ -10590,7 +10590,7 @@ bool aiIfPlayerAutoWalkFinished(void)
if (chr && chr->prop && chr->prop->type == PROPTYPE_PLAYER) {
u32 prevplayernum = g_Vars.currentplayernum;
u32 playernum = propGetPlayerNum(chr->prop);
u32 playernum = playermgrGetPlayerNumByProp(chr->prop);
setCurrentPlayerNum(playernum);
if (g_Vars.tickmode == TICKMODE_AUTOWALK) {
@@ -10621,7 +10621,7 @@ bool aiIfPlayerLookingAtObject(void)
if (chr && chr->prop && chr->prop->type == PROPTYPE_PLAYER) {
u32 prevplayernum = g_Vars.currentplayernum;
u32 playernum = propGetPlayerNum(chr->prop);
u32 playernum = playermgrGetPlayerNumByProp(chr->prop);
setCurrentPlayerNum(playernum);
if (g_Vars.currentplayer->lookingatprop.prop == obj->prop) {
@@ -11295,7 +11295,7 @@ bool aiChrGrabObject(void)
if (chr && chr->prop && chr->prop->type == PROPTYPE_PLAYER && obj && obj->prop) {
u32 prevplayernum = g_Vars.currentplayernum;
u32 playernum = propGetPlayerNum(chr->prop);
u32 playernum = playermgrGetPlayerNumByProp(chr->prop);
setCurrentPlayerNum(playernum);
if (g_Vars.currentplayer->bondmovemode == MOVEMODE_WALK
@@ -11430,7 +11430,7 @@ bool aiChrSetP1P2(void)
struct chrdata *chr2 = chrFindById(g_Vars.chrdata, cmd[3]);
if (chr1 && chr2 && chr2->prop && chr2->prop->type == PROPTYPE_PLAYER) {
u32 playernum = propGetPlayerNum(chr2->prop);
u32 playernum = playermgrGetPlayerNumByProp(chr2->prop);
if (!g_Vars.players[playernum]->isdead) {
if (chr2->prop == g_Vars.coop->prop) {
@@ -11580,7 +11580,7 @@ bool aiIfPlayerUsingDevice(void)
u8 active = false;
if (prop && prop->type == PROPTYPE_PLAYER) {
u32 playernum = propGetPlayerNum(prop);
u32 playernum = playermgrGetPlayerNumByProp(prop);
u32 prevplayernum = g_Vars.currentplayernum;
setCurrentPlayerNum(playernum);
@@ -11623,7 +11623,7 @@ bool aiChrBeginOrEndTeleport(void)
prevplayernum = g_Vars.currentplayernum;
if (chr && chr->prop && chr->prop->type == PROPTYPE_PLAYER) {
playernum = propGetPlayerNum(chr->prop);
playernum = playermgrGetPlayerNumByProp(chr->prop);
setCurrentPlayerNum(playernum);
}
@@ -11678,7 +11678,7 @@ bool aiIfChrTeleportFullWhite(void)
struct sndstate *handle;
if (chr && chr->prop && chr->prop->type == PROPTYPE_PLAYER) {
u32 playernum = propGetPlayerNum(chr->prop);
u32 playernum = playermgrGetPlayerNumByProp(chr->prop);
setCurrentPlayerNum(playernum);
}
@@ -11759,8 +11759,8 @@ bool aiChrSetCutsceneWeapon(void)
{
u8 *cmd = g_Vars.ailist + g_Vars.aioffset;
struct chrdata *chr = chrFindById(g_Vars.chrdata, cmd[2]);
s32 model_id = weaponGetModel(cmd[3]);
s32 fallback_model_id = weaponGetModel(cmd[4]);
s32 model_id = playermgrGetModelOfWeapon(cmd[3]);
s32 fallback_model_id = playermgrGetModelOfWeapon(cmd[4]);
if (chr) {
if (cmd[3] == 0xff) {
@@ -11783,8 +11783,8 @@ bool aiChrSetCutsceneWeapon(void)
}
if (valid) {
chrSetWeaponReapable(chr, HAND_LEFT);
chrSetWeaponReapable(chr, HAND_RIGHT);
weaponDeleteFromChr(chr, HAND_LEFT);
weaponDeleteFromChr(chr, HAND_RIGHT);
}
}
} else {
@@ -11793,8 +11793,8 @@ bool aiChrSetCutsceneWeapon(void)
}
}
} else {
chrSetWeaponReapable(chr, HAND_LEFT);
chrSetWeaponReapable(chr, HAND_RIGHT);
weaponDeleteFromChr(chr, HAND_LEFT);
weaponDeleteFromChr(chr, HAND_RIGHT);
if (model_id >= 0) {
weaponCreateForChr(chr, model_id, cmd[3], 0, NULL, NULL);
+1 -1
View File
@@ -16,7 +16,7 @@
#include "game/game_091e10.h"
#include "game/atan2f.h"
#include "game/inventory/inventory.h"
#include "game/game_127910.h"
#include "game/playermgr.h"
#include "game/bg.h"
#include "game/game_1655c0.h"
#include "game/file.h"
+1 -1
View File
@@ -4,7 +4,7 @@
#include "game/bondgun.h"
#include "game/game_0b0fd0.h"
#include "game/inventory/inventory.h"
#include "game/game_127910.h"
#include "game/playermgr.h"
#include "game/options.h"
#include "bss.h"
#include "data.h"
+1 -1
View File
@@ -11,7 +11,7 @@
#include "game/filelist.h"
#include "game/mainmenu.h"
#include "game/endscreen.h"
#include "game/game_127910.h"
#include "game/playermgr.h"
#include "game/lv.h"
#include "game/music.h"
#include "game/mplayer/ingame.h"
+1 -1
View File
@@ -6,7 +6,7 @@
#include "game/game_0b0fd0.h"
#include "game/player.h"
#include "game/hudmsg.h"
#include "game/game_127910.h"
#include "game/playermgr.h"
#include "game/mplayer/setup.h"
#include "game/botcmd.h"
#include "game/lang.h"
+1 -1
View File
@@ -2,7 +2,7 @@
#include "constants.h"
#include "game/atan2f.h"
#include "game/game_0b3350.h"
#include "game/game_127910.h"
#include "game/playermgr.h"
#include "game/bg.h"
#include "game/texdecompress.h"
#include "game/game_173a00.h"
+5 -5
View File
@@ -2,7 +2,7 @@
#include "constants.h"
#include "game/atan2f.h"
#include "game/game_0b3350.h"
#include "game/game_127910.h"
#include "game/playermgr.h"
#include "game/bg.h"
#include "game/texdecompress.h"
#include "game/game_173a00.h"
@@ -401,7 +401,7 @@ glabel func0f0b5050
/* f0b5128: 5b000096 */ blezl $t8,.L0f0b5384
/* f0b512c: 8fbf002c */ lw $ra,0x2c($sp)
.L0f0b5130:
/* f0b5130: 0fc4a39e */ jal calculatePlayerIndex
/* f0b5130: 0fc4a39e */ jal playermgrGetOrderOfPlayer
/* f0b5134: 02202025 */ or $a0,$s1,$zero
/* f0b5138: 8e190290 */ lw $t9,0x290($s0)
/* f0b513c: 00114080 */ sll $t0,$s1,0x2
@@ -497,7 +497,7 @@ glabel func0f0b5050
/* f0b5278: 19e00041 */ blez $t7,.L0f0b5380
/* f0b527c: 02202025 */ or $a0,$s1,$zero
.L0f0b5280:
/* f0b5280: 0fc4a39e */ jal calculatePlayerIndex
/* f0b5280: 0fc4a39e */ jal playermgrGetOrderOfPlayer
/* f0b5284: afa50034 */ sw $a1,0x34($sp)
/* f0b5288: 8e190290 */ lw $t9,0x290($s0)
/* f0b528c: 00003025 */ or $a2,$zero,$zero
@@ -644,7 +644,7 @@ glabel func0f0b53a4
/* f0b547c: 5b000096 */ blezl $t8,.L0f0b56d8
/* f0b5480: 8fbf002c */ lw $ra,0x2c($sp)
.L0f0b5484:
/* f0b5484: 0fc4a39e */ jal calculatePlayerIndex
/* f0b5484: 0fc4a39e */ jal playermgrGetOrderOfPlayer
/* f0b5488: 02202025 */ or $a0,$s1,$zero
/* f0b548c: 8e190290 */ lw $t9,0x290($s0)
/* f0b5490: 00114080 */ sll $t0,$s1,0x2
@@ -740,7 +740,7 @@ glabel func0f0b53a4
/* f0b55cc: 19e00041 */ blez $t7,.L0f0b56d4
/* f0b55d0: 02202025 */ or $a0,$s1,$zero
.L0f0b55d4:
/* f0b55d4: 0fc4a39e */ jal calculatePlayerIndex
/* f0b55d4: 0fc4a39e */ jal playermgrGetOrderOfPlayer
/* f0b55d8: afa50034 */ sw $a1,0x34($sp)
/* f0b55dc: 8e190290 */ lw $t9,0x290($s0)
/* f0b55e0: 00003025 */ or $a2,$zero,$zero
+1 -1
View File
@@ -26,7 +26,7 @@
#include "game/mainmenu.h"
#include "game/filemgr.h"
#include "game/inventory/inventory.h"
#include "game/game_127910.h"
#include "game/playermgr.h"
#include "game/explosions/explosions.h"
#include "game/bondview.h"
#include "game/game_1531a0.h"
+1 -1
View File
@@ -4,7 +4,7 @@
#include "game/chr/chraicommands.h"
#include "game/prop.h"
#include "game/atan2f.h"
#include "game/game_127910.h"
#include "game/playermgr.h"
#include "game/mplayer/setup.h"
#include "game/bot.h"
#include "game/game_19aa80.h"
+1 -1
View File
@@ -7,7 +7,7 @@
#include "game/savebuffer.h"
#include "game/hudmsg.h"
#include "game/menugfx.h"
#include "game/game_127910.h"
#include "game/playermgr.h"
#include "game/game_1531a0.h"
#include "game/lv.h"
#include "game/mplayer/mplayer.h"
+5 -5
View File
@@ -64,7 +64,7 @@
#include "game/filemgr.h"
#include "game/game_10c9c0.h"
#include "game/game_11f000.h"
#include "game/game_127910.h"
#include "game/playermgr.h"
#include "game/game_129210.h"
#include "game/explosions/explosions.h"
#include "game/sparks/sparks.h"
@@ -441,7 +441,7 @@ void lvInit(s32 stagenum)
currentPlayerInitAnimation();
if (g_Vars.normmplayerisrunning && (g_MpSetup.options & MPOPTION_TEAMSENABLED)) {
currentPlayerCalculateAiBuddyNums();
playermgrCalculateAiBuddyNums();
}
}
@@ -597,7 +597,7 @@ bool lvCheckCmpFollowThreat(struct threat *threat, s32 index)
if (threat->prop && prop->chr) {
switch (threat->prop->type) {
case PROPTYPE_PLAYER:
if (propGetPlayerNum(prop) == g_Vars.currentplayernum) {
if (playermgrGetPlayerNumByProp(prop) == g_Vars.currentplayernum) {
return false;
}
// fall through
@@ -881,7 +881,7 @@ void func0f168f24(struct prop *prop, bool inchild, struct coord *playerpos, s32
} else {
if (prop->type == PROPTYPE_CHR
|| (prop->type == PROPTYPE_PLAYER
&& propGetPlayerNum(prop) != g_Vars.currentplayernum)) {
&& playermgrGetPlayerNumByProp(prop) != g_Vars.currentplayernum)) {
model = g_Vars.currentplayer->cmpfollowprops[i].prop->chr->model;
}
}
@@ -1109,7 +1109,7 @@ Gfx *lvRender(Gfx *gdl)
islastplayer = true;
} else {
s32 nextplayernum = i + 1;
setCurrentPlayerNum(getPlayerByOrderNum(i));
setCurrentPlayerNum(playermgrGetPlayerAtOrder(i));
islastplayer = playercount == nextplayernum;
}
+1 -1
View File
@@ -8,7 +8,7 @@
#include "game/player.h"
#include "game/savebuffer.h"
#include "game/menu.h"
#include "game/game_127910.h"
#include "game/playermgr.h"
#include "game/game_1531a0.h"
#include "game/lv.h"
#include "game/music.h"
+1 -1
View File
@@ -13,7 +13,7 @@
#include "game/hudmsg.h"
#include "game/menu.h"
#include "game/inventory/inventory.h"
#include "game/game_127910.h"
#include "game/playermgr.h"
#include "game/game_1531a0.h"
#include "game/mplayer/setup.h"
#include "game/mplayer/scenarios.h"
+1 -1
View File
@@ -6,7 +6,7 @@
#include "game/game_0b0fd0.h"
#include "game/player.h"
#include "game/hudmsg.h"
#include "game/game_127910.h"
#include "game/playermgr.h"
#include "game/mplayer/setup.h"
#include "game/botcmd.h"
#include "game/lang.h"
+1 -1
View File
@@ -9,7 +9,7 @@
#include "game/game_0b4950.h"
#include "game/hudmsg.h"
#include "game/inventory/inventory.h"
#include "game/game_127910.h"
#include "game/playermgr.h"
#include "game/lv.h"
#include "game/training/training.h"
#include "game/lang.h"
+24 -24
View File
@@ -29,7 +29,7 @@
#include "game/mainmenu.h"
#include "game/filemgr.h"
#include "game/inventory/inventory.h"
#include "game/game_127910.h"
#include "game/playermgr.h"
#include "game/explosions/explosions.h"
#include "game/bondview.h"
#include "game/game_1531a0.h"
@@ -1329,7 +1329,7 @@ void playerTickChrBody(void)
weaponnum = g_DefaultWeapons[0];
}
weaponmodelnum = weaponGetModel(weaponnum);
weaponmodelnum = playermgrGetModelOfWeapon(weaponnum);
if (IS4MB()) {
bodynum = BODY_DARK_COMBAT;
@@ -2229,7 +2229,7 @@ void playerTickCutscene(bool arg0)
playerSetCameraMode(CAMERAMODE_THIRDPERSON);
player0f0c1bd8(&pos, &up, &look);
currentPlayerSetFovY(fovy);
playermgrSetFovY(fovy);
viSetFovY(fovy);
if (g_Vars.currentplayerindex == 0) {
@@ -2338,12 +2338,12 @@ void playerUpdateZoom(void)
g_Vars.currentplayer->zoominfovy = g_Vars.currentplayer->zoominfovynew;
}
currentPlayerSetFovY(g_Vars.currentplayer->zoominfovy);
playermgrSetFovY(g_Vars.currentplayer->zoominfovy);
viSetFovY(g_Vars.currentplayer->zoominfovy);
if (g_Vars.currentplayer->teleportstate != TELEPORTSTATE_INACTIVE) {
fovy = playerGetTeleportFovY();
currentPlayerSetFovY(fovy);
playermgrSetFovY(fovy);
viSetFovY(fovy);
}
@@ -3661,7 +3661,7 @@ void playerTickTeleport(f32 *aspectratio)
if (g_Vars.currentplayer->teleportstate != TELEPORTSTATE_INACTIVE) {
f32 fovy = playerGetTeleportFovY();
currentPlayerSetFovY(fovy);
playermgrSetFovY(fovy);
viSetFovY(fovy);
}
}
@@ -3673,10 +3673,10 @@ void playerConfigureVi(void)
func0f1531dc(false);
currentPlayerSetFovY(60);
currentPlayerSetAspectRatio(ratio);
currentPlayerSetViewSize(playerGetViewportWidth(), playerGetViewportHeight());
currentPlayerSetViewPosition(playerGetViewportLeft(), playerGetViewportTop());
playermgrSetFovY(60);
playermgrSetAspectRatio(ratio);
playermgrSetViewSize(playerGetViewportWidth(), playerGetViewportHeight());
playermgrSetViewPosition(playerGetViewportLeft(), playerGetViewportTop());
viSetMode(g_ViModes[g_ViRes].xscale);
@@ -3735,10 +3735,10 @@ void playerTick(bool arg0)
return;
}
currentPlayerSetFovY(60);
currentPlayerSetAspectRatio(aspectratio);
currentPlayerSetViewSize(playerGetViewportWidth(), playerGetViewportHeight());
currentPlayerSetViewPosition(playerGetViewportLeft(), playerGetViewportTop());
playermgrSetFovY(60);
playermgrSetAspectRatio(aspectratio);
playermgrSetViewSize(playerGetViewportWidth(), playerGetViewportHeight());
playermgrSetViewPosition(playerGetViewportLeft(), playerGetViewportTop());
viSetMode(g_ViModes[g_ViRes].xscale);
viSetFovAspectAndSize(60, aspectratio, playerGetViewportWidth(), playerGetViewportHeight());
@@ -3881,7 +3881,7 @@ void playerTick(bool arg0)
&& g_Vars.currentplayer->eyespy->active) {
// Controlling an eyespy
struct coord sp308;
currentPlayerSetFovY(120);
playermgrSetFovY(120);
viSetFovY(120);
sp308.x = g_Vars.currentplayer->eyespy->prop->pos.x;
sp308.y = g_Vars.currentplayer->eyespy->prop->pos.y;
@@ -5875,7 +5875,7 @@ void playersClearMemCamRoom(void)
void playerSetPerimEnabled(struct prop *prop, bool enable)
{
u32 playernum = propGetPlayerNum(prop);
u32 playernum = playermgrGetPlayerNumByProp(prop);
if (g_Vars.players[playernum]->haschrbody) {
chrSetPerimEnabled(prop->chr, enable);
@@ -5894,7 +5894,7 @@ void playerSetPerimEnabled(struct prop *prop, bool enable)
bool playerUpdateGeometry(struct prop *prop, u8 **start, u8 **end)
{
s32 playernum = propGetPlayerNum(prop);
s32 playernum = playermgrGetPlayerNumByProp(prop);
if (g_Vars.players[playernum]->bondperimenabled
&& (!g_Vars.mplayerisrunning || !g_Vars.players[playernum]->isdead)) {
@@ -5953,7 +5953,7 @@ void playerUpdatePerimInfo(void)
*/
void playerGetBbox(struct prop *prop, f32 *width, f32 *ymax, f32 *ymin)
{
s32 playernum = propGetPlayerNum(prop);
s32 playernum = playermgrGetPlayerNumByProp(prop);
*width = g_Vars.players[playernum]->bond2.width;
*ymin = g_Vars.currentplayer->vv_manground + 30;
@@ -6015,8 +6015,8 @@ s32 playerGetMissionTime(void)
s32 playerTickBeams(struct prop *prop)
{
beamTick(&g_Vars.players[propGetPlayerNum(prop)]->hands[0].beam);
beamTick(&g_Vars.players[propGetPlayerNum(prop)]->hands[1].beam);
beamTick(&g_Vars.players[playermgrGetPlayerNumByProp(prop)]->hands[0].beam);
beamTick(&g_Vars.players[playermgrGetPlayerNumByProp(prop)]->hands[1].beam);
if (prop->chr && g_Vars.mplayerisrunning) {
struct chrdata *chr = prop->chr;
@@ -6035,7 +6035,7 @@ s32 playerTickBeams(struct prop *prop)
s32 playerTickThirdPerson(struct prop *prop)
{
s32 playernum = propGetPlayerNum(prop);
s32 playernum = playermgrGetPlayerNumByProp(prop);
struct player *player = g_Vars.players[playernum];
struct chrdata *chr = prop->chr;
s32 i;
@@ -6285,7 +6285,7 @@ void playerChooseThirdPersonAnimation(struct chrdata *chr, s32 crouchpos, f32 sp
struct prop *chrprop = chr->prop;
if (chrprop->type == PROPTYPE_PLAYER
&& g_Vars.players[propGetPlayerNum(chrprop)]->bondmovemode == MOVEMODE_BIKE) {
&& g_Vars.players[playermgrGetPlayerNumByProp(chrprop)]->bondmovemode == MOVEMODE_BIKE) {
// Player on a hoverbike
if (leftprop && rightprop) {
wieldmode = WIELDMODE_DUALGUNS;
@@ -6374,7 +6374,7 @@ void playerChooseThirdPersonAnimation(struct chrdata *chr, s32 crouchpos, f32 sp
}
} else if (turnspeed < 0.4f
|| (chr->prop->type == PROPTYPE_PLAYER
&& g_Vars.players[propGetPlayerNum(chr->prop)]->headanim == 0)) {
&& g_Vars.players[playermgrGetPlayerNumByProp(chr->prop)]->headanim == 0)) {
turnmode = TURNMODE_STAND_SOFTTURN;
speed = 2.0f * turnspeed;
@@ -6468,7 +6468,7 @@ void playerChooseThirdPersonAnimation(struct chrdata *chr, s32 crouchpos, f32 sp
Gfx *playerRender(struct prop *prop, Gfx *gdl, bool withalpha)
{
if (g_Vars.players[propGetPlayerNum(prop)]->haschrbody) {
if (g_Vars.players[playermgrGetPlayerNumByProp(prop)]->haschrbody) {
gdl = chrRender(prop, gdl, withalpha);
}
+134 -138
View File
@@ -3,7 +3,7 @@
#include "game/cheats.h"
#include "game/bondgun.h"
#include "game/player.h"
#include "game/game_127910.h"
#include "game/playermgr.h"
#include "game/propobj.h"
#include "bss.h"
#include "lib/memp.h"
@@ -11,7 +11,7 @@
#include "data.h"
#include "types.h"
void func0f127910(void)
void playermgrInit(void)
{
s32 i;
@@ -24,7 +24,7 @@ void func0f127910(void)
g_Vars.antiplayernum = -1;
}
void playersUnrefAll(void)
void playermgrReset(void)
{
g_Vars.players[0] = NULL;
g_Vars.players[1] = NULL;
@@ -43,7 +43,7 @@ void playersUnrefAll(void)
g_Vars.anti = NULL;
}
void playersAllocate(s32 count)
void playermgrAllocatePlayers(s32 count)
{
g_Vars.players[0] = NULL;
g_Vars.players[1] = NULL;
@@ -54,7 +54,7 @@ void playersAllocate(s32 count)
s32 i;
for (i = 0; i < count; i++) {
playerAllocate(i);
playermgrAllocatePlayer(i);
}
setCurrentPlayerNum(0);
@@ -68,17 +68,13 @@ void playersAllocate(s32 count)
g_Vars.anti = g_Vars.players[g_Vars.antiplayernum];
}
} else {
playerAllocate(0);
playermgrAllocatePlayer(0);
setCurrentPlayerNum(0);
if (g_Vars.fourmeg2player) {
s16 a = playerGetFbWidth();
s16 b = playerGetFbHeight();
currentPlayerSetViewSize(a, b << 1);
playermgrSetViewSize(playerGetFbWidth(), playerGetFbHeight() * 2);
} else {
s16 a = playerGetFbWidth();
s16 b = playerGetFbHeight();
currentPlayerSetViewSize(a, b);
playermgrSetViewSize(playerGetFbWidth(), playerGetFbHeight());
}
g_Vars.coop = NULL;
@@ -87,7 +83,7 @@ void playersAllocate(s32 count)
}
}
void playerAllocate(s32 index)
void playermgrAllocatePlayer(s32 index)
{
struct hand hand = {
{0},
@@ -644,7 +640,7 @@ void playerAllocate(s32 index)
g_Vars.bondcollisions = true;
}
void currentPlayerCalculateAiBuddyNums(void)
void playermgrCalculateAiBuddyNums(void)
{
s32 i;
s32 playernum = g_Vars.currentplayernum;
@@ -663,10 +659,10 @@ void setCurrentPlayerNum(s32 playernum)
g_Vars.currentplayernum = playernum;
g_Vars.currentplayer = g_Vars.players[playernum];
g_Vars.currentplayerstats = &g_Vars.playerstats[playernum];
g_Vars.currentplayerindex = calculatePlayerIndex(playernum);
g_Vars.currentplayerindex = playermgrGetOrderOfPlayer(playernum);
}
s32 propGetPlayerNum(struct prop *prop)
s32 playermgrGetPlayerNumByProp(struct prop *prop)
{
s32 i;
@@ -679,132 +675,132 @@ s32 propGetPlayerNum(struct prop *prop)
return -1;
}
void currentPlayerSetViewSize(s32 width, s32 height)
void playermgrSetViewSize(s32 width, s32 height)
{
g_Vars.currentplayer->viewwidth = width;
g_Vars.currentplayer->viewheight = height;
}
void currentPlayerSetViewPosition(s32 viewleft, s32 viewtop)
void playermgrSetViewPosition(s32 viewleft, s32 viewtop)
{
g_Vars.currentplayer->viewleft = viewleft;
g_Vars.currentplayer->viewtop = viewtop;
}
void currentPlayerSetFovY(f32 fovy)
void playermgrSetFovY(f32 fovy)
{
g_Vars.currentplayer->fovy = fovy;
}
void currentPlayerSetAspectRatio(f32 aspect)
void playermgrSetAspectRatio(f32 aspect)
{
g_Vars.currentplayer->aspect = aspect;
}
#if VERSION >= VERSION_NTSC_1_0
GLOBAL_ASM(
glabel weaponGetModel
glabel playermgrGetModelOfWeapon
.late_rodata
glabel var7f1b5168
.word weaponGetModel+0x60 # f128b54
.word playermgrGetModelOfWeapon+0x60 # f128b54
glabel var7f1b516c
.word weaponGetModel+0x60 # f128b54
.word playermgrGetModelOfWeapon+0x60 # f128b54
glabel var7f1b5170
.word weaponGetModel+0x68 # f128b5c
.word playermgrGetModelOfWeapon+0x68 # f128b5c
glabel var7f1b5174
.word weaponGetModel+0x98 # f128b8c
.word playermgrGetModelOfWeapon+0x98 # f128b8c
glabel var7f1b5178
.word weaponGetModel+0xa0 # f128b94
.word playermgrGetModelOfWeapon+0xa0 # f128b94
glabel var7f1b517c
.word weaponGetModel+0x70 # f128b64
.word playermgrGetModelOfWeapon+0x70 # f128b64
glabel var7f1b5180
.word weaponGetModel+0x78 # f128b6c
.word playermgrGetModelOfWeapon+0x78 # f128b6c
glabel var7f1b5184
.word weaponGetModel+0x90 # f128b84
.word playermgrGetModelOfWeapon+0x90 # f128b84
glabel var7f1b5188
.word weaponGetModel+0x80 # f128b74
.word playermgrGetModelOfWeapon+0x80 # f128b74
glabel var7f1b518c
.word weaponGetModel+0x88 # f128b7c
.word playermgrGetModelOfWeapon+0x88 # f128b7c
glabel var7f1b5190
.word weaponGetModel+0xa8 # f128b9c
.word playermgrGetModelOfWeapon+0xa8 # f128b9c
glabel var7f1b5194
.word weaponGetModel+0xd0 # f128bc4
.word playermgrGetModelOfWeapon+0xd0 # f128bc4
glabel var7f1b5198
.word weaponGetModel+0xd8 # f128bcc
.word playermgrGetModelOfWeapon+0xd8 # f128bcc
glabel var7f1b519c
.word weaponGetModel+0xe0 # f128bd4
.word playermgrGetModelOfWeapon+0xe0 # f128bd4
glabel var7f1b51a0
.word weaponGetModel+0xe8 # f128bdc
.word playermgrGetModelOfWeapon+0xe8 # f128bdc
glabel var7f1b51a4
.word weaponGetModel+0xb8 # f128bac
.word playermgrGetModelOfWeapon+0xb8 # f128bac
glabel var7f1b51a8
.word weaponGetModel+0xc8 # f128bbc
.word playermgrGetModelOfWeapon+0xc8 # f128bbc
glabel var7f1b51ac
.word weaponGetModel+0xb0 # f128ba4
.word playermgrGetModelOfWeapon+0xb0 # f128ba4
glabel var7f1b51b0
.word weaponGetModel+0xc0 # f128bb4
.word playermgrGetModelOfWeapon+0xc0 # f128bb4
glabel var7f1b51b4
.word weaponGetModel+0xf0 # f128be4
.word playermgrGetModelOfWeapon+0xf0 # f128be4
glabel var7f1b51b8
.word weaponGetModel+0xf8 # f128bec
.word playermgrGetModelOfWeapon+0xf8 # f128bec
glabel var7f1b51bc
.word weaponGetModel+0x120 # f128c14
.word playermgrGetModelOfWeapon+0x120 # f128c14
glabel var7f1b51c0
.word weaponGetModel+0x118 # f128c0c
.word playermgrGetModelOfWeapon+0x118 # f128c0c
glabel var7f1b51c4
.word weaponGetModel+0x108 # f128bfc
.word playermgrGetModelOfWeapon+0x108 # f128bfc
glabel var7f1b51c8
.word weaponGetModel+0x100 # f128bf4
.word playermgrGetModelOfWeapon+0x100 # f128bf4
glabel var7f1b51cc
.word weaponGetModel+0x110 # f128c04
.word playermgrGetModelOfWeapon+0x110 # f128c04
glabel var7f1b51d0
.word weaponGetModel+0x138 # f128c2c
.word playermgrGetModelOfWeapon+0x138 # f128c2c
glabel var7f1b51d4
.word weaponGetModel+0x128 # f128c1c
.word playermgrGetModelOfWeapon+0x128 # f128c1c
glabel var7f1b51d8
.word weaponGetModel+0x140 # f128c34
.word playermgrGetModelOfWeapon+0x140 # f128c34
glabel var7f1b51dc
.word weaponGetModel+0x130 # f128c24
.word playermgrGetModelOfWeapon+0x130 # f128c24
glabel var7f1b51e0
.word weaponGetModel+0x158 # f128c4c
.word playermgrGetModelOfWeapon+0x158 # f128c4c
glabel var7f1b51e4
.word weaponGetModel+0x150 # f128c44
.word playermgrGetModelOfWeapon+0x150 # f128c44
glabel var7f1b51e8
.word weaponGetModel+0x170 # f128c64
.word playermgrGetModelOfWeapon+0x170 # f128c64
glabel var7f1b51ec
.word weaponGetModel+0x168 # f128c5c
.word playermgrGetModelOfWeapon+0x168 # f128c5c
glabel var7f1b51f0
.word weaponGetModel+0x160 # f128c54
.word playermgrGetModelOfWeapon+0x160 # f128c54
glabel var7f1b51f4
.word weaponGetModel+0x1c8 # f128cbc
.word playermgrGetModelOfWeapon+0x1c8 # f128cbc
glabel var7f1b51f8
.word weaponGetModel+0x188 # f128c7c
.word playermgrGetModelOfWeapon+0x188 # f128c7c
glabel var7f1b51fc
.word weaponGetModel+0x190 # f128c84
.word playermgrGetModelOfWeapon+0x190 # f128c84
glabel var7f1b5200
.word weaponGetModel+0x198 # f128c8c
.word playermgrGetModelOfWeapon+0x198 # f128c8c
glabel var7f1b5204
.word weaponGetModel+0x1a0 # f128c94
.word playermgrGetModelOfWeapon+0x1a0 # f128c94
glabel var7f1b5208
.word weaponGetModel+0x1a8 # f128c9c
.word playermgrGetModelOfWeapon+0x1a8 # f128c9c
glabel var7f1b520c
.word weaponGetModel+0x1b0 # f128ca4
.word playermgrGetModelOfWeapon+0x1b0 # f128ca4
glabel var7f1b5210
.word weaponGetModel+0x1b8 # f128cac
.word playermgrGetModelOfWeapon+0x1b8 # f128cac
glabel var7f1b5214
.word weaponGetModel+0x1c0 # f128cb4
.word playermgrGetModelOfWeapon+0x1c0 # f128cb4
glabel var7f1b5218
.word weaponGetModel+0x148 # f128c3c
.word playermgrGetModelOfWeapon+0x148 # f128c3c
glabel var7f1b521c
.word weaponGetModel+0x1e0 # f128cd4
.word playermgrGetModelOfWeapon+0x1e0 # f128cd4
glabel var7f1b5220
.word weaponGetModel+0x1e0 # f128cd4
.word playermgrGetModelOfWeapon+0x1e0 # f128cd4
glabel var7f1b5224
.word weaponGetModel+0x1e0 # f128cd4
.word playermgrGetModelOfWeapon+0x1e0 # f128cd4
glabel var7f1b5228
.word weaponGetModel+0x1e0 # f128cd4
.word playermgrGetModelOfWeapon+0x1e0 # f128cd4
glabel var7f1b522c
.word weaponGetModel+0x180 # f128c74
.word playermgrGetModelOfWeapon+0x180 # f128c74
.text
/* f128af4: 28810052 */ slti $at,$a0,0x52
/* f128af8: 14200007 */ bnez $at,.L0f128b18
@@ -944,108 +940,108 @@ glabel var7f1b522c
);
#else
GLOBAL_ASM(
glabel weaponGetModel
glabel playermgrGetModelOfWeapon
.late_rodata
glabel var7f1b5168
.word weaponGetModel+0x60 # f128b54
.word playermgrGetModelOfWeapon+0x60 # f128b54
glabel var7f1b516c
.word weaponGetModel+0x60 # f128b54
.word playermgrGetModelOfWeapon+0x60 # f128b54
glabel var7f1b5170
.word weaponGetModel+0x68 # f128b5c
.word playermgrGetModelOfWeapon+0x68 # f128b5c
glabel var7f1b5174
.word weaponGetModel+0x98 # f128b8c
.word playermgrGetModelOfWeapon+0x98 # f128b8c
glabel var7f1b5178
.word weaponGetModel+0xa0 # f128b94
.word playermgrGetModelOfWeapon+0xa0 # f128b94
glabel var7f1b517c
.word weaponGetModel+0x70 # f128b64
.word playermgrGetModelOfWeapon+0x70 # f128b64
glabel var7f1b5180
.word weaponGetModel+0x78 # f128b6c
.word playermgrGetModelOfWeapon+0x78 # f128b6c
glabel var7f1b5184
.word weaponGetModel+0x90 # f128b84
.word playermgrGetModelOfWeapon+0x90 # f128b84
glabel var7f1b5188
.word weaponGetModel+0x80 # f128b74
.word playermgrGetModelOfWeapon+0x80 # f128b74
glabel var7f1b518c
.word weaponGetModel+0x88 # f128b7c
.word playermgrGetModelOfWeapon+0x88 # f128b7c
glabel var7f1b5190
.word weaponGetModel+0xa8 # f128b9c
.word playermgrGetModelOfWeapon+0xa8 # f128b9c
glabel var7f1b5194
.word weaponGetModel+0xd0 # f128bc4
.word playermgrGetModelOfWeapon+0xd0 # f128bc4
glabel var7f1b5198
.word weaponGetModel+0xd8 # f128bcc
.word playermgrGetModelOfWeapon+0xd8 # f128bcc
glabel var7f1b519c
.word weaponGetModel+0xe0 # f128bd4
.word playermgrGetModelOfWeapon+0xe0 # f128bd4
glabel var7f1b51a0
.word weaponGetModel+0xe8 # f128bdc
.word playermgrGetModelOfWeapon+0xe8 # f128bdc
glabel var7f1b51a4
.word weaponGetModel+0xb8 # f128bac
.word playermgrGetModelOfWeapon+0xb8 # f128bac
glabel var7f1b51a8
.word weaponGetModel+0xc8 # f128bbc
.word playermgrGetModelOfWeapon+0xc8 # f128bbc
glabel var7f1b51ac
.word weaponGetModel+0xb0 # f128ba4
.word playermgrGetModelOfWeapon+0xb0 # f128ba4
glabel var7f1b51b0
.word weaponGetModel+0xc0 # f128bb4
.word playermgrGetModelOfWeapon+0xc0 # f128bb4
glabel var7f1b51b4
.word weaponGetModel+0xf0 # f128be4
.word playermgrGetModelOfWeapon+0xf0 # f128be4
glabel var7f1b51b8
.word weaponGetModel+0xf8 # f128bec
.word playermgrGetModelOfWeapon+0xf8 # f128bec
glabel var7f1b51bc
.word weaponGetModel+0x120 # f128c14
.word playermgrGetModelOfWeapon+0x120 # f128c14
glabel var7f1b51c0
.word weaponGetModel+0x118 # f128c0c
.word playermgrGetModelOfWeapon+0x118 # f128c0c
glabel var7f1b51c4
.word weaponGetModel+0x108 # f128bfc
.word playermgrGetModelOfWeapon+0x108 # f128bfc
glabel var7f1b51c8
.word weaponGetModel+0x100 # f128bf4
.word playermgrGetModelOfWeapon+0x100 # f128bf4
glabel var7f1b51cc
.word weaponGetModel+0x110 # f128c04
.word playermgrGetModelOfWeapon+0x110 # f128c04
glabel var7f1b51d0
.word weaponGetModel+0x138 # f128c2c
.word playermgrGetModelOfWeapon+0x138 # f128c2c
glabel var7f1b51d4
.word weaponGetModel+0x128 # f128c1c
.word playermgrGetModelOfWeapon+0x128 # f128c1c
glabel var7f1b51d8
.word weaponGetModel+0x140 # f128c34
.word playermgrGetModelOfWeapon+0x140 # f128c34
glabel var7f1b51dc
.word weaponGetModel+0x130 # f128c24
.word playermgrGetModelOfWeapon+0x130 # f128c24
glabel var7f1b51e0
.word weaponGetModel+0x158 # f128c4c
.word playermgrGetModelOfWeapon+0x158 # f128c4c
glabel var7f1b51e4
.word weaponGetModel+0x150 # f128c44
.word playermgrGetModelOfWeapon+0x150 # f128c44
glabel var7f1b51e8
.word weaponGetModel+0x170 # f128c64
.word playermgrGetModelOfWeapon+0x170 # f128c64
glabel var7f1b51ec
.word weaponGetModel+0x168 # f128c5c
.word playermgrGetModelOfWeapon+0x168 # f128c5c
glabel var7f1b51f0
.word weaponGetModel+0x160 # f128c54
.word playermgrGetModelOfWeapon+0x160 # f128c54
glabel var7f1b51f4
.word weaponGetModel+0x1c8 # f128cbc
.word playermgrGetModelOfWeapon+0x1c8 # f128cbc
glabel var7f1b51f8
.word weaponGetModel+0x188 # f128c7c
.word playermgrGetModelOfWeapon+0x188 # f128c7c
glabel var7f1b51fc
.word weaponGetModel+0x190 # f128c84
.word playermgrGetModelOfWeapon+0x190 # f128c84
glabel var7f1b5200
.word weaponGetModel+0x198 # f128c8c
.word playermgrGetModelOfWeapon+0x198 # f128c8c
glabel var7f1b5204
.word weaponGetModel+0x1a0 # f128c94
.word playermgrGetModelOfWeapon+0x1a0 # f128c94
glabel var7f1b5208
.word weaponGetModel+0x1a8 # f128c9c
.word playermgrGetModelOfWeapon+0x1a8 # f128c9c
glabel var7f1b520c
.word weaponGetModel+0x1b0 # f128ca4
.word playermgrGetModelOfWeapon+0x1b0 # f128ca4
glabel var7f1b5210
.word weaponGetModel+0x1b8 # f128cac
.word playermgrGetModelOfWeapon+0x1b8 # f128cac
glabel var7f1b5214
.word weaponGetModel+0x1c0 # f128cb4
.word playermgrGetModelOfWeapon+0x1c0 # f128cb4
glabel var7f1b5218
.word weaponGetModel+0x148 # f128c3c
.word playermgrGetModelOfWeapon+0x148 # f128c3c
glabel var7f1b521c
.word weaponGetModel+0x1e0 # f128cd4
.word playermgrGetModelOfWeapon+0x1e0 # f128cd4
glabel var7f1b5220
.word weaponGetModel+0x1e0 # f128cd4
.word playermgrGetModelOfWeapon+0x1e0 # f128cd4
glabel var7f1b5224
.word weaponGetModel+0x1e0 # f128cd4
.word playermgrGetModelOfWeapon+0x1e0 # f128cd4
glabel var7f1b5228
.word weaponGetModel+0x1e0 # f128cd4
.word playermgrGetModelOfWeapon+0x1e0 # f128cd4
glabel var7f1b522c
.word weaponGetModel+0x180 # f128c74
.word playermgrGetModelOfWeapon+0x180 # f128c74
.text
/* f128af4: 28810052 */ slti $at,$a0,0x51
/* f128af8: 14200007 */ bnez $at,.L0f128b18
@@ -1185,7 +1181,7 @@ glabel var7f1b522c
);
#endif
//s32 weaponGetModel(s32 weapon)
//s32 playermgrGetModelOfWeapon(s32 weapon)
//{
// switch (weapon) {
// case WEAPON_NONE:
@@ -1246,18 +1242,18 @@ glabel var7f1b522c
// return -1;
//}
void currentPlayerSetWeaponReapable(s32 hand)
void playermgrDeleteWeapon(s32 hand)
{
chrSetWeaponReapable(g_Vars.currentplayer->prop->chr, hand);
weaponDeleteFromChr(g_Vars.currentplayer->prop->chr, hand);
}
void func0f128d20(s32 hand)
void playermgrCreateWeapon(s32 hand)
{
struct chrdata *chr = g_Vars.currentplayer->prop->chr;
if (chr->weapons_held[hand] == NULL) {
s32 weaponnum = bgunGetWeaponNum(hand);
s32 modelnum = weaponGetModel(weaponnum);
s32 modelnum = playermgrGetModelOfWeapon(weaponnum);
if (hand == HAND_LEFT && weaponnum == WEAPON_REMOTEMINE) {
modelnum = -1;
@@ -1269,7 +1265,7 @@ void func0f128d20(s32 hand)
if (hand == HAND_RIGHT) {
flags = 0;
} else {
flags = 0x10000000;
flags = OBJFLAG_WEAPON_LEFTHANDED;
}
weaponCreateForChr(chr, modelnum, weaponnum, flags, NULL, NULL);
@@ -1277,7 +1273,7 @@ void func0f128d20(s32 hand)
}
}
void randomisePlayerOrder(void)
void playermgrShuffle(void)
{
s32 i;
@@ -1296,37 +1292,37 @@ void randomisePlayerOrder(void)
}
}
u32 calculatePlayerIndex(u32 playernum)
s32 playermgrGetOrderOfPlayer(s32 playernum)
{
u32 count = 0;
u32 i;
s32 index = 0;
s32 i;
for (i = 0; i < 4; i++) {
u32 thisnum = g_Vars.playerorder[i];
s32 thisnum = g_Vars.playerorder[i];
if (playernum == thisnum) {
break;
}
if (g_Vars.players[thisnum]) {
count++;
index++;
}
}
return count;
return index;
}
s32 getPlayerByOrderNum(s32 arg0)
s32 playermgrGetPlayerAtOrder(s32 ordernum)
{
s32 i;
for (i = 0; i < 4; i++) {
if (g_Vars.players[g_Vars.playerorder[i]]) {
if (arg0 == 0) {
if (ordernum == 0) {
return g_Vars.playerorder[i];
}
arg0--;
ordernum--;
}
}
+7 -7
View File
@@ -15,7 +15,7 @@
#include "game/game_0b3350.h"
#include "game/game_0b4950.h"
#include "game/player.h"
#include "game/game_127910.h"
#include "game/playermgr.h"
#include "game/explosions/explosions.h"
#include "game/smoke/smoke.h"
#include "game/sparks/sparks.h"
@@ -730,7 +730,7 @@ struct prop *shotCalculateHits(s32 handnum, bool arg1, struct coord *arg2, struc
if (prop) {
if (prop->type == PROPTYPE_CHR
|| (prop->type == PROPTYPE_PLAYER && prop->chr && propGetPlayerNum(prop) != g_Vars.currentplayernum)) {
|| (prop->type == PROPTYPE_PLAYER && prop->chr && playermgrGetPlayerNumByProp(prop) != g_Vars.currentplayernum)) {
if (!shortrange) {
chr0f027994(prop, &shotdata, arg1, arg8);
}
@@ -1155,7 +1155,7 @@ void handInflictCloseRangeDamage(s32 handnum, struct gset *gset, bool arg2)
}
if (prop->type == PROPTYPE_CHR
|| (prop->type == PROPTYPE_PLAYER && prop->chr && propGetPlayerNum(prop) != g_Vars.currentplayernum)
|| (prop->type == PROPTYPE_PLAYER && prop->chr && playermgrGetPlayerNumByProp(prop) != g_Vars.currentplayernum)
|| isbreakableobj) {
f32 rangelimit = 60;
f32 distance;
@@ -5431,7 +5431,7 @@ void farsightChooseTarget(void)
if (prop && prop->chr) {
if (prop->type == PROPTYPE_CHR && (prop->flags & PROPFLAG_ENABLED)
|| (prop->type == PROPTYPE_PLAYER && propGetPlayerNum(prop) != g_Vars.currentplayernum)) {
|| (prop->type == PROPTYPE_PLAYER && playermgrGetPlayerNumByProp(prop) != g_Vars.currentplayernum)) {
struct chrdata *chr = prop->chr;
if ((chr->chrflags & CHRCFLAG_UNEXPLODABLE) == 0
@@ -5441,7 +5441,7 @@ void farsightChooseTarget(void)
&& chr->actiontype != ACT_DRUGGEDKO
&& chr->actiontype != ACT_DEAD
&& (chr->hidden & CHRHFLAG_CLOAKED) == 0
&& (prop->type != PROPTYPE_PLAYER || !g_Vars.players[propGetPlayerNum(prop)]->isdead)) {
&& (prop->type != PROPTYPE_PLAYER || !g_Vars.players[playermgrGetPlayerNumByProp(prop)]->isdead)) {
f32 xdist = g_Vars.currentplayer->bond2.unk10.x - prop->pos.x;
f32 ydist = g_Vars.currentplayer->bond2.unk10.y - prop->pos.y;
f32 zdist = g_Vars.currentplayer->bond2.unk10.z - prop->pos.z;
@@ -5603,7 +5603,7 @@ void autoaimTick(void)
if (prop && prop->chr) {
if (prop->type == PROPTYPE_CHR
|| (prop->type == PROPTYPE_PLAYER && propGetPlayerNum(prop) != g_Vars.currentplayernum)) {
|| (prop->type == PROPTYPE_PLAYER && playermgrGetPlayerNumByProp(prop) != g_Vars.currentplayernum)) {
chr = prop->chr;
if (!chrCompareTeams(g_Vars.currentplayer->prop->chr, chr, COMPARE_FRIENDS)
@@ -5714,7 +5714,7 @@ bool propIsOfCdType(struct prop *prop, u32 types)
if ((types & CDTYPE_PLAYERS) == 0) {
result = false;
} else {
struct player *player = g_Vars.players[propGetPlayerNum(prop)];
struct player *player = g_Vars.players[playermgrGetPlayerNumByProp(prop)];
if (!player->bondperimenabled || (g_Vars.mplayerisrunning && player->isdead)) {
result = false;
+33 -33
View File
@@ -32,7 +32,7 @@
#include "game/hudmsg.h"
#include "game/menu.h"
#include "game/inventory/inventory.h"
#include "game/game_127910.h"
#include "game/playermgr.h"
#include "game/game_1291b0.h"
#include "game/game_129210.h"
#include "game/explosions/explosions.h"
@@ -7813,7 +7813,7 @@ glabel func0f06c8ac
/* f06cb20: 24010006 */ addiu $at,$zero,0x6
/* f06cb24: 5441003a */ bnel $v0,$at,.L0f06cc10
/* f06cb28: 92080000 */ lbu $t0,0x0($s0)
/* f06cb2c: 0fc4a25f */ jal propGetPlayerNum
/* f06cb2c: 0fc4a25f */ jal playermgrGetPlayerNumByProp
/* f06cb30: 02002025 */ or $a0,$s0,$zero
/* f06cb34: 00025080 */ sll $t2,$v0,0x2
/* f06cb38: 026a5821 */ addu $t3,$s3,$t2
@@ -7826,7 +7826,7 @@ glabel func0f06c8ac
/* f06cb50: 24010006 */ addiu $at,$zero,0x6
/* f06cb54: 1441000e */ bne $v0,$at,.L0f06cb90
/* f06cb58: 8e110004 */ lw $s1,0x4($s0)
/* f06cb5c: 0fc4a25f */ jal propGetPlayerNum
/* f06cb5c: 0fc4a25f */ jal playermgrGetPlayerNumByProp
/* f06cb60: 02002025 */ or $a0,$s0,$zero
/* f06cb64: 00027080 */ sll $t6,$v0,0x2
/* f06cb68: 026e7821 */ addu $t7,$s3,$t6
@@ -7877,7 +7877,7 @@ glabel func0f06c8ac
/* f06cc10: 24010006 */ addiu $at,$zero,0x6
/* f06cc14: 55010015 */ bnel $t0,$at,.L0f06cc6c
/* f06cc18: 86a20002 */ lh $v0,0x2($s5)
/* f06cc1c: 0fc4a25f */ jal propGetPlayerNum
/* f06cc1c: 0fc4a25f */ jal playermgrGetPlayerNumByProp
/* f06cc20: 02002025 */ or $a0,$s0,$zero
/* f06cc24: 00024880 */ sll $t1,$v0,0x2
/* f06cc28: 02695021 */ addu $t2,$s3,$t1
@@ -13206,7 +13206,7 @@ glabel var7f1aa2c4
/* f06fd30: 8c4400bc */ lw $a0,0xbc($v0)
/* f06fd34: 5080000a */ beqzl $a0,.L0f06fd60
/* f06fd38: 8da202a0 */ lw $v0,0x2a0($t5)
/* f06fd3c: 0fc4a25f */ jal propGetPlayerNum
/* f06fd3c: 0fc4a25f */ jal playermgrGetPlayerNumByProp
/* f06fd40: 00000000 */ nop
/* f06fd44: 3c058007 */ lui $a1,%hi(g_PlayersDetonatingMines)
/* f06fd48: 3c0d800a */ lui $t5,%hi(g_Vars)
@@ -13221,7 +13221,7 @@ glabel var7f1aa2c4
/* f06fd68: 8c4400bc */ lw $a0,0xbc($v0)
/* f06fd6c: 5080000a */ beqzl $a0,.L0f06fd98
/* f06fd70: 8cb90000 */ lw $t9,0x0($a1)
/* f06fd74: 0fc4a25f */ jal propGetPlayerNum
/* f06fd74: 0fc4a25f */ jal playermgrGetPlayerNumByProp
/* f06fd78: afa30170 */ sw $v1,0x170($sp)
/* f06fd7c: 8fa30170 */ lw $v1,0x170($sp)
/* f06fd80: 24180001 */ addiu $t8,$zero,0x1
@@ -14415,7 +14415,7 @@ glabel var7f1aa2c4
/* f06fd30: 8c4400bc */ lw $a0,0xbc($v0)
/* f06fd34: 5080000a */ beqzl $a0,.L0f06fd60
/* f06fd38: 8da202a0 */ lw $v0,0x2a0($t5)
/* f06fd3c: 0fc4a25f */ jal propGetPlayerNum
/* f06fd3c: 0fc4a25f */ jal playermgrGetPlayerNumByProp
/* f06fd40: 00000000 */ nop
/* f06fd44: 3c058007 */ lui $a1,%hi(g_PlayersDetonatingMines)
/* f06fd48: 3c0d800a */ lui $t5,%hi(g_Vars)
@@ -14430,7 +14430,7 @@ glabel var7f1aa2c4
/* f06fd68: 8c4400bc */ lw $a0,0xbc($v0)
/* f06fd6c: 5080000a */ beqzl $a0,.L0f06fd98
/* f06fd70: 8cb90000 */ lw $t9,0x0($a1)
/* f06fd74: 0fc4a25f */ jal propGetPlayerNum
/* f06fd74: 0fc4a25f */ jal playermgrGetPlayerNumByProp
/* f06fd78: afa30170 */ sw $v1,0x170($sp)
/* f06fd7c: 8fa30170 */ lw $v1,0x170($sp)
/* f06fd80: 24180001 */ addiu $t8,$zero,0x1
@@ -15410,7 +15410,7 @@ glabel var7f1aa2c4
/* f06ecc4: 8c4400bc */ lw $a0,0xbc($v0)
/* f06ecc8: 10800008 */ beqz $a0,.NB0f06ecec
/* f06eccc: 00000000 */ sll $zero,$zero,0x0
/* f06ecd0: 0fc48d6f */ jal propGetPlayerNum
/* f06ecd0: 0fc48d6f */ jal playermgrGetPlayerNumByProp
/* f06ecd4: afa70170 */ sw $a3,0x170($sp)
/* f06ecd8: 3c058007 */ lui $a1,0x8007
/* f06ecdc: 240e0001 */ addiu $t6,$zero,0x1
@@ -15426,7 +15426,7 @@ glabel var7f1aa2c4
/* f06ed00: 5080000c */ beqzl $a0,.NB0f06ed34
/* f06ed04: 8cad0000 */ lw $t5,0x0($a1)
/* f06ed08: afa30144 */ sw $v1,0x144($sp)
/* f06ed0c: 0fc48d6f */ jal propGetPlayerNum
/* f06ed0c: 0fc48d6f */ jal playermgrGetPlayerNumByProp
/* f06ed10: afa70170 */ sw $a3,0x170($sp)
/* f06ed14: 8fa30144 */ lw $v1,0x144($sp)
/* f06ed18: 240a0001 */ addiu $t2,$zero,0x1
@@ -16093,11 +16093,11 @@ glabel var7f1aa2c4
// u32 mask = 0;
//
// if (g_Vars.coop && g_Vars.coop->prop) {
// mask |= 1 << propGetPlayerNum(g_Vars.coop->prop);
// mask |= 1 << playermgrGetPlayerNumByProp(g_Vars.coop->prop);
// }
//
// if (g_Vars.bond && g_Vars.bond->prop) {
// mask |= 1 << propGetPlayerNum(g_Vars.bond->prop);
// mask |= 1 << playermgrGetPlayerNumByProp(g_Vars.bond->prop);
// }
//
// g_PlayersDetonatingMines &= mask;
@@ -24928,7 +24928,7 @@ glabel var7f1ab6dcpf
/* f075fb0: 2627005c */ addiu $a3,$s1,0x5c
/* f075fb4: 8f18a79c */ lw $t8,-0x5864($t8)
/* f075fb8: afa70070 */ sw $a3,0x70($sp)
/* f075fbc: 0fc4a513 */ jal propGetPlayerNum
/* f075fbc: 0fc4a513 */ jal playermgrGetPlayerNumByProp
/* f075fc0: afb80164 */ sw $t8,0x164($sp)
/* f075fc4: 0fc4a4ff */ jal setCurrentPlayerNum
/* f075fc8: 00402025 */ move $a0,$v0
@@ -24976,7 +24976,7 @@ glabel var7f1ab6dcpf
/* f076064: 1441000e */ bne $v0,$at,.PF0f0760a0
/* f076068: 00000000 */ nop
/* f07606c: afa6015c */ sw $a2,0x15c($sp)
/* f076070: 0fc4a513 */ jal propGetPlayerNum
/* f076070: 0fc4a513 */ jal playermgrGetPlayerNumByProp
/* f076074: afa70070 */ sw $a3,0x70($sp)
/* f076078: 00025880 */ sll $t3,$v0,0x2
/* f07607c: 3c0f800a */ lui $t7,0x800a
@@ -28466,7 +28466,7 @@ glabel var7f1aa438
/* f075d2c: 2627005c */ addiu $a3,$s1,0x5c
/* f075d30: 8f18a24c */ lw $t8,%lo(g_Vars+0x28c)($t8)
/* f075d34: afa70070 */ sw $a3,0x70($sp)
/* f075d38: 0fc4a25f */ jal propGetPlayerNum
/* f075d38: 0fc4a25f */ jal playermgrGetPlayerNumByProp
/* f075d3c: afb80164 */ sw $t8,0x164($sp)
/* f075d40: 0fc4a24b */ jal setCurrentPlayerNum
/* f075d44: 00402025 */ or $a0,$v0,$zero
@@ -28514,7 +28514,7 @@ glabel var7f1aa438
/* f075de0: 1441000e */ bne $v0,$at,.L0f075e1c
/* f075de4: 00000000 */ nop
/* f075de8: afa6015c */ sw $a2,0x15c($sp)
/* f075dec: 0fc4a25f */ jal propGetPlayerNum
/* f075dec: 0fc4a25f */ jal playermgrGetPlayerNumByProp
/* f075df0: afa70070 */ sw $a3,0x70($sp)
/* f075df4: 00025880 */ sll $t3,$v0,0x2
/* f075df8: 3c0f800a */ lui $t7,%hi(g_Vars+0x64)
@@ -31969,7 +31969,7 @@ glabel var7f1aa438
/* f074a5c: 2627005c */ addiu $a3,$s1,0x5c
/* f074a60: 8f18e94c */ lw $t8,-0x16b4($t8)
/* f074a64: afa70060 */ sw $a3,0x60($sp)
/* f074a68: 0fc48d6f */ jal propGetPlayerNum
/* f074a68: 0fc48d6f */ jal playermgrGetPlayerNumByProp
/* f074a6c: afb80164 */ sw $t8,0x164($sp)
/* f074a70: 0fc48d5b */ jal setCurrentPlayerNum
/* f074a74: 00402025 */ or $a0,$v0,$zero
@@ -32017,7 +32017,7 @@ glabel var7f1aa438
/* f074b10: 1441000e */ bne $v0,$at,.NB0f074b4c
/* f074b14: 00000000 */ sll $zero,$zero,0x0
/* f074b18: afa6015c */ sw $a2,0x15c($sp)
/* f074b1c: 0fc48d6f */ jal propGetPlayerNum
/* f074b1c: 0fc48d6f */ jal playermgrGetPlayerNumByProp
/* f074b20: afa70060 */ sw $a3,0x60($sp)
/* f074b24: 00027880 */ sll $t7,$v0,0x2
/* f074b28: 3c19800a */ lui $t9,0x800a
@@ -33730,7 +33730,7 @@ glabel var7f1aa454
.L0f077940:
/* f077940: 1441009e */ bne $v0,$at,.L0f077bbc
/* f077944: 02202025 */ or $a0,$s1,$zero
/* f077948: 0fc4a25f */ jal propGetPlayerNum
/* f077948: 0fc4a25f */ jal playermgrGetPlayerNumByProp
/* f07794c: 8fd40004 */ lw $s4,0x4($s8)
/* f077950: 928e0003 */ lbu $t6,0x3($s4)
/* f077954: 24010030 */ addiu $at,$zero,0x30
@@ -34116,7 +34116,7 @@ glabel var7f1aa454
.L0f077940:
/* f077940: 1441009e */ bne $v0,$at,.L0f077bbc
/* f077944: 02202025 */ or $a0,$s1,$zero
/* f077948: 0fc4a25f */ jal propGetPlayerNum
/* f077948: 0fc4a25f */ jal playermgrGetPlayerNumByProp
/* f07794c: 8fd40004 */ lw $s4,0x4($s8)
/* f077950: 928e0003 */ lbu $t6,0x3($s4)
/* f077954: 24010030 */ addiu $at,$zero,0x30
@@ -34499,7 +34499,7 @@ glabel var7f1aa454
.NB0f076538:
/* f076538: 1441005a */ bne $v0,$at,.NB0f0766a4
/* f07653c: 02202025 */ or $a0,$s1,$zero
/* f076540: 0fc48d6f */ jal propGetPlayerNum
/* f076540: 0fc48d6f */ jal playermgrGetPlayerNumByProp
/* f076544: 8ef00004 */ lw $s0,0x4($s7)
/* f076548: 920e0003 */ lbu $t6,0x3($s0)
/* f07654c: 24010030 */ addiu $at,$zero,0x30
@@ -35824,7 +35824,7 @@ glabel var7f1aa580
/* f079554: afa30044 */ sw $v1,0x44($sp)
/* f079558: afa800ac */ sw $t0,0xac($sp)
/* f07955c: e7a00048 */ swc1 $f0,0x48($sp)
/* f079560: 0fc4a25f */ jal propGetPlayerNum
/* f079560: 0fc4a25f */ jal playermgrGetPlayerNumByProp
/* f079564: e7b200a4 */ swc1 $f18,0xa4($sp)
/* f079568: 3c09800a */ lui $t1,%hi(g_Vars)
/* f07956c: 25299fc0 */ addiu $t1,$t1,%lo(g_Vars)
@@ -37046,7 +37046,7 @@ glabel var7f1aa580
/* f079554: afa30044 */ sw $v1,0x44($sp)
/* f079558: afa800ac */ sw $t0,0xac($sp)
/* f07955c: e7a00048 */ swc1 $f0,0x48($sp)
/* f079560: 0fc4a25f */ jal propGetPlayerNum
/* f079560: 0fc4a25f */ jal playermgrGetPlayerNumByProp
/* f079564: e7b200a4 */ swc1 $f18,0xa4($sp)
/* f079568: 3c09800a */ lui $t1,%hi(g_Vars)
/* f07956c: 25299fc0 */ addiu $t1,$t1,%lo(g_Vars)
@@ -49523,7 +49523,7 @@ s32 objTick(struct prop *prop)
if (obj->hidden & OBJHFLAG_AIRBORNE) {
struct projectile *projectile = obj->projectile;
if (projectile->ownerprop && propGetPlayerNum(projectile->ownerprop) >= 0) {
if (projectile->ownerprop && playermgrGetPlayerNumByProp(projectile->ownerprop) >= 0) {
fulltick = (projectile->ownerprop == g_Vars.currentplayer->prop);
}
}
@@ -49885,7 +49885,7 @@ Gfx *propsRenderBeams(Gfx *gdl)
gdl = func0f0acb90(gdl, chopper->fireslotthing->beam, true, true);
}
} else if (prop->type == PROPTYPE_PLAYER) {
if (prop->chr && propGetPlayerNum(prop) != g_Vars.currentplayernum) {
if (prop->chr && playermgrGetPlayerNumByProp(prop) != g_Vars.currentplayernum) {
struct chrdata *chr = prop->chr;
if (chr->fireslots[0] >= 0) {
@@ -65721,7 +65721,7 @@ struct autogunobj *laptopDeploy(s32 modelnum, struct gset *gset, struct chrdata
if (g_Vars.normmplayerisrunning) {
index = mpPlayerGetIndex(chr);
} else {
index = propGetPlayerNum(chr->prop);
index = playermgrGetPlayerNumByProp(chr->prop);
}
if (index >= 0 && index < g_MaxThrownLaptops) {
@@ -65802,7 +65802,7 @@ struct autogunobj *laptopDeploy(s32 modelnum, struct gset *gset, struct chrdata
s32 qty;
s32 prevplayernum = g_Vars.currentplayernum;
setCurrentPlayerNum(propGetPlayerNum(chr->prop));
setCurrentPlayerNum(playermgrGetPlayerNumByProp(chr->prop));
qty = bgunGetAmmoQtyForWeapon(WEAPON_LAPTOPGUN, FUNC_PRIMARY);
if (qty >= 200) {
@@ -66336,7 +66336,7 @@ struct weaponobj *func0f08b880(s32 modelnum, s32 weaponnum, struct chrdata *chr)
return func0f08b658(modelnum, &gset, chr);
}
void chrSetWeaponReapable(struct chrdata *chr, s32 hand)
void weaponDeleteFromChr(struct chrdata *chr, s32 hand)
{
if (chr && chr->weapons_held[hand]) {
struct defaultobj *obj = chr->weapons_held[hand]->obj;
@@ -66440,7 +66440,7 @@ struct prop *chrGiveWeapon(struct chrdata *chr, s32 model, s32 weaponnum, u32 fl
struct prop *chrGiveWeaponWithAutoModel(struct chrdata *chr, s32 weaponnum, u32 flags)
{
return weaponCreateForChr(chr, weaponGetModel(weaponnum), weaponnum, flags, NULL, NULL);
return weaponCreateForChr(chr, playermgrGetModelOfWeapon(weaponnum), weaponnum, flags, NULL, NULL);
}
s32 weaponTestForPickup(struct prop *prop)
@@ -69664,11 +69664,11 @@ void currentPlayerDropAllItems(void)
struct chrdata *chr = g_Vars.currentplayer->prop->chr;
s32 i;
chrSetWeaponReapable(chr, HAND_RIGHT);
chrSetWeaponReapable(chr, HAND_LEFT);
weaponDeleteFromChr(chr, HAND_RIGHT);
weaponDeleteFromChr(chr, HAND_LEFT);
for (i = WEAPON_UNARMED; i <= WEAPON_SUICIDEPILL; i++) {
if (weaponGetModel(i) >= 0 && invHasSingleWeaponExcAllGuns(i)) {
if (playermgrGetModelOfWeapon(i) >= 0 && invHasSingleWeaponExcAllGuns(i)) {
if (!weaponHasFlag(i, WEAPONFLAG_08000000)
|| (g_Vars.normmplayerisrunning
&& g_MpSetup.scenario == MPSCENARIO_HACKERCENTRAL
@@ -69743,7 +69743,7 @@ void weaponCreateForPlayerDrop(s32 weaponnum)
u32 stack2;
chr = g_Vars.currentplayer->prop->chr;
prop = weaponCreateForChr(chr, weaponGetModel(weaponnum), weaponnum, OBJFLAG_WEAPON_AICANNOTUSE, NULL, NULL);
prop = weaponCreateForChr(chr, playermgrGetModelOfWeapon(weaponnum), weaponnum, OBJFLAG_WEAPON_AICANNOTUSE, NULL, NULL);
if (prop) {
objSetDropped(prop, DROPTYPE_DEFAULT);
+6 -6
View File
@@ -6,7 +6,7 @@
#include "game/game_0b28d0.h"
#include "game/game_0b3350.h"
#include "game/inventory/inventory.h"
#include "game/game_127910.h"
#include "game/playermgr.h"
#include "game/gfxmemory.h"
#include "game/credits.h"
#include "game/bondview.h"
@@ -5242,7 +5242,7 @@ void titleInitSkip(void)
viSetAspect(PAL ? 1.7316017150879f : 1.4545454978943f);
viSetSize(320, 220);
viSetBufSize(320, 220);
currentPlayerSetViewSize(320, 220);
playermgrSetViewSize(320, 220);
viSetViewSize(320, 220);
}
@@ -5547,9 +5547,9 @@ void titleTick(void)
#endif
viSetSize(576, g_TitleViewHeight);
viSetBufSize(576, g_TitleViewHeight);
currentPlayerSetViewSize(576, g_TitleViewHeight);
playermgrSetViewSize(576, g_TitleViewHeight);
viSetViewSize(576, g_TitleViewHeight);
currentPlayerSetViewPosition(0, 0);
playermgrSetViewPosition(0, 0);
viSetViewPosition(0, 0);
// If there's a new mode to transition to, schedule it to apply in 3 ticks
@@ -5761,9 +5761,9 @@ void func0f01adb8(void)
viSetMode(VIMODE_HI);
viSetSize(576, g_TitleViewHeight);
viSetBufSize(576, g_TitleViewHeight);
currentPlayerSetViewSize(576, g_TitleViewHeight);
playermgrSetViewSize(576, g_TitleViewHeight);
viSetViewSize(576, g_TitleViewHeight);
currentPlayerSetViewPosition(0, 0);
playermgrSetViewPosition(0, 0);
viSetViewPosition(0, 0);
}
+2 -2
View File
@@ -4,7 +4,7 @@
#include "game/chr/chr.h"
#include "game/game_0b0fd0.h"
#include "game/game_0b3350.h"
#include "game/game_127910.h"
#include "game/playermgr.h"
#include "game/game_1668e0.h"
#include "game/gfxmemory.h"
#include "game/file.h"
@@ -325,7 +325,7 @@ bool chrIsUsingPaintball(struct chrdata *chr)
bool paintball;
if (chr && chr->prop && chr->prop->type == PROPTYPE_PLAYER) {
setCurrentPlayerNum(propGetPlayerNum(chr->prop));
setCurrentPlayerNum(playermgrGetPlayerNumByProp(chr->prop));
} else {
setCurrentPlayerNum(random() % PLAYERCOUNT());
}
-25
View File
@@ -1,25 +0,0 @@
#ifndef _IN_GAME_GAME_127910_H
#define _IN_GAME_GAME_127910_H
#include <ultra64.h>
#include "data.h"
#include "types.h"
void func0f127910(void);
void playersUnrefAll(void);
void playersAllocate(s32 count);
void playerAllocate(s32 index);
void currentPlayerCalculateAiBuddyNums(void);
s32 propGetPlayerNum(struct prop *prop);
void currentPlayerSetViewSize(s32 viewx, s32 viewy);
void currentPlayerSetViewPosition(s32 viewleft, s32 viewtop);
void currentPlayerSetFovY(f32 fovy);
void currentPlayerSetAspectRatio(f32 aspect);
s32 weaponGetModel(s32 weapon);
void currentPlayerSetWeaponReapable(s32 hand);
void func0f128d20(s32 hand);
void randomisePlayerOrder(void);
s32 getPlayerByOrderNum(s32 arg0);
void setCurrentPlayerNum(s32 playernum);
u32 calculatePlayerIndex(u32 playernum);
#endif
+25
View File
@@ -0,0 +1,25 @@
#ifndef _IN_GAME_PLAYERMGR_H
#define _IN_GAME_PLAYERMGR_H
#include <ultra64.h>
#include "data.h"
#include "types.h"
void playermgrInit(void);
void playermgrReset(void);
void playermgrAllocatePlayers(s32 count);
void playermgrAllocatePlayer(s32 index);
void playermgrCalculateAiBuddyNums(void);
void setCurrentPlayerNum(s32 playernum);
s32 playermgrGetPlayerNumByProp(struct prop *prop);
void playermgrSetViewSize(s32 viewx, s32 viewy);
void playermgrSetViewPosition(s32 viewleft, s32 viewtop);
void playermgrSetFovY(f32 fovy);
void playermgrSetAspectRatio(f32 aspect);
s32 playermgrGetModelOfWeapon(s32 weapon);
void playermgrDeleteWeapon(s32 hand);
void playermgrCreateWeapon(s32 hand);
void playermgrShuffle(void);
s32 playermgrGetOrderOfPlayer(s32 playernum);
s32 playermgrGetPlayerAtOrder(s32 ordernum);
#endif
+1 -1
View File
@@ -287,7 +287,7 @@ void func0f08b25c(struct weaponobj *weapon, struct chrdata *chr);
struct autogunobj *laptopDeploy(s32 modelnum, struct gset *gset, struct chrdata *chr);
struct weaponobj *func0f08b658(s32 modelnum, struct gset *gset, struct chrdata *chr);
struct weaponobj *func0f08b880(s32 modelnum, s32 weaponnum, struct chrdata *chr);
void chrSetWeaponReapable(struct chrdata *chr, s32 hand);
void weaponDeleteFromChr(struct chrdata *chr, s32 hand);
struct prop *weaponCreateForChr(struct chrdata *chr, s32 modelnum, s32 weaponnum, u32 flags, struct weaponobj *obj, struct modelfiledata *filedata);
struct prop *chrGiveWeapon(struct chrdata *chr, s32 model, s32 weaponnum, u32 flags);
s32 weaponTestForPickup(struct prop *prop);
+15 -15
View File
@@ -26,7 +26,7 @@
#include "game/game_01b0a0.h"
#include "game/objectives.h"
#include "game/endscreen.h"
#include "game/game_127910.h"
#include "game/playermgr.h"
#include "game/game_1531a0.h"
#include "game/gfxmemory.h"
#include "game/lv.h"
@@ -632,7 +632,7 @@ glabel mainInit
/* d740: 00000000 */ nop
/* d744: 0c004d48 */ jal dhudInit
/* d748: 00000000 */ nop
/* d74c: 0fc4a0f8 */ jal func0f127910
/* d74c: 0fc4a0f8 */ jal playermgrInit
/* d750: 00000000 */ nop
/* d754: 0fc5b718 */ jal frametimeInit
/* d758: 00000000 */ nop
@@ -1035,7 +1035,7 @@ glabel mainInit
/* da04: 00000000 */ nop
/* da08: 0c004de4 */ jal dhudInit
/* da0c: 00000000 */ nop
/* da10: 0fc49e44 */ jal func0f127910
/* da10: 0fc49e44 */ jal playermgrInit
/* da14: 00000000 */ nop
/* da18: 0fc5b384 */ jal frametimeInit
/* da1c: 00000000 */ nop
@@ -1408,7 +1408,7 @@ glabel mainInit
/* df14: 00000000 */ sll $zero,$zero,0x0
/* df18: 0c005002 */ jal dhudInit
/* df1c: 00000000 */ sll $zero,$zero,0x0
/* df20: 0fc48954 */ jal func0f127910
/* df20: 0fc48954 */ jal playermgrInit
/* df24: 00000000 */ sll $zero,$zero,0x0
/* df28: 0fc59ef0 */ jal frametimeInit
/* df2c: 00000000 */ sll $zero,$zero,0x0
@@ -1651,7 +1651,7 @@ const char var70053aa0[] = " -ml0 -me0 -mgfx100 -mvtx50 -mt700 -ma400";
// func0000e9c0();
// func0f1531a0();
// dhudInit();
// func0f127910();
// playermgrInit();
// frametimeInit();
// stub0f00b200();
// profileInit();
@@ -1876,7 +1876,7 @@ void mainLoop(void)
memaHeapInit(mempAlloc(g_MainMemaHeapSize, MEMPOOL_STAGE), g_MainMemaHeapSize);
stageLoadCommonLang(g_StageNum);
playersUnrefAll();
playermgrReset();
if (g_StageNum >= STAGE_TITLE) {
numplayers = 0;
@@ -1906,7 +1906,7 @@ void mainLoop(void)
g_Vars.antiplayernum = 1;
}
playersAllocate(numplayers);
playermgrAllocatePlayers(numplayers);
if (argFindByPrefix(1, "-mpbots")) {
g_Vars.lvmpbotlevel = 1;
@@ -2329,7 +2329,7 @@ glabel mainLoop
/* e500: 3c048006 */ lui $a0,0x8006
/* e504: 0fc02bf4 */ jal stageLoadCommonLang
/* e508: 8c84f2d4 */ lw $a0,-0xd2c($a0)
/* e50c: 0fc48964 */ jal playersUnrefAll
/* e50c: 0fc48964 */ jal playermgrReset
/* e510: 00000000 */ sll $zero,$zero,0x0
/* e514: 3c098006 */ lui $t1,0x8006
/* e518: 8d29f2d4 */ lw $t1,-0xd2c($t1)
@@ -2393,7 +2393,7 @@ glabel mainLoop
/* e5e8: ae560298 */ sw $s6,0x298($s2)
/* e5ec: ae57029c */ sw $s7,0x29c($s2)
.NB0000e5f0:
/* e5f0: 0fc48979 */ jal playersAllocate
/* e5f0: 0fc48979 */ jal playermgrAllocatePlayers
/* e5f4: 02202025 */ or $a0,$s1,$zero
/* e5f8: 3c057005 */ lui $a1,0x7005
/* e5fc: 24a5515c */ addiu $a1,$a1,0x515c
@@ -2630,11 +2630,11 @@ void mainTick(void)
gDPSetTile(gdl++, G_IM_FMT_RGBA, G_IM_SIZ_4b, 0, 0x0100, 6, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOLOD);
lvTick();
randomisePlayerOrder();
playermgrShuffle();
if (g_StageNum < STAGE_TITLE) {
for (i = 0; i < PLAYERCOUNT(); i++) {
setCurrentPlayerNum(getPlayerByOrderNum(i));
setCurrentPlayerNum(playermgrGetPlayerAtOrder(i));
if (g_StageNum != STAGE_TEST_OLD || !titleIsKeepingMode()) {
viSetViewPosition(g_Vars.currentplayer->viewleft, g_Vars.currentplayer->viewtop);
@@ -2812,7 +2812,7 @@ glabel mainTick
.NB0000eb00:
/* eb00: 0fc599c9 */ jal lvTick
/* eb04: 00000000 */ sll $zero,$zero,0x0
/* eb08: 0fc48e7f */ jal randomisePlayerOrder
/* eb08: 0fc48e7f */ jal playermgrShuffle
/* eb0c: 00000000 */ sll $zero,$zero,0x0
/* eb10: 3c198006 */ lui $t9,0x8006
/* eb14: 8f39f2d4 */ lw $t9,-0xd2c($t9)
@@ -2855,7 +2855,7 @@ glabel mainTick
/* eb98: 19600038 */ blez $t3,.NB0000ec7c
/* eb9c: 00000000 */ sll $zero,$zero,0x0
.NB0000eba0:
/* eba0: 0fc48ec2 */ jal getPlayerByOrderNum
/* eba0: 0fc48ec2 */ jal playermgrGetPlayerAtOrder
/* eba4: 02202025 */ or $a0,$s1,$zero
/* eba8: 0fc48d5b */ jal setCurrentPlayerNum
/* ebac: 00402025 */ or $a0,$v0,$zero
@@ -3109,11 +3109,11 @@ u32 var8005f690nb[] = {
// }
//
// lvTick();
// randomisePlayerOrder();
// playermgrShuffle();
//
// if (g_StageNum < STAGE_TITLE) {
// for (i = 0; i < PLAYERCOUNT(); i++) {
// setCurrentPlayerNum(getPlayerByOrderNum(i));
// setCurrentPlayerNum(playermgrGetPlayerAtOrder(i));
//
// if (g_StageNum != STAGE_TEST_OLD || !titleIsKeepingMode()) {
// viSetViewPosition(g_Vars.currentplayer->viewleft, g_Vars.currentplayer->viewtop);