mirror of
https://gitlab.com/ryandwyer/perfect-dark
synced 2026-06-23 00:09:47 -04:00
Rename a heap of obj flags
This commit is contained in:
+89
-89
@@ -444,7 +444,7 @@
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#define CHRHFLAG_REAPED 0x00000020
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#define CHRHFLAG_TIMER_RUNNING 0x00000040
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#define CHRHFLAG_00000080 0x00000080 // Not used in scripts
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#define CHRHFLAG_00000100 0x00000100 // Not used in scripts
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#define CHRHFLAG_PERIMDISABLED 0x00000100
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#define CHRHFLAG_00000200 0x00000200 // Not used in scripts
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#define CHRHFLAG_PASSIVE 0x00000400
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#define CHRHFLAG_00000800 0x00000800
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@@ -486,7 +486,7 @@
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#define CHRCFLAG_NEAR_MISS 0x00000004
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#define CHRCFLAG_NEVER_BEEN_ON_SCREEN 0x00000008
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#define CHRCFLAG_INVINCIBLE 0x00000010
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#define CHRCFLAG_LOSEXTRAHEIGHT 0x00000020 // Chicago, Infiltration, AF1, Ruins, WAR
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#define CHRCFLAG_LOSEXTRAHEIGHT 0x00000020 // Chicago, Infiltration, AF1, Ruins, WAR
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#define CHRCFLAG_00000040 0x00000040 // Used quite a lot
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#define CHRCFLAG_00000080 0x00000080 // Defection programmer, Rescue lab techs, globals when doing idle animation
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#define CHRCFLAG_JUST_INJURED 0x00000100
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@@ -532,10 +532,10 @@
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#define CDTYPE_DOORS 0x0002
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#define CDTYPE_PLAYERS 0x0004
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#define CDTYPE_CHRS 0x0008
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#define CDTYPE_10 0x0010
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#define CDTYPE_PATHBLOCKER 0x0010 // glass and scenery with OBJFLAG_PATHBLOCKER
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#define CDTYPE_BG 0x0020
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#define CDTYPE_OBJSWITHFLAG 0x0080
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#define CDTYPE_OBJSWITHOUTFLAG 0x0100
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#define CDTYPE_AIOPAQUE 0x0100 // exclude objects with OBJFLAG_AISEETHROUGH
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#define CDTYPE_OBJSWITHFLAG2 0x0200
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#define CDTYPE_OBJSNOTSAFEORHELI 0x0400
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#define CDTYPE_DOORSWITHOUTFLAG 0x0800
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@@ -2813,56 +2813,56 @@
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#define OBJECTIVEFLAG_AUTOCOMPLETE 0x01
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// obj->flags
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#define OBJFLAG_00000001 0x00000001 // Editor: "Fall to Ground"
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#define OBJFLAG_00000002 0x00000002 // Editor: "In Air Rotated 90 Deg Upside-Down"
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#define OBJFLAG_00000004 0x00000004 // Editor: "In Air Upside-Down"
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#define OBJFLAG_00000008 0x00000008 // Editor: "In Air"
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#define OBJFLAG_00000010 0x00000010 // Editor: "Scale to Pad Bounds"
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#define OBJFLAG_00000020 0x00000020 // Editor: "X to Pad Bounds"
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#define OBJFLAG_00000040 0x00000040 // Editor: "Y to Pad Bounds"
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#define OBJFLAG_00000080 0x00000080 // Editor: "Z to Pad Bounds"
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#define OBJFLAG_00000100 0x00000100 // G5 mines, Air Base brown door, AF1 grate and escape door, Defense shuttle, Ruins mines, MBR lift door. Editor suggests "Force Collisions" but this seems wrong
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#define OBJFLAG_00000200 0x00000200 // Editor: "Special Environment Mapping"
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#define OBJFLAG_ILLUMINATED 0x00000400
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#define OBJFLAG_00000800 0x00000800 // Editor: "Free Standing Glass"
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#define OBJFLAG_00001000 0x00001000 // Editor: "Absolute Position"
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#define OBJFLAG_00002000 0x00002000 // AF1 commhubs. Editor suggests "Weapon Not Dropped"
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#define OBJFLAG_ASSIGNEDTOCHR 0x00004000
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#define OBJFLAG_00008000 0x00008000 // Editor: "Embedded Object"
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#define OBJFLAG_00010000 0x00010000 // Not used in scripts
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#define OBJFLAG_INVINCIBLE 0x00020000
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#define OBJFLAG_COLLECTABLE 0x00040000
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#define OBJFLAG_THROWNLAPTOP 0x00080000
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#define OBJFLAG_UNCOLLECTABLE 0x00100000
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#define OBJFLAG_00200000 0x00200000 // Editor: "Bounce and Destroy If Shot"
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#define OBJFLAG_00400000 0x00400000 // Not used in scripts
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#define OBJFLAG_00800000 0x00800000 // Not used in scripts
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#define OBJFLAG_01000000 0x01000000 // Editor: "Embedded Object"
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#define OBJFLAG_CANNOT_ACTIVATE 0x02000000 // Makes it do nothing if player presses B on object. Used mostly for doors.
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#define OBJFLAG_04000000 0x04000000 // Editor: "AI Sees Through Door/Object"
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#define OBJFLAG_08000000 0x08000000 // Not used in scripts
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#define OBJFLAG_DEACTIVATED 0x10000000
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#define OBJFLAG_AMMOCRATE_EXPLODENOW 0x10000000
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#define OBJFLAG_DOOR_HASPORTAL 0x10000000
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#define OBJFLAG_GLASS_HASPORTAL 0x10000000
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#define OBJFLAG_WEAPON_LEFTHANDED 0x10000000
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#define OBJFLAG_ESCSTEP_ZALIGNED 0x10000000
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#define OBJFLAG_20000000 0x20000000 // Editor: "Door Opens Backwards/Special Function/Conceal Weapon"
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#define OBJFLAG_CAMERA_DISABLED 0x20000000
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#define OBJFLAG_DOOR_OPENTOFRONT 0x20000000
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#define OBJFLAG_HOVERCAR_20000000 0x20000000
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#define OBJFLAG_WEAPON_AICANNOTUSE 0x20000000
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#define OBJFLAG_AUTOGUN_ALERTED 0x40000000
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#define OBJFLAG_CAMERA_BONDINVIEW 0x40000000
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#define OBJFLAG_DOOR_KEEPOPEN 0x40000000 // Editor: "Door open by default/Empty weapon"
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#define OBJFLAG_HOVERBIKE_MOVINGWHILEEMPTY 0x40000000
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#define OBJFLAG_HOVERCAR_40000000 0x40000000
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#define OBJFLAG_LIFT_TRIGGERDISABLE 0x40000000
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#define OBJFLAG_MONITOR_40000000 0x40000000
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#define OBJFLAG_WEAPON_40000000 0x40000000
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#define OBJFLAG_80000000 0x80000000
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#define OBJFLAG_CHOPPER_INACTIVE 0x80000000 // Or lift disabled, or hovercar something
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#define OBJFLAG_DOOR_TWOWAY 0x80000000 // Door swings in both directions
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#define OBJFLAG_00000001 0x00000001 // Editor: "Fall to Ground"
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#define OBJFLAG_00000002 0x00000002 // Editor: "In Air Rotated 90 Deg Upside-Down"
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#define OBJFLAG_00000004 0x00000004 // Editor: "In Air Upside-Down"
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#define OBJFLAG_00000008 0x00000008 // Editor: "In Air"
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#define OBJFLAG_00000010 0x00000010 // Editor: "Scale to Pad Bounds"
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#define OBJFLAG_00000020 0x00000020 // Editor: "X to Pad Bounds"
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#define OBJFLAG_00000040 0x00000040 // Editor: "Y to Pad Bounds"
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#define OBJFLAG_00000080 0x00000080 // Editor: "Z to Pad Bounds"
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#define OBJFLAG_00000100 0x00000100 // G5 mines, Air Base brown door, AF1 grate and escape door, Defense shuttle, Ruins mines, MBR lift door. Editor suggests "Force Collisions" but this seems wrong
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#define OBJFLAG_00000200 0x00000200 // Editor: "Special Environment Mapping"
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#define OBJFLAG_ILLUMINATED 0x00000400
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#define OBJFLAG_PATHBLOCKER 0x00000800 // Glass and explodable scenery which may be blocking a path segment
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#define OBJFLAG_00001000 0x00001000 // Editor: "Absolute Position"
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#define OBJFLAG_AIUNDROPPABLE 0x00002000 // AI cannot drop item
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#define OBJFLAG_ASSIGNEDTOCHR 0x00004000
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#define OBJFLAG_INSIDEANOTHEROBJ 0x00008000 // Eg. gun inside a crate or suitcase inside a dumpster
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#define OBJFLAG_00010000 0x00010000 // Not used in scripts
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#define OBJFLAG_INVINCIBLE 0x00020000
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#define OBJFLAG_COLLECTABLE 0x00040000
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#define OBJFLAG_THROWNLAPTOP 0x00080000
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#define OBJFLAG_UNCOLLECTABLE 0x00100000
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#define OBJFLAG_REACTIFSHOT 0x00200000 // Bounce or explode
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#define OBJFLAG_00400000 0x00400000 // Not used in scripts
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#define OBJFLAG_00800000 0x00800000 // Not used in scripts
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#define OBJFLAG_01000000 0x01000000 // Editor: "Embedded Object"
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#define OBJFLAG_CANNOT_ACTIVATE 0x02000000 // Makes it do nothing if player presses B on object. Used mostly for doors.
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#define OBJFLAG_AISEETHROUGH 0x04000000 // Glass, glass doors, small objects such as plant pots
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#define OBJFLAG_08000000 0x08000000 // Not used in scripts
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#define OBJFLAG_DEACTIVATED 0x10000000
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#define OBJFLAG_AMMOCRATE_EXPLODENOW 0x10000000
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#define OBJFLAG_DOOR_HASPORTAL 0x10000000
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#define OBJFLAG_GLASS_HASPORTAL 0x10000000
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#define OBJFLAG_WEAPON_LEFTHANDED 0x10000000
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#define OBJFLAG_ESCSTEP_ZALIGNED 0x10000000
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#define OBJFLAG_20000000 0x20000000 // Editor: "Door Opens Backwards/Special Function/Conceal Weapon"
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#define OBJFLAG_CAMERA_DISABLED 0x20000000
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#define OBJFLAG_DOOR_OPENTOFRONT 0x20000000
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#define OBJFLAG_HOVERCAR_20000000 0x20000000
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#define OBJFLAG_WEAPON_AICANNOTUSE 0x20000000
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#define OBJFLAG_AUTOGUN_ALERTED 0x40000000
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#define OBJFLAG_CAMERA_BONDINVIEW 0x40000000
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#define OBJFLAG_DOOR_KEEPOPEN 0x40000000 // Editor: "Door open by default/Empty weapon"
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#define OBJFLAG_HOVERBIKE_MOVINGWHILEEMPTY 0x40000000
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#define OBJFLAG_HOVERCAR_40000000 0x40000000
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#define OBJFLAG_LIFT_TRIGGERDISABLE 0x40000000
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#define OBJFLAG_MONITOR_40000000 0x40000000
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#define OBJFLAG_WEAPON_40000000 0x40000000
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#define OBJFLAG_80000000 0x80000000
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#define OBJFLAG_CHOPPER_INACTIVE 0x80000000 // Or lift disabled, or hovercar something
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#define OBJFLAG_DOOR_TWOWAY 0x80000000 // Door swings in both directions
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// obj->flags2
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#define OBJFLAG2_00000001 0x00000001 // Used only in CI Training
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@@ -2885,7 +2885,7 @@
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#define OBJFLAG2_00020000 0x00020000 // G5 mine, Air Base mine
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#define OBJFLAG2_00040000 0x00040000 // Only used in CI training
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#define OBJFLAG2_INVISIBLE 0x00080000
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#define OBJFLAG2_00100000 0x00100000 // Editor: "Bulletproof Glass"
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#define OBJFLAG2_BULLETPROOF 0x00100000 // Only magnum and FarSight can shoot through it
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#define OBJFLAG2_00200000 0x00200000 // Editor: "Immune to Explosions" (Ruins spikes)
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#define OBJFLAG2_EXCLUDE_2P 0x00400000
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#define OBJFLAG2_EXCLUDE_3P 0x00800000
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@@ -2906,60 +2906,60 @@
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#define OBJFLAG3_00000010 0x00000010 // Used heaps
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#define OBJFLAG3_AUTOCUTSCENESOUNDS 0x00000020 // For doors and objs - play default open/close noises
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#define OBJFLAG3_RTRACKED_YELLOW 0x00000040
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#define OBJFLAG3_CANHARDFREE 0x00000080
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#define OBJFLAG3_CANHARDFREE 0x00000080 // Can free prop while on screen (MP weapons only)
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#define OBJFLAG3_HARDFREEING 0x00000100
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#define OBJFLAG3_00000200 0x00000200 // Not used in scripts
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#define OBJFLAG3_WALKTHROUGH 0x00000400
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#define OBJFLAG3_RTRACKED_BLUE 0x00000800
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#define OBJFLAG3_SHOWSHIELD 0x00001000 // Show shield effect around object (always)
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#define OBJFLAG3_HTMTERMINAL 0x00002000 // Terminal for Hacker Central scenario (HTM = Hack That Mac)
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#define OBJFLAG3_00004000 0x00004000 // Not used in scripts
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#define OBJFLAG3_00008000 0x00008000 // Not used in scripts
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#define OBJFLAG3_ISFETCHTARGET 0x00004000 // AI bot is fetching this obj
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#define OBJFLAG3_REACTTOSIGHT 0x00008000 // Turn sight blue or red when targeted with R
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#define OBJFLAG3_INTERACTABLE 0x00010000
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#define OBJFLAG3_00020000 0x00020000 // Equivalent to CHRH2FLAG_0002
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#define OBJFLAG3_00040000 0x00040000 // Not used in scripts
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#define OBJFLAG3_00080000 0x00080000 // Not used in scripts
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#define OBJFLAG3_00100000 0x00100000 // Ruins spikes
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#define OBJFLAG3_HOVERBEDSHIELD 0x00100000
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#define OBJFLAG3_INTERACTSHORTRANGE 0x00200000
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#define OBJFLAG3_00400000 0x00400000 // Investigation tech items
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#define OBJFLAG3_PLAYERUNDROPPABLE 0x00400000 // Player does not drop item when dead
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#define OBJFLAG3_00800000 0x00800000 // Not used in scripts
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#define OBJFLAG3_01000000 0x01000000 // Not used in scripts
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#define OBJFLAG3_GEOTYPE3 0x02000000 // If set then obj uses tiletype3 else tiletype2
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#define OBJFLAG3_04000000 0x04000000 // Not used in scripts
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#define OBJFLAG3_08000000 0x08000000 // Not used in scripts
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#define OBJFLAG3_10000000 0x10000000 // Editor: "Keep Collisions After Fully Destroyed"
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#define OBJFLAG3_20000000 0x20000000 // Not used in scripts
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#define OBJFLAG3_40000000 0x40000000 // Editor: "Door Highlighted IR Scanner"
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#define OBJFLAG3_ONSHELF 0x20000000 // Obj is on a shelf - use bigger pickup range for Small Jo and Play as Elvis cheats and skip line of sight checks
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#define OBJFLAG3_INFRARED 0x40000000 // Obj is highlighted on IR scanner
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#define OBJFLAG3_80000000 0x80000000 // Not used in scripts
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// obj->hidden
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#define OBJHFLAG_LIFTDOOR 0x00000001
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#define OBJHFLAG_00000002 0x00000002
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#define OBJHFLAG_REAPABLE 0x00000004
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#define OBJHFLAG_00000008 0x00000008
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#define OBJHFLAG_TAGGED 0x00000010
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#define OBJHFLAG_00000040 0x00000040
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#define OBJHFLAG_AIRBORNE 0x00000080
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#define OBJHFLAG_00000100 0x00000100
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#define OBJHFLAG_00000200 0x00000200
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#define OBJHFLAG_HASTEXTOVERRIDE 0x00000400
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#define OBJHFLAG_00000800 0x00000800
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#define OBJHFLAG_00001000 0x00001000
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#define OBJHFLAG_PADLOCKEDDOOR 0x00002000
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#define OBJHFLAG_ACTIVATED_BY_BOND 0x00004000
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#define OBJHFLAG_00008000 0x00008000
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#define OBJHFLAG_00020000 0x00020000
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#define OBJHFLAG_ACTIVATED_BY_COOP 0x00040000
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#define OBJHFLAG_HASOWNER 0x00080000
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#define OBJHFLAG_00100000 0x00100000
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#define OBJHFLAG_OCCUPIEDCHAIR 0x00200000
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#define OBJHFLAG_00400000 0x00400000
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#define OBJHFLAG_00800000 0x00800000
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#define OBJHFLAG_01000000 0x01000000
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#define OBJHFLAG_02000000 0x02000000
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#define OBJHFLAG_MOUNTED 0x04000000 // for hoverbike
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#define OBJHFLAG_GRABBED 0x08000000
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#define OBJHFLAG_20000000 0x20000000 // upper nibble might be a single 4-bit value
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#define OBJHFLAG_LIFTDOOR 0x00000001
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#define OBJHFLAG_00000002 0x00000002
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#define OBJHFLAG_REAPABLE 0x00000004
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#define OBJHFLAG_ISRETICK 0x00000008
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#define OBJHFLAG_TAGGED 0x00000010
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#define OBJHFLAG_00000040 0x00000040
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#define OBJHFLAG_AIRBORNE 0x00000080
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#define OBJHFLAG_00000100 0x00000100
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#define OBJHFLAG_00000200 0x00000200
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#define OBJHFLAG_HASTEXTOVERRIDE 0x00000400
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#define OBJHFLAG_00000800 0x00000800
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#define OBJHFLAG_00001000 0x00001000
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#define OBJHFLAG_PADLOCKEDDOOR 0x00002000
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#define OBJHFLAG_ACTIVATED_BY_BOND 0x00004000
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#define OBJHFLAG_00008000 0x00008000
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#define OBJHFLAG_00020000 0x00020000
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#define OBJHFLAG_ACTIVATED_BY_COOP 0x00040000
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#define OBJHFLAG_HASOWNER 0x00080000
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#define OBJHFLAG_SUSPICIOUS 0x00100000
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#define OBJHFLAG_OCCUPIEDCHAIR 0x00200000
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#define OBJHFLAG_PERIMDISABLED 0x00400000
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#define OBJHFLAG_DOORPERIMDISABLED 0x00800000
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#define OBJHFLAG_CONDITIONALSCENERY 0x01000000 // Set on triggers, exp and unexp
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#define OBJHFLAG_02000000 0x02000000
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#define OBJHFLAG_MOUNTED 0x04000000 // for hoverbike
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#define OBJHFLAG_GRABBED 0x08000000
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#define OBJHFLAG_20000000 0x20000000 // upper nibble might be a single 4-bit value
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// obj->hidden2
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#define OBJH2FLAG_RENDEROPAQUE 0x01
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@@ -27,7 +27,7 @@ void chrSetPoisoned(struct chrdata *chr, struct prop *poisonprop);
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void chrTickPoisoned(struct chrdata *chr);
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bool chrTickBeams(struct prop *prop);
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s32 func0f023098(struct prop *prop);
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void chrDropItems(struct chrdata *chr);
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void chrDropConcealedItems(struct chrdata *chr);
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void chrSetHudpieceVisible(struct chrdata *chr, bool visible);
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void chrDropWeapons(struct chrdata *chr);
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void func0f0246e4(u8 *arg0);
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@@ -69,7 +69,7 @@ void setVar8006297c(u32 arg0);
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u32 getVar8006297c(void);
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void setVar80062980(u32 arg0);
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u32 getVar80062980(void);
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void chrSetOrUnsetHiddenFlag00000100(struct chrdata *chr, bool unset);
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void chrSetPerimEnabled(struct chrdata *chr, bool enable);
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void chrSetMaxDamage(struct chrdata *chr, f32 maxdamage);
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f32 chrGetMaxDamage(struct chrdata *chr);
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void chrAddHealth(struct chrdata *chr, f32 health);
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@@ -67,7 +67,7 @@ void func0f0c1840(struct coord *pos, struct coord *up, struct coord *look, struc
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void func0f0c1ba4(struct coord *pos, struct coord *up, struct coord *look, struct coord *memcampos, s32 memcamroom);
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void func0f0c1bd8(struct coord *pos, struct coord *up, struct coord *look);
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void allPlayersClearMemCamRoom(void);
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void currentPlayerSetPerimEnabled(struct prop *prop, bool enable);
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void playerSetPerimEnabled(struct prop *prop, bool enable);
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bool playerUpdateGeometry(struct prop *prop, u8 **start, u8 **end);
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void currentPlayerUpdatePerimInfo(void);
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void propPlayerGetBbox(struct prop *prop, f32 *width, f32 *ymax, f32 *ymin);
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@@ -29,7 +29,7 @@ void countdownTimerSetVisible(u32 reason, bool visible);
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void countdownTimerTick(void);
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bool doorCallLift(struct prop *doorprop, bool allowclose);
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bool doorIsPadlockFree(struct doorobj *door);
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bool objPassesSafePickupChecks(struct defaultobj *obj);
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bool objCanPickupFromSafe(struct defaultobj *obj);
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void objUpdateLinkedScenery(struct defaultobj *obj);
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u32 func0f0667ac(void);
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u32 func0f0667b4(void);
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@@ -132,7 +132,7 @@ bool propExplode(struct prop *prop, s32 explosiontype);
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void ammocrateTick(struct prop *ammocrate);
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void weaponTick(struct prop *weapon);
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void func0f07063c(struct prop *prop, bool arg1);
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void func0f070698(struct prop *prop, bool arg1);
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void propDropRecursive(struct prop *prop, bool arg1);
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void func0f0706f8(struct prop *prop, bool arg1);
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void func0f07079c(struct prop *prop, bool arg1);
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s32 glassCalculateOpacity(struct coord *pos, f32 xludist, f32 opadist, f32 arg3);
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@@ -215,12 +215,12 @@ Gfx *objRender(struct prop *prop, Gfx *gdl, bool withalpha);
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bool modelIsNodeNotTvscreen(struct modelfiledata *filedata, struct modelnode *node);
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void func0f081ccc(struct chopperobj *chopper, s32 arg1);
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u32 func0f0826cc(void);
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void propobjSetDropped(struct prop *prop, u32 reason);
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void objSetDropped(struct prop *prop, u32 reason);
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void func0f082a1c(struct defaultobj *obj, struct coord *coord, f32 rotate, bool arg3, bool arg4);
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void piracyRestore(void);
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void func0f082e84(struct defaultobj *obj, struct coord *arg1, struct coord *arg2, struct coord *arg3, bool arg4);
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void objDetach(struct prop *prop);
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void func0f08307c(struct prop *prop, bool arg1);
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void propDrop(struct prop *prop, bool arg1);
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u32 func0f083db0(void);
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u32 func0f0840ac(void);
|
||||
void func0f0841dc(struct defaultobj *obj, struct coord *pos, s32 playernum);
|
||||
@@ -232,7 +232,7 @@ void doorDestroyGlass(struct doorobj *door);
|
||||
void func0f084f64(struct defaultobj *obj);
|
||||
void func0f085050(struct prop *prop, f32 damage, struct coord *pos, s32 arg3, s32 playernum);
|
||||
bool func0f085194(struct defaultobj *obj);
|
||||
bool func0f0851ec(struct defaultobj *obj);
|
||||
bool objIsMortal(struct defaultobj *obj);
|
||||
void objTakeGunfire(struct defaultobj *obj, f32 damage, struct coord *pos, s32 weaponnum, s32 playernum);
|
||||
void objDamage(struct defaultobj *obj, f32 damage, struct coord *pos, s32 weaponnum, s32 playernum);
|
||||
void func0f0859a0(struct prop *prop, struct shotdata *shotdata);
|
||||
@@ -243,7 +243,7 @@ bool objIsHealthy(struct defaultobj *obj);
|
||||
bool objTestForInteract(struct prop *prop);
|
||||
bool currentPlayerTryMountHoverbike(struct prop *prop);
|
||||
bool propobjInteract(struct prop *prop);
|
||||
void propObjSetOrUnsetHiddenFlag00400000(struct prop *prop, bool enable);
|
||||
void objSetPerimEnabled(struct prop *prop, bool enable);
|
||||
bool objUpdateGeometry(struct prop *prop, u8 **start, u8 **end);
|
||||
void propObjGetBbox(struct prop *prop, f32 *width, f32 *ymax, f32 *ymin);
|
||||
void ammotypeGetPickedUpText(char *dst);
|
||||
@@ -348,8 +348,8 @@ Gfx *countdownTimerRender(Gfx *gdl);
|
||||
void projectilesDebug(void);
|
||||
void alarmTick(void);
|
||||
void func0f091030(void);
|
||||
void func0f0910ac(void);
|
||||
void func0f091250(s32 weaponnum);
|
||||
void currentPlayerDropAllItems(void);
|
||||
void weaponCreateForPlayerDrop(s32 weaponnum);
|
||||
void projectileCreate(struct prop *fromprop, u32 arg1, struct coord *pos, struct coord *direction, s32 weaponnum, struct prop *targetprop);
|
||||
void objSetModelPartVisible(struct defaultobj *obj, s32 partnum, bool visible);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user