mirror of
https://gitlab.com/ryandwyer/perfect-dark
synced 2026-08-01 16:09:43 -04:00
Split game_0b63b0.c into game_0b69d0.c
This commit is contained in:
@@ -10,107 +10,5 @@ void func0f0b656c(s32 arg0);
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u32 func0f0b65a8(void);
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void func0f0b65f8(void);
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void acousticReset(void);
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f32 func0f0b69d0(f32 arg0, struct coord *pos, s16 *rooms, struct prop *prop, s16 *spawnpads, s16 numspawnpads);
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f32 func0f0b72a8(f32 arg0, struct coord *pos, s16 *rooms, struct prop *prop);
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void func0f0b72dc(void);
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void currentPlayerResetToDefault(void);
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bool currentPlayerAssumeChrForAnti(struct chrdata *chr, s32 param_2);
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void currentPlayerSpawn(void);
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void func0f0b85a0(struct playerbond *pb, struct coord *pos);
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void func0f0b85f8(void);
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void currentPlayerChooseBodyAndHead(s32 *bodynum, s32 *headnum, s32 *arg2);
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void func0f0b8ba0(void);
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void func0f0b9538(void);
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void func0f0b96e8(void);
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void func0f0b9cbc(void);
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void cameraDoAnimation(s16 anim_id);
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void func0f0ba190(u32 arg0);
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void func0f0ba29c(bool arg0);
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f32 cutsceneGetBlurFrac(void);
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void currentPlayerSetZoomFovY(f32 fovy, f32 timemax);
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f32 currentPlayerGetZoomFovY(void);
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void func0f0ba8b0(f32 value);
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f32 currentPlayerGetTeleportFovY(void);
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void currentPlayerUpdateZoom(void);
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void func0f0bace0(void);
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void currentPlayerTickPauseMenu(void);
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void currentPlayerPause(s32 root);
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void func0f0baf38(void);
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Gfx *func0f0baf84(Gfx *gdl);
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Gfx *fadeDraw(Gfx *gdl, u32 r, u32 g, u32 b, f32 frac);
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Gfx *currentPlayerDrawFade(Gfx *gdl);
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void currentPlayerUpdateColourScreenProperties(void);
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void currentPlayerTickChrFade(void);
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void func0f0bb69c(void);
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void func0f0bb814(void);
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void func0f0bbf14(void);
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Gfx *hudRenderHealthBar(Gfx *gdl);
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void currentPlayerSurroundWithExplosions(s32 arg0);
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void currentPlayerTickExplode(void);
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void viResetDefaultModeIf4Mb(void);
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s16 viGetFbWidth(void);
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s16 viGetFbHeight(void);
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bool func0f0bc4c0(void);
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s16 currentPlayerGetViewportWidth(void);
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s16 currentPlayerGetViewportLeft(void);
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s16 currentPlayerGetViewportHeight(void);
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s16 currentPlayerGetViewportTop(void);
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f32 func0f0bd358(void);
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void func0f0bd3c4(void);
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void currentPlayerTickTeleport(f32 *arg0);
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void currentPlayerConfigureVi(void);
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void func0f0bd904(bool arg0);
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void func0f0bfc7c(struct coord *cam_pos, struct coord *cam_look, struct coord *cam_up);
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Gfx *currentPlayerUpdateShootRot(Gfx *gdl);
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void currentPlayerUpdateShieldShow(void);
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Gfx *func0f0c0190(Gfx *gdl);
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Gfx *func0f0c07c8(Gfx *gdl);
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void currentPlayerDie(bool force);
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void currentPlayerDieByShooter(u32 shooter, bool force);
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void currentPlayerCheckIfShotInBack(s32 attackerplayernum, f32 x, f32 z);
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f32 currentPlayerGetHealthBarHeightFrac(void);
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void func0f0c1840(struct coord *pos, struct coord *up, struct coord *look, struct coord *pos2, s16 *rooms);
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void func0f0c1ba4(struct coord *pos, struct coord *up, struct coord *look, struct coord *memcampos, s32 memcamroom);
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void func0f0c1bd8(struct coord *pos, struct coord *up, struct coord *look);
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void allPlayersClearMemCamRoom(void);
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void func0f0c1e54(struct prop *prop, bool enable);
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bool playerUpdateGeometry(struct prop *prop, struct geo **arg1, struct geo **arg2);
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void currentPlayerUpdatePerimInfo(void);
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void propPlayerGetBbox(struct prop *prop, f32 *width, f32 *ymax, f32 *ymin);
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f32 currentPlayerGetHealthFrac(void);
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f32 currentPlayerGetShieldFrac(void);
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void currentPlayerSetShieldFrac(f32 shield);
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s32 getMissionTime(void);
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s32 func0f0c228c(struct prop *prop);
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u32 func0f0c2364(void);
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u32 func0f0c2a58(void);
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Gfx *playerRender(struct prop *prop, Gfx *gdl, bool withalpha);
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Gfx *currentPlayerLoadMatrix(Gfx *gdl);
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u32 func0f0c3320(void);
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void setTickMode(s32 tickmode);
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void func0f0b9650(void);
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void func0f0b9674(void);
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void func0f0b9a20(void);
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void func0f0b9afc(void);
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void warpBondToPad(s16 pad_id);
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void func0f0b9bac(u32 *cmd, s32 arg1, s32 arg2);
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void func0f0b9c1c(f32 arg0, f32 arg1, f32 arg2, f32 arg3, f32 arg4, s32 arg5);
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void func0f0ba010(void);
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void currentPlayerSetFadeColour(s32 r, s32 g, s32 b, f32 a);
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void currentPlayerAdjustFade(f32 maxfadetime, s32 r, s32 g, s32 b, f32 frac);
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void currentPlayerSetFadeFrac(f32 maxfadetime, f32 frac);
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bool currentPlayerIsFadeComplete(void);
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void currentPlayerStartChrFade(f32 duration60, f32 targetfrac);
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void optionsSetHiRes(bool enable);
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void currentPlayerAutoWalk(s16 aimpad, u8 walkspeed, u8 turnspeed, u8 lookup, u8 dist);
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void currentPlayerLaunchSlayerRocket(struct weaponobj *rocket);
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void currentPlayerSetGlobalDrawWorldOffset(s32 room);
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void currentPlayerSetGlobalDrawCameraOffset(void);
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bool currentPlayerIsHealthVisible(void);
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void currentPlayerSetCameraMode(s32 mode);
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void currentPlayerSetCamPropertiesWithRoom(struct coord *pos, struct coord *up, struct coord *look, s32 room);
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void currentPlayerSetCamPropertiesWithoutRoom(struct coord *pos, struct coord *up, struct coord *look, s32 room);
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void currentPlayerSetCamProperties(struct coord *pos, struct coord *up, struct coord *look, s32 room);
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void currentPlayerClearMemCamRoom(void);
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#endif
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@@ -0,0 +1,109 @@
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#ifndef _IN_GAME_GAME_0B69D0_H
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#define _IN_GAME_GAME_0B69D0_H
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#include <ultra64.h>
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#include "types.h"
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f32 func0f0b69d0(f32 arg0, struct coord *pos, s16 *rooms, struct prop *prop, s16 *spawnpads, s16 numspawnpads);
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f32 func0f0b72a8(f32 arg0, struct coord *pos, s16 *rooms, struct prop *prop);
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void func0f0b72dc(void);
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void currentPlayerResetToDefault(void);
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bool currentPlayerAssumeChrForAnti(struct chrdata *chr, s32 param_2);
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void currentPlayerSpawn(void);
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void func0f0b85a0(struct playerbond *pb, struct coord *pos);
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void func0f0b85f8(void);
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void currentPlayerChooseBodyAndHead(s32 *bodynum, s32 *headnum, s32 *arg2);
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void func0f0b8ba0(void);
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void func0f0b9538(void);
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void func0f0b96e8(void);
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void func0f0b9cbc(void);
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void cameraDoAnimation(s16 anim_id);
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void func0f0ba190(u32 arg0);
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void func0f0ba29c(bool arg0);
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f32 cutsceneGetBlurFrac(void);
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void currentPlayerSetZoomFovY(f32 fovy, f32 timemax);
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f32 currentPlayerGetZoomFovY(void);
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void func0f0ba8b0(f32 value);
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f32 currentPlayerGetTeleportFovY(void);
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void currentPlayerUpdateZoom(void);
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void func0f0bace0(void);
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void currentPlayerTickPauseMenu(void);
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void currentPlayerPause(s32 root);
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void func0f0baf38(void);
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Gfx *func0f0baf84(Gfx *gdl);
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Gfx *fadeDraw(Gfx *gdl, u32 r, u32 g, u32 b, f32 frac);
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Gfx *currentPlayerDrawFade(Gfx *gdl);
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void currentPlayerUpdateColourScreenProperties(void);
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void currentPlayerTickChrFade(void);
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void func0f0bb69c(void);
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void func0f0bb814(void);
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void func0f0bbf14(void);
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Gfx *hudRenderHealthBar(Gfx *gdl);
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void currentPlayerSurroundWithExplosions(s32 arg0);
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void currentPlayerTickExplode(void);
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void viResetDefaultModeIf4Mb(void);
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s16 viGetFbWidth(void);
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s16 viGetFbHeight(void);
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bool func0f0bc4c0(void);
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s16 currentPlayerGetViewportWidth(void);
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s16 currentPlayerGetViewportLeft(void);
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s16 currentPlayerGetViewportHeight(void);
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s16 currentPlayerGetViewportTop(void);
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f32 func0f0bd358(void);
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void func0f0bd3c4(void);
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void currentPlayerTickTeleport(f32 *arg0);
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void currentPlayerConfigureVi(void);
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void func0f0bd904(bool arg0);
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void func0f0bfc7c(struct coord *cam_pos, struct coord *cam_look, struct coord *cam_up);
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Gfx *currentPlayerUpdateShootRot(Gfx *gdl);
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void currentPlayerUpdateShieldShow(void);
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Gfx *func0f0c0190(Gfx *gdl);
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Gfx *func0f0c07c8(Gfx *gdl);
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void currentPlayerDie(bool force);
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void currentPlayerDieByShooter(u32 shooter, bool force);
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void currentPlayerCheckIfShotInBack(s32 attackerplayernum, f32 x, f32 z);
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f32 currentPlayerGetHealthBarHeightFrac(void);
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void func0f0c1840(struct coord *pos, struct coord *up, struct coord *look, struct coord *pos2, s16 *rooms);
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void func0f0c1ba4(struct coord *pos, struct coord *up, struct coord *look, struct coord *memcampos, s32 memcamroom);
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void func0f0c1bd8(struct coord *pos, struct coord *up, struct coord *look);
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void allPlayersClearMemCamRoom(void);
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void func0f0c1e54(struct prop *prop, bool enable);
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bool playerUpdateGeometry(struct prop *prop, struct geo **arg1, struct geo **arg2);
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void currentPlayerUpdatePerimInfo(void);
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void propPlayerGetBbox(struct prop *prop, f32 *width, f32 *ymax, f32 *ymin);
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f32 currentPlayerGetHealthFrac(void);
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f32 currentPlayerGetShieldFrac(void);
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void currentPlayerSetShieldFrac(f32 shield);
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s32 getMissionTime(void);
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s32 func0f0c228c(struct prop *prop);
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u32 func0f0c2364(void);
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u32 func0f0c2a58(void);
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Gfx *playerRender(struct prop *prop, Gfx *gdl, bool withalpha);
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Gfx *currentPlayerLoadMatrix(Gfx *gdl);
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u32 func0f0c3320(void);
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void setTickMode(s32 tickmode);
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void func0f0b9650(void);
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void func0f0b9674(void);
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void func0f0b9a20(void);
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void func0f0b9afc(void);
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void warpBondToPad(s16 pad_id);
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void func0f0b9bac(u32 *cmd, s32 arg1, s32 arg2);
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void func0f0b9c1c(f32 arg0, f32 arg1, f32 arg2, f32 arg3, f32 arg4, s32 arg5);
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void func0f0ba010(void);
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void currentPlayerSetFadeColour(s32 r, s32 g, s32 b, f32 a);
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void currentPlayerAdjustFade(f32 maxfadetime, s32 r, s32 g, s32 b, f32 frac);
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void currentPlayerSetFadeFrac(f32 maxfadetime, f32 frac);
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bool currentPlayerIsFadeComplete(void);
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void currentPlayerStartChrFade(f32 duration60, f32 targetfrac);
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void optionsSetHiRes(bool enable);
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void currentPlayerAutoWalk(s16 aimpad, u8 walkspeed, u8 turnspeed, u8 lookup, u8 dist);
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void currentPlayerLaunchSlayerRocket(struct weaponobj *rocket);
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void currentPlayerSetGlobalDrawWorldOffset(s32 room);
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void currentPlayerSetGlobalDrawCameraOffset(void);
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bool currentPlayerIsHealthVisible(void);
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void currentPlayerSetCameraMode(s32 mode);
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void currentPlayerSetCamPropertiesWithRoom(struct coord *pos, struct coord *up, struct coord *look, s32 room);
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void currentPlayerSetCamPropertiesWithoutRoom(struct coord *pos, struct coord *up, struct coord *look, s32 room);
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void currentPlayerSetCamProperties(struct coord *pos, struct coord *up, struct coord *look, s32 room);
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void currentPlayerClearMemCamRoom(void);
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#endif
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