mirror of
https://gitlab.com/ryandwyer/perfect-dark
synced 2026-06-11 05:07:54 -04:00
Rename some bondgun functions
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@@ -1115,12 +1115,12 @@
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#define GUNCMD_PLAYANIMATION 10
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#define GUNCMD_SETSOUNDSPEED 11
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#define GUNMEMOWNER_0 0
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#define GUNMEMOWNER_1 1
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#define GUNMEMOWNER_2 2
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#define GUNMEMOWNER_3 3
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#define GUNMEMOWNER_10 10
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#define GUNMEMOWNER_11 11
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#define GUNMEMOWNER_BONDGUN 0
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#define GUNMEMOWNER_INVMENU 1
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#define GUNMEMOWNER_CHRBODY 2
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#define GUNMEMOWNER_3 3
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#define GUNMEMOWNER_CHANGING 10
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#define GUNMEMOWNER_FREE 11
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#define GUNAMMOREASON_OPTION 0x01
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#define GUNAMMOREASON_NOCONTROL 0x02
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+18
-18
@@ -52,7 +52,7 @@ s32 bgunTickIncChangeGun(struct handweaponinfo *info, s32 handnum, struct hand *
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s32 bgunTickIncState2(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
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s32 bgunTickInc(struct handweaponinfo *info, s32 handnum, s32 lvupdate);
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bool bgunSetState(s32 handnum, s32 state);
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void bgunTick(s32 handnum);
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void bgunTickHand(s32 handnum);
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void bgun0f09ce8c(void);
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void bgunInitHandAnims(void);
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f32 bgunGetNoiseRadius(s32 handnum);
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@@ -64,13 +64,13 @@ bool bgun0f09dd7c(void);
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u32 bgunGetGunMemType(void);
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u8 *bgunGetGunMem(void);
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u32 bgunCalculateGunMemCapacity(void);
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void bgun0f09df50(void);
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void bgun0f09df64(s32 weaponnum);
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void bgunFreeGunMem(void);
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void bgunSetGunMemWeapon(s32 weaponnum);
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void bgun0f09df9c(void);
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bool bgun0f09e004(s32 newowner);
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void bgun0f09e144(void);
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void bgunTickIncLoad(void);
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void bgunTickLoad(void);
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void bgun0f09ea90(void);
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bool bgun0f09eae4(void);
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struct modelfiledata *bgun0f09ebbc(void);
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void bgun0f09ebcc(struct defaultobj *obj, struct coord *coord, s16 *rooms, Mtxf *matrix1, struct coord *arg4, Mtxf *matrix2, struct prop *prop, struct coord *pos);
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@@ -79,30 +79,30 @@ struct defaultobj *bgun0f09ee18(struct chrdata *chr, struct gset *gset, struct c
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void bgunCreateThrownProjectile(s32 handnum, struct gset *gset);
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void bgun0f09f848(s32 handnum);
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void bgun0f09f974(s32 handnum, struct weaponfunc_shootprojectile *func);
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void bgun0f09fa20(s32 handnum);
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void bgunFreeRocket(s32 handnum);
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void bgunCreateFiredProjectile(s32 handnum);
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void bgun0f0a0394(f32 autoaimx, f32 autoaimy, f32 damp, f32 arg3);
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void bgunSwivelTowards(f32 screenx, f32 screeny, f32 damp);
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void bgun0f0a0b98(f32 arg0, f32 arg1);
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void bgunSwivel(f32 autoaimx, f32 autoaimy, f32 damp, f32 arg3);
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void bgunSwivelWithDamp(f32 screenx, f32 screeny, f32 damp);
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void bgunSwivelWithoutDamp(f32 arg0, f32 arg1);
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void bgunGetCrossPos(f32 *x, f32 *y);
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void bgun0f0a0c08(struct coord *arg0, struct coord *arg1);
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void bgun0f0a0c44(s32 handnum, struct coord *arg1, struct coord *arg2);
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void bgunCalculateShotSpread(struct coord *arg0, struct coord *arg1, s32 handnum, bool dorandom);
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void bgun0f0a0fac(struct coord *arg0, s32 weaponnum, s32 funcnum, s32 arg3, s32 crouchpos, bool dual);
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void bgunSetLastShootInfo(struct coord *pos, struct coord *dir, s32 handnum);
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u32 bgunGetUnk0c30(s32 handnum);
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s32 bgunGetShotsToTake(s32 handnum);
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void bgun0f0a134c(s32 handnum);
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void bgun0f0a1528(void);
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void bgunEquipWeapon(s32 weaponnum);
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s32 bgunGetWeaponNum(s32 handnum);
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bool bgun0f0a1a10(s32 weaponnum);
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s32 bgun0f0a1a68(s32 arg0);
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void bgun0f0a1ab0(void);
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s32 bgunGetSwitchToWeapon(s32 handnum);
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void bgunSwitchToPrevious(void);
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void bgunCycleForward(void);
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void bgunCycleBack(void);
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bool bgunHasAmmoForWeapon(s32 weaponnum);
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void bgunAutoSwitchWeapon(void);
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void bgunEquipWeapon2(bool arg0, s32 weaponnum);
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void bgunEquipWeapon2(s32 handnum, s32 weaponnum);
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s32 bgunIsFiring(s32 handnum);
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s32 bgunGetAttackType(s32 handnum);
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char *bgunGetName(s32 weaponnum);
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@@ -115,7 +115,7 @@ u32 bgun0f0a233c(void);
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f32 bgun0f0a2498(f32 arg0, f32 arg1, f32 arg2, f32 arg3);
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void bgun0f0a24f0(struct coord *arg0, s32 handnum);
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bool bgun0f0a27c8(void);
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void bgun0f0a29c8(void);
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void bgunHandlePlayerDead(void);
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bool bgunIsMissionCritical(s32 weaponnum);
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void bgunLoseGun(struct prop *attacker);
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u32 bgun0f0a2da8(void);
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@@ -137,18 +137,18 @@ u32 bgun0f0a4e44(void);
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u32 bgun0f0a5300(void);
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void bgun0f0a5550(s32 handnum);
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void bgunTickMaulerCharge(void);
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void bgun0f0a6c30(void);
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void bgunTickGameplay2(void);
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s32 bgunAllocateFireslot(void);
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void bgun0f0a7138(Gfx **gdl);
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struct sndstate **bgunAllocateAudioHandle(void);
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void bgunPlayPropHitSound(struct gset *gset, struct prop *prop, s32 texturenum);
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void bgun0f0a8404(struct coord *pos, s16 *rooms, s32 arg2);
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void bgunPlayGlassHitSound(struct coord *pos, s16 *rooms, s32 arg2);
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void bgunPlayBgHitSound(struct gset *gset, struct coord *arg1, s32 texturenum, s16 *arg3);
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void bgunSetTriggerOn(s32 handnum, bool on);
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s32 bgunConsiderToggleGunFunction(s32 usedowntime, bool firing, s32 arg2);
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void bgun0f0a8c50(void);
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bool bgunIsUsingSecondaryFunction(void);
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void bgunsTick(bool triggeron);
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void bgunTickGameplay(bool triggeron);
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void bgunSetPassiveMode(bool enable);
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void bgunSetAimType(u32 aimtype);
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void bgunSetAimPos(struct coord *coord);
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@@ -172,13 +172,13 @@ void bgunResetAbmag(struct abmag *abmag);
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void bgun0f0a9da8(struct abmag *abmag, s32 remaining, s32 capacity, s32 height);
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Gfx *bgunRenderHudGauge(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2, struct abmag *abmag, s32 remaining, s32 capacity, u32 vacantcolour, u32 occupiedcolour, bool flip);
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Gfx *bgunRenderHud(Gfx *gdl);
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void bgunAddBoostc(s32 arg0);
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void bgunAddBoost(s32 arg0);
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void bgunSubtractBoost(s32 arg0);
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void bgunApplyBoost(void);
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void bgunRevertBoost(void);
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void bgunTickBoost(void);
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void bgunSetSightVisible(u32 bits, bool visible);
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Gfx *bgun0f0abcb0(Gfx *gdl);
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Gfx *bgunRenderSight(Gfx *gdl);
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void bgun0f0abd30(s32 handnum);
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s32 bgunGetWeaponNum2(s32 handnum);
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s8 bgunFreeFireslotWrapper(s32 fireslot);
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