Rename game_097ba0.c to bondgun.c, and related functions

This commit is contained in:
Ryan Dwyer
2021-06-13 17:19:11 +10:00
parent c58d3c43a0
commit 7d44ea11e1
47 changed files with 2225 additions and 2225 deletions
+183
View File
@@ -0,0 +1,183 @@
#ifndef _IN_GAME_BONDGUN_H
#define _IN_GAME_BONDGUN_H
#include <ultra64.h>
#include "data.h"
#include "types.h"
void bgun0f097ba0(s32 handnum, s32 weaponnum);
s32 bgunGetUnequippedReloadIndex(s32 weaponnum);
void bgunTickUnequippedReload(void);
bool bgun0f097df0(struct inventory_typef *arg0, struct hand *hand);
void bgun0f097e74(s16 partnum, s32 arg1, struct hand *hand, struct modelfiledata *arg3);
void bgun0f097f28(struct hand *hand, struct modelfiledata *arg1, struct inventory_typef *arg2);
void bgun0f098030(struct hand *hand, struct modelfiledata *arg1);
f32 bgun0f09815c(struct hand *hand);
u32 bgun0f0981e8(void);
bool bgun0f098884(struct guncmd *cmd, struct gset *gset);
void bgun0f0988e0(struct guncmd *cmd, s32 handnum, struct hand *hand);
bool bgun0f098a44(struct hand *hand, s32 time);
bool bgunIsAnimBusy(struct hand *hand);
void bgunResetAnim(struct hand *hand);
void bgunGetWeaponInfo(struct handweaponinfo *info, s32 handnum);
s32 bgun0f098ca0(s32 arg0, struct handweaponinfo *info, struct hand *hand);
void bgun0f098df8(s32 weaponfunc, struct handweaponinfo *info, struct hand *hand, s32 arg3, s32 arg4);
void bgun0f098f8c(struct handweaponinfo *info, struct hand *hand);
bool bgun0f099008(s32 handnum);
bool bgun0f0990b0(struct weaponfunc *basefunc, struct weapon *weapon);
bool bgun0f099188(struct hand *hand, s32 gunfunc);
s32 bgunTickIncIdle(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
void bgun0f099780(struct hand *hand, f32 angle);
s32 bgunTickIncAutoSwitch(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
bool bgunIsReloading(struct hand *hand);
s32 bgunTickIncReload(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
s32 bgunTickIncChangeFunc(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
s32 bgun0f09a3f8(struct hand *hand, struct weaponfunc *func);
void bgun0f09a6f8(struct handweaponinfo *info, s32 handnum, struct hand *hand, struct weaponfunc *func);
bool bgun0f09aba4(struct hand *hand, struct handweaponinfo *info, s32 handnum, struct weaponfunc_shoot *func);
bool bgunTickIncAttackingShoot(struct handweaponinfo *info, s32 handnum, struct hand *hand);
bool bgunTickIncAttackingThrow(s32 handnum, struct hand *hand);
s32 bgunGetMinClipQty(s32 weaponnum, s32 funcnum);
bool bgunTickIncAttackingClose(s32 handnum, struct hand *hand);
bool bgunTickIncAttackingSpecial(struct hand *hand);
s32 bgunTickIncAttackEmpty(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
s32 bgunTickIncAttack(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
bool bgunIsReadyToSwitch(s32 handnum);
bool bgun0f09bec8(s32 handnum);
bool bgun0f09bf44(s32 handnum);
s32 bgunTickIncChangeGun(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
s32 bgunTickIncState2(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
s32 bgunTickInc(struct handweaponinfo *info, s32 handnum, s32 lvupdate);
bool bgunSetState(s32 handnum, s32 state);
void bgunTick(s32 handnum);
void bgun0f09ce8c(void);
void bgun0f09ceac(void);
f32 bgunGetNoiseRadius(s32 handnum);
void bgunDecreaseNoiseRadius(void);
void bgun0f09d140(s32 hand);
u32 bgun0f09d550(void);
void bgun0f09d8dc(f32 breathing, f32 arg1, f32 arg2, f32 arg3, f32 arg4);
bool bgun0f09dd7c(void);
u32 bgun0f09ddcc(void);
u8 *bgun0f09ddec(void);
u32 bgun0f09ddfc(void);
void bgun0f09df50(void);
void bgun0f09df64(s32 weaponnum);
void bgun0f09df9c(void);
bool bgun0f09e004(s32 newowner);
u32 bgun0f09e144(void);
void bgun0f09e4e0(void);
void bgun0f09ea90(void);
bool bgun0f09eae4(void);
s32 bgun0f09ebbc(void);
void bgun0f09ebcc(struct defaultobj *obj, struct coord *coord, s16 *rooms, Mtxf *matrix1, f32 *arg4, Mtxf *matrix2, struct prop *prop, struct coord *pos);
void bgun0f09ed2c(struct defaultobj *obj, struct coord *coord, Mtxf *arg2, f32 *arg3, Mtxf *arg4);
struct defaultobj *bgun0f09ee18(struct chrdata *chr, struct gset *gset, struct coord *pos, s16 *rooms, Mtxf *arg4, struct coord *arg5);
void bgunCreateThrownProjectile(s32 handnum, struct gset *gset);
void bgun0f09f848(s32 handnum);
void bgun0f09f974(s32 handnum, struct weaponfunc_shootprojectile *func);
void bgun0f09fa20(s32 handnum);
void bgunCreateFiredProjectile(s32 handnum);
void bgun0f0a0394(f32 autoaimx, f32 autoaimy, f32 damp, f32 arg3);
void bgunSwivelTowards(f32 screenx, f32 screeny, f32 damp);
void bgun0f0a0b98(f32 arg0, f32 arg1);
void bgunGetCrossPos(f32 *x, f32 *y);
void bgun0f0a0c08(struct coord *arg0, struct coord *arg1);
void bgun0f0a0c44(s32 handnum, struct coord *arg1, struct coord *arg2);
void bgunCalculateShotSpread(struct coord *arg0, struct coord *arg1, s32 handnum, bool dorandom);
u32 bgun0f0a0fac(void);
void bgunSetLastShootInfo(struct coord *pos, struct coord *dir, s32 handnum);
u32 bgunGetUnk0c30(s32 handnum);
void bgun0f0a134c(s32 handnum);
void bgun0f0a1528(void);
void bgunEquipWeapon(s32 weaponnum);
s32 bgunGetWeaponNum(s32 handnum);
bool bgun0f0a1a10(s32 weaponnum);
s32 bgun0f0a1a68(s32 arg0);
void bgun0f0a1ab0(void);
void bgun0f0a1b50(void);
void bgun0f0a1c2c(void);
bool bgunHasAmmoForWeapon(s32 weaponnum);
void bgunAutoSwitchWeapon(void);
void bgunEquipWeapon2(bool arg0, s32 weaponnum);
s32 bgunIsFiring(s32 handnum);
s32 bgunGetAttackType(s32 handnum);
char *bgunGetName(s32 weaponnum);
u16 bgunGetNameId(s32 weaponnum);
char *bgunGetShortName(s32 arg0);
void bgunReloadIfPossible(s32 handnum);
void bgunSetAdjustPos(f32 angle);
void bgunResetSlideInc(s32 handnum);
u32 bgun0f0a233c(void);
f32 bgun0f0a2498(f32 arg0, f32 arg1, f32 arg2, f32 arg3);
void bgun0f0a24f0(struct coord *arg0, s32 handnum);
bool bgun0f0a27c8(void);
void bgun0f0a29c8(void);
bool bgunIsMissionCritical(s32 weaponnum);
void bgunLoseGun(struct prop *attacker);
u32 bgun0f0a2da8(void);
u32 bgun0f0a2e94(void);
void bgunDetonateRemoteMines(s32 playernum);
u32 bgun0f0a3160(void);
u32 bgun0f0a3490(void);
u32 bgun0f0a37b4(void);
u32 bgun0f0a3aa4(void);
u32 bgun0f0a3eac(void);
u32 bgun0f0a4094(void);
u32 bgun0f0a419c(void);
void bgun0f0a4334(struct hand *hand);
u32 bgun0f0a4438(void);
void bgun0f0a4570(struct hand *hand, s32 handnum, struct weaponfunc_shootprojectile *func);
void bgun0f0a45d0(struct hand *hand, struct modelfiledata *filedata, bool arg2);
u32 bgun0f0a46a4(void);
u32 bgun0f0a4e44(void);
u32 bgun0f0a5300(void);
void bgun0f0a5550(s32 handnum);
void bgunTickMaulerCharge(void);
void bgun0f0a6c30(void);
s32 bgun0f0a70f8(void);
void bgun0f0a7138(Gfx **gdl);
struct audiohandle **bgun0f0a7d5c(void);
void bgunPlayPropHitSound(struct gset *gset, struct prop *prop, s32 arg2);
void bgun0f0a8404(struct coord *pos, s16 *rooms, s32 arg2);
void bgun0f0a84c8(struct gset *gset, struct coord *arg1, s16 arg2, s16 *arg3);
void bgunSetTriggerOn(s32 handnum, bool on);
s32 bgunConsiderToggleGunFunction(s32 usedowntime, bool firing, s32 arg2);
void bgun0f0a8c50(void);
bool bgunIsUsingSecondaryFunction(void);
void bgunsTick(bool triggeron);
void bgunSetPassiveMode(bool enable);
void bgunSetAimType(u32 aimtype);
void bgunSetAimPos(struct coord *coord);
void bgunSetHitPos(struct coord *coord);
void bgun0f0a9494(u32 operation);
void bgun0f0a94d0(u32 operation, struct coord *pos, struct coord *rot);
void bgunSetGunAmmoVisible(u32 reason, bool enable);
void bgunSetAmmoQuantity(s32 ammotype, s32 quantity);
s32 bgunGetAmmoCountWithCheck(s32 type);
s32 bgunGetAmmoCount(s32 ammotype);
s32 bgunGetCapacityByAmmotype(u32 ammotype);
bool bgunAmmotypeAllowsUnlimitedAmmo(u32 ammotype);
void bgunGiveMaxAmmo(bool force);
u32 bgunGetAmmoTypeForWeapon(u32 weaponnum, u32 func);
s32 bgunGetAmmoQtyForWeapon(u32 weaponnum, u32 func);
void bgunSetAmmoQtyForWeapon(u32 weaponnum, u32 func, u32 quantity);
s32 bgunGetAmmoCapacityForWeapon(s32 weaponnum, s32 func);
Gfx *bgunRenderHudString(Gfx *gdl, char *text, s32 x, bool halign, s32 y, s32 valign, u32 colour);
Gfx *bgunRenderHudInteger(Gfx *gdl, s32 value, s32 x, bool halign, s32 y, s32 valign, u32 colour);
void bgunResetAbmag(struct abmag *abmag);
void bgun0f0a9da8(struct abmag *abmag, s32 remaining, s32 capacity, s32 height);
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);
Gfx *bgunRenderHud(Gfx *gdl);
void bgunAddBoostc(s32 arg0);
void bgunSubtractBoost(s32 arg0);
void bgunApplyBoost(void);
void bgunRevertBoost(void);
void bgunTickBoost(void);
void bgunSetSightVisible(u32 bits, bool visible);
Gfx *bgun0f0abcb0(Gfx *gdl);
void bgun0f0abd30(s32 handnum);
s32 bgunGetWeaponNum2(s32 handnum);
s8 bgunFreeFireslotWrapper(s32 fireslot);
s8 bgunFreeFireslot(s32 fireslot);
#endif
-183
View File
@@ -1,183 +0,0 @@
#ifndef _IN_GAME_GAME_097BA0_H
#define _IN_GAME_GAME_097BA0_H
#include <ultra64.h>
#include "data.h"
#include "types.h"
void func0f097ba0(s32 handnum, s32 weaponnum);
s32 weaponGetUnequippedReloadIndex(s32 weaponnum);
void handsTickUnequippedReload(void);
bool func0f097df0(struct inventory_typef *arg0, struct hand *hand);
void func0f097e74(s16 partnum, s32 arg1, struct hand *hand, struct modelfiledata *arg3);
void func0f097f28(struct hand *hand, struct modelfiledata *arg1, struct inventory_typef *arg2);
void func0f098030(struct hand *hand, struct modelfiledata *arg1);
f32 func0f09815c(struct hand *hand);
u32 func0f0981e8(void);
bool func0f098884(struct guncmd *cmd, struct gset *gset);
void func0f0988e0(struct guncmd *cmd, s32 handnum, struct hand *hand);
bool func0f098a44(struct hand *hand, s32 time);
bool handIsAnimBusy(struct hand *hand);
void handResetAnim(struct hand *hand);
void handGetWeaponInfo(struct handweaponinfo *info, s32 handnum);
s32 func0f098ca0(s32 arg0, struct handweaponinfo *info, struct hand *hand);
void func0f098df8(s32 weaponfunc, struct handweaponinfo *info, struct hand *hand, s32 arg3, s32 arg4);
void func0f098f8c(struct handweaponinfo *info, struct hand *hand);
bool func0f099008(s32 handnum);
bool func0f0990b0(struct weaponfunc *basefunc, struct weapon *weapon);
bool func0f099188(struct hand *hand, s32 gunfunc);
s32 handTickIncIdle(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
void func0f099780(struct hand *hand, f32 angle);
s32 handTickIncAutoSwitch(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
bool handIsReloading(struct hand *hand);
s32 handTickIncReload(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
s32 handTickIncChangeFunc(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
s32 func0f09a3f8(struct hand *hand, struct weaponfunc *func);
void func0f09a6f8(struct handweaponinfo *info, s32 handnum, struct hand *hand, struct weaponfunc *func);
bool func0f09aba4(struct hand *hand, struct handweaponinfo *info, s32 handnum, struct weaponfunc_shoot *func);
bool handTickIncAttackingShoot(struct handweaponinfo *info, s32 handnum, struct hand *hand);
bool handTickIncAttackingThrow(s32 handnum, struct hand *hand);
s32 weaponGetMinClipQty(s32 weaponnum, s32 funcnum);
bool handTickIncAttackingClose(s32 handnum, struct hand *hand);
bool handTickIncAttackingSpecial(struct hand *hand);
s32 handTickIncAttackEmpty(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
s32 handTickIncAttack(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
bool handIsReadyToSwitch(s32 handnum);
bool func0f09bec8(s32 handnum);
bool func0f09bf44(s32 handnum);
s32 handTickIncChangeGun(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
s32 handTickIncState2(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
s32 handTickInc(struct handweaponinfo *info, s32 handnum, s32 lvupdate);
bool handSetState(s32 handnum, s32 state);
void handTick(s32 handnum);
void func0f09ce8c(void);
void func0f09ceac(void);
f32 handGetNoiseRadius(s32 handnum);
void currentPlayerDecreaseNoiseRadius(void);
void func0f09d140(s32 hand);
u32 func0f09d550(void);
void func0f09d8dc(f32 breathing, f32 arg1, f32 arg2, f32 arg3, f32 arg4);
bool func0f09dd7c(void);
u32 func0f09ddcc(void);
u8 *func0f09ddec(void);
u32 func0f09ddfc(void);
void func0f09df50(void);
void func0f09df64(s32 weaponnum);
void func0f09df9c(void);
bool func0f09e004(s32 newowner);
u32 func0f09e144(void);
void func0f09e4e0(void);
void func0f09ea90(void);
bool func0f09eae4(void);
s32 func0f09ebbc(void);
void func0f09ebcc(struct defaultobj *obj, struct coord *coord, s16 *rooms, Mtxf *matrix1, f32 *arg4, Mtxf *matrix2, struct prop *prop, struct coord *pos);
void func0f09ed2c(struct defaultobj *obj, struct coord *coord, Mtxf *arg2, f32 *arg3, Mtxf *arg4);
struct defaultobj *func0f09ee18(struct chrdata *chr, struct gset *gset, struct coord *pos, s16 *rooms, Mtxf *arg4, struct coord *arg5);
void handCreateThrownProjectile(s32 handnum, struct gset *gset);
void func0f09f848(s32 handnum);
void func0f09f974(s32 handnum, struct weaponfunc_shootprojectile *func);
void func0f09fa20(s32 handnum);
void handCreateFiredProjectile(s32 handnum);
void func0f0a0394(f32 autoaimx, f32 autoaimy, f32 damp, f32 arg3);
void currentPlayerSwivelGunTowards(f32 screenx, f32 screeny, f32 damp);
void func0f0a0b98(f32 arg0, f32 arg1);
void currentPlayerGetCrossPos(f32 *x, f32 *y);
void func0f0a0c08(struct coord *arg0, struct coord *arg1);
void func0f0a0c44(s32 handnum, struct coord *arg1, struct coord *arg2);
void handCalculateShotSpread(struct coord *arg0, struct coord *arg1, s32 handnum, bool dorandom);
u32 func0f0a0fac(void);
void handSetLastShootInfo(struct coord *pos, struct coord *dir, s32 handnum);
u32 handGetUnk0c30(s32 handnum);
void func0f0a134c(s32 handnum);
void func0f0a1528(void);
void currentPlayerEquipWeapon(s32 weaponnum);
s32 handGetWeaponNum(s32 handnum);
bool func0f0a1a10(s32 weaponnum);
s32 func0f0a1a68(s32 arg0);
void func0f0a1ab0(void);
void func0f0a1b50(void);
void func0f0a1c2c(void);
bool currentPlayerHasAmmoForWeapon(s32 weaponnum);
void currentPlayerAutoSwitchWeapon(void);
void currentPlayerEquipWeaponWrapper(bool arg0, s32 weaponnum);
s32 handIsFiring(s32 handnum);
s32 handGetAttackType(s32 handnum);
char *weaponGetName(s32 weaponnum);
u16 weaponGetNameId(s32 weaponnum);
char *weaponGetShortName(s32 arg0);
void currentPlayerReloadHandIfPossible(s32 handnum);
void handSetAdjustPos(f32 angle);
void handResetSlideInc(s32 handnum);
u32 func0f0a233c(void);
f32 func0f0a2498(f32 arg0, f32 arg1, f32 arg2, f32 arg3);
void func0f0a24f0(struct coord *arg0, s32 handnum);
bool func0f0a27c8(void);
void func0f0a29c8(void);
bool weaponIsMissionCritical(s32 weaponnum);
void currentPlayerLoseGun(struct prop *attacker);
u32 func0f0a2da8(void);
u32 func0f0a2e94(void);
void playerDetonateRemoteMines(s32 playernum);
u32 func0f0a3160(void);
u32 func0f0a3490(void);
u32 func0f0a37b4(void);
u32 func0f0a3aa4(void);
u32 func0f0a3eac(void);
u32 func0f0a4094(void);
u32 func0f0a419c(void);
void func0f0a4334(struct hand *hand);
u32 func0f0a4438(void);
void func0f0a4570(struct hand *hand, s32 handnum, struct weaponfunc_shootprojectile *func);
void func0f0a45d0(struct hand *hand, struct modelfiledata *filedata, bool arg2);
u32 func0f0a46a4(void);
u32 func0f0a4e44(void);
u32 func0f0a5300(void);
void func0f0a5550(s32 handnum);
void handsTickMaulerCharge(void);
void func0f0a6c30(void);
s32 func0f0a70f8(void);
void func0f0a7138(Gfx **gdl);
struct audiohandle **func0f0a7d5c(void);
void gsetPlayPropHitSound(struct gset *gset, struct prop *prop, s32 arg2);
void func0f0a8404(struct coord *pos, s16 *rooms, s32 arg2);
void func0f0a84c8(struct gset *gset, struct coord *arg1, s16 arg2, s16 *arg3);
void handSetTriggerOn(s32 handnum, bool on);
s32 currentPlayerConsiderToggleGunFunction(s32 usedowntime, bool firing, s32 arg2);
void func0f0a8c50(void);
bool currentPlayerIsUsingSecondaryFunction(void);
void handsTick(bool triggeron);
void playersSetPassiveMode(bool enable);
void currentPlayerSetAimType(u32 aimtype);
void handSetAimPos(struct coord *coord);
void handSetHitPos(struct coord *coord);
void func0f0a9494(u32 operation);
void func0f0a94d0(u32 operation, struct coord *pos, struct coord *rot);
void currentPlayerSetGunAmmoVisible(u32 reason, bool enable);
void currentPlayerSetAmmoQuantity(s32 ammotype, s32 quantity);
s32 currentPlayerGetAmmoCountWithCheck(s32 type);
s32 currentPlayerGetAmmoCount(s32 ammotype);
s32 ammotypeGetMaxCapacity(u32 ammotype);
bool ammotypeAllowsUnlimitedAmmo(u32 ammotype);
void currentPlayerGiveUnlimitedAmmo(bool force);
u32 weaponGetAmmoType(u32 weaponnum, u32 func);
s32 currentPlayerGetAmmoQuantityForWeapon(u32 weaponnum, u32 func);
void currentPlayerSetAmmoQtyForWeapon(u32 weaponnum, u32 func, u32 quantity);
s32 weaponGetAmmoCapacity(s32 weaponnum, s32 func);
Gfx *handRenderHudString(Gfx *gdl, char *text, s32 x, bool halign, s32 y, s32 valign, u32 colour);
Gfx *handRenderHudInteger(Gfx *gdl, s32 value, s32 x, bool halign, s32 y, s32 valign, u32 colour);
void abmagReset(struct abmag *abmag);
void func0f0a9da8(struct abmag *abmag, s32 remaining, s32 capacity, s32 height);
Gfx *handRenderHudGauge(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2, struct abmag *abmag, s32 remaining, s32 capacity, u32 vacantcolour, u32 occupiedcolour, bool flip);
Gfx *handRenderHud(Gfx *gdl);
void cboostAdd(s32 arg0);
void cboostSubtract(s32 arg0);
void cboostBoost(void);
void cboostRevert(void);
void speedpillTick(void);
void currentPlayerSetGunSightVisible(u32 bits, bool visible);
Gfx *func0f0abcb0(Gfx *gdl);
void func0f0abd30(s32 handnum);
s32 getCurrentPlayerWeaponIdWrapper(s32 handnum);
s8 freeFireslotWrapper(s32 fireslot);
s8 freeFireslot(s32 fireslot);
#endif
+1 -1
View File
@@ -2979,7 +2979,7 @@ struct inventory_class {
};
struct inventory_typef {
// See related functions: func0f097f28 and func0f097df0
// See related functions: bgun0f097f28 and bgun0f097df0
// unk00 - Some kind of condition field
// 0 = terminator