Decompile handInflictCloseRangeDamage

This commit is contained in:
Ryan Dwyer
2021-01-08 22:41:31 +10:00
parent 86158674c7
commit 7f70bf9d89
15 changed files with 197 additions and 396 deletions
+1 -1
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@@ -50,7 +50,7 @@ void chrSetShield(struct chrdata *chr, f32 shield);
u32 func0f034080(void);
void func0f034124(struct chrdata *chr, f32 arg1, struct coord *coord, u8 *arg3, struct prop *prop);
u32 func0f03417c(void);
void func0f0341dc(struct chrdata *chr, f32 arg1, struct coord *coord, u8 *arg3, struct prop *prop, u32 arg5, struct prop *prop2, s32 arg7, s32 arg8, s32 arg9, u32 arg10);
void func0f0341dc(struct chrdata *chr, f32 arg1, struct coord *coord, struct hand *hand, struct prop *prop, u32 arg5, struct prop *prop2, s32 arg7, s32 arg8, s32 arg9, u32 arg10);
void func0f034330(struct chrdata *chr, f32 arg1, struct coord *vector, u8 *arg3, struct prop *prop, s32 arg5);
u32 func0f034410(void);
u32 func0f034480(void);
+1 -1
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@@ -23,7 +23,7 @@ void func0f060db8(s32 handnum, bool arg1, struct coord *arg2, struct coord *arg3
struct prop *func0f061d54(s32 handnum, u32 arg1, u32 arg2);
void handCreateBulletRaycast(s32 handnum, bool arg1, bool arg2, s32 arg3, bool arg4);
u32 func0f061fa8(void);
void handInflictCloseRangeDamage(s32 handnum, u8 *weaponnum, bool arg2);
void handInflictCloseRangeDamage(s32 handnum, struct hand *hand, bool arg2);
void handTickAttack(s32 handnum);
void handsTickAttack(void);
void func0f062b64(struct prop *prop, s32 arg1);
+3 -3
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@@ -71,7 +71,7 @@ u32 func0f09ebbc(void);
void func0f09ebcc(struct defaultobj *obj, struct coord *coord, s16 *rooms, Mtxf *matrix1, f32 *arg4, Mtxf *matrix2, struct prop *prop, struct coord *pos);
u32 func0f09ed2c(void);
void func0f09ee18(struct chrdata *chr, u8 *arg1, struct coord *pos, s16 *rooms, Mtxf *arg4, struct coord *arg5);
void handCreateThrownProjectile(s32 handnum, u8 *weaponnum);
void handCreateThrownProjectile(s32 handnum, struct hand *hand);
u32 func0f09f848(void);
u32 func0f09f974(void);
u32 func0f09fa20(void);
@@ -136,8 +136,8 @@ u32 func0f0a6c30(void);
u32 func0f0a70f8(void);
void func0f0a7138(Gfx **gdl);
u32 func0f0a7d5c(void);
void func0f0a7d98(u8 *arg0, struct prop *prop, s32 arg2);
u32 func0f0a8404(void);
void func0f0a7d98(struct hand *hand, struct prop *prop, s32 arg2);
void func0f0a8404(struct coord *pos, s16 *rooms, s32 arg2);
u32 func0f0a84c8(void);
void handSetFiring(s32 hand, bool firing);
s32 currentPlayerConsiderToggleGunFunction(s32 usedowntime, bool firing, s32 arg2);
+4 -4
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@@ -3,8 +3,8 @@
#include <ultra64.h>
#include "types.h"
void func0f0b0420(u8 *weaponnum, s32 index);
void func0f0b046c(u8 *weaponnum, s32 index);
void func0f0b0420(struct hand *hand, s32 index);
void func0f0b046c(struct hand *hand, s32 index);
void func0f0b0520(void);
s32 currentPlayerGetShotCount(u32 type);
void incrementKillCount(void);
@@ -37,11 +37,11 @@ s32 currentPlayerGetDeviceState(s32 weaponnum);
void currentPlayerSetDeviceActive(s32 weaponum, bool active);
u16 weaponGetModelNum(s32 weaponnum);
u16 weaponGetModelNum2(s32 weaponnum);
void func0f0b1af0(s32 handnum, u8 *weaponnum);
void func0f0b1af0(s32 handnum, struct hand *hand);
struct inventory_ammo *handGetAmmoDefinition(struct hand *hand);
u8 handGetSingleUnk3c(struct hand *hand);
f32 handGetSingleUnk34(struct hand *hand);
f32 func0f0b1d28(u8 *weaponnum);
f32 func0f0b1d28(struct hand *hand);
u8 handGetSingleUnk38(struct hand *hand);
u16 handGetSingleShootSound(struct hand *hand);
bool handHasFunctionFlags(struct hand *hand, u32 flags);
+2 -2
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@@ -57,7 +57,7 @@ bool func0f0675c8(struct coord *coord, f32 arg1, void *arg2, void *arg3);
u32 func0f0677ac(void);
u32 func0f0678f8(void);
bool func0f06797c(struct coord *coord, f32 arg1, s32 padnum);
u32 func0f0679ac(void);
bool func0f0679ac(struct model *model, f32 *distance, f32 *arg2, f32 *arg3, f32 *arg4);
u32 func0f067bc4(void);
u32 func0f067d88(void);
bool func0f067dc4(struct model *model, f32 *arg1, f32 *arg2, f32 *arg3, f32 *arg4);
@@ -232,7 +232,7 @@ u32 func0f084f64(void);
u32 func0f085050(void);
bool func0f085194(struct defaultobj *obj);
u32 func0f0851ec(void);
u32 func0f085270(void);
void func0f085270(struct defaultobj *obj, f32 arg1, struct coord *pos, s32 weaponnum, s32 playernum);
void func0f0852ac(struct defaultobj *obj, f32 damage, struct coord *pos, s32 arg3, s32 arg4);
u32 func0f0859a0(void);
u32 func0f085e00(void);
+1 -1
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@@ -90,7 +90,7 @@ u32 func000216cc(void);
u32 func0002170c(void);
void modelRender(struct modelrenderdata *renderdata, struct model *model);
u32 func000220fc(void);
u32 func000225d4(void);
s32 func000225d4(struct model *model, struct coord *arg1, struct coord *arg2, u32 *arg3);
u32 func000227a4(void);
void func00022a24(void *arg0, u32 arg1, void *arg2);
u32 func00022b68(void);
+5 -1
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@@ -1700,6 +1700,10 @@ struct bullettail {
};
// Weapon data per hand
// @TODO: The first 4 bytes are suspected to be a separate struct because there
// are places where 4 bytes are allocated on the stack then passed to functions
// which currently expect hand pointers. However this also means changing the
// weaponobj struct so it also uses this struct.
struct hand {
/*0x0638*/ u8 weaponnum;
/*0x0639*/ u8 unk0639;
@@ -2957,7 +2961,7 @@ struct weaponfunc_throw {
struct weaponfunc_close {
struct weaponfunc base;
/*0x14*/ u32 unk14;
/*0x18*/ u32 unk18;
/*0x18*/ f32 range;
/*0x1c*/ u32 unk1c;
/*0x20*/ u32 unk20;
/*0x24*/ u32 unk24;