Set names for more bondgun symbols

This commit is contained in:
Ryan Dwyer
2023-06-04 16:44:37 +10:00
parent f9ba47b8a7
commit 8c22681e35
11 changed files with 252 additions and 204 deletions
+186 -166
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File diff suppressed because it is too large Load Diff
+6 -6
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@@ -8,7 +8,7 @@
#include "data.h"
#include "types.h"
extern u32 var800700ac;
extern u32 g_BgunGunMemBaseSize4Mb2P;
void bgunReset(void)
{
@@ -142,15 +142,15 @@ void bgunReset(void)
};
if (IS4MB() && PLAYERCOUNT() == 2) {
i = ALIGN16(var800700ac);
i = ALIGN16(g_BgunGunMemBaseSize4Mb2P);
} else {
i = ALIGN16(bgunCalculateGunMemCapacity());
}
g_Vars.currentplayer->gunctrl.gunmem = mempAlloc(i, MEMPOOL_STAGE);
g_Vars.currentplayer->gunctrl.handfilenum = 0;
g_Vars.currentplayer->gunctrl.unk15a0 = 0;
g_Vars.currentplayer->gunctrl.unk15a4 = 0;
g_Vars.currentplayer->gunctrl.handmemloadptr = 0;
g_Vars.currentplayer->gunctrl.handmemloadremaining = 0;
g_Vars.currentplayer->gunctrl.masterloadstate = 0;
g_Vars.currentplayer->gunctrl.gunloadstate = 0;
g_Vars.currentplayer->gunctrl.gunmemtype = 0;
@@ -158,9 +158,9 @@ void bgunReset(void)
g_Vars.currentplayer->gunctrl.gunmemowner = GUNMEMOWNER_CHRBODY;
g_Vars.currentplayer->gunctrl.gunlocktimer = 0;
g_Vars.currentplayer->gunctrl.unk1583_06 = true;
g_Vars.currentplayer->gunctrl.loadall = true;
g_Vars.currentplayer->gunctrl.dualwielding = false;
g_Vars.currentplayer->gunctrl.unk1583_04 = false;
g_Vars.currentplayer->gunctrl.throwing = false;
g_Vars.currentplayer->gunctrl.switchtoweaponnum = -1;
g_Vars.currentplayer->gunctrl.fnfader = 0;
+2 -2
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@@ -1160,12 +1160,12 @@ Gfx *lvRender(Gfx *gdl)
}
var80084050++;
} else if (g_Vars.currentplayer->gunctrl.unk1583_06
} else if (g_Vars.currentplayer->gunctrl.loadall
&& var80075d60 == 2
&& g_Vars.currentplayer->cameramode != CAMERAMODE_THIRDPERSON
&& g_Vars.currentplayer->cameramode != CAMERAMODE_EYESPY
&& var8009dfc0 == 0) {
g_Vars.currentplayer->gunctrl.unk1583_06 = bgun0f09eae4();
g_Vars.currentplayer->gunctrl.loadall = bgunLoadAll();
}
if (g_Vars.lockscreen) {
+1 -1
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@@ -1745,7 +1745,7 @@ Gfx *menuRenderModels(Gfx *gdl, struct menu840 *thing, s32 arg2)
}
if (thing->unk004 == NULL) {
if (bgun0f09e004(1)) {
if (bgunChangeGunMem(GUNMEMOWNER_INVMENU)) {
thing->unk004 = bgunGetGunMem();
thing->unk008 = bgunCalculateGunMemCapacity();
} else {
+2 -2
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@@ -147,8 +147,8 @@ void menuTick(void)
if (g_MenuData.nextbg == 0) {
var8009dfc0 = false;
if (g_Vars.currentplayer->gunctrl.gunmemowner) {
g_Vars.currentplayer->gunctrl.unk1583_06 = true;
if (g_Vars.currentplayer->gunctrl.gunmemowner != GUNMEMOWNER_BONDGUN) {
g_Vars.currentplayer->gunctrl.loadall = true;
}
}
+1 -1
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@@ -1344,7 +1344,7 @@ void playerTickChrBody(void)
if (!g_Vars.mplayerisrunning || (IS4MB() && PLAYERCOUNT() == 1)) {
// 1 player
if (g_Vars.currentplayer->gunmem2 == NULL) {
if (!var8009dfc0 && bgun0f09e004(2)) {
if (!var8009dfc0 && bgunChangeGunMem(GUNMEMOWNER_CHRBODY)) {
g_Vars.currentplayer->gunmem2 = bgunGetGunMem();
} else {
if (var8009dfc0);
+1 -1
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@@ -1669,7 +1669,7 @@ void frTick(void)
f32 sp98[3][3];
if (g_FrIsValidWeapon
&& g_Vars.currentplayer->gunctrl.unk1583_04 == 0
&& g_Vars.currentplayer->gunctrl.throwing == false
&& invHasSingleWeaponIncAllGuns(frGetWeaponBySlot(g_FrData.slot))) {
bgunEquipWeapon(frGetWeaponBySlot(g_FrData.slot));
}
+38 -10
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@@ -1263,16 +1263,16 @@
#define HANDATTACKTYPE_MELEENOUNCLOAK 10
#define HANDATTACKTYPE_UPLINK 12
#define HANDMODE_NONE 0
#define HANDMODE_1 1
#define HANDMODE_2 2
#define HANDMODE_6 6
#define HANDMODE_7 7
#define HANDMODE_8 8
#define HANDMODE_RELOAD 9
#define HANDMODE_11 11
#define HANDMODE_12 12
#define HANDMODE_13 13
#define HANDMODE_NONE 0
#define HANDMODE_ATTACK 1
#define HANDMODE_2 2
#define HANDMODE_6 6
#define HANDMODE_7 7
#define HANDMODE_EQUIP 8
#define HANDMODE_RELOAD 9
#define HANDMODE_11 11
#define HANDMODE_12 12
#define HANDMODE_13 13
#define HANDSTATE_IDLE 0
#define HANDSTATE_RELOAD 1
@@ -1290,6 +1290,34 @@
#define HANDSTATEFLAG_00000040 0x00000040
#define HANDSTATEFLAG_00000080 0x00000080
#define HANDSTATEMINOR_ATTACK_MELEE_0 0
#define HANDSTATEMINOR_ATTACK_MELEE_1 1
#define HANDSTATEMINOR_ATTACK_MELEE_2 2
#define HANDSTATEMINOR_ATTACK_MELEE_3 3
#define HANDSTATEMINOR_ATTACK_SHOOT_0 0
#define HANDSTATEMINOR_ATTACK_SHOOT_1 1
#define HANDSTATEMINOR_ATTACK_SHOOT_2 2
#define HANDSTATEMINOR_ATTACK_SPECIAL_START 0
#define HANDSTATEMINOR_ATTACK_SPECIAL_EXECUTE 1
#define HANDSTATEMINOR_ATTACK_SPECIAL_RECOVER 2
#define HANDSTATEMINOR_ATTACK_THROW_0 0
#define HANDSTATEMINOR_ATTACK_THROW_1 1
#define HANDSTATEMINOR_ATTACK_THROW_2 2
#define HANDSTATEMINOR_ATTACK_THROW_GRENADEWAIT 55
#define HANDSTATEMINOR_AUTOSWITCH_UNEQUIP 0
#define HANDSTATEMINOR_AUTOSWITCH_DELETE 1
#define HANDSTATEMINOR_AUTOSWITCH_2 2
#define HANDSTATEMINOR_CHANGEGUN_UNEQUIP 0
#define HANDSTATEMINOR_CHANGEGUN_LOWER 1
#define HANDSTATEMINOR_CHANGEGUN_LOAD 2
#define HANDSTATEMINOR_CHANGEGUN_RAISE 3
#define HANDSTATEMINOR_CHANGEGUN_EQUIP 4
#define HANDSTATEMINOR_RELOAD_MAIN 0
#define HANDSTATEMINOR_RELOAD_LOWER 1
#define HANDSTATEMINOR_RELOAD_SOUND 2
#define HANDSTATEMINOR_RELOAD_RAISE 3
#define HANDSTATEMINOR_RELOAD_WAIT 9
#define HANGARBIO_INSTITUTE 0
#define HANGARBIO_DDTOWER 1
#define HANGARBIO_LABBASEMENT 2
+1 -1
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@@ -238,7 +238,7 @@ extern u16 var8006ae90[];
extern u16 var8006af0c[];
extern u16 var8006af8c[];
extern struct weapon *g_Weapons[];
extern u32 var800700ac;
extern u32 g_BgunGunMemBaseSize4Mb2P;
extern bool g_CasingsActive;
extern s32 g_MaxModels;
extern s32 g_MaxAnims;
+5 -5
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@@ -30,7 +30,7 @@ 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);
void bgunSetArmPitch(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);
@@ -60,18 +60,18 @@ void bgunDecreaseNoiseRadius(void);
void bgunCalculateBlend(s32 hand);
void bgunUpdateBlend(struct hand *hand, s32 handnum);
void bgun0f09d8dc(f32 breathing, f32 arg1, f32 arg2, f32 arg3, f32 arg4);
bool bgun0f09dd7c(void);
bool bgunIsLoaded(void);
u32 bgunGetGunMemType(void);
u8 *bgunGetGunMem(void);
u32 bgunCalculateGunMemCapacity(void);
void bgunFreeGunMem(void);
void bgunSetGunMemWeapon(s32 weaponnum);
void bgun0f09df9c(void);
bool bgun0f09e004(s32 newowner);
void bgunEnterFlux(void);
bool bgunChangeGunMem(s32 newowner);
void bgunTickGunLoad(void);
void bgunTickMasterLoad(void);
void bgunTickLoad(void);
bool bgun0f09eae4(void);
bool bgunLoadAll(void);
struct modeldef *bgunGetCartModeldef(void);
void bgun0f09ebcc(struct defaultobj *obj, struct coord *coord, s16 *rooms, Mtxf *matrix1, struct coord *velocity, Mtxf *matrix2, struct prop *prop, struct coord *pos);
void bgun0f09ed2c(struct defaultobj *obj, struct coord *coord, Mtxf *arg2, struct coord *velocity, Mtxf *arg4);
+9 -9
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@@ -2221,7 +2221,7 @@ struct hand {
/*0x0cc4*/ s32 animmode;
/*0x0cc8*/ u8 unk0cc8_01 : 1;
/*0x0cc8*/ u8 unk0cc8_02 : 1;
/*0x0cc8*/ u8 unk0cc8_03 : 1;
/*0x0cc8*/ u8 incrementalreloading : 1;
/*0x0cc8*/ u8 unk0cc8_04 : 3;
/*0x0cc8*/ u8 unk0cc8_07 : 1;
/*0x0cc8*/ u8 unk0cc8_08 : 1;
@@ -2298,12 +2298,12 @@ struct gunctrl {
/*0x1581*/ s8 prevweaponnum; // previously drawn weapon, switched to when throwing Dragon/Laptop or when ammo depleted
/*0x1582*/ s8 switchtoweaponnum; // weaponnum to change to
/*0x1583*/ u8 dualwielding : 1;
/*0x1583*/ u8 unk1583_01 : 1;
/*0x1583*/ u8 prevwasdualwielding : 1;
/*0x1583*/ u8 invertgunfunc : 1;
/*0x1583*/ u8 gangsta : 1;
/*0x1583*/ u8 unk1583_04 : 1;
/*0x1583*/ u8 throwing : 1;
/*0x1583*/ u8 wantammo : 1;
/*0x1583*/ u8 unk1583_06 : 1;
/*0x1583*/ u8 loadall : 1;
/*0x1583*/ u8 passivemode : 1;
/*0x1584*/ s32 gunmemnew; // a weapon number, -1 when not changing guns
/*0x1588*/ s32 gunmemtype; // also a weapon number
@@ -2312,17 +2312,17 @@ struct gunctrl {
/*0x1594*/ struct modeldef *handmodeldef;
/*0x1598*/ struct modeldef *cartmodeldef;
/*0x159c*/ u16 handfilenum;
/*0x15a0*/ u8 *unk15a0;
/*0x15a4*/ s32 unk15a4;
/*0x15a8*/ u8 *unk15a8;
/*0x15ac*/ u32 unk15ac;
/*0x15a0*/ u8 *handmemloadptr;
/*0x15a4*/ s32 handmemloadremaining;
/*0x15a8*/ u8 *memloadptr;
/*0x15ac*/ u32 memloadremaining;
/*0x15b0*/ u8 masterloadstate;
/*0x15b1*/ u8 gunloadstate;
/*0x15b2*/ u16 loadfilenum;
/*0x15b4*/ struct modeldef **loadtomodeldef;
/*0x15b8*/ u32 *loadmemptr;
/*0x15bc*/ u32 *loadmemremaining;
/*0x15c0*/ struct texpool unk15c0;
/*0x15c0*/ struct texpool texpool;
/*0x15d0*/ u32 nexttexturetoload;
/*0x15d4*/ struct fileinfo fileinfo;
/*0x15dc*/ struct abmag abmag;