Decompile objHit

This commit is contained in:
Ryan Dwyer
2022-04-22 23:17:59 +10:00
parent a574c3431d
commit 9a396e4e1d
35 changed files with 788 additions and 1998 deletions
+20 -20
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@@ -2135,8 +2135,8 @@
#define MODELPART_CALLISTO_0028 0x0028 // toggle
#define MODELPART_CALLISTO_0032 0x0032 // position
#define MODELPART_CALLISTO_0037 0x0037 // position
#define MODELPART_CCTV_LENS 0x0000 // position
#define MODELPART_CCTV_0001 0x0001 // dl
#define MODELPART_CCTV_CASING 0x0000 // position
#define MODELPART_CCTV_LENS 0x0001 // dl
#define MODELPART_CCTV_0002 0x0002 // bbox
#define MODELPART_CCTV_0003 0x0003 // toggle
#define MODELPART_CHOPPER_0000 0x0000 // position
@@ -2944,7 +2944,7 @@
#define OBJFLAG_COLLECTABLE 0x00040000
#define OBJFLAG_THROWNLAPTOP 0x00080000
#define OBJFLAG_UNCOLLECTABLE 0x00100000
#define OBJFLAG_REACTIFSHOT 0x00200000 // Bounce or explode
#define OBJFLAG_BOUNCEIFSHOT 0x00200000 // Bounce or explode
#define OBJFLAG_00400000 0x00400000 // Not used in scripts
#define OBJFLAG_00800000 0x00800000 // Not used in scripts
#define OBJFLAG_01000000 0x01000000 // Editor: "Embedded Object"
@@ -2976,7 +2976,7 @@
#define OBJFLAG_DOOR_TWOWAY 0x80000000 // Door swings in both directions
// obj->flags2
#define OBJFLAG2_00000001 0x00000001 // Used only in CI Training
#define OBJFLAG2_IMMUNETOANTI 0x00000001 // Counter-op cannot damage this object
#define OBJFLAG2_00000002 0x00000002 // Ruins spikes
#define OBJFLAG2_SKIPDOORLOCKEDMSG 0x00000004
#define OBJFLAG2_00000008 0x00000008 // Editor: "Don't load in Multiplayer"
@@ -3659,22 +3659,22 @@
#define SOUNDMODE_HEADPHONE 2
#define SOUNDMODE_SURROUND 3
#define SPARKTYPE_00 0x00
#define SPARKTYPE_01 0x01
#define SPARKTYPE_02 0x02
#define SPARKTYPE_03 0x03
#define SPARKTYPE_04 0x04
#define SPARKTYPE_09 0x09
#define SPARKTYPE_0A 0x0a
#define SPARKTYPE_0C 0x0c
#define SPARKTYPE_0B 0x0b
#define SPARKTYPE_0D 0x0d
#define SPARKTYPE_0F 0x0f
#define SPARKTYPE_16 0x16
#define SPARKTYPE_17 0x17
#define SPARKTYPE_18 0x18
#define SPARKTYPE_19 0x19
#define SPARKTYPE_1A 0x1a
#define SPARKTYPE_00 0x00
#define SPARKTYPE_01 0x01
#define SPARKTYPE_02 0x02
#define SPARKTYPE_03 0x03
#define SPARKTYPE_04 0x04
#define SPARKTYPE_09 0x09
#define SPARKTYPE_0A 0x0a
#define SPARKTYPE_0C 0x0c
#define SPARKTYPE_0B 0x0b
#define SPARKTYPE_0D 0x0d
#define SPARKTYPE_0F 0x0f
#define SPARKTYPE_16 0x16
#define SPARKTYPE_17 0x17
#define SPARKTYPE_18 0x18
#define SPARKTYPE_PAINT 0x19
#define SPARKTYPE_1A 0x1a
#define SPAWNFLAG_FORCESUNGLASSES 0x00000001 // 100% chance of wearing sunglasses if head model supports it
#define SPAWNFLAG_MAYBESUNGLASSES 0x00000002 // 50% chance of wearing sunglasses if head model supports it
+2 -2
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@@ -220,10 +220,10 @@ extern struct blockedpathobj *g_BlockedPaths;
extern struct prop *g_EmbedProp;
extern s32 g_EmbedHitPart;
extern f32 g_CameraWaitMultiplier;
extern f32 var8006994c;
extern f32 g_CctvDamageMultiplier;
extern f32 var80069950;
extern f32 var80069954;
extern f32 var80069958;
extern f32 g_AutogunDamageMultiplier;
extern f32 g_AmmoMultiplier;
extern struct padeffectobj *g_PadEffects;
extern s32 g_LastPadEffectIndex;
+1 -1
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@@ -142,7 +142,7 @@ s32 bgunAllocateFireslot(void);
void bgunRender(Gfx **gdl);
struct sndstate **bgunAllocateAudioHandle(void);
void bgunPlayPropHitSound(struct gset *gset, struct prop *prop, s32 texturenum);
void bgunPlayGlassHitSound(struct coord *pos, s16 *rooms, s32 arg2);
void bgunPlayGlassHitSound(struct coord *pos, s16 *rooms, s32 texturenum);
void bgunPlayBgHitSound(struct gset *gset, struct coord *arg1, s32 texturenum, s16 *arg3);
void bgunSetTriggerOn(s32 handnum, bool on);
s32 bgunConsiderToggleGunFunction(s32 usedowntime, bool firing, s32 arg2);
+3 -3
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@@ -9,10 +9,10 @@ extern u32 var800698f4;
extern struct prop *g_EmbedProp;
extern s32 g_EmbedHitPart;
extern f32 g_CameraWaitMultiplier;
extern f32 var8006994c;
extern f32 g_CctvDamageMultiplier;
extern f32 var80069950;
extern f32 var80069954;
extern f32 var80069958;
extern f32 g_AutogunDamageMultiplier;
extern struct beam *g_ThrownLaptopBeams;
void alarmActivate(void);
@@ -227,7 +227,7 @@ bool func0f0849dc(struct model *model, struct modelnode *nodearg, struct coord *
u32 add43214321(u32 value);
void glassDestroy(struct defaultobj *obj);
void doorDestroyGlass(struct doorobj *door);
void func0f084f64(struct defaultobj *obj);
void cctvHandleLensShot(struct defaultobj *obj);
void func0f085050(struct prop *prop, f32 damage, struct coord *pos, s32 arg3, s32 playernum);
bool func0f085194(struct defaultobj *obj);
bool objIsMortal(struct defaultobj *obj);
+2 -2
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@@ -1625,7 +1625,7 @@ struct doorobj { // objtype 0x01
/*0x7c*/ f32 frac; // 0 = closed, maxfrac = fully open
/*0x80*/ f32 fracspeed;
/*0x84*/ s8 mode;
/*0x85*/ u8 glasshits;
/*0x85*/ s8 glasshits;
/*0x86*/ s16 fadealpha;
/*0x88*/ s16 xludist;
/*0x8a*/ s16 opadist;
@@ -6390,7 +6390,7 @@ struct hit {
/*0x08*/ s32 hitpart;
/*0x0c*/ struct modelnode *node;
/*0x10*/ struct hitthing hitthing;
/*0x40*/ u32 unk40;
/*0x40*/ s32 mtxindex;
/*0x44*/ struct modelnode *unk44;
/*0x48*/ struct model *model;
/*0x4c*/ s8 unk4c;