mirror of
https://gitlab.com/ryandwyer/perfect-dark
synced 2026-08-15 04:33:03 -04:00
Decompile objHit
This commit is contained in:
+20
-20
@@ -2135,8 +2135,8 @@
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#define MODELPART_CALLISTO_0028 0x0028 // toggle
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#define MODELPART_CALLISTO_0032 0x0032 // position
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#define MODELPART_CALLISTO_0037 0x0037 // position
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#define MODELPART_CCTV_LENS 0x0000 // position
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#define MODELPART_CCTV_0001 0x0001 // dl
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#define MODELPART_CCTV_CASING 0x0000 // position
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#define MODELPART_CCTV_LENS 0x0001 // dl
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#define MODELPART_CCTV_0002 0x0002 // bbox
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#define MODELPART_CCTV_0003 0x0003 // toggle
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#define MODELPART_CHOPPER_0000 0x0000 // position
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@@ -2944,7 +2944,7 @@
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#define OBJFLAG_COLLECTABLE 0x00040000
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#define OBJFLAG_THROWNLAPTOP 0x00080000
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#define OBJFLAG_UNCOLLECTABLE 0x00100000
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#define OBJFLAG_REACTIFSHOT 0x00200000 // Bounce or explode
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#define OBJFLAG_BOUNCEIFSHOT 0x00200000 // Bounce or explode
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#define OBJFLAG_00400000 0x00400000 // Not used in scripts
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#define OBJFLAG_00800000 0x00800000 // Not used in scripts
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#define OBJFLAG_01000000 0x01000000 // Editor: "Embedded Object"
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@@ -2976,7 +2976,7 @@
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#define OBJFLAG_DOOR_TWOWAY 0x80000000 // Door swings in both directions
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// obj->flags2
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#define OBJFLAG2_00000001 0x00000001 // Used only in CI Training
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#define OBJFLAG2_IMMUNETOANTI 0x00000001 // Counter-op cannot damage this object
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#define OBJFLAG2_00000002 0x00000002 // Ruins spikes
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#define OBJFLAG2_SKIPDOORLOCKEDMSG 0x00000004
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#define OBJFLAG2_00000008 0x00000008 // Editor: "Don't load in Multiplayer"
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@@ -3659,22 +3659,22 @@
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#define SOUNDMODE_HEADPHONE 2
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#define SOUNDMODE_SURROUND 3
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#define SPARKTYPE_00 0x00
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#define SPARKTYPE_01 0x01
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#define SPARKTYPE_02 0x02
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#define SPARKTYPE_03 0x03
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#define SPARKTYPE_04 0x04
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#define SPARKTYPE_09 0x09
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#define SPARKTYPE_0A 0x0a
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#define SPARKTYPE_0C 0x0c
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#define SPARKTYPE_0B 0x0b
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#define SPARKTYPE_0D 0x0d
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#define SPARKTYPE_0F 0x0f
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#define SPARKTYPE_16 0x16
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#define SPARKTYPE_17 0x17
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#define SPARKTYPE_18 0x18
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#define SPARKTYPE_19 0x19
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#define SPARKTYPE_1A 0x1a
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#define SPARKTYPE_00 0x00
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#define SPARKTYPE_01 0x01
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#define SPARKTYPE_02 0x02
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#define SPARKTYPE_03 0x03
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#define SPARKTYPE_04 0x04
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#define SPARKTYPE_09 0x09
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#define SPARKTYPE_0A 0x0a
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#define SPARKTYPE_0C 0x0c
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#define SPARKTYPE_0B 0x0b
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#define SPARKTYPE_0D 0x0d
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#define SPARKTYPE_0F 0x0f
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#define SPARKTYPE_16 0x16
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#define SPARKTYPE_17 0x17
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#define SPARKTYPE_18 0x18
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#define SPARKTYPE_PAINT 0x19
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#define SPARKTYPE_1A 0x1a
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#define SPAWNFLAG_FORCESUNGLASSES 0x00000001 // 100% chance of wearing sunglasses if head model supports it
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#define SPAWNFLAG_MAYBESUNGLASSES 0x00000002 // 50% chance of wearing sunglasses if head model supports it
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+2
-2
@@ -220,10 +220,10 @@ extern struct blockedpathobj *g_BlockedPaths;
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extern struct prop *g_EmbedProp;
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extern s32 g_EmbedHitPart;
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extern f32 g_CameraWaitMultiplier;
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extern f32 var8006994c;
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extern f32 g_CctvDamageMultiplier;
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extern f32 var80069950;
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extern f32 var80069954;
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extern f32 var80069958;
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extern f32 g_AutogunDamageMultiplier;
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extern f32 g_AmmoMultiplier;
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extern struct padeffectobj *g_PadEffects;
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extern s32 g_LastPadEffectIndex;
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@@ -142,7 +142,7 @@ s32 bgunAllocateFireslot(void);
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void bgunRender(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 bgunPlayGlassHitSound(struct coord *pos, s16 *rooms, s32 arg2);
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void bgunPlayGlassHitSound(struct coord *pos, s16 *rooms, s32 texturenum);
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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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@@ -9,10 +9,10 @@ extern u32 var800698f4;
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extern struct prop *g_EmbedProp;
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extern s32 g_EmbedHitPart;
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extern f32 g_CameraWaitMultiplier;
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extern f32 var8006994c;
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extern f32 g_CctvDamageMultiplier;
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extern f32 var80069950;
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extern f32 var80069954;
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extern f32 var80069958;
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extern f32 g_AutogunDamageMultiplier;
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extern struct beam *g_ThrownLaptopBeams;
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void alarmActivate(void);
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@@ -227,7 +227,7 @@ bool func0f0849dc(struct model *model, struct modelnode *nodearg, struct coord *
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u32 add43214321(u32 value);
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void glassDestroy(struct defaultobj *obj);
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void doorDestroyGlass(struct doorobj *door);
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void func0f084f64(struct defaultobj *obj);
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void cctvHandleLensShot(struct defaultobj *obj);
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void func0f085050(struct prop *prop, f32 damage, struct coord *pos, s32 arg3, s32 playernum);
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bool func0f085194(struct defaultobj *obj);
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bool objIsMortal(struct defaultobj *obj);
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+2
-2
@@ -1625,7 +1625,7 @@ struct doorobj { // objtype 0x01
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/*0x7c*/ f32 frac; // 0 = closed, maxfrac = fully open
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/*0x80*/ f32 fracspeed;
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/*0x84*/ s8 mode;
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/*0x85*/ u8 glasshits;
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/*0x85*/ s8 glasshits;
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/*0x86*/ s16 fadealpha;
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/*0x88*/ s16 xludist;
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/*0x8a*/ s16 opadist;
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@@ -6390,7 +6390,7 @@ struct hit {
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/*0x08*/ s32 hitpart;
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/*0x0c*/ struct modelnode *node;
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/*0x10*/ struct hitthing hitthing;
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/*0x40*/ u32 unk40;
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/*0x40*/ s32 mtxindex;
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/*0x44*/ struct modelnode *unk44;
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/*0x48*/ struct model *model;
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/*0x4c*/ s8 unk4c;
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