mirror of
https://gitlab.com/ryandwyer/perfect-dark
synced 2026-08-17 21:03:21 -04:00
Rename entry.c to boot.c, controller.c to joy.c, core.c to lv.c, texture.c to texdecompress.c, room.c to bg.c, lib_0e9d0.c to snd.c and associated functions
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@@ -1,5 +1,5 @@
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#ifndef IN_GAME_ROOM_H
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#define IN_GAME_ROOM_H
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#ifndef IN_GAME_BG_H
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#define IN_GAME_BG_H
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#include <ultra64.h>
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#include "data.h"
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#include "types.h"
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@@ -1,41 +0,0 @@
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#ifndef _IN_GAME_CORE_H
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#define _IN_GAME_CORE_H
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#include <ultra64.h>
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#include "data.h"
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#include "types.h"
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u32 getVar80084040(void);
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void func0f167af8(void);
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void coreStopAllMiscSfx(void);
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s32 coreGetMiscSfxIndex(u32 arg0);
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void coreSetMiscSfxState(u32 type, bool play);
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void coreUpdateMiscSfx(void);
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void coreLoadStage(s32 stagenum);
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Gfx *coreRenderFade(Gfx *gdl);
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void coreCancelFade(void);
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bool coreCheckCmpFollowThreat(struct threat *threat, s32 index);
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void coreFindThreatsForProp(struct prop *prop, bool inchild, struct coord *playerpos, s32 *activeslots, f32 *param_5);
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void func0f168f24(struct prop *prop, bool inchild, struct coord *playerpos, s32 *activeslots, f32 *distances);
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void coreFindThreats(void);
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Gfx *coreRender(Gfx *gdl);
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void coreUpdateSoloHandicaps(void);
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s32 sub54321(s32 value);
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void coreUpdateCutsceneTime(void);
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s32 coreGetSlowMotionType(void);
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void coreTick(void);
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void coreRecordDistanceMoved(void);
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void coreCheckPauseStateChanged(void);
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void coreSetPaused(bool paused);
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void coreConfigureFade(u32 color, s16 num_frames);
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bool coreIsFadeActive(void);
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void coreUnloadStage(void);
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bool coreIsPaused(void);
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s32 coreGetDifficulty(void);
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void coreSetDifficulty(s32 difficulty);
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void coreSetMpTimeLimit60(u32 limit);
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void coreSetMpScoreLimit(u32 limit);
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void coreSetMpTeamScoreLimit(u32 limit);
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f32 coreGetStageTimeInSeconds(void);
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s32 coreGetStageTime60(void);
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#endif
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@@ -0,0 +1,41 @@
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#ifndef _IN_GAME_LV_H
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#define _IN_GAME_LV_H
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#include <ultra64.h>
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#include "data.h"
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#include "types.h"
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u32 getVar80084040(void);
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void lv0f167af8(void);
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void lvStopAllMiscSfx(void);
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s32 lvGetMiscSfxIndex(u32 arg0);
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void lvSetMiscSfxState(u32 type, bool play);
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void lvUpdateMiscSfx(void);
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void lvInit(s32 stagenum);
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Gfx *lvRenderFade(Gfx *gdl);
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void lvCancelFade(void);
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bool lvCheckCmpFollowThreat(struct threat *threat, s32 index);
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void lvFindThreatsForProp(struct prop *prop, bool inchild, struct coord *playerpos, s32 *activeslots, f32 *param_5);
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void func0f168f24(struct prop *prop, bool inchild, struct coord *playerpos, s32 *activeslots, f32 *distances);
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void lvFindThreats(void);
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Gfx *lvRender(Gfx *gdl);
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void lvUpdateSoloHandicaps(void);
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s32 sub54321(s32 value);
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void lvUpdateCutsceneTime(void);
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s32 lvGetSlowMotionType(void);
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void lvTick(void);
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void lvRecordDistanceMoved(void);
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void lvCheckPauseStateChanged(void);
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void lvSetPaused(bool paused);
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void lvConfigureFade(u32 color, s16 num_frames);
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bool lvIsFadeActive(void);
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void lvReset(void);
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bool lvIsPaused(void);
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s32 lvGetDifficulty(void);
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void lvSetDifficulty(s32 difficulty);
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void lvSetMpTimeLimit60(u32 limit);
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void lvSetMpScoreLimit(u32 limit);
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void lvSetMpTeamScoreLimit(u32 limit);
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f32 lvGetStageTimeInSeconds(void);
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s32 lvGetStageTime60(void);
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#endif
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@@ -1,5 +1,5 @@
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#ifndef IN_GAME_TEXTURE_H
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#define IN_GAME_TEXTURE_H
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#ifndef IN_GAME_TEXDECOMPRESS_H
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#define IN_GAME_TEXDECOMPRESS_H
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#include <ultra64.h>
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#include "data.h"
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#include "types.h"
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