Rename inventory files and functions

This commit is contained in:
Ryan Dwyer
2021-01-02 19:11:36 +10:00
parent 1a98fcbc01
commit ae3cf01dd2
43 changed files with 467 additions and 467 deletions
-9
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@@ -1,9 +0,0 @@
#ifndef IN_GAME_GAME_012450_H
#define IN_GAME_GAME_012450_H
#include <ultra64.h>
#include "types.h"
void currentPlayerInitGunsHeld(void);
void func0f012530(s32 arg0);
#endif
+1 -1
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@@ -89,7 +89,7 @@ u32 func0f0a1318(void);
u32 func0f0a134c(void);
u32 func0f0a1528(void);
void currentPlayerEquipWeapon(s32 weaponnum);
s32 getCurrentPlayerWeaponId(s32 handnum);
s32 handGetWeaponNum(s32 handnum);
bool func0f0a1a10(s32 weaponnum);
s32 func0f0a1a68(s32 arg0);
void func0f0a1ab0(void);
-51
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@@ -1,51 +0,0 @@
#ifndef IN_GAME_GAME_111600_H
#define IN_GAME_GAME_111600_H
#include <ultra64.h>
#include "types.h"
void currentPlayerClearInventory(void);
void currentPlayerSortInvItem(struct invitem *item);
void currentPlayerInsertInvItem(struct invitem *item);
void currentPlayerRemoveInvItem(struct invitem *item);
struct invitem *currentPlayerGetUnusedInvItem(void);
void currentPlayerSetAllGuns(bool enable);
struct invitem *currentPlayerGetWeaponInvItem(s32 weaponnum);
bool currentPlayerHasWeapon(s32 weaponnum);
struct invitem *func0f111a4c(s32 weapon1, s32 weapon2);
bool func0f111ab0(s32 weapon1, s32 weapon2);
bool func0f111ad4(s32 weaponnum);
s32 func0f111b88(s32 arg0);
s32 currentStageForbidsSlayer(void);
bool currentPlayerCanHaveAllGunsWeapon(s32 weaponnum);
bool currentPlayerCanHaveWeapon(s32 weaponnum);
bool func0f111cf8(s32 weapon1, s32 weapon2);
bool currentPlayerGiveWeapon(s32 weaponnum);
bool currentPlayerGiveWeaponWithArgument(s32 weapon1, s32 weapon2);
void currentPlayerRemoveWeapon(s32 weaponnum);
bool currentPlayerGiveProp(struct prop *prop);
void currentPlayerRemoveProp(struct prop *prop);
u32 func0f1120f0(struct prop *prop);
u32 func0f1122ec(void);
u32 func0f11253c(void);
bool currentPlayerHasKeyFlags(u32 wantkeyflags);
bool currentPlayerHasBriefcase(void);
bool currentPlayerHasDataUplink(void);
bool currentPlayerHasProp(struct prop *prop);
s32 currentPlayerGetNumInvItems(void);
struct invitem *currentPlayerGetInvItemByIndex(s32 index);
struct textoverride *objGetTextOverride(struct defaultobj *obj);
struct textoverride *weaponGetTextOverride(s32 weaponnum);
s32 currentPlayerGetWeaponNumByInvIndex(s32 index);
u16 currentPlayerGetInvNameIdByIndex(s32 index);
char *currentPlayerGetInvNameByIndex(s32 index);
char *currentPlayerGetInvShortNameByIndex(s32 index);
void textoverrideInsert(struct textoverride *override);
u32 currentPlayerGetEquipCurItem(void);
void currentPlayerSetEquipCurItem(u32 item);
void currentPlayerCalculateEquipCurItem(void);
char *objGetActivatedText(struct defaultobj *obj);
char *weaponGetActivatedText(s32 weaponnum);
void currentPlayerIncrementGunHeldTime(s32 param_1, s32 param_2);
void currentPlayerGetWeaponOfChoice(s32 *weapon1, s32 *weapon2);
#endif
+2 -2
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@@ -14,8 +14,8 @@ void currentPlayerSetViewPosition(s32 viewleft, s32 viewtop);
void currentPlayerSetFovY(f32 fovy);
void currentPlayerSetAspectRatio(f32 aspect);
s32 weaponGetModel(s32 weapon);
void currentPlayerSetWeaponFlag4(s32 weaponslot);
void func0f128d20(s32 slot);
void currentPlayerSetWeaponFlag4(s32 hand);
void func0f128d20(s32 hand);
void randomisePlayerOrder(void);
s32 getPlayerByOrderNum(s32 arg0);
void setCurrentPlayerNum(s32 playernum);
+9
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@@ -0,0 +1,9 @@
#ifndef IN_GAME_INVENTORY_INIT_H
#define IN_GAME_INVENTORY_INIT_H
#include <ultra64.h>
#include "types.h"
void invInitGunsHeld(void);
void invInit(s32 numdoubles);
#endif
+51
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@@ -0,0 +1,51 @@
#ifndef IN_GAME_INVENTORY_INVENTORY_H
#define IN_GAME_INVENTORY_INVENTORY_H
#include <ultra64.h>
#include "types.h"
void invClear(void);
void invSortItem(struct invitem *item);
void invInsertItem(struct invitem *item);
void invRemoveItem(struct invitem *item);
struct invitem *invFindUnusedSlot(void);
void invSetAllGuns(bool enable);
struct invitem *invFindSingleWeapon(s32 weaponnum);
bool invHasSingleWeaponExcAllGuns(s32 weaponnum);
struct invitem *invFindDoubleWeapon(s32 weapon1, s32 weapon2);
bool invHasDoubleWeaponExcAllGuns(s32 weapon1, s32 weapon2);
bool invHasSingleWeaponOrProp(s32 weaponnum);
s32 func0f111b88(s32 arg0);
s32 currentStageForbidsSlayer(void);
bool invCanHaveAllGunsWeapon(s32 weaponnum);
bool invHasSingleWeaponIncAllGuns(s32 weaponnum);
bool invHasDoubleWeaponIncAllGuns(s32 weapon1, s32 weapon2);
bool invGiveSingleWeapon(s32 weaponnum);
bool invGiveDoubleWeapon(s32 weapon1, s32 weapon2);
void invRemoveItemByNum(s32 weaponnum);
bool invGiveProp(struct prop *prop);
void invRemoveProp(struct prop *prop);
u32 func0f1120f0(struct prop *prop);
u32 func0f1122ec(void);
u32 func0f11253c(void);
bool invHasKeyFlags(u32 wantkeyflags);
bool invHasBriefcase(void);
bool invHasDataUplink(void);
bool invHasProp(struct prop *prop);
s32 invGetCount(void);
struct invitem *invGetItemByIndex(s32 index);
struct textoverride *invGetTextOverrideForObj(struct defaultobj *obj);
struct textoverride *invGetTextOverrideForWeapon(s32 weaponnum);
s32 invGetWeaponNumByIndex(s32 index);
u16 invGetNameIdByIndex(s32 index);
char *invGetNameByIndex(s32 index);
char *invGetShortNameByIndex(s32 index);
void invInsertTextOverride(struct textoverride *override);
u32 invGetCurrentIndex(void);
void invSetCurrentIndex(u32 item);
void invCalculateCurrentIndex(void);
char *invGetActivatedTextByObj(struct defaultobj *obj);
char *invGetActivatedTextByWeaponNum(s32 weaponnum);
void invIncrementHeldTime(s32 param_1, s32 param_2);
void invGetWeaponOfChoice(s32 *weapon1, s32 *weapon2);
#endif
@@ -1,5 +1,5 @@
#ifndef IN_GAME_DATA_INVENTORY_H
#define IN_GAME_DATA_INVENTORY_H
#ifndef IN_GAME_INVENTORY_ITEMS_H
#define IN_GAME_INVENTORY_ITEMS_H
#include <ultra64.h>
extern struct inventory_menupos invmenupos_00010fd0;
+1 -1
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@@ -281,7 +281,7 @@ void func0f08b25c(struct weaponobj *weapon, struct chrdata *chr);
u32 func0f08b27c(void);
u32 func0f08b658(void);
struct weaponobj *func0f08b880(u32 model, u32 weaponnum, struct chrdata *chr);
void chrSetObjHiddenFlag4OnWeapon(struct chrdata *chr, s32 slot);
void chrSetObjHiddenFlag4OnWeapon(struct chrdata *chr, s32 hand);
struct prop *func0f08b8e8(struct chrdata *chr, s32 weaponnum, s32 arg2, u32 flags, s32 arg4, s32 arg5);
struct prop *chrGiveWeapon(struct chrdata *chr, s32 model, s32 weaponnum, u32 flags);
u32 func0f08bb3c(void);
+2 -2
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@@ -2642,8 +2642,8 @@ struct player {
/*0x1858*/ f32 aspect;
/*0x185c*/ u32 flags;
/*0x1860*/ u32 unk1860;
/*0x1864*/ struct invitem *weapons; // circular linked list
/*0x1868*/ struct invitem *equipment;
/*0x1864*/ struct invitem *weapons; // circular linked list, sorted
/*0x1868*/ struct invitem *equipment; // slots, allocated, unsorted
/*0x186c*/ s32 equipmaxitems;
/*0x1870*/ u32 equipallguns;
/*0x1874*/ u32 equipcuritem;