mirror of
https://gitlab.com/ryandwyer/perfect-dark
synced 2026-07-28 07:07:35 -04:00
Rename prop list symbols
This commit is contained in:
+16
-11
@@ -1613,7 +1613,7 @@
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/**
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* Sets a flag on the object's flags property (object struct offset 0x08).
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*
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* Expects an OBJECTFLAG constant.
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* Expects an OBJFLAG constant.
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*/
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#define set_object_flag(object, objectflag) \
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mkshort(0x00aa), \
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@@ -1644,7 +1644,7 @@
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/**
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* Sets a flag on the object's flags2 property (object struct offset 0x0c).
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*
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* Expects an OBJECTFLAG2 constant.
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* Expects an OBJFLAG2 constant.
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*/
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#define set_object_flag2(object, objectflag2) \
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mkshort(0x00ad), \
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@@ -2498,37 +2498,42 @@
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label,
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/**
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* Shows the given chr.
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* Enables the given chr. The chr will become visible, will tick and will be
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* considered in collision checks.
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*/
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#define show_chr(chr) \
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#define enable_chr(chr) \
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mkshort(0x0114), \
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chr,
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/**
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* Hides the given chr.
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* Disables the given chr. Disabled chrs are invisible, do not tick and are not
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* considered in collision checks. Disabled chrs can still be damaged by
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* explosives, at which point they become enabled (and die) automatically.
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*/
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#define hide_chr(chr) \
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#define disable_chr(chr) \
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mkshort(0x0115), \
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chr,
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/**
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* Shows the given object.
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* Enables the given object. The object will become visible, will tick and will
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* be considered in collision checks.
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*/
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#define show_object(object) \
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#define enable_object(object) \
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mkshort(0x0116), \
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object,
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/**
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* Hides the given object.
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* Disables the given object. Disabled object are invisible, do not tick and are
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* not considered in collision checks.
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*/
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#define hide_object(object) \
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#define disable_object(object) \
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mkshort(0x0117), \
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object,
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/**
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* Sets a flag on the object's flags3 property (object struct offset 0x10).
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*
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* Expects an OBJECTFLAG3 constant.
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* Expects an OBJFLAG3 constant.
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*/
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#define set_object_flag3(object, objectflag3) \
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mkshort(0x0118), \
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@@ -3185,10 +3185,10 @@
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#define PROJECTILEFLAG_FREE 0x80000000
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#define PROPFLAG_01 0x01
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#define PROPFLAG_02 0x02
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#define PROPFLAG_TANGIBLE 0x04
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#define PROPFLAG_ONSCREEN 0x02
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#define PROPFLAG_ENABLED 0x04
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#define PROPFLAG_08 0x08
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#define PROPFLAG_10 0x10
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#define PROPFLAG_DONTPAUSE 0x10
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#define PROPFLAG_20 0x20
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#define PROPFLAG_40 0x40
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#define PROPFLAG_80 0x80
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@@ -4,7 +4,7 @@
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#include "data.h"
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#include "types.h"
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void roomMovePropsToList1(u32 roomnum, bool tintedglassonly);
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void roomUnpauseProps(u32 roomnum, bool tintedglassonly);
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void func0f157e94(s32 room, s32 arg1, struct screenbox *arg2);
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void func0f158108(s32 roomnum, u8 *arg1, u8 *arg2);
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struct var800a4640_00 *func0f158140(s32 roomnum);
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@@ -277,10 +277,10 @@
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/*0x0111*/ bool aiSetCameraAnimation(void);
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/*0x0112*/ bool aiObjectDoAnimation(void);
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/*0x0113*/ bool aiIfInCutscene(void);
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/*0x0114*/ bool aiShowChr(void);
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/*0x0115*/ bool aiHideChr(void);
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/*0x0116*/ bool aiShowObj(void);
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/*0x0117*/ bool aiHideObj(void);
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/*0x0114*/ bool aiEnableChr(void);
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/*0x0115*/ bool aiDisableChr(void);
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/*0x0116*/ bool aiEnableObj(void);
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/*0x0117*/ bool aiDisableObj(void);
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/*0x0118*/ bool aiSetObjFlag3(void);
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/*0x0119*/ bool aiUnsetObjFlag3(void);
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/*0x011a*/ bool aiIfObjHasFlag3(void);
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@@ -7,13 +7,13 @@
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extern f32 var80069880;
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void func0f0601b0(void);
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void propShow(struct prop *prop);
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void propHide(struct prop *prop);
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void propEnable(struct prop *prop);
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void propDisable(struct prop *prop);
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struct prop *propAllocate(void);
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void propFree(struct prop *prop);
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void propPrependToList1(struct prop *prop);
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void propAppendToList1(struct prop *prop);
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void propRemoveFromCurrentList(struct prop *prop);
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void propActivate(struct prop *prop);
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void propActivateThisFrame(struct prop *prop);
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void propDelist(struct prop *prop);
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void propReparent(struct prop *mover, struct prop *adopter);
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void propDetach(struct prop *prop);
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Gfx *propRender(Gfx *gdl, struct prop *prop, bool withalpha);
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@@ -31,8 +31,8 @@ void propExecuteTickOperation(struct prop *prop, s32 op);
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struct prop *currentPlayerFindPropForInteract(bool eyespy);
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void func0f062dd0(void);
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bool currentPlayerInteract(bool eyespy);
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void propPrependToList2(struct prop *prop);
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void propMoveFromList2To1(struct prop *prop);
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void propPause(struct prop *prop);
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void propUnpause(struct prop *prop);
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void propsTick(u32 islastplayer);
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void func0f063dcc(void);
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void propSetCollisionsEnabled(struct prop *prop, bool enable);
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+32
-22
@@ -159,14 +159,14 @@ struct g_vars {
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/*00032c*/ bool enableslopes;
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/*000330*/ u32 padrandomroutes;
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/*000334*/ s32 maxprops;
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/*000338*/ struct prop *props; // pointer to array
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/*00033c*/ struct prop *list1head;
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/*000340*/ struct prop *list1tail; // next pointer points to list2head
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/*000344*/ struct prop *freeprops;
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/*000348*/ struct prop **tangibleprops;
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/*00034c*/ struct prop **unk00034c;
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/*000338*/ struct prop *props; // pointer to array of structs
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/*00033c*/ struct prop *activeprops; // head of a doubly linked list
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/*000340*/ struct prop *activepropstail; // next pointer points to pausedprops
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/*000344*/ struct prop *freeprops; // head of a singularly linked list
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/*000348*/ struct prop **enabledprops;
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/*00034c*/ struct prop **endenabledprops;
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/*000350*/ struct prop *unk000350;
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/*000354*/ struct prop *list2head; // prev pointer points to list1tail
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/*000354*/ struct prop *pausedprops; // head of a doubly linked list, prev pointer points to activepropstail
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/*000358*/ u8 numpropstates;
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/*000359*/ u8 allocstateindex;
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/*00035a*/ u8 runstateindex;
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@@ -413,15 +413,11 @@ struct prop {
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/*0x3a*/ u16 propupdate240;
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/*0x3c*/ u8 propupdate60err;
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/*0x3d*/ u8 propstateindex;
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/*0x3e*/ u8 unk3e;
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/*0x3f*/ u8 forcetick : 1;
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/*0x3e*/ u8 backgroundedframes;
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/*0x3f*/ u8 forceonetick : 1;
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/*0x3f*/ u8 backgrounded : 1;
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/*0x3f*/ u8 unk3f_02 : 1;
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/*0x3f*/ u8 inlist1 : 1;
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/*0x3f*/ u8 unk3f_04 : 1;
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/*0x3f*/ u8 unk3f_05 : 1;
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/*0x3f*/ u8 unk3f_06 : 1;
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/*0x3f*/ u8 unk3f_07 : 1;
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/*0x3f*/ u8 forcetick : 1;
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/*0x3f*/ u8 active : 1;
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/*0x40*/ struct var800a41b0 *unk40;
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/*0x44*/ struct var800a41b0 *unk44;
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};
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@@ -2121,10 +2117,24 @@ struct gunheld {
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};
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struct playerbond {
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// unk00.x = look vector x (-1 to +1)
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// unk00.y = always 0?
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// unk00.z = look vector z (-1 to +1)
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/*0x0338 0x036c*/ struct coord unk00;
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/*0x0344 0x0378*/ f32 width;
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/*0x0344 0x0378*/ f32 width; // always 30?
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/*0x0348 0x037c*/ struct coord unk10;
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// unk1c.x = affected by both left/right and up/down looking
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// unk1c.y = vertical look vector (-1 for down, 1 for up)
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// unk1c.z = affected by both left/right and up/down looking
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/*0x0354 0x0388*/ struct coord unk1c;
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// unk28.x = affected by both horiz and vertical angle
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// unk28.y = 0 when looking up or down, .999 when looking horizontal
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// unk28.z = pos.z
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/*0x0360 0x0394*/ struct coord unk28;
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};
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@@ -2469,7 +2479,7 @@ struct gunctrl {
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struct player {
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/*0x0000*/ s32 cameramode;
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/*0x0004*/ struct coord memcampos;
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/*0x0004*/ struct coord memcampos; // Room that the camera is in (differs from the player's room during cutscenes and Slayer rocket)
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/*0x0010*/ u16 visionmode;
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/*0x0014*/ s32 memcamroom;
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/*0x0018*/ struct coord eraserpos;
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@@ -2477,7 +2487,7 @@ struct player {
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/*0x0028*/ u32 eraserbgdist;
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/*0x002c*/ u32 eraserdepth;
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/*0x0030*/ bool isfalling;
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/*0x0034*/ s32 fallstart;
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/*0x0034*/ s32 fallstart; // lvframe60 when player started falling
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/*0x0038*/ struct coord globaldrawworldoffset;
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/*0x0044*/ struct coord globaldrawcameraoffset;
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/*0x0050*/ struct coord globaldrawworldbgoffset;
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@@ -2493,9 +2503,9 @@ struct player {
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// These crouch fields are related to recovering after a fall - not actual crouching
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/*0x0088*/ f32 sumcrouch;
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/*0x008c*/ f32 crouchheight;
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/*0x0090*/ s32 crouchtime240;
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/*0x0094*/ f32 crouchfall;
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/*0x008c*/ f32 crouchheight; // Negative, is Y offset to regular standing height
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/*0x0090*/ s32 crouchtime240; // Set to 60 when landing, counts down
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/*0x0094*/ f32 crouchfall; // -90 when slowing the descent, increments back to 0 while returning to stand
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/*0x0098*/ s32 swaypos;
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/*0x009c*/ f32 swayoffset;
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@@ -2558,7 +2568,7 @@ struct player {
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/*0x016c*/ f32 speedstrafe;
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/*0x0170*/ f32 speedforwards; // range -1 to 1
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/*0x0174*/ f32 speedboost; // speed multiplier - ranges from 1 to 1.25 - kicks in after 3 seconds of full speed
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/*0x0178*/ u32 speedmaxtime60; // amount of time player has held full forward speed - 60 is 1 second
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/*0x0178*/ u32 speedmaxtime60; // amount of time player has held full forward speed
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/*0x017c*/ f32 bondshotspeed[3];
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/*0x0188*/ f32 bondfadetime60;
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/*0x018c*/ f32 bondfadetimemax60;
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