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https://gitlab.com/ryandwyer/perfect-dark
synced 2026-06-29 18:32:09 -04:00
Decompile weaponHasAmmoFlag and discover AMMOFLAG constants
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@@ -157,6 +157,11 @@
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#define AIMCONTROL_HOLD 0
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#define AIMCONTROL_TOGGLE 1
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#define AMMOFLAG_NORESERVE 1 // Ammo cannot be held outside of weapon (cloak and combat boost)
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#define AMMOFLAG_EQUIPPEDISRESERVE 2 // For throwables: equipped ammo and reserve is kind of the same thing
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#define AMMOFLAG_INCREMENTALRELOAD 4 // Shotgun and crossbow
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#define AMMOFLAG_QTYAFFECTSPARTVIS 8 // Quantity of ammo in the clip affects model part visibility on the weapon (Devastator)
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#define AMMOTYPE_PISTOL 0x01
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#define AMMOTYPE_SMG 0x02
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#define AMMOTYPE_CROSSBOW 0x03
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@@ -8,7 +8,7 @@ void bgun0f097ba0(s32 handnum, s32 weaponnum);
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s32 bgunGetUnequippedReloadIndex(s32 weaponnum);
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void bgunTickUnequippedReload(void);
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bool bgun0f097df0(struct inventory_typef *arg0, struct hand *hand);
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void bgun0f097e74(s16 partnum, s32 arg1, struct hand *hand, struct modelfiledata *arg3);
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void bgunSetPartVisible(s16 partnum, bool visible, struct hand *hand, struct modelfiledata *filedata);
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void bgun0f097f28(struct hand *hand, struct modelfiledata *arg1, struct inventory_typef *arg2);
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void bgun0f098030(struct hand *hand, struct modelfiledata *arg1);
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f32 bgun0f09815c(struct hand *hand);
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@@ -153,7 +153,7 @@ void bgun0f0a9494(u32 operation);
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void bgun0f0a94d0(u32 operation, struct coord *pos, struct coord *rot);
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void bgunSetGunAmmoVisible(u32 reason, bool enable);
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void bgunSetAmmoQuantity(s32 ammotype, s32 quantity);
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s32 bgunGetAmmoCountWithCheck(s32 type);
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s32 bgunGetReservedAmmoCount(s32 type);
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s32 bgunGetAmmoCount(s32 ammotype);
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s32 bgunGetCapacityByAmmotype(u32 ammotype);
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bool bgunAmmotypeAllowsUnlimitedAmmo(u32 ammotype);
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@@ -19,7 +19,7 @@ void currentPlayerZoomOut(f32 fovpersec);
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void currentPlayerZoomIn(f32 fovpersec);
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bool weaponHasFlag(s32 itemid, u32 flag);
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bool weaponHasClassFlag(s32 weaponnum, u32 flag);
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bool func0f0b184c(s32 weaponnum, s32 funcnum, s32 arg2);
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bool weaponHasAmmoFlag(s32 weaponnum, s32 funcnum, u32 flag);
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s32 currentPlayerGetDeviceState(s32 weaponnum);
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void currentPlayerSetDeviceActive(s32 weaponum, bool active);
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u16 weaponGetModelNum(s32 weaponnum);
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