Decompile chrEquipWeapon

This commit is contained in:
Ryan Dwyer
2021-05-30 00:47:11 +10:00
parent 6c033f8cc5
commit d8511bd2dc
18 changed files with 138 additions and 264 deletions
+7 -6
View File
@@ -1884,9 +1884,9 @@
#define MODELPART_CHR_0000 0x0000 // position
#define MODELPART_CHR_0001 0x0001 // position
#define MODELPART_CHR_0002 0x0002 // position
#define MODELPART_CHR_0003 0x0003 // position
#define MODELPART_CHR_RIGHTHAND 0x0003 // position
#define MODELPART_CHR_HEADSPOT 0x0004 // headspot
#define MODELPART_CHR_0005 0x0005 // position
#define MODELPART_CHR_LEFTHAND 0x0005 // position
#define MODELPART_CHR_0006 0x0006 // position
#define MODELPART_CHR_NECKLACE 0x0007 // toggle
#define MODELPART_CIHUB_0000 0x0000 // dl
@@ -2139,8 +2139,8 @@
#define MODELPART_SKSHUTTLE_GANGWAY 0x00b7 // toggle
#define MODELPART_SKEDAR_0000 0x0000 // position
#define MODELPART_SKEDAR_0001 0x0001 // position
#define MODELPART_SKEDAR_0002 0x0002 // position
#define MODELPART_SKEDAR_0003 0x0003 // position
#define MODELPART_SKEDAR_RIGHTHAND 0x0002 // position
#define MODELPART_SKEDAR_LEFTHAND 0x0003 // position
#define MODELPART_SKEDAR_EYESOPEN 0x0004 // toggle
#define MODELPART_SKEDAR_EYESCLOSED 0x0005 // toggle
#define MODELPART_SLAYERROCKET_0032 0x0032 // position
@@ -2869,12 +2869,13 @@
#define OBJFLAG_08000000 0x08000000 // Not used in scripts
#define OBJFLAG_DEACTIVATED 0x10000000
#define OBJFLAG_DOOR_HASPORTAL 0x10000000
#define OBJFLAG_WEAPON_10000000 0x10000000
#define OBJFLAG_WEAPON_LEFTHANDED 0x10000000
#define OBJFLAG_ESCSTEP_ZALIGNED 0x10000000
#define OBJFLAG_20000000 0x20000000 // Editor: "Door Opens Backwards/Special Function/Conceal Weapon"
#define OBJFLAG_CAMERA_DISABLED 0x20000000
#define OBJFLAG_DOOR_OPENTOFRONT 0x20000000
#define OBJFLAG_HOVERCAR_20000000 0x20000000
#define OBJFLAG_WEAPON_AICANNOTUSE 0x20000000
#define OBJFLAG_40000000 0x40000000
#define OBJFLAG_CAMERA_BONDINVIEW 0x40000000
#define OBJFLAG_DOOR_KEEPOPEN 0x40000000 // Editor: "Door open by default/Empty weapon"
@@ -2953,7 +2954,7 @@
// obj->hidden
#define OBJHFLAG_LIFTDOOR 0x00000001
#define OBJHFLAG_00000004 0x00000004
#define OBJHFLAG_REAPABLE 0x00000004
#define OBJHFLAG_00000008 0x00000008
#define OBJHFLAG_TAGGED 0x00000010
#define OBJHFLAG_00000040 0x00000040
+1 -1
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@@ -15,7 +15,7 @@ void currentPlayerSetViewPosition(s32 viewleft, s32 viewtop);
void currentPlayerSetFovY(f32 fovy);
void currentPlayerSetAspectRatio(f32 aspect);
s32 weaponGetModel(s32 weapon);
void currentPlayerSetWeaponFlag4(s32 hand);
void currentPlayerSetWeaponReapable(s32 hand);
void func0f128d20(s32 hand);
void randomisePlayerOrder(void);
s32 getPlayerByOrderNum(s32 arg0);
+2 -2
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@@ -281,14 +281,14 @@ void chrsTriggerProxies(void);
void propweaponSetDual(struct weaponobj *weapon1, struct weaponobj *weapon2);
struct prop *func0f08adc8(struct weaponobj *weapon, struct modelfiledata *filedata, struct prop *prop, struct model *model);
struct prop *func0f08ae0c(struct weaponobj *weapon, struct modelfiledata *filedata);
u32 func0f08ae54(struct defaultobj *obj, struct chrdata *chr);
bool chrEquipWeapon(struct weaponobj *weapon, struct chrdata *chr);
struct prop *func0f08b108(struct weaponobj *weapon, struct chrdata *chr, struct modelfiledata *modelfiledata, struct prop *prop, struct model *model);
void func0f08b208(struct weaponobj *weapon, struct chrdata *chr);
void func0f08b25c(struct weaponobj *weapon, struct chrdata *chr);
struct autogunobj *laptopDeploy(s32 modelnum, struct gset *gset, struct chrdata *chr);
struct weaponobj *func0f08b658(s32 modelnum, struct gset *gset, struct chrdata *chr);
struct weaponobj *func0f08b880(s32 modelnum, s32 weaponnum, struct chrdata *chr);
void chrSetObjHiddenFlag4OnWeapon(struct chrdata *chr, s32 hand);
void chrSetWeaponReapable(struct chrdata *chr, s32 hand);
struct prop *weaponCreateForChr(struct chrdata *chr, s32 modelnum, s32 weaponnum, u32 flags, struct weaponobj *obj, struct modelfiledata *filedata);
struct prop *chrGiveWeapon(struct chrdata *chr, s32 model, s32 weaponnum, u32 flags);
u32 func0f08bb3c(void);
+2 -2
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@@ -708,8 +708,8 @@ struct model {
/*0x0c*/ Mtxf *matrices;
/*0x10*/ union modelrwdata **rwdatas;
/*0x14*/ f32 scale;
/*0x18*/ struct model *attachedto;
/*0x1c*/ struct modelnode *unk1c;
/*0x18*/ struct model *attachedtomodel;
/*0x1c*/ struct modelnode *attachedtonode;
/*0x20*/ struct anim *anim;
};