mirror of
https://gitlab.com/ryandwyer/perfect-dark
synced 2026-06-20 23:41:13 -04:00
Improve gun anim symbol names
This commit is contained in:
+19
-8
@@ -1222,11 +1222,17 @@
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#define GUNAMMOREASON_OPTION 0x01
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#define GUNAMMOREASON_NOCONTROL 0x02
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#define GUNAMMOSTATE_DEPLETED -1
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#define GUNAMMOSTATE_NEEDRELOAD 0
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#define GUNAMMOSTATE_CLIPYES_HELDYES 1
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#define GUNAMMOSTATE_CLIPYES_HELDNO 2
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#define GUNAMMOSTATE_CLIPFULL 3
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#define GUNCMD_END 0
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#define GUNCMD_SHOWPART 1
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#define GUNCMD_HIDEPART 2
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#define GUNCMD_WAITFORZRELEASED 3
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#define GUNCMD_WAITTIME 4
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#define GUNCMD_ALLOWFEATURE 4
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#define GUNCMD_PLAYSOUND 5
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#define GUNCMD_INCLUDE 6
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#define GUNCMD_RANDOM 7
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@@ -1235,6 +1241,11 @@
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#define GUNCMD_PLAYANIMATION 10
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#define GUNCMD_SETSOUNDSPEED 11
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#define GUNFEATURE_RELOAD 1
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#define GUNFEATURE_ATTACK 2
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#define GUNFEATURE_ATTACKAGAIN 3
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#define GUNFEATURE_CLICK 5
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#define GUNMEMOWNER_BONDGUN 0
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#define GUNMEMOWNER_INVMENU 1
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#define GUNMEMOWNER_CHRBODY 2
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@@ -4441,9 +4452,9 @@ enum weaponnum {
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#define WEAPON_MPLOCATION14 254
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#define WEAPON_MPLOCATION15 255
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#define INVAIMFLAG_MANUALZOOM 0x00000001
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#define INVAIMFLAG_AUTOAIM 0x00000002
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#define INVAIMFLAG_ACCURATESINGLESHOT 0x00000004
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#define INVAIMFLAG_MANUALZOOM 0x00000001
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#define INVAIMFLAG_AUTOAIM 0x00000002
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#define INVAIMFLAG_ACCURATESINGLESHOT 0x00000004
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#define WEAPONFLAG_THROWABLE 0x00000001 // Entire weapon is throwable (eg. grendes, mines, knives)
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#define WEAPONFLAG_00000004 0x00000004
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@@ -4456,9 +4467,9 @@ enum weaponnum {
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#define WEAPONFLAG_00000400 0x00000400
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#define WEAPONFLAG_00000800 0x00000800 // MP briefcase
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#define WEAPONFLAG_DUALWIELD 0x00001000 // Allow dual wielding
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#define WEAPONFLAG_00002000 0x00002000
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#define WEAPONFLAG_HASGUNSCRIPT 0x00002000
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#define WEAPONFLAG_00004000 0x00004000
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#define WEAPONFLAG_00008000 0x00008000 // Editor: "Special environment mapping"
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#define WEAPONFLAG_BRIGHTER 0x00008000 // Use extra light to illuminate weapon
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#define WEAPONFLAG_HASHANDS 0x00020000
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#define WEAPONFLAG_HIDEMENUMODEL 0x00040000 // Don't display the rotating model in the inventory menu
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#define WEAPONFLAG_GANGSTA 0x00080000 // Allow turning the gun sideways at close range
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@@ -4467,8 +4478,8 @@ enum weaponnum {
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#define WEAPONFLAG_DETERMINER_F_AN 0x00400000 // "Picked up an ..." (full version)
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#define WEAPONFLAG_DETERMINER_S_THE 0x00800000 // "The ..." (short version - when vertically split)
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#define WEAPONFLAG_DETERMINER_F_THE 0x01000000 // "Picked up the ..." (full version)
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#define WEAPONFLAG_02000000 0x02000000 // Slayer
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#define WEAPONFLAG_04000000 0x04000000
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#define WEAPONFLAG_RESETMATRICES 0x02000000 // Slayer
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#define WEAPONFLAG_KEEPFUNCWHENEMPTY 0x04000000 // Don't change to secondary function when primary is out of ammo
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#define WEAPONFLAG_UNDROPPABLE 0x08000000 // Do not drop when disarmed or killed
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#define WEAPONFLAG_DETERMINER_S_SOME 0x10000000 // "Some ..." (short version - when vertically split)
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#define WEAPONFLAG_DETERMINER_F_SOME 0x20000000 // "Picked up some ..." (full version)
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+12
-13
@@ -14,27 +14,26 @@ void bgun_tick_unequipped_reload(void);
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bool bgun_test_gun_vis_command(struct gunviscmd *cmd, struct hand *hand);
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void bgun_set_part_visible(s16 partnum, bool visible, struct hand *hand, struct modeldef *modeldef);
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void bgun_execute_gun_vis_commands(struct hand *hand, struct modeldef *arg1, struct gunviscmd *command);
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void bgun0f098030(struct hand *hand, struct modeldef *arg1);
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f32 bgun0f09815c(struct hand *hand);
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void bgun0f0981e8(struct hand *hand, struct modeldef *modeldef);
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bool bgun0f098884(struct guncmd *cmd, struct gset *gset);
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void bgun_update_ammo_visibility(struct hand *hand, struct modeldef *arg1);
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f32 bgun_get_current_keyframe(struct hand *hand);
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void bgun_tick_anim(struct hand *hand, struct modeldef *modeldef);
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bool bgun_test_condition(struct guncmd *cmd, struct gset *gset);
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void bgun_start_animation(struct guncmd *cmd, s32 handnum, struct hand *hand);
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bool bgun0f098a44(struct hand *hand, s32 time);
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bool bgun_is_anim_busy(struct hand *hand);
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void bgun_reset_anim(struct hand *hand);
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void bgun_get_weapon_info(struct handweaponinfo *info, s32 handnum);
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s32 bgun0f098ca0(s32 arg0, struct handweaponinfo *info, struct hand *hand);
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s32 bgun_get_ammo_state(s32 arg0, struct handweaponinfo *info, struct hand *hand);
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void bgun0f098df8(s32 weaponfunc, struct handweaponinfo *info, struct hand *hand, u8 onebullet, u8 checkunequipped);
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void bgun0f098f8c(struct handweaponinfo *info, struct hand *hand);
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bool bgun0f099008(s32 handnum);
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bool bgun_clip_has_ammo(s32 handnum);
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bool bgun0f0990b0(struct weaponfunc *basefunc, struct weapon *weapon);
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bool bgun0f099188(struct hand *hand, s32 gunfunc);
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s32 bgun_tick_inc_idle(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
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void bgun_set_arm_pitch(struct hand *hand, f32 angle);
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s32 bgun_tick_inc_auto_switch(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
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s32 bgun_tick_inc_autoswitch(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
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bool bgun_is_reloading(struct hand *hand);
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s32 bgun_tick_inc_reload(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
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s32 bgun_tick_inc_change_func(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
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s32 bgun_tick_inc_changefunc(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
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s32 bgun0f09a3f8(struct hand *hand, struct weaponfunc *func);
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void bgun0f09a6f8(struct handweaponinfo *info, s32 handnum, struct hand *hand, struct weaponfunc *func);
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bool bgun_tick_recoil(struct hand *hand, struct handweaponinfo *info, s32 handnum, struct weaponfunc_shoot *func);
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@@ -43,12 +42,12 @@ bool bgun_tick_inc_attacking_throw(s32 handnum, struct hand *hand);
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s32 bgun_get_min_clip_qty(s32 weaponnum, s32 funcnum);
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bool bgun_tick_inc_attacking_melee(s32 handnum, struct hand *hand);
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bool bgun_tick_inc_attacking_special(struct hand *hand);
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s32 bgun_tick_inc_attack_empty(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
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s32 bgun_tick_inc_attackempty(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
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s32 bgun_tick_inc_attack(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
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bool bgun_is_ready_to_switch(s32 handnum);
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bool bgun_can_free_weapon(s32 handnum);
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bool bgun0f09bf44(s32 handnum);
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s32 bgun_tick_inc_change_gun(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
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s32 bgun_tick_inc_changegun(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
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s32 bgun_tick_inc_state2(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate);
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s32 bgun_tick_inc(struct handweaponinfo *info, s32 handnum, s32 lvupdate);
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bool bgun_set_state(s32 handnum, s32 state);
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@@ -114,7 +113,7 @@ void bgun_start_slide(s32 handnum);
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void bgun_update_slide(s32 handnum);
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f32 bgun0f0a2498(f32 arg0, f32 arg1, f32 arg2, f32 arg3);
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void bgun0f0a24f0(struct coord *arg0, s32 handnum);
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bool bgun0f0a27c8(void);
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bool bgun_allows_fullscreen_autoaim(void);
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void bgun_handle_player_dead(void);
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bool bgun_is_mission_critical(s32 weaponnum);
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void bgun_disarm(struct prop *attacker);
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@@ -129,7 +128,7 @@ void bgun_update_sniper_rifle(struct modeldef *modeldef, u8 *allocation);
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void bgun_update_devastator(struct hand *hand, u8 *allocation, struct modeldef *modeldef);
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void bgun_update_shotgun(struct hand *hand, u8 *allocation, bool *arg2, struct modeldef *modeldef);
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void bgun_update_laser(struct hand *hand);
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void bgun_update_magnum(struct hand *hand, s32 handnum, struct modeldef *modeldef, Mtxf *mtx);
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void bgun_eject_magnum_casings(struct hand *hand, s32 handnum, struct modeldef *modeldef, Mtxf *mtx);
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void bgun_update_rocket_launcher(struct hand *hand, s32 handnum, struct weaponfunc_shootprojectile *func);
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void bgun0f0a45d0(struct hand *hand, struct modeldef *modeldef, bool isdetonator);
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void bgun_tick_eject(struct hand *hand, struct modeldef *modeldef, bool isdetonator);
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@@ -10,20 +10,20 @@
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#define gunscript_waitforzreleased(keyframe) \
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{ GUNCMD_WAITFORZRELEASED, 0, keyframe },
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#define gunscript_waittime(keyframe, time) \
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{ GUNCMD_WAITTIME, 0, keyframe, time },
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#define gunscript_allowfeature(keyframe, feature) \
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{ GUNCMD_ALLOWFEATURE, 0, keyframe, feature },
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#define gunscript_playsound(keyframe, sound) \
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{ GUNCMD_PLAYSOUND, 0, keyframe, sound },
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#define gunscript_include(unk1, address) \
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{ GUNCMD_INCLUDE, unk1, 0, (u32)address },
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{ GUNCMD_INCLUDE, unk1, 0, (uintptr_t) address },
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#define gunscript_random(probability, address) \
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{ GUNCMD_RANDOM, 0, probability, (u32)address },
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{ GUNCMD_RANDOM, 0, probability, (uintptr_t) address },
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#define gunscript_repeatuntilfull(triggerkey, dontloop, gototrigger) \
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{ GUNCMD_REPEATUNTILFULL, 0, triggerkey, (dontloop << 16) | gototrigger },
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#define gunscript_repeatuntilfull(keyframe, gotokeyframe) \
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{ GUNCMD_REPEATUNTILFULL, 0, keyframe, gotokeyframe },
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#define gunscript_popoutsackofpills(unk1) \
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{ GUNCMD_POPOUTSACKOFPILLS, 0, unk1 },
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+20
-8
@@ -2216,7 +2216,7 @@ struct hand {
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/*0x0cc8*/ u8 unk0cc8_01 : 1;
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/*0x0cc8*/ u8 unk0cc8_02 : 1;
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/*0x0cc8*/ u8 incrementalreloading : 1;
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/*0x0cc8*/ u8 unk0cc8_04 : 3;
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/*0x0cc8*/ u8 ejectcount : 3;
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/*0x0cc8*/ u8 unk0cc8_07 : 1;
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/*0x0cc8*/ u8 unk0cc8_08 : 1;
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/*0x0cc9*/ u8 animloopcount;
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@@ -2225,7 +2225,7 @@ struct hand {
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/*0x0cdc*/ u32 statejob;
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/*0x0ce0*/ s32 statevar1;
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/*0x0ce4*/ s32 attacktype;
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/*0x0ce8*/ struct guncmd *unk0ce8;
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/*0x0ce8*/ struct guncmd *animcmd;
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/*0x0cec*/ ubool hasdotinfo;
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/*0x0cf0*/ struct coord dotpos;
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/*0x0cfc*/ struct coord dotrot;
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@@ -2248,7 +2248,7 @@ struct hand {
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/*0x0d50*/ f32 unk0d50[3][3];
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/*0x0d74*/ u16 gunroundsspent[4]; // actually a countdown timer
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/*0x0d7c*/ s32 ispare1;
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/*0x0d80*/ struct guncmd *unk0d80;
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/*0x0d80*/ struct guncmd *animcmd2;
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/*0x0d84*/ struct sndstate *audiohandle;
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/*0x0d88*/ u32 ispare4;
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/*0x0d8c*/ u32 ispare5;
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@@ -2266,8 +2266,8 @@ struct hand {
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/*0x0dbc*/ u32 fspare7;
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/*0x0dc0*/ u32 fspare8;
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/*0x0dc4*/ struct abmag abmag;
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/*0x0dcc*/ s32 *unk0dcc;
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/*0x0dd0*/ s32 *unk0dd0;
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/*0x0dcc*/ s32 *compiledgunmodelcmds;
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/*0x0dd0*/ s32 *compiledhandmodelcmds;
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/*0x0dd4*/ s32 unk0dd4;
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/*0x0dd8*/ Mtxf *unk0dd8;
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};
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@@ -5252,9 +5252,21 @@ struct stageallocation {
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struct guncmd {
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u8 type;
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u8 unk01;
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u16 unk02;
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s32 unk04;
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u8 condition;
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union {
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u16 animnum;
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u16 keyframe;
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u16 probability;
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};
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union {
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s32 feature;
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s32 partnum;
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s32 soundnum;
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s32 soundspeed;
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s32 animparams;
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s32 gotokeyframe;
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struct guncmd *targetcmd;
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};
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};
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struct pakthing {
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