Decompile activemenuAssignWeaponSlots

This commit is contained in:
Ryan Dwyer
2020-12-30 22:10:34 +10:00
parent adf869345c
commit f12e679c88
4 changed files with 139 additions and 217 deletions
+1 -1
View File
@@ -12,7 +12,7 @@ void activemenuGetSlotDetails(s32 slot, u32 *flags, char *dst);
void activemenusInit(void);
s16 activemenuCalculateSlotWidth(void);
void activemenuChangeScreen(s32 step);
u32 func0f0fecd4(void);
void activemenuAssignWeaponSlots(void);
void activemenuOpen(void);
void activemenuClose(void);
bool activemenuIsCramped(void);
+16 -3
View File
@@ -4739,10 +4739,23 @@ struct activemenu {
/*0x14*/ u32 unk14;
/*0x18*/ f32 unk18; // seems like a fade duration or current alpha level
/*0x1c*/ f32 unk1c;
/*0x20*/ u8 weaponnums[8];
/*0x28*/ u8 unk28[8];
/**
* Indexes into the player's inventory. Element 0 is AM slot top left,
* then it goes left to right, top to bottom. Updated every tick while
* the active menu is open. A value of 0xff means the slot is not shown.
*/
/*0x20*/ u8 invindexes[8];
/**
* Weapon numbers to slot mapping. In multiplayer this is determined at the
* start of the match. Unsure how it works in solo. A value of 0xff means
* the slot cannot be shown in this match.
*/
/*0x28*/ u8 weaponnums[8];
/*0x30*/ u8 unk30;
/*0x31*/ u8 unk31;
/*0x31*/ u8 numitems; // number of items in player's inventory; can be higher than the number of AM slots
/*0x32*/ u8 allbots; // when player holds R on the bot command screen
/*0x33*/ u8 unk33;
/*0x34*/ u8 unk34;